Adjatha
Adjatha
About
- Username
- Adjatha
- Joined
- Visits
- 3,176
- Last Active
Comments
-
Hex totem spawn point generation is like playing Hide & Go Seek with a toddler.
-
It used to be Freddy, laying snares in chases and cutting loops short, but nerf'd.
Now, I'd say a mix of Doctor's Static Blast flushing out all the hiding survivors or Myers' T3 Evil Within putting the fear of the killer into otherwise cocky, showboating survivors.
And the best part of both of those? You're not fighting against your character's suddenly hampered controls, like you are with Hillbilly or Pyramid Head's no-turning, Spirit's self-imposed blindness, Blight's total camera disorientation, or Trickster's 'oh you got behind a wall so I guess all my progress is gone now."
-
"Dreamcatcher"
The monster is - in the movie's own words - "shitweasles." Based on a Stephen King book, the movie has all tired King tropes of "group of childhood friends," "disabled person with a magic power," and "an ending that falls apart faster than a paperbag in a rainstorm." It's ATROCIOUS and by a wide margin, the worst horror movie I've ever seen.
-
Neither Keys nor Moris are in their "Finished" state. The Devs want to try to integrate both into the game in something more dynamic than they were (an easy win) and more useful than they are (just for showboating).
The current state of the Hatch (and thusly, keys), brings it perfectly in line with Moris. Both Moris and Keys are useless for 99% of matches. It just took an extra year for Keys to catch up to Moris. And there was a good week or two in the middle where keys were almost 100% find in chests, so hatch escapes were constant.
Believe me, you are not going to find any killer mains who agree that Keys need to be buffed.
-
It would always just be Haddonfield, because 4 survivors and 1 killer.
-
@Zozzy said:
PP head has way to many counters and is the most telegraphed killer in the game. He can do better than a basic m1 killer, but there are better options that won't be frustrating to play.
He's in the top 3 for height, so you see him coming. His basic walking is one of the loudest in the game. Planting his Great Knife is louder than gens exploding. Despite having a ton of "undetectable" nonsense on his perks and addons, nothing silences (or even softens) his tremendous noise output. For SOME REASON the survivors get a big red "don't be here" zone indicator for his shockwave before he uses it. His turning ability vanishes when the knife is in the ground, in addition to slowing him WAY down when you plant it and when it's in the ground. There's a huge start-up on the shockwave and it takes a surprisingly long amount of time for the consecutive segments to actually reach their maximum range. And the recovery from using the shockwave - hit or miss - is 2.25 seconds (which is halfway between a missed basic attack and a successful basic attack, making it extremely punishing if you aren't always connecting every time.)
And that's not even discussing how terribly throttled Torment Trails are. He was designed pre-nerfed and so many people complained on release that he got wave after wave of additional nerfs instead of survivors just learning they need to move slightly to the left or right instead of standing still.
-
I bought the game specifically for PH and I barely play him. The nerfs left his power feeling bad to use and it's already buried under layer upon layer of self-imposed restrictions that limit it to anti looping only. His cages are also the single most overrated killer sub-power in the game. Not to mention he has the worst addons of any killer (and they've never been looked at, despite his power being nerfed four times and all of his perks being buffed (with low actual value gain).
You don't see many of him because he's just not that fun to play.
-
EDIT: Tried again at 11:30 pm EST and managed to load in after a protracted wait, instead of timing out.
Logged in via Steam on a PC and played two matches with no problems at 4:30 pm EST.
Tried to log in later, at 11:15 pm EST, only to encounter a loading time-out bug on the first game log-in screen (the one after the intro cinematic):
"No Network Connection"
"In order to access this content, a network connection is required."
I force-quit and restarted the game to try again with no luck. I force quit and relaunched Steam to try again with no luck. I restarted my computer to try again with no luck.
-
I don't mind some kind of way to encourage killers to leave hooks. Even if it's some kind of fresh new anti-killer baked-in system. PROVIDED that there is some kind of answer to the "survivors standing out in the open, just outside of catch-able distance, staring at the killer like he's a very interesting bird" problem that promotes camping.
Seriously, it's not camping if your team are all lined up right near the hook, just staring at you and hoping the killer will walk away. The game has STEALTH for a reason. If survivors can't be bothered to sneak or even to ACT like the killer is supposed to be the power role, I'm not going to just give them a completely free unhooking.
-
Blood Warden should NEVER work, but, for some reason, Survivors REFUSE to leave until you walk over to watch them tea bag.
Good on you, good sir, for putting them in their place. This game needs more "mess around and find out" moments to punish survivors who've lost their fear of the killer.
-
The lie I'm least pleased with was that SBMM was supposed to set you at a low level for new killers so you could try out the new guy's power without getting stomped over and over again. Some killers like Blight, Nurse, Pin Head, and Oni have REALLY steep learning curves, and you're not learning how to use their power if every time you try to use it, the SWF sweat team evades you easily and finishes the game in 3 minutes.
Putting brand new, never-before-touched killers at an AVERAGE of all your other characters is miserable. It flat out fails to do the one thing that Killer-specific Matchmaking was supposed to fix. At this point, you may as well just turn killer-switching back on, because every killer's going to be more or less the same level of Survivors teabagging your every missed move.
-
Stats would be easier to ignore if they weren't cited by the Devs as the excuse to send an otherwise fine killer through the nerf wringer.
-
Did you get 8 hooks and 0 kills? Man, what a noob! Guess it's off to the Potato farm for you until you learn how to camp better!
-
IMO Legion should be a semi-stalker power. Their power turns them into one of the survivors, and their terror radius turns into a big lullaby. That way, if survivors are off by themselves and they see somebody coming towards them, they're risking an easy hit if they don't run from one another.
But then again, that idea completely falls apart with Comms, and since SWF Comms is 'not a problem' and 'totally not a huge power boost to the survivor team using out-of-game software,' the whole thing's moot.
-
@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2548928#Comment_2548928
That is the sad reality since normal kicking of the gen doesn't really do anything and gen tapping is still a thing☹
When you kick a generator, it explodes and sparks start shooting out of it. How does this not automatically do regression damage? It LOOKS like it does damage. It SOUNDS like it does damage. 10/10 new killers ASSUME it does damage. But no. All it does is start a slow creep back to the start, but at 1/4th the speed of a solo survivor working on it.
It's absurd.
-
If SWF are not allowed in Casual matches, I'd be thrilled.
I get wanting to play with your friends, but it's just a huge, concrete, measurable buff that solo Q survivors do not get. Let the try-hards try hard in Competitive and lock 'em out of casual.
-
Always 1, sometimes 2.
Kicking generators is a joke and the slowdown that comes from the core gameplay loop of chase-down-hook-rescue-heal only actually works if you can get through the "chase" phase quickly. If you're running after somebody for 60-180 seconds, you've lost 2-3 gens by your first hook.
Survivors doing 40%-60% of their objectives by the time I've done 8% of mine is a pretty good indication something in the game isn't working. Unfortunately, slowdown perks are the only band-aids available, so they're pretty much mandatory.
-
Grades "have nothing to do with matchmaking" but they DO indicate an overall estimate of how much that player has been playing DbD over the last 1-30 days.
So, a red grade doesn't mean that they're the best of the best. But it DOES mean that they've put in a minimum of several dozen hours (and been successful, at that).
So, yeah- not an indicator of concrete skill, but definitely an indicator of how much recent practice they have. And practice, as they say, makes perfect.
-
I don't see why generators can't take longer the more survivors are working on them. If you've got a full team of four going nuts, make that stuff drag on. If there's only two left, make 'em fly!
Or, if you don't want to make the raw time investment longer, make skill checks WAY WAY WAAAAAAY harder the more survivors are working on gens at once. If you've got all 4, you should have skill checks flying by so fast even pros fail 'em. If there's only the one person doing it, give 'em a larger Great window and go slower. Dynamic difficulty.
-
Just make it so that if the killer finds and snuffs the Boon totem, it becomes a Hex totem for a minute or two, DEBUFFING the survivors instead. So if they all want to run boons, you can pop 'em all and make the survivor team way, way weaker than if they just put one, well-hidden boon in an out-of-the-way corner of the map.
That lets boons stay super powerful because if they ARE discovered, the killer gets a chance to turn the survivors' perks against them.
-
Imagine a world where it was easy for a killer to get the first hit on any given survivor, but tough to get the second one. Maybe survivors move slower while healthy and faster while injured or something. Suddenly, we have an environment where survivors find that they are healing each other more often (and thus not working on gens) because it's so trivial for the killer to wound half the team or more. And killers are more likely to go after the unhooker than the unhooked because they're outta there, while the unhooker is plodding away at a turtle's pace.
Survivors have more to do (healing), gens go slower, killers don't tunnel as much, and everybody gets more points (for hits and heals). And one-hit down killers, I dunno, negate the healthy survivor slow down. If you can hear a chainsaw, you're moving at normal speed.
-
Unless I'm getting completely clowned on all match, it doesn't REALLY matter how many survivors I kill. I just want two things:
- The feeling that I'm more or less being matched against players of around my skill level
- The killer's power to be both fun to use and helpful in the course of playing the game.
The various killer nerfs that go through almost exclusively make killers less fun to play. Pyramid Head can put down his sword to maybe use his shockwave, then pull it up to swing instead? Too fun! Nerfed! Freddy can toss down traps at full movement speed to pepper the terrain with slow down so that when his target falls asleep, the stage is a minefield? Too fun! Nerfed! Deathslinger can get kinda close and insta-shoot his harpoon without having to worry about precise aiming issues? Too fun! Nerfed!
And then, consider the killers who were nerfed in inception to have their powers not be fun: Nemesis has zombies? Sweet! Too bad only two of them, they have terrible pathing, and their speed is so trivial that only the smallest of indoor stages ever see use. Blight's super fast? Great! But oh wait, his camera is so low you can't see anything and random objects in the environment don't 'count' for collisions.
Or, my personal favorite: Trickster can click a button to throw knives like crazy like a charged power? Awesome! Too bad it's hard to build up, the charge decays, it disappears if you don't use it fast enough, it's slow to start, and (now) you have to have a minimum number of knives to even turn it on! Like holy crap, could Main Event be WORSE? And for no good reason, either. Somebody just said "this power should not be fun to use."
-
That map needs to be split in two. Either Upstairs/Downstairs or East Wing/West Wing. There's no excuse for a map the size of Mother's Dwelling to have two floors in DbD.
-
Entitled.
-
@Sustina said:
THE SMALL ENEMY SPIDER
Well, the General is around the size of a large house cat, but yeah. Swarms of deadly spiders crawling all over ya instead of one big fella with a knife. Different sort of horror.
-
Yes, they are.
-
The idea being that his 'counter play' would be for players to use a buddy system to break webs where they find them, and free each other before getting damaged by his traps.
-
If there are at least 2 flashlights in the lobby, switch to lightborn. Maybe Starstruck too. There are few things as enjoyable in this game as picking someone up right in a flashlight and knocking down their friend. Punishing cocky survivors for their complete lack of fear and respect is so rare in DbD and it is SO enjoyable when you get a chance to do it.
-
Originally, I would've said: Hexes should be Limit One and it lights up ALL totems. Then, for every cleansed totem, the Hex effect gets weaker and weaker, finally vanishing when they're all cleansed. You would've had to remove the 'protection only' hexes, and buff the super weak ones, but it would've been a good secondary objective for survivors, since it wouldn't be subject to the all-or-nothing of a single totem that can spawn directly next to the players' starting positions.
But with boon totems being added, that's not an option any more. A compromise would be: all hex totems start with charges on them, and when a hex totem is cleansed, your perk loses a charge, grows weaker, and automatically respawns on a dull totem. If all the dull totems are blessed, the hex just vanishes instead. And, again, remove the protection-only ones and buff the really, really crummy ones.
-
Break down of Plague:
- Infections on objects last for 5 seconds long.
- Vomit cool down (1.5 seconds) movement is faster (but still slower than survivor base movement) after use or cancel (but not charging or puking movement, which last 1.5 and 1.9 respectively)
- Puke does not auto-cancel itself when charged below 25% (Presumably you can still tap the other button to 'swallow' and cancel it though? Or why would they say the cool down for cancelling is affected in the point above)
- Increased time to cleanse at a fountain by 2 seconds
Okay, so point 1 and point 4 are straight buffs. 40 seconds instead of 35 seconds of pollution is an EXTREMELY minor buff that will probably never affect anyone at any time, but hey, it's a buff I GUESS. Two more seconds to cleanse is also a buff in the smallest way possible. Totem cleansing takes 14 seconds and doesn't heal the survivor, but like the first point: I guess we should be happy for ANY buff, no matter how trivial.
The vomit cooldown speed is a sort of buff, as it doesn't affect the first two stages of using her power, only the third, final stage. So, it doesn't make it any easier to USE her power, just slightly less punishing for missing. Which, you know, wouldn't be an issue if they just changed hit validation to be a flamethrower instead of an invisible semi-automatic.
It's nice that they notice playing Plague is difficult and her base power is not terrifically rewarding, but they completely miss the parts where her power just doesn't WORK more often than not, and survivors have control over if/when/where she gets access to her second, more powerful power.
Teeny tiny half-measures and imperceptible tweaks. Not impressed.
-
Terrible changes that no one asked for. Just like nerfing Pyramid Head's shockwave on release, nerfing Hillbilly's rev, or nerfing Freddy's trap-laying speed. Nobody wanted those changes, nobody asked for them. All they do is make the power feel bad to use.
-
Twins.
Their backstory isn't spooky, creepy, or sinister. But it ALSO isn't especially sympathetic and definitely doesn't justify them being set to a "hunt and kill forever" purgatory. They're pathetic. Just sad peasants. And that plays into their appearance as well. They look dirty and shabby and - again - pathetic. Even Victor isn't especially monstrous or even gory.
I don't care for their power either, but that's a distant third to how bad their visual and lore design is. Most OC killers have a lot of thought put into their backstory, appearance, or both. Twins falls completely flat.
-
The rules they put in for the recent Japanese tournament were pretty significant survivor nerfs. No duplicated perks, no duplicated characters, no duplicated items, no item addons, no keys, no offerings.
The steps you have to take to try to make things even for a tournament are wild.
-
I bought the game to play as Pyramid Head. I was disappointed after continual use by his useless AddOns, very put out by his poorly designed Trail of Torment, annoyed by how over-hyped his cages were, and really frustrated by the incredibly niche windows where his main power is actually useful.
I'd gone in saying "okay, I'll use addons to get more powerful, I'll set up trails to debuff and locate people, I'll use the torment status to do cool kill animations, and I'll use the shockwaves to hit people instead of having to chase them down all the time." But the addons are worthless and have no actual power increase. The trails take too long to set up, go away too quickly, are too limited in how much you can put down, can't be put down anywhere you'd actually WANT to put them down, don't give you tracking worth a damn, and can be totally avoided by survivors who take a fraction of a second to press Shift. The kill animation is nice except every cage I use removes two torments from the field, making any trails doubly useless. And the shockwave takes SO LONG to put down, has a huge warning sound/light, and has such a gigantic delay that it can't be used from stealth, can't be hidden, doesn't reach far enough to get anyone mid-chase, and can be evaded by using A or D for a fraction of a second. It is ONLY actually useful for locked-animation states like vaulting or pallets.
So anyway. I'm bummed I don't play him more, but he's a great example of taking a fun idea and over-balancing it to the point where he's not actually that much fun to play. Powers should be a delight to use and provide more value than just holding W, but PH's power is only useful if survivors are objectively playing badly and that's a huge bummer.
-
I, for one, look forward to the addon purge. Pyramid Head has zero great addons, and the only ones that EVER see any actual play are the ones that slightly extend your shockwave range (which, are actually bad to run because they train to to over-estimate his reach, making you miss more when you don't run them).
Throw out every single PH addon and re-make 'em from scratch, I say.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2511943#Comment_2511943
In the past, each Killer used the default rating when you first played them. In theory, this is great. You try a new Killer, you get to practice against easy opponents as you get used to them.
In practice, however, it's a different story. When this was tested in the past, it ended up with incredibly one-sided matches as really good Killers would get paired with new or inexperienced Survivors just because their rating started at the default. This is because most of the skills you need to do well are shared amongst different Killers. Things like time management, how to run certain tiles, zoning, etc. are more or less the same whether you're playing Wraith or Legion.
There are some exceptions, of course. Nurse, like you mentioned, plays completely differently from other Killers. The mindgames you normally use don't transfer over, and there's a mechanical skill involved with nailing your blinks on top of that, though most Killers do not have the same problem.
The shortest way to put it: Starting at default ends up with a lot of unbalanced matches as you gradually climb to the rating you're meant to be at. Starting at the average typically ends up with you in the right place within only a handful of matches. Most skills are transferable between Killers, although there are a few exceptions.
I can appreciate that it's a numbers game. It's better for one killer to have to go through several poorly matched games to reach an even keel with a new killer than 4+ survivors having to deal with a killer who's punching above their weight class.
However, the explicit promise of Individual Killer MMR was to solve the problem of "I want to try a new killer and not get completely destroyed by high quality survivors." Like, that was the WHOLE point of the thing. What you're describing is that you will have to go through that every time you want to try a new killer, and only after a set number of games will you be at a level low enough to actually have a chance to figure out their power. That's a pretty poor compromise.
I understand that some killer skills translate between (most) killers, regardless of their power. Knowing how maps are laid out, having a rough idea how how to fake out survivors, being able to judge lunge distances, and so forth. But if you pick up a new killer, unless you've got loads and loads of saved-up BP, you're going in with whatever perks you get lucky enough to snap up from one web to the next. You're going in with no idea what the killer's power is supposed to be used for or the difference between when you ARE supposed to use it and when you're not. And, most importantly, you're going in with the desire to use the power as much as possible to adjust to it, with the full knowledge that messing up your power probably means the chase goes on forever (until you give up and just hold W and use M1 like a Trapper with no traps).
It doesn't make sense to put new killers at 0 MMR, but it also doesn't make sense to put them at your highest MMR (or even the average between your characters). There has to be a better solution than "Just lose a bunch of games and eventually you'll have a chance to try to get a handle on what your new guy is all about."
Of course, a comprehensive Bot system that lets killers choose any of their killers would solve the problem. But that means fewer killers queuing up for IRL games.
-
@Bwsted said:
We don't know what counts as a loss for mmr purposes.
For example, imagine if the system was completely chase-centered. You went only for 4 hooks, but if you won your chases handily, such a system would register you as high-skilled anyway and matchmake you accordingly.
If I had to make an educated guess as to what one should do to lower their rating:
- don't afk (it was widely abused in the old system, there might be checks to avoid it now).
- commit to every chase, respect all pallets and bloodlust (I feel triggering events are tracked and factored in), don't use your power effectively. These ensure long chases with a lot of bloodlust and fast gen time. Pretending to lose a survivor in chase here and there (look away to interrupt the music) might also help.
- stay near the hook and hardcore tunnel, don't respect bt or ds, try to get hit by those.
- make sure at least 3 survivors escape (manipulate chases accordingly).
These should cover the basis of unoptimal play. They all may or may not be taken into account by the actual algorythm, but it's my best guess.
There was a Feedback Survey recently, which asked players what they considered as a "Win." There were a number of different situations, including "getting 4 stacks of BBQ," or "getting 8 hooks but no kills" and so forth.
It's entirely possible that the feedback from that survey was used to adjust MMR, where a game with 0 kills STILL boosts your ranking if you got all 4 BBQ stacks, since that could be considered a 'win' from people just out for BP farming.
-
Is this for how difficult the killers are for new survivors to face off against? Because for new Killers, neither of these lists are anything close to the authentic experience.
Characters with incredibly specialized skill sets and extremely punishing consequences for failing to master your power like Nurse or Blight would put them in F-tier for new players trying to choose a killer to play. While characters with relatively easy skills to use and almost no real consequences for not playing their power perfectly, like Clown or Doctor are probably closer to A-tier.
I guess my question is: who are these lists for? If you put in 1k+ hours, yeah, Nurse and that lot are great. If you're new, Nurse is the worst killer in the entire game.
-
If they're not going to show which / how many survivors were in SWF groups for each game, why would they show MMR rankings? While both would be handy to know to see if you just happened to have a really bad game or got absurdly mis-matched and never had much of a chance, it doesn't really help after the fact. Just because the game's outcome was determined before it started doesn't make it any less of a loss.
-
There is a very large difference between the his animations and his sounds. It's very disorienting.
-
Awesome, Thanks everybody! He's a favorite, so it's good to know he's well represented and the skin gives you the full experience.
-
You know what would prevent your team mates from going down there? "Kindred." Shows everybody the killer, even with insidious when you're hooked (and shows you the killer when someone else is).
But, you know, meta perks only. No room for anything else.
Or, you could just play SWF and get all the free information you could want over Discord, because that's perfectly balanced.
-
I imagine the game speed is supposed to be balanced around survivors not making every skill check on generators every time. Doctor's power to make skill checks more erratic is certainly SUPPOSED to be his built-in slowdown. The problem is that skill checks are only a slowdown against newer players. Experienced survivors make every skill check every time, no matter how crazy they are.
Really, things would sort themselves out if skill checks got HARDER the higher rank the survivor is, so by the time you hit rank 1 (or platinum 3 or whatever the new system is going to be), you had to really sweat to get those checks perfect. You know, add DIFFICULTY to the survivor gameplay experience?
-
"NO. FREE INFORMATION should NOT be part of his power, and he's the only killer who has this power."
Oh, you mean the power that every SWF discord team gets for the low cost of zero perk slots? Yeah, it'd be terrible if killers started getting all the survivor powers.
-
@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2452852#Comment_2452852
Blood Pyramid Head as well. Change that white apron to red? Heck yeah.
I feel like there's actually TOO much blood. HIs weapon gets all these weird veins all over it instead of just blood, and his apron goes from clean white to completely blood drenched. It'd look way better if it were closer to the Silent Hill game model, where the blood stains are thickest at the bottom and less noticable the higher up you go. Feels like they went way overboard and the effect made it less impressive than it could've been.
-
1st Floor & 2nd floor makes the most sense to me, but if it does get split, it'll probably be east and west or something.
-
I like your enthusiasm, and PH DOES need a total AddOn overhaul, but it feels like you're trying to make his cages better without addressing the fact that his Torment Trails - the thing that unlocks cages as an option - are nightmarishly terrible. They take too long to set, slow you down massively, can't be put anywhere you would actually want them, vanish almost after like a minute, and do nothing other than unlock the cages (which then goes away when one tormented survivor uncages another for no good reason).
If you're looking for a kit retool, how about:
- Planting your sword does not slow you, nor goes moving with the sword planted.
- Trails remain in the environment until they are overwritten by new trails (once PH's max number of 'segments' has been used up)
- Tormented survivors near PH will flash with Killer Instinct for 3 seconds every 10 seconds
- An AddOn that prevents Torment Trails from reducing your meter (use infinite trails, with the newest just overwriting the oldest)
- An AddOn that increases Pyramid Head's movement speed while he is within close range of a Torment Trail
And so on. For that matter, how about addons that actually affect his shockwave? Almost every PH AddOn affects his torment trails or his cages. How about
- An AddOn that massively improves your turning ability while your sword is planted.
- An AddOn that makes all segments of the Shockwave to activate simultaneously (instead of one after another) but increases your CD after using it.
- An AddOn that MASSIVELY reduces your shockwave CD after you use it and fail to hit a target.
Etc.
There's plenty of things that COULD be done for PH, but his status as Most Overhyped killer means he will never get a decent balance pass.
-
Some killers are more effective at punishing survivors who get themselves stuck in little cubbies. Either chainsaw killer will down you, as will Trapper just putting a trap on top of you, all while body blocking you in.
-
"We want more blood points"