Silver9
Silver9
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- Silver9
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I got benifit out of it exactly once. Slugging wraith. Crawled to my totem got myself up right as he sacrificed the third survivor and found the hatch before he did. Literally the only time I've ever managed to use it.
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@Tsulan said:
They need to turn the mmr permanently on before the RE chapter releases. Otherwise a lot of new players will face people that depiped on purpose to stomp noobs.
First they need to fix the MMR. The games lately have been so out of balance I get games where everyone dies fast and gets next to no points and games where everyone escapes immediately and gets next to no points. Nothing in between.
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2094432#Comment_2094432
He can repeatedly spam ads without shooting to zone you and close distance, he has a tiny tr but is ranged, and his shot is literally un-reactable unless max distance.
He has no chase interaction or counter-play beyond "hope he misses"
He isn't op by any means but simply boring since he removes survivor skill with none needed on his own end. He encourages gen rush because the lack of chase interaction.
Hopefully that explains his hate.
Yeah that clears it up and brings up some good point about him.
He doesn't really fit in because the maps aren't built for you to really interact with him. If he uses the gun and hits you your biggest hope is you can put something between you and him which is just luck at that point. Be cool if perks like that one for struggling affected his gun but it doesn't as far as I know. Or if survivors got a skill check at the start for a chance to escape. Something for more of a interaction.
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1. Making an unranked mode for swf and casual players and a making ranked for competive solo only. Think kyf but for everyone in unranked mode. Maybe a bit more polish so its not people playing max sweat mode but you get the idea.
2. A complete rework of the survivor gameplay to be more interactive than hold M1 and occasionally press space.
3. I have a lot of ties so a few ideas are keys only working for the person who used it. A few killer ideas. A few survivor ideas to go with them. A few map ideas. I think it be cool if the silent hill map changed after each survivors death as sort of a representation of the survivors mental state. Not in big ways but just some changed tiles for new loops and stuff or have it be a smoke and mirrors thing where everything's there when the map loads in but each survivors death changes whats accessible.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2092556#Comment_2092556
Why should the Killer be buffed when they failed to prevent the generators from being done?
Motivation for people to take their win and go maybe? When I started playing killer and I got games where I got absolutely stomped for not knowing what I was doing those people typically had the decency to just leave and be done with it but the few time I get outplayed badly at lower ranks winning isn't enough so they have to rub it in once all the generators are done and in the end game chat. The EGC mitigates this to some point but people still do stupid stuff till the time runs out. I've gotten used to it but it can be quite aggravating.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2092556#Comment_2092556
The primary purpose of EGC is to simply make sure the game ends, nothing more and nothing less.
While you're right that seems like a bit of a waste. Mean EGC could be something intense for both sides making an exciting last minute of gameplay where all players involved do there best to come out on top (assuming its done correctly to not favor either side) but instead its more of a referee blowing a whistle telling everyone to pack up and its mostly up to the survivors when that happens. Seems... lackluster.
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Okay off topic question. I've played against blight once so I can't add any valid points to this post but i wanted to ask when did deathslinger join the ranks of oppressive killers? I keep seeing it come up but I've never heard that before today.
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Mean the last spirit I played against I beat with Bill by just going in random directions instead of following patterns. They missed so many times that 3 gens went off and they gave up. She doesn't seem that hard if you're not predictable.
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The thing I haven't seen pop up yet is a loss of player trust. Killers have been nerfed multiple times. Changes to balance things in killers favor have been slow to implement and community wise killers even get told that they don't matter by people who justify bullying killers into oblivion.
Things may be more balanced now but lots of killer mains are likely sitting there waiting for the inevitable nerf that will come as people complain or have just stopped playing killer completely and aren't willing to risk playing it again.
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@VikingWilson said:
The devs will touch keys before they touch gens and they won't ever touch keys.
Yeah this is a problem. I remember when everyone was complaining about the sweat squads and their toolbox use. We wanted increased gen times but we got toolboxes nerfed instead which was a fair middle ground I suppose as increasing gen times isn't engaging. Heck generators as they stand aren't engaging. Its holding a mouse and pressing space for at most a minute and a half per gen. That's really boring for a game about a killer hunting people. Honestly the gens were an okay start but I could go for a new engaging objective.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004634#Comment_2004634
That is not counter. If you are injured she can hear you and can see bloods. So that is not clearly counter.
And i know you will say you can use iron will and one of the perks which hiding bloods. But there is so much killers and i dont wanna waste my 2 perks for chance to get Spirit. So no that is not counter and she is still so strong. And solve is simple like i said. When you see Spirit go and get catch yourself. And ######### on hook. Easy.
Okay actually you have a point there. I was thinking in terms of a fully healthy survivor which doesn't account for when your injured. My mistake.
But while I agree you shouldn't have to bring a perk or two just in case you might get 1 killer out of 22 I still think suicide on hook is a childish solution for a team event. One person suicides early game and you've almost all but doomed your teammates. Where's the altruism.
Perhaps a small nerf should be applied as I don't currently have a counterplay for being injured but that nerf in no way should guarantee you escaping the spirit while injured. If you can escape every time she becomes a weak killer thats no fun for anyone like she used to be. The person playing the killer needs a fair (really stressing the fair part here) shot to find and down an injured survivor regardless of what killer they are playing even without perks just like you should have a fair shot at escaping regardless of which health state you're in and what perks you're using. Perks and add-ons should simply increase the success rate of the people using them.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2005184#Comment_2005184
In other words, "u" have no argument.
https://forum.deadbydaylight.com/en/discussion/comment/2005240#Comment_2005240
Every word of this is 100% fact. Particularly the part about how it is Survivors that cause the terrible 3 gen scenario, not Killers. All you have to do is leave one generator way out in the corner alone and you are golden.
https://forum.deadbydaylight.com/en/discussion/comment/2005353#Comment_2005353
1.) Survivors already do this.
2.) How would a 20 minute time limit cause this?
https://forum.deadbydaylight.com/en/discussion/comment/2005523#Comment_2005523
I play slow and use hide tactics. I can still SOLO five generators in a whopping 20 minutes. 20 minutes is extremely generous. If they are not done in that time the Survivors are intentionally avoiding objectives.
https://forum.deadbydaylight.com/en/discussion/comment/2005529#Comment_2005529
12 seems a little short. I'd go with 20.
https://forum.deadbydaylight.com/en/discussion/comment/2005306#Comment_2005306
The faulty premise with that wall of text is it somehow implies that a Forever Doctor Troll Build is somehow worse at 20 minutes than it is at 45+.
I did not see one argument to support why letting him go on longer is a better idea.
Think they're trying to imply that in a forever game they have a chance the killer will give up or make a mistake by getting impatient giving them the win, where as in a timed game the killer wins as long as the timer runs out and that having a small chance is better than having no chance at all.
Personally I'd say if you're gonna implement a timer like this, when it goes off the entity should just kill them all and everyone gets whatever bloodpoint they earned before the time was up. The killer doesn't get the resulting kills and the survivors aren't counted as having escaped. Like the games sick of you not participating so no one wins.
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@RoachesDelight said:
-Survivors playing a slow game "Me no like this it take too long ban them"
-Survivors gen rush "Me no like this either too hard no counter play nerf them"
Essentially half these posts are nerf this or ban that because people aren't playing the game the way that I want them to.
While you're right, I think you pointed out a larger issue in this game.
Yes a lot of this forum is salt over not being able to stomp killers/survivors depending on which you play but when you say, "people aren't playing the game the way I want them to." As the common complaint people make I think there's an argument for this game doesnt encourage the type of play people want to see.
Now there are some who will never be happy unless the game lets them win every time but I want to disregard those people.
What I want to point out is that this game isn't great at rewarding the type of play we want to see. People can camp, take games hostage, etc with little to no reprocussions and they can do the things we want them to do like save teammates or spread out who they hunt while not being overly rewarded for it. Mean just because the way the game is in its base mechanics getting rid of a survival fast as possible gives you breathing room so people tunnel. There are toxic people who will do it no matter what but I hope you get the point I'm trying to make. The game is built in such a way that unfun play is rewarded instead of the engagement we'd like to see on both sides and I hope to see that change.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/2004054#Comment_2004054
I think it's because of how hard it is to be good at nurse which is why some people think she's balanced.
If everyone was good at nurse EVERYONE would be complaining about her.
You know I have to agree. If Nurse were easy to use she would be so broken. Objects mean nothing. Aura reading perks and her one add on makes her able to aim with pinpoint precision. The only reason she isn't broken is because she's hard to use but I don't see a problem with that. She's a killer that reward people learning her mechanics as deeply as possible which seems like a nice thing to put in for people who want to play that way. I've only put a few hours into her and I have no clue what I'm doing so props to people who have her down to a science.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2001722#Comment_2001722
Perks aren’t a counter. You can’t switch out perks after knowing who the killer is. Having to bring in a perk just in case you get a 1 out of 22 killer isn’t fair.
Okay then what about walking which has no scratch marks to begin with and as long as you're not walking in an extremely obvious straight line is bound to leave you somewhere the spirit didn't expect which give you the option to sprint away when she reappears as you already have distance on your side. This is the counter play I use and its worked for a solid number of times. Not 100% but it wouldn't be fun if it did.
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@ClownIsUnderrated said:
There needs to be some sort of counterplay to her
But there is. Walking away when you think she's phasing gives her no scratch marks to track and sprinting when she reappears gives you some distance as she's probably confused when you're not standing where she expects you to be.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2001666#Comment_2001666
Spirit is not fine, she is op and yes, she needs nerf. If they wont, solve is simple. Get catch by Spirit and suicide on hook. Next game more fun without Spirit.
Man people must love playing with you as a teammate. Also she has a fairly simple counter. Walk. No scratch marks and as long as you don't go in an obvious straight line you're usually good. The minute she stops phasing sprint to get some distance while she's confused.
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@Aven_Fallen said:
What is a strong Killer for you? For over 2 years the Killers which came into this game were at least decent.
Ghostface, Demo, Oni (very strong), Deathslinger, Pyramid Head (very strong), Blight (very strong) were more than decent. Even Plague is not terribly weak. Twins might be an exception.
If you are looking for a Killer with the strength of Nurse, this will never happen. And should never have happened in the first place.
I disagree the nurse should have never happened but I agree that killers like her should be a rarity.
I've gotten down to rank 6 with Pig but using nurse I can't get a kill. Her controls just don't work well for me. I've played against a rank 1 Nurse as a survivor and its like fighting a homing missile with your hands. Feels like once they've set their eyes in you you're doomed but its a huge learning curve to get to that skill level especially when playing against survivors that don't give you much room for mistakes.
All of this is to say she's a strong killer when you take the time to learn her but she has a prohibitive learning curve so killers like her should be a rarity. They shouldn't happen often because its difficult for players to get into a character that has such a high learning curve and if the game was full of killers like that and players who had no choice but to learn them it would be extremely difficult for survivors. They should happen though for people who do want to put in that kind of effort to learn a killer. Peoples efforts should be rewarded.
Trapper is the oddity to me. His entire power is setting traps and hitting people who get caught in them. Something you would typically do before the survivors arrive, but you can't do that with the way the game is set up. So people can see him set up his traps and disarm them making him a really slow M1 killer who can't even carry a lot of his traps without an attachment. Even the pig gets 4 reverse bear traps to start.
I do have an issue with how the jigsaw boxes work though. Why would the Pig make it so one box removed all the traps. Wouldn't it make more sense for each jigsaw box to work with only one reverse bear trap so everyone has to find their respective box. That's just a personal issue though.
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@WiiFitTrainer said:
"Haha! Take THAT you unwashed peasant! Gaze upon my bouncing loins upon the holy ground that I walk upon while you wipe the tears of failure from your dirty killer face! Your small, simple mind cannot fathom the amount of skill and wits it takes to undergo the colossal task of looping an object 3 times, masterfully clicking my mouse button on the pallet, and watching it crush your spirit! Let my luscious and firm buttocks bounces remind you that I am superior to you in every way!"
You my good man have made me laugh and deserve praise. May your games be successful and your opponents losing in the most entertaining of ways.
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While everyone has pointed out slugging three people early game like that does really suck from a survivors perspective perhaps it was a case of the people thinking they could make the save so the killer chased them rather than risk losing a down. They never state if that is the case. If that is the case I think its more acceptable than just slugging to slug.
Also 3 people on hook with one gen done. Definitely not gonna win at that point so might as well die and hope the last guy gets hatch. I get the survivor reasoning even if it does suck for the killer.
I as pig had a game where I got a team of 3 new claudettes (rank 18 to 20s) on hooks in under a minute. They were screwed. I wouldn't have faulted them for suicide. The match was effectively over. There's no coming back from that when the killer now just has to keep an eye out for one person who will give there location away the minute they unhook someone or do a generator. Thankfully in my case they played the game through and I got 12 hooks at no gens but it was still a short game.
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Okay I'm not entirely against the increased chances for hook escape when slugged as long as its not like you were seconds from death here's a guaranteed kobe. If it topped out at like 25% to throw out a number I'd be good with that. Makes sense. Also a blood point bonus for when you're on the ground as a sorry this happened to you wouldn't hurt either. Conversely killers could get more bloodpoints the faster they hook a survivor after downing them. Its not a perfect fix but this game should reward the behavior it wants to see used in gameplay.
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Wow. Just wow. Like I knew the sandbagging was rampant lately but I didn't think they were also that bad at sandbagging. Also your teammates suck. Like these are the type of people that would trip you in a zombie apocalypse, get bit anyway, and hid it from the group all in one go.
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Personally I've never dodged lobbies for swf cause if it sucks oh well on to the next game. Queue times for killers are amazingly short at the moment after all and I don't care to much about my rank. I just like trying to get good with new killers.
That being said I will dodge lobbies if you're on the mental list of names I have for people who I've seen be actively racist or use other derogatory terms in the post game chat. Someone else can deal with that lobby.
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@TicTac said:
I dont think it is the right way to give the losing side a buff. From the party game perspective it makes sense, but when you want to win, its annoying. People will search for ways to play around this buff.
But a mechanic to nerf a playstyle like tunneling is not a bad idea. I think it would be better to reward the killer for splitting hooks then nerfing tunneling, but both could be done, too.
Think splitting hooks reward is the better option. If you implement "penalties" for tunneling or camping people are gonna get angry about it and complain endlessly while still doing those activities. If you were to instead reward things like hooking a different survivor each hook (bloodpoint multiplier and maybe an achievement if you never hook the same person twice in a row for a whole match and get 4k) and for camping how about a blood point counter that increases with time and distance. If you're near the hook no extra blood points. If your far from the hook extra blood points. If you're far and managed to keep them from pulling the survivor off the hook for a decent amount of time a lot of extra blood points. Or even a haste effect for a few seconds. Something to give the killer a boost for playing the game in a fun way that people who play in a toxic style will literally never see. People will change ther style of play simply for the rewards it brings because its rewarding. Same thing could be applied to survivors problems such as a blood point multiplier for how long the match went without a teammate dying reward not sandbaging teammates. These are all just quickly thought up ideas and would need a lot of polish but its a working start. Reward the behavior you want to see and people tend to do that behavior.
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1979964#Comment_1979964
"I will also admit this is cheating."
DTJObe, is this your alt account, or someone else's? Because there is no chance this is a real post, lmao.
Nope. Real person. Canadian player. No way to prove that though I suppose.
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Okay I'm gonna get a lot of hate for this but for the sake of the discussion topic I will admit that my swf group is on comms a lot. Not to bully the killer but to hangout and chat. Inevitably that leads to us giving each other pertinent information like shouting "Oh sh*t he's after me" or the occasional "I'm coming to save you"/"I got the save" as they come up in conversation. Hard to not talk about what you're doing right that second.
I will also admit this is cheating. I'm in no denial about that.
Personally I'd prefer it there was an unranked mode or something like that where me and my two friends could go to not mess with people who want to play the game as it was intended to be played but there isn't so when I want to play with friends that's where we end up.
That being said swf sweat squads suck. It's one thing to have a team actively cooperate against you and do well and another to have them seemingly being guided by the hand of God to counter everything you do so I get where this persons coming from. Its frustrating, unfair, and gets rid of any of the advantages killers get with information denial perks since they can just communicate everything that's going on. It also means they don't have to use perks or add-ons for extra information. Gives them the opportunity to use other perks that they'd otherwise not have room for if they wanted to use information gathering perks. So yeah its cheating and understandable to not want to play against those people who are also often rude, taunt the killer, and think that their own skill and not the massive advantage comms gives is the reason they destroyed the killer during the match. Plus it's kinda hard to tell if they're using comms till the game starts and you're penalized for leaving if you do realize that's the case mid game so you're often just stuck grinding through it.
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@LittilAvindar said:
The problem with the game isn't so much the gameplay as it is the stupid ranking system. The basic core of survivors working together against a killer is fine, but the fact they implemented a ranking system which ultimately punishes survival teamwork and compels them to sandbag each other is what destroys the game. The consequences of being hooked SHOULD be dying, but when that consequence is also de-ranking, it frustrates survivors who get face-camped, because there's literally nothing they can do.
That doesn't even begin to address the actual balancing of killer abilities, such as the fact that most of the insta-down killers are the fastest, and can hit multiple people at once. Nobody would care much about that if there wasn't punishment for dying. Killers are in the same boat for gen-rushing and survivors sitting at the open exit gate. It wouldn't be a problem if it weren't for the punishment on top of losing a match.
BHVR wants the game to be professionally competitive, but it isn't. There was just an attempt at an ESport event in Japan, and it was the most boring, horrible crap ever, and nobody else (to my knowledge) even signed on to sponsor it. All the commercials were just DBD DLC trailers. For the fact the game is really the only one in its genre, you would think they'd be on top of the world here, but it appears that the only reason people play it is because it's the only game in its genre.
I did try to address this in my post but you put it better. The current ranking system doesn't properly account for good or bad play on either side. Survivors can sandbag each other with no consequences. Part of the altruism category really should be based on how many teammates made it past the 5 minute mark or something like that where your score is tied to keeping everyone alive. Similar to how killers score is tied to how long they can go without a generator popping. Killers can camp and they now face some consequences score wise but they didn't always and the points lost are almost always made up for by how fast people die when you camp them. It's not a good play but its still rewarded or at least neutral as far as improving your rank goes.
Also first I heard of them trying a competitive esports event in Japan but it does sound terrible and didn't the developers explicitly state a few times that "DBD is not meant to be a competitive game" which completely goes against the idea of trying to sponsor an esports event.
Seems like they're grasping at straws because the workload to keep this game going is to much for them at this point.
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@daddywillylong said:
this game can be balanced on an ''asymmetrical level'' if you will ; the killer's supposed to be the power-role , point-blank-period. its 4, a total of four teammates , against one person with 4 perks and 3 hooks to kill individually. the issue survivors have is with the solo-experience & thats the fault of them. the killer can only chase one person at a time, if the killer chases one survivor - thats 3 others sitting on individual gens. once killer catches a survivor- they have an entire minute, i believe to sit on the hook until the dying state, survivors can still be doing gens until another is found , then go for the hook save while the others being chased & before they go into struggle-phase . the games not hard to play at all , its really simple. its the imbalance and horrible ranking that throws things off.
there really should be a ranked/non-ranked playlist ; whether people grief the system or not by playing in casual matches ''seriously'' isnt the point. what a ranked mode would do is disable/ban perks , offerings ,and specific add-ons , for both sides and even limit the perks if its SWF . in the casual mode , if players bring tryhard/annoying things, just do the same , everything goes in a casual match, even add a map-voting system if u want. ironically the casual mode just might weed-out the trash, is what it sounds like huh?
so , either that , or just get rid of freaking ranks entirely man. get rid of the incentive of even trying to play this game on a level that fosters toxicity.
There's one point I want to comment on. If they made separate ranked and unranked modes SWF should only be an option in unranked. If you're gonna have a ranked mode it should reflect your skills at the game as a solo player working with other solo players. This eliminates swf discord edition in the ranked mode and allows people to experience the game as it was designed to be experienced. Of course this only works if the ranking system accurately reflects an individuals skill at the game which as I said in my post sounds really hard to do.
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@RepostRiposte said:
The problem with balancing DbD can be condensed into just 2 words:
𝘛𝘩𝘦 𝘱𝘭𝘢𝘺𝘦𝘳𝘴
Yes, the biggest obstacle to making a balanced Dead by Daylight is the average player.
This game is an anomaly. It's the only popular, actively developed, assymetrical (and horror) game out there so it encompasses too large of an audience.
You have people who genuinely see it as a competitive experience, those who want to improve and play to win mixed in with just as many people who see it as Mario Party with blood.
It creates an impossible dilemma where the devs can never make a "happy" balance because even if the game is perfectly even between killer and survivor there will be a large outcry from the Mario Party crew; same will happen if they appeal to the casual players and in turn upset those who play competitively.
This game will never satisfy everyone unless a more or less serious/casual competitor enters the market.
You have a good point. Though we could also divide them with ranked an unranked modes. Mario party with blood would be unranked and ranked for those that want this game to be something they can get down to a science. Doesn't solve everything but I think it would be a decent start on the devs part.