Avatar

Adjatha

Adjatha

About

Username
Adjatha
Joined
Visits
3,176
Last Active

Comments

  • Yeah, you're right. It does need a full overhaul.

    Best way I can think is to put charges on the perk just like a Med kit. Re-blessing a different totem still draws from the same charges pool, since it's on the perk, not on the totem. Any time a survivor is healed within the perk, it drains charges. When they self-cares, it removes charges at twice the speed. When all charges are gone, the totem turns off and your perk is disabled.

    I'd say a reasonable number of charges would be 8. That gives your team 4 Self-Cares.

  • Didn't buy the last one.

    DEFINITELY not going to buy this one.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813624#Comment_2813624

    Ah yes, the very mean devs fixing killers getting undeserved hits by adding that horrible thing called hit validation, which is present in every single multiplayer game and backs up who actually did the action first, without giving preference to a party or the other

    They added Hit Validation to Dead Hard and Pallets. Both of these things are Survivor-only features.

    Where's the hit validation for killer powers? For Plague's puke? For Doctor's shock?

    The complaint is not that Validation exists. The complaint is that it exists for SURVIVORS and not for killers.

    That'd be like adding Validation for Ryu but not for Ken. It's an embarrassment.

  • There was a Dev quote from early on in this game's life that essentially stated: 'if Generator Slowdown becomes mandatory, then that is a problem and we need to make some changes.'

    Years later, some reshuffling in the Dev team, and suddenly: mandatory gen slow down isn't all the much of a concern to the people in charge.

    When you ask how things like Boons, Validation, and terrible Map redesigns happen; just remember that. Priorities have changed, and in a fairly obvious direction.

  • So put your money where your mouth is and do it yourself. What accolades will shower down from on high when at last YOU prove how right YOU are and how wrong everyone else was! The conventional wisdom? Shown false! And all by your hand!

    Well, what's keeping you? Better get to it quick.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813139#Comment_2813139

    The most used perk is Self Care, better nerf Self Care.

    I love your vague references to "untold hours of DBD" and "hundreds of streamers". You didn't even take the time to put in the perfunctory youtube video of one streamers game showing "Dead Hard" is overpowered.

    Here's how you can get actual data... Take Sprint Burst, Dead Hard, Lithe and Balanced Landing. Create 10 different routes on 10 random maps which include a drop off and a window. Test the times on each of those routes, comparing each perks chase times with the same Killer. Use a slower killer such as Hag, because she's slower and would be easier to see chase time differences.

    I offer this suggestion to every Killer that says Dead Hard is better, yet no one has yet taken up the challenge to put up data where their mouth is. So, go ahead and prove Dead Hard is better through actual data instead of vague what-ifs and how-abouts.

    No one is going to do your little experiment, my dude. How about YOU do it, record your findings and share it with the rest of us.

  • It's not. There are SOME killers that have an easier time on it, but the most you can say about it is that it's small. But, having a top and bottom floor of roughly the same size, it's actually quite larger than the numbers suggest.

    ALSO, because it is so small, the 24m radius of boons covers just under 45% of the map, making boons WILDLY more powerful on Midwich than typical maps (where is has around a 20% coverage).

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813067#Comment_2813067

    Dead Hard has drawbacks. Dead Hard only works when you are injured. If you mistime Dead Hard, it doesn't work at all. Dead Hard only goes in a straight line. It doesn't work against one-hit downs when you're not injured. It only gives you 1 second of speed burst over 3 seconds of speed burst. In fact, I highly doubt it gives you more chase time than Speed Burst, Lithe, Balanced Landing and Overcome. And because survivors use it a lot doesn't make it good, since Self Care is used more than Dead Hard.

    So what evidence do you have that shows this perk outperforms other endurance perks in extending chases?

    What evidence do I have that shows DH extends chases? Other than untold hours of DbD streams available on the internet amongst hundreds of streamers? Or personal experience? Or the simple fact that DH'ing to a pallet mathematically extends a chase longer around pallets (2 seconds if the pallet stuns the killer, 2.6 seconds to break the pallet, and a variable amount of bonus time by just looping the structure additional times, knowing that you can get out from under an attack at will).

    None of those good for you? How about the fact that Dead Hard is the single most-used Survivor perk. Go ahead and play 300-some games. Then, of the 1200 survivor perks, let us know how many times you see Dead Hard versus any of the ones you listed.

    Because somebody from these forums DID do that. And it turns out it was something like 1-2 Dead Hards per game, every game, blowing every other perk out of the water.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811789#Comment_2811789

    Dead Hard is less bad than Sprint Burst, Overcome and depending on the map Lithe and Balanced Landing. So if CoH is better than Dead Hard, I could consider both perks pretty well balanced.

    Dead Hard is on-demand. It does not require moving slow to save it, like Sprint Burst, nor getting to a Vault spot like Lithe. And while Overcome increases the time to close the second hit, like Dead Hard, Overcome has no effect if you started the chase injured.

    Dead Hard, meanwhile, can be used in multiple ways, in every chase, without regard for where you are in the stage. Need to make it to a god pallet? DH. Need to make it to a window? DH. Messed up a loop so that the killer is on you? DH. Incoming killer power? DH. A trap/snare on the ground? DH.

    It is universally good on every map, in every situation, and at ever skill level. And, after the Validation change, it trumps killer inputs, so you can just use it retroactively as well. It's really quite awful to go against for every single killer.

    CoH, on the other hand, completely negates certain killer powers (Legion), totally disables certain killer tactics (Twins), and invalidates certain killer playstyles (hit and run damage spreading). However, it has a greatly reduced effect against killers with access to One Hit Downs, like Leatherface or Hillbilly.

    So, SOME killer players may not get their game completely ruined by one survivor perk, which I guess you could say makes CoH weaker than DH? On the other hand, CoH only needs to be brought by one survivor for everyone to reap its benefits. It scales insanely with any other healing items/perks, covers 20-75% of the map (depending on the level you're on), trumps every 1v4 killer power, can never be fully removed, has no cooldown, and meshes super well with any other boon, like Shadowstep or the new 2% speed buff.

    So, personally I'd say CoH is the worse of the two. Especially since CoH just got 'nerfed' in the most pathetic way possible, thereby reducing the odds its actual problems will EVER be addressed.

  • But you see, the 'killer fun' aspect of the game doesn't matter. It only matters if survivors are having fun.

    Is a killer power 'unfun' to play against? Better get nerfed! Is a killer perk 'unfun' to have to play around? To the nerf bat! Is a killer addon 'unfun' to experience? This calls for triple-strength nerf-age!

    Meanwhile, killers are designed to be unfun to play, with unfun powers that punish the player both for missing AND hitting, and then they get nerfed anyway just because some Influencer managed to marshal their followers. Just get people to parrot "unfun," "no counterplay," or "toxic" about literally any aspect of the game and bing bang boom: the latest boogeyman gets dumpstered.

    Except Noed.

    And I'm pretty sure the only reason Noed gets a pass is because if it WAS gutted, average kill stats would drop by half for every killer in the game.

  • 120% as a passive would be fine. I think a good Active ability for them would be to switch to 3rd person view, giving you a brief ability to get the same awareness survivors have.

    Very straight-forward, easy to pick up and play killer.

  • Trickster, Nemesis, Pinhead: all had powers that felt bad to use on the PTB, could easily be outplayed, and were met with numerous complaints and prompts for changes.

    None were altered from their PTB incarnation to release. Trickster eventually got buffed. Nemesis is still the same. Pinhead's best addons got nerfed with zero change to his awful active ability.

    The Artist was met with overall positive PTB reactions.

    Right before release, she was nerfed to prevent idle crows from damaging players.

    Will Sadako be changed? Only if it's to slap a nerf on her. Just don't buy the content till she gets fixed.

  • Her teleport might be good if survivor auras in your Condemn 16y radius appeared across map. That would give you teleports use and give her information to make up for her lack of any chase power. It would also help justify why she turns off her own TVs.

    Or maybe if the condemn radius was based off her Terror Radius (32y, can be increased), so that like Doctor, she becomes more dangerous the more warning the survivors get (as well as making TV teleports actually have a chance of tagging survivors).

    Or if SHE could see your condemn progress but survivors couldn't (they just get sound/screen effect warning as it grows or something).

    Or really anything. From the description, she seem awful, wildly over-designed, and packing way too many innate limitations to give survivors an overabundance of "counterplay."

    The numbers on all that stuff need to re configured, but considering the state every other killer gets released in, nothing will happen.

    At least, not unless some survivors complain about one aspect of the power. Then, it'll get changed before release.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783134#Comment_2783134

    dont blame others because of the way your play. You don’t need to camper to have fun

    Oh I quit. Because I wasn't having fun.

    For what it's worth: I didn't face camp. I certainly patrolled around on some games, because you'd be a fool to go off chasing a fully healthy survivor who is just orbiting far enough away that they'll get to Shack or something. But I didn't stand in front of the first hook staring at them till they get sacrificed.

    But I also don't blame people who do anymore. I USED to think that was a crummy way to play, because you could get way more points by chasing, downing, and hooking other survivors. But not anymore. Now, chases take far too long, hooks are too easy to deny, and any temporary damage you do is removed in literal seconds.

    I didn't care about 4ks. But I DID care about getting hooks. And when the game is built to deny killers from getting so much as 3 hooks in a game? Yeah. I don't blame campers.

    And neither should you. Blame the current state of the game. If survivors had fewer resources to keep chases going forever, EVERYONE would have more entertaining games.

  • Survivors already have more information about most killer powers than the killers themselves. They don't need YET MORE

  • The problem is that they can't go in and change those to be more indicative of the difficulty of using their powers without acknowledging that the real metric is Skill Floor, Skill Ceiling, and Power Strength.

    Nurse has the largest gap between floor and ceiling, with new players unable to touch survivors all game. But she has the strongest power because she ignores almost every tile in the game once you work your way up.

    Huntress has a medium skill floor and a very high skill ceiling, with a pretty good strength. She's easy to use but hard to actually get good with. Trickster has a much higher skill floor, but a way lower skill ceiling and strength. He's relatively easy to get used to, but the rewards for getting good are infinitely less than getting good at Huntress.

    Freddy USED to have a high skill floor and low skill ceiling, making him easy to play and rewarding but no real room for growth. Now, the nerfs have lowered his skill floor, making him both not that strong at high level play AND worse at low level play.

    And so on and so forth.

    And since they've locked in on willingness to nerf the worst killers just because they can, there's literally no good reason for people to play anything other than high tier killers. You're going to have to sink the time in to overcome the layers of nerfs, weaknesses, tells, and poor controls for EVERY killer anyway; why not pick one to get good with who actually has some payoff? Why get good at Pinhead's awful controlled chains when you could get good at Billy instead and be rewarded with downs instead of microscopic slows?

    tl;dr - No. The current difficulty doesn't make sense and is very misleading.

  • If you don't like camping, blame how difficult it is for killers to hit and down survivors in this era of awful map construction, survivor perk power creep, insane healing/repair speeds, and wave after wave of killer nerfs.

  • Bloodlust should be buffed, if anything. Between poor maps, perk power creep, and continual killer nerfs, the game has all but lost its back and forth at mid to high level play. Survivors should not be able to run killers for 3-5 gens every game.

  • Make their powers FUN to use and control. Full stop.

    When Freddy can set snares as he walks without slowing down? Feels good! When Freddy slows down to set his (massively reduced) snares? Feels bad!

    When Clown chucks a bottle and it slows down the other person immediately? Feels good! When Clown chucks an antidote and has to wait for it to activate and it can also buff the survivor speed? Feels bad!

    When Deathslinger can get close and shoot off his hook right away? Feels good! When Deathslinger has a wind-up time before he can fire, slows his movement way down, and virtually can't turn or redirect his aiming despite survivors being able to move freely in every direction the whole time? Feels bad!

    Same goes for Pinhead's barely-controlled chains, Tricker's nonsense recoil, Pyramid Head's wildly over-telegraphed shockwave, Plague's unreliable puke hitboxes, and on and on.

    Killers have to outplay survivors to hit with their powers. But they ALSO have to overcome how badly all their powers actually control. It feels like trying to fight with weighted training clothes on. Or that these characters were purposefully taught to fight wrong, as a joke.

  • There's a Competitive DbD sub-group who have their own bevvy of survivor limitations and a whole host of scoring rules. OhTofu is co-host on one of their tournaments currently.

    While there are some limits for the most powerful killers (one or two perks you can't use), the sheer number of survivor perks and items that have to be banned for virtually any non-nurse, non-blight killer is absurd. The game is 100% NOT built for competition, and any Dev attempt at baking one in will have to severely limit SWF in a way that they adamantly refuse to do.

  • The problem with balancing based on kills is that you don't get a good view of how individual games actually play. If survivors kill themselves on the first hook, the killer is being treated as if they had a tremendous game. Likewise, if a killer camps two hooks to secure a "balanced" 2k/2e score, the game counts it as a fair match, despite the killer completely ignoring the entire 'find/chase/down/hook' system that the game is supposed to hinge upon.

    If MMR tracked HOOKS (not hook states), I think the devs would get a very interesting look into the actual state of the game.

  • Altrusim is favored so highly because you are not SUPPOSED to be able to run a killer for five generators. That is a fundamental failing of the system. The game is supposed to be a give and take, with damage, downs, and hooks providing opportunity for protection, unhooking, and healing.

    The modern game has been rebalanced and optimized in such a way to allow survivors to go through a game without ever being troubled by the other side, but the pip system remains a silent testament to the dynamic gameplay that once was.

  • I mean, over the last six months, more than 1/3rd of their Steam playerbase (myself included) have already left to go play other games. And just in the last three months, 10% of DbD Twitch streamers have quit, and DbD Twitch viewership has decreased 20%. Do you think they need another reason for people to leave?

    On that note: Have you heard of the critically acclaimed...

  • A complete overhaul.

    Their visual design is the worst DbD has done. They're not scary or intimidating or disgusting or cool. They're just pathetic. And that goes double for their lore. It's a sad little duo with nothing interesting or nefarious.

    By a wide margin, the worst designed killer in the game. And that's not even mentioning their power.

  • @fulltonon said:

    Game is still balanced around soloq though...

    KILLERS are balanced around solo queue.

    That's the OP's whole point.

  • For what it's worth, "Amanda's Letter" is a lot of fun to use on indoor maps. It actually makes her pretty decent on Haddonfield too, since all the houses and basements block survivor LoS but your aura-reading lets you flush out survivors much faster than having to check each building like most killers.

    But, broadly speaking, her dash has really limited use on most of the loops in the game, and her traps are some of the worst RNG in the game. But unlike escaping from Trapper's traps, you don't get reusable applications if they happen to get it off on the first try.

  • I'd be fine with all exhaustion perks having a 'push to activate' function, if they were throttled. Like, you start with 0 charges and you get 1 use per hook state you've been in.

  • All they have to do is make the EXISTING vault spots on fences breakable (and put boards over the 2nd floor windows)

  • Not hook STATES but just raw hooks.

    If it didn't take 2-4 minutes to down one survivor, people won't feel as if camping hooks is the only way they can ever do anything.

    Survivors need to go down at a reasonable pace for the killer to feel like they are doing their jobs. Remember: there are 5 generators but 12 hook states. How many times have 2 generators popped by the time you get your first hook? It's absurd.

    Part of the problem is wildly overpowered survivor perks, partly map design, partly overabundance of pallets, partly poorly designed/over-nerfed killer powers.

    But straight up: DbD would be a TON more fun for EVERYONE (survivors included) if every killer (not just nurse/blight) was able to injure, down, and hook survivors at a brisk clip. The back and forth gives more points for all involved and makes the game more dynamic and interesting.

    To use the hockey comparison: if one team never scores any goals, nobody's going to keep watching the game.

  • As above, but also, the same counter to Myers in general: don't let him stalk you to tier 3. Tombstone massively increases the amount of stalking he has to do, so keeping out of sight leaves him with nothing.

  • Here's a good tip to help the problem:

    If you're a survivor and your team have all reached the exit gates, just leave. Don't stand around waiting to teabag the killer. Just go and start a new game.

    Why, it's such a simple little thing, anybody can do it.

  • A killer who sees in 3rd person instead of 1st person as his power.

  • MMR ruined the fun because it was constructed extremely poorly.

    How MMR is supposed to work:

    • I have played Doctor and am reasonably competent. I'm not especially good, but I know the basics. I get matched up against mid-level survivors.
    • I have played Blight once and don't understand how to use his power at all. I get matched up against newbie players so I can practice using his power.

    How MMR actually works:

    • It doesn't matter what killer I play or how much experience I have with them, this group of 7000 hours survivors have been waiting for 5 minutes, so I get matched against them.
    • Did I lose up down and all around? Well good news! My MMR went down, but not by enough to make a difference, because here are two more games against similar groups with identical perks and items.
    • Did I lose those too? Well apparently I get set to a 0 MMR because now I'm playing against survivors who are touching the game for the very first time in their lives.
    • Did I win? Awesome! I hope you're ready for maximum level MMR again, because here are six more groups who have been waiting for 5+ minutes!

    MMR would've been so great if it had actually been built to respect skill levels, not as an elaborate fiction to justify throwing ill-prepared killer players into the meat grinder of top-tier survivors

  • Straight up: There should never be a 4 survivor escape result.

    The game is about the most well known slashers/monsters/villains of pop culture (and the design team's imagination). There should be at least one kill in

    EVERY

    SINGLE

    GAME

    Full stop.

  • Because he is INCREDIBLY difficult to play.

    Go ahead, try him out for a few dozen games. I bet you just switch to ignoring his power and just manually chasing survivors 9 times out of 10.

    If somebody is kicking your ass with Blight, they put in a ridiculous number of hours to overcome how horribly he is designed and controls.

  • This right here is why DbD will never become a more interesting game.

    Pinhead provides the survivors with a mandatory second objective: Get to the box that is clearly marked for all survivors at some point before the chain hunt starts. It requires ONE person going possibly out of their way for a brief period of time and MIGHT put them in danger (if Ph isn't already chasing somebody else). Survivors have complete control over when Ph gets to teleport to them, and 100% more map information than the killer does.

    But SOMEHOW survivors cannot be bothered to do it. Forget "gather gasoline before you repair generators" or "find a key in chests before you open gates.". The player base cannot handle "go to the clearly marked spot and do the thing."

    What kind of games to DbD players play when they're not in Dead by Daylight? Even Solitaire demands more from you than "sit in one place and hold M1" (soon to be a single toggle so you don't even have to hold the button).

  • It does not matter how the MMR system calculates its values.

    This is because MMR gets thrown out in favor of matching up teams who are waiting too long.

    The whole point of MMR is to put survivors and killers of like skill up against one another. But the system just throws all that out because queue times are the first (and only) priority. So brand new survivors can run into experienced killers if there are no newbie killers playing. And newbie killers can get tossed into 4-man SWF death squads because there are no high mmr killers playing.

    This is the opposite of how MMR is supposed to work and it ruins the game for so many more people than the damage "slightly too long queue times" were doing to the player base.

  • @AnneBonny said:

    who's excited for breakable wall infinites

    All they have to do is let the killer break existing fence vaults. Let's see if they do it or not.

  • Credit where credit's due: Re-doing Haddonfield is a positive step.

    I'm hoping they get it right, personally. It would be GREAT to see more positive steps being taken to convince me to play this game again some day.

  • Continual progression of killer nerfs that make them both less powerful AND less fun to play. From the Hillbilly nerf to the PH nerf to the Freddy nerf to the Wraith buff-then-nerf to the Pinhead nerf to the Deathslinger nerf...

    It's honestly exhausting. Why take the time to get used to a power when it could be changed to be totally different, easily avoidable, or infinitely weaker in a month or so?

  • They could fix Haddonfield by blocking the second floor windows on every house and putting "breakable fences" in place of a third of the fence vaults. Sometime tells me this is not the route they will be going.

    Here's hoping it shakes out more like updated Ormond than updated The Game

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769844#Comment_2769844

    What killer powers do you not find fun to use?

    Also, I heavily disagree with that second point. Part of being a good killer is knowing/having the game sense to know when to drop a chase. If you are chasing for like, x amount of time, it's really a good idea to pressure the other survivors, and look for a weaker link, even if that means the survivor you were chasing heals up. I especially disagree with pumping up bloodlust numbers. BL is already a bandaid mechanic for map design and I really don't think we need to keep applying bandaid fixes for other issues. Keep in mind BL was nerfed already, the numbers used to be much higher (I wanna saw BL3 was double what it is now?).

    That being said, I want smaller maps. I think a lot of issues killer has are because maps are so damn big, especially for 110 killers. I'd like more maps to be the same size as, say, coal tower and similar.

    • Pyramid Head's power can only be reasonably used when the survivor is stuck in an animation (vaulting/dropping a pallet). It has far too much input lag, non-existent aiming movement, survivor warnings, and elongated miss timer to be used whenever you might want to use it. Additionally, his torment trails are a dumpster fire of awful
    • Oni's power is 100% in the hands of the survivors and he can do absolutely nothing if the survivor team plays well. Additionally, his demon dash is nearly as hard to control as Bubba's chainsaw, but you have far, far smaller windows to actually practice it.
    • Trapper's traps just flat-out don't work on the progressively brighter and brighter stages the DbD team seem intent on making.
    • Doctor's shocks need hit validation desperately. I cannot tell you how often I shock a survivor, they scream, then they drop the pallet or vault the window. The whole point of that thing is to stop them from doing that. If they're screaming, they need to be locked out.
    • Freddy's power felt SO GOOD to use before. Then, instead of nerfing the teleport that everyone was complaining about, they made him slower when setting snares and have fewer snares to use. It's just a straight-up "this power feels bad to use now" change.
    • Pig's traps give her nearly zero info, making it extremely frustrating to see survivors seemingly walk around with those things on all match.
    • Clown's purple bottles work great, but aren't terrifically potent and run out too quickly. His Yellow bottles are super niche and often do nothing. Having them draw from the same bottle pool did nothing to improve him and just made him more complicated to play without making him more powerful. His yellow need to be on their own pool or he needs +2 bottles.
    • Legion has SO MANY ways of losing their power and they're so easily counter-played by any team listening to the terror radius. On top of that, the wounding is even less impactful in the era of 4 second heals.
    • Plague's puke has such awful design I don't even know where to start. It looks like a flamethrower but works like a semi-automatic. Why doesn't it hit like a flamethrower or look like a semi-automatic? I've had survivors strafe in and out again of a fully charged stream over and over without getting touched even once. Awful.
    • They added extra delay to Deathslinger without giving him any compensating buff to offset the laundry list of weaknesses he already had, so it just feels worse to use his harpoon, even if you DO manage to hit with it's awful, awful fps controls.
    • Blight is extremely difficult to control and learn, considering that SOME object bounce and some slide and there's no consistency to any of it.
    • Trickster's Main Event is the worst designed power spike in the game, with an unreliable charge-up, an active charge down, a minimum threshold, awful aiming, and savagely throttled movement. It's basically only good for camping hooks, which is crummy design. And that's to say nothing of his knives having recoil for no reason other than to make them feel bad to use.
    • Pinhead's controlled chains have all the 'impossible to control' of Billy's dash, but with none of the payoff. Once again, it's only real use is in super close range at pallets and extremely punishing to miss with, which makes it (you guessed it) not fun to use.


    As for your other point: Yes, map design is the real problem here. But they JUST went through a ton of maps and, if anything, made things WORSE. They're not going to fix maps, so the easy fix is bloodlust.

    The game depends on a back-and-forth. I don't care if you're the best player in the game, there is zero reason why a survivor should be able to evade getting hit, downed, hooked by a killer who sticks to them.

  • Two point solution:

    • Make killer powers FUN TO USE. Killer powers should feel intuitive to use, responsive to aiming, rewarding to land, and not absurdly punishing if you should miss. Killers are already contending with survivors who have zero input lag on 100% of their actions, why do they need even heavier weights on what makes them special?
    • Make chases shorter. It is idiotic that any one survivor is able to run any killer for the full length of 5 generators. That's just bad game design. The whole deal is based on a give-and-take of chases, hits, downs, hooks, rescues, and heals. If survivors can evade being hit for the entire game, you have a busted game. Instead of taking out bloodlust, you need to double down and crank those numbers through the roof. If a survivor has you in a chase for a minute, you should be flying until you down them.


    tl;dr - Make killers fun by making their powers easier to use, not harder. And make chases shorter, not longer.

  • The stated goal for the Game Devs is 2 dead, 2 escapes. This means that, by design, all five generators should be finished on every single game. This is why gen speeds are never slowing down. Having all 5 gens fly by is the actual goal for the people currently making the game.

    Keeping that in mind, you will ALWAYS hit the point where NOED activates. Considering the arms race escalation of survivor second chance perks, insta-heals, god pallets, un-gameable loops, and easy chase drops, the average hooks per game has ALSO gone down.

    This means that, broadly speaking, the intended gameplay experience is: killer gets one kill, all five gens pop, the killer gets one last kill in the End Game, the other two survivors escape.

    So, NOED helps you get that one final kill. So yeah, considering that killers are going to hit the end game any time they're not wildly mismatched, it's S-tier.

    But, of course, unlike survivor S-tier perks, this one can be locked out by doing totems before End Game, and completely disabled by unlucky spawn location (or survivors doing totems during the End Game).

  • What COULD they get to balance out a theoretical future where solos and SWF all play at the same level? Pick any three:

    • Validate grabs into grabs, not weapon swings which potentially miss
    • Remove 10-20% of pallets and/or vault spots from every map
    • Survivor crouching/standing takes 0.5-1 second
    • Kicking a Gen regresses it 10%
    • Gens always passively regress at 25-50% normal repair speed
    • Killers move 10-20% faster while no survivors are in their terror radius
    • Bloodlust continually keeps building until a survivor is downed (or a killer hits a different survivor) and decays slowly instead of going away completely
    • Killer powers are performed/recharge/accumulate/whatever 5% faster for every finished gen
    • Baked in Corrupt Intervention
    • After hooking a survivor 5 times (not including hook states from staying on hook), the killer gains one use of their Mori, but only on survivors who have been hooked at least once
    • Give killers a 5th perk slot
    • Make hexes unbreakable / unblessable for the first 60 seconds of a match
    • Reduce the size of the Red Stain

    What WILL they get to balance out a theoretical future where solos and SWF all play at the same level? Pick any three:

    • Nothing
    • Nada
    • Diddly
    • Squat
    • Zip
    • Zilch
    • Zero
    • Null
    • Nought
    • Bupkis
    • F*ck all
    • Not One Single Thing
    • 404: File Not Found

  • Sounds like you're going to be trashing your rating until you get matched up against new players.

    I guess that'd be a fine set of rules if your goal is to reset all your killers to minimum MMR without just going afk every game.

  • To be clear, I quit months ago and haven't come back. The option I picked is only to indicate the things that would possibly bring me back. I'd say it would take one of the following:

    • Bot Match Games
    • Reducing 1v1 survivor chase times through loop reworks or survivor second chance nerfs
    • Reverting a whole slew of killer nerfs
    • Fully reworking all of Pyramid Head's addons


    As for the OP: you're in good company. 40% of DbD's steam user base have quit over the last six months. There's a whole lot of people losing interest in the game right now.

  • If survivors are difficult to catch and generators get finished quickly, the killer is disincentivized from trying to chase anyone else.

    "Why should I go looking for somebody else who is going to take another 2 gens worth of time just to down, why I could stay here and get a kill?"

    If you want to remove the draw of tunneling and camping, survivors need to last far, FAR less time in chase.

  • When you take away what made a killer FEEL FUN to play, people will stop playing them. This is a game and people play it for fun. Making some characters far harder to control without making the results of using their power any more impactful just makes the character feel worse. Why play somebody who moves slowly, can't shoot when he wants, has the worst FPS aiming controls in all video games, has zero cross-map pressure, has to give up the chase to reload his power, and has no passive ability to lean on?

    Everyone who says "the insta-scope had to go" must have never played him before. He is super slow and his power is middling range. He HAS NO POWER if you miss. And if you do miss, you either lose the chase or just hobble along with no power and hope the survivors don't get to a tile. He needed the insta-shot to compensate for the layers of limitations put on him WHEN HE WAS RELEASED. If you bake a super long wind-up into a killer's power, throttle their ability to aim once it's up, and keep him at 'hit with one shot or the survivor gets away,' you've got yourself an awful killer.

    Edit: AND, that's to say nothing of the fact that hitting a survivor with the hook didn't even assure you of a damage state! It's just a pull that gives the survivor control and a chance to break it and get free! Did everyone forget that the power isn't a Huntress Hatchet? They act like it's some Chainsaw insta-down, but there were so many ways for survivors to evade, flee, and break free already!

    It's mind-boggling how idiotic that nerf was!

  • It's also worth noting that development and design teams change over time. The people in charge now are not necessarily the people who were in charge 7 years ago and aren't necessarily the people who will be in charge 7 years hence.

    It's perfectly fine to criticize the current team's goals and objectives, especially when they're a considerable departure from the formula that made the game popular in the first place.

1 … 15 16 17 18 19 … 32