Captain_Doomsday
Captain_Doomsday
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- Captain_Doomsday
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Comments
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But the radius doesn't mean you were spotted, nor does avoiding it mean you're good. Rewarding stealth like that instead of buffing Bold points would just encourage hiding in corners of the map.
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@LordGlint said:
@Captain_Doomsday Under that idea though, wouldnt survivors have to change their movement depending on whatever killer they face? Your movements would surely be different if you face a Huntress as opposed to a Trapper? Against one, youd look at trees as possible cover mid-chase whereas against the other, you'd look twice at any window vault or tuff of grass.
Well, the Survivors are all identical, so it's hard to see how much they control in a dynamic way, but the Survivors move first in every situation. The Survivors begin gens until spotted, the Survivors lead chases (and their anticipated movement rules where traps and hatchets will be), and the Survivors are able to continually influence the game while 1/4 of them can occupy the Killer completely.
Killers are more powerful UNITS, but the Survivor ROLE is the center of the game.
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The only way to 100% eliminate camping would basically be to make a better game. The best they can do is dangle a carrot to incentivize allowing unhooks.
I still recommend the option for Killers to kill without Moris starting from the second down, but needing to go through a lengthly struggle others can interrupt (bodily or with a flashlight).
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I've never heard that term used anywhere else, but I would think it's the role whose movements shape the game most. So the Survivors, as Killers besides Nurse can only exploit mistakes.
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Yes, but a scaling one. The fastest Killers are currently viable, but the slowest need a way to keep up. I suggest fast-travel points around maps.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/576865#Comment_576865
being a bad player and being a good nurse aren't mutually exclusive because nurse doesn't play dead by daylight
Yeah, Nurse plays a game where skills other than running in circles and camping pallets matter. It's actually way more fun.
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So you're all saying that flashlights are intended to be extremely easy to make completely unavoidable, and also that it's not a staple behaviour of toxic SWF parties to blind at pallets? Because if flashlights should be unavoidable, why aren't they unavoidable in any other circumstance?
Flashlights sucking doesn't mean they're INTENDED to be used with a bug, especially since most Killers won't cross pallets when carrying. To argue that an exploit that makes the blinds free is intentional to make flashlights viable just means you're disagreeing that they need a mechanics buff to defend a common troll behaviour with minimal actual application.
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@Peanits said:
Considering you did use a mori in this instance, that is to be expected. A mori makes the match significantly easier and the emblems reflect that. We are currently looking into the edge cases surrounding the emblem and making adjustments as needed. Recently, we've pushed some changes to the survivor side of things to make it more consistent, and we would like to give killers the same treatment when we have a chance.
I'd say punishing mori use seems pretty salty when they're rare, tricky to use, and replace other offerings, but the main issue is still probably the baseline Killer expectations.
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Trapper is, ironically, the most mediocre. Everything about his kit is so outdated now two others are doing it better, but he's still not so bad as to be relegated to a basement or utter failure as Leatherface and Freddy are and were.
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@DocOctober said:
Survivors are not meant to have any precise way of communication and there's a reason they are limited to only two gestures, that were implemented later on.
It's part of the game's premise and immersion. SWF that voice chat with one another break that and since the game's not balanced around it, we have balance issues.
Voice chat is not part of this game and better never be. I enjoy not having to deal with 12 year old kids screaming at me through a cheap microphone when I'm playing this game.
I'm sorry to say this, but voice chat is already part of the game. While I would prefer that nobody gets it, SWFs use it, and not balancing around them gives them an unfair advantage. But balancing around it makes things harder for everyone else.
So unless solo Survivors are willing to accept a difficulty spike (which I'd respect and even recommend a BP bonus for), the best thing for the game balance would be to have in-game voice chat so that it can be accounted for.
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@xChrisx said:
######### we have hot girl? They are cute thats it, its a horror game not a porn sexy shop
Wellllll, if you look at the old Slashers this game is inspired by...
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A) He sucks at everything else.
B) It's in-character, not that anyone roleplays.
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Yeah, I have an offering to play him, but I worry it's just going to be a 0k tragedy with him now being the worst Killer.
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Luigi for Switch.
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The Entity blocking overused windows should persist out of chase, instead being triggered by fast vaults.
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Tryhards have developed a sense of entitlement where they feel that mastering looping should absolve them of virtually all risk in the game. Nurse and Spirit can break this condition, so rather than learn how to counter them, they take their frail egos and insist that the issue is Nurse being unfair, as they are already perfect.
Reworking Nurse would be a horrendous mistake. A waste of resources to remove the most competitive Killer and cater to the most toxic players. A bad player will still be bad with Nurse, even if they cover more ground, and a good player can still be mindgamed.
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Just make firecrackers regular items at a rarer rate than the event had.
Actually giving Survivors weapons would mean giving them finite stamina is one of the only ways to keep them balanced, and then you might as well play F13.
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That's fair. I end up quitting for a year every year. It slowly gets better, but the core issues and garbage-people SWFs never change.
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Okay um campers are garbage no one likes them and its frankly a cheap tactic for cry baby killers.
Because they did that and Survivors just looped near hooks to penalize Killers.
You'll never eliminate camping entirely. The hooks were an error in game design IMO, at least when made mandatory by abandoning the option for manual kills sans mori. All you can do now is incentivize leaving the hook.
I keep suggesting much slower, interruptible kills on the second down, because most players will let someone be unhooked for an opportunity to kill them directly, but that opportunity only arises if they catch them in isolation.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/576129#Comment_576129
Sorry, I forgot crouching behind a rock takes skill
If you think stealth is just crouching behind a rock, that explains why you think it's useless.
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@Mister_Holdout said:
Just keep practicing and eventually you'll become decent.
It's important to realize that there are some matches you just can't win. If you get matched with competent survivors while playing Wraith, that's gg. All you can do is suck it up and move on.
With enough play time, you learn to stop caring as much.
Isn't that called "going Hollow" in another game?
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Yeah, it's kind of dumb that you can't pick a handful to get you started post-prestige.
Though I'd still take the need to "play someone out" if it meant we got a way to retain perks. After enough playtime, any character should be able to have them all.
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Whoever's fastest/easiest to improve. No sense in letting anyone stagnate while taking on a large rework project.
Trapper only needs a few mechanics changes, so he'd be easy to buff. Cannibal is probably similar. Doctor and Legion might take longer, though, and since more people are complaining about Legion, that should give them priority for the high-effort changes.
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I've started just yanking out all of my addons and offerings when I start getting impossible matchups. Play however high-risk you want because you have nothing to lose.
Camping should only be for the end of a game, though. Camping is basically admitting you won't be able to get another down. At least "camp" by staying close enough to chase rescuers instead of just sitting on your sacrifice.
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@Mister_Holdout said:
Jump scares and strategizing sounds like Hag to me.
Hag: The viable Trapper!
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Oh, so you want to remove one of the only ways Survivors can fight back when Killers already have so many buffs since launch-just kidding, could you imagine?
Yeah, that's a pretty gross bug. Should actually be in bug report.
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@Avariku said:
Can't imagine why more people don't play survivor, it's almost like it's not fun to play a game where you spend round after round being camped/tunneled/slugged by someone who holds 80% of the power in the game but still feels the need to rub your face in your defeat by slugging you at end game just to pick you up and drop you at the gate when your collapse timer reaches 5 sec.
Found the SWF.
Outside of Nurse, Billy, and Spirit, Killers can't do anything to you in under 2 minutes unless you make a mistake. If you're seeing a lot of toxic players, maybe you're bringing it on yourself.
You know teabagging is an insult, right? Maybe don't unhook right in front of the Killer, either.
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@[Deleted User] said:
They really need to give solo survivors their own queue. I HATE when I'm in purple and red rank and one or two of my team mates are yellow rank. That's absurd.
I guess the other solution would be to award solo survivors and killers with extra bloodpoints for having to play with/against SWF.
Well, I like the second part. Though I'm sure you'd get a lot of SWF people doing the old lobby-dodging until they find one another for the BP then.
3-man SWFs would never be able to play if solos got their own queue.
Oh, and SWFs can voice chat, which is an advantage given by a third-party program. So they may not always be good, but they are better than they would be alone.
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I'm pretty sure even these devs didn't intend for players to get free blinds off of animation-locks. Although if they did, why would they make bait like that, since you insist blinding Killers is bad to do?
And here's the ad hominiem. I have said, multiple times, why this is an issue. If you refuse to read, information cannot penetrate your skull. I never said it was overpowered, Jesus Christ, finish grade school please.
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The ranking system was a horrible mistake from Day 1.
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So they get to feel bad that they lost without realizing they were playing a handicap?
It's WAY too late to police people acting like entitled chimps. That's the backbone of the community now. Everyone growing up is a pipe dream, but treating everyone like untrustworthy children is still an insult.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/575868#Comment_575868
You don't see why a killer should actually have counter play in a chase? The "just stealth" excuse just something that killers use to hide the fact that she is mechanically broken. It forces players to stealth, because a survivors skill verse her is almost completely irrelevant. Like I said, in a game that revolves around killer and survivor interaction, this should not be a thing.
You realize that stealth takes skill, right? Looping isn't the only skill in reality, and mastering it doesn't entitle you to free wins no matter what. If you're having trouble with Nurse...git gud.
Oh, and you can totally outplay her blinks even if you insist on brute forcing everything with running. She's locked into blinks she initiates.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/575854#Comment_575854
flashlighting during a chase doesn't do anything. a killer can look away/up/down without losing you or losing distance on you at all. spending time shining a flashlight at a killer who is actively chasing you means you aren't gaining distance so it's a bad idea from that standpoint too
this argument honestly doesn't make any sense to me; using a medkit to heal yourself while injured is also "free", as is using a toolbox on a generator. at least in the case of flashlights there's some timing involved and flashlight saves take understanding pickup animations in order to pull off
Using a medkit on yourself isn't intended to be preventable, nor is using a toolbox on a generator. Killers are intended to be able to avoid flashlight beams. If you need an exploit that violates that principle in order for flashlights to be viable, and worse, still argue that they aren't, then flashlights need a buff, but it's not reasonable for the game to reward standing across from an occupied killer and shining a light onto their scalp for uncounterable spite.
I don't understand how my point is so hard to grasp. I'm not saying it's overpowered that pallet breaks give free flashes; I'm saying it's an exploit. If flashlights are actually a liability to use, that makes it an exploit that teaches bad behaviour to Survivors, and even if they aren't, that means toxic behaviour is being enabled.
Flashlights being terrible is another topic. Let them be held over the shoulder, open a suggestion thread, but viability of the free blind is STILL not the point here!
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/574725#Comment_574725
I don't see why a killer should force you into playing a specific style such as stealth.
You don't see why certain characters should have certain counterplay? You don't see a problem with a world where doing one thing defeats every single Killer consistently?
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@NoShinyPony said:
Agreed. Remove the 8k cap per category, just keep the overall cap of 32k so that we don't get endless farming games.
It feels terrible when you get chased or help your teammates, but you are basically doing it for nothing since the game doesn't award you with points anymore.
Altruism is the category I always cap out as Survivor, too.
I would even suggest raising the cap to 35k overall, but as it is now, players are also punished for having specialties and using BP offerings/addons.
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@White_Owl said:
Personally I don't see where is the problem. If a survivor stops just to blind you they are losing ground and they are wasting flashlight charges that could be used for saves. The flashlight runs out of charges eventually.
Also, while it might be used by toxic survivors, it's a nice tool for stealthy ones. I myself used the blind during a stun to juke the killer and make them lose me. It would be a pity to remove this possibility.
The flashlight forces the Killer to look away, so you wouldn't. It's still valid for juking while running, and that's how it should be used.
The main issue is that unavoidable flashlight stuns:
A) Reward toxicity with free BP, and
B) Punish less skilled Killers for something more or less out of their hands
Even though higher-level players lose ground when cashing in their free blinds, the mere fact that it's common behaviour among toxic players illustrates an issue with them.
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I still blame the toolboxes!
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@Im2Shrewd said:
They need to get rid of perk tiers, all they do is punish new players because they’re running inferior versions of good perks and artificially increases the grind. There’s a ton of perks in the game now so it’s totally unnecesarry.
I wouldn't mind the tiers if prestige didn't toss your perks. You should at least keep the lowest tier of them you had + 1 per prestige.
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Actually, I'd like to see the perk levels put to work.
Each prestige, bring all currently-owned Perks down to their lowest level + 1 for whatever they were at beginning the prestige, provided they've been taken at least once this prestige. Meaning teachables will probably be level 2 after the first time, while every Perk that's been collected will be 1. This also encourages grabbing new perks, if you're thinking that far ahead.
Eventually, you'll have all of your perks even when you prestige, and by that point I'd say you deserve it.
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They should probably just make an alternate version of old Freddy into a new original Killer. They made all of the dream mechanics and some people miss him, so just make a new body for the old kit after buffing/expanding it into a good spot.
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I really don't like the idea of punishing lower-ranked players like that. You're basically giving greens an arsenal, and then when they get matched against yellows...
If there were an interest in this idea, I would want the bonus based on your OPPONENTS' ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/574556#Comment_574556
Lockers won't help her when a survivor runs around a wall of vehicles and it takes her literally 3 minutes to even be in a chase with them because 110 speed.
Would prefer they just made her 115 speed. It helps her with going to lockers to reload. It helps her not get cucked by map RNG nearly as much. A directional lullaby is more than enough for survivors to get a damn good head start if she has 115 speed. And finally, she won't be able to get infinite'd on some of worst loops in the game like Autohaven's Workshop, Groaning Storehouse, etc.
I'm kind of sad that we've given up on infinites just not being possible, but speed is the best compromise.
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@BalanceNeeded said:
https://forum.deadbydaylight.com/en/discussion/comment/573005#Comment_573005
Is being able to save your friends "unbalanced"? So annoyed with people seemingly acting like playing survivor is a walk in the park.
That's what unhooking is for. You're saying you should be able to physically bully a 7-foot serial killer 1v1 in a horror game.
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I thought people used lockers often and that Billy was terrible.
Billy still feels terrible, but I only use the common addons and I assume steering is mandatory.
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If the game had to be built from the ground up once more, with all the previous knowledge from the last installment, what would you do differently?
You're off to a good start. I'd let them keep the hit-boost, though, and instead limit heals per down (say 3?). It's a bit cartoonish to have someone take 10 machete wounds and be fine after a few seconds of theraputic massage, and that would add a sense of pressure.
I'd also balance the game towards Killers getting 2-3 kills, rather than a 2 average. Survival shouldn't be an expectation. You should be EXCITED to be the Last Girl. On the flip side, no Rank system, at least not a visible one that overtly tells you and others how "good" you are and rubs in losses (and moris) with black pips.
Killer movement would need a lot of reworking. Most Killers move in the same predictable way, and that holds the entire game back. I would even be okay with some Killers being exceptionally fast under certain conditions or having movement gimmicks like climbing or crashing through walls, but needing 3 hits to down (remaining 2 once Healthy is lost).
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/572359#Comment_572359
I'll bite: How do you suggest we enforce that?
You can't. It's using third party programs to do things you never accounted for. All you can do is account for it.
Add chat options to the game and give Killers a counterbalance. I still suggest points at which they can circle the "world", but not while carrying.
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I'm sticking to my votes:
-Make toolboxes not speed up gens. They can speed up totem destruction if the base time for that is slowed, but honestly I think hook-breaking is plenty for one item.
-Scavenging parts could be fun, but only for SOME generators (1 each for those). Depending on the layout, Survivors may find it wiser to stick to mostly part-less gens or do extra scavenger hunting.
-Toolbox could potentially replace its speed function with providing one part.
As obnoxious as gen-rushing is, Survivors suffer enough holding M1 for minutes on end, and SWF or more experienced Survivors gain a palpable advantage with their optimized toolboxes against Killers they're a few ranks above. Totems could also act as a secondary objective if Killers could move or repair them, but these are my priority votes.
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@Peanits said:
Limiting perk slots is by design. It forces you to pick something you want to specialize rather than letting you be a jack of all trades. While there are more perks in the game, you are not meant to equip a whole bunch at once, you're meant to make sacrifices and swap out one for another.
Can you make a 5-perk option for Kill Your Friends? Does anyone play that without BP gain?
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I'm seeing a lot of dodging the issue, though. If the flashlight's blind is weak, that's something else, but I don't care how weak or self-sacrificing it is when it is F R E E.
Flashlight blinds should be a match of player skill, not a candy everyone gets because they can press space. Sure, there are counters to being blinded, but I repeat that that is NOT the point here.
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Start Trapper with 2 traps (barring addons); replace environment traps with a spawn meter that adds traps to his "inventory" so long as there's room. There's a UR addon that reopens his traps already, but if that happened with traps all over the map and Trapper could still step in his own, that power would be a liability.
This way, Trapper doesn't have to play fetch, and he doesn't have any traps where he doesn't want them.