HectorBrando
HectorBrando
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@River_dbd said:
https://forum.deadbydaylight.com/en/discussion/comment/2998923#Comment_2998923
Is the mori change only on the last survivor? I thought it was all of the time. That's why I was against it because I felt like it defeated the purpose of the game. The killers obey the entity and feed it, so if they kill everything themselves then it kinda cancels it out.
As far as I know its only the last Survivor, they probably are making this change to avoid the last person being slugged 4 minutes while the Killer looks at them or the downed, carried near the hatch, closed in your face tech.
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@Solomonkane said:
People want easy wins.
Yes and no, most people want easy wins but also a sense of acomplishment, Ive seen streamers complaining over and over because they had a string of DCs on the other team which handled them very fast victories one after another, they clearly werent having any fun with those cheap victories. Now comes the tricky part, how do you design something where people can stomp and still believe they had a real challenge?.
Now onto the thread, I like to verse players of my skill level, I dont like being stomped by extremely good players but I dont like when I face people who are obviusly much worse than me which ends on them being stomped.
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Because it deprives players of agency, being slugged has very little if any gameplay, you crawl around and wait until someone comes and picks you up, either another Survivor or the Killer and thats it, how delightely engaging...
Why do people hate camping, tunneling, being mass stuned, bodyblocked, slugged etc? Because it deprives them of control over their character, they dont get to play, only to wait until wathever is the other side doing is over so they can resume playing.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2998900#Comment_2998900
Ratio of kills/escapes doesn't really mean anything until you stratify rank or MMR (and that further complicates things when this data has been taken with two different grading systems.) These are mostly just for fun, I think.
https://forum.deadbydaylight.com/en/discussion/comment/2998871#Comment_2998871
I wish somebody would feed me 7,120,026 times a day...
I know it doesnt mean anything, especially if you pick numbers from 6 years when the game has changed a lot but it has never stopped people to make endless threads about "These stats fit my narrative so hear me out" but these stats cant be used for that.
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They released stats in a way nobody can really them to argue anything, for example the number of escapes are only about the 4 base Survivors so people cant do the math and calculate the % of sacrifices over the years.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2997117#Comment_2997117
Killers are biggger than structures, there's no way to go around without being unnoticed, survivors can crouch next to barrel and be invisible, they can go on bushes and be invisble, they can stand behind a tree and be invisible. Myers and GF are always bigger than everything even when Gf is crouching and to stalk they have to have line of sight which means they have to expose their bodies even if ever so slightly but they have to expose themselves.... You can only look 1 direction while the other 4 can look pretty much everywhere. And Spinechill exists for those who don't want to make the effort of looking around. Simply seeing the icon go off gives you all the advantage, you just start going away and killer is forced to leave you alone prematurely or the survivor will spot them pretty soon because spinechill warned them... You can't counter Spinechill by looking away, if you look away you can't stalk if you can't stalk you're not using YOUR BASE KIT. So tell me exactly how are stealth killers supposed to play when stealth isn't really a thing and stalking gives your position away anyway... IT?S POORLY THOUGHT OUT AND EVEN WORSE OF AN IMPLEMENTATION.
Gutting killers of their basekit? What base kit? Stealth killers have a horrible base kit. Ghostface got no changes at all for 3 years straight. Myers got no changes for about the same time. Pig has been nerfed how manny times now!? And you tell me i'm the one gutting their BASE KIT? THEY DON'T HAVE A BASE KIT CAUSE THEIR BASE KIT DOESN'T WORK.
Ranged killers make sense in DbD. They trade movement speed for long range lethality. Stealth killers aren't stealthy cause the game doesn't work like that and they're not lethal, every stealth killer is an M1 killer and even Pig's Dash is pretty uneffective in most loops. A Survivor can just Shift W and the be safe because the time it takes to crouch, charge and lunge is way too much for the Dash to be effective, plus there's always the Magical E key from the Blessed Dead Hard to counter your power, same thing happens to Myers's Tier 3 Lunge, you can avoid it. GF however doesn't have Dash or extra Lunge so screw him even harder. And Wraith got his Post uncloack lunge NERFED because of LOW MMR SURVIVORS complaining that a BEGINER KILLER was killing BEGINER SURVIVORS...
Killers are taller than jungle gym walls, cranes, harvesters, main building walls? Spine Chill being a problem? Do you even play this game?.
Im going to go with what Hexdaddyissues said, you really need to git gud.
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Exit Gates take 20 seconds to open, it has always been 20 seconds, if you feel it was more or less its just your memory playing tricks on you.
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@some_guy1 said:
it's a special mystery box icon that was used during winter events, dunno how you got it to appear tho
It looks like its part of the icon pack, maybe there are 2 different kinds of mystery box coded in the Bloodweb and the icon pack only affected one of those while leaving the other with the regular image.
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Main problem is what awards points for Survivors, of the 4 categories 2 are very dependant on your team and the Killer and 1 is almost impossible to max.
- Survival is the biggest offender so Ill start here, first of all most events that give Survival are either perk related (Self-Care, CoH), related to a few Killer powers (breaking free from Slinger chain, recovering from Trickster laceration and a few others) or escaping, even if you escape a trial it only awards 5k points so if you get a Killer whose power doesnt give Survival, you didnt bring Self-Care/CoH and you didnt escape you are going to miss almost all of the 8k points, I got 8k in Survival only twice in all my hours and it was loooooooooooong ago when Self-Care and healing speeds were busted.
- Then Altruism, the only way of getting these on a decent scale is rescuing from hook and healing but if the other people beat you to it you will miss a lot of them too, also a safe rescue awards 1500 points and there is only 6 possible rescue events, if you miss a few you are locked out of maxing unless the Killer is spreading damage like a madman.
- Bold is related to being able to loop the Killer and getting pallet stuns, if a Killer respects pallets, ignores them (Nurse/Huntress) or is one of those where you have to predrop you are screwed too, because the big points come from the stuns, the only thing left are cleansing Totems or Hexes (1000 and 1500).
- And then Objective, which is the easy category and is rarely not maxed out unless you get tunneled, facecamped or you actively go loop the Killer.
The system is not very well tought because it actively makes Survivors fight among themselves if they actually want to max the categories, which means throwing the game most cases, the only exception to this is Objective which can be maxed while progressing the game and everyone can max the category without much hassle if they really want to get 8k.
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If you are in Europe you will have queues as Killer from morning to around 21:00-21:30 GMT, especially during morning, at least thats how its going since a few months.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2997729#Comment_2997729
dude.....it was 4 people
4 PEOPLE, trust me its not gonna take ages to deal with them and ONE PERSON isn't gonna get someone banned by a long shot, is that really hard to understand?
AND IF THEY ARE INNOCENT they won't get banned where the hell is common sense, its like saying that i have some contact THE WILL 10000% get them banned which is just dumb
and let me make it clear IM ONE PERSON
who reported 4 people
ONE DAMN PERSON
between hundreds of reports
ONE SINGLE PERSON
alright?
People like you are the reason automated ban systems are a failure and a bane on most games, it only takes a few "I report everyone because reasons" to get honest, non cheating, non toxic players banned. Has happened in LoL, in WoW and it will happen on DBD when they finally decide to implement it.
Be careful because if they put an autoban system odds are you are going to get banned too and sooner than most people with private profiles.
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@Aneurysm said:
Because they hate artist and love bird cruelty 😭
But yeah no reason for them to be around when dredge isn't. I guess huntress would also enjoy them.
Not really, Huntress and Trickster only need one locker to recharge, having 2 paired together doesnt really give them anything useful.
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@AnneBonny said:
i'm pretty sure midwich hook spawns have been bugged for a few months now because it definitely wasn't as bad until fairly recently
I would say they have been bugged for almost a year, especially the upper floor, sometimes there isnt a single hook in an entire wing, if you down someone in one of the classrooms its impossible to reach a hook no matter which direction you take.
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People like you is the reason I keep my profile private for those not on my friend list.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2995183#Comment_2995183
Myers is definetly not stealthy at all, you can spot him from across the map due to how big he is. He gets so so slow when stalking that survivors require minimal effort to not only not be stalked but also keep him in tier1 where he can't do anything dangerous. Every time you Tier up as Myers you lose "stealth": Your TR get's bigger, you regain Red Stain. Myers is not stealthy, Only Scratched Mirror Myers is stealthy and that only works on basicly 2 Maps, Lery's and Midwhich and considering the long corridors in Midwhich then you're gonna have to open all the shortcuts and even then it's still barely if at all in Myers's favor.
Stealth isn't a gamestyle in DbD. IT does not work at all, therefore i'm not depriving anyone from anything. If all the water in the planet was Salty and we couldn't turn it into usable water in a reasonable time frame would you still consider ddrinking it? IT'S NOT VIABLE. Stealth isn't viable in DbD, you don't have time to be stealthy and the stealth tools that stealth killers have are miserable.
Myers is stealthy, he has a 8 meter TR with M&A in EW2 which means once you hear the hearbeat you have literally 1,75 seconds to get away before he is in range to stab you and yes, he is big and can be seen out in the open, thats why you stay out of the open unless you are already chasing someone and he runs there, you use the outer parts where the jungle gyms will block view so you can go unnoticed and getting out of EW1 is super easy.
If you think being stealthy is being invisible with 0 TR you are dead wrong, being stealthy is being hard to detect or notice which can be done by Myers easily if you play him the way Im telling you.
And again, if stealth doesnt work (it does) its the players who play those Killers problem, why do you even want Myers, Ghostface or Jigsaw reworked and gutted of their basekits if you dont even play them?, its like someone who doesnt like ranged Killers demanding Huntress, Trickster and Deathslinger reworked into chase Killers, the answer would be the same, "go play some other Killer and leave us alone".
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@Steel_Eyed said:
It’s to increase the grind. Wait til you realize you spent 3000 on an offering that ‘at best’ returns 4000 points.
Those are the good ones. Or 4000 cost for 6000 return. 5000 for 8000, maybe.
Even as crappy as they are BP offerings are one of the best which says a lot about offerings overall.
They better than an offering that increases your chances to kobe from "I may wanna throw the game" to "I will throw the game" or changes the fog from nonexistant to nonexistant and lets not forget about shack has guaranteed basement or send me to Midwich as Survivor or to The Game as Killer.
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@Laluzi said:
Salt, pretty much. "You didn't win if I quit first" sort of thing.
https://forum.deadbydaylight.com/en/discussion/comment/2996781#Comment_2996781
I feel like that's going to be more gratifying to the team of BMers than just going to some corner of the match and tabbing out for two minutes. People who do that want a reaction from the killer, and by DCing, you're giving them the most satisfying one possible.
It is, you can see streamers gloating when the other side DCs at the end after trolling them.
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I believe the only change they should make to Hatch is it should spawn after all 5 gens are powered too, by that time the Survivors have already won almost always and it really doesnt make much difference the time it takes to find it and opening it than opening the Exit Gates, mainly because it would make Hatch challenges much easier.
Other than that, its there to be a game ending device not to make grand escapees at the expenses of letting 1 or 2 die while you burn a "make Hatch appear on Killer Shack" offering, so its fine the way it is now.
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Seeing how they want to change the meta and adress what makes PGTW, Pain Resonance and Ruin meta (gen regression speeds) my bet is you better start liking getting the gens blocked because I wouldnt be surprised if they buffed gen blocking at the expenses of nerfing gen regression perks.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995156#Comment_2995156
I misread it, I thought the speed boost was for after the gens completed (NOED and hooks just determining how zoomy you get to be at the end game).
Then yeah, this rework to me isn't going to work. That would be such an insanely delicate balance that I don't see how you could possibly balance it. Have it a little too slow and it's worthless. Have it just a little too fast and nobody has a chance against it. Which wouldn't be so hard if you then didn't have to do that balance 28 times at the same time (since a speed boost on Myers is going to be very different than a speed boost on Nurse which will be very different than a speed boost on Bubba)
Yeah I agree, imo base speed is one of the stats that shouldnt be meddled much with, same as vault speeds or wiggling, its ok to have one or two perks that affect them, especially if they are either soft or have harsh activation conditions (Hope for example requires all gens done) but as you say is very easy to break the game by touching them.
There are things better left untouched.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2993419#Comment_2993419
Myers isn't stealthy at all, he just has small TR and no red stain only in tier 1..., you can spot Myers from the bottom of the ocean why you think everyone complains about managing to get out of tier 1? He is BIG, SLOW and HARMLESS in tier 1 in 99.9% of the maps. Think about it logically, DbD isn't played like a stealth game is, there is no way to effectively use stealth because survivors have better stealth than killers do, every killer is far easier to spot than any survivor, survivors have more effective means of hidding than any killer has.
https://forum.deadbydaylight.com/en/discussion/comment/2993519#Comment_2993519
It's not personal preference, it's a fact that stealth killers suck and all of them are in the lower tiers for a reason. STEALTH IS NOT VIABLE IN DBD. Tell me a high rated stealth killer... There's nothing above C tier. There's no base line to GET GUD. The game isn't meant to be played like that, you're meant to engage survivors and chase them, not jump scare them, it's not FNAF, it's a slasher game.
https://forum.deadbydaylight.com/en/discussion/comment/2993551#Comment_2993551
It's not about Hit & Run and Hit & Run didn't die cause of circle of healing, Hit & Run failed way before Circle of Healing existed, If the killer hits you and then runs away what does he really get? A single hit doesn't matter at all, same as a single hook, you need multiple hits, like you need multiple hooks so from the very start Hit & Run is a poor concept, even more so when none of the stealth killers has a means to quickly go anywhere. RUN is part of Hit & Run but if you can't Run then you're not doing Hit & Run.
Stealth killers have no speed at all and making speed perks like Play With Your Food work means you have to engage in chase with Obsession, but you won't always find the Obsession plus you're giving your position away to the whole survivor team, they'll know you're engaging with the Obsession and then immediatly leaving, thus it's really goddamn easy to understand what you want to do.
IT's about the game not being designed for stealth killers. Why does losing TR and Red Stain matter? If anything the killer losing TR and RedSTain during chase means the killer is trying to play a mindgame, the easy solution is just to break line of sight and leave the loop, HOLD THAT W. The killer will mindgame himself while Survivor just goes to another loop or disappears from the Map cause Survivors are the real stealth killers.
https://forum.deadbydaylight.com/en/discussion/comment/2993588#Comment_2993588
Why would stealth killers even have a TR and Red Stain? Those defeat the very concept of stealth. Using stealth mechanics mid game is a big tell sign of what type of killer you're playing against and what that killer intends to do so having TR and Red Stain is a gigantic flaw in their design. You can't design the game for the lower skill levels, otherwise you're given "dumb" people easy tools, those tools will be exploited by smarter people, which is what happens in DbD all the time.
Heal speeds have nothing to do with stealth killers. Stealth killers were already bad before circle of healing existed. Creative angles are way harder to use because the game is janky AF, how manny times do people want to Lean with GHostface and they can't cause they're not in the right angle? Continuing about angles, 3rd person perspective destroys stealth.
Stealth killers are all of them simple M1 killers in a game that never gave M1 killers a chance no wonder every M1 killer, stealth killers included don't make it out of C tier....C tier is the best they can ever be...Being C tier is getting getting out of the 7th circle of Hell into the 6th circle of Hell, you're still in Hell. It's same as going from working in McDonalds to work for BurgerKing, you're still in the same line of work dealing with the same #########.
Myers is stealthy, you just dont know how to play him and your whole post shows it, what are LoS? what are high walls? what are outer rings of the maps riddled with high objects?.
And again if they suck its our problem, the people who play them, not yours, dont deprive us of their gamestyle just because reasons.
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Not counting Bamboozle, what perk isnt broken on Nurse anyway?
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Extremely broken, base speed is one of the strongest stats on the game, thats why subtle hackers are so hard to catch or loop, add to that your suggestion has no way of fighting back against the speed up since is not longer a Hex.
@tippy2k2 said:
I can't imagine most people run NOED because it let's them walk faster...
Because its a 5% after all gens are done, its just the "participation prize", this change would be a 4/6/8% after 2/3/4 gens for the rest of the game, which is big.
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@GoodBoyKaru said:
Blood Fury is one of the strongest powers in the game. I would genuinely argue that Blood Fury is stronger than Blighted Corruption, Yamaoka's Haunting, and even Spencer's Last Breath when you use it correctly.
Blood Fury is counterbalanced by the fact that it is not available all the time, and especially not at the start of the game. As a survivor team, you're able to build pressure and keep it by denying the Oni is power, and the second he gets his power is when the game begins to shift (if the Oni is good). Giving Blood Fury at the beginning of the game would completely flip this balance onto it's head and leave survivors scrambling to build momentum and stop the snowball after they've spawned in.
Against a coordinated SWF who play the game well? I could see this working.
Against solo queue? Oh absolutely the ######### not.
Yeah, the only thing that makes Oni's power slightly less good than Blight's is the fact you cant use it the first minute of the game, because once you get it you are pretty much guaranteed to have it nonstop as long as you manage to down someone with each meter.
Between blood orbs from injured people, hooked people, meter refill after hits and passive gain once you have it, you will always refill it fast as long as you down someone with the charge.
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I think its because breakable walls showed they add little in terms of gameplay depth and they are silently getting over them, first maps after they were introduced had a ton but newest reworks have maybe 1 or 2.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993454#Comment_2993454
Oh yeah, once every lifetime someone complains about CoH and than the first comment that declines that gets the upvotes, so no, I guess we aren't on the same forum.
Taken from this forum today some hours ago, red are DH complain threads (4 at the same time), yellow are general complains/toxicity related threads, green are where I scrolled down to keep taking screenshots they act as a link, all of this was only the first page, didnt even care to go to pages 2 or 3.
So yes, you must be browsing another universe forum.
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It didnt have any gamebreaking bug and the Killer doesnt feel either useless or broken.
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I think instead of asking them info about what 2 perks are going to get touched I believe it would be better if they say what areas they intend to change like for example:
"We intend to make stealth more diverse" so we can imagine theyll touch some stealth perks like Urban Evasion and/or Calm Spirit and nerf IW or "we intend to make regression weaker but gen interruption stronger" so perks related to Entity blocking gens get buffed and Ruin/PGTW get nerfed.
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They tweaked the matchmaking to shorten queues, it did shorten the queues but at the cost of increasing the skill disparity on matches.
If you are having a lot of trouble with your matches it may be because there isnt much of the opposite role so if you are Killer and you are getting very tough Survivors maybe there are too many Killers and the system just puts you against wathever it finds.
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@MikaelaWantsYourBoon said:
In EU, we are not thankful to each other. Whenever you destroy otherside, they comes and adds toxic comments on your Steam profile.
That really depends a lot on how you play, if you play fairly even after a 4K/4E is rare to get salt on the post game chat. If you mass slug, camp, tunnel, tbag, clickyclicky, mass sabo builds etc even if you lose you are going to get some heat.
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Tombstone addons are disgusting, I wish they got rid of them and this coming from a Myers main.
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Sadako is a slave to her own lore, thats her problem.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993394#Comment_2993394
THe report doesnt even work tho,
also thinking that a chunk of players play like that, this forum would be flooded about DH removal constant nonstop, and not just sometimes a post about Dh, constant..
Any media related to this game is flooded with "remove [THIS]" threads either DH or CoH or SWF or Nurse or wathever, its actually the norm, there are plenty of daily threads where people complain about everything and demand stuff to get pruned, and those usually get a lot of replies and vote ups, do we browse the same forum?.
The report doesnt work now, they already planned an automated ban system time ago but community backlash made them reconsider, there are rumors they may try to implement it again in the near future.
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I think this is a thread more suited for Steam forums than BHVR ones, after all the ones who can enact a change to avoid that is Valve, not BHVR. Not that I care much but its similar to the "Bring Stranger Things content back" threads both things are not up to BHVR.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2993396#Comment_2993396
POV: me and the boys playing extreme hide n seek
I was thinking more of extreme redlight, greenlight.
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I love playing Myers and Jigsaw so no, dont rework them into chase Killers. If you dont like stealth Killers dont play them but dont try deprive people who love them the ability to play them, you have enough chase Killers to pick if you want that style.
If they are weak (I disagree) is our own problem not yours.
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@supersonic853 said:
I always wondered if this was hostage taking. The killer has to wait to get the kill for the achivement. But i blame that on poor achivement making. The survivor hiding in the locker is just denying the inevitable.
Not hostage in the slightlest, Myers can open the locker anytime he wants and hook him thus ending the game, plus hiding in lockers and letting yourself get grabbed is the only real counterplay to Tombstone because he cant kill you even if he drops you to the ground so either he hooks and doesnt kill or he lets you wiggle off and risks you getting on a locker again.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993341#Comment_2993341
Ok let me tell you differently than,
you must play all the best perks, best broken items and everything to escape as survivor,
right?
Because it would be utterly impossible to just escape without any perks and items, eh
I dont think you are understanding my point, Im against differences on Survivors because a lot of people think exactly as you wrote there and when you dont play the character they want you to play they punish you, usually with reports which paired with automatic ban systems become a serious problem, I dont want to get reported for not playing the guy with an increased 1% gen repair.
I dont think like that but I know a chunk of players do and I dont want the game to give them more reasons to behave like that.
P.D. And no, I dont play most meta perks, only Iron Will because I like stealth, as Killer I play Myers and Jigsaw so your guess of me being a metaslave couldnt be more wrong...
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992112#Comment_2992112
This comment has so much sweat put into it that you could fill up an ocean,
https://forum.deadbydaylight.com/en/discussion/comment/2992332#Comment_2992332
"Huge ballancing issue" next to "those passives would mean absolutely nothing" strange.
Also giving survivor each bonus on certain tasks,
how would that ever backfire hmmm I wonder?:
Dwight - 50% bonus bp in objective,
also Dwight, is being chased all game, can't touch gens,
oh wow good thing I have 50% bonus on objectives...
On the contrary, I dont want the game to become a sweatfest and Im against any kind of metaslaving which is something small differences on characters brings to the table, there is already a lot of metaslaving around Killers, how many new "you HAVE to play Nurse, Blight or Spirit if you want to be high MMR" threads can you see every day? but since Killers play alone they cant be reported by teammates like Survivors can so its not much of a problem if you play wathever you want.
I also know how bad the minmaxing crowd can get because I played WoW and I saw it firsthand, Ive been denied entry into Mythic dungeons because my character wasnt the FOTM class, metaslaves will diss you if you dont use current metas, there are cases in Overwatch and LoL where people have reported players for using lower tier characters and the automatic ban systems have issued punishments against them, in LoLs case even a developer expressing how picking a low tier character was similar to throwing the match and reportable, this community is as toxic as it gets and if I had to bet on how they would behave I would bet on the "players are going to actively report non meta users" than on the "they wont care if you dont play what ContentCreator™ says you have to play"
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Its just a data gathering mechanism, obviusly if only one person uses it they wont get much out of it but if everyone uses it in an honest way it may show problems within the game.
Lets say Killers give 1000 "I didnt have fun" votes and 950 are casted after playing RPD, they will see there is a problem with the map, same for Survivors, if out of 1000 votes 950 were casted when heavy facecamping it lets them know there is a problem with that aspect of the game, it just shows them frustrating stuff but it doesnt force them to actually act on it.
@Laluzi said:
Good on you for leaving the feedback, but I can't imagine that option does anything. Even if it does record it, how are they supposed to parse it into quantifiable feedback? Correlation to the killer, perks, map, and number of kills/escapes, sure, but without match recordings, you can't tell whether the killer was camping/tunneling, or if someone abused a bug, or if someone was cheating, or if people were BMing, or if it was a bully game, or if someone was being singled out maliciously, or if teammates were being stupid, or if someone suicided on hook, or if you had to play in a way you don't enjoy playing in order to win... there's just way too many variables that aren't taken into account for "did you enjoy this match" to mean anything. And when the recorded information does mean something that anyone reading it can parse, it's kind of self-evident. If a survivor reports not enjoying a match where the killer is Starstruck/IF/PR double recharge Nurse and everyone has less than 6000 points - no ######### that wasn't fun. If a killer reports not enjoying a match where they got less than 12000 points and everyone escaped with stacked meta perks or sabo builds... duh.
Like, there's interesting data behind every time a killer 3-4ks and says the match wasn't fun, or if survivors escape and say the same, but that data isn't ever saved, so short of a match questionnaire you could fill out, I don't really see the point.
My guess is the data colection tool has options to check/uncheck parameters like "map", "number of hooks", "swf", "Killer" etc so they can check in raw numbers certain conditions for certain votes, in the end patterns appear and most "unfun" votes will be paired with certain maps, perks, Killers etc. I dont expect them to get very concise data but broad general data is useful too, especially when in bulk because its were patterns tend to show, as I said, if half of the "unfun" votes are paired with the RPD map its easy to notice a pattern where people are not enjoying it and they should look at it.
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A dc or suicide on hook is essentially a lost match and unless they have burned several BPS, I think the best is for the Killer kills everyone as fast as possible so everyone can jump into the next match, hopefully a decent one.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2992593#Comment_2992593
It's still odd though to find like 3-4 T/L walls back to back but even then, i rarely get that cluster together in like, once ina blue moon type, xD
Yeah, when the algorithm starts filling the map with crap the last tiles are usually super strong because they get all the good stuff in the same spot, its either a massive pallet chain or clusters of L/Ts which are a bit weaker but they are pain to deal with and cant be broken...
The contrary can happen too, there is a video of Scott Jund in Suffocation Pit where he counts literally 7 pallets (guaranteed shack and mine shaft pallets included).
I wish they changed the algorithm a bit so both sides fringe cases become impossible.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2991808#Comment_2991808
Oddly enough, that side was the only pallets clumped up, there was just alot of T/L walls everywhere to make up for no pallets,
which is, still odd to say the least to even have spawned in the first place. usually it has a decent amount of pallets, not "7 pallets spawned near eachother and less than 16m"
If the rest were T/L then it explains the massive cluster, Ive seen that happen several times in small maps, if the first tiles selected are T/Ls or no pallet tiles the last ones are almost always pallet town because it has to put the selected number of pallets somewhere.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/327518/what-if-all-survivors-were-unique
Counter argument,
survivors have their own unique passive bonuses,
for example:
Dwight 1% faster gen repair
Claudette 1% faster healing
etc.
Same problem with using only their perks, eventually some people would do the math and say "X, Y and Z are the best overall, X is SSS Tier and better than Y and Z" then 90% of Survivors would be X, 9% Y or Z and the rest would be the guys who get reported because "lol he is playing W, he wants to throw".
WoW has this problem where if you are not playing the FOTM class with the FOTM spec you cant get into any random pick up group because "he is playing literally garbage" even if the differences are minimal, people shunned by the metaslaves have very dificult times getting into groups unless they go with their guild and even then, some guildmates are reticent because "lol your class and spec suck for the next 3 months".
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Terrible idea, especially since newer Survivors tend to have awful perks. Almost nobody would play anything but Bill, Meg, Jake and Claudette.
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@colley94 said:
I'm probably missing something, is it an inside joke? Have stopped playing as nurse since winning every game is not fun.
Is it fun to play against nurse? It doesn't seem to be?
Playing against Nurse is weird in the sense if she is good its pointless because you are going down no matter what, if she is bad is pointless because she will get 1 or 2 hooks by the time all gens are fixed, no matter what kind of Nurse you get, its always dull.
Playing as Nurse? I agree with you, unless your fun derives on getting 4K after 4K without much effort she gets boring fast, once you get good enough with her there isnt any challenge left, its not even entertaining to see people play her and Nurse is not as hard as people believe, its just the learning curve is brutal because if you dont blink you dont get anything done, unlike Hillbilly, Blight or Huntress who still can M1 thanks to being 115% and 110% speed Killers.
@Icaurs said:
The original design of DBD was fun> balance. While the devs tried to create things balanced, they were far more willing to create things a little overpowered if it was considered fun. Its only really in the last 2 years, the devs have strived for balance and have been willing to nerf things that that have been a staple of the game for the sake of blanch. There are so many overpowered things, and they only change it one at time, that there are still plenty of traces of the old design philosophy. But yes Nurse should be nerfed to better reflect the new direction of DBD.
Also DBD was more stealth oriented the first years, maps were HUGE, the fog was super dense, Survivors had darker clothes, maps were much darker too etc. Stealth is the only real counter to Nurse since she cant patrol the tiles very fast, she can jump from tile to tile but if she wants to check rocks, trees and LoS blockers she has to walk and that takes a ton of time, now stealth has almost completely disappeared from the game with all those things gone and a plethora of aura reading perks, the only natural counter to her just doesnt exist anymore.
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This must be the patch related bug, I was weirded it didnt have one, I guess it was less disruptive than other patches bugs so it was harder to notice.
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@Verconissp said:
https://clips.twitch.tv/ExpensiveImportantSandwichStinkyCheese-qkaG5qC3K-8CQ95c I have only see this in swamp and in rare cases, a double pallet spawn on Groaning Storehouse,
BUT NEVER ON COAL TOWER
If you also got stories / pictures / videos of this, share it here =D
That pallet spawn in Coal Tower is not that rare, the map is super small and if the map rolls the high number of pallets it has to put them somewhere. The main building always has 2 pallets, the jungle gym at one side has either a L/T or a pallet gym and the boxes near said gym almost always have a pallet too, if the pallet is not on the gym he showed then its on the gym on the oposite side of the main. I do find it weird the hill tile spawmed halfway in the middle, it almost always spawns on the corners near the main or adjacent to shack.
Its the way the map is designed, a extremely tiny small map with a deadzone in the middle means the outer ring has all the pallets the map can have, the map doesnt even have an abnormal amount of pallets but the way its built means the pallets are concentrated all in clusters, it sucks they can chained one after the other? sure it does but that comes with a map that can be traversed in seconds and always has at least one 3 gen opener (usually more than one).
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990863#Comment_2990863
I mean, can you make 48 meters by the time the killer picks up the survivor and puts him on a hook?
It activates on injure hits too, not only on downed people. I mean someone get hit, you see the Killer at 48 meters (outside of Terror Radius) "oh crap that guy is in trouble" when you are closer he gets downed now you may have a window for a flashlight save.
I mean the perk is atrocious and the combo overall bad but having more range with Open Handed is an overall benefit.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990811#Comment_2990811
With the little bit of time I spent with open handed I'm 90% sure that 32 would get increased to 48, but like...why would you want to see the killer that's already 32 meters, let alone 48 meters, away
Why not? Its not super useful but info is info, you may want to go for a bodyblock or a flashlight save in case the guy gets downed.
