ModernFable
ModernFable
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- ModernFable
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Comments
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@Okapi said:
I remeber them saying that they were thinking of making Kindred a base ability for all survivors but instead they opted for a 'band-aid' soultion and buffed the perk instead. This does nothing to help the SWF-solo gap because SWF don't need to use Kindred and instead can free up the perk slot for another perk.
Lots of plans, but not a lot of implementations.
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Hiring more devs or the IP being purchased.
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I’d be fine removing a lot of the hugely power items and add-ons from the game.
Instant Heals and Ebonys.
Brand New Parts and Iridescent add-ons.
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Many people already want to de-rank anyway since there’s no benefit for pipping. So that’d hardly be a punishment.
They're starting to push bans a bit more, and once the dedicated servers come, blaming the host won’t be as viable.
It would be much more effective to reward good behavior instead. Like getting bonus Blood Points for not DCing and it’s gets larger the longer that you don’t DC.
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@Eveline said:
https://forum.deadbydaylight.com/en/discussion/comment/377576#Comment_377576
If you camp the hook you are losing points. Just saying
Not to support camping or tunneling but:
It’s not like they were pipping anyway, or getting anything from pipping if they did.
Maybe if they rewarded players for playing in a fun manner, rather than “punishing” the opposite. We’d actual start to see some improvement.
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Solos or whatever, something, the lukewarm approach they’ve been taking doesn’t benefit anyone.
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That’s a text bug.
Old Values: 6/9/12/15%
New Values: 4/8/12/16%
It’s a nerf for the first two survivors you hit, the same for three, and finally a buff for four injured. Overall I’d say it’s mostly a nerf.
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@NoShinyPony said:
The devs need to either buff solo survs + killers or nerf SWF.
Yes, they have to make a decision. Giving solos more information + buffing killers is probably the way to go.
It’s the way I would prefer, but so long as they chose something then the game could get somewhere.
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@Nicholas said:
I agree that I'm not a big fan of these type of perks that should just be passive perks for everyone. I think adding more info to the HUD would be nice, such as an icon depicting that a Survivor is in a chase, 0/5 Totem counter, and maybe a Generator progress bar or at least indicate X are being worked on.
Lots of key information could be displayed without any clutter or big balance concerns.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/376449#Comment_376449
I wouldnt want a x being worked on personally. I enjoy having to wonder if I can actually rely on the randoms on my team. Having to guess if I should go for a save, or do work, is a big part of the game IMO.
And that’s one opinion right there.
Some would rather SWF be brought down, and that’s fine. Some would rather Solo be brought up, and that’s fine too.
The main issue is that Behavior refuses to commit to one or the other.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/52803/behavior-needs-to-commit-to-a-core-design
Virtually impossible to dark sense in solos? No, I always point twice toward the killer. If they think at all, they pick up on it.
Virtually impossible to communicate a killer’s “exact” location in Solos.
Pointing will give them a vague direction at best, while voice coms can give you every detail you could need.
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I’m still sad Bill is a Steam exclusive.
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Never played Left 4 Dead?
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@Gamzello said:
https://forum.deadbydaylight.com/en/discussion/comment/376008#Comment_376008
@ModernFable I respect your opinion. Devs wouldn’t find that fair though. Lots of killer mains would probably be complaining because there are still lots of solo players. It’s a mix of both swf and solos.
So imagine if you get a lobby filled with all solo and they have an advantage to you, perks that can waste the killer’s time as well because if they did get a buff like that. It can be really troublesome and broken.
I know that you didn’t mean to have harm with posting this because solo players do have a harder time in DBD. Honestly an increase in BPs is what I prefer the most.
The point of closing the gap between Solo and SWF is to create a better foundation for balance.
As Solos become stronger and closer to SWF, killers could then receive buffs without breaking the game for Solo payers.
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@cetruzzo said:
every patch I am more convinced that they dont know what they are doing, I stopped buying DLC with real money
It’s getting more disheartening with each update.
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Sounds like a bug.
They haven’t made any change that prevents anyone from partying up.
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@[Deleted User] said:
I just don't think they can balance this particular game with its 1 game mode around some people having voice communication. The only way to make this fair is to make the hard choice and make SWF a separate queue with double bloodpoints for killers but add a live scaling bloodpoint incentive to the solo survivor queue as well to balance queue times. Do away with the idea of balancing around SWF it because it can't happen in the context of this game.
That would open a whole new can of matchmaking problems by splitting the player base.
While “true” balance may be unattainable, there’s still a lot that can be done to improve the current gap and flaws in gameplay.
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@Dwight_Confusion said:
They need to shelf like all progressive work on stuff, and focus on what they have for like 2 weeks...
Then return. I feel like they are going at a pace where it's sloppy or something?
Speaking of stuff they have, but aren’t focused on.
Freddy’s Rework was planned for late 2018, and then got delayed into the next year. However, rather than getting any updates on that at all, we’ve now gotten:
Plenty of cosmetics, a whole new killer and survivor, and leaks on not only a new chapter, but a licensed one at that. All without any new word on something that should have been out months ago.
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@Gamzello said:
I think they don’t want to add certain perks as base because any little change can either utterly destroy the game or make it absolutely useless (example: DS)
SWF is only considered “OP” because of voice communication. Is it fair to the killer or other solo survivors? Not particularly; but there’s nothing you can really do. There’s always another way to speak with one another whether it be skype, discord, or through console parties. You can’t exactly take that away.
Perks are for builds, that give you a slight advantage as well. You can’t rely on them all of the time otherwise it’ll be a crutch perk for you no matter how good the perk is.
SWF also keeps this game alive so sadly; there will never be a nerf. And if there was a nerf to SWF the amount of hate and even more survivors will quit playing this game.
After all, it is an asymmetrical game.
I agree with the difficulties of nerfing SWF, unless you add artificial debuffs to groups. Which is why I personally prefer buffing Solos.
There are many ways to boost Solo power without buffing SWF.
Making Buckle Up a base mechanic for one. Or adding UI elements similar to the Obsession icon, as in showing if a survivor is in a chase to everyone.
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Considering the patch notes say it’s:
4/8/12/16
I bet it’s just a text bug that they sloppily ignored as per usual.
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I’d be careful asking for buffs.
They might interpret that like they did with Thanatophophobia.
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I wouldn’t call it unnecessary when it’s been one of the worst perks in the game since it’s inception.
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No, I don’t find the amount all that worth it.
I just have them saved if some Killer or Survivor I want comes out, since the cosmetics are so expensive.
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If you edit a comment, will they get the notification?
like this @Peasant
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/353227#Comment_353227
When I was new I got stomped immediately by not good players Bc I didn’t know what I was doing at all.
I don’t think I hit a single skill check the first day I played. I started cleansing totems and handing items to teammates.
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@Peasant said:
Yeah! Down with the ranks!
Just wait until I get the last 2 survivor rank achievements.
Well considering how long it takes for these changes to be implemented, I’d say you have plenty of time.
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Since that’s absolutely no incentive to rank up or play in a “fun” manner, no.
Behavior keeps on trying to punish certain play styles rather than reward you for choosing more interactive ones.
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@Master said:
Abolish the rank and have crossplatform with everyone.
Sounds like the perfect clown fiesta, but why not
Not sure if you’re joking, but once console is 60 fps and dedicated servers roll around, I’d be completely down for Cross Play and Progression.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/353336#Comment_353336
It would still need match making to seperate the player base, you should never want new players mixed with vets.
What also then happens to the rank steam achievements should they be removed from everyone as they are no longer available.
If the matchmaking is the overall problem fix that and then leave ranking for a goal to achieve each month.
I addressed the concerns about new players in a different comment.
Also, achievements are a very trivial matter compared to the overall quality of the game. Even so, I don’t believe it would be too difficult to readjust the achievements after the fact.
Xbox Live/PSN achievements have done this in the past, and I’d imagine Steam has systems in place to do the game.
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You mean similar to Corrupt Intervention?
That could be a possible rework for Thrill of the Hunt.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/353255#Comment_353255
It doesn't really, it's always been easy to rank up and all it does is lump less skilled players into the area where it's less casual, that is why a lot of long time players for a more casual experience derank.
The problem is a rank 12 can easily be better than a rank one on either side, someone can stay at that bracket all month and its even easier now with this change so they can get matched more with newer players.
This is why ranking is not really needed anymore but maybe a ladder system instead so you have something to work towards, it's hard to measure what skill is in this game, also making each side do specific things removes options of what you want to do.
A stat based match making system is what is needed Imo which ignores rank completely and tried to pit you versus players of equal ability.
There are a few different way the system could be adjusted to function better. However, it’s all more trouble than it’s worth, just dismantling it would be of greater benefit.
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@Chaotic_Riddle said:
Yep, I would also say combining it with Open Handed would be a good idea, as it's 32 meters together, and that a pretty far range to tell if the Killer is camping or not.
I’m curious about Open Handed.
Before there was a bug/feature where it stopped stacking after using 2 of them.
So I wonder if we’ll be able to fully utilize it now.
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@Mr_K said:
As much as people claim rank doesn't mean anything, it does seperate the experienced players from the new players.
“To an extent”, is the caveat.
But past 30 or so hours, the difference is minimal. The current ranking system moreso measures your active play time, rather than your skill level.
This was true before and it’s even worse now: but the ranking system will still match you against players above and below your skill level consistently.
Removing it and implementing a temporary system that matches new players together (like most games have) would be much better.
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@Eveline said:
I wouldn't mind but I'm worried about new people. It's not fun getting stomped immediately after trying the game for the first time
There are systems that could be put in place to protect new players if so necessary.
Most other games put you in matches based on a range of playtime for a while. To avoid throwing you against someone with hundreds of hours right off the bat.
However, that is a separate issue entirely. And can be treated individually.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/351330#Comment_351330
Amen. Totally unnecessary in this game. If it's a mismatch then the game is done in 5 minutes anyway. On to the next one.
But nope. We have a convoluted ranking system that slows down matchmaking and yet also offers zero reward. Ok...
No rewards, slows down the matchmaking, and reduces the connection quality of games.
All for what? A subpar attempt at separating players into certain skill groups?
It was pointless before, and now it’s even worse. Since it’s harder for everyone to PiP, more people are going to be grouped together.
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@NoodleLegs said:
https://forum.deadbydaylight.com/en/discussion/comment/351369#Comment_351369
the wiki says 80/100/180
That would be a very strange rank up curve, so I don’t think that’s accurate.
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I just want to be able to launch it by myself.
Then just have an option to end the game whenever I want.
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Should be noted: This was already in the game, they simply increased the punishment.
That being said: I wish they’d reward players for playing in a fun manner rather than punishing them for not.
Especially since the “punishment” is not ranking up. Because of all those enticing incentives to rank up in this game.
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@Nicholas said:
Kinda new so this is a common theme with them? Say things are coming then silence for months? lol
As common as they breathe.
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Right when we get that Freddy Rework:
Soon™
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More and more reasons for ranks to not exist at all.
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I do.
Never give up.
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I really appreciated having all the info very naturally spread out over 20 minutes.
Rather than talking about nothing for over a hour.
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They said there’s no current plans, but after Dedicated Servers are implemented, and optimization is at a comfortable level:
Then hopefully they’ll add Cross Play & Progression.
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@Peasant said:
https://forum.deadbydaylight.com/en/discussion/comment/342036#Comment_342036
Cross play might be a distant possibility for Switch, PC, and Xbox. But Sony HATES cross play so the PS4 folks are trapped unfortunately.
Yeah, Sony cherry picks what they allow for Cross Play. But it would be a great plus for the 3 other platforms.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/342210#Comment_342210
BHVR just made a post that they are aiming for 60 fps on consoles very soon,so that shouldnt be a deal
Optimization and Dedicated Servers are the biggest things that need to happen
But after that, Cross Play & Progression would be very welcome features.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/342036#Comment_342036
I know, console players always claim they are as competitive as PC players, but really. Can you imagine a sweaty nurse PC nurse screwing over some pleb survivors playing on their switch over a mc donals hotspot?'
Sure it would probably solve some of the matchmaking issues on consoles, but I wonder whether this is the right path to take.... (I dont have anythign against that btw)
There are plenty of ways to implement Crossplay.
Smite: a MOBA which has a far more competitive environment than anything DBD could dream of: has implemented Cross Play & Progression across Xbox, Switch, and PC.
Plus, Xbox policy outright requires that Cross Play can be disabled, which it is.
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Maybe several months to a year down the road.
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Since it’s gonna take months and months before anything is working properly anyway:
I hope that Behavior is at least considering Cross Play & Progression in the future.
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I am, although that was a problem before the update so it might just be the forums.