DocOctober
DocOctober
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- DocOctober
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...I would have smacked on the head the DEV that came up with the "Aura reading abilities" for killers the moment before that idea visited his head and hope that it will never exist in the future of DBD.
Aura-reading =/= immediate Hook.
You're making a problem out of something that isn't one.
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@Mushwin said:
@DocOctober You obviously have no sense of humour then do you? clearly...i don't get off on the misery of others, i enjoy the game as i like the game, but if you really get butt hurt this much then don't play it? if it's making you feel miserable and to express a need to complain why not just give it a break....
You either don't want to get it or really don't. Both are worrisome.
And you didn't reply to my comparison with a Killer Perk as strong as DS. No surprise there though.
And no, I see nothing humorous about the umpteenth mess the devs have created.
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I was just lying in bed and i random idea popped into my head about Mori.
Wow, what a very original idea you got. It's absolutely not like I haven't read that one oh so many times already.
Sarcasm aside, that would make a Mori pointless.
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@gantes said:
Why do people feel the need to comment such non-constructive ######### like "don't tunnel" when the discussion clearly isn't about that. #########.
I'm just gonna say that the main problem is that 5 seconds FEEL like too big a number. I think increasing it to 4 seconds flat with the survivor moving immediatly would be effectively the same thing but would feel better for the killers. The old D-strike was a 4s stun but the main problem was the unhealthy design imo. The new one is better simply because of the added conditions to it.
You can still slug and use the downed survivor as bait, and if you're using perks like BBQ, Make Your Choice, etc you're probably using a playstyle that will give you no problems with DS. Most of the time it will be a minor annoyance, except for late game focused builds, but that's another issue entirely.
I still think 5 seconds will feel bad though, and that's why people will keep complaining.
It IS bad. Old DS was 5 seconds across all Tiers thanks to a bug the devs never fixed until the rework. All Killers know that 5 seconds is too long.
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@Mushwin said:
We do it because it pisses you off. :D
@DocOctober is a good thing i aren't a surv main, this post doesn't "feel" like a convo, more like just more moaning about the game >.<
Which makes you part of the problem then. Toxic people who only enjoy this game through the misery of others are vile and cruel. It's a shame how you and others like you infect this game with your toxicity. Thanks for letting me know to avoid you in-game.
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@Mushwin said:
Don't tunnel. Ez!
If it were that simple we wouldn't have this discussion.
The time window is so large that you can easily hook someone else and run into the DS user again within that time frame. In that scenario you weren't tunnelling because you went for someone else, but you still get punished for running into the other Survivor again within 60 seconds.
And in endgame with open exits, DS is a free escape. I know Survivor mains like free escapes in endgame, but even you have to admit that that isn't fair towards the Killer. He only has the choice between picking you up, getting stunned and watching you run out of the gate or slug you and watch you crawl out of the gate.
This would be like the Killer having a Perk that no matter what you do as Survivor, you'd end up on an insta-sacrifice Hook. You wouldn't like that, would you? You'd deem it unfair.
But like the hypocrites you Survivor mains love to be, anything's fair as long as it's only to the Killer's detriment.
Your bias disgusts me.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/400370#Comment_400370
Who said its an exploit? There is bloodlust and entityblocker to prevent infiniting. Its just a window now and you know it. All it is, is running the same window over and over to gain free time until the killer catches up. Extremely efficient and gamewinning.
Give me a reason not to loop these infinites 24/7.
I think you misunderstand infinites and regular loops.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/400352#Comment_400352
Looping infinites also makes sense for survivors. Its total bullshit for the killer, but the most efficient way to play survivor. Any nerf or change to infinites is thus wrong. Nerfing the most efficient way to survive is obviously a bad thing.
Infinites are exploits of unintended map design. Exploits need to be removed and are not comparable to regular game mechanics and strategies. Period.
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@PunL said:
https://forum.deadbydaylight.com/en/discussion/comment/400195#Comment_400195
Because the killer is the main factor whether or not the game is enjoyable for the survivors?
Have you ever played as a survivor and gotten tunneled three games in a row? Playing survivor is unlike playing killer where you just can equip smth clutch and win the next game garanteed to relieve stress.
I have and still don't ######### about tunnelling. Tunnelling makes sense as the Killer. It's the best way to lower the collective efficiency of Survivors as quickly as possible.
I'm also proud to never have used that cancerous PoS Perk DS in all the time it has existed. If I escape a chase, it's with my own skill and not because I pressed a moderately difficult skill check after screwing up and telling the Killer to go eff himself.
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@Peanits said:
The haste part is very interesting. Making her move at full speed when she's out of hatchets would definitely make her stronger. Showing the auras of lockers would also be a pretty welcome QOL update.
All of them together might be a bit much, though. I can't speak for everyone but I've recently picked up huntress and while she does have a bit of a learning curve, I quickly learned when to use a hatchet and when to just use your axe. I'm still not great with her, but I can do pretty well most of the time. She can be a very powerful killer as is and giving her too many buffs can easily make her overpowered. The tricky part here is that while these changes would help the less experienced huntress players, they would also be pretty sizable buffs to the experienced huntress players out there as well.
That argument hasn't stopped the devs from introducing tons of such mechanics.
Decisive Strike was intended to give low-skilled Survivors who actually needed it a second chance at a chase. It was obvious that the Perk would be too powerful on skilled Survivors, who don't need to have another chance in the first place.
The same goes for all second-chance Perks and changes that benefit the already experienced players much more than the lower skilled ones the change is intended for.
Let's use the same means of measurement, alright?
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@Dragonredking said:
https://forum.deadbydaylight.com/en/discussion/comment/398846#Comment_398846
No, it wasn't a bug it was specificly introduced with the doctor cube and was in the patch note
https://deadbydaylight.gamepedia.com/Doctor_Cube
Patch 1.6.2
FEATURES & CONTENT
- Added the Charity Case DLC
BALANCE
- "Snap Out Of It" is now classified as a form of healing. This means it is affected by perks such as "Botany Knowledge" or "A Nurse's Calling," status effects such as "Mangled", and other effects concerned with healing.
People like them don't bother looking up facts, because they usually don't support their arguments.
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Why shouldn't Killers tunnel? It's the most effective way to get rid of a Survivor as quickly as possible. Each sacrificed Survivor greatly lowers the efficiency of the remaining Survivors, thus greatly increasing your chances as Killer to win the game.
Sorry not sorry that there's a human being behind the Killer and not an AI that can be programmed to be stupid and always make its life as Killer harder for itself by only going for the healthy Survivors.
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RNG, look it up.
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Git gud at hitting Skill Checks (and this is coming from someone who loves Stake Out because I can't reliably hit Great ones most of the time).
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@blue4zion said:
More like they're punishing tunnelers, which is nice because just remember the survivor you're tunneling is a human being who is just trying to have fun
Btw I don't tunnel/camp and I'm having zero issues with killer emblems.
No I don't play a low ranks, I think people who only play at low ranks shouldn't really have a say in "balance" but that's just me.
I don't care about how you play Killer or if or not you have issues with Emblems (which is not part of this discussion anyways). And if you imply that I'm some low-rank, low-hour nobody giving feedback, you clearly have zero idea who I am.
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@Science_Guy said:
Enduring affects stun times.
DS is a stun.
Ergo, Enduring should affect DS. And hey, it always had until the last patch.
The only reason they had to make an exception for the reworked DS was because the new stun time was so short that Enduring would have made the perk actually useless.
The entire point of this change is that new DS was underpowered and now that it's being tweaked, Enduring needs to be reworked accordingly. I'm not sure where the problem is when the only real alternative was to NOT let it affect DS again. In other words, you're complaining that Enduring wasn't nerfed.
It would have been the lesser of two evils because now all Killers not running Enduring are being punished instead.
And considering your argumentation, that's ignoring quite a bit of DbD's history regarding Enduring.
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@not_Queef said:
https://forum.deadbydaylight.com/en/discussion/comment/398788#Comment_398788
Snapping Out being considered a healing action was a bug.
Mending is not a healing action.
A bug? You must be hilarious at parties.
It was specifically designed to work with A Nurse's Calling and the devs even stated that they specifically excluded Snap Out of It from being affected by Coulrophobia, because they deemed an interaction of the two too powerful.
When they came up with Mending, that originally was a healing action. They realised that they would once again have to program in all those exceptions again, so they went the easier way and told the game to not consider it a Healing action and then did the same with Snap Out of It.
Seriously, get your facts straight before you try to argue with me.
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@Science_Guy said:
Having Enduring not apply to the reworked DS didn't make any sense. More importantly, devs shouldn't balance the game around some eccentric desire not to run a certain perk. If you're that afraid of something as pathetically niche as 2.6 DS, now you can run Enduring.
As if most Survivors are even going to bother with DS now that MoM is here.
Give me one good reason why it wouldn't have made sense. We already have such exception on other Perks, so why should Enduring be any different?
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@not_Queef said:
Having DS not be affected by Enduring would make no sense. You can't just make random exceptions to what the perk affects.
This is by far the better change, and will only affect trash killers that tunnel. Maybe they will learn to play less scummy now (not likely).
Oh we can't?
I guess the devs didn't get that memo when they made Coulrophobia SPECIFICALLY not affect Snap Out of It when it was still considered a healing action. And then went on to call Mending, which CLEARLY is one, not a healing action.
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@Choklomba said:
https://forum.deadbydaylight.com/en/discussion/comment/398753#Comment_398753
And the typical killer main who just cry because he thinks tunneling is ok and doesn't want to get punished for it
1) I'm not a Killer main
2) It's quite easy to not tunnel, yet still eventually come face to face again with the DS Survivor because of 60 seconds being a considerable amount of time.
3) Tunnelling IS OK, whether you like it or not. It's an effective strategy to get a Survivor booted from the game as quickly as possible, because each dead Survivor greatly diminishes the overall efficiency of the Survivors, thus vastly increasing your chances to win as Killer.
Sorry not sorry that I'm not a stupid AI. I play to win. If I see two Survivors running from me and one is injured, you can bet that I'll go for the easier target.
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@KillermainBTWm8 said:
Honestly I agree with this it is surprising they changed it like they did also everyone who wanted DS buffed just suggested making it so enduring doesn't affect it but instead....
To me it shows them being out of touch again. Even many Survivor mains asked for Enduring not to work on DS over increasing DS' stun timer again and it would have been a reasonable thing to do. They already have exceptions for Coulrophobia with Snap Out of It and Mending, there's no reason they couldn't have done that.
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As usual, the typical Survivor main has nothing to contribute.
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Don't want to be the party pooper, but some stuff is blatantly obvious and other stuff is incorrect (like bleeding out slower if you don't move). Would be nice of people to check their facts first.
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As usual it'll be in 2-4 hours
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@[Deleted User] said:
@MrBamboozled i’ve never encountered that problem (rarely) because i ensure most are already asleep by endgame (or all of them). I’m relentless in my pursuit of keeping, or re-putting survivors back to sleep, abandoning chases if i have to to find the other survivors.
Furthermore i’ve learned to use Freddy in such a way that it’s ridiculously difficult for the survivors to get all 5 gens repaired. My minimum match time is 15 minutes. I’m just not ever gen rushed with how i use Dream Demon.
That is indeed THE most important thing to do as Freddy: Survivors must be asleep as often and as long as possible. If you're chasing a Survivor, but come across one mid-chase that isn't yet asleep, put them to sleep while still chasing the other one.
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Unfortunately, I don't know the inner workings of that Emblems at the moment.
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Central Europe: 10s and my lobby is full.
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I love having the old matchmaking. The new was slow af. Took me 5 or more minutes to get into a lobby, let alone a trial, turned me away from playing.
I know, some have it much worse, but what do you expect from me when under the old matchmaking I get into a lobby immediately, rhen 10s later 4 Survivors are joined and 30-60s later I'm in-game.
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@Froggard728 said:
You'd have to have it spawn a new chest for this to work. If all chests are already opened then it wouldn't work probably.
Also what if the killer is stood camping the hatch and closes it when he sees you? Then hes gunna know where the chest has spawned if it always spawns in the furthest location.
Does the Killer know where that Chest is? Especially if it's a newly spawned one that can be in a lot of possible locations? No, the Killer doesn't that.
And I consider the scenario in which a Survivor unsuccessfully sneaks up on the Killer who then closes the Hatch in their face as a loss for the Survivor. They weren't careful, so no Hatch for them.
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Back in the days, the devs semi-regularly showed a ranking on stream of the top Killers with the highest post-trial ratings.
Without exception, all of those Killers were known farmers and/or bots.
Also, have a look at DbD on Xbox, which has a built-in reputation system from Microsoft that can't be opted out of. Killer mains had their reputation destroyed on a regular basis, all from salty Survivors abusing the rep system. Causing repercussions in other online MP games even.
This community and a rep system simply does NOT work and it's a bit naive to believe otherwise.
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@thesuicidefox said:
I agree that kicking a gen should automatically regress it 5%. AFAIK it regresses it by 0% unless you have PGTW. Adding an automatic regression amount to a kick would deter survivors from tapping the gen during a chase.
However I disagree with your other ideas. Regression speed is currently 0.25c/s. I think it should be 0.4c/s instead, which is a tad bit higher. So where a 99.999% gen would take 320 seconds currently, with the increased regression it would take 200 seconds.
@DocOctober 280 seconds? How did you get that? Unless I'm wrong in how much it regresses, 80/0.25=320
Yes, it's 320, I had a different number in mind. Still, doesn't change that OP's regression rate is much slower.
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No, that's not it.
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@Saint_Ukraine said:
https://forum.deadbydaylight.com/en/discussion/comment/391992#Comment_391992
So, does that mean the Chapel is not the Clown's map? And the Temple of Purgation, not the Plague's?
No, those are theirs. The Clown has his waggon near the Chapel and the Plague has her temple in the Forest
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I hope you're aware that a regression rate of 1% or 0.8 charges per 10 seconds is much lower than the current regression rate.
Right now, it takes a 99.999% gen 280 seconds to regress to 0%. Yours would take almost 4x that.
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@Saint_Ukraine said:
https://forum.deadbydaylight.com/en/discussion/comment/391863#Comment_391863
There are two different Backwater Swamp maps. The Pale Rose is the map that came with the Hag. Grim Pantry is the map that came with Leatherface.
It's nevertheless not his Map.
If anything, he shares home with Billy as all Promo material for Bubba was on Coldwind Farm.
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This is easily answered: is his lullaby called Terror Radius? No? Good, you got your answer.
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As a mostly Freddy main in the past 8 months: git gud
Solidarity is not a threat to him and it's not a common Perk.
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You're trying to fix problems that aren't any.
Tunnelling is THE logic thing to do as Killer if it means you can get a Survivor out of the game early on as that greatly diminishes the remaining Survivors' efficiency and in turn greatly increases your chance at winning the game down the line.
I'm not a stupid AI, I'm a human being with logical thinking, playing a character that is supposed to get kills. If I see two Survivors running from me and one of them is injured, unless I'm in a forgiving mood or facing noobs, and playing to win, you can bet that I will go for the easier target.
Your idea wouldn't change that. Something I realised a long time ago: having 4 Survivors still in the game by the time you are down to 2 or 1 gens, even if they are all on their death hook, is a bad thing. Unless they then screw up badly, you'll most likely lose the game at that point, simply because you can't deal with 4 Survivors at once. You chase one, the others will finish the last gens in a jiffy. It's very difficult to recover from such a situation as Killer and still get the upper hand before they all or most of them escape.
Games in which I neither camped or tunnelled, ending up with 4 Survivors on death hook, were always quite hard to win at that point.
As for your DS suggestion: a Perk should not be balanced around the other side potentially having a specific Perk equipped. I'd rather have it that Enduring doesn't against DS than the stun to become longer on default.
BBQ & Chilli in your suggestion, would be quite pointless on the fourth hook.
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@Wolf74 said:
Are you aware that you can't forbid people to discuss things?
Some people -me included- think that these things belong to each other and you can't just cherry pick and say no.
I can't see your reason for this beside you saying "cause I said so".
I can't forbid you other than getting a mod involved in this for derailment. However, I'll choose the other option, that I mentioned above: I'll ignore further discussion attempts of the pip system in THIS thread.
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@Wolf74 said:
I don't think that you can separate this points. They need to get discussed together.
For the last time: this is NOT why I'm asking for the PS to be temporarily reverted.
I won't discuss this any further with you in this thread. It is NOT what it is about. Period.
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- Rainbow colours regarding ranks.
- Pings all over the place
- Waiting in a queue to join another queue
- Vastly increased waiting times
Good, functional and fair? Yeah, I don't think so.
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@LapisInfernalis said:
I like the new system for killer. Double pipping was way too easy (Legion and Spirit gave me often double pips). The only thing I do not like is the new Devout Emblem. Because forcing you to get 4k to get gold is a bit too much i.m.o let alone iridescent Devout with 9 hook events (all those ######### Survivors who just kill themelves on the hook ruin it), but this may be due to the fact that you need to doublepip to get any Adept Killer now. This is the only thing that really bothers me on the killer side.
For Survivor the new system is too harsh. I can understand that you have to do more at higher ranks but Survivors have a limited source for the emblems. To pip in the old system you needed to do everything a bit or one thing perfectly. Now you have to do everything and be good at it. The problem is, that the time you can do these things is short and the source is limited. I can either fix 2 1/2 Gens on my own OR being chased by the Killer OR unhook and heal 2 people. We don't have Hermione's Time Turner.
This is not the thread for that discussion.
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Oh for Entity's sake, people!
This is not a ######### discussion about how good or bad the new pip system is or if the average Joe should be in red ranks in the first place. You can take those discussions and take them elsewhere.
All this is about, is asking the devs to TEMPORARILY revert the pip system to the old one UNTIL we have the new matchmaking back. The ONLY reason is that high ranked players can't play the game any more for the time being unless they wait horrendously long. That is because old MM and new PS do not mix well.
I agree that the average Joe shouldn't be in red ranks in the first place, but that really isn't the point here, that's a completely different discussion, @Wolf74
I simply want to allow high ranked players to be able to play the game until we get the new MM back.
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This is not an appeal to completely revert the new pip system. I suggest both of you read the topic again.
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@Saint_Ukraine said:
Is Freddy really so bad that he needs to be entirely reworked?
No, it's mostly coming from people who haven't mastered him yet. He's quite powerful in the right hands. I'm dreading a full on rework because of that, I don't want to relearn him.
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Some of you people are incredibly pitiful when listing Killer "crutches", quite honestly. Each Killer "crutch" has one or several counters/bypasses, that's not something you can necessarily say about those Survivor Perks, making them actual crutches.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/368174#Comment_368174
Percentages make the game more interesting.
Also, @DocOctober , I completely agree.
I wouldn't say they are interesting, but a hassle to quickly calculate.
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@Jonathanskilz said:
No it actuelly makes you do more then only 1 thing the hole game keep it thanks.
I suggest you read my post again, and carefully and thoroughly this time. I'm simply suggesting a TEMPORARY reversal for as long as we have the old matchmaking, because the old matchmaking prevents high ranked players from even playing the game with the new pip system.
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My experiences with the new Matchmaking:
- incredibly slow: took much longer to find games in populous regions than before
- didn't make sense for the Killer: you get put into a queue A for x minutes to join a lobby that unlike what they said, isn't filled with 4 Survivors, but still empty and you were likely to wait another x minutes for it to fill up, greatly lengthening the matchmaking process and usually making it longer than the actual trial that would follow.
- didn't care much for ranks: most trials almost had a rainbow in rank colours.
- didn't care much for Ping: the majority of lobbies I'd join after x minutes as Survivor had the Killer having a red or yellow Ping, even during the busiest times of the Dead by Daylight day with the most players online at the same time.
It's clear that we need a new matchmaking eventually, the latest when we get servers, but this one wasn't ripe for the game yet. It may work in-house and for a select bunch during the PTB, but not yet for full scale. I'm glad they reverted it. It started to deter me from playing the game. And the infuriating, nonsensical double-queue as Killer had already stopped me from playing that side.
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Likely an oversight. I see no reason why the devs wouldn't copy-paste that text and then forget to adjust it. Happened to me on the Wiki several times.