Nos37
Nos37
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@JeanCharpentier said:
https://us.v-cdn.net/6030815/uploads/I4BNROVHKAG7/image.png
This week numbers are really alarming.
End of march we have already seen a huge decrease of the playerbase. This week it is crazy, ppl are leaving massively... I dunno if you understand what is happening... Those numbers are as low as the 2018 numbers, they are even lower...
Everything started with the SBMM release (September 2021).
Shareholders might be really really unhappy about this, i'm wondering how long it will last till we hear that DbD will have the same fate than Anthem.
I believe that we have reached a non-return point, even if many good decisions are made in the near future, most of the players that have left will never return.
If those numbers do not include people who are playing on the Public Test Build, then there will be a noticeable dip when PTB's happen.
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@Ashendale said:
To be fair, there are instances where it's strategic for the killer to not pick up the survivor. If they're running as an SWF group and plan on bullying the killer with multiple flashlights, body blocking, boil over, etc, and you know you will just not make it to the hook.
I agree it's not very fun if a certain point is reached where both sides are just essentially waiting on the clock to run out, but if a function to let you bleed out was put in, BHVR could probably tune things so it resulted in a loss of BP only in certain circumstances.
Looking at things from a different angle, what if they just reduced the bleed out timer? Say, from 4 minutes to 3?
But in those instances, the survivors will be trying to survive; they won't need or use the bleed out faster / give up.
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If it's the house of pain, then I can hear it after going downstairs and standing right next to it for 5 seconds. Faster to look at the pistons.
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@CheeseAnton said:
https://forum.deadbydaylight.com/en/discussion/comment/2890277#Comment_2890277
Couldn't agree with you more, I just have no faith it would actually be implemented in basekit.
Although if that did happen, how about they also see the perks progress as well (i.e. stacks of autodidact, when Any Means Necessary is ready, how much gen progress needed to get flashbang, etc.). Unless that's also basekit, then idk how to make this perk better without making it busted.
Yes, and no. Perks like Autodidact make sense, but "sharing" Spine Chill value..?
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I would make perks visible to others basekit (in-game, not in-lobby, as that would encourage lobby dodging).
I would have Open Handed share any of your equipped aura reading perks with any survivor within 4m of you (repairing the same gen / healing together).
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What if the survivor fully recovered from Exhaustion when unhooked during Summon Phase, as they currently do, but do not fully recover when unhooked during the Struggle Phase?
During the first stage, they're just hanging out chiling and can catch their breath. But being spry and good to go after struggling for their life during struggle phase? Like, what?
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Doctor Jekyll / Mister Hyde?
So like Blight pre booster shot and post booster shot?
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Borrowed Time? Decisive Strike? Unbreakable? You mean the tools to help combat camping, tunneling, and slugging?
I know the answer, but how many perk slots does the killer need to use up in order to be near a hook, target the same survivor, or leave the survivor on the ground?
Okay, and what happens if the killer does not camp, tunnel, or slug? The survivor is playing ith 1 perk.
If flashlights bother you so much, run Lightborn. Killers are fine making survivors use up (and potentially waste) three perk slots to counter the ways they can play, but won't bother using one of their own perk slots to counter flashlights.
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The bigger issue is gen speeds, moreover, the lack of interesting objectives for survivors. Sitting still and holding a singular button for 100 seconds isn't fun for most. For that reason, the devs will not increase gen repair times; especially because that can stack with existing slowdown perks. (Much like addon passes, where changes to basekit require nerfing the related addons to prevent stacking them from getting out of hand, the devs would have to revisit every single slowdown/regression perk IF they wanted to affect gen repair speed basekit.)
Maybe with the addition of the new "item not taking up an item slot" mechanic from the Sadako Rising chapter, the devs could add a new scavenger hunt mechanic as a prerequisite to repairing gens.
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As far as surveys, players who have left the game are not likely reinstalling it to fill out surveys when they come up. Surveys asking people "which of these 5 or 6 things contribute the most to you not wanting to continue playing" would be a better approach. Unless the devs added an exit survey that asks players why they chose to uninstall when they do, which I never see game companies do. (Possibly against consumer ethics/laws?)
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@Advorsus said:
This post very much sounds like someone who plays only one side and they're very new to this side. But I like to compromise. Sure you can have your pickup....
But exit Gates now regress at 10%/s, and if survivors are within the exit gate area for longer than 15 seconds after they're powered they instantly die.
No more 99ing exit Gates or waiting at the exit for the entire EGC to teabag. There, balanced it out for you.
I would be down with this, with one change: no gate regression if there is only one remaining survivor.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2884158#Comment_2884158
If 2 survivors are already dead there is no wanting 4 escapes to happen. Its killers being extremely toxic and making someone miserable so they can have a chance at 4k. No it is not the hatch mechanic doing this. Killers always have the advantage in finding the hatch. They move faster and can go across the map a lot quicker than the survivors.
Plus the killer does not have to hide their scratch marks from the survivor either
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@KerJuice said:
Was multiple survivors sabotaging? Cause if so, they nerfed it once before do to SWF- and any further nerf will make it useless for solo que players. Hell, I find it hard to sabo NOw as a solo que player. It’s a crap shoot to pull off. A lot of killers find the next closest hook a lot.
This change wouldn't affect solo-q. 1 survivor shouldn't be able to sabo a hook, run ahead of the killer AND sabo the next hook. This takes coordinated SWF, and that's what the proposed change aims to deal with, not solo-q's efforts.
Strategic sabotaging of 1 hook to buy time or block a scourge play is fine. Stalling the game by sabotaging multiple hooks gets out of hand.
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There are 5 Gens that take 80 Seconds to repair and there are 4 Survivors. (5 x 80) / 4 = 100 Seconds of Repair Time from each Survivor.
What if total repair time was removed from all remaining gens when a survivor disconnected (minus the work they put in)?
If a survivor disconnects without touching a single gen and there are 5 gens remaining, 20 seconds are removed from every remaining gen, making it take 60 seconds to repair instead of 80. (100 seconds of their repair time spread across 5 remaining gens means 20 seconds removed from all 7 gens.)
If they worked on a gen for 37 seconds and disconnected with 3 gens remaining, 21 seconds are removed from every remaining gen. (100 - the 37 they already spent repairing = 63, spread across 3 remaining gens means 21 seconds removed from the 5 gens.)
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There is still the lack of survivors for unhooking, healing, cleansing, taking aggro. Maybe +25% slower hook progression, healing speed, cleansing speed..?
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@AngyKiller said:
I remember when DBD was new, and Survivors could literally perma-break hooks. Ended up with half the map being dead zones that Survivors would run too so they could never be hooked.
And then they would cry they were being slugged.
Good times.
I was also there for this :(
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Maybe I should run Unnerving Presence with Gearhead to see how many survivors are landing Greats and getting value from a killer perk.
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@Tower_XVI said:
https://forum.deadbydaylight.com/en/discussion/comment/2891893#Comment_2891893
That's definitely an interesting idea, I never looked at it that way. Even if it worked like this I would figure the pair that people usually run would likely be enough to accomplish what they want and be able to include basement when looking for hooks. Also adds an angle of scourges that can't be sabotaged.
Not only anti-sabotage, but, as survivor, I struggle to tell which hooks are scourged, so if I'm on death-hook and am about to go down I just run to basement to rob the killer or a possible scourge-hook comeback.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2891757#Comment_2891757
Then what were you referring to?
Being snuck up on by her or mori'd by her as the survivor isn't as scary as spending Bloodpoints in the Bloodweb as her.
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I wasn't talking about balance.
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On a related note, does the post-game "Did you have fun?" rating do anything or get looked at? Or is it just a placebic mechanism to help frustrated players vent a little?
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"ONRYO: She’s so terrifying in the game. She has brought the horror aspect into DBD for me and it’s awesome."
You mean when you're spending Bloodpoints, and you're the one getting scared? Because the survivors aren't scared of her.
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As far as the additional issues with Solidarity, maybe two birds can be knocked out with one stone:
Have the perk grant extra altruism points that are shared with the survivor you are healing. This makes up for some of the points they would miss out on by not getting to heal you, and it means Solidarity could have a shared perk icon. Others would know you have it and finally let you heal them first!
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@Nos37 said:
The devs mentioned in a Q&A years back that they were looking at Whispers. They were tossing around the idea of its range getting weaker as survivors died off, giving the last remaining survivor a fair shot instead of the killer knowing which gate to guard.
Here it is. They made changes to Whispers for the Mid-Chapter Patch of June 2018, but removed the changes because they weren't sure on which values to use or how it would affect gameplay. (At 22:41)
https://youtu.be/JmyIbKL3kxg?t=1361I had it backwards. The range would increase, making it harder to pinpoint where the last survivor was. "There's someone somewhere..."
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The devs mentioned in a Q&A years back that they were looking at Whispers. They were tossing around the idea of its range getting weaker as survivors died off, giving the last remaining survivor a fair shot instead of the killer knowing which gate to guard.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2888899#Comment_2888899
So killers can just have yet another excuse to not move an inch from a hooked survivor?
Currently, if killers suspect survivors are nearby, they'll just camp anyway. The process is drawn out because the killer doesn't know for sure if a survivor's really there, and the nearby survivor is just waiting for the killer to leave or look for them so they can lure them away.
This change means Whispers either confirms there is no nearby survivor and the killer leaves much sooner, or it confirms there is a nearby survivor and the aggro shifts much sooner. (If the aggro doesn't shift, the nearby survivor moves away from hook, Whispers turns off, and the killer leaves.)
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Why abbreviate perks?
It saved you 2 seconds of typing and saved veteran players 1 second of reading, but everyone else has to launch the game or wiki to see the list of perks and figure out what it stands for. Bad enough some players still struggle to remember what each perk does; there are so many. (NOED being the obvious exception for abbreviating)
Ruin + Probably Rejoltance + Make Your Choice + Fog of Realms?
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/2886140#Comment_2886140
I wouldn't complain. I just want more synergy with my builds.
I like using underrated non-meta perks (save for BBQ). Just sucks that I still only get 4, even though they're not great.
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Maybe add a way for killers to kick-start gens, making them progress to full completion at 1 or 2 charges per second and removing skill checks from survivors who repair it.
This would solve survivors taking the game hostage at 1 gen left
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While I like the idea, none of my killers have many Tiger Mask, Realty Key, or RCPS offerings, and they would be the ones I would use the most.
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@MilManson said:
Why should survivors get buffed even more? They are already friggin demi-gods.
They need nerfs not buffs.
No. SWF are "demi-gods." Solo survivors inefficiently stumbling around in the dark is the reason why killers are kept chained.
Add the action status to the HUD for survivors to know what everyone's up to. Then remove the killer's red stain from the game.
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@sonata93 said:
Nurse is arguably the hardest killer in terms of skill, but as a reward for that, she is by far the hardest killer to go against. Her power essentially circumnavigates all the things that go in favor of the survivors (pallets, windows, etc.). Looping is useless against a good nurse and the only counter to her power is to break line of sight.
The hypotheticals you're talking about do not apply to every survivor you go against. I play solo-queue mostly and when you say all gens are popped within 3 hooks that just doesn't happen often (I wish all my solo-queue team mates were that efficient 🤣).
I had a few mactches where gens didn't fly by, but I made the mistake of sacrifing them. Now my rating has gone up and I'm stuck in matches against very efficient survivors.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2885632#Comment_2885632
I personally don't like the sheer amount of free information they keep dumping into the game. Takes away from the horror and element of surprise.
Solo survivors should continue to struggle? Just so that survivors with less than 100 hours can feel slightly more immersed? No thanks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2885876#Comment_2885876
Camera control is far more clunky & imprecise compared to other modern games that demand similar levels of precision, thanks to a bad response curve & no dead zone slider. It's unnecessarily difficult to translate basic FPS skill into DbD because it simply doesn't feel natural to rotate the camera & make minute adjustments needed to get the consistent skillful hits needed to separate the average from the great players, particularly on killers like Huntress, Nemesis, Artist, and especially Trickster, who along with Blight's initial coding problems, spurred me into calling out this issue. Playing killer on a controller is already a disadvantage in and of itself, but the disadvantage is amplified further by the piss-poor implementation of the controls.
They can absolutely fix it if they tried, but they seemingly have no desire to. Likely because they simply don't know how bad and amateurish it really is. Or they don't care enough and keep prioritizing other things, like tinkering with MMR 30,000 times.
The next step for future generations of consoles/games is to have an app (or game) that is purely a shooting test range where you can adjust and fine tune your aim. The settings are then saved as a config and booting up another shooter game fetches your aim config, removing the need to inidivually adjust each game's sensitivites.
Standardization for camera settings.
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What if they took the 5 or 10 least used survivor perks and let survivors pick one of them to equip for free; same with killer perks?
The perks could update each season.
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@Cybil said:
I was thinking about this myself. Some killers (and survivors) like to dedicate builds for endgame so allowing them to utilize those perks immediately sounds like a good decision. The biggest downside that comes to mind is that lack of blood points being spread around.
Everyone can just move on to the next match and get more points?
The alternative, and the current state of killers who give up, is the survivors wasting 10 minutes milking another 3,000 points out of the match while the defeated killer's AFK in the corner. Had the survivors simply finished gens and left they would have been into the next match and made more than 3,000 in that same time frame...
Letting killers resign only speeds this process up. Win-win, ironically
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@Plsfix369 said:
It's boring to just play on a single side, i main both killers and survivors, and dbd isn't just about one side either its 2 games in one.
Agreed. This is why they should split the disconnect penalty. The reasons I rage quit as survivor are far different from the reasons I would disconnect as killer, yet I'm barred from killer if I DC as survivor.
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I'm 50x less likely to rage quit as killer, so I cannot play survivor for long before my matchmaking penalty gets out of hand.
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Pressuring gens is a joke. If they know you're in patrol mode then they walk away and wait for you to leave or chase someone else. When you chase someone else, 3 of them are slamming gens.
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Wouldn't it just become bots vs bots?
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@Zeus said:
SWF isn't an issue for the devs..not the killers. Killers will start to dodge lobbies if they realize they are going to go against a SWF.
Sounds like SWF is an issue
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@BasementDweller said:
So a boon that not only shows the killers aura but also gives a 50% gen bonus, and it also is map wide?
Yeah this is broken even if it has the 60 second cooldown. All 4 survivors could run this perk, and each person can boon a totem after one is cleansed.
I get the whole 'punish' killers who camp and tunnel but majority of these types of suggestions also punish those who don't.
For example; if your facing a killer with no map mobility even if they don't camp they get punished due to the aura and 50%. Survivors could just avoid the place where the boon is located, so the killer is either forced to waste time looking for the totem or have survivors be able to do gens 50% faster.
This boon will just kill killer diversity and encourage killers to play more blight and nurse. Which a majority of the playerbase don't want.
I thought Blight and Nurse was exactly what the survivors wanted.
They kept telling me to "git gud," so I've moved away from killers with skill ceilings to killers that I can always improve with.
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I got blinded and dropped a survivor. Then I looked at the ground and was still blinded for 10 seconds after that. Ban cheaters.
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I only got to chase 2 survivors and hook 1 once before gens were done.
I opened the gate, and went AFK in the corner.
If the survivors want to gen rush, they can escape with their 8k Bloodpoints. Not letting them stay in the match and take turns milking Bloodpoints out of me knowing full well they are in no danger and can safely walk out the exit whenever they so choose.
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Alcina Dimitrescu and Ada Wong
Either as skins (Nemesis tentacle replaced with Alcina claw strike), or as a whole new killer power
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When the game first launched, there was more emphasis on stealth and immersion (the survivor feeling alone and unaware). Plus, it saved the (smaller at the time) company from having to develop the tools to implement such systems. Now, with the spaghetti code, it's too late.
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As a survivor, I hate Dead Hard and wish it was removed.
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With the amount of "gg too ez" I get in post game messages as the killer, I would disagree.
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@Shaped said:
Considering how hard is to get it, I don't see why not.
But it's still in survivors hands. You have to mess up really badly to be moried by her imo.
It's called Inexorable Stare, not Inevitable Stare. It shouldn't be easy and happen every match to every survivor.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2874347#Comment_2874347
I was a killer main for years and the only time i tunneled was if a survivor was tbagging me, not even flashlight clicking, so no. People get triggered so easily these days damn
My point is that it is well within the capabilities for survivors to simply go play the killer and not tunnel, allowing their fellow survivors a break from the camping and tunneling.
As killer, when I get tired of Circle of Healing I play survivor and use my totem-hunting build to cleanse all the totems and give the killer a break.
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@Mileena_Kahn said:
Literally every match I’ve played today the killers has just babysat the first person they’ve hooked and go after them when they get unhooked, despite having borrowed time. And for the cherry on top they shake their heads, hit on hook, and BM everyone. But then you 4 escape them and then they have nothing to say in end game chat. And that’s not even showing the builds they run, you can guess a few already… DMS, NOED, RUIN, UNDYING, and SCOURGE. People claim all survivors play the same way but at this point it goes both ways, maybe even more so on the killers end. It’s sad.
Any survivor complaining can simply go play killer and not camp or tunnel.
Soon you'll see that you're just the survivors' Bloodpoint Piñata and stop playing killer, leaving only the killers who camp/tunnel.
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Devs got tired of Killers asking for hex totems to be hidden in the Killer's back pocket...
so they started spawning hex totems in the Survivor's back pocket
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Any killer can use Lethal Pursuer.
With my Nemesis, I spread hooks across all the survivors to get the most value from No Way Out, which buys me time to find and stomp the Obsession's brains in with Rancor.