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STARS_truck

STARS_truck

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  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323981#Comment_2323981

    Every killer is "boring and unfair" to new players for one mechanic or another. But those are the killer's unique abilities. If newer players can't be bothered to learn the nuance's of the unique killer abilities than they probably should play a single player game.

    You know what'll be truly boring? Having every killer being m1 with no reason to learn anything but running loops and tbagging.

    Getting downed. Get an item put on your head. Arbitrary mechanic that can be modified significantly with no information communicated. Can't get it off because you get tunnelled by a bad killer. Great starting experience. It's something that only works on new players too. It's like people running sweaty skill check Doctor builds. Only works on new players that can't handle skill checks or console players with frame rate issues.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324131#Comment_2324131

    my guy he is only suggesting to test how it would pan out not saying the game will be in the game forever, and just because we know the theoretical doesn't mean it would be bad to have statistics backing it, and for testing sake what if we did X for a single weekend to gather information on it to learn the average statistical difference spawns have on a match is a decent question to ask

    We know what would happen if all survivors spawn together all the time hence why it isn't part of the game now. Newer players would bunch up and get totally annihilated. Killers with insta-down powers would be incredibly strong. People seem to want to furth stagnate the meta on this game by making situations guaranteed, notably in the killer's favour.

  • @ChantyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324109#Comment_2324109

    ah I see you joined ten days ago. Aight someone else take this one I do not have the energy for it.

    What is that even meant to mean?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324045#Comment_2324045

    I'm talking about the action timer itself, not the entire search. Also, yes. Mend timer is 20s and mending itself takes, what, 10s? That's half of the bar, meaning that if you bled out half of the timer and then started to mend, if it didn't freeze, you wouldn't be able to save yourself and you'd be downed no matter what. The RBT timer is default 150 seconds. Searching a box takes about a tenth of that? Most of the time is spent running from box to box.

    Pig is anything but guaranteed kills. Have you ever played her? She's one of the least reliable killers in the game. If you don't distress survivors yourself, and you don't have a magical confluence of factors including map size and relative distance, lethality addons, and the survivor's trap being in the last box they'll search (because without pressuring the survivor, all three of these need to happen in order to get a trap kill), the only way you will ever get a head pop is if the survivor is stupid and doesn't know what the red symbol around their icon means. There is more than enough time for a survivor to run to and search all four boxes. The Pig has to apply pressure to get a kill, and that's a massive waste of her time unless she finds a survivor that has already been unlucky and prevents them from finishing the final leg of their search.

    I'm not going to deny Crate of Gears, Jigsaw's Sketch, and Tampered Timer could use a look at, particularly how they stack with each other, but you seem under the impression that Pig is much more dangerous than she is. These addons do not guarantee trap kills on their own. If you get an outdoor map that isn't I-shaped? If survivors don't get massively unlucky and they find their key within the first 3 boxes? You won't be getting random headpops as Pig. The lethality addons don't guarantee kills, they enable kills, which will not happen on their own unless survivors horribly mismanage their time.

    Her trap add ons are nonsense and need nerfed. The trap mechanic should be time wasting one but with these add ons it becomes excessive. The problem with people balancing things for SWF or Solo queue raises its head once again. Nobody cares about pig when they are with a decent team it's when you're with randoms that she becomes completely annoying/boring.

  • @ChantyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324047#Comment_2324047

    N...No... It would be BALANCED. What's broken is survivors spawning split on 3 even 4 gens meaning that no matter what you do by the time you get your first down the game can be more than half over even if you have a perfect chase. THAT is what's broken lol.

    It wouldn't be balanced at all. You aren't meant to be 5 gening survivors. It would also be horrendous for new players and make Bubba absolutely ridiculously OP at lower levels.

  • I like stressed out Claire tbh. Makes sense. I don't think survivors should be looking their best.

  • Yeah and my point being if survivors always spawned next to each other it'd be broken.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323981#Comment_2323981

    Yeah, so anyone doing that is generally playing Pig wrong and will lose the same way a facecamping killer loses. Hard tunneling a trapped player off the hook is a waste of a trap and wastes so much time that other players are very free to do gens. Trying to force a head pop is best done with lethality addons and waiting for the survivor to have already unsuccessfully searched a few boxes, then swooping in when they're already very pressured for time. Otherwise, Pig is far more effective when she ignores the trapped players unless they give her a free hit. Her traps are a slowdown feature and generally can't kill players unless she puts in the legwork or players mismanage their time.

    Anyway. It'd become virtually impossible for Pig to kill anyone with her traps if this was the case; her timer would need to be significantly reduced as compensation for all the time survivors would not spend while on boxes. The reason the mend timer is paused while mending is because mending, when it was implemented, was a massive mess. The killer that inflicted it could force downs with it by tapping someone once and then chasing them backwards; the mend timer would go down and the survivor couldn't stop and mend or they'd get hit (which took far less time than Pig waiting out a RBT.) Mending needed to be adjusted in all kinds of ways until it reached a state that couldn't possibly be abused.

    The amount of time it takes to mend is also a much more significant fraction of the mend timer than the amount of time it takes to search a box is for the reverse bear trap timer.

    "The amount of time it takes to mend is also a much more significant fraction of the mend timer than the amount of time it takes to search a box is for the reverse bear trap timer."

    Massive lie?

    You need to go to the box and then complete the skill checks and see if it comes off, hoping nobody has popped a gen. Why should The Pig be guaranteed a kill? It's a great time wasting tool but her add ons make it ridiculous.

  • @Starr43 said:

    Spirit nerf: bite the bullet with a medkit or self care.

    How is a perk that requires you to be injured a nerf? She can hear healthy survivors easily.

  • @Kees_T said:

    You only have 1 post so I assume you're a new player that only played Survivor so far, so lets go by the basic explanation.

    Pig is not a very strong Killer, she's just a basic Killer that can only damage Survivors with her basic attack and her dash attack which is not useful most of the time. Her Traps helps her to apply pressure into Survivors, it's why she has this power, to slowdown Survivor for a limited amount of time and help her do something.

    Mending is a common mechanic that can be trigged in multiple ways, so it's not a problem to pause it. Pausing the timers from Hats will just give more freedom for Survivors and weaken her even more.

    Another thing, since most new players think this way. There's another person on the other side playing as the Killer, so the game must be balanced so that both sides can have some fun. This game isn't supposed to give free chances for Survivors and help them escape the game.

    Pig is an extremely boring and unfair killer for new people playing the game. Most of the time people get their first trap and are then tunnelled out of the game. She should be limited to force you to go to three boxes max.

  • T-bagging and clicking the flashlight is survivors trying to tilt you so you make stupid mistakes. Sometimes there are situations when you are completely helpless but most of the time the guy clicking the flashlight should be ignored or at least injured then left.

  • Spawning together is a massive disadvantage for survivors.

  • Just make her deaf during phase walk or add substantial wind noise/ghost noise and muffle the in game survivor sounds. That would be a decent place to start. I had never really played with her and thought people were exaggerating with how clearly you can hear the position of survivors during phase and I'm a bit deaf myself.

    I also think it should be more clear that she is phasing. More animated or jittery. There is no mind game because many pallets/loops/windows are basically unsafe as they are.

  • @JordanMalicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/2320701#Comment_2320701

    I don't need to handle it, I'm on PS4 lol, I just see so so so so many kids acting like little pricks in post game. There's no need to HAVE it in the game, it doesn't actually affect gameplay, so remove the option to act like a racist or prick and nobody gets the chance to be rude. Someone else said just add a GG button and that'll be a positive way to compliment a good match.

    Can console players read the post game chat?

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2323104#Comment_2323104

    "You can still collect the offerings in your bloodweb in the meantime."

    Yeah but one rpd badge vs 60 odd anniversary cakes.

  • I've had one RPD badge in my bloodweb today. Are they actually back to spawning again from not or what?

  • No issues on my end. As for cakes I have 39 on Nemesis not including the ones I've used on each game. I've seen a few bloodwebs that don't have any but it's been rare.

  • If hitboxes were where they were supposed to be the visual feedback wouldn't be as janky. It's simple QOL.

  • @STARS_truck said:

    Bad netcode and bad hitboxes make for a bad time.

    inb4 somebody posts Otz or Jund saying the hitboxes are consistent. Yeah, consistently bad and miles off where the survivor should be. If something looks consistently awful it doesn't mean that it's part of the game. A visual medium that gives poor visual feedback? Pretty good.

  • You'd still need to make the turn into the window. There's so many nonsense hits through windows/round corners as it is I doubt it'd make that much difference. All that would need to be done was make the vaulting speed stricter depending on conditions. Like you need to approach the window from the fast vault direction for X distance to get a fast vault so you couldn't just flick it at the end. Although if they made the flick limited to an angle it'd introduce a new level of skill.

  • Bad netcode and bad hitboxes make for a bad time.

  • @Bran said:

    yeah man not even bloodlust finna catch em

    How? The killer is faster than survivors? It would just mean survivors could make instant direction changes. Killers would actually need to think about what they were doing.

  • @Jerek said:

    So you really want to take away a major learning portion for the survivors? Everything you complained about is based purely off of the map and those aspects are only semi randomized. Survivors need to learn the layout and plan accordingly when being chased, it is all part of the fun of outrunning the killer. But if you make the entire map safe, and take away any penalty to survivor mistakes, without any perks even, most survivors will always get away and never go down let alone be hit. Also the angle of approach when vaulting thing is uncalled for.

    Killers vault very slowly and if a survivor always gets a perfect vault no matter what they will never be caught. The killers single purpose is to chase and hook survivors. If every map variant was built for the survivors it would just destroy the game for all killers, especially with highly skilled survivors.

    How is it making the entire map safe? It just makes the crap pallets/loops actually playable. Nothing becomes safe it just becomes a useable part of the environment.

  • Nemesis is fine where he is the only time I've seen people waste his ability is when they are desperate to level up tentacle strike and keep failing. Injure survivors. Get them at a window or pallet. If they run off leave them, get another one. They can power through if they like but you'll catch them later or they'll waste a vaccine. The only problem I have with him is the tentacle feels inconsistent. I actually thought he should be able to break and injure but honestly that seems too powerful.

    One buff I think would be worth exploring is being able to infect/injure multiple survivors with tentacle strike.

  • For all the pallets The Game has it also has a lot of dead ends.

  • I like the idea of blast mine causing the gen to regress by 0% then normal regression so it can't be popped. Would actually feel like a counterplay perk. Blast mine should only really start counting down when the survivor that sets it leaves the generator.

    Counterforce is OK but Detective's hunch is Better as it is. Flashbang is a a bit of a meme. Jill's half health state perk after unhook (Resurgence) is ok. A moderate counter to sloppy/thana. Although inner strength is still the best for that

    I'd probably buff Resurgence so that you're at constant 25% health after a hit with the 50% bonus being after you are unhooked.

  • @Ravakahr said:

    As the title says. What would YOU change to make dead hard work reliably in the game?

    Moving the hitbox so it's in front of the survivor not trailing one foot behind.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315431#Comment_2315431

    Didn’t say anything like that, I said regularly, and all the time. Probably once out of every 50 pickups without boil over, and once out of 25-30 with it.

    That's not regularly then is it?

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/261352/struggling-mechanic

    I escape all the time, and I sometimes run boil over and escape even more often. Struggle mechanics are good as they are, however boil over needs a slight buff to blocking the aura reading of killers.

    Rank 20 yeah?

  • @Laluzi said:

    If you're talking about wiggling while being carried, you are not meant to be able to escape the killer's grasp after a chase unless some of the following things happen.

    -Your teammates are trying to help you escape - taking or baiting hits, bodyblocking, sabotaging the hook the killer is going for, et cetera.

    -The closest hooks in the vicinity have been destroyed or are occupied and the map layout makes it hard to reach the next best hooks.

    -The killer dropped you to pressure someone else and then picked you back up.

    -You got slugged for a while and you're running Flip Flop.

    -The killer got lost or is overly ambitious on where they're taking you.

    Wiggling was added to prevent killers from being able to take the survivor to the basement from anywhere on the map. You're not meant to escape on your own. A chase and a down is supposed to result in a hook unless the killer gets greedy or the survivors make a stand against it.

    Killer's can take you to pretty much any hook in the vicinity as it stands now with multiple mistakes along the way. The struggle doesn't even affect them.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313403#Comment_2313403

    not because the middle of the map is covered in corn it means it's dead zones, the corn totally cover the survivors and it can be hard to track.

    lol

  • There's so many dead areas on these maps. Just eat the strong loops.

  • @Crystopus said:

    That goes without saying. But trying to get better at this game is impossible when killers can face camp and tunnel the survivors just because that day they decided to be scummy.

    I understand that there are perks that help with this, but that's the sad thing. I shouldn't need to sacrifice my perk slot for a chance to stop a scummy killer from playing horribly. Almost every killer I go against either face camps me and/or tunnels me because I stunned them once with a pallet, or get one flashlight save.

    I have a solution that could fix both problems in one feature;

    When a survivor is hooked, the killer has to be within a certain radius (Maybe 15-20 Meters?) for this to work. When in the radius, if the hooked survivor is saved, it's automatic borrowed time. When outside of the radius, it doesn't give the borrowed time.

    Killers will feel more inclined to stop camping if there are negative effects to camping. And by camping, they can't tunnel either. Killer mains won't agree with me, because sometimes camping is strategic, especially when you've had a tough game and have a survivor on the hook during endgame collapse, while other survivors are opening exit gates.

    So there's a counter solution to the problem.

    This effect won't work if the endgame collapse is activated.

    Easy fix to camping and tunneling without hurting either side too much.

    The easiest solution is to make Borrowed Time basekit for all survivors.

  • Would like to see this.

  • I mean are people really bringing flashbangs that much? I ran it for a bit and used it effectively against wraith but it's not like you know you'll be going against him. My mate runs it but it's a bit of a joke perk. You can make multiple of them during a game but doing that is wasting some serious time and if the killer has Ruin it's basically not an option.

    Wraith having a nice counter that cancels out him zooming around is nice. Incredibly frustrating killer to play against.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305544#Comment_2305544

    i don't care about knowing the spots, I mean in the open/next to gens by 2 meters totems, these shouldn't ever be a thing

    There are only so many places they can be and it's rng. I'm sure they could be moved away from gens although it's part of the chance of taking a Hex perk. Sometimes it pops in the first minute sometimes it absolutely oppresses the other team.

  • Honestly they've been getting much better with placements. Dead Dawg Saloon/Grave of Glenvale has some very filthy totem spawns and the swamp can be hit or miss. It's a bit RNG but as somebody that actively looks for totems to cleanse I'd say over time they are definitely harder to find. Unfortunately the longer you play the more likely you are to know the likely locations and get them done quickly. On the plus side while I'm hunting I'm not on a gen. I think it needs to be looked at tht way. It also helps for the killer not to immediately run over to check his totem as that's a massive giveaway.

  • @Idontknowtbh said:

    I think the rework has to be against sweat squads not SWF.

    All sweat squads are SWF, but not all SWF are sweat squads.

    I play with friends, we try builds for memes, for specific challenges, yes we are on coms but not like you described, nowhere near.

    We talk about other games, previous matches, we bet who the killer is going to be and who they're going to get first, we talk about TV and movies, life.

    What you described, apart from defining a sweat squad and not SWF, sounds very boring. Do they get to actually enjoy the game? I putty their souls.

    When I play with my friends it's pretty similar but it's an advantage that solo don't have. You can go from casual fun to coordinating when needed. You don't even need to be bringing sweaty perks or even bring add ons for it to help. Just knowing "I'll get X off the hook" is instant info that solo doesn't get unless using a perk and even then it's communicated in an inferior way.

  • @GoyoMaster said:

    this is a suggestion, I play as Killer and I find that it would to be very useful that the hang counts should be around of every icon of each survivor thus I as killer can be more fair when playing (and more fun for them) and avoid to hang the same player, sometimes I can remember and I have the counts of each hanging but not every match I can have this count (I just forget xD)

    I think this will help and promotes a more fair and fun playing in every single match to have a separated counting of hangs of each survivor,

    https://us.v-cdn.net/6030815/uploads/SR5F37TQQB3L/captura-de-pantalla-2021-06-23-173032.png

    I just killed a survivor that has an anniversary cake offering so quick so got almost none blood points and I felt terrible for that player all because I just forget how many times I hanged this player :(

    That's very nice of you but I think most people would use this constant info to tunnel people out of the game.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305081#Comment_2305081

    There already enough perks that incentivize (+side) objectives: dark sense, adrenaline, flash bang, blast mine, inner strength, etc. There aren’t as many that incentivize chases though, there are some that make escaping /prolonging chases easier, but none that directly reward lasting in one.

    Even then, incentivizing chases will get new players to be more bold, improve though practice, and possibly extend the play time of their teammates.

    As staying on objectives, hidden by distortion; without engaging with the killer, will force the killer to go after other survivors who may or may not be closer to death; not a team friendly strategy. Fine if you’re trying to escape by yourself, not if you not though.

    It's a fine team friendly strategy as strong players loop the killer while weaker ones do gens/bones. It's how I learned to play the game. There are plenty of chase perks. Your change completely deconstructs the point of the distortion perk. The reward from being chased is being chased. It's the distraction.

  • It's difficult though because the game is getting balanced for SWF. What about situations when you are the solo with three friends? Or two solos and two friends? Two lobbies of two separate SWFs etc. There would need to be tiers of buffs that would go down depending on how many people were playing together. This is the downside of balancing with SWF you get a complete disparity in gameplay styles and experience. The simplest solution would be to allow optional voice chat to survivors similar to the voip apps SWF use. That comes with it's own problems. It would need to be heard only by survivors and crossmap otherwise it would be worthless. Give an option to turn it off if the menus. The devs have expressed in the past that this contradicts their vision of the game but I think it's the only thing that would give some kind of parity. Everything has its downsides.

    I don't think killers need a buff against solo queue. Giving every killer BBQ aura for free would be absolutely ridiculous.

  • Have you considered breaking dropped pallets if they are in strong areas or areas you are likely to revisit?

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305019#Comment_2305019

    That is fair. However, IMO, it’s far too weak to justify having it beyond the beginner level. While it helps with its stealth capabilities, there are far more viable and/or reliable alternatives. Such as lockers, off the record, and even sole survivor (despite it still being a terrible perk in general).

    Distortion needs something to make it more appealing to run besides other perks and there are so few perks that are dedicated to simply aura suppression.

    Hiding in lockers doesn't do anything for your team or objective. That's why I think distortion should encourage objective play. Complete a Gen? Earn a token. Cleanse a totem? Get a token. I do think you need to keep beginner perks but also encourage new players to do objectives. Solo queue has too many immersed players beyond early ranks. They need to be encouraged to play the game. That mild distortion change would encourage that. They don't know tiles or looping yet so objectives is a decent place to start imho.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305019#Comment_2305019

    Wow, this is a first. Someone who doesn't want it buffed.

    I don't think getting chased by the killer to activate it would count as a buff to the people that need it. The only buff i'd give it would be earning extra tokens as the player completes Gens or does Totems.

  • These seem like ridiculous buffs. I don't think Nemesis needs anything like this. I'm not even sure the loud noise notification when a case is opened would even be a buff. It'd be incredibly distracting during a chase.

    He plays well. The worst performing Nemesis players I see get greedy early game with the tentacle strike. You're better B lining and hitting survivors regularly. There's zero point in extending a chase in early game.

    Buffing Zombies is also ridiculous. Survivors don't have prerequisite knowledge that they are going up against Nemesis so making these elements more powerful as base when they can harass and camp areas is just a bit too much. If killers want to bring add ons that's fine but I think the faster zombies just feel a little bit like bs on some maps. Asking survivors to waste a pallet for these enemies is a joke, especially as pallets over the maps have been reduced. Keep them as they are for now but just over a week since official launch, probably not a great time to see how people settle with them.

  • @STARS_truck said:

    I mean they could just give survivors proper hitboxes instead of the massive tictac that we have now. Alternatively if they moved the tictac forward so leading shots are more likely to work that'd be a decent compromise This would also reduce the amount of janky hits through windows.

    This would also make spinning less powerful on new players as by turning toward the killer you'd be making yourself more vulnerable, not less, as it probably should be.

    inb4 no fun allowed

  • I mean they could just give survivors proper hitboxes instead of the massive tictac that we have now. Alternatively if they moved the tictac forward so leading shots are more likely to work that'd be a decent compromise This would also reduce the amount of janky hits through windows.

  • I don't actually think Distortion needs changed. It's a great newcomer perk where they can, for a time, avoid the immediate attention of the killer and get used to the game mechanics. That's certainly how I used it when I first started playing.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2303456#Comment_2303456

    wow 8% regression every 40 seconds, so broken, remember that because of surge if a survivor didn't touch the gen they can't use pop if they also use it

    Maybe you should just play to the limits of the perk instead of wanting your own OP changes mandated.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2303405#Comment_2303405

    Eruption also has no range of effect either and cannot be stopped by any interaction from a survivor besides just not going down, Surge is only 32m which in some maps might not even touch a generator if a survivor is smart enough.

    Honestly this is more of an argument that Eruption should be stronger for having to kick so many generators before you get any amount of payoff whatsoever.

    Eruption is also not guaranteed. If the gen is completed while you're in a chase that's tough luck.

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