Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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For me, I prefer killers who choose to play with the aim of maximising their BP, and in turn everyone elses.
As an example, when I play killer I will never hook the same person twice in a row, and aim to not kill someone until I have a minimum of 5 hooks.
What I have noticed is that most games played like this last a decent amount of time without extending their welcome, and even if somebody dies on the 6th hook, they've been in long enough to get some progress on their character.
The only exception are those teams who wear the same skins to cause confusion. I could differentiate, but those teams can be tricky, so for enjoyment I try to not obsess over it.
One other thing is that any survivor who brings in a BP offering for all players (including killer) I will aim to – at the very least – kill them last, or let them escape. Depending on how I feel. This isn't always the case though.
Also, I will make sure if something odd or silly happens that I acknowledge it. In a tense game, a small bit of light relief is always welcome. A Knight I faced got a very dodgy down on me, and even after that he looked back and forth between me and the vault for some time. He hooked me, which is fine, but I liked how even he was saying: "I gotta hook you, but honestly I have no idea how that hit either!".
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I can only speak from subjective experience, yet in most trials as killer I've found much more often than not – once the gates are powered – I'll get at least 1 extra kill in that time. Were I to quit once 5 gens are done, I'd have a far poorer record.
I can understand, once the gates are actually open, it's mostly game over. Yet even then there is an opportunity; the "just leave" moments are examples of that.
The abandon feature, as it currently exists, I feel needs some adjustments. You certainly shouldn't be being recorded as "escaped" when you abandon the game. It should also be counted towards statistics. I'm not sure of all the conditions that set it off, but if there is one that allowed somebody to abandon because they were knocked down 3 times in a trial that I heard about, then that absolutely shouldn't be a thing.
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It should be simple enough to make it so anybody who abandons a game has that chalked up as another version of a loss, so it counts towards the times they did not escape.
As for killers, they should be able to make it so that abandons are ignored on their stats, so that it's just how many kills they get in a game, since they're still facing bots.
This would be far more accurate, and it's rather odd they haven't done this, and instead made it more convoluted.
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I'd choose Scarecrow over Joker. But absolutely there are some great killer options in superhero titles. Carnage, Homelander and others would be fine additions.
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I'm going to guess it's hinting at a new "Stranger Things" chapter. Were it not for the mess that put this chapter back, I reckon it would have been due for release now.
I wonder if this part of the roadmap – a bit we don't see, but was meant to be their PR campaign – wasn't amended.
May be wrong, but unless they are pulling the original again, this is my only, main conclusion.
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When a killer hooks the survivor they gain a 10% BP stackable increase in all categories for every time they hook a different survivor to the last time, in exchange for not being notified of any survivor being unhooked until they are next in chase (unless the Exit Gates are powered, in which case killers will be given a sound notification).
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If a survivor is going to teabag the killer, no amount of changes will stop them.
If somebody felt agrieved by this, the best they could do is report it as unsportsmanlike with video evidence. However, that button is basically a joke for the most part anyway, and people would be reporting it in so many ways that legitimate complaints may get lost. BHVR do not have a sophisticated enough report system to deal with this. They delayed a chapter as requested by some to work on the health and completely fudged that also.
It's not these actions which are the most bothersome anyway. It's a bit like a protagonist yelling abuse at the slasher in a movie. Where bad sportsmanship ought to be picked up on is chat during, before or end of game.
However – as an aside – a meme perk which does make it so survivors crouching within the Exit Gates blocks them could be a fun idea. It wouldn't be that well-used, but may add some more hilarity for the "just leave" videos. I'd be for that; a bit like the end of those movies where it seems all has gone well, but the killer gets you at the end.
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The devs need to put their spreadsheets aside and do some in-field research.
Many already understand that doing research in any subject from a hands-on, practical approach often offers more indepth details than across the board numbers, which don't show how a game ebbs and flows, nor all the nuances within it that contribute to such results.
They ought to get much more data through playing the game. I cannot believe they put m7ch work into it from this approach, otherwise they wouldn't have drawn such problematic conclusions.
I'm not worried yet, but they need to do some reassessments, because the team has a habit of being arrogant in their approach, and that's another reason why they are failing badly at present.
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I like how this post is friendly in tone and talks about both sides doing it, and just asks for people to take the game less seriously and not dc at the slightest provocation, yet it gets many more downvotes than upvotes.
Perfectly sums up a portion of the community. I back OP here, and certainly have a special dislike for the wusses who can't handle being hit or unable to get a hit. DC penalties need to be stronger than they currently are
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Whatever the opinions of the PTB, the worrying conclusion is that BHVR decided to fit in way too much, way too soon. That PTB had a new chapter to trial, a new killer update in The Shape, and so many extra changes. Why they didn't spread out the changes over several months so as to perfect one aspect was very confusing, and it's resulted in an absolute mess of a PTB, with the neq chapter of a genuinely disturbing killer being swamped by everything else.
They really need to slow down and think more about game changes. My biggest problem woth all this was they could have had another original chapter that had the potential to stir as much excitement as "All Things Wicked", but instead they ruined it big time by it all being swamped by everything else. It was a very disappointing move by them.
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I'm not a fan of AI because it feels like stunted growth. Humans don't have to think for themselves when a program will do it for them. We have enough problems with people formulating arguments or being able to calmly problem-solve as it is.
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@Aven_Fallen said:
I dont think that PTB-Stats are valuable. PTB has no Matchmaking, which can make results vary a lot. Furthermore, people tend to screw around more on the PTB, e.g. Killers not really out to kill someone but trying around with their new Power or both roles looking at the Map instead of trying to win as good as possible.
And then there is obviously the factor that a new Killer releases as well, which means that both Survivor and Killer dont really know how to play as or against the new Killer, which also impacts the stats.
Ideally the changes come to Live and then we can see more accurate stats.
There'd be some value though, because understanding how the results went gives an idea of what they could alter in the game.
If they didn't use any stats for it, the PTB would purely be to see hpw people respond in their feedback which – if they relied on that alone – wouldn't be a good use of the PTB.
I agree with what you say about it going live would be more valuable in terms of data, and that's not being debated. It's just nice to see what the preliminaries were from the PTB.
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I've been playing with these stricter rules in place as killer and, although it's not an accurate depiction of the PTB, it's been a lot of fun.
I rarely tunnel at all, but being aware of not taking anybody out before 6 hook stages has altered the way I play to be more analytical. One time I did take somebody out on the 5th hook (whether I miscounted or they went to second stage I don't know) and 2 gens had been done. I got 4k with all gens done, and a friendly chat with the survivors after revealed I took on a 3-SWF.
I'm also not returning to hooks when they get unhooked, not stamping on gens if one survivor goes out early, and the fact it's only a few amendments from how I already play I see it as getting free power buffs for playing as normal.
Obviously, the PTB is where it's going to show, and one team I think that will benefit is the flashlight bully squads. I got a 4k against them, but they were slugged a fair bit due to the intense battle, and I reckon the slugging changes would have made it very difficult. That's one negative I've found through testing. Yet no doubt everything will be analysed and altered after PTB.
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We'll wait and see for the PTB, but at a glance this looks fine. Ut fits in with my usual playstyle anyway, so getting some buffs for playing normally is always a good thing for me.
Some on reddit are worrying about a survivor deliberately trying to get killed early so the other 3 get permanent gen speed and no gen regression, but I don't feel this is an issue at all. If a Survivor does try this, then the killer can just slug 'em. even if nobody bothered to pick them up, for 90 seconds the killer has a 3v1 situation for a while.
These changes look fine on paper. Only the PTB will show otherwise, and people will try all sorts to see where the weaknesses are and with luck any abuses can be addressed.
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I'd be all for it, and reckon Frank Horrigan from the second series would be an interesting killer, followed by a Deathclaw. I feel they could do something more unique with Frank, rather than a Deathclaw which would basically a Demogorgon without the portals. Frank has tech on his side, so could lead to some interesting takes on weaponry, as well as his Power Armour.
Survivor is trickier, but if this would be a chapter to celebrate Fallout as a series, they could choose Lucy MacLean from the TV series and maybe get a legend in with Liam Neeson as James
Honestly, there's quite a few options for the series. It would fit in well.
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Daryl and Michonne I've both heard screaming in my ear as they're knocked down the other side of the map. They are definitely bugged in some way.
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I couldn't see this ending up with BMing. Survivors may be hiding in lockers to not get involved, but there are other reasons such as some perk requirements, hiding whilst a Killer is nearby and setting up Head-on. Having a HUD to show a locker doesn't tell you which, so it would be practically useless.
It just means that in end game chat someone can b**** and moan about somebody being in a locker and exaggerate how long they were there for.
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Definite overkill with this update. I would have at least thought they'd align it with Key or Map charges, so maybe 4-6 goes, depending on rarity.
I hear what they're saying about balance, but it's clear even in theory 2 charges is not enough, especially with the weakening of opacity.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982472#Comment_3982472
They operate in a different realm than we do. They do care a lot about the game because it's likely their primary source of income and the company relies on it. But they don't care to be told what to do. That's the hubris I was talking about. When we give suggestions on how to improve the game, I think it registers as "where you do you get off telling us what to do". I could be wrong of course, but that's how it's felt.
I can see that, absolutely. There is a strong sense of pride in themselves, and this does end up with them making ridiculous calls in spite of the obvious. It is very frustrating that they can be so touchy, rather than listen, save face and then use the information to improve things.
It does make a mockery of their health focus this year.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982201#Comment_3982201
Being totally frank, the issue is that we often get breadcrumbed. Countless times over the years, they have listened but it never seems to stick. We'll get one really decent patch and it's sort of like all is forgiven, even if it was preceded by a string of bad patches and followed by just as many.
In my opinion, the game has been declining for quite a while now and I think everyone can feel it. It doesn't mean the game is dying as it can stay alive indefinitely as long as it has a steady flow of licensed content, but it does mean that the game is a one-trick pony and the novelty wore off a while ago. We're seeing a bit more behind the curtain now and these small gestures are often too little, too late. They're the kinds of things they should have been doing years ago, but hubris got in the way of that (again, in my opinion). Now the problems are much bigger and harder to ignore and there's very little solid foundation in place to withstand them after years of neglect.
Breadcrumbed is a nice way of putting it. Whilst I don't share the opinion the game has been in long-term decline, it's got a pattern of failing when it reaches a new peak.
There's one thing which bothers me though: it's been said they "don't care", which I can't get behind because it's their biggest source of income. Ending DBD may end the company. Yet if that is so, why would they take such risks and be dismissive of advice? I get why they may not listen to balance suggestions because some have been terrible by the community. But something like dealing with DDoS and actively ignoring advice on dealing with it with such a simple suggestion as "fill the spectator lobby" isn't clever in the slightest.
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@thrive2survive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982201#Comment_3982201
Not sure why but I get the feeling some people up at BHVR are extremely petty toward anything and everything they dislike possibly including the game itself.. O.o
Maybe. It was funny timing when the Streetwise perk was disabled in relation to when it was fixed
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It's about how they act which matters now. I may be wrong, but that tweet was the first time they have gone out and said the failings were entirely their fault, rather than before when they either turned a blind eye (the DDoS attacks a few years back, which they said they found no evidence) or ignored entirely. For that - and probably against the flow - I am appreciative they have taken full responsibility.
However, what they need to do now is actively change this culture of not listening. When things are going well, they have made a pattern of becoming too complacent. An example was after the period from Ghost Face to Silent Hill, when there was a drop in quality afterwards, especially with the Twins and such. Likewise, the first RE release was full of problems.
They need to take a stronger, proactive stance against cheaters and attacks. They need to put more focus on PTB's and how people respond, and they also need to get back to quality. I would be far happier if they were transparent and put chapters back a month or so if it needed further time to fix.
Basically, I feel they had done well recently and the game was having a good run. I don't get why they lost the passion and care in their work recently. Is it because they have become slothful and lazy with success? Have they had too much pressure from the heads of the company to push out chapters regardless? Has an arrogance developed? Are they under some other pressure? Whichever, it's what they do now.
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I'd quite like to see a Proton Pack as a new item Survivors can use to slow down killers if they are chasing another survivor.
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It's down to the luck of the draw. From my experience, I've been fortunate enough to only bump into a few bitter individuals. I could probably say there were more nice people than bad.
But that's no shade on you. I've seen those videos where people actively abuse and wish horrid things on others, as well as some who stream and send their audience to harass others. It's gross and it's not okay.
It sounds like this was one of those especially crappy games. Remember that, if you don't rise to them, then they lose that power. Having an argument against somebody who won against you will never be a good idea. On the other hand, I feel more should be done about BMing, and I feel that's more than a BHVR thing.
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@OrangeBear said:
live footage of bhvr rejecting otz's solution to their problem 😭
https://twitter.com/TheReal_Entity/status/1954971129992315204
This was incredibly sad BHVR didn't act upon what Otz suggested, as it may well have given them a solution there and then. A way to deal with DDOS.
However, this is a good thing insofar as this public embarassment forces them to face the issues put before then. They have to respond swiftly and address the problem. Otherwise, it gives a bad impression. It's damage control now.
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It does compensate for his lack of mobility and gives him an edge in chase. A decent idea.
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It's a good list, and it may just be my interpretation of "faithful", but I'd pull the Executioner further down.
My thinking is its power was never in the Silent Hill games, nor its Mori. This Executioner I don't think was James' tormenter neither, but one of perhaps several Executioners broughout about by another's guilt. James' Executioner ceased to be once it fulfilled its purpose. It's also too fast.
However, if you mean its look, then it's spot on.
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It's saddening, but anything which garners an emotional response is more likely to receive views and stronger interaction, than any polite posts. Posts which are more interesting and are about creativity or promoting a healthy discussion doesn't always create the emotions needed. As a result, the same spew is regurgitated, yet people swarm to it.
If what I am hearing is true, the downvote system will make this worse. People will start to downvote others and team up with people to upvote their posts, even if it's turd. It's a device inadvertently (to give benefit of a doubt) put in place that encourages rage posts and furthers tribalism. Then again, this probably happened even if it was just upvotes. They're better off scrapping that alltogether.
I much prefer less combative conversation. Can't say I've never gotten involved, but I like to be as rational as can be. Even then though, some people get touchy or read into something and guess what tone it was read in.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980158#Comment_3980158
Fair, and I can't deny the maths doesn't paint the whole picture, it is largely considering an ideal sirvivor scenario... but I'm a pessimist, I tend to assume the Survivor team playing relatively efficiently and sensibly, not the goofy reality it often is 😅
Back at you man 😁
No worries. 👍
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Not accurate, but it was the closest we had to accuracy until DBD introduced stats.
However, because they are glitchy and don't always record my daily trials, I doubt even the dev's records are accurate.
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You're correct on the "spammable" aspect, and I totally agree that, even before they were nerfed, the opacity wasn't a problem.
I would disagree with them not being unlimited, because through the trial they are not limited to a select number of uses, ergo they are unlimited.
In general, they were not an issue, although they were imbalanced in terms of a few Killers being weaker to it than others. Some alteration to the sound may resolve that.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979907#Comment_3979907
that would be the case if the healing didn't take 3 seconds tbh (4 or 5 with sloppy)
It really doesn't though.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979907#Comment_3979907
Hmmm... not so sure I agree. 😅
I take a bit more of a "extra health state means another 10 seconds to catch up to them after the post hit boost, then whatever extra time it takes to score a second hit for the down" viewpoint to see a net positive vs. gen repair.
Basically my 2 chases on that survivor have to beat the 32 seconds of survivor time occupied by one survivor healing another for 16 seconds to be a net positive. That seems quite manageable.
If they have a medkit, that's now 24 seconds I have to beat. Seems a bit tough.... but doable, though this doesn't account for the fact that the 16s the healing survivor would lose is instead freed to also be used to advance gens... so the net is actually worse... but sticking to 24s, it's no bad.
If they have Botany and a medkit, that's 16s, so I'm likely not making that, so I'm at a deficit most likely... its not even possible to interrupt and prevent the heal without directly tunneling as opposed to going after the unhooker, since the medkit doesn't suffer from.occupying 2 survivors hands.
If they have Botany, a medkit and Resurgence, that's 4.8 seconds I have to beat... not even possible, I'm in a deficit no matter what... I likely couldn't even interrupt even if I did try to tunnel unless I was camping uber hard, and camping is straight up throwing the game.
So can't say I can share that optimism that survivors healing is just time not spent on gens... the overall pressure the killer has takes quite a hit from even unbuffed medkits 😅
It's still time spent on getting other survivors whilst they have either to heal themselves, or find a kit, or find others. They're out of action for more than those times because of searching for a safe place or help or just hiding.
I do see the maths. In the field it's different though. I respect the research, so take my upvote, even if I don't agree.
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I just think: "If they're healing, then they are not working on generators". It's extra time in my pocket, which often comes in handy later on.
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Limited charges is fine, and perhaps lookingbinto the sound of survivors and killers within it, only because a couple of killers powers are completely removed from it in a way that it doesn't to others.
Opacity was never an issue, but the devs acted on the feedback of those who complained, which involves the modded community.
The devs need to be tougher on mods, if their game isn't supporting of mods. More visible progress in this area is needed.
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The devs stated the killswitch option was to do with anything which was game-breaking. According to the definition of game-breaking, this includes actually "breaking the game, rendering it unchallenging by altering its rules or exploiting loopholes or weaknesses."
Streetwise's problem of infinite charge collection fits into this description, so the devs had not followed the reason why the killswitch was to be used. They made an error by incorrectly understanding what game-breaking is defined as.
They have fixed it now, but it did harm their reputation somewhat. Whilst I do not agree with people ranting and swearing at devs, the reason for their actions was understandable (not necessarily justified). Therefore, I understand OP's sentiment, because it's reflecting on a reputational hit they took for something which could have been avoided at all, and may have resulted in the loss of some players due to the inaction. However, it's over now, so looking forward is the best thing - albeit people will be wary of their reactions towards issues.
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Although I disagree wholeheartedly with the opacitiy nerf, I actually see why the devs did it.
There were many complaints about the thickness. Personally, it was no major issue, although I didn't feel the removal of sound was needed. Make it muffled, sure, but the fact it works too well against certain killers meant the sound removal needed changing, not the opacity or scatch marks.
They responded to feedback and acted accordingly. Problem is they screwed the item and now it's just a moderately thick mist with no real benefit. Just change it to charges and review the sound. The opacity really isn't an issue as it was.
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I think they are currently either still in the trials, out of the trials but stuck in the realms, or in the void.
There's no evidence I can point to whether they escape or not, and I like the ambiguity. However, my reasoning is that some years back in the early stages of the game, I read the devs had said billions and trillions of survivors and killers are taken, never to return, but the characters we play are the exceptional few that do, although it's not known how long it takes, not why.
Since we currently don't play any of those standard perks people, I'm assuming they are yet to have escaped.
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They've caught me out a couple of times, due mainly to survivors knowing not to drop it 5" away from you, but even then they didn't appear overly problematic.
I do feel having an unlimited use was overkill, and they ought to have charges (or at least an extra step, such as refilling at a fountain after the cooldown), but otherwise I am fine with them. I don't feel reducing the opacity is needed.
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I appreciate the response and empathetic way in which the faults in communication have been acknowledged.
If a message like this after the chapter was released was made earlier with acknowledgement and killswitching, the outcry would probably be far less to just frustrations over the bugs.
I appreciate with new engines come new problems. Just please remember errors occur, but it's how you deal with them which matters more.
Thank you, and I won't whinge further on the subject.
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You could report it. The problem arises when it's difficult to establish if a) the exploit was purposefully done, or b) if the player even knew in the first place.
There are perhaps many players out there who don't watch YouTube and are not aware of the issue, so they bring the perk in because they wish to learn how it works. Maybe then they find out in-game, or perhaps not at all. It would be hard for those people if they were to be reported for bringing in a perk.
Because of this, reporting is a grey area. Unless you see somebody continuously dropping and retrieving an item in a chest and record it, it's likely too ambiguous. In reality, the devs should take a serious look at their criteria for killswitching and be proactive.
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I was under the impression the killswitch was to take problematic elements out quickly without disrupting the game, therefore eliminating potential problems. With the amount of perks in-game, Streetwise wouldn't be missed.
The criteria for killswitch is what's wrong here. It gives the impression the devs are uncaring of the issue in hand. A poor standard is being held by the devs. Bugs when they appear I can forgive, especially with a new engine. But the response has been both ignorant and dismissive. It really is disrespectful, and I normally give them the benefit of a doubt.
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They're a fun addition. Just needs a bit of retuning in areas, such as audio and charges.
As a killer, it hasn't been hard to find survivors in them (except Spirit, which is much harder), and oftentimes survivors decide to pop it when I'm close to them which does absolutely nothing for them. They're best used upon seeing the killer coming in your direction and use it as a wall.
Personally, I like the new item. Hope it stays, but also hope it's adjusted so it doesn't heavily nerf one or two killers, yet does little for the rest.
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The killer who has it worst is Spirit, but that could be amended if they kept the audio in and just used it to hide scratch marks and obscure auras.
Other than that, I really like them from both sides. However, the way they gain charges is too generous. It ideally should have limited uses, or after the cooldown ends survivors have to find a fountain of fog (such as where survivors could go to the void to exchange points for a vial) to refill. Currently, it's too easy to spam.
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It's a nice idea, but even thenbit's rather harsh.
Another idea could be once the invocation is done you are Broken. When rescued from the hook, you can be healed from injured to healthy, but then the next time you are hit you become broken and so on.
It still causes a risk, but gives them a fighting chance against anybody who wishes to see them out quickly.
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Personally, the hitbox for his power is terrible. At times, I don't know whether I'm facing The Ghoul, or The Nurse in disguise because of how bad the hitbox is.
Also, the power feels janky. His power has a weird animation from a survivor perspective and feels rushed. At times, the attack hits, but the animation doesn't.
I don't mind the distance he covers personally, but his attack is janky and grossly unfair. They don't feel earnt.
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Something which seems to happen fairly often with the devs is that they'll look at something and consider a change to make it better - which is good - but then ratger than smaller suggestions they then go all out and completely overcook it.
Sometines, they just need to keep things simple. Pyramid Head is an example of that; his only problem was the add-ons, and they just focused on that. Now, he's a diverse and enjoyable killer to both experiment with and face.
With the maps and keys, I feel it was to do the same - make some more interesting add-ons and retire those which don't offer much. Keep it simple, such as leave maps as is, but then have add-ons which do unique things like the Glass Bead, or an add-on which reveals all vaults and pallets. It's overcooked.
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Still enjoying it and have been exceptionally lucky to only have encountered one of the bad bugs once (the stairs).
However, seeing all the problems people have posted, I compketely understand people who aren't playing for now. I'd be the same if all I encountered were these bugs.
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He'd certainly fit in. Looking pretty buff too. Get the "Silent Hill" movie skin for Pyramid Head, and you'd have the twin chads of the Entity's realm.
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The main issue I see is the unlimited uses. The cooldown would be fine if the vials only contained a limited amount of uses, but they end up popping up several times a game, which is excessive.
I'm completely fine with them as an item, and it adds more variety to games. Plus, as a killer, it's only gotten me a couple of times, albeit those occasions have been when survivors use it correctly (dumping it in front of the killer's face is just a waste).
Either limit the uses, or add extra steps before reuse, such as find a fountain to retrieve fog from after 60 seconds of cooldown.