Felnex
Felnex
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"Please tell me what to do this game is ruining my life."
This is over-dramatic. If a silly game makes you feel this way I've got news for you, STOP PLAYING IT. It's not for you and that's okay. You should not be experiencing so many negative emotions over something (when you think about it) so meaningless.
"It makes me so upset that my favorite game is also the game I hate to play the most."
This also doesn't make sense. I hate to break it to you, but you don't actually like playing DBD. Probably a lot of the distress you're feeling is stemming from an inability to accept that and walk away to greener pastures. Be free, I say to you! Find a hobby you actually like that doesn't put you on the verge of tears. That's not healthy and you can treat yourself better.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1770769#Comment_1770769
They are actually. Genrushing is survivors getting their objective done fast and winning. Tunneling is the killer doing THEIR objective fast and winning. Genrushing does prevent the killer from playing the game because by the time he gets one hook three gens are done and there's no way he can win unless the survivors get too cocky. Just like genrushing, tunneling isn't fun for whoever is on the receiving end of it. The survivor gets to barely play the game and assuming BT and DS will likely die very fast. I don't get your point that the two aren't similar.
The key difference is that Killers are not prevented from playing the game while Survivors do their only objective. And I'd say for a video game, that's a pretty big deal.
"Genrushing does prevent the killer from playing the game because by the time he gets one hook three gens are done and there's no way he can win unless the survivors get too cocky " <--- This is not a logical argument. Killers are still free to move around and "not winning" is not the same as "not being able to play".
Bottom line is, when a survivor is tunneled/facecamped they can't do anything
If a Killer is "genrushed", they're still free to attempt to turn the game around apply pressure, chase a survivor and do killer gameplay things.
thus, they are not the same and should not be compared as equally negative experiences. Also keep in mind Survivors ONLY have gens to do, while a Killer is not forced to only hook/camp ONE person. Very different!
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@Smiler said:
I don't think they said anything, but I would assume they are going to update all the maps first and then update survivor and killers appearances and animations.
Animations would be super cool. Survivor faces don't animate at all, even when they're making noise (apart from screaming) like when they're injured. It'd make the game much higher quality if they could do that.
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@Aven_Fallen said:
I will buy it with money (7 Euros are faster to get than 18k Auric Cells). But I am not looking forward playing the Twins, at least on the PTB they did not seem enjoyable to play for me. But I will give them a go once all the changes they wrote about yesterday are implemented.
Why would you buy something you're not looking forward to playing?
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@QwQw said:
Well tunneling is just the killer version of genrushing, genrushing isn't frowned upon so neither should tunneling.
The difference is genrushing doesn't prevent a Killer from playing the game. That's just survivors doing what they're supposed to do (the only thing they can do actually) the Killer is still free to hunt and chase and the game is still FUN
Meanwhile, a Killer that tunnels/camps means that one survivors game is literally 1. Stare at their character on a hook. 2. Mash spacebar 3. Die and earn 2000 total BP.
they're really not comparable at all.
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@helix43 said:
Because survivors aren't the only ones who are allowed to game changing stuff. Suck it up.
First of all "suck it up" is rude.
And secondly, everyone knows all the Survivors DC when the Huntress as Iri Heads. It's bad for the game. People don't have to "suck it up", quitting an unfun game is another option (and thats what people do)
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1770372#Comment_1770372
what you have to also consider is you don't just plop down in the middle of an open space to self care! there are many things that can happen but you may think it's not a good perk but the people i've rescued after using it can attest to the fact that it helped! so if you're talking about someone just in the middle of no where with nothing to obscure them or even allow them to protect themselves from the killer while doing that, then it's a bad use of the perk.
I don't play Killer often but when I do, I'm lucky enough to OFTEN find Claudette's Self-Caring behind cover in the corner of the map... but they're either too loud or I have Nurse's Calling. I feel like they waste nearly 30 seconds, but I interrupt them and put them on a hook.... And I know I don't even have to camp them, because I can show up late to the nearest corner and still interrupt their self-caring once they're unhooked!
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@Xeticus said:
https://forum.deadbydaylight.com/en/discussion/208151/be-brutally-honest-about-how-you-play
I tunnel hard all the time. It's more efficient to get someone out early than it is to just try to hook all of them one by one. Find the weak one and tunnel them into oblivion.
This has got to be a nightmare for new players and boring for experienced players... but you're absolutely right! It's the most efficient way to play.
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Other people! Playing this game is actually rather boring, repetitive, and frustrating when you get tunneled/facecamped. It is, if I'm being honest, the worst game I've ever played. But when you play with friends anything can be fun, even losing. So I take long breaks and then come back to play with friends, and watch content (watching is 100x more fun than playing) from content creators like Otz: They absolutely keep this game afloat.
I really am bored by the shortage of fun and/or viable perks. I'm sick of the meta, sick of how the survivors play the same, and the same ol' genrush 5 gens gameplay. Not to mention the insane grind to do literally anything. It's amazing this game took off as much as it did! If there was any real competition, I feel like the devs would try harded to make this game fun and actually hold onto players for more than a month at a time.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1765763#Comment_1765763
Teabagging and toxic chat is not gameplay. That's online harrassment mostly survivors do.
Facecamping is a strategic gameplay. The Devs have defended this very clearly. Why do u think insidious is a perk?
Again, it's salty survivors trying to guilt trip
the killers to play a certain way.
A invisible "rulebook" made up by survivors.
Everyone knows this. U keep spinning and spinning w the same argument that's been debunked.
Facecamping is a terrible experience for the survivor on the hook that disproportionately negatively affects solo queue survivors who cannot communicate they're being facecamped and increases the odds of survivors suiciding on hooks so they can actually play the game instead of just being on the hook and getting no BP. it's absolutely horrible for the same
And you don't get to say "killers like to play a certain way, don't guilt trip them" well that's not fair for the survivor: Because they don't get to play the game. the killer can just say "nope, you're never getting off this hook, no chance for you to earn BP" and that's unfair. Anything a survivor does does not permanently prevent the killer from playing the game, but facecamping is basically like dying, except you have to waste a few extra minutes while mashing spacebar. it sucks and you should be able to admit it's bad design if you cared about what both players are experiencing.
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I'm very disappointed by how many useless perks there are in game. It's tiring! You're not going to shake up the meta by introducing underwhelming perks and then nerfing them so they're even worse.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1765763#Comment_1765763
You can define things anyway you want. However, game designers actively use emotional peaks and valleys (in fact they literally draw graphs of them in more linear games!) in order to make the experience work. Sometimes that includes things that are in the moment extremely negative. You try to create a healthy curve of tension that doesn't swing about too much and creates a nice thrill, rather than super huge spikes or it remaining the same all the time. This is why the glut of overly tutorialized games in the late 2000's early 2010s all feel samey and bad: They sand off the edges so much and never have any peaks and valleys, and part of why Darksouls became such a smash hit is because it was this big high budget released that re-introduced good emotional pacing back into the game industry. Heck, actually anyone who designs or writes media uses them! Its integral to how a 3 act structure works in film!
Having a game that tries to make you never feel negative is like having a roller coaster that never goes up. It isn't possible, if you literally don't have an aversion to any outcome the game can't motivate you emotionally in any real way. This is the key to how games engage you, and its why games without hard game-overs or consequences for failure other than checkpoints or a swift respawn like CoD tend to not leave much of an emotional impact through gameplay: It just... doesn't matter what you do.
Now, I agree you shouldn't make someone unhappy for its own sake, and being classy is important (which is why Teabagging is somewhat poor form but is tollerated in basically every competitive scene as a valid tactic, and toxic chat SHOULD just get you flat out banned), but facecamping is absolutely part of the mental strategy of the game. The only way the killer can win at all is to make the survivors uncomfortable, feel unsafe, panic, angry, ect. That is just... how killer is played. Being defensive at the hook to encourage a misplay through anxiety or frustration is as valid a way to force a misplay as forcing the killer to misplay by getting a good flashslight save and trying to keep them in a rage chase after for the rest of the game.
The devs talked about this design a lot leading up to the game's launch. They wanted hook rescues to be this thing that could happen but were a bad idea most of the time, and for good survivors to be really ruthless about if they wanted to hook rescue or not. Before SWF was added, they wanted survivors to evaluate if cooperation was worthwhile or if they should just try to unlock the requirements for the hatch to spawn and be in it for themselves, with most games having a bit of a mix. They added a lot of tools to punish 'over-alturism.' Its part of the game's design, deep in its DNA, just as the killer panicking due to time pressure or over-tunneling and blowing the game for themselves is. It is literally the main way to reach loss condition of survivors, and removing that pressure which helps killers reach a point where no one is working on gens... breaks DBD because it forces killers to, again, slug, which is LITERALLY WHAT HAPPENED any time they tried to make camping worse than it is now.
I can't stress this enough, defending the hook is super vital to DBD working, and attempting to make it worse is a very selfish thing to advocate for. Your SPECIFIC displeasure at being hooked being removed is not worth sacrificing the GENERAL tension of DBD and turning the game into an M1 simulator again. We JUST got out of M1 simulator territory after over a year of a change based around breaking all tension in the game to avoid letting the survivors have an even minorly negative experience at any point in time, lets not go back.
The game will only feel good if your allowed to get WRECKED, and the killer has that power to WRECK you, because that makes your power to stop it and your ability to do so actually feel good! Every chase with the killer needs to feel like it COULD be the one that ends the game if you misplay it and do something like get hooked near a critical gen, or lead the killer to someone else right as you go down, or all sorts of things. You need to CARE about the consequences of going down, and that means you can't be entitled to get back up. And, indirectly, the killer needs to use that negativity generated by a survivor going down to pressure the other players.
AGAIN, if it was not intentional for the killer to utilize their knowledge of the survivor's location and ability to stop unhooks against the other survivors to pressure them, we would just have Pyramid Head's cage system on every killer. But we don't. There is a reason for that. Its because killers are supposed to be able to exploit the survivors altruism if they notice it, and there are already SO MANY tools to punish killers for sloppy defenses. The mechanic is designed to get you emotional and sloppy, its doing its job and advocating for that aspect to go away is hurting the core gameplay loop of DBD.
And obviously the game isn't at a place anymore where the survivors having NO tools to rescue when the hook is being defended works. SWF, despite warping the design a lot, was a good idea, and Borrowed Time (post nerf) is a really good design. But hook camping is at the weakest it can be before we go to slugmania. And at a certain point, its on the survivors to accept they literally CANNOT achieve things if the killer refuses to allow it and will sacrifice literally everything else to ensure it. Hook camping not being possible basically renders the killer entirely powerless and destroys their agency, turning them into almost a toy for the survivors rather than a player making choices in their own right, because it removes one of the ways killers can punish survivors if they correctly anticipate their behavior.
I feel genuinely terrible but I'm really not invested enough to read that much. You're an excellent writer and I appreciate how deeply you can think to be able to write that much but I'm just going to wish you a good day and bow out, I don't have what it takes to continue this lol
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1765807#Comment_1765807
Invulnerable to Basic Attacks would work. Gives some counterplay for most Killers.
The counterplay is to bait it.
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That's obvious. But I think you're obtusely missing the point of this suggestion.
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@Mandy said:
Changing things like adding in BP is going to affect the data because people play differently and the data needs to be collected when people are playing regular matches. When double BP events are on for example, people farm more etc etc
So you're saying they're going to do double BP AFTER the test concludes as a thank you?
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I mean you can dodge every other killer ability with Dead Hard? Why should trapper be a special exemption?
And how would DH be written afterwards? "Activate while running to dash forward and become invulnerable to everything except for Trapper Traps and Dedicated Servers"?
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I think it's a bit lame that while they continue to add new perks to the game, the perks offered each week remain at 4. They should increase the to 6 at least, so we can get more of a rotation going. It would take literally months to cycle through each perk, and that's assuming they don't put things like Enduring and Calm Spirit in there so often.
I think (and I understand they're a business) they do this to encourage you to spend real money. Waiting for the shrine is supposed to frustrate and pressure you into just buying what you want instead.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1765785#Comment_1765785
Yeah, however that only shows what the current survivor is doing.
Imagine that you could spectate what the killer is doing all the time (and tell your friends that EVEN when they're not in the conctact with him)
Yeah that's true. Maybe the Killer could see apparitions of a ghostly survivor and swing at them to disperse them? Or maybe the Ghost survivor could have "Spirit Vision", like when the Spirit phases and can't see anyone else. The ghost survivor cannot see the Killer?
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I think the reason why you see the same meta perks so often is because they fix the worst parts of the game: Being on the hook, getting slugged, getting tunneled. Not only that, but there are SO MANY USELESS PERKS in this game, that it's impossible to justify picking them over anything halfway viable, let alone meta perks like Borrowed/Unbreakable/Decisive/Dead Hard.
Rather than nerf the perks people do use, buff the perks people don't use. Buffs are always more fun than nerfs.
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@Milo said:
No. And my reasoning is:
have to sit and wait for your friends to finish surviving, it would still be good to be able to run aroundI don't want to be spied on 24/7 by a survivor that died.
Spectator mode is already a thing
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That would be super cool. We see it in games like Among Us: Even if you're killed early, you're still able to participate.
This would help take the sting out of being killed early (especially if you could continue to earn BP for ghost activities) and result in a more enjoyable experience for survivors (And a less guilty one for killers if they happen to accidentally tunnel: it happens)
I don't think DBD is at the point where it needs to be desperate and make changes to their game, they only have one game mode with very limited objectives but the game is still afloat. So I don't expect this to happen, but I hope they file ideas like this (Survivors become ghosts after death, they can do stuff) away somewhere for when they are pressured to put a fresh coat of paint on the same ol' game.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1763459#Comment_1763459
Actually a huge part of good PVP gameplay is a struggle to engineer gamestates that benefit you and are bad for your opponent, both in order to draw the game to a close, and to try to make opponents make mistakes. This often manifests as gamestates that are uncomfortable.
A classic example in fighting games is being cornered vs a 50/50 combo: That is a super uncomfortable position and your opponent engineered it specifically to try to get you to make a mistake due to the pressure they are applying. In the starcraft example early raids are generally done to create discomfort and force people to invest in early fighting units they might not want to use.
Flashbangs and Decoys in shooters encourage players to move in ways they shouldn't because being blinded is disoriented, and chokepoint design is a KEY feature of shooters based around how unsettling it is to rush out of cover despite the fact you have to do so in order to avoid creating a funnel situation where your opponents can just shoot in one direction.
Discomfort, or 'grief mechanics' are an absolutely vital part of game design, and attempting to 'sand the edges' off your game is a great way to make it god damn awful. It certainly is miserable in MTG to have your strong creatures blown up or counterspelled without interaction, but if those mechanics didn't exist the game would devolve to people beating each other in the face with big creatures over and over and wouldn't be very fun.
Good game designers ACTIVELY use misery/negativity in their game to give context to other moments. Its why people love Darksouls and why Call of Duty phases through people who play games a lot: Darksouls is very willing to make you unhappy at times in order to make you avoiding unhappyness mean something, CoD is not and so you just sorta grind through it, MP or Singleplayer.
There's a difference between playing the game in a way that benefits you (that's the main reason why you do it, hurting them isn't your motivation, it's so you can feel good) it work for you but hurts the other player (for example, for one player to win the other MUST lose) but that doesn't mean the loser must be miserable. What you just pointed out were game mechanics, ways the game was meant to be played. I define "making their game miserable" not by playing the game normally, but by going out of your way to humiliate the other player (teabagging, facecamping, toxic chat)
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1763459#Comment_1763459
Many survivors who play dbd, are wretchedly unhappy and uncomfortable.
...are you okay?
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@NoelleMina said:
https://forum.deadbydaylight.com/en/discussion/comment/1763091#Comment_1763091
In regards the clone thing, I think someone said that the devs didn’t want to limit anyone on which Survivor they prefer.
Though, doesn’t mean it can’t be related to the lore.
Anyways, this is an interesting theory no doubt, it can explain why some of the lore has been retconned or whatnot, (Entity going off everything based on inaccurate memories) but what about the Void?
The void is the subconscious! Forgotten memories. No longer interesting, the Dreamer no longer thinks of these creations. They're relegated to the back of their mind: the subconscious. The Entity's main realm is their active imagination, while the Void is the faded memory of things that used to interest it but no longer do. Only the possibility of a new idea (like Putrid Serum) can reignite interest in anything there.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1763113#Comment_1763113
Ur taking as if i'm trying to make ur real life miserable as possible. That is not it.
In PvP games, ur suppose to make ur opponent life difficult. In a video game setting.
For example I play StarCraft, in StarCraft, u muta harrass, kill ur opponents workers w banelings, ling rush, and make their life miserable. Slow them down, and go in for the kill.
In DBD, u kick gens, u apply pressure, u slug, hook, hit, make their life as miserable as possible. Keep them bleeding and injured and make sure they don't heal.
Use perks to disorient them, capitalize on their mistakes. Prevent them from escaping thru the hatch.
It's sounds awful right? What a miserable game the devs made, they should make the game where trolls and toxic players are all banned. If someone kills someone, report them!
Oh btw, u should totally play this game called flower ....
That's not what the word "miserable" means. Challenging someone is not the same as making them miserable. You are misusing the word and that's why I'm confused by you.
Miserable: (of a person) wretchedly unhappy or uncomfortable.
If you feel that word is accurately describing your emotions when you're stymied/challenged in DBD, that's probably not what most people feel. "Making their game difficult" as you said is a much better way of putting it. "Making their life miserable" means you're being toxic.
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Well it's not smart to assert a generalization over more than 50% of the playerbase based off a single anecdote, but that sounds super stressful.
TURN CHAT OFF! You don't need to hear anyone's judgment about how you played! If it brings you down, just turn it off. You're not here to have a bad time.
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Yes! Absolutely he does! They totally missed the mark with him, and I think the Legion is their worst design yet. Their gameplay does not match their lore or theme at all. 0%.
They were advertised as a gang, but in-game they operate solo. What. Their power is generic and unintuitive.
More than anything, I want to see ALL 4 Legion members in a trial. Turn them into a killer that's based around switching control (Like Charlot/Victor) and controlling as much of the map as possible. It would be cool to see one Legion member be the leader, tagging survivors with Feral Frenzy, and then the other members of the Legion spawn on the map and chase the weakened survivors. I don't' know if they could program AI, but I think that would be super cool.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761928#Comment_1761928
U do realize dbd is a frustrating game right?
It is also a PvP game. Which means 1 of the goal is to make ur opponents life miserable as possible.
Which means if ur a emotional person. U will get worked up.
And getting worked up over a video game is stupid.
U cannot make someone play a certain way for ur own selfish enjoyment. U do u.
I feel like this is the wrong attitude to have about PvP. PvP is not about making your opponents life miserable: That's toxic.
The inherent appeal of PvP is about competition. If you win a competition, you're better than someone else (Although it's debateable if this applies to DBD, due to how intentionally out of control victory/defeat can be for you, especially as a Survivor) which makes you feel great. Losing feels humiliating, but due to the forgiving nature of video games you can always try again to chase the rush of victory.
"Making ur opponents life miserable" does not come into that at all. That's just pure toxicity and I think you should clarify yourself, because right now you sound like you go into games only to troll people??
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@Yarheeguy said:
Nope.
I don't believe this is true, because you're assuming that nobody is real and I hate ideas that nothing is real, if this theory is correct, I will be greatly disappointed.
The fact that there is information of people entering a fog and reports of missing people indicates that the Entity realm is real. I prefer the idea that the Entity do this for survival rather than entertainment because it shows an more interesting concept.
the concept of 'nothing is real' is pretty much a good conclusion to things that doesn't make any sense, and you want to believe that what doesn't make sense isn't real, but unfortunately they are and you just don't know what it is till you look more into it.
A theory is not me "assuming", it's a theory. The rest of your comment is super weird and seems more focused on trying to figure out why I think the way I do rather than discussing the theory. That's not how you have a reasonable discussion!
You did say one thing that discussed the theory which was "The fact that there is information of people entering a fog and reports of missing people indicates that the Entity realm is real" No, according to this theory, that's just the Entity imagining their backgrounds. There is no "outside world", everything you see in-game DBD is merely a dream. What you said doesn't disprove the theory. Maybe the theory isn't falsifiable though, I can't think of how it could be?
Another thing for this theory; There can multiple clone Survivors in the same trial. What's with that? It's almost like they aren't individuals, and merely just another representation of an imagined character the Entity dreams up. I see no other way to explain that (lorewise, gameplay wise it's easy to explain that but we're not talking about gameplay) so I think that further supports this theory. Really, if they're souls are dragged into the trial, how can there be more than one of them? Is the duplicate a creation of the entity modeled after the real thing? If they are, who is to say they aren't all duplicates (Like the Temple of Purgation, built from parts of Adiris' memory, it's clearly not the real thing, just a representation of it. The characters may not be the real thing either)
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In my experience there are two types of killer who chase you too long:
- They're good killers and smart players, and they realize they're better off dropping chase and finding a weaker link in the chain to break the whole team.
- Their pride is hurt, so they refuse to let you get away/win. Once they commit more time without catching you, they know they've thrown the game and it becomes pure bitterness that makes them continue to chase (and inevitably facecamp) you.
I had a clown do that to me today. I never do anything toxic, but I was dropping pallets like mad and he refused to refill his bottles, he just chased me normally. The results were I led him on a 4 gen chase (And I'm a terrible looper, I just kept running into more pallets)
He facecamped, Claudette unhooked in his face (no BT) and I went down, but I got to a pallet in time. He was STILL so tunnel-visioned that he didn't even hesitate to pick me up. But Claudette was still in the area and Pallet-Saved me and then she distracted him so I could get away. She looped him around that pallet a few times while I got healed and then.... DC. Killer disconnects, furious he wouldn't be able to facecamp.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1761374#Comment_1761374
If they're on a generator, they're not wasting time. If they're making a hook save in my face which I can't even stop (and that's usually followed with the unhooked survivor body-blocking with BT, so no one's going on a hook unless they're completely incompetent), they're not wasting time. And if they get in the middle of a chase, what they've done is given the other a survivor a chance to escape, especially if the scratch marks are now all mixed up. Then, the best I can do is slug the DS, which is what I could've and apparently should've done before because I would've been able to chase the other person unimpeded and maybe get a hook out of it. Damned if I do, damned if I don't. At that point I throw my hands in the air and go "I don't know what you want from me" and just go get a snack so they can do gens and quickly move on to a new match and a new killer who can maybe give them whatever it is they're after 'cause apparently my playstyle isn't what they want.
As survivor, I've watched other killers get tricked by locker DS, where they'll be in a chase with someone else, the recently unhooked one will jump in a locker, and the killer has no idea that they're about to pull the wrong survivor out of the locker. That chase is now lost, nothing but wasted time.
I never said "get rid of DS," I said DS shouldn't work on grabs. Another option would be to deactivate DS upon any non-chase action by the survivor, like working on a gen or even attempting to make a hook save. Either way, whether or not DS is deactivated before the 60 seconds is up is within the survivor's hands, unlike the suggestions of disabling it upon the killer hooking someone else. DS can be great against tunneling killers, I've used it to escape tunneling killers (though not often for me because I forget I'm running it and miss the skill check). Something is definitely needed because being tunneled out of the game sucks, and when it happens to me it seems to be a "one of those days/weeks" things where it Just. Keeps. Happening. Those days are miserable and they can cause me to stop playing DbD for a good while. But the way DS can be used when killers aren't tunneling sucks. Survivors can get unhooked, work on their objectives, and still stab the killer. They can become basically invulnerable during the EGC; one survivor with DS and BT can be ridiculously strong, making saves and then the killer can either watch them crawl out the gate or the killer can pick them up so the survivor can run out the gate. Where's the fun in that? The killer's impotent, and rather than feeling any sort of tension the survivor feels invulnerable. Wow, thrilling. Losing a chase and getting hooked is a negative for the survivor and a positive for the killer, so it shouldn't result in a get-out-of-jail-free-no-matter-what-for-60-seconds card, and it really gets to be too much when one perk can let you get away with so much and all four survivors can equip it.
I never said you said they should "get rid of DS" so I wouldn't use quotations for that since it's not a quote.
You wrote alot but you didn't need to: Just slug the DS if they're in your face. I think that's your best bet for now if you think they have DS.
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@noctis129 said:
Camping, tunnelling, and slugging is not the issue. The issue is the mentality of entitled survivors.
This game is not always fun, most of the time it's frustrating.
Hardcore guilt tripping killers on forums is toxic.
Just leave killers alone.
The real issue is, survivors think they deserve 3 hooks per game. Than it's 'fair'. Otherwise it's toxic.
Too many ppl play dbd w their emotions. And get their feelings hurt. And that right there, is the real problem.
You realize you're talking about a game, right? I don't think it's right to say "The game is not always fun, most of the time it's frustrating". That really makes me question where you're coming from.
"Am I having fun" is a fair question. Playing video games emotionless just sounds like hardcore gamer stuff that I honestly don't think many people want to relate to.
Mitigating the necessity for boring things like slugging/camping/tunneling would be great for the game overall.
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There is no need for "compensation" and constantly demanding that things be equal and imagining things as "sides" instead of just "What's healthy for DBD" is paralyzing and counterproductive.
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@ZaKzan said:
Noed really isn't a problem, you sacrifice one perk slot to get 1 kill at the end of the game, if you're lucky.
With ruin and undying, people are doing bones now more than ever, so there's even a less chance that you will get noed at the end of the game.
killers run noed to lose the game, but at least get one kill. It's not a strong perk and it has plenty of counterplay.
DS / unbreakable / DH are much stronger unfair perks, as they have very few counters. DS and UB combined do not have a single counter in the entire game. DH, when played right, is, by intention of the perk itself, unable to be countered.
You are giving reasons as to why it's a bad perk that needs a redesign. It's weak for killers and frustrating for survivors: Major rework needed!
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@ABannedCat said:
That hit was in range. Dropping pallets locks the survivor in place, which is an easy target.
Maybe dont make stupid spins infront of pallet next time, and drop it earlier.
Also judging by how janky the animation was, you have a bad ping. Which you rightfully get punished for.
No it clearly was not in range. it didn't look like it at all. Your comment is also super negatively charged and making a lot of assumptions...
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This is not an honest suggestion, is it?
It's very hard to have real discussions, because someone is always trying to figure out what "side" you play for, what agenda you have, rather than actually discussing how to make things better. And if a suggestion involves a nerf of some kind, so many people rush in to say "Well nerf this for the OTHER side first!" and it's just so paralyzing.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1760834#Comment_1760834
The problem is when you can't find anyone else but the unhooked guy because everyone else is stealthing around.
Personally, I go out of my way not to tunnel. I ignore the one who just got unhooked even when they stand there as I run by. It is absolutely to my detriment. (And you know what, because I play nice, I wouldn't be surprised if games against me are really freakin' boring for survivors.) Anyway, you know how they repay me for not tunneling them? For not slugging them? They run over to where I am and try to trick me into eating their DS. They jump onto a generator in front of me. They get in the middle of a chase with someone else and start vaulting the pallet, hoping I will be unable to avoid accidentally grabbing them. They don't give me enough time to walk away from a hook and make the save in my face. I thought survivors didn't like being slugged, but all I'm seeing is that they're going to punish me unless I do.
"Go after someone else." Sure, and when I do, the one with DS literally gets between them and me.
DS should not work on grabs.
If a Survivor is that desperate to use DS, they sound like they're just wasting time. I also think what you just described doesn't sound too problematic, as you're still able to play the game, you just have a peskier than usual survivor for the next 60 seconds. Consider the alternative for survivors (Getting caught, downed, hooked, hooked, hooked, nothing you can do) and it's no question that DS is a necessary perk. It should be baseline imo.
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1760845#Comment_1760845
So, what the killer should do when you get 1 or more teammates close to the hook? Go away and let them save in your face? Drop any chases that go near the hook. This would me mega exploitable.
Attack the person going for the unhook of course and nothing I suggested earlier conflicts with that
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I just got facecamped because I led the killer on a long chase. I NEVER BM or teabag, or even loiter around the exit gate (Unless it's to give the Killer free BP with one last hit) so I'm not toxic. But you still get facecamped in this game for any reason, it's not fair.
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- Make struggling on the hook automatic (or more fun, like hitting skillchecks for bloodpoints) instead of button mashing.
- Pause sacrifice timer when killer is face camping during the second phase (missing skillchecks can still regress timer, so that game can't be held hostage)
- Drastically reduce BP gain for hardcore facecamping. I'm talking like 1000 BP/second decay if you're within 15 meters of the hook for more than 30 seconds.
- Drastically increase BP gain for survivors struggling on the hook, to incentivize staying in the game and not suiciding on hook.
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Maybe don't go after the poor guy who just got unhooked? Give them a chance to play the game, go after someone else.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1760635#Comment_1760635
Aside from DH aren't all of these pay perks as well? I never noticed that before.
Dead Hard is from David King, and Unbreakable+Borrowed Time are from Bill and they're both part of the base game.
Decisive Strike (Laurie Strode) is a DLC perk though.
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@Hopesfall said:
introduce infinites by adding breakable walls - check
introduce more god loops by removing bloodlust - check
make the game even more braindead for survivors - check
me continuing to stay away from this nonsense - check
You are literally on the forums for the video game, so I call into question why you would put a check for "staying away".
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Why not just make it always active, regardless of Killer Distance? Then alter the duration of the buff instead of making it dependant on Killer proximity.
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I mean, they should probably offer bonus bloodpoints during that period to encourage people to help them test. No need to be stingy. A lot of people will read that and think "Yeah no, I don't want to play handicapped" and they won't get data from many people.
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Yeah it does seem like an oversight.
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@TF_Ryuu said:
https://forum.deadbydaylight.com/en/discussion/comment/1760589#Comment_1760589
Dev do this change because don't play DbD at hight rank. If their play vs SWF Rank 1 that have more of 1k of hours their will understand how game is unbalanced.
Maybe a game like DBD shouldn't be balanced around the top 1% of the playerbase? I bet the vast majority of DBD players cycle on and off, like me, and never get insanely skilled. Yeah, some people exist that no-life DBD and try so hard to coordinate with 4 man SWFs. But that's such a minority. I bet the majority of their players barely know what they're doing and get discouraged easily enough to leave; If they game can be made more enjoyable and less sweaty, that's a big win for mostly everyone.
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I know Cote at one point said (and I am paraphrasing here:) "The Killers don't interact with eachother. They simply wander around in the fog until they find their way into another trial."
Personally, I think that is a very boring answer that limits creativity. Why say something like that? At least leave it vague so it's open to speculation and potentially something interesting.
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You might be playing the wrong game if stuff like this makes you suicide on hook. Like, it's DBD, that's part of it. If you don't enjoy it, you should find another game to play.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1753651#Comment_1753651
I don't know. The entity feeds on hope and strong emotions so maybe those of someone 21 or older tastes better? If the entity even tastes.
Tbh this just sounds like an extremely convoluted explanation to evade accusations of "violence against minors", there's probably censorship rules about that or something.