BadMrFrosty
BadMrFrosty
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- BadMrFrosty
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I'll be the villain, since no one at BVHR will ever tell you the truth.
No.
I'm sorry, my son. It wasn't your fault. :'(
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This game is not balanced for optimal play, and it never has been. The developers either know this and don't care, or somehow, in spite of all evidence to the contrary, are ignorant of this. Either way, those of you that are praising this change will learn soon enough.
DBD is not in a good enough state for any kind of serious, competitive play. The RNG nature of the game does not allow it to be taken seriously in that kind of setting. More importantly, when only a handful of killers can even perform against the best of the best survivors (and have even a slight chance of doing ANYTHING), you know you've got a massive balance issue on your hands.
This is fine. I was expecting the game to start a downward spiral eventually, I was just wondering what was going to cause it.
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Freddy, then Pinhead - both have crazy super power-like effects with very meetable conditions. Reality warping is incredibly hard to beat for a majority of the cast that aren't the aforementioned two.
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If they're not going to remove the SB from the initial tentacle hit on uninfected survivors, here's what I would suggest:
- +2 zombies for large maps, standard number (2) for average/small maps.
- Each contaminated survivor increases zombie movement speed by 10%.
- Increase zombie detection range by 20% vs contaminated survivors per infected.
- T-Virus vaccine time increased to 12 seconds.
- Zombies both infect and injure survivors they successfully hit.
- Zombies can now hold lockers shut by "banging against them" if they hear/spot survivors go into them (like Victor) - 10 second shove time to knock over zombie from within locker.
- During a chase, zombies are likely to move toward window locations that have been used and hang over/outside of them, hitting any survivor that attempts to vault through.
That might help the zombies be more of a focus for the killer.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2459942#Comment_2459942
How can this be acceptable?? I'm behind a rock the size of my bady and I was crouching. Is not acceptable at all.
I'm on your side. It looks stupid, and is a miss objectively speaking.
Note: I edited the prior post for clarity.
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Use playback at 0.25 speed and watch very closely where the hatchet ends up going. Now, objectively, is that a hit or a miss? Look at whether or not the object thrown (the hatchet) touches Jill's model. If you take the servers out of the equation, I'm certain that still would've been a hit (despite what the visual communicates to the survivor - a clear miss). Again, this kind of stuff is unacceptable, and just leads to people feeling cheated.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2459753#Comment_2459753
I wouldn't surprise me if the Devs are looking at reworking clown again. His recent rework was a pretty big failure and he still needs more.
Nah man, Almo is convinced that there's some 200 IQ build or technique the entire player base hasn't figured out for him yet. Give him another 2+ years and we'll see.
For huntress, all they need to do (WITHOUT GOOFING IT UP) is make her hatchet hitboxes hatchet shaped and only reward her with hits for connecting with the survivor's model. That's it. Most developers can do this with minimal issues. MOST.
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I think we have to consider the power scaling between our human characters here - Leon, Jill, Chris, and Claire are extraordinarily competent and powerful for humans. I don't know much about Cheryl, but I'd imagine she might be in a similar category based on what little I know of Silent Hill.
There's definitely a set of survivors in the game that, lore wise, could believably fight a lot of these killers and win (in some cases handily). The DBD survivors (and Bill, though he is on the higher end in terms of his overall combat effectiveness in spite of age) are generally normal people with specialized skillsets (if any) against supernatural elements. They usually don't have sophisticated combat training, plot armor, weapon familiarity, etc. This puts them at a massive disadvantage against most of the killers in the game by design, which is intentional. A good example of a licensed character who can believably survive (but not necessarily beat or kill) a good portion of the killer cast with her specialized skillset is Laurie, based on her own experiences with Myers.
RE characters (and potentially Cheryl) are written with another level of power in mind, and it's not a fair comparison to pit them against some of the more ordinary folks in DBD.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2459607#Comment_2459607
Maybe buy more cosmetics? 🤔
Well, you told the truth, so I'll give you that. On the other hand, you also told the truth, and you're not supposed to do that. :o
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I'd argue that if the game was in a better state, both in terms of functionality and balance, the amount of toxicity would decrease. That said, all games will have a small pocket of folks that get enjoyment out of being "toxic."
The reality is, too many people take this game very personally, when you shouldn't. Usually, people that click flashlights are trying to taunt you into a chase (draw attention away from weaker teammates), meme, or otherwise just do anything before taking a hit. Additionally, I've always seen teabagging as a friendly taunt, not as some ultimate, malicious attack on me as a person. Very few people get any kind of enjoyment out of genuinely ruining someone else's experience, nor do they go into matches with negative intentions.
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It's an on demand exhaustion perk with an easily fulfillable condition and it works when you want it to - at least, that's the idea. More than half the time it won't work because.. reasons, but in a perfect world, it's one of the best exhaustion perks in the game.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2458530#Comment_2458530
Yeah because whenever survivors get destroyed by one thing constantly, they immediately screams for nerfs forgetting everything else that could be a problem.
The issue with game balance (map design) is being addressed slowly, and in almost every case, terribly. So killers like spirit, slinger, etc. will become more common over time so long as their current map designer remains in that position. They have proven, time and time again, that the bulk of their development team doesn't have the will or understanding (likely neither) to get the game into a better state.
What some folks might not realize, is that if maps get into a better spot, killers like spirit, nurse, etc. might have to be changed for the sake of game balance lest they dominate even more than they already do.
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@GoodBoyKaru said:
This is a vent post, if it wasn't clear in the title.
So, just faced a 3man SWF as Freddy who got cowshed- 3 streamer buddies (which is how I know what they said lol). Apparently, I "[ran] the sweatiest ######### build". This was my build.
https://us.v-cdn.net/6030815/uploads/YSM7G3EDG3CR/image.png
(Doing an archive challenge and had a Freddy daily- 2 birds with 1 stone).
For the record, they got Fractured Cowshed too.
https://us.v-cdn.net/6030815/uploads/WXTDWZYWEP04/image.png
And, like, I ended the game in an 11 hook 3k. I didn't tunnel, did minimal slugging, and only camped when someone was nearby- what more do you want me to do??? This is the least sweaty build I could concieve except switching to, like, Amanda's Letter Pig.
Anyway
https://us.v-cdn.net/6030815/uploads/02U8QHYZ9E43/image.png
I won (2 hooks away from my challenge too).
But seriously what the ######### more should I do vs these guys??? I want everyone to have fun, how can I do better?!
There isn't a point to this post, I'm just frustrated.
Well, the way I look at it is this: you're doing it, so it's sweaty.
Anyone else? It's fine. :))))
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@JanelliBee17 said:
Thats terrifying.
Easy +1 from me. Make it happen, BVHR, since you're collecting every horror character in history anyway.
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Not unless their power is insanely strong to compensate or the base mechanics of the game change.
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Trickster is old legion with range, and old legion didn't exactly require much "skill."
Hold M2 long enough on the right map, and eventually you get a down. You'll hit enough knives with time, so just keep at it.
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@Leachy_Jr said:
Tinkerer is probably the only killer perk in the game that I find problematic. It's sole use is helping killers with their gamesense and completely screwing over solo queue while doing literally nothing against good SWF players. Combined with Ruin it's pretty annoying but that's not ruins fault it's tinkerers fault.
I have no issue with the Ruin Undying meta, if anything as long as I have good teammates I love it. Tinkerer however isn't even good it's just annoying when combined with it.
Seeing a blight bail half of their chases to go to a tinkered gen being worked on by a clueless Meg makes unfun gameplay. Chances are they won't even win the match either because they think that tinkerer is a better perk to take than corrupt. Ya know, corrupt, the best stand alone killer perk in the game.
I don't really see the point in the perk when it's sole purpose is to stomp noobs and makes unfun gameplay.
If I were to rework it id make it activate on 70% still, remove the undetectable status effect and add a 7% haste bonus to the killer for 16 seconds. This makes it better on pretty much most killers, makes it more fun and now it actually has a use against good players by having a faster chase with haste.
(No I did not just get rolled by a blight, I made this after seeing a content creator pick tinkerer over corrupt on bloody trickster. Why)
I think my biggest problem with it is that it doesn't match its flavor or title in the slightest. How does tinkering with a generator make you more stealthy? The info part I can see, but suddenly becoming M&A tier 1 Myers as well? Sus.
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@Triadequinaxor said:
There are old killers that are terrible and boring to play/play against that need reworks, pig, clown, deathslinger, myers, ghostface, all these killer powers are copy and paste, Ghostface is just myers with a gimmick
GIVE ME MONEY.
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Poorly made hatchet hitboxes and dedicated servers make this killer no fun to play against. Otherwise she'd be fine.
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They're not going to fix it, as the developers seem to not have an issue with players being cheated during their gameplay experience. Weapon didn't even make bodily contact? Hit. Ranged projectile misses? Close enough. Chainsaw around a corner that saws through an entire obstacle before touching your model? Why not. Falling from a second story, almost touching the floor, and getting blasted? Yeah, that's fine.
They don't care. It's like I said, BVHR is going to have to slip up badly AND have competition rise up to challenge them. Otherwise, they'll just stay in their comfort zone with their monopolized genre.
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I don't know what games you guys are playing, but in more than 75% of my survivor games, no generators are getting done unless I'm doing them. If I'm lucky, 3 are done before two people are dead. As killer, I win most of my games pretty handily unless I'm playing like garbage or vs'ing a seriously solid team. The game is easier now for killers than it has ever been, at least where the average match is concerned.
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The problem is less about killer movement speed and more about loop design. As it stands, loops are either ridiculously good by themselves AND can be chained into additional tiles -OR- they're useless and can just be walked around. More importantly, there's incredibly poor balance that decides how much and where certain setups are placed. The entire system is broken, and that's what needs to be fixed for the game to hit that sweet spot, or at least a place close enough to it.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2442031#Comment_2442031
I'm fairly certain that I imply in my first sentence that the issues you feel are pressing or endemic aren't seen as such by a majority, and also touch on the fact that any competition has swiftly died, which is totally strange when going up against a game that's apparently going to die if 'competition' looks its way.
I most likely could have used a better framing device, for sure.
I don't need to argue with you or prove anything, given the reality of the situation and state/popularity of the game.
Edited to add - In the interest of complete transparency, I do think that their previous gen optimization issues should be a larger priority.
Alright, that tells me what I need to know. Have a good day.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2441993#Comment_2441993
Yes - The issues are so endemic that the game has been saddled with the burden of continuous growth since Beta.
Given that this was their most successful year in terms of player count (and most likely financially) 5 years into the game, perhaps you should drop off a resume and show them what they're doing wrong/how it's done.
Better still, why not fire off a resume to one of the companies that attempted to compete and folded like a sheet of paper?
I am sure your insight and input, as well as your stellar attitude, will be valuable assets :3
This isn't about me, so I'd ask that you keep it on the topic, thanks. Going to a common fallacy (appeal to accomplishment, specifically) isn't going to make your point look good. My point still stands, that 5 years after this game has come out, it still has an insane number of glaring issues that are known about and not being addressed. Or, if I were to give the benefit of the doubt, they're being addressed at a snail's pace. With all the success you claim BVHR has had, especially this year, you'd think those resources could go into hiring more people for Q/A, programming, or something else that could add additional value to the game's long term health.
However, rather than acknowledging my argument, you've instead decided to deflect my criticism by saying "Oh but the game is showing growth, so clearly what you're saying doesn't hold water. Why don't you apply and do better?" Yeah, that's not going to work here.
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@Raccoon said:
It really seems like some people are just miserable playing the game and posting on the forums.
I truly feel bad for them.
The people who care the most bleat the loudest. BVHR has had 5 years to fix several glaring issues, and it hasn't been done in that time. Indeed, they seem stuck in a time loop that requires them to take a step back for each step forward. If only my job gave me a 5 year window to fix serious problems, holy #########. That'd be heaven.
Of course, we all know that it doesn't work that way in most places. But hey, that's cool - it's going to take a Blizzard tier wake up for them to do anything, lacking competition and all. It's just a shame it's gotten here.
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Dead hard does have a counter - the servers.
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@Sadsnacks said:
You are not good at killer for getting 4ks this way especially against solo survivors.
Thank you for listening to my psa.
This is as good as they'll ever be. Usually these killers are the ones that complain about "toxic swf" that just do generators and leave. Well yeah, what do you expect? Work for your kills, or settle for a 1K.
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Too busy cooming, sorry brother.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2439356#Comment_2439356
If you got exhausted - it means perk activated. It doesn't last until the end of the trial, the dash is about a second long. If you got hit after your dash has ended - it has nothing to do with the servers.
Either you're assuming that I don't know how the perk functions (and is supposed to function), or you misunderstood my question. Could you tell me which of those happened so I can respond? Thank you.
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@Junylar said:
It works fine, even better than intended. If you get "exhausted on the ground" - it means you just messed up the timings and pressed too early, or the killer just outsmarted and outwaited you.
But I agree with that they should fix dead hard: it must be nerfed since right now it's an unlimited second chance perk giving survivors several extra lives per trial. It should be "once per trial", and/or grant no dash and no collision disabling.
How is suffering an unjust down due to poor servers messing up timing? Explain, please. I'd like to hear this logic at work.
Getting caught because you messed up or the killer waited? Fine, fair play.
Getting caught because your perk failed to work when you used it? Not cool.
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If by content you mean bug fixes, then yes. Yes I am.
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: )
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2435088#Comment_2435088
I actually seriously considered becoming a lawyer. I was told all my life that I argue like one, lol.
Got similar comments from people I know in real life. Super aggravating because I hate the idea of working from the inside of such a broken system and basically being a "loophole finder."
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2432423#Comment_2432423
That distinction doesn't negate what I said though. The perk is completely unusable for a lot of console players, you saying it one of the best perks in the game is laughable to someone who has never been able to use DH as intended. It doesn't matter why it's so unreliable, the fact it is unreliable is the bottom line OP is getting at here.
I sure do wish I could try DH without it breaking the game, then maybe I'd be able to see what everyone is saying about it being strong, but I can't, ergo me agreeing with OP that dead hard sucks
You've nailed it, it's not the power of the perk in "ideal conditions where nothing goes wrong." That's not my point. The main issue has always been with the consistency of the perk in all situations as written, period. If massive server issues prevent this perk from working properly, then it would be foolish to ignore that condition.
Is dead hard the best perk in the game in situations where it functions, as written, regardless of the scenario? Sure, I can agree to that. But in situations where I need to "pretend a perk doesn't work as written" just to maybe have it function? Unacceptable.
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@GrimoireWeiss said:
Is Hex: Ruin a bad perk because it can potentially be destroyed in less than 20 seconds?
Not a good question - ruin is consistent until destroyed, which requires survivors to do something. Ruin doesn't just explode randomly with no input on the killer's end, that's what's happening with DH. I don't care if they have to change the perk completely or w/e, just make it -work- more often than not. I don't think that's an unreasonable ask.
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@ThiccBudhha said:
At first, my face was melting based on hot the take was... But after reading your reasoning, I say lukewarm take at best.
They don't have to fix the perk if they don't want to. Hell, I've got a solution:
"Dead hard has a 50% chance to apply the exhaustion status and do nothing."
At least then people will know what they're getting into and not feel cheated out of their ability.
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@Aven_Fallen said:
Because they have more fun playing him?
Like, why would anyone play any Killer except for Spirit or Nurse?
Stupidity, of which we're all guilty.
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Almost never - he's borderline garbage right now. Overheat was unneeded, and all of his add-ons are gutted to uselessness. More importantly, a lot of the new maps just don't favor him at all. Also, the jank hitboxes on the newer environments make hitting air 50% more likely with the saw - I found a bunch on spirit's maps recently. That was fun.
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A love of the character, and that's it. Nemesis is worse than Pyramid head in pretty much every way - everything he does is guaranteed to waste time AND he gives survivors that +1 sprint burst if they're uninfected. Once again, this is a prime example of BVHR not understanding their game and why this is such a big deal.
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He's not unfun to play, he's just terrible - giving survivors +1 sprint burst in a chase if they're uninfected punishes you for using your power. No beuno - might as well play deathslinger and get an injure + down or injure + mend. Nemesis is doodoo in his current state, and that's a damn shame.
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I don't need to be babysat, thanks. Let me exchange gg's, be toxic, chat about random stuff, or w/e.
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If you're camping or there's zero cover around. Otherwise, no. It's bad, just like his entire design from the ground up, aesthetics included. Missed opportunity of a killer imo.
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I mean, it's the best feature in DBD - leave whenever you want.
It's also the only balanced and reliably functional feature in the game.
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@humanbeing1704 said:
If a bubba is camping just have the 3 others rush gens
You're right. Now tell that to literally anyone you get in solo queue that's farming for challenges or memes.
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Slinger, Nem, etc. all hit you and it makes sense. Not once have I gone "Wow, I don't understand how that even connected" non-sense. Just honest gameplay, crap servers included.
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Any killer whose power gives survivors an extra sprint burst in a chase is -NOT- going to do well in this current meta, where any additional time bought is a potential loss for the killer. This is another case of a multiplying effect that, when applied singularly to one survivor, is an inconvenience - apply it to the entire team (first whip = free sprint burst), then it gets out of hand fast. Sadly, this just further confirms that BVHR doesn't do any in house testing with people that understand the game. They put concept to paper and shove it out the door with the "Our players will test it" mentality.
Bump that.
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What's more OP - nostalgia factor from old RE fans OR horny money? Think about it, lads/lasses.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2114764#Comment_2114764
I want Mr X to sit on my face while the vampire lady sucks my d*ck
Am i WAY too horny?
Holy #########. My dude.. I refer you here v
They jailed my ass for less.
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@GeneralV said:
Honestly, I would love to see Lady Dimitrescu here.
*Katana stirs in sheath.* What's that supposed to mean?
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@GoodBoyKaru said:
i hope it's Mr. X because the DBD R34 artists will do him justice and my gay ass would die for that.
Ain't even gay, but Mr. X still puts me in trouble as a recovering horny jail inmate. The mitts on that man.