Crowman
Crowman
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213527#Comment_3213527
You are assuming an awful lot about my playstyle. I barely use flashlights because i am terrible with them. When I do its generally to blind at a pallet stun, or a couple of quick clicks to draw the attention of another survivor that can't see me so I can heal them or receive healing from them. That doesn't mean that others that know how to use them well, don't find issue with these changes when there are other less impactful changes to accomplish the light sensitivty issue.
Now if you are happy about the changes because of BM reasons, I feel like killers have the tools to punish those jerks in game. Chase them, down them, and watch them die. No need to change the base game because you are emotionally unstable and clicking noises make you want to cry or quit the game.
Flashlight clickers don't just bother killers. I've played with other survivors who used flashlight macros and the sound from the clicks hurts.
There's no reason for you to care about this change if all you did was use flashlights at pallets, because the functionality still exists. Getting upset that being able to annoy other players is being removed for the sake of helping out a small group of people who have legitimate health issues is just simply not the hill you want to die on.
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@Sava18 said:
Crazy to see them go down seconds later. Old DH is gone let it go.
This has nothing to do with the auto DH script that is active right now.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/348763/the-responses-to-flashlight-changes
Except the changes is the heavy handed way of accomplishing it. You protect people from flashing lights on the client side, by option that they choose and it changes the light effects not the operation of the flashlight with a cooldown.
It really isn't. I'm sorry (well not really) that you feel such a strong need to be annoying towards other players in the game and lost one of your ways to do so. The devs are free to change flashlights anyway they see fit.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213244#Comment_3213244
i had an idea for purple add-on that makes it that you can see survivor aura's within 12 meters while crouching when in nightshroud. It would be similar to all-seeing blood wraith add-on. he has add-on called Night vision monoculars. it would be more in line with the idea of seeing clearly.
I am not sure, survivor found all-seeing blood too oppressive on wraith enough for them to weaken it... so I am not sure if ghostface could have something like that.
I think the reason why All Seeing got complained about was that Wraith got changed to be fully invisible from 20m along with the 150% movement and All Seeing was 12m. The amount of time you had to notice wraith before he saw you with All Seeing was pretty small.
Ghostface would be more similar to pig in that you can easily see both just crouching around with the main difference being that Ghostface doesn't have a longer lunge out of his crouch. If Ghostface got an addon like this I imagine it would be also tied to being in Night Shroud.
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His crouch is already useful though. It makes him smaller and thus harder to see. It's not only useful for sneaking up on survivors who aren't aware of you, but can also help you mindgame loops that normally are impossible to mindgame.
There's also not a killer that has aura reading as a basekit feature and is generally reserved for addons.
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The aura is only visible when the survivor is not repelling the crows with a lingering effect of around a 1 second when they start repelling.
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Kind of.
With how the emblem system works the survivors would have to have some capability of doing gens, lasting long in chase, or rescuing others. Meaning that there was baseline expectations you could get from survivors in red ranks.
Though it wasn't perfect and the rank system was adjusted many times to make it easier to stay in higher ranks without needing to climb there.
MMR has some issues and it sure isn't perfect, but the main issue is with the match making. The match making system will loosen up and throw people together to reduce queue times over quality games.
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Overcharge doesn't need a cooldown. If Overcharge must be nerfed, just remove the skill check if the gen regresses to 0% similar to how surveillance stops highlight the gen once it fully regresses.
The cooldown on Eruption is not the issue. It is solely the incapacitated duration.
STBFL is honestly not problem. For all the complaints I see about people claiming how it's such an OP perk, killers are not running it to the extent that old meta perks where being run.
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Tunneling and Camping aren't problems that need to be solved nor are they nooby. They can feel cheap on the survivor side, but it's a 1v4. The killer has a better chance at winning by forcing another survivor out of the game early. Camping and Tunneling can help achieve that.
If you aren't enjoying tunneling and camping, then just don't. If you are getting matched above your skill level, those loses will help readjust you back to the skill level you should be at.
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Dead Dawg is deceptively strong for survivors who understand how to play it.
Saloon gen is practically a free gen so as long as survivor get other gens done first, the last gen is free.
Being the map that introduced breakable walls, it has really strong tiles that can also be chained together as the trade off is the killer can weaken them by spending time breaking walls.
It's also a map that killers are least likely to just d/c in loading seeing an offering for.
I wouldn't say the map favor killers or survivors, but people really ignore the good qualities the map has for survivors.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208897#Comment_3208897
I am sure they can't, because there aren't fewer people playing survivor than there are people playing killer. In fact, I am positive that there are still almost always more survivor players than killer players, because even just a 50/50 distribution would still result in longer killer queue times than we have now normally.
But that is also not the most relevant information. The fact is that DBD needs a good 4:1 survivor/killer rato. And right now that clearly isn't really given. Before the 6.1.0 update, queue times were pretty damn balanced. But not anymore, and to me that is good sign that survivors need some improvements. Tunneling and especially camping are the biggest problems for survivors, as far as I can tell, and those tactics need to be nerfed some more.
There have clearly been people that stopped playing survivor, and camping and tunneling seem to be the main reason for most people to dislike survivor right now. Killers got a bunch of buffs to help them with their frustrations, survivors now deserve the same.
You cannot prove that people have stopped playing survivor. The incentives are not an indicator of this especially when they do swap to killer at times. You have come to a conclusion and are solely looking to find things to prove your conclusion.
And people willing to either side of the game is not an indicator of survivors being inbalanced. You will never naturally achieve an 80% survivor playerbase without survivors being too strong because in order for 80% of the playerbase to want to survivor over killer they would have to be the stronger side.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208502#Comment_3208502
That feels like quite the copium to me. I was on vacation for like 2 weeks, but have been playing before and after that a lot. And yes, the bloodpoint incentives do sometimes appear for killers as well. But the vast majority of time, survivors have the 100% Bloodpoint incentives. There is no denying that.
This game has a shortage of survivor players. No, it's not nearly as bad as some people here would want you to believe. But it surely isn't great either. In the end, this game needs to strive for a 4:1 survivor-killer ratio. There is a clear imbalance in queue times.
And there are good reasons for that. Survivors just have too many frustrations to deal with. The balance gap between swf and solo survivors is one, but arguably the biggest problems right now are camping and tunneling. Those need to be addressed. All of them probably shouldn't be addressed without also addressing some more killer frustrations, but they still need to be addressed. And right now, some more nerfs to camping and tunneling are probably the most important changes that need to happen. That would maybe also finally get queue times closer to balanced again.
You have to realize that actually achieving a ratio of 80% people playing survivor and 20% people playing killer is never going to happen no matter how balanced the game gets. In an situation where both roles are equally enjoyable to play as, you'll likely see closer to a 50/50 split.
This is why the incentive is important and why they aren't an indicator of survivors leaving the game. They help keep the queues balanced when naturally queues want to be unbalanced. And considering that the incentives do switch to killer at times, it's even more a blow to the idea that "survivors are leaving the game". If the game was always in desperate need of survivor players then the incentive would always be on them and never change.
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The thing is increasing base ms by 5 has a much larger impact at loops and a minor impact of traversal.
Like 110 and 115 killers don't have significant difference when it comes getting from 1 side of the map to the other, but the impact of being a 110 and 115 at some tiles in the game is huge.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3211243#Comment_3211243
I mean why not share perks at this point while we are at it, y'know? I don't think that arguement always holds weight.
edit: sorry didn't mean to double post I was just playing while typing so missed the first message oopsie
The killer can only see that you have a toolbox or a flashlight. Not what addons is attached to such toolbox or the rarity. It's some very abstract information the killer gets about the tools survivors are bringing into trial that the killer can use to determine what they might want to bring into that trial.
Given the killer is playing a 1v4 this kind of minor information is not a big deal. For example killer see 3 survivors with flashlights and they swap out a perk for lightborn. There's 2 main outcomes that could happen:
- It was a 4-man SWF that tries to go for flashlight saves and gets bodied by the killer swapping to lightborn because the killer was able to turn all the survivors swarming to the pick up into more downs.
- It was 3 solos trying to do the blind the killer challenge and only try to blind at pallets. Sure it might cause those survivors to go down earlier in the first chase, but it won't have a huge impact on the match as a whole and the killer has a fairly useless perk put on over a more useful perk they could have brought.
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It's a 1v4 game.
It's fine that the killer can see the tools survivors are bringing into trial and swap out perks to deal with it.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3211185#Comment_3211185
It comes off as disingenuous to me. That’s my problem.
I didn’t say it should be all or nothing either. I find it contextually to just be a PR move.
the context being that they are under-fire by almost every group in the game for varying things, including their ambassadors. They usually pre-announce all PTB changes coming to the game, and this was never mentioned. It literally feels like a last minute change with just a reason attached just because.
i would’ve loved to hear that they hear the community, especially those that suffer from their specific sensitivities and how they are looking to improve the QOL of the disabled people in the community. But it was a small change with a little line tagged at the bottom.
you are free to disagree about their intentions but I’m not sure why the others feel the need to be so upset that I don’t think BHVR is being honest
You are care more about some insidious intent of the change than you do about people who are positively affected by this change. You aren't some morale compass that you think you are being.
Also the devs don't pre-announce all the ptb changes. We're lucky we get blogs the week before going over some of the ptb changes before the ptb drops. But we've never gotten a list of every change that will happen on the ptb before the ptb patch notes.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3211161#Comment_3211161
There’s definitely issues with it causing seizures, that part is not a lie. It’s the fact the developers just randomly tagged that onto the PTB, whilst also ignoring the vast other features in the game that also trigger seizures
Accessible changes aren't all or nothing.
The devs can make tweaks to flashlights now and make tweaks to other elements in the game that can cause seizures later. The idea that if the devs don't change literally everything at once then no changes should be made is a bad mindset to have.
This is a step in the right direction in the same way the colorblindness stuff bhvr added last year was. As long as the devs keep putting out these changes to improve accessibility of the game, I really don't get what the problem is.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3210004#Comment_3210004
This is caused by killer-mains using people with photosensitivity issues to get the developers to remove something they don't like. This is completely because killer-mains get their feelings hurt when a survivor outplays them, then flashlight clicks. It's so blatant, it's not even funny.
Instead of just telling the truth, killer-mains are pretending their concern for other peoples feelings, which we all know is a lie. This is a group of players that tunnel, face-camp and 4 man slug and you're telling me that the killer-mains are concerned about people with photosensitivity issues.
The developers are removing flashlight clicking because they consider it toxic, not because they actually believe killer-main lies about them caring for people with photosensitivity issues. Don't think killer-mains pulled the wool over the developers eyes at all.
You should take a minute and really reflect upon your thoughts. Instead of feeling any sort of empathy towards those with issues your first thought is that people are just using those with issues as an excuse to get something changed.
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The funny thing is that these kinds of topics are more weaponing the community than BHVR making a change to flashlights is.
It's BHVR's game. If they want to adjust flashlights to help out a small section of their community, they are free to do so.
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You can turn crossplay off yourself.
I don't see any reason bhvr needs to disable it.
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I miss it in the sense that games where overall easier in the system.
But as a whole I'm glad it's gone. If only matchmaking was better and you had any idea of what your mmr is.
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It's not bad on him, but mastering his power means you don't really need to M1 that much.
If you play him as more as an M1 killer, STBFL is fine.
If you play him for his power, STBFL isn't needed.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/3209219#Comment_3209219
My problem is they almost never use the PTB for this purpose.
I'm all for them experimenting on potential updates for the game, but the PTBs happen too infrequently and honestly too long for this to be a good use for them.
3 weeks is much too long to just be spitballing potential ideas for the game.
I'd love to see them put out PTBs for like a week or two experimenting on new ideas, perk reworks or buffs; but BHVR as a company works way too slow to operate like that.
I don't see this being a real issue honestly. A PTB every week would be rather disruptive since people would be constantly switching to play the new changes on the ptb. It's fine that the ptb only happens once every 1.5 months.
BHVR gave us a roadmap earlier this year and so far they've sticking to putting out the changes they talked about doing on the roadmap. Would it be nice if they did more, sure. But if they keep the promises they made, what's the real issue?
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Halloween event is also this mid-chapter and there's the new tome (and event tome) that will arrive as well.
The mid chapter won't be that bad if the Halloween event is good enough, but we'll have to see if there's any changes from last year to the event.
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@AverageAshEnjoyer said:
The worst part is ALL she needs are simple number buffs:
-decrease tv cooldown by 30s
-make condemned give you exposed
-add additional ways to get condemned progress (but simultaneously nerf her current "condemned only" playstyle
Like dude why is wesker getting buffs immediately after his release but sadako has been in the dust for 7 months?
Wesker largely saw bug fixes with the only actual change being adjusting his collision hitbox because it was causing issues being too small and clipping through survivors.
Hardly anything to call a buff when it was making his power usable.
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The PTB is to test changes. This is the first time we're getting a ptb with changes not immediately going live. This is a good chance for bhvr to react to feedback and make adjustments before pushing it live rather than having to make adjustments later.
Is it a little disappointing that there's not much that will be going live this mid-chapter? Sure, but I'm happy to see bhvr using the ptb to do more long term testing.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209173#Comment_3209173
But then what is the point of this PTB. Mori changes is not coming to live. So only archieve changes we will get. What was point
The PTB is to test stuff. The devs are testing the new mori system. The difference here is that unlike every other ptb we've gotten, this one has changes not intended to go immediately live.
Honestly it's nice that the devs are looking for feedback on this game changing system instead of throwing it live and making adjustments later.
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This would be the 3rd midchapter since her release.
Also it wasn't the midchapter after their chapter release, it was the midchapter after the next chapter release. So Sadako was up for adjustments last midchapter which got delayed and she's getting delayed again (along with Dredge).
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3209078#Comment_3209078
Sure, but did this require a whole PTB? It seems that these changes are what the beta tab was made for.
The finisher mori system is a pretty game changing system to leave it up to people to opt into. I really wouldn't want to deal with some survivors having infinite unbreakables and others not.
It makes sense to dedicate a ptb to testing this system and it's good bvhr isn't rushing to push this live and looking to get feedback on it.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209077#Comment_3209077
I don't know about that, she released very long time ago. But still she is not getting anything.
Dredge and Wesker are the only chapters since her release. She's not that old.
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Sadako not being part of this mid-chapter does not mean that the devs think Sadako is fine.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3209041#Comment_3209041
how long has sadako and twins been needing changes? Were past the point of “no need to rush” and are onto pick up the pace.
Sadako was suppose to be last mid-chapter, but the meta perk rework delayed it. She hasn't been waiting that long.
Twins though has just been the stuck with the fact that the timing of her release being in between all the map reworks delayed her and bhvr still hasn't finished putting the rest of the map reworks. I personally don't expect Twins to see changes anytime soon since BHVR seems to rather want to forget she exists. But some people were talking about how she is up next for changes.
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@SunsetSherbet said:
I'm curious if people will take issue with this change. I remember a thread some months ago where a large portion of people seemed to have the opinion no changes should be made and photosensitive people just shouldn't play.
There's bound to be people upset with this change, because "it's a nerf to flashlights" even though this kind of change shouldn't affect normal flashlight gameplay.
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Halloween Event is still coming with the mid chapter and the events never go to ptb, because bhvr likes to surprise us with what is actually involved with the event.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3209033#Comment_3209033
But they told us that those features weren't going live, which implies they weren't meant for this midchapter
Which I no longer believe, it make absolutely 0 sense at all.
The finisher moris not being intended to go live this midchapter does not mean that the ptb was going to include other stuff as well.
I was hopeful we would see some killer adjustments, but I also wouldn't want Twins or Sadako to get rushed out changes for the sake of having changes.
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The midchapter also includes the Halloween Event. Maybe the event is bigger this year. Still sad to see no killer adjustments because Sadako was denied hers last midchapter due to the meta perk rework and there's other killers like Twins who need adjustments as well.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3208943#Comment_3208943
I mean your entire response was a begging the question fallacy, so I assumed you weren’t serious. And now I know that you definitely aren’t. You’re dismissed.
All you've shown is there isn't actually a mass survivor exodus
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3208931#Comment_3208931
1.) You didn’t really ask anything; your ‘question’ ended with a statement.
2.) I directed you to where you should go.
You want to state that people are trying to downplay survivors leaving the game, but you can't actually prove this is the case.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3208897#Comment_3208897
…Yes, it can be proven. Tag Mandy or Peenits and request that information.
I asked if YOU can prove it.
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Because the addons aren't healthy for the direction BHVR has been pushing DBD towards.
No one complains about Sadako having a mori power. No one complains about Pyramid Head having a mori power. No one complains about pig having a mori power. Despite those being basekit features of their kit, they are balanced around the fact they require the killer to at least down the survivor as well as complete other conditions.
Myers is a problem because there's no condition the survivors have to prevent being mori'd and it completely bypasses health states so it doesn't matter if Myers has never chased you.
Myers is in need of adjustments. His addon pool is awful since he suffers from old addon design of addons being direct upgrades of the previous rarity. His basekit is out of date as a killer with a limit to how much they can use their power just doesn't make sense compared to killers like Oni who have no real limit and a much more threatening power. I wouldn't even mind if Myers got the ability to Mori people in T3 as a basekit thing if there some sort of play around it. Because it's a cool flavor thing that just sucks to play against.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3208871#Comment_3208871
I’ve noticed a concerted effort by killer players here to marginalize the fact that in the wake of patch 6.1.0, significantly fewer players queue as survivor. I think they’re afraid that if the truth catches on, more changes from that patch will be reverted to bring survivors back.
Can you actually prove there is significantly fewer people queueing up as survivor, because all the incentive system is doing is showing which role needs players to start games which will generally be survivor because the game needs 80% of the players to play as survivor for balanced matchmaking.
Not to mention the incentive do switch to killer here and there so it's not even like the game is always looking for more survivors.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/348551/matchmaking-incentives-are-only-for-survivers
They are for whichever side needs players which is survivors like 95% of the time right now
Given the game needs 4 survivors for every 1 killer, survivors are bound to have the incentive most of the time. It's nearly impossible to tell if survivors are leaving the game because if both sides have about 50% of the players wanting to play it, the incentive is still going to show 100% survivor.
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@Adjatha said:
I will, as always, use every opportunity to stress:
Pyramid Head has The Worst selection of addons in the entire game.
It is ALSO worth noting that PH remains, to this day, The Most overhyped killer in the game. As the person above has helpfully pointed out: people THINK PH is some kind of Triple-S tier killer, despite the fact that nearly no one plays him, half of his power is 100% in the hands of the survivors, and the other half has the most number of advanced warnings and wind up of any damaging attack (slows the killer, makes a super loud auditory warning, throttles his left-right movement, broadcasts a red bean that precisely shows the survivors but not the killer where the wave will hit, and comes out in segments over time that the survivors can easily evade because it takes so long to go from the start to the end).
And his Add Ons will never get improved because of this. People pretend he's Nurse-tier, but PH is not now nor ever has been better than high B tier.
Every killer should have addons like Myers, who is the golden standard for Addon design. Multiple options that change his power in interesting, useful ways; a fair number that just objectively make his power better or pull away some of his personal weaknesses in a measurable way; AND potent combos you can use to achieve a tremendous power jump, on par with a survivor team all equipped with tricked-out items.
Myers really isn't the gold standard for addon design.
His addon selection is terrible since majority of his addons are just better versions of each other and many of them don't really do anything useful. He might have some more gamechanging addons, but tomestone addons have not aged well and desperately need changes.
I would say BHVR has gotten generally pretty good with addon design in the past year. New killers have a good variety of effects that open up different options. Sometimes BHVR is too cautious and really undervalues the addon, but that's a different issue.
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@prion11 said:
artist has a lot of good add ons. if you want to put someone on pyramid head's level of bad add ons, the only possible other is nemesis
Honestly, I don't think Nemesis is on the same level as Pyramid Head. There's far more Nemesis addons I would use even if his overall addon set is on the weaker side.
Freddy on the other hand is far more comparable
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The perk does work through floors. Basement hooks are just a little farther away than 6m.
I think it would be fair to increase the range slightly, but I see the perk as being largely in the perfect spot.
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The changes that we know about are survivor sided.
Slugging was already a risky strategy outside of a 2v1 situation where leaving a slug on the ground could set you back, but you could be greatly rewarded by slowing down the game by forcing another survivor to stop what they are doing to pick them up. This no longer exists if survivors can just pick themselves up.
The compensation of the finisher mori just help end the game so a killer can't just force slug the last guy to death and don't really grant the killer extra power.
Granted this isn't going live this mid-chapter so we'll have to see what tomorrow holds.
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/3207919#Comment_3207919
he doesen't have to aim it though .... if the survivor is infront of him within a certain range he can spawn it right on top of them and there's no dodging it, I do it when I have cenobite dailys.
So the killer is on top of the survivor and instead of just lunging for the m1, he uses his M2 into a M1 hit which takes more time.
What is the problem?
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3207657#Comment_3207657
Do you find the man in the sunglasses and leather jacket who spits one liners with his cartoon deathray villain voice scary? Sure he's from a horror franchise but he is not a horror character in of himself. And horror as a theme is something that should be maintained.
All of that said, I don't care if something is "out of place" or not. It's all good fun. I legit want a Scooby-Doo tie in (not a chapter really, just cosmetics. Although a chapter would be cool, if maybe too extreme of a level of silly even for DBD)
Horror is pretty diverse and horror can simply be more than an individual character being scary. It would be far more limiting to the game if the devs had to make sure every character fitted some arbitrary meter of scariness for their character designs.
Wesker is from a horror franchise and he is one of the main villains in the franchise. He fits perfectly fine.
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You can still hear Wraith growl when he's close. You can still see the shimmer within 20m. And you can see Wraith physically uncloak.
Not to mention that it takes 3 seconds to uncloak and wraith is heavily slowed down (1.6m/s). Wraith also lacks any ability to bypass health states so staying healthy can counter him.
Silent Bell does not improve the downsides of Wraith's power. It solely offsets a single tell (which btw is halfway into the uncloak animation anyways) so he can attempt to pull of sneaky plays with his power.
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Not sure how Wesker is considered out of place.
But the argument that "x is out of place" has always been trying to justified someone's personal opinion. Ultimately the devs can add anything they feel like adding to the game.