NoShinyPony
NoShinyPony
About
- Username
- NoShinyPony
- Joined
- Visits
- 4,646
- Last Active
Comments
-
@xllxENIGMAxllx "I never tunnel/camp/mori because he isn't fair for survivors but i suppose i should sometime."
That's your decision to play generously and totally fine if you keep the survivors' fun in mind. But if you are up against gen rush squads, you don't have enough time to not tunnel/mori at all. (Except for when the survivors don't play good, of course.) That's just the current state of the game and not your fault. You are allowed to put pressure on the survivors, just like they are allowed to put pressure on you.
You could try the following: Bring a mori just in case. If it's not a gen rush squad, you don't have to use the mori. Also, how often do you slug?
-
@DudeDelicious Usually survivors only do fast actions outside of a chase when they want to get the killer's attention anyway. I don't see the benefit of this perk.
-
@PeepingPeacock Then it could have been combined with Monitor & Abuse, that would be too powerful.
But I agree, that perk sounds weak.
-
Bloodlust is a band aid to help the killer on not-so-well designed maps, so it surely will get removed when the maps are balanced enough.
The thing is, there are only 2 map reworks per year, so I don't see Bloodlust getting removed in the near future.
-
"I know survivor is the weaker side" No, it's not.
If you get tunneled off the hook, bring DS. Play SWF with teammates that will help you (tank hits etc.). Or play stealthy in the beginning and don't be the first person to get found. There are so many things you can do.
Besides that, I know that getting tunneled isn't fun. But in keep in mind that killers do it not to annoy the survivors but because they have to play efficiently. Gens are done too fast. In the end, we need a 2nd objective for survivors.
-
@Tsulan The team also has to do 2 new maps per year.
But I totally get you. It would be nice if they could do something about the most unbalanced windows as well. I simply wouldn't count on it happening.
Badham has been announced. The most urgent map to fix is probably Haddonfield and I think it has good chances of getting chosen. But that would also mean no changes to a lot of other maps like the Disturbed Ward for the next year... arhhh...
-
@BBQnDemogorgon said:
@BadMrFrosty I dunno...tremors and chase sound like they could be really good.
Chase+M&A could give billy an 8m terror radius.
@Bbbrian2013 No, it doesn't work like that. Furtive Chase only decreases your terror radius while being in a chase. So it's something like the opposite of what M&A is doing and combining both perks wouldn't make sense.
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/500902#Comment_500902
Yo, all maps with infinite windows will be reworked in mid patch? 😲
@Ihatelife Not at all. There will be 2 map reworks in year 4. The first one is going to be Badham.
-
@SenzuDuck That's a good example for why the Emblem system isn't working. If you would win too fast, you have to lengthen the match and interact with your opponent some more, if you want to pip.
-
I agree that it sounds not too good on paper. But we'll get a PTB first and the amount of seconds for an action is something that can easily be adjusted, if there is indeed any need.
-
@thrawn3054 said:
Killers complain about looping so you stealth. They complain about stealth so you loop. There really is no winning. I play as Claudette (she's one of my three mains) and half the time do more gens and saves then th rest of my team combined. Just because a player prefers stealth doesn't mean they don't do things for the team.
@thrawn3054 Killers usually don't complain about the looping itself, they complain about not having enough time for chases. Chases are the fun part, but gens are currently done too fast.
-
@I_am_Negan No. It was very vague. It will take more than half a year until the new ranking system goes live. (Yes, there will be a new ranking system, not only rank rewards.)
-
To me, it sounded like the devs would replace a low number of big safe loops with a high number of small safe loops. Not replace safe loops with unsafe loops.
But that's just my impression from the stream, I might be wrong.
-
Wearing a skin that looks the same like your environment and that makes you basically invisible even if the killer is looking straight at you, that's not skill, that's bad game design.
Skilled stealthy play is when you evade being in the killer's line of sight and he won't hear you.
Skill should be the deciding factor if you win a match or not. Not which clothes you are wearing.
-
That would give the last survivor another 2nd chance depending on RNG/luck.
The only change to the EGC that I'd like to see is a min/max distance between exit gates, so that the last survivor has a fair chance to open a gate, depending on his skill and not on luck.
-
A lot of times, the pallets simply don't spawn well. You have one part of the map which is a dead zone and another part where you will get looped for hours.
-
Gaining Emblem points is hard for a lot of killers because of their power (Billy's chainsaw, Michael's tombstones and insta-downs, Trapper's traps etc.). You don't have a lot of chases.
Also if you get genrushed, you won't pip, even if you kill the survivors in the endgame.
If it's any consolation, the pipping system isn't working for survivors, either. :/
-
@Purple_Orc I'm playing on PS4 Pro and I have similar experiences. Only with DbD the console works so hard. So there's nothing wrong with your PS4.
-
@Tru3Lemon With increased hook time, there won't be an incentive/reason to camp, except for when the EGC has started.
If a killer camps you not for tactical reasons but out of frustration because you looped him "too long", then this hasn't anything to do with a 2nd objective for survivors. (If that happens to you a lot, you can use Deliverance + DS to help yourself in these situations.)
-
@Tru3Lemon Take a look at my reply above your post. :) If hook time gets increased with the introduction of a 2nd objective for survivors, a killer would have no benefits from camping.
-
@DoubleTap said:
Well yeah on Killer you can get 18k in game and still de-pip. But I'm pretty sure on Survivor all you have to do is show up to rank up. lol
@DoubleTap Not at all, it's similar. If the survivors rush the gens and there aren't a lot of hooks and chases, they won't pip. If the killer only downs one surv and camps them to death, the other 3 survs can also leave with a de-pip.
-
It's the same for the survivors. If gens get done too fast and there aren't a lot of hooks and chases, the survs will get a black pip max.
That both sides have to intentionally draw the game out and toy with the opponent side in order to pip shows the flaws of the Emblem system.
Should rank rewards get introduced (and I'm pretty confident that will happen at some point), we'd need an urgent rework of the pipping system.
-
Congratulations! 😊
-
Increasing the hook phase time is probably the easiest tool when a 2nd objective gets introduced. It's not complicated and easily adjustable. Campers would still barely get bloodpoints and Emblem points and only 1k if the survivors play smart.
-
@Karl_Childers Camping gives a low amount of bloodpoints and also leads to bad Emblems. So why do killers camp in most cases? Because they don't have enough time and not camping would equal to giving the survivor a free escape and leave them with 0k.
A second objective for survivors (it doesn't have to be my suggestion) will be good for the health of the game. If killers aren't under that insane time pressure anymore, they will go for more chases. More bloodpoints, more Emblem points, more fun for them.
-
@NMCKE Thank you for the feedback!
"Every gas should allow survivors to repair 50% of the generator."
Sure, why not. :)
"Will Ruin make games last too long?"
I don't think so. Since the survivors have to run/sneak over the map to get gas units, this increases the chances of Ruin getting found by accident.
Also, gens are currently done too fast despite Ruin. I feel that my suggestion would just give the killer the needed extra time. If it would be a bit too much, you could always slightly decrease gen repair time.
-
Bond & BBQ
I play solo surv a lot but even when I play SWF, Bond has its benefits. Good coordination is such a time-saver.
-
@Jonathanskilz said:
All killers and survivors are the same it all depends with perks you use and how good you are
@Jonathanskilz You can't seriously believe that Freddy can be as powerful as Nurse.
-
@SmokePotion Let's not focus too much on realism. ^^ You could also allow the survivors to fill in the gas after they have done the repair work. From a tactical point of view, it would be best for the survs to start with the gas, that's why I chose to go with this version.
In the end, that's one point of the concept that easily can be adjusted. Glad to hear that you like the basic idea! :)
-
@Mochan Yes, I also think that running or sneaking over the map is more exciting than working at a progress bar with skillchecks.
I think 2 units per gen is a good number. It should give the killer a fair amount of additional time.
And if it should be a bit too much in the end, then yes, you could always shorten gen repair time a bit. (But I don't really think this is necessary. I feel that the additional 2 units is just what killer need to "get a foot in the door" and avoid getting gen rushed.)
-
I've also seen this bug. It has probably the same cause like the headshot-hatchets in the PTB.
@Jigmac The op was talking about an existing bug, not about the normal game mechanic.
-
PGTW is almost fine as it is. I would increase the timer, that's it. More than 25% regress and/or tokens would make this perk too powerful.
Kicking a gen without PGTW should always apply a small instant regress, around 5%.
-
This had been fixed. So it's back now? I wonder when I will find splinters again...
-
@Tzeentchling9 said:
The slug is going to have to be pretty stupid to not realize you are following his direction. Hell, I usually start crawling AWAY from the 4th Survivor if the killer stays near me.
This. If my teammate played normal, I'll crawl in the opposite direction to give them a better chance at survival.
-
In the end, we will probably learn more about the battlepass on Friday at the anniversary stream.
The devs also mentioned new goals for players, so maybe there will be rank rewards. Let's see in a couple of days.
-
Please structure your post better. This is currently hard to read.
-
The very weird thing was 1-2 weeks ago, when my killer and survivor ranks were almost the same. For both roles, I had to wait several minutes! And that doesn't make sense. I get that one role has to wait when there aren't enough survivors or killers, but waiting for both roles at the same rank?
I'm on PS4 EU btw.
-
@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/494433#Comment_494433
Oh trust me, the way the community is fed up with dbd making everything having to pay, this would make it more attractive then not, especially for new players
And I never said it needed to be bought ;)
Of course it doesn't have to be bought. But BHVR wants to earn money.
And I don't see why a new player would spend money on a battlepass when said battlepass doesn't have good benefits for him.
-
That would make the battlepass less attractive for new players and those at the low-/ mid-ranks. less attractive = not likely to be bought
It wouldn't make sense to treat players differently when BHVR wants to encourage everybody to buy the battlepass.
@Ksoni I've also seen somebody with devotion 12, but that was a couple of months ago. XD
-
Other games aren't balanced for casual players, and that for a reason. Also casual players don't mind that the game they're playing isn't balanced for them and that they wouldn't have a chance winning against a very good player.
-
As @NMCKE said, we need a 2nd objective. In theory, longer gen repair time would also do the job, but it's not exciting enough.
-
@FinnishFox We need a min/max distance for exit gates. Shortening the timer for opening the exit gates on top would be putting the killer at an unfair disadvantage. The only way to keep it from getting unfair for the killer would be to increase the base time. (And increasing base time is not a good idea.)
Concerning your last point, those scenarios when the last 2 survs don't do anything anymore: A shorter gate opening time wouldn't change anything. These survs just wait for the other person to die so they can go for the hatch.
-
It's intended. If you carried them too long and they are close to wiggling free, you can't drop them anymore without releasing them.
-
A reduced time to open the exit gates won't help you when the exit gates spawn too close to each other.
The reasonable solution is to implement a min/max spawning distance for exit gates.
-
Hag or Spirit. Depends on which playstyle would be more fun for you.
-
Is this the post with the most downvotes here in the forum?
-
@[Deleted User] said:
Hmm
That’s concerning.
It’s always been important for Freddy to “rapid fire” Dream Demon on survivors grouped together.
@DudeDelicious I can't imagine that the power bar is for putting people into the dream world as long as Freddy can only hit survivors in the dream world. There must be additional changes.
-
I'm absolutely against voice chat with strangers. There are a lot of other ways to give solos more information.
-
In the trailer for the anniversary stream at 0:41 you can see a screen with Freddy gameplay. There, Freddy has a power bar so that's what he is going to get for the rework.
-
@TheBean said:
Yeah that looks interesting.. so maybe Freddy doesn't need to put survivors to sleep to hit them anymore.
Maybe the pulling in the Dreamworld has more serious consequences to the survivor in that they can't interact with certain objects?
interesting though.
@TheBean That's a possibility. And it would make Freddy way stronger. It would be nice if he was a viable killer after the rework. Let's hope for the best.