Orion
Orion
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054323#Comment_2054323
How is that fair to a solo que?
Again, how is it not? Is Small Game restricted to SWF?
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@Tillablerhino44 said:
I just want something on my screen gens5 you see how many you have left if was the same for totems I wouldn't care at all totems5 same as gens just a counter to count down what I got left. Cause when I play solo if it is my last hook I'm gone
So let's put it on Small Game. Totems are a secondary objective, so it doesn't make sense to inherently have that information.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054301#Comment_2054301
No I don't care that much about noed it's annoying but whatever I want a counter on my screen telling me how many totems there are on the map.
I advocated for a buff like that to Small Game, because such a thing is too powerful to be built-in. Is it the sort of thing you had in mind?
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054243#Comment_2054243
How is this person a bad survivor I'm confused he or she wants a counter that the only counter is small game I wouldn't be mad if I had a totem counter on my screen that tells me how many totems are left on the map.
Just use Small Game, Detective's Hunch, or a map (with the right add-on). You're making a big deal out of nothing.
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054254#Comment_2054254
So Third Seal hides the boxes for pig? Thats really funny lol I got Pig but never thought of that. Does it also only let Kindred show for your teammates and not yourself?
But in regards to NOED (from both killer and survivor player) I'm okay with it both as is, or a slight change.
As a killer, we are running essentially 1 perk short for the main part of match, which puts survivors at a bigger advantage overall. So to cram a powerful perk at the EGC as opposed to using a constant better perk in the beginning is fair exchange.
As a survivor it is frustrating i can see how it is frustrating to do everything right and still get killed. One thing to note is that its still a pip even if you die as long as you follow the rule of 2 (2 gens, 2 totems). I do totems since I run Small Game and Inner Strength.
My proposed change would be that the exposed status only applies to survivors who haven't done any bones. To balance it out, then killer gets to see the aura of the exposed. If 4 totems are done by 4 survivors, then there will be no exposed status but killer gets a cooldown on attacks on top of haste status until hex is cleansed.
Third Seal only hides red auras. It cannot (or at least should not; if it does, it's a bug) hide Jigsaw Boxes.
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@Tillablerhino44 said:
How is it fair to people that play solo?
How is it not? Is Small Game only available if you play SWF?
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@Tillablerhino44 said:
Then have it lit like every other totem n the game
Every other Hex perk in the game is active the whole time, though. NOED only activates when the gates are powered (if survivors don't cleanse totems, that is). It's not comparable in the slightest.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054250#Comment_2054250
Wow so of course killers don't want noed nerfed I think it should be a lit totem through out the match. With undying why not.
Because Undying is not part of NOED. Why should killers be forced to run two perks to get some use out of one?
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2054126#Comment_2054126
It isn't massive, and it shouldn't be. Using one thing that costed a quarter of the BP you get in a single match shouldn't be a free win in the next one.
Are you talking about Cypress, Ivory, or Ebony? Be specific.
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@shitman said:
I like how BHVR made the leveling perks in DBD MOBILE. You don't need to save up and spend bloodpoints on perks. You just need to play a certain character in the game.
Mobile is a F2P game, if I'm not mistaken. That's a wholly different set of requirements, and I personally prefer the way it works here. I shouldn't have to play a character (or hope that their perks come to the Shrine) to get their perks.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2054094#Comment_2054094
You don't get that you don't need to tunnel off of the first hook to tunnel off of the second?
You can just hook everyone normally, and the second you hook someone twice and they get unhooked, down them and mori them. Rinse and repeat.
It's not a hard concept to grasp.
The way you said it implied killers were tunneling both hooks. However, I maintain that the advantage is negligible at best.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2054075#Comment_2054075
Ignores DS, ignores body blocking, ignores pallet saving, ignore flashlight saves.
"They no longer provide any advantage".
If you're really being tunneled, the killer was already hit by your DS before the second hook. In fact, if you're really being tunneled, chances are you were downed very close to the hook, by someone the killer saw - that means no body blocking, no pallets, no flashlights.
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@Critical_Fish said:
They still offer an advantage of being able to tunnel off of second hook, but the people who used moris don't like that they now have to get 2 hooks instead of 1, so now they'd rather ######### about the nerf than realize it still offers them an advantage.
In the vast majority of cases, it takes less time to rehook than it does to use a Mori. They no longer provide any advantage.
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@Clevite said:
I mean to have a chill mode you must create it yourself. As killer, the more chill you play, survivors will notice usually and start to play more chill themselves. You know don't tunnel when you have an obvious chance to. Never camp. And reset your own internal definitions for fun and wins. I notice when I do this, Survivors are more likely to heal, search chests, totems etc.
As survivor, a lot depends on the killer you verse. If the killer is all sweaty you can really only match that intensity or die and move to the next game.
In the end, play for you, and as I like to say, play how you would want to verse. Then you will be playing towards your own win definitions, which is in itself more fun than trying to reach some arbitrary number of kills or escapes.
In my experience, the more chill you play, the more abusive survivors become. It must be a regional thing, I guess.
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If you play "chill", you'll eventually derank to where other "chill" people play. Alternatively, there's KYF.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2053513#Comment_2053513
To divert the attention of the killer, try to make the killer to commit to a chase.
If you as a killer can't handle these situations it is your fault, but it is not toxic.
To divert the attention of the killer, try to make the killer to commit to a chase.
And why does it divert the attention of the killer?
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/2052808#Comment_2052808
isn't hit validation supposed to fix this issue?
There is no way to completely eliminate lag because the speed at which information travels is finite. Hit validation can mitigate the issue, but there is no solution that can eliminate lag altogether.
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Looks like lag to me, which is impossible to eliminate.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052231#Comment_2052231
The main reason I created this thread is to try and work something out with the community. My problem is that most threads discussing a 5th perk slot just have a bunch of people saying "It would be incredibly unbalanced" and listing 5 meta survivor perks. Even if it requires new mechanics like another exhaustion-esk system or sweeping nerfs, I want to try my best to create a patch that implements the 5th slot in a fun and balanced way.
I want a proper discussion, bouncing ideas off of each other, and painting that entire picture so that we can pinpoint what exactly needs to be changed to make this work. I know that we can do it and I know that you in particular are a very thoughtful person that can provide some great insight on what perks and builds would cause the game's balance to take a nose-dive. I would greatly appreciate if you would join me and help us figure this out
You're missing the point.
I do not believe this can be done without either seriously ######### up the game's balance, or requiring so many reworks and balance patches that the rest of the game would be set back years. The game was designed around four and only four perks per build. It's built into the perk system, it's part of the core game balance.
I have yet to read a single suggestion, that I can recall, which proposes any way in which this could be achieved without screwing up the game. Doesn't matter if the perk is restricted to a teachable, a Hex perk, an Exhaustion perk, or something else, because the problem is having five perks to begin with, which is simply not what the game is designed for.
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Broken combos that would require a massive effort to nerf perks or redesign the whole loadout system, which would be a lot more trouble than it's worth.
Use the search feature if you want to learn more, this topic has been discussed to death.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2052073#Comment_2052073
If the shape was anything but a cube or sphere, the collision calculation could easily have been muddled. If you have more information on the shape used, that would be great, but my thought has been on using essentially a Pizza Box that encompasses the Hatchet with a LITTLE bit of extra room on the sides to give some leniency on the horizontal axis.
Yup, that's what they did, and it didn't go well.
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@StibbityStabbity said:
For everyone commenting on the hitboxes of hatchets, here's some food for thought:
I have done a fair bit of work in the Havok engine. I do NOT know what physics engine is used for DBD, so this information may not apply. That said, in the Havok engine, the team I worked with did a lot of testing for bullet simulation, primarily to determine what the physics shape of a bullet should be. The results were as follows:
Perfect spheres offered the best collision detection when hitting something. Collision simulation from a sphere shaped bullet was extremely accurate and fast when the Sphere was detected to have hit something.
Cubes offered the best collision simulation when getting hit. Physics simulation when hitting a cube was insanely fast.
This would SEEM like it suggests spheres were best suited for bullets while cubes were best for environment assets, though that turned out NOT to be the case. When we made our bullets use sphere shapes, we encountered an issue where the speed of the projectile could pass through an object if it was going fast enough to skip through an object in between frames. So, while the sphere was best to collision simulation while hitting things, it needed to be detected hitting things in the first place, which was messy.
We ended up using cubes for bullets, as they offered a slightly slower response in exchange for consistency. This also let us stretch the physics box of the bullet, to allow people to "walk into bullets", which was really just a way of rewarding leading a moving target when aiming. Spheres could NOT maintain accurate simulation when stretched, cubes could.
Huntress hatchets are spheres. My guess is that this is for the sake of collision detection, as stated prior. Again, I don't know the physics engine being used, but it is possible that BHVR fell into the trapping that we found, and decided to enlarge the sphere to maintain hit consistency rather than try other shapes.
They did actually another shape, for a while. It was a hitbox roughly the same size as the physical model of the hatchet. As you can imagine, it was a disaster. Hatchets flying through survivors (especially noticeable when vaulting) was commonplace.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/2051956#Comment_2051956
Forget that I said it would make it scary. This community seems to like hooking up on words. It would make the survivor gameplay experience much more immersive and interesting. Also, I am a survivor main btw so don't start thinking I want to nerf survivors to the ground.
This community seems to like hooking up on words.
Words are how you express ideas in writing. There are no pictures, no spoken words, no tone indicators, nothing. You can't exactly blame "the community" for getting hung up on the only thing that carries information in written text. We can't read your mind. If you want to say something, then you need to explain it properly.
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I think survivors should have their FoV restricted (not necessarily have their PoV set to first person, just restrict the camera angle somewhat) while interacting with something (gens, healing, unhooking, sabotaging, etc.) or while inside a locker, but having them in first person all the time is a bad idea. The game is simply not made for that, it'd require so many readjustments that it'd ultimately not be worth the effort.
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It's because those patch notes reference Memento Moris.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2050970#Comment_2050970
Wait survivors get to decide whats fair for both sides, that doesn't sound fair at all
That's not how it works, the other user was just trying to make an anti-survivor and anti-dev comment.
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This is where you should post, if you want the devs to notice it: https://forum.deadbydaylight.com/en/categories/suggestions
General Discussions is where most forumgoers post, but that's where the devs usually go to read about issues like this.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2049820#Comment_2049820
I thought the lawsuit did that?
That was just an excuse, the game was dead* long before that. You can check the Steam playercount yourself.
*Not literally 0 players, because that usually takes a very long time, but close enough.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2049761#Comment_2049761
The game looks very bad though. The idea seems nice but the survivors running around bullying the killer with light sabers is stupid.
That's what killed F13th.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2049734#Comment_2049734
Agree, it's not because of lack of competition, but I don't think it's so difficult to find the faults of this game, you can see them in these forums (camping, tunnelling, slugging for the 4k, spirit, iri head, gen times, SWF, ...), and devs do nothing.
- Camping is only worthwhile if the survivors don't rush gens and/or if the hooked survivor suicides.
- In 99% of cases, "tunneling" is just killers playing efficiently and going for the weaker survivor, the same way you don't leave a gen at 33% to go work on another one. In the 1% it's actually tunneling (focusing on one survivor to the exclusion of everything and everyone else), the killer is throwing the game.
- Slugging for the 4k is not something that needs fixing. It's literally the killer trying to win.
- Pretty sure the devs already said they were going to rework Huntress (or at least her add-ons).
- Gen times are already at the maximum tolerable limit. You have many survivors who do nothing but hold M1 during the entire trial because of how long they take.
- SWF is not a problem in and of itself, it's mostly the gap between survivors who are alone and who are in a SWF group - a gap that the devs are (slowly) addressing.
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There's been plenty of competition, it's just failed every time. Clearly, people prefer DbD.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2049527#Comment_2049527
Yeah I have. But I have also seen many killer players do the same for survivors.
that doesn’t make this survivor rulebook joke any more funny though.
That's fair enough. Comedy is subjective, after all.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2049531#Comment_2049531
We already have that as a survivor perk: Camaraderie.
Great perk to replace DS, since apparently DS will now be useless, if some users are to be believed.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2049495#Comment_2049495
To be fair, the rulebook joke was funny in the Samination video.
but only because it is quite clear he only meant it as a joke.. some people took it way too serious..
You can't tell me you've never seen and/or heard large groups of survivors genuinely claim that killers have to play in this or that way because it's "not fair" otherwise.
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@fogdonkey said:
I have this feeling: Currently the survivor hitbox and rotation center is not the middle of survivor body but behind the survivor. That's why it is easy to dodge e.g. huntress, because they often aim for the body, not for the invisible rotation/hitbox behind the survivor. But if you aim for that invisible hitbox behind, you will hit them no matter how much they wiggle. The update just fixed that the rotation center and hitbox is more inside the survivor. So nothing really changed in movement speed, acceleration, hitbox size, etc. The only thing that changed is where the survivor body is painted. It more accurately painted the survivor body around the hitbox and axis of rotation.
That's why I think the update was good, and should not have been reverted. BHVR could communicate a bit better and explain why it was a good thing, not just instantly revert when survivors start to cry and complain.
You are 100% correct, as far as I know. The hitboxes are capsules and were not properly aligned with the model.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/2048812#Comment_2048812
Going for the 4k as the only goal no matter HOW you do it, It create the boring gameplay.
https://forum.deadbydaylight.com/en/discussion/comment/2049052#Comment_2049052
Not all of course, But the thing is tbagging and flashlight clicking isn't as bad as what the killer can do. Since one you can just ignore it because it dosen't effect your gameplay but the other you can't ignore.
Going for the 4k as the only goal no matter HOW you do it, It create the boring gameplay.
Boring for whom, though? Because, clearly, you're only looking at it from one perspective.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2048800#Comment_2048800
Which is why stealth is optimal in solo Q. Farming saves is about the fastest way you can ever get blood points. A 1 second unhook is worth more than 80 seconds of gen time. And you cant save or do gens if you are getting camped or tunneled out. Pallet stuns? Not against a ton of the killer roster and it’s risky to do with dedicated servers.
You can loop all you want but it doesn’t matter if your team are hiding in bushes. Plenty of games are lost before you even load in as a survivor. Bad matchmaking, bad map RNG, and a plethora of overpowered killer builds ensure it.
Note I’m advocating stealth when the killer is actually nearby; not urban evading across the entire map and wasting a time of time like most people do.
Note I’m advocating stealth when the killer is actually nearby; not urban evading across the entire map and wasting a time of time like most people do.
Only one of those things is actually stealth, though. Stealth is about not being perceived by a potential threat. There's no threat in your second scenario.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/2047061#Comment_2047061
You still can win and also having fun too. and when i said survivor fun is trying to win?
https://forum.deadbydaylight.com/en/discussion/comment/2047570#Comment_2047570
It has been always like that. Killers has the louder voice because most of contant creators are killer mains. which is kinda fine btw since the devs are listening to both sides.
You still can win and also having fun too. and when i said survivor fun is trying to win?
You implied it when you put killers going for the 4k in opposition to the survivors wanting to "have fun". So killers trying to win are not "having fun", and survivors losing are also not "having fun". The implication here is obvious.
It has been always like that. Killers has the louder voice because most of contant creators are killer mains.
Source? And why do you find it so outlandish that people can agree with something even if it's bad for "their" side?
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@UnentitledBunnyMan said:
Stealth is wasting time unless u feel u can't loop the killer.
Someone needs to unhook you once you get downed, though.
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Stealth is a fine gameplay style. However, if you're only hiding and unhooking, without regard for anything else, then you will score fewer points than other survivors. Personally, I tend to score fairly high in most trials, relative to other players, but that also depends on external factors.
EDIT: If you feel stealth is holding you back, or it's just not for you, then it's OK to experiment with different playstyles until you find one that suits you and your goals. With that said, you should be prepared to lose until you get it right.
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Should I know where OP is getting their info regarding license renewal?
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Where are you getting all this from, OP?
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2047048#Comment_2047048
Your bias is showing. Survivor movement has stayed the same for 5 years, and to have it changed so drastically screwed up a lot of survivor players me included. Being able to turn corners sharpely is NEEDED for loops and when you take the ability to do that you make a lot of loops in the game much more weaker. Hell, even the devs said themselves that the animation changes wasn't suppose to change survivor movement, only how it looks.
How would you feel if the devs made it so that whenever a killer moved side to side or backwards there movement speed would be reduced heavily because of an animation change?
How would you feel if the devs made it so that whenever a killer moved side to side or backwards there movement speed would be reduced heavily because of an animation change?
That's literally already true. It's part of the reason why looping works the way it does.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2047819#Comment_2047819
For me it is a sense of honor I want everyone to have fun and I feel as killer this is my job to not bully or torture people I never get cursed as killer survivor I get cursed all the time and reported for looping I find it funny but I have no mercy with toxic killers and they always get mad open the gate give up when three gens pop and no hooks I just don't see why if you feel you have to tunnel check your build
You need to use punctuation. It's hard to understand what you're saying.
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@Munqaxus said:
We can see the Killer bias on the forums, which is why the forums are no indication of what should be changed. Even though survivor makes up 4/5s of the player base and Killers only make up 1/5 it appears the Killers make up a lot more of the forum goers.
Or I just made the better point. The fact that you think you have to be a killer main to upvote anything that's in favor of killers (and the same for survivors) says more about you than the forum.
PS: I'm a survivor main.
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Because it's easier to build something from the ground up with all these intended/planned features, even if it's based on something else, than it is to add them to an existing structure. This is especially true of software that was built with a sub-par budget and had to cut corners to make do with what they had.
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@Name_Unavailable said:
No it because Survivors see this as a game and play for fun, and Killers see this as a job and play for the 4k.
Funny how the survivors' definition of "fun" is trying to win, but the killer trying to win is not "fun".
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2046001#Comment_2046001
Well, his organs are at least a thousand degrees and his ax on the tips of the blade is molten hot metal that causes any who've been cut by its magic, to feel their entire body burning overtime and making its victims hostile violent, and disfunctional at the same time. that's how his power would work, to slow the game down all the more while make them exposed, he can breathe fire to block off areas, and would apply the same effect if they were cut by him, does this help?
Kinda meh, TBH, but then again I'm more used to games like Divinity: Original Sin 2, where I can set the battlefield ablaze if and when I choose to.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2045939#Comment_2045939
I actually made a killer that fits that part nicely. He would however have to be licensed since hes part of a franchise I'm making. In short he's very similar to Pyramid Head, but instead is called Furnace Head. He represents our hatred, the anger we keep inside ourselves, and how are anger destroys what it touches. His actions are brutal and fierce, mimicking abusive behaviors, whether it be beating them with a chain ( Kinda like you would a belt), or assaulting them ( You can guess this one I hope). Design wise he looks similar to Nemesis or PH, and wears a iron forged smoke/gas mask like pyro above. He even has straps of metal stuck to his skin, ensuring that his body doesn't fall apart, symbolising how anger cannot be contained so easily. He also carries a giant fire axe to boot, what do you think?
I think that's not what you said, at all. There's no fire involved in any way.