Neaxolotl
Neaxolotl
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- Neaxolotl
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929096#Comment_3929096
"Ghostface" is a really weird way to spell "Trapper".
Not even sure about that, beartrap seems stronger than 10% haste with super easy counterplay
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He is objectively weakest killer in 2v8 tbh, practically powerless compared to others
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928656#Comment_3928656
yup, i am aware. i argue for both sides, and when i support survivors i get upvotes, and when i argue for killers i get downvotes. all i want is a fair and balanced game, and some downvotes really dont annoy me.
I mean, even if both side has equal percent of people who emotionally abuse downvote/upvote, there is quite a popularity difference between two lol
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@Massquwatt said:
I think it's a fairly easy way to implement such a feature. Once the EGC begins, if all survivors are within 32m of a powered gate then you can abandon freely. Because outside of very specific circumstances and builds, survivors have basically won in that moment for all intents and purposes, there's really no reason for all four survivors to stand around at an open gate for an extended period of time.
You shouldn't even include gate condition, because the time it is most problematic is when they are NOT in gates
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I think they should just make it so bot killers actively avoids final hook survivors…
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928278#Comment_3928278
These people don't care about precedent or how unhealthy for the game it is.
You hit it on the nail, this is a thread for sore losers to band behind.
Just tell me they don't care about game health. All these people care about is their own ego.
I haven't seen anyone calling a person who just want a surrender feature "sore loser", plenty of people would feel quite opposite, and oftentimes those who go against it (surrender feature) would be called sore winner
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@ChuckingWong said:
A change like this would just set a precedent of being able to leave when something is not in your favour and you want to give up.
Thats essentially what this change is, you not wanting to play once the exit gates are powered.
Eventually people will then ask to abandon because there is 1 gen left, or 2, or 1 hook for several minutes etc…
Exit gates powered =/= the game is over.
If you dont like tbagging in an unfavorable scenario, apply that to the entire match, and emotionally grow.
The abandon feature on survivor was changed due to gameplay stalling issues not emotional problems.Great reasoning for why they shouldn't have implemented abandon feature for survivors, but they have done it and it's extremely unlikely to revert it
Gameplay stalling issue still exists on killer side, whether you can understand it or not is different problem though
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290
the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.
Then the question is why killers MUST work for their loss, only to stop survivors from wasting killer's time, when survivors can just instantly abandon the game with zero consideration?
It's as if "but survivors can slug around hoping to get a hatch", when gate is powered survivors can simply hide for 110 seconds straight and leave from the gate anyway without any risk at all, why killers must search for them when you guys already claimed hiding for excessive amount of time is bannable because it's impossible to find them from killer perspective, and even introduced abandon feature to prevent it from happening?
It's like survivors staying on ground for 240 seconds aren't good and should be avoided, but you guys somehow thinks killers wandering around in hopes for finding hiding survivors (which is impossible anyway) for 120 second is somehow healthy for the game, complete double standards
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At least it'd be certainly interesting to see…
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He indeed became another skull merchant, how cool
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@Dwightyboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927692#Comment_3927692
don’t see why they would need to make him have the same ability as wesker is all I’m saying he’s stronger then wesker already he gets a free cheese hit into mend mode and then can just bound/bloodlust you down if he had 4.0 move just like every other killer does hence balanced
Because 4.0 movement speed is a ridiculous nerf to the point it'd almost makes him nurse tier, lol
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@Dwightyboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927689#Comment_3927689
he can already do that not what you mean.. did you not just watch that video? He has the ability to bound right next or in front of you and basically no fatigue and knock you plus with the movement speed he can run you down in a sec even if you have lithe sprint burst or etc…
You know what I'm talking about isn't that simple cancel, but actually biting downs survivors?
At least you know how his power works right?
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You know, if he become 4.0 he would be able to down survivors with his power, do you really want that?
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927676#Comment_3927676
The dc penalty just shifted how people quit, which why we have self unhook quitters now and the go next prevention will simply shift that to next best option (that can't be detected).
The people that want to quit a game for whatever reason won't suddenly participate again, they'll instead just find other ways to quit without being detected.
It didn't shifted how people quit, the amount of overall quitters including self unhookers are reduced substantially, game was literally unplayable during penalty less period
You just don't seems to know the number difference between two, what's important is actual number of those people and not the logic in your head
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927655#Comment_3927655
The main issue people have with quitters is that the game turns into a 3v1 that is impossible to lose for the killer, but even with "go next prevention" that issue will persist because you simply can't force those players to participate. The only thing that will change with this system is how quitters quit, but nothing else.
Except DC penalty already managed to "force" most people to participate in match, majority of people are simply doing "go next" just because it's easy and not because they want to destroy the game, annoy everyone else and get a ban
And it's also working in any other games, too
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927644#Comment_3927644
Even if that was the case, eventually, there will be a point where quitting will be simply indistinguishable from bad/suboptimal plays and the day dbd starts banning players for playing bad is the day the game dies. So, as I said before, nothing will change because they definitely won't go that far.
But then if it takes more effort to "play bad" than simply quitting the game, it'll be the net positive
The fact simple DC penalty itself reduces those who leave by substantial amount already tells the fact, thinking it won't do anything is strange
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so killers get a 6.0 movement speed in compensation or something? so dbd becomes more of a hide and seek I guess
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@Hex_Ignored said:
Exactly. Many people think that locking quitters in a match will make them play again, but they'll just find other ways around the system to still quit without being detected. In the end, nothing will change.
The point is never locking quitters in a match, but rather, simply banning them altogether, there is no way BHVR won't continually improve it as it's equivalent of anti-cheat
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At least those who don't even play the game gonna take a DC penalty, which would improve solo queue quality imensely
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Imagine that shark walking with two fins
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Huge influx of new players, which may or may not be "bad" to the point they might kill the normal games? yeah we definitely needs the go next prevention
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Considering sounds, I suppose the flavor is ghoul biting survivors immediately after vaults or something
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Zero reason not to, gate being powered is 99% game over without any capability of killer input at all, it's just a fact
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926674#Comment_3926674
Imagine survivor who died in first three minutes of game, suddenly getting +MMR because rest of his team escaped.
And what, they must wait as observer untill match is over?
I agree with the premise, but this req same gameplay changes.
I have one such change: remove deaths from the trial. Hooking and moriing cripples survs for some time and hooking needs someone rescue hooked one. Trial has time limit and either survs die all or win all depending on if they managed to fulfill their objectives (mainly gens and gates) within time limit
survivor who died in 3 minutes, but also that survivor literally run killers for 180 seconds? yeah he 100% deserves a MMR increase, 180 seconds are so much it can easily finish 5 gens
And no, only MMR should change according to match results, why do you think a player must stay in a match to receive MMR change? they aren't local number
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926930#Comment_3926930
But you never see people complain about it. 100% of Forum mention Eyrie, Badham, etc when complaining about Map Offerings. Even OP just did.
You never see survivors complaining about sweaty killers bringing best map offering? have you even tried searching for one?
There is plenty
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926952#Comment_3926952
Seeing it from a distance essentially would show the killer where the survivor's area of operation is, or there "secret" healing spot. That would be too much information for free.
But then you'll do same with sounds anyway, it's directional and changes in volume, should be same amount of information as simply seeing totem aura
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@RpTheHotrod said:
First, killers aren't allowed to have accessibility features. Survivors get a visual heartbeat for TR and lullaby, but killers will never get a visual notification of gen progress if in hearing range, if gens are being worked on and are in hearing range, if footsteps or breathing can be heard, and so on. Not sure why, but only specifically survivors get these features.
Second, if that were to change, it wouldn't work out balance wise from a distance since the killer could pinpoint where it is from anywhere. Do you mean perhaps the aura circle pnly showing up if you're in hearing range of the totem? Problem here is it'd be a lot easier to figure out where it is (center of circle). Perhaps an alternative is to see a boon icon appear on the UI if within hearing range.
I don't even see any real problem in it being easier to see, the balance factor is always time it takes to travel to it, not if you can find it or not
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Tell that to nurses bringing specific maps with specific build
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Kill rate goal won't change, it's always nicer if you can run around like a headless chicken yet still get 4k 60% of matches, and that's the world with every strategies being dead
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It's not the real problem that kills/escapes being a equivalent of skill, as they are objectively THE skill indicator
What's actually problematic here is win condition for survivors, this game IS team game, calling it a 1v1v1v1v1 or 1v1*4 is stupid, make it 4v1, and make it a simple zero-sum for survivors vs killer
if 3+ survivors escaped game should count as a win for MMR, if 3+ survivors killed game should count as a loss for MMR, entire team of survivors should get a win or lose, don't change it individually, and please never grant a "tie" for those who escaped with hatches
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Since we are removing "toxicity" from the most part of the game, I feel keeping it as is would be rather weird
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You'll need to remember the fact that solo q may be weakest, but then new killer players are also stays closer to them
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925696#Comment_3925696
55 escapes is no easy task for casual players, doubly so for those that only play on the weekends.
Definitely needs to be reduced to a more manageable number.
I mean, rift itself is never a casual players thing anyways
I've been playing for thousands hours yet I can count the time I've maxed the rift in single hand
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I think it's fine to have "escape once" in weekly or something, making it a milestone is too much
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People wouldn't even try to buy next game if it's what they get for playing the game, well if they make another one at all
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925351#Comment_3925351
The most straightforward answer here is just, spreading pressure and utilising macro strategies (EG, zoning with pallet breaks, creating and capitalising on deadzones, approaching from odd angles to surprise survivors, using utility perks for opening up new options, etcetera).
There's a lot more to the killer experience than trying to leverage unfair scenarios to your benefit as much as possible, it is possible to hone fundamental skills that aren't problematic.
Though, I have to imagine BHVR aren't going to remove slugging entirely, if they're even addressing at all (because as a reminder they called the abandon feature anti-slugging lol) they're probably looking at trying to slug everyone before you ever start hooking.
Also obviously gen defence is allowed.
Except "Spreading pressure” is literally the combination of gen defense, proxy-camping, injure/down/slugging, everything that ACTUALLY hinders generator progress
Of course you can improve general game sense like knowing spawn location learning chase skill and all such, but those really aren't "strategy" imo, viable basic strategy in this game is always one of: snowball and slug-all, tunnel one quickly, 3 gen complete defense, or literally just killing everyone super quick to the point hook itself will be "spread pressure", And they are dumbing down first three while keeping last one which is most difficult to do
Biggest chance would be it won't be something THAT big just like abandon feature, I guess
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At least make them un-bully-able, that's all I wanna say
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Honestly I don't really know what other strategies to use when tunneling isn't allowed, camping isn't allowed, gen defense isn't allowed, and even slugging isn't allowed?
Guess simply running around aimlessly and hitting anything you see is the only thing killers are allowed now? I'm not opposed to the idea as that's what I have most fun with, but it'd require massive amount of buffs to actually work for vast majority of killers which is sub B tier
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first 3 hooks, single kill
Anything else isn't tunneling
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924671#Comment_3924671
Which can now be healed in all of 3 seconds thanks to the new OR perk.
Still not as fast as M1 cooldown, OOM better than circle of healing
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@BasementDweller said:
I get the game didn't do well in terms of sales . I just find it funny that instead of making it a full chapter (survivor and killer) which people would buy, they go the route of making frank stone a $15-20 skin for one of the 'weakest' killers in the game.
The irony as well:
https://us.v-cdn.net/6030815/uploads/QICPBGS4L8IB/17468168696498973875004695478952.jpg
Hot take:
This kinda feels like a slap to the face to anyone who actually enjoyed The Casting of Frank Stone. You have a game that hypes/teases new survivors/killer joining the realm just to go "nah, just throw that all out and make frank stone a skin".
They shouldn't have bothered releasing anything at all.
It especially sucks for anyone that doesn't like playing as trapper.
Honestly even if it had a chance to be a negative profit, they should have made a chapter just to save their trust from crumbling down, but oh well they decided to kill the whole things entirely by releasing as a skin
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We actually got an anti-genrush (better kick) and anti-loop(better everything, and most importantly bloodrust), innately
And then again you have innate capability for dodging (killers can see survivors unlike opposition team), so for now we have three of those
Anti-endurance is… meh, deep wounds exists
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924180#Comment_3924180
high mmr has 40% we dont know the rest.
For the solo survivors, lower rates survivors should have higher escape rate than high MMR
Others would be slightly lower but not so much of a difference
Also considering the stats, high MMR players wouldn't be as little as 10%, because if that is the truth they'd need lot higher than 40% or 42% escape rate to make global average around 40%
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The biggest reason it can't exist is because matchmaking, anything that divide playerbase can't exist in dbd
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924324#Comment_3924324
To be fair, two of the killers on your list are M1 killers.
Spirit and Singularity only have powers to help catch up and their attack even still count as basic attacks, they're M1 killers. I think the real answer here is that - at least higher up in MMR - people broadly gravitate towards the stronger options and there are fewer-but-not-zero strong M1 killers. So, higher up, you see the list of stronger killers, and only a handful of them are M1.
Personally, I still see a lot of Legion, Ghostface, Wraith, and Myers, but I'm willing to bet my survivor MMR is only fairly middling.
I mean, if you consider legion M1 killer, won't ghoul be same? I don't think he can down with M2 at all
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@Shroompy said:
Just because the exit gates are open doesnt mean the game is over. Survivor on the other hand, if everyone is being bled out there is literally nothing else they can do unless they have a way to pick themselves back up.
For more than half of the killers, gates opened and survivor being healthy is 100% lose scenario, and there is nothing else killers can do
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924220#Comment_3924220
Oh no! I'll only win MOST of my matches instead of ALL my matches, like in any other game how I will win most not all matches if I play decently well? Say it ain't so! LockerLurk MUST be having a widdle tanty over a valid playstyle! /s
Unnecessary insult was very unnecessary and you know it. Point to where I "had a tantrum" over people wanting to play comp, all I said was comp is kinda pointless to most people who've played long enough. Most people do not play this way, most people play the game more casually, in fact I see more experienced Survivors run goofy things like flashlights or bring zero gen control on "weak Killers" all the time because they simply do not need those things to win. They're confident in their ability 99% of the time to get that 99% of wins and ACCEPT they may lose 1% of the time. They have let go of that need to win 100% of the time, because they have realized that the more you play that comp way, the more you see you either have outgrown the game and need to go Scrim to improve (where they set the rules specifically for a reason), or that this playstyle isn't as fun as you thought so you just return to pubs where most people play. Why play a style that is more stressful and limits options to stuff you may not even enjoy playing, after all? Makes no sense - I'd rather just go play Dredge with my sensible aura build or Ghostface with an endgame build or Pig with a haste build or Chase Hag or my silly lute perk and a flashlight because that is more interesting.
I usually agree with most of your posts here dude, but I just can't agree with this one. I really don't agree that people who are competitive and bring the strongest stuff all the time are "the most fun and interesting games" either because they always all play the same builds, the same strategies, the same way - it's ALWAYS strong meta perks, strong items/addons, strong Killers, strong tactics like genrush and immediate tunnel, all the time 24/7 because these people almost always feel they a) have to win, b) have something to prove. They're actually not interesting or fun at all, they're really boring.Speaking as someone who's played that way both sides plenty often, and got bored of it enough to just go back to less meta builds and weaker Killers, it's really boring to play that way after a while. Winning all the time gets super boring. In fact my last long break from Killer came because I was winning too hard and I got bored, and also was having no fun on Survivor due to the Give-up Epidemic, because the game was pretty unbalanced for Survivors. It's just not a sustainable style that is fun for the majority of the playerbase, know what I do when I see people who want to win this hard?
I forfeit and give them the win. Because they just want to win. That's why they play that way, they just want a win and they don't care how they do it, so they throw on the obvious meta and slap people around all round to feel better about their egos. Like, no thank you, I am totally fine with that 99% of players who would rather try something interesting and unique than just be Blight and Nurse with four slowdown or a SWF with strong meta items and perks that genrushes all the time. Who actually even wants to play against super strong everything forever, this is a multiplayer game NOT a Nintendo Hard ragebait game. This isn't I Wanna Be The Guy, it's Dead by Daylight, and it's balanced FOR that 99%. If I want that experience, I'll go play Hollow Knight or Dark Souls or whatever.Just because you CAN play this way, does not mean you should. Because I mean, what else does everyone complain about here, always the same things - that 1% of super strong SWFs and super strong meta Killers, right? That's what EVERYONE in this community ALWAYS complains about - which leads me to think that 1% is abnormal, an unfun outlier. Maybe you enjoy facing those things, but it's loud and clear to the Devs and anyone with a brain that most of the community absolutely does not and would rather derank or throw when faced with them… because they aren't actually fun or interesting. They are boring.
And the Devs seem to agree, because they're not listening to complaints about this anymore and actively trying to stop MORE of this from happening. They are casualifying this game, and good on the for doing so, because this game should have always been casual. It's the community that has this weird need to make it more competitive when it really isn't.
I point out, not ridicule as you seem to believe, this style of play because it's ridiculous and absurd, on what planet should you ever win 100% of your games in an MMO setting? You can't, you shouldn't, and you don't - and perks and Killers with a HEALTHY design philosophy don't win 100% of the time, which is very intended. The Devs had said Killers should win around 60% of games, and Survivors around 40% - though it's a little closer to 50% in SWF, so even the data and balancing here refutes you. This is clearly not a comp minded game, never was, never should be, and it's not designed to be one. We even tell people to chill out in modes that are designed to be casual - unless you're telling me stuff like 2v8, Lights Out, and Chaos Shuffle is designed to cater to that 1% who just want to win real hard?
Sounds obnoxious on its face to me. I mean, why on earth would anyone want to play with that 1%? Or be that 1%? It's like trying to win 100% of your games in Fortnite.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924237#Comment_3924237
You've encapsulated the concept I'm trying to say here exactly. People are just mad they can't slap every Survivor around 100% of the time, or every Killer around 100% of the time. When are you even seeing these top SWFs commonly anyway? I sure don't, I don't think most people do. You simply are not facing Hens and Co. or Ayrun and his SWF every round, can we please all stop it?
Insult others and then proceed to say "insulting is bad", telling others to "go play mariokart" but then getting mad at people who try their best, in ######### PvP game, oh wow
You are free to think comp playstyle isn't fun to play, but you aren't any better and definitely not superior to those who play with comp mindset, I can't believe how you can be so arrogant over others for mere preference like that
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I think we should remove exhaustion perks because it'll completely prevent many killers from interacting with survivors with their power
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@Shinkiro said:
No bans would only cause queue issues. Plus how would you like it if you bought a DLC and barely got to play that character?
If your entire build gets countered by a single killer perk you have a very one trick build and its your fault for putting all your eggs into one basket. Besides, killer perks HAVE to be far stronger than survivor perks, because its a 1v4 game and you have 4x the amount of perks between you.
And certain killer builds can also be easily countered by single perk of survivors, which is like 1 out of 16 slots rather than 1 out of 4 of killers
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923002#Comment_3923002
So basically M1s are still viable and the only reason to ever play Blight or Nurse is if you really hate losing EVER EVER EVER that hard and can't stand a bad game now and again. Makes sense, rings true to my experience anyway.
I feel like if you don't ever wanna lose, and don't want to make the game harder for yourself, then just go play Mario Party with bots?More like you'll win for 99% of filler matches against lower MMR players, but you can't do anything in real matches against competitive players which is most fun and interesting games
You may have goofy fun like rancor perma-cloak wraith or giga slowdown pig against lower MMR players, or you may play competitively and try your best against 4 man SWFs at high MMR, I don't understand why you ridicule those players like "hate losing ever ever ever" or "just go play mario party", seems like an unneeded temper tantrum towards completely legit playstyle