TheEvilKit
TheEvilKit
About
- Username
- TheEvilKit
- Joined
- Visits
- 298
- Last Active
Comments
-
I hate to be that guy but confirmation bias much? I, a PC player who has regularly played with other PC players before crossplay and a healthy dose of console players during crossplay regularly have a ping of 80. Ping has nothing to do with whether a player is PC or Console and is entirely reliant on their stable their ISP is and how close/far they are to the server they've connected to.
I would love to be able to play with 40-52 ping so it feels like a weird flex to complain about it.
-
I completely and 100% empathize with long queue times sucking, but man this is nothing new to me at all since a lot of red rank killers had to put up with these matchmaking times (or even longer!) back before the matchmaking changes or dedicated seevers were implemented. At the longest it was like... 25ish-30 minutes, seriously no fun when I just wanted to chill chasing people after a day of work or something.
One solution that to the problem you have now is... play some killer! You'll help solve the problem everyone is dealing with, huzzah!
-
A bunch of people have already stated why these aren't bad nerfs but actually totally deserved (######### Forever Freddy and 180 flicks on Oni, I say this as a killer main).
You know what they did do that's a huge buff? Fixed Furtive Chase to work with Nemesis, giving Nemesis even more synergistic perks and also making Furtive actually useful now! I'm super hyped for this combo working now.
-
This is pretty cool, so I'll throw my question(s) in to! As a designer, which killer and their power do you conceptually like the most in theory or practice?
Balance wise, which killer and power suprised you the most once players came up with creative ways to use or abuse it (with or without perks)?
Who has been your favorite killer/survivor to design to date?
Finally, what is the silliest thing you've gotten to test/balance that you never made it out of testing? (I'll be sad but understand if you can't answer this one!)
-
Hag, Hag and Hag.
Wait what was the question again?
-
Big thing I learned on PTB when trying him out (this is on pc but pretty sure it applies to console as well) You do NOT have to fully charge the Demon Strike to get the insta down. While you can't just tap it (this gives a normal swing), even just holding it half a second and letting the charge bar fill even a little bit makes it an instadown. Still kinda hard to control and the lunge is much shorter but frankly it made it much easier get downs.
-
Frankly the thing I hope they don't change is having treatment mode and being able to grab unhooking/vaulting survivors ez.
So few survivors actually don't know hook diving a doc is one the worst killers to do it vs cause no one seems to know about Doc being able to grab in treatment mode lol.
-
There was actually another thread about the exact same thing that Peanits literally posted in to say it is totally RNG based and nothing modifies skill check chances except for perks/addons that specifically do (ex. Spine Chill, Unnerving Presence).
Hate to break it to ya, but it's kinda just confirmation bias, you remember it when it happens but not when it doesn't. When it does happen it's a lot more noticeable and memorable because you have the scream of the survivor getting hooked to associate it with. What about all the others times someone got hooked and you didn't get a skill check? What, don't remember cause no skill check is kinda boring and ignorable? That's pretty normal.
-
@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/891082#Comment_891082
My mistake there - either way, there are people doing it on purpose. People running odd killers like Huntress, or Legion and going out of their way to hook people in the basement. Like, who runs iron grasp and agi on Huntress and Legion? Don't tell me they don't know exactly what they are doing.
No offense, but I actually legit run IG and agi on Huntress when I play her because I am bad at huntress and find getting someone in the basement helps me keep a snowball going. In fact, my literal first game of the patch before I knew about the bug was Huntress game with those two perks. Hooked one person in basement, got confused why they never left it after getting unhooked for 3-4 more whole hooks till I finally got them last, got told in postgame chat (politely) about the bug. Felt bad, try to avoid hooking folks in the basement unless they dead hooked.
I can also see the flip side where it is REQUIRED by the devs to hook folks in basement in the tome, and therefore is on them to fix it asap rather than punish people for the devs own mistake. Are some people gonna take advantage of it for easy kills? Absolutely. Is it gonna get them much bp? Probably not if you get everyone in the basement too easily, it's effectively a kill now if you first hook someone down there.
-
Hag is my fave killer hands down. Big brain macro trap plays, cheeky bodyblock traps, and of course always one trap in front of a hook because so many survivors don't respect traps on hook dives. There are just so many inventive ways to use hag traps!
I also play a lot of Wraith, Myers, Ghostface, working on Demo right now and finding I might really enjoy Plague a whole lot.
-
Real talk, when they fixed Territorial Imperative to not constantly trigger on either locker hiding or hooked survivors in the basement.
When I first tried that meme before they fixed that bug I was so crushed, you have no idea. And then they fixed it, reminds me I should try it again sometime!
-
@JakConstantine said:
I don't believe they'll have a survivor in the next chapter since we have 2 in the last one and 3 extra perks for survivors because there was 2 of them. Just a stand alone killer and maybe a new map, map reworks or both.
I disagree, the Ghostface dlc had 0 survivors and then Stranger Things had 2 survivors to make up for it. Also I'm pretty sure every OG killer released has come with a companion survivor release, it's really only Licensed killers that tend to break the mold of killer+survivor
-
That's actually pretty fascinating, never seen it before. Perhaps an ancestral possession sort of thing? There is of course clear precedent for killers being pulled from ancient times because of Plague, so not far fetched at all for it to be the actual ancestor.
It does kind of convince me even more that the survivor is going to be some kind of Yamaoka, although I suppose we could get another curveball like Adam to pair with the killer.
-
Well her mother didn't actually die, just fall ill. Rereading Rin's lore again gosh dang if her father isn't a literal example of becoming a killer the Entity pulls in.
And I quote the wiki "That's when he started losing sleep. A dark whisper would keep him awake all night, reminding him of his hopeless situation. Exhausted, he started to lose grasp of reality. Fighting to deny what the voice whispered at night, Rin's father made a desperate move."
-
That is true, and it would prove rage runs in the family. On the other hand the teaser IS set directly in the Yamaoka Estate House, and the way her father was described in Rin's backstory it was more surprising he wasn't the killer.
On the other hand, it being Rin's ancestor kinda makes it feel even more likely they would use her as a survivor? Or perhaps her father as the survivor then, for even more sweet revengence occurring in the Entity's realm.
-
@ProfoundEnding said:
I don't want it to be Rin but I do want another female.
I'm sort of torn tbh, it would be absolutely fascinating to see a killer as they were when they were a human. On the other hand, how do you even parse the fact the killer version can kill their survivor version? Kind of jarring and... meta I guess? That's the only word I can think of when describing the can of worms it would open.
We also did just get Jane as the last OG survivor, so next seems more likely to be a male survivor? It is more of a 50/50 though
-
This is pretty constructive and I like it a lot! Surprisingly less critique than I was expecting, and more agreement with the changes.
(It's cues btw, not queues.)
-
Insidious and NOED, one is actually actively detrimental to the killer and the other I don't use on principal even if I understand its niche.
-
I get it man, slugging sucks. It's better than being facecamped but you're still having player agency taken away from you by being stuck on the ground for however long it takes for the killer to come or your friends to get your ass up so you can get back to playing the game. No one likes sitting out of a fast paced game for a full minute and having it happen repeatedly is no fun.
However as is, current DS is honestly one of the most balanced (with some abusable issues) niche power perk for survivors in the game. It counters a specific, frustrating problem survivors can have (getting hard tunneled) and buys their team so more time, and feels real dang good when you slam that skill check in the killer's face and run off to loop again. Its only counter requires killers to make gameplay and macro decisions based on the situation: slug you to keep momentum snowballing, eat Dstrike if the killer has the momentum to afford it, or ignore you and chase your unhooker. And those are all choices a killer can decide to make based around if they think you have DS or not! Hell, survivors with dstrike active even currently have the agency to force a killer to ignore them as long as DS is active, which is kind of powerful and abuseable.
Now what if we went with the idea of pausing the DS timer while you are slugged? The killer now has two choices: eat the DS now or later. It would also promote more unsafe hooking because who gives a ######### if you get downed, killer can't do jack to avoid the DS now. Your friends get you up? Run and find the killer to get downed again and waste even more of their time because if they touch you a piece of glass is going in their neck. DS now is easily abused as is, tryhard survivors would just open palm slam DS into any build they weren't memeing with if it paused the countdown while slugged.
To be quite honest, I feel that a lot of people miss the whole point of why BHVR changed this perk and many other perks in the game: to give players more choices. If any one perk is too powerful, it limits choices that people can feel they can make and that ain't good game design.
tl;Dr - I'm a nerd and think current dstrike is cool because ~player agency~
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/794498#Comment_794498
I would say the survivor experience is masked. The same laggy killer you would typically dodge is now hidden behind a green server ping. The hits that killer makes will be still feel cheap because of the total latency. The benefit survivors have is less rubberbanding.
You say it is masked, and I say people just haven't adjusted to a new situation yet. Anyone, survivor or killer main, that has played this game a long time is going to have to fight a bunch of ingrained knowledge and muscle memory developed from playing p2p now that the switch is happening to dedicated.
I myself have encountered this more as killer, but I've also heard a bunch of survivor main friends complain they can't get a good read on distances to the killer anymore on dedicated servers. And it makes sense that they're more likely to get hit or downed when normally you'd hit that dead hard or make a vault/pallet drop because you misjudged a situation.
My final bit is entire opinionated but folks will seriously just whine about anything new or different that they aren't used to dealing with. It's just a new thing for folks to ######### about that isn't actually broken or bad but man you see this one thing that happened omg dedicated servers are trash p2p better fix your game BHVR!!!! Hell if we're whipping out clips proving dedicated servers have affected the game I have one where it actively helped me as a survivor.
-
It infinitely amuses me that after all the complaining on the forums about p2p it's whiplashed back to complaining about the dedicated servers. To actually contribute my own experiences as a killer main who also plays a decent amount of swf, overall I have found far more detrimental effects as killer on dedicated and far more benefits as a survivor on dedicated.
Considering negative confirmation biases that typically occur in any game but especially this one, I find it quite says something that about dedicated servers that I find my survivor experience improved.
-
Old Dstrike was unequivocally the most broken perk in the game, hands down. Why? Imo being able to assume that an obession had Dstrike was fine and not my problem with the perk, it was that you had no idea if the other survivors would hit you with when you were halfway to a hook. This was frustrating as hell to deal with, and ultimately unavoidable at rank 12-1 because d strike was such a meta perk, especially in a try hard swf. It was particularly bad for further cementing a killer's loss in endgame combined with adrenaline.
The "counterplay" of juggling people was essentially just an exploit of how the system functioned that couldn't really be fixed by the devs without changing how the perk worked (which they did). Tbh if all BHVR did to change old d strike was to make it so it triggered on pick up like it is now and made it so it was useless on non obession I'd be okay with that too.
-
Honest opinion, you're being picky. I can respect preferring swing and dead end traps (my favorite traps are tire traps on autohaven!) but I wouldn't describe any of the choices of traps on Hawkins as "mindless". I can even think of a couple of fun dead end and swing traps on the map off the top of my head, they're just kinda niche imo
-
Hell yeah hag thread! My two cents on the matter after playing Hawkins a number of times as hag are: actually amazing of a map for her. Body block traps are amazing with all the narrow corridors, you don't have to trap every single loop because a number are very unsafe, there are a number of 1 door rooms that make chases even easier with a trap at the entrance and she has the easiest time map pressuring compared to any other killer aside from demo on Hawkins in particular.
But seriously, body block traps fellow hag player. just mash your tp button when you see someone running at a trap you set in the hall and enjoy the free hit.
-
You may be confusing Shadowdance with whirlwind if you were looking for the movement speed buff add-on! Shadow Dance buffs Wraith's action speeds like vaulting, kicking generators/pallets while in cloak. Hands down my favorite add-ons next to whirlwind add-ons which increase your movement speed while cloaked.
-
The one teachable I think needs to be fixed not just as a teachable but also for the killer itself: Dying Light.
Yeah, that's right. The reasons why? In Myer's perks alone, it runs counter to his two other perks, both of which want you to keep the obsession alive as long as possible. What does Dying Light make you want to do? Kill the obsession as fast as possible, that's right!
Not only that, as a perk itself the best way to make use of it for any killer is to bring a mori, find your obession, hook them, come back and mori them. Boom now the game is 25% harder for all the other survivors left. That isn't very fun of a mindset for a perk to just end someone's ability to play in the game asap. It's an unfun playstyle and now even kind of useless if someone d-strikes you and becomes the obsession themselves! (I love new d strike don't hate).
I also believe all of huntress's perks aren't terrible if a bit niche, especially since Meme Imperative was bugfixed to not trigger on hooked or hiding in locker survivors.