Freudentrauma
Freudentrauma
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@YaiPa said:
I’m worried that one day they will add another cooldown for billy.
Me too. He's probably the Killer with the best gamefeel right now. Playing against a good Billy is fun and playing him well as well.
@POTUS45 said:
nurse isn't even fun to play against. what kind of "chase" is it where the chaser is teleporting around everywhere? lame
Nurse actually gives a lot of feedback about her blinks. You can see how long she charges, in which direction she is looking at, her entire blink animation etc. She is surely a game changer and plays with different rules, but paying attention to these things and using your environment different (LoS blockers etc.) allows you to deal with her and have a lot of fun.
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@MrDardon said:
No collision would be more of a buff. If you know someone is running to a window/pallet you can just appear in front of it and block it off
If you are fast enough to runt through them and block it off, you are fast enough to get a hit before they reach them. The only time, when collision benefits the survivor is when a survivor is bodyblocking to protect another one.
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Demogorgon is quite rare. And I think there are several factors playing a role if a killer is popular or not. It's a newer killer, people have to grind points for and have to get into. Also Demogorgon is based on my experience a little bit stressfull or though to play efficiently. His kit allows him to track, chase, and have map control, but everyhting is mediocore. So you have to use everything and make the right decisions all the time.
In comparison to other killers like Nurse, Billy or Spirit e.g. which are much more straight forward and stronger, he is harder to get into I think. Besides that the Stranger Things chapter was probably more popular because of the survivors it comes with.
Also the killer roster is huge right now. People who don't have much time will probably prefer the killer they know well over newer ones with their limited time. A bunch of other killers like Hag, Wraith or Clown are quite rare as well.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/802389#Comment_802389
Yes tactical, to extend a loop or to avoid damage mid-animation now.
It's debatable if that's a reasonable nerf or not, unintentional or intentional.
The fact that you get exhausted, but doesn't trigger, because you got hit instead tells me it's unintential. And avoiding damage mid-animation is affected as well currently. It's just one of many things which doesn't work properly yet with the servers.
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@SnakeSound222 said:
It's basically a reskinned Lunar event unfortunately.
It's even less than that. The Lunar event let us earn at least cosmetics, while we only getting BP right now and get the cosmetics through the Rift.
It's really the first event I don't care about.
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I can't remember them ever giving us any official number for the Tickrate. But like FireHazard said, it's probably a quite low one. Wouldn't be surprised, if a higher tickrate isn't possible for technical reasons.
@FireHazard tactical? It's just more broken and unintuitive.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/800840#Comment_800840
I think this is a problem for a lot of PvP games today. Developers are usually not that skilled at their own game, so they have to rely on data collection and whatever sources they use to determine what is working and what's not. But not actually playing at that level dulls you to the problems that are there and they can go ignored and unfixed for a long time.
You don't need to be high skilled to understand the high skill play on a game. Devs are probably watching streamers, checking player feedback and using stats/data for balancing isn't necessarly wrong or a problem. Thing is as a dev you also have to do things from a certain distance and a game like DbD has quite variety of play/skill levels. The only problem might be that you can easily blinded by your work. You design something with the intend in one specific way and can't see how it's problematic or not working in reality. Some stuff devs in the past reminded me by that.
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They probably save her for next year.
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I disagree with steep learning curve. She kinda replaced Billy as the goto-killer when you reach high ranks as a less experienced killer. She might not be the not most straight forward killer to play like Trapper or Wraith, but it's not hard for players to make a use out of her on a decent level.
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You know, we just had a big update with quite a few new things to focus on? Spirit threads will probably return, after the freshness of the new stuff is over.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/794588#Comment_794588
Every killer can do this, it all depends on who you play against and how the match plays out, the difference is the nurse can do this rather consistently.
Still doesn't justify making the game feel of the killer worse by putting two different types of cooldowns in parallel. They could have made her blink lunge smaller or her fatigue longer, if they wanted to tweak her basekit. There is a reason why people compare her change with Legion, even though even after the change she is much stronger. Sometimes general game feel is important too. Just look at survivors complaining about Spirit or old Legion more than Nurse, because power/strength of a killer isn't everything. The game feel is important too.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/791229#Comment_791229
Do you play other horror games?
Playing survivor is supposed to instil a sense of fear, dread, surprise, adrenaline, anxiety, and immense uncertainty due to unpredictability.
Spirit brings this to the table.
Maybe the first couple of hours facing her. After that it's just annoying. Horror and fear doesn't work well after too much repetition. That's when the game feel/gameplay is important.
@Tzeentchling9 said:
What's wrong with having one Killer who's power forces Survivors to play differently instead of being in total control at the loop and only needing to react to anything the Killer tries?
That's the problem, Survivors are too used to being able to just watch the Killer at most loops, making them completely unmindgameable. Then the ones where you actually can't see the Killer trying to moonwalk or something is still in the Survivor's favor because of perks like Dead Hard and Iron Will.
It's a problem because like Scott wrote, it's important for the game feel that both sides needs to feel in control in some way. Moonwalks and loops e.g. aren't comparable with Spirits facing. Look at Nurse e.g. She works better, because even though you can't loop her and her entire chase game is different, is that she still gives survivor feedback and play. Different play than other killers, but isn't annoying like Spirit is. Or old Legion.
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It's a love/hate relationship. DbD and it's core idea is fun and still full of unused potential. But that makes it also frustrating in so many ways possible.
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@Peanits said:
Splinters have been retired. Well, not retired in the most literal sense, the existing ones are still there, but we don't make new ones. When the store came out and you could start buying killers for shards, they were discontinued. There's no plans to bring them back at the moment.
Yeah, but Demogorgon and Ghostface are licenced and not buyable with shards. The main reason why splinters have been retired doesn't really fit to them. That's probably why people were asking.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/785904#Comment_785904
That's not going to really fix anything if you can hear her or not.
You need to know how to abuse her lack of sight during phasing and other such things when facing her.
But this isn't a guide to fight against her, this is just me pointing out how facing both those Killers is... not really fun? It depends on who you're, if you play casually or not, or if you main Survivor.
I have to disagree with Nurse not beeing fun to face. The reasn why Spirit isn't fun is the lack of feedback about anything she is doing. Nurse is quite the opposite of that. You can see and hear how long she charges her blink, where she stand is looking at, You can guess even during her blink, where she will stand in the end etc. She gives you a lot feedback, that allow you to play a little mindgame of prediction/positioning against her. The only problem were certain AddOns which messed with the consistency of it. But that will be fixed with the AddOn-rework.
@VSLl said:
They already nerfed her after the release. All. Nobody will touch her now. The following are alterations: Herman, Billy, Bubba, Michael and Amanda.
Spirit was buffed after release. She used to have a way too long cooldown and Prayer Beads only reduced her phasing sound e.g. The only "nerfs" I can remember where audio issues caused through several patches.
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It's a huge patch considering it comes with archives, rift, nurse changes etc. There are many things which can go wrong and become literally gamebracking/crashing etc. Doesn't make sense to speculate.
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Q&A can also happen after the release. Anyway just wait for an info update.
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Devs shouldn't have mentioned the balancing around 50% kill rate thing too much, I think. While kill rate is an important part in the statistic stuff like variety is important as well. (You can have 50% killrate with each game beeing either a 4k or 0k).
And other aspects are important as well. Main goal is to keep the game exciting and fair as good as possible through balancing. And I#m pretty sure, Devs have that in mind already.
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It isn't problematic in itself. Like Thana and Dying Light isn't problematic either. Thana is even quite weak alone. It's the fact that these stack, which is the problem.
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Golden rule is "Don't expect anything before it's announced." We know they are issues to solve and their are working to get the patch ready asap. I'm pretty sure, when she solve the issues and know exactly that the patch will be out at a specific date/time they will let us know then. So the question should be first "May we get an update about the release today?", rather if the entire patch is today. Because I think the later is less likely to happen without some announcement/communication coming from BHVR, I think.
And to be honest. In the end we have to be patient.
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BBQ is mostly fine and kinda necessary with the current pacing of the game. There are counter, but it's also good for every killer to get more "what is happening" on the map info. And that is important for every killer. Especially weaker ones.
The only thing still bugging me is, how it can be used to track a slugged survivor, which also incentives killer to slug sometimes, especially to secure the 4k sometimes. And beeing slugtracked by BBQ is hard to counter or just very situational to counter. But besides that it's fine.
@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/776798#Comment_776798
Decisive strike which has only one counter (slugging) deserves a heavy nerf, not BBQ
The 60 immunity needs to be reduced
DS timer is fine. The issue is, that it doesn't have a back-in-action-event that deactivates it. Touching a gen, totem, unhooking etc. means for me that the survivor doesn't need their immunity. But that's a topic for another thread, I think.
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@LordGlint said:
https://www.youtube.com/watch?v=GpxLTFzNLDA
What do you think about these suggested changes listed off at 8:40.
- No Collision: Fine, it would raise the skill cap of spirit. I know the concerns that experienced Spirit players might use it to run through them and block safe spots, but that's fine as well. We don't want to gut Spirit, we want it be fun for both sides. Making smart plays is fun. If it gets annoying the player could even get a short visual indication, when she runs through you, if that isn't too much.
- Omnidirectional grunts: Hard to say. The way she can track through grunts is problematic, because how inconsistent it is, when you consider perks like Iron Will, Stridor etc. On the other hand using audio cues to track survivors is what makes her unique and fun to play. It's an important part of the game feel for the killer. So messing with it is tough. Something should be done for grunt-detection, but not too much I think.
- AddOn-Rarity-Changes: Mother-Daughter-Ring is a good AddOn and it should stay ultra rare. And changing Prayer Breads rarity doesn't change anything about the AddOn at all. Or why it's annoying. The entire AddOn needs to be rethought in some way.
- Power-Recharge-Delay: Not sure about that either. There was a good reason why people wanted her power cooldown buffed in the first place and that's because it wasn't fun to wait for your power to recharge. A killer wants to use their power. And her base-kit recharge and cooldown is fine honestly. It's mostly her other AddOns which push these things too much in my opinion.
So in general I have to disagree with his proposed changes. He don't even adress the main issues with the killer, why survivors complain. It's the lack of feedback she gives. As much as this effect is wanted, it's problematic and frustrating to some degree. And let's not start talking about passive phasing, which serves none of both sides to make the game exciting for them.
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Either depipping on porpuse or they played some kind of meme game they played for some reason.
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@PeenutsButt3r said:
They never change anything from PTB...
Not true. Clown was buffed during PTB. Spirit received changes between PTB and release in an "unfinished" state. (I can remember something that took time until the MidChapter-patch which was planned for release). Plague and Ghostface received changes at release and Demogorgon got changes, which they delivered shortly after the release with a hotfix, but was also planned based on PTB feedback. And that's only talking about killer changes. Perks received changes compared to their PTB version as well.
They clearly use PTBs to get some feedback and change stuff based on it to some degree. Wouldn't deny that.
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@FreakPrince said:
DBD is poorly optimized on consoles, there's not even that much of a difference on a PS4 pro lol so I wouldn't expect any difference on the PS5
Current and Next-Gen aren't the same pair of shoes. DbD was originally developed as a PC title in 2016 and with Mid/Low-Budgets PCs in mind, without considering the hardware perfomance of curren-gen consoles, especially their weak CPUs.
Next-Gen consoles will easily be stronger than the pc specs DbD targets, so even in the worst case scenario, when they don't optimize it too well, they should be able to brute-force and acceptable perfomance out of it.
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She sounds more like a Deadite from the Evil Dead franchise now. It's weird, but I got used to it and fits to a killer, who is annyoing to play against (just joking)
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@CrowFoxy said:
Hag is pretty ridiculously strong. But nobody plays her fortunately.
Her playstyle isn't intuitive/straight forward compared to other killers. That's probably why she isn't so popular.
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@Swiftblade131 said:
Things that have been happening since the start if the killer really wants a 4k
True, the only thing why it has become more "annoying" for survivors is, that even, when the killer picks up a downed one, hook and kill them, they still can have the EGC advantage. It feels kinda like too much.
But to be quite honest, the situation when there are only two survivors left, is just problematic in general. Most of the time it doesn't make sense for a survivor to be active and non-hiding at that point. Which leads to a frustrating lengthening play for the killer as well. Hard to adress this situation. I can understand, when survivors become "selfish" and become passive and I understand, when killer slug to secure a 4k.
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From what I understand Devs reasoned the mechanic for quite some time as beeing "immersive" and if I remember correctly they only mentioned during a Q&A around the time of the second anniversary they might consider it or are more open about changing. Problem probably is, that there is and was so much stuff to change and focus on since then and that they might not have come to a proper decision to what they have to change it.
But yeah. Getting it's long time overdue to get rid of it. Button smashing is a bad game mechanic and probaply even costs new players.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/768712#Comment_768712
I think it subtle because they don’t want it to be a complete dead giveaway.
Doubt. The animation thing is definitively unintentional caused by the way they handle the spirits husk. Besides that the glittering is kinda inconsistent.
And I personally would prefer more Nurse-like killers than Spirit-likes, because the first one you can play intentionell different while the other has a bad game feel to face. And I say this as someone who gets lost by Spirits midchase quite on a regular basis. It's still not really fun to outplay a killer, who doesn't give any feedback if it was your decision or their mistakes what made them loose you.
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I think doing the blank math is kinda overrated as an argument. Especially if we are only looking at the potential movement speed of nurse on a straight line compared to a survivor. In normal chases player movement is limited by the map/objects etc, which makes the situations tricky or interesting.
Besides that even though Nurse moves during her fatigue and can move while charging her blink, it's very unlikely that this limited movement is useable for catching up. During fatigue she can't see the survivor, maybe hear them a bit. But it even a "god nurse" player won't likely be able to use the fatigue movement perfectly. That is fine. That's how things are supposed to be. And while nurse players move when charging their blink, it's a different kind of movement, which is more done to support the aiming etc.
That's why I think that any comparison isn't perfect and we should focus on general game feel and ingame situations etc. And I personally think, that the cooldown just doesn't fit. It destroys the game feel and fluidity of the killer. And it is unnatural to have two cooldowns in parallel(fatigue/power bar). For me it's another case of the devs overthinking things like recent killer designs.
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The funny thing is, that when they can't comment on your profile, they even take the time to comment on your screenshots instead. On my screenshots. Really?
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Removing them completely would be bad. But a Mori-Rework would be necessary. In their current state they are problemativ. My suggestion would be.
cypress memento mori: Get removed and maybe replaced with a secret offering, which affects the amount of totem spawns or something like that. It's effect is not worth an offering, but would be perfect to be part of the basekit. Giving the killer a mori for the last survivor ends the match faster and rewards the killer for doing their job. Besides that it opens opportunities to do a killer daily without using a perk or offering.
ivory memento mori: Allows to kill you survivors directly when they are on their death hook.
ebony memento mori: Should turn into a Token based and game changing Offering. For each time you hook a survivor you gain a Token. Survivors can't die on the hook as long the can be unhooked by another. But if they hang for too long the killer gains another token. When the Offering has X Tokens, the killer is allowedto kill all survivors by your own hands during the trial. Shouldn't be a secret offering. Surivors and Killers always see how many Tokens the killer got.
I think the last one might be a controverse but an interesting change, if pulled off good.
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@ZarStocher said:
https://forum.deadbydaylight.com/en/discussion/comment/748975#Comment_748975
Do you think that the achievement date of prestige one counts as proof if it is dated before the legacy outfits were distributed? I did not lose my achievements back then, so I think that might be a valid proof
It only proofes that you got legacy with one character though.
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@Boosted_Dwight said:
How exactly would DBD 2 be different from DBD 1?
Most likely completely different in the way the main game loop mechanics work. It would give them space to completely rethink stuff like hooks, gens, core map design, perks etc. based on the experience they made with the current game. Could be very refreshing actually.
Of course it isn't worth doing at the moment with DbD beeing a lucrative gaas for BHVR. It's more likely they would do a a game based on DbD lore or within the same world of the entity at the moment, before even thinking about DbD 2.
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Why do I play against tryhard killers as survivor?
It's normal some people are very competitive and will use the most efficient strategies to win in online games. And people who play most efficient will cause people from the other side als try to play most efficient to be prepared for a harder match. Still I think the majority of such players play that way just because they enjoy it that way the most.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/734499#Comment_734499
It punishes everyone.
Survivor with a ping of 100 to the server and the Killer with a ping of 100 to the server makes for a 200ms delay for any interaction between them. Unplayable by most standards, and that will be STANDARD with servers! That's how how servers work, they aren't magical things that remove any/all lag for free. They in fact add MORE lag in small player count games like DbD as you have to go through 2 sets of pings for interactions instead of just 1 like in P2P.
Think of DbD as a fighting game. DbD looks like a 4v1 at first but it plays like 4 1v1s combined into the same game with each 1v1 having both the Survivor/Killer reacting to each other. The more delay between those interactions the worse gameplay will be.
Dedicated servers just aren't worth the effort. The Switch version is forced to use them due to how that system works, but every other version will see servers do FAR more harm than good.
Yes and no. Server adds slightly more delay for the survivor/killer interaction, but they also help to make connections more consistent as well. And much more important helps tracking/preventing certain cheats and dcs. And the last one is quite a problem with DbD right now.
Also DbD isn't just like a fighting game. When I played against a killer, who even though I had green lobby ping, suddenly turns out into a laggings mess it would influence my movements between hooks, other survivors to heal, gens etc. Stuff I can now do much more smoother than with laggy killers. And besides that delay between survivor and killer is a little bit more complex, because the server actually works as the middleman, who decides what happens when both are reporting contradictory stuff. Trying to smooth things more out.
Servers aren't great yet. But I think they are the right direction for the game to go.
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@Rex_Huin said:
A powerful build that requires perks from 3 separate DLC's.
Ker-ching! I'm surprised they haven't designed more of them...
I would argue, that you don't necessarly need Surge or Pop for this build. The big part for this combo is Dying Light+Thana. Besides that having these perks as a regular player is quite likely.
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But Evil has a way of always finding you. The aura reveal is a core idea of the perk to make it more Ash themed.
Like mainy said MoM needs a rework. And I think the downside of the perk should be better attached to it's positives. If Devs would have went with the safe unhook requirement, than I would have said, that it would be fairer if that downside would trigger for 60 seconds after perfoming an unhook. But now with Babysitter already kinda having such effect and the aspect that experienced survivors don't mind their aura to be reveiled, it really needs completely rethought as a perk.
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@Blueberry said:
Survivors have been for the entire games existence the power role and still very much are, if anything they need nerfs, not buffs.
Honestly I think Survivor gameplay itself is in an acceptable spot. More nerfs would end up to make the game just too frustrating or boring to play. Buffing weaker killers and tweaking maps should be the major balance focus.
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Still want to have a pyromanica with a self build flamethrower. I just want to see the pallet burn.
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Nothing too big? Finally, Ridley hits the Big Time! Nah but tbh, it's nice to know how far DbD has gone right now with licenced/iconic characters.
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Also a pro tip: Trees and obstacles don't dissappear, when you look behind you.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/666328#Comment_666328
Oh no, I hope it doesn't heal you fully from BT effect since if it does then it's absolutely broken. I really really hope they put back the terror radious condition.
Yeah the heal effect should work like Adre for Deep wound. Only heal that effect and keep you injured. But I'm glad that the terror radius condition is gone. When I read the description the first time, I realized how overcomplex the perk is. Keep in mind, that you already need to heal another survivor completely before beeing hooked to even be able to use it in the first place as well. Combined with the terror radius condition it limits the use in play in general.
Now with the change, it can be used much more, but also got the necessary nerf with a longer timer.
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They said values aren't final and might change until PTB and change until hitting life of course. It's a normal step during development a lot of perks and values get tweaked beforehand.
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I have to disagree. Stake out Tokens are collected quite quick, if you don't go against a stealth killer. And it Tier III four Token is large enough to make a difference, but also inventives you to actually make a use out of them. If player could stack it indefinitively players would start to only do that "saving" it for later without actually making a use out of it.
Diversion on the other hand could see some tweaks to have more use. But I would rather get rid of the "terror radius" condition and give it a Quick and Quiet like cooldown, than something you can stack. It's a niche perk currently and is only usefull in a controlled environment. Something you use tactical and not spam.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/658072#Comment_658072
The game is fine. Maybe this is the smallest map in dbd, but it has the most amount of pallets, even more than bloodloge. For me haddonfield is problem for sure, mainly the strodie house. With balance landing, more than half of the killers can be looped there infinitely.
Yeah, but they are the most boring pallets in the game. What makes Springwood interesting is how these loops are playable for both survivors and killers with giving a nice amount of playchoices, while in the game these choices are much more limited. When I play on it, it sometimes feels like the game plays itself sometimes.
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Don't forget the Game.
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@Peanits said:
That does tend to happen when you don't down someone for the first 1:40 of a game. There's nothing to fix there. The survivors have nothing to do but generators. They're healthy, nobody needs a rescue. The fix to that would literally be preventing survivors from doing their objective if the killer is having a bad game, and I would very strongly disagree with that.
In the early game survivors have a huge amount of pallets, very spread out points of interests and like you said best gen efficiency by the lack of essential side objectives like hooks/healing etc.
So the chance for a killer having a bad game just because of that quite strong early phase is quite likely.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/655866#Comment_655866
All that could be avoided by not failing and relying on a hatch escape.
Try that with other random survivors in a game which can easily snowball when one of them plays dumb.
People seem to see too many 4-man-swf that they fail to see, that DbD is a teamplay optional game and as long a survivor is alive they haven't completely failed and many things are outside of their control. Of course the last survivor shouldn't be given a 100% free escape.But EGC shouldn't be a 100% survivor loss, because of bad gate spawns either.