Mister_xD
Mister_xD
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It's always the best who have to leave us too soon.
Rest in peace Puppers.
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I'd boil my personal reasons for staying away from the game down to these two points:
- The new progression system makes 100%ing all my Killers basically impossible. Previously to it I found pride in having all characters Prestige 3 with all Perks, but grinding every single character to Prestige 100 is an extremely unrealistic task. Basically took one of my main drives to still play the game away.
- BHVR has slowly but surely removed every Killer I found fun. Whether that was with active balance changes that heavily affected their powers, such as Hillbilly, Deathslinger or Spirit, passively by having the game change but not adapting them to fit into it, such as Trapper, or by simply dumbing them down to a point where I find them significantly less engaging to play as, such as Doctor, doesn't matter - slowly but surely all the Killers I used to love got wiped out one after another.
It just feels terrible to invest five thousand hours into something to slowly master and perfect it, just for BHVR to take it and throw it out the window. Creative Trap placements as Trapper? The new grass texture combined with the new ground textures makes hiding these bad boys impossible on many maps.
Learning the precise timings on Doctor and figuring out when Punishment Mode and when Treatment Mode is best? BHVR completely removed mode swapping and with it most of the skillfull timings required on the Killer - not to mention the new Discipline Add Ons that make him even more easy.
Learning Deathslingers projectile size and rough estimate of where your TR begins to be able to sneak up on people and get cool shots through small gaps in structures in chases? Firstly BHVR patched most of these small gaps in the Realm Beyond, secondly by the time you have your damn gun up now the timing required to shoot through these gaps is gone anyway. Also 32m TR - WHY.
And don't even get me started on how Hillbilly actively gets punished just for using his damn power now.
As a result of this I have lost my faith in BHVRs ability to maintain their Killer character roaster. Therefore not only do I not want to touch Killer anymore due to BHVR having removed almost everyone I found enjoyable in that roaster, I also do not want to invest any more time into a new character out of fear of BHVR going ham on them too in the future, once again invalidating all my efforts of learning them.
I'd need that trust to be reestablished, but new Killer releases like the Knight and Skullmerchant paired with balance updates like the one currently on PTB, where they buffed Nurse, doubled down on Hillbillys overheat (again) and then nerfed the only two Add Ons he had that were not complete garbage, really have the opposite effect on me.
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It's like Overheat all over again.
What is up with BHVR and making a bunch of changes to Billy that literally nobody asked for, nor supports?
Let's hope they won't double down on it this time. Billy players have had it rough enough.
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The (much) bigger issue is the Realm Beyond.
With the "new" grass reskin that is slowly creeping its way into all the maps, it is basically impossible to play Trapper in a fun, unique and interesting way on many maps. The new grass makes it way too easy to spot his traps to the point where a trap that is not actively locking something down as a zoning tool (i.e. a trap inside a pallet is not placed to actually catch anyone, just to render the pallet useless during chases) is useless.
This heavily affects your possibility to be creative with your trap placements, which in return makes the Killer extremely stale and boring for everyone - the Survivors that go up against the same strategy every game with the Killer as well as the Trapper players that are forced to play this strategy to be able to have success with the character.
If you wanna buff Trapper, the very first thing you wanna do is thicken the damn grass - and maybe add some more patches of grass on maps while you're at it too!
Next thing you wanna do is get rid of the god damn RNG bound to his traps.
Trapper is the only Killer in this game whose entire power is based soley around RNG. You would assume that a Survivor getting trapped should reward the Killer for hiding the trap well, predicting the Survivors pathing and overall result in a payoff for all the time he had to invest into this setup - but nope, whether you actually get value out of your trap or not is up entirely to random chance. How fun.
This just further disencourages risky and unorthodox trap placements and further solidifies the traps as nothing but a zoning tool meant to scare Survivors away rather than actually catching them.
These two things need to change ASAP just to lay the foundation of a functional Killer power. Once this is done, then we can start debating buffs or nerfs to him, because as it stands right now he is so increadibly inconsistent that it's basically impossible to tell just how strong he can actually be (you can decimate a team on Dead Dawg Saloon and in the very next game not get a single trapped Survivor and lose horribly because you were sent to the Eyrie of Crows).
If you buff him now all you achieve is that you make already boring playstyles more effective, which means these will be nerfed eventually and then Trapper is left with nothing. History has shown that BHVR will not counterbuff a character when they nerf something on them they deem "problematic" - they'll simply remove that aspect and then call it a day, even if what they took is the only thing that made this specific character a unique character (I'm looking at the Deathslinger here, who to this very day has not seen compensation buffs for the removal of what was essentially the entirety of his power).
Trapper needs to be fixed, not buffed (yet).
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*most killers and addons are trash
What's especially depressing about this is, that a lot of Killers that are not very engaging nowadays didn't use to be like that.
A lot of Killers have changed over the years and sadly not very often for the better.
There are Killers who received a "rebalancing" that utterly devastated them (Hillbilly and Deathslinger come to mind).
There are Killers who over time have been passively nerfed by the game changing around them without them adapting to it (Trapper [new grass] and Oni [healing meta] come to mind).
And there are Killers who received changes that, while not making them weaker, removed much of their uniqueness (Doctor and Spirit come to mind).
Add to this that there are a lot of Killers who are just not shaking up the gameplay all that much in the first place and you are left with not that many options, it gets quite stale.
Of course there are some left that are very fun (Huntress and Mastermind come to mind), but honestly I don't have faith that they are going to stay like that. Not with BHVRs history of Killer changes.
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Hey, ex Deathslinger main here who played the killer almost exclusively for about two years!
I have one piece of advice for you: avoid him. Just play Huntress.
Prior to his "rebalancing" I would have told you to go play the man and give him a shot (pun intended), but ever since BHVR took him into their sights (I swear I'll stop with the puns now) I no longer see any reason to pick this Killer when Huntress exists.
She is significantly more consistent, has less exploitable weaknesses and overall plays almost the exact same. They both try to fill the same nieche, but Huntress just does it way better than Slinger can. This didn't use to be the case, Slinger used to have his own nieche that made him a unique pick compared to Huntress, but BHVR was having none of that.
When you break down their current powers, Deathslinger only has two things going in his favor Huntress doesn't have:
- a faster projectile speed (Huntress can achieve the same speed, but only after fully charging her hatchets)
- a smaller projectile hitbox (a double edged sword, as this makes Survivors harder to hit as well and The Realm Beyond has been patching up a lot of the holes he could previously fire through. Makes long range shots near impossible to hit due to how easily they can be dodged plus you generally spend more time aiming than Huntress - writing this I am starting to debate myself on whether to count this as an upside at all, but TECHNICALLY speaking there are SOME spots he can squeeze his shot through Huntress can't - even if they are extremely unrealistic to be used in actual chases - so I'm gonna count it as a positive)
That said, he also has a significant number of downsides when compared to Huntress:
- a maximum range of 18m (so no map pressure outside of that range)
- the need to reel Survivors in before being able to down them (takes much longer to get a hit and the hit is not even guaranteed - can't shoot over pallets either)
- only one bullet in the chamber compared to Huntress's five (one missed shot sends you straight into a lengthy reload animation that further slows you down, Huntress just keeps firing and then retreats to a locker once to fill up everything)
- a 32m Terror Radius compared to the Huntress's 24m (Huntress has a 48m lullaby, but that is so large and doesn't change intensity based on proximity that it effectively does nothing - most only start running against her once they hear her TR, at which point she is closer than Slinger)
Prior to the changes Deathslinger was one of the most fun and rewarding Killers to play as, but nowadays he is just depressing, a shadow of his former self.
He has a really cool aesthetic, his audio and visual design are amazing - but god damn his gameplay is terrible now. All he does nowadays is zone people away from stuff and either shoot them if they do try to get to it or normally hit them when they run out of options (literally the thing BHVR tried to remove from his gameplay and now it's the only thing he has left - I don't even know what I'm supposed to say to that). Sure he may not be terribly weak, but he is about as fun as stepping on a LEGO at night and then falling face first into a cactus you didn't even know you owned.
BHVR did him extremely dirty and I will not shut up about it until they revert the forced ADS time and TR increase. These changes effectively killed this Killer, one of the, in my honest opinion, most well designed characters they have ever introduced.
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I wouldn't say I'm angry or even mad anymore, I'm just extremely disappointed in BHVR at this point.
Billy used to be an amazingly well designed character, then they completely ruined him and have been doubling down on these changes ever since, simply ignoring any user feedback on it in hopes that we eventually forget.
To this day I have not seen a single person make a good point about why Overheat deserves to be in the game the way it currently is, the best argument for it I've seen was "it doesn't actually do anything" - which is not just untrue, but also if your best defence of a change is that nothing has changed, then what's stopping us from just reverting it to make all the people that dislike it happy again? Since it didn't change anything in the first place it's not like we'd lose anything in the process.
Oh but if you wanna get real depressed, Billy is by far not the only character with a history like this. Granted not all their stories are the same as Billys, but there are a bunch of characters that once used to be very fun / unique who have faded into nothingness over the years.
The Deathslinger actually has an extremely similar story to the Hillbilly, him being an extremely well designed character and then getting obliterated by BHVR in just a single update (for quite literally no reason), forgotten ever since.
Or the Trapper, who has been consistently shadownerfed with each map update they did (the new grass SUCKS for Trapper, but apparently thickening it up is not an option for BHVR) and when they did finally decide to buff him had all of his main problems actively ignored by BHVR, calling it "part of the Trapper experience" (that is literally their reason to why he has to run around to collect his traps - and who could forget that it would feel "awful" [according to BHVR] if his traps were not complete RNG on whether they actually do anything or not after he spends 3 freaking generators setting them up).
There's more, but you get the point.
And then people wonder why we see the same 5 Killers on repeat...
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312685#Comment_3312685
MMR wasn't done for the sake of competitive play though. It was for us intermediate-ish players.
I never said it was made for the sake of it, but it was a competetive matchmaking system nontheless.
And whether it was intended or not, it made the game significantly sweatier. The whole point of it was to put players of the same skill level up against each other, so both sides would have to consistently try hard to win accross all rankings (I'm not saying it was necessarily very good at this, especially the determining skill part, but that's the core idea behind MMR systems).
And the fact that, at higher levels of play, the game was utterly unbalanced and heavily favored one side over the other, meaning that Killers had to play significantly better than their Survivor counterparts just to stand a chance, was just the cherry on top.
The entirety of my MMR experience from that time was just me trying to play casually and getting utterly destroyed by a group of sweatlords every single game. I am not exaggerating when I say that between the time they implemented MMR and me quitting I have not had a single enjoyable game of DbD. Why? Because I was not camping, slugging, tunneling or running the absolute best Killer with the strongest Perks and the most busted Add Ons every match. I do not like these things, but that's exactly what MMR heavily promoted.
But forget all of this, because the fact alone that they implemented this system despite knowing how utterly imbalanced and unfair their game would become for higher skilled players should be the knockout blow here. They implemented this system and either willingly accepted that this would leave the game in a near unplayable state for many of their long time fans, or they simply didn't think this far - both equally bad.
To me this is inexcusable. I'm glad they fixed it eventually, but they should have never implemented it the way they did in the first place.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312677#Comment_3312677
Interesting. I think MMR was a bit rough on veterans, but a lot better for everyone else.
I mean...I started under ranks, and that first week after the monthly reset was awful. Plus...holy crap the smurfing.
My experience with this game has never been worse than when MMR freshly released. DbD is simply not a competetively viable game and them putting a competetive matchmaking system into it is a decision I to this day struggle to understand (and BHVR apparently too, because they have been nerfing this system so hard that, by now, it's about as accurate as the old Ranks were).
But at that point the damage was already done.
They fixed the MMR issue, sure - but that was just the thing that tipped me over the edge. I have a long list of things that frustrate me with this game, none big enough to quit the game over, yet each being just one more good reason to stay away.
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Currently only because I have a friend who keeps begging me to SWF with his group. That said, the last time I had DbD open was October 28th, because he too is getting rather frustrated with the game.
When I started I got hooked (pun intended), because I genuinely enjoyed the game. It was very unique and I too felt this continuous sense of improvement that kept me playing more and more. However, after reaching a certain skill level and realizing that your skill really doesn't matter a whole lot in the face of power that RNG holds in this game, the reason I still played changed to FOMO (fear of missing out) and sunken cost fallacy - a strong curse that kept me playing, despite not enjoying the game a whole lot anymore, for a long time.
Then BHVR decided an MMR system was a good idea, to this day the single worst decision ever made in this game, and I finally managed to break free. Only took me around 5000 hours to do so.
Right now Events sometimes bring me back, I did play quite a bit during 6th Anniversary and a bit throughout Halloween, but that's about it.
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- Huntress - Overall great design. Unique, fun and strong power that allows for some great plays.
- Hillbilly (pre 4.1.0) - He used to be an amazing character. His basekit was extremely fun to use and allowed for some insane plays in the right cirscumstances, but had plenty of counterplay to it. His Add Ons were busted, so BHVR decided to nuke the whole character in response. Thanks BHVR.
- Deathslinger (pre 5.3.0) - He was a really fun Killer and one of the best in terms of balance. While he had a power very similar to Huntress, he still managed to fill a different nieche than she did and was very unique. He was powerful in direct one on one chases, but couldn't juggle the whole Survivor team nearly as well as other Killers, which made up for his strong chase. Then BHVR decided to remove everything that made him fun, unique and strong and now we're left with nothing but a shell of a former great character. Thanks BHVR.
- Wesker - Really well put together character. In terms of design quality he reminds me a lot of old Billy or Slinger, which has me worried for his future.
- Dredge - Very fun, but sadly also very map dependant. It brings some horror back into DbD, which is something I can appreciate a lot.
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Hillbilly's Overheat.
It brought nothing interesting or fun to the game, all it did was actively take away from what used to be a very fun and rewarding character.
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No.
The game gets stale after a while, as they never really mixed up the very linear gameplay in any meaningful way. Sorry, but I can only be asked to do the exact same thing for so long.
Plus they have been hard at work to butcher any Killer I found enjoyable to play, so I stopped playing alltogether.
I was hyped for Wesker, but never played him due to them butchering every character I got invested in prior to him, so I have no faith that they won't do the exact same to him.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3239109#Comment_3239109
Play Nurse then and learn the counterplay and where she's weak. There is counterplay. If there were no counterplay then why do Nurse players still lose? Her kill rates are not out of line with other Killers and a bunch of people in an echo chamber saying there's no counterplay does not constitute a fact. Actual data is a fact; not repeating an opinion.
Idk what to tell you, but I've played her. I'm far from great at her, but it was good enough to beat most lobbies I went up against, just took me a while to get that muscle memory down. And I have seen plenty of others play her that were much better than me - people like Scorpionz or ScottJund - that consistently obliterated their opponents without even bringing Perks.
The only times I didn't get an immediate hit after blinking were when I was using the blinks for map pressure or made a wrong call during chases. Again, that was me, as the player, screwing up and NOT a weakness of the character I played.
As for the Killrates, let's just say I am not surprised that you, as someone that defends Nurse as balanced, would bring them up thinking these proved anything. She has been dominating the bottom of those for half a decade now, yet it is still common knowledge that she is the strongest character in the game by a large margin.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3238449#Comment_3238449
Can we please stop pretending there isn't counterplay to Nurse?
The entirety of counterplay that exists against Nurse is "hope she screws up and blinks in the wrong direction". You have no influence over that as the Survivor, it is entirely on the Nurse whether she gets a hit or not. That is not counterplay, that is the Killer making a mistake. You also don't call a succesfull mindgame on a Trapper counterplay to his character now, do you?
Add to that one of the best map pressure tools in the entire game and you got a combo that should simply not exist.
I find it amazing that some still argue in defence of Nurse. Her being overpowered is like the most widely accepted fact in this community, yet here we are.
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Can we please stop pretending like failed RNG checks or fuckups from the killer were counterplay to their character?
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On a break right now because I'm terribly burned out from DbD.
You can meet me in TF2 tho, that is my current main game of choice.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/3235738#Comment_3235738
For the console or the computer cause I play on console so not sure how the code would work
I play on PC and frankly do not know how this works for console players.
However I would assume that it would not change much, as long as you can log into your BHVR account from a console. By doing that and owning both games they send you a code you can then redeem in the ingame store of DbD that will instantly unlock the Jake Park summer outfit, as well as a unique charm.
Of course you should doublecheck if you already own this outfit should you do it soley for it first.
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I played it and it was fun, I would recommend it.
Also you do get a code to unlock a complete skin set for Jake in DbD when you own it, so I guess if you are into skins thats another upside?
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I think Dredge is fine.
It's not the strongest, but it doesn't need to be. It's a viable pick that is a lot of fun to play with and honestly that's all a Killer really needs to be.
I only have two complaints:
- the locker group locking mechanic hurts it a lot without having any counterplay from the Killers side of things, I'd like there to be a way to get around it as Dredge
- its map dependency - you're simply put not going to have a good time on Rotten Fields or any other map that has only a few lockers on it
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The stats also say that Dredge is a stronger Killer than both Nurse and Blight.
Maybe we should take that as an indication for them not being a good tool to determine balance by themselves.
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Honestly? Twins. I fail to find a single enjoyable aspect of this Killer, whether I win or lose against them it is always excruciatingly horrible to sit through.
I'll at least try against a Nurse, but she is another contender if I had her a couple of times already.
Also I DC any time I get send to RPD, I do not care about the choice of Killer. I even do it as the Killer. This map (even worse now, mapS, there's two of em!) can go f- itself.
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Times like these just further serve to show just how necessary the DC penalty system overall is.
I've seen so many people ask for it to be removed in recent times, yet any time it is disabled the game becomes near unplayable as a result.
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First of all: Welcome back! Haven't seen you in a while and I'm glad to do so again ^^
As for the topic at hand:
A lot has changed in the game recently. The 6.1.0 patch in particular came with an immense meta shakeup for both sides and overall was a very good patch IMO, giving Killers some much needed basekit buffs.
Another thing is SBMM with its MMR system - this too has been undergoing significant changes throughout its existance. We're at the point right now where it is basically just the same as the rank based matchmaking for high MMR players, whereas lower level players get some more accurate matches. Also a positive change IMO, as "competetive DbD" is just a terrible experience all around. Oh and MMR decay isn't a thing so you're gonna be matched on the same level you were on when you quit.
Of course we also had our fair share of Killer additions and updates, so to break the most important ones down:
- The Mastermind is widely considered the most fun Killer in the game right now.
- The Dredge is an extremely unique Killer both design and gameplay wise, I find it to be very fun.
- The Deathslinger is basically dead, they removed his ability to quickscope and increased his TR to 32m - terrible changes IMO, but it's BHVR's game and if they wanna ruin a character then go for it I guess.
- Spirit received major changes to give her more counterplay - it's pretty hit or miss whether you like it or not, I find her more boring nowadays but I've seen a lot liking the changes.
- A Twins rework has been announced.
Outside of that the basic gameplay loop is the same as it has always been, some additions have been made here or there (Scourge Hooks for Killers that reward focussing specific hooks over others and Boon Totems for Survivors that reward them for wasting some time setting them up and can be snuffed out by Killers), but overall the core game hasn't changed much.
Killer is probaply in the best state it has ever been in, whereas solo Survivor is still just painful. The recent Killer buffs have not helped that fact, sadly (but they were needed nontheless). SWF hasn't changed a whole lot, it's still by far the best way to enjoy Survivor gameplay.
And I think that's all - might have missed some things here or there, but I'm sure you'll hear them from others nontheless.
EDIT: yup, I completely forgot to mention the whole progression changes... well in short Bloodwebs are a lot better now and prestige got completely reworked. It's much easier to level up your characters now, which is great!
Have a good time in the fog ^^
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Might as well use them while they still have a unique and cool effect.
They are about to get absolutely butchered after all...
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Well, the answer is as simple as you're gonna hate to hear it: licensing.
BHVR has proven time and time again that they love to go crazy with these blighted skins, but for licensed content they can only release what has been greenlit by the license holders beforehand.
And what license holders always want is to keep their character easily recognisable - for Nemesis that wasn't that much of an issue due to his imposing stature and easily distinguishable silhouette, but Wesker is a different story alltogether. His trademark features are definitely his head with the sunglasses, slick blonde hair and his leather coat, so they were not allowed to change these much, if at all, as a result.
Honestly, I am just glad that we got a blighted skin for Wesker at all, I'd much rather it be a bit underwhelming than him being stuck in the same limbo as Demogorgon, Myers or Freddy who will most likely never get such a skin in the first place.
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With the 6.1.0 update Killers now deal an instant base regression of 2.5% worth of the generators max progress on top of starting the normal regression.
Doesn't sound like much, but if they keep tapping it you can consistently reapply those 2.5%, which will quickly add up enough so you don't have to worry about them doing it in your face anymore.
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I'd like it to be option 2 tbh.
I don't mind outfits being event exclusive, but they should make a return in next years event to prevent them from becomming actual exclusive cosmetics.
Also, just a heads up: we actually do have a polls option for the forum! The main upside of this is that it's much easier than writing your pick out in the comments (easier to participate), plus you automatically see how many percent of people voted for what without having to comb the comments manually.
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I'd say the rather restrictive way end chat works plays a role in this too.
You see, anyone that dies and therefore leaves the game earlier than others can not leave a message behind for them, anything they put in the chat will be invisible to others that joined at a later point in time.
And since most people don't want to just sit around and wait for the game to conclude just to write a message, they move onto the next game and you won't get a "GG" from them as a result.
If you play very badly and get a 0k, that means you have 4 players in the chat together with you when the game finishes, meaning you automatically have much better chances to get a "GG" from someone there, whereas a 4k might leave you with only 1 or 2 players that are still with you.
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The Perk itself is fine, only time it gets problematic is when it is used in a build entirely focussed around it.
Make it incompatible with Toolboxes and I don't think anyone would complain about it anymore.
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Still by far my most played game on Steam, but right now I am significantly more excited about the installment of Scream Fortress XIV than anything DbD related.
Though that's got nothing to do with the state of the game or anything like that (it's perfectly fine IMO), it's just burnout. I don't play it on my own anymore, but if a friend asks for some SWF I'm usually down for a couple of games.
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So what is your suggestion? Just ban everyone that plays SWF under the assumption they might be using Discord? There is absolutely no way for you to prove they are using it, they might just be sitting together in the same room - is that also illegal?
Given that it is completely impossible to prove / prevent from the Devs standpoint, they have already stated on multiple occasions that it is not against the rules - because there is no point in doing that.
In fact, they endorse it by having their own, official Discord server that allows you to group up with others and chat while playing SWF ingame.
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No.
That perk was utterly busted and for the sake of this games health it needed to go.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215917#Comment_3215917
The proposed reworks happen for NWO and, sure, even Remember Me.
Killers that reallllly want the 4k will just stand on Hatch instead of closing it.
Any solutions?
Technically speaking it's to "just do the generators", as the Killer can only pressure one area at a time. They stand on hatch? Then do the remaining gens. They leave to check on gens? Now they are no longer guarding hatch and you can escape that way. They shut hatch? Now we're in the gate phase of endgame.
That said, this is not a very elegant solution, as it takes a very long time, is very boring for everyone involved and generally the chances of the Killer winning this in the end are much greater than the Survivor standing a chance (they just gotta spot them once, shut hatch and that's a GG).
In other words, we gotta, once again, change the way Hatch works. Honestly, why not make it work like the Cage of Atonment? Make it so if the Killer is within X meters to the Hatch for Y seconds without interacting with it, then Hatch will despawn and respawn in a different Hatch spawn location. I don't think this would harm anyone who plays normally, while also preventing exactly that problematic scenario of Hatch camping to ensue.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3215847#Comment_3215847
This entire thread started as us vs them with nonsensical comparisons to OTR and DS. If people wanted to make accurate comparisons they could and would, instead they wanna complain that survivors aren't equal to killers because some perks are different than others.
Except those comparisons actually make sense?
NWO for the Killer does the same thing as DS and OTR would do for Survivors, where they turn an already winning position into an (almost) impossible to lose scenario. DS in endgame is a free escape, so is OTR (unless massive misplays happen ofc) and NWO in a hatch close scenario is a free 4k for the Killer (unless massive misplays happen ofc), it fills the same role as those two Perks in a very similar scenario.
Pointing out that those two Perks were addressed and NWO was overlooked is not a "Us VS Them" discussion at all, it's a simple observation.
OP isn't crying about how the bad, bad killers get all the good stuff and the poor, poor survivors never get anything (THAT is Us VS Them, dividing the community into two groups and acting like one is morally superior to the other), they make an actual argument.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3215700#Comment_3215700
Not the kind of healthy attitude that many, many (not all/the majority) swf have displayed throughout the last six years, hm?
Killer on the backfoot or mismatched? Oof have i seen some ######### coming from the survivors my way.
So, sorry if I have absolutely no sympathy for this problem now.
Why do you guys feel the need to turn everything into an Us VS Them strawman?
Don't you see how stupid that is? You don't even present any argument, all you do is cry over "survivor bad killer good" - it's been done so many times now that it's not even entertaining anymore. It's just boring.
Either comment with something relevant to the topic at hand or don't bother commenting at all.
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@fulltonon said:
If killer managed to close the hatch with no way out they deserves to win.
You have already won at this point.
NWO is just overkill at this point - it's fine as a last defense mechanism if they managed to complete all the generators, but you absolutely don't need it to crush a team that has already lost even harder.
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I've always wanted a map with a lake in the middle, preferably with a waterfall feeding into it as well - this could be a neat Red Forest map. To fit more into that relams lore, we could also add the place of Anna's mother's death to it.
The unreleased swamp city is also something I'd like to see - to reduce its size they could simply take the Bloodtree and give that it's own map.
Also I find it to be a bit of a missed opportunity that none of the Mac Millain maps have any access to the mining tunnels - if there is ever a big rework to them (or another addition), I'd love for some partially collapsed mining tunnels to be added.
Also reskin Hawkins as something new, like Blights secret laboratory or Tricksters recording studio.
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Yes, I too hate corners.
We should round them all!
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The secret formula is as simple as it is hated by many: SWF.
Playing this game together with friends makes it a lot more bearable, because you can take exactly that factor of randoms out of the equasion.
Still, seeing the same Killer 4 times in a row (especially if it's a Nurse) all stacking slowdowns just makes you wanna quit.
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I'd love if Freddy worked more like Doctor and could swap his Dream Traps using Add Ons - he has the pallets, sure, but I'd want him to have more, like 4 different types plus his basekit (just like Doctor).
Of course he wouldn't have access to all of them in a single game, but it would be a neat thing having to discover which set of Dream Traps this Freddy you go up against is using and having to adapt your gameplay accordingly.
I also have an idea of making the Dream World and the real world two seperated realms of one another, which serve to seperate the Survivors from one another. This is still a WIP from me, but what if Freddy could suck people into the Dream World just like he did in his original state and then those sleeping Survivors could no longer interact with awake Survivors and vice versa (this would need to get rid of the passive sleep mechanic though, but would also remove the wake up claps from Survivors and limit them to alarm clocks and failed skillchecks).
The same rule would apply to Freddy, however he could freely swap between the two worlds and choose which one he wants to interact with.
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Obviously they hint at a new, meta defining, nay gamebreaking mechanic that allows one to sit down on the benches in Garden of Joy.
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We've had multiple instances of Bugs turning into features, so it is absolutely possible.
And given that this is still just an early WIP, it is basically a given that things will change from what we've seen so far and what will eventually be added. So since this is guaranteed to be further worked on, you have a much greater chance that your feedback & suggestions on this mechanic are being taken into consideration.
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It's a really neat Killer!
My one complaint about it is its map dependency though.
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Man isn't it great that we have this mandatory chat filter that butchers every 2nd innocent sentence and is impossible to turn off manually in the options?
BHVR have truly outdone themselves here, this is the single greatest mandatory addition to the game ever :)
/s
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Absolutely.
I do think the Killer aura aspect should remain tied to the Perk itself, but the Survivor aura reveal should absolutely be basekit.
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No.
And it has been a common complaint by the community that it does nothing for a long time now, so maybe something will change about it in approximately 5 years.
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The cheater by a long shot.
The other guy is just trying to get some BP before they inevitably die, I can't really blame them for that.
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Given recent revelations about how SBMM works, at least for "high MMR" games it's pretty much identical to the old rank based matchmaking with red ranks.
I do think it's a bit more accurate for lower MMR brackets though.
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@MrPeanutbutter said:
There is always the option to turn off the end-game chat, but honestly BHVR needs to kill the chat altogether.
It boggles my mind that they are so sensitive to things like “accessibility” yet they’re totally OK with keeping this end-game chat which serves no purpose other than to be a forum for toxicity and bullying
Ah, so because you don't like something that means we gotta delete it for everyone?
How about instead of doing that we just give the power to the individual players: You like the chat? Then chat to your hearts content! You don't like the chat? Then simply turn it off! You like the chat, but only if everyone is nice and chill? Then enable a filter to filter out all the bad words (and every second random other word because the filter sucks, but hey)!
And if someone is being blatantly racist, sexist, overly insulting or breaks the general rule set in any other way, just report them and they will be banned for their behavior. This is how pretty much every chat in every multiplayer game works and there is no problem with that - unless of course you believe the general ability to communicate with other human beings in your multiplayer games in itself is problematic (but if that's the case I'd question why you even play multiplayer in the first place).
Why does it need to be an all or nothing scenario when we could instead just let you modify the feature for your personal experience until you are happy with it? That would ensure maximum happiness within the community - or we do what you suggest, and they did with chat filter, and force it on everyone and then wonder why a lot of people are extremely unhappy with that decision.