Mister_xD
Mister_xD
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yeah what ive heard so far is that the new UI is "irreversible"...
cool.
(Scott made an entire video about it - https://www.youtube.com/watch?v=i4AYXqZyEEY&ab_channel=ScottJund )
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1928766#Comment_1928766
What's wrong with the new HUD specifically to you? I'm really interested
most of the problems everyone has with it is the fact that they shattered it all across the screen.
a good UI / HUD is in an easily accessable part of your screen that holds all the information you need in one place, allowing you to access it with but a glance of your eyes without covering up too much of what you need for gameplay purposes.
the old HUD was exactly that. it was great, everyone loved it and no one ever said anything about wanting a new HUD.
So the only logical conclusion of this scenario is to entirely scrap the thing everyone liked and make a new and entirely different one. then bring that out on a PTB to collect feedback on it. then ignore all the negative feedback you got and still push it through, basically unchanged.
so in short:
1) the HUD itself is a major downgrade to the previous version.
2) no one ever asked for a new HUD, so the changes themselves were extremely unnecessary.
3) the feedback that was given on the new HUD was basically ignored entirely.
the combination of those 3 makes this HUD change easily one of the worst changes we've had to DbD in a very long time.
it displays their lack of understanding of what the game needs, it shows how resistent they are to any form of negative feedback / improvement ideas given to them, aswell as revealing major flaws in their development process.
why do we even have PTBs / Fogehisperers when no one cares about the feedback from them? why would they fully develop the UI / HUD changes before even asking us whether we wanted them to begin with? and why is it suddenly impossible to change it back / fix the glaring issues the HUD displays (yes, it has been said that the changes were "irreversible" - which imho is BS)?
those are the questions i am currently asking myself.
and i honestly dont know whether im more disappointed in whoever designed the UI / HUD and thought that was a good change or whether im more disappointed in the entirety of BHVR for their absolute lack of communication with the community when it comes to such important changes.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1928766#Comment_1928766
Console player here to offer my scream. Ahhhhhhhhhhh! Do with it what you will. Hope it helps.
i'll add it to the collection.
:D
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@GodDamn_Angela said:
Vision is important for Killers, so they decided to cover up more of it to make it harder to see.
👍️👍️👍️👍️👍️👍️👍️👍️👍️👍️
but we got an overall hook counter...
you know, the thing EVERYONE asked for!
our hook counter is just so much better than that boring individual one Survivors have.
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no, they just wont believe the UI is bad until they get screamed at by the console players aswell.
because "they had no PTB to test it out" - which is true, but honestly, you dont need to play a PTB to be able to tell a graphical update is going to suck.
you can always just watch others play it / look at the shared screenshots.
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main whoever you find to be the most fun to play.
every killer can be viable if they are played right, it just comes down to your experience with them.
Some are easy to pick up, others are hard. but you'll get there eventually.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1928274#Comment_1928274
I dont think the slow down is intended because if clowns on full bottels he dosent slow I think that is just because his swap is the same button as reload so the game dosent know whta to do
thats possible.
i sure hope it was / is a bug and not intended...
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@Blueberry said:
Addons aren't the solution.
They should buff the antidotes duration or speed increase. Doesn't really make since that it buffs survivors either.
i think they should take away the slowdown he gets while switching bottles.
imo switching bottles should be like a Ghostface crouching down - almost instantly.
i just feel like the slowdown / animation kind of negates a lot of the possibilities this change could have given Clown
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1927023#Comment_1927023
Chucky is bigger than him, he can easily interactions, only hard thing to do is hooking, for what people already made solutions to..
I think he could work pretty well
are you even reading what im posting?
we've been over this already.
he is LESS THAN HALF of Freddys size. and Freddy is already a small killer!
is he gonna be bigger than Victor? maybe. as far as i know we have no exact height for Victor, so its hard to tell.
is he going to be big enough to work? absolutely not.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1927002#Comment_1927002
The thing is, Entity and his power would help him in situations you've mentioned where Victor can't.
When playing Twins and realease the Victor, people have no problem spotting him, because he is loud, they could do the same for Chucky, make his red light bigger etc etc.. But that's my opinion.
its not about that.
its about the fact that he would be too small to make any basic killer interaction.
the entire reason why we have Charlotte is, because Victor is too small to do anything himself. so for all these interactions he cant do, we have Charlotte to do them for him.
Victor cant kick gens, break pallets, valut windows, carry / hook survivors, etc. thats why he NEEDS Charlotte and thats the exact same reason why Chucky wont work - because he has no Charlotte to do all of those for him, while still being around the same height level as Victor is.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1926969#Comment_1926969
The difference between them is that Chucky has a power, and he is a bit taller than Victor
unless his power makes him grow like 5 times his size, that doesnt matter.
for reference:
Chucky has a total height of 74cm.
Freddy has a total height of 1.78m.
so Chucky would still be less than half of Freddys size, who is already considered to be one of the "small" killers in DbD.
that is simply too small.
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i dont think the addition of Victor makes Chucky any more realistic.
The entirety of Charlotte exists, because Victor is incapable of doing any normal killer interaction on his own. He cant break pallets, he cant vault windows, he cant kick generators, carry survivors, hook them or generally speaking even make a normal lunge attack.
Chucky suffers from the exact same problem - with the difference that he has no Charlotte to do all of those actions / interactions for him.
also, i wouldnt want to imagine an 115% mms killer that constantly has Victors FoV... that would be awful to have to deal with imo.
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her texture gets a little finetuning, thats all.
the character design itself stays untouched - she just looks a lot more realistic in her default clothing now.
personally, i quite like the changes she and Clown receive to their base cosmetics.
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i'd change it so when the effect is applied, the timer starts, and stays, paused.
when the survivor decides to perform any game progressing action (so any progress bar action - e.g.: repairing, healing, mending, cleansing, opening a gate / chest, unhooking, ...) the timer gets activated.
once active, the timer will continue ticking down until either the survivor mends themselves, or they bleed out.
this would effectively get rid of any way a killer could possibly cheese the mechanic, while it would also force the survivors to actually go and search for a safe place to mend, as, should they be interrupted during their mending, they will be running on a timer and bleed out eventually if they cant lose the killer quickly.
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as long as you progress your own objective, it does not matter how much you affect the other sides objective. in fact, forcing a standstill on their end is the most optimal gameplay you can have.
however, it gets problematic once you no longer progress your own objective, while still holding the other sides objective at a standstill. those scenarios, should they drag out for lengthy periodes of time, are considered a game taken hostage.
both sides have the ability to force such a scenario uppon the other side.
examples would be: hiding from the killer without touching any generators, bodyblocking someone in a corner or, which is the most interesting for you, excessively defending a 3 gen without committing to any chases.
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hmm...
purely based on the games Music, i think i'll go with Dark Deception.
i think they are doing an incredible Job when it comes to their audio design.
i cant really pick out one specific theme though, they are all pretty amazing imo.
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if you're at the point where the gates are open, two (or more) survivors are not on deathhook yet and (at least) one hasnt even been hooked once, maybe you deserve to lose that game?
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really depends on my mood.
i mainly play Deathslinger, but i also switch him out for Legion, Huntress, Spirit, Oni, Executioner, Doctor, orNurse (currently learning).
though if i feel like picking up some of the others, i'll do that aswell.
the only ones i really dont touch would be Hag, Twins, Blight and Freddy.
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6. not always running a Sacrificial Ward
seriously, the amount of times i have been send to the Disturbed Ward today is not funny ._.
okay, for real though:
the first one is definitely one i see a lot of players do. Its a lot better to spread out the damage than focussing down a single individual.
the second one really just applies to bad killers, as anyone who has some experience with their character / the game overall will be able to use their killers power / their perks a lot more effectively than others.
the third goes both ways. sometimes not breaking the pallet is the right decision, however never breaking them is generally a bad idea.
the fourth one, again, is just a problem of experience. its not really a mistake, its just a lack of knowledge. much like the second point, it'll come with some time.
and the last one i think only really applies to players who arent taking the game serious to begin with. lets be honest, if you care about winning, you wont be blasting music in your ears while playing a role that is super reliant on audio cues...
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1925090#Comment_1925090
Come on that's not the same, Undying is just overkill since it came out without any counterplay.
im not gonna go into much of a discussion here - mainly because im not really interested in wasting tons of time on a bait post like this.
i genuinely hope this is a bait post and you're not actually being serious right now.
but with this community you can never know, so just in case:
go play both sides before making balancing claims.
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but...
not all perks need to be meta perks in order to be fine...
a lot of the perks you listed are perfectly fine the way they are. yeah in an competetive environment they have no place, but this game isnt nearly as competetive as you'd think.
stuff like Plunderers Instinct + Appraisal + Pharmacy + Ace In The Hole are still perk builds that are a lot of fun to use, i dont need every single one of these to be Decisive Strike / Unbreakable / Dead Hard levels of strength. the most fun you'll have when you dont run them and instead actually go for something gimmicky - such as Diversion, Head On, Quick & Quiet + Dance With Me + Lithe, etc.
perks dont need to be meta to be fun. and in the end, fun is all that matters.
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even if that specific one was a bait, there are plenty out there who are dead serious about exactly that topic, on both sides.
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i came here because of the Scott video :D
okay jokes aside, this claim you're making is ridiculous.
especially since you're making it for the exact same patch where the Undying nerfs are making it out, which, btw, got hit a lot harder than DS did.
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the grind
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maybe we could add this to a perk instead?
dunno, i just dont really feel like it would be a needed change
(actually, when they were first introduced, all Dull Totems were revealed to the killer in just that way, but it got removed again shortly after - dont really know why though)
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1924649#Comment_1924649
I’ve never ran moniter on him personally as I find it unfair
how is it unfair? O.o
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but... i main Deathslinger and im not running any Add Ons, despite running Monitor & Abuse D:
you are very accurate about the others though.
especially about the Ghostface picture folder... i literally have one called "selfies" where i saved all my moris with him xD
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pretty spot on.
ive seen ppl say it'd still be OP, ive seen ppl say it'd be balanced now, ive seen ppl say that it might need some smaller buffs to it now and ive seen ppl say it was utterly useless now and BHVR hates survivors.
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i HATE it how every time i hit someone, while wiping off my weapon, i can already see them beelining the main building ;-;
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we could stop the timer when the survivor is on the ground, that'd be a fair change imo.
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to me it just sounds like the guys you were playing with were salty that you countered their spinechill...
if you like a certain character, dont let anyone talk you out of playing them.
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@sensovsky said:
https://forum.deadbydaylight.com/en/discussion/comment/1924282#Comment_1924282
I've never seen them taking care or looking into things except for that aura change, so I think they won't give a rat's ass this time aswell
well, given the HUGE amount of bad feedback from the community (which was usually the case in all three mentioned scenarios), i hope that they will.
this is something different than a balancing issue, where all the complaints are usually from the side that got nerfed. this change affects everyone the same and, at least from what ive seen, a good 90% of people really dont agree with the changes, regardless of the role they prefer to play. so i still got my hopes up.
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@Zeus said:
Twins ffs. Everything is wrong with them
i dont think a bit of polishing can fix their problems tbh...
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only hope i have is that they'll realize their mistake and take it out after a week or two again, much like some other "experiments" they've had in the past, such as the "fixed" Huntress hitboxes or the no timing requirement for pallet / flashlight saves...
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Freddy
i just know the game is gonna be super boring the second i see the clocks around everyones profile.
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i LOVE how they made it reveal the killer to you any time you are revealed to them.
and other aspect of it okay i guess, dunno if i like the 3 second aura reveal every 30 seconds or not.
it is definitely a LOT better then the current version though.
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ive seen plenty of killers bringing Franklyns / Lightborn when no one brought in an item...
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not when you hardtunnel off of second hook!
so in a way, moris encourage tunneling even more than before, as now tunneling is actually the only way of getting usage out of them xD
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i generally always wanted keys to not drop under hooks when the survivor with it died, unless they brought a specific add on for it (basically a reverse "dont lose the key when you die" offering)
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i dont really give much about these numbers tbh.
here some more interesting steam achievement chart numbers:
- only 49.7% of players ever got 8k BP in one of the four point cathegories.
- only 48.6% of players ever ranked up
- only 42.5% of players ever got a teachable perk to level 3
- only 33.9% of players ever got a character past level 25
- only 30.9% of players ever got a total amount of 1.000.000 BP (meaning overall BP, not hitting the BP cap)
basically, less than a third of people who bought this game, according to steam, ever really played it.
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@Aven_Fallen said:
It is not an actual anti-tunneling Perk, since you can still get tunneled and just slugged or the timer runs out during the Chase. But it is not useless.
agreed.
if i were to change something on the new DS, i'd add a paragraph that says that the timer will stop when in the dying state.
that'd be a fair trade off imo.
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honestly, keeping it hidden from killers kind of implies that they think i wouldnt be able to just remember who is on deathhook and who isnt.
it would LITERALL be nothing more but a neat little QoL improvement and a bit of a helping hand to newer players...
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his quickscope is literally the only thing he has that makes him able to stand up to Huntress.
if we make his AdS similar to Huntress Hatchets where he has to wind it up first, he is going to drop tremendously in terms of power.
balance wise he is fine where he is imo.
he is very strong in chases, however he is lacking in everything else, so that makes up for that.
if you wanna beat a Slinger, stealth is your best friend.
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in general, any killer that is deformed in unnatural ways (e.g. iron hooks growing out of their back) were hesitant.
these deformations are a sign that the entity had to torture them to do its bidding, according to the Devs.
so any Killer that isnt weirdly mangled actually does their "job" (sacrificing survivors) willingly and therefore has to be considered guilty.
though the whole torture aspect might also only be taking place, because the killers didnt want to SACRIFICE survivors, but just to slaughter them. so the entity kind of had to force them to submission, but not because they were innocent.
especially with the tomes that keep releasing i feel more any more insecure about my rankings of who is innocent and who isnt by that rule - Doctor for example would have to be seen as innocent, however with his backstory revealed more and more i feel like the entity only tortured him so that he would stop experimenting on survivors and actually goes ahead and sacrifices them to it, as it wants him to.
so the only killers i now deem "innocent" would be the ones whose backstory states that they didnt chose to become what they became, but were forced into it by some tragic circumstances - e.g. Huntress, Hag or the Twins.
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i discovered it by a couple of friends recommending it to me (im the only one of them who is still playing btw lol) in combination of the german YouTuber "Gronkh", who used to play the game a LOT back then aswell.
i thought it looked really cool and decided to go for it around September 2016 (i think?) and got hooked ever since.
how did i learn to play the game?
well, for starters i got a lot of first hand experience. with my roughly 4.3k hours right now i can say for sure that i played this game a LOT, and that i kept improving over time.
on top of that i spend quite some time watching other high skill players play the game, looked up guides and generally researched a lot of stuff that i wanted to know, such as looping strats, mindgames, perk / power synergies and base stats.
took me a while, but now im at a point where i, at least when playing killer (my main role) i dont really suffer defeat all that often anymore (i 4k way more than i 2k or less).
though one side effect of this journey is, that i always feel super pissed when i see a genrush SWF beating me with the best playher having 500 or less hours. i just feel like its undeserved, considering most are below my skill level, yet they still beat me due to the game being the way it is... (that very rarely is the case though)
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i never stopped playing killer.
when i play the game, i almost exclusively play killer lately.
the only thing that stop me from playing is a rough irl schedule / the lack of different playmodes
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its Daddy Slinger.
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i havent experienced any problems with them, actually.
imo they work just fine
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a couple of things:
1) this isnt really a bad thing imo. if anything, this just proves that other killers seem to be lacking something Nurse has - just because you decide to play a 4 man sweat SWF should not mean you get a guaranteed escape every game.
2.1) toxicity has nothing to do with your choice of character. Its about the way a player chooses to play the game. Not every Nurse you see it automatically toxic, just because they picked Nurse.
2.2) an extremely experienced Nurse is not only the strongest killer in the game, its also by far the rarest killer you'll ever see. Nurse in general is extremely rare in the first place, and even when you get one you usually just have a decent to good level of Nurse, which is definitely beatable.
2.3) her map mobility has been nerfed quite hard with her nerf.
2.4) saying she had no counterplay is simply false. yes, she is very dominant throughout chases and has above average map pressure, but thats it. she is lacking in the both, the game slow down and tracking aspect of the game, which can be used against her. In fact, her tracking is way below average, due to the fatigue she receives after every blink, therefore avoiding her LoS is a lot easier than with other killers - in short, her counterplay is stealth. she cant kill what she cant see.
3.1) in solo q a vast majority of killers becomes almost impossible to escape from, given that the rest of your team is usually rank 21.
3.2) a killer punishing YOUR mistakes can not be held against them. you are the one that screwed up, now you gotta live with the consequences. honestly, i generally think more killers should be able to exploit a survivors mistake more than they currently can. though i would generally say that a Nurse isnt really one of those killers that exploit your mistakes - at least not in chases. she has the power she needs to not be reliant on you screwing up to win.
3.3) the exact same argument with the mistakes can also be made for the Nurse. any tiny mistake with her can easily cost you the blink, leading to a fatigue and you losing a lot of ground on the survivor.
4) she literally has a cooldown
also one thing i would like to add:
Nurse is currently riddled with bugs. from charging your blink but actually not charging it and then having to wait out the blink animtion, but not actually blinking, over not being able to blink through things / blinking in locations you never wanted to blink to, all the way to the game not registering your click, not allowing you to attack, letting survivors get away when you should have hit them.
this is also the main reason why you almost never see Nurses. she is extremely punishing towards players that havent reached perfection yet, however these bugs constantly force mistakes on you that shouldnt have happened, which just sucks the fun out of the character for both new and old players.
before we can talk about nerfing her, we need to fix her first.