RainehDaze
RainehDaze
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- RainehDaze
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Comments
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@Myla said:
Bruh I have trouble understanding what's your actual point.
People have been saying Sprint Burst would actually be worse than ubiquitous DH.
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@Myla said:
TP? Toiler paper?
Damn, you beat me to it.
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I'm working on prestiges, so I guess I do too? :T
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Or even just remove the delay before he can do something with the environment after firing chains.
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This only helps if you assume the problem with grinding is the optional blood cosmetic side of things. And not the geometrically increasing number of bloodwebs that you need to clear per character to get the perks on them.
Like, let's assume you have all killers with all perks. Ignoring Demo, there will be 26 killers next release, with 3 more perks. Each perk will have 3 levels, for 9 total. You can do 2 perks a bloodweb at best, so that's 5-6 levels to get them all. That's 125-150 more levels added in perks, on one side of the game, in one release. And then it'll be 130-156. Of level 50 bloodwebs.
You might note we're at the point where you're getting more levels added in perk unlocking than you are the first 3 prestige levels of a character (and more in BP cost because it's all level 50 webs).
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no
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Aaaaah, it doesn't delete them like the Dried Cherry Blossom does. That might have been it; super confusing, to be sure.
... it's a less powerful combo but there's something so fun about just zoooooooom.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2714428#Comment_2714428
mindgame is something both the survivor and killer can do especially in a T-L wall or a tall and short loop and either of them can win. With a spirit just standing still with no indication that she's phasing, puts the survivor in a game that they cannot win reliably, therefore it's not a mindGAME, more like a mind-go-fellate-yourself instead 🙂
Ah, arbitrary distinctions! "This doesn't count because it's not something you can both do", because the only time you can feint something is if you're both doing it...? That's silly.
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2714428#Comment_2714428
People put "mindgame" in quotations because it was the limpest mindgame possible.
Flip the coin bad and you die. Flip the coin good and you probably still die, let's be honest.
My favorite mindgame is the "tie you down and shoot you with a gun" one. You win the mindgame if the gun jams.
I mean, it's a really simplistic one, and yeah the only counterplay is if someone is doing it repeatedly and getting super predictable, but... 99% of the time this community uses mindgame as a synonym for any sort of feint. Which is what this trick was, even if it's barebones as hell.
Humorously, the loading screen still recommends trying it. Wonder if there's any other outdated "tips" that are there?
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2714353#Comment_2714353
I bet you're the type who'd say standing still was a "mindgame" lul. and yes i know, the shards on her body is a telltale that she's phasing, but sweatlords would use cosmetics to hide it.
So... you're going to have to explain to me how it wasn't? The idea obviously being you look like you're doing one thing, but you're actually doing something else, which makes you unpredictable and then you win your chase. Or you take advantage of someone thinking you're going to do that (again) and actually do the obvious thing instead.
That's how every mindgame in this game works. So, either standing still was a mindgame or there are no mindgames.
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I'm still trying to work out what NL stands for.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2714109#Comment_2714109
Yeah, there are ways to optimize around SB for both roles. DH is the easier of the two to quantify, so I think that's why it gets the hate it does. I typically pair SB with Spine Chill, so it's 30 seconds before an M1 killer can start a chase with me.
Which we need more of, because it doesn't seem like anything except making M1 killers literally unusable is going to work to get them some help.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2714305#Comment_2714305
I guess Iron Will is a fake justification to that as I still want that perk nerfed.
The lack of all counterplay to IW except "hope they run and don't have it" is a thing. Yes, yes, it beats one Killer in particular. That's still one too many, can't we both expend perk slots to go more back to where we were? :T
Really, the fact they replaced an iri addon that highlighted blood with a purple one that goes BADUMP BADUMP if you get close is super weird. Why not just... not fluorescently illuminate the blood? An add-on to see a visual cue you'd see normally sounds fine.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2714284#Comment_2714284
I wouldn't even call her add on dependent at all, she just has add ons that are bandaid fixes for people who don't want to learn her, which is the MDR and DCB.
But those are fun to use too. Especially when someone turns out to have Iron Will. Zooooooooooooom, hi~
Really, I'd just take an add-on that lets me see blood rather than one that... blocks generators for a few seconds where I was?
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You'd think listening to you would be easier, you have directional audio now!
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That doesn't sound like meta, that sounds like another tool in the "how to bully in a way that people will defend as totally fine and not bullying and winnable" kit. With the bonus of, unlike flashlights, potentially being something that they can never run out of in a match if they have saboteur as backup.
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Expectations being withheld until the mid-chapter update.
If CoH persists as is and none of the recently-nerfed Killers get some sort of compensation, then no. Otherwise, yes.
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It might not have explicitly been a Christmas event, but the imagery etc. is very suggestive.
Still, they decided to give us more BP for Christmas itself, so there's that.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2713120#Comment_2713120
Play Killing Floor for a few months and you'll never have trouble finding the center of your screen ever again.
Still, the "In my day, we couldn't open a jar except by slamming it into our crotch until the lid popped off!" sentiment over basic ui elements is super weird.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2714074#Comment_2714074
I mean you throw in a specific scenario that doesn't happen back to back like that.
What I mean by interaction is that A) You can choose to chase the person not in the locker. So if they want to hop inside the locker, they will have to get there in time and in the meantime they are not on generators. I.E. they are wasting their time.
Pretty sure that what causes the complaints that lead to threads like this are less "people hopping in a locker so a friend can opportunely save them" and more "teams that want to hop in lockers and flashlight stun ad nauseum", though.
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Not every positive change is a big or significant one.
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@Johnny_XMan said:
It’s not common because it requires the perfect set up for it.
Also, it encourages more interaction between killers and survivors.
I’ve faked the grab and went for the person with the flashlight trying to save, and to me that is a lot of pressure value because they aren’t on gens.
Is it really interaction if it's a ten-minute loop of open locker -> blinded -> open locker -> blinded before the game continues as if this never happens?
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The chains are hard enough to use effectively without one of them always coming from where you shoot the portal. Which, y'know, is probably an angle you also want to come from.
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Never played the old version, but exercising your ears and predicting what someone's going to do seem to be the most of it.
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@Brisingr said:
https://forum.deadbydaylight.com/en/discussion/comment/2713710#Comment_2713710
Removing Bubba's facecamping gameplay makes him unplayable? What?
By calling for nerfs? You asked for nerfs in literally the first post.
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@Brisingr said:
https://forum.deadbydaylight.com/en/discussion/comment/2713658#Comment_2713658
That doesn't change that he is still getting guaranteed kills, and having a design that encourages un-interactive gameplay.
You can't just go around nerfing things into unplayability to counter one facet of the kit. That just drives people off.
Need some more balance than that.
So, start with trying to give more reasons to amble off.
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Then give the Bubbas more of a reason to leave, don't try to nerf the Bubba so they can't even do that.
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@OnryosTapeRentals said:
Never understoof all of the "nerf DH" threads on the forums.
Sprint Burst is a much better exhaustion perk that let's you gain SIGNIFICANTLY more distance than DH ever could. Not to mention Dead Hard as a survivor is still wildly inconsistent. I think hit validation in general is just bad and needs looked at.
Here's a tip
you can quote multiple posts in one reply; you don't need to do five posts in a row. That's basically spamming. <_>
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I misread the title as pallet stun nose and thought "none of them, because you can't see it".
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If the argument that everything must have counterplay goes both ways, "this thing wot can only be dodged if you have lightborn" needs fixing.
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@PlayTwink said:
She's just way more boring to play as after the nerf, but blight on the other hand is so much fun to play and has way more potential to use tactics with his power. Spirit is just....meh
Blight looks horrible to play. I don't want to move my hand that much. :<
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@GannTM said:
Honestly I like switching my build a lot when I play Spirit. My most recent game, I was using BBQ, Pain Resonance, Lethal Pursuer, No Way Out with Wakazashi Saya and Gifted Bamboo Comb. I’ve also been using BBQ, Enduring, Spirit Fury, Brutal Strength with Uchiwa and Kintsugi Teacup.
delicious pallet lunch
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Every little helps, so anyone who isn't punishing themselves by having to get the Twins is probably fine to do it.
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Shadowstep has situations where it's still pretty strong, particularly with map offerings.
Part of the thing boons need is... well, better audio cues and something to deal with multi-floor maps. Which is universal to all of them, Exponential's just not a big deal.
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I don't think I have it in me to be consistently not nice.
The problem is, stomping people is the worst time to outright let them go (from an MMR perspective), but it's the most unpleasant to just go stabbity hook stabbity hook on them. :T
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2712999#Comment_2712999
I wanted main her but then i saw Sadako (Samara) is coming game. To late. I don't need Blue Lady anymore.
5 months is a lot of no-ghosty time to endure.
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I have to say, I don't think I've seen any other game with an "it's fine once you learn it" attitude towards lack of crosshairs. Except maybe DOOM, which is nearly 30 years oldd and had the benefit of no vertical component.
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I just started having fun with her, so there's that.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/2712477#Comment_2712477
What else would you expect? This game requires 5 people, if 4 people are not having fun facing a certain situation that situation needs to be changed. Survivors' players are 80% of the players in a trial, if 80% of your player base is not having fun when playing the videogame, there is an intrinsic problem with the mechanic.
The artist, in most loops, offers no skillful counterplay. In most cases you are forced to leave the loop, get hit and get as much distance as possible. This is boring, and I frankly don't understand why this is even a thing. Most of the recent killers have destroyed killer-survivors interaction, the Artist is probably the worst offender of the lot. She needs to changed whether you like it or not she is not healthy for the game
What that leads to is the 4 people defining losing as unfun. Which is basically what happened here: someone uses their power as intended, it's hard to outplay in that situation (or force into yet another [BAD WORD] mindnumbing scooby doo runaround), commence claiming that it's "not fun" and needs to be triple-nerfed.
If people want to win all the time that badly, get BHVR to make better bots to loop and have them instead of actual Killer players. This axiomatic "if I'm losing playing this the same way it's not fun" [BAD WORD] is ridiculous.
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@daLenster said:
Two weeks is nothing if you only play several times a week, but okay.
There were like 10 cosmetics total. Two weeks is plenty for ten games.
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@ElusivePukka said:
The training AI is worth losing to, at least once, just so you can marvel at the weird pathing and emergent behaviour BHVR put in - the Dwights actually T-Bag in a lot of my games, because of how they interact with some loops.
So that's where they all learned it from...
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@Grandpa_Crack_Pipe said:
The_Trapper feels no pity, nor remorse, nor hesitation, nor mindgames.
He's an unstoppable machine.
what a killing machine
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I'm left wondering why the forum doesn't have a better way to deal with images than display them in full screen-hogging glory. It's [BAD WORD] weird.
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Oh yeah, blood's super obvious in Eyrie, or Lery's. Most other maps have pretty dark floors IIRC. The Game's got quite bright ones, but it should go without saying that that would be possibly the worst place to be stuck with blood only. Freakin' twisty interconnected mess...
Hm, 1/4 of a perk might then be too weak for anyone to bother? It's a weird balancing act. It needs to be strong enough someone might bring it (especially if on their own), but not so strong that it's almost obligatory for someone to have it.
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@Xaraleph said:
https://forum.deadbydaylight.com/en/discussion/comment/2712842#Comment_2712842
Well we can figure it out together. When your Spirit walks in the room, do you want the survivors to go "oooh, nu it's a Spirit!" Or "Yaaaas gurl Spirit!" "Or "OH *Censored* A SPIRIT?!"
I might just get a bunch of them at some point, lol.
I've already committed to masochistically powering through prestiges just in case they're ever handy.
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@NeonFlowerPower said:
"Huntress is too hard to aim."
So in other words, you refuse to learn the killers you don't want to play and therefore think they are weak? The logic of killers is astounding. I can name so many Huntress players that absolutely stomp on survivors every day. Most the killers in this game require you to actually practice playing that killer.
I think the problem lies in the fact that you don't want to spend more time learning or getting better at these killers, therefore they are weak to you.
A lot of them were nerfed, though. That's the point.
And the number of Killers that seem to have a skill ceiling that only exists because what is UI elements is comical. No indication of what hitboxes are except guesswork, ranged attacks that consistently lack a crosshair, etc. Nurse having any sort of indicator only by using an addon nobody likes to make it arbitrarily harder...
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@Xaraleph said:
https://forum.deadbydaylight.com/en/discussion/comment/2712829#Comment_2712829
What type of look are you going for?
If I could decide that, picking a head would be way easier! 🤣
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2712768#Comment_2712768
If they found a solution for players who wouldn't be able to use DS (and maybe BT), I'd definitely want to see something like that as well. Not something I see as essential, but always thought it'd be an interesting way to solve the "all 4 survivors are running the same 4 perks" problem. Worth experimenting and testing on PTB or even live servers, at the least.
https://forum.deadbydaylight.com/en/discussion/comment/2712772#Comment_2712772
I completely understand why you feel that way.
I suppose I'm a bit optomistic about a killer's ability to track blood without scratchmarks after watching a few hours of VHS gameplay. I thought that'd be the main talking point or at least initial gameplay concerns for VHS, but I've been surprised to see everyone playtesting it is managing just fine without.
Problem is that the blood is sporadic, often hidden by grass on the floor, and super desaturated anyway. Having to fall back on it consistently as your only means of tracking someone would be suffering unless DBD got a lot more vibrancy and a lot less random clutter (but then Trapper pays for it). And if that became meta, Spirit's kind of screwed.
"Boons providing lesser mapwide effects" would only vaguely approach balance if Killers had some possible way to find the things. Otherwise, they're still teamwide shared perks, just weaker ones... but now the entire team is always benefiting, which is a direct buff in some ways? Take Exponential, for instance.
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I can't decide which of Rin's heads I want.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2712799#Comment_2712799
The main hesitation I have here is that when survivors focus on what they consider to be fun, fair, or interactive counterplay - by far the most common answer is looping. And if you ask me, looping a competent survivor without antiloop tools is some of the most tedious stuff in this game. There's just too many safe loops baked into map design and they can be run so precisely - whether that's a cause or an effect when it comes to antiloop killers is hard to tell, but considering the state of the game from the start, I think it's a cause.
It can be very difficult to balance fun in an asymmetrical game, because both sides don't have the same direct opportunity for fun, and one side having fun usually means the other is having less.
I do agree that the noise is annoying, though. Tone that down. There was one point I had Severed Hands and I ended up farming with a SWF, and they all contagious'd themselves with birds and were running around in front of me and it was unbelievably horrible. One person kept infecting people that tried to repel. I had to down them just to get the screeching to end.
I, for one, find anything that leads to running loops "properly" to be mind-numbingly boring at best, and just aggravating at worse. It sucks all other skill, map knowledge/memory, and survivor awareness out of the game and just turns it into "which of you has memorised these tiles and the correct way to go around them best".
Even mindgames devolve into weird "I know you know I know" malarkey...
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@Laluzi said:
Send yourself to The Game for maximum flexing. It's the only way.
I didn't have the offerings for that, but I DID get sent there by chance.