Ohyakno
Ohyakno
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@Mooks said:
will also leave this here from another thread.
I do think people are downplaying and simplifying issues they don’t truly grasp themselves. These kinda adjustments can easily result in distorted sounds and there is also a subjective layer to all of it (eg higher voices being easier to notice than deeper ones)
Again, not apologizing but looking at it a little bit more reasonable and not acting like a toddler would be able to do it better and faster than the devs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708175#Comment_3708175
The person you're quoting is trying to make it seem complicated by over explaining. It is literally just that easy. You turn down the volume levels. I worked in radio briefly and I never had to worry about the audio ghost collapsing waveforms on copy I voiced. If something is too high, you turn it down. If it's too low you can turn it up to a reasonable degree without degrading the quality. I don't think any survivor needs to have their grunts of pain blasting in your ear so that's not really a concern.
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This has zero context. Even if it is a no good full bleed out, how often does that even happen? I've seen it less than a dozen times in my years playing this game. Let people bleed out faster if they want. That won't affect games like giving people a free DC button against the hated killer of the week. Or because they happen to be losing.
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@Aven_Fallen said:
Killers want to enjoy their power trip. Survivors giving up does not support this.
Wouldn't making someone quit give a power trip feeling? It's like when people played that overbrine hour long skull merchant build.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713239#Comment_3713239
even then they have different injured sounds not only one per survivor. And again, plenty of survivors to adjust - also including licensed ones which may need to be approved by the license holders (though maybe not as balance changes should be possible without approving but we don’t know exactly)
What's up with this apologism? It's been years. Yeah there's a lot of different sounds. So what? It's trivial to fix individually. My knowledge of audio editing is pretty low and I could knock it out in a couple afternoons. I'm certain someone smarter than me could do it in batches. I'm also certain there are people smarter than me working at behavior interactive.
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I don't want or care about BP. I want to play the game I queued up for.
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I'm also really curious. Sometimes I ask post game and they'll claim to be solo, which I generally believe. My theory is that coordinated solo teams are way more common than people think and that's why swf lives in their heads.
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It is a failed rework. At least they got their QoL changes.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711728#Comment_3711728
I didn't say anything like that... But sure it could... If you hit all the greats during a normal Gen you will safe that or maybe even more, depending on your skill check luck.
"...Add a minigame on the generator with exactly the same mechanics (but you don't need toolbox and perks for this). You have to use one button to repair, then the other, then charge something, then release it, all this jazz. If you do everything correctly you should have saved like… 5 seconds of total repair time (or something similiar) when compared to normal repairing (normal repairing should still be an option)."
Is this not you in the OP? Did a ghost hijack your body and write that so that you have no recollection? I know some very good exorcists.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711725#Comment_3711725
It is not about doing them faster, but less boring... Doing gens is like waiting for grass to grow or paint to dry...
For all I care they could take exactly the same time, as long as it is more interesting to do.
Nah, you said it saves 5s of repair time. That's 20s across four survivors. That is pretty significant.
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I'm not certain survivors need any tools to do gens faster.
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Yall are actually completely right. It should do something on its own even without accompaniment. Maybe spawn an extra 2 scourge hooks?
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I'm pretty sure BHVR has decision gridlock when they're gonna change stuff it makes them move at a glacial place. Like they have so so many employees every decision gets filtered through like five layers of management.
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710890#Comment_3710890
The difference is that the match is already lost here and cannot be won anymore no matter the buffs, this is just about the remaining player(s) having more engaging of a time playing the game out. Well, at most they could achieve a draw, but again, even that is incredibly unlikely just because they repair gens faster - if the killer finds one of them the 3k is all but guaranteed, and with the killer instinct, they will find them. Think of the repair buff as compensation for the fact that the killer gets location info on the survivors, if you will. The "basekit Unbreak" thing is not relevant for the "win" in the sense that the killer can just choose to take the 3k and thereby win if they so desire instead of slugging, nullifying this mechanic (although again, a "surrender on ground"/instant Mori" mechanic is an alternative too).
Another significant difference to Starcraft is that there's multiple players here, and just because 2 or 3 died, doesn't mean the remaining player is a building waiting to be destroyed. Playing for an individual escape in a 2v1/1v1 can still yield engaging and exciting gameplay for both roles, there's no need to just end it. It could also be pointed to the fact that it's a different type of game, a survival horror where having a sole survivor even in an overall loss is part of the appeal (besides, the game is not strictly a team game, let alone one with concretely defined, team-based win conditions; a player may not consider a match "won" or "lost" just because their teammates did not escape).
Either way, giving the players the option to concede leads to the precise problem I considered these changes due to to begin with: then the remaining survivor(s) will regularly just hide, either hoping to still somehow make it even without the existence of hatch (and be it by boring the killer into going AFK or disconnecting or whatever), or simply to not give the killer the satisfaction. After all, there currently already exists the option to "concede", in the form of just running into the killer and letting them kill you. But sure, it is possible that without the danger of the killer refusing to kill you, slugging for minutes on end and potentially delaying your death indefinitely by picking you up, survivors in these scenarios would more often simply "concede", if it takes them out of the match instantly.
I would not strictly be opposed to a surrender option in these scenarios, such as the "call upon the Entity to end it" thing when in the dying state in 2v1/1v1s. I just think there are better ways to have endgames conclude, but that's a matter of opinion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710966#Comment_3710966
Not the fairest of tl;drs. For one thing, these buffs apply in 2v1 and 1v1 endgames, so they won't allow the overall result to be changed into a survivor side win. For another, there are 2 survivor buffs here and 1 killer buff (killer instinct), and one of the survivor buffs is only relevant if the killer wants to slug for the 4k instead of taking the 3k (while still having the opportunity to get the 4k thereafter).
At least the "hatch closes automatically after some time" change is simply a no-brainer, hatch stand-offs should not exist, it's a design flaw.
Dunno how you coach giving survivors 45s gens in 2v1 and giving killers useless info is in any way remotely equivalent, but you do you. Hatch standoffs aren't a thing. Personally I've never seen it. Survivors can just do a gen if the killer is sitting on the hatch.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/412836/2v1-and-1v1-endgame-scenarios
can you do a tltr? This post is longer than my lab reports
Massive suite of survivor buffs in the end game.
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I think if we're being roped into their arbitrary MMR system then we would at least be able to see our number.
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@sizzlingmario4 said:
So it's like a reverse Vigil basically but tied to scourge hooks. That's neat, I like it.
I've mulled it over before, but that was before the mangled and hemorrhage changes. Thinking about them brought it back to mind.
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Regardless of whether or not people like her, calling for a suite of nerfs for a mid tier killer is pretty silly.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710385#Comment_3710385
yeah but you cant denie that people are gonna use ds that way and then come to the forum and complain that killers are still toxic tunnerlers
And that's fine as long as the devs know that's not always the case. For some folks the killer existing on the map is enough to screech about being tunneled.
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Using them aggressively is survivor agency. They make the decision to do it and take the hook state after. It's often strategic.
I have no problem with players doing stuff like this. The more choices you eliminate the simpler and less engaging you make the game. At a certain point everyone only has one option and at that juncture you may as well just have bots playing bots.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710350#Comment_3710350
My goal with proposed balance changes is never to make a perk everyone will run. There are plenty of strong or just decent perks nobody runs, and the only things that are adopted by a large majority of players for either role tend to either fall into specific camps (like 'regression' for killer or 'chase' for survivor) or are just flat out broken.
My goal is to make a perk you could use if you wanted, and yes, this perk would absolutely be usable. On its own, absent synergies, this perk would be more useful than current DMS. It's a sidegrade to perks like BBQ and Gearhead, which are both pretty decent. You'd have all three available depending on what info you want, in what way, and for what purpose.
I do not want DMS nerfed because it has synergy with whatever perk you're referring to there and on Doctor. I don't want DMS nerfed at all, I want it reworked. I want it reworked because it's constantly in danger of being elevated to uncounterable status by pairing it with other tools.
So you've made a perk that is good on blight, nurse, maybe onryo and dredge but that's debatable considering that they have few ways to turn this information into pressure. You've killed a unique perk with clear counterplay for yet another mediocre info perk to toss in the dumpster with darkness revealed and soon to be ultimate weapon. It's just unnecessary.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710331#Comment_3710331
BBQ has a range requirement, DMS does not. BBQ has a more predictable activation requirement people can fool if they suspect it, but avoiding DMS that way would require either committing hard to the generator or not touching it at all for thirty seconds. BBQ is just an aura and can be weak to Distortion, DMS would have a scream component as well.
DMS is also not fine. It's not even currently fine, it has one of its annoying synergies right now. I would like to see it changed so those obnoxious synergies aren't looming over it, that seems like the more appropriate response than playing whack-a-mole with whatever people are pairing DMS with this time.
Do you genuinely see anyone using this perk? Who is someone screaming on the other side of the map useful for? When survivors hear your terror radius, let go scream and pre run is it beneficial to hear the scream and see them sprint bursting away? Not for 80% of the cast. BBQ is better in every way even with the range requirement because survivors know this perk is in play immediately. Screaming from half the map away is not useful or actionable information.
You want to nerf DMS because it has synergy with a soon-to-be-dead perk or because it's alright on doctor. On doctor. Come on. I've seen a full Gen block build twice, once on artist and once on my doctor. I promise you that I'd do better with the standard pain res pop combo and if you delete DMS that's what you're pushing me into. Why? Perk variety is good. "Annoying" means very little in regards to balance. Anything your opponent does in a PVP title to thwart you is going to be annoying.
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Congratulations, you've made Bad BBQ. DMS is fine.
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You've already posted about this once.
Frankly: I don't believe you. I've been playing since blight was added and I've been full bled out less than a dozen times. As killer it's harder to defend slugs than hooks and you don't get to proc any perk that requires hooks. Most killers don't have the map presence to consistently full slug anyway.
It seems to me that you just want an excuse so that you can dc as soon as you are inconvenienced or losing a game. If you never play it out, you'll never improve.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/412635/nerf-endurance
Off the Record makes survivor not do anything for up to 80 seconds, basically 3v1 for entire gen time for the killer.
Buckle Up and For the People takes two slots (if you mentioned BGP - even three), require precise timing, one of the survivors have to be healthy and lefts one survivor broken for 60 seconds.
It's good for INSANE KILLER OUTPLAYS DBD MONTAGE youtube video, but it isn't that good for game
It's unhealthy in the classic sense. Is it fun to play against? Of course not. It feels unfair to have invincible survivors pop up in front of you. For similar reasons boil over was nerfed. Also DS. Putting the killer into lose/lose situations is inconsistently frowned on by the devs. You chase the one survivor that you can't down or the other survivor you can't down. Face camping and hook grabs were removed or adulterated for the same reason. Also ftp+buckle up has a 2.7s window to use it in. That's hardly precise timing considering the average human reaction speed of 250ms.
Off the record can be used offensively by coordinated groups to great effect. That's three hits they can take for someone else with two other survivors on gens. It's incredibly valuable.
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I don't understand why the base endurance is ten seconds for all new endurance effects. I think buckle up would be much more palatable if it were five seconds.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709783#Comment_3709783
70% would be insane when you consider stacking that with sloppy and caulrophobia. It would take longer than a gen to pick someone up.
Yeah, and then the killer is out three gen/info perks and you win regardless.
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Last time I played vs knockout was like two years ago vs a plague. Solo. We all just crawled into the main structure and picked each other up. Whenever anyone went down we just went to main and got picked up. It wasn't a big deal.
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When they teased skull woman with the boxes I thought they'd do something like this. Where she could rummage for different tools to give different attributes.
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You'll get a lot of singularity players saying EMPs are fine. They're not. They need to not print until the previous one is consumed and maybe only print to 95% to make them more difficult to grab during chase. One of the big points of friction on playing this killer is thinking you're gonna get a cool snipe on someone you're chasing and it turns out your big brain camera is disabled for the next thirty years.
Not huge on your soma nerf.
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Not really huge on the idea of giving all survivors dollar store deliverance
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@kjolnir said:
When the "bad side of the things" outweighs the "hey I had a wholesome moment" by a factor of 1000 to 1, it's an extremely easy decision to make.
Yeah, for you. You're trying to make that decision for everyone. People have said awful stuff to me on many occasions and it does not bother me. It bothers you. That's fine. You've got the option to turn it off for you; forcing it off for people like me who do not care is ridiculous.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708588#Comment_3708588
Huh, unexpected.
It won't really change much though, I think the biggest difference will be if a Plague tunnels while in her power and gets hit with DS. It still won't give free escapes due to deactivating in endgame (which is good) but at least her power won't make DS a mild inconvenience at best, ideally DS should deactivate all Killer powers for like 5-7 seconds to equalize it's effectiveness without making it even worse for weaker/M1 Killers (which is what a lot of changes since 7.5.0 do).
It's a shame though (although one could argue that it adds depth since a team coming together to make a Survivor wiggle out or managing a Head-on/Blind save can actually counter the Killer's power and let's not deny Plague's Corrupt Purge power is among the most powerful, wiggling out didn't mean much) since it makes the power all the more "precious" and heightens the skill floor (respecting pallets/knowing how to avoid saves etc.) without making the skill ceiling also higher.
The only annoying thing about it, just like the unnecessary Sloppy nerf, is that (apart from tunnelling situations) only experienced Survivors will truly be able to take advantage of this "new" weakness on purpose, it will likely change next to nothing against inexperienced Survivors that can't pull off saves consistently.
I wouldn't be too surprised if it might get reverted with enough outcry (then again, the "Anti-3-gen" had entire threads against it with videos included and nothing yet, the current perk meta supporting it) since the game and Plague worked just fine without this added caveat to her power and encouraged mindgames over just camping/baiting pallets.
DS doesn't exclusively hit killers that "tunnel". It's used offensively with great frequency. Plague might get her power once or twice a game and getting it turned off because you picked up an identical Claudette that had 5s left on their DS timer is unfair and feels bad.
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I think they should go the other way and add back in light burn for everything except wraith
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@dwight444 said:
yes, just what we need are buffs to pop and pain res
it has been so fun these last few months
That is not what the post says.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707791#Comment_3707791
I wouldn't trust nightlight stats for balancing decisions since its guaranteed polarized towards better players, you don't see bad players going out of their way to make sure their stats and builds are recorded
Or like, normal human beings. Do you submit a screenshot after every game or what? What kind of psycho does that?
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It's not made to be done alone. That's why it shows your aura when you're doing it. Dunno what people don't get about that.
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I rarely see killer offerings. I think map offerings should be iri.
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On the rpd one it looks like you're just hitting the top of that HVAC unit. The MacMillan one is a problem though.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707777#Comment_3707777
I can't specifically say the balance team is large but bhvrs team in general is very large. I bring this up often but league is a frustrating game that has probably at least the top three most players in the world outside of mobile games. But it has a two week balance cycle that keeps such a large system somewhat fresh. Let me be clear league has a higher level of frustration potential but not the frustration consistency of dbd. That stems from how little the devs know about their own game and how infrequent they balance.
I'm pretty sure league has no more than 10 people that come up with and implement changes on a two week cycle that averages 15 changes a patch working on a terrible 32 bit game from 2009 so I don't really think spaghetti code is an excuse. Overwatch is in the same predicament as dbd right now and it's also due to their balance/change/design team, they've been running that game into the ground for years.
It's almost like a relatively small game like dbd would benefit from just mindlessly listening to their top content creators at this point which isn't the case with every game. But I'd trust some goofy person who barely cares about balance like jrm more than the current team.
I really don't think content creators should give marching orders to professional game developers.
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@SolidRazo said:
completely agree, none of the people advocating for the adrenaline nerf acknowledge the fact it’s supposed to be strong it’s literally a endgame perk. The fact the perk has a chance to straight up not do anything when it’s supposed to be guaranteed value in the endgame in some way is stupid. Plenty of perks obviously have a chance to not do anything but this is different. Adrenaline is a one time activation perk that activates when all gens are done but now deactivates IF YOURE HOOKED. It was fine for 8 years straight and now it’s getting nerfed? Just cause a perk is strong doesn’t mean it should be nerfed if we’re nerfing a perk because it feels bad to play against then nerf Noed.
Noed has been nerfed. Adrenaline is still a very strong perk.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707837#Comment_3707837
i think even if you buff boon to 28 meter radius, all of them, they still will be unpopular perks. maybe in 32 meters, they gain a very small amount of traction where they become niche strong if SWF uses 2 boons.
Boons are way better than people give them credit for. I run overzealous/CoH/shadowstep and reassurance and I get a lot of value out of them. Sometimes I switch one to exponential when I get a feeling an Oni is about to crop up.
The problem is that although they're good, they aren't good enough to be an entire side objective. So people waste time trying to find them when they could be doing gens. The correct thing to do is bless totems on your way to other objectives, not at the detriment of those objectives.
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Tunneling doesn't even happen that often. Folks that complain about it have a very very broad definition of what it is and apply it to every situation. While I think Scott tries to be an enlightened centrist about everything, this video is congruent with my experience. I could also link naymeti and ayrun vids where they have to work to make the killer tunnel them.
https://youtu.be/HI7FFpVpgRY?si=9tpPbHjjaODEjR6n -
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707683#Comment_3707683
Because most Killers prefer quick and easy games, and bleeding out is slow. If everyone dies instantly when all four are slugged, then that's a quick and easy win for the Killer.
This is not true. People like close games and back and forth and to get value out of their perks and powers.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707639#Comment_3707639
there is a way to disagree without coming off as rude ya know. And I also play killer. Despite common beliefs, people can play both sides 50/50 crazy right? And like I said in the post, if your bias didn’t make you completely ignore it. The person using the killer would benefit via incentives and it’d give more data to make the unplayed killer more fun. Which would benefit the community as a whole. Oh but that’s just for me right? Everyone getting prizes and increasing validity on other killers is all me right?
I never accused you of playing this or that side. Why the defensiveness? I literally play whatever the incentive is; I love DBD and have fun regardless of role.
This idea has cropped up over and over and it's always a bad one. It either increases queues for survivor benefit or leaves out people that happen to enjoy popular killers which is unfair. Fun or not fun is subjective and changing killers based on largely on an idea that's got two sides will never work out.
I honestly don't even understand the last two sentences of your post. It seems like you feel attacked. I can assure you that it's nothing personal.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707639#Comment_3707639
I think anyone will happily take free BP bonus tho
People who main wesker, huntress or the popular killer of the week will never get the bonus. And for what? So that survivors can play vs the weak killers they enjoy? It's unfair and entitlement.
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707186#Comment_3707186
Of course, she isn't the strongest Killer in the game and has counterplay, but that still doesn't change the fact that her power design is extremely flawed. Her power is hastily thrown together and requires BHVR to take a step back and seriously decide what they even want this Killer to be. For example, why is she a better stealth Killer than both Sadako and especially Dredge when she isn't even designed to be a stealth Killer? Why can she shut down loops faster than most Killers with just a single press of a button when Killers like Unknown and Wesker have to work for a down? Why does she have both haste, hindered, and tracking in her power when other Killers have to usually work to just get even one of those?
Sure, you can say that her Kill rate is massively inflated due to people not even bothering to try against her, but I don't entirely blame them for doing so, especially when the Skull Merchant is more often than not running a harsh build consisting of a bunch of gen regression perks that she still synergizes extremely well with. Of course, I don't think any survivor should give up against any Killer because it screws over everyone else and leads to an easy 4k most of the time but if there is such a massive problem with Survivors DCing against a Killer then it's almost always a symptom of something wrong with the Killer. I've already brought up Old Legion for example and how despite him not being an S-tier killer or whatever people still DC'd against him in mass because of how awful his power was to play against, and SM is no different.
Skull Merchant requires the Survivors to do way more than she needs to do in the match and due to that it always feels beyond frustrating whenever she wins because it feels undeserved. On the complete opposite side of the spectrum you have the Singularity who requires so much skill from the Killer player to do well with VS the survivors who just need to hold down a button to completely destroy him that it feels awful for the Killer player to play as him because well, it just doesn't feel like the Survivors deserved the win. It's because of that the Singularity is being scheduled for changes, so why not SM too? She needs to have a completely different power that requires her to put more Skill into the game and likewise be rewarded for doing so too. Also, in her current state, she makes the Knight an absolutely pointless Killer to play considering she just does almost everything he does, but better. And I'd know to considering I main him.
Your complaints apply equally to trapper. Did you know he pushes a button and shuts down loops? Just mentioning the good parts of a killer without their weaknesses is incredibly disingenuous.
Also singularity's difficulty is pretty overstated. Him and SM are in my wheelhouse of killers and I'll tell you freely that I win much more easily on singu than SM cuz she kinda sucks when people actually choose to play.
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Killers are not there to facilitate your fun or to be set dressing for you to play with. They're actual human beings, given the same weight as anyone else playing the game. Your solutions only never benefit you and folks that don't play popular killers at the detriment of everyone else.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707474#Comment_3707474
but even if people love using many different perks, any "fun" builds will be absolutely demolished by sweat squad anyways, forcing them to use full stacked gen slowdown builds
There really is no fun in a game where it ends before any of your perk gets the value, there is no choice but to use something that ACTUALLY does work
I gotta slot deadlock into my dumb gimmick builds to make games last longer than five minutes. It sucks.
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It almost never happens. A better option is just to let survivors bleed out faster
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@GolbezGarlandGabrant said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707401#Comment_3707401
The two bullet points were together. If the newly buffed DS gets taken away again then killers tunnel easier then ever is what they were saying. Whether that's true or not can't be answered.
Yeah, they edited it after my post. It used to not have bullet points and was a run-on paragraph. Tunneling is vastly overblown anyway. OP lends great credence to YouTube men, right? Scott jund found actual premeditated tunneling in 2/50 games. Naymeti and ayrun both have videos where they have to work to get killers to tunnel them. I like all those guys too, I just don't take their word as gospel or think they're especially important.