RainehDaze
RainehDaze
About
- Username
- RainehDaze
- Joined
- Visits
- 1,539
- Last Active
Comments
-
Again, I am not asking about the pallet. I'm more interested in what you think it's appropriate to do with a Killer who's really expected to just swing out of their power, not run on someone's heels (which is the alternative), especially with the whole potential for overlapping hitboxes.
-
@Shroompy said:
Dealing with DH at a pallet is not a lose-lose situation since they can't throw the pallet for the duration of the animation. It is a bit of a tight window but if you do the right read then you should still be able to get yourself a hit
kind of banking on the situation being that the DH is used before reaching the pallet, rather than the choice being 'swing at distance, they DH and can get away' or 'try to get close, get pallet dropped' which was what I was referring to. Not 'preemptively using DH because I'm in non-lunge swing distance and there's a pallet'.
... also not even the situation I was asking about???
-
@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322800#Comment_3322800
Regarding your point 1, you will still have to go through your main character's bloodweb now, because the prestige unlocks the perk only at tier 1, so you need to level it up to tier 3. So it's barely a difference. It's also extremely rare that you care about getting more than 1 perk on a character, I actually can't even think of a single one that has 2 good perks that synergize well (maybe Onryo?).
Even with the reduced BP costs, the math is still massively in favor of the old system.
Take an example, say a new player wants to make a basic build with 2 character perks + 2 regular perks. Say for example they want Sprint Burst + Self-care + Kindred + Resilience, which is decent.
After the tutorials, they already sit at 100k. Getting to lvl 35 with the old system costed around ~800k. So they need to spend 700k leveling up Meg to lvl 35, then they switch to Claudette. They still need to level up Claudette around lvl 30 to get the full build, so another 700k. Total: 1.4 Million.
Those however are BPs from the old system, since then the BP caps have also been increased from 32k to 40k, so let's apply a 1.25x "inflation factor". Total: 1.6 Million
With the new system, you need 1.4 Million to prestige to lvl 50. Then lvl 30, so 2.1 Million total. If you know how to cut bloodwebs, it's less, but a new player doesn't know that.
So before you needed 1.6 Million to get a basic build, now you need 2.1 Million. That's a 25% increase in the playtime. And not just that but at this point the old player can switch to a new survivor and have their 2 teachables ready soon. While with the new system they need to continue lvling up Claudette to lvl 50.
It's a lot of assumptions but I'd say empirically 25% sounds right. I had friends grinding before and after the update, and the one after felt significantly worse.
Pinhead has three good perks, and all of them are some flavour of slowdown if you want to stack them.
-
... I completely forgot there was supposed to be a visual to go with it.
-
Killers don't really do interaction choices. This seems kind of bad from that front.
-
@Paternalpark said:
Nothing wrong with Franklin's. The issue is the killer seeing survivors in lobby and being able to switch their perks. Survivors cant tell what killer they are going against let alone their perks or add ons. For every item there is a killer perk to counter so franklins is really needed. I see it more a troll as such.
... Franklin's and Lightborn would be absolutely worthless if the Killer couldn't see, because the benefit they provide is so specific and perks are that starved. It's like if Distortion tokens didn't recharge. <_>
-
These axes have no scale and everything's just sort of arbitrary.
Like, is the entire argument here "slowdown value has remained constant but the weakening of Decisive Strike in particular is equal to an entire gen's worth of time"? That's a hard sell, since all the potentially-big, passive slowdown were nerfed even more, with slowdown all having moved to massively elongating the end of the game over anything.
I don't think I buy that DS (which can't trigger 9 times anyway) would regularly buy that much time, and it's pretty laughable to claim that the DH change means it can't get the same time out.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322209#Comment_3322209
It's all academic, since we haven't seen an extended sprint burst meta.
But when 99%, a well timed Sprint burst is no different from the old dead hard for distance. You can bait swings and run away, guarantee getting to that next pallet, etc. Pretty much anything you can do with 'distance on demand' is on the table.
The only thing SB can't do that old dead hard could is 'dead hard in place', but you can't do that anymore anyway.
Cracked survivors can already get value out of 99% Sprint burst, it's just that dead hard is easier to use, so more people run that.
I mean, there's a significant difference between a 99'd sprint burst and DH for distance (new or old style): if you do the former, you can't maximise the length of a chase through running at the first opportunity and you must use it at the beginning of a chase. That's not even getting into the risk of misusing it, and the downsides of moving around in a way so as to not trigger it early. It's not casually available to extend a loop, it can't be used to finish a gen or get an unhook, and the Killer doesn't have to spend the entire chase going "hm, does this person have DH or not" and hold back on a swing they know they can make. Someone 99ing is pretty obvious.
And, y'know, the part where it doesn't eat Killer powers. If you can't just outrun whatever it is, whoops, that still gets downed.
Sure, it gets value. But the value it gets isn't "I am an all-solving shield against basically anything". M1 Killers lose out, but M1 Killers always lose out, and at least they lose less by not having to commit to the entire chase first.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322161#Comment_3322161
Its not about you're good or not. Lets say your skill is 6/10, but your MMR is 7-8. Not using meta or tunneling SHOULD make you lose and drop MMR.
Then even if your MMR is at 6 (correct place), you may either play against players who're worse than you (skill of 5/10) but carried by DH to reach to MMR 6/10. Or players who're better than you (skill of 7/10) but lose because they played against an equal skill opponent but use meta.
The whole point is you should track if you have 50-60% kill rate in all of those match, if it does, MMR works at intended.
Okay, but the point I was addressing isn't "does MMR work or not", it's "if you're being matched against meta perks, you must be using meta yourself".
But I'm not doing that. And it's still the same, DH etc. etc. Especially DH.
-
Survivors could still play multiple offerings to improve their chances, Killer is forever stuck with a 50/50 chance of playing an offering that does nothing.
-
So... buff map offerings for survivors and nerf them for Killers, effectively?
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322143#Comment_3322143
But that's kind of my point. There's essentially no competition in what the perks are for.
BT, Iron will, and DS basically got replaced by OTR. Even if you wanted to run a 'maximal' anti tunnel build, you can only stack OTR with DS, and DS is laughably bad with only a 2 second head start.
If you don't want to rely on grab bag teammates for healing, the options are self care, CoH, or medkit. Self care was also nerfed, and even pharmacy got a questionable change.
Unbreakable is still the most consistent way to get yourself off the ground. Exponential could be either to far away to be useful, or to close and get snuffed before you get up. No mither is just asking to be targeted.
Windows of opportunity has actually jumped up in usage to become more popular than before. But again, there's not really an information perk that is useful in chase to compete with it either.
The perk I assume people actually mean when they say 'meta hasn't changed' is dead hard. A perk that can be used on demand will always be preferable to any situational exhaustion perk. Good luck getting consistent balanced landing value on autohaven, for example.
Even if dead hard was deleted completely, people would just move to complaining about 99'd Sprint burst after a couple months instead.
A lot of people, myself included, wouldn't have the same complaint about Sprint Burst. Because the issue with Dead Hard is how much it distorts how you have to play everything, and how it consistently requires players to either waste a swing or act in a way that is completely damaging to their own chase if the person doesn't have Dead Hard (and it's only not damaging for DH because the alternative is worse).
And SB doesn't have anywhere near the same "eat someone's power" potential.
-
@Nazzzak said:
I'm just gonna say that I do see alot more variety among the survivors I get matched with. So I think it was successful to a degree. I think the survivors and killers who do use the meta builds do so because it's effective at helping them win, so they probably get matched up with each other quite often because the game sees them as an adequate challenge to each other.
I'm still running into 3-4 DH's when I'm using nothing meta, plus a grab bag of the other culprits. I don't think I'm that good. <_>
-
Ah, but then survivors can't plant their faces in your crotch to hide! And that's such an enormous power boost we've got to force it to be a perk. /s
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322096#Comment_3322096
Survivor meta won't change significantly until there are core gameplay changes, not perk balance. The meta will always include perks to combat camping, tunneling, and slugging because killers can always choose to use these strategies at any time, regardless of their perks. Until camping and tunneling become so inefficient as to be basically non-existent, you'll always see these perks, no matter how many nerfs are thrown at them.
Killer gameplay though shifts entirely just with perk changes. Nerfing ruin and buffing a few kick perks was enough to get most killers to change their play style from pressure, always being in chase, and trying to end chases quickly (where 'gens aren't worth the time to kick'), to dropping chase to make sure no gen is ever left unkicked.
The thing is, we wound up with basically the exact same Survivor perks. That's what I mean by the meta didn't move.
Literally the only thing that's stayed gone is Borrowed Time. Dead Hard is ubiquitous to the point of nausea once more.
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322071#Comment_3322071
Not for this extended amount of time though. 2 Months and they are taking their sweet time, 6 months and they are just being just being lazy. A year or more and they are actively going out of their way to not change the meta. There is a reason league has been and continues to be the biggest game in the world and it's due to their two week patch cycle.
The time between cycles isn't the big issue here, it's the fact that the last attempt to change the meta wound up with the Survivor meta almost back where it started.
-
TBH, the skill floor doesn't even seem like it went up that much. Same old way of baiting it out, same old situations to use it--it's really just moved the window for using it to greed pallets/vaults a little, not so much eliminated it.
And it still has the same all-consuming distortion on how you have to play every interaction with someone that hasn't shown they don't have it.
-
Survivors:
Add: Eh, I dunno about this? Probably Kindred or some other aura read? Not DS, we'd just drop right back to aggressively-used DS to the point where it wouldn't do what it's supposed to.
Remove: Dead Hard. I'd say CoH, but everyone's bringing medkits in half my games anyway; it's more just aggravation on the nuisance squads. DH being something you have to play around even if nobody has any perks is kinda... not good.
Killers:
Add: Bitter Murmur. Because the notification is never going to be changed and it can make it impossible to see anything even if you're stood right next to the generator. But that's pretty low information to be worth a perk slot. <_>
Remove: Honestly? Possibly Devour Hope. Anything that would universally help hexes has to contend with existing alongside the one with both hook-independent moris and exposed. Honourable mention to Dying Light for being a perk that outright buffs the Obsession and prevents you from directly addressing them.
-
@ThePolice said:
He used to drop his power on himself which would allow you to break a pallet from point blank but they shadow nerfed him, making him unnecessarily clunky
I think it was how they fixed the bug that made him lose his power for the entire match.
Unfortunately, this has made him be unable to do anything when up against props and walls, which is really inconvenient. I hope they're looking into a less jank solution.
-
@Quizzy said:
You'll be fine. Just bait it out.
"The counter to this specific perk is your opponent being a gullible idiot" is not a good balance.
-
Transferable skills from playing against Wesker on the survivor end? I imagine people have gotten a lot more practice at dodging those sort of lunges. And Demo loses out because he only has the one, and map traversal rather than slowdown.
-
@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319635#Comment_3319635
remember, i'm not talking about hundreds of comments, i'm talking about hundreds of pages with comments. there are usually 6 comments per page. the most hated person i have played against had more than 200 pages of -rep from dbd with only 1500 hours.
banning these people because of steam comments is surely not a valid way of dealing with these people but something has to change. bhvr has already asked the players in several surveys what such a reputation system could look like. So they seem to be aware of the problem which is produced by a minority.
also my post wasn't about showing solutions, I just wrote together what annoys me.
The thing is, other games have shown that when you let people vote against playing with someone in future, or have any sort of reputation, 'good player playing a character/playstyle I dislike' winds up being the person worst off.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319672#Comment_3319672
What depressing ones? Because the only depressing loops I can think of are really strong windows at main buildings. Which as a killer you shouldn't even be chasing to begin with.
Being chased or chasing actually has a lot more behind it when you really think about it. To do it efficiently you don't think of the chase it self, but the game as a whole which is a 4v1. Those who simply think about the chase might waste time, but also 5 pallets while doing so. Meanwhile some one who's efficient could waste the same amount of time but maybe only using maybe 1 or 2.
Being efficient also applies to killers, but in a different way. Mindless following one Survivor until you down them will only get you some where against a bad team. The majority of the time I play with what I like to call "the 30 seconds rule". After initiating a chase, I go for 1 of 2 things, a health state or a pallet. Once I get one of those things I move on to the next person unless I see an opportunity for a down or to get rid of a really strong pallet. Since every game (that actually has good matchmaking) usually ends with either a few gens remaining, or none at all, I play for the endgame and thats exactly what this strategy does. Hitting a Survivor wastes time to move on to the next to break more and more pallets, until eventually at the end of the game there are either very little, or in some cases none.
The pallets that are completely boring and take 30s of just going around before there's range to swing because that's how the movement speed works?
I don't know how you're having trouble identifying this one part of the map design like it's super rare and complicated.
-
@rysm said:
How do you even notice charms in a match... I'm stressed out enough running from the killer / running to survivors that charms which are literally dangling from their hips / from the hooks are the LAST thing i'd even notice. They're tiny on survivors. How much of your matches do you stand staring at the charms on hooks?
I like to use the glowy ones on hooks, helps make sure I don't miss them at point blank.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319637#Comment_3319637
If its really that simple then you should be able to be the number 1 player in every 1v1 tourney right?
If you aren't already doing it, you're missing out on a golden opportunity
Not every loop in the game is those utterly depressing ones
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319575#Comment_3319575
Any form of efficient looping requires thought
"Run round obstacle, turn around if Killer does" is not an engaging, thought-provoking interaction.
-
The corn also counters some powers nearly entirely, and in general gives awful line of sight, which forces practically walking up to every gen to check on it.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319451#Comment_3319451
Because it's just trying to cover up the issue, not actually fix it. I also do not think it's going to have the effect that StarLost hopes for.
I HATE when we band-aid fix stuff instead of addressing the root issue.
They're also kind of an issue of their own. The only purpose they serve is to occasionally RNG frustrate one side and give someone a chance they did literally nothing to get.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319264#Comment_3319264
Whos still waiting a pallets? Only time I could ever see some one doing that is if they have a challenge.
Looping on the other hand is the only thing that makes the killer and survivor have an interaction that both requires thought and reads. Take that away and the only way to express skill as a Survivor from the killers POV, is to hold W.
Do you really think running round e.g. the cars in Garden of Joy requires thought? You'd literally have to not be looking.
-
@MyelinXCVIII said:
Survivors need an easier way to share information to bring solo more in-line with SWF (which we're getting, so that's awesome).
Many, many maps need reworking including some that have already been reworked once (looking at you, Gideon. You're meant to be a converted slaughter house, not a pallet factory). This is honestly taking too long but at least it is being worked on.
Some gen regression *and* gen progression perks are too strong. We don't need to mention Eruption any more than it has been already- we all know it's overtuned. Call of Brine outclasses Surveillance in almost every way, overcharge would be fine without it stacking with the previously mentioned perks. Prove Thyself has always been incredibly strong for how little effort you need to put in to get value out of it, at least Overzealous and Hyperfocus have some risk to them. Potential Energy can be good but every time I see it used, it hurts the survivors a lot more than it helps them (kinda like Self Care).
Honestly though, changing the meta probably won't make the game more fun, at least long term. People will always try to optimise the fun out of DbD.
Matchmaking though, that really needs to be looked at. Every game I've played since coming back to the fog has either been stomp or get stomped on with no matches where I felt it could go either way.
Surveillance has the advantage of working with other regression sources. Jolt, Ruin (if you can keep it up at all), Pain Res, etc. It does have a distinct edge over CoB if you don't want to keep kicking ######### all game.
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319410#Comment_3319410
I will just ignore you, I see no reason to communicate with a person who believes that a 40+% reduction in time is not much,
just imagine if the killer moved with a base speed of 6+ this is the same
But Spirit does that (well, 7.04m/s before addons). :(
-
@Sonzaishinai said:
I know it's hard to believe cause it happens so infrequently, but sometimes it is possible people DC not on purpose.
Especially cat owners, they like pulling plugs
I always have to fight to remove ethernet cables even with opposable thumbs to push down on the clips
how dare cats do it
-
I dunno, I see a couple of hyperfocuses and stakeouts every time I play for an evening. Not even SWF, they just seem to crop up.
-
@Guilty87 said:
If is important to someone else that's fine they will still see it but to me that stuff is not. I feel like as an individual it would be nice to have the option to see none of them.
It's kind of like asking for other people's clothes to turn into plain jumpsuits when you look at them because it doesn't matter to you.
-
No.
See, the thing about character customisation in an online game is that it's also a lot about communicating stuff to other players. Maybe just "hey I like these charms", maybe "these things are important to me", maybe "here's a seasonal collection", or even just "look how long I've been playing!"
So, the visibility of charms and other cosmetics is as much about the other players as it is about you. You'll just have to live with it (especially when they get tied to paid purchases--no way are BHVR going to let you block that).
-
@IIITweedleIII said:
I been saying for years now, let there be a redeemable for BP any low tier offerings. Now considering prestiging anymore the web doesn't recall items and offerings at all anymore and they all stack and pile up. So why not redeem them at all for bloodpoints. As for Kobe I thi k you meant the attempt at it. It oughta be a better percentage than just at 4% but other than that it oughta to be at two attempts and after if the kobe doesn't happen just disallow anymore attempts. And continue allowing to bleed out on first hook. Til it runs out as normal. Like a Gen pop takes progress away a slight bit. After two attempts you just wait til rescue or bleed out the rest of the way into struggle hook.
What possible good does the game have from "person might randomly yeet self off hook" existing?
-
@Nazzzak said:
I feel like it'll bring alot of kids or young teens into this game, and I dont think that would be a good thing. I know those age groups already play this game but there will be alot more. My kids are 6 and almost 8 and love fnaf. My best friend's 12 and 13 year olds love fnaf. They'll all want to play DBD if they see fnaf in it. I wouldn't want to be playing with or against them tbh lol
I don't think BHVR particularly wants that either, given the game's rating. And being always online. And the comical mess that is their chat and reporting system.
-
@JPLongstreet said:
Another possibility is they weren't paying attention to the lobby when it loaded, and so not knowing the survs or their items yeeted on out.
nah, I was the Killer.
-
are we going to have a thread a week about the nonsensical animatronic mess again? Well, at least there's a heads up there's more of this on the way.
-
@TigerSnake said:
My guess is there was either a map offering in play, or they suspected a SWF since solo’s don’t usually stack those and didn’t want to face one.
there wasn't a map offering
That's why I don't get it. It's the most random on-load DC possible; it's like they were personally aggravated by seeing the BPS in play.
-
@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/361219/ah-a-new-bonk-cha-bonk-chase-bonk
Honestly? If they want to feed you pallets, let them. Unga bunga through, don't respect them.
I mean, I'm not respecting them (although that just seems to net me finding everyone who wants to predrop instead).
I'm just questioning if that's all there is to the game sometimes: bonk kick w bonk kick w. And hope that nobody showed up with gen perks when the lobby has four medkits.
at this point i'd welcome a killer that frisbee tosses pallets as their power.
-
a change to the gamestate that makes "wait at pallet, drop it" (and its related cousin 'wait at pallet loop, run round it, drop it, DH if necessary') less risk-free?
-
1) no, reworking one of the most balanced killers because of a single playstyle is terrible (especially when you notice how far an exclusion zone would have to be to matter)
2) why can half of this forum not spell queue? Or cue, for that matter? It's always que; what is up with that (ba-dum tsh)
-
@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/361197/survivors-increase-usage-in-shroud
I almost never see them. Because...somehow, the devs thought there would ever be a situation where the killer would want survivors to split up at the start, and survivors would not want to split up.
They are bass ackwards.
Eh, better useless than another situation where Killers and Survivors have diametrically opposed offerings of the same rarity.
-
@jajay119 said:
Staring at a blurry generator texture for 90s the game. Sounds such fun..
Instead, staring at someone's cosmetically textured backside in front of a blurry generator texture for 90s: the game!
-
@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318999#Comment_3318999
The knight still has an addon that inflicts exposed?
But the other one doesn't. So they obviously think iris don't need exposed or aura reading.
-
@versacefeng said:
Devs think that new iri addons cant exist unless they include an insta down or aura revealing.
one of the knight's iris has neither, I'm not sure you could be more comically wrong.
-
@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318578#Comment_3318578
I'll be completely honest, I was defending the forum moderators about the winter cosmetics going away because they were seasonal and there was no reason to be attacking them as harshly as people were. That's my own opinion, and it will not change. However, I truly dislike the fact that they chose an outfit set to just poof away without any warning. They should have given a public social media post saying "Cozy Break collection disappearing from the shop on this date, and they are discounted". They didn't even say whether they will be returning back to the shop, unless they are counted as winter cosmetics as well. (I'm not sure if they disappeared after the other winter outfits or with them). Unfortunately, I can't defend the moderators on this one.
I think it was all sandwiched into one line listing all the cosmetics that were going. People kept mentioning that these were going as well when criticising the change; it wasn't something there was no warning for.
And they're gone because they were released at Christmas the year before and basically no other reason.
-
@Killing_Time said:
I still don't understand how FOV is locked to a damn perk
Wider FOV = easier time seeing Survivors to your side (and less ridiculous blindspots) = good against stealth (even though most stealth now is hiding behind walls) = therefore strong enough to perk. BHVR logic.
Yes, we have a perk entirely because proper FOV adjustment would make it less viable to escape by trying to run through the Killer or hug their crotch.
-
@Blueberry said:
While the game could use changes there are many, many more maps that are much more problematic.
For instance, why can the garden have nearly 20 pallets on an outdoor map with plenty of tiles and a good main building? ######### is up with that.