MadLordJack
MadLordJack
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@Gwinty said:
Well, give both sides a different objective.
Survivors only have gens. Killers only have hooks.
I as a Killer would love a secondary objective. Remove my Mori, make me work for a Mori by having an extended chase or something like that.
As a survivor, give me a secondary objective as well, a different escape route that can only be unlocked by collecting things. Maybe even a egoistic escape option: You can finish it but only one other survivor can come with you...
Make both sides have a choice.
Also maybe different obstacles I can throw in a Killers face: Oil barrles to slow them, electric wires to stun them briefly and something like that. Heck, make the option to crouch more effective against Slinger or Nemesis to make loops more interesting...but some new objects would be nice.
I feel like the best secondary objective for killers would be to simply not tunnel and camp people. If killers were rewarded for spreading out hooks while survivors were rewarded for doing literally anything that isn't slamming the absolute crap out of gens, it would organically slow down how fast killers try to end trials whilst nerfing predrop-and-W because... Well, suddenly running out of resources early is the legitimate problem people pretended it was 6 months ago.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2318035#Comment_2318035
Depends on the loop. There are plenty of loops (or even entire maps) where the knives will decay quicker then you can consistently land them
Honestly, I haven't found any. Jungle Gyms, Killer Shack, buildings, you name it and it's quicker to just rely on corner shots (which might be the hardest thing in the game, it's like playing Deathslinger but having to be super accurate 8 times in a row to do damage). You get most survivors down in 30 seconds, maybe 40 depending on the surrounding setup.
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Don't forget the fact that he's the only killer in the game who never, ever mindgames because it's more efficient to just walk at people and throw teeny little knives as you're coming around corners.
Trickster is a wierd killer.
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@Anniehere said:
That's true.
I refrain from expressing my opinion about looping a killer, because people will say it's a skill or "get good".
Some manage to loop well but I'm one of those who aren't, chasing feels like a race to me. if I'm in the open, there's no way to avoid a hit.
Um, yeah, the entire point of running as a survivor is to avoid being in the open. That is literally one of your biggest goals, don't be somewhere where you have no resources.
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Because this development team isn't the greatest. They did a great job creating the game, but haven't been able to follow through except in the art department. I don't know why everything keeps going to #########, I'm certain it's not the fault of the whole team but a few misguided individuals because you cannot put a team of game developers in a room, make them play the game, and have none of them notice the glaring issues.
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It's a great perk, it's just that it's abilities are completely passive and related to healing so everyone pretends it doesn't exist. Especially the mindless survivor meta-slaves that want nothing but second chances to play the game for them.
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It wouldn't be chaotic, every single trial would follow the same formula: 4 people slam the crap out of gens, 2 people get chased, and 2 people.act like annoying pricks because they want to get chased but there's only 2 killers. Gens get done, killers camp, survivors complain, killers complain, everyone is unhappy.
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Nope. Devs don't care. Probably don't even understand what makes a map unbalanced.
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@ObscurityDragon said:
Oh my god, im sorry dear survivor, instead of 5 minutes to do all gens, youll have to make it 6 minutes and cleanse the 5 totems together, i hope it wont be too much of a task with all your totem finderperks and maps
If you got time to complain about noed, you got time to do the totems
Beside th perk is weak
If you're in a SWF, perhaps. But in solo que it's jus tt not possible, the time waste is too great and that's assuming you're doing them by yourself and one of your teammates isn't wasting time looking for totems where you've already cleansed them, or worse you're looking for totems that have already been cleansed.
When the "counter" is stronger than the perk and the perk is a free kill, there's a huge problem.
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Because of the massive discrimination this community has against anyone that plays Deathslinger, I assume.
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No, I definitely blame killers for tunneling, that doesn't work except against mediocre teams. Camping and slugging, that's what works against genrushing. Tunneling takes too damn long even if they're the one-in-a-hundred team that's not using BT, DS, DH and UB.
Edit: This might be one of the saddest things I've said about DbD.
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Welcome to AU, please take a ticket and a representative will be out to slap you across the face and take your wallet shortly.
Seriously, this is the norm. It used to be about half the trials, now it's all of them. I've been screamed at just for saving people... By the people I've saved.
Edit: Well, thankfully not any more, I've been playing so little survivor because of the awful que times that now I'm rank 12 and it's easing off a bit.
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No. Nemesis has very limited range, a very thin attack box and gives you a free sprint burst so you're not caught out of position.
Just play against him like you would against Huntress if she only had 5-6m range.
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Nope. I spent a year letting killers mindgame themselves because they couldn't hear that I've left the tile without even looping it.
People think they're "getting outplayed", but in reality they have absolutely no tells that a survivor has left a tile ,not since the Devs very deliberately broke the sounds and proceeded to not tell anyone for months until they admitted it during the 4th year anniversary.
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Cakes are better because bloodhunts are usually just ×1.5 or ×2. Cakes, however, usually end up having 3-4 burned per trial, meaning you're more than getting your investment back.
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I have a lot of people say this kind of thing right after predropping every pallet and holding W.
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Because it is slowly killing the game and turning it from an interactive, fun and long-lasting experience into what can only be described as the second worst kind of casual game: one with no player longevity.
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It would have to change how you get Bloodlust, which at this point I'm fine with, it could just instantly give T1 and nothing would really change.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2313523#Comment_2313523
Requires 0 skill, hmm kinda like how Spirit, and killers that get get free hits at loop require 0 skill, like PH, DS, and Nemi. Killers told survivors to adept and they did. Now it's the killers turn to adept.
All of these killers, even Spirit with Stridor and MDR, require more skill than holding W, especially Nemesis (who has more counterplay than Huntress) and Deathslinger (who is one of the hardest killers in the game, if not the hardest).
There is no adapting, there's just camping and slugging. That's what killers, even Nurse and Spirit, are forced to do. That's what happens. And its not fun.
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And yet holding W and second chance perks are older and far more common, if we're talking about the general meta.
Also, Nemesis is more interactive and has more counterplay than Billy, Bubba, Huntress and Demogorgon, just to name a few.
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Wraith is fine, people are just getting really, really dumb. Like, really dumb. I cannot stress how stupid and entitled people are becoming, because Wraith is essentially the exact same now as he was pre-buff with Windstorm.
People have stopped thinking. You can see it in the predrop-and-W meta, you can see it in the hate on Nemesis and Wraith, and you can see it in the ignorance or indifference towards Huntress and Demogorgon.
Edit: And Bubba.
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@Elena said:
I feel bad for the RE fans who came to play the new map only to discover it's been disabled.
I feel bad for the RE fans that heard it was only console that has issues. It must genuinely be terrible, trying to play your new favourite killer only to end up playing an interactive slide show.
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None, but I'm reasonably good with Plague and Blight and I apparently know Legion better than most.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/2313473#Comment_2313473
Oh ok. So my post title should have read, "So survivors shouldn't be allowed to RUN and DROP PALLETS now?"
Thanks!
Not without being punished for wasting resources, which they currently aren't becuase the other side of the coin is splitting up and slamming gens.
This has been a huge problem in AU for a year and a half now. I'm glad other regions are starting to suffer.
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Nemesis is fine, people are just roping him in becuase they're... Honestly kind of dumb. Demogorgon has a far more oppressive chase and far less counterplay and free zoning, same as Bubba and Huntress, but no-one complains about them in these discussions. Nemesis has 5-6m range and slows himself down to charge and has a very thin strike.
And besides, survivors have been adopting the hold-W strat for years now, these killers aren't really to blame for that and some of it is is completely wrong, I was a Slinger main purely because he countered predrop-and-W. Plus, these killers are only uninteractive if they don't make mistakes, the opposite of an m1 killer. This is something that a lot of complainers never, ever speak about. Do these killers have issues? Yes. But you have to acknowledge that they take a lot of skill and practice to be oppressive, except for PH.
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A killer's design isn't the fault or problem of the people who play the killer and they shouldn't be prevented form having fun in a casual game because of it.
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Yeah, it also ignores the idiotic, senselessly implimented, totally ridiculous and completely unrealistic sound occlusion. Oh, look, suddenly I can hear this heavy machinery from the other side of this small boulder or through this wooden wall because someone put a flashbang atop it.
It's happened to me twice now. Not as useful as seeing a grenade sitting on the gen, but it's something.
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@ryzen0849 said:
Having a mouse with good dpi isn't abuse. Besides, the devs fixed blight's flick.
No they didn't, Blight can still do a sharp 180 around objects to hit survivors no matter what. All the Devs did was make it function slightly differently.
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Yeah, even if the poor performance was specific to consoles (it's not), they're the majority of players now so maybe a little more effort should be put into optimisation so that we don't have these problems.
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I haven't used it recently, but it has been known to not register protection hits. Like, a lot. Half the trials I get it to work, it takes 4 protection hit score events instead of 3.
That being said, protection hits are very specific. You have to be within a certain range of specifically injured survivors, or you have to take a hit while the killer is carrying someone. Sometimes you also get a protection hit when around a slugged survivor, but that one is definitely bugged and I don't know if you're supposed to get protection hits from that or not.
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Chases are most of what's fun, but they're not the only thing. Stealth used to be, for example, back when killers could hear things that weren't directly in their LoS. Now it's like playing Assassins Creed or a Bethesda RPG in easy mode.
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There's no "meh" button.
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The problem is that I only have a limited window to play survivor before the half-hour ques come back and basically stop me from playing DbD.
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Gen rushing is and has always been a thing, as in survivors deliberately focusing on nothing but generators and getting them done as quickly as possible. However, a lot of people (mostly killers, but also plenty of survivors) don't understand just how quickly gens can be done. They think that "gen rushing" is something ridiculous, like 3 gens in 3 minutes, or in the case of survivors they just don't think it exists.
Gen rushing is trying to get the gates open before 3 minutes have passed (I think 2.40 is the current minimum time), and it is absolutely feasible. You don't need items or perks, I've literally had no-perk teams steamroll me with absolutely zero skill. That being said, it's also only uncountable when its proper genrushing. If survivors take longer than 3 minutes, killers like Deathslinger, Oni, Plague and Huntress have a chance to 4k. It's not fun and it involves a lot of camping and slugging (not tunneling, that takes way too long even without perks, trust me I tried it), but you can potentially get yourself into a situation where your slowdown perks finally give you breathing room and you can full-party snowball.
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I would much prefer the Future Predator from Primeval, which the Quiet Place aliens were basically ripped from and was a very popular TV show in the 2000's. Functionality and visibily they're almost identical monsters, I just want people to see just how uncreative that film was.
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The particle effects are definitely a huge culprit, especially the fog itself. The asset they're using could be low-res (I really hope it is) and it would still eat up processing power. The sparks, impact, blood and various sprays (that are hopefully just hi-res assets and not looped physics assets, I've seen that happen before) should really be toned down and, above all, the code needs seriously cleaned up becuase that's where we're getting a lot of CPU usage from.
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My plan for this event is just to play fun killers and go for 12 hooks. At least, until I get tired of people burning cakes and genrushing me, because that's AU for you.
Edit: seriously, I see a BPS and I know that means I'm having a 4-minute trial.
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It's my new favourite farm map, which isn't saying much because it's one of my least favourite maps in the game. But, I at least enjoy the aesthetic.
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While that's true of a lot of games, most overtly Cyberpunk 2077, it's not true of DbD. This game has no right to be as resource-hungry as it is.
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It's not really a rework, it was just a pure nerf that mad ehim really unfun to play. I wish they would revert him to his OG overheat so that it looks like it's doing something but in reality is just preventing facecamping.
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Unfortunately, Pig is one of the killers that's on the "physically cannot play" list for me because people really do just predrop filler pallets and slam gens before running rings around you at long walls and killer shack (because now us survivors know the right angles and timing to make killer shack insane again).
I really, really liked playing Pig, I learned everything I could about her dash, but she's just an m1 killer the moment the mildly unsafe pallet goes down.
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So, use a perk to counter a perk (inherently shite game design) but in such a way that you're doing a bigger favour for the killer by murdering your entire team because wasting time traversing and cleansing like that is deadlier than instadowns in the endgame?
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No. Flashbang is fine. We don't need to punish killers even more than they already are, I've only just been able to play survivor and I know it's going to go away soon.
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@OniWantsYourMacaroni said:
Nope,the "only" thing we get for the anniversary event (bloodpoint wise) are the anniversary cakes
To be fair, cakes are much better than a Bloodhunt. Every trial you get at least 2, maybe even 3-4, occasionally even 5!!!!!
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@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2312306#Comment_2312306
The reason I think they should do alternate game modes for events is because it frees up time later.
Each year they redo events, why not just design a single special mode that will make the event feel special, but also make it so they don't have to invest so much into that event again?
Yes it would take effort, but by the end it would make DBD events actually feel awesome and allow the devs to focus on other stuff when the events roll around.
There's only 2 events they put anything remotely resembling effort into. Having 2 game modes a year for a week apiece doesn't seem worth the months of development time it would take, you'd be running a time-deficit for years.
If they're going to add game modes, they should just add them on a permanent basis.
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How fast were the trials going?
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As someone who plays both sides, survivor is easier than killer simply because of holding W and predropping pallets. You quite literally don't need anything else to beat even the best player in the world as any killer other than Nurse. The same cannot be said for any killer, even if you can easily tear through average survivors you still need actual skills to to get a single kill against a tournament team.
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New game modes require a lot more effort to create than events, why would they tie one to the other? Plus, the bigger problem is that they just don't do events, not that the events are bland.
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If we are talking about good teams and not red ranks, then the answer is "no". Skill doesn't serve anyone well when it's good teams Vs a good killer. They predrop pallets and slam gens, you camp someone in the middle of a cluster of remaining generators and stall the game with regression because it's only been 2 minutes since the trial started and this is your first hook. Skill isn't involved and trying to show off just makes you lose.
However, this isn't the case in most regions. Unless you're regularly dealing with 3-minute gens, slowdown isn't needed. However, screw anyone who tells you not to use it, killer is already insanely difficult and a little breathing room goes a long way. Plus, unlike second chance perks or Exhaustion, just using slowdown doesn't suddenly make the game play itself unless you're going against people far below your level.
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Generators take 80 seconds to repair. For that reason alone, this topic is flawed and I won't be sharing my opinion, merely a correction on the numbers.
Generators take exactly 80 seconds to repair solo. Survivors take about 10 seconds to spread out. This game is balanced around survivors finishing 3 generators in 90 seconds with no counterplay. The game itself is designed to be played around the last two generators, with the first three merely being there to waste that initial 90 seconds. An efficient team can have the gates open in approximately 2 minutes, 40 seconds, potentially quicker if they use perks and good toolboxes. This is extremely rare. Normally, a trial is still winnable for the killer of the gens take longer than 3 minutes to finish.