Gandor
Gandor
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@Marius1234456918 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253173#Comment_3253173
Yes its is. But only to a certain point. As soon as the survivors know how to play as good as possible. Survivors are almost unbeatable. So the goal should be to nerf those super strong try hard teams without nerfing all other survivors.
Have you seen starstruct range addon nurse? They can easily win against sweatiest tryhard comms survivors. Supaalf has very very long killstreak with her. To spice things up, he even plays endgame nurse (hides with insidious in a spot that nobody can go to but nurse) and does not do anything until last gen pops - even after these conditions he is able to 3-4K most of the time.
And if you say that not everyone can do that then I agree. Not everyone can be best 4man military-style SWF capable of countering things like this (and even sadako - one of the weakest killers have a player with 100 consecutive game win streak under current MMR).
Clearly killers in high level are weak and need even more buffs. 61% is way too little and Q times and incentives clearly show it /s
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@Archael said:
Its a "comment" so noone will mistake example with suggestion
In my opinion, and the way to solve the asymmetry problem, is to add to the survivors a common goal, not to escape a single survivor, but to get rid of the killer. Yes, the survivors will get weapons and it will actually be a fight. After repairing 4 generators, two switches (now gates) activate, activating both of them means the killer is consumed by the entity and the group of survivors is victorious. Each survivor who has been “sacrificed” will be sacrificed and will give points for the killers, only if the survivors do not get rid of the killer.
If there is only one survivor left on the battlefield, a hatch will open on the map, running through the hatch means "tie".
Thanks to this solution, the balance will be able to go much more towards 4v1, instead of (1v1v1v1)v1.
If you want this, then go play VHS. Oh you can't because the game died. No survivors should never get any guns or any ability to kill the killer. Also there is exactly 0 reason to stuck to a game where killer sacrificed you. You are permanently out of the game. There's no reason why I should stay around and root for the rest of survivors. If there was a way how to resurrect, then it would be something different. But the game would be fully different and I am pretty sure it would be inferior version to current DBD
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This is so wrong on so many levels. WHY WOULD ANYONE EVER?!?!? consider 1 out win for survivor? I am 1000% sure you never played survivor. It's such a bad feeling (understatement) to be camped and tunneled so much that just 1 of your teammates gets out - and that is if by some miracle that 1 escapes.
If anything there are only 2 fair outcomes. 2 out to have equal chance of escapes (so 50% kill rate). Or 50% chance to have 3 out vs 4 out (meaning 87.5% escape rate). The reason for the second one is emotional one. You would not consider it win if any of your friends or family were killed by someone. You would be sad about it to the rest of your life. So killer killing anyone is then and there killer's win and game should balance around this one.
The alternative that I would actually prefer is to balance around 50% kill rate where everyone has exactly the same probability to survive or to be sacrificed. Killer killing 2 out of 4 means he got 50% of all his objectives so he was 50% successful = draw. This is actually fair to all parties. 60% kill rate is already unfair and killer get more kills then their fair share. That's also reason why "nobody wants to play survivors" meaning why killer Q times are that much longer even if you can't play with friends when playing killer outside custom games.
And this has nothing to do with you 1v1's. It has to do with overall fairness. The game is already unfair to survivors as is.
Or to say it differently. I have same validity of statement if I just say "1 survivor dying is fail for survivor group and killer win". The difference between me and you is, that I at least provided a reason that supports it. You just stated it as a "fact" that is 100% wrong and it would be obvious if you ever cared to play more then 1 survivor game for every 100 killer games you play
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@LastTourniquet said:
I am all for 50/50 spots. Filler Pallets, Z-Walls and U-Walls all have their uses and can actually be played around, this location however is not a 50/50 its a 0/100 in the killers favor. The only exception being Balanced Landing or Dead Hard both of which have better uses from various different locations near that vault.
Its really strange to me how poorly designed this location is. The only reasonably useful pallet nearby is the one in the locker room which, assuming you took the vault and the killer immediately went down the stairs, you would have to run towards the killer to reach. (yes I know there is a filler pallet in that small room but we all know that pallet is absolute garbage. Which only gives more evidence as to how bad this particular vault is).
In contrast to the opposite side of the map that has a similarly shaped staircase where there is a vault location and a pallet location both in opposite directions from where the killer is approaching.
There are similar stairs on Midwich Elementary School but the main difference is that there are line of sigh blockers and a god pallet rite at the base of the stairs. This allows for slow vault mind games and an emergency pallet if need be.
I don't really know what to do to make this vault better other than maybe reducing the stagger received from landing here by maybe 0.5 seconds so you actually have a chance, but that doesn't really seem like a good option to me. This vault doesn't add anything to the gameplay at all other than giving killers a free hit on new players that don't know any better.
You are using the vault wrong. You can't use it when killer goes up the staircase (for reasons already mentioned). You can only use this vault if you come from main/library/bathroom to get to bottom a little bit quicker (where main side is worst of these 3 options). Also if you have some extra time (killer is not directly behind you), you can run outside (farthest away from killer) to end up next to almost god pallet - yes this one is far, but killer needs to follow you or you can change directions.
I mean this spot is not the strongest in game, but it's far from useless even without balanced landing (and sure enough, BL helps in this spot a lot and no you can't use it very quickly otherwise even if there are 3 possible drops that are not very far away).
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@Archael said:
https://forum.deadbydaylight.com/en/discussion/comment/3253206#Comment_3253206
I wont say its 100%, but 90%? In act of chacing, not everyone keep track of hook stages, and which portrait was hooked or downed. But killer who is constantly looking at portraits, can tell which one (not who) was downed, hooked etc.
If i see two same Dwights, im trying to call them first and second, depending on their order on UI, and tell the difference once i hit them and see which one status changed on HUD. Tho its not killer responsibility to keep track of this.
exactly. It's not killer's responsibility. You need to be ultra nice to keep track of this and THAT is unfair. I mean - you have no way to know who you want to commit to if they do this. And just because they gave you no option to distinguish between them and you downed "incorrect one", you should not be "punished" by it and not allowed to hook your downed survivor.
To be fair - killers should have harder time tunneling survivors as this is not a fair thing (maybe they could get compensation buffs elsewhere when camp/tunnel is properly fixed making it possible but not easy AND rewarding). But at the same time killer should be able to know who is actually who and not go in blindly.
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What is this today? All the killers are crying for not being able to 4K every. single. game. ######### is this?
Survivors having stronger perks? So survivors can just delete last 2 generators after first 3 if killer does not find a specific hidden totem? Or survivors are able to disable killer for half a minute and progress all generators that they touched by 10% if they complete any generator? Or have passively progress generator by 200% by just tapping it once for a full minute + get warning when killer touches it?
Killers got their chase buffed recently. As a result you have 61% kill rate. Meaning only 39% of survivors make it out of the gate. Is that really that much? You win more then 3 out of 5 times and you still complain? Killer queues are already way longer then survivor queues because killer is that much more unfair. Think about yourself.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3252200#Comment_3252200
I've done that on accident, I had a set of triplet Cheryl's in a game. They had just unhooked one of their squad and all ran off in the same direction, I hit each of them one went down and I picked them up and then hooked. Lo and behold it was the Cheryl that had just been rescued, and they were "sacrificed", and then DCed.
I got such an earful in the post-game lobby about being a toxic killer main and being a tunnelling pos, even when I pointed out that they had all run off in the same direction and were all the same character and that I was not to know as they were all injured. Yet it was still my fault because I'm "just supposed to know". -_-
Some people are unreasonable. Take no offense and ignore it. It's 100% their fault. And they probably did it on purpose so it's totally their fault
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@Zeita said:
https://forum.deadbydaylight.com/en/discussion/comment/3244234#Comment_3244234
Pretty Much the Toxic Survivers have Decieved the developers into Un justly Nerfing Killers just so these Griefers can get a Free Escape with minimal Effert. and i want it to be challenging for both the killer and Survivers. but the killers always meant to have the ball in his Cort. the survivers are supposed to be innovative about tricking the killer and being Stealthy and only entering a chase when need to. but that dosnt happen anymore. now all the Survivers are purposly taking killers for JoyRides around the map while there Team mates finish Gens. iThe Ball is compleatly in the survivers Cort Now. and the Killer has to innovate around that on "how do i catch this surviver. how do i stop them from griefing me? how do i stop point blank hok Sabs and 2 team hook body blocks?. its Unfair for killer. KILLER is Practically on Defence almost for Every Match were Survivers are on OFFENCE
Sure buddy. 61% killrate agrees with you. Killers are so weak omg. They can't even play the game. Survivors just pitty give them kills and it's never the killer who (while he can deny the play for it altogether) gives hatch to last surviving survivor out of pitty
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@Viktor1853 said:
Nurse is fine if you are good at survivor
Nurse is fine if she is baby nurse. Otherwise she is 0 fun to go against. There are no good plays you can really do against her and if you somehow outplay her, she is back at you in 6 seconds. It's like you are a bot when nurse is a killer. You don't play the game. It's nurse who plays the game and it's all about her and her blinks.
But sure she is fine when YOU play her. But try to play against her. Especially against starstruck nurse (I would love to see DC numbers/suicides against startstruck range/recharge addon nurse - the number must be highest of them all by huge margin). Enjoy your torment if you ever play against her (I presume you won't, because you only play AS her)
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/3253170#Comment_3253170
There's nothing to abuse unless you want to include player behavior.
If the survivor wants to unhook in front of me, that's a there problem. Not mine.
If the survivor unhooks me in front of killer I'll hope they brought in BT. Nothing i can do to stop them.
So it's survivor's fault killer camps. So you want us to return to the state where BT is mandatory or soloQ is total nightmare because they will farm you like crazy.
No this is so unfair and game breaking. BT basekit was one of the best things that devs could have made. It's not survivor's fault that he can't play the game after 1st hook. Giving him some ability to play is only fair. Otherwise let's bring something unfair to killers too - say permanent sabo on hooks (no hook respawn). How would you feel about that one? And you can bring iron grasp/agi to take someone to basement so it's the same as your requirement for BT
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I would go 1 tiny step beyond this. I would allow freddy to TP to finished generators, but would show them in a sliightly different aura - say white for unfinished gens and gray from finished. Freddy is weak right now and this buff is the very minimum of what he should get.
I would maybe go as far as to give them both powers even after this buff (allow him to place both fake pallets (a few. say 2 or 3) and snares and cycle thru them same way as clown) - with pallet addon giving more fake pallets.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/3253161#Comment_3253161
Not that weird. I main(ed) killer after all and there is a reason borrowed time exists.
Ah. So you want to abuse this as a killer. Got it
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/3252157#Comment_3252157
That they haven't fixed this problem even though devs pointed it out months ago the issue with skipped lobbies and queue times. It's the main reason I no longer play this game regularly and won't buy more DLC.
There are F2P games with better matchmaking than suffering this nonsense. But they don't care as long as 4 survivors get their pubstomp experience.
It's not even rare to find yourself in a match where killer 4K's at 5 gens. It is definitely not killer's issue. It's everyone's issue
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@Bran said:
I prefer just not having any protections on unhook basekit, but no collision then BT is out of the question automatically.
You with the follower act of playing nice is just a personal problem.
so you would prefer to be camped and downed immediatelly after unhook - even before you are allowed to take single step forward? Weird
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@Zeita said:
https://forum.deadbydaylight.com/en/discussion/comment/3248526#Comment_3248526
one can make the counter argument that "Nerfed" has been weaponized to put the game more into the survivers faver giving them less of a challenge and to give them an easy Win with minimal Effert basically having an Escape handed to them cause they love to troll and griefe the killer for Clips and even an attempt to get killer DC Clips which may be funny at first. in the End its Punishing people for playing killer the forcing them to be a surviver main to grief another killer main for funsies. and tbh after the Major perk changes in the Patch the game has felt a little to powerfull for survivers and ive been playing since around the last qourter of 2017. and i miss being Afraid to enter chases i miss being afraid of the killers and how rewarding it was to Escape ina Clutch. but now everygame im finding my self tripple escaping or qwad escaping. and even as killer its not as fun anymore to scare survivers and get them desperat. now they just take me for a joyride when i play killer like its just another afternoon jog for them. this supposed to be (Survival Horror) Not an Action Arcade game with only 1 mode "Elimination". but thats my Take
I know you don't play this game from 2017, because killer was WAY harder back then. Do you remember sabotaging all the hooks but basement? Do you remember literal infinites? No? I thought so. Don't pretend you did something where it's obvious it's a lie. AFAIK killers never had 61% kill rate before patch 6.1. That should sum it up
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So another survivor-favoring map should be completely reworked, because this one favors survivors. God forbid to touch shelter woods or midwitch or any other map that favors killers.
Anyway - badham basement is not that bad once you break both doors. You are guaranteed at least 2 hooks within carry distance no matter where you down the survivor. Possibly 4 (each side of main can have 1 hook. But sure - if this creates such a problem, main could have 1 additional hook in bottom part of main.
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@VaporLion said:
i think they should remove that you have to run in order to activate dead hard. its a stupid condition that doesnt make sense. i think sometimes i just wanna fake a window vault and stand still at the window while doing so but then i cant acivate dead hard because you have to run in order to activate it.
no. That would create many other problems. Like using DH instead of booning. There are more actions on same button. It's bad enough selfcare prevents you from opening exit gates or saboteur prioritize hook instead of healing your teammate after unhook
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3251912#Comment_3251912
Why does a perk that only works well by multiple gen kicks AND a required survivor down need counterplay?
Because people don't bring just eruption. If you ever get to "enjoy" the combo of multiple kicking perks, you would know that kicking part has barely any downside and huge upsides. In case of eruption it provides potentially arguably more value then the down itself. Removing 3 players for half a minute + regression + slow regression over time is way too much against solo that have 0 defense against it. Killer can win the game with this perk alone (because it removes half a minute from next chase + provide information). Overall very unfair perk. Against soloQ that is.
It would be the same as if say stakeout tokens gave you 10% gen progression per usage and saying why does that need nerf - you need to be in danger to activate it so those tokens are deserved. Well no. They are not deserved for such a huge buff. Playing the game normally should not provide you with huge buff that can't be countered. That's unfair.
EDIT: To clarify - I think eruption is very strong, but still OK perk against comms SWF. Because they can tell each other to stop doing gens (but they can guess wrong). The perk is huge problem only for soloQ
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@RaSavage42 said:
But to make Eruption work against SWF's it would destroy Solo's... IMO anyway
The problem I have with it is the fact that Some Survivor players want easy games... so they want easier counters to things they don't like
Not saying that OP is one of them
Eruption doesn't do that much damage to the Gens, but keeps Survivors from doing anything for 25 seconds
Survivors need to realize that the Gens don't need to be done in 5 minutes... and Killers need to realize that making a 3V1 off the rip isn't going to make their jobs any easier
And making a skillcheck occur for the sake of a counter may work for some players but not everyone...
So what else can be done with Eruption:
Increase the Gen regression
Decrease the Incapacitated timer
Make the cooldown longer
Or all of them
I would opt for all 3 of them.
Anyway good points. i have just 1 addition. It's not survivors who want easier games. It's some players (on both sides).
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This again?
I will make it short. Shattered basekit for survivor spawning on hook that is as far as possible from killer after hook (similiar to pyramidhead).
Killing boons for killing camping. I will not settle for less
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@dugman said:
Everybody has understandably been talking about The Knight since his power is so unusual and potentially really interesting, but personally I’m interested in how good or bad the custom match survivor bots are. I saw one or two games with them and at a glance they seemed decent? 🤷♂️ It’s hard to tell but they actually were running kind of reasonable looking paths and weren’t getting obviously stuck in terrain like Nemesis’ zombies do. I don’t know if the bots actually juke or do 360s or are good at hiding from the killer though since like I said I only saw a couple of games with them.
So out of curiosity has anybody actually given the bots a serious go? How do they stack up against, say, average to below average human players? Are they completing gens and at least giving an effort to use pallets and vaults to evade killers? (Everything else aside at the very least I’m sure they won’t ragequit! 😄)
P.S. Oops, I meant to post this in the PTB feedback, not general, mods please feel free to move the thread.
A friend of mine is into bots in all the games. He said the bots are actually fine. They are decent. They don't do really stupid things and actually try to juke you. Yet they are far from perfect. One thing is, that they are supposed to only midvault all the time. The other thing is, that they are not properly aware of killer powers - so even if they are likely to drop pallets on you, they will just not do that if you are freddy and use fake pallets - because they "don't see those pallets".
But I did not play with them personnaly
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3251914#Comment_3251914
Using exploits is cheating ... end of story
Devs can say it's intended or OK. How would you know which part is not intended? There's active thread where 1 person asks to remove 360, because "it provides unintended spin rate for survivors". And yet another person points out that devs talked about this one and it IS intended.
Meaning - you thinkink that something is not intended means nothing. Because you just don't know. And if devs find out about something which really was not intended, then they can (with few exceptions) kill switch that part of the game. So you should at default consider everything to be intended behavior in game
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3251908#Comment_3251908
I am not, i play mostly survivor since 6.1.
But i dont cheat.
it's not cheating. The game allows it. Devs know about these things and do not forbid it. So it's not cheating.
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@sulaiman said:
Still not the point.
That's your POW.
IMO it's exactly the point. Eruption needs counterplay, because it does too much and there is nothing you can do to mitigate it (apart from playing in a good SWF - which is problem on it's own). If eruption regressed the gen for 2.5% and made you incapacitated for 3 seconds, nobody would ask for skillcheck or any other nerf to the perk. On the contrary people will ask for buffs to the perk
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3251891#Comment_3251891
Let me google the definition of an exploit for you:
"In video games, an exploit is the use of a bug or glitch, or use of elements of a game system in a manner not intended by the game's designers, in a way that gives a substantial unfair advantage to players using it."
sure. And under loose definition abusing bad design from a game is exploit. Strictly speaking it isn't. Yet you are abusing problematic part of a game for your advantage over other (survivor) players.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3249749#Comment_3249749
Those are legit strategies, that are supported by perks.
Using exploits are cheating
Exploiting bad design of the game is then cheating too instead of "legit tactics". You have too strict criteria - I just made them a bit stricter to the depriment of fun in game. Actually every exploit that brings more fun interactions as opposed to frustration should be legit thing in a game and should not be removed.
Maybe if devs have enough time - they could remove their "exploit feel" and instead add it back in under more regular interactions (great example was flashlight fake vaulting - they shouldn't have removed it. Instead they should have attached it onto a perk or let's say addon to key or something like that. The interaction is fun, but it feels wrong to require flashlight as that makes 0 sense)
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@sulaiman said:
Yet, the argument that i did react to holds true for blast mine as well as eruption. Nothing you just said has anything to do with that.
Buff blast mine to actually do something impactful against killer (the way eruption is) and then you can give "counter play" for it. If it does not do anything useful, then you don't need to have counter play. Does this clarify it for you?
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@KblokoBR as you can see, survivors are OP. 400h player with 170h on killer can consistently kill 2-3K hours with few 700h players. Sure killers need help badly loosing so much
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3250312#Comment_3250312
Flash/sabo if the pickup is in front of the hook, otherwise the hinder effect should be enough to reduce the range of movement for the Killer significantly, likely also increasing the wiggle effect similar to the PTB version of Boil Over.
I'm not looking to eradicate getting a survivor off of a shoulder, but the current version of flashlight is far too map dependent, with far too many charges, and requiring too much esoteric knowledge of game mechanics than anything that resembles common sense.
And then I want to introduce a Scratch-mark suppression effect onto the Lightburn effect at base so it increases the chase tool potential of the flashlight.
Just yesterday I played badham. Killer picked up survivor from under the hook but did not notice - or rather decided to go for a scourge hook. He swung at me (missing) as I saboed the hook to his face and I ran away. Even after all this killer was able to bring the other survivor to even next hook.
Slowing down killer that holds survivor will not work even if it reduced the speed to 50%. Not to mention you would need to shine the flashlight for whole duration (15-16s) so you probably need purple flashlight with 1 battery for a single save. This is such an obvious disgusting nerf, that sorry. I very much hate your suggestion
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@whispersenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3250317#Comment_3250317
used to be able to, when did they remove that?
No idea when. But I play the perk and it's not possible for a long time now
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3251125#Comment_3251125
Literally every game has that issue. It's not enough of a reason to deny VC in a game. There are games FAR more toxic than dbd with voice chat. Mute buttons for disruptive noises and toxic people, plus reporting so people being racist/sexist etc will be banned. I personally don't want to listen to anyone be racist etc so when I'm playing an online game, if i come across someone like that I simply mute them. I don't see what is so hard about this.
And just because a someone in a swf can't call out exactly where they are doesn't mean VC wouldn't be useful. Relaying when the killer is chasing them, sussing out the killers perks, basic mechanical advice for new players, calling for distractions or unhooks, warning when killer is camping or tunneling, calling locations of gens with progress, exit gates etc. It would be amazingly useful. Especially to new players, it would help them learn faster and pick up the basics so they don't get windmill slammed onto hooks constantly.
Ping system provides 70% benefit with 5% of negatives (you can still be toxic/annoying to very limited degree with pings). Also pings are useful QOL even for SWF (1-2 button clicks might be faster then saying stuff). I would certainly start with those instead of expanding team who would evaluate ban reports.
Also my reply was a bit more answer to 1st post that said comms are better then all survivor perks combined. It most definitelly is not for most survivors as they can't use comms to their full value (and also best survivors can digest hints into better information then what average swf can relay to each other - because average swf can misinform a lot too).
Sure enough free voice chat might be better for teaching beginners stuff about game. But this same thing can be also annoying at the same time ("stop telling me what to do all the time and let me play the game").
To sum up - voice chat can bring too many problems BHVR might be not equipped to tackle properly. While ping system solves most of the same problems to lesser degree without causing majority of problems. I don't see any proper reason why anybody would not start with ping system and hud-action indicator before in-game voice comms.
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@Hex_Ignored said:
Remember: it's only an issue if a killer can gain an advantage from doing it (e.g. blight and oni)
Sure because removing all of these things (360, blight dpi turns and oni 180's) will be net killer nerf NOT.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3250500#Comment_3250500
A ping system would be good but VC is preferable. And those many reasons against? Toxicity and potential balance issues? That's about it.
Toxicity in unlimited forms (racial, sexist, religion, casual slurs, life threatening, the list goes on), language barriers, audio quality (lots of people don't have mic, or have just built-in version that picks up output from game), overall sound quality (endless echo, hearing chase from other survivors, being too loud or too quiet, ppl ear ######### you). And to not forget - some people don't like to speak with others - but you indirectly force them to.
One additional note. Most swf are not able to communicate effectively. Lots of people can't even explain where they are. Being in swf does not even means being on comms. I am 100% possitive, that for most their 4 perks are much much more then voice communication.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3249892#Comment_3249892
Should the killer then get a skillcheck if he hits a gen with a blast mine? Because that same argument holds true there.
If the killer succed he just breaks the gen normally, and avoids blast mine.
Ah. So blast mine progresses gen by 10% if it hits and also stops killer to both M1 or M2 for hlaf a minute? Got it. Sure then. Such a meta survivor perk should be nerfed and get a way how to be circumvented by e.g. a skillcheck.
Oh now I realized. Blast mine is used just for memes or for tome challenges for survivors that can't consistently blind/stun killer. Because at best this perk can waste 5s of killer's time when not chasing anyone - making it worthless perk for normal gameplay. But more often then not, the perk can do exactly nothing.
Check out usage rate of eruption vs blast mine. Maybe this will hint to you which one of those deserves buff and which nerf.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3250993#Comment_3250993
You basically just said "if they just fix the game its not a problem" which is definitely not on topic and even if all the maps were balanced, which will almost certainly never happen, i'd still prefer map offerings to be map bans instead of guaranteeing a map.
And under balanced conditions, I would much rather prefer to be able to pick my map (so I actively don't want proposed solution). There are multiple reasons. Maybe I play mirror meyers. Maybe I played both lery's and midwitch twice last 4 matches. Maybe I want to learn totem spawns on the newest map. Maybe I have a challenge to fall from a great height and don't want to play flat maps like wreckers or shelter woods.
Map bans would not really solve any of these.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3250889#Comment_3250889
Okay lets just tackle every single massive issue the game has under the topic of map offerings. I agree the large disparity between the best and the worst in the game in all aspects is to vast, but there isnt a single change that would fix that so changing little things here and there help and right now map offerings are a problem.
Otherwise theres no reason for bhvr to change or add or remove anything in the game till certain things are fixed and as much as I'd kinda like that they've already said they won't multiple times so its pointless to even talk about. We've asked for that and they said no. So regardless of how connected you think it is or isn't its still off topic and pointless to talk about here.
It's not offtopic to me. Because if they get balance to the game, that will probably not result in return to map offerings.
And as it stands right now, map offerings are 4x as probable to be for survivor benefit. Considering all the official stats for kill rate, I doubly don't want temporary measures that weaken already weaker role. I would agree to remove map offerings if it was balanced by something - like not showing what items will survivors bring. Or if the kill rate was swapped and survivors were escaping at 61% rate.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3250881#Comment_3250881
They are turning quicker than intended. If you watch a 360 from the survivor's PoV, they aren't just holding shift and cycling through the W/A/S/D keys. They are purposely doing something additional to this to turn faster.
Yes. Moving also the camera. You can do the same stuff as killer. There's nothing "not intended" by that. But if you want not intended behavior... Oni should not be able to turn 90 degrees in ability and continue to dash (but he does). Blight should not be able to turn 90 degrees within 30cm distance. Definitelly not 180 - but he can do both (even if the second thing is reportable). On the contrary survivors were always intended to be able to move forward and go wherever they were looking. They are also supposed to be able to click w a s d. I see no problem with it. 100% no problem compared to oni/blight things that are still possible (especially considering how much advantage does 360 do compared to oni doing U turn within long wall gym)
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3247319#Comment_3247319
Yeah again these are 2 completely different discussions. I get it some killers are just awful to go against, even if they arent that strong, and yes the difference between solo queue and swf is way to big. Those are fine convos to have but make your own thread about them.
It is all tied together. If gap between solo vs swf and best vs worst killer was much lower, same as difference between best and worst map, then this whole topic would not make sense. Map offerings are fine. Problem is, that it can make the game too much 1-sided. If you fix map balance problem, then you don't need to remove map offerings
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3250820#Comment_3250820
That's not a good excuse for allowing survivors to break the intended spin limit.
It's just a big double standard that it was so important to fix Blight when he was able to bypass his intended rush turn rate, but nothing gets done when survivors are able to bypass their intended spin rate. When Blight was able to bypass his intended rush turn rate, it was very counterable by survivors, and Blight players found it very fun to do, and those are the exact same reasons you're giving for keeping 360s in the game.
Survivors does not turn any quicker then what is intended. The only reason why this can work is, that you don't see too much to sides and survivors can quickly get away from your viewport when they are close to you. Devs already said this is not abuse or anything. And that they actually like the interaction. And I have 0 idea why this thing should go away. It's very rare against skilled killer anyway
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@TheEternalOne said:
Yes but if matchmaking was based truly on time played... IE devotion levels... then it would at least be a little more fair. Being new to the game its frustrating that someone sees how I cant loop, cant evade, and then kills me over and over until I'm out of the game. I dont blame them either. The goal is to win and taking the weak link out of the game helps towards that.
It just seems a little more fair to play against people who have played this game (in relative game time) the same as me with the same devotion lvl that I have over someone who is devotion level 30 or 50 and has been playing for years.... I really like this game, but its nerve racking enough getting beat to death with a club or stabbed to death ... and still having to work against people who can do it easily over someone like me who misses over half my attacks or dodges
Time is not a good indicator. Tightened kill/escape is already much better. The problem is, that they don't want very fair matches - reason being high MMR players hate it (because they "have to" sweat all the time) + it prolonges queue times. So devs decided to actually give you unfair matches (those that make you OP and also those where you get stomped - no matter which side you play if you are not on skill extremes - too good or too bad - where there are not that many people to give you more extreme players).
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@Tragopan said:
Never seen someone DC because of a specific Killer. It is almost always a result of being camped or tunneled.
Being able to prepare against the Killer ahead of time would somewhat cheapen the experience in my opinion.
Oh I have seen it plenty of times. When I hear blink and play soloQ, I know there's very good chance the game will suck, because if she has starstruck, odds are someone will DC (or kill himself on hook or something like that). Not that I blame them tho
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3250757#Comment_3250757
If you honestly think 360s are easily counterable, they why would you care if they were removed?
because it's last thing that can save you. It's like those 4% once your whole team is down. It works once in 10 tries. Or if killer does not pay attention. Making it that much more hilarious if it works
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Do really killers complain about 360? All you need to do is stay on a single spot and survivor can do anything and it will not help
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We taked about basekit stuff. Survivors got just BT. Killers got thana for +10s per each gen. STBFL for 0.3s after each hit cd reduction. Brutal strength for kicking pallet -10% time and shorter survivor sprint burst and mini pop. So 4 basekit perk +1 thing that's not a perk for single survivors 1 basekit.
About perks - survivors got butchered their meta. Killers just changed regression perks for gen kicking perks (CoB, OC and eruption) with now effectively much stronger STBFL (it stacks with default version). 6.1 buffed killers by huge margin which was immediatelly seen by stats, Q times and DC's. Yet you complain about it. That talks about you way more then anything
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@MizukiAyu said:
This whole "well then just tunnel the body blocker" mentality is why this endurance is a problem. It promotes unhealthy gameplay and the 10s does NOTHING to stop tunneling anyway.
BT basekit is meaned to give you chance to get somewhere loopable after being unhooked. The alternative is to die 0.3s after being unhooked (aka survivor farming). At least with basekit BT you get chance to have 1 good chase. Possibly full chase if you take OTR and killer does not hit you immediatelly
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/3249548#Comment_3249548
It seems very accurate indeed, nurse is the weakest and sadako strongest. Poor delusional guy, maybe your mmr is so low that you live in another reality, see some high level ytber and stop talking nonsense.
So you say devs are lying to us? 😁
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@Marius1234456918 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249519#Comment_3249519
So free bt basekit is killer sieded. And free unbreakable basekit is Killer sieded too. Killer never got a free fifth perk. I think you are the one that need to open his eyes...
Stbfl, brutal strength and thanatophobia only in this one patch - free killer perks. Not to count survivors have shorter sprint after hit. I would gladly trade it away for BT basekit.
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@whispersenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3250186#Comment_3250186
you can proc balanced on any map, can't you? shelter woods is the hardest but you can proc it from the tree in the middle. you have the harvesters on farm maps, hills on autohaven and macmillan maps, main buildings on all the other maps.
there used to be a variant of groaning storehouse where you couldn't proc it if a) no hills spawned and b) basement was in main building, but i think they fixed that
No. Not on tree. Technically you can on basement stairs, but that will never help you. BL on shelter is useless
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3249887#Comment_3249887
You haven't read this thread at all. Read through it.
I did. You want to replace flash saves with hindered. And you want to require survivors to both sabo and flash to save teammate. Not a fan. You just want to take away tools from survivors
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3250000#Comment_3250000
i do not think he would be too strong. I do think he would be top 3 killer contender if he was a bit stronger.
He already is. What you propose would make him more broken then best nurses. 0 counterplay. Not healthy