MrSmashem
MrSmashem
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- MrSmashem
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Grabs can be done while unhooking, just like you can grab a Survivor off a Gen. The rest sounds like latency.
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I've been having the same experience, but as someone who plays both sides, the game is definitely in favor of Survivors; which is what blows my mind. How can a team of 4 Red Ranks, with a game thats balanced in their favor, not manage to get 2 Gens done? My teammates consistently unhook in front of Killer without BT, they rarely do Gens, go on 20 second chases before getting downed, can't find totems, etc. I can't wrap my head around how they are Red Ranks, other than they were boosted by playing SWF and I got matched with them while their team is offline.
And if you only play Solo Survivor, I can honestly see why you'd think this game is Killer sided. I can't remember the last game I got an escape in; but Im holding to the reality that most players don't play Survivor well. Literally just last match, I was playing against Hag, had a Survivor slow walk(seriously, not crouched) to unhook me, miraculously they didn't set the Hag trap off, but then sprinted away, setting the trap off and I got immediately downed/re-hooked. Then, the same dude comes back, sets the trap off before unhooking me this time(also unintentionally), hides until it goes away, then goes for the unhook while Hag is running straight for me(I had Kindred) and I get immediately downed again and Killed. I basically got 1 hooked and depipped because a Rank 3 couldn't figure out how to unhook safely against Hag. Like bro, how on earth are you a RED RANK?
Imo, a chunk of these guys have to be artificially boosted by their SWF groups and never learned how to play as a Solo player, because there's no reason Red Ranks should be making such horrible plays.
This got a little heated, but after that last match and my mostly horrible night last night(1 pip from Rank 1 Survivor, and managed to black/depip almost every game because of these teammates/matchmaking), I need to vent a bit, lol.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1738325#Comment_1738325
That’’s only because most killers think that win is 4k. If the average kills were 2k and you do 4k 1 of 10 games this Will be a better game and less toxic and stressful
The Killers entire objective revolves around stopping Gens so that they can contain the Survivors and eventually kill them. If the game averages 2 kills and 2 escapes, you basically want the Killer to fail their primary objective, on average.
Sorry dude, Survivors shouldn't get free escapes, those should be earned. In the same way, Killers shouldnt get free kills, those should be earned, as well. A game thats balanced around one side essentially failing an objective, and the other pretty much guaranteeing they succeed unless they really suck, is horrible balance. Killers will always feel cheated and Survivor wont be nearly as satisfying.
And I can say with pretty much 100% certainty, as someone who plays both sides, I wouldnt be playing either if the game turned in to that.
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Rule #1: There are no rules.
Rule #2: Refer to Rule #1.
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@KilltheKiller said:
Yessss exactly. Killers are op. Especially since all it takes is two hits to down someone. Maybe if it took 3 hits then the current speed would be good.
So either give us 3 hits, or make gen speed double what it is now.
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Gen speed is fine, the fact that it's Survivor's only objective is not.
Edit: In the current state of the game that is. You could just shrink the maps and forgo another objective.
Against a decent squad(that focuses Gens and knows how to loop), the reality is that most Killers can't keep up.
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Dude, you just went off on nothing, but a bunch of your own conclusions. Chill out and wait for the map to drop before wiggin out.
Most people, including Behavior(I'd assume) know why Ormond is considered a bad map, or are at least aware of the complaints. Lets see where their head's at.
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If you're crashing that much, instead of asking for D/C penalties to be removed, you should be looking into troubleshooting. Submit a support ticket, create a post in the Bug sub-forum. Ask some questions: Does the crash happen at the same point every time(immediately after loading into the match)? Is it a certain map? Is it a certain character? Does it happen with specific perks? Could it be related to your system specs? Etc.
D/C penalties are needed and under normal circumstances, they shouldn't negatively affect anyone who isn't abusing the system. Your circumstances seem to be unique(if you're being honest), so instead of removing the penalty, you should be looking into what's causing your excessive crashes.
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Dude, you realise doing Gens is the primary objective of Survivors? Why wouldn't they try to get it completed ASAP?
The fact that Gen Rushing(or rather, just doing the Survivor's primary objective) leads to boring gameplay falls on the Devs; its their job to ensure that the game is fun, not the players. If playing the game efficiently isnt fun, then the Devs need to address it. You shouldn't expect players, who are competing to win, throw or delay their objective to make things more fun. If they do, cool. If not, that's the game.
And for the record, I prefer Killer(although, I play both roles) and agree, the game has a serious problem with how fast Survivors can complete their objective and escape.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1702860#Comment_1702860
https://forum.deadbydaylight.com/en/discussion/comment/1702932#Comment_1702932
The map looks like a bland copy and paste of Yamaoka because of the lack of any unique colors. Don’t get me wrong, I think we all love the graphical rework to an extent, but does looks bland compared to the tone it once had.
I would rather have slightly outdated graphics with a map that has a unique tone than a map with improved graphics but a bland, dark grey tone.
Disagree completely. Yamaoka looks distinctly different than MacMillan to me. The sky is orange instead of blue, it has bamboo everywhere, architecture is completely different, loops are wood/bamboo instead of brick/concrete, shack is different, it has statues everywhere and more; even the ground textures are different, Yamaoka has dirt/snow, while Macmillan has dark mud. The only thing that's the same is the grass, and maybe a few bushes and trees(?).
Im surprised by how many people claim all three realms look the same, despite them being very distinctly different.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1702884#Comment_1702884
You are so very wrong. People are competitive, not games. Competitive people should stick to competitive games, or (like myself) put aside their competitive nature on inherently non-competative games.
PvP ≠ Comp. That is a fallacy created to justify people bulldozing opponents by using drastically unfair advantages.
com·pete
/kəmˈpēt/
verb
verb: compete; 3rd person present: competes; past tense: competed; past participle: competed; gerund or present participle: competing
- strive to gain or win something by defeating or establishing superiority over others who are trying to do the same.
- "universities are competing for applicants"
Does DbD, and lets extend that to PvP, fit that definition? Yes. Regardless of whether or not players choose to take it seriously, PvP is inherently competitive; it's literally the foundation of the game-mode. And that leads back to my point, balance =/= competition. Just because a game isn't tournament-ready(or ever will be), does not make it non-competitive.
Your personal definition of competition doesn't change what it actually is.
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@TheWarNung said:
I actually love the rework. There's alot more to making a map look unique than giving it a color tint. The crumbling brick maze tiles look very distinct and I really like the wider window vaults.
The main buildings look a ton nicer as well.
Agree completely. I hated the old blue filter. The map looks much richer now, and to me, it still has MacMillan vibes.
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@MadLordJack said:
Because certain people actually hold tournaments in this game for actual, real money. Yeah. I know. Dumb as dumb can get, and they don't see what they are turning the game into, because they just want everything that's PvP to also be competitive.
PvP is competitive by nature; even games like Fall Guys are competitive. I think a lot of people are getting balance and competition confused. Anything that involves 2 or more people being pit against each other to achieve a desired result is considered a competition, which explains why people play to win; its just, people care to varying degrees(if they care at all).
This is why you can find Leagues for just about anything, including games that are just meant to be fun(I.E. Paintball, Ultimate Frisbee, etc.). Some people have fun screwing around, others have fun pushing themselves and trying to win. Those who like to compete want the game to be fair and balanced, and some take advantage of broken mechanics to secure the win; meanwhile, players who care less about winning get steamrolled and discouraged because they just want to enjoy their time. This is a problem that most middle-ground games have(and most games are in the middle-ground).
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Because some players are competitive and play to win. You'll find that in any form of competition, whether you take it seriously or not.
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@ABannedCat said:
McMillan looks so ugly now. It lost its characteristic blue hue, the trees and grass look so ugly.
I dig it.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1692590#Comment_1692590
Trust me, this game has issues with frames on PC, too.
Oh no doubt, but us console peasants are all running the same hardware and have been since this game came to console. Usually PC performance varies due to the strength and variety of specs, but we've been rockin the same stuff this whole time(and we've had issues this whole time, not just after this update...its just much worse after this update).
Not sure why this game still can't consistently stay above 30 FPS on consoles, especially when much more graphic-intensive games can(and can even hit 60+ fps).
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@Zeezy4Squeezy said:
Ok, I just go through a game where I sabotaged a hook before they could hook the other survivor. He immediately drops them and tries to come for me. I loop them for two fens and he lost me in the shack. He then proceeds to slugg EVERY survivor (except me) and tries to force me down as well as everyone else on the ground. Once he gets me in a pallet drop ( these hotboxes tho 🤣) he hooks me with everyone else of the ground for a 4k. This was a Freddy.
Why is everyone so angry with these sabotages? I'm generally concerned for the try hards because the sweat is so real I can't help but crack up everytime. I'm not throwing dirt on anyone, except this Freddy, but holy crap he was sooo mad 🤣
Just from my own experience as Killer, Sabo's can be extremely annoying when combined with everything else. I've played matches where Im dealing with DS, body blocking, pallet saves, constant flashlight harassment and then after winning a chase, I finally get to a clean hook and it breaks 1 second before I get there, ngl I've started seeing red.
Most of that bothered me more when I was newer, but even still, if a team is throwing everything at you everytime you get a down, it can get pretty irritating at times.
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PS4 Pro here. Game is extremely choppy and framerate is definitely sub 30 fps on certain maps. Performance is absolutely worse than it was pre-patch, which still wasn't great depending on the map.
(Also, Kate's ponytail from her Rift outfit now floats when hooked, repairing gen, etc.)
It sucks, man. I get that this was a PC title originally and moving to console can be tough, but this game should be running at a stable 60 fps after 3(?) years on console; especially after they said over a year ago that they'd be optimizing it. At the very least, it shouldn't be getting worse.
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I agree completely. The whole BP system needs a rework. I've put a few hundred hours into this game, and I only have 1 Killer with almost every Perk at Tier 3, and that's with only half of the Teachables. I have 2 others with maybe 75-80% unlocked; again with only half of the Killer Teachables. My Survivor side is even worse, but that's not as grindy unless you want to use a bunch of Survivors(which I do, btw).
The fact that I can put that much time into the game, a $40 game no less, and still be so far from having full freedom over my builds, is ridiculous. Prestiging, fine; you can make that take however long you want. But at this point, I should be able to use pretty much any Killer/Survivor and build that I want.
This game has F2P mobile level gameplay grind, and it's not even financially incentivized. I don't get it.
Imo, they have some easy options for fixes:
1. Remove Perk tiers.
2. Take Perks off the Bloodweb and give them their own store(including Teachable unlocks), so you can buy them independent of the Bloodweb(maybe for a slightly elevated price) and choose what you want to unlock.
3. The easiest, just increase BP gain at the end of each match. Give an average of 100k-150k BP per match(maybe more, math would need to be done) for each side, without multipliers. You can keep the same scoring system, but change the BP gain.
4. Make Perks a 1 time unlock across all Killers and Survivors.
5. Some combination of the above.
I can't see any drawback to any of this. Newer players will have a much lower bar for entry(at least, in terms of build, which is huge in this game) and matches will become more varied and competitive. Plus, with a greater selection of Perks, more Players may experiment with builds, which will provide the Devs with more data to work with, to better balance said Perks.
Right now, I straight up refuse to play some Killers because they're level 1, and who knows if I'll even have the patience to grind long enough to get decent builds for them. I only have the builds I want on 3 Killers and limited options on 2 of those(there are a solid 10-15 Killers Im pretty interested in), and Ive already come close to burn-out a few times, due to the grind. I want variety, I want to experiment, but I can't. I've played through hundreds of hours waiting, and Im kind of tired of it. Im getting by, by switching between Survivor and Killer, and trying to focus on the gameplay, but the grind still gets to me at times.
Imo, this should be a top priority and it seems relatively simple. A few values/number changes could literally transform this game for newer players. If they're nervous about retention, look at CoD; levels 1-55 takes like a week of casual play, but they have/had loads of Prestiges and Challenges for those who wanted to grind. For those who didn't, you get everything you needed(gameplay related) pretty quick. That's where this game needs to be.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1686823#Comment_1686823
I got a poisoned jelly bean.
F
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Just looked up the vid I think you were talking about, and while I don't have a PC(so someone can correct me if Im wrong), it looks like he has lower graphics settings than we do on console. From what I understand, lower graphics settings have better visibility and for that reason, some PC players intentionally lower their graphics(also for better framerate).
Unfortunately, we can't do that on console. I have no idea why; but as someone who prefers framerate/performance over graphics, Id love variable graphic's settings on console. Im going to go out on a limb and say that even on next-gen consoles, we're probably going to have standardized settings for the platform. Even with(what I assume will be) better framerate and graphics, we still won't be able to lower the graphics for better visibility. The game is meant to be darker in it's truest form and if consoles can get even closer to that, that's probably what we're going to get.
Fortunately though, not all PC players utilize that benefit(some like better graphics over visibility), and even if they do, that's really one of the few areas that PC has a significant advantage, imo.
Also, just to clarify, I understand PC's have graphics settings because there's a huge range in specs; some PC's are vastly more powerful than others. Consoles all have the same specs(within their platform), so there's no significant reason to provide graphics settings. Imo though, Id love to see graphics settings come to console in some way, so that those of us who care about better performance have a way to get it. I know some games have developed a "Performance Mode," which is a step in the right direction, but still not enough.
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Whenever you need to. Its a resource to be used.
Ideally though, you should aim to only use pallets when you absolutely have to. Loop as much as you can without them, regardless of the strength of the pallet.
Edit: Less pallets used while completing Gens=more end-game resources, which can then be used to secure an escape.
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@Sluzzy said:
Just imagine for a minute thinking killer is still stressful after being handed a fast mobile killer with virtually no cooldown and the most broken perk build AND a wall hack add-on for sweet icing on top. The devs can nerf survivors so they can't run and killers will still complain and threaten to quit.
Just imagine thinking Killer is balanced and okay because they released 1 decent, high mobility(and pretty high skill) Killer and 1 good Perk(that isn't even great against decent Survivors, or bad RNG), that plaster fixes a broken foundation and give Killers slightly more breathing room. We can just pretend that the game doesn't have 20 other Killers, of which the majority can't even come close to doing what Blight can; and everything is fine without Undying+Ruin, especially for M1 Killers.
And btw, if you're complaining about Compound 21, but not something like Renjiro's or Black Incense, you should probably read up on some other add-ons. There are far more effective aura-reading add-ons for other Killers.
Just a side note to go along with this, Blight is not great right now with all the sliding that happens. He's very inconsistent.
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I play both roles pretty equally, but prefer Killer; its also the role I started with.
In general, it can be. Despite comms being a huge advantage, even in casual SWF groups, not all utilize it properly. Sometimes you can get 3 or 4 average players that you would stomp if they were solo, and with comms they're a bit more challenging and it makes for a more fun match.
On the flipside, SWF who are competitive and efficient(mostly at high Red Ranks), absolutely not. They have a clear and significant advantage over Killer, and playing those matches are some of the most unfair and unfun matches I've played in just about any game. I have no problem getting stomped when Im just outplayed, but when Im playing well and still getting stomped, there's a clear problem. Anyone who refuses to admit that competitive SWF is a problem in this game is either blind or biased. And imo, this game will never get close to being truly fair and balanced, until the gap between solo Survivor and SWF is bridged; someone will always suffer, be it solo Survivors or the Killers.
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Crashes are too infrequent to justify completely removing the DC penalty; more damage would be done through rage-quitters, than would be done to those who crash out.
As far as a rejoin option, I like the idea, but I doubt that'd work. Not only would they have to come up with an in-progress spawn system, so you dont just pop into the game right next to the Killer or something, but I can see it being abused like crazy. About to go down or get hooked? Close the game and rejoin, you're good as new. I guess you could give someone 1 hook each time they leave and rejoin, to fix that, though.
I have a feeling that from a business/developing standpoint, settling with crashers getting a small penalty and just trying to fix the reasons for crashes would be the better option, though. Like I said, its infrequent enough now, that I'd hardly consider it a problem. Ive crashed maybe 3-5 times max, in the past 5-6 months. I can handle a few minute penalty for that, if it means my games won't get ruined by rage-quitters.
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@kaeru They want to win, but don't want to face the struggle of getting better.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1680656#Comment_1680656
Killer queues are amazing (short) as a result of cross-play. Survivors on the other hand have to wait up to ten times longer than they did prior to cross-play.
Yeah, late night Survivor specifically, takes me probably 5-10 mins on average to find a room. Afternoon's usually not too bad, though.
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@kaeru said:
Is Killer queues are ok? I haven't played killer recently but survivors queues actually seem longer.
Killer queues are almost always less than 15 seconds for me, around the clock.
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It's only ever happened to me once, on Lery's and I was on the Survivor's side. A 3 man just huddled up on the second level, in a corner. Outside of that, I've never seen it happen.
I will say, sometimes it can feel like the Survivors are holding the game hostage if they're trying to find a key or something, but that usually works itself out at some point.
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Ormond and Red Forest are the 2 I'm looking forward to. I'm thinking they're probably going to update Autohaven and Coldwind next, though.
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I've legit said "piss off, entity," a few times after getting wrecked by MLG SWF hit squads.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1677426#Comment_1677426
i like how you sit there and complain about people who like grinding for dopamine hits while simultaneously trying to peddle this "play to get better/win at the videogame" mentality as if your way of thinking is vastly superior and in some way more useful to society. like, ok boomer, we get it, you preferred the good old days where games didn't have progression systems. you hate social media. the same old boomer rhetoric that we all see and hear on a daily basis. like dude, use that kind of energy elsewhere instead of on a videogame forum. like facebook or something. i'm sorry that society hurt you i guess.
and you're right, i am free to play and do other things. and i have been. i just know dbd is on the cusp of being better, as it always has been. but the devs lack the vision or leadership to make the changes they need to make to keep a lot of "veteran" players (esp veteran console players) properly engaged at this point, aside from new content releases (which doesn't even bring everyone back depending on how people like/dislike the killer)
enjoy your honeymoon phase with dbd while it lasts
Lol, must've struck a nerve.
This isn't Boomer rhetoric bruh, it's science. Go read into the reward systems of the brain. Companies use neuroscience to manipulate customers into using(or continuing to use) their products, because that's how they make money. The more you're hooked through these little feel-good rewards, the more likely you'll spend money, watch ads, etc. This is fact. The reason I take issue with it, is because gaming companies are getting away with selling sub-par products, because the shiny things keep people engaged(why do you think unlocks and loot boxes have flashy animations and distinctive sound effects?)...and if they just artificially adjust a few numbers and make it grindy enough(but not too grindy), people stick around and spend more money. That then leads to further diminished quality in games, which in turn affects me. When gameplay alone is what you have to keep you engaged, its quality has to go up. When you have shiny rewards to keep you engaged, the gameplay just has to be tolerable enough to get you to stick around.
And speaking of superior(btw, where did society come into play here? That's way off-topic); look, you can do what you want. I'm not telling you how to play. You spent your money on the game, you can do what you want with it. But why play a game you aren't enjoying, just so you can unlock some stuff that you're going to drop once you get everything, anyways? Seems kind of pointless; and I know, because Ive done it myself. The whole point of playing a GAME, is to have fun. If you're dropping the game after you unlock everything, you're obviously not enjoying the game, you just like the feeling of unlocking stuff.
And I agree, this game is on the cusp of being better and imo, you seem to actually give a crap about it because you're on here(especially if you don't play anymore) and actually bothering to have a discussion. And yeah, it sucks that the game hasnt gotten to a better point. In my 5-6 months, I see the flaws in it, but its still a solid game and has loads of potential. And I think despite how this discussion went, it seems like we both want the same thing(based on your last paragraph): better gameplay, which I think we both agree is more fun and rewarding than some crap you get after playing 'x,' hours. And that is exactly the point I've been making this whole time.
And just to clarify, my original comment wasnt directed at DBD, it was directed at the mindset OP has, which I see a lot nowadays, "I ran out of stuff to unlock,"..."cool, now you can just play the game." The rest was just me explaining where said mindset comes from, which expands beyond the video game industry.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1677327#Comment_1677327
sports: you learn communication and teamwork skills, and if you're really, really good (and really lucky) you could get scholarships to quality colleges and potentially chase being a professional player
with dbd you might get into a 15k tournament only to almost lose to bug after bug LOL
and i disagree with survivors not having an edge on K&M. tighter turns are possible and directional movements are quicker. just because someone like marth prefers playing on a controller doesn't mean it's optimal. and yeah, performance is a huge issue in this game, and i bet even next gen is going to have a host of issues because i'll be honest, they just suck at optimization in general, and i wouldn't be surprised if they try to bite off more than they can chew with the graphics updates.
besides all that dbd just doesn't have the same staying power as some games in other genres. a lot of the streamers i watch openly admit that they don't play dbd outside of streaming it, and say that they probably wouldn't if they weren't doing it as a job. even more you can just tell that they're nearing their breaking point. the game's stale, it needs a shakeup. or competition. i'm sorry that your hardcore gamer head can't see that
E: edited that last bit to be less inflammatory, but still jabby
And you can't learn communication or teamwork in the same way from SWF? If you want to go that route, how about we dive in to multi-tasking, planning, logic building, hand-eye coordination, stress-management, quick thinking, tactical decision-making, reading non-verbal cues, spatial awareness, reading and interpreting data, etc.
And scholarships are something you can potentially gain from improving your skills in certain sports, that still doesnt make said skills transferable. Using that logic though, you could make the same argument against playing games in general; theyre played for recreation and/or competition, and most wont get you money, so why play at all?
Youre kind of moving the goalposts here; but regardless, my point still stands. If you enjoy the game, that should be enough.
We can agree to disagree on Controllers. As someone who plays with a Controller, I've had very little issues with more precision-based Killers and had no issue optimizing my movement with Survivor. Dodges, hugging loops, etc. I can do fine. If there is any difference, it's minimal enough that it shouldn't dissuade anyone from playing the game, cross-play or not.
To be fair, this is a pretty niche game and its been around for what, 4-5 years now? Im sure its stale for people who've been playing it this whole time, or even half of that time. Not to mention, the balance is pretty poor(imo) and a lot of stuff needs work. That doesnt detract from my point though, which is that games dont need a proverbial carrot on the end of a stick to keep people playing, despite the fact that a lot of modern gamers feel like games need that to keep them interested.
If a grind/reward is what keeps you playing a game, rather than the gameplay itself, either you or the game is doing it wrong. Those rewards were originally added to games to keep you coming back, but over time, they've grown to become the reason people play the game. Each reward gives you a little kick, and the more kicks you get, the more you begin to rely on them. Eventually, you get trained to seek those out and the game itself fades into the background; it just becomes a way to get rewarded. And that is a problem with our culture in general, everyone is hooked on social media because of the likes, upvotes, shares, followers and comments; everything gives you little dopamine hits which keeps you coming back. Games have adopted the same strategy, with trophies, medals, unlocks, levels, xp, currency, loot boxes, etc.
Games have stopped being about the game, and more about what the game can give you; what you can grind for and show-off. Games weren't like that back in the day; you played for the game and the experience; you didn't get many rewards, if any. At most, you could grind for Rank, and that was more of an external reflection of your skill than it was some kind of reward.
On that note, if you think this game is stale, you're free to play something else. After-all, fun/challenge should be the whole reason to play a game in the first place. If you aren't having it, why play? Personally, Ive been playing for 5-6 months now, so its far from stale to me, and there's still a lot I can learn/improve on, so Im still playing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1677236#Comment_1677236
the problem with dbd is that there's basically no reason to get better at the game because none of the skills you learn transfer to other games, and the ranking system is a joke anyway
and now that crossplay was added console players might as well just quit while they're ahead since the mechanical skillcap is far easier to reach on M&K compared to controller
No reason to get better at a game you enjoy, because getting better at that game doesn't make you better at other games? What? Dude, excuse my bluntness, but that's a pretty lame argument. If you like the game, that shouldn't matter. I played the crap out of Splinter Cell SvM as a teen, and that game was(and pretty much still is) one of it's kind. I wanted to get as good as I could at it, because I loved the game, not because it'd make me better at other games. If I wanted to be better at other games, I'd play those games instead. Did you not play sports because those skills didnt transfer over to anything; kicking a Soccer ball didn't translate over to catching a Football, or swinging a Baseball Bat didnt help you swing a Golf Club? If that's your mindset, you're going to miss out on a lot.
And the crossplay argument is also kind of lame. For Survivor, there's basically no benefit to KB+M, for Killer, Id give a slight edge to KB+M, but in practice its pretty negligible if you have experience with a controller. Sure, I might lose a Deathslinger vs Deathslinger match with a controller vs a good KB+M user, but I'm not playing against other Deathslingers; Im up against 4 Survivors. As a Controller user, I haven't had much issue with ranged Killers or technical Killers like Blight. I will say, I think some extra controller settings could help, but overall if youre familiar with a Controller, its not bad. Hitboxes in this game are pretty generous and pinpoint precision isnt necessary. All that PC really has going for it are Performance and FOV/Graphics settings. Performance should be taken care of with the next-gen consoles+the graphics updates.
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@Kalinikta said:
You should play the game because you enjoy the game, not to grind out levels, gather all the gear, perks, addons, etc. This is just a general idea of games in my opinion, play because it is fun and stop when it isn't any longer.
The sense that you own everything you want, everything you need and more... that is what we call end-game. Congratulations you no longer have to worry about your points, grinding yourself to a point where you get your build in line and all that. The grind has come to a halt, but you can still enjoy playing the game.
I might be to old to not get it, but the really old games didn't even have saves as in every time you booted up, you started fresh. So, I don't get the idea that you play for purely the grind and once that is over you are done. I enjoy a good grind, but I also enjoy it when its over... it is about the moment, the session and gameplay.
Yup. I remember when games didn't have any unlockables and you just played to get better/enjoy the game. Blows my mind how many people need a reward of some sort to continue playing a game; the reward is playing, winning and improving.
Unfortunately, that's the way everything is now. Everyone's hooked on Dopamine; from unlocks to upvotes, gotta get that fix somehow or else it's too boring.
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I just want to be able to run around the Maps, solo. As someone who really just started playing 5-6 months ago, maps and loops are not the easiest things to learn in-game. Im much better off now than I was 5-6 months ago, but I still feel like Id benefit a lot from just being able to freely explore outside of an actual game.
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Gonna be honest, idk why stuff like struggling on pickup or even struggling on Phase 2 of Hooks are a thing. Struggling should just be automatic, imo.
Give me an "End struggle," button instead and call it a day.
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Personally, Id go with TT or BBQ.
Surveillance and Ruin is an amazing combo(if you can keep Ruin up), because the Gens auto-regress, which gives you loads of info without slowing you down. By itself though, Surveillance takes too much work to be effective, especially in early game where there are loads of Gens and they're all spread out. If you aren't careful, you can spend half of the game running around, kicking Gens so you have intel, meanwhile the Survivors are back on them before youve kicked them all and you start losing objectives. You can also become hyper-vigilant and try to stop every Gen that's getting worked on, which can also backfire, because you spend way too much time running back and forth, chasing Survivors off Gens.
TT is alright, the cooldown kind of hurts it, though. When it activates, it tells you all you need to know and gives you a little bit of a buffer on empty Gens, for your hook. The downside is, if you get downs in quick succession, you'll get limited use out of it.
BBQ is by far, the best of the 3, imo. It will not only show you Gens that are being currently worked on(through the Survivor aura), but it shows you everything the Survivors are doing, unless they're in a Locker. You know where they're at, where they're heading(unless they're clever and juke), if they're mid-action(repair, search, heal, etc.), if they're clumped together, etc. Plus, you get that sweet, sweet BP bonus. Its better all-around.
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@xevra said:
everytime I see a blight swing I get a picture of an old man smackin kids with his cane yelling "get off my lawn" lmao
Dude, when playing him, I sometimes have the same thought after smacking a Survivor. "Get off my Gens, you dang delinquents!" SMACK *Survivors scatter like scared teenagers*
Really adds to the experience.
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Killer: Undying/Ruin, always. Gens are a bit ridiculous otherwise and if it holds up, it really gives you a chance to play the Killer.
Survivor: DS. Outside of that, I feel like I can switch around my build, but DS gives me a chance to play Survivor without worrying about getting tunneled out of the game too fast. DH is close to mandatory, but I have fun with other exhaustion Perks, too.
So basically, anything that keeps me in the game longer, for either side.
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@BitingSea said:
As a killer main, Decisive's Otz fix is decent but you're very correct on healing and totems. If they GENUINELY sit there and cleanse a totem, then heal teammates, then self care, they are not being tunneled at all. DS needs to be a shorter time, but stop during chase, like what if it had 20/25/30 seconds duration, but would last forever while slugged or chased. Undying just needs to lose aura reading, otherwise, perk's balanced, it's an entire perk slot to make sure one stays up for a little longer. At last, Noed, this perk, sucks. Noed is honestly garbage on any normal build besides a Blood Warden Endgame Build. Noed is supposed to be a signal of "Hey, you should leave now" rather than "Go on a scooby doo scene to find the totem then probably die anyway so then you complain in post game". Blood Warden should deactivate if a survivor is suffering the Exposed status effect 15 seconds into it's activation. Noed is honestly trash and only gets you 1 kill, which is still a loss tbh. Otherwise, the patch is good, but I really don't agree with the DS and Noed fix at all, the Undying one is not good either.
I disagree with the DS timer stopping during chase/slug. If you decide to heal 50 ft from a hook and I see you with Nurses, or you just straight up decide to heal in my face, I shouldn't be punished for downing you. I shouldn't, as a Killer, be forced to just let you walk away because DS will stay up otherwise.
If you unhook and have any doubts about whether the Killer is going to come back to investigate, you should be getting to a safe location to heal. And I can imagine, if the timer did freeze, getting into stupid scenarios like going on long chases with DS on 29/30 seconds and still getting DS'd because it didn't hit the full duration.
I think any kind of freezing is a bad idea.
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@aEONoHM said:
https://forum.deadbydaylight.com/en/discussion/comment/1670373#Comment_1670373
This is the best comment in this post.
Except, its not an equivalent. Survivors hiding all game and not doing Gens will cause the game to go on indefinitely, because there's no time limit. A Killer who is actively downing Survivors, even if said Killer isn't hooking, will eventually lead to the game ending.
Those 2 aren't the same, at all.
Edit: One is holding the game hostage, the other is an inefficient way of completing your primary objective.
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To play against:
1. Blight
2. Demo
3. Leatherface
To play as:
1. Blight
2. Ghostface
3. Pig
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@Sluzzy said:
Buffing survivor and improving the fun factor should be a higher priority than match imprisonment.
"Buffing Survivor..."
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Idk that I'd call it "toxic," but I doubt its very fun to play against. On the flip side though, you're kind of giving Survivors extra chances if you can't get a full 4-man slug, and its not very efficient. You're essentially giving them a mobile hook(crawling while downed), with a faster unhook(tap to pick up, at full recovery bar), that's undetectable(no explosion notification) and has more than 3 attempts(potentially far more) depending on how much they bleed out. Seems like a bad strat all-around(unless you just camp downed Survivors, but like hook camping, that has counters, too).
Plus, 4 hooks a match is probably going to de-pip you quite a bit.
The best use of slugging is, imo:
1. You know a Survivor has DS and you're waiting it out.
2. You know other Survivors are in the immediate area and decide to go for multiple downs(snowballing).
3. You're down to 2 Survivors and want the 4k.
4. You have some Iri add-on that shows auras and you're using a high-mobility Killer(would recommend actually playing a bit before you go nuts, though...mainly for fun and extra points).
Anyways, I don't think you're holding the game hostage either, that'd be like downing all Survivors and letting them bleed out intentionally, or as a Survivor, hiding indefinitely and not doing Gens. You have the intention of ending the match and hooking, you're just going about it in your own way, which is still playing the game. I'd recommend not doing what you're doing, but do your thing, man. Unless a Dev/Mod says otherwise, I think you're good.
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Disagree completely. The current system is random on other platforms, as well. I had to go through 2.5-3 million BP and got all, but 9 of the perks I've unlocked(I have 4 pages, so Im close to all) before BBQ even showed up in the Bloodweb for Blight. That didn't force me to learn to use other Perks, that just meant that I had to be frustrated for 2.5-3 mil BP worth of games, until I could get the Perk I wanted.
The reality is, Meta Perks are Meta Perks for a reason, and no amount of being forced to use other Perks will increase the other Perk's effectiveness. The strength and effectiveness of the Meta Perks remain the same, so they're always going to be the better option, regardless of whether or not you have them. If anything, the system being more random will just create more imbalance and frustrate/disadvantage those who don't have said Perks. Take it from someone who started seriously playing this game 5-6 months ago; grinding out BP was miserable on Huntress using her base Perks+Whispers, especially when I got into the higher Ranks, against skilled Survivors with Meta builds.
If you want more variety in Perks, the only solution is going to be balancing. Forcing people even further, to use Perks they don't want, will only create more imbalance and frustration.
Honestly, I think they should take Perks out of the Bloodweb completely and maybe even remove Tiers, then put them into a Perk store or something, where you just grab what you want. Theres no reason to lock Perks behind the insane grind, on top of making them completely random. Balancing them would probably be even easier as well, because people would have more freedom to use what they want, and then you have more data to work with for balancing("no one uses 'x' Perk, maybe we should rework it").
Just to give you an idea, Im up in the 80's for my XP level. I have no clue how many hours Ive played(on PS4), but I've been playing consistently since Pyramid(maybe 5 months?). If I had to guess, 200-300 hours? I have probably 20-25 unlockables yet to get on Killer, and the only Killer I have all the Perks on(which I don't now, due to Blight) is Ghostface. I just got through my 3rd page on Blight, and now my Pyramid is around level 45. Most of my Killers are between 30-40 for Teachables. Thats after a couple/few hundred hours, including the 4th Anniversary event. Don't even get me started on my Survivors(although, definitely less grindy).
So after all this time, I can only use whatever build I want on 1 Killer, 0 Survivors. That didn't teach me anything, other than the fact some perks are significantly stronger than others. And its served as everything from immense frustration that I can't enjoy(or even try, if I want to compete) certain Killers because I don't have remotely viable builds for them, to straight demoralization and not even wanting to play at times, because of how far off I am from getting to where I want to be.
I hate feeling like I have to play Killers I don't like, because they have BBQ and Ghastly Gateau's. I hate getting burnt out on the few Killers I have decent builds for, because I'll severely struggle with everyone else. And I hate not being able to play Killers I want to play, because the Perks I have for them suck.
/rant
Sorry, hit a nerve with this one. Btw, Id bet the reason you don't see the Meta Perks on mobile is because the community is smaller, plays less and is less competitive. If people put the time into mobile that they do all the other platforms and they were equally as competitive, I guarantee those Perks would be popping up a lot more.
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Yup, actually made this account specifically to post a bug report on it. Dude's unplayable in his current state.
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@C3Tooth said:
@MrSmashem Grass, thats the point.
In 2 different realms that 30% objects are different, the other 70% (grass & plant) make each realm 70% alike. They can just change the grass in each realm, I believe it will be good enough
I mean, if you look at the old grass, its all pretty much the same(and generously distributed), as well; just different shades(some are the same). The new grass is just a lot larger and has a distinctive look, so its more noticeable(which I think they intended to do for viable concealment); the old grass was much easier to ignore.
Im sure there will be some variance to it once we get to stuff like Coldwind(will probably be brown/yellow). The style will probably stay the same, though. We'll see what happens.
In terms of the 70/30 split, I strongly disagree with that number(unless you just picked a random number to make your point and it wasnt meant to be taken literally). Grass, even if it takes up a large surface area of a map, in no way accounts for 70% of the assets that make up a map. But lets just say it does, for the sake of argument, you could say the exact same thing for the current maps. Next time you play, really focus on how much grass covers each of the old-school maps. You'll find that grass is a common feature on all of the maps and there's a lot of it. That's why I think that once people adjust to the new look and it becomes standard across all maps that utilize grass, it'll fade into the background and things won't feel as similar anymore, much like they dont now, because you'll begin to focus on other things.
Btw, not trying to dump on anyone's opinion here. Just throwing in my 2 cents and trying to give people something to think about.
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@C3Tooth said:
@MrSmashem For me, blue filter or not, I dont mind. What I want is to feel each realm is completely different from others. Key buildings and those unique obstacles are not enough.
I just simply Google Asia forest & America forest
https://us.v-cdn.net/6030815/uploads/620IT9ADQ4FV/image.png
Do u feel the different between these 2? There is not even a single buildings. But they give you the feel of "different realms" in them.
Different key buildings with the same plants is just like telling MacMillan Coal Tower & Suffo Pit are 2 different realms.
I love the new graphic though, its just the distinguishing that I complain.
I get what you're saying, and yeah, at a glance those 2 look pretty similar. If you look at them a bit more closely, the differences start to stand out. I digress though, I get what you're saying.
To me though, Macmillan looks very different from the other 2. If anything, Yamaoka and Badham look more similar to me, than Macmillan. Macmillan has a dark blue sky and prominant moonlight, whereas the other 2 have a very similarly-colored sky and no real lighting differences. Badham's sky is like a purple/red, whereas Yamaoka's looks possibly a bit more orange/red. The big reason those 2 feel different(I think) comes down to the map's structure design: Yamaoka is full of Japanese-style architecture, statues and bamboo, whereas Badham has loads of white fences, modern buildings and playground equipment. Yamaoka is much more open, as well.
Macmillan, on the other hand, not only has a noticeably different sky and lighting, but it has wooden crates lying around everywhere, instead of cars or statues. Its buildings are concrete with industrial windows. The loops are broken-down brick and concrete structures with exterior, mounted lights, instead of bamboo walls or fences/houses. Even the ground is a dark mud, compared to light dirt/snow(Yamaoka) or asphalt/grass with flowers(Badham).
I really don't see much that is similar beyond the new grass. The thing is, I think the new grass is really what grabs most people's attention and that's most of what you notice on the new maps. That's why I think a lot of people feel like the maps look similar, which is why I think when all of the maps have overhauled grass and people get more accustomed to it, the differences will start popping out more.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1655300#Comment_1655300
I agree but I think Ruin is incredibly boring. It becomes a cycle of hold m1 - gen regresses, hold m1 - gen regresses.
The devs said they dont want to increase gen times as they dont want people holding M1 forever but if you look at the killer meta now, undying/ruin/pop/thana and things like forever freddy etc it all becomes about survivors holding M1 longer in the end because they’ve never added any meaningful alternative objectives and totems dont really count.
Im not sure the current maps could support it or not but I think it would be better for both sides if the regression and speed penalty perks were phased out in favour of more objectives.
I agree 100%. As someone who plays both sides, increasing Gen repair times would suck; 80 seconds already feels like forever. And I agree that Ruin is kind of lame. That's why I personally think adding another objective+shrinking/reworking the maps would probably be a step in the right direction. Of course, then the top-tier Killers would have to be reworked/balanced to fit the new meta, but going that route would be better than what we're trying to do now, which is probably just going to be balancing in circles.
Once the game is fun and fair for both sides at its core, minus all of the extras(Perks, add-ons, items, etc.), the band-aid extras wont be necessary and they can be reworked to add to gameplay that would already balanced, rather than attempt to patch what's unbalanced.