Dustin
Dustin
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Solid Snake from the Metal Gear franchise as a survivor
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@Brucecastro81 said:
I found it fun learning everything in this game, but I do reckon its not an beginers friendly game
I somewhat agree but when I started I began in the Halloween Chapter update in 2016. There wasn't nearly as much to learn then as there is now and catching up in a game that constantly has content added to it can be overwhelming.
In my opinion BHVR could start by adding a bunch of simple 15-30 second videos that show up when you view a bio. Hovering over an icon will auto play a video demonstrating various ways a killer power or perk is used. That would be the quickest way to visually see how something works without getting your face kicked in a trial.
Evolve did something similar but it was upon loading into a game for the first time as that character.
https://www.youtube.com/watch?v=9YpI9zt6pJISomething like this would be welcome. (Video is separate tutorial section not load in videos btw)
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As killer...
Any of the Red Forest maps - They're all too big and I prefer playing M1 killers
Maps with an annoying window or loop - Ironworks of Misery, Rancid Abattoir or Crotus Penn Asylum
Any of the Farm maps because honestly they're literally just corn and none of them really accurately depict a farm anyway.
As a survivor I literally don't care. Maybe Gideon Meat Plant but that's just because that map is incredibly boring. Maybe Hawkins? Can't really think of one off the top of my head that I genuinely hate or puts me in a bad mood unless I get the same map multiple times in a row.
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@SamuraiDragon27 said:
They release one every anniversary.
Oh okay I wasn't actually sure. Is the date always the same?
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I agree regarding breakable walls should have a thought process @Aven_Fallen
Currently all the breakable walls are next to a window and pretty much act as an already dropped pallet. In my opinion breakable walls should act as one of two things.
- A strategic shortcut for the killer that when broken at the right time can give a huge boost of momentum but broken at the wrong time can waste a valuable resource
- An ambush spot that catches survivors off guard - I'm still of the opinion walls should stumble survivors on the other side and the action should have its own unique speed but I'm biased on this.
The issue with breakable walls being implemented as said is they're being added onto existing structures types that have an already established strategy / gameplay loop around them. I feel as though they should be reserved for unique map structures and buildings with some minor exceptions. Maps should also have more unique structures to accommodate these walls so they don't need to just be slapped on generic structures that are generally on every map. I'm talking like 2-3 unique buildings per map if the buildings are small.
I do feel as though breakable walls are an amazing idea and something this game needs but its implementation is kind of bad.
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I see Freddy as fine although one change I never understood was why was he given the passive Oblivious status effect on slept survivors? He didn't need it at that point and if we're talking about consistency Huntress doesn't have it for her lullaby. Thematically you could argue it fits but I'd argue it doesn't since most of Freddy's victims in the films became pretty self aware of what's going on once Freddy was close enough.
Aside from that nitpick though he's honestly fine. I'd recommend using the clocks more when given a chance.
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- Fix the infinite loading screen bug where the game freezes at the loading screen
- Fix the Rank Update Error
- Optimization
- More quality of life changes for players
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I would pay for mori animations after the following
- All the old killers who need a mori touch up receive one (Trapper, Wraith and to an extent Hillbilly) *Mandatory
- There is an in-game radial menu that lets you select a mori on the fly so you're not stuck with a single mori animation in the trial. *Highly desirable
- More ways to enable mori in game such as making yellow mori basekit *Would make my spent cash not feel like it's only available in niche situations
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Are these walls always breakable or do I need to charge up something to do so? Is it on a cooldown? Is it bound to a perk or is it baseline?
The feature sounds great but it seems silly being able to just decide to randomly walk around the map and break walls. I feel like there should be a benefit to doing it at the right time.
Hoping this feature is a baseline mechanic because this is something I've been wanting in the game for a bit. Something else for the killer to interact with on the map without the need for a perk or specific killer. Looking forward to this new feature.
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I don't want new perks I want more baseline mechanics for both sides and new features like End Game Collapse.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1100056#Comment_1100056
Waiting to die for hatch is a bad example. Now its "let me bleedout fast so they can get away".
Suicide on hook is bullshit too. Which is why I dont want ANOTHER option for people to use and just say ######### this I'm out.
Understanding a loss and moving on is one thing, but using the new mechanic to just quit and leave any number of other people in game is bullshit and selfish.
BHVR should rework hook phases so suiciding isn't an option but that would include getting rid of the spam key to not die option which tbh I wouldn't be against.
Bleeding out as the second to last survivor is the most common scenario how is that a bad example. The type of survivors who opt out in easily recovered situations will always find a way to dodge a game. Opt'ing out when the game is surely lost is the type of thing sensible players would use in the right situations. It's not like every single game survivors suicide on their first hook. It would be the same thing with slugging. Granted I'm not agreeing we need this specific thing but even if the bleedout was 2 minutes it wouldn't make much of a difference. Although if we bring up being selfish survivor is balanced around being selfish. If everyone mutually played to evenly split the burden it would be more frustrating on the killers behalf.
All things considered I do agree with @Bingbongbong 's comment regarding the meta.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1100037#Comment_1100037
Because as I stated in my response, its not only going to happen when you're the last one in game and the killer is watching. People will use it on first downs, with everyone alive. ######### that. If people cant handle a few mins of not doing anything because of how the game went, they shouldnt queue up and ruin it for the others when they cant get their way.
Yeah and people suicide on the hook all the time. Who cares they'd still have to hold m2 for 2 minutes if they did it at the very start of being slugged assuming they weren't picked up.
Like at a certain point of understanding the game it's not even about being impatient it's just accepting the loss and moving onto the next game. Not hard to figure out when there's certainly no hope of a turnaround. I don't blame survivors for wanting a way to opt out of being slugged because sitting on the ground for several minutes is the most boring thing in this game outside of doing gens. I can't imagine a normal player genuinely trying to justify it and be all like "yeah just hang around" when you have 1 survivor just waiting for you to die for hatch in the most common scenario.
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"Give every killer Freddy's teleport"
*Video of Leatherface slowly coming out of an exhaust pipe on a generator completely disfigured as he begs you to end his suffering*
Realistically though I wouldn't be against some portal system that all killers could walk through and the exit point would always be the basement. Could add some strategy to the game that way.
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Are they playing on the same steam account or a different one? Some people make multiple steam accounts just to play at a certain rank constantly through steam sharing. Obviously their rank doesn't copy per account it's just they keep each account played for each month specifically for that rank. I knew of a few people who did this constantly just to demolish new players and it's pretty obnoxious and disappointing.
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This is how it always was. Ruin only affected survivors who couldn't hit greats and were usually bad. That's why I never used it because it only trained survivors to hit great skillchecks or memorize totem spots.
For me personally I never once felt ruin was a nuisance to me but I definitely noticed when my teammate didn't carry their weight just because ruin was on the map. This usually forced me to ignore everything and do gens hoping the killer wouldn't find me because I was the only one doing objectives.
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This is actually quite a big deal and it's personally 1 of 3 things I've been wanting to see on Trapper for a long time.
Small changes like this are always welcome.
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Does the penalty activate when you get an infinite loading screen and need to alt + f4? Because that happens to me every 3 or so games it's actually so ridiculous.
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I'm honestly just waiting for the next roadmap.
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No Mori should be able to be cancelled but finishing it or cancelling it should put it on a 20 second CD. Best of both worlds where you can fake out survivors for those rare catches and you can't spam it.
If you couldn't cancel mori you could have moments where you activate it by accident and lose time. A cooldown is a compromise for both ends. That way mori spam doesn't need to be a bannable offense either because it won't be a problem.
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Still waiting on The Candyman
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/1079122#Comment_1079122
It's not. If BM with a mori was bannable, Tbagging and "clicky clicky" should also be bannable.
It's dumb but I legit recall seeing a mod saying it was bannable on these forums before a thread got deleted. As I said above stupid rule and if it's such a scary thing to require a ban the rule should be removed and mori's should have a cooldown so no one has to worry about it.
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@LegionGhostface said:
LOL imma start doing this now
I don't know if it's accurate but I believe one of the mods once said mori spam is bannable so be careful. Granted I think that would be stupid when it does nothing aside from hold an already guaranteed to be dead survivor in place when they could be slugged and BHVR could add a cooldown to cancelled mori's anyway instead of letting people keep doing something bannable at the expense of players on the receiving end.
Granted the thread I saw this on was immediately deleted when I was about to question it. You know punishing for something so minor instead of just patching it at the expense of survivors getting mori spammed on.
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Thank god there are brave souls actually posting Leatherface cosmetics but yeah my vote goes to.
Family Dinner Suit (First Film)
Pretty Lady Mask (First Film)
Alternative Outfits (Ideally - Second movie suit and Texas Chainsaw 3D suit)
Robert Englund Freddy cosmetic for Freddy (Head slot would be fine)
Stop neglecting Bubba he needs something I haven't bought auric cells and I won't until Bubba gets something.
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I use Whispers a lot and I'm fine with hooked survivors proc'ing Whispers. Mostly due to it would likely discourage stealth unhooks and promote camping.
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By the time the perk comes into play most of its use is pretty much gone if we're talking pallets. Even if it had absurd numbers and stacked with Brutal Strength it would still be a bad perk because you'd be committing two perks to breaking pallets late game. I'm obviously ignoring other actions but honestly I don't see it worth mentioning vaulting / etc.
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What causes short lunge attacks to miss when up close to a survivor?
Context - Right on top of a survivor and performing a short lunge. Attack misses even though the swing blatantly went right through the survivor model / Pill collision. Normal scenario is both players are running in a straight line.
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While I agree with the majority of the changes the one I can't agree on is the Huntress gaining movement speed with fewer hatchets. For the main reason being I want to see maps fixed first before such a change is considered. I don't want to see a killer creep ahead in terms of power if they don't actually need it.
I've always believed Huntress should require to Snipe survivors with Iri heads because it's one of those addons that can get you positive results regardless of skill level. You're either a god with them as you're already good at Huntress or you just bloodlust people down and one shot them. Raising the skill floor for the addon would be ideal.
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Your nerf literally solves nothing that survivors hate about the perk. In fact it looks like a buff considering I don't even see any mentions of HEX in OP. Glad to see you're generously giving 3 free downs without a timer or a totem.
NOED is fine by the way etc etc.
Cleanse the totems it only takes 16 seconds per totem. Just pretend NOED is ruin and the perk will essentially be gone before the killer is halfway across the map.
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Bubba is one of my favorite killers in the game but honestly he's at least in the top 3 worst killers right now and that's pretty bad considering he has a one hit down.
- You cannot mind game with the Chainsaw like Hillbilly for example. When you cancel the power you get a stupidly long penalty where you are slowed down and cannot swing M1. This forces you to commit to a chainsaw or lose time cancelling it or in some cases hesitate to chainsaw when it may be risky but beneficial causing missed opportunities.
- To actually hit survivors you need to be right on top of them where they're essentially in M1 range already. The only time you'll be pulling off chainsaw sweeps is where you decide to just follow a survivor ignoring M1 opportunities and instead waiting for them to escort their own self out into the open. Otherwise if they're at a pallet or a window you're an M1 killer who can possibly force them to drop a pallet.
- Bubba is super addon dependent, he doesn't even have all addons and half his addons don't even do anything. Most of the games if you're not using at least one charge speed addon for his power you'll feel utterly weak.
- More of a nitpick but Bubba's charge meter can be deceptive and you can cancel his power by accident by trying to time it perfectly. Right now you have to wait for the power to 100% the meter and then release. It should automatically activate at 100% and it would stop the accidental cancellations
I could add more but I think that's a good start.
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Nurse - Ignores obstacles and pallets meaning once they hone in on a target the chase can end very quickly. Doesn't need to walk around obstacles to reach objectives either. Overall good map pressure on most maps and good chase potential.
Spirit - Hard for survivors to read and they pretty much have to guess how Spirit will react. Has good map pressure due to power enabling them to move around quickly.
Hillbilly - Good map pressure and a one hit down ability although against good survivors is a basic M1 killer
Oni - Good map pressure ONCE your ability is charged after first chase and can snowball pretty hard. Okay-ish tracking with power since you can at least guess how long ago a survivor was there if you recall no blood drops being at an area prior.
Doctor - Excellent tracking and doesn't need to waste time searching for survivors. With Shock Blast you can save a few seconds by forcing them off a generator from a distance. Can shorten chases by shocking a survivor before they vault or throw down a pallet.
The main thing these killers all have in common is their ability saves them time during the trial in one way or another.
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I agree Spirit has a high skill ceiling although after playing her enough I'd also argue that anyone with headphones will do far better as her compared to other killers with a lot less effort. She's one of those killers who can be played skillfully or brainlessly and have similar outcomes. Although I'd lean more towards yes playing Spirit can get you more kills as a bad player than if you were to play other killers like let's say Wraith. Although Spirit definitely doesn't have a higher skill ceiling than Nurse / Huntress.
Considering Spriit's power is basically just a massive lunge where survivors cannot see you and all you need to do is listen for footsteps, grass moving or in some cases their grunts of pain. If sound stops you can just assume they quit moving or are walking near where you last saw them.
To me the difference between a good Spirit and a bad one is Spirit players who are able to track even without sounds or can deal with Iron Will effectively. Bad ones rely on stuff like Stridor too much although I'll compromise and acknowledge sounds are broken half the time so I get why it's used. Mind you not all Spirit's who use Stridor are bad but the majority of them I notice using them are pretty bad and tend to tunnel a lot.
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People who could only play her with addons moved to Spirit. At least based on the repeat players I get in matchmaking. A few I recognized who would always slap omega blink or 5 blink on Nurse I've seen only playing Spirit now.
She's still strong it's just people would rather go for the easier to play killer being Spirit. Granted I'd agree with those saying starting out as Nurse at the moment is awful because the changes Nurse received clearly weren't for new players but for those who already knew how to play her which I'm fine with.
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@BabyOniMain said:
That's not a matchmaking issue. Those guys brought their friends with them. Matchmaking takes priority of who has the highest rank.
In OP's defense how are they supposed to know. Granted you're likely right.
imo post game should show anyone who was queued together.
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Nurse and (Unpopular opinion) Ghostface
Also a Huntress who knows how to snipe with hatchets.
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For me I'm glad they acknowledged a few things in the blog post
- Rank does not correlate to skill (Second paragraph)
- There can be circumstances where your rank is adjusted unfairly in uneven matchups (Fifth paragraph)
While I don't believe an MMR system won't work in the current setup of DBD it's nice to see them taking another crack at it. Although in my opinion they need to start from the ground up on a rank system starting with having a blatant win condition for each side & each killer needs their own pip conditions because each killer plays differently. Survivor is honestly pretty straight forward in terms of what a win condition and pip conditions could be.
Hiding the MMR system AND hiding current ranks in my opinion is a bad idea. If BHVR is going to test this MMR system they should update the post game screen to accommodate the new rank system. Although the post game screen has been in need of an overhaul regardless imo. Such as post game stats and an event feed of some sorts.
tl;dr - I don't believe this is the solution BUT BHVR at least acknowledges some important issues and takes a stance on them in the blog post.
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I can't wait to be facecamped for all hook phases and break my space bar attempting not to die not only for myself but for my team.
Realistically though it's a neat idea and to clarify we're assuming there are 8 backup lives everyone shares and the other 4 is the life you spawned on the map with. I can still see people camping just because they know people would have to spam struggle. I'd be against this idea unless struggle was reworked because I CBF to hit space for more than one phase.
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I would normally agree that seeing ranks is important to gauge whether matchmaking is working from a player perspective. However in Dead by Daylight this is an Asymmetrical game which is influenced too heavily by RNG. Because of that it's really unreliable to judge player skill in this game simply by their rank because a match can be swung in favor of one side with the simple placement of a map tile. Also considering there is only one killer per game and each one plays differently and there are so many perks and addons it's hard to say what the right way to play something is.
Game is too RNG to have accurate measurement of skill tbh. Also too many possibilities to measure from.
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When the game starts as a 3v1 without returning to the lobby. Although I have the same reaction as killer as well.
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Freddy has a normal lunge like all other killers. The devs stated they had to cheat during his animation because he and his weapon is so short so his claws stretch ever so slightly during the swing to give the appearance of the weapon connecting.
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My bias is I'd prefer Bubba get a lot of quality of life changes that both discourages camping and increases his ability to mind game by faking out Chainsaw Sweeps. Such as no movement speed penalty when cancelling Chainsaw and giving him a automatic start to his power when 100% to avoid those times you'd let go of the power at 99%. Although I'd agree with some other tweaks Bubba should get a movement speed increase while reving his chainsaw. Only ever so slightly though.
@Waffleyumboy said:
It is usable in chase...bubba mains are disappointed by your ignorance.
It is usable in chase but you always have to be right on top of the survivor to use it properly.
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How would they include licensed characters in the tomes though? Isn't the tome supposed to give lore? Licensed characters pretty much have lore written for them and I doubt BHVR would be given free reign on what their origin story could be.
Don't get me wrong I want cosmetics for killers like Bubba (long overdue) but I don't see it happening.
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Great summary post I'm glad someone took the time to type it out.
I'm glad they answered my question with such detail but I'm wondering based on my question how many questions they re-phrased and why.
Even if they don't plan to make Snap Out Of It a healing action I'm glad they took a stance on it even just to clarify.
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I actively discourage anyone asking from buying this game. This game is special to me but for a newcomer it will become a stressful experience.
- Killer role is a struggle juggling 4 survivors and is stressful
- Survivor is incredibly easy to a point where you have to look for the killer at times
It's been like this for a while but when ever BHVR reworks most of the maps is probably when I'd start recommending the game. Maps really are a big issue in this game as well as stuff for survivor to do.
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Generator repair speed is fine maps need to be smaller or generators just need to spawn closer together. Although ideally maps are smaller so generators aren't moved closer without proper surroundings and obstacles.
The main reason maps need to be smaller is so there is more killer / survivor interaction instead of a survivor having no action for at least even half the match because they are on the other side of the map while everyone else is getting chased. Also it would mean less time it takes for the killer to go from generator to generator meaning the generator isn't completed by the time they reach it.
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I'm a mega Resident Evil fanboy and I'll be honest I'd take any Resident Evil Crossover. Nemesis, Mr. X or why not just give us Albert Wesker from RE5. Would prefer Mr. X personally and Nemesis as a close second.
Admittedly I wouldn't be crazy about a survivor in the roster I'd prefer a killer and map crossover as those would be the most interesting.
But again I'd take anything in a crossover update.
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I only consider this when I perform a good mind game or guess the obscure spot where they've hidden while I'm killer. For the most part I don't consider outplays to be a thing if a map is stupidly one sided with tile spawns.
For example Wretched Shop - I don't really consider anyone is doing well if they run the double windows it's just a thing the killer basically has to ignore because if they commit they lose so much time. Anything like that I'll never consider skillful or an outplay and honestly those type of map areas make the game boring and uninteresting. Issue is that's like half the maps in the game.
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No shrink the maps instead. That way the killer is actually interacting with the survivors more and killers with mobility don't get indirectly buffed because gen time gives zero leeway.
Also nerf toolboxes.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021208#Comment_1021208
I personally think the huge maps should be smaller, as I mentioned in the original post. I have that change in mind when I come up with these changes.
Yeah I saw I just worded it like that because I believe there's a few other post that said the same thing and I didn't see quoting 3 people being too necessary.
I get why everyone is suggesting it though because RNG can quite literally screw you over. That's why I'd prefer recycling the head traps as I suggested.
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- Make RBT's activate when gates are powered but don't do so when the hatch is closed
- Remove Pig's ability to see where her Jigsaw aura boxes are however let her re-use RBT's that are removed from the head by picking them back up. Only show aura when a survivor takes them off their head and remove addons that give extra head traps.
- Remove the skillchecks for RBT and replace it with a difficult minigame. This is a Saw character after all the skillchecks are pitifully easy to complete and doesn't represent the franchise how I'd expect it to.
- Also can't agree with the "RBT's won't be removed on first try" suggestion but again I prefer the recycle method for head traps. Some maps are too big to need 2 jigsaw boxes minimum.
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I honestly hesitate to spend money in DBD because it's now a service instead of a final product. Knowing one day the servers are going to shut off really puts me off even if it's let's say 5 years down the road. I'd feel more comfortable knowing if BHVR had an end of life plan such as giving community servers or having the P2P system as a backup.
Excluding that I honestly will be playing RE3 and RE Resistance in April so we'll see how that goes.