HugTheHag
HugTheHag
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- HugTheHag
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Casuals are already getting crushed when put in front of half slowdown builds. Let's not nerf toolboxes that add a few seconds of boosted speed, please. Same with Prove Thyself. Not everyone runs it, and it's counterable. I've had a couple of games playing in lobbys with 2 PT, and it didn't prevent a stomp when killer was good, just made it so that some of the team saw the gates being powered. There were still 3Ks aplenty.
I don't really care for Brand New Part though. This can go, I don't mind.
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No. Nurse is interesting on a gameplay perspective. She is not impossible to evade. She does well on high mmr but is hard to master. On low and mid mmr, against casual Nurses, she's actually fun to play against.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3133800#Comment_3133800
https://forum.deadbydaylight.com/en/discussion/comment/3133802#Comment_3133802
https://forum.deadbydaylight.com/en/discussion/comment/3133825#Comment_3133825
This,
This is another argument i see, and the reality is this. There are 2 possible statements you can make:
- We SHOULD balance the game around the top level players
- We SHOULD NOT balance the game around top level players, and should instead balance around the AVERAGE player.
If you believe 1 is true, then you must agree that at top level Survivors are far too powerful, especially when playing SWF.
If you believe 2 is true, then you must agree that nurse is fine, because she often has the lowest kill rate in the game.
You cannot believe 1 is true, and that nurse should not be nerfed.
You cannot believe 2 is true, and that nurse should be nerfed.
If you do, then you are biased.
Either this is ok or it's not:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s
If it IS ok, then we probably should buff nurse. If it is not ok, then we talk about nerfing nurse after we nerf this.
Who brought nurse into the discussion ? I am very confused.
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While I appreciate the effort you made to be thorough on your arguments, I cannot agree with you.
I do not think there is a problem with 90% of SWFs. I do not think they are, as a whole, overpowered, or that the game is deeply balanced around not having information.
You would be surprised how many SWFs : Don't communicate (playing together not on comms) / Are beginners / Have a bad sense of orientation and can't communicate where stuff is / Don't keep an eye on which gens are regressing / Don't check in every single second to know where everyone is at all time / Still struggle to find gens on dark or convoluted maps / Don't have a lot of game knowledge
I only play in SWF (generally duo, occasionally trio). We're still not that good at the game. We don't communicate our position at all time, because we still need to hear the game and be alert, and we generally don't talk that much when one of us is in chase to not break their concentration. We still get surprised leading the killer to someone accidentally, because we moved and the others didn't know. We still struggle to find chests, totems, even gens on some maps. We still struggle escaping.
That 16.5 free perks is a statistical illusion. No casual SWF has the brainpower to quickly update everyone on all of these infos at all time, and still play the game well.
Do SWF do better because of some info exchange ? Yes. Is Solo queue underpowered ? Also yes. Are some of the strategies encouraged by the game (protection hits, sabo plays, tricky hook saves) almost only do-able as SWF ? A third yes.
All of these things you listed apply to 4-man SWF comp teams. Not casual players trying to enjoy the game with their friends. Most SWFs are not 4-men SWF (that's 6% of survivors), and most SWFs are not gods at the game with superior awareness or game knowledge.
There is no problem with 90% of SWFs, and top tier killers won't have too much trouble even facing 4-man SWFs.
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For your matches as survivor :
Depending on how much or how little you play as survivor, it might be somewhat normal behaviour. Newcomers often feel safer on the edge of the maps, so they'll have a few formative hours spending a lot of time there when they feel pressured.
I've had a about 20 survivor games [mid mmr] between yesterday and today, and in very few of them (2-3?) did I have this kind of (pardon the word) useless teammate.
For your matches as killer :
Either matchmaking is struggling to find survivors to your mmr and gives you new players, or you have bad luck and keep getting unaltruistic players.
I hope you get better matches soon !
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Also, doesn't discordance already linger for a few seconds after people left the gen?
I've been playing it a lot and it seems that way.
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Beginner killer is mostly okay. I got consistent 3-4Ks after the update without playing scummy.
The survivor shortage right now might be screwing the matchmaking a bit, but believe me it's a matchmaking problem, not a balance one. Beginner survivors are extremely easy to kill as a beginner killer, especially if you're playing a beginner-friendly killer like Legion or Wraith.
If you're a new killer starting out with a hard killer like Hag or Nurse, or any killer that's slow movement, your problem is killer-specific and not simply "killer is too weak / survivors loop too well", or even teams really.
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Funny how bodyblocking someone in a corner is reportable for "preventing the player from playing the game", but hooking them first thing, facecamping them, tunneling them if someone comes for a trade, and hooking/facecamping them again is not, yet effectively does the same thing : preventing one player from playing the game.
Don't come at me with "tunneling is a legit strategy", I know that song and I know it's sometimes necessary to put pressure on the team. I'm just making an observation.
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@XxCocoBunniexX said:
https://forum.deadbydaylight.com/en/discussion/comment/3133060#Comment_3133060
Honestly I always felt like it was easy to bait but ok, right the added endurance I forgot about idk why I thought it was always a thing. So being Unscratched, I just see people on here complaining about something that wasn’t really removed.
To be fair, even old Dead Hard was not that useful in the hands of survivors who couldn't use it well. I don't play at high mmr, and most, if not every DH I would see in my killer games were dumb DH bumping into a corner, or buying 3 seconds out in the open for me to catch them again, so I never had anything against old DH, haha.
It was the killer's bane, the stuff of legends, but much like any legend, it was unfounded a LOT of the time.
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I'm guilty as charged on this one, I flail around frantically in chases not really having enough brainpower left to pay attention to anything but how near the next pallet is, so I often don't notice people in the area, but I need all my perk slots so no Bond.
I generally try to veer away last minute or take a hit to let my teammates run away, but killer sometimes takes the opportunity to pressure them.
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Dead Hard is definitely harder to use now. It only gives half a second of Endurance, which can easily be baited or mistimed by the survivor. Plus, the endurance hit inflicts deep wounds, which makes it harder to escape by hiding in a corner after a jungle gym, since the survivor has to mend, and is noisy.
Also, a subject of complaint of the old Dead Hard was using it purely for distance to reach a new loop unscathed, which cannot be done now.
I never used old DH, and don't use the new, but when I play killer, I see some people try it out, and some of them do really well with it.
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Survivors are frustrated to be forced to take on specific one dimensional builds to be useful to the team, and killers are frustrated to not see more variety in their opponents.
Had a Demo DCing yesterday because of Balanced Landing, got mad in endgame chat that "every survivor runs the same damn build" and that they regretted old Dead Hard meta because at least that was "f-ing easy to counter".
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My theory is that the moment the killer presses m1, before the animation starts, you're considered as downed and can't throw pallet down. That would be why you can see the "[space : pull down pallet]" but mashing the button won't do anything.
There are some times where you will stun mid-lunge, but that's rarer than seeing the option to pull down and it not working, in my past few games.
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Matchmaking is already being more lenient than it perhaps should, in order to make killer queues viable.
I have 100 hours as survivor, my mmr is low tier 'cause I suck at chases, and I am regularly put in front of 3k hours killers that stomp my team. If the matchmaking gets any more "fast > balanced", I fear many of us might jump ship on survivor, which would make the imbalance of roles even worse.
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That's a tough one. You can cheese it by camping your totem until the end of game, but that might be boring.
For a legit game, I can only advise to play on Swamp (particularly Grim Pantry). This realm generally has the best totem spots in my experience. I can only think of one that is very visible, but that would be the Undying hex. The others are hidden or in corners of the map or under buildings, where most survivors tend not to dwell.
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Prove Thyself was already good before. It sure as heck is not better now, just more needed. I'd hate for it to be unjustly nerfed after having already been effectively nerfed by the added gen time. That would be very tone-deaf from BHVR.
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EGC and 99ing gates are fine. Not to give offense to the original poster, but we hear the word "abuse" strung to every other thing currently, and this one is definitely not a matter of abusing the game.
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What do you make of survivors dying on hook to give their teammate a chance at hatch ? There are legitimate times to [fail on purpose] on hook.
Also, the faster the skillchecks, the harder. Some people are bound to have struggles with them and be forced to wait more time to get into a game. I sometimes miss two in a row. It happens, and people shouldn't be punished for being clumsy or new to the game.
Also, for the "survivors have no reason not to let themselves be killed on hook", I think it's important to remember not to generalize. A lot of survivors have integrity. Otherwise, every game where the count gets to 2 survivors would be a hiding game of waiting for the other to be killed.
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Nothing since the first day.
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I'm pretty sure body blocking and taking hits for a downed person to gain time is a legitimate strategy on survivor's part.
Attack cooldown already got a bit shorter with the update, and if the cooldown was even shorter, chases would be too short in my opinion and risky saves would hardly be possible. The game shouldn't be balanced around the most new and clumsy of survivors, but it shouldn't either be balanced around top tier squads. I feel like right now it is balanced enough to be bearable for casual players.
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Like they said, Legion has an add on that resets timer after pallet stun. There is another add on that reduces by 5 seconds the cooldown time.
For info, vanilla Frenzy cooldown is 20 seconds, so it's far from too powerful.
Also, if they're trying to use their power on you, they're most likely not trying to down you, so you're safe for a bit ;)
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I got the August 11th one, but not the August 12th.
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3127564#Comment_3127564
I agree with almost everything you said, especially making something basekit, but I don’t see how lording over someone and complaining is a “win-win”, especially when the exact same thing applies to the survivors in that same aspect.
The killer can’t complain about Reassurance because the survivor can just lord over them to “just leave!” (Survivors can say that now :p), and survivors can complain they have to bring a DLC perk which they might not have (which is a fair complaint). So it’s not a win-win situation for either player, it’s just a pointless argument.
True. I just took the title of the discussion too seriously (I struggle to notice written irony and sarcasm), and wrote the argument from the other side. I agree retrospectively that it's not really that smart and that the whole argument is a moot point. ^^'
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On one hand, I do understand that Legion can hit the same survivor twice (I main Legion, after all), but at the same time if survivors 99 their mends, it can backfire. Let's say I'm running range add-ons and I have 10+ seconds of Frenzy for each it. If I get 3 survivors in chain, that's at least 30 seconds that none of them are working on gens as they're running around to not get downed from deep wound. They would wait for my frenzy to be over, while I'm comfortably running towards the 4rth survivor.
It doesn't bother me, far from it, and if they don't bother to heal after they're just one mindgame away from a hook anyway.
So people should be mindful when and where they mend, but I don't think they should absolutely 99 until the end of Frenzy.
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True.
A bad game as killer is still more profitable than even some okay games as survivor. That's why when I play killer, I'll often try to make sure not only the game is at least a bit fun for both parties, but also that they get some points. If I happen upon a survivor I've already hooked just before, I'll scare them off their gen but give them another chance at actually playing.
I won't bother calculating who is who if they all have the same skin though. I don't play with a pen and paper next to my keyboard haha.
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I get that the post is a joke, but something I think is genuinely cool is survivors actually fighting back in Wesker's mori. It doesn't affect gameplay in the slightest, it's ultimately pointless as the survivor gets killed anyway, but it's cool lore-wise that they have a fighting spirit.
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99ing gates is fine. It encourages risky plays like late rescues, so more opportunity for killer to get some hits in. And honestly, it's hard enough escaping at the moment, survivors don't need another base kit nerf.
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Not really any of them ? They're just perks. I'm more annoyed at people's behaviours. Most perks are a minor, and very situational, annoyance at best.
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Haddie actually looks really cool, I'd play her if I bought the DLC. But I'm already maining a character whose skin I like, so I don't feel the need to change.
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If you're on PTB, the wait for killer can reach up to an hour.
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I haven't seen yet a perk that I either encounter often enough to be annoyed or that just bums me for other reasons.
Maybe Haunted Grounds, because you go from thinking you're doing something useful to the team, to dread and disappointment as you see your teammate being one-shot because of you.
I can be annoyed at full slowdown builds, but that's not the individual perks, just the stacking of them.
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@dugman said:
Or even better, get rid of that annoying black bubble altogether. Not being able to see this swatch of the screen because of that black blotch is kind of annoying honestly. I’m not even sure why it’s there, other than maybe to give survivors in that vicinity more of a chance to run? But that wouldn’t explain why you need the bubble when a survivor is hooked or dies on hook.
In some contexts, the bubble is actually useful, which is why I don't necessarily want it gone, just for Kindred be visible through it.
Case in point : when I run Hex : Third Seal, pretty much all survivors are blind, which means that they don't see the aura of the survivor being downed or hanging on hook. So without the bubble, they wouldn't know at all to which part of the map they should go to unhook, which is extremely harsh on them (especially solo queue). The bubble offers a few seconds during which survivors can memorise the general direction in which their teammate was hooked, and still go for the rescue, even if they will likely be less efficient with it.
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Legion - I love chaining hits, I love their chase music, I love the range add-ons for maximum zooming. I hate that people hate them and DC.
Hag - I love her mechanic, I LOVE her mori, but I hate that I can't switch killer in lobby when I see 3 flashlights. Mostly I hate that the traps are so easy to destroy, because then you're less powerful than an m1 killer since she's really slow. Also, totem spots are a pet peeve of mine. I only seem to have good Devour Hope games on Swamp.
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I hope they do hide the prestige levels. I think it's a useless thing to show, I don't like how it looks, and I don't like that people are commenting on it. If people put their game time on private on steam, it's precisely so that other players don't see how much time they have on the game. I don't want people using prestige levels to guess at their experience and make smart comments.
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For Hooked On You, I actually romanced my boy Wraith first, then Huntress, but I'm intending to go through the other paths as well.
As for other characters to be added ?
- Frank from the Legion (Just him since he's the only one confirmed to be of age), I'd love to give him some love. The others from he Legion could be there as supporting characters during his path, but not datable.
- The Artist, she sounds like a really nice bird lady, if a little uncanny.
- The Nurse could be a nice addition
- Deathslinger maybe...?
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3128807#Comment_3128807
Same when i play ghost face and i have at hooked them all at least once ill start to mess around and it can take a while for survivors to pick up on it but when they do the fun can start, like a kongo line with us all crouched and me leading them to the next gen lol. Or as the pig trying to get someone to boop the snoot it would be great if there was something that happened after they did it even if they got bp for it so many survivors are scared to try to do it.
Just be a lot more fun and chilled if killers had some form of fun emote you can use or something happens when survivors do something would bring a lot of laughs to this game then there is now.
Congo line Ghostie is so fun ! xD Ghostfaces are always 50/50 for me, either they're really fun and chill or they're mean. Either way I can't take crouching Ghostface seriously so when I see one approaching I'll generally take a injury/down just crouch walking towards them because I think it's funny and sometimes they're happy to find a crouching friend <3
I actualy have never managed to boop the snoot, I don't see Pigs often and the ones I saw didn't want boops :(
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/3128807#Comment_3128807
God imagine a leatherface standing in shack just motioning to you like "Follow me" XD
I mean... Just for the sheer ridiculousness of it, I probably would XD
I actually do the same with survivors, if one of them asks me to follow them, I drop the chase to see what they wanted to show me. If it's another survivor, the snitch gets downed, but most times it happened it was to show me easter eggs or neat map details or such, so that's always fun to me. :)
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If they're 360ing around you, take a step back and swing. It usually works.
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While I do think, like you've mentionned, that it could very easily be used to BM (you need not look further than Doctors spamming shock therapy to know that if you give this sort of power to killers, some will make sure to harass with it), I'd actually really like for killers to emote more.
I think when it's not used to BM, it could actually make the game a bit healthier, as I often notice that when I do silly things as killer to show that I'm not offended when survivors do a cheeky play (headbang after accidentally opening a locker/vaulting instead of picking up a survivor, nodding after getting pallet stunned, etc.), they actually get more chill afterwards as they understand that I'm not a raging tryhard or a bot but really person also trying to have fun on this game.
I don't know exactly which emotes I would like more, I'm biaised towards a variation of "come here" since I love giving hatch and people don't always understand hitting the air as an invitation to follow. I think emotes that differ from general "bad guy" behaviour might also bring some roleplaying element to the game, like negotiating a hook trade or such.
I don't know. But I'd definitely like more possible interactions with survivors.
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I main Legion because I like to zoom around chaining hits. Range add-ons are a must ! Also, the chase music is cool, their skins are fun and their add-ons alter their gameplay nicely.
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Killers get value out of multi-floored map too, so I think that's fair.
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I think one survivor snitching on where the other is is pretty despicable and reportable, but having a pet survivor as killer and going to look for the other is completely okay in my book. It's just quirky.
I main Legion at the moment, and whenever a game seems to be pretty much lost for the survivors (like 2 alive in a complicated situation like a three gen), if I see one keep trying despite the bad spot they're in, and no sign of the other, I'll use the first one as a detector with Frenzy to find the other with Killer instinct. I don't see it as the pet survivor betraying the other or even working with me, as they keep running from me and working towards their escape, when the other is often prepared to look for hatch or jumping into lockers on the other side of the map.
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@SwayerNewb said:
https://forum.deadbydaylight.com/en/discussion/comment/3127952#Comment_3127952
Blight is my 2nd main and that challenge was perfect because I can just run the C33 addon and offer Gideon map. I know it's broken but it's the fastest way to finish the challenge and still get 4k
No shame to be had my man.
How is Gideon for Blight usually ? I've only seen like 2 Blights ever (not frequent in low mmr), never played him. I can see a lot of rebound potential but on the other hand it does seem like it could be hard to actually charge at someone.
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The other day I had the tome challenge "Break 25 pallets / walls / generators".
I completed it in one single game on that map.
(I actually quite like the map, but it did make me chuckle)
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PC - Steam - Europe.
Can't log into the game either.
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I mean... People can still complain, and rightfully so in my opinion.
Reassurance may be a thing, but that's a bit lazy at best, greedy at worst in my opinion to make the band-aid fix to camping something survivors have to actually pay for (since this is a franchised DLC) and spend a perk slot on. Now killers will be more self-righteous than ever to camp, because they'll just have to say, "why don't you run reassurance then?".
I won't expect all of my teammates to run this, as I don't expect all of my fellow casual players to spend money on it. If I get camped, I'll always be more mad at the killer than at my teammates for not bringing an 8$ perk. And I'll keep complaining, though perhaps not on this forum.
Plus wasn't 6.1.'s objective to create variety in gameplay and kill all perks that 75% survivors use ? Now what will happen if everyone starts running Reassurance ? I firmly believe if something has to be done about camping, it should be base kit so that everyone benefits from it equally.
Camping killers will now be in a kind of in a win-win situation where they can both lord over survivors that they should have brought reassurance when it isn't used, and complain when the perk is brought.
While I am glad that at least something exists now to counter camping, I do not think it will make the game that much healthier in terms of relationship between killer mains and survivor mains.
(I'm saying all this as someone who does not main one side or the other)
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Absolutely. I can't wait !
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Bully squads are usually a minor problem, since you won't run into them that often and you can just queue up again and find a normal game. The problem with the current PTB is that so few survivors want to play on it, compared to all the players who want to try the new killer, that queue times for killers are through the roof.
My friend wanted to try Wesker, but had to wait a whole hour for matchmaking to give him a lobby. The game itself lasted barely 10 minutes.