Avatar

BadMrFrosty

BadMrFrosty

About

Username
BadMrFrosty
Joined
Visits
307
Last Active

Comments

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/950107#Comment_950107

    Ah yeah, that thing. This is fixed, luckily, so I thought you were talking about holding it at 99%, walking shortly and using it then.

    It's all good. But I don't know if that issue is fixed 100%. Could've sworn I've seen some survivors (all with items) run during chase and then somehow activate sprint burst still.

  • Sort of. The developers are either incapable of or refuse to change the fundamentals of the game in a meaningful, fun way for both sides. Four years have passed since the release of this game, and a lot of problems that were present then are still here now. Admittedly the game has gotten much better, sure, but the level of resources they're allocating to the departments that design/balance maps/characters (killer/surv) is drastically out of balance with their cosmetics team. It shows where their priorities are.

  • @Aven_Fallen said:

    I mean, Survivors dont have many Meta-Perks. So removing one will result in another Perk taking its place. This happens with Dead Hard. Its annoying, I would also prefer to use Balanced Landing, but I guess its fun to see the same Perk Builds over and over again (especially with now good Survivor Perks coming for like the last 5 Chapters or so).

    https://forum.deadbydaylight.com/en/discussion/comment/950050#Comment_950050

    This is not an exploit.

    Maybe I worded that poorly. Holding sprint burst and then releasing it while walking is not an exploit. Activating it mid chase (While running) due to some strange interaction with specific survivor items is.

  • I've seen a sprint burst comeback since balanced landing nerf. Sprint burst was never really bad tbh, it just sorta forced you to walk a bit to hold it (unless you use the holding exploit).

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946680#Comment_946680

    I agree, the devs should put in some secondary objectives.

    The problem is, ( or i think it is) is that the devs aren't that great with survivors to see the flaws.

    About the skins, that is an other department.

    On all games there is a team who works on cosmetics only, others work on qol and so on.

    I'm aware that they're separate departments. Thing is, one of those departments seems to be heavily prioritized over the other, even though bugs/gameplay issues from 2+ years ago are still here. Starting to feel PRETTY BAD..

  • I rarely experience true gen rushing (defined as survivors kitted specifically to do generators in the most optimal time possible using a combination of perks/toolboxes). I feel like I'm resurrecting a dead horse just to beat it to death like everyone else on this forum, BUT.. other objectives outside of generators could help remedy this problem. Of course, if you're BVHR, why put effort into good solutions when you can release more skins people will buy because sunk cost fallacy is OP?

  • This is going to be a hard pill for most people to swallow, but here it goes:

    It is not the job of killer or survivor players to babysit the fun of the other. Anything outside of just trying to "get your points/pip/whatever and leave" is a courtesy on your part. Being camped/tunneled does suck, and losing 3 gens due to an average first chase is also #########. Both of these problems are linked to poor game design, and are not necessarily behaviors most players would participate in if there was ANYTHING ELSE TO DO IN THIS VIDEO GAME.

    My 2 cents.

  • As long as they find some way to incorporate killers actually killing into the gameplay, then I'm cool with mori offerings going away. Until then, leave them in. I don't want less content in the game, especially when that content is the ability for the killer to actually kill in a fairly survivor-sided experience.

  • That was my favorite Freddy build. If they had removed the movement speed penalty from paintbrush that would've been his go to build back in the day. Expensive on the bloodpoints, though.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/823602#Comment_823602

    After you play long enough the hitboxes are very predictable. What you're requesting would be a massive undertaking and cause a lot of balance issues when the hitboxes aren't even much of an issue. The real issue causing all this is ping.

    You also say you don't think Huntress should be nerfed but what you are requesting would nerf her tremendously. Her hatchets need that large of a hitbox. I don't know how long you've been playing but a while back they actually tried changing her hatchet hitboxes to match her hatchet exactly and it caused a lot more issues which is why they changed them back.

    To answer how long I've been playing: TOO LONG. GET ME OUT.

    In all seriousness, with proper hitboxes across the board for survivors/killers, huntress would likely remain just as she is (even if her hatchets were changed to be, y'know, hatchets). I'm not suggest that this fix go through without looking at survivor hitboxes as well, of course. That would be a harsh nerf for no reason. Basically, I want what I'm seeing on screen to match the end result. Ping does play a part, but I'm convinced that fixing or reworking the hitboxes could alleviate most of this frustration.

  • @Blueberry said:

    People bring this up over and over and over. There is nothing wrong with the hitboxes.

    The issue is ping. The reason we are seeing it worse now is because their dedicated servers aren't the best.

    "Important note: This issue is particularly disgusting with huntress hatchets. They are gigantic squares nearly two and a half times the size of the actual weapon."

    Huntresses hitboxes are completely fine. The community overall even regards her as one of the most balanced killers in the game. Their hitboxes is large because she requires a lot of skill to play well and can be dodged quite easily.

    The issue isn't whether or not huntress is balanced, overpowered, etc. I for one do not believe she's overpowered, but her hitboxes need adjustments (as do those of the rest of the cast - killer and survivor alike). Honestly, a rework/creation of new hitboxes that actually match what we're seeing would be the best thing to come to this game. I can barely judge distance accurately half the time anymore post dedicated servers, since now I'm getting spicy hit in situations where I know it shouldn't be possible. It's getting a tad irritating to be honest. Hit cones and hit pills need to go, and a proper, thorough rework of the game's hitboxes would be the greatest gift we could receive.

  • Demo is a decent killer. Decent is not good enough for this game, sadly. Any buffs that come his way would need to be significant to matter even slightly, otherwise there won't be much of an impact on how he plays/how survivors play versus him. Slight turning on shred isn't going to make Demo any better, nor will it change the dynamic between it and survivors in a backshred situation.

  • It's pretty hilarious on doctor. >.>

  • With survivor pudding. : )

  • Organically developed counterplay is completely fine. Enforced counterplay through design that requires no thought or innovation is bad. That's just me, though.

  • I don't think exhaustion perks or any of the second chance perks are overpowered singularly. Combined on every single survivor though? That's an issue. Chase extenders with how the maps currently stand are pretty powerful.

  • For something like this to work, all killers would have to be incredibly threatening to persuade most players to out their teammates. It wouldn't work in the game as it stands.

  • Huntress. Her hitboxes are completely broken and when combined with peer-to-peer favoring the host, most of my 'what the #########, that hit?' moments from fighting her. I've seen clips of hatchets going completely wide of their target and somehow still hitting. Somehow. BVHR never learned how to code proper hitboxes, I guess. Shrug.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/573821#Comment_573821

    You're moving the goal-post. Trapper, Freddy (soon), Wraith, and Hag all came out better from their reworks / mini-reworks. You implied that BHVR has a record of "utterly destroying or survivafying" with reworks, yet you've provided no examples. Hell, Doc was much worse off before his mini-rework.

    If you want to claim that maybe they don't do enough with their reworks, sure, your argument might hold some weight. But instead you chose to go with hyperbolic rhetoric.


    Current Freddy is an excellent example of "well, at least it's fun for the survivors."

    • 3 ways to wake up.
    • Traps are less effective than clown bottles (clunkier to place and with no good add-ons as well).
    • Fake pallets require an add-on, and are honestly just 'ok' until SWF enters the picture.
    • All of his add-ons are incredibly underwhelming.

    So, you might ask, how does this relate to a potential doctor rework? It's simple. If they're willing to put so much into Freddy that is easily countered by survivors for the sake of their fun, what do you think they'll do to the doctor? Doc, by the way, who most survivors hate facing because he's 'annoying.' Whatever that means.

    Oh, and how about Legion? Do we need to go into details as to how his 'rework' failed to make him anything but M1 - the concept?

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/573870#Comment_573870

    I am looking at the gems we got for Badham which are alright on both sides. @BadMrFrosty every new guy makes mistakes. With newer tools and extra work they probably have more assets and design concepts then when most of those maps came out. They have acknowledge totem spots are ######### and some building designs lead to unfair advantages. Cut people some slack.


    I will cut them slack once they've proved that they can learn from their past mistakes. Thus far, they have not done so well in this area. I'll be one of the first people to praise BVHR the second they do something awesome and unexpected. But, I'm also not scared to voice my disbelief and irritation when they make boneheaded decisions from a gameplay and design perspective. I've paid money for this game, and therefore, I want it in a better, healthier place. If they work toward getting it there in a timely fashion with fewer hiccups, guess what? I give them more money. That's the deal, and I don't think it's an unreasonable one, either.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/573821#Comment_573821

    @BadMrFrosty from what I have seen I think all killers are gonna be mid-tier. I think the map re-balancing and loop cuts is gonna make even a mid tier killer be strong.


    Don't hold your breath for the map reworks. The guy in charge of reworking the maps gave us the gems you know and love today. What could go wrong?

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/573518#Comment_573518

    Umm - take a look at trapper, freddy, wraith, hag? Ghostface if you want to count new killers?

    Hag being top tier now? Freddy being possibly top tier if they don't touch him? Trapper being made viable (although hard to play and master)? Wraith having made (mid tier only really) viable instead of below leatherface

    And ghost face being made fair for both sides? An actually decent stalker for rank 1? Like coming from an ex Myers main his nerfs weren't bad at all.

    If you want to point to any of the bad changes to killers the only two I can point to are plague and legion, and legion tbh as a concept is incredibly hard to work with so I can see why there having a hard time "fixing him". Plague however does need some love


    Looking at the four killers you mentioned, one of those is actually in a good spot (Hag). The rest are terrible, including Ghostface. Freddy, while still on the PTB, is likely going to sit in mid tier, a tier, by the way, that is -not good enough- for high level play in Dead by Daylight as the maps currently stand.

  • No, I don't consider bodyblocking to be toxic. I like free hits.

  • If the current team at BVHR touches the doctor, they're going to make him worse. I will apologize the second their record of utterly destroying or survivafying (I know it's not a word, fight me) killers stops.

  • Honestly, I'd prefer it if BVHR didn't touch any of the strong killers until they actually put effort into understanding how their game is really played at high levels. Having them touch anything before then is just going to end up ruining a solid killer and causing a mass exodus of the killer playerbase.

  • @Kilmeran said:

    @BadMrFrosty I actually uninstalled the game tonight, and won't be back to the forums after tonight. I'll still keep an eye on the game here and there to see if things improve, but as they stand right now, I just can't support the game and feel no desire to login anymore. BHVR has a lot of work to do, and I simply don't have confidence in them at this point in time.


    That's sad to hear, man. I hope you find something better to play. Good luck to you : )

  • @Kilmeran said:

    @BadMrFrosty Same for me. I won't buy another Behavior title. It's why I skipped Deathgarden: Bloodharvest after the free weekend, too. I saw the writing on the wall that weekend. Checked the SteamCharts for it. Yep, I was correct.


    It's a shame, because I'm more than happy to support developers that actually care about their playerbase and their product (CD Projekt Red can sit on my face). But if it's plain to see that the company is just paying lip service to the community, saying things it wants to hear, and ultimately squeezing them for all they can without fixing the game.... well, I know when my money is no longer wanted.

  • @Visionmaker said:

    Nope. It's not even a good perk to use if you want to "win". It's a ticket to a depip / black pip in high ranks.

    It'll probably get reworked to jumpscare in a more engaging way in the future.


    Not in the red ranks I've gotten as solo in the past month or so. It's been really, really, REALLY bad survivor side. Irredeemably bad. So bad that I'd say camping is the best strategy in the game at the moment with the teammates I've been getting.

  • I wouldn't buy it. This game will be my only investment in BVHR. As of right now, it's proving to be woefully underwhelming. If they sold the game to another, more competent company that was more customer friendly, then yes, I might consider buying a second installment of this game. If it's still in BVHR's hands, I will not purchase it. Period.

  • I would rather keep old Freddy with some buffs/tweaks than this new abomination. Hell, they could've tagged the teleport on to his old version and that might've made him a legit killer - just that one change. Naw, you get DocHag... cause ideas are hard.

    Still can't shake the feeling that the only reason he has traps and fake pallets is because it was easy to reuse some of the ground work from the other killers.

  • @Ghostul said:

    I'm sure they are being extremely sensitive with Freddy. Could you imagine the backlash if they nerfed him right away again?

    He is in a promising spot right now with not much to change from PTB, granted we are on day one. Once he goes live we will all get a real feel for his strength (or weakness).

    I trust the devs and their decision making right now. I know they are treading lightly with Freddy and are going to take all the right steps to insuring he is enjoyable for both sides.

    He has a good map travel tool and zero downing threat. I wouldn't exactly call that a good spot, but that's just my humble opinion. A clown-like slow and fake pallets are not going to make him anywhere near good enough against competent survivors. But I'm sure people will say it's still early and he could get buffed, etc. Swear it's like being stuck in a time loop playing this game.

  • Let's see. I won't talk about how this rework feels lazy and uninspired, as I think that has already been covered in prior posts. What I will say though is that Freddy is likely going to be mid tier -at best-, and I feel like I'm highballing it at the moment out of desperation to have that two year wait not be a total waste. Otherwise:

    • Snares are just as easy to counter as clown gas. Drop the pallet early and he has nothing. I said this even before the PTB went live.
    • Dream pallets are kind of gimmicky, and won't be as effective against good survivors that know how pallets generally spawn and in what sort of configuration.
    • Three ways to wake up and invalidate his power.
    • Teleport is nice to make use of generator perks and definitely needed for traversing big maps. You'll probably never get anything more than a gen kick out of it 99% of the time to be honest.
    • Most of his add-ons are, and I don't say this lightly, some of the worst, most unoriginal garbage I've seen yet. They took add-ons that were strong for old Freddy and basically gutted every single one of them. Oh, and should we talk about BVHR's mandatory "causes blind, hemorrhage, etc." crap that they have been copy pasting on a bunch of killers lately? Creatively bankrupt.

    It's gotten to the point that I'm not even disappointed or mad, just kind of indifferent. I expect nothing out of BVHR anymore.

  • @Kilmeran said:

    @KhaineGB Speaking as a professional author and someone who also did game work, I would most definitely avoid religious stuff given the current climate.

    Most religions have interesting (and sometimes utterly twisted) stories to pull from. Seems like perfect horror material, but hey, I kinda believe everything is fair game or nothing is. Doubt BVHR will take any risks though.

  • Work, write, hang out with friends.. etc.

    I usually take long breaks from DBD after a binge period. It's not the kind of game I can consistently stay with. This relationship is basically what happens when sunk cost fallacy and Stockholm syndrome make sweaty love all night.

  • When survivors make mistakes.

  • If being injured all the time was such a big deal, Legion wouldn't be a horrible killer. Think about it.

  • what has changed? since i took a long break

    Better take another long break. Times are rough.

  • I always took teabagging as survivors meme'ing around. I don't think it's malicious, really. Lighten up a bit, man. Let them have one of the few things that helps alleviate the 'hold m1' boredom.

  • If I have puddings I'll play Legion, or if I have some kind of stupid meme build. Otherwise, I don't really have much reason. Boredom? Variety? I dunno. From a competitive standpoint, god no. They're completely mediocre, which is not something that'll fly in this game.

  • Correct. That's why I'm staying at ranks 9 - 12 on killer and meme'ing. The developers don't take their game seriously from a competitive standpoint, so I'll just play however I want, at whatever rank I want. Until BVHR decides to properly balance this game, I don't see a reason to rank up and not only make this game less enjoyable, but limit my pool of killers to three. I'm good, I'll take the entire cast instead. It's a shame, because in most games I'd relish going against better players and learning new tactics, approaches to the game, maps, etc.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/558335#Comment_558335

    The problem with allowing just anybody to speak as they wish is that it takes seconds to make claims which can take minutes or hours to dismantle by any reasonable person. I'll start with the simple:

    1. The Nurse 'ignores mechanics' because the game was not designed or balanced around those chase mechanics as we now know them. They did not exist when she was released and looping was not a supported gameplay feature, but an exploit that was never fixed. Infinites were grudgingly removed, but replaced by a super-buff to pallets which led to pallet-looping. Most of the killers are not designed to even cope with this style of game-play.
    2. The difference between how Nurse performs at opposite ends of the rankings challenge the notion that Nurse is 'easy mode' and that it only takes a few days to learn how to use her well.
    3. The Nurse has not had a significant buff, direct or indirect, that can explain why survivors are so poor against a good Nurse. It used to be that a Nurse would prefer to not use addons because they reduce accuracy in blinking; the idea of using extra charges to make corrections would have been laughable in 2017. The only thing that could account for the difference now is that survivors have got worse at the game and don't remember how to juke a Nurse at all. This lowers the bar and makes it seem like an average Nurse is a great one, but it's not the addons, it's the survivors.
    4. If you come up with a rule like 'no killer should destroy the game just because someone is good at it', you'd best also have an explanation ready for why this standard does not apply to any survivor. As most killers are designed with little utility for chases and players have had to put up with the game being changed in design around the preferred playstyle of survivors, it's fair to ask: why have they been allowed to destroy the game continually and simply get more support for it?

    I mean, he's not wrong. This is pretty well written and makes a lot of solid points.

  • @Redd said:

    https://forum.deadbydaylight.com/en/discussion/comment/564624#Comment_564624

    It is highly likely that Freddy is being balanced with the post-map-rework game state in mind; not the one we have now. It is my personal theory that they have an "ideal" balance state in mind for after the map rework that would not be considered a viable killer prior to it.

    We'll just have to wait 10+ years at the rate they're doing maps. What is it, two maps this first year? Yikes.

  • As someone who isn't a god tier survivor, I can hit excellent skill checks on ruin fairly consistently. Eventually, with practice, you get to a point where it might as well not be there. Ruin is the result of an entirely different problem in this game, one that the developers have refused to address for about a year and a half now.

  • How was this version of Freddy tested, under what conditions, and with what skill level of player?

  • If bond could be in the shrine in all four perk slots, I'm sure it would happen every other week.

  • Let's see. Demigorgon..... OR THIS FKIN GUY!? I will never stop the crusade.

    Jeepers-Creepers-3.jpg


  • @Kilmeran said:

    @BadMrFrosty I'm going to be honest. I wouldn't play a Behavior asymmetrical game as any type of serious competitive game, any more than I would play Blizzard games as such (despite them trying to make Overwatch into one with the joke of an Overwatch League).

    Behavior doesn't balance around that type of serious play, they balance for the casuals. It's the same issue with Deathgarden: Bloodharvest. People cried that the power role, the Hunter, was a power role. Enter the latest patch and the whole "mercy" change to the game and Scavengers getting two lives now.

    Now Hunters who post are claiming the change was BS and reduced them to the same role as Killer in DBD: a joke.

    Behavior doesn't balance for serious competitive play. The misconception on that is having only a Ranked mode to their games. Something they claim is for matchmaking. Well, that was an asinine decision that causes such an identity crisis. They should have just gone with a hidden MMR matchmaking system.

    Even if, say, BVHR decided to scrap the ranking system and use hidden MMR instead.. would that really solve the problem? Even if a game is "just for fun", losing because of reasons outside of your control (bugs, map design, killer design, etc) doesn't exactly make anyone feel good or like they had an enjoyable experience. Whether you brand a game casual or competitive will not impact how people feel if they believe they've been cheated out of a win they deserve, especially if there was legitimately nothing they could do about it.

    That's the crux of this game's problem. Killers, on average, are not given adequate tools to do their job and have artificial limitations placed on them that hamper a player's growth (not counting the few exceptions to this rule).

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/563451#Comment_563451

    Yes, coordinated SWF will maul any killer not named Nurse, Billy, and Prayer Beads Spirit. This is nothing new.

    Are you asking for Ghostface to be a competent killer for like 90% of red ranked games (which are not made up of 4 amazing players in even close to the majority of games even at rank 1) or for him to be the next top tier Killer? Because there are a lot more killers that would need love before Ghostface.

    Fact of the matter is that the OP claimed that Ghostface was "ruined". He said that players weren't given a chance to test him at red ranks before release. He was given statistics on the kill rate then he moved the goal post.

    Where is the logic?

    Not just SWF, but good solo players also wreck a majority of the killers that are not in the trinity (nurse/spirit/billy). What a lot of people are confused about (myself included) is how these statistics are determined, under what conditions, using what sample size of which ranks, etc. Unless we know exactly how they're getting these numbers, they may as well be worthless. Now, if we got a reasonably detailed post explaining how they get these values and what their process is for determining whether or not a killer is 'fine' at high levels, there'd be a lot less suspicion and doubt. At the very least, the community could see what metric was being used to determine if the developers decide to take action or not.

    As for Ghostface being ruined? Well, that happened before he was even on the PTB. He never had a chance to be a top tier killer the way his power is designed. At most, he's a fun diversion, and that's ok if you're not a competitive player.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/563367#Comment_563367

    Tru3 isn't the only killer streamer on the planet. I've heard Zubatlel, Hexy, and Scottjund call him a solid high-mid / mid tier.

    And again, you were given solid Rank 1 statistics here. You might find some aspects of his kit frustrating, as I'm sure survivors do as well, but to call him "weak"? Nah, that's just going by emotions and self-failure.

    You realize that at least two of those mentioned streamers (Hexy and ScottJund) have admitted that Ghostface will get absolutely mauled by a good group of survivors, right? This isn't just feedback driven purely by emotion and 'not being good enough.'

    People want killers that allow them to compete with and beat survivors playing at their best (while they are also playing at their best). No matter how good a Ghostface you are, you will never beat a team of good survivors unless they hand you the win. You do not have the power.. (literally in some cases).

    But I guess, much like Peanits, it's easier to just brand feedback that doesn't line up with your ideas as emotional or driven by self-failure. Condemn and move on, it requires less effort then admitting there's a legitimate problem.

  • @Kilmeran said:

    @BadMrFrosty Oh, trust me, I'm not sold on the Freddy rework yet in the slightest. I'm just going to try the PTB before I form a solid opinion.

    And depending on when you were typing, I added to my post you quoted. Read the second paragraph. Right now, I'm taking the hit-to-full sleep with a heavy grain of salt.

    On the second part of your post, I don't even feel like him putting survivors into the dream by hitting them is too powerful. You hit them, and then get to use your snares or pallets (whichever you're using) as a reward for injuring them. Other survivors will do as they always have - do gens at a fairly quick clip, and leave. He has no stall anymore and no aura reading.

    Like you, I'm not sold on this rework at all. I need to see his add-ons, but it seems like baseline Freddy will be pretty weak. Unlucky.

1 … 12 13 14 15 16 … 20