Coffeecrashing
Coffeecrashing
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@Peanits said:
There's a few layers to this question, so I'll try to hit all of them:
A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.
B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).
C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world), and so has the game's design; this matchmaking change being a perfect example of that. We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.
Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.
If it's not your place to tell us how to play, then why did we have a PTB that heavily nerfed slugging, and put killers in lose/lose situations when they are forced to slug? In addition, BHVR even buffed some of the survivor perk interactions, to make it even easier for killers to be punished when they are forced to slug.
The following are reasons why I'm forced to slug, where I literally can't get the survivor to a hook, that basekit unbreakable would punish me for:
1) Hook deadzones: which are sometimes there at the start of the game, or it can be created by a sacrificed survivor, a survivor currently on a hook, breakdown, or sabotage.
2) Artificial hook deadzones: which are created by a combination of boil over, flip flop, or bodyblocking survivors. Sometimes I can't pick up a survivor right away because of teammates, and by the time I can pick up the survivor, they have too much flip flop progress to hook. Sometimes a survivor is under a pallet with flip flip and power struggle.
3) Flashlights or toolboxes: sometimes I'm out in the open, and a survivor is in the area, and I need to leave the slugged survivor to deal with the flashlight user. And sometimes a survivor will be far off at the only hook in range, holding a toolbox and waiting to sabotage, and I need to leave the slugged survivor to deal with the toolbox user.
4) Survivor is missing: sometimes I need to leave a slugged survivor to chase someone else, and when I get back, the slugged survivor is hiding somewhere else, and I can't find them.
None of the above things were addressed in the PTB, so every time I was forced to slug, I was placed in a lose/lose situation. And there were Unbreakable/Flip Flop/Breakdown/Boil Over survivors that purposely tried to create these lose/lose situations, and it felt awful.
TD;LR That basekit unbreakable PTB told killers how to play, by telling them they would be punished for slugging survivors even though they sometimes literally can't hook a survivor and need to leave them slugged on the ground. So if we can tell killers that it's cool to heavily nerf slugging, can we also tell survivors that it's cool to heavily nerf lone wolf strategies?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3254878#Comment_3254878
I don’t think it would encourage camping like that..
if killers camp more because of it survivors would be more effective against it as they don’t individually have to check the hook to see the killer camping there and instead do gens - which in turn will make camping less effective. but this should be tested of course. If the killers wants to camp they will do it regardless of comms or not. Depending on the given text prompts it could also make coordinated hook safes easier(?)
And of course more communication would make survivor side stronger - but you are forgetting that it only really strengthens soloq as SWF have these communication Infos already for free. if text pings turn out to shift the balance then I think everyone would agree buffing killers accordingly is the right idea as it wouldn’t just punish soloqs but affect survivors in general.
Not everyone agrees that buffing killers accordingly would be the right idea. We have people on these forums that flat out stated they don't think killers should be compensated at all, or they flat out said only the low tier killers should be compensated. Or their ideas of compensating killers are super weak buffs like "make generator noises louder", or other things that absolutely wouldn't be good compensation.
And we still have zero ideas from BHVR on what compensation they would give killers. We know from the meta shakeup that instead of fixing issues that are frustrating for killers, they would rather just give killers a few generic number buffs, that killers never asked for, and really don't feel like they help at all... but the stats say they pushed the kill rate exactly where it should be, so killers are stuck with these buffs, instead of having buffs that would make the games feel less frustrating to play as killer.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3254626#Comment_3254626
You could argue that, but we also have data from millions of games that show the correlation between the number of survivors alive and your chances of survival. I have no doubt that it'll work sometimes, but the deck is seriously stacked against you.
But even so, assuming you do manage to sneak out the hatch a bunch, the hatch is considered a null- neither the killer nor survivor gains or loses rating from it. By doing that, you'd still lose rating from your deaths, but you wouldn't gain anything from your escapes.
To be super honest, I would be happy if BHVR changed exit gate escapes, so they give 0 MMR if the survivors didn't repair 5 generators.
The meta lone wolf strategy is to equip sole survivor and wake up, hide until everyone else is dead while making sure you are hiding somewhat near an exit gate when the last survivor dies, then wait for the hatch to be closed so you can use sole survivor and wake up to open the gates at turbo speed. Because, as far as I know, when people do this strategy and escape through the gates, they are getting MMR even though there were still generators left to be repaired, and the gates were only powered because the hatch was closed.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3254802#Comment_3254802
I don’t think anyone meant map pings like this but just text pings with some pre defined texts
I thought some people really were talking about map pings, in past forum threads, because of how powerful they are in VHS.
Text pings can encourage more camping. Why should a killer bother to leave a hooked survivor, if the survivors can ping each other when the killer is near them, or when the killer is leaving them…which makes it much easier for survivors to fix generators when it’s safe, and to hide when it’s not safe? That makes it too much of a risk to leave a hooked survivor. The killer might patrol the map, and find zero people because of the text pings, and survivors will just save each other when the killer is far away, and the killer ends up being way off worse than if they had stayed near the hook.
People really don’t seem to understand the fact that extra survivor communication makes it more difficult for the killer to find survivors, and that killers really would need some way to deal with that somehow. Because right now the solution is to just camp even more, which isn’t a fun solution for the killer.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3254843#Comment_3254843
People who hide for hatch all game don't care about their MMR so it doesn't matter if it doesn't increase it.
Making an actual team based MMR wouldn’t fix these lone wolf survivors, because they don’t care about MMR, and they only care about whether they escape or not, even if they won’t gain any MMR from escaping.
The actual question is whether or not some of these lone wolf survivors are sandbagging their team, because their game strategy can be team destructive. When lone wolfs are purposely letting people die on hook when the team still has a decent chance to win the game, should that be considered sandbagging? When lone wolf survivors are excessively hiding instead of helping fix generators when the team still has a decent chance to win the game, should that be considered sandbagging?
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3254695#Comment_3254695
Ping & indicators would be way better than voice comms with strangers. I don't want to hear someone screaming at me and there's no language barrier with ping/indicators.
Map pings have the opportunity to break the game on a larger scale than voice chat. It can be difficult for solo q to pinpoint some locations via voice communications, because they don't have an agreed upon system (e.g. SWFs can divide the map into sections, and say stuff like "killer is at zone 8, and is moving towards zone 7". But pretty much anyone could just map ping the killer's location to the rest of the team.
Imagine a solo q group, where people just instantly map ping the killer's location whenever they see the killer, or whenever they find the killer through a perk (e.g. fogwise).
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@Quizzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3253375#Comment_3253375
Thats a bit of a reach when it comes to unsportsmanlike behavior involving rage quitting. There are ppl that probably just believe that the match is already lost even if they continue the match so they just wanna go next. Its also why they nerfed reassurance because you could potentially force a player to stay in a match when they dont want to stay.
Now when it comes to dc, they devs already have a proper penalty syatem for that.
Why does this game promote ragequitting so much? There are a bunch of people on these forums that admit to doing this, and there are a bunch of streamers admitting on recorded video to doing this, but I don't see BHVR reminded people that it's against the rules. The DC penalties obviously aren't good enough, and people can bypass the DC penalties by directly running towards the killer and giving up on hook. Ragequitting should be considered sandbagging the team, because that is what it ends up doing.
Is this game supposed to be so casual, that we don't want to stress people out by expecting them to play a game when they no longer find that game fun?
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3254678#Comment_3254678
aswell as probably hearing grown up men screaming at you for not playing the exact way they think you should. Voice chat would be horrible in this game.
This is a game where we aren't allowed to see our MMR number, because it might be stressful for some of the players. If we can't even handle that, we certainly couldn't handle the stress of people screaming at us through their microphone, as they loudly vape into their mic every 10 seconds, and have loud music constantly blasting through their microphone the entire game.
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@HoodedWildKard said:
Why do we not have voice chat for DBD?
I'm absolutely for adding it to the game and feel that leaving it out of the game is a dreadful oversight. I've had a lot of discussions with people on the forums about it. And I'm certain it would benefit the game hugely, particularly for newer and solo q players. But I've never seen a mod or bhvr employee comment on any threads about VC so I'd be interested in knowing why BHVR doesn't want to add VC or if it plans to in the future.
Previous dev post
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3253210#Comment_3253210
1.) BHVR already has a system in place to punish excessive DCing.
2.) The tagline for this game is “Survive together.. or not. Survivors can either cooperate with others or be selfish. Your chance of survival will vary whether you work together as a team or go it alone.” Peanits recently made a comment in these forums about how survivors can choose to play as a team or for themselves.
The DCing system obviously isn't working good enough. I can play other PvP games for entire evenings without seeing a ragequit, but this game is out of control with ragequits. Can we tell survivors that tunneling is fine, because BHVR already has a system in place to punish excessive tunneling (basekit BT)?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3254205#Comment_3254205
I think a lot of lone wolves would just turn their voice chat off.
Or they would keep voice chat on so they could use everyone else's call outs to lone wolf better, and just refuse to talk. And if survivors got action icons, they would just refuse to touch a generator unless the icons showed someone else being chased by the killer, because that is the level of excessive hiding they want to do.
@Katzengott said:
I'll only turn into a "lone wolf" when my team reached a certain point in the match where it's very unlikely to finish all gens.
The longer you play, the better you'll understand when that point happens.
One of the major problems with this game is that when there are only two survivors left, and there are a few generators left, the game can turn into a 10 or 20 minute hide and seek slog, because both of the remaining survivors refuse to touch generators, and want to wait for the other survivor to die. I get it that we want people to have playstyle options, but if BHVR wants to review unfun things like slugging, they should also look into the unfun things like survivors refusing to progress the game, because they have a higher chance of survival if they hide in some random part of the map.
We're told it's reportable if survivors refuse to progress the game, but does that really do anything? How long do survivors need to be hiding before I can report them?
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3253500#Comment_3253500
This.
They could make a million changes to how rating works but in the end it's completely meaningless when matchmaking doesn't even work the majority of the time in the first place.
I think matchmaking works often enough, which is why the top 5% MMR stats are so close together. When half the killer roster is only off by a few %, MMR is absolutely working as intended.
The problem is MMR is based on a lone wolf win condition instead of a team win condition, so solo q will never actually feel like a team.
Imagine if solo q did get voice comms, and we would just have a bunch of matches where people would just scream at each other, because the lone wolf survivor refuses to help the team, and tells the rest of the team that they’re all trash, and that it’s every survivor for themselves. Because that is what many of the lone wolf survivors are thinking, and that’s the type of people that ruin games for the rest of their team.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253561#Comment_3253561
Maybe that's true. More likely I think you give soloQ balance changes, survivor win rate improves, BHVR makes balance changes in favor of the killer, the win/loss rate remain about the same, except now soloQ and SWF are more roughly on the same playing field, meaning SWF is not as unique an experience for killers - everyone's game improves.
The more likely scenario is that solo q gets buffs, BHVR gives killers some generic number buffs to even it out, and now playing killer is the most miserable it could ever be, but it’s considered “ok” because the kill rate is where BHVR wants it to be.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253333#Comment_3253333
You have two points
1: SWFs are unfun for killers
2: BHVR can never let killers know which people are in a SWF on the lobby screen, or there would be mass lobby dodging and SWF queue times would go through the roof.
Fortunately, I already answered you in the quoted text
If a mechanic is making the game less enjoyable than an alternative for the players it obviously should be changed.If SWF actually made the game less enjoyable overall for players than an alternative, it should be changed. The key phrase is 'than an alternative". While this element may have some drawbacks, it is superior than any proposed alternative.
The alternative is that we should never bridge the gap between solo q and SWFs by giving solo q more information, because that means the unfair parts that killers hate are going to happen way more often.
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@Peanits said:
There's a few layers to this question, so I'll try to hit all of them:
A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.
B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).
C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world). We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.
Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.
I feel like the quality of my solo q matches would increase dramatically if matchmaking threw the frequent ragequitters and the lone wolf survivors somewhere else.
Lone wolf survivors aren’t required to hide in a corner and trying to sneak out, but some people are doing this, and it feels bad being on their team.
And I don’t ragequit, so I’m not sure why matchmaking is sometimes placing me with survivors that ragequit at the slightest inconvenience.
Are there any plans for survivor matchmaking to go beyond just looking at MMR numbers, and consider additional things, like how often a player does unsportsmanlike behaviors?
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253208#Comment_3253208
If not based on player enjoyment (fun/unfun) how in the world do games ever make any changes? If a mechanic is making the game less enjoyable than an alternative for the players it obviously should be changed. Now trying to figure out what the overall player base thinks/implementing a change are trickier questions, but I'm not sure what other metric than "fun" you would use for improvements.
It’s fairly agreed on that SWFs are so unfun for killers, that BHVR can never let killers know which people are in a SWF on the lobby screen, or there would be mass lobby dodging and SWF queue times would go through the roof.
According to you, that means SWF should be changed.
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Solo q buffs should be things like actually doing something about ragequitters so they don’t happen anywhere near as often
Solo q buffs should be things like actually doing something about the anti-team players that excessively hide and wait for everyone else to die, so they can use their anti-team perks to escape as the last survivor.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3252749#Comment_3252749
There is a difference between just throwing out buffs to satisfy killers, and creating the appropriate buff to keep the game in balance. But if pressed, I'd focus on information for killers since that is what survivors would be getting. Longer duration aura visibility, modify ranges to include more area for detection, maybe make generator repairs louder, etc. I would also move slowly here to avoid whipsawing game balance. If possible these buffs for killers would be specifically to mitigate high skill survivors and swfs to further close the gap between swf's and solos
I don't think you understand how much of a massive buff it is to give survivors extra game information for free. Most SWFs don't get massive value out of the extra information they get, because most SWFs only involve 2 people. Giving extra game information to survivors makes every game have 4 connected survivors, and that is whipshawing game balance.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3252557#Comment_3252557
I think there will need to be data about what kind of buff and how much. Currently killers enjoy a nice comfy 61% vs 39% advantage over survivors so its premature to just start throwing out buffs.
And there you go. Once again we have zero ideas from the forums. If solo q buffs were really so important so survivors, you'd think that someone would have put a solid effort by now to suggest actual real killer buffs for compensation.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3251985#Comment_3251985
Not really comparable since BHVR alliws friends to play together and those friends can use 3rd party software to communicate. The extra comms options is to bring all survivors to a more even performance, so that killer can be balanced against that. Otherwise game balance is unsolveable. Balance for depip squad survivors and solos get annhilated, balance for solo, and killers get wrecked.
I've seen zero people on these forums make any effort at all to suggesting real killer buffs, to balance killers if survivors get extra communication added to the game. Survivors will either just say "just buff killers" without giving any actual suggestions, or they will say killers don't need to be compensated because their kill rate is high enough, or they'll say only the low tier killers need to be buffed.
I'm still waiting for someone, anyone, on these forums to make actual solid effort suggestions on how to compensate killers.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248105#Comment_3248105
Field of view is literally one of the designs of the game. Survivors have more field of view than killers on purpose. This doesn't mean that can't change, but we're talking fundamental balance changes at that level. Would killers give up movement speed to balance it back out?
Lack of survivor communication is literally one of the designs of the game. But that doesn’t stop survivors from demanding more communication options, because they want the same game advantages that voice communications give.
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@thefallenloser said:
Um, no. The devs talked about this like 2 years ago when movement got changed and 360s and spins were added back in as an intended mechanic, and it's still in a worse spot than it used to be.
Survivor movement got changed far more than just removing 360s. Survivors straight up had transition frames that made it much easier for the killer to see which direction the survivor was going to turn to. And BHVR decided to just revert it all instead of fixing it properly. BHVR should revisit survivor movement, and try again.
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The killer’s FoV is a problem because of aim dressing and 360s. Killers often have to yank their camera during a lunge because of 360s, which makes it easier for aim dressing to also yank the killer’s camera because of 360s. If 360s need to stay in the game so that survivors don’t have “feels bad movement”, then aim dressing needs to happen after the game gives the killer a hit (instead of before), and killers need to have enough FoV that survivors aren’t teleporting out of the FoV when they 360.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250899#Comment_3250899
Yes. Moving also the camera. You can do the same stuff as killer. There's nothing "not intended" by that. But if you want not intended behavior... Oni should not be able to turn 90 degrees in ability and continue to dash (but he does). Blight should not be able to turn 90 degrees within 30cm distance. Definitelly not 180 - but he can do both (even if the second thing is reportable). On the contrary survivors were always intended to be able to move forward and go wherever they were looking. They are also supposed to be able to click w a s d. I see no problem with it. 100% no problem compared to oni/blight things that are still possible (especially considering how much advantage does 360 do compared to oni doing U turn within long wall gym)
Oni shouldn't be able to 180 flick. And Blight was intended to be able to 90 degree flick. And Blight can't 180 anymore, due to the two separate turn rate limits they placed on him.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3250767#Comment_3250767
Because that would change movement in a whole. they tried in that one god awful patch we all remember. movement is fine
They could still allow survivors to 360 with the intended turn rate, by holding down the shift key and cycling through the W/A/S/D keys.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250860#Comment_3250860
Survivors does not turn any quicker then what is intended. The only reason why this can work is, that you don't see too much to sides and survivors can quickly get away from your viewport when they are close to you. Devs already said this is not abuse or anything. And that they actually like the interaction. And I have 0 idea why this thing should go away. It's very rare against skilled killer anyway
They are turning quicker than intended. If you watch a 360 from the survivor's PoV, they aren't just holding shift and cycling through the W/A/S/D keys. They are purposely doing something additional to this to turn faster.
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@Bot_Salvo88 said:
Have you tried to walk backwards? It helps with survivors messing with your FOV.
That's not the point. The point is survivors are bypassing the intended spin rate, and therefore are purposely doing an unintended mechanic for a game advantage. 360s would be fine if survivors were limited to the intended spin rate, just like the game intended.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250767#Comment_3250767
because it's last thing that can save you. It's like those 4% once your whole team is down. It works once in 10 tries. Or if killer does not pay attention. Making it that much more hilarious if it works
That's not a good excuse for allowing survivors to break the intended spin limit.
It's just a big double standard that it was so important to fix Blight when he was able to bypass his intended rush turn rate, but nothing gets done when survivors are able to bypass their intended spin rate. When Blight was able to bypass his intended rush turn rate, it was very counterable by survivors, and Blight players found it very fun to do, and those are the exact same reasons you're giving for keeping 360s in the game.
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@Gandor said:
Do really killers complain about 360? All you need to do is stay on a single spot and survivor can do anything and it will not help
If you honestly think 360s are easily counterable, they why would you care if they were removed?
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/3250467#Comment_3250467
Eh, it's just not really an issue to me. I'm more concerned with just FOV stuff.
The spin rate limit is a big issue for me, because so many people made a big deal when Blight was able to bypass his intended rush turning speed, and so many people said unintended things should be fixed, and complained until it got fixed.
What survivors are doing with 360s is extremely similar, where survivors can bypass their intended spin rate, and that should be fixed as well.
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/3250352#Comment_3250352
I mean, I kinda understand that, but at the same time I don't think that's something that can physically be "fixed" in that sense. I've been playing Elden Ring a lot recently, and you can spin faster when rotating the camera in the opposite direction in that game, too.
I don't really think 360s need to be fixed, but I'm a mouse and keyboard gamer. I can imagine the aim dressing might cause issues for console gamers, so if we want to fix 360s, I think we should just remove aim dressing, no?
BHVR could just make a spin rate limit, similar to how they gave Blight a rush turn rate limit. In fact, BHVR made two separate rush turn rate limits on Blight, so I'm sure they can figure out how to give survivors a spin rate limit.
The problem with aim dressing is that it causes attacks to get verified twice. If the server verifies a hit, it should give the killer the hit, then it can yank the camera or do whatever else it wants to make the hit look nice. It shouldn't verify a hit, yank the camera, then verify again if the hit is still valid.
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/3250166#Comment_3250166
I think the problem is less 360s and more just the "aim dressing" BHVR keeps insisting isn't a thing. I'm sure we'd agree 360s are a preferable alternative to being W keyed and predropped for 5 minutes, but I can imagine it's a little more annoying to deal with on console. I don't think 360s are the problem, I think bad auto aim/aim dressing is.
The problem with 360s is that survivors are going over the intended spin rate. If a survivor holds down the shift key, and cycles through the W/A/S/D keys, that is the intended spin rate. But people are bypassing this, and that should be removed. Remember that Blight had a way to bypass his intended rush turn rate, and that got fixed. This is the same situation.
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360s are unintended behavior, and should be fixed. When a survivor holds the shift key and cycles through the W/A/S/D keys, that is the intended spinning speed. BHVR should remove anything that allows survivors to spin faster than that.
Blight had an intended rush turning speed, and people figured out how to turn faster than that, and that got removed. 360s are the same situation, and should be removed as well.
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Killers should have the option to keybind the pickup command to a separate button
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248463#Comment_3248463
But blocking the gen instead of causing incapacitated does just that. Nerfs SWF without nerfing solos.
Giving Eruption some form of AoE effect just moves the problem somewhere else. Instead of 'letting go of the gen' when their team mate is about to go down it's 'let go of the gen and move 8? meters away'.
Blocking just the generator would massively nerf the perk, and would be a buff to survivors, because they would just heal during the eruption time. And if The AoE solution isn’t good enough, it could be changed to activate on survivors that have repaired an affected generator within the last x seconds.
We need perks like eruption, because killers need more solutions for survivors that want to excessively hide, pre leave generators, or try to bait killers into lose/lose situations by running far away from generators that are being worked on. We need more solutions that encourage killers to take chases, instead of feeling forced to abandon chase after chase if the survivor gets too far away from the generators that are being worked on. This is especially a problem with SWFs, when they use voice communications to warn each other where the killer is, so they can pre leave generators easier.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248449#Comment_3248449
But Eruption is currently balanced around the fact that it doesn't have a 100% success rate.
The fact that it doesn't have a 100% success rate is almost purely down to the discrepancy between solo and SWF. If you made it so even SWF was effected by it, then it would be too strong, and would require a nerf.
So why not just change the effect to something else that achieves both of those things? Block the gen instead of inflicting survivors with Incapacitated.
That would allow injured survivors to purposely do generators while injured, with the knowledge they could just heal with eruption goes off. And eruption doesn't have a 100% success rate, because killers don't 100% kick every generator on the map before knocking someone to the ground.
Again, nerfing SWF without nerfing solo is healthy for the game. It's the good way to bridge the gap between solo and SWF. Making eruption affect SWFs should be seen as a good thing, because SWFs shouldn't be able to bypass so many game mechanics when they use voice communications.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3247970#Comment_3247970
No it doesn't. Telling people not to go down is unrealistic. You're going to go down against good killers. I even said this. His reply was 'oh so I don't deserve to get any downs?' ...I never said you don't deserve to get a down. I said there's no counterplay for it as a solo player because its a horribly designed perk. I don't understand anyone who defends this perk. Its unhealthy for the game if 1 portion of the playerbase can't do anything about it. Again, saying 'dont get downed' is the most lazy response anyone can have to this perk. Just tell me you don't care/are biased as hell w/o telling me you are.
The perk is designed to be a surprise. The fact that SWFs can bypass this mechanic doesn't change this.
The fair solution would be to make eruption an AoE incapacitate, so it can affect solo q and SWF more equally. This solution shouldn't affect solo q very much, since it's very unlikely they would know exactly when to let go of a generator. Solutions that nerf SWFs, without nerfing solo q, are very healthy for the game.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3245974#Comment_3245974
The problem with sound is that it's always bugged anyway and extremelyunreliable. Sound hasn't been working properly in this game since release. Especially since engine update, when legion was released. So I doubt we can rely on those. If the sound was working properly, those would definitely be good buffs and that would be enough for killers. But unfortunately the audio is really bad in this game and I doubt it will be fixed.
My biggest complaint about sounds is they shouldn't get extremely muffled or deleted when the killer doesn't have line of sight. The whole point of survivor footsteps is to help the killer track survivors when they don't have line of sight, so it's ridiculous that footstep noises are massively affected by line of sight.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3246033#Comment_3246033
I'd still like for the questionable flashlight angles to be fixed, where the killer can be blinded even though the survivor isn't in their FoV.
https://www.youtube.com/watch?v=_clt8RI_mPs&t=9sAbove is in an example, and even though this happened with a locker save, it also happens even if a locker isn't involved.
Can someone tell me how this is an acceptable flashlight angle, when the survivor isn't in killer's FoV? Flashlights should be required to be visible in the killer's FoV in order to properly work.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3245999#Comment_3245999
To give some insight here, the survivor still needs to be at that "middle step" of the pickup animation (before the Killer hoists them onto their shoulder) for the save to work, it just doesn't have to be the exact right frame anymore. Any earlier and it still won't blind, any later and the Killer can still turn away.
As a Killer, it's almost too short to notice. Since the blind VFX fade in, it's hard to tell if the blind was on time or buffered in most cases.
I'd still like for the questionable flashlight angles to be fixed, where the killer can be blinded even though the survivor isn't in their FoV.
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1) Pallets and breakable walls should have very bright colors, instead of washed out red and blue, so they are easily noticeable. The one thing RPD did great was label the vaults with a bright yellow.
2) If flashlight saves are going to be easier, does this mean the basekit unbreakable will be even more awful, because killers will feel like they need to leave survivors slugged more often, because more people will be trying flashlight saves?
3) Removing flashlight locker saves is great.
4) For the Team Based MMR, can we also have a rule that if a survivor spends the game just waiting for their teammates to die, that they would get a lower reward for escaping, since they weren't being a team player?
5) Better anti-cheating stuff is always good.
6) I still want the ragequitting penalties to be more strict (leaving the game because of a hacker, or because the game is being taken hostage, doesn't count as ragequitting).
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@Roaroftime said:
The logic behind preventing locker flashlight saves is because there is no way to counter it as the killer, fair enough. However, as a survivor in solo queue there is no reasonable way to counter the overpowered killer perk, eruption. So why is it ok for killers to have play styles with no counter but not ok for survivors? Yet another way to unbalance the game and force people to play killer.
Eruption was designed to be a surprise. The fact that SWFs can bypass this with third party software, doesn't change the fact that eruption is intended to be a surprise.
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If survivors get extra game information, the only fair way to compensate killers is by giving them extra game information too.
1) If survivors are getting action icons, give the survivor action icons to the killer also
2) Lowering the chase music loudness, to make it easier for the killer to hear survivors
3) Raising the loudness of survivor footstep noises, and make them reliable on every floor material
4) Nerfing survivor stealth perks, to make it easier for killers to find survivors . For example, survivor perks that remove sounds, scratchmarks, or pools of blood, should be nerfed so the killer can track the survivors easier.
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The game needs solo q improvements, like better ways to handle frequent rage quitters, and better ways to handle anti-team survivors that frequently hide and wait for their teammates to die.
Team based survivor MMR would be a good solo q improvement, because it would discourage people from excessively hiding and waiting for their teammates to die.
Stricter ragequitting penalties would be a good solo q improvement, because the ragequitting rate is currently way too high.
Matchmaking survivors based on their play style would be a good solo q improvement, as we could match all the survivors that want to be helpful team players together, and shove the rage quitters and anti-team players somewhere else.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3244252#Comment_3244252
Then wouldnt that go back to the idea I mentioned of a spectogram for all sound be the answer. I think you aren't grasping that ambient noise is just as important as "important noises" because it provides distraction. and the spectogram is essentially what spine chill does based on the sound of the terror radius, which is louder than any other sound in the game other than the loud noise notification. But footsteps are still going to get washed by the ambient noise which is purposefully placed there to make breathing and footsteps harder to follow.
No. It would never go back to your ideas. Your ideas are terrible, and I don't know why you keep trying.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3244164#Comment_3244164
Unless they are obfuscated by design. Otherwise you literally would just have everyone, killer and survivor be vanity mirror myers with it applying to gen progress, hexes and boons too too. Because gen progress is important to everyone, where survivors are is important to everyone, where the killer is is important to the survivors, where boons are is important to everyone, and where hexes are is important to everyone. All of these make noise.
And for vision any grass would need to be removed because they hide scratch marks or traps, half of the wardrobe needs to be reworked, wraith needs an entirely new power.
It doesnt make sense that things that are supposed to be subtle and hard to find, even important ones, should have additional tracking added to them. If its something that is obfuscated for everyone its not an accessibility issue. and I think you vastly overestimate what spine chills volume sensor can do especially given that the size of a terror radius, if there is one, can be as small as 3m and as large as 87m and its percentage based.
Besides, as I mentioned before, all important noises are an accessibility issue. You don’t get to pick and choose which noises are worthy to be heard.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3244133#Comment_3244133
The faint terror radius would be caught by spinechill anyway because they would be in the 36 m. Like whispers or Spies from the shadows.
The 36 meter “whispers” feature didn’t exist in the previous spine chill.
Besides, as I mentioned before, all important noises are an accessibility issue. You don’t get to pick and choose which noises are worthy to be heard.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3244089#Comment_3244089
The terror radius is a distinct noise that cannot be confused with something else. So it doesnt.
That was not a valid conclusion that you just made.
Faint terror radius noises can be obfuscated by loud generator noises.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3244060#Comment_3244060
Okay so clearly this isnt about accessibility you just hate the perk and have trouble as killer. Maybe you should try Otz video on how not to lose survivors since its not an issue of a perk with a 1% use rate
That was not a valid conclusion that you just made.
Spine Chill removes the obfuscation from the terror radius noises, and I’m asking for a perk that removes the obfuscation from footstep noises.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243889#Comment_3243889
Okay I will ask then if you had a visual direction notification to footsteps how would you mask or obfuscate it. Again footsteps are a noise hidden by other things, able to be confused with other things. If you are adding a visual cue for footsteps for accessibility it would need to be as confusing as the cacophony of noises that the killer hears. Otherwise its not accessibility its just a new tracking mechanic, which they already have as a visual in both scratch marks and blood. The sound bar of the terror radius isnt anything new its just a visual representation of something that is already present for people who struggle with hearing something that the game has as clear and unmasked. Footsteps are not like that.
You wouldn’t obfuscate it, just like how spine chill took away all the obfuscation out of the terror radius. Generator noises are purposely loud, to make it difficult (obfuscate) for survivors to hear faint terror radius noises if they are on a generator. And whether or not a killer moves 1 foot closer to you is obfuscated by how tiny the loudness difference is.
