Bwsted
Bwsted
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- Bwsted
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Comments
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This is beautiful. Please, don't ever change it.
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@usesPython said:
It's very much counterable with perks, just bring Deliverance and don't get hooked first then go pull the person off the hook and unhook yourself at the last second. If done properly you waste 3 minutes of their time and they have basically nothing from the facecamp
You forgot to mention that the Bubba in your example must be bot enough to:
- Allow the unhook to ever happen, thing that he can deny altogether;
- Let the unhook be a safe one on top of that. Again, something that he can deny given his ability to double hit through the unhook endurance and speed boost.
Just bringing X perk to band-aid design flaw Y is essentially a non-suggestion. Neither killers nor survivors should be forced to do it.
@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318064#Comment_3318064
Congratulations, you've turned Bubba into a Billy that can't run.
Congratulations, you just ignored all the other differences between Billy and Bubba.
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That bbq stacks discouraged camp tunnelling is just about one the biggest myths in dbd history.
You could still get your stacks by hook trading, or forcing the early elimination and then wrapping up the 3v1. And it would be even worse with current gen time and slowdown.
The only real benefit would be that a killer would have to run triple slowdown instead of quad. But currently you're just fine with the meta gen kicking trifecta anyway.
Camp tunneling was and still is the dominant strategy in a game-theoretical sense. As such, it can be justified in a player's mind regardless of the perk's info. See no one on bbq? They're near or hiding aura, no reason to leave the hook to go on a search trip. See them instead? Well, they're too far. You have to go over there, hope to still find them and then run an entire chase. Again, no reason to leave the hook.
And, unfortunately, in general in-game currency incentives don't encourage a certain playstyle. Path of least resistance to victory does. Along with making what you want to discourage very difficult to pull off. The latter is actually crucial and currently almost disregarded.
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Luck is a thing.
And so are hacks.
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In a certain way, I am. Because it gives me the opportunity to vote with my wallet. By keeping it closed and safe from bhvr.
So, yes, there's a sense of excitement in that.
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You're a bit too innocent of a soul if you think they did this based on the feedback.
They saw numbers in the stats that they didn't like and acted accordingly. Having data that look good on an Excel spreadsheet is their balancing philosophy.
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@Carth said:
The largest motivation was probably consistency. They didn't want to have "endurance effects" that behaved one way and "mettle of man" that behaved in an entirely unique way.
This^. Just read the dev update post. They openly say MoM was an outlier.
It doesn't mean the change was good. Nor that they didn't make ad hoc exceptions in the past when it suited them.
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It caused so much fear of death that it died itself.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3109320#Comment_3109320
Sounds like a typical survivor. Blames everything on the killer and can't even open their own menu. I believe this story unconditionally.
I thought they were laggy as well because they teleported a little on my pov. Then, when they said they were EU and saw their ping, I went back and checked mine from the lobby footage and realized I had a full red bar.
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Yes, it's a bug with servers. It sends you to the wrong area.
I have a recording somewhere. I was playing Billy and the survivors and I all had pings in the 290s. And we were all EU. We were probably sent to the Australian server. They thought I was VPN'ing until I told them to check their ping in the tab.
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So, now double the chance to get either crappy part of it. Pog.
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@Droneinthrwind said:
https://forum.deadbydaylight.com/en/discussion/comment/3106503#Comment_3106503
Well when... I guess it works as intended
And that's the worst part. Who in their right mind would want it to work like that...
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I think we need old moris back as well. Not the 1-hook moris. I mean the OG no-hook immediate executions.
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No, it didn't need changed because of it.
It's a very rare interaction, that at worst causes the gen to be blocked once per trial for 20 sec.
Either leave it be, or change Merciless itself, which also prevents other problematic interactions.
Once per trial per gen, when repairs get to 90%, Merciless activates for 15 sec (or whatever you want, currently default for a solo repair is 9 sec). You get the barrage of skill checks and if you miss, or leave the gen before the perk deactivates, it gets blocked. If you complete the gen, the perk deactivates, same as it does currently.
I know, too logical and complicated. Let's deal with it by changing another perk instead and resurrect a combo that was specifically targeted for nerf in the very previous patch.
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The main application is with OoO, which requires a SWF, and even that might be a stretch given you can't do anything else. And you have to deal with Undetectable.
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4 BTs are better than 4 OTRs. No killer is waiting 15 sec anyway, let alone 80. And it works in endgame.
But that's really not as feasible for soloq, who are put into a prisoner's dilemma when picking perks.
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@rydiafan said:
Every perk change in this update reads like somebody who doesn't play the game saying the first thing that pops into their head as a fix with no thoughts about the effects they'd have. When you read each update and think about it for more than 3 seconds you'll invariably find a better solution for whatever problem they were trying to fix, and also find a problem their solution caused that's worse than the original problem.
Truer words were never spoken. At this point, whatever they do in a patch, at least it has a comedic effect.
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Imagine they wanted to do something about the interaction between MS and PR.
Imagine they just made the MS skill checks active for a set amount of time.
No. Let's instead ressurrect another perk combo interaction that they openly wanted wanted to remove in the previous patch.
MindBlown.gif
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@humanbeing1704 said:
If this is gonna happen with future perk "buffs" Then I'm officially not looking forward to future perk patches
Why not? They're an entertaining reading at this point. They push the boundaries of reality exceeding imagination.
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@mischiefmanaged said:
I don't know why they didn't just have Merciless Storm have a maximum amount of time it activates for.
Merciless Storm will activate for 9 seconds after the generator reaches 90%.
It takes 9 seconds after Merciless procs with 1 person for it to be completed. Less if there are multiple people on the generator.
It's bhvr we're talking about.
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This is a classic example of making a sacrifice to the God of Consistency for the Sake of Consistency while not having a single clue of how the game works.
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If you see the aura, you ignore the player, unless you're Legion. They can't progress the game.
If the aura deactivates, congratulations, the survivor just wasted a perk slot.
Sure, they can try to stay in your face while you chase someone else. Well, two people off gens.
It's a perk that actively sabotages itself. It might be worse than Self Care at this point.
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They just don't get it. I don't understand if they're trolling, cognitively dissonant, or simply incompetent.
They literally said:
"Thanatophobia now slows down generators pretty significantly. Particularly with Killers who have an easier time keeping multiple Survivors injured (e.g. Legion, Plague, etc.)"
Then they proceed to rework the perk to intentionally have the same effect as before if all survivors are injured/not healty state. Guess who are the two killers who are very good at that. Yeah.
Most complaints focused on those two killers specifically. So, the effect of the change is that only the OTHER killers will stop using it if they don't run anti heals, Plagues will just not give a damn, and Legions will run mangled or broken add-ons and go about their business.
Pretty good job so far.
P.S. and they nuked MoM lmao.
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@hailxsatanxeveryxday said:
So... we gained 17,000 players, and then we lost 12,000, which means we're still ahead by 5,000.
Right?
And they wouldn't be doing a new Resident Evil chapter if the last one hadn't made them an assload of money. I think they could do better than Wesker (Jack from RE7 was legitimately terrifying), but that'll draw in new players.
The AoT skins will draw in more insufferable weebs when the word gets around, too. I'm not concerned about the health of the game.
Chapters are planned one year in advance.
As for players' count, the trend is the relevant part. If you had a hole in the tank of your car, you wouldn't stop worrying about it just because you refueled $17 of oil and only leaked out 12 so far.
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The irony of this situation is that this patch shows a lot about killers as well.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3104496#Comment_3104496
So you know how MMR/Kills/Survivals works? Nice, where are these infos from? Can u share this?
The devs literally stated on this forum that they exclude games with DCs from kill rate stats. It was reiterated in many instances.
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Bunch of patch-criers with skill issues itt.
/s
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I am not a killer Main, actually I am really bad as killer and even now with the update I'm still losing games like before.
Well, you're discarding someone else's opinion because they're allegedly bad at their role in the game, while asserting that your opinion is right DESPITE the fact that you yourself are bad at your role.
Can you see how that raises a little bit of a conundrum?
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Desensitization by repeated exposure. There's no game that can be scary after you've experienced the same situation several times. And then you realize that nobody is getting hurt irl and the big bad man wielding a edged weapon is just an avatar. No game developer in the world can do anything about a physiological phenomenon.
When you get past that stage, which happens rather quickly, you're left with a pvp where the horror aspect inevitably becomes thematic.
You have to balance around the pvp aspect, because the scare factor is a resource that gets exhausted early.
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The escalation curve and cap for timeouts is already harsh in dbd compared to PvPs in general.
People will just stop playing altogether. So, either way you'll achieve the same result.
If you want to cure the disease, you need to tackle its causes, not try to cover its symptoms.
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@GannTM said:
I don’t really mind it that much.
Casual Spirit main comment /jk
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Feels like it because it is.
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I always loved Myers'. He sound like he's about to tell you 'wth man, why did you do that?!'
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@dspaceman20 said:
It would probably be better if they make the rummage mechanic apart of the perk to ensure you can still use it even if someone else opens the chest
I don't think they can without conflicts when run together with Residual Manifest.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3101627#Comment_3101627
That implies BHVR owes us anything. These are not a President's tax returns. They don't have to prove anything. It could be 10%, 50%, 90%, it doesn't matter.
You'll make a brilliant career in customer care and satisfaction.
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Not at all. But I understand why one might feel like it. Lack of alternatives, love-hate relationship, sunk cost fallacy, or even straight-up addiction. All very human things in nature.
Personally, I haven't played since the end of January. Just briefly logged in a few days ago to claim the free charm. But I still enjoy the forum. You really get to see some stunning pieces of hilarious delusions. They're definitely more amusing than the game is now. Which, ok, isn't exactly a tall order, but still, maybe the a good first step to stop playing.
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@Carth said:
They are looking at normalizing survivor audio across the board so certain survivors aren't significantly louder than others/others aren't as silent.
Yes.
Unfortunately, they also showed us the roadmap and said what's in there is what we're getting this year.
So, the normalized audio is coming
in 2027soon™. -
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3101561#Comment_3101561
The only time camping is “efficient” is if the survivors are idiots and swarm the hook
if they do gens, then the killer is applying exactly zero pressure
This is not 2016-2018.
Camping at 5 gens is very efficient. Mathematically so.
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Camping at 5 gens is more efficient than at 1 gen, where it's a last resort.
At 5 gens, camping applies maximum pressure for minimal effort. Simple as. If you want a 4k, that's the nobrainer choice.
[BHVR seal of approval here]
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Hi. This is a commendable effort. You made a claim and put up evidence for others to review.
Going over the matter itself, this strategy is already known and, in a certain sense, it was already demonstrated. It's just that when this is brought up, the mob just starts parroting the "just do gens and leave" litany, without realizing that this is not 2017 anymore and that counter no longer works.
With the new patch, many who knew how the game works, called it right away that the changes basically put survivors in lose-lose scenarios. If the killer is bringing the right build and is simply willing to camp and tunnel to death, the results you got are suddenly to be expected and nothing out of the ordinary.
How can this be dealt with? Typically, bhvr is reluctant to make structural changes. Imho the simplest way would be to remove hook grabs and interruptions (basically, it would work like killer pick-ups, the animation lock is instantaneous and can't be canceled, but the unhooker still takes damage). That makes it impossible to 'camp' two people by playing the grab game. And the hook trade is still viable. That and probably increase the hook timer as well.
bUt WhY sHoULd I Be pUniShEd 4 uNsaFe uNhOoKS, some killers may ask. Well, why should survivors be punished because circling the hook is what you call 'patrolling'? Punishing has nothing to do with it. It's about making an interaction balanced. And, currently, hardcore camping isn't. If you want to punish them, you take the 1-for-1.
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They can fix this, but if not in the next day or two, I’m done til they do something.
Mandy already just confirmed they're taking their time and there's no indication what they'd do anyway.
You're better off taking your break now, because two days ain't gonna be it.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/337893/3-gen-chase-reward-being-face-camped
Should be more concerned that it's POSSIBLE to run a killer for "3 gens"
The only concern it raises is that the player might have not completed the tutorial. Getting run that long in 6.1.0 is purely a skill issue.
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If it doesn't, it's probably just an oversight in the coding.
@sizzlingmario4 said:
You don’t deserve to be rewarded if your teammate DCs.
I agree. Nobody should be rewarded. Let's start by removing the sacrifice point from the DC. Bet you'll love that.
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They have shown many times they have that sunk cost fallacy mindset.
So, generally they never roll back anything. They rely on number tweaks. Then, if that doesn't solve the issue, they introduce something new that is either completely broken, or totally useless. And then proceed as if it was a complete success and push out the new batch of cosmetics.
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@HugTheHag said:
I mean, to be fair, it's only been a week. This could also be from the anniversary event being over.
I'm curious what the numbers will be in a couple of weeks though !
Nope. Numbers spiked up again after the patch, then have been trending down after only 2 or 3 days and haven't stopped.
Not a good result for a patch that was meant make gameplay refreshing.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3096466#Comment_3096466
i meant the loss of colission only applies to the BT'd survivor and the killer.
the survivor can still be blocked by other survivors and vice versa.
Upon unhooking survivors don't immeditaly have collision against each other. It's made like that to prevent the unhooker from griefing the unhooked. That's how it is on the live version. As is, survivors can already run inside each other if they want to. They simply have no reason for it, currently. Except for meme'ing.
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You ok?
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The moment you remove bodyblocking with BT, you're just going to discourage altruism even more than it alread is, because the trade would be guaranteed instead of contested, even if another survivor as well gets off gens. Or, you would have ridiculous situations were coordinated survivors run together inside each other hoping that a swing gets a wonky registration on the bt'd survivor.
Especially, in endgame, survivors would just leave even faster than they do now. And anti tunneling is already nerfed into the ground when gens are completed, not even at egc.
The game would switch from a tunnel off hook, to just trade survivors on this cozy scourge hook.
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@Pulsar said:
I feel like making wiggle skill-checks permanent isn't THAT big of an ordeal? Right?
It's BHVR we're talking about here.