Grigerbest
Grigerbest
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It felt unfair to Huntress and Death slinger not having 4.6 - idk.
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I feel like Ultimate weapon should have a radius based on the locker that killer opened, instead of a killer's TR.
Oh, wait a second… 💀
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819466#Comment_3819466
No solo queue player believes they should win all the time. But surely you don’t believe losing 8/10 games is something any gamer should “just accept.” Right?
If you are losing 8 games out of 10 - your MMR will be so low that you are going to be matched with VERY unexperienced killers and escaping the same amount until you reach "YOUR mmr cap".
With 60-64% killer "win-rate" - it suppose to be 6 out of 10.
I hate the sentence: "Skill issue" - but if you dying more than 6 out of 10 games all the time - you either on much higher MMR than you supposed to be, you just playing bad\making a lot of mistakes, or killers (somehow\unlikely) tunneling exactly YOU all the time…
I can assure by my experience with soloq - MMR system is working. If I got killed in 4 matches in a row (doesn't matter how) - my next 2 or 3 matches I'm usually escaping because I get matched with "not really" experienced killers. Which is almost the exact 60-64% of the opposing side "win-rate".
A lot depends on the player's skill, and honestly… Luck. When it comes to soloq.
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Tbh - we or developers can't do anything about it, unless their experience and moral will be higher\better.
"Survive as a team… Or not." - this feature regardless of what you think is - advocating such unsportsmanlike conduct such as DC. (I don't care about the team - I'm not a team-player - so I'm out guys - bye-bye!) - sort of thing.
Harsher penalties are just going to scare away players… If only DBD was an actual Team-based game for survivors - then you can make harsher penalties.
But until then - the only thing is - make soloq experience more enjoyable\bearable\fair.
DC isn't an issue - it's a consequence of the real issues with the game.
It can be reasonable (emergency irl) and also unreasonable (such as hating particular killer\getting downed faster than expected)
Players just need to be more thick-skinned, and don't treat the game like their life depends on it, or like they're obligated to win all the time. Especially in soloq.
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@Rick1998 said:
would be nice . I still wish we had a perk that increased pick up and hooking action speeds .
There is a perk - it's called Fire up. :D
But you know how it works and how much speed increase it's giving.
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Back to playing Pinball, huh?!
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819258#Comment_3819258
Ah I getcha, that does make sense... though I feel it could be argued one way or the other…
Personally as a perk identity, I feel like it's Agitation's purpose to help you reach far off hooks. Iron Grasp makes more sense as a perk to make it harder to lose a hook to me... with this change Iron Grasp basically does both and makes Agitation rather obsolete, and I don't see a way you could buff Agitation with Iron Grasp in this state to ever make it useful without making the combination of the 2 utterly busted for basement strats.
So to explore it, Tlthere is the scenario you describe where a killer getting stunned by a pallet will need that extra time to account for the 50% progress... but there is also the scenario where they don't get stunned by a pallet, and the distance they can walk is kinda monstrous at an additional 30%... I would argue that with that carry time it is quite effective for certain killers to prop them up at higher levels via making basement much more reachable… and I'm mostly looking at the 3 killers I mentioned.
Obviously Trapper and Bubba aren't strong/oppressively strong, but they are undisputed kings of the basement camp, and I can definitely see that perk becoming a must have on both of them, even just using the threat of Iron grasp into basement alone to create a 3 or 4 gen... However then of course there is Huntress, who can also punish basement hard just as well, and would be a pretty nasty snowball to overcome, and she certainly is not a weak killer to have that kind of power....
If the goal is to help out newer players securing hooks vs. pallet stuns, I would consider a smaller wiggle progress hit than 50% instead (say 25-33% progress), without giving any/too much of a timer increase.
I think it acheives the same goal, but allows Iron Grasp and Agitation to occupy different identities.
Completely fair point. :)
Making underperforming perks better and fun to use\beginner friendly (Iron grasp is a beginner killer perk) - the sole reason of making suggestions, even if nobody from a developer team will see. :D
Next one I wanted to think about Stridor - but I couldn't come up with something without making it way too far from it's "main theme"…
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I just hope it will be a LAST REWORK of her.
Developers wasting too much time on her. I'd rather them to work on other stuff: Like Freddy.
Freddy need just OVERALL rework - how he looks and his kit + voice acting!
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It feels VERY random to me, unless it's a map without rng.
It was always been like this - connected tiles\pallets\windows with 3-4m from each other, sometimes it's just a complete dead zone for 30m after 1 tile with a pallet.
Personal verdict - Rng is Rng.
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Then the change\tweaks in meta perks will decide the destiny of this killer. :D
I don't think it's healthy at all.
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@UndeddJester said:
It's certainly powerful… but the basements man…
There's already a need to run far from basement vs. killers that can really punish hooks in basement, even if it means you're running into a dead zone it's worth going down, because of the snowball power it can bring… can you imagine Huntress, Bubba and Trapper with this? You're going into the pit almost every time at some point 😱😱😱
The resisting stuns with a 50% struggle progress is a potentially good idea though (I might say 40% progress, as 50 is still very harsh for reaching hooks). Still counterable for Survivors via extra commitment with body blocking and sabos, but it does make "go down under pallet" strategies much more counterable and makes it much less troublesome defending a down… So while I think the duration probably should stay the same, this change is certainly interesting, and would really help killers who lack the lethality to effectively push survivors away 🤔
The main reason why I'm telling that time to struggle needs to be increased is because: When you get blinded while picking up a survivor or a pallet been dropped at you - you will not instantly drop them, but the bar will be instantly filled by 50% - means that you only have half the time to reach a hook. So I felt like the overall struggle time should be increased by a few seconds - so if you got blinded or stunned - you will have extra 2-3 sec.
And the reasons of why I want this perk to be buffed:
- Nobody uses this perk unless it's mixed for basement.
- Survivors have a really nasty build which include: sabo, boil over, etc (you know).
They intentionally go down at the pallets, dead zones (from hooks), on the highs\second floors. Some of the newer killer players don't really know how to "fight it", and the "fight" - slugging. But slugging as a beginner killer = lose precious bp. And it's not fun.
With this perk - new killer players will have more of a chance\second chance to hook a survivor, and learn without hurting their experience. It's still obviously not going to be a useful perk for experienced players.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819178#Comment_3819178
Saying gg is polite and being a good sport.
Only sore losers and the perpetually offended could react negatively to it.
If you try to please that kind of people, you'll end up not being able to say "good day" because what if they are not having a good day ? (and they probably arent).
Then instead you'll say "greetings" until someone finds that offensive.
It'll never end.
Let's keep being polite and a good sport.
Well, I can say gg - if only the other side say it first.
I'm just here trying to adapt the way I'm talking in a good manner when things are changing. Somewhere around 2010-2015 - saying ggwp were never meant in a bad way or sarcastic. It was an expression of a good sports.
Nowadays ppl are much more sensitive to - at first "completely harmless" words.
So I just decided that… If my opponents find the match enjoyable and typed gg - I will say gg in return. Seems like the best way…
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818957#Comment_3818957
I will be forever confused in which way the perception of another person how I meant a sentence/word is my problem. If I say "ggs" because it was a good game for me and I want to tell them that and they think it's sarcastic it's entirely on them and their way of thinking, I meant it positive and I can't influence that so I don't care about how they read that.
Unless your: - "ggs" starts to look like this: "####". :D
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/429823/end-game-chat-please-lemme-speak-rant
Interessting enough russians can still insult my entire bloodline even with that amount of censoring, this system is so useless xD
(That being said I don't have anything against russians, they just insult me often for some reason. That's just for clarification xD)
Don't worry about it - any nation have their own bad\rude ppl.
And don't mind the infamous "Internet crap talk". When somebody argues with you, they need to bring points\arguments\logical takes, if they start insulting you, your appearance, your family - means you've won, and they ran off of points and arguments.
Insults - are the MOST pointless part of any conversation.
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@IIITweedleIII said:
Even if you mean well. And your GGs go through. The opposition will just believe it's disingenuous. So might just be best not to even say anything.
Oh btw, I'm not typing: "GG" in any pvp game that I play since 2018 or 2019. It was exactly the moment I found out that a lot of players don't like it\find it sarcastic. If the match was good for me - doesn't mean it was good for them, so I think typing: "gg" is just wrong and actually can be viewed as a sarcasm.
Usually, when my opponents were playing really good, I'm typing: "Well played, guys". And not even: "wp", typing the whole sentence.
When my opponents were playing dirty\unfair (bug abuse)\highly disrespectful - I'm not typing anything and silently leaving from the lobby.
@SpitefulHateful said:
Endgame chat should be removed entirely. Simple as that.
No, I disagree - as a "social creatures" in most cases people just want to express themselves to others. Yes, sometimes they do that not in a very good manner, but it shouldn't concern the other side too much, coz it's just an "internet's bad talk".
On other occasions people want to simply compliment others, ask them for how long they've been playing, or maybe even ask them for a party to play with. It happened to me so many times, when I was playing survivor, and after a match other teammates that I played with were asking me if I want to play with them in a group. It happens to everyone 100%, without end-game chat - players wouldn't care too much trying to find a person to write a pm.
Having chat isn't always bad at all. Some people are not expressing themselves not in nice form is just an inevitable con, but again, it shouldn't concern anyone on the internet.
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@basedkiller916 said:
Watch cocolatte on youtube. You'll learn a lot man
No-no, you misunderstood me. Sorry. :D
It's not that I think killer is bad, or I can't play as him - it's about how exhausting it to play as Singu. :D
Literally tiring, so many things to think about and do before getting a hit or down - is just exhausting to me. I know nothing can change this fact about the killer.
I have such a respect for players who main him and playing as Singu on a regular basis, you guys are legends…
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@Skillfulstone said:
While the "Last Standing" mechanic has it's merits, I think that there should be a more "general" deterrent for excessive slugging and boring/unfun situations. Basekit Unbreakable isn't the answer (we all remember the dreadful PTB that tried it and the deserved almost-unanimously negative response from the community) the Killer would simply alternate between the two last Survivors, I honestly believe that this is one of the many reasons there should be an "insta-bleedout" optional button under certain conditions;
If only 2 Survivors remain.
If all remaining Survivors are incapable of playing (either downed or hooked/caged).
If slugged for 2m+ (how often does anyone gets slugged for 2+ minutes unless the Killer is either slugging for the 4k, trolling, or purposefully going for a slugfest after tunnelling the first Survivor?).
Especially since the devs apparently want to encourage slugging for the 4k with their insistance on pushing the Finisher Mori system, there should be a way to go next without having to twiddle your thumbs almost every games. It's already a bit worse than before since they added the Finisher Mori and when new Mori animations shows up (it's very possible that the Finisher Mori was pushed in order to eventually sell Mori animations) it'll get even worse since people will want to justify their purchase.
I wanted a finisher mori to be implemented too. But I didn't expect it's going to highly encourage slugging for 4k.
In order to discourage the slugging - just make it to be an unpleasant experience for killers, they will learn that slugging is MUCH worse so they'd rather hooking the third survivor, than leave it on the ground and looking for 4-th.
Doesn't mean that my post is perfect tho - you guys are here to tweak it as you like or think it would be better, every suggestion matters.
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@[Deleted User] said:
Do people really think Hag is bad? What are people doing on Hag? She can completely shut down half the map and snowball like crazy if you know how to set traps. She's really not that bully-able if you know how to play her at a high level
The issue is coordinated group or at least 1 survivor who's going to follow you around. 1 good looper can just "sit on your tale" and wipe all traps you are placing, if you try to scare them off - you are 4.4 killer, you can't afford chasing somebody without a power.
I mean, I shouldn't be the one telling you this, you probably know all that by yourself. Hag is good in soloq when survivors are not really aware of what to do, once they do know - you are pretty much doesn't have a power and you are 4.4.
The issue I see in buffing her to 4.6 - she is a HUGE power creep to Trapper. If she gets 4.6 - it just will be completely unfair to Trapper - being one of the set up killers.
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Remember the infamous line: - "Nurse is bottlenecking the game"?
"Everything is broken on Nurse."
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"I'm no longer the Knight… I'm a telepathic green orb."
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The game says: 50% on survivor role, but if I go with killer, I have 3-5s of q-times. I feel like it's bugged.
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They need to make survivor matches be more fun, so people want to play that role.
IMHO: - The removal of pick ups and carry survivors to the hooks, also removed a HUGE chunk of skill expression and fun elements from the survivor gameplay in 2v8 mode.
Flashlight saves, Pallet saves was basically removed, while these ones actually fun to do. (If you do it right)
I think they need to bring this basic gameplay mechanic back and adapt it for 2v8, it will surely bump the interest of playing survivor in 2v8.
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Try to mori him as Xenomorph and watch the faces he makes. :D
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I think all killers are fun when they work. :D
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@Laluzi said:
A purely team based score would be bad - you're inevitably dragged down or boosted by the efforts of three other players, and that would cause resentment and accusations to boil up pretty fast. But the concept has a lot of merit to it. I think the best way to implement something like this would be a hybrid system, where individual score is factored first, and then a team score could be added onto that (but never subtracted/a negative modifier to personal performance.) So maybe you get tunneled out, and you get your piddly 6k score because you couldn't do anything, and then when the match is over, you get +1000 BP per gen your team completes after your death, +500 for every stun they get, and +2000 for every survivor that escapes.
Just spitballing the numbers, but something like this would be less punishing to survivors that sacrifice themselves in pursuit of team objectives so long as their teammates continue to succeed.
I don't know if it should touch MMR, though. MMR's a tricky beast, especially for survivors - being too high and too low are both very bad things for the player. I do think not losing or even gaining MMR if you die but your 3 teammates get out would be helpful, and it would help solos escape from the Clueless Teammate Pit. But at the same time I'm nervous that it could go too far in the opposite extreme and function to keep boosting players who need to lose MMR to be in a comfortable zone.
If you know the game called "HOTS" (Heroes of the Storm) - they were having a team-based experience earning. (Experience earned from the hero\minion kills getting shared across the whole team).
It worked well in HOTS, but Dbd… I don't think shared score will work in Dbd, I'm not expert tho, the things like these need testing.
But I shared my concerns on this very topic. The cons are there, and without a doubt - it could be much worse than individual scoring.
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@crogers271 said:
Survivors win / lose as a team. I'd support it, but it would be a different game. It would go against multiple elements of the design philosophy. I could see it going really poorly in the long run, but as a player I'd be willing to take that risk, not sure I would if I was in BHVR's shoes.
I think the bigger change here is not the team based element, but BHVR actually giving firm win conditions.
MMR would be an obvious change, but I highly doubt most players think about MMR (which is what BHVR wants) given its hidden.
Survivors gain points as a team. I don't think that's necessary. Having individual scores is still a good thing in team games just for some end game comparison. Probably give bloodpoints for escapes to the team, and maybe some BP if a player just hangs on a hook while everyone else gets gens done.
Pips? Eh, whatever. I tend to forget the pip system exists until I get a BP drop.
Looking through your list of cons:
If you escaped and your team died - you lost the match, you maybe even get depip\lowered your MMR.This goes with the idea of changing the game philosophy. We accept it in other team games that you might have the best game of your life, but you still lose.
It does create the possibility that people just to give up towards the end of the match (anti-climatic and bad game design). There's potentially no point in playing for hatch on the survivor side or trying to secure a 1k on the killer with a clear win condition. That said, the game is designed around not just the idea of win/draw/loss, but degree of win/draw/loss actually mattering. I think the community plays that way, even if doesn't seem to be understood in comments.
If you died early - you will need to spectate the match until very end to receive more points. (If you leave from the lobby - you will get what your team earned at the very moment).I don't think this is necessary. No reason that a player can't leave a match with the BP they have and the difference is delivered to them later. I wish DbD had the ability to go back and look at like the last ten games played, so adding something like that would be a general boost.
If this was necessary, it would outright kill the idea.
This system not only encourages team-play, but afk playstyle as well. (It will be inevitable, obviously)Despite the obviously, I don't see how.
You can end-up in a "MMR wall". (Constant unexperienced teammates will never give you a chance to get the pip\MMR increase)If so, it shows a game problem that already is true. Survivors can't advance in MMR on their own. If low MMR survivors where just stuck (and actually going backwards) and low MMR killers going up, that would show a game issue that needs to be fixed.
Your survivor matches are going to be HIGHLY dependent on the teammates you've got. (The worst one, probably)That's currently true and the nature of how any team based game works.
Survivors afk will become more often, because of higher possibilities of being carried.
Basically this: - "Why do I need to do anything, when my team basically doing everything for me: they're earning bp for me, they're earning pips for me, they're increasing my MMR (if possible)".
Even if the afk player dies first - he will still have the chance to earn bp, pips, etc. A some sort of "Passive income".
I just think it's inevitable, knowing some gamers… It encourages both - Team-play and Afk-play.
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I think survivors "must" have a team-based score, not the individual.
Overall it will encourage team-play, over being lonely-wolf. Even if you played poorly and died early, you still have a chance to get pip if your teammates played good and escaped.
But there is 2 sides to that, unfortunately - unexperienced\bad players from a survivor team will decrease overall score point of the team. This system will also encourage afk playstyles (why I need to work for points, if my team is good? I'll just stand there and let my team work).
While I want more team-play as a survivor, I'm always get reminded by the 2 sides issue…
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Ofc, the section is called: - "Sacrifice" (I think).
It's giving a pretty good amount of bp, when you hooking.
Btw, when you're using a mori on survivors you are practically reducing amount of bp you are going to get after the match.
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When I'm outplaying the most scariest 12k hours sweat-lord. Don't care if I "won" in the match or not.
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What the Hag do?
She is one of the easiest killers to counter. Miserable\powerless to play as against decent\experienced survivor players.
I think she need a buff. Something like 4.6 basic speed.
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Jonah looks like me irl quite a bit… It's even kind of creepy…
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To prevent a 100% escape situation \ uncounterable scenarios.
The same thing is about DS - if it wasn't turned off - survivors will have a 100% chance of escaping after being unhooked, it doesn't feel fair.
Killer players deserve to have a chance to kill a survivor even at the end-game…
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@sanees said:
maybe something broke yesterday as my killer queue lasted from 10 to 20 seconds and there was +150% BP for survivors
Agree, I tried the killer and was having somewhere around 3-5s in q, yesterday.
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I was saying: - "I see Dracula as a huge power creep to older killers".
Dracula's abilities are literally a mash of different killers powers. And it seems they are going to release more of these types of killers in the future, it's like a new thing now.
And I'm not sure, if I like it.
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Venom (Harry Osborn) as a killer.
Mary Jane Watson as a survivor.
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Bad sportsmanship exist on EVERY TYPE of competitive (player vs player) game, doesn't matter real life or video game.
In DBD - when players BS other side - they are never looking good, or funny. They look like an actual … You know who, it's actually embarrassing. They only show how sad and mad they are for whatever the reason.
Weird thing is - I completely indifferent when they do that to me, but I hate when they do that to others. And I hope other people are also indifferent when somebody trying to bs them.
I'm on the side of: - "Respecting each other as a players and treat each other as another human being".
Developers can't get rid of "bs\bad sportsmanship", we can get rid of this within ourselves, and more of us going to do that - less you will see happening in your matches.
Just ignore bad behavior, and pay attention to the good one.
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A little niche changes like this are making a HUGE impact on overall reaction. :)
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No. Thank you.
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Players are mad at aura reading perks just makes me wanna question them: - "would you like to see more gen regression perks?"
Honestly, what is going on…
When I want to play a killer match - I just can't think of other than at least 3 gen regression perks, because If I'm not going to use any - all gens will be done within 4-5m. Like, I'm sorry, but I can't keep up with the gen speed against survivor teams that I play.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815994#Comment_3815994
Maybe the buffed aura reading and nerf to Distortion.
Even when they nerfed DH - there wasn't such an inflection in killer players.
And what buffed aura reading? Zanshin and Predator? I don't believe that Zanshin is THAT GOOD now to even consider replacing it with any of my perks that I'm currently using on killers, let alone the Predator.
Distortion was just overly used because it's COMPLETELY removed any value from killer's aura reading perks. It's just unhealthy.
How would you feel if somebody told you - ALL your aura reading perks are useless, coz everyone running Distortion? 1 perk should never counter the FULL value of other side's perks.
It happened once before with Iron Will and Stridor. Because everyone was running Iron Will - Stridor was literally 100% useless perk. How is that healthy for the game? It should not be a thing.
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Also: 150% survivor bonus is probably due to players doing killer's challenges.
I don't think there are anything in the patch-notes that made soloq worse.
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@GeneralV said:
Well, I played a few games as survivor earlier today.
Here we can see the "fun" and "engaging" gameplay for both sides that I was able to experience:
https://us.v-cdn.net/6030815/uploads/8PZSNILRT6IT/image.png
And here we can see it again:
https://us.v-cdn.net/6030815/uploads/7ZKHRGCOXOVX/image.png
Amazing.
To be fair… You managed to do all gens, so where do you want killer to go? All gens are done and killer want to secure the kill. It would be "tactically stupid decision" to go away from the hooked survivor and searching for others - when you don't even know at which exit gate they are. Even if you find them - they will just open and get out, and you just basically gave away a free unhook.
As much as "unfun" or "unengaging" this is - it's the right choice.
We have anti-face camp mechanic turns off after all gens are done for a reason. Your teammates now need to work together if they want to save you.
Unfortunately in soloq not everyone ready to do that.
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At least 7 of your points - pointing out at unexperienced teammates, MMR void, poor team-play.
I was saying for many years - "The only issue with soloq - teammates making mistakes\plays poorly."
You should not expect to constantly escape in soloq, since it's very dependent on your teammates.
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It's more of a bug, than pay to lose.
Actual pay to lose skin - Xenomorph queen due to her head "crest" size.
Her back side tho… Make survivors look at her (respectfully) instead of doing gens… So there's cons and pros…
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You are not suppose to run from the killer for 5 gens… The game is designed that way so the killer WILL eventually down you, if mistakes weren't made.
Survivors also have aura reading and speed boosts as much as killers.
I mean… If the game is so hard for soloq - how is that not a challenge? How is that not a: - "Test of your skill"?
To me, the problem with soloq: - unexperienced teammates, trolls, "giving uppers". If I have a good team and I couldn't escape - means I played bad, I need to play better.
Any teambased PVP game have the same issue - Unexperienced players preventing you from winning.
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You really hate guesses, right? :D
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Oh God…What the heck?!
She looks AMAZING with bear-trap head piece and new blighted torso. Whoa… 😱
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Ghost face is basically a killer who can insta-down, but with extra steps.
We have a better insta-down killers… Yeah, they don't have undetectable… But much easier at their work…
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Weirdly enough - I've had MUCH LESS DCs when I was playing Nurse, than Artist\Xeno.
That leads only to 2 conclusions:
- Players are burned out of playing against zoning\anti-loop killers.
- I'm a crap Nurse player…
When people playing as a survivors - they're becoming a mysteries…
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@DoubleBshotgun said:
Don't let a few bad apples spoil the bunch.
Wait, are you @kracmze ?
Did you just made a second account just now? :D
I'm watching like a hawk, dude.