ElusivePukka
ElusivePukka
About
- Username
- ElusivePukka
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
My one change is a pretty big, sweeping change made of a lot of small changes: standardization of add-ons for both killer and survivor. Making everything use clear, concise language, with a reflection towards QoL and clarity, transparency in what some of the vague terms mean as well as priority applications, as well as a check on communal fun vs. individual success.
Give me a second change, and I'd mandate 7 hours online killer and 7 hours online survivor, uncurated, per BHVR QoL and technical team members per week - a lot of what they say is fine is blatant evidence they don't participate in actual gameplay.
-
Bots, no matter the jank, will be better than a lot of survivors I see from both sides of the trial. Not "easier", not "better for a team" - just a better experience than selfish, cowardly incompetents trained by BHVR's awful reward systems.
-
"Easy: just don't get hit 5head", "Easy: just devote your perk slots to being allowed to play instead of getting to enjoy playing" and expies of that ilk are hopefully just morons meming - anyone who genuinely thinks that way is a prime, individual example of someone who is currently wasting the public's oxygen.
Tunneling and camping are the hallmarks not of shrewd killers, but of insecure ones - but slugging is a particularly difficult one to police, especially when a gaggle of survivors is found or a particularly oblivious (through Status or unfamiliarity) player keeps running headlong into the killer. However, DCing or attempting to end your hook early is just perpetuating the bad play by foisting extra pressure on your teammates.
-
BHVR has no interest in addressing hacking, exploits, or game-breaking bugs - just look at the state the game is in with this release.
Boycotts are the best option while they hopefully fire their local incompetents and hire a bug-hunt team worth more than their PR.
-
It's not that the voice lines were a deal breaker in themselves when removed, but that little bit of 'miffage' through that is a contributor to my current lack of interest in spending any money on this broken mess of a game without some steep QoL focus.
-
The inexperienced will camp and tunnel, and in so doing stagnate their skill to the point where they end up believing that camping and tunneling is effective, efficient, or otherwise desirable - they're not actually legitimate strategies, they're bare minimum copium delivery mechanics. This is true regardless of killer, but Pig, Doctor, and Hillbilly are more frequently the perps because they're mid-tier in terms of skill ceiling: it's difficult enough for a newbie or jaded fool to tell themselves they're doing well, but easy enough that the player in question isn't usually having to face the reality that they lack competence.
There's also that Cannibal, Twins, Ghost Face, and Shape are designed to camp choke points and important locales like hooks; it's an explicit BHVR design choice, whatever their pretense otherwise, to encourage, perpetuate, and reward camping in the arsenal of killers.
Just know if you run into this Piggy main right off the hook, I might slug you if you harass me but I'll actively avoid you if at all possible, as will the other Piggies I talk to.
-
"You can't name and shame" remains dev-speak for "we have no interest in a healthy, regulated community"
-
"Please, add as much as possible to the toxicity that BHVR already promotes by choosing to do nothing of substance to combat it"
Fixed that for you
-
You have two posts, both about turning off cosmetics.
You good, buddy? Endgame in any game is cosmetic 🤷
-
I will. Killer main, born and bred - I just hope the scummy killers (like Babyhime up there) get weeded out by their typified poor performance so my friends stop having to literally take turns having no fun in a game.
-
Biggest thing - black is one of the most visible colours in my admittedly limited experience. My hours are nothing compared to some, but I'll say black hairs and the shiny black clothes cut through the visibility of the fog/culling effects like nothing else - and killers seem particularly blind when I'm wearing Meg's White Valkyrie outfit - which might clue you into what people look for.
What really matters for what passes for stealth in this game (again, from my perspective - I have people in my chats who disagree) is movement patterns, moreso than cosmetics.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/277293/gen-rushing-doesnt-exist
Ok cool. Then tunneling, camping, slugging doesn't exist. Killing survivors is the ONLY objective there is.
The objective of the game is "kill survivors as fast as possible because you've got a limited amount of chases you can do before gens are done"
With killing survivors being the ONLY thing to do. With a limited amount of gens there are. Is the killer not supposed to be effecient ? Like what the heck do you want ? Make it make sense.
If you're deluded enough to think camps and tunnels are efficient rather than an active detriment to map pressure, you've got to spend more time actually playing killer rather than what you're doing.
-
The indoor maps have more inbuilt plays and counterplays, for both sides. There's just more care going into them - so yeah, not insane, I think the outdoor ones are more atmospheric but less fun overall.
-
Gen rushing - the thing that virtually doesn't exist, given the rarity of people even semi-optimized for it and the complete lack of support for the 'strat' - isn't actually an excuse to play like scum; this from a killer main. People who believe it is are just, themselves, genuinely bad at the game and too insecure to admit it in order to get better.
DS is also fine as-is. You still have to actually play rather than rely on it for protection from your own bad plays.
-
@IWFreak said:
Why does everyone think SBMM means sweat-fest for them? SBMM tries to put you with peeps of your skill. If you over-perform, by getting a 12 hooks/4K, you go up in rank/skill. At the same time, if you under-perform, your rating goes down.
This information tells me: just okay the way you want. Eventually SBMM will adjust your rating, so you go against people you can comfortably play against, in your way.
I have a feeling too many people do not understand this ...
Given that there's no actual, published definition of skill - what you're saying here is conjecture, rather than a lucid description of MMR.
-
BHVR isn't interested in defining the thing that would in turn define game balance, because that would prove their individual and collective incompetence - balance is a mistake and rarity in this game, not a feature. They're too interested in overcompensating for their inexperienced and biased/slanted collection of "data".
-
@dbd900bach said:
It would be a good idea...if we weren't 5 years into the game. A good majority of players have hundreds, maybe thousands of items, add ons and offerings.
Thinking into it now it's not a great idea as it could off balance things and there's already not much need to increase bloopoint gain
I mean, it was a good idea when it was being suggested during the beta game. Not our fault "we listen to the community" is mostly lipservice.
-
"The only people who don't want this are the people who are good at the game and/or invested in its longevity" really isn't the argument you think it is, kiddo
-
@Pukenplag said:
I am really upset by all the replies. Ok, 700 win streak is a huge claim and you are free to not believe it, but there is no need to make this thread 4 pages of "is this true?".
I thank you for some valuable info and making me want to play Hag again.
By the way, 700 wins in 1 year doesn't mean around 2 games a day? I don't really think someone sweating 4ks while being good can't win 2 times a day and then stop playing untill the next day.
Generally, stopping after a few games is great because the more you go one day, the more tired you get and less good.
The veracity of the claims on this post are explicitly tied to whether this is, in fact, "valuable info" or someone typing about something where they've either falsified their experience or their perspective - at best.
It's an interesting post, and obviously written by someone who does know how Hag functions. That's where the inherent value ends, full stop. The post goes so far as to shoot itself in the foot by first citing numbers (implausible ones to boot) and then a pretense that the perspectives gained aren't empirical to a degree; you can't have both, and it rubs people the wrong way to claim otherwise.
-
One day, they'll take the hint it's not a survivor saying this. Till then, they can just keep proving their illiteracy by proposing things that're countered by what's said.
-
Camping, NOED, they make killers stagnate. They're not rewarding as play, but they're being made more rewarding as participation. They drop off later in ranks, which just leaves a cesspit below - the argument that people should just accept it is as pathetic as the rest.
-
Even coordination will result in a trade with experienced killers - I don't care how good survivors are.
Again, though, rushing gens just isn't a thing most of the time. Trying to push that it is just makes someone daft, not valuable to the conversation.
-
Borrowed Time and Kindred are both nerfed. DS does nothing about camping, just a minor inconvenience for tunnels.
The game also doesn't punish us for sticking close to a hook if another survivor is near - and considering how far we can take'em, even on the largest maps we can usually get close to gens.
I'm not losing emblems. I also don't camp. My friends and opponents who have camped aren't losing emblems either.
-
That's just incorrect. Rushing gens is what devs have addressed, not camping.
Again, killer here, saying there's a toxic minority being catered to 🤷♀️
-
Don't get me started on NOED.
It's so pathetic seeing even survivors saying "just do bones" while my fellow killers stagnate with such a bullshit safety net to boost them.
-
Read what's written, kiddo.
Borrowed Time isn't super valuable even against campers anymore. I catch people off the hook all the time, and typically their rescuers too.
Them needing to 'get good' doesn't absolve the dev's consistent prioritization of quantity over quality, and especially the deprioritization of QoL.
-
Fix our crouching so it's not a hindrance. Do not change her roar. There should also be more incentive for pigs to stay away from people with an active trap on their head.
Making the skill checks harder would be nice.
Overall, the Pig's in a good place from a basekit perspective. The perk list overall needs to be gone over so that everything's consistent, and her addons need a specific tuneup - Pig's biggest problem is that not everything affects her capability in consistent ways, and her addons are not only directionless but are half outright counterproductive.
-
Despite my vote, and some previous superficial gripes, Oni is one of the better releases overall.
The blood orbs are the major issue, offering the easiest tracking in the game at pretty much no cost, and a power that's too easy to charge alongside both chainsaw abilities plus some tweaks to make those abilities slightly better. He's largely good, no overall nerf needed, but nerfing the blood orbs specifically would fix mechanical overperformance.. and making them look less like a Quake pickup would fix some of Oni's cosmetic anachronism.
-
Yeah. I've gotten about 1 DC per match since the 'penalties', which is up from about 1 DC every 2nd hour. It doesn't help that the Tome is outright encouraging scummy and suboptimal play.
-
It's not proper camping - you had an active nearby target. The emblems don't even punish your proximity because it recognizes the difference. It could be called proxy-camping of a fashion, but calling it simply 'camping' without a qualifier is laughable - and anyone who called it facecamping would be too silly to take seriously as a sapient being from that point on.
-
I'd wager Claudettes actually have a comparable survival rate to other Survivors. Blendettes tend to plateau in actual stealthing skill, preferring natural camouflage to genuine ability to avoid killers - they stagnate as badly as killers who use NOED.
Thing is though, Survivors are little more than skins. They're also colour palettes and volume levels, but I honestly don't believe those are factors as large as some people seem to think. Survival rate above rank 15 would probably be more influenced by followers of N00b3 showing mercy to basic Dwights and Bills than by anything inherent to the survivor.
-
~7,200 shards and 500,000 BP. I had to reload for my BP to show too.
-
I emailed too, though I saw that tickets weren't apparently the way to go so I didn't do that.
No response yet, and no improvement on BP or IS values, so still waiting.
-
IT/Pennywise. For all the reasons that we had to think that's coming, there's a big obstacle: the survivor would really have to be a kid from the Loser's Club, not the adult versions, and DbD can't kill kids.
-
I wanna see 939 :P
-
Honestly, "Survival Rates for Solo, 2 SWF, 3 SWF, 4 SWF" is meaningless without seeing the ranks involved. This ought to be in five charts, one for each colour rank. The attempt to consolidate by conflating the displayed information is a detriment to understanding the results.
-
Honestly, it's a huge detriment just to run No Mither. It messes with audio cues, makes you a liability to your team, and since it tells the killer you have it there's less likelihood you'll pull it off than unbreakable.
No perk should require other perks to become viable.
-
Neither is super OP, says this killer main, but if I could hazard a guess: DS can hit an efficient killer who isn't tunneling, and Head On has pretty easy counterplay.
-
I think Hallowed Feng would be awesome.
I really like glowing survivor skins - the negative hallowed skins, especially, visible in dreamworld and when a SWF partner is still in the match. I like me some purple :P
-
I'd never say people can't enjoy The Oni - I think I'm pretty clearly saying I'm amused rather than salty. I know some people think he fits, he's just a bit of a sore thumb to me - he's like Akuma, Blanka, or other stupidly burly characters, too bulky to be properly intimidating and coming out as comical. Throw on Shao Khan's armor and you've got something close already, toss in the only part I actually dislike (the blood orb design) and you've got The Oni - he even has a generic fighter powerup animation.
He's sillier than The Clown to me. Sure, that's just an opinion, but it's as valid as people willing to think he fits :P
-
Her counterplay hasn't actually changed drastically, and my red rank Nurse main friends agree. One of them hates the rework, but the rest look at this as a more versatile killer overall now.
-
Oni are. Are you pretending that fighter games aren't similarly derivative?
They took great care with The Oni's design, it's just not something that fits well in the current roster by a design standpoint - less so than Demogorgon, and that was a stretch.
-
If you're not relying on your mori, my derision doesn't apply to you. I'm pretty explicitly salty at one subgroup of stagnant players who promote and justify their toxic behaviour :P
Though to be clear, high ranked killers have an easier time pipping when they don't camp, tunnel, or mori because of how the emblem system works - it's one of the major outcries from low-rank killers when they start to realize that but don't realize that means they have to change.
Absolutely agreed on people needing to play both sides in order to optimize their performance. I also run KYF lobbies where I teach lil survivors how to loop, from either side.
-
Not kidding in the slightest, though I might be mixing my fighting games - The Oni is some Mortal Combat/Street Fighter/Tekken bullshit. He's fine to play, but I burst out laughing when I see him, and the blood orbs are just about the silliest thing to be added to this game so far.
-
I just want my Blighted Meg cosmetics T.T
A killer that doesn't look like a Street Fighter rip-off who collects Quake health orbs would be nice, too, but I just wanna be shiny if I hafta play survivor.
-
He's got both chainsaw abilities at his disposal, free tracking on survivors, and a power that takes even an incompetent killer three hits to fill. Something's got to give.
Two of the four is fine. Not all four. He's balanced at right above Billy - he's both easier overall and equally versatile.
-
Make an actual petition. That'd likely have more traction than a forum post.
-
I play both sides, I'm just most comfortable behind the wheel of killer. I hit Rank 1 Survivor more frequently, though, despite going almost pure altruism in my builds :P
I'm certainly more skilled than killers who have to rely on NOED, camps, and tunnels. I'd wager a lot of survivor mains could outplay, as killer, a lot of killer mains that allow themselves to plateau in terms of ability, and I'd wager people who swap sides more frequently would consistently do well as either if they strive to improve their play rather than relying on 'safe' but ultimately detrimental tactics.
-
Just saying if you're at Tier 45-50 that means that at minimum you've gotten 28-32 of those tiers from regular play, not from the Tomes. :P
Tome IV, from the leaked screens: 8 Rift Tiers (15 nodes, 10 RF on completion, 85 Rift Fragments Total)
So from 3/4 Tomes, we're only getting 26 Rift Tiers (262 RFT). They'd need more nodes and/or more RF available per node in Tome III than any other Tome in order to even get half of the Rift completed from challenges - not to mention that their timing puts Tome IV smack in the middle of holiday travel season.
~UNCONFIRMED INFO~
Currently, if the released info is correct: Tome III: 9 Rift Tiers (20 nodes, 10 RF on completion, 90 Rift Fragments Total)
Which brings our grand total to 352 , which would put us over that halfway mark. With an extremely (and unrealistically) conservative estimate, let's say each node took one match, and each match lasted the optimal 9 minutes, with only 4 minutes of wait time between each. 74 nodes means only 74 games taking 962 minutes of in-game time: Just over 16 hours of gameplay at the conservative end. This all nets you an additional average of 550 XP per match, for a total of 40,700 XP - that's just over 50 Rift Fragments, or five more levels.
Only 40 levels of the Rift are thus completable with forgiving estimates - mitigated by players obviously willing to play when not doing challenges :P
-
Just some basic maths
Tome I: 9 Rift Tiers (21 nodes, 10 RF on completion, 93 Rift Fragments Total)
Tome II: 8 Rift Tiers (18 nodes, 10 RF on completion, 84 Rift Fragments Total)
The challenges alone don't get you there, the majority of your personal progress has to be from XP. In the course of even casual play, though, I agree that lots of people are likely to be able to finish the Rift.