Akumakaji
Akumakaji
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3075527#Comment_3075527
I never teabag, never flashlight click and don't nod at killers. I never BM. I also don't use dead hard. What more respect do you want?
Then I either don't know why you attested me a power fetish in a somewhat derogatory sounding way, or you seem to do so yourself. Still, this whole verbal exchange leaves me confused.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3072967#Comment_3072967
"If you respected the killer before you'll do fine" you people really have a power fetish.
So you either have a power fetish or you show no respect for your opponent or the role they play?
Isn't the urge to disrespect the killer and to dominate and totally destroy them its own power fetish?
I honestly think that somewhat reinstating the original status quo ain't no power fetish but is unironical the way the game was original conceived. And I never felt particular servile in my survivor games pre-patch, I just never saw the killer as a punshing bag, but respected their ability to kill me.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/335657/wanna-know-why-gens-are-hard-now
I also have had alot of games where survivors just don't care about gens anymore cause it's in there head that gen rushing is gone and a extra 10 seconds is "OP" so they end up doing nothing and dieing. Most of my games I'm the only one doing gens. I did 4 gens by myself with no one else doing any. This has been common reasently. But yes I do agree with the 10 seconds extra being a very nice balance but I do have to say the devs should of only nerfed sprint time after you get hit or weapon cooldowm. One or the other not both
No BS, I had the exact same experience, ie some games it seems like I am the only one doing gens.
In the past I didn't use DH at all and died a lot in my first couple dozen games. But over time I learned how to evade the killer, how to loop, how to corner tech etc. and it made me a way better player.
This update shows that there are a lot of players who played only decent because of DH. But now this players will have to go through the same learning experience as I am way back. There are, of course, still good players who could always loop you for half a trial and who wont be that affected by the loss of DH, they only lost their savety net and will just play it more save, but all the boosted players feel like the game totally shifted in the killers favor... which is did, but not irrevocably so. Just invest some time, learn how to loop and upgrade your techs and you are golden.
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@Dead_Harder said:
Game went from 2nd chance perk fest to skill based you mean <3
"... and they hated Dead_Harder for he spoke the truth. "
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@Gorgonia said:
What have you done, BHVR...
Every game I've played so far in solo Q was buffed Thana + sloppy + camping killers... even camping nurses. And gens take ages to complete. Literally ages.
Let alone the fact that every random in solo Q wants to be altruistic at the same time and they stop repairing gens because of the lack of information we have as solo Q players...
Then you didn't play me :<
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Once people adapt to the new situation the game will move away from being solely killer-sided in 2 days max.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3073145#Comment_3073145
If you think these "tips" you're giving out are gonna be received and used by survivors, you're wrong. I'm already getting a lot of survivors just giving up and killing themselves on hook even though i'm playing M1 killers and not camping one bit. Hence my comment.
It's only the first day. Give it some time for everyone to adapt.
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@CornMoss said:
If a killer has 0-1 gen slowdown/regression perk the games are really fair and fun, this also depends on the killer. I as I have tried out killer and survivor this is what I have seen
As killer
- Weaker killers generally need 1-2 gen regression perks to have a fair and fun match
- Stronger killers (I only play blight amongst the top tiers) need none or one slightly strong one
As survivor
- I highly recommend not being as 'cocky' as usual, leave the gen and run as soon as you hear the terror radius and be more stealthy, use Information perks and stealth perks.
- Prove thyself will be meta as long as killers run 4 gen regression perks every game. Honestly 4 gen regression perks is over kill if you are even just decent at the game
In conclusion, yes this patch has made killers much stronger and survivors lost their meta perks. If survivors become more stealthy and the devs either need to nerf gen regression perks further or make it so the killer can only run 2 at a time. This is coming from a player that mostly plays killer.
Another thing the devs could do is bring more SWF options to solo que. While yes it is too early to tell what should be done, these are my ideas for now
Very good assertion.
I have for a long time suggested here and there (never made a feedback post about it) that perk composition should somehow be moderated, either by introducing certain perk classes, like regression or slowdown, that can only be taken 1-2, or giving perks a point value, with the more meta perks costing more of your allotment.
And in the survivors case, maybe show all survivors the others builds and introduce diminishing returns if certain perks are taken several times. DH in the past would have been much more manageable if it got +10s extra exhaustion per other survivor who used it or maybe a juicy global exhaustion counter if all four were insisting on running it.
Diversity in builds is much more fun then always seeing the same old meta build, so that's the intention behind this idea of mine, not nerfing survivors into the ground.
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I mean, its strange and they aren't supposed to be the characters, but rather cosplaying them, but for the most part I'm totally digging it! Too sad that the whole set would cost me about as much as all other DLC together (when a sale right now is going on). But dayum, Yui as Mikasa is soooo cool.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/3073149#Comment_3073149
With the bar that fills up (Laceration Meter) if you use it at the last knife you will take an endurance hit and deplete the bar fully. A lot of times the trickster put down their knives thinking I would be downed or I make it around a corner lasting at least a bit longer in chase
Didn't know that. That's pretty cool, ngl.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3072953#Comment_3072953
It's funny you assume everyone used DH...
That was sorta the experience I and a lot of others got. Obviously not EVERYONE used it, but damn nearly so. But maybe the mounting and staggering amount of survivors suddenly dashing forward to a save palette or vault or through me and my hits was all visual bugs? Who knows?
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@Xendritch said:
It's still good cuz of the numbers and not having to move to the gen but it feels so empty and unrewarding now. It's like gift of pain now where you assume it's doing....something, even if you're not sure exactly what.
I'll probably pass on using it from now on but I want to pass on using slowdown as much as I can now anyway even if stacking 4 slowdowns is still the best thing you can do as killer it doesn't feel like you have to.
I said this day one of the PTB, that it feels just super empty and strange to get no feedback at all and many agreed, but nothing got changed. The perk is still working, but it doesn't feel that way and you just have to run it blindly.
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@JibbyNeutron said:
Sorry but its not playable and fun anymore.
And I know the biggest issue is bad matchmaking, giving me baby Survivors.
However, now its so bad that I cant carry these bots anymore. Gens take to long, I get chased for minutes and nothing pops. Then Killer decides to stop chasing me and downs my mates withing 15 seconds full health state.
BHVR you should have adressed the bad matchmaking of team mates 1st before doing these Killer buffs.
Or are they no competent Solos left anymore and everyone switched to SWF long ago. I wonder why eh
I have had no problem with my solo matches. Of course killers are stronger now, but if you always respected the killer before and learned how to play the game and looping without DH, then you are doing fine.
That's the issue, though. People are used to running circles around the killer and having DH as their free out-of-jail card. That's now working anymore and many are confronted with the reality that their skills weren't actually as good as they thought.
Some will drop the game, others will adapt and learn the game and things will carry on.
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@evancalgary said:
As a killer main I hope this game does not die but my experience has been horrible on survivor on killer its been great but you have to remember if survivor is (unplayable)… for most people the game will die the game needs a balance and there isn't one late at night and survivor still has the blood point bonus that means its very bad player numbers for survivor and that's not normal especially for a big patch like this most people know that I hope they address this quickly cause if only the killer is having fun only 1 in 5 are going to keep playing its basic math if they don't address this soon the game will die.
sorry for grammar
Just one thing: the incentive prop has been busted. It shows +100% for survivors, yet survivor queues are 3-5min and killer are instant. The prop should be the other way around.
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@JimbusCrimbus said:
So, hear me out. I went in both in solo queue and in a 4 man today. Obviously the 4 man was easier, but none of us used exhaustion perks or other second chances (cause we don't need them), and in solo queue I only really brought BT as a second chance, with Aftercare, Botany and Desperate Measures. This has been my solo queue build with a while. Solo queue felt largely the same as before.
What's really going on here is, survivors lost their ultra safe and free second chance perks (aka - dead hard), along with things like the ability to just nullify a killers 2 second gen kick with the tap of a button mid chase...and now what's showing is that many, many survivors aren't as good as they thought they were.
THIS! DH was such a strong perk that it consistently boosted a lot of survivors to higher MMR brackets then they actually belonged, without ever needing to learn how to loop properly.
DH was actually a crutch for a lot of players, and without it their lack of skills are showing now. On the other hand killers are getting now a lot of hits and downs that were negated with DH, but that under normal circumstances should have been there's. A lot of survivors just had no idea how much validated DH boosted their performance.
But people will adapt and many will learn how to loop properly now; which I don't mind, looping can be fun when you get a fair chance to get your hits in when the survivors make a mistake. I faced a squad earlier with 4 Lithe, but that didn't bother me at all. They got away a few times, at others I was able so close the gap pretty soon, but it all happened at once and not some 40s into a chase.
I encountered a single DH user and he landed his parrt, but that was ok, too. The whole game feels less oppressive for the killer now, and it was sorely needed.
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What I am still missing is the two slots for tome challenges, one for killera, one for survivors.
I can't tell how often I went into matches with the wrong one still equipped and, while not game breaking by any means, its sure id aggravating. On the plus side: only 9 more challenges and I have all killer challenges done D:
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@Mattie_MayhemOG said:
People whined their way into Spine Chill not getting nerfed under the guise of accessibility.
This is a pretty unfair stance, though. While others could jump on tune bandwagon and benefit from it, hard of hearing people were actually using spine chill for the very reason of covering for their condition and sorta playing with only 3 perks all the time.
Not cool, man.
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@dspaceman20 said:
I have been playing a few games with some friends and it seems pretty normal.
I'm still using iron will but I still not sure. So far it has been ok. I'm absolutely loving lightweight and fixated combo. I'm still going to be annoyed by thanataphobia with legion and plague but ultimately idk yet. I also haven't seen anyone camped or tunneled hard yet but I'm waiting.
In conclusion everything is fine so far. Is subject to change though.
This is awesome :) I am always for welcoming people back into the fold then holding any sind grudges, so maybe see you soon:)
I am finally playing by the rulebook again, because the oppressive tyranny of DH has ended. It's literally like a stone got lifted off my back. Lol.
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3070475#Comment_3070475
Yeah but once again all the killer mains said "bbq doesnt need a nerf it's only useful for the bloodpoints!" and here we are and people still running it like I knew they would. BBQ is an insanely strong perk and missed out on the nerf train because it also gave bp.
Some people might just haven't switched it out, yet. It's only the first day and I haven't looked over 3/4 my rosters builds.
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@RodDeWitt said:
"As killer you feel less forced to tunnel and camp as it seems games are slower now"
My ass, I've been camped and tunneled since I woke up. Don't know why, but I guess is because killers knows that gens are slower so that means theres more time to camp without carrying about gens poping out. And when I manage to loop a killer without deadhard and just by mind games, it seems to make them really angry and I not only got camped and tunneled but I get hit on the hook too.
Give this killers time to adjust, it's a new world free of DHs oppressive tyranny for them, too.
I bet within the week a lot of them will new copying pages from the survivors rulebook, again. I did so today and our felt like the best thing in the world.
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@Grandpa_Crack_Pipe said:
So i've heard from people who take considerable amount of joy in dancing in some ashes and pointing and laughing at people, that you need to "get good" without your "crutches" and you were trash if you ran some certain perks. I won't nameCOUGHDEAD any perksCOUGHHARD, but that seems to be something of a recurrent theme right now.
Here's the truth: running a good perk says nothing about your skill. It just shows that you're running a good perk. And shockingly, good players make better use of good perks than bad players.
More often than not, frothing in rage at people that need to "get good" without their "crutch" is how people that had their entire rears force-fed to them by good use of the perk is how people desperately trying to preserve their ego cope.
You didn't actually win, you had a crutch carry you to victory. You won, but you didn't beat me.
It's lame.
You are right to some extent, any dancing gleefully on the ashes 8s probably not good form or a show of good character, BUT there is the thing with options in games. There will always be something that's mathematically better then other and this will eventually form the meta of a game. If everything is well balanced and designed then you can pretty much make anything at least somewhat workable.
But if any option is way, way, way stronger then comparable other options in its class and if it becomes a no-brainer or auto-include for the vast population of the game, then you normally have a boosted or runaway option.
I will go so far and name a certain perk: DH. This was all discussed to death and you probably know all the ups and downs, but DH was such a runaway option. It stood head an shoulders above the rest (at least after BHVR adjusted the validation thing) and it was way more flexible and useful in nearly any situation, giving survivors a out-of-jail card if plaxed right and lead to a whole lot of very unfun situations were survivors escaped that should by all rights have gone down.
DH was in fact so strong, that it covered for a lot of mistakes and even boosted a lot of survivors over a long time. It consistently let them survive situations that they shouldn't have and became a crutch without even realizing it. A lot of survivors of medium looping skill still got out of tune pickle just because of this one perk.
On top of this you also head extremely good survivors, who could literally run some killers for 4 gens, who actually didn't needed this perk, bit ran it just in case. This survivors became nigh untouchable, because the strong effect was added to their considerable skill.
Now the new patch took away DH from most of the playerbase. The erstwhile amazing players are now still amazing at looping and will now just go down when they commit a mistake.
But the players who were only in their MMR bracket because DH boosted their survival rate beyond their skill? They get their crutch taken away and now literally planted their face nosedeep into the ground. They never learned how to loop beyond some basic tricks or how to escape a chase with trickery because they frankly never had to. This players are now in for a rude awakening and it sucks, but playing without DH is very possible, you just need to develop the proper skills. This will mean dying a good amount of times, and some players hate this, but the playing field has finally been leveled for the first time in years.
DH was so dominant and such an oppressive factor on the game that nearly everyone is feeling the Shockwaves right now. Again, I agree with you that its not good to rub it in and I try to make it easier on those players by playing, for the first time in month, by the survivors rulebook and going for maximum hooks were possible and by not tunneling. It feels like a gigantic slap of stone has been lifted from my shoulders and I can honestly enjoy playing killer again.
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@CyberRoninX said:
Unfortunately with the updates new players wont stick around for very long. When a new player comes to the game they are very limited on the perks that they have access to. By nerfing key perks such as iron will it makes it much harder to learn the game and the mechanics. This puts all the decent perks behind a pay wall.
Not to mention with the killer being so easy to play any new player that plays survivor will not want to lose every game they join. When a new player enjoys the game and decides to continue playing they will spend money on dlc that was released long before new dlc. This is extra revenue that you will not see, sure the die hard fans will buy the new dlc but that's it. This seems like a huge loss for the company.
I wonder what others have to say about this. Does anyone else think that the nerfs will lead to a loss of player base?
Ironically a lot of the new players of the past never learned the mechanics of the game properly, because the perks at their disposabel, for example DH or IW, never forced them to deal with the "real" game, so they just platoed at a certain level, while still being successful. This will change now.
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@Vetrathene said:
Does not mean you can't win, so please stop killing yourselves on your first hook, adjust your build, learn to loop, and things will be fine. They will be harder, but its not the end of the world. Its just finally time for playing survivor to actually be a challenge.
I always considered myself a killer main, but had begun playing more and more survivor, just for mental health reasons :P
Today was such a breath of fresh air for playing killer. I faced entire survivor groups were everyone had Lithe, but you know what? That didn't bother me at all. Yes, they zoomed off pretty often in the early stage of a chase, but once cornered they got hit if outplayed. What a wounderful feeling. And people greeded pallets way less then before, but actually dropped them and made a run for it. Beautiful.
But I also had three survivor games today, because I fell for the ruse that was the "+100% BP incentive". As a survivor I made it a point of honor to not run DH at all, ever, and for me not much changed. I had a 3E, a 4E and a 4K, so that seems pretty okay?
When I started playing survivor I got cornered and outplayed a lot and with no DH I went down when that happened. But over time I got better at the game and could sometimes run the killer for a gen or two, which always felt great. The 10% killer buff will make certain situations a bit more hairy, but people need to relax and realize that the game is build around the assumption that the survivors go down. I had plenty of games the last weeks were I was laughed out of the gate with 2 hooks total. Yeah, I should have run "full meta buils lmao" or used "this OP combination", but just because you felt like running Clown today shouldn't mean that 2 hooks were the proper reward for your time.
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@Exxodus21 said:
I've played 7 survivor games so far. Only died once to a camping Nurse. The rest were all 3 and 4 man escapes. I never played with many 2nd chance perks so not much has changed for me.
The game seems pretty far from destroyed imo.
I played 3 survivor games today before I realized that the incentive marker was busted. Had a 3E, a 4E and a 4K, so I would agree. Most likely the people who used DH as a crutch without realizing it are crying out in anguish now, but people will adapt pretty fast.
The killer games felt pretty gppd, though. I got juked way more then before, but I faced just one new DH and wasn't even angry when the David flashed white as I fell for it, because I had halfheartedly expected it. But all those survivors who I stumbpled over out of place, they got hit and went down pretty fast afterwards. Had the first games in what felt month were I could go for 12 hooks without shooting myself in the foot. Also I got way less salt and hate in the chat then expected and quite on the contrary had quite a few survivors commenting on the fun they had.
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@YOURFRIEND said:
All that stuff you're talking about has counters. Thana? Heal. With circle and new botany you can even pull it off vs legion and be efficient. Jolt? Hop in a locker when you're about to go down. Good survivors do this to me all the time and it's infuriating. Overcharge? It's a bad perk. If you touch the gen within 14? 15? Seconds then it's not any more than base regression which is nothing. Pain res? Sabo let's you see scourge hooks now. Run it.
I'm super sorry that your might have to figure out new stuff to run besides dead hard, iron will, DS and unbreakable every game now. Change is hard.
This guy gets it.
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@ThiccBudhha said:
I am going to be real with you, I did not like this patch... Until I discerned that survivors hate it. Makes me feel that perhaps I was too harsh on it. Good update.
You are still so based, its unreal. Love you.
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I feel cheated that the survivors enjoy their +100% bloodpoint bonus while my role is in demand :V
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@PNgamer said:
yo,
whether it will run better after the patch 6.1, I dare to doubt unfortunately
Condemned ? .... just a Gimmick
Of course there are killer and survivor maps, we know that and that´s ok, but especially the Badham 1-5 (especially 4) Cowshed and Eyrie of Crow give her extra trouble. As if Sadako did not have enough problems already...
I just have no motivation to play Sadako right now because she just doesn't feel good.
Is this the same for you guys?
Assign each TV set directly to a gen. Sadakos curse preotects the gens from being worked at until the TVs tape is taken out. So long as at least one survivor is holding the tape the corresponding gen can be worked at. This will give Sadako some cool info were the survivors might be, while also preventing her from teleporting directly towards them. It also gives survivors a secondary objective and keeps the tapes and passive condemnation in the game and a real, constant threat.
I would also somewhat tweak the condemnation rates, especially how easy you can get rid of it, maybe reduce it from 4 stacks to 2.5? So you could still reduce your condemnation by purposefully spreading tapes around, but not "just do one and be done" like its the case now.
I also think that it is a design fail to not show Sadako the condemnation progress of the survivors, while giving every survivor perfect knowledge. I won't even touch this from a lore perspective (were it would be total BS), but from the mechanics itself. Normally you don't give the killer all the info because you don't want them to focus on a certain survivor and tunnel them. Tunneling with condemnation isn't possible, though, as you can't purposefully hunt someone with condemnation. You could teleport next to them and give them another stack, but there just aren't enough TV sets around to make this a real strategy. But if everyone knew that Sadako knows how far condemned they are, this would passively change the way survivors play. Right now you can easily just pick up a tape when you reach 5 stacks and nearly purge it all by just running around the map, once. Now there is a risk involved because Sasako might be on the lookout.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3067768#Comment_3067768
Now that sounds like a fun perk I'd run.
Yeah, indeed :D Obviously this is just a rough draft, but I actually think that the core concept could work. Maybe add something like "you start the trial in cooldown" and maybe activate the perks cooldown immediately once the killer uses a movement related power, thus discouraging it on Nurse, Blight, Wraith, Sadako and Dredge (on the top of my head), but giving especially the various M1 killers without movement shennanigans a leg up.
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Insidious - when there is no survivor in the killers terror radius and the killer is standing still for 8/7/6s the killer teleports to a shadowy corner within 24m of a random survivor. After the teleport his terror radius is surpressed for 4s. This effect can only aqctivate once every 120/100/80s. The perk deactivates once all generators are powered or if only one survivor is left in the trial.
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@TheEmeraldTuber said:
https://forum.deadbydaylight.com/en/discussion/comment/3066925#Comment_3066925
True. I change my opinion.
And that very day the interwebs trembled, for the first sign of the apocalypse was fulfilled: someone on some random forum got convinced by opposing arguments and changed their stance.
Afterwards the world would never be the csame, again....
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@AGM said:
It may not have been intended at first, but imo, the fact that it has become a "team helping" strategy akin to body blocking is a favorable outcome, as survivors should have some tools that help their teammates by disrupting the killer's intentions.
Which they would have a severe lack off otherwise...
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First time ever I heared someone calling Exponential op since it went live.
I used it for a time and it's so hard to get value from it, because you have to go down in its influence sphere without the killer snuffing it out. And then you have to get slugged.
In most normal games you won't get too much opportunities for all that. The combo
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@GannTM said:
I don’t struggle against the perk as much but I get why the perk was the main reason didn’t want to play Spirit. It’s not unbeatable but it wasn’t necessarily fair a lot of the time (although the devs didn’t have to destroy the perk the way they did at all).
I really hope we see Spirit more often. I feel like I’ve gone against more Blights and Huntresses in the past month than I’ve seen Spirit in the past 6 months, and that makes me a sad boi. I need to see her more, my game experience will be complete if I do.
Also side note, I did say Spirit is the most fun killer in the title but I’m obviously saying it as a subjective term. She’s the most fun to me but I do understand why people may not find her fun, and that is ok.
Not gonma lie, I already knew that it was you when I clicked on the topic :>
We talked about this already in another thread, but I am looking forward to givr Rin another spin and honest try.
I am really excited for the big patch in less then two days! Not only will we get a lot of qol added to all killers gameplay, I will also be finally be able to play any killer whatever way I want, as I got all but two to P1. The last 2 got some 35 flans between them and I wanna try to get rid of at least the ones on plague, as she got some pretty important perks. I am still debating with myself if I should nuke the 20 flans on Blight, but I guess that those flans would easily pay for the prestige during the next bloodhunt, and Blight hasn't that important perks anyway.
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@KolbyKolbyKolby said:
For every hex that gets cleansed in the first 20 seconds there's a devour hope tucked behind a rock in a corner where no gens or tiles spawn that never gets found. That's the risk of a Hex, sometimes you might not get to use it, and sometimes it wins the game.
That's a very optimistic, and somewhat naive, stance on the matter, but every one is entitled to their own views. It doesn't conform even remotely with my own experience, and judging by the posts here I am far from being alone, but individual experiences can vary, I guess. If this is her case, I really envy you!
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3066195#Comment_3066195
As someone who has played DBD since 2010, I can agree with you. Haha
Lolol. You nearly got me there, not gonna lie :)
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@PapiKingley said:
" As a killer main "
These are the words of someone who isn't really a killer main and is just saying that to give what they're saying more weight and make it sound more believable.
Why though? I am a killer main myself and whenever I used Ruin it got cleansed in the first 30s 5/6 times, so I never really used it and feel rather indifferent in it being nerfed. I think the numbers are a bit dumb now, essentially making is useless, but eh shrugs.
Saying "as a killer main" neither devalues your opinion, nor demasks yourself as a survivor main, its just some extra information. If OP had made some outlandish claims you might doubt his stance, but this goes a bit too far. BUT this is just my opinion. Cheers.
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@Malkhrim said:
DBD is the only horror-themed game I've ever seen where players get angry with the monster (in this case the killers) for killing them instead of taking it easy and being their friend.
The killers represent murderous horror-movie villains. They are not supposed to be nice, they are not supposed to be merciful, they are not supposed to take easy on you and they are not supposed to let you bully and laugh at them. Their objective is to kill you with any means at their disposal, and you can't blame them for doing exactly that. If you want to be a friendly killer, go ahead, but don't expect everyone to do the same.
Sure, you shouldn't be an ######### as a player and mock the people that are losing to you. But making sure you kill them and win? That's simply the killer doing its job. If you think it's unfun to lose this way, blame the game, not the player. A lot of things survivor use against killers aren't fun at all to face either.
Strangely enough, though, if you ARE merciless you will just increase your MMR and get sweaty game after sweaty game. I often don't want to 4k, just because I am shooting myself in the foot in the long run. DBD also is the only horror-themed game, were the killer might be scared to kill off the survivors, because it will result in more miserable games in the future.
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@dspaceman20 said:
I miss being able to stealth in games but with the addition of so many aura reading addons, perks, and even killers powers that make that so impossible.
I guess we all miss something
Hard to imagine that there once was a time when people didn't know what "looping" was and the go-to strategy was to evade the killer... or die in seconds.
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@Obelt said:
A bit faster then live version but with BS it only shaves off .5 secs Definitely not worth using tbh
But that's 2m less that survivors get away from you and in chases every little thing counts. Every whiff at a vault could be a hit. So it's definitely not useless and you can get it to work.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3065719#Comment_3065719
I always think about the times I was new. It was amazing and I want those days back.
I remember huddling around a gen and getting scared just by the increasing sound of the machine. I was by even in the killers terror radius, but jumped at every sound. And I missed like every skill check and had the gen constantly explode under me. Good times.
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@Adjatha said:
The best way to do Hexes was, and still is:
- limit hex perks to 1 per build
- the hex lights up all five totems
- every totem the survivors cleans/bless weakens the perk by 1/5th
- redo every hex perk that only exists to protect other hexes or doesn't have numbers that can be dialed down
At this point, the only hex worth using is Devour Hope + Undying. NOED might still be good for one down at end game, but its long-term value is gone. None of the others provide a buff even remotely useful enough to justify being able to be turned off in the first 15 seconds of a match.
This is pretty good, too. What both our ideas show is, that it's not really hard to come up with a new mechanic for Hexes.
Both are rather rough drafts, but sound like they would work pretty well. Dbd has many holes that are in dire need of patching and Hexes are probably not that high on the list, but that's quite the pitty as Hexes make up a very good portion of the total killers perk roster.
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@Veinslay said:
Lol my buddy 4ks at high MMR all the time and mains Clown with no add ons. Game is so ez for killers
Congratulations to your 1000s post! And it's such a beauty. Magnificent!
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I must say I really love your idea!
@BHVR are you listening? Do THIS as the second game mode that you never wanted to do, but that a lot of people are asking for. Just give it a try :>
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I am with you on this here. Hex totems were a pretty co idea, but the core concept, ie "high risk, high reward" no longer works, because survivors have become so apt at finding and cleansing your totems. A lot of todays Hex perks could easily be turned into regular perks without tipping the balance. I also vividly remember a discussion about CoH, when that perk was at und hight of popularity and when it was suggested that you could snuff them out permanently a lot of survivors cried out in union "Noooo! Then I could use its effect a maximum of 5 times per match and be left with a useless perk. Under this circumstances I would never use boons again.", while totally ignoring the fun fact that this already was a reality of every killers daily life with a good portion of their perks.
I don't want to turn this into any ol'" us vs them" mud brawl, but just throw that tidbit in there for a little spice.
So, back to Hexes. My idea has always been this: Hexes work just as always from the beginning of the trial, BUT the actual totems will only spawn on the map after 1min has elapsed and then chose any remaining totems.
So survivors can cleanse any dull totems they come across in order to potentially limit Hex spawns, activate their various Inner Healings/Overzealous or just boon them.
This gives the killer a guaranteed time for which their totems will stay up and encourages survivors to do gens, while not impacting the various ways in which survivors can use totems.
The 1min timer is just a number I threw out there, maybe 1.5min would actually be better, as 1min is sometimes not enough to start the first chase, but I think that the basic concept is very sound.
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God, he got the saddest eyes :< The quintessential Clown with the sad eyes.
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Pyramid Head: I just roleplay him as a sadistic and merciless executioner who tunnels you off the hook without a care in the world and cages you, then wents to the cages location and "Punishment of the Damned"s you once you get uncaged to immediately Final Judgments you. If all this can be done sup 1:30min it puts something like a smile on that misshappen mouth with that long, ungainly tongue under that red hood and I am content.
Of course I am joking :D I have done so in the past during my ultra sweat phase, but have since relaxed my game immensely. But I still like to roleplay the hardcore tunneler from time to time when I am just going for 8 hooks and zero kills, just to spook the survivors and keep them on their toes. But eventually everyone got hooked twice and I am just breathing down their neck with no killing blow ever coming. Then I reflect at what I have lost along the way ... but also what I gained! And PUFF the survivor escaped.
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@dugman said:
I’m a killer main and I’m still playing but I am really looking forward to this patch. It’s like I’m still driving around in my old car when I have a new shinier car coming in next week or so, I’m just hoping the new one gets here soon and isn’t held up at the docks. 🙂
This! I am feeling exactly the same. Lol. And you can definitely sense an uptick in the perks that will disappear soon, its as if everyone wants to give them a last big "Hurrah!" before they tumble into the void, and this can be quite painfull at times ^^" But on the other hand, each time a survivor DHs forward to a save palett or to vault a window I nod my head to them internally and think "enjoy that one last time. Muwahahaha". Cheeky DH never effected me so little like this past weeks, because now I know that the end is nigh.
Also I see some comments here and there that the 10% general killer buff won't effect game play in any major way, and I think that this people are just not realizing what they are talking about. Nearly every close call and whiff were a survivor just barely made it to a window or a palett would have been a sound hit with +10% faster everything. It will make the game much more tight again and help offset the years of experience that some survivors have that can now run any loop perfectly and greed every palett to the absolute max. It won't be a factory zero, but it will be a healthy dose of killer fun injected into the game, that was in dire need.
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@EntitySpawn said:
I see so many complaints about tunneling and camping (which is a massively over used term and people scream it even when it's not actually happening)
But you cant expect killers to play in a way that isn't rewarding and all round harder way especially when people are actually playing the game efficiently.
Things like a baby corrupt and a baby Scourage pain so it helps killers at the start and rewards them per hook along side punishments to camping etc. Who go down better
Also maybe if you didnt t-bag or click at the exit because the killer tried to play more fair and didnt get a kill... you're just making them want kills more than hooks and your "fun"
Until the SBMM is changed or killers are rewarded for hooks these playstyles wont go anywhere.
Side note to hookers: if you still try for hooks, well done you! While I dont see you at high mmr I'm glad you still exist ! but dont hinder your fun before ours. You're allowed try to win even through camping (just dont be toxic about it and you'll get a gg regardless from me)
Really, the change to BBQ is a really sad one. While I understand that they want to step away from BP rewards, they should have thrown something else in to sweeten the deal, like a +4% base speed bonus for 10s after hooking as long as you move away from the hook, encouraging you to chase after some distant survivor you just saw.
Also, nothing chases you away from the hook as something juicy like Devour Hope. Good Devour games are rare and far between, but they are pretty exciting, at least for the killer. Sadly the state of Hexes right now makes it very unreliable and not exactly viable to play. BUT some base-buffs build around the Devour mechanic could absolutely work. Of course I am not talking about exposed status effect or something like that, but some base buffs for a killer who actively walks away and is 24m away when the unhooking takes place, without shooting the killer in the foot.
Maybe this could be a random blessing of The Entity, chosen from a small pool of buffs or survivor debuffs that shouldn't be super impactful, but at least more fun then camping 2min. Maybe block the gens that are getting worked at for 5s and so also giving the killer a objective, or hindering the survivors not involved with the unhooking for 20s or giving the killer a Bloodhound effect. Something like that that encourages the killer to roam around and still keeps the ball in the field.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3064607#Comment_3064607
yeah i know and its cuz i slept at like 4 30 yesterday and woke at 7 when i wanted to wake at 5 30... sooo my sleep schedule is ruined, so in 30 minutes its gonna be 8 and then ill sleep til 12 and my schedule will be fixed... military life really messes with your schedule XD and yeah his grunting and sounds are definitely creepy and humorous, like i think he is cool and all i just hate when my skill doesnt matter XD purple haze for sure
I know your pain, as I am coping with nightshift right now myself (healthcare, though, not military). Went home at 7am, slept from 8am till 1pm. Now I am trying to enjoy myself a bit till its off to the grinder, again :D