NoShinyPony
NoShinyPony
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/538702#Comment_538702
Chases with window vaulting, mindgaming around jungle gyms, finding mid-dash hiding spots, loss of line of sight and such, I consider fun.
Stupid Tom & Jerry running around waist high crap like mindless idiots, I find unfun AND dumb as hell.
@Condorloco_26 Agreed. Chases shouldn't be shorter, but they should require more skill/map awareness. Having to run the same circle 3 times is not exciting.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/538521#Comment_538521
@NoShinyPony on the other side of the coin though, a good Billy, Spirit, or any other killer wouldn’t allow themselves to be occupied that long away from the gens though.
@DudeDelicious At some point, killers have to commit to a chase.
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@Pike_Trickfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/538702#Comment_538702
Sorry for the lurk. Just that I have a bugging question. Why does the two points you made have to be either this or that? (I don't mean to intrude :O)
@Pike_Trickfoot Nothing wrong with lurking. :)
In theory, you could do both. But why apply 2 things if 1 would to do the job? Also, as I wrote above, I think shortening chases (by changing maps or buffing the killer's power) is not a solution that will be good for the game.
If DbD's design would be changed to shorter chases, it would become more of gen-repair + hide & seek game. I'm sure the game would be less successful that way.
Other things contributed to DbD's success, sure, but the chases are unique and the most important factor why DbD is so popular. It's what makes DbD win against its competitors.
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@GrootDude said:
@NoShinyPony shorter chases and gen pressure, the devs have already made killers able to do this (spirit and nurse mainly).
You’re also right that adding another objective could bring more players back.
@GrootDude Okay, then we have different preferences. You'd like to see shorter chases, I don't.
I think that chases are that part of the game which is the most fun for the majority of players: The interaction between killer and survivor, mindgames, finding a good looping route etc.
Also, I think that the chases are what makes DbD so popular and successful, compared to other asymmetrical horror games.
If you'd shorten chases, I'm pretty sure this game would lose a significant amount of players.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/538655#Comment_538655
@NoShinyPony both options are possible and would be achievable.
@GrootDude So you want shorter chases?
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Also a completely different aspect of a 2nd objective which we haven't mentioned in this thread:
A lot of people have been playing this game since 2 or 3 years and are eager for some changes in the game mechanic. A new objective can bring new life to the game and motivate veterans to play more than they currently are, or bring those veterans back to the game who have stopped playing.
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@GrootDude said:
I agree with you, honestly buffing solo players and killers would be a better course of action than a second objective. (Ps love your name)
https://forum.deadbydaylight.com/en/discussion/comment/538565#Comment_538565
Solo survs should be brought closer to SWF level, yes. Just for the reason to make balancing easier. And then killers need to made stronger.
The question is: Which goal do you have in mind when you want to make killers stronger?
a) Chases should be ended quicker/ Survivors should be downed faster.
b) The length of chases should stay the same. Killers should get more time to do their objective.
That is the core question here. If you want to buff the killer's power, then chases will be shorter. If you introduce a 2nd objective, then the killer has more time.
I love chases, as a survivor and as a killer. I don't want short chases. I want time to have fun chases. Therefore, I want a 2nd objective.
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@prayer_survivor It's not about killers wanting 4ks every match. Killers should simply get a fair chance winning. With the current state of the game, killers are at a disadvantage.
The side who is more skilled should win. A good killer vs. good survivors should part with a draw. But at the moment, a good killer will lose against good survivors, so something needs to change balance-wise.
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@GrootDude said:
@NoShinyPony base billy is definitely loopable but if I put charge speed add ons on billy I rarely break a sweat with him, I haven’t put enough time into spirit to learn her but my spirit main friends can deal with gen rush and good survivors.
That's why I said base Billy would still be fine if a 2nd objective would get implemented, but some add-ons would need to get changed. Insta-saw-Billy would be too strong.
And Spirits can deal with okay-ish teams, but they won't win against those very good, coordinated groups. (The only add-on that should get changed is Prayer Beads.)
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@Karl_Childers said:
Correct. Camping/tunneling would need to be addressed as well if the survivor objectives take longer to complete.
Camping: This can be easily taken care of by increasing the time of each hook phase.
Tunneling: Doesn't need adjustment. Take a look at good teams: If one survivor gets tunneled and the others rush gens, then the killer will currently end up with 1 kill. Under some circumstances not even that, if the other survivors really help their teammate who is getting tunneled.
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@GrootDude A good team will still loop Billy for ages. And a good surv can also keep the Spirit busy for quite some time before getting downed.
I don't see a problem with base Billy, only with some of his add-ons, especially when they are stacked, when a 2nd objective should get introduced.
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Every time a new game mechanic gets introduced, some adjustments have to be made, of course.
I assume with the top 4 you are talking about Nurse, Billy, Spirit and Hag, correct? From these, I think only Nurse and Billy need adjustments. And these adjustments should be made to their add-ons, not their base ability.
Also yes, NOED could be changed. I don't really think it's necessary to do so, but I'm also not passionate about keeping it the way it is, if a 2nd objective gets introduced.
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The EGC and the new hatch spawn mechanic got introduced to remove hostage-holding situations. If you'd need two gens for the hatch to spawn, then this would leave more room for hostage situations.
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@det0xxp said:
https://forum.deadbydaylight.com/en/discussion/comment/537853#Comment_537853
Will there be a winners list or a heads up when everyone's been drawn?
@det0xxp I can't imagine there will be a winner's list. Players only gave their e-mail address and ID as info. I don't want to see any of those on the internet.
The devs are most likely only going to say "the winners have been drawn".
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/537842#Comment_537842
I thought we had 24 hours.
@GrootDude The raffle is only for those who do the exam within the first hour. The remaining 23 hours it's just for fun.
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@Aven_Fallen And I learned a new word... "dystocia"
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@Spicybarbecue "maybe you go fill up with oil/gas or have to find parts or whatever before you can work on a gen"
Exactly. Several users have made suggestions for a 2nd objective that goes along the lines of picking up gas or mechanical parts, and I'd really like to have something like that.
It would help balancing the game, and a new game mechanic would motivate veterans to play the game more. (If you are interested, I also made such a suggestion: https://forum.deadbydaylight.com/en/discussion/65083/concept-for-a-2nd-objective-for-survivors/p1 )
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Thanks for sharing the great news!
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/537055#Comment_537055
I thought the same, and still I don't think this is fair on survivor mains though, they should also be given the chance to grind like crazy
@DBDbuildsYT Yeah, I also feel like this wouldn't be fair to the survivor side. But so far, it's only a possibility. The drop rate could also simply be bugged or we all are just having bad luck.
As I wrote above, I hope the devs can clarify what's happening.
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I'm afraid more and smaller skillchecks wouldn't solve the problem.
For example: Those players who are focussed and usually genrush, already don't have problems hitting skillchecks which are influenced by the Doc's Madness or Unnerving Presence.
I don't see a way around introducing a 2nd objective to give killers more time to do their job.
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So from what players are reporting, it seems that killers have a higher chance getting gâteaux than survivors.
Maybe this is intended as in we aren't supposed to have 4 or 5 people bringing the offering per match? I hope the devs can clarify.
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It's only natural that getting a lobby as a killer currently takes so long (because of the new killer release and the 2x bloodpoint event).
What is not normal is that it also takes quite some time to get a lobby as a survivor. I can only assume that BHVR's servers have problems with handling the high amount of inquiries, since we are currently having 50% more players than average.
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/535843#Comment_535843
I think he already has reduced ms while stalking.
@Redd According to the wiki, he is only slower while crouching, and while using Night Shroud he has his normal speed.
Edit: typo
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If the survivors couldn't spot GF anymore, his power probably would have to be closer to Michael's: longer stalking time + reduced movement speed while stalking.
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I agree, Feng wasn't a problem. Do you guys see a noticeable difference with Claudette's clothing? I don't really see a change.
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Why should it count as protection if the survivor is hooked?
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So far, my luck is pretty bad. 1 gâteau in 6 bloodwebs (P3 lvl 50). 😴
I'd also like to see a higher drop rate.
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Agreed, I'm saying this for a couple of months. :)
Another example: I maxxed out my Altruism points earlier and somebody gets hooked when the exit gates are open. It absolutely doesn't benefit me in any way if I try to unhook that person, I can't gain anything anymore.
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There were so many people (including me) who already said during the PTB that the red flash gives headaches. I can't understand why the devs didn't remove the effect despite the clear feedback from the community.
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Since the DS stun time got increased because of Enduring, it would only be logical to revert it now to 3 seconds since it isn't affected by Enduring anymore.
And that killers who don't tunnel still get punished by DS - when it is supposed to be an anti-tunnel perk - should be changed as well.
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/532337#Comment_532337
You have got to be kidding me.....we already have little Survivor shits flashlighting us at every pallet break...we,don't need a pre-flash visual to go with the incoming flashlight blinding VFX.....
Too much sensory overload for playing Killers.....
@Nikkiwhat Unfortunately not kidding. I just don't understand why this effect had to be implemented. Killers know already that they have been stunned. This effect doesn't add to the game, it just makes me feel unwell.
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@Sairek Exactly. I play my M1 killers often with Enduring + Spirit Fury (like a lot of players do) and eat pallet after pallet. And that's the fastest way to get rid of the pallets. But that also means now so many red flashs, it's terrible.
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@Nopepad said:
https://forum.deadbydaylight.com/en/discussion/comment/532884#Comment_532884
I didn't call "Saving exhaustion cooldown for 1 second then tapping it" an exploit, he did. lol
You could explain to us what you are calling an exploit then.
Edit: Okay, if there is indeed an exploit existing, then it would be correct to not describe how it's done.
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@se05239 Yeah, I also expected something like last year's Summer BBQ event. But in the end, I like this better. Just additional overall 103% bonus BP per offering is fine. No need to carry survivors to special hooks. 😊 Just a bit sad that we don't have a community goal or an event skin.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/57208/mom-rework-idea#latest
It was my idea :C
@Poweas Credit where credit is due! ❤️
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Grabs in general (gen grabs, hook grabs etc.) have been buggy for months now. Time that it gets fixed.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/532655#Comment_532655
@Peanits May I ask what the event will be about? I've not found anything relating to any event other than the BP event that's over now.
@se05239 There are party starters and special bonus BP offerings in the bloodwebs. Also the hooks and gens are decorated with balloons. There is no "event objective".
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/532655#Comment_532655
BBQ is bugged right now, i cant ever get 4 stacks, its stuck at 3 stacks, please fix
@Someissues It's only a visual bug, you still get all your bonus bloodpoints.
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@Poweas Hag is better than Huntress. Huntress is only good mid-tier nowadays.
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@Shikonai MoM never was an anti-tunnel perk. It was just an insta-heal in form of a perk.
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@lindenis VFX = visual effect
They added a red flash as a visual effect when you get stunned by a pallet. It gives a lot of people headaches.
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I don't agree with the harsh wording, but yes. I'm very disappointed that this effect made it to the live game, despite so many people explaining what a bad idea it is when the PTB was live.
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I'm really disappointed that this VFX has made it to the final game. Players said unanimously in their feedback that they don't like this effect, even to the point that it's making some players sick.
This effect is also not needed, since we all know that we have been stunned. I don't understand why the devs didn't listen to the community.
Devs, please remove this VFX.
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Besides that not adding enough time: The devs should not implement perks to fix problems with the core design. The core design itself should be changed.
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@Aven_Fallen That would be a nice feature to have, but on the other hand I'd prefer it if the programmers are spending their time with bug fixes.
Also, each time I see you on other peoples' streams, you are always wearing Nea's red leather jacket + skirt. 😏
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If gens still take the same time, that doesn't change the gen rush problem. You have two options:
a) longer gen repair time
b) a 2nd objective for survivors to naturally prolong the trial
I'm obviously a fan of option b.
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@Azurlynx You can't destroy windows, that means the loops would continue to exist.
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Survivor's Dream Land
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@Visionmaker said:
What killers think me and my friends are:
https://i.ytimg.com/vi/_RLKgC9mL2o/maxresdefault.jpg
What we actually are:
"So how was work?"
"Uhhh, it was okay. Slow day. I hope there's no Ruin."
"If I spawn next to you I'm dropping the pallet, hahaha."
"I dare you #########. Oh there's Ruin."
"AAAAH I RAN INTO THE KILLER, IT'S PEPPA"
"LOL! Don't die so fast this time"
"AAAAAAAAAAAAAAH ######### eat that wood!!! WOW she hit me through it!!!"
"Haha I'm gonna watch you getting #########."
"I got you a present. I'm bringing her to you!"
"######### you, I need my daily."
@Visionmaker For a lot of SWF this is true. If I happen to play in a full SWF group, it sometimes goes like that. And here comes the big BUT: We are not playing super-focussed, we joke around, but we still win, simply because gens are done too fast compared to how long chases last.
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Do you like to get slugged?