NinthCrystal
NinthCrystal
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- NinthCrystal
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@Stabby_Widdershins said:
Won't happen. Why should Killers be forced into longer queue times just because Survivors want to avoid certain Killers?
Nurse and Blight players would literally never get a match.
If nobody wants to play against nurse or blight, that's a pretty strong indication they are in dire need of some changes so people actually want to play them, wouldn't you say?
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Nurse was already the strongest killer in the game, and now with nerfs to DS, DH and gen speed she's even stronger. Nerfs definitely are in order to balance it out. Or even better - a long overdue redesign. It's evident she's a relic from the past that doesn't fit the current game design at all.
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Anyone but nurse tbh. They all have their fun quirks you have to adapt to. Nurse is just pure lameness and circumvention of game mechanics though. No matter what you do, she'll have the upper hand in the majority of circumstances. Any victory you have against her in 50/50s guessing games is just a small one as any mistake she will almost immediately rectify. No other killer can rectify mistakes as efficiently as the nurse.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3105877#Comment_3105877
Even if the game code was a mess, it's not rocket science to keep some state about the actors (to keep the UE terminology) and check for impossible status. It's not rocket science either to send the transition when the EGC ends. There are bits somewhere with that information. Worst case scenario, grafting a separate state machine in the code with that purpose would do it.
https://forum.deadbydaylight.com/en/discussion/comment/3105909#Comment_3105909
You'll have to point out to references about that "notoriously easy-to-hack" and "poor practices" for the UE4 netcode. As far as I know it works just fine.
I'm sure you realize the only way to not send everybody's position would be for the server to have a local, simplified, version of the map so it could do occlusion computations. It's not exactly cheap.
Of course, for a 2D game like Dota 2, there is no such computations required. Limiting the data sent to an area slightly bigger than what the player can see is trivial.
The multitude of hacks available for virtually all UE games is somehow not proof enough? There's even kits specifically made for hacking UE. I won't link any of that here, naturally. If you deny it you're either ignorant or simply a fanboy of the engine.
Servers literally do run lighter version of the games w/o any graphics, and they could indeed do visibility checks. Either through BSP or modern occlusion culling, essentially ask "for this location, is this other location visible?". These things can be pre-computed and cached, acting more like a look-up table. It's not costly at runtime. It's just not part of UEs base kit as data security and anti-cheat hasn't been prioritized.
Data encapsulation is a very basic concept in programming and it has not been respected in regards to networking in UE, where data to all clients is shared. It IS very poor practice.
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It's made with Unreal Engine and it is notorious for being easy to hack and poor practices in general in regards to netcode. All data for all clients is replicated even though it's only relevant for some. So for example position for players that aren't even visible is communicated to everyone anyway. That's why wall hacks and stuff like that are possible (it isn't in for example Dota 2, where such information is not shared with client unless player is visible). This is true for all UE games by default.
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In its current state, sole survivor is completely useless. TBF I feel like left behind and sole survivor could be combined into 1 perk. So get additional speed increase for doing gens for each player killed, and at the end see the hatch if you're the last one left.
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Some really good suggestions there.
Another suggestion is to let players ban a certain killer when they queue up. Then those who like to go up against the Nurse can, and those who don't aren't forced to. This will increase que times, but I know most would happily que a bit longer to get a game they actually want to play rather than one where people instantly kill themselves on hook.
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It shouldn't matter whether or not the player is a "beginner". The question is why face camping is a viable strategy AT ALL. In what capacity can that even be called gameplay? Is it FUN?
My solution would be to have a progress bar slowly rise when the killer is close to hook. When the progress bar reaches maximum, the entity moves the survivor to another hook. Think of Pyramid head cage mechanic. It's also a way for killers to waste survivors time by going to hook when they're trying to unhook, so it moves to a new location.
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Yeah I'm out. Until they make SoloQ fun again there's no reason to play this game anymore.
Hardly a mystery why killer queues are so long when survivors are leaving in droves.
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I ended up uninstalling the game. SoloQ is miserable experience atm, there's no denying it. If the devs actually care to make SoloQ winrate somewhat balanced again, I might be back, but until then I'd much rather play something else.
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Nurse doesn't just need a nerf, she needs to be removed entirely. Why? Because her kit is completely busted with the current game mechanics no matter what you do to her. Being able to blink through obstacles negates the only thing survivors have against killers. A good nurse won't fall for anything you can do. SoloQ vs Nurse on high level = Everyone dies with 0 gens done. Especially with all the busted builds you can make with her. This gets especially tiresome on higher levels, because you will pretty much only go up against nurses or blights. (Blight's fine though.)
One suggestion I haven't heard a single good argument against is simply implementing a ban system. Many games have it for picking and banning champions and/or maps. If you can select a killer that you do not want to go up against, then this problem would be 100% solved - those who want to play against her can, and those who do not want wouldn't have to.
"But then everyone will ban nurse!"
Oh yeah? Pretty much a good indication she isn't good for the game then, isn't it?
"But that will increase queue times!"
I'd HAPPILY wait longer to get a match I actually want to play than one where people instantly DC because they go up against a nurse and ends up being an unwinnable game.
IT'S NOT FUN TO PLAY A GAME WHERE YOU CANNOT WIN.
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Some builds I've tried and had reasonable success with:
- PWYF, Nemesis, Bamboozle, + any gen slowdown of your choosing.
This is a strong chase combo. You will still eat pallets but at least you can force them out with bamboozle, and that will also get you PWYF stack with nemesis if they hit you.
- Corrupt, Call of brine, Dragons grip, Eruption.
Essentially the game plan here is just to force them off gens consistently, and occasionally get the dragons grip insta down. Call of brine, corrupt and eruption will slow the game considerably. The irri teleport addon is pretty much a must to be able to keep teleporting to close TVs to gens, which will slow them down further as that will also make their corruption go up and they have to do the TVs. Might get a lucky mori.
- Scourge Hook: Floods of Rage, Make your choice, + chase perk and/or + gen slowdown
Self explanatory. You hook them on a scourge hook and then you go for the one who did the unhooking. Something like Bamboozle or PWYF will help with the chase. The downside with this build is if they understand to shut off TVs, in which case you won't be able to teleport close enough to go for the one who did the unhooking.
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She's a DLC killer that:
- Has a teleportation that's worse than Freddy's and that the survivors literally can turn off.
- Has no anti loop.
- Has a gimmick that doesn't do anything (condemned).
- Has invisibility that's worse than wraith.
There's literally nothing to this killer so why would anyone want to play her?
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The condemned mechanic is an utter joke. A gimmick more than anything. Even if you play for condemning survivors throughout the whole match, they can still do all 5 gens and not even interact with any TVs or video tapes. Perhaps it works in lower skill matches but not in high mmr.
Maybe you get a mori 1 out of 5 games. In the case of PH, you get maybe 1-2 moris every game. I don't know why the Onryo should perform so much worse. She's already arguably the weakest looper in the game.
My suggestion for how to fix it would be the following:
- Survivors that gain a stack of condemned, through any means, will continue to gain condemned stacks passively.
- Reduce 7 stacks to 6 stacks to become fully condemned.
- Let the Onryo see the amount of stacks each survivor has.
- When teleporting to a TV, survivors close to it gain a stack between 1 and 2 depending on how close they are to the TV. (Can be a number like 1.5.)
At least then survivors would have to do the TVs which would slow down the game a bit.
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@RaSavage42 said:
To get full condemned you need to play for it... and it takes way to long to get any sort of progress seeing how easy it is to get it off
I just did that and it doesn't work. I was using Iridescent Videotape (turn TVs back on) and Ring Drawing (survivors gain condemnation when healing someone). Whenever I was chasing someone and they were close to a TV, I would teleport to it to build condemnation. I was doing that during the whole game. Despite this, not a single survivor got fully condemned. (And I managed to do close teleports many, many times.)
Apparently there should be a loud noise notification when someone messes with the video tape, but I did not receive such a thing. They were playing as if the mechanic didn't even exist as far as I could tell. Meanwhile I was doing everything to make it happen and yet nothing.
Say what you will about the condemnation but from my experiences trying to make it work, the mechanic is so weak it might just as well not even exist at all. Any build towards it is a wasted effort as you'd be far more efficient playing standard and you too acting as if it doesn't exist, because you won't be able to get it off. At least not on higher MMR.
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@RaSavage42 said:
To get full condemned you need to play for it... and it takes way to long to get any sort of progress seeing how easy it is to get it off
I just played a game where I did this and it doesn't seem to work at all. I was using Iridescent Videotape (turn TVs back on) and Ring Drawing (gain condemnation when healing someone). Whenever I was chasing someone and they were running towards a TV, I would teleport it to build condemnation. I did this throughout the whole game. Despite this, I didn't manage to condemn a single survivor. Granted, this was red ranks.
Apparently there should be a loud noise notification when someone messes with video tape, but I didn't get anything like that. It felt like I was busting my ass off trying to get them condemned, and I could see they had the status, but they could just ignore it entirely and go about their business as if the mechanic didn't even exist.
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Ah, good point.
Thanks for sharing these tips!
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Yeah I was playing Freddy, so that makes sense. But damn, I wasn't aware OoO was such a counter to him. They can literally see him at all times if affected by dream in that case while in a chase.
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@PeepingPeacock said:
https://forum.deadbydaylight.com/en/discussion/comment/484795#Comment_484795
Name one perk or item you need to do gens if the killer is face camping.
Woosh. You missed the point completely. Furthermore, your argument is something I haven't even argued against, so way to straw man.
For clarity - the experience for a targeted survivor of face camping is terrible regardless. Picture this from the viewpoint of a single survivor (no SWF). You get hooked once, and then is face camped for the rest of the game. How is that any fun? And you're punished for it too. Since blood points is not rewarded on a team basis but individual basis, it doesn't really matter if your team escapes.
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Ok, I see that point. I don't play SWF, just alone, so my perspective is different. Still, I don't think the game should require specific perks or items in order to combat a toxic play style that all killers can do regardless of perks or items.
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How do you mean survivors would be abusing? It's not the choice of the survivors to face camp. Face camping creates a terrible experience for the survivor being targeted. Sure, the killer won't get as many blood points as they could have, but that doesn't make the experience any less terrible for the survivors. There should be a gameplay mechanic to deter such behavior. A post game penalty is hardly adequate and is of little consolation for the survivors as it creates a really bad experience for everyone but the killer.