Bafugaboo
Bafugaboo
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- Bafugaboo
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Comments
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I was looking for the option of SM and her drones. Knight is a good second choice.
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I am new to this game and I find it quite enjoyable. The only downside I have seen is the amount of complaining. The complaints spawn it seems from people who are not winning as much as they feel they are deserved. This confuses me as it is a pvp game where a win is never guaranteed.
In short enjoy the game and do not focus on negatives and you might enjoy it more as well.
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Your want them to base their kill rate stats on just your games?
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The real thing it looks like they need to do is not make it an ok thing to dc. If this is a big problem then it looks like they should find a way to at least make it a less used action. This data for most likely all killers is tainted from rage quitters. Instead of giving the correct data they get this. If ruining the game for 4 other people is your response to seeing a specific character that’s a problem with the player not the game.
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Stats are fun. They can only show things to look into not what needs adjustment. These stats do this big time. I am glad we get to see them but am worried about too many focusing on the wrong aspects of them.
My favorite spot is what are the most used perks. I do feel that adjusting the most used leads to more people diversifying their play which can help to spice the game up for all.
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I tried her once and 1 person dc’ed immediately. The next 2 killed themselves on hook. She does not have anything extremely powerful to warrant this. The problem with her is player mentality. She is also one of the least played killers to add to this. So overall it’s probably SM mains playing her and doing well plus self sacrifice on hooks that are drive her numbers.
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I enjoyed this mode as well. I think the one thing that could truly allow more to relax is if it either did not go towards survivor/killer grade or had its own separate one. This could give more of the play to have fun vibe rather than fear of losing progress on something new.
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The community as a whole is great. There are a few games I get into where their intentions are not great, but that is not often. I learned to counter, or attempt to, when they do this gameplay. The main negative is in entitlement. Either people are mad for others trying to win or in their play style. The game is fun if you just realize it’s a game. Also as some others have said if you want to see toxic go play on some of the other games that your own teammates harass you.
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If I am not close to getting the next tier I will give them a fun game. I also like to play a few fun games at the new tier as I cannot depip and can give some enjoyment to others.
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The Billy skin is screaming my name!!!
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I love these oddball perks. I do not run the normal sweat a lake build types. I simply enjoy the game. Having these type of perks is enjoyable for me. I do agree that Illumination and Deadline could use some love and affection.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639928#Comment_3639928
I think a couple of things should happen.
Firstly, since they increased to BP caps, reaching 10k in the Sacrifice category has been unreasonably tricky. They could fix this by reintroducing a similar mechanism to old BBQ. Each time a survivor is hooked for the first time, the killer scores a bonus 500 BP.
That's not massive, but if you are aiming for max BP, you're better off ensuring everyone is hooked at least once before endgame.
Secondly, we have some niche perks that lose their effect once a survivor is sacrificed. I believe the majority of meta slowdown perks should have this effect. Once a survivor has been sacrificed, slowdown is not strictly as necessary. You've either reduced the survivors to 3 with multiple gens left to repair, which is it's own slowdown, or you're near endgame and the slowdown has depreciating returns. But the knowledge that killing a survivor will essentially remove one of your perks can be a powerful incentive, and give the remaining survivors an actual chance. With the remaining survivors more likely to escape, tunneling becomes less rewarding.
This would be fitting for perks like Pain Res, DMS, or Grim Embrace which proc on hooks anyway.
Ruin had this, but wasn't meta, and Thanatophobia has this indirectly by having it's greatest value tied to having four survivors in game.
Pentimento could also do this, or have a backup effect once survivors get eliminated. Perhaps each eliminated survivor knocks the effects down one by one, so one survivor sacrificed makes one Penti totem inert but two still slow healing, and so on.
This brings more positive thoughts for change. If perks were made with different stages based on remaining survivors, or even hitting/hooking different survivors(repeat hooks could take from the gain). This could be great incentives. The bp gain or loss you reference is right on track towards what I was thinking as well.
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I have been purposefully not tunneling and seen immense boosts to both bp and progression in tiers. That being said I think a change that could help is depreciating returns on same survivor hooks. This way if they tunnel they would not gain as much in bp or tier progression. It is not a perfect answer, but at least a suggestion.
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When I play survivor I sometimes get in a groove and loop a killer for 3-4 gens. Then a thought appears in my head “I am invincible!”. I quickly get downed and it seems they quite dislike me for the long run. I completely get the feeling of this one person lost me the match. So I get what you are saying. I just try and laugh it off and think about how the other side feels.
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I was hoping for the lunar event as well. The New Year events for any game have been my favorite. It is a shame when a game did them then takes them away.
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I have had good results most games. There will always be those special groups that will just type pure venom at you after a loss, or even one/two kills. The majority of survivors I run into have been great. I also do not tunnel as I feel personally it only takes away from learning truly learning the killer side.
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The one week is upsetting personally as it is the week I will be unable to play due to work and away from home.
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I got him and then played killer side only. I saw at least 2 Alans per match.
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I have to agree with what was said above which was hook em both. Giving a free reward to 1 while sacrificing the other 3 is kind of a bad look.
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It feels like it does take a few things into account. What map is it on? Do the survivors understand what they need to do? What is the killer? Last is the killer skilled?
Those are what it seems determines the outcome more than it being just one side or the other.
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I have found it is quite more enjoyable with a positive group, or even just one other person. I am not the best player and have been dealing with the sweat lord killers as well. Having another person to just laugh with and enjoy your time makes it quite more enjoyable.
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As a new player to DBD myself I can assure you that adding easy killers would only hurt progression. You need the challenge and to make mistakes in order to better yourself. I would like a way of getting bp faster sure. The positive of needing to unlock all of those perks is the time you put in to do it. That time will make you better just like all of the older players did it.
Like one of the earlier posts I appreciate this type of positive sentiment. To get better I just need to play and bring on the sweat lord killers.
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This game has had the most cheating I have seen in any game. It is at a point that the devs should place it at a higher priority. Allowing these cheats to continue will cause player loss and thus money loss. They might want to stop it before it festers.
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I am new and love the discovery aspect with it being new to me. I do not mind being thrown to the wolves. It just helps you to learn at a faster pace. The only issue with requiring to pair new survivors with new killers is probably extremely long que times.
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I only play Survivor in SWF because I only don’t choose Killer side when my friends are on.
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Huntress, this is due to when I am hit with a cross map hatchet it just makes me laugh and give props.
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When I first saw her I was like yes please! Then I realized this was DBD and not something else.
I agree with what was said about her seeming to be meant to be a Predator.
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It is puzzling that they do not make more Emotes. They are simple to make and is money they are missing out on by not having.
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Smooth Criminals
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I agree with the setup of having rewards for both sides of the coin. Is playing both sides beneficial? I think so, but forcing someone to play them is not the best for each individual. Giving those extra incentives I think would help the most.
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I enjoy how some of his perks work in harmony with other perks. Hopefully more perks are made like that to incentivize players to try out new and fun combinations.
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You know why you are nodding at them. You are doing it on purpose. I know if I saw someone irl nod at me I would get so angry.
A lot of others said it best already. This is a game meant to have fun. That is what everyone is doing. Enjoy the ride. Turning it into something that you just look for wrongdoings takes away what the game is.
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I just want Jason X.
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Sounds like the first match I had. Went in and got rolled. The difference is I like pvp games and just laughed about it and tried to analyze what I could do better. I am still learning and having fun doing it.
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I am new to the game and thought all of these behaviors were just normal. I think the problem lies in putting too much into needing a win. I have never even seen any toxic chat. If being told ez offends them then this might be a personal issue with self esteem. These are competitive games. As in both sides are trying to win. People do get a little carried away at times but that is the nature of competition.
I do feel sorry for them that they felt bad after a tunnel. That is not enjoyable. The method to deal with it is to laugh with your friends and think up ways to change your plan of play. You aren’t going to be the target every game. Mindset change is the answer. Positive thinking will help you out.
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The answer is obvious. Make a chapter based off the scariest movie ever. The killer is none other than Patrick Swayze from Ghost. He goes around possessing people who roam the map similar to the zombies with Nemesis.
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The only time it bothers me on the Survivor side is in two cases. If I am in a group of friends and do not get to be actively playing is the first. The second is if there was a lot of bp to be gained from offerings. That sweet reward being ripped away is painful.
I agree the points and piping needs to be adjusted for the killer side. If it was weighted more towards amount of hooks or landed attacks it might shift priorities from needing a sacrifice to active engagement.
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It was a hard choice between pumpkin head and leprechaun. Then I saw Wishmaster as a suggestion and I would pick that.
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But can we get the monkey from outbreak?
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I was a little confused as a new player being put against the 4 man SWF opponents. I do not even have a killer to the point that I can attach 4 perks to. I had read that new players were supposed to play against new players. I am not sure where they draw the line of not new, but it is not as enjoyable when you cannot even put up a fight into the strong teams. I do not have the option to alter my perks it just feels not so great. I do enjoy the game overall though just not in those moments.
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Implementing a contest could be a fun way to do this. Get applications from aspiring coders to be given a barebones build to be able to construct the replay system. This would include the method for capturing and storing the replay and the UI and functionality. This could be a good way to interact with the community. This also could be a way to reward them and get good press.
As a reference Riot did a similar contest for creating a statistics webpage using their custom API.
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But what about the murderous Winnie the Pooh?
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Arnold Schwarzenegger he could say a cheesy old action movie quotes and have a predator movie skin.
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If it is based on skill of the survivors then they will climb or not based on their skill. You would naturally not see them in lower skill matches anyway. So why do something that is targeting them.
A better solution could be to have their MMR gains greater. Then every win pushes them up higher faster. This would be a good compromise.
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I have had games where I found a survivor and chased them for only a moment and boom 3 gens completed. It takes away a lot from many of the killers and does make them have to alter their play style to no nonsense.
I agree with some form of slowing down the beginning a little. You don’t want to hurt the others tactics too much. The main idea that comes to mind in making it harder for the first gen completion. This could make isolated gen rushers take way longer. It also would inspire new strata like grouping for first gen or multiple groups spread out. That would activate more killer perk options and have it so when you found someone it was multiple survivors thus disrupting more than 1. This could extend the game and make it feel more pressured. Just a thought.
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I have ram into the afk killers often lately as well. Hopefully it is not something leading to something bad like AI accounts.
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I agree that it sounds nice. That is when it is based on a truly coordinated team. That is not the case for every swf. You should never look to punish players as an answer. This goes for both sides. Increasing difficulty just cause you want to play with your friends is not the way to go.