Orion
Orion
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1323995#Comment_1323995
Imagine that. Looping an exploit and camping isnt.
Face camping was, though. Real face camping, not what kids call "face camping" these days. Face camping is an exploit where you stand in front of the hooked survivor in such a way that the "Unhook" prompt will never show up. It was removed with the introduction of swivel hooks, then reintroduced a couple times due to bugs. The fact that people mistakenly call "face camping" whenever the killer stands in front of the hooked survivor didn't help get it fixed. That's why having strict definitions is important.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1323995#Comment_1323995
How was it considered an exploit? And if it was considered an exploit, what did people think the survivors were supposed to do? I'm not arguing. I'm genuinely curious.
Because killers' hitboxes are larger, they can't follow the same path as survivors around an object. They have to go with a wider (and therefore longer) path around objects, so the killers' speed becomes partially irrelevant. In other words, they're essentially exploiting their smaller hitbox to nullify the speed advantage killers are supposed to have.
Survivors were meant to hide and/or break the chase ASAP, like @tixerp said. However, that's too difficult for the vast majority of players (also like tixerp said), so looping became the default. The existence of infinite loops back then didn't help either. Rather than force survivors to play better by changing one small detail that would almost completely eliminate looping, the devs decided to go with it, made looping part of the core gameplay, and balanced around that.
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Because it's BM. Nobody likes BM.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1324032#Comment_1324032
It is more of a pvp game than assymetrical.
And anyways this game doesn't specify anywhere it is "assymetrical" when you're buying it, and a lot of gamers dont even know what assymetrical means.
Add this update and let's see how the killer queue go :)
Those two terms are not mutually exclusive. In fact, I can't remember a single asymmetrical game that didn't also have PvP.
You can tell it's asymmetrical by the fact that it's a 4v1 game, as opposed to 4v4 or 1v1 or any other combination that would make it symmetrical. If gamers don't know what asymmetrical means, they just need to retake middle school math.
If memory serves, killer queues only go up shortly after a new killer is released, but they're never actually long.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1324015#Comment_1324015
If you're more skilled than the killer (let's say high skill) and the killer is medium skill, you should be able to 1v1 him.
And I'll ask you again, why if im playing killer I should have the advatange? If both have the same skill they both should have the same chances of winning.
"Uh, oh im so sorry, im playing killer so you will go down cause I press "Play as killer" even tho you're the same skill as me"
Great design there.
That's how asymmetrical games work. Why did you buy an asymmetrical game if you're not interested in the asymmetrical gameplay?
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Seeing as how Jake is basically the only survivor I play, yes please.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1323948#Comment_1323948
His terror radius needs to be louder, thats why all the Deathslingers run it cause its so hard to discern.
Gotta keep your eyes open...
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1323925#Comment_1323925
A good killer is the one that knows he's weakness and advatanges. (When to end chases, pressure, mindgames)
And if they are equal skill, why should the killer have the advatange? they're both the same skill and should have the same chances of winning or outplaying each other. The chase will eventually end
Because even if they are of equal skill, it's still an asymmetrical 4v1 game. You're not supposed to be able to 1v1 the killer unless he's a total noob who constantly makes mistakes and you're someone with hundreds or thousands of hours. It should require four survivors of equal skill to the killer for a tie. Not one, four.
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No, it wasn't. In fact, way back when, it was considered an exploit. However, there was no way to completely get rid of it without messing up a bunch of other stuff, so now it's taken into account when it comes to balancing the game.
Source: I've been here since launch.
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@I_Teabag_Gate said:
https://forum.deadbydaylight.com/en/discussion/comment/1323672#Comment_1323672
It's never been easier.
II play in a 4 man SWF. Myself and another player always got rank 1. Player 3 hit rank 5 once and Player 4 hit rank 8 as their highest. This is after hundreds of hours of playtime btw.
In the past couple of months they have both set personal bests. The Rank 5 hit Rank 1 while the Rank 8 made it to Rank 5.
I play in a 2-man SWF and I agree. I'm above average at best and am about to hit rank 5.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1323692#Comment_1323692
Oh, it seems that I read this wrong, sorry. That sounds like a clear-cut holding-the-game-hostage scenario then, if the killer was blocking them from leaving the room.
EGC was active. No hostage-taking.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1323656#Comment_1323656
Block you in what way though?
From the OP's post, it sounds like he was standing in front of the door the whole game, waiting for survivors to come open it. They could just open the other door.
No, they jumped down to those dead-ends with lockers. The Wraith was blocking that doorway.
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@Animalheadskull said:
Yea no #########
I don't understand what you were trying to say, then. It sounded like you were trying to say that, to survivors, it'd look like the opposite hand because of the way they were looking at the killers.
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Report him for what, exactly?
I think those "Thank you for your report, action has been taken" automatic messages are worse than not getting anything because it costs nothing to send those messages. They can be fully automated, not even tied to a mod actually handling a report. I'd rather just see the game ban on their profile.
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@Animalheadskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1323500#Comment_1323500
That's why I said I think. Glad you told me how it works besides just bombing on me. Oh wait you didn't.
I figured you'd realize your mistake. In that case...
If you're facing someone, when they hold up their right hand, it'll be to your left. However, that's still their right hand.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1323635#Comment_1323635
That's what you have to do to counter every killer. Hold M1. It's just a matter of how fatal will the mistakes of the killer be throughout the course of the match.
These survivors played poorly at the start and allowed Ardetha to get EWIII basically for free. They still tied. Might that be because gen time is an issue?
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1323618#Comment_1323618
They did gens efficiently. That's all you can do when you're outside of chase to combat a killer. That's what they did right, and at the end of the day, what Ardetha did wrong is what allowed them to escape.
In other words, to counter a killer who had hooked two people within the first 90 seconds and to whom they fed EWIII, the survivors just had to... hold M1.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1323591#Comment_1323591
The trial ended in a 2k because Ardetha didn't slug even when he had the opportunity to. He easily could have gotten a 3 or 4k.
I'm not interested in the mistakes Ardetha made, I'm asking what the survivors did that matched the things he did right.
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@ShrimpTwiggs said:
https://forum.deadbydaylight.com/en/discussion/comment/1323575#Comment_1323575
Wait, "her?" I never knew the Entity was a she. i always thought is was an 'it.'
Only Her true servants are privy to Her gender.
(It's a joke, just go with it. The Entity is indeed an "it".)
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1323563#Comment_1323563
I said they played decently. That isn’t high praise, it’s a step above saying they were bad.
That still begs the question, what did they do that matched Ardetha's plays? If the trial ended up as a 2k, that means the survivors must've matched the killer blow for blow.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1323575#Comment_1323575
They use to model the hooks around the map based off the killer currently in the trial. Theres a reason why they took that out...
I know. I was there.
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Yes and no. Yes because it'd be awesome, but no because, apart from what @LordGlint said, the basement is supposed to be where you're closest to the Entity, so it'd make sense that it was modeled after Her, instead of the killer.
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@xenotimebong said:
Eating the DS was his mistake. A freshly unhooked survivor going for a trade is almost guaranteed to be a DS play so he should have seen it coming.
This seemed like a fairly balanced match to me overall. The survivors played decently and so did he. He got 2 kills and probably could have got more if he’d slugged a bit more. But there’s way too much editing in the video to say much else, and especially to comment on whether the gens were too fast or not.
With the editing it is indeed hard to tell, but what did the survivors do that was so skilled, exactly, other than hold M1?
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I only hate the fact that cosmetics (yes, survivors are cosmetics too) provide an in-game advantage.
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@Ihateyou said:
https://forum.deadbydaylight.com/en/discussion/comment/1323510#Comment_1323510
I don't care, that's griefing, another rampant issue in this game.
That's not the topic of conversation.
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@Ihateyou said:
https://forum.deadbydaylight.com/en/discussion/comment/1323484#Comment_1323484
I don't care what he said, I saw the screenshot. That's griefing.
OK? Nobody said anything to the contrary, we were too busy answering the question that was actually asked: what is holding the game hostage and did it happen in this scenario?
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@Animalheadskull said:
I think from the killer perspective it looks like you are using left hand, but from survivor POV it is right hand
That's not how it works, at all.
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Holding the game hostage is actively playing in such a way that the trial will never end. This is more easily done by survivors who can, for example, refuse to work on generators, thus preventing the game from ending. You were not holding the game hostage and neither was the killer - you would've bled out eventually, guaranteeing the game would end.
@Ihateyou said:
https://forum.deadbydaylight.com/en/discussion/comment/1322431#Comment_1322431
You're 100% wrong, that's griefing. The game is over and the killer is just being an ass. Love how you killer mains try to justify this behavior.
We're talking about hostage situations here.
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@thottiepippen said:
How about survivors actually seeing the killer in lobby? See Trapper? Run small game. See a ghostface? Run spine chill or the like.
And/or have a perk pick ban where killers and survivors can ban certain perks in the lobby.
Thoughts?
Bad idea. It'd just lead to survivors equipping builds specifically against whatever the killer is and/or last-second killer switching.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1322924#Comment_1322924
Thing is, latency can't be fixed, and hits are killer sided so?
And all I can say is that only a good killer should have a advatange in a 1v1 imo
Latency can't be fixed, no, but hits are not going to be checked on the killer side for much longer.
Indeed, they should, but they don't.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1322895#Comment_1322895
But that's not what I'm questioning. I don't dispute the notion you have described. I dispute the way that 'power role' is commonly used on this forum, which is with a very different meaning, i.e. to justify requests for nerfs of anything that could make a 4k more difficult because the killer is supposed to have 'power' over the survivors.
Also, just for the record, you're not the keeper of the 'idea of asymmetrical game'. People are perfectly free to disagree with your opinions. That's what forums are for.
I myself proposed this idea a while back, and I'm a survivor main. At the very least, I think certain interactions should lock the survivors' FOV and maybe even POV, to prevent them from looking around 360º while they're supposed to be focused on generators or whatever.
That's its definition. If people disagree, that's not my problem.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1322910#Comment_1322910
Doesn't the killer already have the advatange in a 1v1? Hitboxes, bloodlust...
And I know hitboxes is cause of latency but still, that's a advatange for killers
Bugs, exploits, and other unintended behaviors aren't advantages, they're things that need to be patched out and shouldn't be taken into account when it comes to balancing a game.
With that out of the way, the question isn't "Does the killer have advantages over individual survivors?", it's "Does the killer have enough of an advantage over individual survivors?". OP thinks the answer is "No" and proposed a way to fix that.
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@5thPerkSlot said:
https://forum.deadbydaylight.com/en/discussion/comment/1322901#Comment_1322901
Disagree, there is a space below, it is just a necessary UI upgrade, we got like 80% of consensus but no feedback from devs/mods
You can disagree if you'd like, it's just a fact. Asking someone what's the point of them not doing something they didn't consider is fallacious.
10 people commented here. Hardly representative of a game that sees tens of thousands of players at peak hours.
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1322895#Comment_1322895
Then only because I press "Play as killer" I should have the advantage?
I play this game where both sides have the same chances of winning, not 1 side having the advatange only because "Im ThE KilleR pOWeR rOlE1!1!!"
You should have the advantage in a 1v1, yes. That's what I wrote. You seem confused about what I wrote, since you're behaving as if I said the killer should have an advantage over all survivors combined.
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There is no point because the devs didn't actively decide not to include this, they just didn't include it at all. It'd be like asking what's the point of you not opening a thread about the exact composition of silk. There is none, because it wasn't an active decision you made.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1322869#Comment_1322869
To compete against the opposing side, not to have a built-in advantage. The game is supposed to be balanced, not to handicap one side over the other.
The killer (power role) is supposed to only be matched by the survivors as a whole (numbers role). That's what it means to have an asymmetrical game. By design, killers are supposed to have an inherent advantage when going 1v1.
If you don't agree with this, then you don't agree with the whole idea of an asymmetrical game.
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@Respectfulnancymain said:
A power role dosent and shouldn't exist
So why are you playing an asymmetrical game?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1322699#Comment_1322699
Oh no I was asking because I always thought that it was 25%, because 25% of 16 is 4 so me not being very good at maths thought that just chucked an extra 4 seconds on. Didn't realise how the perk (and status) worked (it slows charges being put in apparently, not just making the time longer) which was my bad lol.
But thanks for the clarity my guy.
It's a speed reduction, not a time increase. Look at it in terms of units.
Time is measured in seconds, which I'll represent with s.
Interactions are performed in terms of charges, which I'll represent with c.
Interaction speed is measured in charges per second, or c/s. The default speed is one charge per second, or 1 c/s.
So you have an interaction that requires 16 charges, at the speed of one charge per second. Let's look at the units:
c/(c/s) = c*s/c = s
In other words, if you divide the number of charges by the speed, you get the time it takes.
Now look at the value:
16/1 = 16
Therefore, at the speed of one charge per second, the interaction takes 16 seconds.
If the speed is reduced by 20%, you instead have:
16/(1 - 20%) = 16/(1 - 0,2) = 16/0,8 = 20
So if you reduce the speed by 20%, you increase the time by 4 seconds.
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Constantly abandoning chases, I take it?
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A 20% speed decrease translates to 4 more seconds of healing, though. 4 seconds with a 110% (4,4 m/s) killer translates to 17,6 meters. With a 115% (4,6 m/s) killer, it's 18,4 meters. That means an arbitrary killer will have about 18 more meters of "path", if you will, before you're done healing.
Wake Up! is likewise looked down upon, but those 3 seconds translate to 13,2 (110%/4,4 m/s killer) or 13,8 (115%/4,6 m/s killer) meters of distance. In other words, the killer will be between 13 and 14 meters further away than if you'd opened the gate without the perk. I'm not saying it should be meta, but it shouldn't be underestimated either.
This is why DS is such a big problem. Those 4 seconds of stun (taking into account the drop animation) translate to 16 meters that the survivor can gain on the killer. A 110% killer chasing a 100% survivor moving in a straight line (no vaults or anything) would require 40 seconds to catch up to the survivor. A 115% killer would require about 27 seconds to do the same. Keep in mind that the difference between a 115% and 110% killer is 0,2 m/s - barely anything, at first glance.
Seconds matter in DbD. Even something as seemingly pointless as saving 3 seconds in an interaction makes a difference.
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Don't play things your hardware can't handle. Problem solved. I don't go to VR-only games and demand they make it available for people who don't have a VR set (even though I believe it'd be a better business strategy, given how rare VR sets are, but I digress). I don't go to Windows 10 games and demand they make them for older versions of Windows.
If your computer can't handle the game, that's a "you" problem and requires a "you" solution, not a reworking of the game.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322335#Comment_1322335
That's not how dedicated servers work. Not every survivor is on the same connection, using the same line to connect to said server. It could also be something broken in the link between the survivor and the server; and yes it can happen to just one survivor.
All the convenient times seem to be when more network activity would happen that needs registering, like score events during chases.
Perhaps do some due diligence before accusing people of lag switching. There are a number of plausible explanations. Especially since lag switching literally doesn't work that way on dedicated servers; and no survivor would do it intentionally because it would only put them at a disadvantage.
Don't waste your time. I already told him this is a bug.
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Not superstitious either, these are all entirely based on confirmation bias.
- Whatever BP offering you put up, the game will work out in such a way that it becomes the worst scoring category for you. If you put up an Objective offering as survivor, for example, you won't get any generators done (maybe you'll be on a hook for most of the trial or just get chased for a long time).
- Whatever killer you play, you'll get the worst possible map for them (for example, Nurse and any Coldwind Farm map).
- If you burn a Memento Mori, you'll be placed against survivors who demonstrate that the game is indeed survivor-sided.
- If the killer burns a Memento Mori, all your teammates will be instantly replaced by their younger siblings who just learned how to pick up a spoon.
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Unpopular opinion: there is a theme, it's "unpopular opinions".
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1321325#Comment_1321325
Saying things are ok because they aren't used too often doesn't really make sense.
I don't see iridescent head + infantry belt and tombstone piece + j. myers memorial too often.Does that make them ok?No it doesn't.
Same thing with old BNP or insta-heals
Well, I said two other things about moris and why I think they're fine as they are. Can you address the other two?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1320874#Comment_1320874
But why should an offering be able to have such a big impact on the game like ebony moris do?
I think that ultra rare addons/offerings that are just a straight up buff for the person using it is poor design.They should always either change your playstyle or have some kind of risk-reward situation.
Because they're rarely used, come with awesome animations, and put the "horror" back in this horror game.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/1320924#Comment_1320924
Yeah but its not my fault when I run the killer for quite a while just to get teammates who DC, kill themselves on hook, or don't do gens. Like a mori cuts off about half the time a survivor will be in game for, last time I checked my game wasn't ended that prematurely because of a key.
Not your "fault" if the survivor the killer is currently chasing is a very good looper either, but you still benefit from it. Why is it OK for you to benefit from your team's skills, but never be hindered by their failures?
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/1320896#Comment_1320896
I mean yeah, when its almost a guaranteed lost after that, its pretty unfair.
Yes, it's called a "consequence for screwing up".