Nobsyde
Nobsyde
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/802674#Comment_802674
They have had an entire year too work on the event, since it was one of the biggest things that happened in 2018 personally, and they didn't do squat and did the safest and most boring thing in the world.
If last year's event was like this then whatever, it's boring but it's the usual, but they raised the bar and the expectations with how fun the Hallowed Blight was with cutscenes, awesome cosmetics, and a fun (and problematic) secondary objective with the plants. Then they completely downgrade the entire thing, instead of fixing the problems and making it be better.
Even if you did use the reason of Archives, I can't see the entire development team working on it. Someone on the team had too make, code, and iron out new gens and hooks, so clearly they had time too fix the old event, they simply chose not too.
No, they had an entire year for:
- update the game with the new Unreal engine iteratively
- create new maps and new map variations
- add I don't even know how many killers and survivors
- program dedicated server (and as you see, they still haven't nailed it..)
- create and develop a new switch team
- archives and rift
- balance changes
...and finally there's an event that lasts just 7 days.
Something tells me it wasn't very high priority wise.
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The event is objectively underwhelming, but there's a reason for that, and that's the development of the Archives and Rift.
I'm sure the next event will be much more interactive, in the meanwhile go search 3 chests!
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/802229#Comment_802229
What are you on? Scratched Mirror can be countered by simply looking around, using Distortion, or avoiding areas where he could easily grab you (if a gen is by an opening, you repair it from the side that isn't right beside an opening). His breathing is also kinda loud. If you can't outrun a Killer at 105% MS, then that's your problem. This "fix" is only for "consistency", aka when lazy Survivors complain and the devs need an excuse to nerf something. There was no need to nerf EW1 Myers.
Scratched Mirror is fine now as it was before - before you had to waste a perk (M & A) to make it work, now you can capitalise on everyone which is not super cautious and running spine chill.
Plus, as I said elsewhere, it's an addon that should promote fun games, scary as it is. Even if survivors run the whole game from you, they'll still be on edge, it will be fun regardless.
Of course if the reason to run SM was to burn Lerry's or something like that and get an easy 4K well, I understand one could be upset for that one time out of one hundred games where a few survivors run SC, just deal with it and 4K the next game ;)
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@BruhMoment said:
https://forum.deadbydaylight.com/en/discussion/comment/802475#Comment_802475
He wasn't talking about himself when he said "a new players way of learning". He was talking about why the change was made. The change had been made to make it easier for new survivors to learn how to play the game. Now new survivors can rely on spinechill and premonition a lot more, and there's nothing myers players can do to counter it other than walk backwards everywhere (which is seriously debilitating).
This is a problem only for perma T1 myers (scratched mirror) though, in any other case you want to at least be T2, so I don't really see the real problem here, other than a bit of venting for an unlucky game, even against a full spine chill team.
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@THEghostface said:
I have never been more frustrated playing this killer. They run to all the hard loops and infinites the moment you are within their detection range. The "counter" of looking sideways or moonwalking when approaching doesn't even matter. Some reconsideration is needed if they think it's better to apparently favor a new player's way of learning by making a killer weak in a certain aspect. Tier 1 is nothing but all negatives against these users.
a "new player" shouldn't play jump scares Myers anyway, since it's nothing like the normal game - don't get me wrong, it's a lot of fun both as killer and survivor, if Myers plays to scare survivors and not to try hard, but still you won't learn anything about the game.
Long live Spine Chill!
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This is why when I see someone rank < 15 in the lobby I recently started to message them (I'm on PS4) writing this:
"I see you are rank XX, so: welcome to Dead by Daylight! Remember to not disconnect or suicide on hook, have faith in your team and you'll have a lot of fun!"
...for now it's working and they even thank me for the welcome, which is a plus :D!
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I'm having a blast actually.
Those challenges are changing a bit the usual games, and for now no one ever DC'ed if he couldn't complete his challenge.
Against all odds I like a lot the open 3 chests one - when I see a coin burnt I just leave chests alone, then if I need an item later on I'm almost certain to find one already opened :D.
One game I had a lot of fun against a good ghostface, we ended up 2 vs 1, one generator left (me 2 hooks left, the other on last hook), but my teammate was completing the challenge, so he made me follow him to a chest where he knew there was a key, then we run around searching for the hatch while my Spine Chills were screaming "he's behind you!!".
...maybe not that fun for GF but well, we weren't swf so that's fine for me :P.
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One good nerf could be to deplete her power meter after a successful hit.
right now one of the huge problems is that once you’re hit the second one is almost guaranteed. Not sure it would be enough, but it could be worth a try.
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Slightly unrelated question:
if I am already somehow healed and use a syringe, will it still take 16 seconds or the progress will be considered, thus lowering the time to complete the heal?
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I just uninstalled the game because of those black shapes and asked for a refund. Literally unplayable man.
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@Merlin said:
It really winds me up when survivors stand near the exit or near the hatch and wait for you to get there before they leave
try to think it this way: if you wait as a survivor that tiny bit you get some stealth + chase points, which help emblem wise.
You can capitalise on that by hitting them (they will actually lose points, while you'll gain some, jokes on them!), or, if you don't want to see them tbagging + avoid any possible chase point gain, just come at them facing backward. Either they have to leave or you'll get a free hit without them getting any chase point.
PLUS! If a survivor is downed (not necessarily hooked, just downed) he can't get iridescent points on survival, only gold at best. If you down them while they are leaving, it's still a down.
...it can help you feel a bit better :)
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I'm on PS4 by the way, I didn't think it would be different based on the platform :(
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Oh boi.
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dude, it's a sarcastic thread, to make fun of those people who will inevitably complain - I opened it on Off Topic for a reason ;).
Chill out.
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Indeed! Here's what will be written somewhere in the following 48 hours, mark my word!
- OMG, you literally can't hear anything behind a wall in (insert map / location here), ######### is the PTB for?
- #########, the challenge xxx is bugged I tried it 39 times and still I don't get my rifts point, ######### was the wait for?
- OMEGALULZ, now trapper traps the head of survivors and pig can pass through walls singing Despacito, ######### is @Peanits doing on the job?
Just you wait
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(no, really, thanks devs, I honestly didn't think you could have pushed the update so fast, considering the circumstances)
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some time ago I posted my view on DC punishment, I'll repost it here, you never know if BHVR will read
Disconnects
- flag system: user.has_disconnect = True/False
- 1 DC: flag becomes True
- 2 DC: 3 minute wait before joining / creating a lobby
- 3 DC: 15 minutes wait
- 4 DC: 1 hour wait
- 5 DC: 24 hours wait
- 6 DC: 48 hours wait
- 7 DC+: 48 hours wait + player can play only in hell queue
- every 96 hours (4 days) or every 7 games without disconnections (only solo, not swf) the player loses 1 from his dc count
Hell Queue
- a special queue for flagged players (basically, players that abused somehow the game. for now let's say disconnecters)
- once a player is in Hell Queue, he can play only against other players in Hell Queue
- if a swf group has one player in Hell Queue, the group will be queued in Hell Queue
- normal rules still apply: if a player disconnects from a game his counter still increases, if he cheats he's still reportable etc.
- players in Hell Queue do not know they are in Hell Queue
- once in Hell Queue, player record must go back to immaculate (e.g. if he's in the Hell Queue due to 7+ DC, he must wait for his counter to go back to zero before being able to go back to the normal queue)
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Doc especially on console is really frustrating due to the frame rate.
Distressing + Unnerving Presence + Overcharge and you got yourself a very fun game.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/792294#Comment_792294
I mean, it's considered a way of showing respect to the other side in a sense also... so sometimes people don't really want to display any respect to a Killer they didn't have fun with.
That's exactly the point: a lot of dbd players are disrespectful (as it is in basically every multiplayer game community, actually), both in game and post game. This is a dog biting its tail, a circle of BM which will never end: one disrespect another in game / someone likes to make edgy comment post game to troll other players / one starts saying "bad game" even when a game was fair overall just because he or she is an ignorant person which never played some sport in his/her life...
The only thing that's in your abilities is to say "gg" and not reply to any other comment.
...maybe listen to Taylor Swift, haters gonna hate 🕺
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The problem is that “good game”, from a competitive point of view, doesn’t really mean “it was a fun game”, but “it was a fair game, I acknowledge we both did our best”.
in a sport there’s a referee, and “BMing” is sanctioned, sometimes strongly. In DbD there’s no such thing, meaning that sometimes a game is not really “good”.
Not saying gg is the equivalent to not shake hands after a game - I don’t think Zidane and Materazzi did so after France - Italy :)
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everyone that's comparing scenarios where a client pays for something, that something is delayed so a compensation is expected is missing one important point:
no one paid anything, here.
We paid for the game, not for update 3.3.0 being on the 22nd of October. That's what @Peanits is talking about, the difference between downtime and delay.
...and now, give me back my 7000 iridescent shards for when I bought Legion before you destroyed them!! 😡
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honestly I think the right way to play DbD, from a balance and gameplay point of view, is to play solo. Coordination should be a result of map awareness, perks (e.g. bond, empathy..) and experience, not voice communication.
If anything, I would prefer separate lobby queues between solo and swf - a killer may choose which one to join (or even both, if he wishes). Probably this can't be done due to an increase on wait time which would frustrate both swf and solo players, but still, the game should be more solo oriented, not the opposite.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/784123#Comment_784123
Hmm, I got a weird idea that would not likely happen but
try re-opening the PTB and have the people try to find out the source of the bug
a bug is not always a simple "I interacted with something and after that, this happened", that's actually a best case scenario.
Often there are tricky things, like a cumulative amount of little interactions that eventually trigger the bug, and those little things may be totally unrelated from the player point of view (not for the code, of course, but we don't know how the code works) - imagine if in order to make the game crash on load screen you need to use a combination of 3 green sacrifices, no killer sacrifice, a claudette with a ranger med-kit and the killer must press the ready button exactly at the 15th second of the countdown (but the crash happens during the load screen, not immediately).
There would be no way for a player to realise what happened, only an internal debugger could point in the right direction, and even that could not be immediate.
..but this is again something "good" for a programmer, it is still a trigger scenario.
What about a bug that happens just because they updated their Unreal engine? It could even not be a bug at all, but a new intended behaviour. They need first to know what changed in the engine, then how to circumvent it, and then implement the change without causing any new bugs - which would most likely happen.
It's a difficult world :D
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ok, tnx for the valuable clarification 🤙.
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I don't like the "all keys open hatch" and "all generators need to be powered to use the key" changes, but I understand the reasoning behind it.
Instead what is very interesting is the change between time until the hatch closes to how many survivors use the hatch. One possible change would be:
- Dull key: the hatch opens for one survivor only, then stays closed for 20 seconds no matter what (to prevent a double escape if only two survivors remain)
- Skeleton key: exactly like dull key if there's still at least 1 generator left (or maybe make it usable for 2 survivors instead of just 1). When all generators are powered, the hatch stays open for 30 seconds (as it is now, for achievement purposes).
Plus, if it's not already like this, prevent skeleton keys spawning in chests if you don't have special perks.
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It's an interesting concept, the big problem that I see is that survivors are able to decide where to place these candles - which makes them inherently stronger than hex totems.
While it's true that a killer can defend hex totems by either patrolling or trapping around them, while a survivor couldn't do something similar, there are also 4 survivors in a game - imagine a swf group, what could it accomplish with something so strong, if survivors are able to smartly place them.
Remember that a killer once gens are popping is on borrowed time as far as map pressure / patrolling.
Either nerf (a lot) the radius of effect, or you have to think of something else to balance it in those worst case scenarios.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/782452#Comment_782452
You are directly trying to sell something: add nerfs to ghostface via sound cues ala ptr pre-nerf, a stun ala light-burn when his stealth has nothing to do with the other realm or a further nerf to his stealth altogether that requires him to be stealthy while not having a stealth ability.
Sell it to whom, exactly :)?
A lot of the guys who posted expressed interesting counter points from what is my view - I don't agree with all of them, but still, that's the reason why a board exist: to exchange opinions.
Yes, I think GF needs a rework, which doesn't necessarily mean a nerf, and I'm confident eventually this will happen, but trust me, I don't really care that much if this happens or not.
I wanted to discuss Undetectable as a whole, GF right now is the most relevant example as to why this new status effect must be balanced well, that's it.
If BHVR will ever read this topic I'll be happy, if they don't I'll still be happy for every respectful reply we've had so far :)
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/782431#Comment_782431
And I don't buy it. The downside comes in your inability to properly use it, rendering you as just an M1 killer.
This is not the way to approach a discussion, I'm not trying to sell anything. I have my idea and I expressed my reasoning behind it.
You don't agree with that? Fine, you're entitled to have your opinion, wrong or right it doesn't really matter, but still, try to be respectful.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/782251#Comment_782251
How is it not a downside? You are locked out of it if you fail to take advantage of it, and it is not something any other stealth killer currently has.
I’ve already explained it.
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@S_Panda said:
His downside is his long cooldown when broken out of stealth. Every other stealth killer can use their stealth repeatedly as much as they want (barring wraith flashlight)
that's not a downside from being broken out of stealth. There's no penalty: you just used your ability, now it's in cooldown.
What is a downside?
- Wraith - you can't hit while cloacked, and you take time to uncloak/cloak
- Michael - you are SLOW
- Pig - same as Michael, plus the crouched POV
- Nurse - fatigue after a blink (not related to undetectable, but on what is a downside to an ability)
and so on and so forth. This means that you have to make a choice - use your ability and risk to lose sight / give time to the survivor to do something against you, or save it but remain 100% in the chase?
The worst that happens to GF is to have the ability in cooldown. Yeah, whatever, I'm still chasing the survivor exactly as before.
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@lynelmane said:
I don't agree with changing GF's night shroud to only activate when stalking someone/having to stalk before it activates. (thats what I got from the op, correct me if that's not what was being suggested)
It won't work. GF will never be in stealth if it worked like that because stalk only works at a certain range and the TR is definitely larger than the stalk range.
My suggestion is to do something to change how GF works, I've proposed three different approaches, but more are certainly there.
In any case my point is not how to change GF, but why Undetectable needs to be considered as a very powerful ability for any killer, and this must be taken into account when trying to balance it.
Yes, right now I think GF needs some rework because of this, but it's not the main topic I wanted to discuss about.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/782034#Comment_782034
Well...no? It was taken out because it was really bad.
agree to disagree :)
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it says it trumps "any stealth ability" but as far as I know Undetectable is something different and new - which trumps every aura reading. I think the description is now outdated, but I may be wrong.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/782026#Comment_782026
That was in the PTB and quickly removed.
Well, put it back lol. What was not okay was the constant sound that GF was emitting while undetectable - making him not stealth at all.
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@n2njauwu said:
https://forum.deadbydaylight.com/en/discussion/comment/781985#Comment_781985
ghostface stalk is so underwhelming most players play him just rushing to survivors and doing basic attacks , because of how his power is countered by survivors , and you want even more nerf his power , how funny
I agree that stalking is underwhelming, that's why the proper way to play GF is not using the stalking ability altogether. Try to do that, you'll have much more luck playing him ;)
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@TAG said:
"the reveal mechanic is somehow broken right now due to camera-player-ghostface raytrace collision"
If the problem is that the reveal mechanic isn't functioning, the solution seems pretty obvious.
Also, wasn't the audio cue for GF taken OUT during PTB because it was a terrible idea?
the audio cue I'm suggesting wouldn't be permanent - it would play a sound when the GF enters his Undetectable status (similarly to the wraith bell), but then he would stay silent as it is now.
It would just be a notification to survivors "hey, be warned, even if you don't hear a TR the killer can be near!"
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@Centrum said:
Yeah, I can't agree with stunning GF when he's removed from stealth.
Not when GF can be removed from stealth by a survivor who can't be seen around a corner.
Not when GF can be removed from stealth by a Dying Survivor or Hooked Survivor.
Right now; Survivors don't have to risk themselves to Reveal Ghostface; they can see him around walls and corners, and even BEHIND THEMSELVES while working on Gens with their astral projection camera. I can't play GF without being revealed every 5 seconds because someone plays magic lookout.
A stun on Reveal would make GF quite unplayable.
the stun is just an idea from a bunch I gave, I'm not saying it's the best approach.
On a side note, I suggest you to watch some streamers using ghostface, it's really not that hard to find a survivor undetected. If you struggle with it I'm sure it would help you a lot!
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thanks for the clarification, I didn't know that - that's an important difference as well.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/781683#Comment_781683
I would dare to say that this would take a lot of the strategy out of the game. Having generators take the time that they do adds points of contention on the map. I can hook a survivor near a generator that I know is almost done to keep pressure on it and stop it from going off while and keep an eye on the hooked survivor as well. If there's more generators and they take half as long, that strategy goes out the window. They can just switch to a different generator and get it done in no time anyway.
Fewer generators also means fewer places to check. If I have to check double the generators and a couple have a little bit of progress on them, finding survivors is going to be way harder.
reported for camping omg!
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If the delay means that all (well, let's say, a lot) of the worst bugs found in the PTB won't see the light of day, well I'm very happy about that!
Probably the worst one was the audio collision - basically all generators behind a wall were completely silent, from what I saw...
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why would bloodpoints / emblem points matter now? Your point is that the win/loss condition is simply survive/kill.
And why is now camping not a legitimate strategy anymore? It is in the premise of the question that the killer is camping two survivors, and you said "yes, it's a draw".
Now it's not?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/774427#Comment_774427
And if you genrush and all make the escape, you demolished the Leatherface (by that system), no?
My friend, I really don't understand if you are not getting the point or pretending not to..
I assume you understand that to get just two survivors down, one time, the whole game is trivially easy. If you think otherwise, I really don't have anything else to add to our discussion, I'm not here to argue on something so basic :)
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/774411#Comment_774411
I mean, why not? It's like saying it's not really a win if all you did was spam Hadoukens.
if you just spam haoudkens, you'll be demolished by every player that knows how to counter it.
You can't counter a leatherface camping, and two survivors downed the whole game is all that is needed for "the draw".
But then again, you can think and play however you want, if you think that it is a draw/win/loss... good for you, that's subjective.
Just know that it is obviously not objective.
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ahah ok :)
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/774356#Comment_774356
I mean, I go by "3-4k is a Killer win, 0-1k is a Survivors win, 2k is a draw." Seems about as straightforward as you can get.
killer is leatherface.
Gets one, camps him - 1k.
Gets another one (maybe even with NOED, why not), camps him - 2k.
No gen pressure, no chases. Is this really a draw?
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@Mochan said:
I have never considered pipping to be a win condition.
Escaping is the win condition.
Killing survivors is the win condition.
Period.
You can have fun in other ways or set your own personal goals, but saying you can win in any other way is like playing basketball and claiming you win even if the other team got 20 points on you, just because "I showed up, did my best and had fun."
Sorry, that is not winning the game. It's a moral victory at best, but the actual act of winning the game is something else.
this is false though.
Dbd is a 4vs1 game, survivors vs killer. If anything, you should say something along the line "a 4K is a killer win, a 0K is a survivors win, 2K a draw". Which wouldn't be that smart of a statement.
Let's use your basketball example: the goal is to score more points than your opponent. But that is as a team, if you, as a player, score 50 points, the second best player scores 25 points, but your team lost the game... did you win anyway?
That's what happens when you think "if I survive, I win", no matter what you did during the game.
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One of the reasons why it is so difficult to declare what is winning and what is losing in Dead By Daylight is based on its inherent non-competitive design, and I hope we can all agree on this - DBD is a casual game, which can be played with optimisation in mind, you can be competitive, but still that's not enough.
You win or lose a competition, but what if this competition is not fair by design?
Well, now you need to establish something else as a goal to tell yourself "I won" - that is in fact "I achieved my goal".
Subjectively, everything can be a goal: do the daily rituals, escape, never get hooked, or even... have fun - whatever it means.
This is totally fine for casual players, but as I said there are competitive players, even if the game is not. And that's where convention is needed. A tournament could have its rules (I remember a TydeTime tournament where the sum of the bloodpoints of the two teams was the win/loss condition), but since we are playing public games there are basically two conditions to meet, considering that survivors work as a team, while the killer is a slave of the entity.
Survivors - help the team survive as much as possible
Killer - please the entity as much as possible
For a survivor that wants to "simply escape", maybe by hiding, not doing generators / being chased / save fellow survivors, it's obvious this goal is not met at all, and that's why objectively to survive is not by itself enough to win.
A killer that camps hooks and even manages to 4k, but without chasing (...instilling fear in survivors) or multiple hooks, is a bad employee for the Entity. It wants more, it's a sadistic being, and that's why to simply kill survivors is not enough to win.
The pip system tries to solve the dilemma: even if your team gets annihilated, if you as a survivor did your best to help it out, you'll still gain good emblems, and pip. You did your job.
Similarly a killer that is able to hook everyone multiple times, chase them a lot and delay gen progression, will receive a pip as a gift from the magnanimous Entity, even without 3-4k.
But here's the thing, is this objectively winning?
No.
The reason being: if every survivor do well, and the killer does well too, every player in the match will pip. In other words: every player in the match should win, and this is impossible by definition - a win implies there's a loss somewhere.
Moral of the story - objectively you can't really win or lose, but you can help your teammates or make the game difficult for survivors, which are the fundamental goals of the game.
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@thatguyinktown that made me laugh lol
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I proposed a change in this topic a while ago. I think it could be a bit more acceptable than yours :P.
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those are also the ones that I'm the more looking forward to once Archives are rolling.
They could also be interesting as a tutorial tool, since some perks are not necessarily obvious to understand in their true potential for new players. I can imagine something like "get fully healed by a team mate while using Bond" or "pallet stun the killer after activating Dead Hard".
I guess we'll see.