Aven_Fallen
Aven_Fallen
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I dont think that they rework Hawkins anytime soon. If we go with their current pace, they will probably finished the Reworks with the next Midchapter-Patch. Currently, 4 older Realms are missing: Swamp, Coldwind, Haddonfield and Red Forest. Those will 100% come before Hawkins, since Hawkins is more up to date than those Realms.
If we think about two Realms per Patch, they will do two of them for Chapter 19 and two more for the Midchapter. This means that the Anniversary (and the Chapter around that time) will have finished with all Maps basically reworked, except for Hawkins, which is only missing the breakable Walls.
I think this would be a good finish point, because then they can focus on new Maps again, meaning that they will be able to bring out a new Map with the Anniversary Chapter. If Hawkins will receive a Rework after that, possibly, but I would not bet on that one. But I am 100% sure that the 4 Realms mentioned have higher priority.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1925924#Comment_1925924
Yes, because it is insanely easy and braindead.
Calling Survivor "insanely easy and braindead". Only playing Survivor when forced to do. Meanwhile saying that you are not biased.
Does not really add up.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1926452#Comment_1926452
I only read the first sentence of your post as i don't think the rest really matters. oh wait i had to read the next line because your first sentence shows only your arrogance and idiocy to not understand the arguments presented. let me make it clear: releasing the mori change without the key change when both sides are talking about both makes them appear biased towards one side or the other. if you don't get that then you will never get it. GO READ before you respond or don't respond at all, you made yourself look like a fool.
I was only focussing on you saying things that were not true: "through two mori changes with promises to change keys at the same time hasn't happened"
Like I said, they did not promise it.
And honestly, if people really think that Keys and Moris were somewhat equally powerful - if you use a Mori, you must be really bad if you lose a game at this point if you get the Mori early in the game, while multiple Survivors escaping with a Key means they did most of their Objective.
Also, it should be clear that a Key Rework is far more complex than a Mori Change, which was only a number-change (but they might get changes in the future).
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1925990#Comment_1925990
when things happened and they said they were going to be changing BOTH, people accepted that they would do both at the same time because that would be a neutral way of doing things as moris and keys were talked about at the same time by both survivor and killer as two of the most unbalancing things in the game. then they talked about making meaningful changes and not just jump to a quick solution and IT was talked about that they were working on both and in the same breath as well and then suddenly killers lost moris though the change was what many said would be good, it isn't good with out a change to keys. they didn't use immagination to change it, they only took a quick and easy solution and put it out there. now a month or more after the mori change they have only ONCE mentioned that they were actually working on the key issue and looking at how to better change the mori issue but they weren't going to say when so that no one can use their keys up like people did with med kits.
Well they've been using keys and their hatch offerings in much more regularity since moris came out. and once they came out it was radio silence about keys till recently. so I ask this: why were moris just done with little thought and keys being worked on for a grand thing? why would they give the appearance of siding with one or the other side by doing one first and not the other at the same time. With all the other things they do to killers and barely talk or do about survivors people have seen a bias towards survivors and the mori change further increased it. this is why from a PR perspective it would have been better to address BOTH at the same time and made people that didn't say they were survivor sided start to think that. I am one of these who kept saying, yes they may seem it now, but before they seemed pro killer before 2018 but since it really has been a seemingly endless whittle away at the killer capability, making them have to be more and more effecient and get yelled at by survivors for that and they see survivors advancing so easily and having so many second chances and they could play almost any way they wanted.
see there is a lot that goes into this game I accept that but it is unistakable that they have lately been doing things that survivors benefit from much more than killers, even now the clown rework, they made his power affect survivors in a positive way yet nothing the survivors do for their benefit helps the killer. that is why they should have released the mori change at the same time as the key change.
I only read the first sentence, because I dont think that the rest really matters, so I keep it short:
They said from the beginning both changes will not happen in the same patch.
They said in the recent Q&A that they dont compare Keys and Moris.
^ whatever the community makes of those two statements is not what the Devs said.
So completely irrelevant what people "accepted", when the Devs clearly said that it will not happen during the same time. And if you complain about something (even stating false infos that the Devs said otherwise), because you want to "accept" something what the Devs did not say, that is up to you.
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Not at all, this is not how balancing works. Balancing does not mean that one side needs to get a Nerf when the other side gets one. Even if the Devs would do it like that, there would still be arguments that the Nerf on one side was more severe than the nerf on the other side.
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No Mither does not need a Rework IMO. It is meant to be a hard-mode.
What I would buff:
- No Blood Orbs against Oni-->Yeah, a team of 4 No Mithers can remove his power, but this will never happen. And if, he is a M1-Killer, but against a bunch of Onehits... But if someone takes No Mither, this is basically a wet dream for every Oni-Player, the team already has a constant Onehit-Survivor, but mass-production of Blood Orbs should not add to this.
- 100% Injured Reduction-->Easy, 100% Injured Sound Reduction so that you are not forced to use Iron Will. You cannot go on Chases that much with No Mither, so you need to be stealthy, but since it only reduces grunts of pain by 50%, you need Iron Will. 100% reduction would free up one Perk Slot
- Bonus BPs-->I dont know how many and where exactly, but I would say 100% in Boldness and 100% in Altruism sounds quite nice (with No Mither being an altruistic Perk)
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Often: Trapper, Wraith, Huntress, Doctor, Pig, Demo, Billy
To some extend: Myers, Clown, Legion, Pyramid Head
Almost never: Nurse, Hag, Bubba, Freddy, Spirit, Ghostface, Plague, Oni, Deathslinger, Twins, Blight
Shifts around from time to time, some Killers I just dont enjoy that much (Freddy and Spirit feel kinda cheap, I am really bad at Oni and Deathslinger, I despise playing Hag, same as Twins... Plague, Ghostface and Bubba I have just not played in a long time because I did not level them (Plague or Ghostface) until recently or for no Reason (Bubba))
In general, I prefer M1-Killers. I feel more that I outplay the Survivor when winning a chase.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/224761/hatch
nope it has no direct counter play and why it's been talked about since it came into being! I mean litterally... through two mori changes with promises to change keys at the same time hasn't happened. till it happens I won't hold my breath nor recommend it
There was no promise to change Keys at the same time as Moris. They even said that a change to Moris and Keys will not happen in the same patch.
So dont make up things.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1925234#Comment_1925234
It doesn't matter who's got any more nerfs.
What's the important thing is this game is heading into a more balanced state in it was in the past.
If that means you have to nerf one side 100 times and another side 20 times then so be it. I'm not denying who has had the most nerfs but the changes overall for both sides have been far more healthier for the game.
Once they tackle keys and Freddy and some of the other unhealthy killer addons we can actually get a game that's far more enjoyable
Of course it does not matter. But saying that Killers got more nerfs is as wrong as it can be.
And it is indeed a problem that people like to forget that both sides get Nerfs and Buffs. A good example would be people complaining about Breakable Walls because "they bring back Infinites". This is a) wrong because those are not Infinites because the Wall is broken in seconds and b) dumb because the reason those walls existed were because the Main Buildings got quite weak after removing actual problematic Loops. So people complain about the walls while forgetting that it was far worse a few months ago.
And I can guarantee that when Freddy gets nerfed (we know about it, he will get nerfed), Killers will call this game survivor-sided, despite DS being nerfed just a few weeks/months before.
@chadbeastofprey said:
i agree with him but i gotta laugh at the "i'm not taking this as killer sided or survivor sided" says the killer main as he only chooses to call this out when there's a survivor nerf.
While ScottJund is a Killer Main, he cares more for the other side than other streamers who always need to point out that they play both sides.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1925425#Comment_1925425
Except that I'm not biased- I play a ton of survivor (usually because of the rift). Anyone with an objective opinion knows that this game favors survivor , even in solo que. The problem is that most survivors are spoiled and expect to escape every time. Your team is naturally going to hurt you sometimes, but gens go too fast/loops are too strong for the game to favor killer. Anyone screaming about 0 counterplay to Nurse and Spirit lacks game knowledge.
"Except that I'm not biased- I play a ton of survivor (usually because of the rift)."
So you play Survivor when you have to. :^)
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Some players are doing the challenges.
Others simply saved those to let the Plants spawn to see other Survivors trying to harvest them.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1925220#Comment_1925220
So you think the first year or two were balanced and thus the changes were unwarranted? Of course survivors had to be nerfed, it was pathetically sad how much power survivors had.
4 insta gens
literal infinites
pallet vacuums
darkness offerings that stacked
little to no gen defense options for killers
etc .. and the only things killers had were insta mori's
of course all that nonsense had to go, it shouldn't even be debatable
That those things needed to be removed is clear, but those were still Nerfs.
You cannot just say that Killers get nerfed and Survivors get "fixed", lol.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1925162#Comment_1925162
Like this lukewarm, middle of the road “everyone be reasonable” video, or the idea that the game should be balanced around scrubs. The fact of the matter is that regardless of numbers, killer nerfs have been far more substantial than anything that has happened to survivors up to now.
Its always "nice" to see something like that. Survivors have gotten far more Nerfs than Killers. Not saying that they were not justified, but when comparing the raw Numbers, Survivors were nerfed a lot more.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1924213#Comment_1924213
give me the proof of the spaghetti code.. and don't give me that scott jund video because that has nothing but conjecture as to how the game is programmed. your proof needs to be with the code itself, or else you are just throwing out a term to make things sound worse. want to know something? I have had 1 crash in the last 9 months. and i looked at the coding and it was an issue with my windows making a bad call on bad information. started dbd back up and it ran fine for another 4 hours. the hatch/DC exploit is nothing to do about any type of bad code. it is actually showing that the code is working fine. The code says if there is one living survivor the hatch opens period end of statement and it shows that this worked just fine.
https://forum.deadbydaylight.com/en/discussion/comment/1924225#Comment_1924225
it isn't as rare as you think, but YES it has curtailed because of the time penalties. blood points are a dime a dozen, killers and survivors don't give a damn about one match of blood points if they dc. the penalties are what they care about as well as making the killer "PAY" for their inability to finish the game alive.
https://forum.deadbydaylight.com/en/discussion/comment/1924335#Comment_1924335
so you will not dictate how survivors play but will dictate how killers are to play? well your acceptance of the DC as "OK" and "RIGHT" is accepting what I call an out of match exploit (yes you must leave the match functionality to get the screen and then click another button to do it) and should be punished harder than it is now. I how ever am not a dev for this game and must accept their decisions even though I disagree with their solution. and the fact you have to change what you say to avoid the ban makes it obvious you support disconnecting, and it's your right to thing and support anything you wish and your united states government will not take you into custody what so ever, but behavior on the other hand has no such restriction.
https://forum.deadbydaylight.com/en/discussion/comment/1924486#Comment_1924486
currently disconnecting has has the actual pros for the player:
1) loss of a pip, deranks him and puts him against lower capable killers
2) probably loss of pipping for the killer and that is a win.
3) getting teammate to escape out the hatch and get 7500 blood points (don't forget the hatch escape points.
cons:
1) loss of all blood points (can be gotten back by another escape cake or bloody party streamer so not so bad)
2) killer got 650 points which isn't even a hook plus hook state change. and it goes into the brutality points not the sacrifice points, and the devout emblem is not progressed.
3) killer got a 2K, one disconnect does not equal 1K by the points and no hook state for the devout emblem.
4) irritation for the killer when this happens.
you make it seem like a killer wouldn't give a damn about a hatch escape, but they do in many ways. your list is flawed because you don't look at it from how things actually work in the game. most killers say they consider a dc a kill just to placate their anger at the intentional dc.
IMO any time spent on this issue is better spent on other things.
I would even say, the time you spent to write this post was already too much for how rare this actually happens. So if the Devs need to spend more than 10 minutes to fix it, it is already not worth the time.
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@sensovsky said:
https://forum.deadbydaylight.com/en/discussion/comment/1924265#Comment_1924265
honestly do you need more than 3 days to tell that it's way worse than the one we currently have?
Nope. You dont even need to play DBD to know that the new ingame-HUD is bad.
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@MadLordJack said:
It totally could be. It could have the timer doubled, or even tripled!
No, seriously, what is someone going to do with 3 minutes of invincibility if they can't do gens, totems, saves, heals, etc? Run around BMing you? Sure, that's annoying, but... they aren't really doing anything...
Yeah, that would be an option. I was for the timer being paused while running or while being slugged, but doubling or trippling would be good as well.
The biggest problem I have with DS (even the current version) is that if I get tunneled off Hook and run around the Killer for one minute, I dont have my DS anymore, despite clearly being tunneled. The only "counter" to this is to jump into a Locker and hope that the Killer grabs me out.
And while chases are the most fun part of the game, I would prefer to do other stuff as well, because just being tunneled all game will result in around 10k BPs only and a Depip, most likely.
However, with 2 minutes, the Survivor will most likely still have DS to either get to use it or make the Killer respect it via slugging, OR, if the Killer takes 2 minutes to catch them, there should be enough Gens done at this point (I cannot highlight the "should" enough, I have seen things the past couple of weeks...).
The only problem with either way (either increase of the timer or pausing it in specific situations) would be the Endgame.
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While it is annoying, there is not really a need to fix it. DCing for Hatch is very, very rare and the person DCing gives up all the BPs during that game AND get a penalty. If they were in an SWF, all of them will have to wait for the next game.
I think there are way more important things BHVR should focus on.
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Pretty sure that Jeff is very hairy. Like a silverback gorilla.
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First of all, Spirit is one of the least Killers who need a Buff.
Second, this would not solve any of the problems which Survivors have with her, but would put an annoyance on the side of the Spirit player. Spirit would be as bad to go against as before, just the Spirit-player has to do some "grinding" to get a good use for his power, with the end result that they will be stronger after enough injuries.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922730#Comment_1922730
Not that my memory would be fantastic but I don't remember as many threads asking for compensation when the pop nerf happened as they do now for DS before we even get a chace to test it.
I'm not against buffing DS as I said many times but AFTER we get to play with the new version, not to scrape it and instantly add a buff nex to the nerf.
People are almost always asking for compensations, because they dont understand two things:
Nerfing a thing on one side does not mean that something on the other side needs to be nerfed as well.
Nerfing something does not mean that there needs to be a buff to compensate for it.
And if I look at the "quality" of Threads opened whenever something on the Killer SIde gets nerfed ("recent" things: Nurse, Spirit Add Ons, Ruin, Billy), both sides are not really mature when it comes to nerfing stuff on their side.
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You only read what you want to read, eh?
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@lupo_grigio said:
https://forum.deadbydaylight.com/en/discussion/comment/1918988#Comment_1918988
"Survivors are used to nerfs" i dont even have to say anything else, that phrase is a joke by it self
Survivors get nerfed since 2016. Not saying that those Nerfs are not justified, but Survivors got way more Nerfs than Killers. Even if Killers are always acting like the Devs are survivor-sided when one slight thing on the Killer Side gets nerfed.
(We will see in a few weeks when they address Freddy)
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Yeah, it would be really cool to add it back in. But only if they rework the Stalking-Mechanic in a way that it does not hinder him, maybe that you only need to tap while seeing a Survivor and then the stalking Meter fills a set amount.
So I would really like to have it in the game, but only if they would be able to add it without making him weaker.
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Quite fun to play for me, but mostly because I like that he is quite unique, especially because before I would have never thought of a Gun in DBD. However, I am not really good with him because I have no experience in FPS-games at all.
He is annoying to go against, really unfun. It does not really matter what you do as Survivor, at some point, he shoots and depending on the distance it can be impossible to react. If he misses you, this was not the Skill of the Survivor, this was just the Deathslinger missing his shot.
Also, I dont like his Terror Radius, way too small. With M&A (granted, I play it myself), you hear him breathing before you hear his Terror Radius, I dont really understand why they gave Huntress a huge Lullaby and Deathslinger became the stealthiest guy ever.
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@xenofon13 said:
Hit validation is a lie and i don't know why they announced that. People play this game and figure it out from the very first game.
Getting those hits everyday even with 30-40 ping in game.
"Better connection wins" I guess all these killers i face had better connection than me.
Hit Validation itself is not a lie but it is so generous that it might not exist. Like, 1 out of 20 games (at best) I see a Killer going for a really ambitious swing who does not get a Hit. This mostly means that they have high Ping, but usually, I get hit by it later in the game.
So Hit Validation exists, but they way it is implemented is just wrong.
The statement "Better connection wins" however which was stated at some point is as wrong as it can be. If those Killers with 150+ Ping still get their hits despite me being at 30-50 Ping (50 Ping is bad Ping on my side already), then it shows that Hit Validation is not really doing anything.
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Some people will probably say it is toxic. But fact is that even using the current version of OoO is not toxic, using Perks is never toxic.
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Honestly, I dont expect that it will work. The DBD-Community is not suitable for those kind of discussions. I expect Dev-Bashing next week when the Midchapter comes out and DS is not changed (despite them saying in the Stream that the changes will go live with the next Chapter, not the upcomming Midchapter).
I also expect a lot of trashtalking regarding Object, despite this being a proposal which can totally not come at all or at least not like this. And I doubt I am alone with those expectations.
The Devs should do their thing and hear people who are giving constructive feedback. But they should not really pay attention to those who are not able to give this kind of feedback, basically, if the Thread about the complaint contains "I will quit this game", it can go into the bin already. This is usually a good sign of someone just being frustrated, not being constructive, not thinking about it too much and just trying to create pressure by writing something like this.
In an ideal world, the approach of the Devs will work. But not with the DBD-Community (even if they are doing a good approach, I like what they are trying here).
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1921203#Comment_1921203
"You take this a little bit personal, eh?"
says the person who spent there time watching the whole video then retelling what happened on it and reading into the emotions that came out of it
Nah, I am just quite annoyed by people who are like "Moooom, they are teabagging me in a videogame! :(" despite deserving it (by clearly tunneling the Bill). Let alone that he posts it here days after it happened, calling that Survivor salty while being salty himself.
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After watching the VOD (congratz, one view on it)...Yeah, you are salty.
You injured the Tapp who unhooked the BIll, went after BIll to tunnel him, he teabagged. And then you were salty, ready to throw the game, hitting him on the hook...
You take this a little bit personal, eh?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1921065#Comment_1921065
the point still stands. survivors will keep running in front of you and extending the DS timer forever.
also, chases take a while to break
And whats the problem with that? This Survivor will have DS active, but they cannot do any of the Objectives. Which is good for the Killer.
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If the Survivor wants to have DS up forever, then they are not doing the Objective. Which is not bad for the Killer at all.
But, you know, the Killer can also go after someone else. I know, this is a weird idea, but it is possible.
EDIT: For Map Pressure, a Survivor who wants to keep their DS "forever" and does not do any of the Objectives anymore is basically the same like a dead Survivor.
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Thats a Map Add On.
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Hitting on the hook and getting annoyed by someone spamming crouch. I think I know who is salty as well.
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1920825#Comment_1920825
They should focus on poor early game killers instead, and not every killer in this category... I play Oni most of the time (but I'm putting real effort on learning the blinky girl) and an "early game colapse" could make oni be the best killer in the game since as soon you've got the blood flowing in the map is really hard to counter his snowball besides spreading, imagine if I could do it before 2 or 3 gens got done (most of the time tooks 1 or 2 gens to get this going with Oni)....
This is another thing, it is really hard to balance. Something which is alright for Trapper or Wraith, which are weaker Killers might be totally oppressive on Spirit, Oni or other really strong Killers.
So totally agree.
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@KlapzCheeks said:
I personally cant wait for the beginning of the game mechanic so gens dont get done in 3 or 4 minutes. Thats when the real salt will come.
This was basically "scrapped", or, to be more precise, evolved into something different (no infos about it yet).
And IMO an early game mechanic is not needed.
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Everything is subject to change, you always should expect things to be changed, even after buying it. If you are not ok with that, dont spend any money on this game.
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Got called a Tryhard for using No MIther.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1920338#Comment_1920338
What skill? Chasing is almost purely route memorization. There is very little skill involved.
I mean, lets call it "Skill" for now, even tho we both know that DBD is not a game where you need much skill. But still, some Survivors are better than others and it should matter that those dont drop in a chase immediatly, just "because it is a 4v1". This "reasoning" is on the same level like "The Killer has a weapon".
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1918750#Comment_1918750
Nope. If the game is balanced around 1 v1, killer will get absolutely squashed. The killer should have an advantage in the chase and it should be hard to stay on your feet. Part of playing on a team means that you have to accept that your teammates’ actions might take everyone out. The mentality of survivors should be pipping/ gaining points, not escaping every match. Even in a decent group, mistakes happen. It doesn’t mean survivors should be able to erase their mistakes.
I did not say that it should be balanced around 1v1, please read carefully. I said that the 1v1 aspect should not be ignored. Survivors should also be able to show their Skill in chases and their ability and experience should not be made worthless with a "this is a 4v1".
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1920117#Comment_1920117
It's a shame because it seems like whenever there's a BP event, I'm not in the mood to play DBD lol
I finished all my Survivors and during the last Bloodrush (which was 1,5x-BPs), I brought almost all of my Killers (except for Twins) to P3-50 and have a decent Perk Build on them. So I was kinda motivated, lol.
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BBQ-->for stonks
Corrupt Intervention-->The only Slowdown-Perk needed, makes it that I get into a chase quicker and dont lose Gens which are super-far away immediatly
STBFL-->Best Perk on Demo, easiest to save stacks with him
Infectious Fright-->With 8 Stacks of STBFL a Down can happen pretty fast, so good snowball potential
Add Ons: Mostly Rat Liver and Rat Tail, but second Add On can be anything, as long as you have Rat Liver in your first Add On-Slot. I guess it will be better once the Devs have worked on his Add Ons.
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Most of the time during the evening, from 9 or 10 pm until 1am, then I go to sleep.
If I really want to play more, I can also spend like 8+ hours a day in DBD; but this only during something like Double BP.
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https://www.youtube.com/watch?v=t8u0jRxN2kQ
This video is really good, it is a little bit older, but should still be relevant for most of the Maps.
Also quite important, you should know which Pallets to break and which not. If the Pallet is a safe Pallet or even a god Pallet, you have to break them. A safe Pallet can be used to catch a Survivor, but you have to go to Bloodlust 3 to get the Hit, which takes way too long. A God Pallet will make it impossible to hit the Survivor. Safe Pallets are stuff like Jungle Gyms or Long Walls, while God Pallets are stuff like Shack Pallet.
But when you run into an unsafe Pallet, you dont need to break it immediatly. It is playable and if the Survivor stays at it, you have a chance of getting in a Hit, if they make a mistake. If you dont feel comfortable with that, you can break it, but at least try to play unsafe Pallets.
Regarding Flashlight-Blinds, you should try to hear the Survivors. Once you manage that, Flashlight Blinds at Pallets become useless. In general, they are not the best tool and some Survivors are trying those even if they are injured, but they seem to forget that Killers have ears... So if you can hear the Survivors, you can follow them while blinded, however, this requires some practice. But you can try if you manage it.
If you are chasing someone, you should not abandon the chase just to patrol some Gens, because this removes your pressure. Better to commit to the Chase, UNLESS it takes to long to catch the Survivor. If you see a Survivor at a strong structure and they are a decent looper, better leave them alone and try to get other Survivors. Most of the time there is at least one weak link, capitalize on them.
You are quite new to the game, so nothing wrong with failing IMO. There are a lot of ressources on the internet (Youtube-Videos, like the linked one), if you look at those, you should quickly become better at chasing Survivors.
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919996#Comment_1919996
Twitter is a actual ######### show
This has nothing to do with the Change or DBD, this is Twitter in general.
@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1919935#Comment_1919935
Yeah I made a thread a month ago or so about how this game is really about people looking for a good challenge. Gist is that people actually want the game to be challenging to the right degree, but that too easy was bad and too hard was also too bad. And overnerfing or overbuffing leads to the latter, and without a proper ranking system for matchmaking it never works out.
I got laughed off the board of course but I think you are probably right in saying that the game got too easy for killers and this ended up with them getting to red ranks where they are having a tough time against survivors who are too good for them. I myself am in red rank as survivor but I think I don't belong in red ranks, I see how real red ranks play and they are a league ahead of me in gameplay.
In the end this game needs a proper ranking system to fix the matchmaking, until then we will keep seeing weird stuff in the demographics, and nobody will ever really be happy.
Yeah, a proper Ranking System would be nice. IMO it would already be enough to just make the Rank Reset more meaningful again so that not everyone and their mother is in Red Ranks after playing 4 games after Rank Reset. And then tweaking the Emblem System a little bit.
MAYBE MMR will help with that, but I have my doubts. In theory, if MMR is working, every game should feel like it is a challenge, since you get somewhat even opponents all the time. But as I said, I have my doubts.
I am Red Rank on both sides, but IMO I should not be Red Rank as Killer. But it is pretty rare that I run into Survivors who actually are a challenge, sometimes one Survivor is really good, but that does not help them if their team is going down like flies.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1919903#Comment_1919903
You have a point, and I feel many problems can be attributed to just plain map design for both sides. Ormond is a little more killer sided, but it can still suck since the map is so big. Autohaven is still strong, but it can spawn some pretty nasty dead zones for survivors.
Can we for once stop calling Ormond big? It is right in the middle, a little bit above average:
The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. 1 Overview 2 Lore 3 Realms & Maps 3.1 The MacMillan Estate 3.2 Autohaven Wreckers 3.3 Coldwind Farm 3.4 Crotus Prenn Asylum 3.5 Haddonfield 3.6 Backwater Swamp 3.7 Léry's Memorial Institute 3.8 Red Forest 3.9 Springwood 3.10 Gideon Meat Plant 3.11 Yamaoka Estate 3.12 Ormond 3.13 Hawkins National Laboratory 3.1Some other Maps which are bigger have never been called big.
@Shirokinukatsukami said:
Funny thing about this game.
Historically, the more killers get the nerfs they want, the less killers proportionally play the game.
This game used to be a lot tougher for killers, but back then there were too many killers and not enough survivors. Killers got all the nerfs they wanted. Brighter maps, brighter clothes, removal of palette vacuums, bloodlust, removal of most god loops, auto window blocking, Exhaustion nerf, Mettle nerf, BL nerf, DS nerf, another DS nerf, etc.
Yet somehow instead of improving the play experience for killers it actually made it worse.
Who knows why, but judging from the queues there are less and less killers playing the game compared to survivors.
So strictly speaking killers getting the nerfs they want might not actually be the right direction for this game.
It 100% became easier for Killers. But this also means that players, who are not good at the game, came to Red Ranks. So bad Killers will, occasionaly, get good Survivors (most Survivors are also not good either, but I feel Survivors adapt more than Killers), which means that people who should not be Red Rank will have hard games, despite the game being much easier for them than it used to be.
I really cannot understand how some people can say that the game is difficult or "the worst it has ever been for Killer". IMO the game became a little bit too easy for Killer.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1918968#Comment_1918968
I think if you start getting chased the timer should pause and can't unpause until the chase is either over (and you won the chase) or you get healed from a slug.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1918968#Comment_1918968
I actually wouldn´t mind, if they take the 60 seconds timer completely away. After all, a good looper can prevent the killer from downing him for more than a minute. So why not make it a complete anti tunnel perk. But there would have to be a sideeffect of deactivating it during the EGC. Otherwise it would still be a guaranteed escape.
Exactly. Sure it would need to be deactivated in Endgame (probably even after the fifth Gen is done, not just EGC), but this would be an actual anti-tunnel Perk. And I dont see anything wrong with tunneling in the Endgame (same for camping), thats basically the last straw that the Killer can grasp at this point to get at least this Kill.
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@Sonzaishinai said:
I just hope survivors actually use this information. Too many times survivors sit at a safe distance to shake their fist at the killer instead of actually doing something.
Bodyblocks + taking aggro makes it really hard to tunnel someone. Hell i would bodyblock while injured if I haven't been hooked yet and someone on deathhook is getting tunneled
Not gonna happen. I mean, just look at the forums, at least once per week you have a Thread "I have Deliverance and cannot use it as the last Survivor", which means those are players who use Deliverance and still let their team die despite taking the aggro for their first(!) Hook.
And when I see bodyblocks ingame, those happen if the Killer picks someone up like 3 meters from the next Hook.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919011#Comment_1919011
OoO is a high risk hige reward perk so I don't see the problem. (They die even more often)
The only thing ds do is making sure that the survivor can have atleast a bit fun before tunneled to death.
Object was not really high risk/high reward. The reward was indeed high, but the risk depends on how the player is using it. If they are really good at looping, the risk was quite low, as long as the Killer was not really good (which made the risk higher). But even if you only use it to see what the Killer is doing, you can basically run away when the Killer is around 30 meters away (when Terror Radius starts), which gives a really strong head start.
While I agree on DS, it is fine to remove the abusive parts, as long as they would have made it a real Anti-Tunnel Perk.
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@tt_ivi_99 said:
My guess is that just like back then we'll be at the Borrowed Time + Adrenaline + Exhaustion and Free Perk meta.
I honestly dont care about the nerf to DS because I never changed that build but I am pissed at the devs because they just nerf ######### without thinking straight. There were so many post on how to balance the perk and make It a real anti-tuneling perk and yet they just did what they wanted and left all the reasonable changes aside. I wonder how they'll butcher Iridescent Head instead of balancing it, or how they'll butcher Spirit just like they did to Legion who is still waiting to be balanced because he is still broken as sh*t.
Basically this. I never had a problem with DS as Killer, but I was never against a change, as long as they make it a true Anti-Tunnel Perk. But this did not happen with the Change, it was just a Nerf.
All the restrictions are fine, but they could have done something more so that it is an actual Anti-Tunnel Perk for both sides and not only from the Killers perspective.
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@jake1989 said:
game is slow dying
It really isnt.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1918750#Comment_1918750
Solo Q specially at night time feels like a 1v4, me against the killer and my own team mates, that happen to always be rank 15-20 when I'm in reds.
Exactly. Yesterday I had a game against Pyramid Head that felt like a 2v3. My friend and I were paired with two Solos (I assume they were Solo, one Meg on PC, one Meg on Console).
PC-Meg got hooked, Console-Meg farmed her without BT, both were downed due to Punishment of the Damned. Console-Meg got hooked, PC-Meg crawled under the Hook. The PH was really nice, because he went away, he could have just camped there (legit, if that one Meg thinks it is smart to crawl under the Hook) and basically won the game (I would have done it).
But those are games were I am kinda happy that BHVR is not ignoring the 1v1 aspect, because those two Megs did not really feel like teammates, lol.