Avatar

Hunkulese

Hunkulese

About

Username
Hunkulese
Joined
Visits
975
Last Active

Comments

  • Camping should NOT be as heavily incentivized as it is, especially through Leatherfaces current existence.


    It's not incentivized if you're not against day one survivors. If they facecamp, they get one one kill and the game is pretty much over if that's all they do.


    A lot of survivors are also awful and then blame the killer. There have been plenty of times when I hook someone and the survivors barely give me time to leave the hook before they're beelining to make the save and not even trying to sneak around. So of course, I kill them and they get mad for camping.

  • @ReverseVelocity said:

    I personally run Whispers over Distressing. The radius of the Static Blast might be a bit smaller but it lets you know when exactly to pop it. When Whispers is on, that means you'll get at least one person every time. This info lets you get into chases really quickly.

    I also wouldn't run Overcharge by itself if possible, Pop (along with Ruin maybe) would be my go to. If it's the only thing you have access to (not everyone has the DLCs), it'll do, but I'd recommend running Unnerving Presence with it, that makes the Overcharge skillcheck a big deal.

    Running Terror Radius perks like these is the only time I usually swap Whispers for Distressing, as it makes a big difference. If you want to go over the top, double stack the Calm addons to have a massive terror radius when your Static Blast is charged. Keep in mind that this'll tremendously decrease your terror radius while it's on cooldown, but you can use that to your advantage.

    Hope this helps :D

    Pop and Ruin don't work together since you can't kick the gens.

  • @Senpavo said:

    What don't you get? Just hit the Hillbilly survivor with your chainsaw!

    Just kidding. You have to hit a survivor with hillbilly's chainsaw within 30 seconds from the start of a match

    That's actually wrong. It's hit 2 survivors with the chainsaw within 30 seconds as the Hillbilly. It's not too bad.

  • @Begraero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728404#Comment_1728404

    I don't know where the hell I said that no one should play these killers, I truly don't. I ducking love play deathslinger. Arguably my favorite to play as. But it is a snooze to play against because nothing I really do matters, because I cannot react to his shots, aand requires me to guess when he is going to shoot. You never really dodge a deathslinger shot, the deathslinger just misses. I think a killer who is crazy good in chase is ok, like nurse. But if everything I do feels like it doesn't matter, it is very boring to play against.

    So what's the point you're trying to make? Did you really need an all caps title just to say I think these killers are boring to play against and don't have anything else to say?


    Here's some advice. Instead of "WHY DON'T PEOPLE UNDERSTAND WHAT BORING KILLERS ARE, AND THE FACT THAT DBD IS NOT A HORROR GAME???," try "What changes could they make to these killers to make them more fun to play against?" if you're looking for a discussion.

  • @Begraero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728393#Comment_1728393

    Obviously boring in these terms are subjective, I don't know if I made that clear, but if the game goes into the direction of a horror game and markets itself currently as a horror game, than it is a deceptive\, unsustainable business strategy. I AM NOT saying that this game is never scary. T1 myers if ######### terrifying, but what I'm trying to say is that eventually at some point, you will not get scared at this game even against T1 myers, and that it is really really REALLY rare for people to get jumpscared. The vast majority of the games do not involve killers being undetectable and jumping you. Plus jumpscaring people in this game as killer involve you needing to get an indoor map, which is a rare cause, and so if the game is marketed around the fact that you get scared once every 10 to 15 games, then it is deceptive and unsustainable.

    Have you ever seen a slasher movie. 90% of the "scares" involve the victims knowing exactly where the killer is but being unable to escape the chase. DBD does a great job of putting that in a video game.

  • You're clearly not here to have a thoughtful discussion. You don't like playing against some of the killers. Are you suggesting that no one should ever play them because you don't like them?

    What does it even mean that it's not a horror game? It's just as scary as it's even been, which isn't very scary.

  • @ChadChadlainn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1724619#Comment_1724619

    This post makes it clear you don't play the game, which probably means you should refrain from making comments on balance suggestions. PVP games are inherently competitive and competitive games are more fun when all sides have a similar chance of winning. This is particularly true when players are playing at a higher level.

    There is nothing fun or engaging about either keys or moris at the moment. Keys should simply be removed from the game in their entirety and OP's suggest change is a nice idea for moris. Either way, they aren't fun or healthy for the game as they are. I don't know why people even take them considering it screws everyone over including themselves. I guess to be dipshits?

    Except the game isn't anywhere close to being balanced. A tryharding high-level killer is going to win 90% of their games. It's up to the person playing as the killer to decide how balanced the game is.

    Keys actually do suck, but they're not prevalent enough to be an actual issue. I do enjoy it though when I see a key before the game though. It changes things up and gives me a different objective for the game.

    Keys and Moris definitely shift the balance, but you can still play around them. If anything, keys in chests are a far bigger problem.

  • They're in the game because they're fun to use and change things up every now and then. They're also rare enough that they aren't a problem.

    If you want them to get addressed, use them in every game you play and convince everyone you can to do the same.

    DBD isn't a super serious, meticulously balanced game. Just have fun. The fact that your BP is reduced is enough of a deterrent.

  • Plague is a pretty good option. Pretty fun to play and has great perks to unlock. Clown also has a great perk to unlock, but isn't all the strong or fun to play. Doctor is also pretty good. He's probably the easiest killer to farm bloodpoints with. If you put BBQ and distressing on him, you'll never have to worry about finding survivors and can just focus on getting better at chases.

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043632#Comment_1043632

    useful only vs super immersed survivors who I never see

    a waste of perk slot for early and mid game.

    That's why you get four perks.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043605#Comment_1043605

    What Im saying is that Whispers sucks as a location perk, so you cant expect any counterplay. And thats the only reason its good. No counterplay at all. And always works.

    Whispers is a great location perk if you understand the map and pay attention to when it goes off. There's usually only a couple places where they could be hiding and it's pretty easy to at least force the survivor into a run.

  • If you can't ignore the jerks, just turn off chat. It's not like people are having meaningful discourses after their games. 99% of the post game chat is nothing more than ggs or people being jerks.

  • It's going to be if you win, the number goes up, if you lose the number goes down.

  • @Polychrome_Baku said:

    Remember Evolve? That game tried to implement a MMR system as well. Then it went free to play. Then it died.

    DBD isn't nearly as complex as Evolve was and has entirely too much RNG for a MMR system to work. This is just a ploy to get rid of ranks and blame their infantile "MMR based matchmaking" when people inevitably complain about unbalanced matches. Sounds like a recipe for success.

    DOTA is far, far, far more complex and there are way more variables than in DBD. They use MMR and it does absolutely nothing to measure the skill of the players in each game, but it works as well as any system is going to work because you play enough games and the randomness does't matter. All they need is a simple win loss scenario and it'll work fine.

  • @deadbyjeff said:

    we really just need to now based on what criteria the game marks as as good/bad so that we can play unto those 'objectives' and two - we need to know our standing on the 'leaderboard' yea - for bragging purposes and to know how much we need to improve etc. otherwise its a pointless exercise

    You've pretty much nailed why they shouldn't make anything visible. They want to try and match players that are evenly matched. If they tell you what the objectives are, you're going to change the way you play to min max your number.

    If they just do something super simple like saying your number goes up if you escape or get three kills and goes down if you don't, people would freak out and complain incessantly about why that system is awful, but after a thousand games, your number is probably going to match you up with the right people.

  • @MiniPixels said:

    This post needs more attention then the large amount it already has, the devs need to be aware of this before they start implementing it, because if they start it's very unlikely they're going to go back on it. People reading, please take time to comment on this post and share your thoughts and opinions to keep this discussion on the front page. This is something the devs need to look into.

    What exactly do they need to look into? They're aware it's impossible to create a matchmaking system that's going to accurately measure your skill after every game. They're also aware that the game needs matchmaking that attempts to create an evenly matched game.

    What's the issue?

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041028#Comment_1041028

    what if you are found in a dead zone by a billy? and the game has just started

    Who cares? One game doesn't matter at all. If that happened a thousand games in a row, it would be a problem for your MMR.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041035#Comment_1041035

    Well, I'm pretty sure they will do this because devs are going to make this system in the "easy way", so obvious its gonna be an mess in the start..

    It's not because it's the easy way, it's because it's the sensible way. There's no reason to come up with a convoluted system that's not going to measure skill any better than a simple win loss system. The convoluted system that's trying to measure multiple aspects of skill is what they use now. How's that working out?

  • @Kees_T said:

    The system can be done but they're going to need to cover all the possible outcomes in the match, like all aspects of a chase (total time chased, time between each dropped pallet because everyone can run to pallet for buying time), unhooks, the efficiency of this survivor in doing his objectives, items used (like keys, flashlights, medkits), how much he helped others survivors(protection hits, distraction, healing), there's so much variables to cover that looks Impossible to do, but they can with a lot of work and time.

    None of that's necessary either. All they really need to do is decide on a win condition. With enough games, you'll end up at a decently accurate number.

  • None of that really matters. You play enough games and the RNG balances out.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040964#Comment_1040964

    Well you can see how well you did in a game, by comparing their skill level to yours.

    And fo you really have no issue with devs potentially hiding a problem without fixing it?

    It's an impossible system to fix in a way that's going to satisfy everyone. There's no way to create an automated system that can accurately measure how good you are at the game. The emblem system is an attempt to try and determine the things that a good player will do, but people hate it and have rejected it. Basing the number on just wins and losses is also filled with problems.

    No game has figured it out yet, and people complain endlessly when the how good you are number is visible and it's rarely an issue when games don't make the number visible.

    Would you prefer they just said forget it and just matched everyone with everyone?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040937#Comment_1040937

    Do you even play this game?

    You get red ranks vs yellow ranks fairly often, if ranks were hidden then there would be no way to know.

    Im not saying new system will be just as bad, but we NEED TO BE ABLE TO SEE

    Invisible MMR is never the best, unles it does not work and you want to hide it.

    You don't see ranks until the game is over and it's completely meaningless. Do you really need to see a number to tell you if someone is better than you or not? It's pretty obvious when the matchmaking doesn't work long before you can see the numbers.

    Making the number visible has no positive implications. All it does it make people focus on it and complain about it and everyone has a bad time. There is no system that's going to work, so why have people focused on it?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040862#Comment_1040862

    I hope not

    Im concerned enough about the invisible skill rating that new matchmaking will be based on

    There's no reason to be concerned about it. Worrying about MMR in any game is a waste of time. Just play the game and ignore it. No system is perfect, but if you play enough games, there'll be a number that's probably fairly accurate.

    Invisible MMR is always the best choice.

  • @BigTimeGamer said:

    exactly.

    MMR works in balanced games where, barring skill, everything is 100% fair and open to both sides

    CSGO, Dota, etc all are team based, symmetrical games where everything is made available to both sides, thus an MMR system makes sense

    DBD is none of these, asymmetrical, 4v1, RNG maps, killers with varying levels of viability, the list goes on

    I'm guessing you've never played DOTA if you think it's a balanced game with limited variable and that MMR works at all. MMR in DBD would would just as well (or just as poorly) as it does in DOTA. After enough games, better players will have a higher number. Just like in DOTA, you'd need to play a massive number of games to get anywhere close to a useful number.

    The only game where an ELO system actually works the way it's intended is for the game it was created for, chess.

  • Can you people just hurry up and quit already?

  • At your level, the Doctor update was a major nerf. He used to be able to expand his terror radius as big as it could get and he'd always know where everyone was.

  • Applying pressure doesn't mean you have to be able to defend every generator on the map. If they get two generators quickly on the other side of the map, it really shouldn't affect your game, especially if you're playing your killer correctly.

    It's fairly straight forward how to apply pressure with everyone you listed. Running aimlessly back and forth all over the map isn't going to help.

  • I'm curious if most of the people complaining on here actually play the game or just read patch notes. The new ruin is about as useful as the old ruin at high ranks. Neither one is really all that great, but killers are much better off now because they're not penalized by the rank system for losing gens early.

  • He's not underated at all. He's probably the worst killer in the game. He does nothing that other killers can't do better.

    Just because you can win with him doesn't make him underated. All killers have an advantage.

  • You don't think it costs them money to develop original characters?

    Would you rather there was paid DLC or a monthly subscription? The developers need to eat too.

  • I know you don't want to hear this, but if you can't win without ruin, you really don't deserve to be red rank.

    Take some time to get better at the game.

  • The game is about as balanced as it can be with the nature of the game and the fact that they allow you to play with friends. At the low and highest levels, killers have a pretty noticeable advantage against solo players, but a SWF team trying their hardest and playing with optimal loadouts do have a slight advantage.

  • If they implemented your changes, killer winrate would skyrocket and the game would die because all survivors would quit.

    The only way survivors would have any chance would be if they only used an optimal loadout and only played with friends.

  • You just need to accept that you're not as good at killer as you think you are and focus on getting better.

    As a rank 1 killer, you run into this mythical optimal tryhard survivor team maybe 1 in 20 matches, you stomp the survivors in 15 of those 20 games, and then actually have a decent competitive game in the other 4. Killer choice doesn't really matter unless you get a bad map for like a Huntress.

    Tunneling and camping aren't going to make you more successful and won't help you improve.

  • @T4ank3d said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007659#Comment_1007659

    "I am 100% sure that they want to make money. That's how buisness' work."

    They could and should make money by growing the player base by making the core game better.

    Yet their player base has more or less be static with a few spikes of highs and lows. They haven't introduced anything to new players in the form of a better game, only gimmicky paid for content to get more money.

    "I also know, from watching Dev responses, that they care, a LOT. They want to make the best product they can and it shows, they should be proud of what they have made."

    The Developer responses are headed by people paid to be the face of the company and put on a little act to give false narratives about how those behind the scenes pulling the strings really feel about this c$o$m$m$u$n$i$t$y.

    The core game is a stale broken mess that gets worse with every introduction of new paid for content. More bugs, more grind with 6+ perks . . maybe 1 being useful. A killer usually quick to be gutted and a survivor who only stands out cosmetically from the rest.

    If you have fallen for the act a few developers are paid to perform then they are clearly doing their job.

    . . .

    Players who accept everything and question nothing is the cash cow that will keep coming back for more. There are plenty of players happy to hand over their money to a developer who has shown through their actions, not scripted responses how much they don't care, AT ALL about their game.

    Only about releasing the next paid dlc on schedule.

    It's your money. You believe whatever you want.

    History Doesn't Lie . . .

    Unless you only pay attention to scripted responses . . Then yes, everything is amazing!

    Yikes. You should probably find another game.

    Good luck finding one with developers that care more about their game or interact with the community nearly as much.

    Maybe games in general aren't for you. You've clearly got some things to work through.

    It's legitimately baffling to see how many people think BHVR doesn't care about their game and are only in it suck every player dry. What kind of life experiences have you had where you think they're even close to the bad side of developers?

  • @Endstille said:

    Imagine a football team stating in an interview before super bowl, yeah we are not trying to win at all. We want to have fun.

    Right, because the Super Bowl and a random game of DBD are of an equal level of importance.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007480#Comment_1007480

    Yes more biased than any other video game company I've seen. I challenge you to find one.

    Capcom, Valve, Blizzard, Riot, Ubisoft, 2k, EA... shall I keep going?

    Go visit any of their communities after a balance update, and there's just as much whining going on as there is here.

    Not even getting into mobile developers.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007354#Comment_1007354

    Read my post to immortalls. The statistics shown are a joke at best. They in no way show flawless evidence, and I wouldn't be surprised if the devs inflated numbers or fudged them in some way because these devs are more biased than any company I've ever, ever, ever, seen.

    Recognize the double standard.

    More biased than any company you've ever seen? Are you 12?


    Literally every competitive game ever has people whining and threatening to quit after every balance patch. Not even to mention real non-video game companies.

  • @Bigyo369 said:

    People really can't see it is survivior sided? Killer capitalizes on survivors mistakes, if a survivor is optimal then he can loop as long as possible without making mistakes, and the other 3 just doing gens, while hitting the great skillchecks. No optimal killer can be at 4 places at the same time.

    The game is definitely tilted in the killer's favour if the killer is good, but if a team of survivors plays optimally and makes no mistakes, they'll win.

    How is that a problem? Killers still win the majority of their games. The game is pretty much balanced as well as it can be considering how different each role is and the vast skill differences between the player base.

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007101#Comment_1007101

    Everyone except low tier survivors hated the details of mist of the changes and they ignored all the feedback. From the doctor post on the main page it looks like doc is going live exactly as he was day 1 ptb, along with all the problems previously discussed.

    Of course they're ignoring feedback from people who are just reading patch notes and freaking out over things they don't understand.

    Pretty much everyone who's put in time on the test server realizes he's only a couple minor, minor tweaks away from being a great killer who's a blast to play.

  • The ruin changes are great for both sides. It was a boring perk that people use as a crutch to slow down the game unnecessarily.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004838#Comment_1004838

    Maybe you are right, but that's not what they said. They specifically stated it was to help new survivors. The OPs point was to show new players probably won't encounter ruin often. So either their (the devs) reasoning was worded poorly or disingenuous.

    For a game like this, new players are pretty much everyone who hasn't put in at least 100 hours. And the first tip in pretty much every guide for new players is to get BBQ and Ruin ASAP. It doesn't take very long at all to unlock ruin.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002465#Comment_1002465

    Unless you get a streak of good survivors and one of the survivor sided maps(so most of them).

    Survivors used to derank and end the game with around 8-9 k points if they hardcore genrushed. Now they go out with around 15k so profit.

    If that's happening to you consistently, you're not a good killer.

  • It's amazing how much complaining there is when you consider that killers are still much stronger than survivors at most levels. New killers dominate new survivors. Survivor is easy to master since they all play the same, but once you've mastered a killer, you have to go out of your way to make it a competitive/fun game.

    If you can't do well without ruin, you're not a good killer. Practice. Gen speed is not the problem. If gens were any slower, killers would always win. A better change would be to tone down survivor run speed a tad, but even that's not necessary.


    If the gens are gone in 4 minutes, it means you had a bad game. This isn't something that's happening every game.

  • You don't like the doctor because he doesn't look like the first thing that comes to mind when you think of a doctor, but you think the best thing to represent a doctor is a flashlight?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/932861#Comment_932861

    There is no perfect solution but there are good solutions and bad ones.

    Putting up a system that punishes people who DC indiscriminately when the devs themselves have acknowledged that there are many game breaking bugs in that the game that will often require someone to DC out of the match whether they want to or not or bugs that cause the game to outright crash is not one of those 'good solutions', imo.

    My goodness, have you dedicated your life to overreacting to everything that goes in on in the game. All of your posts are the same nonsense.

    No, the game isn't perfect and wonky stuff will happen sometimes, but instead of dwelling on it and writing hundreds of post complaining about one thing happening, maybe just queue for a new game or play something else.

    The chance of a significant ban from something that isn't your fault is so minuscule, it's really not worth discussing. Oh know, you crashed twice and have to wait 5 minutes. The sky is falling. It makes the game so much better for everyone, including yourself, to have a penalty for people who leave games early. Take the 5 minutes to reset your PC, and that'll probably fix everything anyway.

  • There's something up with Freddy. He isn't available in any form on the Windows Store version even though you can play against him through crossplay.

  • The challenges aren't toxic all.

    People are the problem. If they can find a way to get people out of the game, the toxicity would disappear.

    You'll never enjoy an online game until you learn to tune out complainers.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/112348/devs-is-freddy-safe-licensing-problems

    I don't think it will end up the same as F13. They weren't good devs to their community and obviously made poor decisions.

    However, I'm not familiar with laws and agreements either. Too much brain work for that 😋

    It's pretty clear you're clueless about laws and agreement. The Friday the 13th devs were fantastic to their community and had nothing to do with the legal proceedings. Because of the rights dispute, everything Friday the 13th was locked. They couldn't legally add anything to the game and wouldn't be making any money of the game until the rights dispute was settled. Of course they stopped working on the game. They gotta eat. The rights dispute is still going on.

1 … 6 7 8 9