Avatar

BadMrFrosty

BadMrFrosty

About

Username
BadMrFrosty
Joined
Visits
307
Last Active

Comments

  • I'm sure most of the community doesn't hate the developers or consider them to be ######### people. At least, I don't, so perhaps I'll speak for myself. I do however consider them to be either oblivious or incompetent, and I don't think there's a lack of evidence here with how the game is handled, especially from a balance perspective.

    When it comes to providing content, they are top of their class, really, and have supported the game well. The quality of the content with regard to how the game is played at higher skill levels is what primarily comes into question. That, and the obvious lack of quality control.. period. The number of bugs that slip through almost every patch is insane, and while I get that errors can and will happen, it's become so consistent now that the community is slowly but surely reaching their boiling point.

    In short: I have no problems with the developers as people or content providers. What I have a problem with is their unwillingness or inability to learn from past mistakes. If anything has been proven in three years, it's that Behavior has fallen into a comfort zone and refuses to budge out of it, and therefore they are trapped in a cycle of endlessly repeating their errors in spite of the community's oft ignored feedback. Do they ignore ALL feedback? No. They seem to very selectively pick what feedback they listen to though, and that feedback appears to be whatever will have minimal impact on their 'comfort zone' as developers.

    Just my two cents, folks. : )


  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/538329#Comment_538329

    Play nurse then. It's really insane how many people still complain about looping (besides some busted maps like preschool but a rework was announced)

    Yep, been doing it. Having a blast as well. Super rewarding to play Nurse and actually control chases. I'd play a rotation of killers more often (been doing much less of it lately), but then I realized, why am I sacrificing my fun and my points for people that could care less about mine? Don't worry, one day people will figure out that weaker killers = less variety. Until they do.. Wheezes in Nurse.

  • If your question is "will killers ever get a singular perk strong enough to counter pallet looping?" then my answer is simple: no, or not without it having a massive requirement. Killers rarely if ever get new perks coming out of BVHR that are overwhelmingly powerful and meta (looking at you, MoM..)

    To be fair, a lot of survivor perks are #########, too.

  • Unique lobby and chase/end game music for Amanda would be nice.

  • I play all the killers, but honestly, probably nurse more than any other.

  • Hey lads! My question is in the Discussion Title. I am playing more killer lately and this lower chase music is rly nice to have imo. What do u guys think ?

    Holy #########. I CAN HEAR AGAIN. MY EARS, THEY FUNCTION!

  • I will righteously ######### on the devs whenever they do something I deem crooked or just plain stupid. However, this is how it has always been with licensed content. BVHR dun did nuthin' this time, friend.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/535156#Comment_535156

    Dropping a pallet alone does not break him out of stealth, he needs to be stunned by a pallet. In the event that someone is panicking and dropping pallets because they heard a heart beat, he would not be broken out of stealth. Moreover, they wouldn't hear the heartbeat and start panicking in the first place because Night Shroud removes the terror radius. This is consistent with other killers like the Legion, Leatherface, the Hillbilly, the Spirit, etc. Pallet stunning a killer nearly universally ends the killer's power.

    I think you're missing the point. A pallet stun ending a power isn't a bad thing. It's only terrible when the power has a ludicrous cooldown, which punishes you three times. You already got stunned, and the survivor received their reward for a well timed drop. They've put up a barrier, and can now choose to gain distance or get more value out of the loop. The killer has been punished by losing a hit or having their power turned off (sometimes both), and being immobilized for a short time. With cooldown characters who lose their power, that's triple the punishment. I don't see this as a balanced, fair, or logical trade.

  • Imagine my face when a lot of folks haven't realized that weak killers generally lead to mainstay desperation tactics like camping and tunneling. You'd think that if the killers were strong enough to catch survivors consistently (all of them), most of them wouldn't employ either strategy, as it would be easy to replace your last hook with a fresh one (and get a BBQ stack as well).

    Now, if somebody just wants to camp or tunnel you because they can and want to, killer viability ceases to matter at that point. They're going to play that way regardless and there's little that can be done to prevent it as the game stands. My whole point here is that weak killers contribute to a feeling of powerlessness, which in turn leads to more desperate tactics even by killers who aren't meme'ing or malicious. Raise the power of the entire non-competitive side of the killer cast, and you might actually cut down on tactics survivors find 'unfun' without penalizing the killers for it using perks/emblems. Just a thought.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/532527#Comment_532527

    I've gotta' clarify some things here because there seems to be a lot of confuison.

    The range to break him out of stealth is unchanged. The detection area refers to the area on your screen that the killer needs to be in to start revealing him. That will be made about 8% larger. This does not make him easier or harder to reveal, it's just a little QOL change for those that aren't perfectly accurate (particularly helpful for those playing on a controller who are having a hard time keeping their camera right on him during a chase).

    The pallet stun is something we got a lot of feedback for. A survivor is meant to be reveal you once they've seen you. If they threw a pallet down on you, they've definitely seen you. (That, or they're just running around the map throwing pallets down for fun and just won the lottery.)

    Most of his add-ons are not being changed. His stalk rate add-ons are being decreased due to how powerful they were. It was possible to reduce the stalk time to under 1 second while leaning. The killer instinct add-ons are being reduced to compensate for his base killer instinct duration being increased. The rest of the add-ons remain unchanged.

    Oh man, those killer instinct buffs tho. I'm fukin' sleep.

    John-Wall-0-12.jpg
  • Haven't noticed it. I've just fast forwarded a week into the future and am playing Nurse. I mean, that's what the devs want, right?

  • @not_Queen said:

    Yes, we will adjust Ghost Face. We are putting a Q&A post up right now, it should be available in a few minutes. You can ask any question about the upcoming changes there if you want.

    We decided to publish the future changes before they happen so players would know before buying and could make their choice of getting the character or not based on the upcoming changes as well.

    Community Spending Patch Notes:

    • Reduced Ghostface sales by 30%.

    But hey, credit where it's due, you guys at least told us ahead of time you were making horribly uninformed balance decisions (version 42 electric boogaloo). Thanks for saving me money, I do appreciate it! : )

  • @not_Queen said:

    The goal with this VFX was to provide more visual feedback and make stuns consistent and understandable. I've talked with Designers and they confirmed that we adjusted the VFX to lessen the impact on players. The live version has a lighter VFX than the PTB version. We'll keep a close eye on that one and I invite you to keep on giving feedback.

    H.. how.. were they not understandable before? Hit by pallet -> killer groan/screen shake -> immobilization -> realization of 'oh I'm stunned'.

    What is happening to this game?

  • @Janick said:

    Just so you have the exact data, the increase of the detection on screen is a 4% on each side, for a total of 8%. Its very minimal. We didn't want to alter the timing of the current stalk system. But we felt that Survivors where having a hard time getting him out of his Night Shroud Power during a chase.

    Thank you!

    You ask for constructive criticism, and then proceed to ignore all of it and set the killer up for five nerfs while buffing aspects of their kit that don't matter. I think I'm about done being nice and constructive, as are a lot of people. I'll just join the heaps of people that don't provide anything useful from here on out, as obviously the time spent trying to give detailed, logical breakdowns is entirely wasted.

    Your balance team needs to be assigned elsewhere, or fired. I think it's time you looked into hiring people that give a ######### about the future of this game. Sorry to put it so bluntly, but I think these baseless, garbage changes really show where your internal team is at with their knowledge of this game. They're either incompetent, ignorant, or malicious at this point. Pick one, and I pray it's just one of the two 'we're idiots' options.

    Oh, and before anyone says "but the changes aren't so bad, they're tiny." Regardless of whether or not they're massive, they've still gone and nerfed a killer who's likely mid tier at best. The principle, that's what matters here.

  • @dragobv said:

    i see people here go on about after a gen gets completed your timer goes faster uh do you realise if you have the last box and you have a decent big map 2 min and 30 sec is just enough to get the trap off (lets not forget traps arent for killing but to stall time and one person less on gens unless your someone who tunnels traps ) and maybe all of you should learn to play pig cause shes fine where she is use your ambush and thats all i have to say also check out psychoscorpionz on twitch he mains pig

    Just because a certain streamer can do well with a killer, doesn't mean they're viable, especially when they likely have thousands of hours in the game. At a certain point, their fundamental knowledge is just greater than the average survivor (this gap in knowledge between the players allows the killer to outplay survivors of lower skill levels with a non-viable killer). You'll notice however, that if they go against good solos or god forbid, SWF, they will not win with their killer of choice unless the survivors throw massively. That's not even including the super optimal builds some are running at the moment (MoM, adrenaline, ds, and exhaustion of choice).

    People who believe that 'all killers are viable and it only depends on your personal skill' are either in denial, or don't play this game consistently at a high level. No, all killers are not created equal, and no, individual skill does not eclipse the kit (and limitations thereof) you are given when facing survivors of an equal or higher skill level. Restrictions are built into one side, while the other is free to use and abuse the core mechanics free from any real downside. There's a reason why only nurse is used in any real competitive setting where actual money is on the line (PC, anyway).

    Pig is not fine, and neither are the other M1 killers. The more people spread this ridiculous 'git gud' idea, the more this game will suffer in the long term. This is a pvp game where both sides are not equal in terms of how much they can both grow in their ability. One side, regardless of their skill, will hit a certain cap on their overall potential that is determined by the killer they choose. The other side has vast resources, powerful perks, and the map knowledge that all undoes most every non-nurse killer in the game by themselves.

  • @TAG Neat, I actually really like that add on. Feels closer to the movies and lets you 'play a game' as it were. I might be in the minority, but I believe ultra rares should not only be powerful, but offer a fairly interesting change to the killer's power/style of play. BVHR has failed spectacularly at this when it comes to their last few killers.

    So, a brief write up for base Pig would look something like this:

    • A stealth killer, capable of abducting survivors out of hiding and using her power, Jigsaw's Baptism, as a lethal stalling mechanism. She can also traverse the map using trap doors, assisting her in getting the drop on unaware survivors.

    Changes to the Pig:

    • Traps are now activated when placed on a survivor.
    • Generators that are completed reduce the time of all active traps by X amount (variable).
    • Dash attack reworked: The Pig will now abduct survivors if a successful grab is landed during her crouch, rendering them unconscious with a syringe and forcing a 'wake up' mini-game before wiggling can be attempted. If successful, the survivor has their wiggle meter filled by X amount (variable) and may begin wiggling. If the mini-game is failed, the survivor wakes up, but must wiggle as normal without the bonus.
    • Trap door entrances are placed at random locations on the map, visible to only the Pig. When interacted with, they allow her to traverse the map quickly, and after a brief delay, she will appear in a new location.

    Those are just for her base power. I know it seems loaded, but without massive changes to how the game functions, a lot of these changes are needed to see her reach any level of competitiveness. I was also kicking around an idea for one of her ultra rare add ons, but one I really liked the idea of was this one:

    • Rigged Hatches - The Pig's trap doors now open up when stepped on by survivors, causing them to slip and hang on to the edges of the floor, incapacitated. Until a teammate assists them or they complete a recovery mini-game, they risk falling. Survivors that succeed the mini-game pull themselves out of the hole and act as normal, retaining whatever health state they were in. Survivors that fail the mini-game fall into the basement and are put into the dying state.

    There would be more coming than this, obviously, and hopefully it'd end up being a tad more refined and within the format we'd recognize in terms of add-on/power/perk write ups.

  • @Pike_Trickfoot said:

    Or that could just be her new ambush ability. Instead of the hidden blade in that action it's a syringe. Her normal attack would still be the blade.

    That was the idea, yep. So essentially, the changes I would suggest are the above mentioned alterations to her reverse bear traps, the dash attack become a dash grab, and trap doors on the maps for mobility. I think that would preserve her character while adding something she sorely needs to compete.

  • As for Amanda's mobility problem, one thing I would like to see are little trap doors that spawn on the levels exclusive to her, typically in or near structures. These would let her pop up at various areas of the map and ambush survivors with the 'syringe' change to her dash I mentioned a few posts up.

    I think it could be both thematic, cool, and fun for everyone. It would also bring some cheeky jump scares back into the game from a new killer.


  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/526747#Comment_526747

    Sorry, got side-tracked by another thread.

    I was just thinking about how someone could argue from the other side. Maybe a time tweak, not necessarily 20s, would be cool. If they also considered fixing her non-mobility issue, than this might not be necessary. I get what you're going for. I'd love to see more heads pop (or compensation for the lack of them). It would be cool if she could 'sabotage' like a gen or something. Or sabotage the trap so that it goes off in endgame.

    To help her during ambush/short loops, how would you feel about an abduction? IE, if she successfully lands a 'grab-like attack' out of her dash, she stabs the survivor in the neck with a syringe that has 2 effects:

    • Incapacitates the survivor, allowing them to be carried to the hook.
    • Has a 'wake up' mini-game that must be played before the survivor can begin wiggling. If they succeed the game, then their wiggle meter is filled by a certain amount, giving them a chance to break free. If they fail the mini-game, they must start wiggling without a bonus to the attempt.
  • @NoShinyPony said:

    @BadMrFrosty I'd be happy if I would get lobbies for at least one role in a reasonable amount of time.

    If you don't like survivor, I guess it can't be helped. :(

    Survivor's alright, but I tend to prefer killer a bit more (even though survivor is far easier in my humble opinion). It kinda just boils down to me not being scared of any killer that isn't nurse/spirit to be honest, and it sorta kills my enjoyment of survivor. There's no horror here, y'know?

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/526792#Comment_526792

    It's completely random, and many survivors are totally aware of it. It just randomly doesn't work. Both the 3 vault block and Bamboozle. It'll show the effect, the sound, everything but the prompt shows and you can still vault it.

    It'll be fixed after sounds. See what I did there?

  • #########. I can't get a killer match to save my life. 25+ minutes waiting and nothing. Survivor is boring as hell right now, so what do?

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/526661#Comment_526661

    Your first point: It makes sense from a character perspective. Amanda was known to rig her traps. Having an actual trigger is something that John would have done (and did to Amanda). I wouldn't mind.

    Second point: Along the same lines as being more in character, but that might be too hard. Just thinking of how I have immediately gone searching with an activated trap and almost died because the map placement of the boxes or because Amanda was crouch camping that last box I need.

    On your second point, I feel like this situation will happen no matter what if the Pig player wants to get 'creative'. That said, it's not a particularly good strategy, nor will it win you games most of the time as the killer won't know which box you need unless they watch you the whole time your trap is activated. In that case, they were going to make the game extra fun for you no matter what you did. Though the point about large maps and RNG placement making things extra difficult is noted, this could be the one situation where a big map might swing slightly in a non-mobile killer's favor for once. That is, if they can get some momentum going to begin with.

    What I'm trying to do is raise her lethality/threat so that more deaths can occur as a result of her main power, especially if survivors choose to just ignore it. No killer power should ever be rendered moot.

  • Here are two ideas I'm kicking around:

    • When Pig places a trap on your head, it's activated immediately. This will promote people rushing around to get it off ASAP, not only after contributing to gen completion as much as they can before looking for a key.
    • Whenever a generator is completed, the timer of all active traps on survivors is decreased by 20 seconds. The more generators they complete before taking the hat off, the less time they have to search boxes.
    • These two changes give Pig some fairly solid stalling potential, and if survivors choose to ignore her traps entirely and complete gens anyway, they risk killing themselves/their teammates.

    What about those as a start?


  • @TAG said:

    Still gonna vouch for her EGC nerf to be changed. Make the EGC timer pause as long as someone is wearing a Reverse Bear Trap.

    At the moment I'm trying to formulate a list of changes I'd personally like to see to make Pig more threatening in this current meta. By threatening, I mean close to if not nurse/billy/spirit tier - that is the standard that has been set for the highest level of play with the current state of the game, sadly.

    One of the changes I will be proposing involves returning the threat to the reverse bear traps during the EGC. I mean, I personally enjoy running around searching for my way out with the trap ticking down, but at the moment it is very 'game-able' (no pun intended). Key always spawns in the same box for each survivor, every time.

  • I could see the change now..

    • Pig can now grab survivors off generators while crouched.
    • Makes loud oinking noises within 8 meters of survivors.
  • I think this Satan fellow you speak of casually goes by "Matt Walker."

  • I mean, spirit is basically AYAYA - the killer.

  • I'm grateful that they at least gave him some quality of life changes. Sadly, this is not enough to make him worth buying - perks are still doodoo as well. The fact that they are so hesitant to remove his stupid sound effects completely when up close just baffles me. Do you want more Myers tier jump scares? Alerting survivors isn't how you get them.

    The one change I was hoping they'd have the courage to make is to bump his movement speed while crouched to or near 4.6m/s. With neutered move speed (especially since he's keeping his 'lol I'm right here' mechanic) while in stealth, he's going to lose tons of pressure as generators pop off left and right.

    If the developers keep making these 'kid gloves' changes that only make the character playable but not strong, he's just going back into the unused pile after a week. Why do this to such an iconic character? Why waste the time and resources? Welp, at least he'll be "Fun" right? I'm slightly miffed, to be honest. What little hope I had for another good killer has been completely dashed, and I just know he likely won't receive any changes of substance before his release. This feels terrible.

  • A couple hours spread over the course of one or two days, and sometimes I just do dailies and hop off. Game's just losing its appeal over time, and I don't know if the developers will be able to revitalize it, as that would require the will to change the most troublesome aspects.

  • @Blueberry said:

    Wraith actually got the really good one

    "Ditch the peasant garbs and get looped in style! Ten additional dollars for the same award winning wraith experience you know and love, except this time, SHINY. Ooooo, shiny!" ;D

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/521097#Comment_521097

    @IMhereRUN who's chasing down killers? Thats some serious role reversal

    Ever played Ghostface? That's.. an interesting experience.

  • I guess this is the part of the movie where I say.. "Look guys, we have a voice! Vote with your wallets. Let your satisfaction or discontent be known through the power of the mighty dollar."

  • Pig's getting a buff this patch. Look, two cosmetics! Now show them how much you appreciate her end game changes and buy those skins. Go on, do eet.

    You're gonna buy it anyway, aren't you? -_-

  • @Keene_Kills said:

    ~looks at Hag~

    ~censorship intensifies~

    Take it back.

  • @SpaceCoconut said:

    BHVR needs to start balancing with skilled players in mind.

    I agree.

  • I'm sure everyone here has noticed the pattern where killers that are strong are generally deemed 'unfun' by a lot of survivors. I won't mention any names, but if you look out for them, certain streamers will also claim this on their streams fairly openly. Typically nurse and spirit are mentioned. Let's think about this for a second, what do these two killers have in common that make them 'unfun' for survivors?

    They mitigate or ignore traditional survivor strategies. Ah, bingo. The two killers that combat the most common tactics and provide a consistently challenging, high risk experience are the most 'unfun'. I find this very interesting, but also depressing. Then again, I want a challenge and to have the ######### scared out of me whenever possible, so both of these killers are fine by me (naturally, I do like variety in the killers I face, but that's.. a whole other can of worms).

  • Spirit. Clown needs a lot of help at the moment, and I'd only recommend getting him for shards, if possible.

  • I actually don't mind facing prayer beads spirit, but that's mostly because the kind of game I'm expecting is different. I favor more of a horror experience, so shitting my pants while getting yanked off a generator is something I can appreciate (even if my heart can't).

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/513802#Comment_513802

    You mostly complained about the Nurse "Nerf" that might not even be a nerf. And I explained that in their Q&A they didn't specify if it was a nerf or a buff. Because who knows it could be both.

    The devs could release anything at this point after the Ghostface Disaster lol.

    So I said be patient and see what happens.

    The last time they touched a killer and it resulted in a net gain was Spirit. You'll have to forgive most of the community for shitting on the spot whenever they mention "looking at killers." The burned hand teaches.

  • I'd be all for making the environments more impactful for both killers and survivors. Every map could have its own set of randomized hiding spots and quick escapes (on cooldown) for survivors while having traps and stalling mechanisms the killer could activate (also randomized). It would make the game far less repetitive and a bit more fun.

  • Personally, I like the direction DS has gone. However, here's what I would change about it:

    • Stun goes down from 5 seconds to 3 seconds (since enduring will no longer apply to it).
    • Decisive strike is no longer available for use if another survivor is hooked during the 1 minute timer.

    That's all I would change. Sometimes you get hit by decisive even when you're not 'tunneling', which to me is... yeah.

  • @Blueberry said:

    Perfectly said, I agree with it all. +100

    This recent string of building the killers counter play into them and putting their power into the survivors hands is just terrible design. Let the survivors figure out there own way of countering like Nurse and Spirit. There's just too much hand holding and not knowing what makes a killer in DBD strong.

    The devs REALLY need to read this badly.

    @Peanits @Patricia @not_Queen

    I won't get my hopes up, but I do appreciate the support. Even if this goes nowhere, I felt like it had to be said.

  • @se05239 said:

    Just gonna ping some important people since you make good points.

    @Peanits @Patricia @not_Queen

    Much appreciated, my good man. I tend to forget to do that : P

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/514753#Comment_514753

    I've been watching your posts for awhile now and they almost always crack me up XD

    I'm not even funny. I just tell the truth. Darn.

  • @Dehitay said:

    Hag exposes more than Spirit does

    If they nerf my hag tiddy I'm gonna frickin' lose it man...

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/67213/all-these-disrespectful-threads-need-to-stop

    Mate can you climb on down from your high horse for a quick second?

    Maybe if you actually open your eyes and see the games current state, you might be able to see why the community is as outraged as it is. Yeah im also against personal attacks on the devs, but sometimes they need to be told what to do and how to do it by their community, actually open their eyes and do what the community wants.

    Not gut killers that didn't need gutting or releasing killers half finished. If the devs cared enough to release working content (not necessarily bug-free from the get-go because mistakes happen) but at least a functional product, then i think the community would care enough to address them with a bit more dignity.

    I'm torn on how common these posts are. On one hand, I'm happy more of them are showing up so that the general discontent of some players can have a chance to be heard. On the other hand, I'm seriously sad it has gotten to this point when it could've been prevented by the developers if they were only willing to listen from the very start.

  • @HatCreature said:

    @Bravo0413 you didn't really see where I was going with it but it's all good. I do think Ghostface IS ######### right now, I make lots of smartass remarks about his add-ons, perks, and power all the time but regardless I am still excited for the concept of something beautiful. I have faith that he will be fixed, not that he'll be all he can be but at least fixed.

    If you think him being fixed and only fixed is worth your money, then hey, it's your income. Do as you will, my dude. Me on the other hand? I'd prefer something fun and viable on release (preferably top tier for a change of red rank environment) that doesn't remind me of how I should be playing nurse instead.

  • I wish I could be excited for an iconic killer from my generation, really I do. Problem is, BVHR is making a mockery of him and I have zero faith in their ability to make him viable at all levels of play. It'll be back to the usual suspects after a week. Again.

1 … 14 15 16 17 18 … 20