Hex_Llama
Hex_Llama
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- Hex_Llama
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Comments
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It was miserable when he first launched and every match was a Ghoul match. Now I hardly ever see him so he doesn't bother me as much. I don't really enjoy going against him, but I guess the one good thing is that it forces me to switch up my play style and do something different, so there's that.
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Hm. I'm also wondering about this change. Also because they don't mention Deliverance or situations where everyone is downed. I guess in the latter case, you would eventually have the ability to DC, but I don't want to DC — I want to try to unhook myself and see if I can get people back up again.
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I think being in the top 2% of players (which some pro streamers are) is an easy way to generate interest in your content, because you're showing people something that almost nobody can do. But, if you're not in that category, I don't think winning and losing matters as much — it's more about personality at that point.
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I'm looking forward to the version where you can play survivor matches while you queue for killer, because I still don't feel like I can reasonably play killer matches — it's my whole evening gone to waiting.
From the survivor side, I like this one better than the last one — feels more balanced; not sure why. At this point, I've learned to play all of the classes & would be excited to see more.
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For me, the frustration always boils down to doing something that feels like it should have worked and then it doesn't for some reason — so not getting a hit it really feels like I should have gotten, especially when I can't understand why I didn't get it, for example.
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Oh, interesting. I've been playing a lot of Clair Obscur, which has a similar QTE, and I thought that messed up my timing, but maybe the skill checks have actually changed…
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I guess I'll wait to see how rift progression goes over the next few weeks, but I'm concerned about it, too. I was excited for the quest system because I thought it would go faster, since you can progress multiple objectives at once and you don't have to get bottlenecked on doing one thing, but it feels equally slow right now and seems like it will only get slower as the milestones get harder to reach.
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I'm not into super specific theme skins that you can't match with anything else, but I know some people like those, so it's nice that they get something. I'm happy to see the Jake community skin, but I was also hoping to see more of the community skins this time.
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I've had better luck this weekend than I did during the week. Things that have been working better for me:
- Stealth: Have a hiding spot prepared and creep toward it as soon as you hear the TR, until you know for sure where the Ghoul is and whether it's coming to your gen. One good thing is that the Ghoul glows bright red, so you can often see it in the distance on outdoor maps.
- We'll Make It: If you time your save well, you can get a heal off before the Ghoul pops back to the hook.
- Play the first hit like Blight: The Ghoul has to interact with the environment before it can attack you, so listen/watch for it to hit the scenery, and then try to put the scenery between you and it until it loses the ability to leap again (the difference is you have to break LOS, obviously).
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As someone who uses controller, I am in favour of making killer powers easier to aim and use on controller. My initial experiences playing against this killer have been really brutal, though.
I'm open-minded about whether there's some strategy that I'm not getting, but the play cycle so far does not feel great (and isn't helped by having people give up on hook or go AFK).
I think it's possible that the counterplay to this is extreme stealth but, if that's true, I hate it, because I don't enjoy stealth at all.
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IMO, whether or not it makes a difference to the gameplay, the stun feels bad. From the Survivor player POV, he's nowhere near you, you have no warning, you're in the middle of running somewhere and you suddenly get frozen for a super long time and it ruins your sense of momentum and feels annoying.
I don't like getting grabbed by Wesker for similar reasons, but at least his grabs feel more action-y, because he pushes you or throws you or something. This is just standing still.
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I am also worried about the event. I was looking forward to Blood Moon, but I don't want it to be marathon games against the Ghoul. It's not even winning and losing — playing Survivor, you're so pressed against this killer that I don't know how you'd do challenges or anything.
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I didn't see the survey, but I can understand how it would make sense to ask whether the killer will be fun to play against. From a design POV, the problem they're trying to solve is that the killer wasn't fun to play against, so it kind of makes sense that, before they commit to the changes they're proposing, they want to see whether people agree that the changes will solve that problem.
I 100% agree that the killer should be fun to play against and the killer should be fun to play as. But that might not be what they're trying to verify at this stage in the process.
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Yes, my intro-to-killer experience also involved being bullied a lot. That seems to be the DBD way. :(
If they've taken you hostage (ie — if they're just running around you throwing flashbangs and refusing to do the gens), then just DC. If they're still doing the gens, but they're being really annoying, either walk away and wait for them to finish the gens or try to find the weakest link. At that point, you can try to slug that person and defend the slug while the others try to help them, but it will be pretty tedious, so up to you.
Once you get more experienced at killer, there are more options, but early on it's really hard.
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If we're talking about looping (ie — circling the same pallet/window repeatedly) rather than just chasing, I don't mind it, but I'm terrible at it and I would kind of rather throw the pallet and move on.
My alternative strategy is to break LOS and run in a weird direction to try to get distance, and/or obviously sprint toward the dead side of the map with no objectives, betting that the killer doesn't want to go there. I know people hate this, but I will also pre-throw a strong pallet and either play it after it's thrown or run away during the break. I'm sorry.
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IMO, the main use of the hatch is to give players a way to trigger endgame so they don't get stuck in endless purgatory together. Games are also more fun when the players have actions they can do to advance their objective at each stage of the game. For the last survivor, doing the rest of the gens is not usually a viable choice, so letting the hatch spawn changes their objective, which keeps them engaged in the game.
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I like Chaos Shuffle because it gives me an excuse to try perks I would not have picked otherwise, but I also like the idea of having a mode where there are pre-made builds to select. Or even just being able to select pre-made builds normally. I'm not the kind of person who wants to study the wiki and come up with the perfect perk combo, and I never will be, so I would find it really fun to try out focused builds that other people came up with.
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I have the most fun playing events or special play modes like Chaos Shuffle and 2v8. I usually pull back and don't play as much when only the normal mode is available, because it ends up feeling so sweaty. I actually think Chaos and 2v8 are very friendly to solo, which is probably why I like them — you aren't matching with people who have a perfectly calibrated build; everyone has either one of the pre-set builds from 2v8 or a random build from Chaos, and that feels a little more fun.
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I have mixed feelings about it. I think it's better if people can only hold the game hostage for about 10 minutes, as opposed to an hour. But as long as it's not detrimental to them to hold the game hostage, they will probably keep doing it. And more people might do it, because now it's only a short commitment. So, this is a harm reduction solution, I guess. Better than nothing.
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If you have the right map for it, spam the drones in a centralized area where people will want to run during chase so that they get hindered and you can down them faster. I have also gotten some use out of the add-on that gives you undetectable whenever people disable the drones.
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I will be curious to see how much these bundles cost. Some of the earlier rifts were DNF for me, since I didn't play as much then, and only played one side. I don't remember what was even in them.
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I also feel tempted to let go on hook when it seems like the match is going badly. Not even out of spite — I just have a feeling like, "Oh, kill me now — I'm ready to die." However, I have a second impulse that says, "No, that's not fair to everyone else; you agreed to play the game," and then I stay in it. And, I know I've said this in other threads but, because I stay in it, I know that very often the match doesn't go as badly as I thought it was going to. Even if it starts with me going to second stage on first hook.
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I literally didn't know you could pick yourself up until this version, and then I struggled to understand how to do it until recently. You have to recover to "find help" and then toggle off your recovery in order to be able to trigger your power. For the longest time, I couldn't figure out why I wasn't getting the prompt to do it. :(
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I definitely didn't have more fun. My intro to the game was going against Legacy Prestige players while I was still trying to learn what the controls did — and they were not kind about it.
I think skill differences matter less in 2v8, and also it's harder to bully someone there, so I don't mind if that mode mixes everyone together but, in olden times, 1v4 was brutal.
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I also liked the first version most, partly because it was very simple. I think it got a little bit stale toward the end, and would have benefited from adding more killers, maps, and survivor classes over time but it didn't need to get more complicated IMO.
However, I have grown to like the active power in the survivor classes that they added in v2, so not all of the experiments are bad. I just don't want it to slowly turn into something as fussy as 1v4 is. Part of what I like about 2v8 is being able to just pick it up and play quickly and casually without needing to memorize a bunch of details or strategize too much.
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I don't care about prestige or bloodpoints. I only need them for items/killer add-ons, and I get as many as I need by playing normally.
Extra XP, though, is my love language.
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I'm trying to understand what people find oppressive, and it seems like it's mostly that Legion interrupts a lot? Which, I guess could be true. I find the interruptions a lot more disruptive in 1v4, personally. I feel like, in 2v8, where it's really easy to heal and reset pallets, you have a lot more choices about how to respond.
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I thought they sounded OP when they were first described, but they are impossible to find when you actually need them, so they don't really matter. In the matches I've played so far, I got one green herb when I actually needed to heal, and got a yellow one when I was already on my way out the exit gate — just because I wanted to see how to collect herbs.
I didn't know the bots were eating all of them, but that would explain some things.
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I was happy to see this announcement. I really wish I could play both sides of the event, but it takes so long to queue for killer that I end up playing mostly survivor games. Getting bonus XP makes that feel more worthwhile to me.
I'm also glad they're testing stuff to see what works.
I still wish they had done the solution where you get queue priority for playing both sides.
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I would love it if we had cages instead of hooks. I think a lot of the anger people have in this game revolves around the hook cycle — either people aggressively blocking the killer from getting hooks, or the killer camping and tunneling the hooked survivor, or people letting go on hook prematurely.
If a down is a hook and a hook is a cage on the opposite side of the map, it's less aggravating for everyone.
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I haven't found it that bad. I think that's partly because of the skill range — like, it's very possible in 2v8 to get a Legion who can't loop, in which case you just hit them with a pallet when they start their nonsense.
But, even in cases where they can loop, they immediately have a ton of other targets to go for, so they usually just stab you and run to the other side of the map, which means you can mend and go back to whatever you were doing. From my POV, that's the minimally disruptive version of Legion.
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My personal experience is that it's still long, but not as long as it was last time.
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I agree that the cosmetics should look acceptable on low graphics settings, even if they look better on high. In this game and any game.
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As a 4ever solo, I agree that v1 was pretty balanced & v2 was survivor-sided. So far I think v3 is maybe slightly killer-sided, but feels pretty balanced on day 2. I would say I'm winning about half of my matches in either role.
The bots make weird choices sometimes, but I mostly find that funny instead of annoying. And, so far, I have mostly been able to stay out of the Legion's TR as survivor, so that's not bugging me too much, either.
Playing Legion, on the other hand, is really funny.
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I agree that feeling active the whole time is a big part of what makes it fun. I think also the fact that there are so many people and the cages are on the opposite side of the map from the down means that there's less focusing on one person — like, less of the killer tunneling one person all match, and also less of the killer getting locked in a 1v1 they can't win.
It's very easy to find a gen, find a survivor, find something to do — not a lot of creeping around and hiding.
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Yes, I also think it's dumb that the best way to evade the killer is to touch the killer.
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I'm not gonna jump in the middle of the other arguments, but I support survivors picking themselves up on their own if they can only do it when 50% of the remaining survivors are down. So, 2/4, 2/3 or 1/2. To me, that seems very balanced and fair since it would counter most situations where the killer player slugs people to grief them, but it wouldn't mean that every single time you walk away (or are lured away) from a slug they can get up for free.
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I think the horror genre attracts a really diverse group of people and we all have different expectations for how people are supposed to behave when they're playing a game, and we're all at different places in terms of emotional intelligence, social skills, self-knowledge, etc. So, there's naturally more conflict about who's behaving inappropriately.
One thing I have learned from this community is that there are a lot of people who take for granted that, if you win a game, that means you're allowed to shame the person or people who lost. And, if they don't want to be shamed, they should try not to lose.
That belief is completely foreign to me — and I think it speaks to a larger worldview about winners and losers, which I don't share — but that's part of what I mean about people having different backgrounds and expectations. I don't think anything I say is going to change their minds.
The game also wasn't really designed to prevent griefing (some games are), so, as @DeBecker says, if you are attracted to the idea of bullying someone, this might be a game you enjoy because you have more opportunity to do it.
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I like most of the rift skins but, on the Survivor side, my preference is always always always to use colour swatches that match or compliment whatever the character's other cosmetics are like, so that you can mix and match outfits. So, this set of rift cosmetics all match each other and look cohesive, but they mostly don't match the characters' other cosmetics.
Like, David's most notable characteristic is still that he can't dress himself and none of his clothes go together and that doesn't seem to change no matter how many outfits he gets.
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@Icaurs said:
I have played this game since 2017 on and off. That's not to comment about my skill, just that I have seen the game change a lot. In early DBD which strove to create a wacky fun experience for all players I supported killer addons, old flashlights, medkits and everything else. But eventually the direction changed to one of balance.
This game is the most balanced it has ever been. So why are killer addons still viable? I mean they seriously nerfed toolboxes, medkits and keys. Sure that's all fine, but why can I throw on addon that boosts my killer power? Even small changes have big impact. Look at made for this with it's 3% increase. So you can't argue that even small boosts in killer power don't have a huge impact. The more power addons are like versing completely different killers. If a killer needs the addon, then why not make it basekit and remove the all addons. There is no reason most killers need a power boost.
At the minimum killers should not get normal blood points. Cut it by half at least to show hey you won, but not really. If you are going to say well remove survivor items as well. Might as well most of them have been nerfed into inconsequence.
"At the minimum killers should not get normal blood points. Cut it by half at least to show hey you won, but not really."
So, if somebody played really well and they also had iri add-ons, would they not deserve to win?
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It can't ever be as funny or surprising as it was the first time. I would rather get a different joke.
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Ug. I loved the first 2v8. Best time I've ever had in DBD, playing both sides. The second version was worse, especially on the killer side, but I still mostly had a good time. I'm a little worried about what the next one will be like.
I still prefer to have a special game mode vs normal DBD, though.
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This is not the solution I prefer, but, if it means I actually get to play killer sometimes, I'll try it. Last 2v8 it was basically impossible to get a killer match.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876641#Comment_3876641
Got it. That definitely explains where other people's confusion comes from.
For the sake of clarification I might as well explain why this position was so alien to me- my first instinct when thinking about a game's win condition is to look at how it's constructed overall, not just what it gives you feedback for.
Each side has one specific, bespoke goal that every mechanic is designed around them trying to achieve and their opponents trying to stop. The game is asymmetric so those goals aren't the same, but are contradictory per player (as in, if you are sacrificed, you cannot escape, and vice versa- as well as if a survivor escapes you can't sacrifice them). A player's participation in a match ends when either goal is reached.
I don't see any interpretation of these facts that could possibly lead anywhere except those goals - kills and escapes, obviously - being the game's win condition, hence me being so confused about this argument. It's a discussion that makes as little sense to me as if someone tried it for any other game that obviously had a single intended goal per role.
I think that interpretation only really works if you think the killer is playing four 1v1 matches simultaneously. In that case, sure, it's clear who won each of those matches. But I think the killer is playing one 1v4 match, because the killer's interaction with survivor #1 directly effects their interaction with survivor #2. And, in a 1v4 match, it's not clear what constitutes victory for either side.
If I'm the only survivor who dies and my teammates escape, is that a team win for me? If my whole team died at 5 gens and I jump in the hatch, is that a win for me? I literally don't know.
This is the only game I've ever played where everyone in the match can feel like they lost.
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I think the floating snake straps are funny, but also was like, "This would be such a nice top if was just normal…"
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Yeah, I had similar thoughts. It's a really nice skin, but no one wants to play Skull Merchant right now…
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Imagine being a killer player and buying a cosmetic that you can't see and also no one else can see it either.
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I think some people might like to stay in the match anyway and see if they can finish a challenge or whatever, but I think it would be fair if killers could DC without penalty when there are no other players left.
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This one confused me, too. The variation that finally worked was doing instant snowman (self-made snowman) in the exit gates, standing around for a bit, and then running to burst out of it.
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There's no guarantee that the rift skins will ever go to the store, unfortunately. They said that, if the skins did show up in the store, it would take a minimum of 6 months, but, in practice, it has oftentimes been longer. They've also started doing a thing where they will sell some of the old rift skins in a bundle but not necessarily move them into the store catalogue — that's how I recently got one of the Meg outfits I missed in, like, Rift 2 or something.