Basement_Bubba420
Basement_Bubba420
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Bottom line is that this perk should have never been released in its current state.
It is the epitome of garbage game design (a perk that offers distance, iFrames, activatable on command, no collision) and it shows 0 thought for the game as whole.
People will come in here and claim SB is better, yet that only offers 4.2m of distance in a chase versus the 3.8m that Dead Hard gives. Also, no iFrames, requires exhaustion management, has collision, and you can't activate it at will.
In a game where most killers rely on capitalizing on survivor mistakes the devs create a perk that gives the survivor a get out of jail free card. Any outplay is invalidated and survivors have a free form of insurance.
Fix dead hard by removing the distance and keeping movement at 4.0 speed.
Make the animation more noticeable and add a sound notification.
Keep collision. Remove iFrames.
Now survivors who are hit during dead hard duration (lets try 1 second) are inflicted with broken for 60 seconds and deep wounds. They can gain progress towards exhaustion recovery but don't fully recover from exhaustion until they are healed to a healthy state. They get a 1 second speed boost as if they were injured normally.
Now what does this do? Dead Hard is still a second chance perk. You got hit because you made a mistake or got outplayed. Instead of completing negating the hit, you are crippled with broken and deep wounds. You have exhaustion for at least 60+ seconds because you can't become unexhausted until you are healed. But you can now take three hits during a single chase, and you may even survive because of the speed boost. Perks that activate on hit still activate. Great.
Killers can counter this by not swinging as usual. No more distance, no more next tile, no more dead hard for flash light save, no more dead hard thru killer.
Will this kill dead hard usage? probably. but the perk is sitting at 50% usage according to night light, it should be expected to drop in usage.
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It's Bubba.
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Devs are lazy. There have been long standing problems with the game and they do the bare minimum.
Why do you think they get laughed at when they ask for the labor of love award on Steam?
Given their current work, they will never earn it.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2919094#Comment_2919094
This is actually a pretty insightful point. And since BHVR will not release those numbers (nor should they), we have no way of knowing how many were in that number.
Good call.
BHVR only releases numbers when it benefits them.
If the decline in player base is majorly due to cheaters then cheating is rampant in this game. Either way, the outlook is terrible.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/320347/another-month-another-3k-players-lost
Its because they cant update the game for ######### and dont know how to balance, if only they dedicated an entire chapter for just Qol and balance changes. But no, gotta keep adding new perks, new bugs, new ways to piss off both sides of the game.
They could do QoL updates in parallel with additional content. They refuse to do so for some reason.
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@emetSdidnothingwrong said:
People want to credit BHVR for the things they are doing right is all good and well but you gotta understand something about consumers: they remember negative experiences FAR more vividly and for far longer than they do good experiences, it's just a nature. So yes they are doing good things recently but at the end of the day they should of listened to people before their numbers were hurting, because now people are upset.
They balance everything around the solo survivor not getting ######### stomped constantly, but they do this at the expense of the average killer getting ######### stomped almost constantly, people quit killer and survivor ques go up, the killers who remain adapt and play in an extremely unfun way so now survivors quit; long ques and boring matches are a result of BHVR not fixing the killer experience. You can't constantly bash one side and ignore their complains then expect a few buffs to 2 dead killers will make them come back.
I can credit BHvR for the following.
- Improving graphical fidelity of the maps and game in general.
- Shrine of Secrets
- Removal of infinite loops (should have NEVER been in the game to begin with, this is something you can literally MATH AWAY)
- Cool skins and good art team
- Archives
That's it. The balance changes are to be expected with a live service game. Unfortunately, they are terrible at balancing.
There are significant areas for improvement in QoL.
- Match History
- Saved Loadouts
- Custom Games w/ bots
- Search function for perks/addons/items
- Random killer/survivor/perks button
- Faster blood web interaction
- Blood web minimum pathing (select a perk I want, instantly buy minimum number of nodes to that perk, this is a basic algorithm that any software engineer should be able to implement)
- In Game archive progression notifications
- change settings while in queue
- browse store while in queue
- view challenges while in queue
- infinite rituals with different challenges (i should be able to select a ritual I want to complete for every ritual like ambush the obsession with pig multiple times a day, not just once)
- match details (health states healed, gen progress repaired, number of saves, health states lost, etc...)
- view survivors starting items (NOT ADDONS) in menu screen, not just offerings
- survivors portraits on end game screen
They don't do any of these things. There's 300+ people working on this game. They just don't care.
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@OpenX said:
Sadako not being dumpster tier would have helped
You're correct.
Sadako is only good in low MMR and barely passable in mid MMR.
They knew the meta was atrocious to hit and run killers. It's been like this for years.
So they release a hit and run killer without making meta changes.
Incredible lack of awareness.
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The problem with being against band aid fixes is that when they introduce fundamental design flaws into the game they become increasingly exasperated until player discontentment reaches a fevered pitch. So they lose player engagement and are now backpedaling to rectify any mistakes they've made.
IMO, the most compelling example where a bandaid fix would help reduce such discontentment is the grind. BHvR has knowingly allowed the grind to spiral out of control yet the grind is required to be successful at the game. Both survivors and killers need certain perks to be competitive and the introduction of MMR moves the game towards a more competitive direction. A simple removal of perk tiers or a doubling of blood points gained would be well received and reduce the grind while a long term solution is worked on in the interim.
The idea of avoiding duplicate work is ridiculous. Live service games see repeated iterations of different features. Even this game has seen repeated iterations of features. Having a temporary fix to a long standing problem with the game while a more permanent solution is worked on shows the player base that they care and allows them to collect feedback on how to proceed.
Ultimately, I think that certain people at BHvR are afraid of work. It took them five years to add colorblind support. They only added it after negative media coverage.
We still don't have match history, loadouts, an API to collect player stats, one game mode, search function for perks, blood web pathing, soloQ imbalance, garbage killers, same meta, etc...
BHvR views development and innovation as a cost. They are a contracting/business company first and foremost, they have been like this for nearly 30 years with the majority of their work being ports. They want to cash in while minimizing cost so we get MVPs.
The biggest changes we've seen in the game are MMR and map fidelity/reworks. That's six years of development with very few substantive changes. Clearly, we can see where their interests lie.
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They should rework the whole game while they're at it.
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You're right.
They're competing design philosophies.
A sign of poor game design.
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@Icaurs said:
Leatherface is one of, if not he most, overperforming killer in DBD. He is far too oppressive for how easy he is to play and is probably the worst designed killer in the game. You seem to not understand how DBD works. You are not an overwhelming force of power, where you have to put in little effort to feel powerful, you need to practice and learn, to have the skill needed to play the killers at a high enough level that only the top survivors have a fair chance of beating you.
What you described is a power fantasy type game where you load up as the killer and completely dominate the others , with little skill of your own. These games do exist, however they have all failed where DBD has succeeded. This part is less fact and more theory, but the reason why DBD succeeded where others failed is due to DBD not relying on a single player to determine the match. If a killer can as you say " if he gets you, and wants you dead, you stay dead." Was the staple of a match, then at any point, the killer can take you out, and there is nothing you can do to control this. The killer then has the responsibility to ensure that he uses his oppressive powers in a way that allows for all sides to have fair and fun matches. Its pretty obvious, from the countless failed attempts at this, people cannot do this. As you stated, leatherface is the closest killer to this, which is why he needs a massive rework, as his power is simply terrible.
Didn't I facecamp you last match?
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@Pulsar said:
Probably not. You should be able to get a very vague and general sense of how much you've improved.
I'd like to see my own skill, but with how gatekeep-y this community can be (myself included) I do see why BHVR doesn't want to make that info readily available.
Not saying I necessarily agree, just that I see their point.
I think they could just make it viewable to the individual.
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This would be a really cool idea.
Considering how bad BHvR is at game design with how they encourage the tunneling meta as an example, I can see this being poorly executed.
I imagine their idea of the heist would be kidnapping the killer after flash lighting them to sleep and shoving the killer down the hatch.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2915185#Comment_2915185
Dead Hard is probably a lose/lose situation for BHVR.
You don't do anything with Dead Hard and killer-players are unhappy.
You nerf Dead Hard, you upset a massive amount of survivors and then you make killer-players happy. Then you make killer-players very upset with all the killer-nerfs you have to introduce.
This is the truth.
The fact that it's used by around 50% of the survivor player base and that survivors are so dependent on it shows that it is the single worst perk in the game. It is the epitome of terrible game design.
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@espooked said:
Uh, Chinese players vpn alot. I hear different things like they like American servers more or its easier (I disagree) or their servers are broken sometimes. I never see SA on west coast. I play at 3-5 am and they're all I get too, I don't have an issue with it though.
This seems to happen the most late at night (12AM+) for me as well.
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I think they should rework the perk so that if you're the last survivor left (thus the SOLE SURVIVOR) the entity gives you a gun and big muscles so you can 1v1 the killer.
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The developers on mobile are more talented and passionate than the devs on the main game.
Also they're a different company.
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Don't worry. Game isn't dying. Everyone on steam is moving to Epic launcher so the actual player count is actually higher than ever.
Source: You know.
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i like it
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It's a perk that encourages tunneling and camping.
BHvR is thinking about making BT basekit. This will encourage tunneling even more. Waiting out the 12 seconds or less is nothing.
It just forces Killers to try and spread damage which wastes time and is a losing strategy. Now nooby survivors will go for even more unsafe hooks which is great. Wait out the 12 seconds and tunnel that poor survivor.
Think about how bad you have to be as a game designer to add multiple perks that encourage tunneling, add core mechanics that encourage unsafe hooking and thus more tunneling, make no delineation from SWF vs SoloQ perk effectiveness which causes killers to treat all groups as SWF and encourages tunneling, and make more hit and run killers which are terrible in the tunnel meta and forces killers into the same roster.
They literally have no idea what they're doing. Just blindly following stats and chasing that player retention/mtx flow.
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@NerfedFreddy said:
"Counter intuitively, the only time I want a hook counter is when I just want to 9 hook and not kill any of the noobies I just got matched it." Basement_Bubba420
Sure, buddy
Sometimes a person DCs and the remaining survivors still try so I will try to get some hooks in and let them all live.
Other times I accidently camp someone in the basement and feel bad about it but I still gotta get those hooks for BP.
In both situations a hook counter would be nice for everyone because I can maximize BP and survivors don't have to deal with my peanut brain accidently killing one of the three Fengs.
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They aren't doing anything.
It's been around for five years. They don't need more time to look at it. They had five years.
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Yeah Dead Hard the five year old perk might no longer be meta. Maybe things will change like Overcome becoming meta for the next five years.
It's even easier to use because you don't have to press a button just get hit.
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@Sluzzy said:
Because something is used doesn't mean it needs a change or nerfed. It needs to be looked at why it is used and perhaps make perks similar to it. The player has control over the perk, and it is fun to use. It is nowhere as powerful as Overcome or Sprint Burst but those perks simply are automatic and not as enticing to use. But killers, like yourself, blows the usage and power of DH completely out of proportion.
It reminds me why Demogorgon loves to use Save the Best for Last. He has control over the perk giving him a very powerful edge. Why are you not wanting that perk nerfed?
By your admission, because it is used a lot, slow down perks need a very heavy and large nerf hammer because they are "spammed" in every game.
They are literally buffing two killers in the next patch. Survivors are getting no buffs of any kind which is baffling. So many perks that could be buffed but all the focus is on killers.
Why is it more powerful than Sprint Burst?
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Their solution is you can pay them real money to unlock all perks.
That's it.
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SB allows survivors to get 4.2m in a chase.
Compared to Dead Hard which allows for 3.8m in a chase, iFrames, no collision if the killer swings, and doesn't require any management.
It isn't as good as Dead Hard. The real use case is 99% and using it when you're in a dead zone to get to another tile (it gives more total distance than DH) but this situation doesn't come up very often. Also, with good zoning the killer can zone you out of any nearby tiles.
It is definitely the second best exhaustion perk though.
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They should give her a different power other than blink. It doesn't make sense on a "nurse" character.
Give the blink power to Bubba instead.
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It's because at late night there is a ratio of 1:30 survivor to killer and in the early morning 2 A.M. there is around 1:50.
Prime time is slightly better at 1:12 but even then MM will toss you into comp 4man swfs because they've been waiting for 10+ minutes.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908737#Comment_2908737
Thanks for agreeing :)
Now putting your sarcasm aside, you don't have to put in much more (if any) time into learning ONE killer than a survivor does into mastering the survivor side of the game. Notice I said ONE killer because learning separate killers requires completely different playstyles and mechanics. The same way you have to learn all the tiles on every map, learn about the 80+ perks the opponents may be using, understand gen spread and keeping certain gens safe, the GOOD survivors put in that same effort and same time.
Learning killer fundamentals will help you with all killers significantly. There are only a few mechanically difficult killers - Nurse, Blight, Oni, PH, Billy - are about as complex as there are in terms of mechanics.
The rest of the roster just sees significant increases in success just from concepts like zoning, pressure, mind games, 3gens, routing, etc...
Unfortunately most of this roster just sucks at high levels. That's the problem, not the effort required to get good between survivor and killer. No matter how good you are with Freddy, he is just incapable of dealing with 4 competent SWFs and even 4 competent solos. They need updated mechanics to compete.
BHvR can't continue balancing around solo when 40-50% of the survivor playerbase is in a SWF. It's a bad target to have.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908713#Comment_2908713
At your skill level though.
Again I'll restate, if someone else can use the same killers that you can't and can perform well with them (whether it be Otz, Scott Jund, any top tier DBD player), then the issue is not the killer. It's your current skill level
Agreed.
Killer mains should be required to devote their life to the game and become a full time streamer.
Also Otz, Scott, and all the top tier DBD players never get steamrolled by SWFs. Ever. They always 3k at least. There has never been a 4 man escape because they are so good at the game with all killers.
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There are only 300 people working on this game.
There is no way they can spare anyone to update the chat filter. BHvR is a small indie company and they don't even have the money to buy a chat filter from another company.
In conclusion if you want to improve the chat filter buy more mtx.
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@Aven_Fallen said:
So, you were bad all game and because you got 4% more Movement Speed and an Insta-Down, despite failing, you suddenly feel good?
Yikes.
So, survivors didn't cleanse totems all game and because they got killed by NOED when they rushed gens despite ignoring totems they feel suddenly bad?
Yikes. Those survivors were awful.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2907275#Comment_2907275
This is bad business then. People are leaving because it is not fun. Play survivor and get hard tunnel. Play killer and get genrush. People are just leaving game.
BHvR is full of bad business. Their last three projects (Eternal Crusade, Westworld, and Deathgarden) all failed.
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@ForumUsername said:
https://forum.deadbydaylight.com/en/discussion/comment/2906925#Comment_2906925
Claiming I am wrong and you are right aint gonna make it so. Nice try. Again learn to read.
Not gonna respond to you again, as you are a waste of time.
Good. The topic is about depipping becuz of facecamp and you can't even make a coherent point about it.
Just "git gud" isn't a point.
But leave the topic so the smart people can discuss. Thanks.
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Devs don't want to move the meta away from this.
So they add stuff like CoH to keep healing meta and encourage tunneling, thus encouraging anti-tunnel and gen slowdown. They also add MMR to encourage tunneling even more.
This is the game they want.
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@ForumUsername said:
https://forum.deadbydaylight.com/en/discussion/comment/2900872#Comment_2900872
Brain dead reading skills.
I didnt say it would nullify face camping altogether which is what you are insinuating in your comment.
I said everyone gets face camped and that getting better at looping would help at staying alive, that in no way is the same as telling someone they can avoid face camping 100%.
Learn to read before you try to argue with someone.
More brain dead reading skills.
I didn't say you said it would nullify facecamping all together and I didn't insinuate it.
You mentioned how you could bring perks and loop which counter facecamping, except, if the killer wants to facecamp you, that doesn't work. So you were just wrong and your advice was just bad.
There is no counter for an individual player against facecamping.
Saying that staying alive is a counter for avoiding facecamping is such a stupid thing to say. That's the end result.
Learn to think before you try and respond to people with these crazy takes.
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A giant basement map would pretty cool.
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Give her unique moris and lullabies depending on the gender.
For men they get the standard Mori and a more menacing/dangerous sounding lullaby.
Women get the standard lullaby and a Mori where she more or less incapacitates them.
Maybe as a bonus for targeting male survivors she can pick up the axe she just threw (as long as it isn't iri head) from the downed survivor. I don't think the bonuses should be too big.
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Yes, I think it needs a buff.
They should increases the emphasis on interacting with the obsession and going for the full 3 tokens.
In addition to the haste, maybe at 3 tokens Killer gains undetectable for 30 seconds. At two tokens the obsession is blinded until the killer hits three tokens or hits/downs another survivor.
Hitting/grabbing/being stunned by the obsession should cause the killer to all lose their tokens.
The linear scaling of haste is okayish, it's just not enough given the time investment and the significant amount of time spent getting up to three stacks. You'll usually just get a stack.
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You and everyone else.
12:1, 30:1, 50:1 ratio of survivor to killer at prime time shows this.
It's why BHvR doesn't release statistics regarding the ratio or delineate SWF kill/escape rates.
They don't want you to know that you're just funding their MTX by playing Killer and keeping the game on life support.
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@CMansoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2905944#Comment_2905944
I'm not sure they think about things like CoH, sure it helps solo survivors but the killers will then know to tunnel that player before they are healed up again in a few seconds.
It's like the logic of players wanting BBQ to be nerfed, a perk that actually encourages killers to leave the hooked survivor
In the six years they've been "working" on this game it has become obvious that this "dev" team doesn't think much.
They don't think about the players when the grind has exploded to the point where it has.
They don't think about the game when they introduce mechanics that encourage tunneling, like MMR.
They don't think about people when it took them 5 years to add colorblind mode.
It's all corpo speak from BHvR.
Good PR + art/sound team. That's the only talent at this company.
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Devs claim they don't want to make it easier for the killer to tunnel.
So they add things like CoH and DH which encourage killers to tunnel but good news its not so easy if killer cant count!
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This prediction is wrong imo. Here is my prediction.
The thing is Dead Hard lies about what it does in its name. No one is doing any dying. Thus I propose the following fix.
Anytime a survivor uses Dead Hard a random survivor is killed by the entity instantly. The survivor who used the Dead Hard will have to pay the deceased survivor the life insurance payout in Blood Points. If this cannot be done due to lack of funds the survivor using Dead Hard will be taxed at 25% of their BP earnings until the life insurance is paid out. Life Insurance is 100,000 BP.
For obvious balance reasons, the random survivor that could die includes the survivor who used Dead Hard. If the Dead Hard using survivor is in fact the one who died they don't have to payout and will receive 100,000 BP from the entity (a.k.a. social welfare blood points).
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thanks bro
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It was a placebo. They actually changed nothing and everyone acted as if they did.
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@AlkaloidssOP said:
They exist.
Did you tunnel them?
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@Tiufal said:
With this logic coms would been an issue in any koop-game. Like, go play some BR games you can play vs random groups or vs teams on comms. But no other game ever made an issue out of coms, but dbd players are crying like hell. Its obviously an issue on player mentality here.
And @DragonMasterDarren how about not telling lies about swf being unintended in first place. It was always an intended feature. This was already told thousand of times by BHVR.
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2901871#Comment_2901871
Nah, most games never balanced around coms.
Most coop games and team based games are balanced around teamwork.
The majority of these games have comms built in to them to facilitate teamwork.
DbD is balanced around teamwork without comms.
That's why there's so many perks in the game that give survivors info as if they're on comms.
So the problem is that the game isn't balanced around comms. And no, most games are balanced around comms. That's part of teamwork. That's why they have built in comms into their games.
Your take on this is just overwhelming ignorant and irrational.
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You're right.
The devs decided to implement MMR and called it a day. They either missed the memo where if you want to make a competitive game you must design the game from the ground up to be competitive or they were just too lazy (most likely) to implement wide spread changes to make the game more competitive.
The grind, SWF, killer fundamentals, soloQ woes, boons, certain perks, all contribute to a casual mindset and gameplay.
The grind is too long for new players to be competitive (you absolutely need certain perks to be competitive) and learn competitive playstyles. They will get placed in low MMR and not learn the game from a competitive standpoint. Just dealing with potato survivors and killers isn't going to teach them the game and is going to just waste time for them until they grind up enough BP to get certain perks.
SWF in a game designed to be played SOLO is just a stupid idea for competitiveness. They refuse to balance around this.
Certain killers are just fundamentally bad (Clown, Freddy, Trapper) and will never be at a competitive level in their current state. Guess what this leads to at high MMR? Same killers. Every. Single. Game.
Solo Q is just bonkers at mid to high MMR. Killers will play to win and if you're not in a group there's a good chance you're getting tunneled out of the game if you go down first. While you will still get tunneled out in a SWF at least your teammates can communicate better for rescues or completing objectives while avoiding the killer.
Boons were just a fundamentally bad idea, again. A perk that receives TWICE it's immense value on certain maps (indoor maps) is ridiculous. This of course is compounded by the fact that SWF can quadruple the value for a OCTOTUPLE of value if indoor maps with good communication.
Some perks are incredibly overloaded. yes it's dead hard. yes it should be changed completely. it was a terrible perk from the start and it seems like no effort went into designing it with the game health in mind.
Overall, the devs should have changed the game fundamentally to make it more competitive in the first place rather than just slapping MMR on and calling it a day. But what can we expect from devs who take 5 years to implement colorblind mode in a game where YOU NEED TO SEE CERTAIN COLORS TO PLAY AT ALL.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2900796#Comment_2900796
It's data from an aggregate site that process a few thousand matches a month. So it's probably the most accurate data we will have outside of BHVR giving out information.
and the next most used exhaustion perk is sprint burst a 9.42%. hell, the next most used perk is BT of course at 38%. and bhvr is thinking really really hard about making BT basekit.
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@ForumUsername said:
The problem here is you. Git Gud.
Everyone has gotten face camped, your not special and you do not deserve participation trophies for losing. Get better at looping and bring perks that help you stay alive. Oh you want to bring meme perks for meme builds, then you dont get to complaint about getting face camped that was your own fault for not taking the match seriously.
Your argument can be applied to the other side: Oh I shouldnt depip for getting gen rush and not getting any hooks/kills. Its not fair I was so close to gold from silver but they gen rushed me wahhhhhh. You know why you dont see this argument? its because its nonsense just like your original one is.
Brain dead take. No one is talking about trophies.
Doesn't matter how good you are at looping or what perks you bring. If the killer wants to facecamp you youre going down and getting face camped. Skill can't avoid this.
You know why you don't see this argument? It's because its nonsense just like your original one is.