NoShinyPony
NoShinyPony
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- NoShinyPony
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I absolutely don't want to see any decapitations. Also, I don't think this would fit DbD's art style. This is not Mortal Kombat.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/73994/the-new-disconnect-punishment-system
It's unlikely for crashes because it's the game's fault.
But the question is: How should the devs be able to detect whether it was a game crash or somebody intentionally ending the game (as long as the player doesn't leave via the menu)?
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@brokedownpalace said:
I see way more Legion than Clown on PS4.
Same.
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@TheBean Agreed.
a) Survivors should be able to make the same amount of BP as the killer, if they live to the end of the match.
b) The lesser-played role should get bonus BP to help balancing the queue times for both sides.
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Hook-sabo-saves without having to be near the hook! Evading the hook/trap regeneration timer!
This is, mildly put, not a good idea.
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I don't have any problems with how WGLF currently is. I'm running this perk in the majority of my matches.
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Players make this suggestion all the time.
No, it would be way too powerful and unbalanced.
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@White_Owl said:
This community never ceases to amaze me, really.
Can you guys stop considering the other side as the enemy? It's a freaking game where you can play both, the change will affect positively everyone, you included. Leave the us vs them mentality to matches.
Also, why devs' stats are always skewed and wrong except when they validate your point? That's very hypocritical and quite cringey.
@White_Owl Exactly. Why would some players make this a "survivors vs. killers" thing? I'd assume most of us play both roles (albeit not 50/50%). And currently, a good killer match gives me more bloodpoints than a good match as surv.
If increasing BP for survivors would influence the queue times badly, the devs could always implement a feature where the at that moment lesser-played role gets bonus points.
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If they only tunnel and bring moris, then that's not griefing and of course not reportable. If you are a good SWF, then they might consider this a necessary strategy to have a chance winning against your group.
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I don't necessarily need Legacy but I like shiny skins. I'd be happy if we could get more shiny cosmetics, like those we got with last year's Halloween event.
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@TRB124 said:
Please leave DS alone. It’s a very situational perk now, it’s only active for 60s and only activates after being unhooked. That means it’s only active 2 times in a match for a survivor to take advantage of, assuming they are saved off hook.
@TRB124 You realize that one could describe the old DS the same way? Also, the old MoM was a very situational perk that could only be used once per match.
"Situational" and "limited use" alone are no arguments for balance/imbalance.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/563589#Comment_563589
It's not going to be that bad, just something like old BT where your screen gets drained of color. :)
@NMCKE Meh! Leave my screen alone! 😝
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With the current changes, I doubt that survs will get as many bloodpoints as the killer. One major issue remains: Survivors often reach the 8k cap for one category pretty quickly, but can't get points in other categories due to the circumstances of the match.
For example: If I get chased a lot, I'll get my 8k Boldness fast. As long as the killer is focussing me, I'm stuck with these points, since I can't get any Objective or Altruism done.
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@Iceman The big problem with Prayer Beads are the free grabs. If the Spirit had some kind of stun after coming out of a silent Prayer-Beads-phasewalk, that would be okay. I'd prefer to simply give Prayer Beads a smaller range of sound emission, like it was before the add-on got changed to how it is now.
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You don't really think Freddy will get weaker than he currently is?!
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Please no VFX that becomes worse the more you bleed out. I absolutely don't like it when my screen is covered with effects.
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That issue is not exclusive with DbD. Happens with other games as well.
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This bug already existed before the last patch. No idea what triggers it. It doesn't happen in a lot of matches, so that's probably why you haven't come across it earlier.
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It absolutely depends on which players you are facing. Normally, you shouldn't be able to win, but we know that "red rank" doesn't have to mean "good players". If the survivors aren't good, you can always win, of course.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/561801#Comment_561801
I don’t think either side should be punished for being efficient tbh.
Exactly. It's not good design if a ranking system forces you to farm.
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I wonder if the devs changed the matchmaking or if this is because the event is over and Ghostface isn't brand-new anymore.
Maybe it's a combination of all of the above.
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This is one example for the many cases where the Emblem system doesn't work.
In theory, you could have safety-pipped if you had done more Lightbringer and farmed Evader. I assume you just played efficiently, and got punished for it. Killers often have the same problem when they kill too fast/play too efficiently. They also have to artificially prolong the match to (safety-)pip.
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Yes
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The best way to learn maps is to use KYF mode, but you don't play a normal game, instead you take your time to walk around the mapy and analyze.
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BT is a great, powerful perk and also helps against killers who don't tunnel. I can't count how often I got saved with BT and was able to get between the killer and the unhooker, take the hit for them and prevent them from going done. Especially super-powerful in the late game when the exit gates are open.
No way something that powerful should be available for free, without having to use a perk slot. At least not at the current state of the game.
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@GrootDude said:
Concede option=R.I.P cypress mori D:
Concede option only available when the last survivor is downed. Make it available after like 15 seconds, then the killer has still enough time for the mori.
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Camping isn't a problem. The survivors will win if they just do gens.
Tunneling isn't a problem. It's an efficient way to kill survivors and with the current unbalanced state of the game, it often is necessary to put pressure on survivors.
Looping itself itsn't the problem. The problem is that gens are done too fast compared to the length of chases. Chases are the fun part of DbD for the majority of players, for both killers and survivors. Without looping, this wouldn't be DbD anymore and a lot of players would leave.
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@miaasma said:
give the last survivor a suicide option that triggers the egc death animation when they're slugged
easy fix i'm sure
This sounds like a good solution. Concede option only being available for the last survivor and when the survivor is downed/carried. Killer gets their points and BBQ stack.
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That's not what's happening in my personal experience.
If that happens to you, I agree that this shouldn't be this way.
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@Redd said:
One of the devs commented on this semi-recently. It uses the rank of the person who started the SWF lobby to matchmake.
Then that's only the theory (and a bad concept). In practice, it doesn't work like that.
If you personally don't play SWF with different ranks and don't have the experience, you can also take a look at when streamers play with their viewers and which killer rank they get.
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@Alfred said:
I made similar topic about this. SWF can just easily exploit whole rank system. All what they have to do is person with green rank start SWF and invite red rank players. Now they will be matched against green killer because system compare only killer rank vs the rank of SWF starter…
The matchmaking doesn't work like that. When I'm red rank and invite people who aren't red ranks, we don't get red rank killers.
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It's a competitive game that needs to get balanced better. DbD is very entertaining to play + watch and has immense potential to be even more successful, if balance, ranking + matchmaking system would get improved.
For any game, I think putting too much focus on the "casual" side is not a good decision. Very skilled top-rank players whose matches are balanced, fair + exciting to watch (regular streams or tournaments) will help increase a game's popularity.
Also casual players aren't the ones who promote the game to their friends, spend a lot of money etc.
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Are there any people who think it would be fair and a good state for any game if one player had an significant advantage over their opponent, making skill not the deciding factor who is winning?
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It's a difficult thing because of the current random spawn of the exit gates.
Imagine two exit gates spawning very close to each other and a high-mobility killer. The time is ticking against the survivors, the killer just has to defend the gates.
If the EGC timer got increased and if it weren't for the random gate spawns, I wouldn't have a problem with your suggestion.
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@Sairek It's correct that when the match is going well for the killer, then PGTW is a useful perk to keep the momentum.
As you wrote, the problem is that you have to get to that point first. And if you play against a good team that doesn't make big mistakes, you won't be able to start the snowball.
Like you said, the killer has to hope that he can put pressure on the survs early in the match. It depends on the survs, it's not in the killer's hands.
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Ruin helps the killer in the beginning of the match to "get a foot in the door". PGTW can't do that.
If it comes to the scenario "1st hook and 3 gens done", PGTW won't help the killer anymore.
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That was me. :)
FYI, we discussed this here: https://forum.deadbydaylight.com/en/discussion/comment/555257#Comment_555257
The thread was originally about how it is too easy to rank up as survivor (in some situations). And then there are cases like yours, when you depip while you would deserve to pip. The Emblem system is just not well-designed for rating a player's performance.
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Prayer Beads aren't perfect at all. They should only reduce the range of sound, not completely silence the phase walk.
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All of Myers' add-ons are fine, nothing OP.
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Prayer Beads have to get changed, everything else is fine.
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@Luune said:
Why abuse it? It’s just an additional option to honour a player for a good game - with which they might get rewards in the long run. I don’t see any abuse. Either you honour or you don’t. Let’s give good feelings to those who work for good games - the current honour goes unnoticed unfortunately. :)
Players will rarely rate a person they've lost to positively, even if this person played absolutely normal and would deserve a good rating.
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We had a thread about this idea 3 days ago. You can take a look here:
https://forum.deadbydaylight.com/en/discussion/comment/549148
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"It would be the same as a 3-gen-strategy". It's about the RNG: 4 gens spawning close to each other and a high-mobility killer - that's the problem.
It would happen in a few cases. And when something unbalanced would happen in a few cases, then the mechanic would need to get changed before it could be implemented.
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@Luune said:
On my way home I just thought about how other games handle toxicity. Most of them got a vote and reward system. Like as killer you can honour survivors that played nicely and as a survivor you get to vote for your mates (limited on the people you just voted for due to swf) as well as for the killer. This might be something to encourage less toxic in-game behaviour. Rewards would possibly be shards -> or experience to get shards. The reporting system stays as such. I know that it was a topic on the latest survey but I’m not sure if there is any discussion around that. Maybe it’s some time addressed in a Q&A? Can you shed some light, @Peanits ? :)
Oh god no. A lot of players would just abuse such a system, sadly.
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This game has some balance problems. Everybody who knows a bit about this game is aware of that.
To generalize and say "every player who complains is just playing bad" is a weak statement.
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You are talking about different things like they are the same.
Hate messages/verbal abuse is not okay. Report those messages. Or deactivate messages, that's what I suggest.
T-bagging/flashlight clicki clacki may be rude. But the devs don't consider it as unsportsmanlike behaviour (otherwise it would be bannable), so ignore it.
Camping, tunneling, moris are game mechanics as much as hook sabos, flashlight saves etc. That has nothing to do with "being unfair". Unfair would be hacks, cheats, exploits.
You are playing SWF, which is by far the most powerful role in the game. Don't blame the killer for just doing their job a.k.a killing you. You have items, perks and SWF buddies to protect you.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/72208/possible-corrupt-intervention-idea
Me and @Blueberry was thinking about an alternative. Basically, 1/2/3 generators located the furthest from you will be permanently blocked until a generator is completed.
I see the reasoning behind this and it looks good at first glance, but I have one problem with it: Imagine a not-so good gen spawn for the survivors and a high-mobility killer. It would be the same as a 3-gen-strategy, but at the beginning of the game, and not being the survivors' fault for doing the "wrong" gens.
Sure, such a scenario would not happen in the majority of matches, but in some cases, it would.
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That's one problem a 2nd objective could help with. It would bring something new to the game. (And of course, it would help with balance.)
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Two protection hits can be acquired too easily, so that's a no from me. But I understand that the current MoM often doesn't feel like a useful perk. So why not totally change that perk? Here's a suggestion I made in a another thread:
Make it a perk for a hooked survivor to protect themselves from yolo saves.
It has the same effect as BT. If the hooked person runs MoM and gets unhooked in the killer's terror radius, the killer's hit would only put them in the Deep Wound status instead of downing them.
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The problem with this perk is that the killer can decide which generator to turn off. They could hook a survivor next to a strategicly important gen, put that gen back to 0% and camp, for example.
Besides that: Doing gens is not exciting. This perk would basically mean that the survivors have to do one more gen. That's the same as just increasing gen repair time. It would work for balance reasons, but we are not talking about it because doing gens is not exciting.