Avatar

DoomedMind

DoomedMind

About

Username
DoomedMind
Joined
Visits
810
Last Active

Comments

  • @Purgatorian said:

    This is not another 'I'm quitting the game' post, although I am close, I'm just wondering how to have fun with the current state of the game.

    As killer - No matter how many heavy losses I take I'm still getting extremely difficult survivors. Then after 3 hooks, 5 gens finished, they don't think 'oh, the killer had a bad game, let's just leave'. They stand there rubbing it in your face or, if you move away from the doors, try to get in viewing distance but a safe distance away to do so. If not they basically take the game hostage for most the egc, refusing to leave until the counter has almost ended. It is extremely demoralising to lose so badly match after match over and over again, against extremely strong survivors and gen speeds without all the crap at the end. There are lots more I could go on about but this post will be too long as it is less said about swf the better.

    As survivor - Either you get the top tier killers who can end the game in minutes with 5 gens left or tunnelling, camping, slugging killers. Most of my survivors games have been like this and I'm back with the people scared of gens and hooks.

    Both sides has grown extremely frustrating, heavily overshadowing all enjoymentof the game. Bugs remain in the game for ages and badly implemented sbmm introduced even though they refuse to properly balance the game. I was always an advocate of sbmm and for one day I was getting balanced games, not sure what went wrong.

    So what's happened? How are we now supposed to have fun? I know a lot will say 'take a break' but unfortunately I fear the game will still be in the same state for months, if not until the end of the games life. I used to love this game and don't want to shelve it for eternity but it feels like I'm being pushed away, like the devs are purely bothered about money only and not player satisfaction anymore.

    This is called SBMM, and "too much bugs"

  • It emphasizes tryharding and winning at any cost, so leaving your mates behind to escape and tunnel and camp every game is becoming more regular than before.

    Like I say everyday on the forum :

    Want a SBMM ? Well, okay, but give an Unranked Matchmaking button.

  • @Kaimick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2495451#Comment_2495451

    what you're saying has no relevance to what I am saying.

    If the totems were well hidden like before and they were being taken out I wouldn't have an issue with it.

    What I am saying is the totems are in the wide open, not hidden at all. meaning you casually walk by an area and can see it from 4 tiles away

    Sure, there is some places where totems are in the open, impossible to miss, but these places are not the majority, or Ruin/Undying wouldn't be that used (I mean per game, an average of 1/5 totems are too easy to find, like right in the middle of nowhere).

    But, let's say we change some spots and replace them in some super well hidden spots : these places are rare in each map. Super damn rare, so these locations become obvious to go to check, and not numerous.

    The strength of totems-not-that-well-hidden, is that when you're searching for totems, you feel you have to search around all rocks you see, run aaaall around the rock to be sure there isn't any totem there, so if you're lucky (or unlucky as a killer), you're going straight in the good loop over the 5 others of your surroundings where there is the totem, but unless, you'll have to search the entire zone just to find a totem. This is why "obvious" places are good. There is plenty locations to search, and that is buying time for the killer, and sometime you just pass by without seeing it

  • @Babawizwiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494030#Comment_2494030

    SBMM may be hidden but we definitely know when we're going against sweaty and good players. The fact that SBMM is added means the game tries to be competitive but as i have said gives no incentive for players to be in high mmr and play to win. I dont know why u decided to still state that the game isn't competitive, it's trying to be but is failing miserably. So either commit to it or just don't

    Maybe it fails miserably because nobody wants to play competitively in this game, because there isn't any competitive thing ? Unlike LoL, StarCraft, CS, ...., You will never go in a tournament and gain a lot of moneys.

    If players seek a competitive game, DbD is not the right game, DbD should NOT be competitive. It's a fun multiplayer game, and a perfect balance won't ever happen because of the assymetric thing.

    Oh and

    Nobody will sponsor some serious tournaments for another thing : bugs, the plethora of bugs the game has, and will have.

  • @Myla said:

    Survivor main here, I think it's fine. It's not as OP as Iri head and I still don't think Iri head is OP lol.

    I think he's talking about old iri head, everyone agrees with the fact current iri head is crap.

    Sure, it is not as broken as old iri head, but it is so easy to injure that it is not fair. Hitting with the gateway is easy as hell, it's like everyone is exposed, just by bringing this add-on. And that is making this add-on op.

  • @Triadequinaxor said:

    fix the bugs, stop acting like some hoes and defending bugs and bad dev resources

    Tbh I don't know anymore what is a bug with her and what is mechanic.

    I'd be thankful to have a bug list of the Nurse !

    Edit : the only bug I know is a bug and is super annoying and game changing is the infinite spam charge (when she's spamming charge and can't blink)

  • @Triadequinaxor said:

    Either fix her bugs that have been in t he g ame since release, and the stupid one when your blink and u cant m1 or else give her normal walk speed, give her the blight treatment/spirit, because theres no reason to choose nurse over spirit when its half the effort.

    Uh did you ever played against a good Nurse ?

  • My answer is not that exact, i have no problem with keeping the current SBMM, but the old system has to be provided as a "Quick Game" button. That's all I ask.

  • It doesn't provide better players, but hardcore players, that's all.

    I keep repeating myself, but MMR/SBMM emphasizes competitive gameplay, not fun and cool gameplay.

    As a surv, people will be more inclined to let you die on hook so they can escape safely, no risk, so their Elo can increase. And the more you climb, the less you'll see different killers, the more you'll see top tier builds with the best add-ons on the killer to stay competitive.

    As a killer, you will meet more and more hardcore builds and SWF, with offerings, and some low tiers killers just won't be able to play normally, as they will meet top tier surv.


    Ranked Matchmaking ?

    You have to bring Unranked Matchmaking. Even if "sweatlords will be still able to come and bully", they are a minority, and people who would actively click on the "Quick Game" button would have a casual game they want so badly, with some non meta perks in both sides, and hell-less sweaty and stressful.

  • @VikingWilson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488926#Comment_2488926

    Indeed, boons just have me really nervous and I'm already on the cusp of uninstalling.

    Let's wait pal, I don't think it will be that bad, strength and courage to you.

  • @VikingWilson said:

    They are adding another survivor objective..... for the killer, in a 4v1 asymmetrical game.

    Talking about boon totem ? Yeah that's a bit concerning, but let's wait to see how it will turn out. If the killer can see the aura, it's not a problem imo, as the killer always go in the entire map. But yeah, let's wait to see.

    About the OP subject, I want to talk about the passive of Pinhead, that forces surv to go and use its box or else they won't be able to do anything productive, I really like that design, it's a pure secondary objective that surv have to keep in mind.

    Also, the Hex : Plaything is a super design, or surv choose to stay oblivious, and you can have grab or free hits (even downs), or they go to search their totems they can quite easily find (easily because they see it's aura, but they have to run in the entire map, so it takes some time), and it buys you some time X4, as each survivor on his first hook will activate a dull totem.

    And about gen rushing, I keep thinking that, or you didn't apply enough pressure at the start, or that was pure bad luck (you know, when three surv are split on three different gens while you're chasing someone, you can't do anything about that, and you can't be mad at them, because yes, they are doing their objective, and as solo, they don't know what are doing the others), or they were actually gen rushing you (I mean, they brought BNP, Prove Thyself, never healed, brought green/purple toolboxes, that IS genrushing).

    Sure as killer, the game is a time trial. But it will be forever like that, else the killer would have too much time, and there the killer gameplay would be easy. The killer job is hard because it's a 1v4, and from the survivor's perspective, dude, 80 seconds seem an eternity, making it longer would be obnoxious and literaly impossible when facing top tier killers with Ruin/Undying, and as solo it would ask to loop longer for people that are doing ???? You don't know. And to sit longer for a good M1 simulator.

    To conclude, I think BHVR has to continue making design how they did with PinHead's passive, and Hex : Plaything. Also, about Boon Totem, if it takes 20-32 seconds to make a dull a Boon totem, that would be nice for the killer.

  • @Eareland said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487625#Comment_2487625

    Best builds? Like what? Killers still use meta perks, before, and after SBMM.

    They didn't use top tier builds that often. You don't have to act like an entitled survivor main you know.

    Now it's like 1 game over 2 with top tier add-ons and perks. Before it was more like 1/4.

  • We agree.

    Match haves become insanely unfun, where killers are bringing their best builds to increase their Elo.

    I keep repeating myself : if you do a ranked matchmaking, you have to do an unranked matchmaking.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486291#Comment_2486291

    Yeah it looked like just a regular hex totem, but I couldn't cleanse it. Since I had never seen the Plaything totem before...just thought "Oh must be the other person's hex totem" and moved on.

    Okay well that's probably a visual bug, I did cleanse other's Plaything totems, maybe you couldn't see the entity's blocking grasp for some reason?

    Anyway, if you don't want to lose some time, cleanse only if you can see the aura.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486268#Comment_2486268

    He started out as all the other ranged killers' weaknesses with no strength and now he's all their strengths with no weaknesses.

    Yeah, you have practically no downside if you have mastered the recoil, you will kill the survivor no matter what he's doing.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486237#Comment_2486237

    I assumed it was my Plaything totem. When I couldn't cleanse it...I just thought it was someone else's totem. I have never seen a blocked totem. Since I couldn't cleanse it.. I thought hmm ok must be the other person's who was on hook and just got off. And now I know it was just a bugged hex totem...twice. I just find it weird since I have never not been able to cleanse a totem (Except for the glitch on Coldwind like 9-10 months ago) and both times the killer had Hex: Plaything.

    Oh do you mean the hex wasn't blocked by the entity, but you couldn't cleanse it ? Also, you could see its aura but weren't able to cleanse it ? That is a visual bug, a bug, or just the good ol' impossible to cleanse hex totems.

  • Ugh, what a coincidence....

    Also I like his character design, quite unique, and realistic.

    Also because YOU don't like "chubby/thick" character doesn't mean it's not beautiful at all, some actually like that. And I don't know why you're talking about that, nothing is saying that Jane Romero IS a beautiful person or anything else, so ... I don't see the problem.

    Also you're participating in the mannequin's propaganda where ultra thin girls and women are beautiful, by saying thick "SHOULD NOT" be considered as beautiful, the words are rough.

  • He has to be entirely reworked, his power is uninspired, and hell is unfun to go against.

    And you said everything : with his current power, there is no in between; or he's too strong, or he's weak as hell.

  • For the moment DC penalties have to be disabled, there are so much crashes related to new bugs.

    I hate when DC players are not punished, but with some friends we got some weird kick and got penalties, that was annoying as hell.

  • I think people have to play him like Nurse :

    You put your gateway just next to the survivor, immediately face him and shoot the chain. Every PinHead I saw put their gateway too far (imo) from me, so with a good 360 it's easy to dodge, but if the gateway it just in front of me...

    Now that I think about it, PinHead is excellent to practice before playing Nurse, maybe.

  • The totem that is affected someone else is blocked for 90 s and can only be cleansed by the concerned survivor during that time. After that everyone can cleanse it.

    But, you know, why did you cleanse the totem if you know it's not YOURS totem ?... I mean, you see it's aura, if its your Plaything hex totem. Gotta read the entire perk description.

  • @Saviorace said:

    https://forum.deadbydaylight.com/en/discussion/278838/actually-worse-than-before

    IMO that's how a "nearly" perfect game for survivors should go now that rank can't go backwards. There's no incentive to even slightly risk going for a save Now that pipping backwards is impossible. Benevolence has gotten killers more hooks than anything else.

    Well, imo escaping with all your team mates is also a major goal on the survivor side. I think it's kind of easy to escape no matter the price, but escaping while actively trying to help your team mates is another thing.

    The system shouldn't reward super selfish gameplay. I mean, I don't ask people to trade while there is NOED for example, but, man, they haven't hooked even once during the game, and they have BT, that's rough to just leave like that.

  • @spirit72 said:

    The problem, in my strong opinion, is SWF. That is going to break whatever they've come up with re: SBMM.

    While talking about SWF, I wonder how does SBMM work if there is skill disparity between the members of the team.

    @TacitusKilgore said:

    Im honestly more annoyed with how its making people play. The idea everyone has is that the higher your MMR, the better your teamates. That means survivor prioritize winning at ALL costs so they can assure they'll have better matches in the future. This leaves much less sweaty survivors in the dust as they constantly die from teamates abandoning them over and over again. It also leaves the majority of killer players in a bad spot since said sweaty survs will generate absolutely miserable matches for the sake of increasing their MMR. Even if you don't play sweaty as a surv, consistently winning will just put you against the absoloute most toxic spirit/blight/nurse mains this game has to offer over and over and over again. DBD did not need even more of a reason to sweat, and yet BHVR just gave the community a BIG reason to sweat. Its pretty bad.

    That was one point I hardly defended before SBMM comes : it emphasizes competitive gameplay and tryharding.

    This is why I keep saying that they have to implement a Quick Game matchmaking, more commonly called Unranked Game. It won't prevent [BAD WORD] that want to bully to go in there, but it would be a minority, and casual players would have great games.

  • The holder has some chains that are attacking him, isn't it ? I mean, if it's how it works, you have basically one less survivor on gen, so it's in your favour.

  • At least the power is kind of cool and inspired, unlike Trickster... And I genuinely think that when Trickster was out, he was way weaker than current PinHead.

    Also I like to verse PinHead for the moment. I like that second objective that is to open the box. But his 1v1 has to be improved, he lacks... Something.

  • @glitchboi said:

    1. What was the issue? Elaborate please.
    2. How does that make Pinhead trash tier, when that has nothing to do with his power?
    3. Give him time, he's a hard killer to play as. People said this for Blight and Twins, and look where they are now, in the S and A tiers.
    4. I highly doubt it was BHVR's fault on the voice lines.

    It's your responsibility on buying him.

    They said the same thing about PH during its PTB, that it would be low tier, now he's a good A tier.

    I think we have to wait for people to realise where and when to actually use his power, and how.

  • @ouroboros_world said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482663#Comment_2482663

    Just like how stridor is HiLARioUSlY broken and make survivors unplayable 🤡

    Well tbh, Lucky Break combined with Iron Will is a super combo, I often use it when I play surv, and hell yeah it works so well.

    But the fact that you can use it only one to three times per game makes it underrated. If survivors played it, I think we would see some post about it.

    However, saying that it is hilariously broken is mayyybe too much, I think we both agree.

  • Only downside ? XD let's forget about fatigue, forced look down, 3.89 m/s.

    But yeah, I also think that to be able to cancel a blink would be pretty mean and unnecessary. She's a good spot imo (well, not if she has double range and Chili / Ruin / Undying / Tinkerer, there I genuinely think she's unstoppable if you're great with her).

  • I use it sometimes, but immediately stop using it for an entire month if my three team mates didn't save me when they knew the killer wasn't here, that no one was going to save me.

    So I keep using my Sprint Burst build, or Fast Vault build again and again

  • @DoomedMind said:

    Not without an unranked matchmaking.

    Also, how do players gain skill points for the SBMM ? I mean, if you gain points as you pip, the SBMM won't solve anything.

    And if you gain points differently than piping, well, to solve bad matchmaking, wouldn't it be simpler to just apply that way to define "playing well" to piping ?

    Plus, I'd like to add that actually, I don't have better or worst games that before. I have the same proportion of "excellent games" and "absolutely miserable games".

    Also, what is the meaning of ranks now ? It's just a "hey played X hours" emblem. Before it was kind of easy to get to rank 1 by playing safe, but now literally everyone can go to rank 1 super easily as you can't depip. Imo, they will change it to be a Elo indicator.

    To conclude my opinion, I don't see the point and changes of the current "SBMM".

    GL HF everyone !

  • Not without an unranked matchmaking.

    Also, how do players gain skill points for the SBMM ? I mean, if you gain points as you pip, the SBMM won't solve anything.

    And if you gain points differently than piping, well, to solve bad matchmaking, wouldn't it be simpler to just apply that way to define "playing well" to piping ?

  • I'm sorry but it is arrogant to say that, like "you like it and you're good, and if you don't like it it means you're bad", maybe too simple to say it works like that.

    And when I run the killer for 2+ minutes while no gens are getting done, and got flashlight saves, I don't call that a "game with mates that have comparable levels".

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482337#Comment_2482337

    The piping system is still the same. Everything that got me a pip last patch, still works now. Pips are now just like tokens that are converted into a bloodpoint reward at the end of the season. You can't lose them, and the more you play, the more you get.

    MMR is a separate system, it might incorporate some things that are related to piping like chase times, and hooks but not necessarily be all the exact same things. A majority of my games have felt like both sides are showing signs of sentience.

    But overall, we don't know exactly how it works but at the very least, to me, it feels consistently different in comparison to the rank based one.

    But... They just have to change how to get pip, that's all...

    And about better games, I had wayyy better games before. Now I have bronze players when I'm iri rank 1....

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482276#Comment_2482276

    That only makes sense if we assume that MMR and Pips are the exact same, which we don't know and I doubt when looking the quality of matches.

    Well, so the problem of ranks were just to change piping system, meaning the entire SBMM is a useless thing.

  • I have an actual question to every "SBMM will be the solution" ones : how SBMM would be better than ranks, while it would take the same things as piping as gaining some skill score.

    It won't change nothing.

    Also it's impossible to depip I saw.

  • @JohnnyB87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471288#Comment_2471288

    Wow, not competitive?! Funny, I played several years in COMPETITIONS with that game. It was a big ESports game in fact when it was relevant lol

    Uh I never said SC2 wasn't competitive.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478764#Comment_2478764

    Ooh, that would be nasty. It sounds a little too powerful on paper, though I'm not sure there's anything to do to easily offset that (ex: cent set it to a timer as that might encourage camping the hook until they go).

    Imagine the killer waiting at the basement, with insidious. That would hilarious to do and horrible to live.

  • That,

    Is an actual sad story .

  • Oh I thought it was because they didn't voiced in French or something else.

  • @Aneurysm said:

    First cenobite OP post? Surprised it took so long honestly

    Wasn't what the OP said. Also, it is kind from you

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476315#Comment_2476315

    After the successful hit cooldown and the fatigue she has to wait for before she can blink again, she basically gets both her charges back immediately anyway. That's why I say this theoretical add-on wouldn't be that strong, because it would barely do anything.

    With these two add-ons she has to wait another second after the fatigue to get the second blink. So this new add-on would spare that second, and it would be better with a fatigue add-on, this is why it would be overpowered, because of the strength of this individual add-on combined with another one.

  • ... but who says SBMM says Unranked Matchmaking.

  • @Adeloo said:

    around 1700 hours doesn't mean i'm experienced ahah

    I've the same thought.

    With +-1200 hours, I can assure that my gameplay lacks a lot of things, even while playing Nurse, with whom I have approximately 3/4 of my hours.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475432#Comment_2475432

    It probably wouldn't be that strong on Nurse because she has the fatigue after a successful hit anyway.

    Oh I can guarantee you that it would be op, just look at Nurse players, they often put the double recharge add-ons, so one add-on that would do that job better than these two add-ons, and you can take a range add-on ? Nah man, it would be hell on earth for survivors.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474367#Comment_2474367

    Its a perk for newbies I mean is somehow easy to know on which gens will be the survivor like as technician reduce the chance of explosion (another newbie perk) If they wish to make it useful make it.Reveal the aura of a random survivol for 3 secs each 30 secs.

    That's kind of arrogant y'know, and wrong at the same time. At the start you have absolutely no idea of where are surv.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474354#Comment_2474354

    I dont think so that perk is like technician.if it would reveal the aura of one survivor each 30 secs would be a good perk.

    No the perk is good actually, but it's a matter of taste. Those who ran Whispers to find surv as early as possible now have a perk that does exactly that.

    The perk with Corrupt and Pop is an incredibly good combo.

  • @latinfla4 said:

    Trapper get his starting carrying capacity changed from a 1 to a 2? Traps inflicting deep wounds on injured survivors?

    Clown having 4 purple and 4 yellow bottles at once?

    Surely they will be changed so it iant just blight spirit and nurse at the top right?

    R I G H T ?

    Behavior would do that, ain't it ?

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473005#Comment_2473005

    Very true. And I never have an issue with an opinion different than my own. If everyone always agreed, the world would be a boring place. I'm pushing 50. I don't know your age, but I personally miss the days of honest debate.

    I'm 21, I guess I've never known these honest debates, I'm kind of convinced that we slowly have less and less rights to say anything since ~= 2010.

    But there are still some very interesting people out there we can have some very good debate / discussion with, without raging or disrespecting others in the end.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472981#Comment_2472981

    Eh. Shrug. You and I are opposites on the community and players perspective. That's actually how I feel about DbD, which is why it's only ever been a side game for me.

    Well, everyone has their own opinions. As they say, "I disapprove of what you say, but I will defend to the death your right to say it".

1 2 3 4 5 6 … 13