Avatar

Orion

Orion

About

Username
Orion
Joined
Visits
124
Last Active

Comments

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368323#Comment_2368323

    Yeah but something like a survivor against a Nurse. The survivor does not have an equal opportunity to escape the chase as the Nurse has to downing you. If the Nurse is good enough she can basically guarantee to beat you which is not an equal opportunity at victory. I don't necessarily think tunneling is "unfair" it's just frustrating. The real things I find "unfair" are matchups where the odds are way stacked in one sides favor just because of luck or because they chose a certain character.

    Disregarding the fact that most survivors just don't know how to play against a Nurse, killers should not be equal to survivors. That's one of the core characteristics of asymmetrical games, that there's one side with more (but less powerful) players, and another with fewer (but more powerful) players. Overall, every member of the numbers role combined should be equal to every member of the power role combined. In DbD's case, that means 4 survivors = 1 killer; not 1 survivor = 1 killer.

    If other killers have a 50/50 chance to win a chase, that's a balance issue.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366978#Comment_2366978

    I really don't think "fair" is subjective. It's just giving everybody equal opportunity.

    Barring massive skill differences, which are a matchmaking issue, everyone does have equal opportunities.

    For example: the killer found and/or downed and/or hooked and/or tunneled and/or mori'd you first? Well, could've been anyone else. All other things being equal, there's a 1/4 chance that it was going to be you.

    Thing is, nobody wants to be found and/or downed and/or hooked and/or tunneled and/or mori'd first, even though if those things are going to happen (and some of them will happen), someone has to be first. So they say it's "unfair" that it happened.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368283#Comment_2368283

    While I’m not against adding them back it is a lazy solution. Better way to fix it is to match make leavers with other leavers

    I'm for both, simultaneously. Make leavers wait until they can join another lobby, and then pair them up with other leavers. It'd be hilarious.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368265#Comment_2368265

    Damn, maybe the developers of an online only game with no joins in progress should have designed some sort of failsafe system for that.... like the bots... that have been in the mobile version for a year.

    All DC penalties do is punish the quitter, it does nothing for the players still in the game. So it doesn't really matter either way, people will DC regardless anyway.

    If DC penalties don't matter, why are you against them being reinstated?

  • @gibblywibblywoo said:

    Ugh, no. The dc penalty was the worst thing they ever added to this game.

    Why make fun and interactive killers or fair maps when you can half ass it and strongarm players into staying into matches they aren't enjoying.

    Why are you playing if you don't enjoy the game?

  • @ChurchofPig said:

    Seeing how far in advance they plan chapters, I don't think that Candyman was ever planned for last year. That would mean that they were creating 2 chapters for the same time just in case Candyman had to be pushed back and that's literally a waste of time and resources. I get people want to believe that seeing how all 3 original chapters came across when they released last year, but let's face it the original killers were bad in their ptbs because they were just bad (Blight now in the top 5 of killers at the very least). I personally don't think it's as easy as people make it out to be for license holders to just have chapters pushed back to when they want them, they made a legal contract after all for the license to be in the game and I'm sure a release schedule would have been talked about.

    That being said, I wouldn't be mad if we got a Candyman chapter, it's just not my top pick.

    It's more that when they heard the Candyman film was being postponed, they rushed the Twins' release, which is why they were so buggy. That's essentially a conspiracy theory at this point, but it's what people think.

  • Candyman is coming. Mark my words.

  • I'll bet if we say his name five times, Tony Todd will show up at BHVR headquarters to record voice lines.

    Candyman. Candyman. Candyman. Candyman. Candyman.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366544#Comment_2366544

    Yea but beeing chased and beeing chased could be 2 different things. How most define and also i understand tunneling (at least the one people complain about) is getting tunneled off the hook, which normally give the survivor no defense unless the unhooker has BT.

    Just regular tunnel (while not proxycamping at the hook) is for me when playing survivor the best thing in the game, but that almost never happens. When i get tunneled, i get tunneled off the hook with no defense for me pretty much.

    Like I said, have their cake and eat it too. They don't want to be chased, they want to be chased when it suits them, and for the killer to leave them alone when it doesn't. The killer as an opposing player with their own agency, goals, and strategies, this game being PvP, none of that matters. Things can only happen to them if and when they say so, and only if they end in a way that is advantageous to them. Everything else be damned.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/266718/why-do-survivor-mains-complain-so-much-about-tunnleing

    Why you ask that question? The answer is obvious.

    Imagine you would be tunneled every game. You gain very little ammount of bloodpoints, you queue longer then you actually play and it is generally not fun to get tunneled off the hook since there is usually little gameplay involved.

    On the other hand, most survivors would say the fun is in being chased. Unless the killer chases them for too long and they lose, then it's no longer fun. It just sounds like they want to have their cake and eat it too.

  • Your problem is that you assume they were arguing in good faith.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366527#Comment_2366527

    Really? I thought the rank reset placed me at 17. Maybe I was misreading it or something.

    No idea what the survivor BP boosting perks are, but BBQ and Chili is lit. You get that dank 100% bonus. I rarely see survivors running the equivalent, so maybe that is why everyone thinks killers get more BP? Idk.

    I meant besides rank reset. I edited my comment to make it clearer.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366514#Comment_2366514

    Even if survivor had twice the BP per unit of time, I would make more as a killer. I am absolutely certain of that. I am only rank 16 and think that it is outrageous that the game would even push me to that. Rank 20 survivors are better than I am at that role. It is RIGGED, fam. I could die in the first 10 seconds, suicide on hook, and the game doesn't derank me. It is like, "oh, yeah, seems legit, this is average performance for a rank 16 player."

    It sounds like you're just better as killer. Doesn't mean killers get more BP overall as a matter of fact.

    PS: You can't derank below rank 16 except as a result of rank reset. It's been that way for a while.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366509#Comment_2366509

    12 sections is precise enough. In a given section you already know where someone is going to be because they will either be on or going to the nearest generator or being chased by the killer at which point it is easy to find the chase using a terror radius or a slightly more precise call out. For example,

    "In the long wall at 6"

    "Going to need a hit at the filler near 12"

    "Only loop at 3 is a TL wall"

    Here's a match full of good examples

    https://www.youtube.com/watch?v=m3sO-BAgom8

    Two of those examples presuppose that everyone knows the entire map's layout by heart, which is absurd.

    I'm not watching that video because I find such things to be boring. Sorry.

  • Yes, it's the BP. Many people only count BP per trial instead of BP per unit of time, so they think killers get a lot more BP than survivors.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366487#Comment_2366487

    Comp SWF teams do know where each other are at all times

    They use a numbering system that goes clockwise around the map to divide the map into 12 sections and use the numbers to call out locations. This is how they are always able to bodyblock for each other so efficiently and avoid sandbagging their team mates.

    Even taking you at your word, that's still 12 sections, not exact aura reading.

  • Regarding the totem counter that's been proposed, here's the rub: SWF does not know how many totems are left on the map. We can't know, there's no way for us to know, even if we tell each other how many totems we've cleansed, except if nobody outside the SWF is cleansing totems. If nobody else has cleansed any totems, then, sure, the remaining totems are the base number minus however many we cleansed. However, if that happens, whose fault is that?

    At best, we may run into a cleansed totem and extrapolate that none of us cleansed that one, but that's still not something we magically have access to.

  • @SkeletalElite said:

    If you wanted to mostly bridge the gap but keep a small gap, basekit kindred, totem counter, current action indictaor for all survivors on hud (gen, totem, healing, nothing) and chase indicator.

    If you wanted to pretty much entirely bridge it, either add comms to the game (which is a pointless ask because they won't do it) or make it so survivors see each other's auras at all times unless they are affected by blindness in addition to a chase indicator and totem coutner.

    or make it so survivors see each other's auras at all times unless they are affected by blindness

    That's a straight buff to SWF and would widen the gap. For SWF, blindness is a mild annoyance. Furthermore, no SWF knows exactly where each member is, just their teammates' general location from time to time (because it's not like we're constantly giving away our exact location, only when it's relevant).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366468#Comment_2366468

    If keeping your build secret from your own teammates is an integral part of the game, then it deserves to go.

    It's an integral part of not having other survivors dodge because I'm not running the same 4 meta perks as them. Sorry, but experience has shown that the more survivors know about their teammates, the more likely they are to dodge.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366367#Comment_2366367

    This would ruin the game for me. I really don’t want to have music blasted in my ear, hear actual literal babies wail in the distance, and continuously be shouted at in a language I can’t even identify. This, for me, would kill whatever is left of the game’s atmosphere.

    Turn it off, I hear you say? I’d constantly be thinking “I could have more information if I just turned it on.”

    Why would you be thinking that instead of "I really don’t want to have music blasted in my ear, hear actual literal babies wail in the distance, and continuously be shouted at in a language I can’t even identify"?

  • @Seraphor said:

    Making existing perks basekit is never the solution, because that's never going to happen.

    But solo players do need more QoL and information that makes up for not being in voice chat with the other survivors.

    • Show survivors each others perk/item loadout in the lobby screen. So survivors know the capabilities of their fellow survivors.
    • Allow survivors to 'ping' their location to other survivors via the 'killer instinct' heartbeat animation, or the option to 'ping' other survivors locations for yourself, probably on a cooldown.
    • Give survivors map-wipe, preset communication options, such as "Killer is here!" "Coast is clear" "Leave me" "Help!", perhaps in conjunction with the 'ping' mentioned above.

    I don't believe any of those would benefit a SWF group, but they would aid Solos, bringing the two closer together.

    Your first suggestion will just make survivors dodge each other.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352085#Comment_2352085

    That would be the logical step but like I said. Crossplay is FOR PC users. They're going to give console every incentive to have it on simply because there is NO REASON to want it on if you can't filter out PC. Therefore you get punished for having it turned off.

    It's so fun playing PC Huntresses with switch users. Or a BS PC Blight whom has ZERO actual counterplay if they have a clue what they're doing.

    If the devs did that, then people with crossplay off would be forcing their option onto people who have it on by simply showing up in the same lobby. It's fine the way it is.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365008#Comment_2365008

    If memory serves correctly, we have seen this exact thing happen in Overwatch, with the system being abused to block players who are simply better than the ones abusing the system.

    Exactly. It's not an excuse, it's a demonstrable fact.

  • @OtakaChan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364827#Comment_2364827

    I just had a game where a spirit main wanted to far because of the event. Guess what they do. Once getting everything they wanted, hooked my husband and kept slugging us. I got downed and hooked the other bled out thank God one person got hatch. And you want to know why I don't want to put up with ######### like this? Its basically enabling them. And you will der why we have such bad relationships between roles as it is. You ask for sk.ething that ends up needing both sides to comply but you wanna be a dick and sabotage it by blatant lying for an easy game, by pretending. Thats why its survivors vs killers. This bullshit right here is the prime example.

    That doesn't answer my question. I'll repeat it:

    What about the other hundreds of thousands of players? What's to stop them from blocking players who are better than them to stomp newbies?

  • @OtakaChan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364762#Comment_2364762

    I don't mind a killer being better then me its the people who play survivors and killers who act like dick face oo la las that I want no parts with.

    What about the other hundreds of thousands of players? What's to stop them from blocking players who are better than them to stomp newbies?

  • Prevents people from sending you messages, I believe.

    @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364762#Comment_2364762

    You know, there is something to take away from that - but it's not what you're saying it is. If one particular Killer, once mastered, is so obnoxious no one wants to play against them? That's a problem that needs looking at. If a large number of people would rather DC (or, if it existed, block a player who always played a specific character) than play against a particular Killer (whether it's Nurse, Spirit, Doctor, etc.) - that should be a red flag that the Killer needs looking at. It's not a player issue, it's a character issue.

    If you were to balance DbD around what makes survivors DC, you'd just remove killers altogether. Not even replace the players with bots, just remove them.

  • Digital input (something is either at 0% or 100%) vs. analog input (something can be at any value between 0% and 100%). The former is good if you want to quickly switch between the two values. The latter is good if you want to be more accurate. There's also the "no more mouse pad" issue others have mentioned.

  • Why do you want to nerf the most fun killer to go against?

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364344#Comment_2364344

    Wait, they do?

    Because looking into it I don't find any "profanity fillter" law.

    By "mean things", they mean "hate speech". Always assume "mean things" in that context means "hate speech" or "harassment". It's very typical to downplay what's actually being banned to make it seem ridiculous.

  • @Inscrutiable said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363388#Comment_2363388

    I think people are missing my point. I don't disagree that survivor perks SHOULD be weaker. But I'm saying some survivor perks are outright useless / not impactful to skill expression in a way that isn't fun.

    Perks exist because people have different playstyles. Just because a perk is useless to you doesn't mean it can't be useful for other people. For example, Red Herring is perceived by many people to be useless, but I find it can be quite useful, if you use it right.

  • I think Survivor Perks are significantly weaker than Killer perks, and I think this is a bad design decision.

    It's actually necessary because there are four survivors and only one killer. If every survivor perk were on the same level as every killer perk, each individual survivor could be very close to each individual killer in terms of power, completely ignoring the concept and point of an asymmetrical game.

    10 ft

    It's 10 meters at tier 1 and 14 meters at tier 3, not 10 feet. 10 feet is something like 3 meters.

  • @SadLegion said:

    Ok im annoyed that i cant communicate at all because game chat filter is so garbage.

    Here is what i got so far:

    you

    stealthing

    jesus

    I've said "you" before and it didn't get censored. What was the context?

  • @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362055#Comment_2362055

    The point I'm making is there are a bunch of killer mains complaining about someone taking a protection hit with Borrowed Time, when the point of ithe perk is to combat proxy camping. Which is why you are even having to hit the person with the status affect in the first place...

    The point of BT is for the person who was unhooked to get away more easily, not for both the unhooker and the unhooked to be protected.

    @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362091#Comment_2362091

    Tons is an overstatement. But I definitely have seen it happen from a 2 or 3 man SWF.

    I only solo queue, and 95% of the time, it's a killer coming back to the hook because they aren't good enough to create pressure otherwise.

    I mean, you ended up on the hook, so how bad can they really be?

  • @ThiccBudhha said:

    To be fair, is the timeout genuinely a "consequence?" I mean, I guess it acts as a deterrent regardless... But I do not know, man. Quitters gonna quit, penalty or no.

    Based on the number of DCers who come to the forum to try to convince everyone that DC penalties are useless, I'd say they work very well.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361554#Comment_2361554

    Why do you assume they do?

    I mean, they spend more time on Twitter focused on irrelevant drama that always fades away. Unlikely they play games unless Twitter supports it. :)

    Because people can use a website and still play video games. Case in point: you.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361540#Comment_2361540

    So, k-pop stans who don't play games are potential buyers?

    Really, Orion?

    Why do you assume they don't play games?

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/266217/would-you-work-for-behaviour-interactive

    Nope.

    Unpopular opinion given the forums demographic and what chapters like All-Kill they're trying to appeal to: They're more focused on Twitter and social media, plus virtue signaling, than making the game top priority so... nope.

    They're trying to appeal to current players and potential buyers, like any business. Dunno what you mean by "virtue signalling", though. Haven't seen the devs "signal" anything.

  • @stvnhthr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361443#Comment_2361443

    Naw, I see it all the time. It is an add-on. She blinks 3 or 4 times with no pause. If they did away with the add-ons that prevent cool down it would be winnable. Devs just keep trying to make up for poor killer skills by giving them more perks and addons to counteract good survival play. DBD is a game of skill for survivors and a game of perks and add-ons for killers. When you play against a killer without multiple rare add ons it is fun.

    She only has one add-on that adds a blink, and you can't equip the same add-on twice. Furthermore, the best add-on to decrease fatigue only removes a quarter of a second.

    You faced some hackers. That's all there is to it.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361433#Comment_2361433

    It wouldn't as it would still stop the killer from kicking the generator without getting stunned.

    Also survivors do usually get disarm props before they touch the traps so...

    There's a big difference between an interaction prompt that only shows up when you're within the interaction radius, and essentially informing someone that a perk that's supposed to be secret is in play.

  • @csandman1977 said:

    The correct question is, "did they NOT break nurse this update?"

    This. Always assume that any update, especially if it contains map or graphical changes, broke the Nurse in some way. It's a good rule of thumb, unfortunately.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360388#Comment_2360388

    Although correct, it’s also not incorrect that Nurse makes a match horribly one sided, even if the survivors DO know how they should be changing the way they play.

    Not in my experience, unless it's a killer who vastly outperforms me (in which case it's only natural that she'd win).

  • @stvnhthr said:

    I like playing against Nurse. In the hands of an average player, she is a laugh riot. Just run at her as she blinks. The problem with her is when she gets infinite blinks and no pause between blinks, then it is an unwinnable game; those games are still fun to me because it just showcases how unbalanced the game is. The simple solution would be after the first blink her hits should be dodge-able by ducking, but that would take coding work.

    The problem with her is when she gets infinite blinks and no pause between blinks, then it is an unwinnable game

    Well, yeah, because that's a hacker. There is no combination of Nurse add-ons that gives her infinite blinks without any cooldown.

  • This would defeat the purpose of the perk. It'd be as if the Trapper's traps were highlighted as survivors approach them.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361411#Comment_2361411

    Shes a 110 speed killer who requires blinking the close space on a survivor. Because she blinks she can blink through walls and through pallets. Her power requires a small charge where she holds to determine the distance of her blink. THERE YOU GO.

    • She's a 96.25% killer, making her one of the only killers to be slower than survivors, which makes her reliant on her power to actually catch anyone. She has an add-on that increases her base speed, but, if memory serves, it removes one of her blinks.
    • Her blink landing zone has a hitbox and always favors whichever side of the object she's currently on, meaning that if you were to try to blink inside an object, you'd stop short on your side of the object, no matter how close you were to the other side. This also means that when blinking to the other side of a pallet or window when a survivor is there, you will actually need to try to blink behind the survivor, or you will just end up right where you are.
    • She can aim down to shorten the blink distance, but that risks her going to a different floor. She can also aim up to go to another floor, if she so desires.
    • The chain blink window allows for a second blink that is around half the distance of the first one.
    • While blinking, she can actually turn her camera to look around, since blinks are not instantaneous and the destination doesn't change.

    I could go on and on about her power with every number imaginable, every stat, every add-on, but that still wouldn't give you an understanding of how she works. It's like describing a car to someone who's never tried to drive one. Sure, the person may understand how the car works, but they still don't know how to drive. Some things you can only understand by trying them yourself.

  • From your comments, it just seems like you know that her power is to blink through most objects. That's not the same as understanding it.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360388#Comment_2360388

    What can you do against a killer that ignores pallets and windows. There's only so many time you can juke and lose line of sight. If you're going against a rank 1 nurse there's not too much to be done other than hope she messes up a blink and pray she didn't see you hide. If people went against a skilled nurse everyday she would be complained about more than spirit its because a high skilled nurse is rare that people just ignore when this point is brought up.

    I understand what youre saying that killers need different thinking when in a chase but the other killers do have to deal with pallets and windows. Like i play different when going against Huntress then i would a Hag or Trapper. But with those killers you can use pallets and windows effectively. When i play against Nurse i try my best to lose line of sight and run in jungle gyms but i dont really use pallets just the walls to hopefully fool her and run to the next sight blocker but if its a highly skilled Nurse then thats not really effective as she will use her first blink get sights on you and her second the get the hit.

    What can you do against a killer that ignores pallets and windows.

    She doesn't, she just requires more timing and planning before you use those things. I can successfully (and purposefully) stun Nurses with pallets because I know how she plays.

    There's only so many time you can juke and lose line of sight.

    Looping is also not indefinite. What's your point?

    If you're going against a rank 1 nurse there's not too much to be done other than hope she messes up a blink and pray she didn't see you hide.

    Wrong. This is why people need to play as Nurse, so they can understand how she works and then craft proper strategies against her.

    I understand what youre saying that killers need different thinking when in a chase but the other killers do have to deal with pallets and windows. Like i play different when going against Huntress then i would a Hag or Trapper. But with those killers you can use pallets and windows effectively.

    You can still use them with the Nurse, they just require timing and planning. However, to get the timing right, you first need to play as her.

    When i play against Nurse i try my best to lose line of sight and run in jungle gyms but i dont really use pallets just the walls to hopefully fool her and run to the next sight blocker but if its a highly skilled Nurse then thats not really effective as she will use her first blink get sights on you and her second the get the hit.

    Play as her. Learn her. Then figure out better counters for her.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360854#Comment_2360854

    Agreed. Working for a gaming company sounds like a cool job on paper, but I don't know. I feel like somebody would intrude on your creative freedom, if that makes sense.

    Creative freedom doesn't pay the bills, though. You either make things that people like and are willing to pay for, or you work elsewhere. It's unfortunate, but that's the way it is. Nobody is going to work at a loss, and you need money to buy food and such.

1 … 23 24 25 26 27 … 343