coldestwinter123
coldestwinter123
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@Milo said:
Wouldn't this promote slugging instead?
Also it would feel really bad as killer if after getting an earned kill survivors were even closer to escape.
Yet at the same time, getting 3-gen'd by RNG would also feel bad.
Yes slugging and intentionally stalling kills would become a way a killer to extend the game IN THE 1ST STAGE OF THE GAME.
the whole mind state clear as day from seemingly everyone is that, IF gens are done then the game is over. And thats largely because of how Endgame collapse favors survivors. It doesn't have to be like that. They can make gates be opened 3 times longer and regress on their own. They could make requiring 2 switches to be 100% before you can open the gate, there is multitudes of ways they could address the end game part where you could potentially have a much more even 50:50 type of game. And the reason why it could be good is because a lot of killers dont defend gens well. Where as some of the Top tier S killers do, this would help killers with no gen defense, and survivors not wanting to get tunneled. By shifting the focus from the current format Gens is like 60:40 killer favored and endgame collapse is like 80:20 survivor favored. You could simply make the gen side 60:40 survivor favored and 60:40 survivor favored. In the latter the survivors are still favored but not as drastically as it is now. As of now if you get to end game its pretty much game over, its very unlikely with out a massive blunder by survivors that a killer can turn things around.
essentially by shifting the format to a 2 stage game you could potentially address very aggressive tunneling and camping, because in both of these scenarios it would just make the first part of the game finish faster, when you are in the end game collapse and we would assume that it lasts equally as long or longer then the first portion you would be free to kill people WITH OUT PUNISHMENT. for the gen part you would just play for Hook states, and play for kills during the end game collapse.
As for survivors side, it would literally break 3gens incentivize not to tunnel or camping, and make game atleast playable if someone dc's or intentonally dies on hook.
In a theoretical sense with out actually seeing how it plays out, this feels like a the greatest idea of all time. The real issue is what do y do EXACTLY about the end game collapse, that something i dont have a clear vision on. And i honestly think BVHR could probably provide a more pragmatic and practical and more well thought out system then i could.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357125#Comment_3357125
How is harassment in end game chat 'a legitimate way to engage with the game'? Telling people to end themselves and wishing their families the most unspeakable things goes too far. In any set up. Writing whole essays about how bad you are in a video game does too as it isn't part of said video game. This is not acceptable behaviour.
The teabagging part was still in the game, so I guess you could say it's somewhat subjective how you take it but that's about it. The game was over anyway, teabagging in the exit game was douchey at best. That part I can overlook. But some players seem to have real problems getting this upset in a video game, when they won. Not just that, I don't even know what I did to upset them so terribly.
I can deal with this stuff for the most part. Yeah, I get annoyed and I'm not happy about these occurencese. But there are people that have a harder time dealing with this. Imagine having a bad day, playing the game for an hour and seeing death threats and worse. Eventually these things do affect a person's mental health.
I am of the opinion that this game should be fun above all else. But I take it these people had a horrible time in the match, because why else would they hang around and act so atrocious? That's why I asked: What do they want me to do?
There needs to be some way to stop this vicious cycle of getting treated like this until you snap and decide to return the favor to players, that have absolutely nothing to do with this. Because eventually they'll end up just as resentful. We shouldn't hate each other's guts over a video game.
There needs to be some way to stop this vicious cycle of getting treated like this until you snap and decide to return the favor to players, that have absolutely nothing to do with this. Because eventually they'll end up just as resentful. We shouldn't hate each other's guts over a video game.you are 100% right, and what what ought to be i can fully agree with you. And overall you are right and even the idea of everyone contributing a little bit to the positivity would go a long way.
That being said. 😂 What i offered to you is a legitimate way , a pragmatic way of not feeling the frustration when people go out of their way to be toxic. if you hit them back with "big mad" "ez" when they are just fuming its really a fun experience. Because you don't take what they say seriously, you take away all of the sting from the conversation. Its exactly as you said right? its a game but the feelings are real, so when you take a light approach jab back at them you will find that its easier for you to deal with. It also usually de-escalates the situation.
as i said before, it might be projection on my part. But its really annoying to deal with people when you went easy on them and tried to accommodate for their fun, and in return they just act super toxic in chat or in game. What they do is lame, and venting out about stuff like that is a good thing. You should atleast give it a try, see if it works for you. And you don't have to go nuclear you can be more tame about it more passive.
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@Z0mbiv0r said:
Yeah, might be my bad, but it's not very clear how you say it would be better for killers, you just propose to recreate the endgame to be more equally balanced... You say it's a game heavily focused on doing gens. Survies getting 1 free gen per kill won't change that. At worst, now gens will get done even earlier, because none will bother unhooking a survivor. I don't really see how it would make things better. It's like proposing that for every gen repaired, a random survivor automatically gets hooked. That would actually favor killers more, but... Nah, I just can't see it.
you are actually right. I think the issue is that i didn't end up explaining Or have a solid idea about the equalizing factor.
I would be hard pressed to say that i have played more then 100 games of survivor in the last year(previously i played more)
I primarily and exclusively play killer. So when i proposed a change like this it was souly focusing on the health of the killer side, by essentially honey potting survivor sided issues.
There are bunch of scenarios in the game that are actually game breaking and anti fun for both sides. Some from the top of my head
1) Survivor dc's because he doesn't like the killer (instantly the game is done right then and there, killer wins the question is if its 3k or 3k and a hatch)
2) Survivor kills himself on hook because of what ever reason (thinks team is bad,doesn't like the killer, has to go, tilted etc)
3)Gen rushing is literally only possible because there are too many perks and items, item addons that allow you to progress the game Even when the killer does a really well from the opening
4) Killer's meta revolves around souly gen regression. Any build that has only 1 or none gen regression is considered a meme build or casual. It is because the game can be accelerated by Survivors way too fast that even when killer is played very well would still lose.
4.1 (deleted rant)
5) Endgame collapse is probably 80% survivor sided, I would imagine that stats dont reflect that because survivors often make mistakes attempting to save some one and end up dying. just as another point USUALLY a good player will try to save where a bad player would just instantly leave. Meaning its more likely that a good survivor player dies trying to go for a bigger payoff.(screws with statistics and data, doesnt reward the right player, adds to the issue of why mmr doesnt work)
all 3 stages of the game right now in my opinion are aboslute bs. Survivors can start all spread out and start doing 3 gens at once. If the one with Brand new parts is alone he might even get the gen done once you are done with your first chase. One chase in the game and the killer already has to sweat and think about tunneling and proxy camping just off one chase. And the reason is because the endgame collapse is massively sided for survivors. If the gen portion of the game had a massively reduced role, you could literally go 3 hook states, go in to a endgame and walk away with a 4k if it was more equalized.
Bad survivors get crushed because they don't do gens efficiently enough, where as good ones do them way too efficiently . And there are perks to help them do it even more efficiently. Any broad change across the board ends up usually hurting all survivors across the board but in reality there are only certain aspects that make killers gameplay unfun and frustrating. A lot of the weaker killers MAIN ISSUE is literally having no gen defense no map mobility. Why are these issues? Because they can't defend gens. The reason they suck is because they can't control that part of the game. It doesn't have to be like that.
Pulling a number out my ass, lets say that game is around 17minutes long. Why can't the gen portion of the game be 5minutes and the rest of the game 12? Can't there be a different configuration of the flow of the game that doesn't make Souly about gen regression for killers, and gen rushing for survivors. Realistically the game is fun when you are interacting with the opposite side, id like to maximize that part of the game. Doing gens is the least interesting part from the game for Survivors, And killers Live and die by their ability to effectively defend gens, mainly why mobility is considered S tier. Even a killer like billy that is very easy to outplay once you know how to play against him still is stronger then some of the newer killers.
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@HugTechLover said:
So I get punished for getting a kill by giving the survivors a completely free gen? Absolutely not.
well the end game collapse state of the game would be different right? so right now its very much survivor sided right? so if they then make it more even, getting to the end game portion would put you back at 50:50. so you wouldn't really be punished for getting kills, you would be incentivized to actually go for more hook states so you can have an easier time in the end game portion . So esentally if you went for hook states your end game would be a breeze.
it also would be in a sense a soft reset button if you got smoked early game and they did like 3 brand new parts against you, i actually am kinda surprised from the responses... its suppose to be generally a change favored for killers....
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@Iron_Cutlass said:
Dont get me wrong, I do not like camping and tunneling, but this is the worst idea I have seen.
Weird. Cause making the game not focus on the gen part would make Gen rushing non existent, it would also simply make all regression perks no longer a necessity but a option for only killers who can utilize it . The only killers that i think would suffer from a change like this might be hag.
i dont know, seems like a super straight forward way of making the game less about gens. the most wack thing in the game is probably gen regression, on both sides. Killers desperately trying to delay the game,while survivors just hold m1 on gens. Killers who have no business running erruption call of brine and playing 3 gen because thats whats strong essentially just pigeon holds bunch of them to be way weaker then they are.
one of the worst replies, certainly not the worst.
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i've had this happen to me on trickster a couple of times, where survivors would intentionally run to the corner where i killed one of the survivors. And there is legit no play to be made. No hook is close enough and they just keep abusing it to not get hooked, and eventually one of the survivors comes and picks them up, and because they bleed slower on the ground i can't progress the game on them. All of these happened on swamp, which is honestly just extremely poor map design, it actually happened recently on Nemesis too which was surprising, i for sure thought its because trickster is 4.4. realistically i fail to see how this mechanic adds any meaningful interaction from a killers perspective and how easy it can be abused.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357133#Comment_3357133
what is overpowered from the suggestion in your opinion? gens get rushed they had time to do some totems on the side and if no one is dead then they clearly are outplaying the killer correct?
nothing. your suggestion is great and thats why i upvoted it and commented on it . good idea.
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they should also add a 50 cal that i can 360 no scope the survivor across the map once the gens are done. and because of the impact it instantly counts as 3hook stages and it transitions in to a ranged mori.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357057#Comment_3357057
Not exactly. I don't expect anyone to limit themselves in the way I do. Everyone should play the game how they see fit, of course. Going out of your way to be a jerk however is not really 'playing the game'. It's just that: being a jerk. And technically they are obligated to follow the rules of this game. There is a report section for cases like these specifically, so the devs don't consider this as just 'playing the game' as well.
I don't really see the point of actively trying to be a dick when the game is already over. Or disconnecting for that matter. I get being salty or whatever but the things I saw today were pretty extreme.
You are missing the plot tho.
Going out of your way to be a jerk however is not really 'playing the game'. It's just that: being a jerk.😂 Do you recognize that thats a legitimate way to engage with the game? Your characterization of said actions are subjective one sided opinion and not recognized by the game as a category?
Regardless of that, there are plenty of people who play nice who get tbagged trolled and made fun of by killers and survivors, yet they still continue to play nice and dont say a word about it ? Your explanation and prefacing that "i play with out addons" "i play with out perks" " i play nice" is really just a roundabout way of saying "i expect them to do the same" you can say it as many times as you want that you are not doing so, but your actions are clearly implying the opposite. There are both killers and survivors who get bad mannered forever and say not a word....because whether the people they play against are nice or dicks don't change how they play,and they say nothing about it cause thats what they want to do and they feel no emotion or frustration either way.
what i gave you... is a real solution. Because clearly it bothers you enough to post about it(its good keep posting,engagement is good) Just try to play normally, you dont even have to go out of your way to be extra dick about it, but you are gonna win more and feel less frustration. You cant affect what your opponents responses are but you can change the framing of your own view so that it doesn't bother you.
it can be that its mild projection, but the ONLY time i care about tbaging at the gate is when i clearly went easy on them because i noticed someone being fairly new .
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Nemesis, Against good survivors you prolly won't ever get a 4k, but you will very unlikely leave with 0 kills. You won't probably be satisfied with 2k's and occasional 3k's , but he is pretty much a machine that runs fairly evenly across all maps.
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also there's a massive difference between a medium vault and a fast vault.
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@DBDVulture said:
I notice several immediate changes in DBD with the hud changes.
1) Killer bonus is 100% every time I log in.
2) Killer feels miserable to play. Every single game is that much sweatier than the last game. Why? Because everyone knows what to do during the entire match. Why would you give the survivors omniscience?
What is a stealth killer supposed to do now? The entire premise is ruined because you know Ghost Face is in a chase.
3) My games are much closer and everyone is way more efficient. If I were a Blight/Nurse main you would say well that's good. But I'm not. I play a killer most people put in the "B-C" block
These changes are going to make survivors love DBD and it's going to push killers away. Let us not forget that right before the 6.0 patch we had very few killers actually willing to play the role.
3) My games are much closer and everyone is way more efficient. If I were a Blight/Nurse main you would say well that's good. But I'm not. I play a killer most people put in the "B-C" blockThe issue is mainly that survivors dont interpret the game form the lense of a subpar killer. In their heads Blight facerolls over everyone. Spirits dog them non stop, Nurses left and right, Top tier addons always every meta iridescent addon perk u name it . So when there is even small changes that help survivors something like a super strong main building or an overly pallet dense area, on a bad killer that sht is magnified tenfold.
the hud itself realistically isin't helping the guy who crab walks around and doesn't push gens, that guy is gonna do that with the hud or with out. Who it really helps is the strong solo players to be even stronger. Assuming you play Killer or anyone who posts plays killer more then 20 games, you will quickly notice once ur mmr goes up it becomes much more difficult.
Reality is , if you are Blight main nurse main probably even spirit main. None of this concerns you. If you are super high end SWF, this might help you a little bit, but probably not noticeably, because you prolly never lose games anyway.
You are 100% right HUD does make the games more sweaty, and there is really only one solution. Become a Blight/Nurse/Spirit main. Invest 300k BP get the most absurd addons every game, and sht down the survivors throats. walk on their bleeding corpses, bleed them out, facecamp them, and at the end type gg friends. I have all of those killers Unlocked i don't particularly enjoy any of them, but i have low mmr on them and even when i can't play them i can destroy people, its probably cause the mmr is pisslow but it doesn't matter. If you have run the utmost sweatiest builds and use every possibility to be as toxic as possible, it actually makes the game way more fun.
if you need a little inspiration, this guy made me realize that playing like OTZ is actually so much worse for no reason.
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@Firellius said:
It really can't take much more nerfing before it goes the way of practically all other survivor perks and drops to a 0% pickrate.
and thats bad because?
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329175#Comment_3329175
If a player is on the ground and you can see his recovery progress, that is information that a SWF could communicate to his team, VS they can LITERALLY see the progress bar. When someone says "im at 50%" that is not the same as actually seeing the bar at 50% . You still have to parse verbal information. Maybe someone is trying to communicate something else at the same time that clutters comms, and its not as easy to keep track of it
I am able to see my friend's progress bars. We glance at each other's screens all the time when we play together. Glancing at his screen and seeing the bar at 50% does not feel different from hearing him say it's at 50%. Sometimes having the visual info is actually less helpful than sharing the information vocally: when one of us is being chased, looking at the other person's screen is a distraction and the vocal communication of how close the exit gate is to being open is much more helpful than me flicking my eyes for a moment to glance at his screen to see the progress bar. Hell, since the update, I've failed more than a couple skill checks because I glanced at the HUD icons to see what the other survivors were up to.
I play solo survivor more than I play in a 2-man SWF, though, and the HUD icons have been really nice in solo queue: they tell me to stop running from the killer and let myself get hooked so I can move on to a new match, because no one else has touched a gen. It's a huge time saver and I for one am really happy to know for certain when my teammates are useless rather than having to guess. In the past, I have really hated being stuck in 30+ minute games where I discovered very late that my teammates were all crouching around the edges of the map. Those were the most boring and frustrating matches and one of the big reasons I avoid playing survivor so much. The HUD icons aren't going to suddenly make me more interested in playing survivor, but so far survivor has felt less awful while I've been doing the new tome challenges because I can avoid wasting time and energy on non-participating teammates.
Anyway, I feel like we're having two different conversations. I wasn't talking about weak vs strong killers or anything like that in my previous post. I was simply talking numbers, just numbers: 30 killers with unique powers each balanced against either 2 different strengths of survivors or against one similarly matched group of survivors. If I were in charge of a project like that, I'd look at the numbers and I'd prioritize it the way I already stated. You are looking at this a different way and you prioritize it differently, and reading your response it feels like we're having two different discussions. Our viewpoints apparently clash.
My original response which you replied to wasn't anything more than trying to clarify what the developer stated in his post because OP didn't seem to have a clear understanding. (If I was wrong about that, then I apologize to the OP, but to me it seemed like the OP was saying things that didn't line up with what the developer said and arguing for things that the roadmap said are already coming.)
I am able to see my friend's progress bars. We glance at each other's screens all the time when we play together. Glancing at his screen and seeing the bar at 50% does not feel different from hearing him say it's at 50%. Sometimes having the visual info is actually less helpful than sharing the information vocally: when one of us is being chased, looking at the other person's screen is a distraction and the vocal communication of how close the exit gate is to being open is much more helpful than me flicking my eyes for a moment to glance at his screen to see the progress bar. Hell, since the update, I've failed more than a couple skill checks because I glanced at the HUD icons to see what the other survivors were up to.i think this one we just have to agree to disagree.
I play solo survivor more than I play in a 2-man SWF, though, and the HUD icons have been really nice in solo queue: they tell me to stop running from the killer and let myself get hooked so I can move on to a new match, because no one else has touched a gen. It's a huge time saver and I for one am really happy to know for certain when my teammates are useless rather than having to guess. In the past, I have really hated being stuck in 30+ minute games where I discovered very late that my teammates were all crouching around the edges of the map. Those were the most boring and frustrating matches and one of the big reasons I avoid playing survivor so much. The HUD icons aren't going to suddenly make me more interested in playing survivor, but so far survivor has felt less awful while I've been doing the new tome challenges because I can avoid wasting time and energy on non-participating teammates.XD this is funny. I agree i understand and feel this a lot too. But this kind of experience you are describing is awfully familiar. Giving up seems like the worst outcome, but i will say trying hard when everyone around you is trolling feels worse. 😂 it just seems funny that the way this change helps is to give up on games not worth fighting in.
Anyway, I feel like we're having two different conversations. I wasn't talking about weak vs strong killers or anything like that in my previous post. I was simply talking numbers, just numbers: 30 killers with unique powers each balanced against either 2 different strengths of survivors or against one similarly matched group of survivors. If I were in charge of a project like that, I'd look at the numbers and I'd prioritize it the way I already stated. You are looking at this a different way and you prioritize it differently, and reading your response it feels like we're having two different discussions. Our viewpoints apparently clash.My original response which you replied to wasn't anything more than trying to clarify what the developer stated in his post because OP didn't seem to have a clear understanding. (If I was wrong about that, then I apologize to the OP, but to me it seemed like the OP was saying things that didn't line up with what the developer said and arguing for things that the roadmap said are already coming.)Im actually kinda pissed i didnt realize this sooner. I did reply to you replying to OP and even in that i said i dont fully agree with him. Fair play. I guess i did project a lot of my own ideas on to his, and talked as if you were contesting something i said previously. I mean all n all you were a good sport. In parting ways i will say tho, It is sad that this is kinda suppose to help SoloQ players, but really its only helping the good ones that probably need it less. Like you said those guys who aren't really trying to win they will stay the same. No amount of info will help them.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328865#Comment_3328865
Not to mention you could have used a chat wheel for people to use to pre determined lines that you can signal to your teammates.
I think the devs addressed this: a chat wheel was considered, but having to localize the text for every language is a lot more work than using universal icons in the HUD.
There is no changes that have been made to killers to Strictly make them stronger against SWF and weaker against soloq players.
I can't think of any changes that could be made to make a killer stronger against SWF but weaker against solo queue. However, the devs have talked about how they make design decisions that try to keep killers from being a lot stronger against solo than SWF, like giving killers map-wide audio queues so SWF don't have information about what the killer's doing (like telling each other over comms "Hey, I just saw the killer teleport, watch out!") that solo players don't.
Changes made to killers largely affect both soloq and swf players equally.
Because the big things SWF players have that solo players don't is access to information and the ability to coordinate. There's only so much info the devs can give survivors about the killer's actions and keep the game interesting. It's difficult to change a killer and have it not affect both solo and SWF equally, which is why solo and SWF survivors need to be closer to equal themselves.
why not start at the killer why start from the survivors?
Maybe I'm missing something, but I don't understand why the devs would choose to do that, balance one side against two different groups at the same time. It seems easier to balance the two groups so it's more like one group, and then balance killers against that.
You favor survivors sooo hard and load and frame sentences from strictly survivors perspective and favor. That it just really sounds like biased non sense.
Not really. All I really said is that there are three groups: killers, solo survivors, and SWF. It's killers vs solo and SWF. Between each other, solo and SWF are not balanced. Trying to balance one thing against a group of things that are themselves imbalanced is an illogical way to go about updating a game. Bringing solo queue up while minimizing the effect on SWF before doing large updates to strengthen killers is a logical way to prioritize the order in which things are changed to minimize frustration and waste.
There are currently 30 killers in DbD, each with their own unique power, some of them with different walking speeds. If I'm correct, there are 106 different killer perks. As far as I can tell, what you and OP are suggesting is that you'd prefer the devs to look at 30 different killers and 106 different perks and balance those against 2 different groups of players, solo and SWF, instead of bridging the gap between solo and SWF so that the 30 killers and 106 perks only have to be balanced against survivors as one group.
I think the devs addressed this: a chat wheel was considered, but having to localize the text for every language is a lot more work than using universal icons in the HUD.right so a lesser worse solution is applied in order to save expenses, that somehow is a reasonable excuse? doesn't that just indicate clear mind set and how is that problematic(i 100% know they would never say that, but to take that as somehow a valid excuse is a meme)
I can't think of any changes that could be made to make a killer stronger against SWF but weaker against solo queue. However, the devs have talked about how they make design decisions that try to keep killers from being a lot stronger against solo than SWF, like giving killers map-wide audio queues so SWF don't have information about what the killer's doing (like telling each other over comms "Hey, I just saw the killer teleport, watch out!") that solo players don't.Well neither of us are getting paid to solve the problems, and neither of us do that full time. I'd imagine that me and you could come up with something if we did think about it 8 hours a day. I highly doubt if i sat down and thought about it diligently for 8 hours that i couldn't come up with a solution, now you might not want to implement it for other reasons but if this was such a core problem you for sure could. Like for example When a killer faces a SWF of 2 or 4 gains X .
Maybe I'm missing something, but I don't understand why the devs would choose to do that, balance one side against two different groups at the same time. It seems easier to balance the two groups so it's more like one group, and then balance killers against that.Quite simple honestly, the discrepancy between not even the worst killer of the bottom maybe 8 killers and the top 3 is so massive. It might be as big as the gap between a soloq player and a SWF. the comparison of soloQ vs SWF implies that there is a massive gap and there is a gap, but that gap is 100% comparable to the worst killers vs the strongest killers. If you buff or even give any power to Survivors, it drowns out already some of the bottom end killers even more then they are now.
Because the big things SWF players have that solo players don't is access to information and the ability to coordinate. There's only so much info the devs can give survivors about the killer's actions and keep the game interesting. It's difficult to change a killer and have it not affect both solo and SWF equally, which is why solo and SWF survivors need to be closer to equal themselves.Verbal information vs showing you Accurate information is two different things. A survivor screaming vs a survivor having his aura shown are too different things. If a player is on the ground and you can see his recovery progress, that is information that a SWF could communicate to his team, VS they can LITERALLY see the progress bar. When someone says "im at 50%" that is not the same as actually seeing the bar at 50% . You still have to parse verbal information. Maybe someone is trying to communicate something else at the same time that clutters comms, and its not as easy to keep track of it . The other part of this is, Not every SWF is just sweating balls and trys to mimic a comp team. Most of my friends comms are like "oh i think he is coming, oh im gonna grief you, youre stupid" even in those cases my SWF right now is stronger. Average or even bad SWF's now are stronger and i would strongly argue that bad players in soloQ can't use the information REGARDLESS if its shown on screen or not. This mostly affect a small group of solo players that are probably at higher MMR's Red ranks or w/e. So even the characterization of "this helps SoloQ players" is wrong, it helps strong soloQ players who CAN utilize that information. So when you say "breaching the gap" you do realize this pushed more good players forward and a bunch of low level swfs forward. The lowly and opressed soloQ player who gets destroyed every game by all types of killers isn't benefiting from this. And this is not even taking in the account that people actually get MORE depressed seeing their teammates doing sub optimal sht. The premise of breaching the gap sounds great and im all aboard, but this is not it. Atleast this is not it in this sequence. Maybe 12 patches later this might play a big role in to why things have gotten better, but in the near foreseeable future this is just a straight up bad decision.
Your framing is very Survivor biased re-reading several times ur response to that claim i don't see how you disproved that in any way. Even the notion that somehow Nurse has anything in common with something like trapper or Myers is already a sign of lack of acknowledgement of the massive discrepancy between the 2 ends.Myer sucks equally against SWF and a solo Team, Trapper Sucks against solo's but suffers more against SWF's , and now even the soloQ players have more power to dunk on trapper.
Everytime someone advocates for more power for survivors its always choosing the champions of the killer side, Nurse/Blight/Spirit/Artist all lined up as pretending that this is the entire killer community. I don't particularly enjoy ANY of those killers, and to act like that is even the majority of killer mains is also laughable.
Like i said before, im not against buffing soloQ players they should get more power, the current HUD system benefits all survivor types and all the survivor subgroups. This is why the change isin't good. It could be as i stated before 10 patches down the line that it Could be that it plays a major role in the overall health of balance, as it stands today the change is ass. I even said before a chat wheel system would be more annoying and some people might not even participate, but even THAT is a better way of doing it when strictly talking about balance. Why would i give a granular fk about them saying "well we need to translate to several languages" as if that somehow makes the chatwheel a lesser option, thats on them. "killers will get something too" what is the trackrecord of this happening? there were no promises of anything for the killers. blind assumptions.
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328640#Comment_3328640
-"If the reasoning is we need soloQ players stronger, then make a change that affects them only"
It would make so much more sense to just nerf SWF. Add the rule : no repeats of characters/perks/items/offering. Lock out all changes except costumes while in queue.
That makes 2 man teams nearly the same and weakens 3/4 man groups. The no repeat part helps prevent bullying.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328865#Comment_3328865
-"Myers Ghostface, trapper,Clown, all of these killers were Destroying the solo players and the reason they recieved no changes is because they would destroy the soloQ experience?"
Are you trying to say that Trapper was ruining the game for solo players more than Blight/Nurse? I think not.
Stealth killers were 100% ruined when a SWF member calls out the killer's location the entire game. The info the hud gives survivors is going to make everyone be more efficient so killers will respond by only playing the "better" killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329037#Comment_3329037
-"There are currently 30 killers in DbD"
And of those 30 killers there are 2 that are viable against SWF on all maps. The rest might as well not exist if you only play efficient teams.
It would make so much more sense to just nerf SWF.agreed. 100% . however there is an issue of how people perceive buffs vs nerfs. I think optically people wouldn't like getting penalized especially some of the lesser SWF's that aren't going as hard. Optically this would be a tough call, as a rhetorical solution this is the best one. No idea about in practice.
-"Myers Ghostface, trapper,Clown, all of these killers were Destroying the solo players and the reason they recieved no changes is because they would destroy the soloQ experience?"
Are you trying to say that Trapper was ruining the game for solo players more than Blight/Nurse? I think not.The named killers there are Killers who struggle against non SWF players. it was to show and demonstrate how there are killers already that are nowhere near being "strong enough" and haven't received any changes lately. The whole idea that soloQ players are getting rammed and is the weakest role in non sense when it comes to bottom of the barrel killers. Myers is equally garbage against swfs and solo's id imagine Ghostface is exactly the same against SWF'S and solo's same with clown. I really don't think these characters would NEED or suffer anymore against stronger opponents. they already struggle with fairly weak opponents.
All of these survivor felatio artists always talk about the 3 same killers. When in reality, most killers aren't the top end destroyers that just run over soloQ players. there are killers who just get ran on period. And these are not some recent soon to be changed killers. These are killers that been around for a minute.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328590#Comment_3328590
You say the best way to balance this game is to balance it revolved around bridging the gap between swf and this new hud but this will not balance the game at all imo and only make things worse.
You make it sound like the devs are only bridging the gap between solo and SWF and stopping there. What Peanits said about bridging the gap is "it gives us a much tighter range to balance around," which means the balance part comes after bridging the gap; bridging the gap is not itself the balance.
this is not the way you get proper balance
Killers can't be balanced around two different strengths of opponents. Solo survivors and SWF will always be two different strengths, but the gap has historically been so large between the two that it's been impossible to properly balance killers. The smaller the gap between solo and SWF, the better the game can be balanced. If you want killers to be able to be made stronger, first they need a more stable strength of opponent to be balanced against.
the game will be balanced much better if you do another perk shake up/rework
The devs already said they're doing that. The roadmap posted earlier specifically talked about this.
You make it sound like the devs are only bridging the gap between solo and SWF and stopping there. What Peanits said about bridging the gap is "it gives us a much tighter range to balance around," which means the balance part comes after bridging the gap; bridging the gap is not itself the balance.Just as a quick exmaple. Myers Ghostface, trapper,Clown, all of these killers were Destroying the solo players and the reason they recieved no changes is because they would destroy the soloQ experience? Is the track record of these killers fairly grim in the games lifespan? They don't receive significant buffs because the gap between soloq and swf is too large? Massive cap. Not to mention you could have used a chat wheel for people to use to pre determined lines that you can signal to your teammates. That would ONLY improve the experience of SoloQ players and not players across the board. Even their implementation is questionable and arguable.(if i was a survivor i would prefer a HUD display over chathweel for convenience. But in terms of strict balancing a chat wheel is more healthy)
Killers can't be balanced around two different strengths of opponents.just to not be cantankerous and argue for sake of arguing i can grant this, even tho this is not as set in stone as you representing it to be.
Solo survivors and SWF will always be two different strengths, but the gap has historically been so large between the two that it's been impossible to properly balance killers.Cap. The gap between swf and soloq play has nothing to do with how killers have been handled to this day. This statement is a non squitter. The gap historically has been large therfor impossible to properly balance killers? Killers have both been too strong or too weak regardless of the state of soloQ vs SWF. There is no changes that have been made to killers to Strictly make them stronger against SWF and weaker against soloq players. Changes made to killers largely affect both soloq and swf players equally.
The smaller the gap between solo and SWF, the better the game can be balanced.true.
If you want killers to be able to be made stronger, first they need a more stable strength of opponent to be balanced against.As an entire thing i would agree. but you can breach that gap with out buffing Swf's and strong players already.
i re-wrote several times and deleted harry potter book levels of text to trim down the criticism to not be as adversarial as i want to be. But do you not really acknowledge that there is a slew of killers that are just straight up bad against SWF's and soloQ? How have these killers limped through the existence of this game and have not gotten the appropriate changes?
Is there really no acknowledgement of the problem that this DOESN'T JUST HELP SOLOQ PLAYERS BUT SURVIVORS IN GENERAL?
is powercreep not a real concern in anyones eyes? (trapper legit on his design can't compete and requires a full rework just to get him in a decent state)
the OP that you criticize i dont even fully agree with him, but your way of criticizing him is loaded and one sided framed. first they "need a more stable strength of opponent to be balanced against." really? why not start at the killer why start from the survivors? maybe balance the killers first and then go with survivors. this is what im talking about . You favor survivors sooo hard and load and frame sentences from strictly survivors perspective and favor. That it just really sounds like biased non sense.
The hud is here to stay, and i dont think they should remove it or try to screw with it. It did make the soloQ player stronger, it also made every other survivor stronger. It didn't make bad players better, it made good players even stronger. I personally think there are bunch of killers that need nerfs, but there are a bunch of bottom of the barrel killers that really deserves love that they haven't gotten for years. The gap indeed needs to be shrunk, but this was a bad way to do it .
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SoloQ= bad players + more information = better players? Bad players use information well.
Killers complain about SWF's, so we buff survivors so they can play more like SWF's .
SWF's still see aura still gets more information, somehow can't utilize it aswell and it doesn't affect them either Or even disproportionately since obviously they are SWAT team in the comms.
a magical buff is coming for killers COPIUM, and they will somehow get compensated. They promised it with this HUD right? they explicitly said "this is power for survivors not soloq players so we will give power to killers"
everything honestly seems super reasonable. I love that its really annoying to like visually and thematically killers like myers and ghostface and Pig. I deserve to get railed for buying and enjoying those killers. I deserve to lose every game if i don't play nurse/blight its honestly my choice and i should get punished for it . My favorite memories is when i get a turbo swf against me thanks dbd i will enjoy when the overall game level is higher because high level games is whats fun in dbd.
i will say tho, i dont blame the devs. Since almost the entire landscape of gaming uses HUD's and ping systems to help players communicate non verbally better. The only reason i dislike this change is because of the reasoning. If the reasoning is we need soloQ players stronger, then make a change that affects them only. This legit just raises every type of survivor player, and arguably a better player uses information better. and this change will just help average and bad SWF's to elevate their level.
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so can someone tell me why does this work in a group game? so if i duo with my friend why can we see gen progress? If this is suppose to only improve soloQ experience? Im suppose to use discord and do call outs right? i dont benefit from this?
So speaking and communicating information is the same as accurately showing precise information?( guys do you actually have friends who play games? are your comms clean and precise?)
this is like clearly one of the dumbest changes out of all. But in all honesty seeing how people receive it is even more
idioticbizzare.So right now a bad swf that just fuks around now has perfect info that makes them stronger, every average swf is now stronger too. High level competitive players can reduce mental stack and call more important things since now they dont have to focus on the gen progress. So how does this improve the soloQ experience? are talking about the bad survivors that you call might aswell be killers, will now suddenly know how to utilize a power like information? you think bad players use information well?
This is a buff to ALL survivors straight across the board, if you are trying to hide behind the idea that it helps the SOLOQ player ur delusional in every sense. IF soloQ players power is 20 it went to 33 and a SWF's player went from 33 to 41. Sure the soloq player got more of a buff but that literally means nothing if every bad swf got stronger. Most killers that are not A A+ tier already struggle even against people who screw around in swfs. Now even bad swfs can eliminate some of the worse killers.
Power creep,Buffing across the board. Koreans are 100% right this change literally just screws killers. This is mega counter productive hiding behind the problem of "breaching the soloq vs swf" and people just eat this up like its good. okay dude.
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@katoptris said:
It good against bodyblockin and dead zones only. Don't bothered if you only needed 1 extra knife in the back. I tend to run the tequila moonrock and the waiting for you watch. It increase main event and keep it going everytime you hit during the event.
Yeah you're right. You shouldn't bother with it when you need only one knife. On the latter point tho, the issue isin't really when you have (ME) pop in a good timing. Its really when it pops randomly based on different circumstances. Most of the times you charge it when you don't need it. Now, is this player error? Could be that you should not throw knives even if you could get a down to play around (ME) ? Maybe thats what the Devs were thinking. Is this what's being intended? If it is, is that good interaction?
@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/362137/trickster-main-event
It can be decent to finish someone off when you suck with him and run out of knives
agreed it can be decent. But that use case seems to happen very rarely, prolly as i described beforehand once in sixteen games. But is this okay? Is really this narrow use case that can be affected by multitude of factors okay? If someone body blocks or accidently takes a knife you can get a different breakpoint on (ME) . You could get it at a much worse timing if you hit a body blocker or another survivor/maybe a better timing.
Not saying it should be buffed, I think if its too oppressive or survivors don't get a meaningful interaction/counterplay against it thats not okay either. It could be player error on my part, and just having a sub optimal strategy. I have played him quite a lot but thats still an option. Idk seems to have extremely limited use cases, very difficult(if even possible) ramp or build up, hard to manipulate in either positive or negative direction. Blueballs you because of lack of actual use cases with screen stimuli that you can do something cool.
I will say tho, the super manic laugh after you hit like 20+ knives or w/e is super satisfying aswell, but you prolly experience that maybe once every hundred games.
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@UMCorian said:
IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.
Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.
Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?
Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.
Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.
The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.
honestly a lot of the times im not even satisifed with a 3k . Because the way the Survivors usually escape in those situations is by either hatch or some really bad rng gates. The reason why i don't bring it up tho is because i understand that its a me issue. Its the same reason why people dont tunnel. Why wouldn't you choose to use the most optimum strategy to win? Because you are trying to get a greater fulfillment. IMO that's not the games fault. ¯\_(ツ)_/¯
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2662625#Comment_2662625
You missed the part where while you are in a chase you do not recover from exhaustion. So even if you use both, if the killer keeps chasing you, you will not get a second use even after the 40 seconds are up.
XDDDDDDDDDDDDDDDDDD . So you think its reasonable to expect someone to get 2 sprint bursts or 2 smash hit or 2 Balance landings during a chase? 😂 i mean...... you do realize what you just said applies to every exhaustion perk? Also 😂 why would you use both?
🤣 did i not mention that i could go on but didn't because it would just be a wall of text? 🤣
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2662684#Comment_2662684
Hag is sort of my 'Nurse'. I know the killer pretty well, she isn't weak on many maps and can often rip apart strong teams - because she's so rarely played that most don't even know what they are seeing when I pop up and bonk them.
More power to you. Finding ur Muse in the game. Sadly my choices are way more poor. I get punished for my taste in killers. all good though.
Cheers for less stressful mornings. 🍻
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2662688#Comment_2662688
I don't know man he might regret his name.
i can't bring my self to break his heart. and 7.0.0 is so far away. Who Knows? maybe by that time they actually will do something about Myers. Kappa.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2662671#Comment_2662671
Lmfao is that the joke video scott made?
yup are you gonna break it to him or should... i ?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2662668#Comment_2662668
This is more a matter of the game being incredibly unbalanced in some places.
For instance, on my Hag games, the difference between facing CoH and not facing CoH is night-and-day.
Again yeah - when I lose I try to say 'what could I have done differently?'. It's the games where my answer is 'play another killer' that can be frustrating.
"It's the games where my answer is 'play another killer' that can be frustrating." this right here is the soul crusher 3000. Because that's what a lot of the discussion really turns to. "i mean if you don't like losing then just play nurse" What if i don't like nurse? " well that sucks i guess find another game ? " I would like to continue enjoying this game but i would also like to enjoy it on a killer i like. If i can choose id prefer winning but i'm not going to play something i don't really enjoy for the sake of winning.
Instead i come here and cry about balance hoping for changes that will never come. But it's not all bad, sometimes all you need is a good cry 😪
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@DBD_IS_AWSOME said:
In the new update revealed, also known as 7.0.0 Fog Reborn, Myers gets changes! Along with a bunch of others but that’s besides the point. If you haven’t heard of the changes, here they are.
The Shape
Instead of The Shape getting more Evil Within from close range, it 7.0.0 you get more evil within the farther you are away from them.
Survivors who are fully stalked are now permanently visible to Myers in Tier 3
While in Tier 3, Shape recovers from stuns 50% faster, breaks pallets 20% faster. This does not stack with enduring or brutal strength.
Could Myers have a comeback? What do you think?
did you watch the entire video ?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2662659#Comment_2662659
I don't mind losing, but these are the 'I'm not even sure if I learned anything there' stomps. I know that I get a lot of use out of my iri addons though :)
I'm wondering if MMR works differently for people in different reasons. It would explain the kanji-tastic SWFs.
I mean its a good mentality you have there. Constantly self improving. Trying to find ways what you could do better. But when you never stood a chance? And you become just a punching bag for the survivors. Because they were never in danger of losing the match. Just pray that you like a strong enough killer that can deal with these situations. Because clearly 80% of the killer roster cant. Stay strong,keep learning. and hopefully less stressful mornings.
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i don't know what servers you are on but when i que in the AM's as killer that can literally break your mental real quick. The utmost sweatiest SWF's and i've ever seen. For me its around 3am to 6am. Those games are the ones that make me really reflect on the games balance. Because there was never a chance to win. I didn't play perfectly but even if i did, wouldn't have mattered .
Myers And Ghostface are my favorite killers. They were the victims of the AM' ques cause i haven't touched neither of them and i don't plan to either. They are for me the coolest characters, but i'm not a masochist.
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@Aurelle said:
Just encountered my first blatant hacker in a long while. It was a Pig who had 0 cool down (she was swinging like she had mad grit, but without carrying a survivor), unlimited instant downs, and she was teleporting around the map while carrying survivors. I know it wasn't her perks because she only had two: Hangman's Trick and Bitter Murmur.
I reported her, but not really sure if that will do anything.
New on the block I see.....
So MandyTalks afaik responded to a thread about reporting on whether you could get banned for collateral if someone else cheated and it might seem like you cheated and get reported.
She said "You won't get banned with out evidence" And the evidence is suppose to be like videos and stuff. Meaning that report system is for show and not actually functional. Cosmetic brains Cosmetic report systems.
I have made i think 3 tickets about cheaters and i think one of them was "we will look in to it further" the other one was "Not enough evidence" And this last one is like 3weeks old. ¯\_(ツ)_/¯
I think the best course of action is to just ignore it. Bringing attention might only make more people curious about cheating.
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i have issues with DH but for me it seems problematic because of the context of exhaustion perks.
Balanced Landing has a 40 second cooldown. Dead Hard has a 40 second cooldown.
Balance Landing's condition is that you have to fall from a "great height" to use it. In order to use Dead Hard you have to be injured.
On what Planet do you have to play DBD to think that these 2 conditions are equally hard to achieve ? Most killers do not have lethality you will most likely be injured at some point in the match. Versus you can only use your exhaustion perk in specific areas of the map, and some maps will have them less then others. The game is even functioning around pallets meaning: if i use a pallet in an area that area becomes way weaker. That area might be the same area where i can use Balanced Landing.
And i could spell it out like this for every exhaustion perk and it boils down to. Why the fuk is it 40second cooldown? condition of being injured is not greater then having to pallet stun vaulting a window not being able to sprint or having to sit in a locker for a locker stun. And theres more to this but... this should be already enough of a reason.
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it took me 6 minutes to realize it was a meme when i saw it on my yt feed. I was already wondering why does it say 7.0.0 and why the dislike bar was kind of high. When i realized its fake i was overwhelmed with sadness.
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i think it might be interesting for like 10 games. But i think to be able to play the game over and over again it would be terrible. People tend to complain about stuff like RNG but its one of the main things that keeps the game fresh.
One of the things for example games like Rocket League has, is that it has a physics based core gameplay. The amount of situations and variance and just unique scenarios feels endless. This also applies to shooters. You can play the same angle and have different outcomes every time with one side being at an advantage.
It also helps escaping float chat archaic type of decision tree's that would be possible with less variables.
I can sit here all day and cry about balance of every perk,every addon, every single missed opportunity. But removing them would make the game significantly worse. They are very necessary. In one form or another.
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@LaChicalinda said:
Day 5 playing DBD, today i invite some friends from Dark souls, one neighbor and two from the work, and now i understand how that feel the gameplay with friends, it change everything, we literally play 12 matches winning with a lot of fun, we remember that far feeling playing a new game as a new players discover a new world, in the morning i have my doubts but my friends only tell me "why not?" they bought the game and we play together. This game have to much potential and we dont complain about the past cos we dont know what happened before, the game its good right now and we wish it grows better in new content in near future, i think it lacks on skins, we want more xD, some are really gorgeous...No, im not kidding. So let the complains away and just have fun.
welcome to the PMA = positive mental attitude .
glad you enjoy the game and its cool that you brought friends.
Im glad you had a lot of fun, quick question tho. do you think the killer also deserves to have fun ? And if the answer is yes then whelp that's why there is so much negativity around here . But that shouldn't stop you keep on enjoying the experience .
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2662356#Comment_2662356
I'd take Borrowed Time over Iron Will any day.
And regarding Pyramid Head. Yeah, some killers will rely more on groans and whimpers more than others. Killer like the Oni, Plague, Doctor, Legion and Twins will more likely rely less. That's life.
You can't seriously nerf/buff a perk based on certain situations and for specific killers. For example, I main Cenobite and using Hoarder and Franklin's Demise works great to my favor and more importantly, it counters most item/chest-related perks. But that doesn't mean these perks should be balanced for the sake of a single Cenobite player.
Like I said before, Iron Will wasn't buffed. The system was fixed so it was identical to other mechanics such as bleeding and scratch marks. If Stridor got the short end of the stick as a result, then too bad. You can't have the cake and eat it too.
How about spending time and thinking about methods to change Stridor instead of arguing whether Iron Will-Stridor interaction change was justified or not? Sheesh.
"You can't seriously nerf/buff a perk based on certain situations and for specific killers."
Thats exactly what they did with Stridor. Stridor was countering Iron Will that was a counter to spirit. Spirit was the only true killer that could have used stridor to its absolute potential. Not to mention a lot of Spirit players who were more casual about her weren't using it because it messed with the general audio when people weren't using Iron Will. The whole reason why Stridor got nerfed was the issue with how spirit was using it . So that's just wrong that is the direct reason why it got changed.
"I'd take Borrowed Time over Iron Will any day."
Cool id take both.
"Like I said before, Iron Will wasn't buffed. The system was fixed so it was identical to other mechanics such as bleeding and scratch marks."
The developers were aware of how Stridor was functioning and wasn't touched for years.... this was not a bug . there was nothing to be fixed. Also as a sidenote why does it have to have identical mechanics as bleeding or scratch marks? why can't it be its own thing?
"How about spending time and thinking about methods to change Stridor instead of arguing whether Iron Will-Stridor interaction change was justified or not? Sheesh."
I did. I acknowledged that mr Aven_Fallen has the best solution. Because he pointed out that Stridor was primarily used by only one killer, And was used believe it or not in an unhealthy manner. I also fully agreed with repurposing the perk. Your characterization of Iron Will being not that good is what i took most issue with because its generally accepted as very strong perk. You characterized a perk as weak and then proceeded to then say "The perk is bad it shouldn't be countered by Stridor" . When in reality this was a top tier perk before stridor nerf and after.
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@Voodoo_Thirsty said:
What's wrong with perks countering one another?
Iron Maiden counters Inner Stre... oops, I mean Inner "Healing", Sloppy Butcher counters Botany Knowledge, Thanatophobia counters No Mither, etc.
You don't need to buff Stridor just because Iron Will counters it.
Also, Iron Will is NOT that strong. Some people use it cuz their characters are LOUD AF. If they all had Ace's or even Dwight's level of volume, nobody would run Iron Will.
Iron Will is probably one of the best non exhaustion perks in the game bar none. I dont know what world you live in. But this was true before the stridor nerf and after. i don't really know where are the videos but OTZ and Scott both made videos on this when the change were happening.
In a chase you can hear whimpers of the survivor to have a more informed idea where the survivor is precisely. This really helps PH with hits through walls, but it also helps to figure out what to do with red glow and double back mind games.
Some survivor whimpers are loud and obnoxious but that doesn't mean that they get to have an insane perk .
primarily the issue imo, is that there are 16 perks vs 4 . And if Survivors have a perk that entirely counters a killers perk 1to1 that's crazy. Survivors aren't 1to1 as strong as killers are but a perk that helps to breach that gap by that much is insane. And the sheer idea that you bring a perk that should help you with audio but a survivor brings a perk to counter it 100% is too crazy.
@Aven_Fallen said:
They should rework Stridor to something else. Even when it countered Iron Will it was only used by exactly 1 Killer. It would make way more sense to rework it and give it a completely different effect which might be useful on more Killers.
This. The change was made when they were tinkering with spirit. So i think they just looked al the entire Spirit ordeal as a totality and decided what to change. Stridor became a collateral. And as you stated before it was really good only on one killer, and now that its not even that amazing on that killer it has lost its purpose and should be re-purposed.
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@EvilJoshy said:
Blood Echo is not the only useless perk. In fact I think half the perks in the game are useless. Another prime example is furtive chase. Every time you hook the obsession your terror radius is reduced during a chase. What possible purpose would that serve? Your chasing someone they already know your after them. The whole point of having a smaller tr is to get the drop on them before they know your there. What is the point of a smaller tr during a chase? If it was reversed, smaller tr outside a chase, then I could think of uses for it.
i think the meme is that u transfer the obsession to the guy who unhooks if i remember it correctly. If there was like a reverse STBFL it could be a wombo combo.
EDIT: wait now that i think about it couldn't u use it with Dark devotion?
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2661704#Comment_2661704
I made the perk change, by design, to make it difficult to tell if I was joking or not.
I am.
i apologize for my stupidity sire. i would like to receive 100 lashes.
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@Zephinism said:
https://us.v-cdn.net/6030815/uploads/MZVKWUZMG01G/screenshot-1338.png
https://us.v-cdn.net/6030815/uploads/MWMIZTQV6WK3/screenshot-1339.png
5 minute game at best. Once everyones injured and they can aim with Victor what are you supposed to do?
Nothing. I remember when Zubat used to spam Twins and he agreed with the sentiment . "If you are good enough with Viktor Its a guaranteed hit." Sure there are edge cases where you will miss because of a random reason. But you can get your hitrate as high as 90%.
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@AnnoyingNarrator said:
In case you are wondering what brought about this anger, I was going back to complete some old tomes when I had to a do challenge involving Blood Echo. 5 matches and another perk later I got it done.
Blood Echo, on paper, sounds okay. You hook a survivor, and any other injured survivor is easy to find and down. However, there is not one, not two, but three issues with this perk that ruin so many other perks.
Problem 1: COoldown for some reason
Blood Echo is a perk that is supposed to help down someone else after hooking someone, but don't do it too fast, or else the perk won't activate. In a game of snowballing, this makes the perk weak.
Problem 2:Status effects are not worth it
The two effects it applies, exhausted and hemorrhage, are not worth it. Getting rid of dead hard and sprint burst is nice, but that only matters if they have those perks. Hemorrhage is a joke not barely worth mentioning.
Problem 3:Why
If someone is injured, they are already easy to down. So why are we wasting a perk slot on it? Why not bring sloppy butcher or nurse's calling as those perks also make it easier to down survivors who are injured but also do other things outside of it. The challenge I did involve hitting survivors who were were Hemorrhage'd and sloppy butcher did a better job. If the challenge was about hitting survivors who were exhausted, I would run fearmonger. There is no reason to run this perk.
These three problems, unneeded cooldowns, weak effect, and pointlessness, lead to so many perks being weak. If you have any ideas on how to fix blood echo, feel free to state them.
This is not a problem with Blood echo. This is just a straight up balancing philosophy.
@Tr1nity said:
Heres a change
BLOOD ECHO
- When hooking a survivor, all injured survivors suffer from the exposed status effect until they are healed.
- When someone heals an injured survivor affected by Blood Echo, they scream, revealing their location and suffer from the exposed status effect for 40/60/80 seconds.
"Attack an enemy with precision and their allies will feel it" - Renjiro's Doctrine 6:3
why would a survivor suffer from exposed status effect if they are injured?
So what is the counterplay not healing?
if two survivors heal at the same time would they both get exposed or neither?
The flavor text is dope tho.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2661620#Comment_2661620
I'm not talking about just just winning or losing. I'm talking about a soul crushing demoralizing game where you as a killer is as threatening as a fart.
I couldn't care less if I get 0K or 4K or anything in-between as long as it's fun. However, especially at high mmr, there are plenty of games where it is NOT fun because the deck is so stacked against you (and enough survivors who know this and go out of their way to not only win but to make it as unenjoyable as possible for the killer).
Unless you're a masochist, very few killers enjoy getting absolutely curb stomped and insulted throughout their match...
but bro XD just dont care about it. Get destroyed and keep queing bro. If you don't like it well find another game bro. asymmetrical games don't need balance LOL . I'm always getting 4k's and 3k's but when i play survivor then its the real hardmode. Right? Right? Its a game if you don't enjoy it just leave.
dude i love this attitude.
Sarcasm dialed up to 11.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2661638#Comment_2661638
It is a video game, bro. That is more of a boomer attitude than a zoomer one. No idea how you are getting this backwards as gaming is taken more and more seriously over time which implies the exact opposite of your sentiment.
It is a 4v1 game, fam. One side is always signing up to have a difficult time and honestly, it is the survivors half the time.
I love this game, I am not the one talking about how negative/unfun it, and this community are. If he wants to win at high mmr, he can play survivor. If he wants to win at low mmr, he can play killer. It really is that simple.
4v1 and balance are not mutually exclusive things.... what? in what world can you not have balance in a asymmetrical game ? Maybe if you think there has to be a 50% chance or equal odds of winning for both sides. Sure that might not be reasonable.
Also so what part of this being a video game makes complaining invalid? what is this L take ? So i dont understand you have to either unconditionally love something or hate it unconditionally ? Can i not like cake but complain that it makes me fat? and still eat it and still complain about it ? I dont even know what ur trying to say .........
yes it is a game, and people have different levels of passion about the game. deal with the fact that people do care differently XD
L
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@Sideralkchudo said:
https://forum.deadbydaylight.com/en/discussion/comment/2661547#Comment_2661547
that´s because you´re taking the game so serious (which is silly) , you think that win is getting fun, and that's a mistake, No matter if I won or not as a killer, I've always have fun playing it
are you a zoomer? not as an insult just curious. I really don't understand this new wave of "this game is not that serious" attitude i've seen on the fourms lately. So unequal opportunity to win or even sometimes blatantly have the odds super stacked against you should be...... fun? Did i sign up to play a side that should have no chance of winning? Is it okay to have poor balance that affects both sides? Forums by design are place where people discuss issues and problems in ANY field or game. Clearly this is a place of cultivated negativity, and this fourm is not magically different then thousands of other forums. I have the opposite opinion actually XD . If you care so little about your own experience why even open the game? If you care so little just find a hobby that you are actually passionate about. Even if he was taking the game too seriously would that be a bad thing? Is passion right now looked down upon. What a Bizarre criticism. Is he destroying public property? Or is he just stating an opinion on forums? Is it that crazy that people want to win ? XD
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2661593#Comment_2661593
Problem is this just doesn't work for indoor maps.
This would create either ######### tons of deadzones, or OP setup for survivors.
agreed. So the likeliness of those killers being sent to those realms would be lower. Thats what i kinda would want anyway. I don't think you should play Huntress in RPD if you didn't get sent there by an offering.
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you.... are right...... But i just don't know what else to ask. Some of these maps are just insanely unbalanced and has been for years. I don't think they see them as problems.
@ThiccBudhha said:
That would defeat the purpose of rng.
Yes and No. It would lower the range of possible outcomes thats true. But it would most likely attack only the extreme edge cases primarily. I don't want an insane killer snowball or Survivor snowball. Not to mention that RNG would still be at play. It would just be more "standardized"
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If you play a good killer, its actually not that bad. If you try to play a killer you like, you will find the experience extremely stressful with little to no payoff.
You can get lucky and enjoy a killer thats very strong.
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i have a public profile and i don't delete anyone that hates ever. To me its a badge of honor that you were so mad to come to my profile and write something vial to make yourself feel better. And if it does its a win win .
not all of them are hateful and not all of them are from DBD, but a huge portion is . It is what it is.
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the only time i don't understand what the validation is doing is when im throwing knifes with Trickster at someone and the game says "No you didn't hit him" and refunds the hit. Because what is actually going on there? Is the game saying he is behind the wall and thats why it didn't count? So our clients are out of sync and somehow he got priority on it? tbf thats a super niche example i think it has happened either once or twice so its not a regular occurrence but when it does its mad frustrating.
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i really hope VHS becomes some what relevant. Not because i want to switch over. But maybe Competition AND being able to steal their ideas will get this game in to a better place.
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i mean go ahead pick Myers Ghostface and play 10 matches of them, Maybe try Clown or Legion and then come back to me on this topic.
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when the match is close i don't see no GG's i see GG's when i got 0k's and got 2 long walls in to main building in to a jungle gym in to a shack. Or when i decide to play bubba its gg's on suffocation pit .