LastShoe
LastShoe
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I think altars should spawn on them... but all licensed maps are real pain in the ass when it comes to searching for them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1393097#Comment_1393097
DSM-5 says sociopathy is characterized, among other things, by a lack of concern for others. That's lack of empathy in a nutshell.
Well, a complete lack of concern for others is in fact characteristic for sociopaths that didnt grew up in a healthy environment.
DSM-5, if i remember correctly, the valid name is antisocial personality disorder, which requires genetic predispositions.
And when talking about sociopathy, im used to include all people with these predispositions... and tbh, i really like the fact that they have changed this disorder in such a way, that its no more includes all of them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1393072#Comment_1393072
"Breaks" and the coping mechanisms developed thereafter are not the same as sociopathy, though. Sociopaths are violent individuals, which is why, sooner or later, they land in prison.
While you are right about the first part, the second is not necessary true. If a sociophat was growing up in a good, healthy environment, he will be even able to somewhat process empathy. Even that his empathy would be compeltely different than of a healthy person.
Sociopaths will also have a moral system, which won't be based on consience, but just a strict set of rules that they will make themselfes.
When it comes to emotions... well, even the serial killer Icemen had them, mostly anger, which is suspected to be the case because of his environment, when he was a child, where he only could learn what anger and fear is.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1392783#Comment_1392783
Forum made a outrage and devs removed it if j remember correctly lol
Yea, i remember that... it was actually making my head pounding like after being hit by the sledgehammer...
Which makes me thinking... oni should have a legendary skin of a constrctor worker, where he would use a sledgehammer during his power.
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@OniKobayashi said:
I've been sitting on a concept for a survivor turned killer who can perverse things that survivors could do. The power was Jerryrigging, which allows for various hook effects, totem traps, gen traps, etc. Unlike hope drained survivors who get turned into killers (which was an aspect of how killers were made from what the lore says), he/she was naturally sociopathic and preyed on fellow survivors in various ways. Thus the Entity turned him/her into a full fledged killer.
Did you just admit that you are a sociopathic person that prey on others?
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It's simple, all you have to do is to look at the 4 bartle's types of players: Killers, achivers, socialisers and explorers.
In this game you mostly play the killer as the achiver, to lvl up, unlock new stuff etc.
While kilers are mostly attracted to playing survivors because they are actually the ones, who have the power to bully other players.
And there are the socialisers, who play with their friends with swf.
Killer type players can be very toxic when outplayed, same with socialisers, when you "interrupt" them because it's not nice.
And explorers... well, this game doesen't have really much for them. Very little secrets and you can't really experiment with perks freely.
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@[Deleted User] said:
Give them benefit of doubt.
The perks you mentioned probably present challenges with balancing.
And if they can’t balance their original concept, then what do they change them to instead?
Using Cruel Limits as an example, although it’s in a rough spot at the moment, we’re talking about a perk that temporarily takes away 1 of only 2 essential survivor chase tools: vaults. How do they change/buff the perk without making it too unfair or oppressive for survivors? As its stands there are niche circumstances where running both Tinkerer & Cruel Limits on Haddonfield that leaves survivors 100% trapped. The killer can be comping upstairs and survivors have NOWHERE to go. And that’s not going to feel very fair to many survivors.
Just make survivors that finished the gen unable to vault any window for set amount of time.
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TBH, i was surprised to discover it wasnt the case... it would open a new type of cosmetic (aura cosmetics)
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@Kind_Lemon said:
OBJECTION!
Having killer-specific effects on perk is excellent design. It allows for killers to have interactions with perks outside of just the perk affecting what any M1 killer can do i.e. variety. It's exactly why Spine Chill and Premonition should have a line of text that say "Does not work on The Shape in Tier One," and return that perk of Tier One to Myers. No other killer (Go away, Ghostface; you're 115%) has to stare at survivors close by in order to become what most all other killers have at base.
It's also why sabotaging lockers when a Huntress is around should be possible. Lightweight should decrease trap trigger radius on Hag, Iron Will should prevent noises when walking over Pyramid Head's trails and when affected by Plague's disease, Nurse's should show survivors trying to Snap Out, and many more, most of which are debatable, but there are some to which I'm very attached.
Not when it completely nullifies their power. Perks should have soft counters (IN BOTH WAYS, right now survivors have more counters to killer than killer to survivors, which makes it really problematic in 4v1 game) and not the hard counters like it is right now with most of the interactions in perks.
I will even say more about this topic.
It should work like this:
- Perk can soft counter other perks, never hard counter.
- Power can soft counter a perk, hard counter for perks that are counter to something that isnt a perk.
- Perks can soft counter m1, exhaustion perks can hard counter m1.
- Perks must never hard counter killer power, only soft counter in specific circumstances, even exhaustion perks.
- Perks shouldn't be a thing that fills the power gap between voice comms and lack of it.
- Perks can have weak impact on actions and bigger impact on them in specific circumstances.
- Doing totems should never completely nullify perks impact on the game.
- Right now there are very weak killer to survivor perk counter, so weak in fact that they are in fact non existent, while survivors have hard counters to killers perk. Like monitor & abuse which is completely countered by the spinechill... in fact i would say that there are many examples of survivor perks hard countering killer's perks, while there is just 1 example of hard counter in the other way (NOED and adrenaline)
- The only example i can think of right now is how TriangleNoggin counters BT and DS perks, making them actually high risk high reward to run... if he was actually strong and not a niche killer.
- Right now you could tell that faster vaulting speed from spine chill and resilence is a hard counter to a m1... and its not an exhaustion perk.
- Right now Dead Hard is a hard counter to multiple killer powers, most noticeable is trapper, who can be completely ######### by this perk alone. Same goes for the nurse, TriangleNoggin, Deathslinger, Huntress, Demogorgon.
- All survivors aura reading perks, they fill up perk slots making swf able to field more of the stronger perks.
- The easiest examples are thana, botany, dying light, prove thyself. Thana is in alright power spot if you can injure quickly many survivors you get a 16% speed penatly on them. Botany gives just a massive speed buff to healing, so big in fact that it almost offsets caulrophobia, which works only when survivors are in your terror radius. Prove thyself gives 15% to each survivor just because they are close and it alone completely offsets both maximum thana and dying light (Which is terrible)... and this is a true bullshit.
- Which is in fact the case for all hex perks, the only exception is for noed, which gives impact in such a way, that it gives survivors a reason to cleanse the totems.
As it stands for now... Perks makes survivors the actual power roles in the trial. Yes, killer can win the chase, but lets face it... killers were able to win the trials in times of infinites and super fast window vaults and it was not because they had the power to do so, it was because survivors were just terrible.
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"noed is bad, unfair and should be removed... but if you will give me any reasonable argument why it isn't you are stupid and i don't like you.
That is what i read...
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@sk1913 said:
Freddy is very unfair:
Teleport - traps - fake pallet - super reach attack
That killer needs a BIG NERF
His reach is the same as all the other killers.
His teleport isn't that powerful... all it gives is ability to move around the map and sometimes mindgame.
His traps are just a hindered status effect.
His pallets... well, they aren't effective at all most of the time... you would be surprised how many of them you just pass without knowing it.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1385816#Comment_1385816
Sorry i meant wrong. ı mean i am last survivor and killer sees me i just nod my hand he attacks faster than light. I am feeling bad for them that is why i am sad :(. They are taking game too seriously it is unhealty for them i was like them one year ago. When i played nurse everytime i missed a blink i was like arrrrrrrrrrrggggg and punching table and crying :( F for dumb me. That is why i am sad. They are like me too probably :( i hope they will learn one day like me.
Well, then i understand you...
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My favorite is when you get stuck in grab animation and watch this survivor just simply finishing the gen and then runing away...
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@[Deleted User] said:
No, Sanctum has ok number of pallets. Use Windows of Opportunity or Zanshin Tactics if you have trouble finding them.
When playing as Killer, Listen for Survivors instead. They are super loud. If not use perks like Tinkerer or Dark Devotion for ambushes.
When we play this game we have to ALWAYS adapt our play-style. Your heart is wrong. Dont listen to your heart here. 😥
Listen for what? the amount of sound bugs makes it just impossible.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1385681#Comment_1385681
I am playing a lot of killer too i am also helping survivors. I am not saying killerrrrr help me!!!!!!!!!!!!! I just want little emotion they are playing like they are speedrunning this is what makes me sad :( Btw i dont know why i am sad for this probably because of bad teammates.
Well... because of how the game plays right now, you kinda have to speed run to get next hooks... that or camp.
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It for sure wouldn't be the chase music from movies because devs have license for the costume, not the movie character.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1371012#Comment_1371012
Those 50+ second loops can be reduced by breaking a pallet or wall. The old “infinites” have been removed like Haddonfield’s window/BL loops.
New map has one and the one on saloon forces you to break wall, which gives survivor enough time to reach another loop.
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1370717#Comment_1370717
It might be true that Wraith's power is good for the first hit, but you also shouldnt forget the fact that it can be used to bridge distance faster since he's fast while invisible. Either way, the numbers get made COMPLETELY moot when you realize this.
Or you just use bell addons and utilise hit and run tactic for even better results. His chase even with additional speed isn't the greatest and on the loop the best use of this is for longer lunge.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1370529#Comment_1370529
I'll assume you and OP did the maths correctly rather than embarrassing myself. I still only really see a balance issue if the maps looked more like race tracks
Thats why survivors usually run towards the loop and then loop. As it turns out you dont really need to utilise windows to buy your team a lot of time.
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@Rey_512 said:
I’m disgusted that people still use the term “infinite” in the current state of DBD.
People will say any loop that take up 20+ seconds is an infinite.
Well, they are not old infinites but still... if there is a loop that can take 50+ seconds you can safely call it infinite imo, simply because result is the same, you loose the match because of chasing there.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/163365/ive-did-math-and-im-disgusted-by-the-results
I never tunnel on a killer. I usually get a 4k when I play killer. Your seconds don't equate to actual game play. Your disgusted by a scenario you made up in your head. In essence, you are disgusted with yourself. Good job. 😂
As i said, its for m1 killer, so its for any killer that doesent have a direct help in his chase with his power.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1370733#Comment_1370733
Math works for everything, you just need a better model.
Were you studying physics because it sounds like you did.
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@Vox_Nocturne said:
https://forum.deadbydaylight.com/en/discussion/comment/1370648#Comment_1370648
My life is complex enough without having time to dedicate towards that! :D. This is a very tricky game where people have very different experiences and come up to conclusions based on those. In effect, everyone's opinion matters! And if the game feels unbalanced regardless of size, then perhaps this game doesn't need equations or adjustments - it would need to change the concept entirely, and that is a massive job! Maybe the gen / exit gate objective is no longer fit for purpose. Maybe The Entity has a lot of planning ahead to change the trials completely!
It would be good because outside of a chase game doesent require much skill from survivors and because of this its just not possible to balance this game properly.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1370648#Comment_1370648
Loops aside, this is assuming the killer in play has no power whatsoever to end a chase faster. Somehow the right mouse button on Wraith just broke and all he can do now is hold W and hit M1 when he gets close. Seeing as how thats not the case... these numbers dont mean much.
And every single killer has a strong counter to his power.
Not to mention that wraith power is truly useful only for the first hit after which it still can take you easily too much time for the chase.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1370618#Comment_1370618
And if you don't assume a pallet break after the stun?
Oh thanks because of this question ive noticed a small error in my sheet, where for some reason ive given survivor 1m/s speed when killer was stunned and because of that, result is if you had enduring and spirit fury.
Without them it will be 70,5 seconds with both sprint burst and pallet stun.
Without sprint burst 60,7 seconds...
Now im even more disgusted...
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@LordGlint said:
This idea only works if we assume the map their playing on has infinite empty space and the killer has no power that can POSSIBLY help in the chase. The most ideal map to do this on would either be Haddonfield since you can use the sidewalks or Rotten field. Both of these maps would allow you to have roughly 100 meters in a straight line. Assuming the killer is pressed against a wall with the survivor 18 meters away from said wall when they start running... Theyre obviously going to hit the opposite wall WAY before 70 seconds have passed.
If you want to make a statement on balance... its best to work with whats possible.
Oh man, there are things like this. They are called long loops, or sometimes there are even infinites that allow you to do this on 10m and there are even infinites, like the one on the new map.
@Vox_Nocturne said:
https://forum.deadbydaylight.com/en/discussion/comment/1370571#Comment_1370571
As you say, it's a exceptionally unusual situation should that happen, and there's most likely code to prevent that.
My argument against the idea it shows the game is strongly favoured to survivor is that this calculus is based solely for one specific scenario. This can't then be used for other variations, rendering this math only useful for one highly improbable scenario.
Basically, I personally don't have every single fact to determine this game is biased to one side, so I won't be in a position to state that, especially as everyone has different views. But what I can say is that this equation is only illustrative of a single possibility, and thus is not in a position to make a definite claim that this is survivor sided. It doesn't have nearly enough wiggle room.
Nope, there is no code that prevents survivors from spawning in 4 different locations or if there is its as effective as the code that prevents totems from spawning next to the generators.
Also, if you want to include everything, good luck with that because all i can do are many separate threats for maps, perks etc. (and they are mostly survivor favored)... unless we are talking about spirit/nurse, then its in killer favor.
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@NuclearBurrito said:
Basically, Killers catch Survivors because maps are too small to enable this and Survivors don't run as soon as you would expect
Some maps actually used to enable this and the new map has this infinite.
And thats true, running may wary and thats why i did the whole sheet from 1 to 32 meters. For 8m, the first hit is in 23,3 with sprint burst or 34 seconds if there was a palletstun.
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@NuclearBurrito said:
Also an injured Survivor gets exactly 7.9 meters of distance which takes 13.1 seconds to cover.
There is no reason to just assume the distance, we know how much the boost is.
Thanks for this info, its 7 seconds of difference.
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@Vox_Nocturne said:
This is a flawed concept, based on a strict, mathematical observation which doesn't portray the reality of the game. There are way too many variables such as distance between gens; survivors together or apart; skillset; map setup; perks; add-ons; how survivors work together (or not); luck; game rhythm; mistakes etc. This seems to work on every game being the same, and as is evidenced by the plethora of different results and scores out there results vary too much.
Let's say that all 4 survivors spawned in different places next to a gen and everybody is perfect, so there are no mistakes and no one uses perks and killer doesent use his power.
Then it is clear it doesen't show reality, but it shows that it is strongly favored for the survivors, on the equal skill lvl.
@IceCreamPrincess said:
What isn't included in this equation is that no one merely runs in a straight line, no bloodlust (which kicks in after 15s), lunging (which covers a few meters) and power usage.
Who cares if it takes you 30 seconds to cover 18m if they step in a bear trap, or you fling a hatchet at them, or you slow them with a bottle of gas, or teleport to where they're going, or sprint at double speed with a chainsaw etc. Theres a reason that the powers exist
Bloodlust works in around 10m and lunging will cover only few meters. You wont get more than 10 seconds from this.
When it comes to powers all of them have strong counters (except nurse and spirit) and so they are the strongest killers.
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@NuclearBurrito said:
Btw are we assuming you break the pallet in a pallet stun scenario?
Yes, without perks.
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Nice, a new spot for free hits against blendettes.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1369624#Comment_1369624
I decimated with Ghost Face with zero add ons so I dunno what you’re on about
And i decimated survivors on cornfield maps with bubba multiple times.
Does it make bubba strong?
Does it make bubba strong at least on these maps?
2 Times no.
The problem on this map is that, you have to move througth corridors and when you do, you can be spotted accros the map.
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@Kolonite said:
Depends on how you plan to play him. If you want to stalk a lot and get instant downs like the devs want then maybe B. You get some good slowdown perks and info perks and just hit and run while using the best stealth ability in the game for free hits and pressure? A+
Sometimes you can actually stalk and utilise some dirty spots for that. For an example a small wooden gape in killershack, that you can use only while crouched. But yeah, most of the time you dont stalk.
And tbh, i love his im all ears perk.
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AAAAAAAA...
Im not reading this, its just a huge block of text and its terrible for my eyes (while letters on black background)
Please, make this readable. Add some paraghraps, use enter in some places, it's not that hard.
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Cons:
Super safe, unmindgameable pallets.
It's hard to find gens.
Pros:
There are no infinites.
Breakable walls aren't a must.
I wouldn't say map is terrible by itself... but when it comes to the killers getting this map is either automatic win or loss.
Kilers that decimate everyone on this map:
Huntress, Hag, Deathslinger to some degree.
To them there is no counter in hallways.
Killers that are strong on this map:
PiramidHead, Clown, Freddy, Doc
Killers that are ######### on this map:
Plague, all stealth killers, Nurse (due to the bugs), Bubba (It's Bubba), Trapper, Legion (its size combined with 2 floors with not too many drops, makes it hard to use his power effectively)
Killers that can go either way:
Myers (his classic slow movement speed in t1)
Demogorgon (if you get portals you are set, but more often you won't have time for that)
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Probably top 5 killers, even tho im trash with him.
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Where is unsee button?
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Group F: Where are the bugs everyone is talking about?
Like really, so far i noticed only one bug with a clown... and thats it.
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Just now i had 2 people do this against weak legion... still menaged to finish all gens but only one person escaped.
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@edogast said:
https://forum.deadbydaylight.com/en/discussion/comment/1360876#Comment_1360876
It's actually more useful for experienced players as well. It tells you which pallets have already been used so you don't bother running to that loop
And do you think new players would have Kate unlocked? Most new players would stick to the basic free characters
And also wouldn't it be even more confusing for new players to see breakable doors and wonder why they can't interact with it?
If you go with this logic:
Seeing breakable walls can tell you if certain loops are still save or killer already destroyed the wall. Still a nerf because you dont want to learn...
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I see no reason why not, even the simple kill your friends while being alone could work here. It would be also helpful for learning map tricks.
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You are actually asking for a nerf to a perk that's whole purpose is to help new players... because you can't learn to distinguish 2 things...
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@xP3nnyWize said:
Realized that in the Ptb the chase music was different from the live version now. And to be honest the Ptb version sounded creepier and better. Why was it changed?
Well, rigth now for the survivors PoV listening to this chase music is a torment in itself.
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@StutteringSpartan said:
What charm and what code????
A space ship.
And the code is [censored]
You have to use it in the main menu.
Hope i helped ;)
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The only change he needs is his chase music for the survivors PoV... its a real torment hearing this.
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When meg is so excited for looping chainsaw only bubba... and then baby doc... and then looping t1 myers (to whom still got hit)...
BABY MEG!!!
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From what i remember when temple came out, there were similiar issues... there were even open pathways, that used to block your blink...
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I can confirm that there is a difference. Both in emblems and bp.
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- If all survivors are nearby cage can be very problematic for them, for example, when there is a final round around the doors.
- You counter all hook related perks.
- Think about it more of like an upgraded slugging, where you still get hook states, not like an alternative to hooks, then it will become really helpful.
- His execution in place of 3rd cage is dope.
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This map really need a fix. It's either very survivor sided, or if killer plays like an ######### and patrol only 3 gens, then its very killer sided.