RainehDaze
RainehDaze
About
- Username
- RainehDaze
- Joined
- Visits
- 1,539
- Last Active
Comments
-
@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2782078#Comment_2782078
Forcing a slug is still not the game being taken hostage.
No, but if you've built around not staying slugged and not bleeding out, then it is. If the Killer can't hook you, can't bleed you out, can't use moris, or in general effect any lasting change in your status and you refuse to complete your objective and leave, then you're holding the game hostage.
That after over half an hour it might finally end does not actually change that; BHVR has said that playing hide and seek for half an hour but not making any effort to advance the game (because that would be too risky as there's too many gens and you want to get hatch, so wait for the other player to die) counts. Not dying and also not doing gens obviously does too.
-
The fact there's a perk to make the least safe thing Survivors can do as efficient as the safest thing is all sorts of backwards.
-
@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2783415#Comment_2783415
I never said he'd be a killer. I'd like to see him as a survivor.
I mean, given the thread title xD
-
@GaslightGabby said:
Ulquiorra, Askin Nakk Le Varr, Szayelaporro, As Nodt, Lille, Halibel, Grimmjow, Neliel, Shunsui, Gin, or really anyone from Bleach. Akame from Akame Ga Kill would be cool, Sora from No Game No Life if they can make it fit, I'd like to see Yumeko Jabami as a survivor too.
Just anime characters, because there are so many that'd be amazing additions to the game.
... Sora? I don't think either person from 『 』would make for a terribly good Killer. 😛
-
Nope.
Survivors already have enough information without also being able to see my limited, uncontrollably spawned special perk spots to deny yet one more thing.
It's already bad enough that the way auras work makes it entirely too easy to dodge things like BBQ and Pain Resonance, let alone all the status effect things saying what perk handily just came into effect...
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783356#Comment_2783356
110 killers should not be brought up in an argument like this as they all have some type of anti loop/ movement ability which completely changes looping apart from maybe loops like house of pain and in that case i am all for bloodlust until loops like that are nerfed
They can... you know, run out of ammo, most of them. Or you could be running around a loop that can't be fired over. And Spirit's off being odd.
Having ranged abilities does not mean there are no situations where looping will come up. They are perfectly relevant to the conversation.
-
@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2783362#Comment_2783362
Father Gasoline is a good choice as well, he could be interesting with an oni style power perhaps?
Ooh, what's that smell... The sweet blood, ooh, it sings to me! It's enough to make a man sick.
-
@BenihimeWrath said:
I would say a blood beast from Bloodborne, its pretty iconic being the first enemy the player faces (and dies to, usually)
It also has some pretty nasty skins, like the skeletal blood beast.
Could be a good demogorgon kit replacement if they wanted to recycle it.
See, that's why I'd go Gascoigne. You have the whole furry monster phase 2 (and he's pretty damn big and bipedal), and it's also pretty iconic being the first major boss in the game.
We could always do with more strings-based chase music, too.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783334#Comment_2783334
the killers not being able to run the same path as surv doesnt matter when the hitbox difference is so miniscule and the killer is moving 15% faster then the surv and of course making killers loop easier makes people drop pallets and hold w more because otherwise they literally just die because you nerf a skillful aspect of looping on one side and buff it on the other unnecessarily, i can meet you in the middle on this for sure but to me your change just wouldn't be the right one
It does matter, because it means that with equal skill one side benefits more, and unless all loops are homogenised so the hitbox doesn't match the visibility of the loop (or all loops look conspicuously the same) this will always be a factor. Plus, there are the 110% killers, who hurt even more from this.
Therefore, Bloodlust is necessary as it is and shouldn't change, except the part that has nothing to do with how good you are at looping but makes holding W easier--i.e. that it's very picky about how far away it starts to charge and maintaining LoS. Hold W on the right map and it doesn't kick in for ages if you start early enough just because there's too many obstacles.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783316#Comment_2783316
9/10 loops the difference in hitbox does not matter and a good looper should be able to actually loop a pallet anyway in your world of making killer basically just faster all it does is incentivise hold w meta and nobody wants more of that
???
The point is that it matters in enough loops (and will continue to do so as long as Survivors and Killers are literally unable to run the exact same path with the same skill), and Bloodlust is the only thing that even slightly counteracts holding W as it is. Adding Bloodlust doesn't encourage hold W. Killers being faster than Survivors doesn't encourage holding W. These are the only reasons holding W isn't a guaranteed escape.
-
Aw, come on, Gehrman's a good guy. I'd rather have Gascoigne. :p
Or Slave Knight Gael (boss ver), but that's even more farfetched lol.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783291#Comment_2783291
ok i understand your point now but as i responded to someone else hugging loops as killer and surv is a skill that makes looping feel more rewarding on both sides and i think it is perfect as it is personally
It's not rewarding if the same level of skill is more advantageous to one side to the point it cancels out the speed advantage (especially of slower Killers).
Survivors are meant to eventually lose chases. This is why Killers are faster.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783268#Comment_2783268
the only things in the entire game i can think of that ever affect chase in the slightest with killer and surv hitbox differences is that one little part near the crashed helicopter on rpd which just literally get rid of rpd already lol and the fun bus on autohaven on the side where the hole is really closed in for some reason and that should be changed anyway because it stops blight rushes demo shred and chainsaws aswell as making the killers and even survs sometimes do this weird jump thing where you just lose a bunch of distance. As for the game map just rework it bloodlust isnt gonna save you on that horrific map
I've also seen a gap on Coldwind where a Killer couldn't get through but a Survivor could. Right in the middle of a loop. Yeah, that had to be bloodlusted. There's probably more.
Anyway, no, the point about the Game was that Bloodlust can't trigger very often there because there's so little line of sight on the lower floor, so an EGC chase can go on and on and on and on if you don't have a power that lets you close the gap. That's what every map would be like, and not just in EGC, if you took Bloodlust out.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2783011#Comment_2783011
I used to use BBQ or LP to try to find the box, but I've found that often I spent a lot of time hunting for the thing when I should be pressuring elsewhere.
It probably comes down to playstyle.
I like BBQ when a chain hunt's already started. Hook person, see where the aura is running to, get box, hook person, see where aura's going, hook person...
That was how I wound up hooking everyone at once the other week. They just couldn't leave the box alone. <_>
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783176#Comment_2783176
what does that even mean lol? why would a 9 foot tall killer ever have the same hit box as a survivor? and why does their hitbox mean anything?
Killers can get stuck on things Survivors can't.
As for Bloodlust, I wasn't around when it was off, but given how absurd some chases on The Game and its "what is line of sight" can get at the end of a match when there's no pallets left and the hatch is closed... it really, really needs to stay in. And maybe not be so damn picky about staring at someone's butt when you've filled the world with clutter.
-
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2782667#Comment_2782667
Not at least one. 3-4 every game.
Combinations of Ruin, Undying, Pop, Corrupt, DMS, Scourge, tinkerer, NOED.
I think you have a very strange definition of "slowdown" if you've managed to include tinkerer and NOED in the list. Hell, even Corrupt and DMS are a big if, because you're then lumping gen regression in with blocking.
-
@ThanksForDaily said:
Oh, they running these perks? Too bad.
90% of killers running the same 4 slowdowns without even bbq for points. I guess 4k or nothing.
That's some comical exaggeration, unless you mean "90% of Killers run at least one of these slowdowns". Because they don't [BAD WORD] synergise with each other, so at most you're taking two of the damn things.
-
I think the more interesting notion I saw is that you shouldn't matchmake based on result, it should be BP scored/time (of course that would need killer powers to stop being so damn random in their BP awards because Deviousness is a duuuuumb category, but hey), basically on the idea that you'll match players up based on efficiency.
-
@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2782363#Comment_2782363
I agree with this: the problem, as I recognise with this system, is the insistence on the word "skill". If it had been labelled MMR then half these .. nay, most of these arguments wouldn't even exist.
If the devs just remove the idea of skill from this system, then it would be accurate to say it is MMR. Just forget SBMM. From a tin-foil conspiracy pov, I'd almost say the devs are using the word "skill" purely to troll.
Mmm, it would have avoided the arguments that "it doesn't reflect skill", but it wouldn't have done anything about how the current setup encourages selfish behaviours, or the backfill/bracket widening ones.
-
The weird thing about some of these responses is forgetting BT bodyblocking is a thing. You don't need to tunnel to run into BT.
-
To summarise the gameplay reasons that have been posted once again, though:
- It offers zero interesting mechanical hooks. There are no interesting patterns of behaviour from the source material to exploit, or explicit powers to deal with. "Undead haunted animatronic" is a description, not an ability. Even Myers had more to work with than that, creepy stalker that he is.
- "Literally who". It's Saw all over again with even less recognisability (at least Jigsaw's on the boxes). It's adding a character that's only known by people who already know the series, which is awful for hype.
- Adding something from another game means outright going against its established gameplay. Corollary to point 1, but the whole "generally they stand still and only start moving when not looked at" thing is kiiiiind of a terrible fit for DBD. Unless the proposal is Insidious camping and oh boy.
-
It's also a swamp, so it's brown. And it's full of reeds, so it's low visibility brown! Slightly less annoying than Coldwind is about the visibility and monotonous view, but it's something.
If I wanted to stare at mud, I'd be sitting outside.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2782064#Comment_2782064
Their bleed out timer is still going while slugged, whether they are recovering or not. As long as you’re not letting them be healed by someone else and they’re not cheating, they will die on the ground. You’re also able to switch targets, weird concept I know.
"Eventually" dying on the ground half an hour or more later and then leaving like they always could once the timers get too low due to multiple people doing this and getting up again is the exact scenario that's being criticised, yeah. It's the troll squads again.
And taking the game hostage by not doing gens and forcing a frustrating time waste where all your downs and hook attempts mean nothing.
-
@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2781433#Comment_2781433
The number of gens by the end of the match doesn't matter, as long as you get people killed and Devour Hope does that. Lethal Pursuer secures a fast chase start and BBQ keeps the streak going. The intent of that build is to generate stacks fast and end the match before the survivors have time to locate the totems. It's high-risk/amazing rewards and does what's intended to do well.
A build doesn't need to be Ruin/Undying/Tinkerer to be strong, just needs to have undeniable synergy.
That's a decent build, not a strong one. Yeah, there's some synergy, but it's still super reliant on getting early hooks and snowballing, with DH's almost obligatory requirement to play nice for a while stuck on top. Plus Undying when boons are in play.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2781407#Comment_2781407
boil over is very specific SWF build I think. so basically strategy is to run dead hard+boil over+break out+coh. killer if he hits anyone, the killer will physically be unable to hook survivor from boil over+break out. if you bring toolbox with any type of speed to sabotage, you can literally stand on a hook, force killer to hit you and than sabotage in their face and dead hard right after. All hits that you take from bodyblock can now be healed through circle of healing.
hypothetically a killer can get zero hooks because he physically cannot do objective unlike blight that merely slows objective down.
https://forum.deadbydaylight.com/en/discussion/comment/2781437#Comment_2781437
If wiggling off is rare event, than why would anyone use boil over? entire point of the perk is to wiggle off which also applies to sabotage. The exact reason why nobody uses boil over in past is because boil over did nothing and was realistically worthless.
bare in mind, I am not saying that having infinity decisive strikes from wiggling off is exactly fair game. Just my guess to why sluzzy might be defending it.
There's the problem: wiggling is (or should be) a rare event, so why use a perk that makes it easier?
If it makes it reliable, then there's a problem because unavoidable chase resets with no counterplay except maybe to have already given up half your perk slots and be playing at a big disadvantage. If it doesn't make it reliable, then nobody is going to use it.
What Boil Over does is something that can't really be buffed much unless it's made obligatory and the number of hooks needed is kneecapped. Its just not doing something good.
-
I have to wonder how hard it is for people to take a vaguely level photo. Haven't phones also included super basic crop functionality for like ten+ years, too?
@lagosta said:
If you're using a strong build IDK why you're complaining when the other side also brings strong perks.
... BBQ, Lethal, Devour, and Undying? Zero slowdown and something that will only proc a few unhooks in and might get cleansed before it does anything? I think that's a weird definition of a strong build.
-
@Chocolate_Cosmos said:
1.15% is a big sadness (Twins pickrate). Lets say we would like to make it like at least above 2%. What do you think it would take (changes) for them to make them more appealing to play for players?
A victorectomy?
-
No, please don't make Spirit furry, that would be bizarre and uncalled for! 🤣
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2781397#Comment_2781397
That is not fair counterplay though. What if a Leatherface politely walks up in a jungle gym where I have no LOS and instantly downs me with no warning? Not all gens are out in the open so you can see the killer everywhere.
Now I will agree about RDP, but that is really a map issue instead of perk. There shouldn't be a specific location that is always safe. All they need to do is make hooks randomized where it will sometimes spawn one in the library and sometimes not. To the contrary, how often do you wiggle free in other areas?
Wiggling free is supposed to be a rare thing that happens because a Killer got greedy. Not something that can be relied upon to add another chase to the 12+ we're already considering the aim for a fair game.
This is the problem with saying "but Boil Over is still bad": yes, it should be mediocre, because being able to reliably proc a condition-free unlimited escape, particularly if this doesn't also behoove the entire team to get off gens to do it, completely destroys the game logic and balance.
And the issue with when it isn't bad is that the game will alternate between hostage-taking "not going to let the game end" squads with exponential, no mither, etc. and a slugging spree because it's the only remaining option. Nobody except for trolls like either of those.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2781371#Comment_2781371
You can notice when killer mains never play survivor. The new Dead Man's Switch, and Scourage Hooks is so broken, way more than Boil Over. One player, only one player can equip these and have a massive unbeatable advantage over a team of four.
Yes, killers have had nothing buff buffs since 2019 and earlier while survivors have had nerfs in several ways.
Oh no, the team of one person can equip perks that give them an advantage over the team of four if said team doesn't also bring good perks!
I... yes? That is what it being an asymmetrical game means? Are you trying to propose that because there are more Survivors, they should always be able to have an advantage once perks are considered?
-
@Sonzaishinai said:
This post really highlights a very big flaw of the community
In that when people complain about a perk that others look at it in a vacuum instead of looking at the specific scenario it was complained about.
Boil Over in a vaccuum still isn't good. But with the right build and map offering it becomes problematic.
Not boil over on it's own. But Boil Over in that specific scenario
The same happens with dead hard and noed
When someone complains about dead hard you'll always have the wise guy say "just bait it out" not realising the complaint is about being able to make all the risky plays in the world while always having a safety net of distance available.
That's when dead hard becomes problematic. Not when >20 hour people faceplant into a wall
When someone complains about noed you'll hear a 100th times "just do bones" when those people don't realise doing bones is not an option vs a camping killer with a passive gen stal build.
That's when noed becomes problematic. Not in a normal 10-15 minute games
People need to stop looking at things in a vaccuum and start looking at the specific scenarios they are complained about
You do also get the complaints that noed is blanket OP because it can get "unearned" kills in otherwise 4E situations, though, so not just the camping/slowdown scenario. Same way half the DH complaints are still about validation one way or another.
-
By all means, insist that some maps having areas where hooking is literally impossible even if you have the magical foresight to bring two otherwise useless perks to maybe counter one Survivor having one perk is the same as... gen regression. Yup, investing 50% of Killer perks are a reasonable preparation to maybe 6.25% of Survivors perks.
Sluzzy, you ever thought that you might be obsessed with Ruin?
Boil Over was buffed into being mediocre in general but super annoying if someone is utterly determined to use it and ridiculous if SWFs do. Therefore, complaints. Not because "generically OP", but because every map with two floors can become a slugging/hostage situation.
-
The slightly more verbose version: the first problem (that the devs have admitted) is that new players are starting with too high an MMR. This means that you're initially matched with average players, not new or bad ones--which, obviously, isn't fair in the slightest. The second is that the MMR used widens and widens the longer it can't find an appropriate match, or if someone quits a lobby it jumps right up. So, either they were waiting a long time, or the Killer quit the lobby, and you get a bad match.
Both of these are things they're looking to fix, though.
Good job on getting the kill despite that and with so little, though. Even without some of the more troublesome perks to deal with, that's good going.
-
@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2780185#Comment_2780185
I'm sorry, #3 just doesn't matter at all and shouldn't even be a point
... okay, let's expand #3. "Obtaining the license would be giving the money to someone who has given money that supports homophobia, therefore the license would in some capacity go towards supporting homophobia, particularly due to the rights being held by a single person".
Or, #3 is basically "it would support homophobia".
If you think that doesn't matter at all, then that's uh... not good? Also really not something BHVR presumably wants given one of their few permanent codes?
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2780448#Comment_2780448
How dare people talk about what's on their mind.
By making a new thread for something that's already got a relevant thread, and with a vague title?
No, it's annoying. It's annoying when people make a bunch of duplicate threads for everything else, but at least those are generally talking about what's actually in the game rather than mostly talking about a completely different one.
-
@Ghouled_Mojo said:
I guess it’s time for these threads to start back. This is the ?3rd? one I’ve noticed in the past couple of days.
Yup, this is the third active one for some [BAD WORD] reason. Seriously?
-
@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2780295#Comment_2780295
Tbf people who bring up counter-arguments really dont have any. They just see Scott did this but never really went into looking deep into it and only use the surface info.
I'd like to not please the people who are obsessive about pushing it to the point of being a constant nuisance, or who apparently forgot literally any other horror exists.
-
This thread is perhaps the perfect reason.
This strange, obsessive fixation with how this can be forced into literally anything even tangentially related. There's multiple of these [BAD WORD] things every week, which is pretty much the perfect reason to not.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2780014#Comment_2780014
To be honest, killers shouldn’t even be able to see hook auras at all.
... why? You only have ten seconds to get somewhere, at the absolute most, turning it into a game of memory or "have I even seen a hook in this area of the map" is not a fun or balanced addition.
-
Also: "heugh-heeeeeh... -gaze at floor-"
-
Spirit's my only P3 Killer (I'm working on Pinhead, giving up all those perks sucked); and yeah, Iron Will is just so... depressing. Honestly, it feels like she feeds way too much information back by how many ways Survivors now have to deny and react to it--you have a lot of speed, but have to go around everything, whilst screaming a loud audio cue anywhere. Meanwhile, if Survivors walk or are injured and have Iron Will they don't give you any audio info; scratch marks are vague and sometimes misleading even if they're there, and looping can more or less carry on as normal because it's hard to misplace Spirit.
MDR zooms are fun, but DCB is the one that deals with the "the counterplay to your Power is actually stronger than your Power" part.
-
@Tubby_Squirrel said:
Why do you 'have' to dodge? What happens when you loose? Asside from well... almost nothing....
also you should NEVER DC It is never the right choice.
If you care about points: A DC is always 0, playing is always more.
If you care about grades: A DC is always -2 pips and a bad loss is -1
If you care about winning: A DC is always 0%, playing is always higher than 0%
So no matter what DCing is a bad call.
Because losing a game that's lost from the lobby, and may be drawn out by people who want to do victory laps or some dumb #########, is boring. It's not an exciting loss, and unlike a long lobby queue you can't tab out and do something else. Nope, it's 5-15 minutes (or more), depending on efficiency, of being obliged to play along despite it not going anywhere.
For instance, there's a reason I tend to stop playing for the day if I wind up on The Game. I've probably been playing someone who can't quickly bypass pallets, and I don't play ranged killers. All it takes is a basic bit of game knowledge and even matchmaking, aaaaand I've just spent ten minutes of my life playing Pallet Smasher Simulator. Kills the motivation to continue, that.
-
@Laluzi said:
It's incredible how many weird interactions it has with mechanics and powers. Like, Trapper's traps become godlike because the hallways are too narrow to go around them, but going around the map to pick them up makes him want to curl up and die three times more than usual. Pig boxes have so much real distance between them that you can get headpopped even if the Pig leaves you alone. People easily hit second stage on hook. Two boon totems can cover the entire map. Losing scratch marks on this map makes chasing nigh-on impossible because there's so many different directions to go. Hold W is incredibly effective because there's virtually no way to shave corners and gain time. Ranged killers and Billy basically don't have a power. The library is the root of all evil. I even got stuck on a hatch once.
When you get a match full of newbies on RPD, the game takes 20+ minutes because none of the players can find anything.
It really shows that it wasn't a map designed for DBD gameplay.
I always lose the staircase on the library/gate side when trying to get up there.
-
Good grief, the post lengths here keep getting longer. <_>
@drsoontm said:
It's kind of weird you spent all that time and yet missed the point completely. Did you purposefully misunderstand? (Is this a long-winded bait?)
If we are speaking background, I've been a dev for ... gods ... way more than 20 year (yeah, I know, I'm no spring chicken). Mostly R&D (cryptography, psychoacoustics, signal processing, system architecture, artificial intelligence, ...).
I suspect the way they have done the MMR is using some machine learning method based on statistics. (Basically, your typical scikit-learn application that could be understood by a junior developer in a few hours.) It certainly fits everthing they said and couldn't say while they started speaking about it.
A huge table with millions of rows of numbers about every single statistic that could be taken from a match, all fed to the machine to train for some outcome.
Yawn.
The details are irrelevant.
The reason people are shocked has nothing to do with the internals. It's about what has been described as "skillful" play and using a game that has time extensions to make a botched-up analogy. Calling that a straw-man is actually a straw-man. (Recursive straw-man?)
It infers that the specific outcome chosen for training may not have been chosen wisely.
The simple fact you can torture survivors for 20 minutes without killing them and keep getting beginners is a strong hint this really may be the case.
So no, it doesn't make sense and the MMR sucks and without change will continue to for the foreseeable future.
I think the way it's been described makes it sound like it's an adaptation of some sort of Elo-derived mechanic, so there's no machine learning involved at all that way (just a formula with some really weird constants). Kills just go in as win/losses, adjustments come from there.
-
I guess I have to throw my hat into the ring as another person who didn't get the shards.
-
@El_Gingero said:
Try Billy with lopro. Makes him better than bubba at dealing with pallets imho.
I'll work on my clairvoyance to try and have him when I'd wind up here. :T
-
@WeenieDog said:
You could always play an anti loop killer and make them go for the "hold w" approach for a bit of freshness.
I mean, this is The Game the map, where even if they predrop every pallet there's such an abundance of them they won't run out anyway.
-
@ThiccBudhha said:
Um... Well, no, not really. But it is fun to play Lumberjack Bubba on that map. I refuse to facecamp on The Game because I need to saw that wood, cuh.
If I could pick a Killer after winding up there, I guess that would be an option.
-
How do you make a ticket? ... hell, how you know if you didn't get the shards? Pretty sure I didn't, but.
-
@GlamourousLeviathan said:
It's not just RPD that can be abused by Boil Over. You can also do it on Ormond, Ironworks of Misery, Dead Dawg Saloon, Eyrie of Crows and Disturbed Ward. I think you can also do it on Mother's Dwelling but I am not sure. Also, Haddonfield will probably enter this list once it gets live again.
So your solution would be kill switching half of the game's maps?
Thompson House with the right hook spawns.