Huntar
Huntar
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- Huntar
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A bigger issue than anything else is that the devs have said they actively don't want all killers to be viable in low ranks. They are specifically designing killers to be viable, at best, in the mid ranks. Any time I've seen them respond to things like this, it's simply to say that they don't want other killers to be buffed or even tweaked to make them better across all ranks.
Which, honestly, is baffling to me. Survivors complain constantly that they see too many Billies, nurses, and spirits, but the devs apparently support those being the only killers some players see?
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Pop the first light, stealth to the other gate, open it without any resistance. If you can't do this regularly, you should practice stealth a bit since this should be a standard part of a survivor's skill set.
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So, I think that this game might be almost even between survivor/killer right now. Issue is, nobody is being ranked where they actually should anymore. After the latest ranking change, it's very difficult to rank up as a killer, and requires you to play in ways that don't actually advance your objectives. So unless you're specifically playing to rank up, you'll usually, at best, get a single pip, and usually just stay rank-neutral, even when you're getting 4ks nearly every round.
This is what I'm currently dealing with. I very clearly should be a higher rank than I am, since the people I'm playing against don't actually have much of a chance, but I don't like to hobble myself with a disconnected system. So until this is resolved, unfortunately nearly everyone I play against is going to get pub stomped, even the SWF groups.
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As you said, the EGC fixed way more problems than it caused, and I say this as a killer main. I'm always sad to see Freddy get nerfed any more than he already has been, and I'll admit that perk was likely hit a bit too hard, but I've been having a way better time ever since I didn't have to worry about the last survivor just holding the game hostage by refusing to take the hatch or work on gens.
It sucks to see things get worse, but I'm pretty sure you'll appreciate the wider changes if you continue playing. If you do decide to skip the game from now on, I hope you enjoy whatever other games you play.
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@T0xicTyler said:
I think that the devs will do justice to Freddy while making him a viable Killer. I'm super excited! Though we should be getting the gameplay reveal sometime this week...
Don't forget that they were also saying that Plague would be viable in low ranks when she was released.
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They updated matchmaking so that you will be placed with people above/below your rank if the wait for people in your rank would take too long. This issue will get better as you rank up and get closer to 15. Earn some BP on survivors for a while and level up your killers with those points if you'd like to play killer primarily.
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@Peanits said:
It would be pretty interesting, although it would definitely take a toll on performance, especially on vegetation-heavy maps like Rotten Fields. Animating something that isn't normally animated would always have an effect on framerates.
It'd also make it super hard to play against Freddy, since his grass is an easy way to see him coming way before the lullaby. With stuff moving naturally, that advantage would be lost.
Then again, the boy kinda needs as many benefits as he can get.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/487349#Comment_487349
We have checked each one to make sure they have not cheated prior to bringing them on. If you believe we made a mistake an missed something, you are more than welcome to report them and we'll take a look.
What is the appropriate way to report them? What additional information should be provided for Fog Whisperer reports?
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/484344#Comment_484344
No one's forcing you to play any way and it isn't the survivors who make the terms for pipping; it's the devs. Your blame is misplaced @PeenutsButt3r
Unfortunately, this is the answer. The devs have acknowledged that they messed up pipping and ranks with this latest change, so we just have to accept that we're not going to be rewarded for good play until this is resolved.
I mean, at least there's no rewards for ranking up yet, so you just have to satisfy yourself with pub stomping the potato-tiers for a while.
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Alternatively, remove the display of the timer from the survivors. The killer has a connection with The Entity. The survivors are just food. Not to mention that power roles in asymmetric games typically provide power by granting uneven information, which this would do.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481408#Comment_481408
74.55% kill rate at rank 1 in the past week or so alone. That's an average of three kills per game, basically.
Do you collect data on when a kill happens during a match? I'd love to see additional data published on whether killers come during gens/post-gen/during EGC. And honestly, dang. That's a really good kill rate for a character I, personally, am awful at. Is there any way to see this information for other killers, or to request to have it shared? It seems like it would be really cool, and maybe good for the community, to see these things regularly.
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You should see everybody in the match after hitting the first person. The TR increase should happen as soon as you frenzy, and then you should see everyone once you inflict Deep Wounds. I believe they mentioned there's now a max distance to aura reading, but I'm unsure whether that would affect location perks like FF or screams.
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I keep hovering right around rank 13, purely because I don't want to play bad, and I keep losing pips for getting a 4k too quickly. If I want to leave potato ranks, I'm going to have to treat them with kiddy gloves and shepherd them to a hard-fought loss. Otherwise, it's just pub stomping 24/7. And you know what? I'd have less fun babying survviors than I would just stomping all over them.
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@CronaWins said:
I have the same problem with Hag.
Hag played properly is a control killer, not a chase killer.
I get punished for not chasing.
The ranking system needs a proper rework.
Absolutely. The fact that you can do too well in a match, and lose rank because of it is proof. A 4k, two minute stomp should be a reason to jump up a rank, not to be shoved back down into potato tiers. And yet, here I am, pub stomping 24/7 and being told I lost unless I intentionally play poorly for way too many matches.
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Ah, alright. That's acceptable, tbh. I was worried they made it so you could just swooce on by them every time, no way to stop survivors at all.
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@Raptorrotas said:
Before even considering this, the firecrackers would first need to become "normal" items, having its base power significantly gutted and then put into (rare+)addons.
Yoi're probably right about waiting with this until the rework. Honestly your idea entirely depends on him not being weak after it.
Compensation: freddy can now use dream demon on world objects (pallets, barrels, windows) so that they hinder or attack survivors lol.
I'd love to be able to trap the steam pipes in the basement of the school. Turn it into a good, old-fashions slasher movie corridor, with steam flying everywhere.
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@Alithra said:
https://forum.deadbydaylight.com/en/discussion/comment/465174#Comment_465174
So? They still make it longer on purpose. Not two, but four minutes, on purpose, just to screw people. Still not fair. Get rid of the animation just like bleeding out had no animation, and less people will do it. Though they will still do it just because some people enjoy making others waste their time, but it will be less people. They made EGC something cool when they shouldn't. I even saw killers starting it at the start of the match for the sake of it. This isn't good for anyone, because people get less BP after a huge loading screen and will definitely be forced to depip. This has so many downsides.
How did they start EGC at the beginning of the match?
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Killer is the strength role in this game. They're supposed to have benefits, not weaknesses, over the group role. Making them see less would just make the imbalance we're seeing at the moment even worse.
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Title. It is an un-necessary restriction and hinders console players especially. At the very least make it what everyone expected.
It's not even what everyone expected. They explicitly said that would be how it worked while the PTB was running. Seems they changed their mind and decided that would make him almost an option to play, unfortunately.
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I'd love it if mist affected survivors and killers differently. Have it so killers only see half as much mist as survivors, and actually give asymmetrical information. That's how most asym games handle it, and it'd be great to see DbD move along those lines a bit more.
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@indieeden7 said:
No it doesn't, EGC starts when an exit gate is opened or the hatch is closed.
Yup, you are super right. I had a great brainfart. Editing that now.
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People shouldn't be encouraged to be toxic. If there was a badge, people would intentionally make bad or annoying posts to get the required downvotes.
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@indieeden7 said:
I'm pretty sure the devs stated that that only takes effect after the end game collapse has started
I was wrong and I'm a dink.
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Unfortunately, the rank system isn't a skill ranking. It's a ranking of how well you can play the game in a "balanced" manner. If you ran the killer for all five gens or churned out all of them while you team potatoed in a corner, you'll be treated the same as one of those teammates who just sat there the whole game and took the exit when it opened. The devs decided they want everyone to do everything in every game, and specializing is considered a failure in this ranking system.
Hopefully they realize that this isn't good or fun, and being told you lost despite completing all your objectives is actually worse than winning despite failing at everything.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/448096#Comment_448096
I'm down for wacky passives, tbh. I think that would make things much more interesting.
Absolutely, it would be great. Give them to both survivors and killers. It's one of the things that makes Identity V feel so much more dynamic than this game.
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So, does anyone have any new ideas, now that the PTB has shown us how it's done?
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@Peanits said:
This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to
These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.
Why not just increase the chance of the first box rewarding a key? Make it so the first box has, say, a 75% chance of rewarding a key, with a +5% chance with each further box. As always, the last box would have 100% chance.
This would make it so they have a chance to escape, while not completely ruining the Pig's entire end-game pressure.
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I've seen this idea implemented on quite a few sites and a few games, and it apparently pretty much universally improves the community and increases the number of people using the report function for what it's intended for. I'd support this, even if it's just "Action has been taken on a report you've submitted," without any additional information or even what kind of action was taken. At least then people would stop saying that nobody looks at the reports.
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What is your intention with this thread?
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@GodDamn_Angela said:
Wait a second.
Is "checking", "swinging by" and "camping" all the same thing now? Is it camping if you see, or have reason to believe, a survivor is running to hook so you head over to it?
######### isn't counted as camping hook at this point?
I've had survivors tell me that I'm both tunneling and camping for following a survivor back to the hook, just because I saw them running while I was patrolling. Tunneling is especially funny, since I do my best to take down the person unhooking just to be more fair about it. I've also been accused of camping for walking directly away from the hook to do a full round of gens. So yeah, I don't think there's anything that's counted as "fair" unless you just head to the furthest corner and sit yourself in time-out until they're unhooked.
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I just want to know what the nerfs are that they said they're going to be handing killers for this change. I know, at the very least, that they've said they're nerfing Pig, Remember Me, and Blood Warden so far. That's way bigger than any change they're making to the timer itself.
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This is intended to be fixed with the next update. When a match starts without 4 survivors, it'll end instantly and refund everyone's items, add-ons, and offerings.
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@Chaotic_Riddle said:
Neon Legion is where it’s at. 😎
Agreed. Shame that this comes with the same update where they kill him. Honestly, they probably would've extracted some money from me if this had come earlier.
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Do longer pukes increase the amount of sickness that survivors pick up from items? Say, does tapping puke on a gen increase sickness less than fully charging and hitting the gen with the whole stream?
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She turned around and lunged.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/423706#Comment_423706
These changes do actually work with the original design of the killer. Compared to before, The Legion will be able to travel further while in Feral Frenzy, allowing them to apply Deep Wound to multiple survivors, while also discouraging using Feral Frenzy repeatedly against one survivor. At the same time, The Legion also gets increased movement speed to follow up and get a down.
@Peanits Would you mind if I asked what the actual pressure of Deep Wounds will be now? If the timer pauses while healing, and pauses in the TR, then can't a survivor just go somewhere completely safe, and then heal? And then if the killer finds them, they'll already be in the TR, so they can stop healing and simply retain the time that they had when they began healing? Since the heal is already pretty short, what incentive would survivors have to actually treat it like a threat instead of just a short break from gens? Is the only intention on this power to now get survivors off gens for 10 seconds, unless they get chased, in which case the timer won't run down at all, and they're completely safe to heal if they escape the killer?
I understand that people keep asking these questions, but I simply haven't seen an actual answer to this so far. I've seen assurances that it'll be better in the PTB, but nobody has been able to actually say why that is yet.
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@No_Cluie_Louis said:
Though i like most of the new mechanics, i swear the hatch change is identical to the last one that was disregarded
The issue with the last change, which was fixed this time, was that there was no incentive to play the game any further once it was closed. Since there was no incentive and no timer, survivors would just find a corner to hide in and drag the game out for as long as possible to punish the killer for winning. With the timer and the exit gates getting powered, the survivors have to either work to get out, or just accept that they'll die in a few minutes.
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Absolutely petrified, honestly. I was feeling pretty upbeat about all of this yesterday, believing that they were honestly going to work with both survivors and killers to make these characters more fun for everyone. After seeing Legion, I'm now worried that they're going to take away his power and just completely ruin what made him fun and unique.
Honestly, I never wanted a rework. They just needed to make it so survivors couldn't interact with things while in the transition. That would've fixed his biggest issue, and made him more fun to play as while not hurting survivors too much in the change. But man, they basically excised Legion's power and made it better to just treat him like a literal M1 killer after you get in a chase, so now I'm worried what's going to happen to my boy.
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Well, that is not a change, you just deleted him with that "change". His ability is now completly useless.
When you hit somebody with FF while they already have DW, it's not that nothing happens. No, they get a speed boost, and you get a stun. That's something!
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BT, with the new Legion changes, just means that anybody unhooked after the gates are open have a free exit. You don't even get the benefit that you might have hooked them on the opposite side of the map from the exits and they might bleed out before leaving. You now have to just completely give up on chasing them or hope they're bad enough to give you two free hits alongside hitting all their SWF buddies on the way to the gates.
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@Peanits said:
Thanks for the feedback. This would be pretty nice, although ten per day might be a little much. At some point the daily part gets too demanding for people who only have time to play a couple games. If I were to get rituals that require me to play three different killers and two different survivors and only had an hour or so to play each day, there's a pretty good chance I wouldn't get them all done. Having fewer rituals that reward more points would make them a little more accessible.
Is this supposed to be read that you're considering increasing the BP rewards of rituals, then? Because, personally, I think that'd be pretty great. I'll be honest, I mostly play killer, and if I have a choice between playing a killer I enjoy with BBQ&C or running a ritual, I'll usually get more BP and enjoy myself more by just playing the killer. The only real exception are rituals to mori survivors, but since you usually get a bunch of DCs when you burn a mori, you'll typically be losing more BP than just playing a normal match anyway.
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At the moment, the game has no way to tell who is in a SWF once a lobby has been joined. All survivors, as far as the game is aware, are solo survivors. This will possibly change once dedicated servers hit, but is not possible at the moment.
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@not_Queen Is there any chance we could get community gameplay streams with the devs or something? I've seen other games where the devs would schedule times that they'd be playing publicly, and they'd upload their matches, or just have a tag to let people know they're playing with someone on the team. It always seemed like it did a lot for the community, and it was always really nice to see the devs just interacting with players on their level for a little while. It's always great when it happened in other games, and you'd have people uploading funny or nice clips for a while.
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So, I just had an even easier potential fix for MoM. Lower the number of hits required to two, but make the perk reset if someone else gets hooked before it goes off. This turns it into a pure anti-tunneling perk, and doesn't take too much adjustment, and should feel far less unfair. It's essentially the self-triggered Borrowed Time that survivors have been begging for basically forever.
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I know she is not as bad as I feel she is, but I'm absolutely abysmal with her. I've played maybe 6 games or so, and I've only gotten maybe two kills between them. Sure, she can pop an insta-down on survivors, but I'm simply not able to do it in a reasonable timeframe, and it would've usually just been better to treat her like an M1 killer, which I feel is a bit of a failure of design.
I'm going to probably keep giving her a shot and see if there's something big I'm missing, but if I don't find the fix soonish, I'll likely just stop playing her. It's a real shame, since I was super excited for her before release.
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Y'know, I'd say this reads pretty well, and I say that as pretty much exclusively a killer. I'd love to be able to test it in play, but obviously that's not possible.
I'd say 10 seconds of aura is kinda high, since a killer can do a lot with that much lead time. Three seconds of aura reading is a lot, so 10 would be pretty crippling. Probably better to shrink that to 7/6/5 or something like that. Probably would need to be pushed lower in the end, like 5/4/3, considering how different the pressure is that killers can exert in that time, but that seems a good starting point.
You could probably also remove the ability to disable the perk before you see the benefit to it. That seems a bit punishing, honestly. Perhaps to offset it, make it trigger on the struggle phase instead, and then disable after that. This requires the killer to have already done something that match, but also doesn't make it another perk that can completely kneecap the killer by triggering right at the beginning or end of the match, unless something went wrong on either side.
Interesting idea to switch obsessions with triggering, and fits the apparent flavor of the perk. If they already have it for DS, it doesn't seem terrible to test it on more perks besides that, especially since that change hasn't been as bad as I thought it might. Only thing to consider may be to add perks to killers that influence obessions if more of them start popping up, but that would be something to consider later.
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I'd have loved to see Evil Ash as his killer. It would've been great to have an actual copy-cat killer in the game. But hey, can't complain, new content.
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Personally, I just wish that the fountains would only heal if they took damage from getting broken. I shouldn't have to hold off on attacking a survivor just because they'll get a free heal if I got them a little sick at some point. My choice is to either only use her power in a chase, or not use it at all. Being locked into a playstyle like that isn't exactly fun.
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The issue is that, yes, they'll intentionally fail their next skill check, but by using Overcharge, you're giving it to them immediately instead of making them waste time healing themselves or working on a gen at 1/4 speed. If you're able to keep tapping gens and keep people asleep so they continually fail the check, you can stall the match out for as long as you like, but that also means that survivors can force themselves to wake up mid-chase by just tapping any gen that's degrading. As soon as the check fails, they get a free seven seconds to get away or restart the chase in a better position.
Up to you whether you can make use of that stalling, or if it'll just be a free escape for the survivors.