Papi_Sans1
Papi_Sans1
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@Yung_Slug said:
DS should cause Exhaustion.
Unbreakable is fine, idk how they'd nerf synergy with it anyway.
I disagree, there are examples abound of unbreakable saving an entire team when they played terribly. I feel bad when I unbreakable and save my entire team as a survivor because clearly we did something wrong and we are barely getting punished for it. I hate hate hate when it happens to me as a killer because I then dont get rewarded for playing well at all. Paired with DS it gets to be really annoying because it can easily become a free health state and 60 seconds of immortality for the survivor. My suggestion would be to just gut unbreakable, it's way too strong.
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I wouldn't say that one side needs to be unilaterally buffed or nerfed. It really depends on what we're talking about. The loops where there are two pallets no more than 10 meters from each other definitely need to be removed, but I would also say that the punishment for things such as face camping need to be increased (honestly I dont think you should even get to safety pip if you sit within 5 meters of a survivor for longer than 30 seconds straight, flat out). There are broken and annoying elements on both sides of the game that I really wish the devs would pay closer attention to, including and especially the scale of maps as they can easily become incredibly survivor sides (ToP and MD).
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The ruin change wasnt that bad for people who actually know what they're doing. I get at the very least 3ks all the time pretty easily, you just have to pressure gens a lot more. Yes, I understand it is aggravating to get gen rushed and have the survivors leave in 5-10mins, but dont pay too much mind to it. It's just a game after all, dont let it mess up your day.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1122722#Comment_1122722
Red Herring will be used for sandbagging primarily. I don't think it's that great.
Sure, For the People can be good in SWF but not in solo queue. And you have to sacrifice one of your god perks to run it (Adrenaline, BT, Unbreakable, Dead Hard, DS). I don't see For the People as better than any of the perks I listed.
Dead Hard isnt that great on Dedicated servers, or at least not as good as it used to be. The only time I become incredibly aggravated by it is when I'm playing huntress and I get the blood spatter, hit sound, and survivor scream but they keep running because "150 ms doesnt matter".
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Just look at the bar. Above half is still attempt escape phase, below or at half is struggle, none is dead. Knowing which phase each survivor is in is on the killer and the survivor equally, so I don't really think theres much of a problem there. Just pay attention and it's pretty easy to remember when a survivor is dead.
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@Yamaoka said:
One could also ask: "Still a 4k even though survivors managed to repair 4 gens in less than 3 minutes - how is that fair?!"
It's fair because they got outplayed. The part of the game that actually requires skill is the part that they were terrible at. If they were good at the game and couldn't get to red ranks just by gen rushing then they very easily could have run with one gen left when only one person had been hooked.
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Why am I not surprised this is a thread? I'm going to go on a wild guess here and infer that you're also a survivor main. Yes, Billy is strong. So what? What would you suggest they do, implement Speed Limiter into his base kit? Give a 30 sec CD on his chainsaw? When will people stop complaining about X killer being strong just because they're strong. I swear, if billy gets nerfed then it's just going to be a matter of time until people start asking for other lowtier killers to get nerfed. Billy is mildly hard to learn as the controls while chainsaw dashing are much different than those of normally walking. Not every player can pick up billy and nail every chainsaw and all that, but almost anyone can pick up a character like doc or pig and play them at least moderately well. Even if you want to say that he isnt difficult, so what? "Oh no, theres a killer that helps new players get into the game and want to play killer since its actually the power role for once". Good, all the killers left with ruin nerf so we need more (at least that's my guess since survivor queues take 6 mins). And he can play around BT? I mean, I've never experienced a billy breaking chase, ignoring gens, and killing their pressure just to keep one person on the hook. Even if a billy was dumb enough to do this, almost every survivor runs DS anyways, so you're fine.
If you dont like crack bill, though, I'd completely agree with you. Crack billy is broken.
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@Timtom24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082997#Comment_1082997
thats what im saying
https://forum.deadbydaylight.com/en/discussion/comment/1082987#Comment_1082987
im not sure about "years" it will take its time yes but not years. they just hadnt any concepts for killers nor survivors that came with dlc's they had to create them with their ideas first. thats something that goes faster as well as they have learned now how to integrate the rift and archives. everything that bases on gameplay have they lready done it just needs to be redone so every chapter that came out works better with the base game. i have the feeling since 2 chapters that the new chapters arent good for DbD at all because of the coding from the base game. it just corrupts the codes themselfs so if they redo everything they could fix it. AND as i have already said ... i know that its ALOT of work but it should be possible and would keep the game at better health state and feel also more fresh then if everything is working like its supposed to be.
It definitely would take years, at least 2-3 if I had to guess. It really depends on the amount of stability that you want. Compilers can be very fickle about the way stuff works, and making a video game isn't just some easy task (despite what Activision may make it seem like). Admittedly, I don't know the first thing about video game development, but I do have a fair bit of programming knowledge, so I can imagine that it isnt too easy. What you're asking is for them to develop a new game and release it for free to all people who bought the last game while making little to no profits (pretty much just sales of DbD, its dlcs, and auric cell packs) throughout that period, which could very well result in some people leaving the company. While I agree that the devs need to do more in regards to bugs before they come out and nerf perks or try to cram in more game mechanics, they do still need money.
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@ZoneDymo said:
Again, why is bubba so bad? if he catches you in a lot of situations, you are easily 1 shot.
Charge time causes him to loose so much distance that you need to be almost right on top of a survivor beforehand to snag a hit. Keep in mind that he also has to sit through the entire animation and the ensuing stun before he can do anything like vault a window, making him especially weak to them (double if the bubba bumps the sill).
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052331#Comment_1052331
Teleporting to a set number of locations is different that being able to go wherever you like at high speed.
If it was a few maps and not a basic feature appearing on every map, then I dont see a problem
Yeah, neither do I. It's the system in LY and F13 that I dont like where the killer can be fighting the survivors and then just disappear and move to a more strategic spot to kill them that I dont like because it makes the game so onesided.
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@I_Face_Camp said:
https://forum.deadbydaylight.com/en/discussion/comment/1052331#Comment_1052331
F13 is only terrible because nobody plays it and the studio crashed and cant touch the game anymore
No body plays the game because it's boring, at least in my experience. The different versions of Jason all play roughly the same IIRC, which makes for incredibly stale gameplay.
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@perpill said:
If this game just dies. Let all this nerd rage leave your system. It's clear the majority aren't mature enough or care enough to just be nice or do different things. This game is worse than when I tried CS:GO after playing 1.6>CS:Source for years. Communities make and break a game. Even if this game sucks but the community was great? It would be tolerable. But when their game isn't in a great position and the community is even worse? You're literally just killing the game.
A house divided cannot stand, and we have more division than people coming together. We have more hate and saltiness than empathy and love. Many people play games as an outlet for their pain and to just try and escape and forget about it if only for a few moments. But what happens when the game you enjoy now becomes an addition and maybe even a catalyst?
If you want the game to survive, I'd advise you to find ways to ban toxic players. (Maybe Killers get speed buffs vs Survivors who are teabagging and if they teabag at the gates they depip. Make the punishment harsh.) And to find out what the biggest problems of the game are and throw all of your resources into that and not other add-ons or cosmetics or storyline. None of that will matter if the player base is leaving.
I play on the PS4. I don't nerd rage, I value my peace and do what I can to stay at peace. I don't play much survivor but when I do, I tell people up front I suck at skill checks and they should go to a different gen if they see me on one. Haha. I've been face camped, tunneled etc. I'm ok with it. It can be hard to win with 4* survivors, and if I know one person has one hook left, one more hit vs someone who's had 1 hook and healthy? I'll tunnel that last survivor to increase my chances of winning. (3 survivors left.) It's like an RPG game. You have all four of your characters on your side focus on one so that you can down the enemies quicker. Rather than you using all four to 1on1.
Sorry for being all over. I liked the game but also uninstalled (still watch online and see where the game is in forums) because it's the community that's hard to handle. I've got enough mental health issues, I don't need other players telling me to kill myself and to go buy razors and make friends with them. No one needs that rage/hatred/toxicity in their life.
I dunno man, I've had very few problems with the community. Try to remain neutral and ur mostly good. As a killer, I try to make the game fun while also trying a so-so amount (like leaving people when they boop Pig snoot). As a survivor, I try to stay chill when something kinda bs happens (like getting hit through a window while I'm halfway through a jungle gym). The game is what you make it, and I try to make it just a game and not something that gets me heated IRL. Also the fan base is pretty divided, but I wouldn't say it's always in a way that's detrimental. Survivor and killer mains both depend on one another to actually be able to play the game. No division, no game. I dont think the division in the community is the root of the problem, it's the toxicity.
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@Jamie_5 said:
DS is in a very strange spot currently. It was designed as an anti tunnel perk and it sort of was for a while until people started abuse the perk and used in ways which i reckon weren't intended by developers. What the perk does now is that its not an anti tunneling perk its free invincibility for 60 seconds.
So why is it in the state that it currently is now? Well DS combos with many perks which would be fine if it wasn't already busted like it is now. Hopping into a locker makes you legit untouchable for the time the DS lasts while you're in said locker. This perk punishes good and bad killers, it punishes bad killers that tunnel which is how the perk should work. But it also punishes killers for playing too well, why? Why does it punish good killers who aren't actually tunneling at all and are spreading the damage and hooking multiple people. Hooking 2 people then downing a person should mean you aren't tunneling right? Well when you get DS'd like that it feels just very unfair for the killer.
So what options does the killer have for that situation? Slugging, you can slug and make them not able to do anything for a short time. This strat has always existed and to this day its still very effective, but survivors have caught on and are now using Unbreakabill to counter slugging. So what can you really do as killer, just eat the DS for doing something you didn't even do? Why do we have a perk in such an unhealthy state like this
So what are my changes i would like to propose? Well i have a couple ideas and i hope devs could maybe look into some of these or anything else they consider themselves. Also when i'm suggesting these ideas i'm saying 1 of the ideas would be the change not all of them at once.
So with that my first proposed change is a simple band-aid fix, making DS last 50 or 45 seconds at max rank, this would make it proc alot less often i feel. My second proposed change is when you hook a survivor the perk is disabled for the other survivors that have DS currently "Active", or the timer could be decreased by half the amount of time when another survivor is hooked. My third change is a little more complicated. So when you get unhooked DS becomes active like it currently does, but the timer is reduced to 30 seconds. The timer is paused when you get into a chase with the killer and will remain paused until the chase is broken off. However working on a generator (or even possibly healing) Disables the perk entirely and cant be used. This change would make it still an anti tunneling perk, but it wouldn't punish killers who are actually spreading the damage and hooking multiple people.
I understand this was a lengthy post, but i really wanted to get my voice and feelings out there about this particular perk and how it effects the killer playerbase. So i hope this was at least interesting or somewhat entertaining to read post and i wish you all the best out there in the fog! -Jamie
I thought everyone agreed that it should be based on time and whether or not you were the latest survivor hooked (ie if someone is hooked after you, it deactivates).
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Not saying that I'd like any of the devs to get fired, but I would definitely like to see them develop with a little bit more of an idea as to how the game actually feels to play. There are stories abound of people running into 4 man BHVR teams that are only rank 20-13, meanwhile those about rank 1 groups are shockingly low in my experience. The dev that I think needs to get the most experience of all of them is easily Matt Walker as he has no clue how to balance a map (admittedly map design is not just him). I firmly believe that if the maps were balanced just a little bit better we would see some major improvements in gameplay and community outlook on the game.
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@VoodooChild said:
That's actually a great idea, it would allow for big ass maps that are still fair. I think FF13 and Last year both have something similar
They have the ability to essentially move around the map at very high speeds while invisible and not being able to hit survivors, but not teleport. Honestly though, that's my main turnoff from those games because it looks really broken, so I'd hate to see it in DBD. Plus those games are both kind of terrible so I wouldn't like to see the devs take anything from them except for maybe Jason if they can get the rights.
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@bubbasbasementchest said:
https://forum.deadbydaylight.com/en/discussion/comment/1051170#Comment_1051170
Do you think Lightweight makes a big difference as Killer? Have you ever had trouble tracking a Survivor and found out afterwards that they had Tier 3 Lightweight?
I can't say I have, though I don't have too terribly many hours in the game, so it's entirely possible that I will going forward. Perhaps I have missed some outside of chase, but I will never know. Suffice to say that I don't thing that I have due to the very low number of times that I've actually gone against it. The perk that has probably thrown me off a survivors scent more is Spine Chill since it gives survivors a head start.
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I rate this 2016 meta/10. Nah, but really, I'd drop self-care, lightweight, and maybe Spine Chill. Self-care takes way too long to heal and encourages you to be out of the game, essentially dropping it to a 3v1 for a good amount of time. Lightweight is so-so, there are definitely more useful perks that I'd consider running instead, but not bad. Spine Chill is Spine Chill. It can be useful when going against stealth killers. Sprint Burst is one of the two (arguably three) good exhaustion perks on Dedicated Servers. I myself like running We're Gonna Live Forever, We'll Make It, DS (of course) and Lithe, but that's just me.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1050976#Comment_1050976
There's actually been recent leaks about walls being able to be destroyed, so possibly they changed their minds.
Oh no. Please no...
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Hadd-unfun or swamp, for sure. Haddonfield is just boring loops and ducking behind houses every no and again. Swamp is just bleh.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1043729#Comment_1043729
There's been hints to the next killer being able to break walls etc (code was found in game referencing breakable walls). People have been calling him The Smasher.
The "hints" you're referring to come from Dev Podcast 72. The Smasher was in pre-beta I believe and they removed him with climbing due to him being a technical and balancing nightmare. I doubt and really really hope they dont bring back an idea even similar to it as it is so broken.
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I wouldn't say that I was ever really too mad about the ruin "nerf", but I was immensely confused. The way I see it, it's only really a nerf for lower tier killers that can't traverse the map fast enough to patrol well, but rewards killers like Billy who can do it in a couple of seconds. The reason this confused me is because the perk then essentially becomes obsolete given its intended purpose. I appreciate that the dev's want to make the game more interactive and stuff, and I certainly think this was a step in the right direction, but I still think there are more important issues to address than just ruin.