ObservantOfTime
ObservantOfTime
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Typical skill issue, smh
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@Devil_hit11 said:
I'll take the bait just to showcase how delusional survivor mains are. Let's examine a game from tru3ta1ent youtube vods on trickster:
https://www.youtube.com/watch?v=fflE5RSsSS0&list=PLJgAMgRFBOfgZnmqMwB9ksqD343RPF410&index=132
Here are some timestamps:
0-41 second - 8 knifes chase 1
2:07-2:41 second - 3 knife chase 2,3
3:53-4:28 - Chase 4 - 0 knifes, ran out of knifes(Lisa)
5:08 - Extended chase 16 knifes left
5:22, 5:54 - 8 knife left chase 5,6
6:57-7:12 - 21 knifes left chase 7
8:40-9:02 - 2 knife left chase 8
10:22 - camp hook 22 knifes chase 9
10:40- 10:53 - 8 knifes chase 10-11
11:31-11:45 - 18 knifes chase 12
Almost all chases, the trickster ended with less than 8 knifes.
Only 3 chases out of 12 did trickster end with double digits on knife count. On one occasion, Tru3 ran out of knifes and chase was extended by 32 seconds.
with your proposed change, trickster would run out of knives 8/12 of chases with halve ammo.
Based off this relatively close game, I do not think that trickster needs less ammo. If anything, he barely has enough ammo to get 1 down per reload. If your not 7000 hour dbd killer player like tru3, you might have some problems doing well with trickster at high-level. Its why trickster kill-rate is very low among "casual" players.
The game was suppose end on 2 kill, 2 escapes however due to survivor's altruism & killer's ability to facecamp hook's, the result was 3 kill, 1 escape.
This is also making the assumption that a player can hit most of their knifes, and anyone who's ever played trickster knows how impossibly lucky you have to get to hit all of your blades consecutively. If anything he could use a buff, going back to the knife count he had in the PTB. Survivors who know what they're doing won't let you get an opening for you to get your knifes in either, at which point you're just a miserable 4.4 m/s killer who slows down even further when using his blades, necessitating add-ons to compensate.
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@dugman said:
No, I think 10 minutes or less is about the right length for this kind of game.
I would agree, if queue times are taken into consideration. A 10 minute match after a 5 minute queue, 1 - 3 minutes in the lobby, and another minute for loading, there's almost more downtime than playing the game. And if you're the lucky one who gets tunnled out in the first three minutes, then it's even worse. I'd love to play more survivor games, but the queue times are brutal and I don't like sitting there, waiting. Survivor queue times ought to be short like killer queue times, maybe then a short match won't feel like a waste of time.
Frankly, I'm sure 1/2 of my hours in DBD are sitting in queues, lobbies and loading screens.
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@OpenX said:
Nah it's too late, and I would not waste your breath. Nurse/Blight/Plague and 1 shot meta is here to stay, until the next round of broken perks changes it.
Any lower tier killers can get by via hard tunneling at 5 gens for the 2k.
I play plague. Until nurse is back that is. Counters the CoH meta pretty damn good. Occasionally I play spirit, but that feels almost unfair.
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Powercreep has been an issue in DBD since I don't know when, and the devs have done a pretty good job to keep things balanced with perks to give even older killers an a competitive edge. I remember when playing trapper was viable, but nowadays any M1 killer is at a severe disadvantage. Low mobility killers with passive secondary powers are just SoL, because the introduction of certain perks have made their entire playstyle obsolete. With the introduction of free infinite medkits a good chunk of the killer roster becomes a complete joke.
Trapper? Not viable anymore. One of his best add-ons that injures when disarming traps can be (almost) completely ignored. No map mobility.
Wraith? Best be running speed and uncloaking add-ons to injure and catch up fast, though wraith at least has decent map mobility. Still viable against mediocre survivors.
Hilbilly? Still viable, has an M2 instadown and good mobility.
Nurse? Strong. Even stronger with add-ons.
Myers? Lol. Has some lethality, but lacks mobility. Very add-on dependent.
Hag? Same deal as trapper, forget about the hit and run playstyle, though she has some interesting add-ons that make alternate play styles viable.
Doctor? He's anti-loop and can usually end a chase quickly, though no map mobility. Still viable.
Huntress? How viable she remains depends entirely on how good you're with your hatchet throws.
Bubba? Still viable, though lacking in map mobility big time.
Freddy? Good map mobility, but suffers from being an M1 killer.
Pig? Standard M1 killer with a gimmick, not viable anymore.
Clown? Hueeerghhhuuhheeeeheee.
Spirit? Strong, but can get shafted by a huge map.
Legion? A prime example of a killer that lost all viability after the introduction of free infinite medkits.
Plague? Perhaps the best counter to the free infinite medkit meta, but somewhat hindered by low map mobility.
Ghostface? Still viable against survivors that struggle to reveal him. Other than that, basically an M1 killer who can get lucky instadowns.
Demo? Decent map mobility and chase power, but again, one of those killers that needs to commit to a chase lest the survivor finds himself in an area with free infinite medkits.
Oni? While the free infinite medkits hurt his power, once he gets going he's still viable.
Deathslinger? Same deal as demo minus the map mobility and even slower, I don't consider him a viable killer anymore.
Pyramidhead? Decent anti-loop killer who is ultimately hampered by his low map mobility.
Blight? Killer on crack, while being extremely viable coincidentally also has some of the best add-on selection in the game.
Twins? Lol.
Trickster? I'm torn on this one, his slow speed and lack of map pressure really hurts him, and his now even more limited number of knifes only really present survivors caught off guard with a problem.
Nemesis? Decently viable anti-loop killer, with some very RNG dependent map control. Terrible add-ons.
Pinhead? Good map pressure, another anti-loop M1 killer.
Artist? Great map pressure, decent anti-looper, terrible add-on selection. Surprised we don't see her more.
Sadako? Too early to really tell, but it looks like she's a Freddy with a side-gimmick that can mostly be ignored while also not having any of the anti-loop capabilities that freddy has.
Commit to a chase, get an injure, go through three pallets, get the down, lose two gens. Before the introduction of free infinite medkits you could injure survivors, drop the chase, and go defend gens for example, and unless that person had a medkit, self-care or a teammate nearby, it would slow the game down. That playstyle is pretty much gone, and a lot of the killers suffer from it. There's a reason why we go against maybe 1/4th of all available killers all the time.
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@BoriskyTheFox said:
Yeah. I mean it was already killer sided.. finding gens is impossible.. and they have made it even more killer sided with the new hook placement in the library.
I don't care about this or that sided argument at all. The map is gorgeous, but terrible for gameplay for both survivors and killers. It seems like every month there's another issue with the map, I'm already placing bets on what issue is going to crop up in the PTB with the new killer and perks. The way to "fix" the map is by removing a whole bunch of tiny rooms with not much in it, widening the corridors, and increasing the available ambient light. Hawkin's had it right as far as an indoor map goes. I can increase my brightness using filters, but people playing on console don't have that luxury. I'm still not sure how pitch black corridors with nothing but a few red lumps is acceptable. Doorways are unnecessarily narrow. Far too many rooms that turn into death traps once entered. Awful pathing to get from one side of the map to another, or from one level to another. Yeah, faithful adaption for sure, but not suited for a game like DBD.
And the bugs and exploits just keep coming. Nurse gets disabled because she gets stuck mid-animation, but RPD is here to stay with uncleansable totems and the best spot in the game for facecamping without actually facecamping. Pretty good job so far.
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Here here! Along with impossible to cleanse totem spawns now, something ought to be done about it. Here's one example from another user, impossible to cleanse.
https://i.imgur.com/4xzta0H.png -
There is no "rank reset". You got your grade reset, which has absolutely nothing to do with MMR, and only indicates how much a particular player has played the game since the 13th of the month. It boggles my mind how people still don't grasp this.
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The "mist" makes the game almost unbearably dark on consoles, not to mention tanks performance even further. I don't think I've ever seen such a miserably dark game, best played in a pitch black room. Of course some maps are the exception, but on those maps it's the opposite, too damn bright. Having a crippled FOV doesn't really help much either.
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Nurse is disabled, I'm going back to spirit until this is resolved. Good thing I stockpiled tons of add-ons for her. Hope it won't take too long, since Nurse is pretty fun.
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While the nurse is disabled, could you guys please stop issuing new dailies that require me to play as nurse?
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I'm hoping this gets resolved in a day or two...
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@Erasox said:
https://forum.deadbydaylight.com/en/discussion/comment/2804083#Comment_2804083
When they need to do a completly rework her animations it will takes weeks.
That would suck. I'd prefer a buggy nurse over no nurse at all.
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I hope this won't take long to sort out, she's one of the few killers I can actually play pretty competently. Well, time to go back to clapping cheeks with Rin I guess. An estimate for a fix would be nice.
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Is there an ETA on when I can start playing nurse again? She's one of my top 3 killers. Good that this was acted on though, I just hope this won't take weeks to sort out.
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Happened 3 out of 6 games to me yesterday. Had to DC all 3 times, because it happened at 5 gens. The matchmaking ban was shorter than waiting for the survivors to finish. How about disabling post-blink grabs until the issue is fixed in the meantime? It would basically always force an M1 after a blink, instead of a grab, which leads to this soft-lock situation. Seems like a good band-aid solution until this gets properly patched.
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It's very simple, actually. Here: Does it annoy me? Toxic. Am I a big enough person to ignore it? Totally fine.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2800469#Comment_2800469
its not that god loops exist, its that they are not static. Having like 1 or 2 in set positions on each map is fine, but there are procedural loops that can become god loops due to RNG, especially in regards to breakable doors. When the concept was announced everyone expected some badass koolaid man crap where the killer could just bust through and continue the chase, but in reality they just sealed doors either making either dead ends or god windows.
Then there's tiles that don't respect other tiles. You can have a very strong pallet line up perfectly with the window from killer shack, effectively making it so the shack can be chained unless both pallets are broken. And since they're pallets and not doors, the killer can't do it preemptively and has to either waste the time, or consider the entire area a dead zone due to the amount of time it wastes. Obviously some anti-loop killers can either force the pallets to be used early or circumvent the loop altogether, but for M1 killers thats game losing RNG in a single area of the map.
I remember Tru saying that he thinks the procedural generation in the game needs some type of points system to make sure maps don't end up either too strong or too weak for survivors, and I agree. Instead of just making it based on pallet and hook counts and distances, there should be an even distribution of safe and unsafe loops, with a fairly even distribution between maps. The goal should be to have less X sided maps and more maps where either side doesn't feel completely helpless.
The best method to achieve this ballance would not be via procedural generation and RNG, but to have static maps that are specifically tuned to those requirements. Maybe there could be a few hand-made variations of the same map so it's still kind of random which one you get, but the layout was created by a human who understands these elements better than some procedural generation code does. Seems like a better idea than leaving it up to some algorithm with dozens of constraints placed on it, and hoping for the best (it's BHVR we're talking about here).
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Is this the new thing we're complaining about now? Yeah, I would much prefer if maps didn't have pallets or windows at all. That would make my job so much simpler. Reduce the height of every wall to that of the Haddonfield fences too, since they block line of sight and prevent me from quickly dispatching those pesky survivors! On that though, just remove obstacles altogether. Maps should either be flat spheres or squares, oh, and don't forget to make generators and hooks translucent, otherwise a survivor might try and hide behind one.
Seesh, it's okay for survivors to have some safety. What's next? Complaining about shack pallet? Survivor could throw it, forcing me to break it! Now that's inconvenient and prevents me from quickly killing that person, I say we do away with them. Shack is annoying enough as is.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2798254#Comment_2798254
Why does a killer's power or add-ons need penalties? Why can't they just be good?
Blight is already kind of bonkers as is, the 1 second per token cuts his base recharge time in half, or by 50%. That is an astronomical number when considering other killer's add-ons, who shave a few percent off the cooldown. The cooldown reduction is, in my opinion, the biggest benefit of using this add-on, never mind the extra tokens. Imagine giving Nurse 2 extra blinks while cutting her recharge time in half. The downsides, if there are any, hugely outweigh the benefit. Adrenaline Vial not only gives Blight extra tokens to use his power, but it also brings it back in half the time. That's nuts, no matter which way you look at it. Does the add-on have to be bad? No, of course not. I just feel like this change was overdone, especially when considering this add-on alongside other add-ons.To contrast, Shredded Notes only reduce the cooldown by 0.3 seconds, and is the best cooldown add-on for blight. To have an add-on reduce it by 1 second AND give extra rush tokens is pretty nutty. The decreased turn rate is barely an impediment to competent blight players, so this add-on would feel right at home alongside other iridescent addons.
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@neb said:
can my waifu be real
If you stop taking your medication, anything can become reality.
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The question is, what do I do with my hundred(s) of envelopes? Can I redeem those for BP, or do I really have to wait another year to get use out of them?
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My problem with adrenaline vial is the insane token recharge rate. My guy can use all of his tokens, and then two seconds later is ready to go again. The cool-down he goes through after using all of his tokens is enough to recharge about half of it, and then it's another second or two before he's ready to go again. Who needs alchemist's ring when the recharge rate is so bonkers that by the time you break a pallet, his power fully recharged? IMHO there ought to be a penalty to token recharge rate when using adrenaline vial. Other than that, it's okay. I was blown away by how fast 7 tokens recharge, and then you can make it even faster with cool-down add-ons. For all intents and purposes, his power has next to no cool-down.
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I enjoy flashlight users, complements my starstruck / mad grit / agitation / STBFL build pretty well. Couldn't think of a better item survivors could bring to let me get maximum value out of my build. Usually Starstruck is enough to keep the fireflies away, but if they so choose and try to orbit me while I'm carrying then they pay the price. Seems fair to me.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2795896#Comment_2795896
Not to be rude but they're just stating their own opinion.
They're perfectly entitled to think FNaF is silly and not scary. Just as you're entitled to think it's scary and immersive.
A huge region there's SO much resistance to FNaF in DbD is because any time someone dares to say they're not a fan they get flooded with comments talking about how their personal opinion is "factually wrong" and that they clearly didn't take into account X, Y and Z obscure factors about the franchise.
People don't need to justify their opinions to you, nor do their personal preferences need logic or reason. If a Clown costume isn't silly to someone but an animatronic bear is then so be it. Some people don't like tomatoes but happily eat tomato ketchup... It's just how humans are lol
To be fair, I don't think DBD is particularly scary or serious either. I can't think of a time I was genuinely afraid in DBD, and there's not a match that goes by where I don't think "man this is some silly nonsense".
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@Shroompy said:
You can see your MMR?
No, not via conventional means, which is part of why discussions involving MMR as an argument are virtually moot. Until BHVR decides to let us see our number every argument referencing MMR scores is nothing but speculation at best.
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Kick more gens / pallets / walls, and extend your chases even if you just got into range, run for another 10 seconds. That should help out with the hunter score. Let injured people save and trade hooks. Draw out the game, which should be fairly straightforward if there's a large mismatch in skill. 5 minute 4k barely has enough time to accumulate much of anything score and emblem-wise.
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I mean, the game is virtually meant to be played together with friends. I really don't get all the complaining about it, since inviting friends to play with you is a core mechanic of the game. Sure, sucks for the killer, since he doesn't get to invite his friends outside of custom games, but oh well.
Does it tip the balance in favor of the survivors? Certainly. We know SWF groups have a 15% higher win rate. Is every game a SWF game? No, not all of them. SWF teams are also quite vulnerable to overextending their alturism and get themselves killed in the process of trying to save their friend. If I suspect SWF lobbies and see flashlights, I bring lightborn. EZ.
I think the SWF groups are here to stay, so instead of whining about it, figure out some way of dealing with it and turning it against them. Alturism. It's always the altruism that gets people who play with each other. At least in my experience. Person A will run halfway across the map to attempt a flashlight save for person B, usually resulting in free hits on one or multiple people, and while they're busy trying to save their friend they're at the very least not doing generators. There's some other unsavory tactics that can be used, like slugging one of them for bait. I'm always fascinated by how hard some teams throw in order to save their friends. Occasionally I get the gens before friends team, and those are a lot harder to deal with, but oh well. You win some you lose some.
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Ultimately I don't really care what ends up in the game as long as it's another female killer with a tortured past and history of domestic abuse who just can't wear shoes for some odd reason.
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@Tr1nity said:
No.
Nothing more needs to be said. If players do something that's against the game's rules, report them for it. If they do something that's not against the rules but annoys you, I suggest just dealing with it.
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I thoroughly enjoy playing an M1 only bubba (with expections for pallets / walls) with devour hope. People just don't expect it.
STBFL / Devour / Undying / Haunted Grounds. People will be in my face waiting for me to use my chainsaw, but nope. By the time most of them figure it out, it's too late and I'm on my way to the 5th stack. And if I lose all of my totems early, at least I got some slowdown out of it. And the best part about it, if everything goes to hell in a handbasket, I can still break out my chainsaw.
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I don't know why they're still selling the game for PS4 when the experience on that platform is abhorrent. At the very least they ought to take the game out of the store, preventing more people from buying this game on older platforms, until they get their ducks in a row regarding optimization. I know I'd be livid if I owned a PS4, bought DBD, started the game and run into the myriad of problems documented here on the forum in other threads. At this point, the game should only be available for purchase on the most recent consoles, otherwise they are basically receiving a defective product.
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@Brimp said:
Yeah BHVR really put themselves in a bad spot. The dbd playerbase are notorious for taking advantage of the dc penalty being turned off to literally dc for anything, their dh didnt work? dc, a killer they dont like? dc, a killer has these sets of perks? dc, 2 teammates go down within the span of 20 seconds? dc etc. Meanwhile the hacker problem grows.
Even with the DC penalty on, players still do this sort of thing. Try playing Nemesis or the Artist, I can't go 2 games without someone DC'ing the moment they find out who the killer is. And that's with the DC penalty on. I imagine this only gets worse when it's turned off.
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Sounds like a skill issue tbh.
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You know how most killers have a brown offering which straight up makes their power worse, like the speed limiter, and is mostly considered for meme purposes? This is that, but for the offering. If you feel like you're too good at the game, use the offering that make all 4 survivors spawn separate from each other.
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I play a bunch of Nemesis with chase-only perks, and I have yet to have a match in recent history where someone didn't DC. Why do survivors queue up for god knows how long, and then quit the game in less than a minute? I play pretty relaxed with mostly common perks (except for enduring and BBQ) and no add-ons, like what? I would get spanked every single game if some rando wouldn't quit immediately.
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@SunsetSherbet said:
I feel part of the reason it's bad is that an air of "some cheating is okay" has been fostered by the devs and community due to dev refusal to actually ban "acceptable" cheats like comms, stretched res, exploits etc or even admit they are cheating. These are all a-ok and never bannable and the devs even try to make excuses to why these outside advantages aren't cheating like other outside advantages.. Creates a sort of arms race, and with the devs pretty much totally hands off on dealing with cheating, it just means things keep getting worse. When you basically ok various types of cheating such as stretched res and in game exploits for years, it can create a community who feels cheating isn't that big of a deal. If the devs actually went hard against all forms of cheating, then things might change.
Also reporting is a pain. I'm sorry, but I'm not going to take video of every match, edit video, resize it for whatever size requirements the site has etc just so behavior can maybe ban them in 4 weeks. Make it easier to actually report people.
acceptable cheats like comms
Ah, didn't know playing SWF was considered cheating. Perhaps the easiest way to combat this is just to remove the play with friends feature. What a wild take.
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I'll second this. The bots don't even need an AI, they can be stationary target dummies for all I care.
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Hot damn just when I thought I read everything, I see people complain about Festive Firecrackers. This forum is too much for me sometimes 🤦♂️