Dreamnomad
Dreamnomad
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- Dreamnomad
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Comments
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I don't see the problem. Things in this game have counters... as they should. It's not like every killer has an add on that counters exhaustion perks or even the ones that do use them every game. And if they did then that would tell you something about the balance of the game. Sometimes your perks aren't going to get full value just like if you bring self care and/or a med kit and the killer is Plague. Those things will likely not be getting used very much in that match. But does that mean Plague is too good? Nah.
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I really don't want anything licensed. That means you can only acquire them through money and I have like 26,000 shards saved and up and ready for the next chapter. Frankly, I would be happy with never having any more licensed characters.
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@UntilValhalla13 said:
What is smurfing?
It's when a high skill player purposely goes out of their way to play against lower skilled players. It's often done with secondary accounts. This game uses a rank system that is fairly easy to manipulate.
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The Prisoner or The Convict seems likely. But I like the idea of The Menace or The Beast too.
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lol, that is just how it goes sometimes. Pig is not overpowered or unfair. If anything her power should be increased slightly.
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I try to mix it up but I definitely have my favorites.
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The Chained =p
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So what are you willing to do as punishment if you are wrong? If you are so sure of it then you would no doubt be willing to place a wager on your statement.
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Sounds like you need a break anyway.
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It shouldn't be removed but I would like it to be top of the rework map list.
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@Nos37 said:
The Prisoner?
Has a ball and chain around his ankle which can be used to bash down window-walls or a semiranged weapon when enraged?
This was my thought too. I seriously doubt this is a licensed killer. I'd be willing to bet money it isn't pinhead or kujo (lol?). I think it would be cool if the killer had a ball and chain he could whirl and throw like Thor to launch himself up and over terrain and smash survivors he lands on.
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There is a banner at the top of the screen stating that they are looking into the excessive rank loss. It should get fixed soon. But if this is the straw that broke the camel's back for you then peace out.
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I can see the comparison. I was thinking more along the lines of the killer throwing the ball in a parabolic arc which would allow the killer options to travel up to second floors or other high ground. So the killer would be more like clown with the killer as the projectile.
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The Prisoner-
Weapon: Shank
Power: Ball & Chain - The Prisoner can whirl the ball and chain for a period of time and release it. When released the ball and chain will launch the prisoner forward. The longer it is charged the farther the prisoner is launched. If the ball and chain hits a survivor then the survivor gains the broken status until they are put in the dying state.
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@Johnble said:
Nah. If I need to be somewhere and I'm in a match, I'll let myself die instead of just DCing.
If I'm playing to the best of my ability and others aren't, I'm gonna let myself die.
Team bullying the killer and not doing objectives or unhooking? Guess what I'm gonna do.
Maybe you just shouldn't play this game at all if you are that easily triggered.
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This definitely falls under the "not cool" category. But any solution would be worse than the cure. But yes, expect to see a large increase in first hook deaths.
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The penalties are fairly reasonable. I wouldn't mind them escalating a little faster. But you can't abuse it too much. Most people aren't going to keep DC'ing after they get a couple 15 minute penalties. At least not on purpose.
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Your crappy internet connection is ruining other players experience. You absolutely should be penalized for repeated disconnects if you have unreliable internet. Maybe spend some of that time you play video games earning some extra money for a reliable internet service provider. Otherwise, play single player games that don't require an internet connection and stop ruining other people's gaming experiences. If money is that tight you can even check out games at your local library. Seriously though. If money is that tight that you can't afford proper internet then you shouldn't be spending so much time gaming. Get your life together. Go to community college and get an actual career.
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I'm just not a fan of corrupt intervention. I've used it several times and felt like I got very little value out of it. I've ran into it as a survivor and didn't feel like it slowed me down too much. I just cleansed a totem or two on my way to the other side of the map. I think it's over rated.
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I don't think there is any comparison between the two. Ruin was an uproar (with players still quite mad), but the DC penalty thing is something most people want and have begged for. There are a few squeeky wheels because there always is. But that's all it is. The handful of perpetual whiners that would complain if they gave out 1000 free auric cells.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085786#Comment_1085786
Those are from established studios with histories of success. This is BHVR. With literally one mildly successful game. Everything else has been an outright failure or a second rate licensed game/port. Plus, you didn't address the elephant in the room - the hundreds of dollars people have spent on DLCs and cosmetics. All for a game that, quite frankly, should be listed as Early Access in it's current condition.
I did address your "elephant in the room". The same thing would happen if they made a DBD 2 as they did with CoD 2,3,4...million. You would still have all the cosmetics and DLCs you paid for... in DBD 1. I don't know why you think you should get anything special in a different game. But who knows, they might offer players with a DBD 1 account a bonus cosmetic or two. Hell, this is all hypothetical. They might never make a DBD 2.
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@McLightning said:
If they release a DBD 2, it will have a short life. They've invested so much into this game, and sold us so much in terms of cosmetics and DLC, plus, the grind. If none of that was carried over, the sequel would shrivel up and die.
There are plenty of games that have done the same and then when a new version comes out people still play it. Call of Duty and Plants vs Zombies Garden Warfare just to name two. It would obviously depend on how well it's made, but if they learn from their mistakes in the first one then they might just increase their playerbase instead of losing it.
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Another kick the dog to punish the cat type thread. The survivors you are playing against are not the ones who have anything to do with matchmaking or game balance. It isn't their fault. I'm not telling you that you can't or even shouldn't camp or tunnel. But if your goal is to "punish" the survivors then you are just wrong.
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Legion had a complete rework of add ons. Should definitely be on top list. Really this thread is pure speculation. Most of the killers listed on "Killers that definitely will be receiving add-on passes or reworks" I haven't seen any confirmation on. I feel pretty confident that Hillbilly and Leatherface will at some point. A lot of the add ons are really bad and there is a distinct lack of iridescent add ons. I think I saw something about Leatherface being looked at in the nearish future. But I haven't seen anything at all about Huntress or Myers. If I missed something then I'd appreciate links.
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One of the things that amaze me about this community is how the only group with actual weapons is the group that cries the hardest.
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All joking aside, they really should be working on Dead by Daylight 2 right now. It takes 3-5 years to produce high quality games. 3-5 years from now I would really like to be playing a new version of this game. They shouldn't announce anything. They should just quietly be working behind the scenes on the next version. They've had a lot of time to learn from this game on what works and what doesn't work.
They could make fundamental changes to the way the hook / death system and generator / escape system work. Solve some of the perpetual issues players have with the game like camping, tunneling, boring gen repairs w/o anything else for survivors to do. Maybe make it so there are like 3 different ways to escape with one randomly chosen by the map each game and all have secondary objectives. Maybe add map mori's. These are the kind of big ideas you can't just retro-actively add to the current game. You need a clean slate.
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I would murder the hell outta myself. I'm not that great of a survivor.
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@csandman1977 said:
While i think noed is fine, its a powerful perk that can be totally removed from the game before it has any effect on the game, i think there is a small change that might make it less "unfair"
Make it a token perk, where like bbq, you gain a token for each different survivor hooked. When noed activates you have instadowns for however many tokens you have.
While i dont think it needs it, that change would be ok for me
"Instadown" isn't an actual game term. "Successful basic attack" is likely the closest thing you would see. I doubt it would distinguish healthy or injured survivor. Which means if you hit an injured survivor then you would lose one of your tokens. I think this is a better suggestion than the OP's but again I don't think NOED needs nerfed. It's okay that survivors don't like it. They don't need to like everything killers do.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/1076890#Comment_1076890
The moment gens are done you can instadown instantly, except you must wait 7 seconds to instadown your next survivor. You can basic attack in this time and will injure the hit Survivor. The 7 second cooldown is basically a temporary window where instadowns won't happen.
The risk will be exactly the same to survivors it's just putting a more strategic twist on the killer side of it.
Noed is one of the perks which will be looked at soon whether you like it or not. I want it to revolve around skill a little more and I think this would be a fair compromise which doesn't destroy the perk one bit.
Couple things. First, you are making two massive and likely incorrect assumptions. You are assuming that NOED will be nerfed. There is absolutely no basis for this assertion. BHVR has on several occasions said the opposite. "there are no plans to nerf NOED at this time". Maybe not an exact quote, but close enough. Sure, "at this time" leaves room for change in the future. But there have been cries for NOED nerfs for as long as I've played and the official stance has been pretty consistent.
You are also assuming that your preemptive attempt to mitigate or control how the hypothetical NOED nerf will somehow actually matter. As if the devs sit around and have conversations like "Oh, I saw this great idea on the forum. Let's do it exactly the way that person suggested." That is not to say that they don't listen or care. But I can't think of a single example of a suggestion I've seen posted on the forums being implemented exactly the way the forum poster suggested. It just doesn't happen. Plenty of people have suggested "nerf ruin" for example, but no one ever suggested they nerf it in the way that they did.
You never answered any of my questions. "Instadown" isn't an actual game term. Perks associated with exposed work off of basic attacks. Killer's powers don't interact with exposed status effects.
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This is such a weird thread. Did the survivor message you after the game threatening to report you? Why did this thought even cross your mind? No. It is not bannable to let a survivor go and chase them to the hatch. That's not a "thing".
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I don't think NOED needs nerfed. Survivors just need to cleanse totems or pay the price. The very fact that NOED exists will always be in the back of survivors heads as they play. "Should I cleanse the dull totem? ... well there is NOED, guess better safe than sorry". That line of thought nudges survivors just a little bit away from generators and we all know generator completion speeds are a problem. NOED has to be strong. Or there is no incentive other than some bloodpoints to break dull totems.
As far the OP's suggestion for a 7 second cooldown, it seems a little weird. Like when does it go on cooldown? When all the generators are done there is a 7 second delay before it activate? After you hit a survivor? Basic attack? Killer power? What if the survivor was already injured? After all, I didn't really "use" it if I attack an injured survivor right? The idea is just weird and confusing to me. 7 seconds isn't very long though. I wouldn't lose my mind if they did do something like that, but again... I think it is completely unnecessary.
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I play on PS4. I've seen a handful of players with TTV in their name but they aren't anyone I've ever heard of. Generally, I just play my game like normal. I generally tunnel out annoying survivors and TTV players very often are annoying. But if I tunnel them out its because of their behavior and not just to pick on the wannabe streamers.
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In that case nothing is changing. Ranks will still be here to try and earn. It just isn't what determines matchmaking.
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I always try. Sometimes my objective is to goof off or meme in which case I'm trying to do those things. But I always try.
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You have a point. I have to admit that I've done plenty of cruel things to survivors. Slug races, survivor pinata, 2 survivors - 1 basement, violent boss, etc. Ahh, the memories.
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I only play survivor when I need to work on challenges these days. The most common one I see is Trapper. I see a lot of ghostface too. A fair amount of Hillbilly. A sprinkling of everything else.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1074395#Comment_1074395
Honestly, that's a fair, and balanced idea. It makes DS a truly anti-tunnel perk, and can be used it multiple times if being tunneled off hook. If there is a timer on it, I would say have it at 100 to 120 sec.
pretty much +1 overall
Good thing both of you aren't in charge of this game. That's an awful idea. This would truly be abused. What is to stop the survivor from staying injured and running around and harassing the killer with a flashlight?
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Nope. I'm a deathnote fan and it doesn't fit at all with DBD.
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The ranking system is borked. This shouldn't surprise you though. If you kill your opponents too fast then you aren't going to be able to get all your emblems high enough. Kills do not equal emblems. You can get 0 kills and pip or get 4 kills and no pip. The 2 things are completely independent of each other. Personally, I would trash the current system for killers and go back to the old victory cube in a heartbeat. It was perfect.
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Do yourself a favor and turn off or hide chat options. Then just play the game the way you want. You'll be happier.
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Top issue is generator repair speed. Hands down. I don't really care about any evidence presented that contradicts that. It's not just about gen repair speed or killer kill rate. The way you have to play this game as a killer to compete is miserable. For everyone involved. I don't want to have to play like a jerk just to be able to play a match longer than 5 minutes.
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To have this discussion you really need to define what level of experience the players have. For new players, it's fine. New players (especially survivors) have a terrible time just focusing on the game objectives and have very short chases. If anything, I would say the new player experience favors the killer since it easier to learn.
But really, what most people on this forum focus on is the more experienced side of things. The balance really does shift in the survivors favor at the higher end of things. If survivors focus on their objectives properly and actually buy their team time in a chase then the killer is going to have a rough time. By the time the killer walks across the map its been 20 seconds and several gens are over a quarter done! The killer can only chase one survivor at a time so if you come across multiple survivors on a gen they will run in opposite directions. Whichever one you don't chase is immediately on the gen again.
That is not to say that it is impossible to compete for killers but many of the killers will struggle due to their lack of mobility and map size. That only leaves a handful of killer choices that can actually be competitive. The added pressure of gen speeds also pushes killers into using unsavory tactics like tunneling. There is just no substitute for releasing gen speed pressure to having fewer survivors. All of this leads to fewer options on who to play and how to play if you actually want to succeed as a killer.
So if the goal of the game is to be fun then gen speeds are indeed a problem. There are numerous solutions available too.
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The idea isn't that much different than what I proposed in this thread:
@Dreamnomad said:
I'm curious how everyone would feel about this idea. It would be interesting to me if it changed how people played the game too. Would killers attempt to injure multiple survivors or just try to get the first survivor they see on the hook as fast as possible? Would survivors cleanse totems or search chests until the first survivor goes down? Would everyone just play normally and deal with the penalty? Do you think it's fair? If survivors got a bonus to repair speed for each dead survivor would you think that's fair?
The main difference being the penalty is far higher but ends faster. I think there are pros and cons to each. A 50%+ penalty is so high that survivors might as well not even touch a gen (other than tapping for a second and leaving so killer wastes time searching for a survivor that isn't there). Which one could argue is a good thing. But what are survivors likely to do if gens are pointless at the start of the game? There are a couple options:
- Destroy totems and search chests for items while playing immersed. (most likely solo queue option)
- Have the strongest player(s) in a chase search for and initiate a chase with the killer immediately making the penalty only last a few seconds. (most likely high rank / SWF option)
There are knockdown effects to both of these choices. Hex perks in general will have less value if survivors all actively search for them while playing immersed at the lower tiers. The primary purpose of slowing the game at the start will almost be completely negated at the higher ends.
Would it be better than what we have now? Yes. Absolutely. But is it the best option? I think that is debatable. The option I proposed would be harder to abuse for both sides and would last long enough to provide guaranteed real value to the killer while not being overly frustrating to survivors trying to work generators.
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You are splitting hairs OP. If it pulls my screen toward the direction of the survivor when I'm swinging then that sounds a lot like autoaim. If it walks like a duck and quacks like a duck...
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Do you think you are a camper?
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Why is DBD causing PS4 systems to overheat? It is the only game I play that causes this issue.
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I used to make it a point to stay away from the top tier killers and generally "played nice" by avoiding tunneling and other strategies that are unfun for survivors. Those are basically the things I do now. Play strong killers and don't play nice.
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@ClickyClicky said:
Its the paradox of being a survivor.
Lose a chase in 5 seconds? You get tunneled out because you’re easy prey.
Loop the killer for a few minutes? You get facecamped because the killer is upset you’re a better player than them.
You’re damned if you do and damned if you don’t.
There is a 3rd option. Take a dive around 45 to 60 seconds into a chase. Then you aren't easy prey nor should you have made things personal with the killer. There are no guarantees what the killer will do regardless. But most killers shouldn't get too angry that way.
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Not unless the timer is reduced to 30 seconds. Personally, I'd prefer the 3 minutes of auto activate.
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@GHOSTfaceP3 said:
No he’s not in my eyes everyone in the game is straight lol
I picture Jane as a lesbian. Have you seen her painting outfit?