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They didn't need it, BHVR just slammed that bad boy in so that they can claim that they listened to the community and now there is a way to permanently break boon totems.
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Absolutely, I already enjoyed playing Legion plenty before, but now the music really gets my blood pumping, even if I'm getting juiced pretty hard.
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Remember during the perk loadout function they mentioned that now you can chose whether or not you want a casual or a sweaty game? As if my SoloQ build has any bearing whatsoever on what the killer will do? Unless they start taking perk strengths into consideration for matchmaking (AHAHAHAHA), I suspect it's just empty words that sounds nice but they don't mean anything.
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As a Killer, I have reached Iridescent rank 1 every single month since SBMM and didn't even try that incredibly hard (at rank 3 atm). As a Survivor, I'm always stuck at Iri 4 (one time I got to 3), high MMR SoloQ lobbies are just too chaotic not to constantly depip between actually good matches. Depip needs to go.
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Just imagining that we could have gotten an Alien chapter for the anniversary instead of Night, but not really, Fall Dredge makes me jealous of our parallel universe counterparts.
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The fact that you need a longer list for rules than tournaments highlights just how ridiculous the whole notion of a "casual" gamemode is. I wish the devs didn't waste their time on something that's doomed to fail even if they force it through.
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Because the developers are too arrogant to admit that they have mucked up. The boon mechanic was a huge misstep and so they put a bandaid on it in the form of a perk like they always do.
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Never, because that would imply that the developers at BHVR possess some level of competence.
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I've played a couple of games with him this week and...my god he is utterly garbage against decent survivors unless you use the faster pallet breaking and automatic uncloaking addons. My poor boy didn't deserve this.
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There is absolutely no way they would add that feature with this community in mind. There definitely needs to be a ping system where you can let your SoloQ teammate running towards the hook know that you have BT, just in case they wanted to save without it.
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Legion. I like going fast, stabbing and of course vaulting as a Killer. Also, their new chase music is the best.
Pig. Amanda was my favorite SAW character and despite the balancing issues, I really like playing her. Plus, I feel like the SAW+Entity meeting is perfect thematically.
Trapper. Purely for the leather sound effect, I know, I know.
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Hag: I find her playstyle to be very boring and against flashlights and SFWs on com she isn't even that super strong to begin with.
Plague: ######### her red vomit, the single most annoying feature of the game (yes, even playing against a lobby full of DH is more fun than aiming that #########)
I actually like playing the twins but with the healing and anti-slugging meta + recent nerf to switching back to Charlotte, I have played them less often.
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It's so funny to me that the same folks who thought the original COH was fine, that the initial buff to Boil Over was fine, are now going to overhaul the basic gameplay in an attempt to make tunneling, camping, genrushing less attractive AND change 40 perks all at the same time in accordance with that, and people are taking for granted that this is somehow going to be an improvement. This is BHVR we are talking about, either the changes are so minuscule it will literally change nothing or the whole balance (I know, I know) of the game will go out the window even harder than before. When Sprint Burst has a 20 second cooldown and Jolt regresses every gen to 0% on each basic hit, I can't wait to see the complaining.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2964063#Comment_2964063
Is it really getting stomped into the ground if the survivors made no effort to account for ancillary objectives?
Yes, getting 2 downs in 8 minutes is getting stomped, that's correct. Also, I saw two broken ones and one I cleansed myself. Unless of course you suggest no team ever finishes the last gen until all 4 soloq people have seen for their own eyes that all totems are destroyed. Very realistic I have to say!
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Had a game today where the Pig had 2 hooks when the gens got powered up. I was suspicious of a NOED play so I kept my distance and she managed to get a 3k. Obviously, not every single time you equip it will you completely turn the game around, but it's still ridiculous how you can edge out a victory after getting stomped into the ######### ground for 8 minutes straight.
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Lately, it feels like that console players will be slightly below my skill level and so will the killer so I can loop him and make up for an inefficient team. When my teammates are PC players, the killer tends to be super duper sweaty. Could absolutely be nothing but confirmation bias on my part though. Still, considering how bonkers the MMR is, I only dodge if I see 3 flashies because, nobody will touch gens besides me, so unless I'm memeing with a SoloQ sabo build, I'm out.
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I don't know what the devs did, but I have been having a blast playing both Killer and Survivor yesterday and today. Almost every single game feels extremely balanced. I know I'll wake up tomorrow to 3 tunneling Nurses, but I'm just happy and I'm having a good time for once <3
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Looping is fine and is the most fun aspect of the game, so I would never advocate for its removal. However, there are way too many maps on which you could pretty much run an M1 killer until all the gens are completed and the exit gates are opened even if the Killer never committed a single mistake in the entire chase and that's just not a very engaging design.
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@JaviiMii said:
Yes - and no.
You see, in SoloQ I don't even expect to survive - or plan on doing so. Because if that's your mindset in SoloQ you won't be playing for long; with that mindset the game is actually unplayable. So, if "getting the objective done and escape" that you assume to be the be-all end-all is in fact not it then what is?
My personal goal is usually one of the two: get a pip or max bp. - Either way healing, regardless of how futile it is, contributes toward that goal much more reliably and consistently than an escape. So if someone runs up to me and wants to be healed, sure I'll take those points. (Though I have to add that I usually run a healing build and there's not a lot of time lost - especially when I still have We'll Make It active.) Besides, if being healed is the perceived safety a player needs to stop crouching in the corner and do absolutely nothing, then yes, I'll heal that one as well.
I need more teammates like you.
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Janes because ######### head-on and Jills because ######### blast mine.
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A couple of years ago I wanted to replay Diablo 2 and after like 3 days my fingers were absolutely destroyed. Now I have a second mouse plugged into my PC lying on the ground so I can use my big toe to press/hold M1.
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I've been too busy leveling up everyone, so I didn't have the spare bloodpoints to prestige any characters with the exception of the last survivor that I unlocked, who didn't have any items I didn't want to see go to waste, Yun-Jin.
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Can we nerf the Pig while we are it? You know, just to make sure that playing low tier killers feels even more miserable against any survivor that's not a newbie.
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It's a little hard to guess without knowing how much the basic gameplay is adjusted and how severely the meta perks will be nerfed. I can absolutely see them still remaining meta. But, lets take the best case scenario since we are guessing.
Killer:
Deadlock, No Way Out, Jolt, I'm All Ears
Survivor:
Overcome, Prove Thyself, We'll Make It, Windows
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I'm going to count how many people DC against my Legion.
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If they fixed MMR, this wouldn't be a problem.
But they are too incompetent to do that.
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At the end of it, the balancing team is still the folks who thought that the original COH was a perfectly balanced perk and that the buffed Boil Over perk that was nerfed almost immediately for how easy it was to exploit it was fine, speaks volumes of just how bad things are going to be. They are overhauling basic game related stuff and the most useful perks. I do not see how BHVR, renowned for their ability to muck up even the most simple of things, can do sweeping changes and not just completely break the game. I expect the first 3 months of the perk overhaul to be absolutely ridiculous balance wise. We are going to be seeing so much clowning around, I might just take a break from playing the game and instead watch everything unfold.
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I have given up trying to understand this eldritch abomination that is SBMM. There are days when it doesn't matter how much you lose you are going to get seal team six teams one trial after another and then there are days when you just can't not 3k. My daily demo game for the day ended with 5 gens remaining and 11 hooks.
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Some killers just elicit a DC more than others. If I hear the Pinhead box sound effect at the start of the match I pretty much brace for the first person to go down to DC. Same with Blight and Nurse. Spirit too. I can't play with headphones for various reasons, so I absolutely suck with Spirit, but if my first down is super quick, I very often get a DC.
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How do you feel about the chapter’s concept?
I quite like it honestly. It fits really well with the whole idea of the Entity and the Realm, I wish BHVR branched out more often like this.
How do you feel about The Killer?
He is decently fun, but the Nightfall ability needs a serious buff. The darkness was all hyped up, but it pretty much amounted to nothing and that's a huge disappointment, especially for an anniversary event.
How do you feel about The Survivor?
No strong feeling really. It's cool that someone from lore got introduced, but she was never someone I was all that interested in.
How do you feel about the map?
Never actually played it, only saw it on streams, looks fine, although it comes across as incredibly cluttered and harder to navigate than usual. The main building is also insanely dark and has some strong loops that are exasperating.
How does The Drudge fare in comparison to other Killers? What makes him standout?
The fact that we finally have a killer that interacts with lockers is great, the Nightfall would be a very neat event if it worked properly. There's potential here, I'm just not sure BHVR can properly capitalize on it.
How do you feel about playing against the Dredge?
His antilooping ability promotes Shift+W of which I'm not fond of, but otherwise he isn't some terribly oppressive killer like Nurse or Blight so that's nice.
What makes Haddie unique compared to other survivors?
Nothing for me personally.
How do Haddie’s perks line up? What do you think of her overall— gameplay design? (Granted, survivors are skins of each other; this is purely from a perk stance.)
Not a fan of the idea that we can now debuff the killer, it's just going to promote more bullying and is antithetical to the idea of the killer being the power role (as laughably hilarious as that is considering the current balance of the game)
How do you feel about the theme of this chapter?
Same as the answer to the first question.
What were your expectations?
Pretty much what we got honestly.
What tools is The Dredge lacking to be successful? If not, what makes it successful?
Nightfall needs a huge buff, a survivor shouldn't really see anything beyond a few meters. It would promote skill since you have to pay attention to your surroundings all throughout the match to know where to go if you get chased. Otherwise, it feels fairly healthy to me at this point.
What do you define as healthy gameplay? Do Haddie or The Dredge’s kits violate this in anyway? Why?
No camping/tunneling and no bullying the killer. The Dredge's mobility will always make it easier to single out a survivor, but on the grand scheme of things I don't think it promotes unhealthy gameplay. As mentioned before, Haddie's perk to inflict blindness on the Killer feels like a step in the wrong direction to me. DS was a good fight back perk, but we are getting more and more of those, head on, blast mine, now this, I'm not too fond of this trend.
Do you think the design of Dredge is a step in the right direction?
Unique killer with a uniqe ability, so absolutely!
How do you feel this chapter compares to other recent releases?
Significantly stronger than previous releases. Dredge>>>Artist>Sadako
What do you think Haddie’s kit reveals. about the survivor design philosophy?
See the answers above.
Do you think there’s a problem with the design philosophy on either sides of the moment? Why?
The devs are pushing to make non camping and tunneling focused gameplay more enticing for killers and that's great. Unfortunately, it feels like they want to shake things up for survivors by giving them more and more opportunities to fight back. And while I agree that holding M1 on gens is incredibly boring, I'm not sure this is the way to do things. Especially since MMR is so crap.
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Pretty much. I have some light-moderate social anxiety so I really don't want to SWF up, but every passing day I'm more and more temped to stop playing SoloQ, it's so atrocious and every single time they tweak matchmaking, it somehow becomes even worse. But then again, it's not that surprising. Every single time the devs talk about the MMR, the only focus is fast matchmaking, fast matchmaking! Like, you can give me ten matches in an hour but if all of them are ######### I won't want to play. Give me 4 good ones and I'll even wait a few minutes between lobbies...
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/2960020#Comment_2960020
I'm wondering at what level they're making their bots at. I went into the tutorial match because I was testing their tutorial bots, and I afked for 15 minutes (had to do something) and came back to them still needing to complete 1 gen. I literally stood still and two survivors walked into my traps unprompted. The tutorial bots are really silly, so I wonder how realistic custom game bots will be. Imagine opening a locker as huntress only to find a Dwot lurking in there.
I actually played quit a few bot games to see how smart/stupid the ai is and if I gave them enough time they completed all the gens, and escaped through the gates and hatch, though they blew them up a lot.
That, coupled with the whole fiasco of hackers gaining access to BHVR's internally developed bots performing reasonably well, I think there's a likelihood that there'll be the baby bots and the somewhat decent ones that you can throw in if somebody DCs later on in the development line.
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@Martine1979 said:
I remember when my brother and i played old classic Perfect Dark on N64 all bots had their own playstyles. Like Turtlesim had a lot of shield, Perfectsim had a very amazing aim and hit all headshots (i think).
It was funny to play co-op with him against bots. :D
So, it maybe its not hard to inplant it but question is if devlopers have time to do it like Rare did with their bots in PD on N64.
Not gonna lie, having a Botlette that runs into the corner to self-heal every time she is injured, a Bwot that hides in the nearest locker when he hears a terror radius and a Bake that constantly sabos hooks would be very funny.
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Just as a reminder, the same team that thought that the original COH was fine, that buffed Boil Over was fine are going to be making these huge sweeping changes all at the same time. I cannot even begin to imagine the absolute clownery that is going to be the first few months with insane balancing issues. If we thought that perks were unbalanced now just wait until they go live.
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@Persephone_ said:
Things were actually a little better right after the update but I've genuinely been wondering if something was tweaked in the background?
As survivor I have been paired with literal newbies on my time. Really don't mean this in a bad way but the gap between someone with 50 and with 950 hours is just too big and I'm not Noob3 - I can't run the killer for 20 minutes or so.
I'd argue I'm a better killer than survivor and I face competent squads most of the time, with the very occasional outlier (in both directions, soo newbies or GodSquad). It's not really my preferred playstyle - I prefer going for 8 to 12 hooks and this has simply seemed impossible for me since the update. However, I guess the kill/escape averages work out as 2/2 for me, even when I have significantly more end game kills where survivors were just left by their team leaving without even trying. 🙄
I'm almost certain that after a few days they tweaked something further without telling us. I had absolutely atrocious games when the changes went live, my usual escape rate of 15-20% went down to 5% (I literally only escaped 3 matches in 94 games which is insane even by this horrible SBMM system). And then suddenly things went back to normal and now I usually escape 1 or 2 matches in every 10 games.
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No. COH is everywhere already (except for SoloQ), it makes very little difference whether or not there is a Mikaela in the lobby. Plus she is cute and I like looking at her model when I hook her.
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Yes.
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SoloQ is much worse, the skill gap between killers and survivors is even more massive than before and most matches are 12 hooks before the third gen even pops.
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@DBDVulture said:
How about you make people not want to stop playing DBD before you make some spin off comedy?
There was no announcement for SWF balance. (it's real simple : dont let items or perks repeat.)
There was no announcement for DH changes. (It's real simple : add 5 second action interrupt)
DBD will lose another 20k players on steam by next year.
They literally said DH will be rebalanced. Like, literally literally said.
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Considering the fact that they are only giving 50% bloodpoints bonus for playing the role that is needed on the server in the future and the incoming prestige changes, they might think we don't need so many bloodpoints anymore. Pretty good job so far!
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Kinda sad it took them this long to fix something this easy, but hey, at least another stupid timewaster has been eliminated, kudos all around.
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Sounds really stupid and negating perks that would be useful. Typical "sounds cool but didn't think through" type of idea. I'm hoping they'll remove the automatic execution bit to allow you to crawl to hatch or escape, those can be some of the most intense moments in the game.
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I regret nothing (for real though, not joking).
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It's going to be so ######### funny. I mean think about it. The people who thought original COH, buffed Boil Over were balanced perks are now going to "rebalance" the meta perks. It's going to be a complete shitshow for months on end. I'm grabbing my popcorn.
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Wraith is pretty decent at low MMR and he won't make you pick up bad habits that would hurt you when switching to other killers.
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But the middle is completely empty! Just have survivors who don't go to any of the multiple god structures =)
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So what would be worse? If they didn't announce anything other than a 2x BP event, or if they made all sorts of very hype promises and kept exactly zero of them?
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Not really. They have a pretty bad track record for keeping their word, so even if they annoyance something that is super hype, there's a very real chance it won't ever happen, so meh. Here's hoping for the best though.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2953293#Comment_2953293
https://forum.deadbydaylight.com/en/discussion/comment/2953300#Comment_2953300
Jokes aside, there are really people who suicide for absolute no reason at all. 3 gens done, first hook, killer goes straight to the other end of the map, my teammate: "yeah this sucks, i´m out"
Its ridiculous.
My favorite thing about that is that sometimes the killer then finds the one god tier looper and everyone makes it out. The ragequitter could have easily gotten a buckload of BP and had a fun game. But no, he was just done because reasons.
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Considering the fact that one of the next perks is going to make gens fly by EVEN faster and that one will apply the blindness status effect to killers so that flashy squads can bully them even harder, the answer is: LOL.