Exerath1992
Exerath1992
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- Exerath1992
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@Felnex said:
STRAWMEN galore. This helps nothing.
This is legit what you guys sound like though...
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Death to keys!
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@Exerath1992 said:
Honestly, for me, if the whole team has items and all ready up immediately, I start pre-sweating lol
Just ran into just what I described. 4 man SWF, 2 toolboxes, 1 medkit and 1 flashlight. 1 hidden offering, 1 purple coin, 1 cake, and a purple tree branch. Pretty fun. They all got away but I was playing like my 5th game ever with blight, and I had them seriously scared. I was running agitation2, mad grit2, dragons grip3, and tinkerer3. Had so many good jump scares, got like 8 running hits (my previous best was 3 -_- ), they were constantly injured when trying to distract or body block the hook in swarms. One time I got a tinkerer pop and a dragons grip pop at the same time and got the exposed down
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Honestly, for me, if the whole team has items and all ready up immediately, I start pre-sweating lol
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I think keys need a rework for sure, but i can see why moris get the priority: there's no way to "get rid" of a mori. If they use it, They get the effects all game. Keys can be gotten rid of with Franklin's demise or tunneling the key holder and then making sure you don't give the other survs a chance to pick it up.
And I'm a killer main, so this isn't a selfish opinion.
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@ipiper34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806564#Comment_1806564
By small app build I'm assuming you mean just full stealth?
"Small PP" build means using unbreakable and decisive strike, usually combined with an adrenaline perk and something like borrowed time
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@ipiper34 said:
I don't know if I just haven't found the right resources, but it seems to me that whenever I try to look for advice against nurse the most you'll get is break LoS and more importantly, hope that the nurse player isn't very experienced. From what I'm learning, if the nurse is god tier, you just die. All that you can do is hope for hatch and see how much time you can waste. I'm aware that she's kind of a controversial topic for discussion. People that play her well aren't looking for changes in any way, which is understandable considering how much time they put into learning her kit. Maybe I'm the black sheep here, but Imo, playing against an experienced nurse sucks. It really just comes down to hiding and seeing how much time you can waste before she inevitably kills you and then your whole team. The best game I've ever had against a god nurse there were 3 generators done, and that's with literally spawning on her ruin. Dealing with god nurses just isn't fun. And honestly, neither is playing against inexperienced nurses. You don't really feel like you're ever truly in danger of losing and sure if you enjoy clowning on lesser skilled players than you it's probably enjoyable, but it's not my thing. Does anyone else agree? I feel like I need to just start running flashlights in every match of survivor on the off chance that it's against nurse. Even then I can only hope to waste maybe 1 minute of her time, tops. Is there any advice I'm not seeing to play against her? I find her pretty frustrating so I'll take all of the advice I can get. Thanks in advance.
So im definately not god tier when I play nurse, but I'd give myself a solid B+ . here are the things that screw me up the most:
-GOOD stealth players. If I can't find you, I can't hit you. Bringing spine chill or preminition can help you hide before a nurse gets close enough to spot you.
-Good blink juking. The trick is to play against or as nurse a lot and get a feel for how long a blink charge is held and knowing how far that will make her go. If you hear/see her charging for a long time to blink ahead of you, be prepared to double back and run straight through her. If its a short blink, turn 90 degrees to the right (since killers swing from right to left, going to their right makes it where they have a shorter time to react)
-avoid areas with multi-levels if possible. The biggest way i catch survivors off guard is if they're repairing on the 2nd floor or basement. They tend to be more confined and the nurse can predict the routes you will take to get away. Also, if she hooks in the basement, be SURE she's out of blink range before you rescue. I kept having survivors swarm a basement hook as soon as I left the building and I was able to blink and grab the rescuer mid hook 3 times in a row because they went for it while i was within range.
-Nurses tend to bring 1 or 2 aura reading perks so they can blink more accurately when they lose LOS. Dont let them if you can. Aura supression perks can be great. Otherwise, if healing, do it far away to avoid nurses calling, for example
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1796010#Comment_1796010
they already have the win though?
Having a 3k doesn't guarantee max blood points or double pip. This game is such a grind, us killers have to do our best all the time. If I suspect I haven't gotten the medals for a double pip, you can bet ima leave a slug and try to get in at least one more hook. Personally, i prefer to walk away and hope the survivor gets picked up.
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1802218#Comment_1802218
But it says abysswatcher, so I thought he was excluded, although the abysswatchers are cool in their own right.
I kinda lumped them together because I had a thought on a power where you change from a regular abysswatcher into Artorias
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1802221#Comment_1802221
In Dark Souls 2, he returns as the Old Dragonslayer boss.
In Dark Souls 3, he is the Dragonslayer Armor boss (or at least, it is widely speculated that this is related to Ornstein since they share the Dragonslayer designation and a very similar visual motif).
Ohhhh, dragon slayer. Its been quite a while since i played DS2, and i didn't know that lore about the Dragon slayer armor in DS3
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@Rydog said:
You forgot ORNSTEIN AND SMOUGH, obviously the best choice for DBD's first 2v8 killer.
Also, if you're interested in game modes with alternate killers, let me know what you think of my concept:
Game mode - Blood Feud (1v1 killer simultaneously with 3v3 survivors):
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1802203#Comment_1802203
Ornstein, in one form or another, has been a solo boss in both sequels.
Yeah but isn't he a dragon rider? Or am I confused?
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@Iron said:
I would've liked to have the option of Artorias because he's creepy, has a great backstory, and could have a couple interesting abilities imo
He's an abysswalker, so vote for that one!
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@CashelP14 said:
I count Bloodborne as part of this so I'd rather see Gehrman
Yeah, ill have a BB poll coming up eventually, so ill be sure to add it to the list
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@Rydog said:
You forgot ORNSTEIN AND SMOUGH, obviously the best choice for DBD's first 2v8 killer.
Ya know, I debated internally a lot about those 2, but one would be too big and you can't break up the family! Lol
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@Squirrel_Thicc said:
Survivors having a stamina bar. Your stamina slowly decreases over a 60 second duration. The bar goes up when not moving, and the 60 seconds restarts when getting hit. When stamina runs out, survivors run 25% slower. Stamina bar only goes down when running.
So, its a "survivors aren't allowed to win" mechanic, I like it!
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@Paposo said:
https://forum.deadbydaylight.com/en/discussion/comment/1800279#Comment_1800279
Well, the duration would be equal to the legion's power and yes you would have total control at the moment [detail: your speed would be moderately faster than that of the legion], but the time to be able to use it again is 15 seconds and when you hit a survivor with the power / end the time of power, you are stunned by 3 seconds
and some balances that I did:
The survivor now has to be healed by another survivor, but only 3 survivors are affected by the "weakness"
and about self-healing this would not be possible, because self-healing is an action with the hands
only actions that the survivor can do with '' weakness '' is to jump pallets and jump windows [but only fast vault]
and now ''weak'' survivors hit by Dash will still not take damage, but will suffer from ''broken'' status for a few seconds
what do you think? and thanks for listening
Sure, sounds good man. Broken for at least 30 seconds I'd assume?
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I usually have to cobble something together with what I have, but usually discordance, tinkerer, nurses calling and pop goes the weasel
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Not bad, but why not just make them incapacitated until healed? May be easier and slightly more powerful, the only downside is they could heal themself with self-care but that's about it, plus they can't exit through gates.
Then You could make it where hitting them with a 2nd dash doesn't down them but gives them something else, like a short hindrance or oblivious. It May be too powerful though because if you got them all, they couldn't undo it, maybe you'd have to say only 2-3 can be incapacitated this way.
Clarifying question: you say its a dash like legion, so you can stop, turn around and have full control of yourself? How long would it last and what would be the cool down?
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Do basement bubba for that challenge. When they swarm, you can get multidowns easy, or pick them off 1 by one when they come for the rescue. Scummy, but effective
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@Rizzo said:
Where's my Pinwheel option?
Oooh, pinwheel would be great! I'll mark it down :D
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@bjorksnas said:
Some of the bosses are too big for most conventional gameplay, I think the smaller more humanoid ones are really the only options for representation, but even then most of them need to be a bit smaller because they are usually 2-3 times the size of an average killer
I figure some of the ones that are about 2x human size would be okay, as the entity could shrink them down
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Oooh, and gundyr. And obviously, there should have been an "other" option
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@Greatamygdala said:
Maybe they don't have plague.
I have a friend who finally saved up enough to buy Hag and her Ruin got Nerfed the next few days lmao
Exactly, not everyone has the money/time to unlock every killer AND get the BP to unlock every perk on all of them. I'm in that situation, just got the last of the killers but need to grind to unlock the teachables
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Forgot to add Aldrich
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@LobAutumny said:
In regards to the discourse surrounding the Binding of Kin bugs, here's my two cents:
Yes, it's very easy to wind up with a ton of bugs when you're doing things like making a new character in a game that's this unique or completely reworking several maps from more or less the ground up while keeping their basic framework around. These bugs existing isn't what the issue is. The issue is that they literally have public testing servers that exist for the express purpose of finding bugs and oversights and massive balance issues before new content hits live servers.
The Binding of Kin PTB launched a couple weeks ago, and several bugs were found. Most of the perks didn't work properly, there were all sorts of issues with totem locations in the new maps, the Twins were kind of buggy, and the build seemed very unstable overall. Then they said they'd fix the bugs, but they never did a second PTB build because the first PTB was literally a couple weeks before the chapter was set to release, and they knew that everything would get thrown off if they pushed the release of the new chapter back.
So what did they do? They pushed a version of the game to live servers that was even buggier than the beta version of the same exact update. Legitimately, it would've been better if they just put the PTB onto live servers.
Now, I don't think this was out of them being utterly incompetent or anything. It's more likely that they were scrambling to hit a deadline that they knew they had to hit or there would be hell to pay. This finally brings me to the point I want to make, out of all this: I believe BHVR is trying to juggle too many things at once. Here is a list of things they want to do all at the same time:
- Create new survivors and killers every 3 months, and make 3 new perks for each character
- Create new maps
- Completely rework old maps to bring them up to snuff
- Create new cosmetics
- Create new rifts
- Create new tomes
- Make good seasonal events
- Attempt to balance a combined total of 22 killers, 164 perks, and somewhere around 440 addons (plus one killer, six perks, and 20 addons with every new chapter)
- Tweak killers who feel outdated or out of tune, sometimes to the point of giving them completely new powers
- Fix the hundreds of bugs the game has, plus the thousands of new ones that crop up as they fix the old ones and make more content
- Optimize the game
You can see why things are kind of perpetually a mess in this game. Personally, I think the healthiest thing for DbD would be to take some time to slow down on the creation of new content and just focus purely on getting the current content under control. It feels like the game is growing faster than they can keep up with, and I'm sure hiring more people to work for them would only help so much. There's too much for them to keep track of all at once, and they can only get around to making big changes to a couple of killers and a handful of perks every few months during the mid-chapters. This doesn't feel sustainable.
Right, they should definately skip the next release and get all their QOL, graphical, and balance changes completed. Still a lot to do in 3 months (since they'll have to use the following 3 months for new content). Then get a b*t©#!n licensed killer and take it in. Something iconic like pinhead. Maybe a dark souls boss like slave knight Gael, soul of cinder, pontiff sulyvahn, the pursuer, capra demon, gundyr, etc. or a wicked bloodborne boss.
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@Icey said:
https://forum.deadbydaylight.com/en/discussion/comment/1795687#Comment_1795687
As for the top part of your statement, Rust? Depth? i could name more but i dont care honestly.
And the bottom, man, they are not a company that cares about its playerbase. All they do is milk the game for money while it becomes more unplayable every single day. I dont see whats admirable about that.
Heck no on rust, there's not 20+ unique powers or hundreds of perks that all have to interact with each other flawlessly. Rust isn't nearly as complex with interactions. Sure, theres a billion things you can do, but its very different on how things interact. I haven't played depth so can't speak on that.
You know the devs are the ones that make the game, but they don't get to choose their own timeline, nor their priorities. The people at the top make them push out things too fast sometimes, but the devs do a great job with the constant time crunch and limited resources.
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@onemind said:
As someone who is studying basic gaming stuff I can see how easy it is for bugs to exist and how sometimes completely unrelated things break ex Billy legion but that dosent excuse their business decisions even though I dont have any degree in business
It seems like bad marketing or business in general selling an incomplete product to consumers
But they are good at what they do like how many games have freddy, bubba, demo, ph, ghost face,ash, bill, in one game where they all work and dont seem out of place
I feel you on the business decision issues. I personally think updates should be more spaced out to ensure quality. But that's not the devs fault, that's the companies business decisions fault. They wanna make that money, artistic integrity be damned.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/1795630#Comment_1795630
We both just discovered that we're either blind, or suffering severe schizophrenia. Pick one, or both if you're adventurous.
Im not saying you guys are crazy or don't see actual issues. Sometimes the bugs get pretty bad. But they are uuuusually fixed pretty quickly.
My main point is that most people hating on the devs don't understand the intricacies of a game like this and how easily bugs crop up, and how hard it is to release new content without unbalancing things.
Here's a challenge, name one game that has all of the following:
-is maintained by an indie game company
-has been out 4+ years
-releases content 4 times a year that has to interact with every aspect of the existing game, usually in unique ways
-doesn't have any bugs come out along with new releases.
I'll wait
@Icey said:
https://forum.deadbydaylight.com/en/discussion/comment/1795638#Comment_1795638
I bet a lot of the mods think theyll become fog whisperers if they suck up to the devs and do all their dirtywork. Like they really dont understand the corporate world at all if they think thats how it works.
Lol, I'm not a mod, I just love this game and am a solo UE game developer who understands the plight. Im not sucking up, I just truly believe they deserve props.
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@RocketPenguin said:
Feel like you can say this about legit every single game i play but... well actually the Bloons TD6 devs are pretty great but anyway
The art team is great, the devs are nice people, but man do they do some dumb crap, but also 80% of the hate they get is so stupid and those illegitimate critizisms are not deserved.
Couldn't agree more
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Great job BHVR, you guys seriously rock.
Ignore the haters, they just think building a massive game like this is like building a Sims house. I see you and how you do the very best you can with the available resources and time while still releasing content on schedule (cause lets be honest, they'd complain about that just as much as bugs in a new release)
I really hope to work with all/some of you one day (I keep thinking about sending in my resume and portfolio, bit always chicken out because im self trained and live in the states)
@MandyTalk @Peanits , seriously, great job, great game, great company. Love the whole thing to death. Feel free to pass along the message to the crew
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/1795608#Comment_1795608
Expecting a reasonable level of functionality out of a product you paid for, and continue to pay for (likely), is not entitled nor is it unreasonable. I don't know where people get this idea where, as a customer, you should just take the spoonful of crap and stuff it in your gob. Don't complain! They worked really hard. I mean yeah, everything is always breaking at the drop of a hat, and sure, at any point something you paid for could just "not work" and be disabled/non-functional for weeks at a time or even months. Just be grateful they decided to continue to support their only successful game! It's not like the other one died a horrible death and they have nothing else to crawl back to but their original one-hit wonder. OH WAIT.
Look man, I'm not being a wiener for fun, most people aren't. The deal is simple: BVHR puts out quality and I throw money at them. I'm not a consumer, I'm a customer, and if your product starts to decline, you're not giving me many options if you continue to ignore any and all feedback from the community.
@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1795608#Comment_1795608
The fair side of the community will give them a break and a "thank you" once they listen to suggestions and release content that isn't broken.
You're basically saying "Hey guys, I know the developers have ignored our feedback, and have committed back to back atrocities countless times recently, and then just released a chapter you need to pay for but can't actually play, but let's give them a break and say thank you for them even trying, right?".
No.
They're a multi-millionaire company now. If the developers are THIS incompetent, then they need to be replaced so content is actually playable on release, one little bug or so is fine, but 100+ is just pure incompetence, especially when the PTB clearly told them that they were there.
The game works just fine. There's plenty of functionality. You guys enjoy your pity party or take the code and fix it for them.
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@BadMrFrosty said:
The intent of your thread is obviously good natured, but I'm hoping you realize that people aren't just mean to the developers of DBD 'for the lols'. We're four years into the life of this game and it's still as buggy and unfinished as it was during release, if not barely better. Nobody is here, devoting their time and energy into forum posts/feedback because they hate the developers or the game, they just want it to be better. Unfortunately, we've hit this brick wall where it seems the developers think they know better in spite of suggestions and ideas from players who make a living playing their game.
People will be nice to you if you deserve it, and while there will always be some bad apples in the bunch, if the majority of your fanbase is negative and cynical regarding your product, you have to look down the line and ask if any of it was your fault. Most of us that are still with this game aren't doing it out of some malicious desire to ruin a developers day by calling them ######### every day. That's comic book villain non-sense, and most people aren't like that. They're just disappointed at where the game is at after all this time, and BVHR has only grown since release and made some decent profits.
Not necessary to say man, he's aware the game has bugs, but if it was even half as bad as the complaints make it out to be, it wouldn't have the massive fan base that it does.
There is a constant stream of entitled complaining that im sure the devs and mods are sick of. Ya know, they've made good money. They could easily just stop supporting the game and work on a new development. I bet y'all would complain about that too. 70% of the people on this forum DO complain unfairly, not for "lulz" but because they can't come to terms with their own shortcomings and look for anything to shirk their losses on.
Its great when people report bugs, im happy that it happens because that's how the game gets better. But most complaints are "xyz bug / subpar release / balancing issue / quality of life issue has ruined the game. Im quitting/I'm owed something/the developers need to drop everything and bend to my whims". I'm so sick of seeing it.
If someone wants to s#!t on the dev team in this way, I say: "They made a game you love, otherwise quit and fade into obscurity quietly" But they don't, they keep playing, because its a fantastic game. Any game that has been out this long with this much new content added is going to have some constant fine tuning to do. Theres so many intricate moving parts with variations on how they were initially coded based on release date. I can only imagine how difficult it is to rework things, even if they were using UE's visual scripting.
Its a hard job. They deserve a break and a thank you every now and again.
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Haha
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1793298#Comment_1793298
I see you're just a troll.
Uh.... How does having a difference of opinion make me a troll? You're being a real jerk for no reason, I was legitimately interested in what you use for game design, but your deflection makes me think you're full of it, want to seem important when you're not, and like you are the actual troll in the situation
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@knight_killer said:
There is a bug in the current update were Bubba doesn't get a speed burst.
Thank you so much, i was starting to think I was crazy and it was all downside on purpose. Knowing that its a bug makes me feel better that i disappointed the entity
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I use insideous in chases to make the person think they lost me and tgen surprise them when they double back for the gen. I think a lot of perks are underrated, and while there are clearly strong meta perks, a lot of perks can be useful, especially when you use them to compensate for something you're not good at. For instance, running agitation and mad grit on Freddy won me the match in a clutch moment yesterday because survivors thought they were going to mass body block me or bait me away from the hook. I downed 2 more people while the exit gates were open and ended up with a 4k when i was very close to only getting a 1k
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Added shadow claw clarification for lockers, windows, and pallets
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Bye
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I think we may see a shift in survivor perk meta, such as flip flop, for the people, buckle up, iron will, blood pact, slippery meat, soul guard, hope, and unbreakable (well, we already see that plenty). Perks that are used less may be more viable when slugging is more common. Although I do see the frustration
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1792937#Comment_1792937
It's literally every match for me. The hatch imo is the worst thing ever added to this game, and then with the addition of keys just made it all worse. No matter the logic you give there shouldn't be anything in the game that takes one sides reward for effort away from them. Giving the survivors a free escape when they don't perform their objective is terrible game design.
https://forum.deadbydaylight.com/en/discussion/comment/1792950#Comment_1792950
Hi I am TheButcher, welcome to the forums. I am a game designer. Yet another person who needs to learn their place.
Oh, rough that you're running into that so many, are you low rank? And I think the concept of "they didn't do enough to deserve an escape" mindset isn't very fair, the hatch is importsnt, even though it can be abused by do nothing gamers. You should come up with conditions rather than removing it all together, seems like a bit of an extreme measure for such a niche problem.
And you're a game designer? Me too! What platforms do use? Got your name on any on market products?
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@jerakal said:
Exactly as expected. They dodge the hot button issues, dangle some mediocre updates down the line, and offer no concrete solutions on any of the ongoing concerns.
Plenty of legit concerns were addressed, and they have limited resources at the moment. They can't do everything at once, don't be such a spoiled sport.
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Thanks for the summary bud, very helpful
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1792809#Comment_1792809
I don't see why any survivor in a match where they only do one gen, let alone any gen should have a "chance" at escaping at all. Other than it being pointless then. Then if its down to two survivors at 3 gen or lower, they just hide and never touch gens because getting the hatch is an easier win than actually doing the objective. Which is ironic when the hatch was implemented to stop survivors from taking the game hostage.
You act like survivors hiding without doing objectives is common. Its not, like 5% of matches. And if you can't find them, that's on you. If they take away hatch, and you get 3 kills while theres 2+ objectives to do, the survivor may as well run up to the killer and give em a free kill. Maybe hatch shouldn't open for the final survivor unless certain conditions are met? Like, they must have either completed 1 gen worth of repairs, cleansed a hex totem or 3 dull totems, or been chased for a total of 90+ seconds.
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@TheButcher said:
Wanna know what would make it look better? If it was in the trash. Where it belongs.
#RemoveHatch
Na, I'm a killer main and the hatch mechanic is important to give the final survivor a chance. Its keys that suck. Why do you support hatch removal?
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I'ma use shards
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1790103#Comment_1790103
Yes, but you don’t get to use them in the match, you only get to escape with them and add them to your character’s loadout inventory.
Ah, i see what your saying. But what would be the button assignments for console?
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They shoulda, woulda given her just the extra oomph needed
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1/2/3 additional items would be very powerful. Imagine a survivor with a toolbox, medkit, flashlightb and key all at once. They would have so much situational control it would be crazy, especially if you could quick swap between them. Plus, the UI would make it difficult to cycle between them. What if instead "you may carry 1 additional item. Press the ctrl button while not moving for 9/6/3 seconds to switch the item in your hand with the item in the backpack".
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Depends on age I guess, but I won't let my kids watch me play something so graphic till they're 13 or so