Crowman
Crowman
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3280500#Comment_3280500
If you read the thread I definitely said nerf that perk as well.
Seems like there are a ton of angry killers, I'm absolutely fine with aura reading perks because they're either temporary, or they're limited to a single gen, etc. The "whsipers" and "no where to hide" perks are just broken and break the game.
They are hardly broken perks.
Nowhere to Hide like other aura reading perks has a duration attached to it and you can only kick gens that aren't already regressing and have progress.
Whispers only tells you there is a survivor within 32m. It does not tell the killer anything more than that.
Calling people who disagree with you "angry killers" shows that your suggest is not from a place of wanting actual balance.
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@GolbezGarlandGabrant said:
I didn't even think it was possible for 2 people to be in chase at the same time. I thought the Distraction score event was awarded for getting the killer to break chase with someone else.
It's possible for the killer to be in chase with multiple survivors. As long as the survivor is running within 12m and the killer is moving then the chase starts for that survivor. A chase only ends when the survivor gets too far away, stays out of LoS for too long, or goes into a locker.
The problem is it's hard for the killer to stay in chase with multiple survivors for a significant amount of time. The only way to do that would be if all the survivors were running the same way from the killer forcing the killer to maintain chase with all of them.
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I've read that knights will detect loud noise notifications. So fast vaulting or blowing up a gen inside their detection range will aggro them regardless of LoS.
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Hubris doesn't need to be nerfed.
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@[Deleted User] said:
How about we just eliminate troll tactics like this? How are people unironically saying "well acktually you can play around it"? There's literally no reason to do this other than to grief the other side. The game is not worse if the box teleports away like a PH cage after 3 or 4 seconds of killer proximity.
People are pointing out you can play around it, because it means it can't indefinitely hold the game hostage which is the claim being made.
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@Natorz said:
Ok so a coornated group can deal with it, but random solo queue is not that simple.. we had 1 guy dc after 2 min and by myself it was impossible ti cleanse the ruin and do any gens.. but yes if you are in a team I would be another story... but still they should make some changes so this is not happening
You don't need to be coordinated. If you understand that the killer is on the box and understand how his power works, then you can figure out how to play against a never ending chain hunt when the killer is doing nothing else.
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@Natorz said:
Whatever, enjoy being in a game like that.. in my opinion It's an exploit and should not happen..bit you guys seems fine with it..
I bet 100$ that every game I do that as pinhead will end up in 4 dc... 10 games in a row
You made a post saying that the game could be held indefinitely. People posted to prove that it doesn't hold the game indefinitely.
No one has made a statement that they enjoy this being possible.
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One survivor can just tank the chains for another on a gen
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@LooeDbD said:
they changed them mainly because players had "seizures" but theres still other light sources in the game that can cause them but went unchanged, cant they just slap a seizures warning on the screen loading in?
They added a warning when the game loads up. And you guys really need to get over the flashlight change and stop getting angry at people having legit health issues.
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Oh no the killer has perks to help them locate survivors. I guess survivors really do want killers to only run 4 slowdown perks.
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Survivors shouldn't have an unconditional way to completely remove noise.
If you really need to completely silent yourself you have options with OTR and Bite the Bullet.
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Because the killer is a player who is trying to win
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The guards already go away when the hunted survivor initiates an unhook. Nothing more needs to be done.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276187#Comment_3276187
The only thing I can think of right off that bat is a priority move from the opponent, regardless, if your opponent isn't expecting it, it would probably work, lol
I also saw it happen for the first time and I was amazed, lol
Ghost typing counter it. Sandstorm counters it. Leftovers counters it. Burn/Toxic counters it.
FEAR strats can certainly get a KO, but actually winning with only FEAR is harder because you're bound to encounter one of the above things.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/356030/this-game-promotes-bad-gameplay
And the most effective way to win in Overwatch is to use bastion, the most effective way to win in pokemon is to have a rattata hold a focus sash and know quick attack and endeavor, the most effective are usually the most cheapest
I wouldn't really call FEAR rattata an effective way to win. It's a gamble, because many things hard counter the strategy.
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@ARTRA said:
https://forum.deadbydaylight.com/en/discussion/comment/3276078#Comment_3276078
I think It means guard and Knight double facecamping.
Guard alone as you day does nothing.
It doesn't matter, starting the unhook cancels the guard and the knight is just an ordinary M1 killer camping. The knight can't bodyblock while you are being chased by a guard either and the knight hitting you causes the guard to go away as well.
There's nothing about the knight's power and camping that is stronger than any other M1 killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3276063#Comment_3276063
I'm not referring to tunnelling but your comment about elimination in general. It is an elimination game but you do have to keep an eye on how elimination works. If you had the majority of games where killers were eliminating everyone with ease at 5 gens you would most likely would see a large drop in players. I'm not saying that is happening now, but yes, even in an elimination game ways you can eliminate other players can be unhealthy for the game.
The devs do nerf killers who are too good at consistently eliminating all the survivors. That was one of the main factors in rework freddy getting nerfed.
Tunneling is always going to exist in an elimination game, because it's always going to be in the best interest for the eliminator to remove someone quickly. That's not unhealthy.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3276077#Comment_3276077
DbD is not "elimination" game, because goal is not to kill 1 survivor, but all 4. Mechanic exploit that works only on SoloQ and weak loopers, that is very unfun on top of all and completely doesn't work with strong teams, is unhealthy. If it was healthy devs wouldn't add something like BT, OTR and basekit BT. Unhealthy, same as camping. Same as bodyblocking.
And yes, unfun = unhealthy. If some player deny another player in playing game, it is unhealthy.
DBD is an elimination game. The killer has to eliminate survivors one by one and the mmr system rewards per a kill and not whether or not all 4 died.
No one is being denied playing the game if the killer tunnels a survivor out. That survivor being tunneled is getting to engage in chases and if they die they can requeue for the next game.
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It's not bad gameplay. The game is an elimination game. So of course eliminating survivors quickly is ideal for killer.
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The guards go away when you start the unhook so they did consider camping
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3276062#Comment_3276062
Ok, I understand. Exploits and holes in game mechanic are should be embraced. Interesting to finally see one person that renders healthy maps with 5 pallets next to each other, SWF teams with overpowered items, etc. Still don't understand why they removed lockers flashlight saves, was pretty healthy.
The devs have said the new map is bugged. And players in the game are allowed to use items and perks in the game.
Besides the devs have already nerfed tunneling with basekit bt. Tunneling existing is not unhealthy, because the game is an elimination game. If you want to remove tunneling you would have to completely change dbd where survivors don't die. Otherwise the killer is a human player capable of making their own decisions and forcing an early death is simply one of those decisions.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3276038#Comment_3276038
Well it does. If you have a system in place that makes the game not very enjoyable for a great deal of people they aren’t going to want to play.
The game has yet to die because tunneling is possible.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3276038#Comment_3276038
Everything is unhealthy in computer game that fun for only one person. Why others have to spend their free time for something unfun? Continuing your thought: cheating is fun for cheater; bodyblocking, unhookspamming, etc. fun for troll.
Garden of Joy, Game and especially last map are healthy, because it's easy for survivors to escape and do goal.
SWF + 4 medkits + CoH is healty, because it's easy for survivors to bully killer and escape.
I could continue.
I don't understand, is it swollen ego or avoiding any thought process that allow one to think that anyone around are paid actors or AI npc, that are only purpose to please that player?
I didn't mention fun at all. And the devs have said that cheating is against the game rules and tunneling is not.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3275630#Comment_3275630
you shouldn't. Devs should. For same reason why permanent hook sabotages were removed - it's not healthy for the game
There's nothing unhealthy about tunneling. Dbd is an elimination game. The goal for the killer is to kill survivor. It does not matter how they do that.
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Yes the unhook notification should be there. You have 60 seconds to unhook,you have time to wait for the killer to be busy before unhooking.
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People literally d/c against everything. There's no singular thing that causes people to d/c. There's no logic to extract from someone d/cing in your match.
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I'm not even sure why people are claiming the knight is a good camper. The guards will end hunt if the chased survivor unhooks someone. The Knight would still have to be by the hook and at the end of the day he's still a M1 killer camping a hook with no innate advantages.
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You'll never make sense of people's decision to rage quit a match, because there's never any logic behind it. People simply are too easily upset.
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Making pinhead box teleport for being too close to it doesn't solve the issue with the new perk combo. Plus it's a pretty random change that doesn't really solve any problem.
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Tough to say since currently the worst killer is Trapper and Trapper has more work he has to go through to set up his power while having no other utility.
At the very worst, Knight can use his knights to break pallets and damage gens while still being able to move about.
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Because you still hit the survivor who dead hards.
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I think people are overreacting about tile spawn being weak. It's important for tile generation to have weaker tiles to place so maps can have more pallets placed. Otherwise you'll get like 6 super strong pallets and nothing else which isn't fun to play either.
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The patrol knights are just not threatening by themselves and the utility they do provide is not enough. Other killer powers that destroy pallets, also threaten to damage survivors to force pallet drops. Not having to kick gens is nice, but since it doesn't provide the 2.5% regression or work with perks, it's kind of bad.
The guard pathing is shown to survivors so it's not really viable to make long paths either.
The killer is a neat concept, but the power is very lacking and it's hard to find the best way to use the power since you can't really control which guard you send out. I don't even think having no control over the guard sent out is that big of a problem if the guards were better overall.
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The map seems to just spawn every possible pallet and has no cap on the number of pallets it can spawn.
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Both camping and slugging are valid tactics so there's no reason to add penalties to those actions.
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Seems the map always spawns every possible pallet that could spawn and has no pallet cap.
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People need to stop trying to us the incentives as an indicator there is something wrong.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3271234#Comment_3271234
so its not because its a killer perk? Good!
It has never been about it being a killer perk. Both Dead Hard and CoH were highly complained when they were at their strongest point. They simply aren't the biggest issue in the game that people feel a need to be complaining about them. Plus unlike Eruption, both perks have actually had the devs address them.
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@Terion said:
Im needing to make it more clear i guess: why is it eruption gets so many posts about it but Dead hard and COH arent?
Because Dead Hard and COH have been addressed by the devs.
Eruption has not.
This does not mean Dead Hard and COH can't still be problems, but people want the devs to do something about Eruption, because they haven't.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3271171#Comment_3271171
And still eruption is the only thing that is talked about.
CoH and boons are a year old. Many people when they came up raised concerns about the mechanic. BHVR responded by nerfing CoH several times and giving killers Shattered Hope. Did it fix the core problem people had with boons? No. But CoH is in a state of being just good enough to not be completely broken and the other boons aren't much to talk about so you aren't going to see a lot of talk about a year old mechanic the devs have basically said they don't plan to change.
Dead Hard was recently reworked and for the most part was well received. There's an issue with the auto dead hard script, but there's no way to know how wide spread of an issue that actually is. Some people still hate Dead Hard, because they conceptually hated the perk to begin with. So you discussions around Dead Hard have already been exhausted for the most part.
Eruption was a recently changed perk that is still up for debate whether or the devs will change the problematic part (incapacitation for 25 seconds). Hence why it's talked about far more, because there's a chance the devs might change it if people keep bringing it up.
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Eruption being an issue does not mean CoH (or boons in general) are not an issue either.
Also Dead Hard is hard to judge, because the biggest issue are cheaters using a script to auto dead hard on your swing. I don't think it's a problem if the script problem were to be resolved.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3268363#Comment_3268363
That's not what I said. I'm saying people seem to think for some reason that balancing around the top means making the game heavily unbalanced outside of the top level.
People act like it's impossible to balance for both lower skill and higher skill. Plus the idea that the game will completely die if we focus on balancing around getting good at the game is also weird, because it implies that people will only stick around if they can win games without being good at the game.
Maps are a good place to touch when it comes to high level balancing, because many maps are just too safe.
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The hitbox for lunges are all the same distance. Killers with smaller weapons appear to be going further, because BHVR added a thing so killers with smaller weapons will still visually connect so they get pushed closer to you to make their attacks visually land. Otherwise you get people complaining about unfair hits despite the hitboxes working fine.
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Idk why survivors are instant unhooking. It just makes sense to punish the bad play by going after the unhooked.
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They really aren't too fast. You having phone calls or bathroom breaks in the middle of a game are your own issue.
I'm sorry, but it's a multiplayer game. There's no pause button. If you are unable to devote the time to play out a match, then maybe you shouldn't be playing.
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They are adding the ability for mmr to be adjusted on team performance.
Being the only survivor who escapes gives you less than having all 4 survivors escape.
Dying as the only survivor causes you lose less than if the killer 4Ks.
A single escape or a single death does not matter. You are playing multiple matches and the game is adjusting your mmr constantly. These changes are there to help push teamplay. Now going for a risky end game save is less punishing and is more rewarding in the mmr system. Getting tunneled all game, but actually keeping the killer distracted for all the gen to get done now loses much less mmr as the 3 survivors escape.
Making the mmr into a different kind of emblem system would just create the same issues of the emblem system. In the emblem system you could 4 man escape and still depip, because the killer never hooked or hit anyone. In the emblem system you could pip up despite the killer getting a 4K. Neither of those are accurate either. If you are good at the role you are playing you will escape or kill more often than you die or fail to kill.
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It is kind of annoying having 2 characters with the same cosmetic. Some cosmetics survivors have look more like a different character and it can be confusing trying to figure out which survivor is whom due to cosmetics.
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Were you guys doing the pink glyph challenge? The pink glyph will expose you if it has LoS of you unless you break LoS or close it.
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Any killer can stack slowdown. This is not unique to legion.
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The hatch is not meant to be a reliable way of escaping. Being the last survivor is meant to be a losing position.
The hatch and exit gates in the 1v1 is fine.