Junebug
Junebug
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- Junebug
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survivors can do other things, like hide, instead of holding m1 to play progress bar simulator. Shocking, I know.
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@LetsPlayTogether said:
How about no? Adrenalin is fine, cause it rewards doing the objective. Against insta down killers you would be screwed without the speed boost. Adrenalin doesnt need any change.
don't take a chase at the end of the game if you're against someone who can instadown you? god forbid there's counterplay and consequences to which killer you play against lol
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1183912#Comment_1183912
Because it is frustrating and it can happen match after match. People don't wait through a queue to not play the game.
the game's called dead by daylight. you're supposed to die sometimes.
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because if bhvr isn't gonna consistently make sure that you survivors have a rough time, i'll do everything in the power given to me by the game to do it myself.
why do survivors get mad about getting killed early? bruh, you can just queue again & get right back into a more fun match.... a killer has to stay to the end even when the survivors have already effectively won.
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gotta body block 4head
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@Rivyn said:
You don't. It's an online game which pits one side against the other. It will always have it's fair share of toxicity, more so here than others, seeing as to the nature of the game.
The issue with a rating system is that, after awhile, everybody will have negative reviews. Be it salty players or toxic swf. Not to mention how janked the matchmaking is atm. It already takes ten minutes to find a match, this rating system would boost that even further. Though I'm not totally against the idea.
there's no reason that a vs game should necessarily breed toxicity
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remember when the style of hook was based on who the killer picked, and bhvr changed it so as not to ruin the element of surprise for the killer?
lol
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1171729#Comment_1171729
or maybe people just wanna play with friends
u should try it sometime
people's desires are used to sell them products, my guy
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@BigTimeGamer said:
as someone who enjoys playing games with my friends, if they remove it i'll stop playing
and this is why behavior will never do anything about it. SWF people sucker their friends into playing the game and continuing to play the game so that they can sell more cosmetics.
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Why'd they get rid of her old vault animation at the same time as removing all other ability for her to mindgame, more like?
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AFKing is the way to go, that way you're guaranteed to de rank so you'll play against players who don't require you to run the same meta perks every game just to have even the slightest chance of enjoying yourself.
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@xEa said:
I like both versions of this map, both as a killer and survivor.
Better talk about Game, Lerys and especially Lab.
Those maps are all interesting and unique in their design. Asylum is "what if red forest had a bigger house"
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1163376#Comment_1163376
Sure, for some. It is for me. I will still try to keep the gates closed, but I will not do it using noed.
There's much better hobbies to use to compensate for insecurities.
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Survivor gameplay is boring and repetitive and perks change very little. Each killer feels vastly different to play, and I don't have to play with survivors, because people who play survivor are generally awful people.
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@SlR_FREDERICK said:
https://forum.deadbydaylight.com/en/discussion/comment/1163261#Comment_1163261
Look at the blind near the end. the 2nd blind while he is moving 0:22
Already blind, can't feel pain in your eyes any more if your eyes are already burned out
this new season of tim and eric sucks tho. :\
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you messed up the timing fam
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No, I can't give you a video because my game already struggles to run at 40 fps at minimum settings. I don't sit around with OBS running when I'm playing a game for fun on the chance I might have to do unpaid QA work.
I used to work as a QA tech for a major electronics manufacturer and they didn't ask for such extensive proof of software bugs, sheesh. If I accidentally discover some consistent cause of it? Sure, I'll make a custom game and try to reproduce it, but my suspicion is that it's something to do with server latency compensation and client sync and that is something I have zero ability to test the range of as a consumer.
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You say that the players should have a say in what cosmetics get made, then you say "obviously not shirtless myers"
which do you believe, peasant? you say the community should decide, then bow to the oligarchy's ideas of "decency." you're lost in the sauce, my friend.
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How about a shelf that he can get thrown into repeatedly? LOL
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Unless it's for the purpose of giving the last survivor hatch escape, it's the same as DCing, so I don't see why it shouldn't be. Killer misses out on emblems, might have their obsession-based perk set foiled - survivors have to play with 3 from the start of the game. It sucks for both parties. If you play survivor, there's always a chance to pull something off. At least one of you can try to escape, bare minimum. There's no justification for survivor suicide or DCs.
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"why take this perk that lets you down survivors in one hit AND move faster" why the ######### not???? lmao
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If you think about it, they'd be doing a public service, giving us more incentive to stay inside! :P
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down a survivor -> go to hook -> hook
survivors likely all get healed and come unhook very safely, or a gen completes.
down a survivor -> leave them to knock down another -> start hooking
both remaining survivors are forced into action to save the other two, meaning no gen progress.
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cool story bro
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Yeahh. The rules text for perks really needs to be clairfied. I'm gonna chalk this one up to some sort of edge case interaction, that maybe Second Wind only gains its token on some sort of check that the full heal bypasses.
Or they really just want every new perk to be a complete gimmick. Who can say.
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Frankly I could take the rickety balance if there was any sense of decency amongst the survivor players. Nobody says GG in postgame unless they completely steamroll you, and any other time they speak up is just flaming and vitriol. I'd be happy to just chase them around and give them a scare if they'd display some basic ######### human respect for me taking my time to play the side of the game that is necessary for them to play M1 progress bar simulator.
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I'm not quite sure I understand. Babysitter has nothing to do with healing, it's an unhook related perk. Typo?
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It's weird how many trapper-specific rules there were. The concept of "killer's posessions," the only killer who could have their power sabotaged. Kinda gives an insight into what their plans for the future might have been around the time of first release.
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Moris will always be better than keys, cuz a killer has to stake everything in every game. A survivor gets mori'd? Just right into the next game. Killer's stuck there to the end every single time even when they know they're not gonna be able to threaten the survivors any further.
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@ZoneDymo said:
- Claims they are not comparable
- Proceeds to compare them
that's why the phrase is "compare and contrast" bruv.
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If you want a balanced game, try go, or checkers, I guess.
nobody should have ever let nerds pretend that SSBM is a competitive game because it leads to this #########. Games that have a lot of fun and variety to them crushed into rote performances of myriad equivalents to FOX ONLY FINAL DESTINATION in search of The One Best Most Winningest Way To Play, and it's especially bad nowadays because that player attitude influences the developers and can begin to warp the game itself. SSBM will always be fun with friends, because it's never gonna be officially patched. Once sweaty wannabe progamers infest a fun game, it will slowly cease to exist.
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There's not really a definitive win or lose state tho. 4k'd survivors can still rank up, a killer can 4k and not rank up. That's why it's a sliding scale of how many emblems you get translating into rank increases. The notion that there's no middle ground between ALWAYS ESCAPE and ALWAYS 4K is probably a big part of what makes the games turn toxic. It's an RNG based asymmetrical game. The two sides do entirely different things, so it's legitimately hard to claim that any one way of finishing the match is winning. Sure, there's a metagame built around trying to rank up, I guess, but that's external. People thinking they NEED to rank up just drives everything towards the same perks being run every time and games that are no fun for either side.
A ranking system should just be kept invisible and used only for the purpose of trying to match equally skilled players against each other, not some dick measuring context. But the conquest for glory overcompensators take part in drives people to play a game for a long until all the fun has been wrung out by how awful that cycle is, so whatever, it's good for business, I guess.
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Nurse is the worst for me. The only times I see her any more is players who are super good at her, who proceed to rip me and my team to shreds, and it's really hard to feel like I can do anything when they're able to ignore most terrain, lol
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1161220#Comment_1161220
Bloodlust takes 15 seconds to take effect. My "Hold w" strat includes bloodlust.
Of course, I'm saying in a more general sense that since survivors will probably not do that, some sort of tweak to the chase recognition code or w/e would probably go a long way. Though like you said, stuns and break actions interrupt bloodlust which....... I don't think is explained anywhere in the game? So yeah it's probably effectively a useless change to try to help the inexperienced killer.
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I think that's kinda what bloodlust is supposed to do... But you probably know how inconsistent starting and KEEPING chase is, even when you directly see them. Meanwhile chases just randomly start with survivors on the other sides of brick walls. Go figure.
Maybe just reduce killer hit cooldown? Survivors got their med vaults buffed, I think it's only fair. Especially with this whole "endgame is 5 minutes :^)" design crap.
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you can also look inside the outhouse but there's not much in there lol
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yeah it still very much works
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1159882#Comment_1159882
I only have problems with Grabs since Dedicated Servers. And the way it works (or not work, lol) is also different. Before I at least got a Hit when the Survivor managed to stand up before I grab them, now I dont even get that.
Yeah the grab issue has been ever since servers for me. You move to gen/totem grab, you start the animation, then the survivor just walks away and the animation abruptly stops. Seems to effect gen grabs the worst, window and pallet grabs are fairly reliable, yanno, if the survivor feeds them to you at least.
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I care. Even if someone's idea of the structure of the game isn't as completely formed as a long time player with thousands of hours, games shouldn't make people want to quit forever because they don't feel like something that they paid money for-- possibly earned with time and toil they don't get back-- doesn't respect them.
Anyway, SWF is going nowhere, unfortunately. It's bhvr's cash cow. Survivor A tells friend B to get DBD so they can swf. Survivor B repeats the process, getting friend C into the game, and maybe buys some DLC too. Killers, because they play solo, are less likely to invite other people to play or promote sales of the game.
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@kreeper124 said:
Yeah just downsize the maps and I think the game would be in a good state. Springfield and haddonfield are roughly the size that maps should be, not that ridiculously huge map on autohaven. That's just insane
what do you mean, don't you don't enjoy when the survivors get the middle generator in azarov's resting place splitting the map into 2 3 gen clusters that are like 70m from each other with only one way you can approach them from? :^)
increasing speed would break the game. map size would require them to rework every single map (I like the design and balance of the new maps, i guess we can just wait for every single one to get remade... lol. c u in 10 years.) I could see something like a slight reduction to attack hit cooldown animation, something to the effect of shaving, like 1 second off the catching-up-to-wounded-survivor-after-you-hit-them part of a chase, which takes ~15 seconds if you're both moving in straight lines, iirc. Or frankly, put med vaults back at their pre-buff speeds. Or overhaul killer addons so that they're not mostly garbage. Iunno. It'd have to be a subtle thing cuz otherwise you'd topple the whole toothpicks and gum network of interrelated balance concepts, lol.
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what about speed limiter tho :0)
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1159644#Comment_1159644
I like playing Legion too, Deathslinger is also a lot of fun.
Despite how much more I wish deep wound effected the game, I think they're both great because they very drastically change how the whole map works for a killer. Vaults become less safe for survivors, and they're both good at sowing chaos amongst the remaining fodder. I like anything that takes a game with a certain base understanding and with just a few tweaks to that formula it has you playing it entirely differently. Mechanical interplay! Plus, deathslinger's whole sound design is great, makes playing him feel even punchier and dynamic. LOVE that reload noise.
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@SquirrelKnight said:
Unfortunately i feel its aparent that the devs consider chat like this to be "competitive smack talk" and not the sign of toxicity it really is. I know that the idea is just turn of messaging or whatever but it still doesnt excuse the fact it happens and that it is negatively impacting the game.
If i am wrong and a dev sees this then do know i apologize, i just am calling what i see.
Frankly I think that this is just a problem with all multiplayer versus games in general. People take concepts that work in person, two teams in a physical sport who have history with each other taking the piss, sure, I can see the fun in that, and since you're in person you can tell by the person's tone and body language that they're just ribbing you.
But online? People use this idea of playful ribbing as a flimsy basis to bully and outright spew hatred because there's no consequence. The worst thing that happens is that they might get a temp ban from whatever game they play, but you probably weren't going to see them again anyway, depending on how big the player base is; then they're immediately replaced by another anonymous username spewing vitriol that in a real sport would get them suspended, removed from a team, if they're a pro, possibly ruin their future chances at promotions or getting signed to a new team, or at the very bare minimum get their teeth kicked in on or off the field. These zero stakes games inspire us to hatred more than the people making millions a year off real sports. Everyone's got something to prove because nobody has a concrete reason to feel good about themselves any more than the pithy, worthless flash of glory that comes from grasping at the chance to be the one grinding your heel into someone else's face for a change from getting stepped on yourself.
I think I just made myself depressed.
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You know, I'm not sure why I get this feeling, but I got the tiniest little inkling of a suspicion that the poster above me might have a certain bias. I can't quite name what it is, though...
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@Nullclines said:
Maybe you've noticed this as well with the Clown: if I'm carrying a survivor and I attack another survivor, there's no sound or animation, even though the attack works as normal.
Haven't encountered this one, and I've hit a good plenty of people while carrying because I've been using agitation in a lot of matches.
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Legion has been a fave forever, and I've been coming back to them because of the cute suzie xmas sweater.
recently tho I've been getting into clown. Maybe out of spite for the game because I want to get consistent games with what is considered the "worst killer." I love his new cosmetic set so much, and it's actually pretty strong in a chase, since the pink blends in better with the color of the gas and their distorted vision, making it hard for them to figure out if you're coming or going. Plus you can thrash your floppy trunk at the survivors to indicate your disapproval of them once you've got them on the ground :P
Deathslinger was really neat on PTB and I'm probably going to spend my next 9k on him. No more teabagging at the gate, rat survivors!
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@rita_book said:
https://forum.deadbydaylight.com/en/discussion/comment/1159518#Comment_1159518
DBD with no ruin...and killers are getting 4 kills. It is almost impossible to escape now even with ruin nerfs. Killers are so selfish.
the OP specifically references new killers and how crushing the feeling is. I float around in purple ranks, maybe MAYBE scratch red 4 with killer, and each time -- even when finding a survivor early, It's really common for the first gen to go off before I hook the first survivor, and the second to go off before I can make it far away enough from the hook to try to do anything about it. It feels absolutely awful, and I hesitate to remind you that videogames, ultimately, are meant to be FUN, or at the very least emotionally enriching experiences. It makes zero sense that the big scary slasher killer is the one who's on the extreme defensive with a ticking clock over their head, while survivors can jerk around as much as they want and still pull off a victory. The fact that there's just no let for the killer to make even the tiniest mistake, or dare to bring anything but the most meta perks on the strongest killer is such a source of burnout for me, and I feel safe presuming the same for many other players who prefer to play killer. The highest ranked, most popular youtube and twitch personalities do not represent the majority of the experience of the players, and even they find this sort of thing exhausting.
Playing killer almost never feels like you've performed some masterstroke or outwitted the team, and you're under constant pressure. Meanwhile my survivor is constantly in red rank now, and the only thing I ever had to do was learn when to pressure generators, and I nearly exclusively play solo, rarely duo survivor. Yes, ranking is broken, but the fact that the current design of the game rewards survivors for the most braindead actions very consistently, while requiring that the killer be anticipating the actions of 4 separate players at once, and demanding so much more of their gameplay. Not to mention if a killer is toxic to you as a survivor? You have your whole team to back you up and laugh it off in the postgame. But as killer? You're ######### alone and the fact that so many survivors hate you for playing the role that is the entire reason they're even able to play the game drives me into misanthropy and makes me wonder why I even play this game sometimes.
But I get it, you're taking the piss, and I'm writing a wall of text because I'm not doing anything else right now. We all get frustrated and it comes out in our leisure time. You are forgiven.
PS: Take this with a grain of salt, because I'm writing it with about a hundred times that much salt: but I really like how current killer ranking penalizes you for spreading pressure by wounding survivors and letting them break chase so that you can split pressure and force them to heal if they don't want to risk getting downed. Hell, I like that both the ranking of survivors and most of killers is both based around providing a better experience to the survivors. Chase them quick and down them quick, but don't kill them too fast, or you lose points! Protect your generators, but don't stand too close to a hooked survivor, or you lose points! Hit them a lot, and use your power, but don't do anything but single mindedly follow the first survivor you hit and let the other 3 "enjoy" the thrilling gameplay of holding down R1! The new ranking system sure can't come quick enough.
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Vigil definitely doesn't make any sense in modern DbD. The only meaningful mangle/hemmorage effects are the ones that are permanent from sloppy butcher, all others are more or less over by the time a survivor is off the hook after taking them, and if they're just left to escape chase, the killer has bigger problems in the current "late game is 5 minutes in" design paradigm bhvr is running with. Exhaust doesn't recover while sprinting, and the aura's influence only saves you a couple seconds on recovery which I just can't see as useful considering that the killer can only chase one survivor at a time, the rest of your team will almost always be fully recovered by the time chase target #1 goes down. Unless you're running in a big group in the same direction, which, again, bigger problems.
Pharmacy is interesting in concept, but you'd probably be better off with running your chances with plunderer's which will fairly reliably turn up a health kit, with the added bonus of it sometimes being purple (frankly a yellow health kit might be preferable sometimes because of its extra charges, too) not to mention negating the need to even bother healing if you get a lucky purple or fuchsia key and can just leave thru the hatch lmao
Wake up is... it's a perk. It's like the survivor equivalent of brutal strength, I feel like. I'm sure some goofy teammate having leader and your survivor having wake up, spine chill, and resilience to open the gates at turbo speed would be funny? If you can get that far building around a gimmick that is far less useful than just bullying the killer to tears.
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I just remembered how much it pisses me off that bhvr doesn't even know what a butterfly knife is. Like, I wonder if they wrote that lore before realizing that they weren't good enough at animating to make a butterfly knife look good so they gave him this ######### thing that looks like it cost 5 bucks at a gas station.