RaSavage42
RaSavage42
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- RaSavage42
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They need to do something... also never say never
Solo's need to have at least a shot at winning without just waiting for hatch (a solo escape)
There could be a team MMR for SWF's... then be matched up with Killers that are close to them
Duo's and Trio's can have the same thing but be matched up with other Survivors that are close to that MMR
So basekit Kindred doesn't hurt that much... plus them adding in UI to the Survivor Icons will be even better then what we have now
It's not like we are asking for DS to become basekit... or Dead Hard
(Off topic)... doesn't seem odd that they are making Bill's perks basekit???
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@dugman Right they did make perk changes... but was this the only time they did it?
6 years after release the game... doesn't change the fact that they need to do it more often
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A Stadium map for Trickster and (the Survivor who's name I can not spell)
And I hate to say this but... have a Gen to power the lights on stage
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I mean it'll help Killers... At the vary least
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I would say to shorten the EGC to 1 minute
And either shorten Gen times to 80 charges or shorten hook times (seems that there are perks for stopping the hook timer)
Also shortening the Blocked Gen perks (Deadlock)
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I think the opposite should happen... but that's just me
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There isn't much BHVR can do about it
But yea adding icons on the HUD and basekit Kindred can help
But will that stop some players for trying to save... (not really cause it's a choice)
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It just leads to them saying "don't take these stats seriously"
But honestly... most players are good at one Killer but bad at another (give or take)
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I am well aware of that... I need to readjust my thinking on this (obviously)
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3213910#Comment_3213910
I bet every Nurse I play againts has like 90% chance she is playing these two perks xD
I bet it will open some eyes...
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@Johnny_XMan said:
But didn't you know that killers don't like when the matches end too soon because gens pop "too fast"?
Oh wait....
It's almost like they only mind it when the survivors are the ones ending the matches soon, not them.
It more depends on the player... Not all killers are the same... just like not all Survivors are the same
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Can't wait for BHVR to come out with perk stats per Killer.... LOL
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213885#Comment_3213885
The point he's trying to make is why is STBFL being better than before an actual problem?
From experience playing survivor and running STBFL, it's a good perk but hardly game breaking. As survivor it's far from being a common perk. I'll encounter Overcharge and Eruption far more than I encounter STBFL. Even when I do encounter STBFL I can't remember a game where I felt the game was lost solely because the killer was running STBFL.
As for playing with STBFL, it can be difficult to even stack to 8 at times. I always seem to run into body blocking obsessions when I try playing STBFL or just keep running into the obsession. You don't start out with 8 stacks and sometimes you simply can't just ignore the obsession.
It's a perk with a good pay off for getting stacks on it and keen survivors who are the obsession can really throw a wrench into the killer trying to stack it.
It's also a perk where many killers simply don't get good use out of it. I played against a huntress using stbfl and it really didn't do anything for her.
Personally I see absolutely no issue with STBFL.
Ok I see the point... but you both aren't like other Players
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Well I play to see if I can Kill anyone or Survive... isn't that the be all end all???
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3213641#Comment_3213641
STBFL will of course become better because killers are meant to be better than past, I'm asking why it's the problem.
It's not like every match with STBFL ends with 4k, and there is plenty of counter to it too, and it has rather long wind-up, which can easily be destroyed by some smart move.
Cause 8 Stacks of STBFL is more then it was before... all I'm saying is to adjust the numbers
Of course I can't play so I don't have personal experience using it and going against it... so I'm reading what other have issues with it
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3212653#Comment_3212653
I don't get why STBFL needs to be same before the patch? whole point of change was buffing killer overall and not like STBFL performed exceptionally well before or after patch.
But then the issue becomes that STBFL is better then before... and players will take advantage of it
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But the way to stop Camping and Tunneling is to look at progression VS regression (not Gen times) and then make changes to it
And one way I figured is to make skillchecks that don't have the great zone on it for like the first 3-5 (successful) skillchecks either per Survivor or per Gen
Another way is to actually look at Maps in a serious way
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@Regulus47 said:
Orrrr just make hook timer pause if killer is close to hook.
Seriously, that's all you need to do. Would take an hour of coding max. If survivors come close to the hook, chase them away from it. It's really not as abusable as campers like to paint it as.
They tried that and Survivors abused it... so they took it off
And it wasn't Campers that did that either it was BHVR themselves
Can you imagine them bringing it back... Killers wouldn't have any pressure cause it's either suffer with quick saves or Survivors not dying and Gens will all be done with all 4 Survivors T-Bagging at the Exit gates
No thanks
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3213006#Comment_3213006
Some of them have a small element of rng to them like in the house of pain has rng on the window and destructible wall placement but yes someone at bhvr did make the maps, not sure if that's what you meant to say. Those maps weren't made in a vacuum.
But they did design them in a vacuum... they did hand design some of what's in the map but not where they are placed (at least I hope not)
Some maps have to much RNG and other have to little RNG (they need to come up with the middle)
Like they designed the long walls, LT walls, Junk loops (if you know what I mean)... but not where they are placed
The rest is up to the algorithm to RNG it up
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It's a map that I can play on... unlike the Underground Complex (RIP)
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3212527#Comment_3212527
It's more than just the algorithm tbh. There are a ton of structures that are guaranteed to be insanely strong. House of pain, Eyrie main building, Dead dogs saloon, asylum main building, RPD's main room, The game's cctv room. All those are guaranteed and most on already strong maps
So you think someone at BHVR made those?
I doubt it... there are some things that the algorithm do to main structure... plus if they do something to the algorithm then those structures will change
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Call Of Brine only lasts for 60 Seconds... I would like to see the information part be put on Surveillance though
Overcharge just get rid of that Skillcheck that Survivors can run with make it immediate like normal skillchecks
STBFL needs to be toned down a bit to make it the same as before the change to basekit
Has anyone watched the video Choy did with regression perks...
Normal regression takes 5 minutes and 47 seconds to take a 99% Gen back down to 0%
Call Of Brine takes 4 minutes and 46 seconds
Overcharge takes 3 minutes and 3 seconds
And both of then together takes 2 minutes and 32 seconds
Also progression is 1 minute and 30 seconds... so are they issues or no
Eruption could tone down the incapacitated a bit but increase the regression a bit (something around 12%-15%)
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Killer are incentivized for Killing Survivors not for Hooks... just look at MMR explanation and the Tunneling complaints
Also the HUD makes this even worse... Survivors can see who's been Hooked and how many times/ stages they had... but Killers only get the total number of hooks/ stages
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If BHVR wants to give this "teamwork" a try then make Survival Emblem more forgiving... Like repairing Gens lead to Survival... Saving other from a Hook leads to Survival, Healing teammates leads to Survival
Instead of putting 5,000 BP on to escaping (and whatever it is for hatch) they could put more during the game but give escaping an additional Emblem gained (for after match)
But that would lead to BHVR doing more changes to the Emblem system... and do we want that or have them focus their attention on the hidden MMR system
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So it's the algorithm that is the issue then
If BHVR does adjust things for the algorithm and it works then good for them... But size of the Maps will also come into question
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Players either pick a Generalized build or a Specific build
Also Maps, Items and addons play a part in all of this
And Skill also plays a part in this
So what's worse... Perks, Maps, Items or addons... Offerings maybe (certain ones are a problem)
I figure that Maps are a much bigger deal then Perks at this point (also they did change about 40 perks not to long ago)
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Survivor Egos... don't want to spend time dying but can spend time gloating a victory
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Out of what we got up to now
I don't know what to say
Old MM had it's pros and cons
New MM has pros and cons
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Play forever Freddie... that will get them to wake up
Give some (not all) Gen slowdown to his basekit...
I mean it makes sense from IRL logic
But then again it could be to much
Not much else that I can think of
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@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3211572#Comment_3211572
I hope this doesn't get sent twice.
Unfortunately, I can't show it until a match is done because DBD doesn't have a report of players and stats after a game is finished. When you get the chance, look at the troll report section.
Nope only once
You can time it as well... Leader is a perk that speeds up unhooking (it's kinda underrated... and it's a Dwight perk)
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@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3211547#Comment_3211547
Isn't body blocking reportable though? It says on the report system localization 🤪
Survivors still do it... sooooo.... yea
Oh can you show me then?
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@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3211454#Comment_3211454
Does not prevent, but it's pretty much 90% prevention especially with facecamping by abusing grab mechanics.
As for doing gens, that again makes my point disingenuous to the OP. What is the point of Altruism then?
And Survivors can bypass that either by timing it right or getting another Survivor to bodyblock the saver
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3211447#Comment_3211447
I want it to be fixed. But I am afraid that the usual scenario will play out. It will be partially fixed. Just hook spawns. Nothing else. That is unacceptable. The whole map should be fixed at the same time (both hooks and map balance).
Alright... Thanks for clarifying that
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@Gandor said:
Don't fix the hooks or fix the whole map. The thing is too killer sided. The hooks are the only little saving grace - still not enough to offset the horrible horrible resources/chances this map gives.
So do you want this map to be killer sided or fixed.... I can't tell
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All of the suggestions have just boiled down to Pig players to not chase those that have Traps on... oh and to not finish a Gen when a Survivor goes down
But anything else would just ruin her:
If the timer stopped while running (which wouldn't make much sense)... there would be more Survivor just to keep running when getting close to triggering the Trap- Pig loses lethality
Not much else I can think of giving the situation you describe
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3211309#Comment_3211309
I think you opinion matters and I agree with what you are saying, survivors do have the 3 loadouts yeah! <3 I'd love to get into games faster, but I guess seeing what randoms have brought to the match would make it much easier to prep for solo queue games and is possibly the change that is most needed. When the cheater situation is sorted I think hiding names and prestige is the right thing to do, it's info no one needs.
OK thanks.... I knew I missed it thanks again
I mean waiting for a minute after getting into the per-match lobby is more irritating then waiting for the Survivors to leave
Hiding the player names should have been a thing since the start of the game but here we are
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So IMO... :(not that it really matters):
Removing the Players name and Prestige sound reasonable (that removes some lobby dodging and Cheaters can't force much.. I don't think) but Items seems like stretch...
Having Survivors see each others perks also sounds like a good idea... I don't see that much issue with that (other then the number of leavers will probably go up)
But sitting there waiting for everyone to ready up seems a bit redundant at this point... For me personally I get everything ready before I start looking for a match so I'm not getting Bloodwebs done or looking to finish my build in the pre-match lobby
But perks... there isn't much a Killer can do but to on the look out for Flashlights or just leave on Lightborn as a "just in case"
I've only had 2-3 occasions where players do the last second swap... and either A) I ignore it or B) already had my build ready for what they bring
Plus Having 3 loadouts ready to go kinda make it easier to either A) Counter a potential Item swap or B) react to what I see
Wait do Survivors have the 3 loadouts as well.... I might have missed it?
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It will be hard seems that I suggested they split up the modes but in theory they could just use the same things as pips but with more on Kills and Escapes
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Right and that is the Pip system...
If they did make the split then I would also suggest increasing the ranks/ grades so the game can get a finer MM for those that want it
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Well you did make base Gen regression .50
I'm happy... but I'll be honest I didn't read it all... so yea sorry
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I mean on one hand that would solve a lot of issues... but other would creep up over time
So how about re-coding the game
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3209278#Comment_3209278
I tried, but I didn't like the wait. And I play via Geforce so I only have an hour of session and if I want to play afterwards I have to wait at the queue like 20 mins. So I just play survivor, just saying.
I know that waiting for a queue sucks but keep playing (even it's just a match or 2) you'll gain more knowledge then just playing Survivor
Cause once you get used to playing Killer you'll develop a playstyle (for as many Killers that you play as) then when you play Survivor you'll have an "AH-HA" moment when you see the Killer playing similar to you
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Then you should play Killer... just saying
If the Killer kicks a Gen then that means Call Of Brine/ Overcharge combo (maybe eruption)
And if the Killer comes back to the Gen after a Survivor touches it... that could mean Surveillance
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Increasing the Iri shards won't do that much
But I would suggest that they bring back rank/ grades for competitive play and prestige for casual play
Cause ranks/ grades are tied to pips (even though some of them are a bit messed up but it's something they can improve on) and that should be how matches are made
and casual play shouldn't rely on ranks/ grades but they do have MMR which should help
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There are more anime that deal with horror then first thought
Gungrave
Honestly Demon Slayer
Witchblade (that would be fun to see IMO)
Overlord
Blood-C
My hero Academia (Maybe not the art style but it could work)
The Sacred Blacksmith (some of it works)
Hellsing makes sense
Devil May Cry
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I know it sucks but Survivors tend to get overconfident when the exit gates are either opened or 99%
And I do wish grades reflect how well Survivors and Killers do in matches not just the end result
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Actually they could've done a lot with all of the cheating
But they are doing something about it now
Yes it will take time... but we'll see
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Get 4 friends (I know for some it'll be hard but for other not so much)
Play a round of perkless KYF
Then based on who get killed... they get one perk (the ones that escape don't get a perk)
Then for Killer: if it's a 0K or a 1K they get a perk (or they can change which Killer they play as)
If it's a 2K they get either one addon or two (make that decision at that time)
If it's a 3K then they can use an offering
If it's a 4K then they get nothing
And see who gets a full build first... you might be surprised (or you might not be)
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And a lot of them can't be taken care of unless they re-code the game
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Increasing the base Gen regression (from .25 to .50)