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Voodoomancer

Voodoomancer

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Voodoomancer
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198448#Comment_3198448

    Where was the ad hominem? I'm actually curious. Oh, hang. If you are referring to this "That you must be cold, uncaring and nothing can hurt you." I wasn't saying you are cold and uncaring (I don't know you). I was stating that people seem to have this view that you most reflect this attitude or are deemed "too sensitive and need to toughen up"

    If you find "trash talk" enjoyable, you do you, but not everyone does. I don't want to overshare on here but I was in an abusive relationship for some time and a lot of verbal abuse was involved and to this day it can be triggering for me when someone verbally abuses me, even over a game.

    If someone needs to let of steam by abusing another person they really need to seek some sort of professional help because it's not a healthy way to deal with stress.

    In favor of a voice chat system that most implement is the ability to mute others. If you don't want to deal with someone else the turn off their output towards you. A vc would be very enjoyable especially as someone who plays survivor exclusively solo. The pros outweigh the cons in this instance.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/346957/why-people-choose-killers-over-survivor-and-how-to-potentially-fix-it

    Someone way back suggested survivors have access to a tier 4 version of all their perks. Which would give each survivor their own unique identities and strengths.

    It was unanimously approved of by survivors and killers alike then promptly forgotten.

    This is actually a brilliant idea. Do you have a link to the post so that I may read through it. I'm sure people had some cool insights to certain interactions.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198366#Comment_3198366

    Oh, I hate this attitude. That you must be cold, uncaring and nothing can hurt you. If you show the slightest human emotion, you must "toughen up".

    Nice ad hominem. I'll humor it though. It doesn't matter what anyone says in person, game vc,or forum post. It is your prerogative to get upset at something anyone says. So yes, people should toughen up and get over what the person they are unlikely to ever see or hear from again outside their particular set of interactions has to say.

    You said it right: "uncaring". My guy I've just about been hit with every slur and threat in the book. (Usually a hard R, but what can ya do)I personally love the trash talk. I find it funny when something that doesn't truly matter irritates someone to that point. Who knows, maybe someone has had a rough day at work with their life down the drain and they need someone to scream at so they don't do something they'll regret. I don't mind taking a verbal beatdown.

    Tldr: it isn't an attitude, it's a life choice

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192603#Comment_3192603

    Then you’re going to have people who are toxic because you don’t want to participate. Also I’d love to get vocally called slurs in vc and have 0 way to prove who said them so I can’t even properly file a report. Lets just not bother with the option all together. The game isn’t unwinnable without voice chat.

    This is funny. I would love for someone to cuss me out over a game. That kind of fuel is the classic lobby experience. Might be good for more people to toughen up to words some

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190931#Comment_3190931

    Dear Voodomancer, 

    Whilst I did not think that this needed to be expanded upon, I shall oblige your unspoken request for a better explanation and I regret that I did not do so immediately, I’m afraid I am suffering from a terrible migraine, although that is no excuse for my short and frankly unacceptable response. 

    Firstly, your assumption is most likely incorrect. Yes, Survivors aren’t very unique, that much is true. However, this wasn’t an issue prior to Patch 6.1.0. If their uniqueness was the issue, then why were Survivors Queues multiple minutes long and Killer Queues barely twenty seconds? The true reason is the state of the game for the casual player. For the casual Killer player, the game became much easier after the 6.1.0 Patch due to the numerous buffs to Killer’s base-kits. This included a buff to pallet breaking speed, a buff to gen kicking speed and a buff to successful attack recovery speed. Likewise, several perks were buffed that have become fairly strong, for example, The Nemesis’ perk, Eruption. The average Solo Survivor Experience (casual players) has become much worse after Patch 6.1.0 due to the general Killer buffs, base-kit Survivor nerfs and Survivor perk nerfs. Survivors were given less distance upon being hit and had THREE perks that ensured a decent experience taken away. Dead Hard, I believe, was fairly nerfed and is still perfectly runnable. Decisive Strike, on the other hand, is genuinely bad. Killers will not respect a three second stun and they will tunnel through it. Likewise, Iron Will was also nerfed a bit too hard. These perks, in conjunction with the state of the game prior to Patch 6.1.0, helped ensure a somewhat tolerable experience in the hell that is Solo Q. When those things were taken away, it exposed a genuine problem in the game and its community. 

    Secondly, this would cause some characters to skyrocket in pickrates whilst others plummet. David King, for example, could have Dead Hard as his base-kit perk. His pick-rate would skyrocket. Claudette may have Self-Care as her base-kit perk, which would cause her use to plummet. Nea may have Urban Evasion but Zarina may have Off the Record. Survivor passives have been discussed before and they have not been looked upon favorably for this reason. It promotes a meta of playing whoever has the best perks in their base-kit instead of playing who you like. 

    Lastly, I’d like to offer my suggestion to remedy the current Killer to Survivor imbalance. BUFF SOLO Q. Easily said, but not easily done. I’d start by adding indicators to let your team know what you are doing at any given moment. I’d add an optional voice chat. I’d add basekit Kindred and basekit Bond. I would nerf Nurse and Blight, along with re-designing Pinhead and Legion to be more enjoyable to play against and be stronger against SWF teams. I would limit Killers ability to use their powers when in close proximity to a hook (Bubba). I’d buff Reassurance’s distance requirement. 

    In short, I think that you have drawn the wrong conclusion about what is fundamentally wrong with the Casual Survivor player and how to draw them back in. They will not care about base-kit teachables when they get a facecamping Bubba, forever Legion or sweaty Nurse. They want to have a chance and feel like they are having fun. I hope my answer is satisfactory to you and that I have articulated my possible solutions and well-crafted ideas in a manner that is a credit to my teachers .

    Thank you, 

    Pulsar

    My brother in Christ I'm speechless. Very well articulated with references. You truly showed me who was just being a jerk and I do apologise. I whole heartedly agree with a buff to solo queue for information that a swf would generally have. It would make life a lot easier. I will say thank you for the time you took to type all of that out and giving a genuine response to the topic

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190937#Comment_3190937

    When I play either side I see almost everyone on the roster anyway.

    Because there's nothing stopping them from using whatever perks on the character they want, only aesthetic appeal (and audio). Making survivors have practical benefits would cause people to see survivors as a 5th perk slot choice and gravitate toward whatever's perceived as the most useful. Giving downsides to basekit perks wouldn't change the issue...people would just choose the least bad option.

    It's a fun idea on paper, bad in practice.

    In theory it's no different from a killer with their powers. Is that not the point? Is the power itself not like a perk for them to use in their own way? Do people pick perks that go with their killers power for an advantage, sure. Do people also go with whatever they feel like at the time even if it is sub optimal sure. Making a survivor a "5th perk" would be as easy as tweaking the base value to put them in a place they want to be. Either way people will play the same that they currently do. I believe unless we see it in practice we can't say for sure if it's a complete asinine idea for certain.

    If you had a chance to make survivors more unique other than cosmetics what would you recommend?

  • @LordRegal said:

    If David had No Mither basekit, no one would ever play David again unless they were memeing.

    Conversely, if David had Dead Hard basekit, there would be a huge influx of David players because you get DH and four other perks.

    You can argue that the answer is to give him the middle strength perk of WGLF, but what about characters with three good perks like Meg? Sprint Burst, Q&Q, and Adrenaline are all very good perks (Q&Q there's an argument for being more niche but even so it's a net positive to have) - and she gets one of them for free on top of a full loadout? Or what about Ace who has no strong perks beyond meme builds? Why pick him over someone who got a good perk basekit?

    Ultimately whenever survivor passives are brought up, I'm inherently opposed because it would kill survivor variety more than cosmetics and pain noises already do. Whoever had the best passive would skyrocket in pick rate, and the worst would be even rarer than the never picks already are. We already joke about Feng needing her equal attention cosmetic every batch of skins because we see her almost every game, but I'd rather have people picking the characters they like because they like how they look than because their basekit perk is good.

    I understand what you are saying, to an extent I agree. However I personally like that idea of No mither basekit. It would be niche sure, but I'd play that with Boon: expo, unbreakable, tenacity, and soulguard/boil over. Something like this is kind of what I was imagining, whether good or bad it gives a survivor an actual playstyle. Rather than everyone being the same and only choosing them for cosmetics.

  • @[Deleted User] said:

    Nah, some survivors have absolute garbage perks and would never be played.

    I would argue against this. When I play either side I see almost everyone on the roster anyway. A good possibility would be to change the base value for the select survivor to make them better/worse than the perk itself.

  • @Pulsar said:

    This isn't the solution

    Great contribution to the topic. I really enjoy your well crafted ideas, and how you articulated your possible solutions.

  • Still bugged on ps4 version as of August 28th 2022.

    Someone hit me up when it works again.

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130100#Comment_2130100

    But what if they're having a conversation based on the colour of their knickers 😂

    Lol. I can remember a similar thing happened when playing Friday the 13th where the killer joined in on the conversation and it lead to a Max time game.

  • @Rectal_Prolapse said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130018#Comment_2130018

    You got a point, but we're talking bhvr here. 4 years to quell the OoO issue. I'm taking the baby approach, that doesn't require much work around hard-coded matchmaking, wouldn't harm the queues as much and it won't take much of bhvrs attention away from their beloved battle pass development.

    https://forum.deadbydaylight.com/en/discussion/comment/2130034#Comment_2130034

    The core problem is force splitting the player pool. Queues are already as trash as they can be. I believe the rewarding system would not harm the in game economy as much as players quitting the game because of back to back SWF troll Fiestas.

    It's unknown if it would force split the player pool or happen to be a weird balance to a two sides problem. I would urge a ptb with this on for a month to collect data and feedback before truly adding it to the game.

    I can see both the pros for it and the cons against it. And openly agree that there is probably a better solution that I cannot yet see. It is quite a topic for thought though.

  • @SammiieK1991 said:

    I kinda feel like a killer being able to hear the swf talking would be a lack of privacy though? I mean what if they are genuinely having a deep conversation about something that isn't to do with the game? 😳

    I wouldn't want a random person on the other side hearing about what colour my knickers are 😂 unless of course I have miss read some of yall messages, then feel absolutely free to elaborate simply for a simple mind to understand correctly 🤣😂

    I see the game as playing a slasher film. If I can hear people(as I should since I have ears) I would like to find them and interrupt them as well. On the flip side it would keep information concise and keep players immersed I would think.

    But that is only a hypothetical on proximity chat which may have a Max strength of touching characters and a min strength of 10 feet where it fades in between.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130058#Comment_2130058

    Kindred basekit and Proximity chat for survivors that the killer can't hear, those would make Solo much better to play

    I'd like to see a ptb of that and gauge the feedback. I'd also like to see one where the killer could also hear it. It would make sense the thing coming after you would have ears and be able to use them.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130058#Comment_2130058

    Make info perks basekit, like kindred, buckle up, totem counter basekit.

    I can both agree and disagree with this. I only play solo survivor(cause I got no friends) and I can say having kindred base kit would be an absolute God send. Buckle up is kinda useless since I know how to tell time and be able to run up and know exactly how much they would be recovered IF they had.

    As far as totem counter goes. It needs to be a perk. If everyone had a base kit counter to a LOT of perks (being totems) that just essentially removes the incentive to use them and reduces the threat that they pose.

  • @DragonMasterDarren said:

    how about instead of trying to balance something that is only broken by 3rd party software we buff Solos to be on the same level as SWF then buff killers accordingly?

    I feel like the only thing that truly holds solos back is the ability to communicate. How would an in game chat go as far as buffing solo? Proximity could have the advantage of talking while near but the killer can hear as well.

    An in game item like a walkie talkie could prove useful as well to help communicate to a swf group that are all on discord or similar party chat.


    How would you go about bluffing solo if you could?

  • Here's my take on it. I believe there should be 2 modes to this game. A casual and a (lack of a better word) 'competitive' mode.


    Casuals are just that. You go in find a game and go. Could be 4 solos, 2 doubles, a solo and a triple, or a full swf.


    'Competitive' could allow for only solo queuing where experience and game sense is key. Could change the entire dynamic of builds for both killers and survivors.


    Then there is the issue of in game comms(think Friday the 13th). A lore friendly way for them to communicate in game instead of just a global system. There is also the option of proximity chat that runs the risk of the killer hearing your plans or worse: finding your location through the strength of the proximity.


    There is a lot of things we go go with and not a lot of it may work. I'd like to see multiple ptb of these to gauge some serious feedback.

  • @whammigobambam said:

    They should add to the rating system like if you've been impressed by a player continuously by someone and you've rated it there should be a mark on them the next time you see them in a lobby. If all four other players gave you good marks you should be rewarded 10k blood points or 100 iridescent shards but you only have the option to give good marks to 2 players (killer and a survivor) This would incentivize good playing without too much abuse going on.

    That's a pretty cool idea! I like how they have the "how did you enjoy the match" rating. I would love to give some people an extra boost for going above and beyond. Especially as a killer, I've seen some plays that make my jaw drop and I'd love to give them something besides a gg.

  • @Pulsar said:

    No.

    Adding in global voice chat for Solo's is fine.

    Locking people's ability to play with friends is not.

    Could you go into more depth rather than just simple x is bad or x is good? I could see multiple pros and cons for both sides of keeping queuing limited vs not.

    What are your opinions on the matter?

    Should they change how the game is played so there is multiple queues for casual or more serious play with the serious play being solo or doubles only?


    These are the kind of thoughts I was looking for.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127024#Comment_2127024

    Make Killer more fun and appealing to the average player.

    How would you go about doing that?

    I for one find killer absolutely amazing to play as. Growing up watching Halloween, Nightmare on Elm Street, Scream, and Texas Chainsaw Massacre made the characters in the game an absolute joy to get ahold of.

    I always saw playing killer as just being the bad guy in my own horror film

  • @Pulsar said:

    Not enough Killers means lower ranked Killers get added to high Rank Survivors games.

    Is that how it works? That's sad. How do we even begin to equalize the player base for that?