Professor_Fizz
Professor_Fizz
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- Professor_Fizz
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Comments
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2464651#Comment_2464651
Then....be more careful about unhooks?
Did I say I was the one unhooking?
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@Aven_Fallen said:
Erm...
Aside from Doctor, BT should work against every other Killer just fine when it is not Tier 3.Just checked it, even against Doctor the lower Tiers work.
I'm talking about the timer. It's way too short at the first two levels to do anything helpful, especially when it usually takes the whole timer just for them to get into hitting range anyway.
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I have had the exact opposite experience. My MMR games were so much better than the games I've had since they've disabled it.
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I think the biggest problem with an idea like this is that it would likely break the game in half trying to code it in.
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@Pulsar said:
Essentially, game is still broken on Console fix it.
Every time they try and fix it the next patch will break it again, this is the sad fact of dead by daylight
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@Aneurysm said:
Idk I played on console for a long time and of all the performance related BS I'm pretty sure none of it gave me an advantage
It's rare, but both of these examples happened yesterday, so it might just be a recent thing.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2400342#Comment_2400342
ALL OF THEM!!! LOL I don't hate the map, but it's all I'm seeing as of late. I played 10 survivor matches tonight, and HALF of them were on different variations of Coldwind. I don't know if BHVR has increased the odds of getting that map, but something's going on.
I got Yamoka 4 times in a row yesterday while I was playing blight. I was pretty much done after that.
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I would've complained about the coxcombed clapper, personally. That thing makes him completely uncounterable in indoor maps.
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This isn't a vault, but I got a hit through the banister in the main hall of RPD yesterday. They were going for the pallet and I hit them straight through a solid object. Amazing hit detection.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2375160#Comment_2375160
Hard when the killer is AFK or a potato.
I don't like to force chases with baby killers. It's pretty much just prolonging the game and bullying them for points, plus you have to taunt them to get them to chase you in the first place. That's assuming they'll even chase you, because sometimes they're just tilted and determined to smoke the player that's been looping them for 5 gens.
Sometimes the best play is to just keep working on gens and doing anything else actively hurts your chances. Like, if you let the baby killer catch you so your team can start getting altruism points, half the time you're just going to end up facecamped.
I also recall a game where I escaped but depipped because I got caught first and my teammates slammed gens instead of unhooking me, and there was virtually nothing left to do by the time I got off - one gen left with two other people on it, had progressed to second stage so getting into another chase wasn't smart, and barely any altruism because very few hooks happened after I was freed and I was only in position to get one of them.
This is exactly it right here, sometimes you have no choice but to only do one thing and leave. Why should that survivor be punished for things out of their control?
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@Kalinikta said:
You are here to entertain the entity, escaping is not your objective.
Except it is? The survivors have no reason to delay in their escape, it causes less pain. The killer is the one who services the entity, not the survivors.
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It's a very well known issue at this point.
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I've had a similar bug, but I had it without lithe. Same situation.
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I feel like a system like this would just make every killer go in with a lineup of every speed killer in the game, because a lot of the other killers require buildup which is absolutely pointless if you changed killers every minute.
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@MrDardon said:
Then increase your color saturation.
This man has the funny.
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Gen regression is so weak anyways, only ruin and pop pick up the slack, really.
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I'm not sure if it's intended, but sliding backwards around the entire shack to hit someone inside is one of the funniest things you can do in this game.
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I've been playing for the past two days with no perks, and I've only had a few bad games, so this feels like an excuse more than anything.
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We're already a week in, this is all we're getting.
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Welcome to the party.
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@Magicmaster0702 said:
I dont know how people are complaining that flashlights arent working. I swear everytime I look up I still get blinded.
Yeah, I once had a moment where I turned a full 180 degrees and somehow still got blinded. In that case it might've been lag, but still.
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@Bran said:
i don't know man, seems like you got a reliance on perks bro.
To be fair, in this game's climate right now, not having any perks on most killers is basically asking for a loss.
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@JamieARose said:
What a grand idea! A killer who teleports through walls, misses her target and then bugs out for 3 seconds while they get away. Then we make her really, really slow so she can't hit anyone without using her terrible ability.
Why don't you make her not suck?
Or at least allow me to move the 22 freaking cakes off of her so I don't have to lose pips playing as the worst killer in the game.
Don't mind me, just taking a seat and waiting for the avalanche of people coming in to say exactly what we're all expecting.
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The takeaway from this post is that sometimes, game bad.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338135#Comment_2338135
Thats not what I'm suggesting. I'm simply stating that the mechanic in place to prevent killers from holding the game hostage is the wrong solution--it creates other problems the game shouldn't have.
Without it, there's more problems. It's a lose lose situation with a game like this, there's no way to work it out for both sides.
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@SkeletalElite said:
The thing about trickster is that he will inevitably get a down on a survivor regardless of how well that survivor plays, in a pretty consistent time frame that really only varies by map rather than any individual player's skill.
Playing against a trickster is already not fun despite the fact that it's a bad killer. Knives are so spammy and skilless that it's both unsatisfying to play against and avoid despite him not being a strong killer.
Where as huntress is satisfying to outplay and dodge, the trickster is not at all while simultaneously being a much weaker killer.
I'm really not looking forward to the little "buff" they're giving him because they're just making the problem even worse. He still won't be good and he'll still be unfun to play against.
Although I disagree that he's the worst killer in the game. A killer who eliminates survivor skill cannot be the worst without being REALLY bad.
Trapper is probably the worst.
The problem is that the power just isn't one that works for most games. Either you get a decent map and are able to spam blades effectively, or you're stuck on Lery's where you'll never get more than one hit on a survivor before they duck out of sight.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338104#Comment_2338104
While the former proposal is great, the latter does not resolve the issue that plagues many games of DBD.
When it comes down to 2v1 situations, both survivors have a choice to make:
- Continue working on generators to power the gates
- Hide and wait for hatch to open
The game should be pushing survivors towards Option 1, but the existence of hatch pushes most survivors (especially those not confident in their ability to loop) towards Option 2.
If both survivors choose Option 2, the killer is left with a major (boring) lull where both survivors hide and wait for the other to be found. If only one survivor chooses Option 2, the other is forced to loop the killer for as long as possible while their teammate hopefully works on a generator.
...except we already know that Survivor B chose Option 2, so why should Survivor A bother to loop the killer at all? His fate was sealed the moment he was found. He could loop the killer for the next 10 minutes--enough time to do 7 and a half generators--but because the hatch exists, Survivor B will let him die after all that hard work.
Remove hatch from the game, and what then is Survivor B left to do? How will Survivor B escape the trial?
Answer: By working on a generator.
Now, instead of the game extending for 10 more minutes as Survivor A puts on the clinic of a lifetime, it ends in 2 or 3 minutes.
What you're suggesting is the possibility of a killer holding a survivor hostage with no way out of the game. With no hatch, EGC never starts, meaning the killer can just continually bully the last survivor until they either quit, or the killer gets bored.
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B is for BMs throughout the games
H is for horrible optimization
V is very aggravating
R is for ridiculous balancing issues
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338081#Comment_2338081
There should be balance so there is opportunity for both sides to win. Trickster is another legion, but with 60 knifes that are uncounterable in a deadzone.
It's a good thing line of sight blockers are so plentiful then, huh? Even on coldwind, the corn will mess up your aim. And don't even get me started on indoor maps.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338093#Comment_2338093
"Its boring to play that way" is not a justification for why hatch is balanced. Regardless of how entertaining a playstyle is, the option is there and the option is counter-intuitive to DBD's nature.
When push comes to shove, survivors should not be saying "its alright, I'll just look for hatch."
That is not good game design.
It is the responsibility of the game to motivate players towards the objective. Players can take it upon themselves to do side objectives or procrastinate the objective for their own intrinsic reasons, but the moment the game provides players with a reason NOT to do the objective, there is a problem. The hatch is that problem for survivors.
Then there's an easy fix, make the hatch only appear when all gens are completed or when there's only one survivor left. Removing hatch entirely isn't a solution, because that leads to killer favored games.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338030#Comment_2338030
It is not "perfectly balanced."
What about it speaks to you in such a way that would have you saying as much?
Hatch is a Get Out of Jail Free card for players who may have done little to deserve it.
Instead of promoting teamwork and altruism, its very existence promotes self-serving decision-making.
I have seen many players throw the entire game in hopes of escaping on their own through the hatch. I have seen teammates leave each other to die so hatch can spawn and they can escape with a key. And I have seen survivors loop a killer for 5 gens, only to be left on hook as their 3 teammates take hatch together.
The hatch does not belong in DBD.
Survivors are not strong enough to survive the trial alone. DBD's design depends on survivors working together to escape. And yet they have introduced this hatch mechanic as a way to completely circumvent everything the game's design stands for.
Hatch is not perfect by any means.
As it stands, I can bring a key (and hatch offering) every single trial and do nothing by locker hop until hatch spawns. There is nothing preventing me from playing this way, and if I'm good enough at looping the killer I'll see success with it almost every game.
Why should I be allowed to escape when I've done nothing to contribute towards the objective, and I've done nothing to help anyone else out of the trial?
...if the hatch opened for players who reached a certain amount of bloodpoints in the trial, maybe that'd be "balanced." I don't think that would be a great solution, but it would at least be granting the second chances to those who earned it.
Sure, there's nothing stopping you from doing that. But you'll earn very little bloodpoints, as well as playing a very boring playstyle, which is why nobody actually does that.
You have to think of the hatch from both sides as well, just because someone who didn't deserve it gets out one game, doesn't mean someone who definitely did deserve it never does. It's a mechanic put in to give the last survivor some chance, and it's biggest problem is how it ties into keys, but the hatch by itself is perfectly fine.
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@Micaius said:
I don't want to have to bring perks like decisive, borrowed time, unbreakable, etc. But if a killer decides they want to tunnel or camp or slug, then those perks would have saved me and my friends. If a killer decides to be nicer though, then the perks are useless and I was better off running a more fun and unique build I wanted to run. But I can't just choose to have fun killers, I can't tell the other killers that they're playing wrong, and I don't want to bring perks out of revenge to a killer who probably didn't deserve it. I just want everyone to have fun with this game but some people only think about themselves. Am I really just supposed to bring nothing but meta perks every game just to counter this? I can't tell a killer not to camp me to death, or not to tunnel my friend to death, I can't tell them they're ruining the game for me and my friends. I know there's no clear answer to this question, it's just a fact of the game. But if I do nothing but bring meta perks, suddenly I'm the toxic player. And if I'm not the toxic player, I'm the victim of toxicity and I just should have been toxic in the first place. It's a lose lose scenario. I don't want to frustrate killers, I don't teabag, I don't bring flashlights, I don't bring keys, I try to play killer too, I understand both sides. Yet they always treat everyone as if they're the same toxic people they saw last match, never giving anyone the benefit of the doubt and not caring whether they have fun. I know there's no point to saying any of this or what I'm about to ask, but can toxic killers and survivors just... Stop? Stop hurting each other. Stop hating each other. Survivors, you don't need to teabag, the killer is a person just like you. You don't need to click your flashlight more than once at a time. You don't need to equip a key last second before the match starts. You shouldn't run in the killers face just because you have decisive. You can just leave at the gates like a normal person, or stand there at least if you want to give the killer some hits. Your pointing and beckoning emotes are to signal to randoms, not the killer. This is the reason me, my friends, and all the nice survivors get ######### and turn into people like you. This is the reason why killers have no mercy towards anyone, they stop caring whether anyone deserves it, and just say if it's one of you, it's all of you. I get that there are nice killers, I really do, I'm not denying their existence nor is this directed towards them in any way. This is not a message to all killers and all survivors, you know if this message is for you. Stop being dumb. Stop being #########. The world is filled with people like your family, your friends, everyone you cherish. To be an ass just because you think you might never meet that person is just so childish and sad.
TL;DR For the love of God, just stop being toxic. The devs can only slap your wrists so hard.
Asking both sides to set aside their pride is basically asking them to stop playing. In a game like this, it's impossible for the competitive aspect not to take over in people's minds, especially since it's such a loop. Survivors bully a killer, that killer goes onto bully survivors, who then go on and bully more killers, etc. There's no way to solve this problem unless everyone in the world just becomes zombies who do everything the same way with no emotions.
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@Sluzzy said:
Everyone thought deathslinger was bad too. Not every killer is supposed to be a very easy guaranteed 4K, like Blight and Spirit, to name a few.
Well, the difference here is that trickster is actually terrible. You can't play windows or pallets like you can with slinger, and the lullaby is frankly unnecessary.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2338060#Comment_2338060
he's a literal copy and pasted huntress
Yeah, something tells me most of his design time came from his actual design. Clearly not much thought went into his power.
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@Lord_Tony said:
the lullaby is the worst part about him and it makes no sense.
the most common argument I have ever seen supporting the lullaby is the fact his knives can travel across the map.
Welp good luck getting 16 hits longer than 20m with his terrible recoil and hundreds of obstacles getting in the way. They would have to be standing still but even then that's hard with the recoil.
All of this just makes me think he was designed in a hurry, and with no consideration of how he would actually play before he was put onto the PTR.
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@Zokenay said:
Whats this change doing exactly?
I'm not sure, I find it hard to read the OP because of the lack of commas. But playing blight myself, there is a bit of a weird thing going on with his hit detection.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2338023#Comment_2338023
They also increased his lullaby volume.
Why? He's already a worse huntress, why give survivors even more time to start holding W and getting a huge amount of distance?
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Why would they ever take hatch out? It's a perfectly balanced mechanic as is.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2337989#Comment_2337989
Eh.
His strengths will be better but his weaknesses will be worse, and he has weaknesses for days.
I don't see how they're buffs, honestly. It feels more like an adjustment.
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One would hope, they can't be on top forever.
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I'm not actually complaining about teabagging, I'm just saying it's funny how it gets people killed sometimes.
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It's all downhill from here, I'm sure.
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Poking the code with a stick until something shifts into it's proper place only works for so long. Full optimization is badly needed at this point.
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Claire really changed after being attacked by nosferatu.
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This map feels like it was designed with maybe 4 or 5 killers in mind, and the rest get assaulted by it's ridiculous layout.
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I imagine they prod the code with a stick until something is fixed, not realizing they've broken about four other things in the process.
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I feel like I've seen a variation on a thread like this every day since the RE update.
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It's a magic trick! Ninja vanish!
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@Microchipd said:
This is my first post i am a new player for the resident evil chapter and i dont know how this works because of the license and that but will there be more resident evil skins or cosmetics because i would love hunk / ada wong or even jake muller thanks in advance for a reply
What we have now is likely all we're going to get for a long time, if they do add more cosmetics it'll be way down the line.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2308563#Comment_2308563
We technically do have that. Dragon's Grip. Just instead of regression you give exposed.
Not saying that's a good perk, your Overcharge would clearly be stronger than current Dragon's Grip.
The problem with dragon's grip is that you could be halfway across the map when it goes off, and then the person just hides the entire duration out. Even then, I never see killers using dragon's grip unless it's a new blight or something. With an overcharge Buff like this, it'll become at most, off meta. It's not like it would be on the level of corrupt or pop in terms of gen control.