Captain_Doomsday
Captain_Doomsday
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- Captain_Doomsday
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Comments
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It's been like that from day 1. The Bloodweb is kind of a slap in the face because it's false freedom regarding everything players WANT. You get one Perk, occasionally an option of which, and if you're lucky a good offering or addon. Everything else is clutter you're obligated to slog through for the last level, and odds are you're getting force-fed a mist offering.
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Nurse has the slowest Killer movespeed in the game. She is shackled to her blinks to move, and her blinks have inherent weaknesses players need skill to compensate for. Even once a player can blink to where they want to be, there's still counterplay in reading their actions, just as with regular movement.
Nurse is an outlier in being the only Killer who isn't bound to a strict punishment role by the movement system in the game, but that really just means other Killers have gameplay that's too shallow.
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@ClogWench said:
Throwing Balance out the window would kill this game. Things may seem frustrating now but if certain balance changes hadn't been made Dead by Daylight wouldn't have survived nearly as long as it has. Any game that grows with new content has to have balance updates
Although the pressure for balance would definitely reduce if the game wasn't pseudo-competitive with its Rank system. Right now, it feels like the game is utterly paralyzed. Any change too great would throw off the meta and turn the game into another mess.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/573572#Comment_573572
"Use ears" meant use your ears to follow them while you're blinded instead of acting like being blinded means the chase is over.
Putting aside how much auditory clutter is in the game with the loud chase music, etc, the issue is still that the blind is FREE.
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Sunday night is usually when I see toxicity in MP games. I think it's work/school-related. Thursday, they're tired from the week but not free. Sunday, they have to go BACK to their awful occupation.
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If a problem is still relevant, I ENCOURAGE necromancy. It highlights the history of the issue, and ideally brings back a thread that actually provided useful feedback on it.
And rank reset is still happening, with most people still not liking it.
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@FredKrueger said:
I wouldn't mind if they changed it to once you unlock a killers specific perk in the BW to use it for other killers, they all get it without having to grind for it again, and again. It sucks grinding for hex ruin on every killer considering you pretty much need that perk.
That's sort of a larger game balance issue that there's a mandatory meta perk, but it is obnoxious to be punished for unlocking things in any way.
Someone should make a formal appeal about perk retention, if the devs actually read the wishlist...
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/572958#Comment_572958
Because it's a video game.
Video games are supposed to be balanced.
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Too bad programming is hard. The key is the one item that should be usable when downed.
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I've had two experiences with Nurse that completely convinced me she's not invincible.
1) Kept running behind her like a smooth criminal. I'm not even good at Survivor, she just seemed to never hear me over her own wheezing.
2) Got utterly shown up by someone reading my blinks as Nurse, even walking straight up to me when I started charging because, apparently, you can't CANCEL a blink once you start, nor can you attack during charging.
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Unfortunately, people are kind of terrible, especially when you make a game "competitive," but the people demanded SWF so everyone must put up with the bad ones.
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@Peanits said:
You do not need to report rage quits. Disconnects are tracked automatically and those who do it excessively are banned.
Is the game freezing when loading in considered a D/C? Because I have this bug...
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Isn't Dead Hard newer?
Now the backrub bug; there's an old classic.
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It'd help if they didn't make Killer's standards so high. If the game is balanced around Killers getting 2 kills, why does it often take 3 to comfortably get a pip?
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Nurse has a high skill ceiling and can act proactively, which makes her INCREDIBLY strong in comparison to other Killers. However, I would argue that she's also ideal for these traits, as she can still be outplayed, and in fact more dynamically than other Killers.
Obviously, people used to just looping everyone else will feel weak when their stock technique doesn't work, but I blame the rigid, punishment-based gameplay other Killers are saddled with.
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@Vampy said:
https://forum.deadbydaylight.com/en/discussion/comment/572901#Comment_572901
You need friends in the game first.. and I'd never suggest this game to anybody in its current state
Spicy and reasonable.
Bots would be nice, but probably hard to program. Although even equipping some motionless dummies with Self Care and an if statement for healing would be enough to allow some testing.
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I like going to lower ranks (as Killer, at least) because people are just better sports there, but Rank 1s go down to like 8? That's just setting up a straight week of curb-stomps, meaning an average 50% of people won't be having fun.
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Well, the usual design move when reworking a character who had appreciated components is to rehash them for a later release. Maybe Freddy's playstyle will come back after a few adjustments.
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The Killer walking into a Survivor should shove the Survivor aside. I've said this before, and honestly why wouldn't it?
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Considering that perks are lost on prestige, I wouldn't mind if addons worked on a crafting system, meaning they're never lost after a match, but you must combine enough lower tiers of them to create higher tiers. By prestige time, you should have about 2 URs which would be lost on prestige.
But I always play with commons because I hate losing fancy things. Offerings being consumables is enough IMO. Although as a counterbalane, Survivors should keep expended items + addons they don't replace if they escape.
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I've really gotten into this game these past two seasons. I main killer and have lately been climbing higher in the ranks than i want.
I've honestly just switched to playing F13 for short sessions because its goofy atmosphere is relieving, but if you don't have that, try just bringing no addons or offerings as a Killer you don't play much. What are they going to do? Gloat because they beat someone with 2 perks and no gear?
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@Boosted_Dwight said:
I don't they're survivor biased but I do think they're too scared to make anymore viable killers in fear of causing survivors to jump ship. I think they believe if they make any killer(s) powerful they have the risk of losing a chunk of the survivor player base.
That's painful, but accurate. Though I would argue that Survivor mains so toxic they only play to win and only consider it a win when they survive are a burden on the game, the counter-arguement would be money, with this $20 game selling DLC like it's on mobile. And also coming to mobile.
Whether it's a direct disdain for the Killer role or just trying to appease an entitled playerbase, though, there is DEFINITELY a Survivor bias in the game.
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Because he's old!
Trapper was the first Killer, and arguably the best before the meta crystallized and everyone know what they were doing.
But it's a new time, young Killers can trap up a storm, and Trapper's still that sad old man playing fetch while everyone rushes gens.
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Nobody wants to bring back Professor Screw-Eye, then?
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Offerings all being pathetic shouldn't make you look at the one cool one and think "that should suck, too."
In my ideal world, Moris would be an upgrade to a default kill function all Killers that's time-consuming and easily interruptible, maybe adorned with vs. skill checks to see how long it takes; "Play as DLC Killer" offerings would be only Rares; and mist-control offerings wouldn't exist for Killers.
But as it is, all I need to say is that moris are fine. Killing the LAST Survivor is actually UP, since it's not refunded if you don't get to use it, and a single hook on the last survivor is a kill anyway.
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Always favor buffs. More power means more options, and therefore more depth of gameplay. Everyone being weak is just a slog.
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Wraith's in such a sad state I'd have a hard time saying no to any buff for him.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/569215#Comment_569215
Doctor is better than Legion though. He can stop loops and get free hits like Clown.
Speaking of Clown, when will he get reworked? Heard he has a lot of bugs and the fact that Freddy with snares is basically him but better.
https://dennisreep.nl/dbd/killers/ Well, here's where I got my tiers from. Says you're right, but I don't know how Legion factors in. Looks like Leatherface would be the next to get attention, especially being pay-only DLC, but hopefully there's a satisfying patch for Clown's problems. Maybe swapping a bugged mechanic for something a little stronger.
And being denied BP because some people have farmed before is still an unjust punishment. I legitimately don't care about pips, and in fact would stay low if I could to avoid the toxicity of higher ranks. I want to progress my character.
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Yeah, it's a terrible system, but don't ruin your hands on it.
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@Cardgrey said:
Hey as long as I have fun they can be swf it doesn’t matter
Agreed, but SWF tends to be an obstacle to fun, unfortunately.
It's not even necessarily the curbstomp; it's the toxicity first and foremost IMO.
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It was Trapper, but if I keep getting toxic SWF groups I'm going to have to switch to Nurse.
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@Blueberry said:
SWF artificially boosts people to where they shouldn't be
I'm really glad you said that so I didn't have to.
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Randoms being bad doesn't make SWF balanced. The game was never intended to have Survivors voice chatting.
Similar to Nurse vs. other Killers, you have OP on one side and pathetic on the other, but if we're talking about that 2 kill average, I only see it on solo games.
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Actually, I can see the reasoning in only allowing Killers being tested, outside of an expectation that a perk change will affect another one oddly.
...we're talking about a situation where everyone can PLAY Freddy, right? Even if they haven't bought him?
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@[Deleted User] said:
To me, the issue is map size and map pressure (or lack thereof) often determining outcomes. Yes, generators get done too fast, but that's a symptom of maps and killer imbalance to me. I actually think the length of the trial is fine, it's just that the experience with, say, Hag will be wildly different than Leatherface's assuming all else is equal.
You're spot on there. And to assert that point, the top Killers are Nurse, Billy, and Spirit.
You know, the three with the best mobility.
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"Is winning more important than playing the game?"
To like 80% of players, YES. Toxicity exacerbates every issue to its breaking point, even in the lobbies.
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At the very least, one should consistently spawn in the basement.
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Having to retrieve something that penalizes running (and therefore being caught) is interesting, but rough to put on gens. What if some kind of energy or sprite needed to be coaxed over to totems to cleanse them using the same mechanic? Then it would still mostly be mandatory against Ruin users.
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It's agreed that it's an issue, but consider how boring holding M1 is.
So, I have two suggestions:
1) Make scavenging parts for some generators part of the repair process. On the reddit, a counter-arguement was that this favors camping Killers too much without them having a secondary objective, as well, so I'll suggest letting them "pocket" ONE of the multiple items around, susceptible to dropping when pallet stunned.
2) Make toolboxes not speed up gen progress, with a buff elsewhere to compensate if necessary.
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I just reroll dailies I hate. Farming feels kind of weird and gross IMO.
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-Nobody thinks about the generators on the edges of the map at the lower ranks.
-Make sure the Killer is distant before unhooking someone.
-SWF is an unfair advantage with voice chat.
-Teabagging is a direct insult, so make sure you mean it.
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I have no idea why you lose perks on Prestige...
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@SnakeSound222 said:
We need a secondary objective instead of just increasing gen repair times. People are already bored of holding M1 for the entire match.
I agree and have said so myself. I suggested needing to scavenge parts for some (but not all) gens, to some backlash. Consider also: Toolboxes not boosting gen speed.
They can have something else instead, like making closets not squeak or making hooks into fakes that will fall apart, but seeing two or more people with toolboxes almost guarantees a bad game before you even start.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/74223/distressing-buff
Instead of increasing BP, it should give bonus BP.
There being a difference saddens me. They need to raise the BP caps in-game so that BP boosters actually do something.
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The issue with gen speed is that toolboxes speed up gens.
Controversial, but may I suggest:
-Toolboxes instead speed up totem destruction
-Base totem destruction speed is decreased
-Ruin stays, but is just actually easier to get rid of if you have a toolbox
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Bet'cha can't do it with Billy. Or anyone else. Because Nurse is the only Killer who's viable at the red ranks. Which is emblematic of a larger problem.
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NOED being almost mandatory doesn't mean it should be buffed for slipping; it means Killers should be buffed to make it proportionally weaker.
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Okay, well first of all, Nurse is the only OP Killer, only due to her addons, and they all already have a very rigid "skeleton" they're bound to. That base structure is also fairly strictly bound to reactive gameplay, leaving Killers generally pathetic, especially against voice chatting opponents.
Secondly, taking away flexibility is not a fun concept in general, and especially not for DbD. If anything, it needs more gameplay features and options.
Perks are poorly-balanced in general, and hard-locking some perks to Killers would make their viability even more disparate, really. What they need to be more even is a general mechanic that benefits the current top Killers less. The current top Killers all get their status from movespeed, so what I've been suggesting is "wraparound" points Killers can use to move from one end of the map to the other, making them harder to track.
But you seem to feel that all Killers are somewhat OP. I vehemently disagree, but then you would want to do the opposite and limit Killers' capacity for movement even more, which ultimately just means nerfing the abilities of Nurse, Billy, and Spirit.
Now, diversifying SURVIVOR options and buffing Killers sounds great. Survivor gameplay right now is essentially "loop, pallet cheese, and if you're feeling spiteful, bring a flashlight."
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Make it work on NON-basement hooks. The basement has inherent advantages, so it becomes a tradeoff for not using the basement.
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Toxic SWFs. A toxic solo I can beat. A chill SWF is aware they had an advantage.
Toxic SWF completely change the feel of the game to a mission to prevent terrible people from being happy/avoid being mocked in the post-game chat. There's just no fun allowed once you hear a gen complete at 20 seconds, as even winning is a pyrrhic victory.
Oh, and the in-game BP cap. Why is saving teammates suddenly worth no BP? Why do I deserve nothing because I'm too good at trapping Survivors?