RainehDaze
RainehDaze
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3271398#Comment_3271398
How does it do that exactly? CoH doesn't do anything to Hexes, does it?
That said, if CoH were to get nerfed again, I think it should be a shake-up to overall Boon functionality. There's a lot of untapped design space in how boons work and I think the devs should open that up. I'll reiterate my idea: Each boon perk should have its own Boon parameters (IE: Bless speed, aura radius, CD if it gets taken down) and having multiple boon perks means ALL of them take the worst parameter in each category.
This means weaker boons can have bigger radii, more situational ones can be quicker to deploy, stronger ones can have longer downtimes, etc. I think that's a good way to nerf CoH too: Reduce the radius, maybe slow bless speed by ~25%, and add a 60/50/40 second downtime if it get snuffed.
By proxy. Semi-common boon usage means more people going for totems straight away. And the side effect that was 'now all totem spots must be more accessible to the killer'.
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@Mat_Sella said:
Poor use of killer powers should benefit survivors. Its called a skill floor. Skill up or cry. like every game should be.
... because the power was misused, not because it actively buffs the other side for no sane reason. The penalty Killers usually have for misplaying is losing time or wasting resources. Not wasting resources and actively helping the other team escape.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271510#Comment_3271510
How can you prove a killer is camping you antagonistically when camping can serve two purposes?
If you run 4 slowdown against solo survivor no one is enjoying that game besides you either. Please defend that as well because it is a "strategy".
If a killer tunnel and camps because a survivor teabagged him last game as this thread makes mention, then he is making the game un-enjoyable for 4 other people. But I am glad that doesn't bother you at all. I guess survivor tea-bagging you one game is a greater offense to you that you find it justifiable to take it out on other people. Great principles right there.
You can prove it if they tell you. Otherwise, you can't, duh.
And if playing the game with the perks provided in the game is unfun for everyone (and actually unfun, not 'I can't win this' unfun), then that's a game design problem. Not a problem of player attitude.
As for your final point? That's just a strawman, I never said that was a good thing or acceptable. If you look back, my contribution was that doing something which has the primary purpose of being annoying is disliked.
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I've also seen matchmaking try to pit me against four people who all have, on the character they're playing, more prestige than I have across all my Killers total. Including a level 100 Yui. I know gameplay time doesn't directly equal skill, but something's seriously weird if that's an appropriate match.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3271568#Comment_3271568
You don't HAVE to use them. But for a number of reasons it's beneficial. Saying "Hey do this gen while I get the save" or "Are any of you guys doing this?" is more than enough. You don't need to talk to the randoms the entire game if you don't want to.
Plus it'd add some humanization of your teammates. I think a lot of toxicity in the game is attributed to the fact that the other players can feel like NPCs at times. If anyone is being a jerk then you can just leave them to die until they learn how to be nice. If you have a bad teammate try and tell them how they can be helpful. The majority of the time bad teammates really just don't know how to approach certain situations.
It would also allow the devs to balance around coordinated tactics. It would allow survivors to approach things in smart ways with clear intention. Killers would receive buffs, problematic perks and oversights would get worked out. It's a net positive for the game overall. The skill ceiling is elevated and less frustrating for both sides while also having fresh new tactics. The entire game would change for the better.
As for the language barrier, you probably shouldn't be playing against players from overseas or anything most of the time. One of you guys are going to be laggy as hell. There's certain parts of the world where people in surrounding countries speak different languages, but most of the time people from those places are bilingual.
"Certain parts of the world" being "all of Europe". Which, I should also note, is way closer together than most of the US so actually would have less lag issues (and reasons to not connect across national borders) than the US coastlines.
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@KateMain86 said:
I actually like that they do things like this. It is supposed to be a scary game after all.
i'm in the menu trying to do something. And it's not scary, it's just annoying and loud!
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@Vampwire said:
MMR has not and probably never will work. A game like DBD doesn't need MMR but more healthy interactions. The lack of voice comms is an issue for survivors in solo-que since you can't cooperate with your team to your best ability or help players who don't know what to do. Yet, you go to SWF and now you can do anything.
I'm not trying to turn this into a SWF rant thing, because I actually think having voice comms is the step towards a healthier game for a couple of reasons. But what I'm trying to say is the game needs changes to itself before we could ever have a working MMR system.
A solo-que team is helpless against a Starstruck Nurse. And Killers will suffer until certain items and perks get adjusted. You can't do anything against a 4 medkit team with COH on Garden of Joy.
My point is, until the devs address the issues with the game and its design MMR will mean nothing. Bad players can get carried by everyone else or perks and still be told they're on that same level. A Trapper can't do as well as a Blight, but is still judged the same by MMR.
At best it prevents smurfing. At worst we get what we had before. A battle of who can bring the strongest stuff.
I always wonder if people forget that not everyone can or wants to use voice comms anyway. Or, in fact, that the game is also played across national borders.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3271111#Comment_3271111
Depends on maps and RNG, sometimes it gone in a min, sometime it last life time. They were strong and its why every killers use Ruin/Un.
I really think Hex perks should work like Plaything. Having a requirement to activate the perk, turning a Dull into Hex that only apply on a survivor (4 Dulls to 4 Hexes for 4 survivors).
Hex that gives no benefit like 3rd seal, Lullaby at the beginning but able to cleanse isnt good. They should be lit only when you gain a benefit (a stack)
The operative word in that post is were. They were strong. Now they're more exposed than ever and you still have really good odds at least one person is going to make totems their first priority, so they aren't even providing extra slowdown as a distraction.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271492#Comment_3271492
In competitive DBD there are perks that are banned, does that mean people who play those perks or add-on combinations are being unsportsmanlike then? They would be penalized for breaking the rules in competitive DBD for playing broken stuff, both killers and survivors, therefore going full sweaty Nurse with her best add-ons must mean the killer player really is an ######### then.
What about killers who camp because they know survivors will get salty. Is camping still a strategy in this case or is it BM according to you?
No, but behaviour that wouldn't fly in a competition regardless of game balance and meta can't be defended as just being competitive and trying to win. It's pretty simple logic.
If you can prove the Killer's doing it to antagonise the Survivors, yeah. If you can't, then no. Again, teabagging etc. has no such defence. If you do it for an advantage, it's entirely because you know that it's going to annoy someone. Any relevance it has is inseparable from trying to make sure someone else isn't enjoying the game.
This is not, and has never been, complicated.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3271485#Comment_3271485
Again, that's not the player's fault. That's just bad game design.
Can't blame people for wanting to win.
you also can't really blame the person who wants to do anything else at this point, either
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271445#Comment_3271445
It depends on how you see the game. There's nothing friendly about camping but people who wanna win use it. If BMing a killer can take their attention from a hooked teammate or a teammate who's on 2 hooks already I can also accept it as a strategic decision.
What about killer seeing Dwight with no prestige and deciding to tunnel him cause he is probably new, is that friendly and sportmanlike enough for you?
A killer who is BM'd will continue to play the killer and can even win.
A camped survivor won't actually play the game for 2 minutes.
The thing is DBD is not one thing clearly. Is it casual or is it trying to be competitive, as it is now it is trying to be both, that's why people have different ideas on how the game should be played.
Ah, there's the false equivalence. "You're playing the game in a way I don't like, I think I can be rude for its own sake and claim it's strategic".
It's completely backwards logic. You don't start with a gameplay advantage that happens to get on people's nerves, you're starting with being unpleasant for its own sake and hoping that it translates into bad decision making. That's not competitive behaviour, because that's the sort of thing that can get you penalised in basically any actual competition.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3271446#Comment_3271446
I don't think "Because I wanted the game to end" is good enough of a reason to sell out a teammate via working with the killer. But fair enough, I suppose that is a reason all the same, as ######### as may be.
tbf it's the only active choice a survivor has in that situation: DC to force hatch (bad), help Killer if they're obviously out for the 4k, or wait.
The game getting forced into five minutes of nothing is... not great for anyone.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3271425#Comment_3271425
I love when the killer tries to work with me to get the last guy. I've only had it happen twice that I can recall and had a blast both times.
One time with a swf buddy so we were able to keep him busy for like 10 minutes while I led him around to the wrong places, hopping in lockers and just acting confused when I couldn't find him. When my buddy was on the opposite side he'd make a noise notification and hide and the killer would swing at me to follow and we'd check an area he wasn't in anymore and I'd point somewhere else, it was great.
Another when I was solo and just kept going to wrong spot and pointing at lockers and the killer would check and shake their head. They only put up with it for a few minutes but it was still hilarious.
Never got why the last survivor rats out the other like that. It's not like the killer will just let them go, most of the time they end up dead as well.
"This way the game will actually end"
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3271436#Comment_3271436
I'd still teabag you to see if you'd crack and come find me. Teabagging can also be a viable strategy if it gets the killer bothered. I don't understand why killers are so against it. Annoying them can lead to making mistakes.
"I don't see why people are against my being deliberately annoying!"
Very hard to understand, that. Can't imagine why people prefer friendliness and sportsmanship.
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You also made the other Survivor wait five minutes, so...
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CoH is a weird one because its effect, whilst the only boon that rewards showing up nowhere near the Killer (and thus can be put down in safety), isn't too extreme except for hit and run, it's still common enough that it makes hex perks dead in the water.
Like, as long as CoH is good enough to see regular use, it makes an entire class of Killer perks even more useless by proxy
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The long grass everywhere screws over some things more than others.
Plus the entire map is the same shade of brown. <_>
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3270675#Comment_3270675
Only Coh is the problem, because other Boons supposed to have setting them up in chase range to make it work, which I believe its the principal for Boons. Only Coh works good if set in a corner.
I missed the day of hunting Ruin & Undying. Today with the dead of Hex perks, 50sec Gen added and 4 slowndown still meta, the only thing I have to (and must) do is Gen.
try and use hex perks and they all explode within a minute anyway
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3270866#Comment_3270866
i dont think it would be that hard either. DCing on purpose means to quit the game manually, which should be easyly differed to a connection issiue.
Depends entirely on the player hardware.
If it's wifi for consoles or desktops? A bit more inconvenient to just switch off. Laptops? One keyboard button combo usually enables airplane mode or something; wifi cuts off, no connection. And if I wanted to DC, my computer's plugged into a network switch I have within arm's reach, so I can literally pull the connection.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3270809#Comment_3270809
https://forum.deadbydaylight.com/en/discussion/comment/3270815#Comment_3270815
Yeah I mean it's just imo, I think getting stunned should be a mistake and not something you want to happen
https://forum.deadbydaylight.com/en/discussion/comment/3270810#Comment_3270810
Don't think I even said that, so...
No, you're saying you think it SHOULD always be a mistake, not that it IS always a mistake.
But for it to always be a mistake, you'd have to show that perfect play (with a killer that isn't Nurse) means you'd never get stunned. Particularly for killers without anti-loop powers, that seems frankly implausible.
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Again, if really strong tiles can spawn, really weak tiles also can. Part and parcel of having some map RNG.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3270529#Comment_3270529
Just how I feel about it, no like super logic to it
I just think being rewarded for making a mistake isn't super great. I know surv role has perks like that too and I'm not the biggest fan of them either
Is it a mistake if you're intentionally taking the pallet to the face?
Hell, is it a mistake if your choice is 'staring contest over the pallet area', 'continue to go around and around without closing any distance', or 'take pallet and move on'? It's not like most killers can actually down everyone before they get to a pallet.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270331#Comment_3270331
Nah, when you are fully infected you can also insta-down the Survivor with your power.
And well, the hindered makes him really good at tunneling, because they will eventually get hindered in a Chase and at this point, they cannot loop anymore, because they are too slow. And you cannot really use the Spray Mid-Chase, so its existence does not really change the fact that the Hindered-Status Effect makes him really good at tunneling.
@Topic:
Removing the Hindered - yes.
About breaking Pallets or Walls... Sure, why not.
As I said, in practice, the hindered effect is all it often does. Yeah, it also enables one-hit downs, but the slow effect is the one that actually has a big impact and threatens you.
Besides, it takes nearly 2 minutes to reach full infection if you don't keep grabbing someone. People need some incentive to go get rid of it, 'I will be Exposed but only to this one type of attack that performs worst around loops' isn't it. Without the hindered, there's no impairment in the safest tiles to be, so it's just going to be ignored for gen rushing.
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being hindered if you get fully infected is literally all it practically does. And why there's first aid sprays. if a game's gone on long enough that there's no more cleansing available, uh, oh well?
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So... why should every feature that can spawn on a map automatically be good for looping? Can't everyone share in the misery of bad map gen?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270047#Comment_3270047
If it bothers you that much you could play them at their own game, by playing a map offering yourself.
Instead of calling to remove gameplay options and make the game more boring for everyone.
I could, but my preferred solution has been the far more obvious make the counter offering more common. I don't want to go anywhere in particular.
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270049#Comment_3270049
Players have the freedom to play a map offering that will help their build, every player has this option, its fair, and it's not gamebreakingly OP.
I've been sent to haddonfield by survivors with balanced landing and won.
I've sent the survivors to Midwich as Doctor and lost.
Play the hand you're dealt.
Some are more OP than others. Some are just people being obnoxious. Whilst it's nice to defeat people who're more interested in flashlight saves etc. than actually beating gens, it's also not actually a fun experience if they're overly coordinated.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270041#Comment_3270041
Like I said, if you ended up on all the same maps you ended up on, but without knowing offerings were played, you wouldn't care.
I'm not sure how you think you're disagreeing with me.
You think I wouldn't care if I consistently wind up on maps with highly specific builds to take advantage of those maps' characteristics, or on the same maps disproportionately often at the expense of half the map pool?
You're underestimating both my ability to over-analyse other people's perks and my frustration at monotony. <_>
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@Seraphor said:
Map offerings should be hidden, not removed.
You don't care that you ended up on a certain map, you only care that your opponent wanted that map. If you ended up their naturally you wouldn't care.
Map offerings are one of the few things left in the game that inject real freedom and variety into it, and I can't imagine being so boring as to want to remove even more of them from the game.
There is nothing wrong with using your one offering slot to play something that will skew the rng in your favour. Map offerings are no different to blueprints, mists or logs. Plus certain builds rely on a certain class of map. Mirror Myers, Ghostface, Balanced Landing, etc. Losing map offerings will kill those playstyles, and any other niche or meme builds that actually make the game fun.
No map is so broken or unbalanced that you can’t win on it as either role. I have won and lost on every map as killer and survivor, and I know all of you have as well.
Make them hidden, so you all can stop irrationally flipping out about them.
Stop being to spiteful to your fellow players over the gameplay choices that they are free to make, and learn to play with what you get.
No, I care about ending up on a particular map against someone that's brought a build specifically tailored for that map. Again, people who just want to shine flashlights through walls in Glenvale or any one of about ten reasons someone chose The Game today.
I also care that since I started playing again I've somehow managed to avoid both Azov's Graveyard (or whatever that realm is) and the Red Forest entirely but have consistently wound up on the Game and Coldwind Farm. Hell, I still don't know what Garden of Joy looks like, because offerings show up often enough I haven't had enough random chances to get there. (Other things that haven't been RNG'd into but someone wanted for some reason are Lery's and Haddonfield)
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3269830#Comment_3269830
Well, I don't doubt that there are players like you, but you really are the exception to the rule ^_- More power to you, as I play a lot of killer myself, but most of us killer mains also play a good chunk of survivors and right now I am working on the last unfinished tome, so that alone shows that my split isn't just shallow words.
Both sides have their fun mechanics and playing both definitely makes you better overall, so maybe give it another try with a fresh mindset. You don't need to sneak around all the time, in fact a lot of survivors jump right into your face and try to look you in an unwinable chase, because their looping game is so strong.
no
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@Akumakaji said:
Yeah, it never made sense to me that the developers bottleneck the killers powers by making them either clunky as hell or giving the survivors way, way, WAY more info about the power then the killer, who should be the master of that power.
I hadn't played a FPS for a long time, devoting way too much time to mastering killers in DBD (;D), but when I did I couldn't cope for a while how fluid and responsive the controls were, it was unreal. This just shows how artificial sluggish killer controls for the most part are, to make them "balanced".
And its with nearly every power in the game that the survivors have more knowledge about it and its progress then the killer. Weskers infection? Survivors see its progress, Wesker only binary infected/fully infected. Onryous curse? Survivors see all 7 segments, Onryou only binary cursed/fully condemned. Plagues infection? Survivors see how far it has progressed, Plague only binary infected/fully infected. Spirits phasing? Before 6.1 and for the longest time of the games history IW could 100% counter that power and even now survivors have way more knowledge about spirits whereabouts then the other way around.
I understand that its part of the balancing act, but some of these decisions make for very furstrating experiences. I know that BHVR wants to prevent tunneling ect. but I think that giving the survivors full knowledge over the other sides assets, while deliverately obfuscates that sides access to its own information, is just the wrong way to tackle it. And the Knight is probably the biggest offender in this regard, not only is he blind while using his power, but his power is also fully visible to the survivors the whole time. Yikes...
So either even the playing field and make the survivors fully visible while using the power, or even better: make the orb invisible and silent, letting both sides mindgame and surprise each other. I would also love some qol buff for the Knight, ie while looking at a pallet or gen in front, just tap the alternative power button to send a Guard over there to knock it without having to travel there via spirit orb.
Also, just give in to the popular demands and finally show us survivor hooks. It does more harm then good and is just one more needlessly obfuscated base stat.
I think the only thing where the Killer doesn't have to guess how long is remaining is hook progress. Except for the part where the actual hook states aren't marked, so you'd better memorise those on the UI!
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@danielmaster87 said:
This is a non-issue simply because every map is awful for killer anyway, except for Lery's or The Game with Scratched Mirror Myers.
it's kind of funny how many times I've been sent to The Game by someone with Stake Out and a genrush build, though. I think the most extreme example was someone who had that perk to recharge charges, the one that speeds up gen progress for destroying hex totems, Stake Out, uh... I think Hyperfocus? And they spawned right next to Ruin. And for added absurdity, I was Wesker at the time, so NOT being inside the terror radius was basically impossible.
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I assumed the looping meant is the kind where there's no real thought or counterplay (although tbh that seems to even cover complicated loops, since they're always the same damn tiles), just... running round because hold W is the only thing either of you can do in that situation.
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@Blueberry said:
I like having map offerings to play around. That said, it’s quite silly that all map offerings are weighted equally in a 4v1 game. A map offering from killer should be weighted heavier than a single survivor offering. Also, less of the issue is with map offerings themselves and more of it has to do with how wildly unbalanced some maps are, ie if the maps were pretty well balanced offerings wouldn’t matter nearly as much.
which would be an easier fix: changing all maps to be equally favourable, or just reworking the offerings
Honestly, it would also be LESS bad if the "no give us a random map" one was more likely than any individual map. I just don't want the other team to consistently do stuff like pick glenvale for flashlight nonsense or going to The Game freakishly often?
Albeit I guess you'd then need to do something about the weighting anyway because of the 4v1 nature of how easy it'd be for a team of survivors to always have that one if it was common.
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@Terion said:
This is gonna be VERY unpopular but: Looping.
on both sides actually. I might survive more often if the game would resolve around more hiding and have less looping tiles, more evading possibillitys.
And as a killer i would enjoy it more chasing someone around the map and through paths than in circles. Would be more immersive i think.
"oh look we're at a rock and there's nothing that can be done to speed up this interaction as we go round it".
At least play Yakety Sax in this situation not tense dramatic music.
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Collision detection in general. Just the strange number of ways all sorts of charging or bounding powers can clip against small bits of rock or stuck out scenery or something.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269836#Comment_3269836
If you're a killer with good ping and who swings easily, then yeah you'll get screwed by DH a lot, but from the survivor's perspective, you're the only killer that allowed it maybe in their last 5 games. As I advised to the other poster, please try it on survivor's end too and you'll realize the perk is WAY more frustrating as survivor currently. Not only that but after you have played with DH you'll know how to counter it (as is the case with most things in this game). You'll also realize that the perk is straight up broken when the killer has high ping you can't make it work once, because by the time you see their lunge it's already too late.
As OP showed in 1st clip, reactive DH can simply be baited, if you get hit by this then that's totally on you. Once you know the maps & tiles you won't fall for it anymore. The much better case where DH is arguably strong is when used at vaults and pallets (like in OP's 2nd clip), but this requires way more effort to do than it looks; and can be countered with killer mindgames (in 2nd clip, Otz got mindgamed twice, it's not DH's fault, this is a 100% skillful interaction).
I know HOW it works and can be baited, but that doesn't make it a 'skilled' perk. Seriously, the definition of 'skilled' is not 'wait until person ACTUALLY swings if the connection is good' or 'the threat of pressing a button means I can get to something safe'.
"Spot the correct animation change" does not skill make.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269773#Comment_3269773
The point is to make sure you're not full of bs and actually play both sides of the perk before claiming it is unbalanced. You claim DH is OP? Then play with it and prove it's OP, it shouldn't be very hard since you pretend DH is "free" right? Because, if you're only here to relay Otzdarva's quotes, then I'd rather discuss with Otzdarva or wait for his next video about how DH is OP, rather than have someone quote 30 sec out of context. In case you didn't know, the last time Otz discussed the survivor meta perks, he even rated Sprint Burst higher than DH https://www.youtube.com/watch?v=TP1us6aSJSk
So to me it looks like you're only quoting 20 sec of Otz's random survivor complaint - while he was probably on his 59th winstreak and still got 4K along the way - and concluding that because a top 5% MMR killer sometimes loses to DH then that must be the reason why you're losing to DH too.
DH requires skill to use and the fact you can't even recognize this shows that you haven't played with the perk at all. The game has never been as easy for killer as it is now, especially when broken s*it like NOED and DMS stil exist that give more undeserved wins than all the DHs in the world (at least, for 95% of the playerbase).
Wasting 2 sec of killer time at the cost of a perk is ridiculously not worth it. By your own logic then Sprint Burst and Head On should be way more OP.
... requires skill to use? Playing with a good connection, I've seen a surprising amount of reaction-based DH since I started playing again. I don't think that counts as much skill. It's like easy mode rhythm gaming.
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@Akumakaji said:
From my experience there is a very big chunk of the player base that only plays survivors or "just tried killers a couple of times and I didn`t like it", because you can play it with friends and the stress is divided. This are so survivor mains.
On the other side are the players who love to play killer and consider themselves killer mains, but I have not found one who exclusively plays killer. For one, the survivor part of the game is fun too, and for another it improves your killer gameplay by knowing how survivors see the game, and maybe learn a coupld of tricks or where to hide etc. As a bonus point you get first hand experience of how aweful tunneling off the hook feels, so it might (might!) increase your empathy with certain tactics. Killer mains seem to be closer to 50/50 on both roles with a maximum of 70/30 in the killer roles favor.
I myself fall in the latter category, I consider myself a killer main and really like most of the experience and challenges, but I also got a group of friends who I SWF with and thats sometimes so much fun that I wouldn't wanna miss it. Also my killer experience often comes in very helpful when we encounter some strange build and everyone goes "how is that possible?".
Well, I've never played survivor because it's even more all the things in the game I don't find terribly interesting. I find looping on its own to be about as engaging as an empty fridge, stealth gameplay is something I only ever enjoyed in Thief, and I don't like QTEs. Not much incentive to play that role then, is there?
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Well, I suppose this is as good a reason to uninstall as any.
That festering garbage has a habit of crossing over with far too many things it makes no sense to, and it's always terrible.
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It's the Scunthorpe problem and trying to support multiple languages on top of a potentially overzealous approach to what needs censoring. Something offensive in a word? Censor it to be sure (though this one's got less likely over time even with automated censors). Offensive in some other language? Censor it to be sure. Result: incomprehensible blocking out for all.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2909964#Comment_2909964
Like how pretty much every survivor item and a large number of perks can be made redundant by certain perks/addons/killer powers? Losing out to your opponents setup is just part and parcel of the game it seems, at least killers have the ability to see if an item is being brought in the lobby and can prepare accordingly if so inclined.
No, it's the part where if a Survivor brings a key, you'd then be back to having an early win condition that could be anywhere on the map, which cuts out the entire endgame. Firstly, this is bad because the side that doesn't build for endgame is the one that gets to remove it entirely. Secondly, it negates part of the entire design idea of Killers: as the game goes on, there's fewer and fewer Survivor resources to use, and the Killer can more effectively observe important areas.
Kind of hard to observe something that could be anywhere and two gates.
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@Jacoby2041 said:
I think it'd be nice if the hatch spawned after the gates are powered
Why, to give the Killer one more way to lose for not having precognitive ability?
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I'd say the problem with every Killer having counterplay is how like half of them have their counterplay reduce them to "you effectively don't have a power for X time".
With the problem in another direction being "your power can inexplicably benefit the Survivors more than yourself" (Spirit's audio compared to Survivors' audio for instance)
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2863826#Comment_2863826
I assume this CPU should be able to work with a 6 GB VRAM card? Or should I rather stick with a 4 GB VRAM one? I'll do some shopping tomorrow and I'd appreciate any recommendations.
https://us.v-cdn.net/6030815/uploads/92QN70P4QO0H/specs.png
https://forum.deadbydaylight.com/en/discussion/comment/2863848#Comment_2863848
I currently have a Nvidia GeForce GTX 1050 which came with my computer.
Your CPU and your motherboard have almost no ability to restrict what GPU you put in, as long as the GPU is one made in like... the past 18 years? GPUs use PCI Express connections, the amount of VRAM and type of memory on the GPU don't matter to your CPU. All it knows is that the driver is telling it to send data here to make the pictures happen.
You could put a 3090ti in there and it'd work. It would be bottlenecked horribly because your CPU can't keep up with the amount of frames the GPU is able to process, but it would work.
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@DatFastBoi said:
Survivors are skins you can’t just disable them
Sure you can, you just need to M1 them enough.
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@firefox said:
https://forum.deadbydaylight.com/en/discussion/comment/2829667#Comment_2829667
add in interuptions? You realize it can't stack during a chase right?
And just wow at the other part. It's crazy they actually have to run for a whole 20 seconds after shutting down her power in 2 areas to a high-lighted t.v and it takes a crazy 2 seconds to perform. Yeah dude, a massive improvement over the pile of crap she was in PTB.
Why dont they just give survivors pacifiers as a new item, cause they really seem to be treating them like toddlers.
It doesn't go up in a chase, but a TV wouldn't stay off for the entire time a gen was being done, just most of it.
i.e. so far as minor buffs go, this does make "completely ignore the condemned meter and teleportation" something that could get you killed after one chase.
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The changes they made did shut down the worst abuse of turning off a TV. If you grab a tape and do a gen, you're almost guaranteed to hit 5 condemned stacks. And you can only remove 3. Add in interruptions... well, it's not such an appealing idea now, is it?
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I don't know if it makes much of a tier difference, but it should at least shut down the part I was worried about--the easy no-brain strategy to safely do gens. Condemned now builds up slightly faster, so if you grab the tape then hop on a gen, you'll be coming off with 4 stacks minimum, and now you can only get rid of 3.
Which means less of those "Oh, I came across a team that knows my power, I can't actually use any of it this game" matches.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2828992#Comment_2828992
It decreases your chances but makes you the obsession when used
Er, to quote it:
"Increases the odds of becoming the Killer's initial Obsession by +100 %."
Initial. Like, if you're running DS, you're more likely to be the starting obsession.
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@Phasmamain said:
Rancor because despite running DS I am the obsession every single time without fail
Doesn't DS increase your chances of being the obsession?