El_Gingero
El_Gingero
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- El_Gingero
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Comments
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@BlackFence said:
"Will killers ever get tools like this"
Well survivors tend to ignore the things we should play around:
BBQ, you should get close to the killer to avoid or get in a locker if you are far away.
Discordance, Avoid doing gens with friends.
Nurses, don't heal in the terror radius.
And then there is NOED, realistically survivors should cleanse all 5 totems (or have the remaining ones booned) every game to avoid it.
There are also add-ons that you have to play around as well, such as getting in a locker to avoid a tombstone. Or cleansing to avoid being revealed to the plague if she has her iri add-on. Staying injured to be able to DH an iri head hatchet ect...
The thing is when you are killer you can actively choose what to play around and play around it. As survivor you have 3 other people that might not be playing around it. If 2 of you get in a locker to avoid BBQ then you sell out your remaining teammate. If you choose to play around NOED as a solo survivor you have to cleanse all 5 totems on your own and unless you have a boon yourself you may end up denying a teammate use of their boon. So unless you are a 4 man SWF you tend not to see survivors actively playing around perks.
That’s a fair point.
The way I look at the issue:
1) SWF becomes more popular over time.
When actually trying, SWF is simply too overwhelming for the majority of not only the killer roster, but the killer playerbase too.
2) Matchmaking is added. Solo queue becomes generally more frustrating for killers. Moreover, they’re now facing more SWF than ever before.
3) CoH is added. Solo queue becomes even stronger, and even more frustrating for killers, while SWF receive one of the biggest buffs they could ever dream of.
4) Boil Over is buffed right after, and SWF receive yet again one of the strongest buffs they could ever dream of.
No matter what your opinion is when it comes to actual balance, you’ve surely gotta admit that the optics are extremely bad, which brings us to the current sentiment of killer feedback on the forums, and likely a good chunk of the bleeding playerbase.
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@UnknownKiller said:
The only problem I see its with bodyblocking to the hook get healed with CoH and repeat the cycle
To me that actually sounds like a notable issue.
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@Tiufal said:
It basically does nothing until you drop down somewhere. How powerful that is. Hilarious.
Just having the perk equipped will save you from the occasional hook, and bodyblocking makes it very strong. YouTube is already littered with videos people being almost invincible lol.
We will have to see how it plays out. It’s a fun perk for survivor and I hope it turns out fine, but honestly I think it’ll be completely ridiculous for SWF, and they’re already a big issue when it comes to balance (and optics.)
This kind of change, especially right after CoH, is bound to ruffle some feathers.
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@Johnny_XMan said:
I mean, survivors have to adapt to slow down builds, whether or not killer Camps or Slugs, Anti healing builds... etc that can be obnoxious.
Yeah, welcome to the club.
Well to be fair, most killers need to run at least a couple of slowdown perks to account for facing decent survivors; they can’t just rely on potatoes these days.
And while I agree that anti-healing builds aren’t fun, killers have to put up with CoH which is arguably worse on almost every level.
It’s not a competition of course, but this comes back to BHVR’s approach to balance:
Many killer mains are simply fed up with it, and while one can say that they’re “just complaining,” or this kind of thing happens with every game, etc, there’s no denying the playerbase is bleeding, and the feedback is too consistent (and has been for too long) to dismiss outright.
If BHVR don’t change things at least a little, I’m pretty confident the playerbase will continue to dissolve in the long run. Optics. If you have a sizeable portion of your playerbase consistently feeling as though they’re getting the short end of the stick, no matter what anyone thinks about balance, it can only cause issues.
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@AgtClappers said:
I was nice with BHV before because I enjoy so much the game and I know that make a game and balance it is not easy but each patch, my sympathy decrease :(
Between the new wiggle system that is faster than before when you do perfect test and the rework of Boil Over, it seems that these dev are totally lost in their job..
I love playing survivors but I love playing killer too (I play even this side more), I'm disappointed about the game, there will be a day when BHV will know what to do on their game.. no ? :p
Yeah you’re not alone mate. It can be frustrating because we know how much potential DBD has, but nothing really seems to bring it closer to that, and recent changes + past comments from the devs make it feel like a lost cause.
Honestly though, I do think they’ll come around at least a little, eventually. The money will force them to, but by then I’ll likely be enjoying a different game, which is unfortunate.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2772221#Comment_2772221
It's okay, the important bit is you know now so can play around it better :)
Lol can’t fault you on that! 🥲
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2772222#Comment_2772222
Happens to the best of us!
Not me obviously cause I'm perfect :D
But everyone else! :P
Lol thanks for being big enough to not rub it in my face 🤣
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@RainehDaze said:
I... you realise something is going to be super unfun for Killers from your own experience, and you're going to use it anyway?
dude
Well yea ofc. It’s a video game after all and I’ve got to find some level of fun in it. Recent patches make killer less and less appealing to me while survivor gets more fun. I’ve invested time and money into this game. I want to get something out of it.
I’m critical of BHVR’s approach to balance, but DBD is not a serious game and I stopped taking it seriously when I realised it was never going to live up to its potential.
Whats the point in denying myself a bit of fun? Doesn’t make a difference let’s be honest.
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@tippy2k2 said:
The only plus is that you get an icon if someone is running it so you can know as soon as you pick someone up if it's going to be a problem or not. So you don't really need to pretend like everyone is running it and play around it as you'll know the second you pick someone up if it's in play.
Yeah my bad, I can admit when I’m wrong. Honestly never noticed the icon 😅
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@GoodBoyKaru said:
I wouldn't really say it's comparable to DS/BT/DH/UB, etc. As soon as you pick someone up you see an icon that someone has boil over, so it's closest to Dead Hard, but when it's important you know about it before it has an effect, unlike Dead Hard where you only realise after they've used it.
You don't have to play around everyone having it unless they, you know, all have the perk equipped, in which case it's common sense to do so.
Egg on my face a bit here but I honestly had no idea the killer could see the icon 😂
This thread is now about my eyesight.
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@burt0r said:
Oh yeah, this post reminds me that the new boil over makes taking the "shortcut" at the basement stair, as dropping in from the side to save a few seconds, outright detrimental.
Also welcome back to 2016/7 and it's Sabo meta. The time that made 4 men slug bleedouts even popular.
As killer you already have to play around DH, DS, BT, unbreakable, even if the survivor isn’t running any of them, and now we have to do it with boil over too 😂😂
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2770757#Comment_2770757
You're very naïve if you genuinely think it was only a handful of shitheads doing it.
It was definitely a handful (or two) of trolls. You can pretend this was some kind of epidemic all you like but rational people can see through the hype.
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When is Claudette being removed?
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2771017#Comment_2771017
yup, same here. first it was COH abuse, now it's this too.
survivor is so damn easy if you have actual gamesense and a friend to play with. people just don't have gamesense, so this kind of ######### flies.
out of the past 30 games I've played, I've lost maybe 5. some are due to bad matchmaking putting me up against inexperienced killers, but a lot of them are just entirely because of all the ######### you can use to win for free right now.
😂😂
Mate, I’m guessing I’ve only around 600 hours as survivor and I’ve only lost a handful of games in solo queue with my CoH + map build. It’s a joke! But may as well try to find some level of fun in this game innit.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2771006#Comment_2771006
You know it's busted and that it's awful and unpleasant to be on the receiving end of, and you're still choosing to do it for your own amusement. I can blame both the devs for failing to heed the warnings and you for propagating an absolutely miserable in-game experience when you could just be playing normally and, y'know, not abusing exploits that got left in.
There's a difference between something like Dead Hard being unpleasant to play against but powerful and with an undeniable utility that survivors are obviously going to flock to, and something like Boil Over trolling that doesn't even have a pretense of following normal gameplay.
Well, take me for example. I’m highly vocal about how weak killers are and how OP survivors are, and I’m highly critical of the devs, but I still use broken ######### when playing survivor because it’s a video game, and one that really shouldn’t be taken seriously.
DBD is not competitive, it’ll never be balanced, the devs genuinely don’t understand it nor their precious data, it’s starved of basic features and QoL, so on so forth. We still don’t even have loadouts! Taking DBD seriously is just going to cause you undue stress.
I’ll continue to be vocal when I do post, however I still want to actually find some fun in this poorly managed mess of a game (that I only play while I wait for an alternative.)
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@Rizzo said:
Boil Over, like any other perk that received changes, will still be monitored, in case it needs tweaking.
The recent changes to CoH doesn’t make this very reassuring.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2770972#Comment_2770972
stop blaming players, blame devs.
i'm using perks in a game. i think it's busted. i think it's dumb. but devs breed it and create it. it's not a player's fault for using perks, it's a dev's for making them when they've had many opportunities NOT to.
if i were going out of my way to BM or act toxic in endgame chat, that's a different story. then you can shame a player, because that's on a player's behavior, but that's not what I'm doing. simply using boil over in a swf is not bullying, it's just abusing awful perk design.
Agreed. I think survivors are overturned and it gets worse with each update, however I’m still going to have fun using Boil Over with hook offerings and anti slugging perks, just as I use CoH with a rainbow map for free wins.
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That’s an insane comparison lol. CoH is so much stronger it’s not even funny.
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Hmmm. That’s a lot of work. Models are actually very complicated. You won’t understand unless you’re a games developer. It’s just not feasible.
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Learn to play dude.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2768943#Comment_2768943
So going back to your SWF comment, like I said, SWF breaks a lot of things, not just the info kindred provides. Any comparisons to it as a baseline means you want that for free, without having to spend anything for it. Contrary to popular belief, doing so without normalizing the game for that level of information being provided free is extremely bad for the game's balance, and is yet another way to stife killer strategies and make a lot of them quit altogether. You keep undervaluing how much you're getting out of the perk, and demanding it be free because you're greedy and want more perk slots.
As for game development, please, tell me what you actually know about it. My comments dont even have to do with it, they had to do with resources and assets. In this case, that would be getting every voice actor they've had in the game for survivors to record more voice lines, which has a direct cost. Asset recycling is VERY common in games to avoid said costs, so when its unavoidable and new VO work needs to be done, it generally has to be worth its value or its just a profit sink. You also keep saying "every other game" after I left a clear example of a game where it was extremely toxic, L4D.
I care if people use comms because the game is not balanced for comms. Ideally SWF wouldn't have them either, but its impossible to prevent without completely banning the software used for them (like discord.) The game balance "wouldn't" improve, it would actually get considerably worse since it is designed around survivors being disorganized. I was going to keep going but then I saw you honestly think that comms and pings should be free to use without the killer having any idea, so you clearly dont care about balance and just want to play swf without having to actually make friends.
1) No offence…but I’m not sure I can simplify it much further without it coming across as insulting, but I’ll try:
solo = bad
SWF = good
BHVR = want bad to be good too
BHVR = then can make killer good
You: WHY??? Greeeeedy!!! RUN KIIIIINDRED!!!
Because killer = bad when he play with SWF
But killer = good when he play with solo
BHVR = no likey, want make bad good.
You no want make bad good too? You no likey?
2) Games development takes work, like anything else. How do you think this game came into existence exactly? Even basic features are labelled as “too complicated and difficult” yet every other game including ones with smaller, less experienced teams and less funding, manage to implement basic and advanced features without issue.
I remember back in League of legends pre alpha, Riot was a puny company with a game that was already far more complex than DBD, and they reworked the entire thing multiple times, just to “get it right.” Look where they are now.
A dev team complaining that every little thing “takes work” is like a mechanic complaining that fixing engines takes work. It’s weird. Did you not expect this scenario?
3) Are you trolling? Lol. The entire point is so that it allows the devs to balance the game around comms, therefore improving balance.
Thats why they’re already toying with ideas to bring SWF and solo closer in performance. They already agree with me on the issue, they just don’t want comms as the solution because they don’t want the solution to be “intrusive.”
So I really don’t know what you’re trying to argue against? Just mute everyone. Simple as that. Stop being selfish and trying to impose your will on other people. Again this is all hot air anyway as BHVR are never going to add comms. So don’t worry about it.
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Sounds like a decent lil experiment. Pretty sure we all know how it’ll go though. I’m not good enough on console yet, still getting used to everything being a different shade of black, trying to discern what I’m looking at.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2768900#Comment_2768900
Thats a whole lot of words for "but i dun wanna D:< " SWF has always been outside of balance for the game for having that information for free. They also get other perks for free, and can remove killer perks from having any discernible benefit. Kindred didn't even give half the benefit before, it used to only apply when you were the one on the hook. Kindred is a bandage fix, but its one that actually fixes a lot of people's complaints.... which continue because they refuse to use it.
Any type of ping system/command wheel/etc is reasonable, but requires extra assets. If they make it on screen text that would be far too strong, so it would need to be something like spoken text so its both proximity based and able to be heard by the killer. Problem is, they'd need to make more VO work for each survivor to accomplish this (even if its limited to simple things like "over here" or "need healing" and so on) and it would become yet another tool for griefing (both the killer and other survivors, honestly.) If you ever need a reminder of why this isn't always a good idea, look at how people used to spam ping commands in L4D.
in terms of the issues that plague the game, again, just use kindred. The more people are willing to "sacrifice" a perk slot for an extremely good perk that provides a ton of information to avoid those issues, the... less of a problem it becomes! Both killer and survivor would benefit greatly from specific perks being baseline, with them being arguably necessary at all (especially on killer side, tbh) but we all bite the bullet every game and make choices in our loadouts. I don't want BT to be basekit just because I rarely run it and want its benefit, I just use the information Kindred gives me to make smarter saves (or gen rush a facecamper, respectively.)
No. That’s not what I said lol.
1) I actually run kindred all the time. The point is that kindred offers inferior information at the cost of a perk slot. SWF has superior information for free. SWF have become so prominent that they’re making balance difficult for BHVR, which is why they want to bridge the gap between solo + SWF by providing the former with more information at no cost. So no, running kindred does not address the issue.
2) Welcome to game development. Features require work. I know BHVR like to pretend that everything is “too difficult” but if you believe that, I’ve got a bridge to sell ya.
Every other game can manage comms or pings just fine and “toxicity” is easily dealt with. Sure, this community can be terrible at times but most people are regular gamers and just want to play video games. I’m always seeing “toxicity fear porn” when comms are suggested, and it honestly sounds more like an excuse than a reason. Just go into the options and select auto-mute. You don’t have to deal with other people and everyone else doesn’t have to suffer for your personal preferences. That’s the beauty of it. It’s optional. You don’t have to engage at all.
So why do you honestly care if people want to use comms? You can opt, the game balance improves, other people have more fun, more players come back, game grows, etc. It’s a win-win.
Also, would it really need to be proximity based and allow the killer to hear / see the communication? No…That would defeat the entire purpose! Killers would have to be buffed accordingly but balance would actually improve and probably by a good margin.
3) I refer you back to point #1.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2768455#Comment_2768455
Viability at tournament level does not equal used at tournament level. Technically all killers are viable at a tournament level it just so happens that some killers are stronger then others.
I don’t think all killers are viable at a tournament level else there would be more killers being played at said level. While it can be argue that people will always go for the strongest options available, and this is why other killers don’t see play, if other killers were truly able to compete there would be a greater level of variance, but there is not.
Viability at a tournament level is the true viability at optimal play. If the majority of killers can’t compete when there’s optimal play, the game must be survivor sided as survivors must be too strong for the majority of the roster.
Now ofc in solo queue and even with most SWF, gameplay is far from optimal, however the imbalance is still there and it still affects the game in a notable manner, it’s simply less amplified.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2768409#Comment_2768409
The entire point of perks is that they take up a slot to provide an effect worth taking said slot. Kindred does that very well, especially for solo survivor. I guarantee you can get more value out of it than using BT to unhook people after leading the killer back to the hook, or other similar awful uses of strong meta perks.
Here's my argument against comms: I don't want to hear 99% of survivors in the game. at all. If you make comms baseline, you have to balance around it, which means you make it more or less mandatory. SWF groups are generally people who know each other, and are ok with interacting with one another. I do not want to be expected to listen to children whining, people shouting and raging out, hate speech/racism/etc. They introduced an extremely overreaching chat filter because of how toxic this community often is, why would anyone assume voice comms wouldn't carry similar vitriol?
The entire point of perks is that they provide a gameplay specific benefit. Considering DBD was not designed with comms in mind, and working with limited information was intentional, it made sense for limited info to take up a perk slot to provide a gameplay specific benefit.
However, now that SWF is so prominent and that so many people have access to information they were never supposed to, it doesn’t make sense for solos to lose a perk slot just to move a bit closer to competing.
The SWF has an abundance of information that puts any one info perk to shame, at the cost of 0 perk slots, freeing them up to run the strongest stuff in the game with no downsides.
It’s game breaking and BHVR can’t ever truly balance two different games at the same time without one affecting the other. Thus, comms need to be made default so that the entire playerbase is aligned and everything can be balanced on the same level.
I understand your concerns but a ping system can easily substitute comms for anyone who doesn’t want to use them, and you’d be able to have everyone automatically muted.
Do you want to use a ping system? Probably not. However you don’t have to, yet your solo queue experience will improve regardless, because everyone else on your team will be in communication (as is standard with team-based multiplayer games, and for good reason. DBD is an anomaly.)
Most of the issues that plague this game can be solved with the above solution. Fewer disconnects, less camping, less tunnelling, less being slugged, fewer potatoes, not being unhooked, not being healed, vastly superior game balance for everyone involved, so on so forth.
Is having to put up with the fact that you have to select an auto-mute option one time in the menu really worth sacrificing all of that?
You need not worry anyway. BHVR are dead set against comms and they will never be in the game. Such is their folly. They want to bridge the gap but to do it in a “non intrusive” way, requiring as little interaction or gameplay variance as possible, so even a basic ping system is a pipe dream.
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The devs can’t even manage load-outs despite over 190 perks. A practice mode just isn’t going to happen unfortunately. Standard features that other games take for granted are “too difficult and complicated” to implement unfortunately.
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The killer vs survivor power debate is easy to conclude.
How many killers are viable @ a tournament level?
There’s your answer. Simples.
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@FreshCoal said:
I find it very shocking that lightborn is not at 5 stars. It is clearly the most powerful perk in the game.
If he is judging perks on their potential then Lightborn would have to be S tier. Being immune to flashlights while survivors continue to attempt saves is extremely strong. Totally unrealistic, but technically S tier for sure. Right beside NOED.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2768242#Comment_2768242
or instead you could just run kindred which is already in the game.
No offence but that’s a terrible argument. Kindred is a perk and takes up a valuable perk slot.
DBD was designed around players having limited information, and perks like kindred are gameplay specific enhancements that provide limited information in exchange for a perk slot (and therefore another perk such as Corrupt, etc.)
I’ve honestly yet to hear one convincing argument against comms and I don’t think I ever will.
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https://www.youtube.com/watch?v=vDW1P0plkjA https://youtu.be/8qW9YIVh9Tg@buzzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2767999#Comment_2767999
Lethal can produce some very unfun situations. You can spawn relatively close to the killer in a dead zone if you are unlucky. If the killer has an insta-down for example, that will lead to complaining.
😂😂
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@SleepyWillo said:
So it seems that all the toxicity is only punishing those that are toxic...
Use SmartFace to be toxic? Get the cosmetics removed.
Camp/Tunnel? BT could be basekit!
If the toxicity keeps up we could lose the ability to crouch, or survivors could pick themselves up if slugged for too long, etc...
This should be a wake up call to those who like being toxic - keep it up and they will simply take away your tools to be toxic.
Hopefully people can just be decent from now on but I've lost hope tbh...
Honestly the people who were trolling with the smart face are probably laughing their asses off at getting it removed. People say “don’t feed the troll,” well BHVR gave them an all you can eat buffet. I’m 100% confident they’re extremely pleased with themselves and see it as a victory.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2766446#Comment_2766446
I agree that when this game fires on all cylinders it's an absolute blast to play! There is indeed something special about DBD that keeps players coming back. But when you refuse to listen to your player base year after year, it's going to affect the game in a big way.
On Steam the all-time high amount of players was well over 100,000, today it's roughly 40,000. They lost over half of their player base, and yet they're still sticking to their guns and refusing to implement highly requested features, including fighting with their community over such nonsense like SBMM. Watching Patrick compare an asymmetrical 4v1 game to a team-based game like hockey was absurd. Not only do killers and survivors not share the same objectives, but the Killer is all on their own. Asymmetrical games are so far removed from team-based games like hockey that I don't know what he was thinking making that comparison.
Honestly, at this point it feels like the devs just want this game to crash and burn so that they can move on to other things. I've never seen a dev team like BHVR complain so consistently about how hard it would be to implement so many QOL things that are just commonplace in other games.
I want to continue playing this game, but as a solo player it just isn't any fun. These days I watch streamers play the game because I myself don't want to go through 20 matches like they do before I come across that one good match that makes DBD shine. I don't have the time or the energy for that. When I get home at the end of a long work day, I want to sit down with a game that helps to take my mind off things and entertain me, and sweating my ass off while I'm trying to learn a new killer doesn't exactly do that.
Soz mate I didn’t see this. Very well said and you echo thoughts exactly.
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@[Deleted User] said:
We're not sure that killers need anything in return. All we have are vague numbers given out of context. We know that there's a difference in escape rate between solo and SWF, and that difference is sometimes as much as 15% for some players at higher MMR brackets. They have not said whether those numbers are considered to be problematic or not though.
I think it will be a case of wait and see. There's a whole lot we don't know about kill rates as MMR increases. We can't go by the forum posts where every killer believes they're somehow losing games but also at peak MMR 9000 at the same time
15% is a significant issue. SWF affects BHVR’s entire approach to balancing because they’re so overpowered it’s like balancing for two different games; buff weak killers to compete and suddenly they’re overpowered vs everyone else. If solo queue is buffed and killers are left without compensation it will be the beginning of the end for DBD.
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So long as killer is buffed to compensate I’ve no issues. Corrupt + pop base kit would be quite nice, maybe NOED too.
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Solo queue will always be like this without voice comms. I know some people don’t want them in the game because it would mean pressing a button to mute people, which is unfair and unfun, however DBD is an asymmetrical pvp game where efficient teamwork is paramount. You can die after making a couple of mistakes. Of course the game is going to be an unbalanced mess of nonsense half the time when you don’t allow players to communicate.
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I don’t know about that one. Technically NOED is a relatively weak perk with huge counterplay, but survivors insist on unnecessarily feeding into it more often than not, so they artificially inflate its power level.
I run a boon build with a map and I’ve cleansed NOED within 30 seconds of it popping every time without fail. Even without this build all you need is for everyone to occasionally click on a totem and play it safe in the end game. Of course solo queue being what it is, I understand why people like Otz think NOED is stronger than what it actually is.
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CoH is one of the most blatantly overpowered things I’ve used in a multiplayer game, and even after all the feedback, this is the best BHVR can do? And people are still trying to argue there isn’t a bias when it comes to balancing decisions 🤪
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This has all the watermarks of a high quality troll post, so it’s probably completely serious. I’ll bite. Just hold W and pre drop pallets. Vault the occasional window. You’ll be alright. Bubba is decent but miles away from OP.
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It’s funny that in this era of gaming you can have a buy to play game, with buy to play dlc, operating on a free to play model, and people think it’s a gift that there’s any “free” content available at all.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2766532#Comment_2766532
I don't need to prove anything to someone I don't even know on the internet, so I don't care about your challenge. Idk if you're on console or anything, but it's piss easy to hit his power with M&K. Especially considering you can injure people through walls with the Fang.
https://forum.deadbydaylight.com/en/discussion/comment/2766545#Comment_2766545
It's a multiplayer game, it's expected that you need to put some kind of effort to have good results at it. If you want to play like that you can enjoy single players.
Just as I thought 😉
My point is that you’re taking nonsense. Pinhead’s power is one of the hardest to use in the game, even on PC. It’s a nurse blink but you also have to land a slow projectile for it to do anything, and if you mess up even a little you can lose a ton of distance, or sometimes the chase altogether.
Guess what happens if you hit them successfully? Unless you’re @ a window or unsafe pallet, almost nothing. You land a Nurse blink, then in quick succession you land a slow projectile, all while the survivor can juke + LoS with plenty of time to react, and then the chains just break and they run away.
But of course we need to nerf the one addon that actually makes his power threatening. But...that’s because it’s overpowered, right? Nah. Just the usual. Survivors don’t find it “fun.”
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@Labrac said:
Yeah it's braindead. I already hate Legion because his power requires little to zero brain power, and Fang Pinhead is just a worse version of that.
Oh come on 😂 I have a challenge. Make a clip that shows you consistently hitting people with pinhead’s power. Just to demonstrate how braindead it is.
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They’re strong but certainly weaker than what survivors have access to.
Why nerf something unless it’s actually overpowered? Sounds silly and counterproductive. We should be bringing every other killer up to their level, not bringing them down to the pitiful state most killers occupy.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2766111#Comment_2766111
But that's exactly the point. His antiloop is QUESTIONABLE with or without Fang. The add-on doesn't really take away much from his base ability.
Possessed chains are just too much RNJesus and you can hardly feel the difference between 3 and 2 in most cases. If you want them really antiloop, you need to run Impaling Wire, which is oppressive in its own regard.
The problematic part of Fang is that it allows to pressure two places at the same time, while survivors have to take care of the box on top of it.
Pinhead is just poorly calibrated, where he either can't do anything, or he can run stuff that is oppressive as #########, but there's rarely an in between.
But why is that problematic if it doesn’t make him too powerful? He can pressure two places at the same time, aka he can injure someone with the fang and then chase someone, while another does the box, but if he still loses regardless…what’s the issue? I’d understand if it actually made him too strong but that doesn’t seem to be the case.
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It’s sad that the prevailing viewpoint in this community is that if something is strong or powerful, it must be nerfed, even if it is not too powerful aka overpowered.
Does the addon actually make him overpowered? I see decent pinheads running it and getting destroyed plenty often. Id be interested to see some numbers.
So, if it’s not OP but is simply strong, why does it need a nerf? Is it supposed to be weak like his default power?
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2763506#Comment_2763506
So long as they prioritize DLC every 3 months, there will never be anything substantial added to the game to help improve not only QOL improvements, but also it's longevity.
On Steam DBD has been steadily losing players since October. I play on PlayStation, and I too have zero incentive in wanting play anymore. I hate playing as killer because I hate sweating my ass off, which sucks because I find playing killer more fun. Personally I would love nothing more than to play the Artist who I haven't played with yet, but doing so means I have to go up against a team (possibly a SWF) with a full meta perk loadout when all I'm doing is learning. Testing out killer powers against simple bots like what can be found in the tutorial would help so much with that. Of course it's not going to prepare me for playing against real people, but it can help me to be better prepared. But for some reason BHVR doesn't want to invest any time into doing that despite bots continuing to be a highly requested feature, as it's constantly brought up in every Q&A.
I really have no faith left anymore in expecting any significant QOL improvements with this game. It takes a lot of strength just to muster up a single match a week these days.
Honestly I just stopped being so invested in the future of the game and now I just take it for what it is, flaws and all. The devs are set in their ways, there’s nothing we can really say to help them see sense and athough it’s always good to try, we have to accept they think they know what’s best and most feedback will be discounted.
DBD does have much potential and is a special game to me, but it’s held back by a team of people who won’t even give us loadouts after 5+ years, despite over 190 perks. That’s mental!
Everything is “too much work” and is “really difficult” to implement. Even trivial stuff. It’s a video game! Of course it takes work to develope features. How did it come into existence in the first place? It’s like a car manufacturer lamenting that they have to spend time and resources to fit their cars with wheels 😂
Yea, you’ll go insane if you stay invested in this game. It sucks for sure but that’s why you have to just laugh at the absurdity and wait for an alternative.
I will say though, credit where it’s due. DBD is unique and without BHVR we would not have it, regardless of any misgivings, they deserve acknowledgment for that. They’ve also done some great work on licences and that can’t be taken for granted. But yea. Absolute nightmare mate.
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Looping isn’t skilful. Running through an exit gate is the only true measure of one’s ability.
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Totem spawns on most maps are ridiculous. Hex totems can be strong but they aren’t good enough to warrant them being intentionally placed directly besides generators and the like.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2742719#Comment_2742719
Player effort: If you're not in a friend group you literally have to coordinate with strangers to setup a party/call at the moment. Typically, people are not going to do that if they just want to give a passing "Yo mamma" joke. Effort is needed to engage, not disengage.
Opt-out: People are lazy and may not know how to mute others, or not care to, or have misgivings about "silencing" people regardless of how toxic they are. Opt-out means that the initial feeling is that this is what is expected. Opt-in gives a feeling that it is a choice you make.
Moderation: Takes time and resources. Is it a worthy thing? Yes. Should you try to make workloads manageable? Also yes.
And then there's still the necessity for the muted/accessibility framework for people that choose to not use voicecomms or that are unable to use voicecomms.
No offence but that sounds like a lot of straw clutching there.
Voice comms are a basic feature that come as standard in the majority of multiplayer games. If everyone else can manage it, I’m sure BHVR can too.
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I wouldn’t exactly call it handholding. The gap between solo queue and SWF is so extreme it’s like two different games sometimes, and the devs have a hard time balancing one game as it is. Buffing solo queue means they can buff weaker killers too. Of course there’s the risk that they’ll just buff solo queue and leave it at that which would suck.
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kills = skills