Nightmare247
Nightmare247
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- Nightmare247
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Comments
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So what execution would you do?
Elmininate the PTB? I really don't think this is a good idea or beneficial for the game. Remember the idea is to Fix technical issues and repair bugs. The more testing the better.
Many games that have PTBs Rainbow Six is a great example that does not have Console PTB. To be honest I am not sure that this is not a limitation to the hardware. Not enough hard drive space or they run on different connections which cost more etc. While it would be nice for more people to test only part of the community is needed and PC has both the platform and the opportunity that the console does not have.
Maybe to prevent the "kill" the hype train they should prevent streaming of the PTB and only allow certain players to play? Then again they cannot stress test and gather general usage statistics. You may only get elite player details or all level 20 players.
So what do you suggest to make it better without removing the PTB?
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Getting a lobby is a pain but that is due to the hype of the new killer. If you play as a survivor you will get a lobby much quicker.
The point of any PTB is to test out features for balance reasons and bugs. The point if consoles can't join is the fact that this is not a free trial of the DLC. They are still looking for things like Kill Ratio, bugs, crashing, etc that with or without consoles can still be collected.
Update Hype will happen with or without a PTB. The only way to prevent "killing" the hype would be to make the PTB more exclusive, but they won't be able to collect the data that they need for balance.
So the PTB is a great way to TEST the system and REPAIR bugs and FIX areas that need fixing.
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Trying to be a killer? I could see that. Join as a Survivor and there are games for days.
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My chases rarely get to L3 Bloodlust so I cannot comment and I cannot notice a difference at L2.
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@suffering23 said:
if i can get 80% of my gmes 4K with freddy i am skilled i believe, and freddy is by far superios to her, what is the point to mind game and be quicker if you have no idea where they go, yea you can mind game but you have to be lucky that they went where you went, if there's 3-4 directions they can go, and so can you, what tells you they went the way you went? i don'T see how her power is usefull, and even if they go in the same direction, you have to be really close to them since the lundge even with the speed bonus, is very very small, she need a massive buff.
Do you wear headphones when you play? The audio that a survivor makes allows you to locate them. Do you watch the screen and the surroundings when you play? You can see the grass and footprints much like survivors have to do with Freddy. Do you stop chasing or fake her power? survivors may stop running or think you are actually moving and you can surprise them. There is plenty of ways to make her viable. People just have to learn them as they do Nurse.
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How about instead of adding your comment to a new feed, you find one and add the commentary there.
Anyway, She will be a top 5 killer. Her movement speed is balanced by her movement speed in Phase. Her power is not meant to be a straight killing power if that is what you meant. She is meant to be played by outsmarting your opponent not head on killing. So her perk is only useless to those who don't understand it. Lunge distance is nonexistent, but again it plays well with her power. Freddy is bottom still, wraith with his add-ons is super fast and very good. So put this killer under the big three but better than Clown so around Top 5 killer for skilled killer players.
Nonskilled killers will find her weak.
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@fcc2014 said:
Fair enough, these forums are just terrible with their reply and mention system. I had a great laugh at your "Achievement" line. I gave you props!
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Every Killer is built with pros and cons to counterbalance their powers. Her base movement speed is slower because she moves so fast in her power. Her cool down prevents spamming, but remember you can exit the ability at any time.
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@chemical_reject said:
Nightmare247 said:@chemical_reject said:
Nightmare247 said:
@Vietfox said: 1 - remove the hatch
2 - nerf ds, sc 3 - nerf looping 4 - make other killers as powerful as (or close to) the nurse. 5 - make gens to take longer to repair (or gather pieces to repair them) 6 - remove SWF Don't you see a big flaw if all of these ideas became real? I personally find it funny when someone asks for all this and yet makes fun of survivors by saying they want ez matches. PS: feel free to add more of these suggestions if you think they have been proposed often.
Disclaimer: i've already said that swf needs a especial treatment and some small tweaks would be needed in the game. Let me tell it to you straight as a Killer main...Also as someone who has time in this game and understands both sides.
The Hatch is broken, no doubt about that. There would not be 3+ hour standoffs (according to some people) if it was not. There needs to be a mechanic in place to fix this. I am not sure what that is though. I liked the idea of closing the hatch, but I don't like the fact that you have to complete a generator to reopen it. Being a Killer, I think the person who holds the power should not be the survivor in this case. I am the big bad scary guy who holds the weapon, I theoretically should win. With that said I completely understand teammates who all die and that is your only escape for the hope that fits in the lore. You are a survivor being punished for others not doing well. What if there is a mechanic that is a grab only action in the hatch area (2m maybe slightly larger) that the killer wants to give the survivor a fighting chance and puts the weapon and skills away. The killer can only grab, but no survivor animation for jumping into the hatch is needed. The killer can grab without downing the survivor but gets to go carry the survivor to the hook. On the other hand, a skill check pops up on the Survivors end with a very narrow hitbox (remember you should be afraid you are staring the killer down) to dodge and escape. All other play is normal. This should give both sides a fair opportunity.
- DS - The get out of Jail free pass does need to be nerfed. I really did enjoy the suggested changes to DS and would like to see that made. (Basically, DS could be run as many times as you like, but doing so puts you in an unhealable injured state). I think this would be an interesting change, but I am unsure how this would impact both sides. The other thing it could do is just stun a killer in place with the survivor on the shoulder. This could allow the survivor to escape and could be used multiple times too, but not an instant escape. It would increase the use of Iron Grasp or Agitation for Killers but would be a different idea for DS altogether.
SC- Don't touch this at all. It is a great perk it is fine the way it is. They do need to get rid of instant heal add-ons for medkits, but that is a different discussion. SC is a delay. If a survivor is using SC and healing themselves that is one less survivor that is not on a generator. Maybe it needs to be changed a bit...remove the item use buff but the speed is great to keep it.
Looping is bad. I want a survivor to escape. Part of the fun of this game is the chase and sure I may get triggered if I lose someone, but that is part of the game, but we cannot remove looping until we have something else in place to allow the game to progress. I would love different obstacles. Maybe things survivors can slide/roll under, but we definitely need more things to break the line of site. The Corn in Coldwind is great, the tall cars in Autohaven make the line of site breakers. The more unique line of site breakers would be a huge improvement. The other thing is maybe making the maps auto-populate. Keep the key buildings there, but don't make the maps as memorizable so I know that if I turn this corner I know pallet X is here, and window is to the left. Lery's has too many windows so even generating a random boarding window feature would be great. Just something to mix up my chases a bit.
I like the Nurse, I don't play her, but I like her. However, the reason she is as powerful as she is is that she breaks the core escape mechanics of the survivors. The pallet drops and the looping jukes. I love her ability. I think that if the maps are changed and fewer opportunities to the loop are improved then she can have some minor adjustments. Maybe get rid of the multiple blink add-ons and make it somehow that she cannot move through something...Could be wood, could be pallets. Just something to add a bit of a challenge to her, but allows the survivors an honest chance to escape besides running back into her pathing.
When I play survivor for dailies I hate doing generators. That said I am not good at looping etc. I would hate for Generators to take longer. It is some of the most boring parts of this game. Now, that said there could be the killer a perk that shows if 2 or more survivors are on the same generator. Maybe a glow maybe White in color from anywhere on the map. This would prevent some "gen rushing" (I hate the term - this is the survivor's objective in the game) but it may make camping a better strat for some killers if they ran this perk. I hate ruin, but I see it is valuable to players. I think ruin is enough, but they really need to fix the hex system. I would like the killer to get stacks based on the hex perks they run, they can see the hexes and like the trapper/hag they can light the hexes as they choose. They could run ruin last they could run it first thing. It is up to them. NOED would be the only one that they don't control. Once the hexes are placed they lose the ability to see the hexes.
SWF is fine. I was playing before SWF was a thing and lobbies were terrible. It would also kill the game. There does need to be something to repair the game though that has never been implemented. I say repair because this game was built with survivors having very limited knowledge of the others. There is a major reason there is no voice chat built into the game. So one adjustment I would make is that until the Killer is back in the endgame lobby all his perks are completely invisible to survivors. This prevents that information being spread to teammates and placing the killer at less of an advantage and rendering a perk like NOED or Blood Warden almost useless. I also suggested a 5th perk for SWF teams. When triggered it would not alert the killer (maybe even not alerting the killer post game), but allows killers to select from 1 of 5 predefined, NOT TEACHABLE, NOT AVAILABLE IN BLOODWEB perks that are just given to each player. Those were things like A BP multiplier, something to randomly reduce pallets, or increase blocked windows, generator regression (when kicked) by 5-10%...etc. Things that a killer/survivor will not notice drastic changes to know there is a SWF Team.
So while some Killers may make these requests, please remember for the past 12-18 months killers have been stomped on by survivors. Killers were just not intimidating enough so survivors would flashlight save, pallet slam, and not be concerned about doing their objective basically bullied. I understand many of the arguments - discussions, but remember, many survivor requests have been met.
Wall of text much. Didn't even attempt to read. Use paragraphs
Commenting to increase you comment number much? Don't care much.
Nope. My comment number is fine. I'm just trying to be helpful. If u want people to read your ######### posts, make them more appealing than a wall of words.
Honestly, I labeled them out directly to each number for each complaint. I think I did well. Your commentary was not helpful nor was it warranted so you were just trying to boost your comment count. Proof by your last few are just you saying "I play PS4" congrats you are achieving your daily number of posts.
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@chemical_reject said:
Nightmare247 said:@Vietfox said:
1 - remove the hatch
2 - nerf ds, sc 3 - nerf looping 4 - make other killers as powerful as (or close to) the nurse. 5 - make gens to take longer to repair (or gather pieces to repair them) 6 - remove SWF Don't you see a big flaw if all of these ideas became real? I personally find it funny when someone asks for all this and yet makes fun of survivors by saying they want ez matches. PS: feel free to add more of these suggestions if you think they have been proposed often.
Disclaimer: i've already said that swf needs a especial treatment and some small tweaks would be needed in the game.
Let me tell it to you straight as a Killer main...Also as someone who has time in this game and understands both sides.
* The Hatch is broken, no doubt about that. There would not be 3+ hour standoffs (according to some people) if it was not. There needs to be a mechanic in place to fix this. I am not sure what that is though. I liked the idea of closing the hatch, but I don't like the fact that you have to complete a generator to reopen it. Being a Killer, I think the person who holds the power should not be the survivor in this case. I am the big bad scary guy who holds the weapon, I theoretically should win. With that said I completely understand teammates who all die and that is your only escape for the hope that fits in the lore. You are a survivor being punished for others not doing well. What if there is a mechanic that is a grab only action in the hatch area (2m maybe slightly larger) that the killer wants to give the survivor a fighting chance and puts the weapon and skills away. The killer can only grab, but no survivor animation for jumping into the hatch is needed. The killer can grab without downing the survivor but gets to go carry the survivor to the hook. On the other hand, a skill check pops up on the Survivors end with a very narrow hitbox (remember you should be afraid you are staring the killer down) to dodge and escape. All other play is normal. This should give both sides a fair opportunity.- DS - The get out of Jail free pass does need to be nerfed. I really did enjoy the suggested changes to DS and would like to see that made. (Basically, DS could be run as many times as you like, but doing so puts you in an unhealable injured state). I think this would be an interesting change, but I am unsure how this would impact both sides. The other thing it could do is just stun a killer in place with the survivor on the shoulder. This could allow the survivor to escape and could be used multiple times too, but not an instant escape. It would increase the use of Iron Grasp or Agitation for Killers but would be a different idea for DS altogether.
SC- Don't touch this at all. It is a great perk it is fine the way it is. They do need to get rid of instant heal add-ons for medkits, but that is a different discussion. SC is a delay. If a survivor is using SC and healing themselves that is one less survivor that is not on a generator. Maybe it needs to be changed a bit...remove the item use buff but the speed is great to keep it.
Looping is bad. I want a survivor to escape. Part of the fun of this game is the chase and sure I may get triggered if I lose someone, but that is part of the game, but we cannot remove looping until we have something else in place to allow the game to progress. I would love different obstacles. Maybe things survivors can slide/roll under, but we definitely need more things to break the line of site. The Corn in Coldwind is great, the tall cars in Autohaven make the line of site breakers. The more unique line of site breakers would be a huge improvement. The other thing is maybe making the maps auto-populate. Keep the key buildings there, but don't make the maps as memorizable so I know that if I turn this corner I know pallet X is here, and window is to the left. Lery's has too many windows so even generating a random boarding window feature would be great. Just something to mix up my chases a bit.
I like the Nurse, I don't play her, but I like her. However, the reason she is as powerful as she is is that she breaks the core escape mechanics of the survivors. The pallet drops and the looping jukes. I love her ability. I think that if the maps are changed and fewer opportunities to the loop are improved then she can have some minor adjustments. Maybe get rid of the multiple blink add-ons and make it somehow that she cannot move through something...Could be wood, could be pallets. Just something to add a bit of a challenge to her, but allows the survivors an honest chance to escape besides running back into her pathing.
When I play survivor for dailies I hate doing generators. That said I am not good at looping etc. I would hate for Generators to take longer. It is some of the most boring parts of this game. Now, that said there could be the killer a perk that shows if 2 or more survivors are on the same generator. Maybe a glow maybe White in color from anywhere on the map. This would prevent some "gen rushing" (I hate the term - this is the survivor's objective in the game) but it may make camping a better strat for some killers if they ran this perk. I hate ruin, but I see it is valuable to players. I think ruin is enough, but they really need to fix the hex system. I would like the killer to get stacks based on the hex perks they run, they can see the hexes and like the trapper/hag they can light the hexes as they choose. They could run ruin last they could run it first thing. It is up to them. NOED would be the only one that they don't control. Once the hexes are placed they lose the ability to see the hexes.
SWF is fine. I was playing before SWF was a thing and lobbies were terrible. It would also kill the game. There does need to be something to repair the game though that has never been implemented. I say repair because this game was built with survivors having very limited knowledge of the others. There is a major reason there is no voice chat built into the game. So one adjustment I would make is that until the Killer is back in the endgame lobby all his perks are completely invisible to survivors. This prevents that information being spread to teammates and placing the killer at less of an advantage and rendering a perk like NOED or Blood Warden almost useless. I also suggested a 5th perk for SWF teams. When triggered it would not alert the killer (maybe even not alerting the killer post game), but allows killers to select from 1 of 5 predefined, NOT TEACHABLE, NOT AVAILABLE IN BLOODWEB perks that are just given to each player. Those were things like A BP multiplier, something to randomly reduce pallets, or increase blocked windows, generator regression (when kicked) by 5-10%...etc. Things that a killer/survivor will not notice drastic changes to know there is a SWF Team.
So while some Killers may make these requests, please remember for the past 12-18 months killers have been stomped on by survivors. Killers were just not intimidating enough so survivors would flashlight save, pallet slam, and not be concerned about doing their objective basically bullied. I understand many of the arguments - discussions, but remember, many survivor requests have been met.
Wall of text much. Didn't even attempt to read. Use paragraphs
Commenting to increase you comment number much? Don't care much.
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@Master said:
@Nightmare247 said:
I am a killer main and I already wrote earlier why some things you are asking don't need addressed.Sure DS is annoying specifically if all four are running DS, but it is not so game breaking that it needs to be changed immediately.
SC is a viable perk that keeps survivors from doing generators, I would rather them heal then completely finish all 5 generators.
The hatch is a mess, but how about you either hit them and get the points and let them escape or just stand aside versus making it an issue. Sure a 4K is nice, but it is not required. You still get your points to pip, it is just late game and if everyone else escaped that can make it a pain in the butt.
All of the issues you have brought up are quality of life changes. The game is probably in the best shape and condition for both sides that it has been since launch.
If you dont believe 4 DS are gamebreaking, then I dont know what to say
You have a few options. 1. You can just quit the game. Queue up a different match and start again. 2. You can play the game, while it is annoying it does not prevent you from physically playing the game. 3. You can stop playing Killer and go to the survivor side (many killers do). 4. You can just stop playing the game until the next patch or for good.
There is no reason to be super sweaty about it. As a killer if I get a SWF team all running DS I smile and I move on. I give them the best game I can based on what is happening. While the game is about life/death there is nothing IRL that should stress you out that much that you come yell and scream like a 2 year old that did not get their candy. If you get to that level of rage you are playing the wrong game.
There are so many ideas, thoughts, suggestions, that they will never get through them all. Include in they are working on repairing the game piece by piece and growing the game so it can have a passionate loyal fan base. Are some things broken? Yes. Is DS one of them, no! Does DS need changed? Yes. The thing is people have problems loading the game, the DBD servers (I know not game servers) have crashed recently they need to make sure those are stable. They are being pulled 40 different directions, let them work. Until then "Go Play Civ"
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I am a killer main and I already wrote earlier why some things you are asking don't need addressed.
Sure DS is annoying specifically if all four are running DS, but it is not so game breaking that it needs to be changed immediately.
SC is a viable perk that keeps survivors from doing generators, I would rather them heal then completely finish all 5 generators.
The hatch is a mess, but how about you either hit them and get the points and let them escape or just stand aside versus making it an issue. Sure a 4K is nice, but it is not required. You still get your points to pip, it is just late game and if everyone else escaped that can make it a pain in the butt.
All of the issues you have brought up are quality of life changes. The game is probably in the best shape and condition for both sides that it has been since launch.
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You are right. People are having issues. When there are 20,000 players right now and realistically over 1/2 of them really want to try and play the new killer there are just not enough survivors to go around. So you wait time for 20 minutes is because you are queued up behind 1000 people or more waiting to play.
Think about it like a roller coaster if there is only 15 cars that hold 30 people and 10000 people want to ride you will be waiting in a line. It is not BHVR's problem that you are having issues, it is all the survivor mains who want to play killer to try her out on top of the normal killers.
So like I said, if you want to move through the lobbies faster switch to Survivor to actually play a game and try playing later.
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It was said earlier today that DS won't be thought about until the Midseason patch this next go around. As for Self Care they will not be touching it. Hatch, we tested last or two PTBs ago and the outcry from the community was very poor so they scrapped that and will have a different rework for us to go through.
So as it stands plan on this for at least 6 weeks.
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What do you mean for slowing the game down? Each match takes between 15-20 minutes or so. I think that is about the sweet spot. I could be about off on that, but I always feel like I can get 4 matches in an hour.
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It is not rank you are having an issue with.
How do you expect to play the new killer when EVERYONE wants to play the new killer and there are so few survivors? I bet if you queued up to Survivor you would find an instant lobby.
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If you are saying PC and Console...that will be difficult. PC will probably be the @11th. Now Xbox and PS4 have released the major updates differently the past few updates. Saw was Console releasing well ahead of time by timezone on the Xbox only. Then PC the next morning and Sony was 2 weeks or so later. Clown was released on PC 2 weeks or more before Xbox and about 3 weeks or more before PS4, the xbox and ps4 was about 1 week apart from one another. I think we were almost at the Mid Chapter before PS4 could play.
With that said this is their 3rd release on both platforms trying at the same time. I would assume Sept 11 for PC and 1 week for Xbox and 1 week more for PS4. So everything released by the 28th of September? I threw in a few more weeks to be realistic.
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@ZombieGenesis said:
@Nightmare247 said:
Well you don't have to buy her. In fact you don't ever need to play the game again. Just go ahead and uninstall it and save yourself a world of disappointment.The thing is that this killer is going to be a Top Tier killer. This killer will take actual time to realize how to play not just 1-2 hours that the PTB has been out. She will actually take skill as a killer. Knowing when to use the ability versus just spamming it. Good luck finding yourself a different game to play. I heard Fortnite maybe more to scale for you.
So when she's dropped to the garbage bin like most killers and isn't played by, oh, anyone will you do everyone else a favor and uninstall the game and stop playing it? K, thnx, bye!
I think she is going to be top 5. She is not as strong as Nurse, but on the same skill level as her to play. She is totally a map pressure and mind game killer.
I have been around for quite a bit. Before SWF was a thing, Legacy Bloodweb, and every new DLC. Each killer presents a different set of challenges to figure out. 3-4 seasons from now she may not be top 5, but at her current release she will be a very powerful killer ONCE people actually understand how to use her and how to play mindgames with her.
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@Will said:
@Nightmare247 said:
@Will said:
Hopefully her ability will be changed to actually be worth using because as of right now you actually perform better without using her power. Her perks are pretty good but man is that ability a pile of #########. We need killers that will unseat nurse otherwise everything you people put out is [BAD WORD] worthless.Wow, I will expect you to come back in a few weeks once the killer is out for a bit and you are complaining she is OP.
You are really missing out on the Mind Game potential of this killer. You just don't know how to play her yet.
Everyone including the devs are missing out on this too because its nonexistant. Shes trash.
Well you don't have to buy her. In fact you don't ever need to play the game again. Just go ahead and uninstall it and save yourself a world of disappointment.
The thing is that this killer is going to be a Top Tier killer. This killer will take actual time to realize how to play not just 1-2 hours that the PTB has been out. She will actually take skill as a killer. Knowing when to use the ability versus just spamming it. Good luck finding yourself a different game to play. I heard Fortnite maybe more to scale for you.
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Why would they need cosmetics in the PTB? You are supposed to be testing the game. Sure it is a way to check out the new content, but it is really more to figure out if something is broken. Cosmetics traditionally don't break the game.
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@Will said:
Hopefully her ability will be changed to actually be worth using because as of right now you actually perform better without using her power. Her perks are pretty good but man is that ability a pile of #########. We need killers that will unseat nurse otherwise everything you people put out is [BAD WORD] worthless.Wow, I will expect you to come back in a few weeks once the killer is out for a bit and you are complaining she is OP.
You are really missing out on the Mind Game potential of this killer. You just don't know how to play her yet.
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@Vietfox said:
1 - remove the hatch2 - nerf ds, sc
3 - nerf looping
4 - make other killers as powerful as (or close to) the nurse.
5 - make gens to take longer to repair (or gather pieces to repair them)
6 - remove SWF
Don't you see a big flaw if all of these ideas became real?
I personally find it funny when someone asks for all this and yet makes fun of survivors by saying they want ez matches.
PS: feel free to add more of these suggestions if you think they have been proposed often.
Disclaimer: i've already said that swf needs a especial treatment and some small tweaks would be needed in the game.
Let me tell it to you straight as a Killer main...Also as someone who has time in this game and understands both sides.
The Hatch is broken, no doubt about that. There would not be 3+ hour standoffs (according to some people) if it was not. There needs to be a mechanic in place to fix this. I am not sure what that is though. I liked the idea of closing the hatch, but I don't like the fact that you have to complete a generator to reopen it. Being a Killer, I think the person who holds the power should not be the survivor in this case. I am the big bad scary guy who holds the weapon, I theoretically should win. With that said I completely understand teammates who all die and that is your only escape for the hope that fits in the lore. You are a survivor being punished for others not doing well. What if there is a mechanic that is a grab only action in the hatch area (2m maybe slightly larger) that the killer wants to give the survivor a fighting chance and puts the weapon and skills away. The killer can only grab, but no survivor animation for jumping into the hatch is needed. The killer can grab without downing the survivor but gets to go carry the survivor to the hook. On the other hand, a skill check pops up on the Survivors end with a very narrow hitbox (remember you should be afraid you are staring the killer down) to dodge and escape. All other play is normal. This should give both sides a fair opportunity.
DS - The get out of Jail free pass does need to be nerfed. I really did enjoy the suggested changes to DS and would like to see that made. (Basically, DS could be run as many times as you like, but doing so puts you in an unhealable injured state). I think this would be an interesting change, but I am unsure how this would impact both sides. The other thing it could do is just stun a killer in place with the survivor on the shoulder. This could allow the survivor to escape and could be used multiple times too, but not an instant escape. It would increase the use of Iron Grasp or Agitation for Killers but would be a different idea for DS altogether.
SC- Don't touch this at all. It is a great perk it is fine the way it is. They do need to get rid of instant heal add-ons for medkits, but that is a different discussion. SC is a delay. If a survivor is using SC and healing themselves that is one less survivor that is not on a generator. Maybe it needs to be changed a bit...remove the item use buff but the speed is great to keep it.Looping is bad. I want a survivor to escape. Part of the fun of this game is the chase and sure I may get triggered if I lose someone, but that is part of the game, but we cannot remove looping until we have something else in place to allow the game to progress. I would love different obstacles. Maybe things survivors can slide/roll under, but we definitely need more things to break the line of site. The Corn in Coldwind is great, the tall cars in Autohaven make the line of site breakers. The more unique line of site breakers would be a huge improvement. The other thing is maybe making the maps auto-populate. Keep the key buildings there, but don't make the maps as memorizable so I know that if I turn this corner I know pallet X is here, and window is to the left. Lery's has too many windows so even generating a random boarding window feature would be great. Just something to mix up my chases a bit.
I like the Nurse, I don't play her, but I like her. However, the reason she is as powerful as she is is that she breaks the core escape mechanics of the survivors. The pallet drops and the looping jukes. I love her ability. I think that if the maps are changed and fewer opportunities to the loop are improved then she can have some minor adjustments. Maybe get rid of the multiple blink add-ons and make it somehow that she cannot move through something...Could be wood, could be pallets. Just something to add a bit of a challenge to her, but allows the survivors an honest chance to escape besides running back into her pathing.
When I play survivor for dailies I hate doing generators. That said I am not good at looping etc. I would hate for Generators to take longer. It is some of the most boring parts of this game. Now, that said there could be the killer a perk that shows if 2 or more survivors are on the same generator. Maybe a glow maybe White in color from anywhere on the map. This would prevent some "gen rushing" (I hate the term - this is the survivor's objective in the game) but it may make camping a better strat for some killers if they ran this perk. I hate ruin, but I see it is valuable to players. I think ruin is enough, but they really need to fix the hex system. I would like the killer to get stacks based on the hex perks they run, they can see the hexes and like the trapper/hag they can light the hexes as they choose. They could run ruin last they could run it first thing. It is up to them. NOED would be the only one that they don't control. Once the hexes are placed they lose the ability to see the hexes.
SWF is fine. I was playing before SWF was a thing and lobbies were terrible. It would also kill the game. There does need to be something to repair the game though that has never been implemented. I say repair because this game was built with survivors having very limited knowledge of the others. There is a major reason there is no voice chat built into the game. So one adjustment I would make is that until the Killer is back in the endgame lobby all his perks are completely invisible to survivors. This prevents that information being spread to teammates and placing the killer at less of an advantage and rendering a perk like NOED or Blood Warden almost useless. I also suggested a 5th perk for SWF teams. When triggered it would not alert the killer (maybe even not alerting the killer post game), but allows killers to select from 1 of 5 predefined, NOT TEACHABLE, NOT AVAILABLE IN BLOODWEB perks that are just given to each player. Those were things like A BP multiplier, something to randomly reduce pallets, or increase blocked windows, generator regression (when kicked) by 5-10%...etc. Things that a killer/survivor will not notice drastic changes to know there is a SWF Team.
So while some Killers may make these requests, please remember for the past 12-18 months killers have been stomped on by survivors. Killers were just not intimidating enough so survivors would flashlight save, pallet slam, and not be concerned about doing their objective basically bullied. I understand many of the arguments - discussions, but remember, many survivor requests have been met.
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I don't have a realistic solution, but if you are on PC and running I think an Nvidia card they have a Colorblind mode. You maybe able to try that.
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Survivors are reskinned of one another's models. Laurie versus anyone else are all killable. Starting perks are different, but any character can have dstrike.
I would chalk it up to either the killer had to dc because of something IRL, your ping was too high, or some other non logical solution like a friend invited them.
The only time I would say someone DCs from killer is against a full SWF lobby or a team switches characters with 5 seconds left. You know they are trolling and you want a quality match. Otherwise, queue up and go again.
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@wolflinkin said:
@Nightmare247 said:
@wolflinkin said:
@Master said:
The point of dailies is to force you out of your comfort zone and play sth different.I suggest ranking up your killer a bit and you will have better queue time, it's only that bad at rank 20
I had killers at all ranks and it's still the same in Australia. I suggest not assuming anything before commenting and don't comment for the sake of improving your post numbers.
I don't think it was meant as a rank to your killers (level 50 for all killers), but your overall killer rank. 20-1. I have also found that if you play one side quite a bit you seem to get more of the other side. So if you main Survivor and the last 20+ matches were a survivor you will get killer dailies. Not sure if that is how it is supposed to work, but that is how it feels to me.
The other thing is that the community team has specifically stated that they want you to play a variety of both. As @Master said it is to force you outside your comfort zone, but the short requirements of the dailies allow you to get back to playing on the side you want to. If you get to choose that defeats the purpose of putting you out of your comfortable position.
I knew he meant rank. Not killer level. You can't "force" me to play killer when i just can't get lobbies. I sure as hell try and i do enjoy playing killer. My time is more valuable than playing lobby simulator. Hence i just switch to survivor.
That is fair. You do have another option. You can trash a daily. That will allow the next one to come in and replace it. Now if that is a killer daily you are still s.o.l. but at least it is something.
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@Utna said:
@powerbats said:
Since if the killer knows players 1 and 2 are swf or even 1-3 he'll tunnel and camp the solo queues because they're much easier.Dude, what's wrong with you ! You ARE saying, RIGHT HERE, that solo players are easier to catch than SWF. How can you then pretend there is nothing to be done to prevent this disadventage. And don't tell me about solo players being noobs or whatever as if you ignored that voice coms have a huge impact on the game, even though DBD, do not have its own comm service.
Just to be clear: solo player's disaventage do not come from DBD itself, since it comes mainly from 3rd party programs like voice comm programs as TeamSpeak. Thus, trying to balance survivors VS killers in general makes no sense at all because any advantage (better maps, or 5th perk, or whatever) given to the killers will be felt twice as much by solo players which have nothing to do with the problem at hand.
So, the key to a balanced game, is to make SWF parties, less awesome. And since devs canno't cut the voice communications (because this is not par of DBD anyways), they need to debuff SWF players drasticly.
I feel you, but the same reason you said solo player would be at a disadvantage with any improvement to killers makes SWF defuff a bad idea.
Here is the thing....If you put a nerf, debuff, etc on an SWF team they will feel as though they are being punished for playing with their friends. That "punishment" will either send them packing never to return to DbD for being treated unfairly or will cause them to lobby hop until they find all of their party and avoid the debuff.
So you run into a very difficult scenario for all parties SWF/Solo/Killer. The Devs response originally was to improve the information that the solo player had. Icons that showed someone was in a chase, someone was nearby, give them as many details as possible to balance the non-voice communications. If that is still planned or is still in the works, a buff to the killer would not put the solo at a much of a risk. Now, this is not currently the case, so yes, a solo would be at a disadvantage at the moment.
I do think though that more information to the solo part the better and then the Killer can be buffed without as many consequences against SWF teams.
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@powerbats said:
@Nightmare247 said:
You bring up some excellent points. Map balance would be a huge benefit to both sides. If you have better maps, less infinite loop spots, maybe more window/doors versus pallets you could start to remove Bloodlust, but that is a different topic. I have seen an increase in actually playing against each other (mindgames, decision making) versus sprint burst to the ironworks and loop 15 times over.
Agreed, the tile changes on Autohaven were nice, but some spots like barn really need a good nerf bat.
While I suggested the 5th perk, I understand the balance around that, but you cannot really balance around voice comms either. While I said before that I do not find it cheating, it was not intended for gameplay. That is why there are no internal game voice comms and very little emotes to provide information. Then it becomes how do you counter something that is not cheating, that there is no AntiVoice system and that is outside of your control, in the game? That comes down to one of two responses....Do you take something away (punish) users even if they are not using voice (perk, add-on, extra generator, etc) or do you increase the other side to improve their performance? Either way, one side is already unbalanced so how do you make that whole again?
The way to balance is to improve maps so if you improve the maps you can then tweak killers easier. But you also will probably need to change/remove some perks on both sides. Perhaps give the killer something t help them versus swf only but without telling them it's a buff. That way they don't know who's who until after the game
For the killer, you don't have much you can do. You cannot increase his/her power. Making 1 time instant downs is way too powerful. You could run a random add-on, but that could help/hinder a killer. Could you increase the speed? but again that could be unfair if there are any solo players. What is the best we could do? I think my 5th add-on suggestion was not a poor one. It allows the killer to choose what the add-on is. Just make it a default slot calling out SWF 5th perk or something. This can be the killers choice. Sure it may unbalance the game. A killer could run Ruin, Nurse, Whispers, BBQ + Franklin's/Make Your choice and that could steamroll a team. But remember a killer has to catch the survivors before the generators go off. (PLEASE DON'T SUGGEST ADDING MORE TIME TO GENERATORS) So they are fighting against a clock.
I think a 5th slot could work but there'd have to be limitations on what you could do with it to make it not completely game breaking. because then you'd have to either remove/rework it or nerf the killers. If they can ever get to where it's more about stealth and actual evasion swf won't be such a huge issue.
Because then it becomes a game of hide and seek and you can buff killers at that point to be really scary no matter who're they're against. Similar to how Hide or die works, even with groups the killer has advantages.
What if the Devs created 5 (or so) specific perks for use in the 5th slot only? They could not be accessed in the bloodweb all players no matter what had them, but they can be selected as a build out, but only go in the 5th slot.
I had a few ideas. 1. Increased Gen Regression speed. (I don't think this is noticeable in a game to a killer maybe 5-10% faster) 2. A blood point multiplier that would trigger at the end of the trial. 3. Pallet reduction (remove 2-3 randomly) I don't think many would notice that. 4. Window Boards (a few windows would appear cutting off an escape route) 5. The random status effect when hooked that enabled when unhooked (survivors could get blindness, exhaustion, exposed, hindered, mangled).
The last one was a bit more than I was looking for, but it was a start. Then at the end of the game it would be revealed as the 5th perk activated only for the bp.
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How about killers can grab within the exit gate walls and in a 10-foot radius of the hatch. This prevents the standoff. I know it is killer sided, but if the killer swings (M1) the survivor escapes. The Killer (E) for the time being like dead hard, goes into a grab. They have a small window where the survivor can evade and are locked in the movement for a few seconds so it has to be timed right.
This works so survivors who will not leave run the risk of getting grabbed and the killer can make a last-ditch effort that actually means something. Give and take for both teams.
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@powerbats said:
@Utna said:
So here I go : I do not believe the devs can cut SWF off the game, nor they can separate them in the lobbies from the solo players ... in fact I believe solo player are usefull to SWF mostly as filler to reach the mandatory 4 survivors. I feel the killer should not be rewarded either for having players cheating on his own game (voice com were never part of the game, hence those are cheats).
So I believe the solution should be to remove perk slot to the SWF players. One less perk slot for each friend teamate. This might encourage SWF to go with teams of 2 instead of 4 which might be much better for the game balance.
Ok voice comss aren't cheats the same as perks aren't cheats and both sides need to stop with the excuse that something is a cheat. The devs have flat out said voice comss aren't cheats nor are perks so just stop.
As far as removing how often do you actually face a full 4 man swf really? Most often when I swf it's with 1 person and then usually only for a few games. When I'm solo most often there's only a duo swf group. When I'm a killer it's rare to face more than a duo swf.
Removing perks just because someone wants to have fun isn't the way to go and adding a 5th perk slot probably isn't either. What will really help killers is better map balance to start cough Barn cough.. If the remove and or tweak the endless loop spots as they've already started doing that's more of an immediate impact.
Since if you add a 5th perk slot you have t deal with balance again, because now you just whacked the balance adjustments you made for that killer. You add a 5th slot now does that really help the killer or make them weaker in the sense that they start taking perks not effective etc.
What does that do to their power curve then, do you have to stop and change the improvements you had already planned. If you add a 5th perk slot you run into the law of unintended consequences. Similar to when they introduced one thing and it became looping.
I don't have a problem with giving killers bonus bp or perhaps a bonus versus swf, but how do you balance that for the solo queue players? How hard is it to make the buffs only work against the swf people without letting the killer know who's who?
Since if the killer knows players 1 and 2 are swf or even 1-3 he'll tunnel and camp the solo queues because they're much easier.
You bring up some excellent points. Map balance would be a huge benefit to both sides. If you have better maps, less infinite loop spots, maybe more window/doors versus pallets you could start to remove Bloodlust, but that is a different topic. I have seen an increase in actually playing against each other (mindgames, decision making) versus sprint burst to the ironworks and loop 15 times over.
While I suggested the 5th perk, I understand the balance around that, but you cannot really balance around voice comms either. While I said before that I do not find it cheating, it was not intended for gameplay. That is why there are no internal game voice comms and very little emotes to provide information. Then it becomes how do you counter something that is not cheating, that there is no AntiVoice system and that is outside of your control, in the game? That comes down to one of two responses....Do you take something away (punish) users even if they are not using voice (perk, add-on, extra generator, etc) or do you increase the other side to improve their performance? Either way, one side is already unbalanced so how do you make that whole again?
For the killer, you don't have much you can do. You cannot increase his/her power. Making 1 time instant downs is way too powerful. You could run a random add-on, but that could help/hinder a killer. Could you increase the speed? but again that could be unfair if there are any solo players. What is the best we could do? I think my 5th add-on suggestion was not a poor one. It allows the killer to choose what the add-on is. Just make it a default slot calling out SWF 5th perk or something. This can be the killers choice. Sure it may unbalance the game. A killer could run Ruin, Nurse, Whispers, BBQ + Franklin's/Make Your choice and that could steamroll a team. But remember a killer has to catch the survivors before the generators go off. (PLEASE DON'T SUGGEST ADDING MORE TIME TO GENERATORS) So they are fighting against a clock.
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@wolflinkin said:
@Master said:
The point of dailies is to force you out of your comfort zone and play sth different.I suggest ranking up your killer a bit and you will have better queue time, it's only that bad at rank 20
I had killers at all ranks and it's still the same in Australia. I suggest not assuming anything before commenting and don't comment for the sake of improving your post numbers.
I don't think it was meant as a rank to your killers (level 50 for all killers), but your overall killer rank. 20-1. I have also found that if you play one side quite a bit you seem to get more of the other side. So if you main Survivor and the last 20+ matches were a survivor you will get killer dailies. Not sure if that is how it is supposed to work, but that is how it feels to me.
The other thing is that the community team has specifically stated that they want you to play a variety of both. As @Master said it is to force you outside your comfort zone, but the short requirements of the dailies allow you to get back to playing on the side you want to. If you get to choose that defeats the purpose of putting you out of your comfortable position.
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Technically speaking there are far more actual male killers than females. Psychologically speaking females have more cunning in killing (poison, smothering, etc) than males do. That is why blunt trauma works better for males in this game.
Now, I really want a few more female killers. A vengeful spirit would be amazing!
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We just want to play with people who know what they’re doing instead of idiots who still run through all the hag traps under the hook at rank 1.
This is the key problem of SWF. I understand your point of view. I know there are idiots out there, it happens to every single one of us, but it is part of the game. Everyone needs to learn in this game at some point. If everyone could choose to play with experts they would because that increases their chance of winning.
I don't consider voice comms or swf cheating, but they both increase the survivability for the survivor team. That puts killers at a disadvantage. I believe it is one thing if you beat me on pure skill and decision making, but it is another because you are more informed. I know that not every team is set up to be toxic or set up to be a tactical swat team with you do X and I will do Y. But you must admit 30 seconds into a game Killer is ______ and is chasing me. That gives you information that you would not know if you were not in voice comms (Part of why solos are seen as bad). Or the killer has instant hatchets etc. The other thing is post-death survivors all know the perks in voice comms. So while I don't think it is cheating, the game was not built from the ground up for that kind of information on the survivor's side.
This in-game information is like running a few extra perks. Bond, Empathy, other aura-reading abilities. Does it mean that all survivors need to lose a perk, no, but there should be some way to give a better advantage to a killer. Maybe an extra perk to the killer for SWF games. They get 5 slots and they won't know the team is SWF until either in the game or after the game, but they still get their advantage perks.
Now a few things can be changed. Killer's perks/add-ons don't show up in the scoreboard until after the killer has ended the match via DC or all killed/escaped. Maybe give them a slight increase to speed (BL 1) to make up for the information sharing that can be given to SWF teams (this could even be the first 2(or more) minutes of a trial.
With that being said, the one thing we should not do is disable SWF teams. Part of me is even against extra BP (that is selfish reasons because lobbies for killer are already long during 2X BP weekends it will just be even worse). Disabling SWF would make lobby times for those players longer and it could even cause the issue that SWF helped fix which was lobby dodging to be with friends.
Overall, SWF is not perfect, but we should build around it versus trying to exclude it.
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Here is my question for you....How do you balance something that is unbalanced to begin with?
The game is Asymmetrical 4 v 1. Should the killer be "balanced" to a team of 4 survivors? So 100% power of all 4 survivors is the 100% value of the killer? That would mean the killer is going against 75/50/25% of the team's ability once 1/2/3 survivors are killed. That would mean the killer is well OP and should have somewhere near a 90-100% kill rate.
What if it was balanced towards the Survivors that would mean that a 1 v 1 the survivor should win 100% of the time. Now that is 400% in favor of the survivors and 100% to the killer's abilities. Just as unbalanced.
There has to be a fine line to walk. The key issue is that players want to win. Survivor or killer both sides want to win. For killers, survivors give them crap unless they get a 4K (the still get taunted and shamed even then too). For survivors, many feel that unless all 4 escape they don't win (or PIP).
So I think a few things need to be changed:
Describe what win conditions are? 2:2 = Tie. 3-1/4-0, either way, is a win for the team with the 3/4.
Make pips more difficult and actually make the ranks and player levels matter. No matter who is the Lobby host for SWF it takes an average of the player's ranks and puts them with an even matched killer or better killer.
Keep the game balance 2:2. This is the only fair way to attempt to balance this game.
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Technically can't she already get in the locker and hide from the killer? Oh wait, NEA is not the Hag we were discussing here huh? Well, they can be interchanged quite frequently maybe BHVR could just sell the same items for both.
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@Shipthebread said:
@DRAGOON said:
The last official word was "Its currently still in certification process." I'm sure once the devs know an **exact date they'll be eager to tell us **since there are so many people asking "wHeN???"Yes, because if BHVR's forte is anything, it's communication...
I am not sure there are many developers that have an almost weekly community stream and interact with their community. Between here, reddit, and steam, I am not sure what else you want in way of communication. The problem is not just communicating, it is the information they can communicate. Sure, they could come out each day and say "still waiting" "well another day of waiting" "yep, still like you guys and waiting" but that would not help any part of the situation since people would scream, just tell us when you have a good update. Their hands are tied all the same so I think they will communicate when they can communicate meaning they have definite information to provide.
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You could read the patch notes - https://forum.deadbydaylight.com/en/discussion/3159/patch-notes-2-0-0-curtain-call#latest which state it would be available once the consoles get their update.
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The mori looks great, don't get me wrong, but the creator also said it is too long, although I am not sure what to cut out to make it shorter. It is amazing though.
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There is a button on the left side normally the bottom that says switch to "killer/survivor" that happens when you are not in a lobby.
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Technically speaking they already have hex perks. DStrike is a 1 time use perk. I do not think many others are needed should be included. I do like the suggested D-Strike Change where it automatically puts you into a cannot heal state. I think Self Care is hugely beneficial for both the survivor and killer as self-care takes them away from doing generators.
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@almondbutter They cannot do it because they do not have dedicated servers. The Killer hosts the game and when that connection is lost it does not transfer back to the player who started the lobby. So there is no easy way to accomplish this until they either add dedicated servers (which are being looked into according to the Q&A, but will be a very long time away).
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Or...Just wait until the new killers for Shards system launches. Then based on your playtime you can unlock the Hag without spending money and level her up to get Ruin.
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I think a 5th Perk slot should be enabled, IF a SWF team enters. The Killer won't know, they can just select a 5th perk and IF/When a SWF team comes in they too have that perk.
As for HEX perks, I don't think it is needed. Part of the reason they are HEX perks is because they are extremely powerful. Part of the give and take is they can be destroyed. Now, the placement of the Hex's need to be worked on. maybe allow the killer to place the hex themselves Unless it is NOED. That could prevent the destruction of the Hex that quickly.
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@SnakeSound222 said:
If only Survivors weren't so dumb and actually thought about things during the game.It is not that Survivors are dumb, it is that both Survivors and Killers are trained from the get-go that 4K = Win. I am not sure where that started, but Survivors yell and scream at killers because they either were targeted or they escaped. Killers only "Win" if they get a 4K so they tunnel and camp.
The thing is that both sides want to be the victor. Survivors understand but don't feel it is fair. Think of it like Spawn Camping in an FPS. Is it fair? No. Is it a valid Strategy? Yes. If the other team cannot get to you or cannot attack you they can never win. So as a Killer if you tunnel the same player off the hook you are eliminating the opposition's resource to defeat you.
So survivors are not dumb, they just dislike the tactics because it prevents them from "winning" or achieving their objectives and in this game, it is 4 people vs 1 person. While they may not win in the actual game they can team up and bully the 1 at any time. This is why they are frustrated, they become a mob against the killer.