Barbarossa2020
Barbarossa2020
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- Barbarossa2020
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Gaming in general has changed alot.
Im a older gamer i guess, (37) I played alot of online gaming when dialup was the normal. I also played World of Warcraft in Vanilla, and was hyped when i heard "classic" was coming. I thought great the old community will be back, you'll know people you play with and recognise those names.
I played classic and just felt it very hostile, people were doing their best to skip content to get to the end game goal. They would afk farm, virtual currency, experience, items, Anything to get a easy advantage.
One just has to look at gaming now days, alot of games have pay to win models and lootboxes, which helps satisfy the mentality of having everything "now".
People don't like to spend time earning anything and with it comes a culture of toxciity, unless you're in the mainstream of "getting rich quick"
And doing whatever is nessecary to achieve that you're on the outer, and the same translates to DbD, People want/need instant gratifcation and the easiet way to do that is to use every meta and rule "bending" to do so.
Games haven't changed people have.
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And how would you stop swfs from abusing it?
Seen it plenty in WoW pvp premades, people report or vote to kick random pugs and the pug gets booted etc.
It's happened on steam and google review often enough.
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I think its probably someone bored and doing a noed challenge, Hook people with noed active during ecg.
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Add a extra generator or nerf repairing speeds, or increase kick damage.
Requires no changing of perks.
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Boon's have made this worse, im not going to let you run off for your free self care. Prepare to be tunneled and Proxy camped.
I had 3 CoH on Ormond one match, The survs couldnt understand why i was tunneling and camping.
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@El_Gingero said:
Because DBD doesn’t have built in comms or a ping system, despite being teamwork intensive, killers have to be balanced for solo queue, which is of course disorganised, inefficient and consists of varied skill levels. Thus, killers have to be weak.
Any killer, with very few exceptions, will be nerfed whenever it comes close to a competitive level, else it’ll be overbearing for solo survivors. This of course makes killers underpowered vs anyone on comms, which is a notable % of the playerbase.
It’s game breaking issue that seeps into every aspect of balance, but even after all these years the devs refuse to address it. Inexplicable, but it is what it is.
Add handicaps when the game knows the killer is versing a swf, % movement speed, extra gen stuff like that.
It could be balanced. Most games have a solo queue and a join as party function, or set a maximum in a party.
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So you're on a quest to kill 2 with noed but you dont have noed?
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@NoOneKnowsNova said:
That's the problem though.
There are many perks in the game that are great, but only when you make a build around it, and at that point you might aswell just use a normal build as you will get more success with it.
Exactly.
X + y = good
X alone bad
Y alone bad.
To many link's in that chain, one gets broken its over.
Where as D.S alone good, D.H alone good. CoH alone good.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/2671123#Comment_2671123
Whataboutism isn't saying that you have a problem with the behaviour; it's saying that you want only certain people to so it. There are both toxic survivors and toxic killers but, for whatever reason, there are more toxic survivors than there are killers and killers receiving toxicity is currently a larger problem than vice versa.
The reason is most likely the player base size, as a killer you may see 4 toxic survs and as a Surv you only see 1.
And i've no doubt there is more Survs than killer mains as a percentage anyway.
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Swf's.
As much as you may enjoy playing with your friends it makes the game horrible to balance, certain perks are god tier when used in a swf. But in solo they are average.
Swf's in casual mode or limit to duos.
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Midwich may have 2 god pallet's but if you're coming from those corridors, there is very little cover down them.
Game on the other hand is just borked.
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@DesignDad said:
https://forum.deadbydaylight.com/en/discussion/comment/2669840#Comment_2669840
As a general rule, the matchmaking system is doing the best it can with what it has to work with. By that, I mean that the limiting factor in off-peak hours is typically the players in the queue. The system is trying to match you with somebody within a pretty tight range of skill at first, but there are times where there simply aren't any other players in the queue within that range for you to match with at the moment. When this happens, the system starts expanding the acceptable ranges over time.
The basic trade off is "I can find you a match more quickly, but it might not be as balanced". We can keep the range super tight to try to enforce extremely balanced matches, but those result in pretty crazy wait times. We could also start with the range extremely open to shorten the wait times, but now the matches are all extremely unbalanced. That said, we adjust this system on the fly from time to time and take a look at how it impacts both wait times and match outcomes overall.
So most cases of "It's not updating!" or "It seems to stop working at certain times of day" are actually cases of "There just weren't any good matches in the queue for you right now". The system has no downtime, and we have yet to see any cases of improper updates (and we do check!).
With all this in mind, we are far from calling the matchmaking system perfect or done. We're still monitoring it for bugs, exploits, hiccups, and also planning general improvements. The community is a dynamic group, the game is constantly being updated, and our matchmaking is no different! One of your suspicions above is absolutely spot on, and is something we are actively looking to address. I'm reviewing a design proposal for it later today!
Love y'all talking about matchmaking so much. <3
Why not give the players a Handicap when you know they are being matched badly just to make a queue shorter?
Why not have the option to opt out of swfs? or limit to a duo? You can play with your friends all you want in free mode. I don't want to play with your friends.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670945#Comment_2670945
Coldwind and The Game look immensely better, and while people do still complain about Coldwind, I generally have a much better time on it.
Balance can be argued but in my opinion the Realm Beyond has made maps look much, much nicer, in ways that actually affects gameplay; it used to be really hard to navigate The Game because the stairs weren't see through and because it was way too dark, and similarly, the corn is much less of a problem now that the map's been brightened up.
Hate the new orange Coldwind, Im red/green colourblind, so even turning that feature up i still struggle to see the red gen outline through the corn, and as a Huntress main it really screws with my abilty to land hatchets.
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Boon totems and gen rushing are forcing killers to tunnel more.
If i can tunnel and force survs to protect you, it means they're not doing gens, and you're not just rushing for your free heal.
Wounding survivors has no benefits any more.
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Alot of it can be time of day, off peak in Oceania, survivor queues are fast and killers are slow, but in peak times it's the opposite.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2670906#Comment_2670906
I fully agree, I'm not saying there aren't things that killer needs buffed, killers have needed better gen regression as base for 5+ years now, and some survivor things are just dumb imo, I firmly believe Prove Thyself is the worst designed perk in the game, dead hard second. My post is basically just feeling annoyed at this mindset that killers join a game and then lose instantly with 0 hooks, while I don't have that happen and I see many other great killer mains also still playing good matches.
Are survivors stronger than killer? Well yeah, survivors don't have variations and differences really like killers do. A trapper will of course be harder, a clown can get smashed harder than a oni, etc, but does that mean killers can't ever win? Not in my eyes, I have seen some of the lowest tier killers dominate high level survivors. It isn't impossible
The thing is now the weights are starting to stack up.
Eg, Mori's werre nerfed as they should have been but keys were left for another year.
You mention gen regression hasn't been touched and now Survs have boons, Well hexes can be perma gone in 10 seconds.
Hit validation is prioritising survs over killers.
There has been bugs on maps, were Killer's could'nt pick up surs who moved under certain gens or cleansing stations and they did nothing, but if a totem cant be cleansed they disable a map.
Perma loop maps.
A new map with no cover to use killer powers, think trapper etc.
It's not one thing that is making Killers feel like Leper's but a multitude of things.
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Swf's have been disabled in the current patch.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2670894#Comment_2670894
It's actually the opposite.
You aren't hitting the survivor even though it might look like it, that's why the server is telling you "no".
Even though you moved forward with my hatchet it made the meaty thud you still dodged it by running forward with it?
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Clunky, bloodweb system and rng of getting perks in bloodweb.
Totems and boons, better protection for killer totems and the abilty to remove survivor totems (not just snuff)
An update of alot of old perks which are just trash compared to the new ones.
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The old system is gone, coloured ranks are supposedly not a indication of skill, but of wins essentially
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"My Second Idea would be adding a perk to each Legendary skin. obviously available in the shrine down the Line. I think this one would be more important towards the licensed skins. not Krampus, Minotaur or Ferryman"
So pay to win even for a period of time?
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When i can remove your boons from the game (like you can remove my hexes) I'll be tunneling you out before you can run away and self heal.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667319#Comment_2667319
So you would actually nerf killers? So they can't stuck regression perks... nice fix
This would be terrible to balance and decide what is where.
Also problem is that not each killer needs same perks, you would just nerf those if they have some must have perk.
It's not just about killers or survs its x power + perk + addon.
Same with Survs certain perks stacking is just crap. Seen a surv team with 3 healing boons? its just crap. certain perks alone are fine, pair them with something else and it creates horror stories for both "sides" Hence why limiting certain perks would create balance and give players the ability to use something other than meta.
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I think they should just put perks into class, survival, regression, Hex etc, you can only have 1/2 of these.
Certains perks together work to well. They in turn create op/toxicity.
And this could be done for both Surv and Killer.
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It was done very late i.e a year, after the mori nerf.
Both elements of the game were toxic, only you got another year out of keys.
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@GoshJosh said:
Do you want boons to be just as difficult to find and snuff? Legitimate question.
Sure, if you only get 1 and i can destroy it permanently.
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Im sometimes nice if im dealing with genuine newbies, any other times its Slug/proxy/tunnel.
i used to be bothered by tbagging clickers, now i hate you all equally. Die.
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If Coconut with his 10k hours played as Huntress then its busted.
But hey boons are needed.
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The ability to re-apply the hex.
Works for Boons.
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@GoodBoyKaru said:
it's like the whole point of the perks are to be incredibly powerful but removeable from the game...
Yeah i know, just like boon totems right? they' re removable.
It's great when you see 3 in a game.
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Totem stacking has screwed it, get a hit run away heal, rinse repeat. no consequence.
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It just shouldn't negate damage of a successful hit. I.e you deadhard a hatchet that still hits you.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2539455#Comment_2539455
Yeah I mean killers are running way more diverse builds these days, I can predict their build chosen from a pool of 7 perks rather than the 5 that survivors pick from.
Huntress main, pick mine then.
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@wewantbetterfun said:
Remove the immunity to damage, only keep the distance bonus, so ranged killers will be able to get the down, trapper traps will do their jobs, I believe it's the proper nerf to this broken perk.
This, It's stupid that Hatchets can land and register but dead hard negates it, even if it hits, i could undertand if you dodged the hit, but when you get hit. feelsbadman.
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Kill them all and move on. I'd rather move on to a better game than a Carebear cuddle fest.
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If im behind, i.e 2 gens down and no hooks, i might proxy to bait a save and get more value, if im a ahead ill go looking.
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I quite like it actually. It has a good blend, tight corners and long corridors.
It's not bad as a Huntress. Best fun i've had is waiting under the balcony and people dropping down infront of me. Surprise mofo.
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Just treat them all the same. Slug, tunnel, mori. The holy trinity.
No mercy, no hatches. I don't see "survivors" i see victims.
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@ukenicky said:
I think what they need to do, and these would be small changes to start with, are the following:
Kicking a generator should deal 1% damage so that it at least matches Survivors hitting a great skill check
Survivors who begin repairing a regressing generator need to stay on it for 2 seconds to undo the regressing / this would alleviate the gen tap conundrum killers despise and making kicking the gen feel more even in terms of time spent
And finally, possibly look at base regression speed. Even just bumping it from 0.25 charges per second to 0.50 would be something. Preferably more imo
Idk, I think the core mechanics and stats of gens need tweaking moreso than making massive changes to all the existing perks that incentivize kicking gens.
This, repeat kicks on a gen should ramp up the damage.
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@TheStabbiNAngeL said:
Not being able to dead hard through the killer's power
This.
Dead hard negating a hatchet that has hit is just crap.
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Survivors can be carried, Killer's cant. You just have to push through it to learn stuff. Being a good killer takes time.
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People will just endlessly rotate "fom" killers, then they will wonder why "X" killer doesn't get played.
There are far to many variables to just nerf and buff respective killers or perks.
Until there is some massive fixes to swf vs solo the buff nerf cycle will be endless.
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Had a game with 3 torches and a key. They complained about slugging.
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Come near me with your grubby fingers and ill give you a shiny necklace.
Don't mind the beeps, that's just to let you know you're about to get a prize. You'll never have to bother with a dentist again.
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When they re did keys at the same time as they did Mori's, and the best part was they did it stealth so people didn't know it was going to happen so they couldnt use all their stored keys up.
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Going to give iron maiden a good work out.
But combine btl with head on going to get both nerfed.
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@pithsts said:
https://forum.deadbydaylight.com/en/discussion/comment/2526794#Comment_2526794
250,000... for rank 1..... ######### were they thinking???
It makes grading meaningful? And if you do it on a survivor you get another 250k.
There isnt really a bad side to grading, i just wish we could see some of our mmr, but it would just be used for lobby dodging.
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https://www.youtube.com/watch?v=98Ykmz-TGXA
Coconut rts for huntress videos. His prediction is just god like.
https://www.youtube.com/watch?v=ToCgPCvHPqo -
I think it's odd how you can dead hard a hatchet that hits you square in the back.
It registers as a hit, but negates it. I can understand how you make a melee swing and miss but to negate a obvious hit is just silly.
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Im looking forward to playing survivor and removing all totems with small game.