Artick
Artick
About
- Username
- Artick
- Joined
- Visits
- 2,195
- Last Active
Comments
-
@Mercês said:
Thank you very much for you data! IMO, they really should been looking into the second-chance perk domination not because they are too strong, but because some of people won't buy any new DLC because they are already satistied with existent perks. For me, this just make the argument that meta perks are killing build variance, stronger. 😔
https://forum.deadbydaylight.com/en/discussion/comment/1594309#Comment_1594309
I see some big pp energy here. I'm approving. 😁
Crazy idea, but here we go: what if instead of nerfing the only good perks survivors have(which is the reason why only these perks are used) we buff the other 90% of crappy perks and we encourage build variety this way? Crazy, I know.
People don't use the new perks because they are "satisfied" with the old ones, they use them because all the new perks are complete garbage.
-
Only if you stop complaining about every single thing survivor have or can do.
-
Your experiment is completely flawed and doesn't prove anything.
Of course they didn't do totems in that instance, you were afk for God sake.
-
How about no? Don't camp, there you have it, enough counterplay. If you camp, BT did what it's supposed to do and it's your own fault for letting it activate.
-
BNP is complete trash after the latest nerf. It doesn't deserve to be ultra rare anymore.
-
It already got nerfed like 4 times already. You are welcome.
-
@GamingHulk123 said:
This guy is amazing! He highlights the flaws in Dead by Daylight. Wether it be mere perks, the community, or even the devs. This guy is seriously underrated, and very smart about the game as a whole. The things he say should be listened. Like his most recent YouTube video, he highlights the biggest flaws to unused killer perks. Very terrible perks that are in desperate need of attention. He also highlights the devs fear of the killer being too powerful. His point concludes that the devs don’t listen to their community as often as they should. But really it’s not all about Space Coconut, it’s about the community as whole, which are willing to help push Dead by Daylight to the moon. We are incredible and the devs aren’t taking advantage of what greatness they clearly have. Shoutout to Space Coconut and all the other Dead by Daylight content creators that are helping the game and working hard to push Dead by Daylight to the moon.
1. If devs listened to the community as you want them to, nothing would ever get done because of how divided it is. Oh, wait, you meant they should only listen to killer mains, right?
2.I mentioned killer mains in the previous point, because, if SpaceCoconut was actually unbiased and cared for the whole game, then he would have also mentioned the ######### ton of awful survivor perks and he would also mention survivor issues, not only killers.
If they were to listen to someone from the community, it should be someone who cares about BOTH sides equally and talks about both survivor & killer issues.
-
Killers run the same meta perks, but somehow that's fine and only an issue if survivors do it.
Almost with every dlc, killers get at least one perk that will be meta on certain killers. Survivors get extremely crap perks most of the time, so this doesn't help either.
-
@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1570732#Comment_1570732
We've been getting the short end of the stick since the window hits changed.
Somehow I doubt that, my experience and the experience of survivor content creators I watch directly contradicts what you said. We still get hit 5 years after we dropped a pallet, we still get hit after vaulting a window AND taking 3 steps away from the window, we still get hit even tho the killer appears to be 50 meters behind.
-
@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1570599#Comment_1570599
Pfft. Yes because the dev's are so good at implementing bug free features. I'm sure it will be fine for survivors. Killers screw em, it's the bhvr way.
Honestly, survivors got the short end of the stick ever since dedicated servers were added. I won't lose any sleep if, during the beta test, killers get the short end of the stick in terms of hits for a change, even tho I doubt it. I'm sure they'll either scrap it anyway so there's that.
-
360 is not one of the "real things". And honestly I can't take people who complain about 360s seriously, no matter how much I try. Seems a new player issue and, without trying to sound rude or anything, a case of git gud.
-
We should put the cooldowns on cooldown?
(actually I don't want to give them ideas, or soon we'll have a cooldown for the cooldown timer).
Joking aside, I believe 2 of these things happen:
-they realize their perk design sucks(too strong or too annoying to play against, can't be balanced properly) so they slap a cooldown on it and call it a day. At least it will be annoying less times than without the cooldown, am I right?
-it's already a bad perk but they somehow want to make sure no one will ever use it. Some of the cooldown and timers on perks like Visionary and Built To last make absolutely no sense.
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1568975#Comment_1568975
Please tell me that one of the balance team is a killer main and the other is a survivor main. Somehow I need this.
Almo said he enjoys killer more than survivor. About the other person, I am not sure who he is, but maybe Horvath?
-
Detective work: it's a survivor perk that's designed to slow down the game, not by punishing survivors for doing what they are supposed to do, but by giving them a meaningful and rewarding side objective(an incentive not to do gens) so they actually want to get off the gens in a way that doesn't feel like a chore. Similarly how killers do not get punished for camping, they get rewarded for not camping by perks like BBQ, Devour Hope, Make your choice.
5 "clues" spawn around the map(small objects that look like letters, murder weapons, etc). When a survivor finds a clue, after a 5s interaction he receives a token.
Each time the perk receives a token, it will display the current amount of uncleansed totems on the perk icon(nice way to integrate a totem counter) - updates only when a token is received.
At 3 tokens, the next hit that would put the survivor in the dying state is ignored(MOM like effect, but works from both healthy and injured). If this seems strong, remember the survivor has to waste time finding the clues, if the reward isn't good, then what is the point of not doing gens to escape?
At 5 tokens, besides displaying the current amount of uncleansed totems, the perk will also signal if the killer has any hex perks(both active/inactive/cleansed/uncleansed) - the number will be in red if such a hex perk exists, otherwise white.
-
I don't understand why second wind has an activation condition, doesn't work with Deliverance AND only heals you after 30 seconds. I'd understand the activation condition if it healed you instantly after getting unhooked or I'd understand the 30 seconds timer if it didn't require you to heal someone else first. At this point the perk is just useless, a medkit or another survivor will heal you faster.
-
Good job devs, good job. It looks nothing like the original.
-
Dude, stop complaining.
Like for real, all you people do is cry that all survivors run the same meta perks, then you run into the one person who doesn't and you still cry?
-
And despite all that he has 3 awful perks. A guy that did all of these things wasn't able to figure out something better than Deja Vu 2.0 lol
-
@timetokill said:
it wasn't working properly and was also adding lots of latency, it was far from ready so they work on it more, took forever for dedicated servers to be "decent" so it will take a few months for it as well, i just wish they would add the 60hz servers
They NEVER actually tried it. The latency wasn't because of the system, the ptb was sending people to the wrong servers. That's what @Peanits said. This is what bugs me, they didn't even try it to see how it will work.
-
@Todgeweiht said:
They disabled it because it messed up the servers, they are testing it on some separate regions.
No, they never enabled it in the first place. The previous ptb was bugged on it's own, not because of the hit validation system. At that time, they said that they'll test it on live soon after the ptb. Now we are at the next PTB and we didn't hear anything new about it.
Can't have ######### in the fog I guess. It would be nice if one of the MANY lead community managers, community managers, acm, mods and whatnot would actually say something. With so many people in charge of "managing the community" one would expect their communication would be top notch, but it's worse than ever. In 2016-2017, with no community managers and a smaller team the dev team felt really connected with the community. Makes me wonder what are all these people doing since the only one who posts on the forum from time to time is @Peanits .
-
@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/183999/soooooo-devs-server-side-hit-validation-when
They won't prioritize it? Please don't insult others about matters you know nothing about. Setting up something like that is extremely difficult to get done correctly, because if it is off by even just a fraction of a second it can utterly ruin a Killer's ability to even play the game. This is absolutely something they need to take their time with because it effects the core aspect of playing killer. I for one am glad they are taking their time with it.
Somehow the fact that the current servers ruin the experience for survivors is of zero importance, but God forbid the Killer will miss one hit in a blue moon because of the system, right?
-
Oh stop complaining. The perk is bad, no one will use it. Also if Thana is that bad, don't use it either.
Problem solved.
-
I know it may be shocking for you, but: Unbreakable is meant to counter slugged and you slugged. Your logical conclusion is to nerf a perk for doing what it's supposed to do? Wow, killer mains are at a all time low.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1552900#Comment_1552900
Yeah... but does that mean I lost all my forward momentum? Or do I get that back once I'm done testing the Blight? I wish I'd known. I would not have bothered.
To put it simply, there are 2 save files: one for PTB, one for live. Your live progress is safe.
-
The PTB uses an older save file. It's normal to have less bp, smaller rank or killer/survivor levels.
-
@The_Krapper said:
You haven't even had time to properly test it and you're already bashing it? People are hating on the survivor perks but desperate measures is looking pretty nice so far for me I'm getting pretty good use of it
Bring botany? 33% at all times plus the efficiency bonus. We don't need to test the perks to know they are bad. They aren't as complicated as a killer power. It's simple: get some healing speed when someone dies, replenish some charges and Deja Vu 2.0.
-
@whammigobambam said:
The first patch in awhile where killer perks are better then survivor.
I respectfully disagree.
Pig has better perks than Tapp. Make your Choice and Surveillance are very solid and meta on certain killers.
Clown has better perks than Kate. Pop is Meta and Bamboozled is also good.
Legion has Discordance which is meta, Jeff doesn't have a meta perk.
Plague has Corrupt and Infectious Fright which are both meta. Jane has Head On, which isn't meta, but can be fun at times.
And I could keep going, but you got the idea lol.
-
@Iceman said:
They already said before not every perk is going to be game changer. I for one, like to play around with different perks. I do think the injured perk is worth noting and the one where you can reuse a depleted item.
I only see visionary useful on the silent hill map because it's hard to find a gen on that map lol
Problem is, since patch 1.6(Huntress & David), not a single perk was a game changer except MOM which got hit by the nerf hammer. There's a pretty big difference between "not every perk is going to be a game changer" and "not a single perk is going to be a game changer for survivors".
Also, did I ask about game changing perks? At least something different or interesting, not the same old tired ideas with a small twist.
-
They are not only trash, but extremely lazy. It's like they didn't want to spend more than 5 seconds designing them.
One of them is literally a worse version of Botany. 33% healing speed + 33% efficiency at all times is much better than 30% or whatever the new perk is with 3 dead survivors. Unhooking speed doesn't even matter most of the time.
Another perk is literally Deja Vu 2.0 like you said.
I didn't expect them to make any interesting survivor perks, to introduce any new mechanics or to create interesting gameplay opportunities like the killer perks usually do, but these 3 perks are something else. What's even more interesting is 6 months from now you'll probably hear them promising to buff these perks like they promised to buff WGLF, Any Means Necessarily, Vigil and other perks, buffs that didn't happen yet despite the fact that it's probably like 10 months since they talked about buffing them.
-
They are likely waiting for everyone to forget about it.
-
Just. Stop. Crying. About. Every. Single. Damn. Thing. Already.
-
@BillyMain77 said:
I believe they just reworked a bunch of map and reduced the number of pallets on alot of maps.
Made some maps smaller.
Survivors need to learn how to loop more instead of just camping the pallet and throwing it down in the killers face.
I really want to see how you loop a pallet with 2cm walls on the sides.
-
What about you stop asking for more crutches? EGC isn't supposed to give you free kills, it's supposed to prevent games from dragging out too long.
If the gate is open, you already lost, there's still a small chance of catching someone. Plain and simple. Do better next time.
-
I know what the issue is: the problem is the hit message takes priority over the DH message and that the killer has the authority over hits, not the server.
I just wanted to hear from the devs, if they have any plans to fix DH or not. Just because it's the networking code that's causing the issue and not the perk itself, it doesn't mean it shouldn't be fixed. Just imagine if a killer power stopped working because of their networking architecture but everyone said "nah bro it's fine, the problem is lag".
The hit validations system they promised to test more than one month ago was supposed to fix this, but they probably changed their minds on that and at this point are just hoping for everyone to forget about it.
-
Because you are unlucky. The shrine unlocks teachable perks, not actual perks. When you prestige, you lose the actual perks, but you still have your teachables.
Keep leveling, they'll show at some point.
-
It's not an excuse. I'm not saying you used VPN, but there are enough cases of that.
-
@Inji said:
When you opt-out, you will only be able to play against people from your own platform. The matchmaking time will be longer since there is less players to match with.
So you mean how it literally was for 4 years until yesterday when you enabled cross play? There are 50k people on steam most of the time, but queue times for Killers are like 10 minutes long. Something tells me this is an issue with your algorithm, not the fact that there are not enough players.
-
Ok so they lost and they are salty. Why did you open this topic? Do you want someone to pat you on the back and say you did good?
Like what's even the point? You won, move on.
-
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1531908#Comment_1531908
The only argument I've heard against a totem hud counter is normally against it being part of the base kit usually people just say add it to a perk like how thrill of the hunt counts the totems in the game.
As for kindred being base kit that seems perfectly fine however it's not going to solve the problem of people just being stupid. More information isn't going to cure stupidity I've seen games as killer where solo survivors with kindred have been left to die on first Hook.
This is a clip of one of my solo survivor matches.
When even the Killer can't get the survivors to realise you should probably save the person on hook I doubt kindred is going to do much
It won't solve stupidity, but it will give solos the same tools swf have. If they are smart enough to use them or not, it's up to them.
Making the totem counter a perk is again defeating the whole purpose of buffing solos to the same level of swf and then adjusting killers. SWF knows how many totems are left without a perk, that's the whole point: SWF gets so many built-in perks and so much information without the use of perks.
Making 50 perks that when combined give solos some info doesn't solve anything.
-
@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1531908#Comment_1531908
Nailed it. There's the camp that wants to buff solos and killers accordingly. Then there's the camp that simply wants to nerf swfs (and possibly buff killers), which I don't know how they'd do it, because you can't nerf voice chat.
The usual divide of this community.
Also, regarding kindred basekit, maybe memory doesn't serve me well, but iirc the devs in a Q&A said they thought that was too much info.
So, I'd say they're to blame as well for being so non-committal.
Yeah, I remember them saying "it was too much info". But again, it's the same amount of info SWF have so their whole "we want to bring solos on the same level as swf and then buff killers" doesn't make any sense and it's probably just a lie. They have no clue what to do so they just say that and call it a day.
Plus, SWF get all the info from Kindred WITHOUT the use of any perks. The fact that they buffed Kindred doesn't help with the issue in the slightest.
-
Well the same people scream their lungs out every single time someone proposes a change to give solo the same kind of info as swf. So the whole argument is "buff solos but not really then buff killers so much".
Want examples? People keep asking for a totem counter on the hud and killer mains keep saying "nah bruh it's so easy to cleanse all the totems in solo q". SWF already has a totem counter built in, you can ask your team how many totems everyone cleansed, then you know how many are left. So why don't give solos a totem counter?
Want more examples? Kindred basekit. In SWF you can talk and decide who goes for the unhook and who remains on the gen, in solos you can't do that. When devs wanted to make Kindred basekit people lost their mind. So yea, buff solos but not really.
-
@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1531625#Comment_1531625
Oh yes i love this argument ^^
Slug them: they have unbreakable
Leave them: they have 60 seconds of gen progression.
If you assume everybody has DS heres some math:
5 gens = 400 seconds of work.
4 survivors
every survivor has 2 times 60 seconds of DS = 120 seconds
4 survivors have 480s of DS time.
Yeah just leave them. If you leave every unhooked person for 60s untouched they have enought time to repeair all gens and open both exit gates. And thats just the DS time.
I honestly dont think people who use "dont chase a DS for 60 seconds and youre good" as an argument never played killer in red ranks.
Eat the ds, 5 x 4 = 20 seconds instead of 480s. You are welcome.
-
1.Hooks are everywhere.
2.Survivors have to be smart and avoid a 3 gen situation which is very hard in solos. Killers also have to be smart and avoid creating deadzones with no hooks. But somehow that's too much for them. Sure, if you make it so randoms can't get in a 3gen you can have all your hooks respawn.
-
@Schinsly said:
PTB billy
https://us.v-cdn.net/6030815/uploads/SJX6LKX7MGMD/screenshot-28225-29-4-1-0ptb.png
4.1.2 hillbilly
https://us.v-cdn.net/6030815/uploads/RD3Y51IOW7N3/screenshot-28222-29.jpg
Notice anything?
That's right, hillbilly is now basically the exact same as ptb billy and bhvr just pretended to fix him so we wouldnt be upset. Aside from cooling down when ending a sprint and not overheating when the charge is going down, the numbers are like the exact same. I'd like to hear thoughts in the comments.
Only if people like you would educate themselves instead of crying every damn time...
It's not the same billy:
1.Heat dissipates during the cooldown phases, PTB billy didn't have that.
2.Heat is only generated while holding down the power button, not when pressing, resulting in 60% less heat .
Tell me again how he's the same.
-
@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1528054#Comment_1528054
So when 4 people work on a gen with prove thyself it's done in 20s...
Now I know how a gen was done even before I connected my earphone
Maybe you should read again? He clearly said ONE SURVIVOR. With more survivors the penalty applies for the other survivors.
-
"mediocre perk like enduring"
-
All of you are also missing the fact that computers can not generate truly random numbers(look up "pseudo random numbers"). What happens is in order to generate "random" numbers a formula is used. This formula takes a seed as input and outputs a sequence of numbers. For the same seed, the formula will output the same sequence of numbers, every single time.
In order to get around that, the current timestamp(the time elapsed since 1970, in seconds) is used as the seed(since it keeps increasing every time, it should generate sequences that are different enough). However, there can be seeds that generate fairly similar sequences.
How this relates to picking a random map? Each realm likely has assigned a range of numbers, for example 1 - 100 for Autohaven, 101 - 200 Haddonfield, etc. The devs probably generate a random number inside the [0 - max_value_for_latest_map] interval and see where it fits: for example if it is between 1-100 then the map is Autohaven. Since different seeds can generate similar sequences, if the first seed generates the number 103 the first map will be Haddonfield, then if the second seed ends up generating a different random number, but still similar, like 107 the map will still be Haddonfield. Two different random numbers resulted in the same map being picked twice in a row.
Of course this may not be the exact algorithm the devs use, but it's going to be similar enough.
-
@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1525068#Comment_1525068
Hey genius, ever heard of probability calculations?
DbD has 15 realms and 35 different maps. How high are the chances to get 3x The Game and 3x Ormond in a row within 6 matches?
I let you do the math.
Hey genius.
Small chance DOESN'T mean it can not happen at all. You should probably learn more about probability.
-
@JawsIsTheNextKiller said:
Is this my imagination or has the chances of getting the same map in successive matches increased recently? It is never something I noticed before but recently it just keeps happening: Haddonfield, Haddonfield, The Game, The Game etc. It doesn't happen every time, it just seems significantly more often than it used to.
I feel like people don't really understand what random means. They expect random numbers or maps or whatever to always be different, that's not the case. Random means you can get the same thing one million times in a row, 0 times, or anything in between.
-
@Desh said:
https://forum.deadbydaylight.com/en/discussion/180422/complaining-about-bt-makes-no-sense
You must not play Killer often, do you?
That's not an argument, sorry. I listed 3 scenarios with clear details. If you don't agree with anything I said, clearly point out what it is and why you think I am wrong.