Firellius
Firellius
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@Hashtag6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046724#Comment_2046724
A. Wrong, a Killer that camps hooks and tunnels cant get past rank 8. I have tested this as bubba and once you reach purple ranks you no longer gain pips by camping. So that proves its not just how much you play but having more skill to get to higher ranks.
B. Pretty much every game balances games around the top players. DBD is probably the only game that doesn't and its dying because of that reason.
You're literally saying the players who play dbd once or twice a year should have an equal say to someone that plays dbd every week. I dont understand how people can be so dumb...
A: Pretty sure if you camp your heart out and all the survivors spend the match trying to pluck their buddy out from under you, you're gonna rank up.
B: Pretty much every game that does this also ends up detested by its own community. The playerbase isn't 'the top 1%'. The game can either be competitive or fun, it can -never- be both.
And yeah, ranks mean nothing, especially as survivor, since your grade is directly impacted by your teammates. You'll pip for just holding M1 on gens while someone else does all the hard work, you'll depip for going for a safe unhook and having some potato sprint burst in from the other side of the map with killer in tow and making a dumb, unsafe unhook, leaving you holding the bag.
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@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2041613#Comment_2041613
Why would I need to change my mind set.
l shouldn’t have to wait 4 minutes in a game once l have lost to exit it, because two other players are looking to win it.
I should be able to leave that match and let them play it out.
lf this was a random 1 in 20 game thing l wouldn’t have a problem, but at high ranks especially with rank 1 killers it’s almost a formality.
This is a slug problem, not a hatch problem.
IMO, a downed survivor should be able to score that last little bit of recovery by crawling over to a gen and performing a 15 second 'back on their feet' animation. That'd prevent killers from just leaving you slugged in order to lock the hatch.
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90% of matches don't even make it far enough for the hatch to spawn, so I wouldn't bother.
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Hex: Impediment is harsh, but doable. It would need to be declared the moment gen #4 is completed so survivors know what's coming and can counterplay it, because a 50 second stall would be a LOT of time at that stage of the game, especially if the blocked gen is also called out.
Solitude gets a hard no from me, though. Being able to kill a chase or extend it by a whopping 25 seconds at just a button-press? I don't think this can work in a way that isn't utterly horrible to play against.
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Felix Richter and the Executioner.
Felix because the man is damn fine, the Executioner because his power is very multifaceted and complicated. Hits with that thing are very difficult to pull off, but feel amazing. I suspect he's one of the hardest killers to play, but he can be a lot of fun.
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One thing I will say: If all survivors are exposed the moment the fifth generator is done, then they should be warned they are exposed the moment the fifth gen is done. Not when someone goes down.
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"Currently, unless a survivor is playing with potato teammates, hook timers have no purpose other than to give the killer the option to camp."
(I wish this forum had partial quoting)
That part isn't true. It also serves to put pressure on the survivors to actually go get the rescue. Losing a hook state to being left hanging is a pretty bad thing, equally bad as just being hooked again. Without a timer, survivors would just leave the other person hanging while they do gens.
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@GlamourousLeviathan said:
Plague is really not that hard, but she is definitely not a braindead killer. She requires some strategy and a decent aim but nothing absolutely crazy. I would say that there are other killers who are easier than her, like Wraith, Myers, Ghostface, Freddy, Clown, PH, DS...
I don't think PH is easier than Plague. Judgement is incredibly difficult to land and properly dodgeable.
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Had a match about an hour ago where I missed practically every skill check. It was horribly embarrassing.
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One thing to keep in mind is that Self-Care also shuts down perks like Desperate Measures, Botany and We'll Make It. If the survivor trying to heal you has any of those perks, I think it's more efficient to let them heal you. Particularly We'll Make It.
Possibly Autodidact as well, though I'm not sure quite how that perk works.
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If you can't find any one survivor, you don't deserve to win and you got outplayed -very- hard. If you meant 'I can't find the last survivor and now got a 3K instead of a 4K', stop laser focusing on only getting 4Ks, a 3K is still a killer win.
The hatch is not a 'free escape', because it only shows up when you already lost, or when you're close to winning and you have a key.
How often does that 4% actually occur? The cost for attempting it is enormous and hardly anyone outside of brown ranks even attempts it. And if that survivor can 'reset the game' all by himself, that deserves all the win they can get.
Sabotaging is pointless in ~75% of cases since there's likely another hook well within wriggle range. A successful sabotage save is one of the hardest things to pull off and can still be countered by dropping the survivor you're carrying and going after the saboteur. You still have multiple people off gens, losing time.
I'll give you that toxic Swiffers are the worst thing this game has to offer, but thankfully, Swiffers are a minority, and toxic Swiffers are a minority of a minority. So the game being 'full of swiffers who are only out to troll' is nonsense.
The only killer that I see repeatedly getting complaints is Freddy, who's got the least skill expression and the highest kill rate. Everyone likes to prop Spirit up as OP, but no one actually complains about her. (Outside of killer players trying to deflect attention)
DS is getting nerfed, and it and Unbreakable are counters designed against killers running game-ruining tactics. DH is a weird one to complain about, because out of all the exhaustion perks (Barring Sprint Burst), it is the hardest to use well and nets you the least amount of time, too. Would you rather all the DH players just hop a window and lithe sprint to the other side of the map, so you can chase them for another 3 minutes?
But let me ask you a question: Do you have any suggestion for fixing these issues that doesn't negatively impact solo queue?
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Camping and tunnelling are the exact opposite of an anti-genrush tactic, as you're applying zero pressure on any other gens. If the survivors catch on to what you're doing, you're losing those last two gens in 80 seconds or less.
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@Dizzy1096 said:
Why does everything work against killer? Everything? If you make one mistake, cant find one survivor, you can lose the entire game. Theres nonstop pressure against you at all turns. Meanwhile as survivor? Get gifted a free escape via the hatch. Gifted a free game reset via the 4%. Even sabo’ing a hook can snowball into such a huge detrimental game for the killer. Think about that you spend so much time and effort playing well into a chase just to be denied a hook after a survivor performs a 3 second action. Its ridiculous.
The game right now is full of swf groups who are only out to troll. They can do this because they know the game is unbalanced and that the mechanics are frustrating. Isnt it funny how spirit and killers need to be changed because survivors dont find them fun but most killers dont want to go against DS/Unbreakable/DH, sabo, clicky clickly purple flashlight bodybodyblock squads but those mechanics stay in because nobody cares about the small number of people actually willing to play killer right? Its not about “getting good” the fact is those are unfun, frustrating mechanics, and thats why these squads do it because they want to annoy other people and no designer worth their job would have mechanics like this.
Maps keep getting made more survivor sided, killers add ons are worthless as the red and purple levels now but you’ll still have to face 4 man survivor squads with purple medkits, instaheals, bottled times, green and purple toolboxes and BNPS. They can stack so much, what do any killers from demogorgan onwards have to bring against that?
Its no wonder that survivor queues are at an all time high or that you see so many afks wraiths in the game. Nobody wants to play this garbage but the twitch streamers whose income depends on it.
All this and you still expect more money for weak underwhelming killers? Please tell me what is Trickster meant to do against a second chance stacked swf with all their best items? Nothing, you know its not balanced you just dont care. It would be interesting to see one of the designers take a build against a top level swf live on stream but of course we know this will never happen because they dont play at a high level nor do they understand the high level.
In short consider this another killer taken out of the queue. The game isn’t worth the stress it creates
If you can't find any survivor all game, you don't deserve to win anyway. Unless you meant to say 'If you can't find that last survivor, you lose', to which I say: Stop being obsessed with 4Ks, a 3K is also a killer win.
The hatch is not a free escape. It only opens up if you already lost, or if you're close to winning and you have a key on you.
The 4% hop chance is hardly ever used because the punishment for failing it is enormous. Also, if that one unhooked survivor is able to single-handedly 'reset the game', mad props to them! They earned themselves a win.
Sabotages aren't worth it in ~75% of cases, because another hook will be close enough. It's an extremely difficult play to pull off, and can be lightly countered by slugging.
I'll give you that exploitative, trolly Swiffer teams are the worst thing this game has to offer, but they are a harsh minority of players.
I see more killer players complain about Spirit being OP than survivors. I haven't seen any calls to change her, either. The only killer that's in hot water and in need of 'nerfs' is Freddy, since he has little to no skill expression.
DS is supposedly getting nerfed. That and unbreakable are counters to killer strats that can be just as aggravating and toxic as Swiffer trolls, so unless there's some other method of resolving that problem, those perks will likely stay.
DH is one of the weirdest things to complain about, really. Out of all the 'f this chase' perks, DH is the hardest to use and has the least impact. You'd rather they hop a window and sprint to the other side of the map?
Let me close this out with a question: Do you have any suggestion that can fix the toxic Swiffer problem without impacting solo queue?
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@Kadajacs said:
https://forum.deadbydaylight.com/en/discussion/comment/2034559#Comment_2034559
Ok then. Lets use that same logic the other way around. Lets say that the survivor team are great and do all of the gens with no one dying. Suddenly the entity pops out of the ground kills one random survivor.
This is essentially the same thing. The superior team being deprived of a full win despite clearly dominating and deserving it.
By your logic they should just accept that 3 escapes is a win and move on.
What, you mean like NOED?
Again, why would the killer deserve a free kill on survivor number 4, in disregard of all other circumstances?
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2034976#Comment_2034976
So if I also 2 hooked the last guy? Does he also deserve to win? No dude, I destroyed them, there is no reason to give him a chance. Just return the 2 gen mechanic. At least then I will be ok, they actually tried to do something. Why do I get a free kill? Because I did my job entirely and I deserve it. You, as the survivor, might be good. But, in that match, you didn't do your objective which means you don't deserve to win. Simple.
Number 4 is still alive and as long as they are, they deserve to have a shot at winning. You're up in arms over the idea that survivor #4 does not deserve a 'free win' but you're acting pretty entitled to that free 4th kill. Work for it.
Besides, you can flip that around, too. If you don't have any kills yet by the time gen #5 goes live, should the survivors just win instantly, since the killer 'didn't do his objective and doesn't deserve to win'?
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Thinking on it, the blood-red circle is also somewhat reminiscent of the portals in Dark Deception.
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@Dizzy1096 said:
It's interesting how many people want to say certain killers are OP and take no skill, yet so many people are unwilling to play the role of killer themselves. You would think if there were pick up & win killers, everyone would be wanting to play killer? just slap on BBQ (another op perk right) and it's ez bloodpoints with win after win after win and you'll have all your survivors p3 50 all perks in no time.
Funny how that doesn't happen.
That's probably because the killer role is generally less fun to play. Survivors have a lot more gameplay elements to work with than killers do. They've got totems, gens, chests and rescues, while the killer can only slug. (And damage gens, but... That's not really much to go on)
I mean, I have played killer. It can be moderately enjoyable depending on the killer you play. But I much more enjoy sneaking around, and getting a safe hook rescue is very satisfying. Even if killers tend to come out ahead in most games, judging by the statistics.
None of that takes away from the fact that Freddy is 'just an M1 killer' and still manages to get the highest kill rate across the board. People like to prop up Spirit and Nurse as actual OP killers, but... I rarely see anyone complain about -them-. And neither of them perform anywhere near as well as Freddy does. (With Nurse having the lowest kill rate)
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@Dragonshensi said:
Yeah I’ve had this issue too. It really messes me up as killer cause I think it’s an injured survivor hiding nearby but it’s just someone I killed moaning from beyond the grave.
It threw me for a loop as survivor once too. Spent half a minute looking for the injured survivor so I could heal them.
Once you know about the bug, it's less obstructive, but it IS an issue that still needs to be fixed, for precisely the reason you mention.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2036022#Comment_2036022
You can stun Freddy, you can destroy Freddy's traps, Freddy can teleport wrong gen, so teleport power need chance. You can see Freddy comes from where, so you can loop him.
Nurse need different gameplay against her but she is still so op. Because with add-ons she is like godness. Nurse can destroy all team in minute. Can Freddy do that? % 1 chance.
And Spirit. She just has not counterplay against her. You just need to be quiet and hide. But when you get injured that is going to be imposible. You need to use perks against her. And you cant know when you will get Spirit, so you would waste your perk slots.
But ye Freddy is op. Because Freddy mains need to play smarter. If Freddy dont play smart and uses powers random he would lose most of matches. Because him powers give him area control and he really defend it. If he doesnt, you can get Freddy down. And you know Freddy is m1 killer, him m2 powers not gives him one hit down or not making him faster.
You can stun Nurse and Spirit as well. Neither have traps. Both can misalign their transportation abilities. You can see Nurse coming, you can hear Spirit. And if you can loop Freddy, that Freddy is an idiot, since he can kill a loop by dropping a trap. Good luck looping anything when you're crippled.
Nurse is the worst performing killer by a massive margin, because she has such harsh counterplay. Once she starts her blink, she has to commit to it, and if the survivor throws her off, she gets stunned for about three seconds, during which she cannot see. She has incredible potential, sure, but even red ranks struggle to make her work. This in contrast to Freddy, who is extremely successful in anyone's hands.
No counterplay against Spirit, except for the counterplay against Spirit. She, too, can be thrown for a loop once she commits to her phase, though it's much harder and far less punishing. But Spirit has strong skill expression, and if a Spirit hunts you down with Phasewalk, she did something very right.
Freddy might be an M1 killer, but he can jump across the map and easily kill a loop with a massive slow. And if he does jump the map, he leaves no time for survivors to get away, since the teleport is that damn fast.
Not to mention that his powers passively drain time from the survivors, merely by merit of existing.
Try as you might, there's a reason that, while most killers are somewhere between 50-65% kill rate, fluctuating between ranks, Freddy is at 75%+, at all ranks.
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You could make it a sweaty comp game, or you could make it fun. You cannot have both.
And I'd rather the game be fun than competitive.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035231#Comment_2035231
When he is not after you, you can destroy him snares. Just walk on them and they will go. Simple. Freddy is not op.
Nurse, Spirit still op killers. Nurse is usually unstoppable if nurse player is not new.
Nurse and Spirit also perform considerably worse than Freddy at all ranks, so if they're OP, where does that put Freddy?
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Survivors have a ton of different objectives they can go for to give a bit of that 'victory' feeling. If I've got good stacks on my WGLF, I'm set, even if I get sacrificed.
For a killer, I need at least one kill to feel like I've gotten 'a win'.
Set your targets low and be pleasantly surprised when you surpass them. Honestly, I think we need more talents like WGLF, which massively reward alternative goals. Non-stacking with each other, of course.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2034691#Comment_2034691
You didn't do well if you never repaired in a game in which no one did. 5 or 4 gends left, that to me means you didn't do your job. Ok, you gave an example of how a good survivor can lose without it. What about a good killer that was 2 times better than any fo the survivors, does he deserve just a 3k for doing his job perfectly? No dude, I destroyed your team without even letting a chance, not really, because you get rewarded for bad play.
That's the problem. You may have destroyed the other three, but you never went up against number 4. An individual survivor can't go toe to toe with a killer, and shouldn't be expected to. The hatch exists to give the last survivor at least a chance.
Does the one survivor deserve to lose just because his three teammates are potatoes?
Mind you, even with the hatch in play, the killer scours the map faster, some killers are way faster, so the likelihood of the killer beating the last survivor to the hatch is actually pretty high. If the survivor beats you to the hatch, just accept it. You got three kills.
And as an inversion of 'why should he get the free win?', ask yourself: Why do you get the free kill?
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2034548#Comment_2034548
Except if I get to the point where no gens were made and I dominated them, why should the last guy get a free win? I care about the 4k, it is my job. I don't have a problem with people escaping, I have one when they didn't fufill their objective. You didn't manage to do your job, you don't deserve a free win for being bad.
Except there's nothing that states the one survivor didn't do their job. What if they were looking for your Hex Ruin, or they spent most of their time rescuing their potato teammates? What if two people D/Cd and you kill the third before the one good survivor finishes their second gen?
Think about the opposite position: You're matched with three potatoes that get themselves killed before the third or fourth gen is done. Is that just supposed to be a 'guess I'll lose' moment for the one survivor that managed to do well?
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2034520#Comment_2034520
Meh, let's say it's ok for survivor. But what for killer? It is a punishment for doing my job correctly. Same with NOED, except I don't really have an easy counter to the hatch. Honestly, the 2 gens were really a good thing. You did bad, you don't deserve a win. And the easiest way to fix the fact that the last guy would just hide is the following: if the last survivor doesn't touch any generator for 30 seconds, killer instinct activates and remains active for the rest of the trial.
Maybe you should stop caring about the single individual who managed to slip from your grasp, and you should start caring more about the fact that you killed THREE of four players.
The game needs to do a better job of pushing the idea that it's not just a 4K that's a killer win. Getting a 2K is practically a draw, and getting a 3K is a pretty solid win for the killer. I think that'd help soothe killer frustrations tremendously.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2033907#Comment_2033907
What about this, when they have looped you 3 times round a normal loop without the pallet and aren't injured yet. You get the hit on the 3rd time due to them messing up. Then they go around 3 more times and just as your about to get a 3rd hit they dead hard and drop pallet.
Please tell me how I can counter that.
That's how smart survivors use it.
It's not uncommon.
Am I saying it needs a slight nerf -probably a number change to 60s exhaustion. Or even 50s
Just a number change.
No limit to amount of uses, just you can't get it back in the chase.
So it's definitely a 1 chase thing.
You can't get it back in a chase anyway, exhaust does not recover while running.
In terms of the different exhaust perks, Dead Hard is a way better perk in terms of gameplay design. If DH gets a harsh nerf, people will switch to Lithe, Sprint Burst, or the upcoming Smash Hit. And those don't add 3-4 seconds to a chase and only if used well, those add half a minute to a chase if used, period.
Dead Hard has way less output and requires way more skill compared to other exhaust perks.
And yes, you can bait it out.
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I don't think Breakout should be buffed. Wiggling is almost entirely cosmetic, that much is true, but it should be really difficult to make wiggling free an option. Otherwise, killers would struggle even more.
Perhaps bring a toolbox, and sabotage the hook the killer is heading for. It might give the wriggler just enough time to make Breakout pay off.
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If you're going to compare Clown to anyone to try and make a point about him being UP, don't put him up against Freddy, who's got the highest kill rate across the board.
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@Mandy said:
Slugging/camping/tunneling are not against the game rules so people do not require punishing for these acts, DC'ing however is against our rules, which is why it is punishable with a timeout penalty.
Hold on, though: We know slugging isn't against the rules, but the OP specifies that this doctor made everyone bleed out. He didn't hook or kill anyone, just locked them in an extended match while refusing to progress it.
This is similar to when I encountered a spirit that slugged the last survivor after others had already escaped or died, and she refused to hook or mori him, leaving him unable to do anything for about two full minutes.
Slugging isn't against the rules, but surely bleedout slugging is? The killer doesn't get any points for slug bleedouts, either, so the Doctor wasn't trying to win or bolster his score, he was specifically holding the survivors hostage in an unwinnable game.
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@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/2028681#Comment_2028681
buddy, pal, frindo, they dowend survivor was with a meter directly behind me
So you're saying they picked him up in under two seconds, then? Without any healing audio effects?
Starting to sound like that medkit was the problem, not WGLF. Isn't there an insta-heal addon?
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@UncleStabby said:
Hi there! This is a continuation of my previous post in which I describe my updated idea for a Pig rework to make her less underpowered and more fun to play. This part focuses on the Boxes!
Currently, Pig's Power has four main parts. The Crouch, the RBT, The Jigsaw Box, and the Ambush ability.
The Jigsaw Boxes spawn across the map, and are all available from start to finish in the match. Searching Jigsaw boxes is how Survivors remove their traps, however, there are several problems with them.
RNG: Jigsaw Box' chances to remove the bear trap are completely randomized, and your percentages are based on the number of boxes available to you. This means that the right box could be anything from the first one you search to the last. This can be busted from both sides of the game.
Risk/Reward: Searching a Jigsaw Box can be mildly noisy, and requires frequent skillchecks (like a generator) to work properly. Failing a skillcheck will trigger a noise notification (though I've never seen one as Pig), will cause the survivor to scream, and will reset some of the individual box' search meter. However, I feel as though failing - or simply searching a box - should be a bit more serious as an endeavor. They can also be searched before a trap is activated.
First off, the RNG for the Boxes needs to be changed to be more like the chances of freeing yourself from Trapper's jaws. Very low chance at first, but the percentage hiking up with each failed attempt. This would also bring more value to the game's Luck mechanic, and possibly get us to see more interesting builds.
Secondly, the Boxes should not have their auras revealed to Survivors with inactive traps, nor should they be interactable until the trap is active. One of my most constant arguments is that, in the movie, Amanda's game hadn't started until she activated her RBT. Why should the Survivor's case be any different? Hopefully this change will help to exponentially increase the pressure Pig's power can apply.
Third: This idea is a new one, and we can thank the upcoming release of the All-Kill Chapter for its conception. Skillchecks at the boxes will be much more frequent. Furthermore, Good skillchecks will add two stacks of the Lacerated status effect. Failed skillchecks will add four, and Great skillchacks will add zero. Eight stacks of Laceration will result in the loss of one health state.
RBTs will also get the Blindness status effect as basekit.
What do you guys think? Would you like to see these improvements implemented? Also, keep your eyes peeled for the fith and final part of this rework, Stealth, Crouching, and Addons if this topic interests you!
Just gonna point out about point number 3: Hell no. Making survivors injure themselves while playing the game is an awful idea. The proposed numbers are even worse, considering you get about 3 or 4 skill checks -per box-, so even with that, you'd HAVE to hit a perfect in order to avoid straight up dying again.
But the biggest problem with it is that it becomes way too difficult to avoid getting laceration stacks, which would be made infinitely worse if you have to search more than one box. And the weight of RNG in games involving the pig is already far too excessive.
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@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/2024228#Comment_2024228
Every situation you mentioned suggests the fault is on the killer.
I turned my back to open a gate (cause bloodwarden,) turned back around, and they were up off the floor dead-harding through me, with 2 other survivors still behind me. They were up off the floor within 4 seconds, no For the People. Both survivors who helped him up had WGLF, one had Botney, and the other had a medkit. I think I am completely in the right to feel cheated out of a win because they had a collective 233% increased hearing speed.
I don't know, sounds like you slugged someone within a meter of two other survivors and didn't chase either of those other two off, and instead wandered off to open the gate for the survivors.
You took a risk by leaving the sluggee down instead of hooking them straight away, and it didn't pay off because you got countered by a perk that does nothing except this one specific thing. That doesn't sound like you were 'cheated out of a win', which it wouldn't necessarily have been with a blood warden proc.
You had a strategy figured out, but you got counterplayed. That's all.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2023298#Comment_2023298
Imagine the Hunter as a killer in this game. He'd just insta-kill survivors by shooting them with his shotgun.
Could be a licensed Huntress skin!
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@KlapzCheeks said:
Hes literally just showcasing how easy and mindless survivor is. You have a team of 4 survivors who are decent and know that all you have to do is SB away from the gens being worked on and occupy the killer for x amount of seconds. If every survivor held W on comms tell me how it would go.
That's a bad way of showing it, because of course you're going to have an easy time against a wraith that -doesn't use his ability at all-. He gets a hefty movespeed boost when in cloak and a heftier one when he comes out of it. That should help deal with 'Hold W' strats.
If you play like an idiot, your opponent is going to have an 'easy and mindless' time. That is what he showcased here.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2025706#Comment_2025706
Oh hiya Fire. :) Was using the time between Lavos' release and Call of the Tempastari's release, though it was wrong of me to put 1.5 months, as that was completely unintentional, that should actually say 3.
I suppose it would be fair to say that balance is much more important in DBD than Warframe, however, I can't get behind the idea of it taking 3 months to change 3 perks and update a killer power when these have been complaints for years.
That might have something to do with certification. I think DE distributes its patches via its own launcher and their own servers, whereas BHVR does it via Steam. It's likely that if any patch gets distributed via Steam, they have to go through the certification process to check whether the code is safe, and I imagine that there's a pricetag on that. That might make them want to bundle changes up together as much as possible.
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@thefallenloser said:
Well, after observing these most recent changes to The Trickster, as well as how the devs keep repeating the same mistakes for the disaster that was A Binding of Kin's release, the new UI's release, and how colorblindness was addressed, I think I can say now that I've figured out why DBD player feedback is mostly ignored. Let's compare how feedback is handled in DBD to Digital Extremes' Warframe.
I'll preface this by saying that I am not making an argument as to which game is better or that Warframe isn't flawed. This is a comparison as to how the community team interacts with their players, how content is released, and feedback is received and implemented.
3 Month Release Cycle
Even after people constantly urged BHVR to stop releasing new chapters and focus on game balance, they are committed to releasing a killer and survivor, sometimes a new map/map rework, 6 new perks, and 1-5 balance changes... oh and some bug fixes.
Meanwhile, in 1.5 months, Warframe will:
- release 2 new Warframes
- release a Primed Warframe
- release a new event
- add 3 additional mission types
- completely revamp and rebalance an expansive gameplay system: Railjack
- add a new area
- add new bosses and expand on Kingpin Lich system
- rework a Warframe
- actually improve the UI
- and more...
Free to play game BTW.
How does Warframe do so much more in only half the time? The devs know what to focus on, because:
Transparency and Feedback Exchange
The team working on Warframe are transparent with their players, with monthly streams reviewing what's coming and what's ready for release. They also have many multiple threads on the forums in which the community team has direct interaction with the playerbase for feedback.
Meanwhile, DBD's team does the occasional Q&A, and makes a forums megathread on feedback for what'll be changed before springing the changes onto the player without any interaction between the dev and player, and with minimal feedback incorporated, if any on release.
So clearly, the problem must be that the community team at BHVR is not working with their community-- not doing their job, because it doesn't make sense to me that so little can be improved or added in 3 months of time in a game as small as DBD compared to what Warframe does. The devs and the community actually interact with each other, and BHVR needs to follow suit, interact with their community, and focus on improving the game instead of adding more and more broken and redundant content.
Alright, that's it. Thought a little comparison in releases would be fun.
Can't wait for the hellfire I'll probably wake up to tomorrow.
AFAIK, it's not 2 new Warframes, it's just Sevagoth coming in the next patch. I don't recall them teasing the one after Sevagoth, either.
A prime warframe is a skin, it's not that big a deal.
AFAIK, there is no new event planned in the next 1.5 months for Warframe.
I don't think there's 3 additional mission types either.
The Railjack revamp was a long time coming, that's been in the pipeline for, what, a year now? And it's not looking that good, either.
New area, that's true, but it's likely going to be a very wide, very open space with little in it aside from reused assets from a previous tileset, assuming you're referring to the Corpus Proxima.
New bosses and the lich system expansion: I'm not sure that's coming with this update, I'm fairly sure that's been postponed for the update after the next.
Zephyr rework looks good, though. I didn't know about that, but it seems they're hitting some good marks on her.
UI improvements seem all right.
I mean, DE deserves credit for their work ethic, they do put in quite a bit of work, but it's not as grandiose as you make it seem, and you have to remember that Warframe at some point was in the top 10 highest grossing games on Steam, so they have likely got waaaaay more manpower to work with than BHVR.
The other thing to keep in mind is that balance is hardly a concern in Warframe, while it is the most complicated thing in DBD. Previous poster mentions SMITE, which also has to deal with balance, but that's balance in a symmetrical game, which is way less complicated than the obscene amount of game elements that DBD is comprised of.
This game is one of the most complex designs, so introducing -any- new content or changes to existing content is going to take way more effort here than in games like SMITE or Warframe.
I get that BHVR is not perfect, but it IS fair to say that you can't really compare DBD to other games.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2023843#Comment_2023843
I thought you couldn't buy any new characters with shards anymore? Or at least, they've started to remove the option to?
Only licensed characters cannot be bought with shards. Presumably because as part of the license deal, a portion of the profits off of selling these characters and their cosmetics are used as a financial incentive to the license holder.
DBD original characters (Like Felix, Elodie, Charlotte & Victor and Talbot Grimes) can still be bought with shards.
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@AGM said:
At that point why not just run Kindred instead?
Because kindred does not work when no one's hooked. Aftercare does.
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@Weeb_H_Toast said:
None of you have disproven WGLF's need for a nerf.
How about this: If you leave a person slugged for so long and/or move so far away that someone is able to move in for the pick-up, WGLF isn't your problem.
Even with WGLF, it takes way too long to pick someone up, making the act far too risky for the survivors. Misjudging the time it takes also gives the killer a huge advantage, since he now has two survivors right on top of each other for easy camping.
If you slug and:
A) Leave the sluggee on the ground for literally half a minute, they are gonna get up, WGLF or not.
B) Run off on a wild goose chase, leaving your slug unsupervised, they are going to crawl out to safety and get picked up, WGLF or not.
As someone who has used WGLF incessantly, trust me, it is not the big play enabler you think it is.
Even under perfect circumstances, you likely have two slugged and the WGLF player hanging out nearby, biding his time, waiting for you to mess up. That means you have -three survivors- not progressing the game.
Slugging is still a brutally impactful way to slow the game, WGLF or not.
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I have one suggestion to tack onto the side of yours: survivors actually cannot get survival points, except by escaping. This makes the survival point bonus offerings really unlikely to have solid value, and I'd suggest retiring them, making the other three more likely to appear.
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@JoJoPriZe said:
That is a BIG overhaul they'd have to do, and even if they pulled it off there will most likely be gaming-breaking bugs almost everywhere for sure. BHVR is super wierd, they fix a bunch of other bugs and then other bugs appear almost equal to the amount of bugs they fixed it feels like. suuuuper wierd
Pretty sure that's just normal game development.
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I've been thinking of a Little Nightmares chapter, featuring The Lady as the killer, and Mono as the new survivor.
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In all the time I've been playing (Which, granted, isn't too much in comparison to most here), I've seen maybe three survivors, other than myself, use WGLF. And in all the time that I've been running it, I've been able to use it in maybe two matches due to a killer getting a slug and then gallivanting off to the other side of the map.
I've -never- seen anyone use soul guard.
So if WGLF, with the added bonus of up to 100% extra BP (Which is what I use it for) is not an appealing pick for survivors, you have pretty much nothing to be afraid of.
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I don't mind, but I'm worried I'll make a fool of myself, which in turn always makes me play worse.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2020985#Comment_2020985
Well, generally playing ''nice'' is often doing something that isn't the most efficient way of progressing the game forward. For survivors, this would mean not doing generators whenever the killer isn't pressuring them and deciding to go plunder or cleanse totems when there is no hex's in the game.
For killers, this would mean actively trying to avoid tunnelling, camping, or slugging survivors, or ignoring those who've been given a bad game (e.g back teammates, hooked twice in a row, etc).
It's probably different, but to me, survivors who play ''nice'' would be plundering, breaking totems, doing generators rather slowly, deciding to meme or play a bit friendly to the killer all whilst still somewhat wanting to win the game. But of course, the average match is never like this, its survivors sitting on generators all day and ending the game in under 5 minutes sometimes, which is why people sometimes complain about that.
But this is essentially asking survivors to throw the game, in addition to making them more vulnerable to killers that 'don't play nice'. And I don't think it's possible to tell when survivors are deliberately 'doing generators more slowly'.
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@ShamelessPigMain said:
I think they were going for a bit of thematic consonance by making it based off of protection. The idea behind the perk is that David is the guardian angel who protects his friends; picking people up from the ground isn't directly protecting them from the killer (protection hits) or the entity (safe unhooks).
That being said, getting WGLF stacks is a pain and I would 1000% be for a safe pick up score event, right after they release shirtless Myers.
Can we have shirtless Felix too?
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2020892#Comment_2020892
With exception to playing as a SWF or using DS when the killer isn't tunnelling , there are far less people saying that survivors can't do X Y or Z in comparison to what the average killer player is told.
I call it a double standard, because a lot of people have one rule for the other side, but won't play to that rule themselves. Like I've said, as a killer main I've been told to not play to win, to not slug, camp or tunnel despite the survivors bringing stuff like DS/UB/Object/DH, keys, map offerings, gen rushing, etc.
I'm basically saying, if you expect the other side to play ''nice'' then you need to play nice yourself, except they almost never do, and as a killer main, its usually survivors mains not playing ''nice'' and then expect me to do so.
But yes, overall both sides have BS rules for the other and it can just be summed up with either side being entitled.
But what does 'not playing nice' constitute?
Because aside from the SWiFr and DS you mentioned, there's also plenty of complaints about Dead Hard, keys, and even just doing generators. It's actually really hard to tell what killers actually expect from their survivors in terms of 'playing nice'.
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@DawnMad said:
A "safe rescue" from the ground with this would go well. I completely agree with making WGLF stacks easier to come by but survivors shouldn't get them in scenarios where they up a survivors just to make killer hit them and get distance.
That is a good call, it would need to be a safe pick-up.
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@ShamelessPigMain said:
Someone's entitled.
It's not their job to babysit you. There will always be teabagging Neas on Haddonfield, but it is equally the case that there will be baby Dwights on Dead Dawg Saloon. Plus, the equal criticism is that killers don't care about survivors' fun.
Don't be so salty as to pigeonhole all survivors as this or that. Survivors are all different; for every toxic Chernobyl salt mine, there is an angel.
What's item-donating? Do killers get something out of items left behind?
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Had a match earlier today where I spawned in, took two steps forward and Spine Chill lit up. A second later, terror radius spawned, two more seconds and Legion was on me. I don't think survivors are supposed to spawn that close to the killer.
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Some of them look bad, some of them look good, and then there's autumn beard Felix who honestly just needs an underwear model skin because he is just so damn fine.
Some of the starting characters have their expressions too frozen, like Dwight, Meg and Claudette. Just relaxing that could go a long way for them. Jake's face feels a little texture-crunched, almost like he's blurry, and his hair could use some work. There's also a few under-eye accents that could be dimmed down, like on Nancy and Cheryl.