Adjatha
Adjatha
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- Adjatha
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@Kaitsja said:
This argument has come up several times. If SWF is so powerful, but solo queue is so weak, then what would happen if you could choose to not play against SWF?
Nobody would play against SWF. Those survivors would then stop playing, and move on to greener pastures. Solo queue needs to first be brought up to the level of SWF, and then they can look at making changes to SWF.
And that's why sufficiently well coded Bot killers solves the whole thing. If nobody queues up for Hard Mode as Killer, the survivors get Hard Mode Bots instead.
Or, you know, they could just pretend that SWF isn't an Easy Mode for survivor players like they've been doing for the last six years.
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Solo Queue buff: new killer's power is weak and poorly balanced.
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Alternately: Chief Mendez / Salazar's Right Hand.
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NOTHING was mentioned about actual mori offerings. The new thing is ONLY for the End Game.
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NOTHING has be stated about what is happening to Moris. The stream announcement/post is very misleading.
What IS happening is a change to the END GAME.
In the END GAME, the last survivor dies to a mori animation, once all the others are dead/escaped, and they go down.
The actual Mori items are having SOMETHING done to them, but nothing was actually said about what.
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If there aren't anniversary items in bloodwebs, it'll be the same as the winter event: people will play exactly as many games as it takes to get the costumes, then they'll quit again.
One certainly HOPES they're not blind to the reason WHY the anniversary is such a draw.
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@Maxthewicked100 said:
https://forum.deadbydaylight.com/en/discussion/comment/2956501#Comment_2956501
Bear in mind, they said the bots are only being added to custom games so in a way it makes sense. Doesn't change how disappointing it is though. We NEED a official VS AI mode that's unranked and doesn't give you the choice of what AI you go up against. Like a real match.
It'd be nice if the "bots in custom games" announcement was followed with "and we're looking at bots alternate game mode" or something, but given the pace of these things, something like that would probably be 6 more years down the line.
I WILL SAY: I am still pleased by any kind of bot modes being added to the game. They just straight-up lied when they said the killer-specific mmr scores would be in place so that you could try out a new killer and not get stomped. Bots games lets you do that very thing, so I'm going to look at this announcement as finally honoring that original sentiment.
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@Maxthewicked100 said:
https://forum.deadbydaylight.com/en/discussion/comment/2956517#Comment_2956517
In a custom game, absolutely. But I feel like we do need a official unranked mode that can put you with human survivors if you play as survivor against a random AI killer with random perks who plays tough. While also being a killer against AI survivors with random perks. A mode like that should provide BP, XP and challenge/rift completion. With the supposed 'new tutorial' that was mentioned we can hope.
Exactly.
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It's certainly better than nothing, but really? Zero bloodpoints? Even if you bring perks or offerings that give BP? Like, I get the "no xp, no shards" thing, I GUESS, but not even 1/2 BP?
And, I assume, bot games won't let you finish Tome Challenges or Daily Rituals either? Super disappointing.
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@Puddles said:
Let me see.
Killers got one perk that counter all boon perks.
But they want it base kit?
Did I got it right?
Let me see, Survivors got one perk that counters all Killer attacks off of hooks and a different one that counters all killers re-hooking off of the first hooks.
But they want it base kit?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2955972#Comment_2955972
It's decisions like this that made 20,000 people quit playing DBD on steam since last year.
I mean, technically, it was over 100,000 last year and now it's rarely at 50,000. But yeah. These kinds of decisions.
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This is, flat out, not a Mori change. They haven't actually said how the offerings will be changing.
This is an End Game change.
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Yeah. The original map is just fine, but it's WAY too big. It just needed to be divided into two, either east/west or 1st/2nd floor. You don't need to gut the whole thing.
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Losing a perk slot just in case somebody brings a boon? What an embarrassing band-aid.
That perk isn't even particularly good at what it's supposed to do. How about adding an 16m aura reading for the boon when the killer gets close to it? How about getting a speed boost after snuffing one? How about being able to destroy dull totems for the effect as if they were Boons (so it's not a complete waste of a slot on the distant chance nobody in the survivor team brought a boon)?
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@Adjatha said:
Replace the middle one with "Free Space - Pig Nerf"
Boons making the game miserable? Solve it by making killers effectively lose one of their four perk slots just to have a counterplay against a fundamentally poorly designed team perk system.
A handful of Pig players going AFK to abuse a single addon? Do they add an extra box just just if the player uses that specific addon? NOPE! Add more jigsaw boxes to every map, making it that much easier to take off your beartrap than before against every pig player, no matter their addons, with zero buffs to Pig to compensate for their power getting weaker for no good reason.
Gotta love how WILDLY KILLER SIDED this game is, RIGHT?
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Replace the middle one with "Free Space - Pig Nerf"
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@Codiakmoment said:
Play Evil Dead. Way better in terms of how much you can do as the Killer.
Boy, I sure would love to. It's a shame they're EGS exclusive on PC. That game looks awesome, but being throttled by exclusivity is a real bummer.
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Executioner has a shockwave that is so slow it can only ever be used in fixed-animation spots and a torment trail so throttled by limitations that it is 100% in the control of the survivors to never step in it (and therefore be immune to cages for the entire match).
But he's also the MOST over-hyped killer in the game, with loads of people jumping to talk about how they heard it from a VERY reliable source that he's totally S-tier, totally, for sure, and that's why you see him ALL the time in queue and tournaments.
Eye roll.
But if you want something everyone CAN agree on, it's that he has the worst, most useless, most unimaginative, least impactful addons of any killer in the game. The +range on the shockwave are the ONLY ones that anybody uses to any effect and even still, they're basically useless. Despite his perks getting reworked and his power being nerfed over and over again, his addons have never been touched. He DESPERATELY needs a addon overhaul.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2953520#Comment_2953520
They weren’t just to strong they were cheap and annoying. Slinger had no downsides to his gun besides the 1v4.
Huntress and trickster both have long windup times and give warning when there going to shoot. Slinger had none he could aim the gun faster then you could run, he had no slowdown, no cooldown he could keep ads with no punishment. Huntress when she stops aiming has a hefty slowdown, slinger doesn’t, she gives a sound cue when aiming slinger doesn’t, she has a lullaby letting you know when to run he doesn’t he could literally snipe you from outside his TR he was a better stealth killer than the actual stealth killers. There’s a reason he got these nerfs. I agree he should have gotten more buffs to compensate, but calling this balanced is just plain wrong.
freddy was not fine, he was also cheap to play as and against, it was literally spam traps at loops, rinse and repeat. His nerf was deserved he was the pure definition of low risk high reward.
once again, I literally said I agree with what everyone says about wraith. His nerf was undeserved. But I could see why his whole gameplay was just uncloaking at loops I could see why it was considered braindead, but survivors actually didn’t want him to be nerfed, but he was nerfed anyway cause he was considered “Unfun”.
"Slinger had no downsides to his gun"
Boy, talk about a "tell me you never played a character without saying you never played that character" line.
Deathslinger has
- a tremendous restriction on moving left or right, making survivor juking incredibly easy
- a long reload every time he misses, giving survivors ample opportunity to get to the next pallet or even just get away
- a surprisingly short reach that can be outdistanced by simply running away
- a slow movement speed, making it take that much longer for him to close the gap and get into power range
- a power that reels the survivor in but is not automatic and can be broken by the survivor using the terrain to their advantage
- an extremely narrow hitbox on his power, as opposed to the very large hitboxes of other ranged killers, requiring precision
- no secondary power or effects to help him slow the game or catch survivors without the use of his one-shot gun.
There are SO MANY downsides to his power. And people trying to excuse his complete gutting by claiming it was a no-skill, auto-win proposition are just broadcasting, for all to see, how little they've actually tried playing the other side.
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Getting a better code team would be a welcome announcement. I don't know what kind of chewing-gum-and-duct-tape framework they're working off of, but the sheer number of totally unrelated things breaking, inexplicably, every patch is kind of embarrassing. "We added Haddonfield back into rotation! Aaaaaaand the Rancor perk broke."
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The big difference is the the Mobile version lets you play against bots.
If the matchmaking is going to be awful, just play bot games.
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@LordCyphre said:
https://forum.deadbydaylight.com/en/discussion/comment/2953500#Comment_2953500
They weren‘t gutted at all you drama queen. A lot of the things got adjusted because it was almost impossible for the survivors to play a chase against them.
Being strong in a 1v1 does not mean the „weaker“ role should Auto lose. Player skill should still matter somewhat. And most of these killers are still quite strong.
This right here. "Play a chase against them."
You understand that if the survivors have a good footing in chases, that means that the killer ISN'T stronger than the survivor in 1v1, right? Like, that's the WHOLE point of this. If you want survivors to always be strong in 4v1 but the killer to be stronger in 1v1, you are saying that killers have to be strong in 1v1. So when you say "oh but actually survivors ought to be able to outplay killers in chases/loops," you're saying "survivors and killers should be equal in 1v1."
This is how the Devs think too, and it's why the killer play experience is so horrible once you leave the lowest tiers of the game. You can't have survivors be super strong in 4v1 and ALSO have any kind of a chance in 1v1. It doesn't work.
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@LordCyphre said:
In a 1v1 the killer is much more powerful.
if the 4 survivors use their number advantage and play decently they‘re supposed to win.
Except, a large number of killers get nerfed SPECIFICALLY to make survivors better against them in 1v1. Just off the top of my head:
- Pyramid Head got a cool-down on pulling his knife up so that survivors could just juke to the side and prevent him from hitting with his power around corners
- Wraith got his reappearance dash nerfed to give survivors who aren't in hitting distance already enough time to out distance him
- Deathslinger got a cooldown added to pulling out his gun without reducing the aiming penalty baked him him, giving survivors plenty of time to juke
- Freddy slows down while placing snares now, making him unable to place them mid-loop without giving the survivor the added distance they'd lose by stepping on the snare
- Spirit got a phasing noise to remove the fake-out on her power as well as directional sounds to give a survivor ample warning where she's at in the first place.
If the game were actually being balanced around killers being very strong in 1v1, I'd agree with you. Except, all these killers and more got their powers gutted specifically to make them weaker in 1v1, while some of the most powerful 1v1 survivor perks (Dead Hard) get buffed considerably with no penalty of any sort. And then they go ahead and add 4v1 perks like CoH that make your team WAAAAY stronger by bypassing the whole "the team needs to work together" aspect of the game.
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Well, they haven't changed Flashlight macro clicking for the light-sensitive, so why would they fix this one either?
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Additional buffs for survivors under the pretext of trying to help Solo queue? It's more likely than you might think!
You see, they have to buff Solo FIRST, with oh let's say a hook meter everyone can see. Then, SWF get the exact same benefits and continue to play better, so they need to buff Solo AGAIN by adding tons of god pallets to every map. And, well wouldn't you know it, solo survival rates are still just not quite at SWF levels, so we're going to need ANOTHER buff with some free status icons.
They'll worry about buffing killer in compensation once that difference between the two vanishes.
You know: never.
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Bots, alternate game modes, and total rework of Pyramid Head's awful addons
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That's a LOT more 0k and 1k games on Deathslinger (40%) than any of the others (highest was 28%). Almost as if his nerfs gutted everything good about him and replaced his old niche with nothing.
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Fun fact, the "666" in Revelations is actually just DCLXVI, which is every roman numeral under a thousand used once (500+100+50+10+5+1). The idea being that the Romans were the enemy and their numbers mark them as being the enemy. 666 didn't have any special meaning in and of itself. Later on, the "6 is evil" got tossed around and added in through what amounts to Bible Fan Fiction, but none of that originally had any any importance.
But yeah, the reward is just for the 6th anniversary. There's no greater meaning.
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@Impalpable said:
@Adjatha I appreciate the creative effort you shared on many similar threads about this topic. Do you have any ideas for this one?
It does look like you need some copy editing on the submissions, but the essence of what you're suggesting is plain enough. So:
Brown Addons: All of these seem fine. Nothing is especially overpowered and they all have at least SOME degree of usefulness.
Yellow Addons: Spearhead is too close to Nemesis' whole deal. It would be better to let Nemesis keep his exclusive effects and do something else for PH. Forgotten Video Tape is a bit of a mess. Having an addon that unlocks an alternate attack type shouldn't have an additional requirement (empty meter), it should be a replacement to change up how you play (like Freddy's dream pallets or Doctor's line instead of cone). The others seem fine, as addons that change up his copious attack tells.
Green Addons: These are all appreciably more powerful than anything in PH's current kit, which - while good - would definitely never make it past review, since PH is the most over-hyped killer in the game. That being said, Misty Days should probably not reveal the aura of the person who just got unhooked, since people whine about how "amazing" PH is at tunneling just because survivors don't get to abuse two of their perks.
Purple Addons: Lost Memories Book has too many things going on. I'd simply and focus it down to Hiding downed survivors and inflicting Blindness. The others would all be great for addons of this rarity level.
Iridescent Addons: Obsidian Goblet would be great as an aura-reading effect, but adding Undetectable is basically useless for somebody as big and noisy as PH. Iridescent Seal is basically BBQ & Chili, which is appropriate, given that he can't use the non-BP part of that perk very well. Adding auto-down to his shockwave after caging a survivor would be very strong which would never make it through (again, over-hyped reputation). I'd rather see something like massively reducing the cooldown of his missed Shockwaves for 60s after sending a survivor to a Cage, or removing the speed penalty on drawing torment trails after sending a survivor to a Cage, or something along those lines.
Overall, some great concepts.
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Gutting Deathslinger for no apparent reason was the straw that broke the camel's back for me. I'd JUST bought him, played him a couple times, got stomped but still have a lot of fun, then: whoops he's gutted. After Freddy, Wraith, Pinhead, the Nothing-Buff of Clown, the refusal to fix Plague's RNG hitbox, the Fake Hit validation debacle, and everything MMR... it was just too much.
What's even the point of buying killers if they can be ruined at a moment's notice with no justification and no compensation? Haven't played in months and I'm all the better for it.
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I'm waiting for any one of the following:
- Bot games
- Alternate Game Modes
- Pyramid Head Addon Rework
- Un-nerfing Freddy, Deathslinger, Pinhead, Wraith
Till then, I just check the forum every so often, with a little bit less hope each time.
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Killers who have no 1v4 HAVE to be strong in 1v1. Making chases shorter is the only way they have of putting pressure on the survivor team.
TEAM.
I cannot fathom how that gets ignored, but this is not a 1v1 game and CANNOT be balanced as if it were. Nerfing Deathslinger so brutally, with no provocation, and with zero compensation was so nonsensical it suggests an outright grudge somebody on the balance team had against him. He is slower than most killers, has a short range that also cannot down survivors by itself, has copious counterplay in the whole "break the chain" mechanic on top of having to aim correctly and letting survivors just juke and evade the hook in the first place, gets throttled controls when trying to use his power, AND has to reload after every shot. There are SO MANY limits and restrictions on him to begin with.
Putting another heaping helping of nerfs? Nah. That's asinine. That tells me someone in a position of power at BHVR does not have the game's best interests at heart and is making decisions based on personal preferences alone.
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Hooking survivors needs to make them weaker, not keep them just as strong as untouched survivors. If you don't want to be removed from the game, give the killers a reason not to get the game down to 3 as fast as possible.
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The right time to add alternate game modes would've been right before the Nemesis release. That would've given the patch team more time to actually get the Resident Evil patch WORKING instead of release it as a bug-filled mess that broke the game for months. AND having more play options for the tens of thousands of new players would've kept interest and possibly halted the immediate attrition of players experiencing the gameplay loop, getting bored, and bailing.
But whatever.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2942829#Comment_2942829
mY pOsT wAs SaRcAsM aS sOmE oN tHeSe FoRuMs DeFenD sTeAm ChArTs NuMbErS
You can also just type /s to indicate sarcasm, my dude.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2942830#Comment_2942830
Eh, I guess that's fair, but isn't it also considered blatant cheating?
Using secondary, out-of-game programs to gain an in-game advantage that the majority of players do not benefit from is explicitly not against ToS. You can tell, because official DbD platforms have discord channels specifically for setting up Survive With Friends voice chat.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2942742#Comment_2942742
but, the numbers are bigger then on a release date. Game is not dying. its just because covid restrictions are dropping and people play less now.
(rEaD lIkE tHiS)
If the game's not good enough to retain even SOME of the massive surge of new players Covid brought in, the game's in a bad state. And pretending it's not is just fooling yourself.
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"Did something happen"
Yeah, it's called "All the killer players who enjoyed playing the game for fun stopped playing." The ones still in the game are the people who get off on the hyper competitive, poorly balanced, unfriendly play that things have devolved into.
If survivors wanted friendly, chill opponents, they wouldn't push for nerfs to mid and bottom tier killers all the time.
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Or just have the hex re-light itself after 60-90-120 seconds if there are any unbroken totems around (including hexing booned totems). Makes survivors want to cleanse all the totems, gives killers some protection from survivors spawning on top of hexes (while still giving survivors considerable benefit for winning the early-game lottery), and gives a very minor anti-boon effect for the less mobile killers.
Easy peasy.
But no. Hexes will stay garbage and boons will stay broken.
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I like where your head is at on most of these. And they're all wildly better than what we currently have (except for the unchanged range ones).
The Oblivious one is pretty pointless, considering his size and the sheer volume of all his actions, though. Trying to make PH stealth is an exercise in futility. I'd rather see something like "healing a tormented survivor inflicts torment on the other survivor" or something for that purple addon slot. And I think the Crimson Ceremony Book is kind of stepping on Nemesis' whole deal. Maybe change that to something like "your trails all rise up simultaneously instead of one by one" or "you leave torment trails after you Punishment of the Damned" or something.
I do like where your head's at, though. PH's current addons need to be burned to the ground and completely different stuff put in their place. It's an embarrassment.
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The way the game is built: there is zero reason why you wouldn't want to remove a player as quickly as possible.
If survivors who have been hooked repaired gens SLOWER than survivors who haven't been hooked, killers would have more reason to try to spread the damage. Somebody who hasn't been touched all game repairs just as fast as somebody on death hook, though. So why WOULDN'T you remove them?
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Because Survivors need Hand Holding and while Killers get a hand, but it tends to be the backside of it.
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Every killer needs:
1) to be FUN TO PLAY. It doesn't matter if the killer has a 100% win rate, if it feels like pulling nails trying to use their power, that's a bad design.
2) to be able to get downs. No matter the power, killers MUST be able to hit and down survivors. If they can't do it, that's bad design.
3) to have a power that feels like it is doing something helpful. If you're almost always better off just holding W instead of using your power, that's bad design.
That being said, in a GOOD game, every killer would be A-tier, with the super-hard-to-play ones being S-tier to compensate for the increased difficulty. Intentionally setting out to make C and D-tier killers like Sadako is a great way to get people to not buy your content. And nerfing A and B-tier killers like Freddy or Deathslinger down to C and D-tiers is a great way to get your killer players to quit playing your game.
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Survivors (as a team) got a new objective in Ruin / Undying.
They complained constantly and were completely unable to handle "look for 1 to 5 totems" as an objective. So they changed it to be "look for 2" instead.
Survivors (as a team) got a new objective in Pinhead's Lament Configuration.
BHVR was smart this time, though. They knew that survivors are lazy, so they gave them 90 seconds to find it. They knew survivors don't like to have to go looking for things, so they let all survivors know where the box is all the way across the map. They knew random spawn spots can sometimes be unfavorable, so they let survivors carry the box where ever they like, to find a strong looping tile before solving it. And they knew survivors can't handle more than 1 thing per game, so they made Pinhead's other power, the controlled chains, extremely useless in a majority of situations (they then also nerfed the controlled chains so survivors can see them coming).
Survivors complained and failed to do the box and complained some more, and DC'd and made twitter posts / forum threads and complained and on and on. They even took away the best tools Pinhead players had to make the box hunt side objective slightly harder. Still. Still they complain.
Survivor Players in this game have proven themselves incapable of handling new objectives. There will not get side objectives unless unless it falls into at least one of these categories:
1) it is 100% optional and 100% in the player's control. (chests)
2) doing it is a WILD power spike for the survivor team. (boons)
Making the game even slightly more complicated with a side-objective that hinders survivors makes most of them just give up.
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"Survivors can wake each other up, making them immune to his snares. Survivors can use the alarm clocks, making themselves immune to his snares AND keeping them immune for a good while, even if he melees them. Survivors have perks that prevent them from screaming, making snares useless for detection. We also went ahead and stripped away 40% of his max snares for no good reason, just so that he can't have as many up at a time for information purposes."
"... so we went ahead and make sure he couldn't use snares at exit gates to help him patrol, even though he loses his teleport in end game anyway."
Good to see the "I've never played killer even once" part of the Balance & Design team is still in full operation. Can't wait for the annual Pig nerf.
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Reworking ALL of Pyramid Head's addons to actually be useful and/or interesting. His current crop is the dead worst of every killer in the game, to the point that he may as well not have any addons at all.
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Can't stand the current iteration. He was wildly over-nerfed and, the worst sin, his power was made unfun to use. Slowing down to place traps FEELS bad to use. I don't care what the balance team says, you can't make killer powers feel bad to use. It's the WHOLE point of the game. It has to feel go to use your power, full stop.
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Because some survivors want this 1v4 game to play like a 1v1 game. Where they have every advantage possible to keep evading the killer and never getting hit, despite that fact that a killer will need up to 24 hits over the course of one game.
And, hilariously, the Dev Team has bought into that line of thinking, making new maps just absolutely teeming with god pallets.