blkhat
blkhat
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- blkhat
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The changes made the rest of the game almost pointless.
https://www.reddit.com/r/DbDKillersUnited/comments/1n8wsza/the_endgame_is_the_new_battleground_the_rest_of/
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@UnicornMedal said:
Voting "Just Right" because I want to see it in action first. On the surface, it's a little too good to be true. Depending on how they do it, it can go in a million different directions.
Now that you've seen it in action, do you feel the same way about your vote?
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989968#Comment_3989968
One of the features being added is an indicator of who was hooked last.
That's fair. I actually read that later in the day but forgot I made this comment. Thanks for clarity. I'm still not a huge fan of micrmanaging playstyles though. There are too many edge cases where this bites people. There has to be a better way.
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@MikeStev said:
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
I don't understand this line, can you help me?
You have to let survivors "take turns" getting hooked. If you hook osmeone 2 or 3 times in a row and they die you will be permanently penalized for the remainder of the trial.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990130#Comment_3990130
Because searching for the "weakest link" isn't a part of this process in any way. You're just chasing the first person you see into they die.
You're trying to imply there's some calculated strategy here, where the reality is it's literally a "shut off your brain" and "chase the first thing that moves until it dies".
If you get lucky and get fast chases, then that results in a steamroll win. If you get unlucky and find the strong link, you can still lose (although the "good" survivor is still likely to die).
Maps have been nerfed, pallets weakened, loops nerfed, tile spawn logic required to avoid chaining. This isn't 2018 with literal infinites, it's 2025 with entire maps of dead zones. Getting chased and downed isn't a "skill issue" when the last few years have all been pushing to make those chases shorter (demonstrably, with stats to show that was successful). Not by skill, by literally stacking the deck in the killers favor.
So even with this "strategy" killers can still manage to win games quite often because the mechanics to stop it simply didn't exist in live yet. The band aid perks are merely suggestions the killer can freely ignore.
That's a lot of words to say you feel entitled to win when you're not a good player.
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@Traslogan said:
I'm sorry but you're the devs who refuse to even attempt to deal with issues that result from SWF having extra info (So fun when a 4-man discord team states where you're going after you hook one of them and they don't have to take any perks to get that info…), but you're going to actually start removing information from the killer?
Killers require info about hooks to know when their perks are going to work, how the game is going, who is dead on hook, etc. A killer playing balanced is a nearly guaranteed loss outside of newbie ranks. Just about any top-tier killer main would tell you that if you spread out your hooks to all survivors, you're going to lose the game. The survivor meta is so hyper-optimized that so long as they remain a 4-man it's a clear win. You're basically trying to incentivize the killer losing a game so that the survivors have a more fun game by only being hooked one at a time, one new person each time.
Giving a bonus repair speed if someone dies too early? You're going to literally punish killers for nothing short of just bad luck. When it's duplicate characters, we're just going to end up punishing ourselves from not keeping perfect track of them all, oops JakeClone03 just got hooked as the 1st, 3rd and 5th hook (and I can't tell it's him because I don't know when he gets unhooked now so I assume it's a different jake in a chase), now everyone else is repairing faster. This isn't anti-tunnelling, this is outright punishing killer mains for playing your game.
Outright horrid changes that only encourage killers to quit.I agree with you. I won't play if i have to keep track of everything. If I wanted to micromanage everything I'd play Civilization. This one change has completely lost the plot. This game is for causal play. Catering to people who whine about not winning or playing too crappy to stay on the board isn't going to make this a better product. It's a game and occasionally people are going to lose. It is what it is.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989968#Comment_3989968
One of the features being added is an indicator of who was hooked last.
Nah, it still doesnt sound fun. Being penalized for hooking someone who decides to not even attempt to hide is stupid. This is the stupidest thing I've ever heard of in a game. People acting like dying in a game is the end of the world so now as a killer you have to walk around and pretend not to notice someone. Ridiculous. I'll just play something else, too much of a hassle at that point.
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Are you expecting the killer to get a pen and paper and track who they hooked, how many times and for how long? Because that sounds miserable. This is a casual game, and that is taking it to a level of effort I'm not willing to put in. I just want to sit down and play a game, not get punished for not taking notes during the match. I'll just stop playing if this goes live. DbD isn't the only game in my library. The minute it feels like work I'm done.