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RainehDaze

RainehDaze

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RainehDaze
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  • @GoshJosh said:

    After my last match as Blight with Blood Favour since the buff, it should definitely be a hex. Maybe you haven’t tried it since they vastly strengthened it. I’ve never had an easier time on Temple of Purgation, one of the best survivor maps.

    I would like to see most totem spawns fixed, only realize it will also help hide boons from killers as well. Also, only turn them into hex totems once the perk is in play (i.e. Devour Hope gets two tokens, first hit with Third Seal, etc.).

    Tbh, with Blood Favour it's just another one of those annoying "Oh that would be a useful effect if it wasn't going to be cleansed immediately" things. I guess I'd rather see more stuff like Spirit Fury which have a distinct charge condition and can't be disabled, rather than more perks that depend on the totems being left alone then you need to activate it by doing something else.

  • @Dino7281 said:

    1) it could be fixed with better spawns. Sadly by a new map, they still didn't learn how to create totem spawns... Noone is able to change my mind that totem should be in a spot that is visible from more than 4 meters.

    2) It should be same as boon. When it comes under effect, you will get icon, but you don't know which.

    Maybe totems should just be invisible until you're pretty much standing on them? If killers have to play the audio totem hunt too...

    Obviously some of these spawns are still absurd given that, but it would reduce the need to find weird corners that couldn't possibly hold anything else to squirrel them away in.

  • I think there was a pretty similar thread last week so... I don't see this going anywhere productive; it's not like this is new information.

  • I have seen a 3-man SWF be salty over imagined camping that got the fourth survivor killed, even though they all got out fine.

    So, yes. I am absolutely certain that people will protest about things that did not affect them, or anyone they actually know, even after they win. And commence teabagging.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665320#Comment_2665320

    I disagree they do correlate

    Why do you think killers camp and tunnel? To gain pressure from gens going to fast. Otherwise why else would killers do it?

    Proxy camping or facecamping? Proxy camping is because most killers don't have the mobility to do anything else. It's just plain idiotic to go patrolling the map at random for another survivor when you have a good idea that they're going to have to move in towards your current area sooner or later. Gen speed doesn't even come into it; leaving someone to die often completely negates that. Facecamping is either spite or Bubba really getting mileage out of misplaced altruism.

    Tunnelling, equally, is only an indirect response to gen speed. Gen speed is the most obvious thing it reduces but getting someone out of the game makes every single part of the Killer's experience easier. Fewer survivors to track. Fewer survivors to go in for a save. Fewer survivors who can hunt down any totems that might be remaining. Fewer boons (screw boons). Protection hits, healing, flashlight saves, pallet stuns... the biggest problem the Killer faces is the number of things they can attend to at any one time. The best strategy is almost always going to be to get one person out as soon as possible. Perks that give bonuses for spreading the love are the only thing that aren't.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665313#Comment_2665313

    Then we fix the balance and see what happens to the meta, surely?

    Trying to artificially change the meta by further hampering killers...I don't think that's a good idea.

    I was agreeing with you, it was just meant to be another way of phrasing the problem: you can't try and address tunnelling and gen rushing at the same time, because they're completely separate components of gameplay and problems for completely different reasons (where tunnelling is even a problem--which often seems to be "it's not fun" rather than "it's too strong").

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665303#Comment_2665303

    If you don't do something because of the worst case scenario, then you end up doing nothing.

    And no, again - what you are describing proves my exact point. It's ridiculously broad. For example, if I play Hag - I'll bop whoever triggers a trap. I'm not going to stop and check whether it's someone I already hooked.

    If I find 3 survivors healing, I'm chasing the one furthest from safety.

    If it's a choice between chasing 1 person with 2 hooks and 1 person with 0 hooks, unless I'm already in control of the game I'm chasing the 2-hooker. It just doesn't make tactical sense not to.

    These are all things that happen incidentally during a game and make sense. There is play and counterplay. A risk (DS, BT etc.) and a reward.

    Facecamping Indisious Bubbas? Yeah, now that's a problem because there isn't really any reasonable counterplay.

    There is tons of counterplay to tunneling.

    Or: maybe we shouldn't be trying to balance out a tactical gameplay decision in the same breath as adjusting how fast a task completes.

    They're only indirectly linked; trying to solve both at once won't get anywhere.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665301#Comment_2665301

    As I said, there's something about this generation that makes a lot of them incredibly self-centered and more willing to spend time and energy on justifying them being jerks than just not being jerks.

    It's not true of all millennials, sure - but it's damn well true of enough of them.

    Pretty sure by most generational measures you're getting me in that grouping as well. :p

    I'm not sure it's a generational difference as much as demographic representation in various places.

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664374#Comment_2664374

    No, because I’m a functioning adult who knows that it’s just a video game, and has no impact on real life. If you’ve ever played sports, guess what? There’s a whole lotta trash talk.

    If you find crouching in a VIDEO GAME somehow a problem, I suggest you grow up, and realize it doesn’t affect you in the real world.

    You're shifting the responsibility for your behaviour onto everyone you play with because of how you think they should be reacting. But you obviously know that it will get these responses and it's entirely within your power to stop--it's not like teabagging gains you anything.

    Why, exactly, is doing something that you know gets to other people acceptable behaviour? You're not operating from a position of innocent ignorance.

  • @RoaderFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664874#Comment_2664874

    Well, but it works preventing disconnecting from the match.

    Problem with the ping is just because that's free VPN. Paid version have much larger variation of server location.

    Aaaaah, a free service would do it. Paid ones don't really add much if any overhead in this sort of scenario--you'd need to route through some server to get to game servers anyway, so it tends to even out.

  • Balanced? No.

    Could it be more balanced? Yes.

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664997#Comment_2664997

    Actually, Nemesis gets to do that with his tentacle strike. You can miss the survivor, but drag the tentacle in a different direction and correct the mistake that way and get the hit. I can actually think of one or two other examples, but I know what you mean. For me, flashlights are fine as they are. 

    But is your skill adjustment on flashlights really worth giving people with photosensitivity issues headaches? That doesn't seem like a particularly fair trade.

    And, as I said, acooldown to stop the flashlights being strobing menaces doesn't necessarily mean being long enough that adjustments can't be made.

  • Since I have never actually played survivor, it would be a foregone conclusion.

  • "Tunneling is a thing that is a problem" is a lopsided assessment. The notion of taking someone out first being fixable is also pretty much impossible, since if you force the killer to spread hooks out, then the person who isn't hooked just has to play hide and seek whilst the rest of the team completes objectives untouched (and nullifying all obsession-based mechanics as a secondary casualty).

    Genrushing as a strategy being a problem is also a lopsided assessment. "Do gens as fast as possible and ignore bones as irrelevant" is fine.

    But the balance where multiple gens can pop despite optimal play from the killer, and all gens go before anyone could even be tunnelled out, is a balance problem. One side having almost no chance of winning without piling up enough mistakes on the other side is not good.

  • Also, "you can't do this one thing without doing this other thing" only holds if you assume that there's an equilibrium at the moment.

    The part where multiple gens can already be completed and the killer gets one chase and hook is a clear indication that this isn't balanced.

  • Even if it's not competitive, it's not like the situation improves any.

  • Honestly, the yoyoing difficulty and the fact that even with x2 BP I can't just... try out some other killers without being utterly miserable doesn't make it fun.

    "Here's a limited time event to alleviate the grind! But you must grind it super hard for it to be worth it!" And I can't enjoy it because I'd have needed to grind a ton first!?

  • @RoaderFrost said:

    Dead Hard is so broken that it actually punishes killers who use VPN to play dead by daylight!

    Yep, Dead Hard works against VPN. I'm not joking.

    With VPN off - I can have some "network issues" but ping is 40+

    With VPN on - Not a single DC during 60 bloodhunt trials, but ping goes up to 120+

    And with ping over 100 I get short end of the stick during hit validation.

    That's just insanely broken and overpowered.

    That's some seriously bad VPN you're using if it's quadrupling your ping. Like, just by the way networking works and server locations, it shouldn't add that much to your connection times...

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664552#Comment_2664552

    Also, their point to change them again is so many killers at tunneling off hooks to get moris. They said this was one of the reasons they changed it the first time.

    Short of making it impossible to kill one survivor before all the others are hooked (which is a balance disaster), they're not going to be able to stop this sort of focusing.

    What they end up doing is sabotaging the rest of the game to try and stop people from doing the simple thing when you're outnumbered: even it up.

    It would be hilarious if it wasn't so bad for every other tactic.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664427#Comment_2664427

    And this is also why I'm glad the devs said in their q&a they are working on ways to punish camping (not parroting hooks) and tunneling. And changing moris again because they don't like how unfair and toxic killers have been playing with this.

    I see the devs are committed to making nobody want to play killer by insisting that killers give up everything that they have going for them to make it easier on the survivors. Seriously, Moris are nearly useless now and yet they still want to change them?

    If you think this utterly lopsided treatment of making the game fun is a good idea, I have a bridge to sell you.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664444#Comment_2664444

    How do you loop in a deadzone? Or if the killer just hits you right after you come off of hook? "Run DS" isn't a valid counter since we shouldn't have to use band-aids to ensure someone doesn't grief the game for us.

    Trying to win is griefing now...?

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664364#Comment_2664364

    Sometimes people use their flashlight a little too early. When they realize they're too early, they can just stop flashing for a split second and re-flash to correct their timing. With a flashlight cooldown that would no longer work, but since it is a skill component, it should stay in the game. 

    It doesn't have to be a long cooldown to negate the macro clicking. We're talking "clicking so fast it makes a brrrrrt" sound and looks like a rave.

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664430#Comment_2664430

    yeah, but teabagging at the exitgate is basicly throwing over the monopoly board, even though you won. that is not disrespectfull in my eys.

    What people seem to consistently miss is that "I don't think it's disrespectful/toxic" doesn't matter if enough people do. Then you're ignoring that it is bothering people, and you're just digging yourself deeper by insisting that it shouldn't matter. Because it does.

    And insisting that this tiny addition to your own fun is worth knowingly antagonising people is purely selfish.

  • Maybe people basically gave up on BHVR running a double BP event, maybe people just don't have them on who they want to play, maybe they're in my boat and haven't had time to save them since starting the game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664364#Comment_2664364

    I suggested this at one point and people argued that it messes up adjustments when trying to blind a killer who is picking up someone.

    Oh no, a minor gameplay inconvenience in exchange for preventing something that literally gives people headaches and has no purpose but BM.

  • @TruEternity said:

    I do it to wind people up, because it will normally throw people off their game. As for the exit gates twerks, I just like being antagonistic, but in good fun. DBD is just a game to me, so I don’t get mad at anyone who hits me on hook or t-bags anywhere, so I hope people move on from it as well.

    So, you think it's fine to be an ######### because it doesn't bother you?

    Do you really not see the problem with "I know this will upset people but I think it shouldn't, so I'm going to upset them"?

  • Or just... add a CD to how often the damn thing can be activated.

  • @ShinobuSK said:

    It is hard to play killer but its not THAT hard imo.

    In stress levels yes, its much more stressful to play killer than survivor but at the same time, its 1v4 so killer needs to be harder and stressful otherwise we would have too many killers on too little survivors.

    So it kinda works.

    ... no? Just because the game is asymmetrical, doesn't mean that one side should be harder, and that one side should definitely not be more stressful.

    And definitely not the sort of stress that the current balance engenders, which is along the lines of "I'm losing and we've barely gotten started and getting into a winning position is so much out of my control".

    Which is, like, kind of backwards. The big, dangerous killer with their special powers and knowledge of where all relevant objectives are, is the one who starts off every game in a losing position and forced to play reactively more often than not. What?

  • You mean the rare items that show up once in a blue moon and have to show up on the killer you want to play?

  • A big clue is that a lot of people won't leave until the timer runs out or the killer gets over to them.

  • Midwich, of all the licensed maps, is kind of okay at least? Albeit with the obligatory insane pallets and easily-seen-over obstacles.

  • @KerJuice said:

    Turn. Off. End. Game. Chat. box.

    I haven't any idea how that's supposed to affect DH.

  • @mrmain21 said:

    The game has balance issues on both sides. Depending on which side you ask you'll get a different answer.

    Both sides will continue to cry even when they win, just the nature of forums and this community I guess.

    Most streamers still win most of their games but they get upset with how much harder it is than before, this applies to huge killer streamers and huge survivors streamers.

    If they made maps balanced they would have to completely get rid of tactics that are too strong or would be assuming the game where balanced better, also matchmaking would have to be truly fixed.

    A large issue is, with proper matchmaking and balance, the games are still going to be incredibly hard to get more than a 2k and it should be. Most people act like all the players they play against are so bad and the only reason they lose is because the other side is OP. No one on the forums EVER gets outplayed.

    Sometimes "outplayed" is as simple as "favourable map and spawns". Which is not a good situation.

  • I'm not sure why "knowing how to play around Dead Hard" is even relevant, here.

    Since the problem is that: A) all the survivor perks that need playing around before they have been shown or definitively ruled out benefit everyone and have a distorting effect on the meta by their existence, and B) Dead Hard has elements that can't be played around because it can now be triggered only after you stop (and if you don't stop, you never attack, so you're screwed either way).

  • The problem is that the iframes granted by DH, in this game and engine, will always have the validation issues. As BHVR staff have said, the alternative would be not giving the Killer feedback until after validation, which would feel weird and jerky (just imagine amplifying all rubberbanding issues even more).

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663251#Comment_2663251

    Because it is easy to bait out. Many times when a survivor is about to use it make it very obvious because they are baiting your swing.

    If you want to focus on the portion where survivors get a “free get out of jail card” as many of you call it. There is a plethora of perks and playstyles on the killer side which have a significant lack of balance that I don’t see changing anytime soon… and they won’t. Because perks are just that PERKS. An advantage in a given specific scenario which you wouldn’t have had if you didn’t bother to slot it.

    Problem: with the fix to validation, it's now regularly possible for the survivor to use DH only when an attack would otherwise connect (hackers with auto-Dead Hard scripts show this off the most, though unlike most hacks it's humanly possible). Then we get the additional problems with fake hits etc. on top of that.

    The more general consensus, here and from streamers, seems to be that it's not balanced for a perk to be something you play around (by sacrificing time in not attacking to try and bait it out) whether or not it's there, and then even if you do that it can still be held in reserve for a last-second dodge.

    Which is the normal complaint about other survivor perks; not just that they're good second chances, but the part where their very existence and common use requires playing around when they're not there, essentially giving everyone not using them a ghost perk or two.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663241#Comment_2663241

    Just because you and a handful of people deemed it unbalanced doesn’t mean it is.

    Then...

    Explain why it isn't.

    Asserting "I disagree" and "Just because you think something doesn't mean it's right" is not a reason for you to be right.

  • I mean, I'm definitely in the low/intermediate category (I hope), and it's still super annoying when it gets used for fake hits. It's just not constantly used for that.

  • It's called The Game, so they decided that the particular game must be Pallet Breaking Simulator 2018.

  • I just find it funny to see the word "traditional" used in the context of a video game perk, especially when contrasted with perks that were in the game even longer (but have been nerfed earlier).

  • ... traditional?

    Has Sprint Burst not been in the game even longer?

  • Sloppy also only decreases healing speed, it doesn't prevent healing entirely. Kind of a key difference?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662771#Comment_2662771

    If they wanted to, the devs could probably adjust the games code in a single place (or multiple, depending on how shoddy the code actually is), and switch on double XP for good. It would not be difficult for them to do this as part of any patch.

    They still haven't, and that speaks volumes to me.

    I'm not sure "the devs haven't done something yet" necessarily speaks to it being the correct decision. How many things have gone or are still going unfixed?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662750#Comment_2662750

    I don't see where I said the grind was the only thing keeping people here. Marigola pointed out people have left because of the grind, I'm just pointing out that the grind could be a contributing factor to people staying, I never said or implied it was the only factor keeping people in.

    I'm assuming people who stick around also enjoy the gameplay to some extent. But the fact is, as long as it is, the grind itself provides an objective. There's always that one extra perk you didn't have on that one Killer yet. That in itself gives the game a goal.

    But on balance, you have to make the assumption that more people are staying because of the grind than are leaving because of the grind.

    Otherwise, the grind is a bad thing for the game as a whole. It doesn't matter if some people stay because of it if they're outweighed by the people who leave or never join.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662735#Comment_2662735

    For everyone who has quit because of the grind, I bet there's someone who hasn't quit though, and they're still grinding away for reasons they can't put their finger on.

    Cause the grind is addictive. People still play WoW for example.

    That only makes sense if you assume that the one person who hasn't quit would have quit if it was less grindy.

    Myself, I find this quite depressing; there's a double BP event on and yet it doesn't feel like I'm making all that much progress in perk unlocking... heaven forbid I might want to play more than one character at this stage.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662170#Comment_2662170

    The difference is that Stridor is totally cancelled by Iron Will 3, not just mitigated. Iron Maiden doesn’t “cancel Inner Strength”. It just makes using the locker a bit riskier. The survivor still fully heals though, and if the killer doesn’t manage to capitalize after the leave then they’ve gotten the full benefit of the Inner Strength use with no consequence. Likewise Sloppy Butcher doesn’t “cancel” Botany Knowledge because the Botany Knowledge user still heals a Mangled survivor faster than without that perk.

    If Iron Will 3 was 90-95% instead of 100% sound reduction then it would mitigate Stridor’s effect but not completely cancel it. That’s the difference.

    Or the other oft-pointed out thing: IW says it reduces grunts of pain, but since you're also not making breathing noises at this point, it leads to perfect silence. So it's actually more beneficial than even the description would imply.

  • @Nathan13 said:

    I'll never understand why killers always think survivors are terrible humans just cause they clicky or teabag, like there's something wrong with you if you get upset over that.

    It's like the shopping cart test in reverse.

    Will you do a bad thing when there's nothing in it for you, nor any direct feedback from the people it affects, solely on the basis that you might make their day worse?

  • I'm pretty sure Overcome is going to be incredibly broken at lower MMRs, because it's an exhaustion perk that you can basically never accidentally trigger when you don't want it (SB) or comically misuse (DH) or require correct environmental positioning (Lithe). It's get hit -> make huge distance in the range where hold W is already at its absolute strongest.

  • And why should a perk that comes with Oni be balanced around its combo with Plague?

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662389#Comment_2662389

    There isn't a hardcap

    1900 is the softcap.

    You can have 5000 mmr and the game will attempt to search people around that. After a certain time it gives up and searches the soft cap of 1900 to avoid scenario's where a really high mmr never finds matches.

    In reality 1900 isn't even high mmr. You're the worst of the best when you reach that point

    Ah, right, so the effect's similar but the reasoning is different. If people can't find a close game (probably happens a lot), it's defaulting to a soft cap that's almost comically low

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