MrMori
MrMori
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- MrMori
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Looks like someone showed you that you can hide it. And that's good. But I'd like an option to just remove the window completely and the button. I don't use it and it'd be nice without it there.
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I get where you're coming from, fake positivity, saying "gg" only when you shitstomp the other side, when they'd probably talk ######### when they lose. Not exacly being a good sport, just rubbing it in. Who knows if they're doing it to be a dick or not. Could be habit or could be something else.
Wanna know the solution? Never bother engaging, opening or looking at post game chat. Nothing to be gained there. I enjoy the game more when I get into the habit of never checking it. Shame I can't remove it outright only hide it.
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The ultimate end game of BHVR is to create a cybernetic bot ring controlled by deep space AI that feeds into the feedback loops of survivors creating a vortex of immersive complexions that drive the profitability rates of each round of matchmaking into a large quantity of infinite cycle manipulation rates growing them further through targeted matches made purely out of Big Deep Learning Programming.
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@MrMori said:
Deathslinger was nerfed a while back with an Aim Down Sights/Lower Sights time and a Terror Radius increase. While the ADS time was a good change, it feels a little sluggish to use his power now. The TR increase I feel took away something Slinger had that other ranged killers don't have, which is stealth.
With a few simple changes, Deathslinger can be far more enjoyable to play, and also gain back his stealthy playstyle which I feel was a unique and fun aspect of the killer. All while still feeling fair to survivors.
Here are the changes:
ADS
- Reduce ADS time to 0.3 from 0.4 seconds
- Reduce Lower Sights time to 0.5 from 0.6 seconds
- Reduce ADS movespeed to 80% from 85%
These changes would make him feel far better to play without feeling different to the survivors. 0.3 seconds is also long enough for survivors to be able to react to the aiming, but also make it slightly harder for the very best survivors to juke his shot.
TR
- Reduced Terror Radius to 24m from 32m
- Reworked Terror Radius addons. Are now active only when the Redeemer is not loaded. Start the match unloaded.
- Reduced the strength of the Terror Radius addons.
Slinger is a tall killer, and uniquely a ranged killer without a lullaby. While it may be frustrating for newer survivors to play against Stealthslinger, I don't feel like this warrants a nerf to such a unique aspect of his character.
Some say the issue is being shot from outside his Terror Radius, which is why I proposed the rework to his TR addons to only be active when the gun is not loaded. Then there would be a "tell", a reload as he approaches, much like Wraiths bell.
Slinger sees an average amount of play according to the january/december stats, but I doubt most of this is from high MMR games. These changes would make him more viable against better players, and more enjoyable for all players.
Should be in the feedback section, but I agree completely. I made a post here, but this post assumed we were to bring him back to a 24m terror radius. Imo that would be fun, because he'd be the only ranged killer with a terror radius, who could take advantage of perks like Tinkerer, etc.
The nerf to both his ADS with a lower sight, as well as Terror Radius was just too much.
If they want to add a lullaby I'm fine with that, but please let him have a reasonable ADS. 0.25s ADS + 0.5s lower sight would be absolutely perfect. Good survivors can incredibly easily counterplay you now.
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If you close hatch then hook you get lots of bonus points.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2975010#Comment_2975010
It really feels bad when you go for proper safe hooks, do totems, run the killer, do the secondary objectives of certain killers (Pinhead), do gens etc. just for your teammates to muck it all up by being too scared to save each other/gens, not even look for devour/ruin, & pulling each other off in the killers face before he can take 3 steps.
Exactly
Could have been worse I guess, could’ve been completely removed.
Since killers can close it that won't be a thing.
https://forum.deadbydaylight.com/en/discussion/comment/2975023#Comment_2975023
You can't obsess over individual games like this. How many games did the gens get slammed and you got out with no effort that you don't remember?
So few that after playing for a week I can still fit all the games on a single page gamer.
If you do gens, play altruistically when necessary, bring DH and DS at the very least every game, ideally BT as well, and get good at chases, and TAKE CHASES, when your teammates are on death hook and you aren't,then you'll win more games.
As if I don't already do that?
Also note time of day greatly impacts game quality. At certain times og day the games as surv feel unwinnable.
Cool, tell that to the people that get 1 hour free time to play DBD
your rank is a representation of your skill.
wrong
Getting tunneled is a chance to practice chase.
Bad teammates can help you improve your decision making skills by putting you in tough situations.
Alright let's go, I'm being chased by this killer,
hmmm, have been chasing this killer for 2 minutes now,
it's ok, they were looking for gens,
ok I'm down my teammates did one generator,
only chased the killer for 5 minutes,
everyone knows it takes 300 seconds to repair a generator.
You refuted my arguments, I guess you're right. It isn't possible to reach high mmr. Might as well not bother posting complaints to this forum anyway then right? It's not like it'll change anything. Just accept the MMR you happened to end up in and be done with it. It's not like you can increase it, since there are three other players negatively impacting the games every time. In a team game like this, a single player simply can't have enough impact to win a game that would otherwise be hard to win. So once you reach a certain MMR, you're done. You can't go higher than that. So why bother trying? Well. Hope you find a way to make the game enjoyable at the MMR you're at. It's not possible to increase it anyway, except with blind luck. So no need to worry about it.
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@FeelsBadMan said:
The double bp should be standard. At least playing survivor and dying with ~15k points feels a lil bit less miserable if you get 30k.
Yeah survivor BP gains are depressing. Their equivalent of BBQ is super inconsistent, and it's far harder to max their categories. I think this Prestige rework is a very elegant and effective way to address the grind, but it will still be a big grind to get all perks on all characters. Now however it's not completely unreasonable.
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It's impossible to fix the matchmaking when survs outnumber killers 20 to 1 instead of 4 to 1 during prime hours. The killer experience needs to be made less frustrating and more inviting to newer players. No amount of tweaking matchmaking will fix it. The tradeoff for faster matches is more imbalanced, the tradeoff for fairer matches is extreme wait times. I can also sympathize with the devs in that how do they know if you're bringing a full on slowdown hardcore Mori + Max addons build, or not? They can't take builds into account, which just makes matchmaking wonky if you switch up your playstyles too.
I personally am having perfectly fine matches, but the spread of MMR is wide across survs.
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RITE OF BLIGHT
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I disagree. Trickster is fine. If you want to you could add a single bounce to his knives, would fit his flashy theme and increase his skill ceiling. Also his skill floor though. But I honestly don't think he needs any changes.
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@ACleverName4Me said:
So since the devs has stated they are going to have a prestige catch up mechanic put in place I've decided to not prestige my main killers (14) and survivors (4) who already have all the perks unlocked while never being prestiged. This will save me a TON on bp and time. I've gotten some characters p3 already so I know I'll get the reward but if you have EVERYTHING on someone my suggestion is to not prestige and just get grandfathered in for the p3. Saves time and points and you don't lose anything like old cakes or event addons or offerings.
Yeah, I think so too. I just hope the reward isn't "unique" in a way, it would suck to get shafted out of a unique reward for a character you like just because you haven't prestiged.
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Post game chat is never worth engaging with. I keep it closed, and am happier to do so. When the game is over, and gates are opened, I don't even go to gate, I go to basement. They wanna BM, feel free to come down there.
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@mistar_z said:
I've always maxed all my characters, thanks to the event i got every perk maxed, though i never P3 every character. theres like 5 characters that i never p3. the new prestige system will be amazing. instead of spending the 220k each on 30 something survivors, I can instead use the points from them to P3 the new characters and automatically get their perks to level 3 already unlocked.
which means that i can fully focus on p3 the new characters and spend bp on characters that i main or have the most fun on.
Agreed, I did spend a month just getting all perks on a few P3'd killers though, I would have started prestiging survs instead had I known about this. I only hope there's cakes this anniversary, and that ideally it lasts for 3 weeks instead of 2. Hopefully the P3 changes happen sometime mid to late july.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2975082#Comment_2975082
But why? Pig have a lot of perks you want to use on every killer?
I think it's about the completion. I'm doing every survivor myself. One because I really want the super secret hidden special once in a lifetime reward, and two because once I have P3 on all characters I don't have to grind ever again.
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You can't obsess over individual games like this. How many games did the gens get slammed and you got out with no effort that you don't remember?
If you do gens, play altruistically when necessary, bring DH and DS at the very least every game, ideally BT as well, and get good at chases, and TAKE CHASES, when your teammates are on death hook and you aren't,then you'll win more games.
Think longterm. And if worse comes to worst you can always go for the hatch 50/50, but honestly I'd just try to get the gens done anyway. Think if everyone played for hatch.
Also note time of day greatly impacts game quality. At certain times og day the games as surv feel unwinnable.
It's like when people obsess over rank in any game, your rank is a representation of your skill. Play to get better, but also play to win. They are both equally important because being better makes you win more. looking at each game as either a failure or a success based on the MMR you gain or lose will just burn you out.
Getting tunneled is a chance to practice chase. Bad teammates can help you improve your decision making skills by putting you in tough situations. Yadda yadda. You get it I hope.
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@Sluzzy said:
With all the non-stop slowdown perks, exposed perks, tracking perks, I genuinely feel bad for survivors.
Not to mention hitting through vaults, pallets, 1-shot abilities.
This isn't about gameplay elements, it's about BM. But I'll say killers that nod shake and hit on hook every time are just as cringe.
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@ColonGlock said:
Always remember every action leads to more blood points. Even a loss can be profitable. Never give up.
Right, especially when THEM are waiting for US at the gates to give us free hits before they leave. They often seem to leave just a bit before the hit though, probably to be nice and waste as little of our time as possible, but they do it too early by mistake!
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Remove chat censor and let me disable the chat completely with no option of turning it back on unless you change a setting and restart the game.
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If the survivors argument against this is "They're doing literally nothing to progress the game for a full minute", why is slugging them and coming back later any worse? Like a player affected by DS can't positively impact the game at all. They absolutely can. They can get healed, bodyblock, or get healthy and far from the killer if they're on death hook, take a chase with the killer and purposely get downed even after the killer hooks someone else.
That's what DS is for, not jumping into a damn locker because you're invulnerable in it for a minute.
I'd be fine with a 5 second free BT if DS deactivated upon lockers and when touching gates. Why doesn't touching a gate disable it anyway? That's a pretty clear example of progressing the game.
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@dugman said:
I’ll never understand why survivors refuse to leave when they’re all healthy at the exits unless the killer literally forces them out. I’m not going to chase survivors I literally can’t stop from escaping, it’s pointless, at that point I just look for the hatch to see if I can close it or break pallets or just look around to see if maybe I can catch a survivor who neglected to run to the Exit.
I've said many times I'd love a surr action for killers once gens are done. Would reduce queue times, frustration from playing killer, and make the role more bearable.
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Just let me mute flashlights please.
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You know something, I think if we skipped lobby altogether we could have fairer matches. Why not just find players, have an "accept match" button and then bring people straight to loading screen? Maybe with a 20 second period to fix your builds. That would solve the "backfill" problem. It would also be kind of lonely to not see your teammates before a match and all, but would be great for matchmaking. It would also reduce time spent in queue and waiting for a match, and reduce killers juking lobbies cause there wouldn't be a lobby to juke.
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I agree that against Blight and Nurse DH is one of the few ways survivors can counter a good killer playing them. Like mentioned, they absolutely need nerfs to their addons, and I'd say some basekit changes too.
For Nurse I'd bring back fatigue after being stunned in your power. It's just depressing to outplay a Nurse with a stun during her blink but to be rewarded with her blinking through the pallet and downing you. Nerf the range and recharge addons. Fix the bug that makes the range addons increase the speed of your blink. If you really want to gut her you could make her attack a special attack, but that would only kill build variety. Yes, Nurse has lots of useless Addons, but some killer powers are just so strong that having good addons is too much. Try to rework her addons to be more like alternate playstyles rather than direct upgrades.
For Blight, they're removing hugtech which will make him less viable at super high MMR. But his addons need a look too. I love the variety, they're just overtuned. Tune them down. If you really wanted to gut him, you could decrease the base rush distance by like 10% so his mobility isn't as insane as it is now.
Nerfing these killers would make room for nerfs to survivor meta perks and slowdown as well since chases on average will be faster.
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@JaviiMii said:
I second what you write - but it's not just killer. - How points are awarded needs to be looked at on a whole. Atm it feels pretty arbitrary on a number of occasions. Both as killer and survivor.
For survivor, I definitely agree. It's like there's a "limited" amount of Altruism points. No one got downed or hooked? 0 points then. You weren't there to get the unhook? No points for you. So you can play a great game with many chases and gens, but barely get 20k points.
Maybe there should be some team wide bonus you get if no one gets hooked or downed, or perhaps you could get 50% of the Altuism points when someone else performs an altruistic action if you're currently in chase or at a generator while it happens? Kind of like how the emblem works. Also perhaps Escape could grant you points for however long you stayed in the trial up to 4000, then the "Escape" gives another 4000? That'd be more inline with the killers Sacrifice category.
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@Aven_Fallen said:
Remove the 8k-Category Cap and this is fixed. Keep the 32k-Cap overall.
I think this could maybe work for survivor, but not killer. If you equip speed limiter on Bubba and use Distressing you'd get 32k in 2 chases.
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Because it has boosted them into a skill bracket they don't belong in, so they feel reliant on it.
It's similar to stacking four slowdown perks and then still losing, chances are you didn't do very well in chase, aka you're not skilled enough to catch your opponents in time. Dead Hard is stronger than any single regression perk though.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2973975#Comment_2973975
Can't wait to outplay a survivor three times, go through the effort to haul them to a scourge hook for that sweet sweet 10% reward. Mmmmm. Worthwhile.
I'm assuming they're gonna kill off Dead Hard, and good riddance to that. Remember before validation? They added validation right after Boons. Crazy.
What I'd like to see is some kind of basekit corrupt, even if it's 30 seconds, some kind of basekit Lethal, at least knowing the location of survivors but nothing else. Then survs can have basekit BT, but only 5 seconds, with the perk increasing it to 10 seconds instead of 12. Also DS duration nerfed. Then we could nerf other slowdown perks and not have such low build variety at high level.
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No, but Pain Res could be toned down to 10%.
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@AbsolutGrndZer0 said:
I honestly agree, especially with the addition of Scourge Hooks. Maybe even make it longer, like a minute maybe, but it needs to be gone that hooks are permanently destroyed.
Especially with the reworks, if they are buffing Monstrous Shrine or something, they can find some other way to make basement hooks more deadly.
My thought for monstrous shrine has been that it's a scourge hook with the same effects it has now, but also that it turns the basement hooks into scourge hooks. That would be very cool.
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You don't have to look at post game chat. I've kept it closed for 90%+ of my matches in the past few months, and the few I've opened I've regretted it. I'd enjoy an option to just remove the chat entirely, and this setting would require a restart to even change. There's a difference between being able to just unhide and see it instantly and straight up not having the chat there at all.
Either way, there are ways to handle most things survs can do. I for one have stopped bothering with the "slug for 4k". I don't need it, I already have all challenges I need and Iri 1 for now. I just find hatch, close it, and if gates are close I patrol them. If not I tab out. My favorite moment in DbD is when the survs actually just leave through the gates or hatch when they have the chance and don't drag it out.
Which is also why I'd like a surr option once gens are done at the very least. Just so much less time wasted.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2972747#Comment_2972747
You people are obsessed with 'clicking'
Lots of people dislike tbagging and flashlight clicking. Do you play killer and "not care bro" or do you just not play much killer at all?
Another thing that would be good about hatch auto closing is the killer couldn't sit on it, forcing the last surv to do all the gens.
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Slugging for the 4k would be less common if hatch automatically closed 60 seconds after it opened. No killer wants a good match to end with the clicker sitting and waiting for you at hatch to tbag.
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@DrDeepwound said:
Stop crawling to the edge of map, crawl to a hook. Survs will crawl across map hide in a bush then complain about bleeding out.
Or better yet don't crawl anywhere at all. Maybe somewhere more visible if you landed in tall grass. And don't use Iron Will. Now you won't get bled out unless the killer wants to do it out of spite.
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Good question, I think it's lame that even on P3L50 you can still go several webs without a single iri addon. A guaranteed 1-2 per web alone would be great.
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Considering they're gonna rework a bunch of perks, I don't think this idea is something that will come into fruition.
Would honestly be pretty cool as an alternate game mode though, having a bunch of small, non meta perks, but beingable to have far more than 4 of them.
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If it's a bug it should have been posted in the bug section. Regardless, it's intended. But I think WGLF should have more ways to gain stacks. Namely finishing a generator. I know it's not related to the perks effect, but it's related to the survivors main objective just like BBQ is related to the killers main objective.
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One of the issues is sound in general is buggy, so with Iron Will even footsteps and breathing is silent. I wouldn't make it 100%. 90% would be fine. Lower would make it kinda terrible. But 100% combined with bugged footstep sounds and no breathing makes it too strong.
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I think many killers find the whole tbagging at gates frustrating and it makes them not want to play killer. Sure, "just force them out", or "just wait" both work, but why not give killers the option to surrender somehow? Either through a button, or some interactable object on the map. This would cut down queue times because games would be shorter. There's no point in keeping a killer in a game that's practically over.
Remember that lots of survivor players actually try killer a few times, but they don't want to anymore because of how stressful it is. Any and all changes to reduce that stress that doesn't detriment the gameplay of survivors should be welcomed.
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I used to think the same thing, but I don't anymore. I think what Billy needs is some of his addons basekit. I'd give him his yellow boots, and Doom engravings basekit. Maybe even with the 2.5s chainsaw charge he currently has. I'd also change overheat to only be active when within 24m of a hooked survivor, because after all it was originally implemented to combat facecamping.
Although overheat is honestly fine in its current iteration, it was because you rely so much on engravings that people compained about it. but they fixed overheat with engravings. Billy's biggest issue currently is he's really hard to maneuver across many maps without boots, and his ability to down in many loops is neutered when you don't run engravings. Having some of this basekit would help him immensely. And there's lots of potential for reworks to his addons.
Also Shadowborn basekit would be very helpful for Billy.
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The chance that a jigsaw box has your key is determined when you get your trap, not when you search a box. So when people say it's "25%", that's just because there are 4 boxes and they could all contain your key. Right now it's 25%/33%/50%/100%. With 5 boxes it's 20%/25%/33%/100%/100%.
With five boxes, that means you have to search more boxes on average, yes. But remember that they are also now more of them, and they should therefore be closer together. It's also much easier if Pig knows you're on your last box, because you now have 2 options instead of just 1.
It's a nerf I'd say. Very sad that they won't change her power in any other way to make it less clunky and more usable to compensate. It would be so easy to fix her. But I think I'll make a post in feedback about this.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2969792#Comment_2969792
Not implying it does mean you lost. However, we can reasonably agree that hooks/kills are vastly increased post 5th gen with a majority of it from NOED and hook bombing. You can literally just camp secure 1k post 5th gen. I would argue that most kills/hooks post 5th gen are not related to skill, skill hooks/kills being the exception rather than the rule.
Absolutely agree. Noed alone probably massively increases kill rates in low MMR, where it is seen the most, as well as by worse players in general. But survivors playing overly altruistic, sometimes due to underestimating you can make 1k games where you have someone hooked in a good spot into 3 or 4k games depending on the killer and how many mistakes they make trying to get everyone out.
It makes me wonder if BHVR actually take any of this into account when nerfing killers. It feels like very few of the devs actually play the game, I'm glad they're listening to feedback, but if they tried to "get good" with a character like Pig, Clown or Freddy by playing the game, they'd experience their clunky powers first hand and be more inclined to actually change them.
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Remind yourself that these survivors are far and few between. Why they think it's fun doesn't matter. What matters is learning to accept that this survivor is currently in your game, and that you'll just have to live with it. You can't change them, you can't reason with them in post game chat. Learn to deal with it and it'll be less frustrating.
That being said it would be nice if lockers could only give a loud noise notification every 10 seconds or so, vaults became blocked by ANY fast vault after 3 vaults when not in chase, and flashlights could be muted.
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One of the reasons why matchmaking is such a difficult issue to fix for BHVR is that during the evening the survivors quite literally outnumber the killers by 20 to 1, not 4 to 1. So matchmaking goes whack.
In the morning the killers outnumber survivors by something like 4 to 1, for a while and then it wanes off and becomes 50/50 as the day progresses until midday when it flips and then the indifference grows till the middle of the night.
If they really wanted to cut down queue times you know what would help? Some way to prevent killers from slugging for 4 minutes. A surrender option for survs. That kicks in 20 seconds after a certain condition is met, like all survs being either downed or on hook. Of course this could deny the killer hooks, so they would have to fix that by making the surr option count as hooking or something.
Or, maybe a surr option for killers once gens are done. Yes, you can go to gates, but that's 2 minutes extra to every single game the killer has already given up. It's a lot of wasted time.
I honestly think matchmaking is okay right now. I notice there's a much larger disparity in skill, some players are quite good in a match, some are very new. Reminds me of how it was before SBMM.
@DrDeepwound said:
I would give up individual killer MMR to be able to change killers in lobby.
Throw me to the lions on a new killer IDC, but gimme the ability to change killers if I want.
Agreed. Also it's a band aid fix for some killers being stronger than others. If you have strong M1 game you should be fine with a weaker killer unless you've been sweating to max mmr with the strongest killers and builds.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2968071#Comment_2968071
Well, this was not what I asked for :(
I guess it will just be hit or miss with my prestige decisions
https://forum.deadbydaylight.com/en/discussion/comment/2968104#Comment_2968104
It is said "summer" and as the anniversary content was mostly part of the PTB I dont think that the prestige patch will be next month. Earliest I would guess is the next midchapter patch
Great news for me then. Now all I need are cakes during anniversary and I'll prestige the whole roster easy peasy. I'll actually come back with a list of a few survs and how expensive it was to prestige them, but it seems for now that it's a few thousand below 1 400 000 BP to go from 1 to 50 if you go purely for the cheapest webs.
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I fear the prestige rework happening at the same time as the anniversary, or that there are no BP offerings. So I'll play. Hopefully we'll get some more concrete news about it all with the patch. All I want is a few weeks with cakes to get some P3s before the prestige rework.
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Sure, but Dead Hard isn't unproblematic. It's fair against Nurse, Blight and a couple other top tier killers, very unfair against the rest. What's a Pig gonna do about Dead Hard used right?
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I use every single BP booster I have at all times, always. Puddings and streamers are the first to go. And then I never use any offerings after that. The only thing I have memories of with these addons is more BP.
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It was never balanced around it, if you changed the POV to first person tomorrow the best loopers would have no chance against even the most basic mindgame, and I don't think they'd ever become as powerful as they are in 3rd person. Also I think half the survivor playerbase would quit, which wouldn't be very good.
That being said, I would absolutely love an option, or even a "meme perk" like No Mither that makes your FOV first person. Making it a teachable to a survivor would be hilarious because people would need to use it for the Adept. That would make for some good content. And honestly it would promote a fun alternate playstyle that would make you rely more on stealth than looping.
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I'm mostly curious about when the patch will drop. I have a feeling the reason they're doing a Blood Hunt right now is because they'll drop the Prestige Rework with the anniversary on the 16th. Which would be a shame if the unique rewards are worth grinding for, or something feel like you "missed out" if you don't get them.
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Read my damn comment.
@MrMori said:
Guess I misinterpreted the rework. I was actually hoping it didn't exclusively activate when a single survivor was left alive. How pointless. I wish games that were decided and done also ended. At the bare minimum, make hooks respawn after 30 seconds after someone dies on them.
I truly despise slugging the last 2 survivors on a dark grassy map, then having to scour the whole damn map to find an Iron Will survivor hiding in tall grass who knows where.
But what I hate even more is multiple survs going to "comp corner", abusing the fact that hooks don't respawn to waste your time. Exact same energy as the killer bleeding someone out out of spite. Hooks not respawning is an insanely outdated mechanic anyway.
All I wonder is if I slug them both and hook one, will I then automatically mori the last survivor who's already downed? I'm guessing not.