Onyx
Onyx
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- Onyx
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3066675#Comment_3066675
yep
I get that some people can't hear as well (impairement or lack of headphones) but audio is a huge part of the game. things like hearing footsteps, hearing breathing, hearing lockers and slow vaults, hearing grunts of pain, hearing totems getting broken etc.
there are a lot of things that need you to hear them, especially as a killer. while it is unfortunate that some players cant use all of these audio clues, restructuring a big part of the game just so some players can enjoy the game more seems a bit excessive to me. also this might make the game significantly harder or easier for one side.
That sounds pretty harsh towards those who are hard of hearing. Visual indications don't need to be from far way, something that is within 8m or so, basically something that if you had perfect hearing you'd hear it anyway and wouldn't help much.
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@Adjatha said:
"Artist shouldn't have access to Dead Man's Switch!"
"Leatherface shouldn't have access to Insidious!"
"Freddy shouldn't have access to Pop Goes the Weasel!"
"Spirit shouldn't have access to Stridor!"
"Pinhead shouldn't have access to Hoarder!"
"Doctor shouldn't have access to Distressing!"
... and so on and so on and so on, ad nauseum.
It is GOOD that some perks work better on some killers than others. It means that killer perk lists actually vary it up. Unlike the Survivor Meta of "always take 4 of the 6 best perks every game, against every killer, and do extremely well every time"
We wouldn't have that issue with survivors if they had some form of passive that would pair really well with certain perks.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3064687#Comment_3064687
Billy needs to be changed back to base kit 2016 Billy before multiple shadow nerfs - but he does not need the ability to flick back. And while we are on the topic Oni should lose flicking too.
https://forum.deadbydaylight.com/en/discussion/comment/3064726#Comment_3064726
why would you use the saw at all if it was not an instant down? You would just swing the hammer. Your post makes no sense from a balance perspective.
You would use your chainsaw for mobility, plus good billies can do some trick shots and get easier hits with his saw that you couldn't do with a simple M1. Do not be so quick to dismiss the power of the chainsaw just because it doesn't give you an insta-down. Not to mention you can still use it to break pallets and walls. It really isn't a small change, giving the player the ability to still use the chainsaw even while overheated would be big. Change some addons to do more stuff while overheated and you got yourself a whole new build tailored towards being overheated the whole time.
Heck you can make so many changes that would make being overheated actually a good thing after that change, you really do not need to buff numbers. Simply let people use the chainsaw while overheated but make it only do a normal attack, then add a few extra things to it. Things like a chainsaw attack while overheated also applies mending, making it an upgrade from just an M1. You could also make the chainsaw charge faster "while overheated the chainsaw charges 50% faster" or something like that. Possibilities are endless!
So many of you are so quick to try and "fix" billy by just making the overheat mechanic just non-existant, when in reality what you should be doing is working with the overheat mechanic and turning it into another tool at your disposal. It's much better for balance and makes it more interesting. Try and open the possibilities for more playstyles rather than say "overheat bad, all billies should just play the same way forever".
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Literally all Billy need to have changed is make so when overheated, rather than disabling your chainsaw entirely, it makes it so you no longer insta-down people when hitting them with your chainsaw.
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I don't know how I feel about just 4ks, it could be a bit much still. A 3k would be enough or even be based on hooks. I'd say that 8 hooks is a good number.
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@Brimp said:
So you wanna play a pvp game but have a 100% win rate is what I'm getting from "I just want a bot mode to play the game" cause its nearly impossible to lose against bots unless you're just that bad. My brother in christ it's a pvp game, you're meant to have unenjoyable experiences and those who say "I don't let it get to me" break themselves down eventually.
My brother in christ, it's a video game and video games should be fun, PvP or not. And if I get guaranteed 100% wins against bots what is it to you? No really, what is it to you at that point? Are you gonna miss me? Are you gonna go like "onyx no, please come back, please play against me :<"?
Like, really, what exactly is the problem, unless you think that you play in an unfun way and think that it will cause a lot of survivors to stop playing against real players, thus increasing your own queue times as killer. Excluding the fact that it will never happen since there will always be people who wanna play against real players, if you really fear that, wouldn't the solution be that you just need to play nicer at that point? I never really had a problem with dying, but I had a problem with it if it felt rushed or unfair. If my death felt cheap or if because I got killed in the first 2 mins of the match, that is when I have an issue.
Like really, the only other solution would be a blacklist, let us block players in the end screen so we can never play against them. The only people who would have an objection to this would clearly be people who know they play scummy, which at that point it isn't my problem :/
Honestly, I really do not get this hate for a mode versus bots where you can still earn BP and stuff, a mode which you could totally just ignore and wouldn't affect you if you like versing only players. The option should be there for those who want it and it's your choice to simply not interact with it.
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@Mandy said:
Not a mod but I can answer this one...first of all, we do not just take feedback from the forums, we also have a lot of other platforms where we take feedback. This feedback is also discussed intently - I took part in the long meetings presenting this feedback, as that's my job.
When we go through the feedback from the PTB we're also very aware that there's a small number of people playing the actual PTB and please bare in mind that there's also no matchmaking on the PTB so all skill levels are together, which can sometimes skew peoples perceptions of things. So whilst we do clearly listen to feedback - the changes that we made from the PTB emphasises that point nicely....not all feedback can or will be implemented, as our Designers have to make the decision about what is best for the game overall.
Prestige icon feedback - we were very clear initially that this was not going to be something cosmetic, most people correctly figured out it would be something to do with the portraits based from that. The proposed portrait wasn't generally received positively so changes were made to it. We were always clear that this wasn't going to be a Legacy 2.0 outfit, nor was that ever the intention.
DS stun timer - the arguments have not been ignored, we've had some pretty lengthy discussions about them internally. This update was always going to be controversial due to the perks that we were changing, so we expected all of this. The fact that DS is used and the reasons why it was used were discussed. And we made the decision to go Live with the stun timer as it is, with the view that these things we can change in future if we find it's necessary.
We want to shake up the perks that people play with, keeping them the same strength would not accomplish that.
It's completely disingenuous to say we don't listen to feedback, when we clearly do - when we clearly have made changes based on that feedback. Of course we cannot possibly please everyone with the changes we make, as pretty much everyone has a differing of opinion. But I think we've shown time and time again that we do listen to feedback and it's not just from one place either.
Regarding these changes, can you please ask why the nerf to Calm Spirit? Everybody that has talked about it has pointed out how the "buff" is more of a nerf and was quite sad to see that nobody on the dev team bothered to comment on it. So I am really curious why nothing was done to remedy that. Why should I be punished for using a perk, just because I don't want to disturb crows?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3061006#Comment_3061006
“Everybody should be able to last the length of the match.”
What do you mean by this? All 4 Survivors should still be alive by the time the gates are powered?
Not necessarily. What I mean is that, when you start killing survivors, the others follow shortly after. So the match ended around the same time for everybody. However, the game should also end with everybody having earned at least 20k BP in that match, so killers don't just 4k at 5 gens and have all 4 survivors die with under 10k BP. That should not be a thing. A match should end around the same time for everybody, with everyone having earned 20k BP or more.
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@Risky_Biscuit said:
https://forum.deadbydaylight.com/en/discussion/comment/3061956#Comment_3061956
The game wouldn't die if they keep camping in either, clearly.
No, but it would be more fun, so what exactly is the excuse against that?
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3061023#Comment_3061023
How about this, we give them DS and BT basekit, but survivors who are unhooked also gain the Incapacitated status for the same duration ensuring that they cannot progress the game state.
Wouldn't that just force them to go chase the killer because, since they can't do anything, they might as well make use of that base DS and BT?
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@Risky_Biscuit said:
https://forum.deadbydaylight.com/en/discussion/comment/3061610#Comment_3061610
Everyone says that, yet the game is still being played, and this anniversary update had a significant player count.
So the game wouldn't die if they removed camping
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3060845#Comment_3060845
You don’t need a perk. Crawl away and have a teammate pick you up. If all four of you are down then your team royally screwed up and you deserve the slug. The only change I would make is for the game to detect that everyone is slugged with no chance at pick up and start a short timer for the killer to hook everyone. If killer doesn’t, the entity takes them like in egc.
Okay, if you think the solution is to crawl then lets make Tenacity basekit. I mean, surely there isn't a problem with that, right? Considering you told people to just crawl, then let people crawl faster and recover at the same time. It forces killers to actually pick people up, otherwise they risk that survivor crawling towards a teammate and get picked up.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3061064#Comment_3061064
I've played more survivor this year than killer. Tunneling and camping are not something that need to be removed from the game. There are valid reasons to tunnel or camp.
And there's nothing premature about dying as a survivor in dbd. The point of the game is survivors try to escape and killers try to kill. If a killer kills you there was nothing premature about it.
And yes I can just say it's a player elimination game because that is what it is.
No, it's not a player elimination game, because only killers get to eliminate survivors. You can only apply that logic to actual PvP games, where both teams are balanced and both teams can eliminate the competition. THAT is player elimination, this is a cat and mouse game. It's not the killing that is fun, it's the thrill of the hunt, the chases.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3060671#Comment_3060671
It's a player elimination game. Of course the game is going to balanced around killing survivors.
Just because you personally don't like these tactics does not mean they should be removed.
Dude, it's a game, games are meant to be fun and this "tactic" is unfun and unhealthy for the game. This is not a competitive game. Also what is with these excuses. You sound like someone who never plays survivor, which would explain a lot. If a tactic removes a player prematurely the tactic should be patched. I have never seen any other multiplayer game that literally lets you eliminate an opponent early and have them do nothing for the rest of the match but watch.
And mind I remind you, DbD is the only asymm game out there that is popular and still going, you can't just say "It's a player elimination game" as if you can compare it with any other game. Every other game still gives you a chance to get revived after elimination and are usually so high-paced that matches end really quick so it doesn't matter that you die. You go in, have like a 5 min match and it's done. Or you die first round, but then are back next round all healthy and ready to go!
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@SekiSeki said:
Nahh, people would just use it aggressively in combination with other perks.
Honestly, I think extending the immunity window by 0.25 seconds after unhook and giving the survivor an instant sprint burst after unhook would help solve the issue.
As long as I can move a little bit after the unhook, I can loop the killer longer. At that point, countering tunneling is more skill based and not team based. I'd rather not get unhooked in front of the killer by Meg and go down without a chance.
I don't run DS, ever. I find it boring to run and would use the perk slot on something more entertaining, if I get tunneled, so be it.
I am soooo tired of this excuse of "it will just be abused/used aggressively". If they are doing that it means they aren't doing gens, so like... who cares?! I want fixes not excuses. Killers can be balanced around that after, no need to implement a fix around the current killer status. Literally implement anti-camping and harsher anti-tunneling methods, then rebalance killers around the new gamestyle. Waiting for this miracle solution to drop from heaven won't do anything for survivors, because it is not gonna come.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3060849#Comment_3060849
Thing is that camping means the killer isn't confident that they can win the game without camping, which is an indicator of another problem.
Literally just weak excuse. Camping should be removed entirely as a strategy. Survivors ability to play the game should not lie in the hands of killers. Everybody should be able to last the length of the match.
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@SekiSeki said:
So in your eyes, you're playing killer, you downed one and hooked him at the edge of the map (left side), you down another in the middle of the map. A gen pops on the right side of the map, you know from BBQ that two people are over on the right side. So in this case, the bad play of the survivors, you shouldn't punish the gens before friends? Like, what?
Just hook the damn survivor! If you have 2 people or more downed, you are already winning, you do not need to go slug everybody to death. God damn you people are so petty with your strawman arguments. Like really, so if you don't get a 4k so what? Is a 2k not enough? Is not getting kills that bad? What exactly do you want as killer? Just spawn all survivors on hooks the moment you spawn in the match? Maybe we should remove the exit gates, gens could just be there so survivors have something to do while you go on a murder spree.
Like really, you portray losing as if it's this huge deal, yet even when losing you are still moving, chasing, doing stuff. Survivors can't do anything while slugged or camped or tunneled. They don't earn BP, they don't interact with the killer or other survivors, they have nothing. I think on average survivors in this game spend more time just doing nothing than actually participating in a match at how rampant all this tunneling, camping and slugging has become.
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@SekiSeki said:
If you remove slugging, idk what else to do. I don;t want to be forced to run 4 slowdown. I don't get where you are coming from.
As if people don't already run 4 slowdown perks. But hey, maybe you should be forced as killer to just sit around doing nothing for 4 minutes as you slowly bleed out until eventually you just die and the game ends for you, as in you can no longer gain BP or do anything, other than watch survivors continue to play the game and win. I think that would be riveting gameplay for killers.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3060812#Comment_3060812
True that looks like Rancid Abattoir and Mother's Dwelling. Those buildings are so not fun to loop.
They had multiple people injured, still at 4 gens, they were literally not doing bad at all. Maps are not an excuse for unfun gameplay on survivor side.
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@Huge_Bush said:
You have plenty of counters. Unbreakable and Boon: Exponential will both let you pick yourself up. You also have the option of getting better at the game and learn how to loop longer so you can be an undesirable target.
Nothing else needs to be done because just like how survivors thing killers should be punished for bad plays, so too should survivors be punished for screwing up.
Perks should not be counters to unfun playstyles. There is a reason devs are adding base BT for 5s, it's to stop people for having to rely on perks just to be able to play the game, because that also stops people from running other builds. When your solution to this is "just run X perk" well then you are like "run X perk for camping, run Y for tunneling, run Z for slugging" and now you suddenly have 1 spot left for a single perk.
This is why perks should not be the solution to unfun gameplay. Imagine if survivors had some OP ability, that's not even a perk, but an actual action they can do in game, that prevented the killer from doing anything and the only hard counter was a perk. How would you feel if you were told, as a killer, to "just run X or Y" to deal with that?
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@Reshy said:
Camping is usually a result of the killer believing they don't have a way to properly pressure the map on their own. Both shown maps are ones that are survivor-sided, they're both very large maps and a lot of killers don't got good mobility.
Dude I've literally been camped on every map in existence. Not only that, look at the damn gens and hook states. Stop making weak excuses against denying survivors the ability to play the match. Hey, you know what killers can do even when they are likely to lose? Play the match. The survivors aren't locking the killer in a corner until they did all gens. The killer can still move, chase, hook. It's not over, THEY CAN STILL PLAY THE GAME. You know what survivors can do when they are being camped or tunneled? Nothing, because once they are gone there is nothing they can do in that match.
Honestly, killers need to start accepting that not every game is gonna be a 3-4k. On a survivor sided map? Who cares? Do you really wanna go up in MMR that much? Really? Then you are gonna complain about sweat-squads! Like, seriously, just play the game and whatever happens, happens.
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@Emeal said:
Ill tell you why this is good game design, cause its a game that gives the Killer a choice on how to be a murderer.
Emeal this is a game not a real murderer situation, I am literally unable to play the game because of tunneling and camping. If you want to play however you want, ask for a bots mode and go terrorize hapless NPCs that do not care if they die.
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I love these ideas and I want them all in, except the reduction in BP cost for everything at P100, at most it should maybe be like 50% or 25%, but definitely not 100% xD Other than that, I agree with everything else. But one thing needs to come with these changes: make charms on survivors bigger. They are just so small you can't really see them so what's the point? I want them to be huge. Plaster them on my chest to be fuilly visible, so basically turn them into pins :3
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Just add both at this point, tbh. I know, controversial take, but like, if the killer can avoid all of that by just not tunneling then so be it.
I say, extend the base BT to the whole 15s that new BT offers, change BT to instead maybe increase the time of all mending timers by like 5/10/15s, add base DS, change DS to extend the time a killer is stunned by the new base DS by 1/1.5/2 seconds and then finally make it to where you are no longer considered tunneled and the base DS goes away if the killer downs and picks up another survivor. It is important that it is no longer tunneling when a new survivor is picked up and not just on down to avoid killers who just wait for an injured survivor to unhook and then down the injured survivor only to then go tunnel the unhooked person knowing they just disabled their DS.
An extreme measure, for sure, but one that would definitely stop people from tunneling or at least inconvenience them so much that they will lose the game for it.
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@Crowman said:
First that wouldn't really stop people from tunneling or camping. Matchmaking doesn't even use grades so it wouldn't accomplish anything anyways.
Second tunneling and camping isn't against the rules and there's no reason to punish killers who do so. Killers do lose some emblem scoring if they stay around a hook the entire time and survivors can just do gens and punish the gatekeeper emblem.
Just because it isn't against the rules doesn't mean it shouldn't be removed. They are simply not fun and, like missionhunter said, DbD is ultimately a game, and games should be fun. I simply do not understand this logic of "it's a valid strategy, people should not be punished for it". Like, nah bruh, you should get punished for essentially stopping others from playing the god damn game. Literally no excuse for not removing these strategies entirely. Killers want survivors to just accept deaths because they want kills, well I say maybe killers should accept that they can't get 3-4ks every game, or literally any kills at all sometimes.
Game should not be balanced around kills, around camping and tunneling, it should be balanced around playing fair. The devs should put less emphasis on killing and escaping and more on actually participating in the match. Put more emphasis on chases!
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3058780#Comment_3058780
Maybe if camping and tunnelling were a form of cheating, sure, but they're not, they're in the game by design. You cannot dictate how others want to play the game. The killer is simply defending their objectives, it just happens that defending them in this way isn't very enjoyable for the other side.
You know something that's not fun for the killer? Flashlight saves. Why should the killer be cheated out of their hook when they've picked up the survivor. Maybe this possibility needs to be shut down, and flashlights can only be used to blind and not stun?
By all means introduce measures that make not camping and tunnelling more effective strategies, but the option should always be there.
You know what you still get to do after being flashlight saved? Play the freaking match and get into chases and earn points. You know what you can do as survivor after they are camped and tunneled out of the game? Nothing. No more participating in the match, no more BP, nothing. It's why using BP offerings as survivor is not worth it really, it's basically a gamble.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3057894#Comment_3057894
Last time I checked, in 2020 pips did still matter for matchmaking.
To be fair, I did not realize what date that comment was posted. I did not think people would revive a 2yr old post.
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I need more people to scream about the Calm Spirit nerfs. I will be very upset if they keep it like that for live :/
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@Mandy said:
There is no plan to have bots in regular matches. This is purely a "practice mode" if you will, something in custom matches to help learn killer powers or maps etc.
No plans are not "never will happen", which I hope does happen at some point. I just hope you guys can realize how much nicer it would be for people to have a match against bots where you can still progress through the rift, get achievements and more and even replace people who DC. I know a lot of people might complain, but they don't see the bigger picture and how it would do good for the health of the game and the people playing it too!
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3058820#Comment_3058820
Excuse me... Remove the DC penalty entirely, so ppl can leave a match whenever they want if it's unfun?
Have you ever consider your teammates fun? Have you ever consider a good sport in games? So you rather just leave whenever you think that match is... "Unfun"?
You're pranking me, right?=)
If not... I would not like to have someone like you in my team, knowing that this person just gonna leave a match whenever he gets hooked.
Sorry, as I said I'd like this game to be without "AI replacing DC". No more words from me.=)
If bots replace DC-ed users, then there is nothing wrong with DC-ing if you aren't having fun. I like how you are like "what about teammates fun". I'm sorry, did I buy this game to please you or for my own enjoyment? I have never heard of games where people are forced to play to the end even if they aren't having fun, because that is dumb. People buy games for their own fun and entertainment, multiplayer ones as well. If they aren't having fun, then what's the point in playing.
So I'm sorry, but it's not like with bots replacing them those teammates would lose anything. Who knows, maybe they earned a better teammate or killer. Overall it would be better for the game. And hey, if those teammates are no longer having fun, they can also DC. Like, I really do not understand your logic "wow, you would DC and have a bot replace you if you're not having fun? what about the others fun?" as if they couldn't just leave the match as well or somehow a bot replacing a player would result in a worse match.
My opinion is final and nobody can ever change it. Bots in games are good, because then you can still have game progression and not have to deal with unfun matches. It also preserves multiplayer games, because then you could still play it after they close servers. Remember Deathgarden? You know what would have helped it? Bots, because then you could literally still play the game even with the servers gone. Instead, the game now just sits in peoples libraries and BHVR won't do anything with it, not even release code to make our own servers or anything. At least with bots you could play in singleplayer.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3058718#Comment_3058718
Ok, hackers and cheaters aside, as you say.=)
So you all about having casual fun matches that feel nice and relaxing, no pressure, no sweat... You don't like challenges, yeah?=)
I'm not talking about "playing vs AI" games, I'm talking about DC'd players getting replaced with AI and...
I feel a need to ask, who told you that only AI bots can give you such matches?
Who told you that AI is not gonna use effective builds considering he's gonna use same build as person who just dc'd?=)
Who told you that AI is not gonna be sweaty, don't camp or tunnel?
No one can tell, but AI is gonna be a total dominator, or total disaster, like Nemesis's zombos.=)
Anyway I'll stay with my point of view, destroy the source of these DC's, more punishment for dc, let ppl think twice before ragequitting and letting down their team, and bring up this Return to match button!
Who told me bots are gonna do X and Y? Myself, because I am a programmer so I know what AI is capable of and I know how you can program them. In a mode that is strictly against bots, bots have no reason to play to win, because bots gain nothing, so BHVR would have those matches easy, maybe go as far as make difficulty settings for them, so you can decide what kind of matches you want.
So I disagree with you entirely. Implement bots to replace people DC-ing, add a mode that is strictly against bots where you can still do challenges for the rift and stuff (and yeah, I kinda do not like challenges. no offence, but I am not a 15 yr old sweatlord with nothing to do all day but play DbD, so when I play a game I wanna relax and enjoy my time. I already work during the day, I don't wanna work in a video game as well).
And after you have bots replacing DCs, remove the DC penalty entirely. Seriously, the point of it is just to force people to play the game, even when it is unfun. But with bots replacing players BHVR have on their hand the best statistic on what is fun and what isn't! With a DC stat they can see which games are unfun and fix whatever makes people not wanna play in the match.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3058694#Comment_3058694
I didn't say "I don't like AI", I said "It's not a healthy idea". I knew some games has this mechanic, and it was a nightmare.
And I can already tell, that if survivor player get replaced with AI, he's gonna ruin this match for the rest of a team. Believe me.=)
If killer player gonna be replaced with AI. Than all human interraction with him is gonna be lost. And I'm not only talking about killer nodding, or gives last one a hatch, it's just not fun to play against heartless machines in such games, so I would rather end the match quickly anyway.
And it's considering, how smart will be this AI's. Hackers\Cheaters already doing them and... Do you enjoy playing against such AI?
Hackers or just cheaters in general that managed to get ahold of the bots also made them super powerful, giving them all the perks in the world times 100. That is not the true experience of the bots, so let us get that out of the way, because it's not what it would be like. Don't try and paint it bad because of cheaters.
Secondly I love playing against AI, in fact, I prefer bots compared to players. Bots don't taunt, don't insult you, don't BM, don't camp, don't tunnel and you can program them to not be hyper efficient. Basically bots make matches feel nice and relaxing. No more pressure, no more sweating, just fun casual matches. That is not the experience you get against players. This is because bots don't care about winning or losing, they just exist to play, humans, on the other hand, are obsessed with winning, and so they do everything in their power to do so.
Real players will use the most annoying, but effective builds, most powerful killers, most powerful addons, squad up for perfect communication. Bots don't do that. Bots are the real chads that just play the game and they could have every perk in the game, no meta stuff. Bots. Are. Fun.
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@Grigerbest said:
Personally, I don't think that "bots" is a healthy idea for any multiplayer games.
If killer dc's, I'd rather to play next match with a human being than AI.
If survivor dc's... I'd rather have a "Return to match button".
Altho - I'd like to have a stronger punishment for ragequits. As a survivor, don't forget, you're playing with another 3 people, pay some respect to their time.
I don't adore any AI in a games, where you supposed to play with other players.
Completely disagree. Bots allow people to play in a more casual way. You may not like them, but they are essential. If we had actual bots to replace people who DC it would be amazing, because it means we could remove DC penalties and have the game not be over for those who are still around.
Also, if we could have bot matches that still allowed for progress towards challenges, achievements etc it would be so nice. Because then you could just play simple nice matches where you can work towards your challenges, without worrying about camping/tunneling killers or hyper-efficient SWF squads. You could play at your own pace.
So just because you don't like AI, doesn't mean we should listen to your desire and not implement them in the game. If there was a separate mode like in TF2's Man vs Machine, you could simply choose not to interact with the system and go in normal matches playing against other players, but don't force your ideals and opinions on others and say "no, bots bad, you should only play against real players". Since ideally you'd have the ability to opt between bot and normal matches all you have to do is not play bot matches and at that point is a win-win.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3057624#Comment_3057624
Yeah well good luck with that broseph
Why do you think people feel the need to camp or tunnel?
You seriously think people would stop camping and tunneling if maps or whatever were better. Literally as long as it works and gets people kills, killers will camp and tunnel no matter what. You could literally have the most balanced map in the world against a squad of nothing but solo players each having no perks or items and people would still camp and tunnel.
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Nah, it's not just about maps. If you fix maps Nurse would still be broken just because she ignores everything.
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@Milo said:
like maybe a pip lock? A way to prevent D/C's from gaining pips, but not losing pips, until so many games have gone by.Oh you mean i can just... stay at yellow ranks forever? That seems fun!
Pips have nothing to do with matchmaking, that is MMR
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3057366#Comment_3057366
Recovering hooks is nowhere near as impactful as recovering pallets. That's why Hangman's Trick didn't have any cooldown at all while Any Means Necessary has a 60 second cooldown and only works on pallets that haven't been broken.
Recovering hooks is actually very impactful, because it can make the difference between escaping the killers grasp or not, it makes the difference between being able to use a well positioned scourge hook or not, it makes a difference between being able to hook someone near the gen you want to protect or not. You are really underplaying the importance of hooks being able to come back, it's why people thought Hangmans was not good before, but the effect is amazing.
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I am glad to see so many people agree with this. Calm Spirit is one of my favorite perks and yet they nerfed it for no reason :/ Especially since I am the type of survivor to do totems anyway, but now I am penalized for liking a perk and doing totems ¬.¬
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3056997#Comment_3056997
I would absolutely not consider recovering broken hooks and recovering broken pallets to be equivalents. If anything, I'd consider the equivalent to be closer to recovering empty chests.
Chests are not the equivalent of hooks, one removes health states. Recovering chests isn't as impactful as recovering hooks would be. One requires you not having to worry about where you hook people and the other gives you more items. Pallets are more of a resource than chests, because they help in not getting caught.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3056763#Comment_3056763
I think it would be fine cause your wasting one of your 4 perk slots to guarantee getting your hooks back.
But it would be the equivalent of survivors having broken pallets come back in upright position. It's supposed to be a resource you need to manage. From a game design standpoint it makes sense. Trust me, I am with you, I liked the old effect and I think people really underrated it, but after having some time to think about it, I am starting to understand why they didn't do it.
Another change is, they could turn it into a Scourge Hook perk and have it give an effect when people interact with scourge hooks. Maybe have it so anybody sabotaging scourge hooks get exposed for 60s or something like that.
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I think they just need to buff the aura reading range to 12m and then also re-add the "Hooks no longer break when a player is sacrificed on them".
Then again, maybe they don't want a perk to negate an essential mechanic of the game: hooks being broken when survivors die, thus making killers not think about hook placement. Would also make Scourge hooks even stronger, because now you would be able to activate their effect even when survivor is on death hook without sacrificing that scourge, which would essentially be the trade-off of scourge hooks.
Another suggestion on how to buff it would be: Whenever a survivor sabotages a hook, their aura is revealed for 30s.
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I am more upset they are going with the nerf to Calm Spirit #JusticeForCalmSpirit
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I liked a suggestion someone made where Shadowborn would have the effect Dredge has during nightfall, where survivors have the glowing white aura around them. Which makes them easier to see in dark spots, but it's not a full-on aura reading, so you would still need line of sight.
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You're right, it is a hot take and you're right, they don't need strong addons, they are already strong killers!
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3054885#Comment_3054885
Thank you, I tried. :)
Literally all you did was remove all her downsides.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3054567#Comment_3054567
What's overtuned about this? Could you give an example?
You've literally given her everything on the planet. Great in chase, great at map pressure, great at player pressure, what is left to counter her at this point?
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These changes are way overtuned. Some of you forget there are other players than just 4-man SWF teams.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3052465#Comment_3052465
Survivors can equally prevent a 3-gen by coordinating gens though. In both cases, it's simply a case of one side out-playing the other.
Not if you are soloq
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@Huge_Bush said:
It’s already fair and nothing to be fixed. Survivors are supposed to be punished when they screw up.
It’s not hard to work on a central gen or two at the start of the match in order to prevent it. The problem is people are lazy and don’t want to think and just rush to the nearest gen.
I find crouching a couple of times and motioning for someone to follow me works about 50% of the time. I lead them to a central gen and they get the hint.
But killers also have the ability to force a 3-gen, which I don't see as survivors ######### up really, some killers are just that good at it. What do you do in those scenarios where, if you try to break the 3-gen, the killer just constantly pushes you away. And with the new upcoming Overcharge meta, trying to apply pressure and not 3-gen yourself when a killer forces it isn't exactly viable anymore.
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@notJustDante said:
https://forum.deadbydaylight.com/en/discussion/comment/3051915#Comment_3051915
+100% speed for unhooking doesn't help?
Also, this change would basically mean that if the killer insists on camping for no reason, then they are not doing anything that gives them an advantage. The idea here is not to prevent camping but to discourage it.
The only way you're gonna discourage camping is when you make sure it guarantees 0 kills, otherwise no killer would be discouraged if they can get even 1 kill. So yes, the only solution to anti-camping is to literally remove it entirely. There is no such thing as "discouraging it" as long as they can still get even 1 kill, because that is all this tactic is, cheap kills.