NoShinyPony
NoShinyPony
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- NoShinyPony
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@SunderMun Well, there are also things like DS and insta-heals. Speaking as a surv main, I don't think this indirect nerf to BT was necessary.
Edit: I forgot MoM which also helps with these situations in the later stages of the match.
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@Tru3Lemon Being smaller won't benefit him as long as his colorful clothes scream "here I am".
scream, hö hö
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@SunderMun It makes the basement a lot less dangerous. I think it would have been a better solution to change collision only after 15-20 seconds so that the tactical aspect for stopping BT wouldn't get removed.
The main reason for this change is to prevent frustrating situations for survivors where they get trapped in the basement until the endgame collapse kills them. As a big side effect, it's a buff for BT.
Keep in mind that the basement is supposed to be extra-dangerous and not a place like anywhere else on the map.
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I don't dislike the skins but I would have liked to also get the original GF. Imagine the almost completely black killer on MacMillan with no terror radius!
The bright red and blue don't go so well with a stealth killer from a tactical point of view.
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@SunderMun The killer can't block the basement stairs anymore. So no waiting 15 seconds for Borrowed Time to run out.
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Besides the devs calling it a chapter (which indicates that a surv + map are included), the new map offering already got leaked a couple of days ago.
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@thrawn3054 It means "sarcasm".
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@thrawn3054 Take a look at the "/s" at the bottom.
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I've bought every DLC so far and I'm also going to buy this one. With all the problems we currently have, I still love this game.
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@Mat_Sella said:
I'd love a paper bag for Laurie and Quentin! They're ugly and proud!
@Mat_Sella Prestige Quentin is the best looking guy in DbD. That's not my personal opinion, that's a fact.
Laurie can have her paper bag.
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Holding the game hostage is a bannable offense. If you encouter players who hold the game hostage, report them.
But blocking the stairs for a limited amount of time is a tactic. If that would get taken away from killers, the basement would be a less dangerous place and I don't think we need that.
This issue should be handled by the community managers who handle reports, not by the game designers.
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@Scal3r said:
I dont get why people get so mad at others having fun enjoying a game with their friends. Almost all SWF groups are just friends having fun playing a game together
@Scal3r Killers also just want to enjoy the game. But against a 4 SWF group, they don't have a fair chance winning and that kills the fun.
If killers would receive reasonable buffs, they wouldn't be so hesitant to accept SWF lobbies.
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Honestly, I don't like the additional hook phase. Hook phases are such a fundamental game mechanic that I wouldn't give such a big change to them.
But besides that: Your rework makes it another 2nd chance perk. The killer does nothing wrong, the survivors play bad (unsafe unhook) but the killer gets punished for the survivors' mistake.
If the survivors play bad, that must have bad consequences for them, not for the killer.
I know that getting yolo saved is very annoying (I play a lot of solo surv). But punishing the killer for bad survivor play is not the way to go.
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It only removes terror radius, not the lullaby. You can use it to confuse survivors, but it's more something for a fun build.
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@AlexAnarchy said:
https://forum.deadbydaylight.com/en/discussion/comment/459454#Comment_459454
But it's not if they are waiting out a BT timer so stop spreading nonsense that any small time of this is the same as 20 minutes :P
@AlexAnarchy I clearly wrote about situations where "the game won't end for the survivors". I don't see how you get the idea that this would refer to waiting 15 seconds for BT to run out.
Also use the @ tag if you want to let others know that you replied to them.
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At the moment, it's taking the game hostage because the game won't end for the survivors if the killer just blocks them and the survs can't do anything. (The EGC will change some things when a timer is ticking.)
Just report the player.
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@Akuma The op talked about playing in high ranks.
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That was indeed a good laugh, thank you.
Leatherface being no. 4 and the Spirit's katana having "good reach" are jokes I will remember. 😂
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I think your version of Left Behind is good, but the additional EGC timer would have to get removed (also for the reason that the killer would learn about the surv using this perk when the timer is longer than usual).
Imho the other perks would be too powerful.
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@Orion said:
@NoShinyPony And we're saying that the precedent set with the Legion's exploit makes that distinction irrelevant.
@Orion And that is totally fine. I'm not against making the abuse of this bug a bannable offense. I'm not defending the devs for not making this a bannable offense. I'm all for treating survs and killers the same.
I was only speculating why the devs haven't made this a bannable offense yet. Nothing more.
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@TreemanXD @SmokePotion Guys, I'm not denying at all that players know this bug and abuse it. All I said is that there are also players who don't know that this bug exists.
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@Orion I'm just talking about how many players might know about this bug. I was simply speculating why the devs are still silent about this bug.
Killers and survivors receiving different treatment is an issue, I'm not denying that.
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@Orion I'm speaking from my own experience, when I talk to other people. Not every player is well-informed and up-to-date when it comes to DbD.
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@Orion Believe me, a lot of people don't know about this one yet, even those who occasionally watch streams.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/453989#Comment_453989
The Game can track exactly which window is vaulted how many times and by which Survivor.
The Game can also track if that Window has the Entity-blocker applied from the Killer's POV or not.
Ergo, the Game can track if a Survivor vaults a Window that should be blocked.
The data to track abusers of this bug is there, and the devs could use that to enact bans.
And even if that was too time-consuming, the devs could still declare this as a bannable offense and accept video proof as an alternative.
There is one possible reason why the devs might be silent about this bug: They don't want the knowledge to spread. A lot of people don't know that this bug exists.
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I'd wish for the 8k bp cap per category to get removed (while keeping the overall cap of 32k).
Often enough you end up not getting bloodpoints since you maxxed out one certain category. I mean, for example: If one survivor ends up being the gen jockey for their team, he should get all the bp.
Edit: Hatch points have always been splitted in 5k and 2k. Which sometimes leads to not getting the 2k since Objective is maxxed already.
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@George_Soros That's not the problem. The devs said "2nd May 0:00 UTC" when they meant "3rd May 0:00 UTC". The thing with midnight/0:00 is a bit tricky and it lead to confusion.
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@xBULLETx @ba_tetsuo To be correct, Blood Hunt starts 0:00 UTC at 3rd May (so in about 15 hours). There was a lot of confusion because of the time "midnight" resp. "0:00 UTC"; it got clarified in another thread.
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Freddy is still worse. As I always say: Watching helplessly while gens get finished, totems get cleansed, survivors get unhooked + healed, exit gates get opened right in front of you? Only with Freddy.
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A real ranking system has to be based on skill, not playtime. But I agree, the current ranking system isn't working. Only 20 ranks with a rank reset each month that brings veterans and new players together isn't a good situation.
Concerning the playtime/Devotion suggestion: The game doesn't differentiate between playtime as killer and as a survivor. Only the minority plays both roles equally, so somebody with 1000 hrs can be a good survivor but a bad killer and has to play on different ranks for the two roles.
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@TheBean Well, 0:00 UTC at the 2nd May is 10 hours from now. But it seems the devs meant that the event starts in 34 hours from now, so of course people are confused.
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Some kind of punishment will come when dedicated servers are live. The problem is, it's still months until then. Meanwhile, the situation continues to worsen. I fear that we are losing players (who won't come back) because of the dc situation.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/452466#Comment_452466
@NoShinyPony That'd require the devs to split up the survey results based upon the first few questions in the survey, where they asked what your "most played" and "prefers to play" roles are. I'd personally not say no to that.
@not_Queen This'd be interesting to know about as well, if there's any huge difference between the two sides.
@se05239 For a lot of questions, it's necessary to consider the players' roles.
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@NurseMainBTW said:
Having every survivor with borrow time would just cause an enormous increase of unsafe unhooks with frustrating consequences. Borrow time is a very strong perk and shouldn't be given freely to everyone otherwise none would learn when to unhook safely.
@NurseMainBTW Agreed. It would lead to a "yolo safe mentality" and frustrate solo survivors in their game experience more.
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If you really, really want to stop camping and tunneling, the entire game mechanic of DbD would need to get drastically changed: after downing/hooking the survivor, the survivor would have to re-spawn in healthy state somewhere else on the map. (And that would force for other things to change.)
It would basically be another game, so probably not something popular.
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Keep in mind that we not only need numbers in total. The majority of players are survivors, so if the majority welcomes killer nerfs, that doesn't necessarily mean these things would be good things for the game.
Not every survivor player is aware of the killers' problems.
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@thesuicidefox "More objectives won't work. Survivors will just find a way to rush that too."
Survivors will find a way to efficiently handle a 2nd objective, but the objective still needs to be done and doing so will consume time.
If you give survivors more work and don't change anything for the killer, it will lead to the killer having more time for chasing survivors.
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@thrawn3054 I think @knell has explained it pretty well, so nothing left for me to add.
@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/452001#Comment_452001
'Preventing Dodging' will burn out killers more quickly, which will lead them to simply playing Survivors more often. More Survivors and less killers. That will lead to longer queue time as well and will not fix the queue problem.
Fixing the imbalance, especially the problem of SWF, helps the overall game AND reduces the queue time. If you just deal with the symptoms, the disease will still remain. If you can cure the disease, you also eliminate the symptoms.
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@thrawn3054 The killer is allowed to make that decision. A good Nurse player might feel comfortable with 3 toolboxes, while a Freddy player doesn't. Flashlights are a way bigger problem for Hags than for Trappers, and so on.
Dodging isn't hurting the game, imbalance is hurting the game.
If the devs were to punish/prevent lobby dodging, this wouldn't solve anything but create a much bigger problem.
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@thrawn3054 I wrote "4 toolboxes". I don't think there is any doubt that this game is not balanced for 4 toolboxes.
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"Punish lobby dodging" - no. If the devs would do that, the number of people playing killer would drastically decrease. The queue times for survivors would become so long that it would have potential to kill this game.
Also, why are killers dodging lobbies in the first place? Because they want to avoid playing unbalanced matches with 4 toolboxes and they don't want to play against troll groups. Do something about these issues and don't punish killers for wanting to play fair games.
(I feel like I have to mention that I mostly play survivor.)
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/450509#Comment_450509
@NoShinyPony if I just added 2 more perk slots and nothing else then that would be true. However that's not what I did.
Read the damn OP cuz it lists the perks that can be used in each slot. I'm telling you know SWF isn't getting that much out of it while Solo's are going to get quite a bit.
@NuclearBurrito Wow, you are rude, and also for no reason. I wrote "... since you could only use certain perks in these slots..." and you reply with "if I just added 2 more perk slots and nothing else then that would be true". You are the one who isn't paying attention to what the other person is writing, not the other way around.
However, short explanation:
The killer's perk slot for hex perks would almost always be used for Ruin, and so on.
The "team buff" perk would be used for Prove Thyself, and SWF groups could even better genrush while still having all the 4 perk slots for BT, DS, MoM, DH or ADRE. And so on.
Really, if you want to have a reasonable discussion about your ideas, stop with this rudeness.
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I'd prefer to just not show ANY offerings anymore. People dc for different offerings (moris, maps, mist etc.) so the obvious solution is to not show anything.
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@SunderMun said:
My idea is either: survivor knows killer is planning to bring a mori before the offering screen so they can dodge too, or killer shouldnt be able to dodge based on items brought in. (that is, they shouldn't be able to see the items)
@SunderMun In reality, a lot of survivors are already doing what you describe: They dc during the loading screen when they see a secret killer offering.
(Which isn't a good thing at all. These dc's should also be punished.)
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Is she sitting in the big part of grass?
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@Cardgrey A balanced state of the game wouldn't allow for goofing around.
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@GrootDude said:
@NoShinyPony If the first survivor caught kept him in chase for enough time then he’d just kill one survivor and in my experience most leatherfaces get looped easily.
@TreemanXD Yes, if the map allows it and the other 3 survivors focus on gens, then Leatherface can end up with only one kill. Well, this game isn't balanced, so no surprise here.
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A balanced state of the game would be a team of 4 survivors being as powerful as one killer with both having the same chances of winning the game. Skill should decide who wins.
A facecamping Leatherface can also get two kills per match but that doesn't mean that the game is balanced.
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This scenario isn't new, only that we are now not trapped in a hatch stand-off but the match will end due to the EGC.
And I agree, gates shouldn't spawn too close (or too far away from each other). RNG shouldn't be the deciding factor of a match's outcome.
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@TreemanXD Then that might make a difference. I guess there are too many variables, at least at this point of the season (more than 2 weeks after rank reset). The longer the season, the shorter the waiting times for high rank killers.