Shiverse
Shiverse
About
- Username
- Shiverse
- Joined
- Visits
- 10
- Last Active
Comments
-
@Chocolate_Cosmos said:
Oh so you mean you would be able to hit skillcheck when you leave that action if you would be unlucky and got it as you leave?
Hell yes!
Exactly! Overcharge has this already, and I'm really sick of missing skill checks completely out of my control. I've lost wayyy too many games to that by now, and I'm amazed this change hasn't happened already!
-
@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/3252652#Comment_3252652
there are soloq survivors who died in 90% of matches. after the changes they began to die 100% of the matches. game to balance swf-killer. about the fact that there is a soloq bhvr does not want to think. for a soloq bhvr need to return what it was in 2016-2018 years. I mean fog, lighting, pallets and more. other modes need to be developed. the problem is not the dc people. problem in bhvr.
Solo Queue needs some help, but you can bring certain perks like Kindred, Sprint Burst, Bond, etc. to work around some of the lack of communication. While you'll still lose games from factors out of your control, if you play in a constant flow state based on what others are doing, you can still perform well.
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/328891/creating-counterplay-against-camping
You have a good idea but...
The thing with giving survivors information is that information is power. The more information a player has the more options they can think about and then there's less of a risk/reward and less of an element of suprise. This is a PvP game, the element of surprise needs to be present, otherwise someone will always have an advantage cause they have information and the others don't.
Giving to much information isn't always the best thing, if you're giving free info then there's no effort put forth into understanding anything. Game sense needs to exist and be exercised more instead of just giving free info.
If you give new players all the easy tools what do you think happens when experienced players get the exact same easy tools? They'll exploit those easy tools cause they have game sense.
Knowing if a killer is camping or patroling or just passed by is EXTREMELY valuable information and eliminates alot of killers options.
Instead of giving info on wether a killer is in proximity of hooked people. Wouldn't it be better if survivor icons reflected when someone's doing a gen or a boon or healing or whatever? If there's someone on a hook and both you and me are on a gen, a different gen, wouldn't it be better information if you knew i was in a gen or i let go of the gen to go or not for the save? Instead of giving info about the killer just give info about what each survivor is doing. Currently without perks only the hooked person can see what others do.
If me and you are survivors, then it'd be nice for each of us to understand what each other is doing if we are far away, if i'm in a totem then my icon changes to a dedicated icon to show you i'm doing a totem and if you're doing a gen then your icon changes to show that you're on a gen. This way you're giving free info to survivors but only about each other, wouldn't this help alot in understanding what each survivor is doing and who can go do what?
This would help SoloQ without affecting killer much. You guys get more info but that info doesn't stop the killer from doing his game.
This is a whatabout- Its covering a different issue and doesnt address camping- I hope for this change as well, and the game has ALREADY addressed this as a change to come in the future, but my post covers the issue of camping, an issue that plagues lower level lobbies, and makes the game monotonous and boring for both sides. It's a strategy, I'm not here to tell people how to play, but its one that should be given a small slap on the wrist of sorts by giving information. This information doesn't lose the killer the game, but helps survivors ACT on the situation, allowing counterplay and engaging play flourish despite the more monotonous circumstances.
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/328891/creating-counterplay-against-camping
You have a good idea but...
The thing with giving survivors information is that information is power. The more information a player has the more options they can think about and then there's less of a risk/reward and less of an element of suprise. This is a PvP game, the element of surprise needs to be present, otherwise someone will always have an advantage cause they have information and the others don't.
Giving to much information isn't always the best thing, if you're giving free info then there's no effort put forth into understanding anything. Game sense needs to exist and be exercised more instead of just giving free info.
If you give new players all the easy tools what do you think happens when experienced players get the exact same easy tools? They'll exploit those easy tools cause they have game sense.
Knowing if a killer is camping or patroling or just passed by is EXTREMELY valuable information and eliminates alot of killers options.
Instead of giving info on wether a killer is in proximity of hooked people. Wouldn't it be better if survivor icons reflected when someone's doing a gen or a boon or healing or whatever? If there's someone on a hook and both you and me are on a gen, a different gen, wouldn't it be better information if you knew i was in a gen or i let go of the gen to go or not for the save? Instead of giving info about the killer just give info about what each survivor is doing. Currently without perks only the hooked person can see what others do.
If me and you are survivors, then it'd be nice for each of us to understand what each other is doing if we are far away, if i'm in a totem then my icon changes to a dedicated icon to show you i'm doing a totem and if you're doing a gen then your icon changes to show that you're on a gen. This way you're giving free info to survivors but only about each other, wouldn't this help alot in understanding what each survivor is doing and who can go do what?
This would help SoloQ without affecting killer much. You guys get more info but that info doesn't stop the killer from doing his game.
This is a whataboutism- Its covering a different issue and doesnt address camping- I hope for this change as well, and the game has ALREADY addressed this as a change to come in the future, but my post covers the issue of camping, an issue that plagues lower level lobbies, and makes the game monotonous and boring for both sides. It's a strategy, I'm not here to tell people how to play, but its one that should be given a small slap on the wrist of sorts by giving information. This information doesn't lose the killer the game, but helps survivors ACT on the situation, allowing counterplay and engaging play flourish despite the more monotonous circumstances.