SadBillyMain
SadBillyMain
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@Myla said:
I've been saying for a long time that there's actually skill ceiling to how much you can learn on Mind games. At one point is just comes to screeching halt and all your mind games does is drop the pallet faster. You can miraculously mind game the safest tile in the game but lose it in a single press of the button E. Then there's also stretched res which is just legal cheating at this point.
I always thought i needed to get better at them, but the harsh truth is that yeah they have an skill ceiling and it isnt even that high (for m1 killers). Stretch res is an issue but i have a kinda unpopular opinion on dead hard, while its true it allows you to avoid a situation where you messed up, if they removed it people would just simply not make that extra vault or loop and predrop the pallet. In some situations you will down them if they dont have dh, but in the majority they will just play safer and it even might take more time to catch them. Id very much prefer that you can only bring two of the same type of perk and make the matches more varied. Example : if bill and meg have both unbreakable you cant equip it, or you have to change it for another perk. Ds can be an exception since tunneling is very common
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@Marc_go_solo said:
I feel they still have their worth, but I do agree that after a while it becomes much more predictable.
There certainly room for changing up the meat and 2 veg of this game. Some possible changes to look at mqy include:
1. More randomized tiles. It would fit in with The Entity's lore of a lack of understanding of how worlds exist, and could vary tactics: one spawn could be made more for hiding; another creates a maze; another more traditional.
2. More objectives and mini-games. This can be for both sides. Maybe map-related objectives, so whilst MacMillan would suit gens, as would Autohaven, other maps like The Game could have Saw-like objectives; The Eerie of Crows may have painting-related tasks. Heck, I'd even be for some of the whacky puzzles from RE and Silent Hill games!
3. Traps around the map that both sides could lure each other into, or parts each side could gather around the map to make objects or traps, to add an element of things to be wary of in chase.
4. Offerings that alter the game and actually give something. For example, an offering that makes items like the pumpkins from Halloween appear to give little boosts or nerfs. Other options could be offerings to create certain weathers that may affect movement, field of view and so-on; or make breakable walls invisible to survivors and so on.
Basically, the game needs some changes to freshen the status quo. With mind games being the main thing that makes each trial different, and yet even they are becoming stale, more gameplay changes would be needed to allow different approaches and return some freshness.
They are still worth, but they are getting more and more worthless as time passes and we cant do anything about it.
I completely agree with 1,2 and 4 this game has a terrible lack of variety in maps, tiles and objectives. I would have to see number 3 in a PTB though, depending on how they are designed they will be unused or overused i feel.
They need to stop making killers/survivors for a while and focus on other aspects of the game. I dont think they are running out of money so they can afford half a year without releasing new content, and they can still make skins meanwhile
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@WesCravenFan said:
I never understood the obsession with mindgames in the first place. People act like they are the ENTIRE game.
They are the only interesting thing left for some of us, it might be because we have played dbd more than we should have and it gets dull to camp three gens and map patrolling for hundreds of matches
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@anarchy753 said:
I think two big steps need to be taken to improve mindgames in general.
The first is to actually fix stretched res. The fact that cheating survivors are able to see what you're doing over walls when they shouldn't be able to negates any form of skill and prediction on the killer's part.
The second is to remove the boarded up windows on the back of the shack. This should simply be a plain wall that eliminates the survivors' ability to see what movements you're making on the other side of the wall. They should rely on instinct and prediction, not flawless information that means you can't reasonably make smart decisions against them at the shack.
I agree. I feel like the quantity of players using the op stretched resolutions ( 1080x1080 and lower) has grown by a considerable amount, and its getting out of hand. Autohaven is pain against them.
The idea of removing that window on shack is really good, but more needs to be done, maybe what another user said that is making varied tiles. Also making shorter loops that take skill to run and mindgame and removing bloodlust II and III so its balanced can be a good fix.