Orion
Orion
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- Orion
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All these things are balanced.
NOED is balanced because you can destroy the totem. It's the same with all Hex perks. Use Small Game if you have trouble finding the totems.
Camping is balanced because the killer is doing nothing for up to two minutes. They've basically thrown the game at this point if your team has the most basic of motor functions and reasoning skills. Use Kindred if you're camped a lot.
Chasing the weak link is simply playing smart. It's no different from survivors focusing on a gen at 80% instead of the one at 30%. Use KYF to improve if you're often the weak link in a team.
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@GrootDude said:
If new players don’t understand then they can ask, someone will tell them.
^This. If you can't tell from the context, as the other guy said, then just ask. There's no shame in having to ask.
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@[Deleted User] said:
They do ban for people telling others to kill themselves. One of the people I reported literally came into the Steam forums crying about being banned from the game a few days later. This one specifically, to be exact:
https://us.v-cdn.net/6030815/uploads/106/DTUO2JV34WVT.png
If you don't want to see any of this at all, you can close the chat by hitting the little chat bubble in the bottom right corner of the chat window. This will hide chat and make it invisible.
Reading those threads gives me great joy. Thank you for helping to improve the community.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/578925#Comment_578925
because, like you, i figured it wasn't possible. i just didn't figure he'd be making it up for no reason, either. hyperbole seemed the most obvious answer
either way, looks like we were both wrong
I didn't figure it wasn't possible. In fact, I laid out two ways in which it could be possible (the first being in jest, obviously). I just thought they were making it up. Dedicated servers and the accompanying improved DC punishments can't come soon enough.
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@s0cial_outc4st said:
https://forum.deadbydaylight.com/en/discussion/comment/578656#Comment_578656
Instant DC is an instant report.
Reports for DC are instantly thrown away.
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@FeelsVeryBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/578918#Comment_578918
What are you doing? Posting footage where you managed to down a Survivor within a few seconds? Are you crazy? That is illegal in Killer Main's standards, you must be hacking.
Did I forget to mention to nerf Survivors? Sorry, silly me.
On a serious note tho, they were total 4Heads and all just gave up. But, still goes to show that not every P3 Survivor Main can keep a killer busy for 5 gens like a lot of people love to claim.
Are you really trying to use trials where survivors disconnected en masse as examples of the game being perfectly balanced?
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Report, ignore, move on. Those people aren't worth the energy it takes to think about them nor the time it takes to reply to them.
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So it's possibility #2. I'm actually impressed, since I thought you were making it up.
@miaasma As you can see, not hyperbole. It didn't read like hyperbole in the slightest, TBH. I'm not sure why you believed it did.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/578870#Comment_578870
Actually the first one is impossible too because of travel time to the Survivors.
I'm being generous with the calculations to maximize the time. I actually made a serious error that still works out in their favor.
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@miaasma said:
the fourth possibility is that they were being hyperbolic but i understand coming to that conclusion involves using your brain
In other words, they had to push a scenario to become borderline magical to support their point. How is that any better?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/578870#Comment_578870
My guess is that all 4 Survivors were running no mither
I suppose that's another possibility, yes.
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@Yamaoka said:
Just won a game in 1 minute (again). Survivors op pls nerf.
Every hit has a 3-second cooldown. It takes 2 hits per survivor, 4 survivors per game, so 24 seconds total. Hooking takes 1,5 seconds per survivor, 4 survivors per game, so that's 6 seconds total. 30 seconds so far, and that's just counting animations.
Since you can only chase one survivor at a time, this means you had to win four chases in 30 seconds, or one chase ever 7,5 seconds.
Since you say you won inside 60 seconds, you would not have time to use any powers that would compensate for a 110% speed. So, using a 115% killer as a basis, this means that the survivors could not be more than 12,5 meters away from you. Given that the on-hit sprint burst allows them to move 12 meters in 2 seconds, it means they just ran for exactly 2,125 seconds and then stopped dead in their tracks.
Now, I'm not saying that's impossible, but it does mean one of two things:
- The survivors all died at their keyboards shortly after the on-hit sprint burst.
- The survivors all gave up and disconnected simultaneously.
I suppose there's a third possibility, which is that you're making it up, but you wouldn't do that, would you?
EDIT: Yamaoka posted two videos showing 1-minute trials. For those interested but with no patience, it was option #2 - nearly every survivor disconnected.
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September of 2018 was a free weekend. Why are you pretending it's a normal playercount?
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Because killer is boring. At least when I play survivor, I don't have to loop.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577313#Comment_577313
What if thanataphobia had gotten a nerf and this got a buff? Almost a base kit mechanic. Perks should not be balancing the game. Mechanics are made or implemented to balance perks should have only been for slight buffs.
Then you might as well rework Thanatophobia into something different and put the numbers in as a base mechanic.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577304#Comment_577304
Concept numbers are just ideas. I was thinking if combined with thanataphobia it might be too strong.
That's going to be a problem no matter what you do. Either the numbers are too low, as is the case with your concept, in which case the only benefit comes from combining this with Thanatophobia, or the numbers are too high and, combined with Thanatophobia, would render the game unplayable for survivors.
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1% is irrelevant. Even on the longest interaction in the game (generator repair, 80 seconds), it would only increase it by 0,808... seconds. 3%, 4%, 6%, and 7% are the same, with increases of 2,5 seconds, 3,3... seconds, 5 seconds, and 6 seconds, respectively.
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Yes and yes.
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@OpenYoureyes said:
https://us.v-cdn.net/6030815/uploads/597/WNIIZP3IINAN.jpg
Playerbase "I am dropping!"
Killer mains "It's a Bug!"
I see you left out the part where there was a free week in September of 2018, thus creating an artificial spike in the playercount.
EDIT: See here for more detailed and unbiased information: https://steamdb.info/app/381210/graphs/
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That sounds like pay-to-win. I'd rather not.
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@brokedownpalace said:
I guess people got bored of whining about DS and effectively got MoM destroyed. Now it's OoO time. There are already 2 topics about this. You've added nothing to the discussion by making this post.
"You've added nothing to the discussion by making this post."
Is that supposed to be ironic?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/576689#Comment_576689
That doesn't make sense because a hex at least needs to be cleansed and has a chance to affect the game.
OoO has a chance to affect the game as well. It doesn't need to be cleansed because killers have enough on their hands already.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/576689#Comment_576689
*CoughBothexitgatesonthesamewall*Cough
What does that have to do with perks?
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@Kebek said:
Fun fact: Back in the day when DBD launched Spine chill was far more used and killer's skillfully countered it by learning it's distance and then walked towards generators looking backwards to not trigger it.
Also you counter alert by not breaking stuff.
Countering Alert by not breaking stuff is like countering Bitter Murmur by not repairing generators.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/574971#Comment_574971
A killer should not force someone into a specific playstyle just to have a chance verse a killer. How amazing is it to know that your skill and experience means absolutely nothing? People shouldn't be forced to sit behind a rock because the killer cannot be beat in a chase, despite your skill level.
So all killers should be weak to all strategies? Then what's the point of even having more than one killer, if nothing changes? Survivors are the ones who're supposed to be skins, not killers.
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Since they figured out that the devs would cave in to all the crying (see: the Nightmare, the Legion).
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@Raccoon said:
When a team gets wiped by camping and complains, it's like beating someone in Street Fighter using only throws and having them complain.
Everyone knows the most difficult opponents are the 100% predictable ones that use 100% counterable moves.
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Do you have any idea how often this suggestion comes up? Often. Very, very often. So often, in fact, that it was already tried and proven to be a failure.
If you want to mitigate camping, then stop thinking about punishments for staying near the hook and start thinking about rewards for leaving it.
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Base Nurse is balanced. If you lose to base Nurse you're just worse than the person playing her, period.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/573145#Comment_573145
That's an understatement, it is overwhelmingly in the killer's favor. There is no room for counter play due to an arbitrary time limit imposed on the last survivor. Exit gates take way too long to open with all the high mobility of top tier killers. You literally have to go into a trial with a key just to have a chance as the last survivor in most situations.
And what's wrong with a 1v1 being in the killer's favor? Do you expect a single player to be able to stall the killer indefinitely in this asymmetrical game?
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Every piece of software more complex than "Hello world" will have bugs. Why? Because human beings aren't perfect.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/573131#Comment_573131
EGC currently is way too killer biased. When they eventually release 4k statistics I imagine that the vast majority of games result in a 4k for the last survivor. That is unbalanced.
It's a 1v1 situation due to the killer doing his job, of course it's in the killer's favor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/573062#Comment_573062
I mean, it probably won't do anything, but it will during dedicated servers. Someone who gets reported several times for killing themselves off the bat though by multiple people would probably be a ban.
@fluffymareep @Sairek That's not bannable and you're just wasting your time and the mods' time if you report it.
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@martin27 said:
Didn't the doctor work for the CIA on a black site where he tortured detainees for information. I'm pretty sure that would at the earliest been born around the 1960's.
I think the implication is that he was part of project MKUltra, so he'd have to have been born much earlier than that.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/572057#Comment_572057
Yes
I believe rage quitting has been listed as a report reason since the report system was introduced. If they still haven't updated it after most likely getting a lot of reports for it, then I will assume that it is in fact intentional and the forum mods are wrong
You do realize that ACMs are the people who handle those reports, right? It's their job to know this stuff.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/571937#Comment_571937
"Unsportsmanlike" or whatever it's called, the report button on the far right, lists rage quitting specifically as a report reason. As far as I am concerned ingame information > forum. If it's not intended to be used to report rage quits it should be removed from the description
So a mod literally tells you the information is outdated, but rather than listen to them, you'd rather give them more useless reports to trudge through, thus decreasing the overall effectiveness of the report system?
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Did you just say Ash is just meh? Bruce Campbell looks amazing and I would fight his wife for the right to bone him, if not for the fact that I'm already dating someone.
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Please no. I let Her eat half the bloodweb so I can get to the next perk ASAP. It works for us.
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@Visionmaker said:
We have a ton of new and small-time content creators.
Why don't you support them instead, rather than the people who're burned out from being in the limelight for years already?
I've said the same multiple times over the years. If you don't like the big streamers, go for the small ones. There are plenty to choose from.
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I haven't played much since the balance change, but I didn't see it, no.
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@gambit92 said:
Attention Devs of Dbd!!! Stop arguing with playerbase over a perk. This not only adds to the fire but makes it even worst. If you say you made the changes then you have. If something wrong then get it fixed. THIS IS YOUR GAME. Ive been playing for a long time and love the direction going in. People whinning over mere fractions of a second is completely ridiculous honestly. Does it reduce stun yes perk is fine.
So if it only decreased by 1%, it'd be fine?
@Peanits Thank you, and thank everyone over at QA for their quick fix.
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Letting them know is pretty easy; you did it right. However, not all survivors will want to farm, and therein lies the problem.
My advice? Don't force it. If the survivors indicate that they know you want to farm and cooperate, fine, go farm. If they don't cooperate, just play normally.
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Wouldn't you get annoyed by something you were essentially forced to play for several hours a day?
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@Frozenscum said:
Thanks, guys, for explanations, but I know math :)
With my last post I meant that if you have same method for calculating all effects in game - it will cut a lot of your own time and will not confuse ppl even further (they already have those considerably and moderately values which have zero correlation in different perks and effects)
There is very easy way to avoid hitting 100% or 0% by stacking effects multiplicatively instead of additively.
50% and 50% of healing reduction stacked multiplicatively (0.5x0.5)=0.25 gives that proper 4 times increased healing time while trying to Self-Care under Coulrophobia effect.
Same with others if you adjust numbers in description to match method.
Congrats, that's how it's done already, but only for debuffs.
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@Frozenscum said:
https://forum.deadbydaylight.com/en/discussion/comment/568466#Comment_568466
So basically you use different methods to calculate same things and confuse playerbase and yourselves with it. :)
You should adjust calculations in game and bring them at same method then, all I can say.
They used different calculations to calculate different things. Increased recovery of x% is not equivalent to time reduction of x%. Speed is not the same as time.
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If that is so, it's only because someone ######### up the coding.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/567398#Comment_567398
i visibly cringed reading this
your borderline martyrdom of killer mains while assigning survivor bias to anyone who does play both sides betrays your own killer bias
lots of people do not play both sides, which is painfully obvious reading people's posts on this forum. and even less people play both sides extensively
The majority of players do actually play both sides.
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@noneofyourbusiness said:
https://forum.deadbydaylight.com/en/discussion/comment/567511#Comment_567511
You're wrong, i don't play survivor, bc they're weak and i don't like to be a meat for guy who spend 50 hrs to master top tier killer, i don't think this is fun at all. You miss your shot, try again
Which is it, do you get stomped by Nurses or do you not play survivor? Can't have it both ways.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/567321#Comment_567321
Not one survivor is complaining that they dont get enough items or addons! They want BPs to be fair. If I'm in a game as long as the killer and have done as much as possible (and survived) I dont see why I'm 10k bloodpoints below the killer.
Because the killer also did a lot. More so, in fact, than any individual survivor. Killers also have single-use add-ons, as opposed to survivors who just need to escape with their items to keep their add-ons.