RainehDaze
RainehDaze
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2650634#Comment_2650634
No one is asking for wallhacks when they say to buff solo q..........................
Given how many suggestions are such things as "make kindred basekit", "if one player can see a killer, give them an aura", or similar? People definitely are.
The alternative suggestion always appears to be "######### everyone who can't or won't use voice comms".
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@DragonMasterDarren said:
The SWF system is not the problem, 3rd party communication software like Discord is
solution? Buff solo survivor to a level similar to SWF that have communication software and then buff killers from there
Every suggestion I ever see for this amounts to "basically give survivors perfect wallhacks". And then what? Wallhacks for killers?
Turn the game into absolutely nothing but Scooby Doo simulator so everyone who gets off on running in circles is satisfied but nobody else is?
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I saw someone DC on first hook the other day and someone else just let it kill them. And it wasn't even party streamers, it was one of the anniversary cakes.
Why.
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@Fobbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2642105#Comment_2642105
When i started playing without the mentality of winning its not stressful to me but you might feel different
Killer's always going to be more stressful regardless of attitude because there's never a breather in a match unless most people are hooked and it's endgame. It's not a role that allows for idle time or not attending to something.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650022#Comment_2650022
yeah, I get that they're dumb.
wait, actually, how are they so harmful to the environment?
NFTs and cryptocurrency rely on an extremely complicated mathematical process for the entire chain of transaction and ownership back to their creation, in order to work as both a ledger of who owns what and means of verifying that, yes, this electronic marker has changed ownership--and to prevent anybody from faking it.
But, this takes enormous computing power. Consider that a modern GPU can use up to 350W, and the setups for these (though generally not using those monsters exclusively) are basically computers with half a dozen GPUs. And then crypto miners fill rooms with them. It adds up, worldwide, to using gigawatts of power on nothing productive.
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Because they're an environmentally harmful way of saying "look, I have a certificate saying I own this jpeg". But the file itself can be copied regardless, so it doesn't do anything.
They're inherently dumb.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2649969#Comment_2649969
I don't usually even consider that factor but that is true, as a newer player would find that very discouraging.
Yeah, twins are really low on my priority list to unlock and play. At least Bubba's fun on his own and has the anti-grind perk.
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@Blueberry said:
I like his play style and high skill requirement, but he's just flat out weak and unrewarding.
High risk/low reward and survivors having too much control of his power sums him up.
High skill requirement killers are good design but the payoff just isn't there. Also unless you're running the Franklins/Hoarders combo you will basically never see his chain hunt or have any map pressure, that's bad design. You shouldn't be required to run certain perks just to have the killer play properly.
Especially two teachable perks, one of which is on a licensed killer (though Bubba having BBQ already effectively adds one DLC to the game's pricetag...) and the other is on the Twins of all people.
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@Adjatha said:
His controlled chain needs to 1) start accelerating way slower to make it easier to hit, And/Or 2) take WAY longer to break out of the chains.
It's outrageous that something so difficult to control has such a minor impact on the game.
My favourite part is that it's an anti-loop power that can be broken by the time you walk round the loop. Or vault the loop. Or break the pallet. All are slower than the survivor breaking the chain and running away.
Or the bizarre "hit someone, go round pallet, they slow vault over it without even bothering to break the chains, and are still faster".
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I feel like even map selection is trying to get me to not. One map that wasn't Lery's last time I played, and that's the one where one person insta-DC'd and another person suicided on hook.
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... and you wonder why you're not finding games as a survivor?
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649783#Comment_2649783
It's not a bad game design. It's just a game design.
It's bad game design when a game feature does literally nothing across most levels of play except penalise the person using it.
In almost every situation, the killer's going to waste more time kicking than they could ever even earn by regression. Hell, even doing it for something like PH's once-a-minute undetectable is nullified by the fact the thing goes and illuminates itself so EVERYONE KNOWS.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649424#Comment_2649424
Devs said they are not happy with the current camping/tunneling aspect of the game, update yourself. Last Q&A stream.
"Devs are not happy with the amount of it" does not mean "it should be punished by banning all killer players who aren't throwing".
And if the devs have any sense, they'll also realise that the solution is not "punishment for what will always be the two most effective ways to achieve a killer's goals" (make sure one person dies at a time, one way or the other and therefore reduce survivor speed... or flat out just get a kill for camping), but to make the ineffective tactics more rewarding and viable.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2649391#Comment_2649391
Obviously it is fun for them. I guess. Whatever does it for you.
Not for everyone else they're playing with, though.
MMR where you can have your fun toying with someone and still get a loss to tank your MMR is not a good combo.
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@WesCravenFan said:
I like MMR.
It forced a lot of players to realize the ugly truth about how they play the game.
- If you complain that all you have are nonstop bad Survivors, then you weren't that good or your MMR would have placed you higher.
- If you complain that all you get are tryhard sweatsquads, then as a Killer you got overly used to pubstomping.
- If you complain you see a ton of hackers, you know you are in high MMR.
People that liked the old system just enjoyed kicking around weaker players. That is all MMR has done - reduce the number of weaker players you face. And in the aftermath we just have a slew of "But what about my mad looping skillz there's more to skill than escaping reeeeee".
To which my response is "If your looping skills are that god tier, you should have zero problems breaking the killer's ankles and moonwalking out the exit gate every game. GG."
Or you get the people who are great at looping dropping down MMR to where they have no place being, just because they in particular aren't escaping.
Which is no fun for anybody.
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"Survivors can punish killers for using deemed-by-survivors-unfair tactics by eating a small disconnect penalty now and then."
It's the start of the absurd rabbit hole that competitive games face if they let you ban playing with someone: really good players that use gameplay others don't like facing (snipers in shooters, for instance) suddenly can't play. Not because they're cheating, not because they're doing anything wrong. Because other people are sore losers.
It's ######### ridiculous to say "lose on my terms or don't get to play".
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@ShinobuSK said:
Killers should have shared MMR and gives us back switching killers in the lobby. Individual killer MMR is a joke
That would just suck if you've got substantially different ability levels on different killers. Or want to try a new one and it doesn't click instantly.
They definitely should be separate, unless you're gunning for yo-yoing matchmaking where you get stomped when you're trying to get better at someone, then stomp in return if you swap to someone you're good at. Or have just had time to level.
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Again, this is "I think people who play a way I don't want them to shouldn't be allowed to play at all". That is the single most entitled opinion you can possibly hold on a game.
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Yup, because there's zero provision for "I have never played this character with a totally different power I don't have perks or add-ons for".
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Something like this would be used by trolls, 100%.
Also, "people should be banned from playing the game because they're using tactics I don't like"? Really?
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I can see all the thumbnails but they're too small for me to be certain what any of them are.
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@Kebek said:
Tbh I wouldn't mind this design philosophy IF it was consistent for both sides.
For one, they want to make each killer's power reactable when predicting the power's use is already fair counterplay in some cases if not outright more effective then plain reaction dodging as long as you can get into your opponents head.
But on the second hand, devs design and on purpose leave in game really strong loops with 0 mindgame which are just huge time sink in a game that's about time management for killers.
If you want each power to be made "fair" for survivors to react to and outplay, then you should be really upset and vocal about current map and loops balance as well. Most loops are either long enough to be extremely safe or are open so that there is not mindgame and killer just has to take the loop and break the pallet hoping next loop is more fair.
I just love when someone says that killer power is unfair and has no counterplay while comepletely ignoring the fact that most loops in DBD are exactly the same for killers. Both should be getting attention, not just killer powers but also "fairness" of loops should be rebalanced.
That's the part I'm questioning: the need for things that seemingly need to be reaction-dodgeable as well as prediction dodgeable.
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There is a point that the name of the map is easier to discern than tiny thumbnails.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2649171#Comment_2649171
It's not 'heavily pushed into the survivor's control'. Least of all with Nurse and Pinhead. A good killer will still land relatively consistently.
It's just that survivors have a way of interacting with the power so they have something to do, as opposed to being better off just AFKing.
I mean, I already said Nurse was an exception, and Pinhead's chains have a similar thing if the portals are positioned right. Though they can be dodged after that.
... you know, the two characters who are basically standing as an exception to see power being used -> then react. Probably because I've been watching a lot of PH stuff too; very reliant on the survivor making a mistake to hit.
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Gee, I wonder where it could be.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2649114#Comment_2649114
I just checked the PTB patch notes and I wonder if the add-ons that increase the solving box time stack or not. If they stack it still might be possible for that playstyle. Also that Iri. Feng (best add-on on him imo) is still super strong.
3s if you stack both of them as opposed to 4s from one of them now. Upping the solve time from 6s to 9s.
On a killer with very, very low map mobility.
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@bjorksnas said:
Player feedback is important if a survivor can't react to a power in any way or any meaningful way then its an unfun power to play against which really drags the experience down
Your nurse and pinhead example isn't exactly perfect since a survivor can hear when a nurse starts charging a blink and react accordingly and you can see when a pinhead starts to open a gateway and also react accordingly, both of those powers actually have reaction and meaningful counterplay from survivors
Old spirit for example didn't have meaningful counterplay because while you both didn't know when she started phasing you also couldn't tell where she was while phasing, it served as a perfect example of why skill based powers have room for survivor interaction because without them its extremely unfun to play against and potentially even unfair since it removes playing the game from one side in an uncontrolable and uncounterable way
Killers have skill based abilities since that is their entire role, but survivors also need to have something skill based (generally reacting to the killers power and playing around it mindfully) to make it an actually game and not just I guess the killer is too skilled so there is no gameplay, the only version of this left in the game is being a perfect nurse, which is effectively as close as you can get to this.
Skill based powers need room for counterplay because without it there isn't really skill based powers its can you press a button, survivors need to have a form to play around a power (not hard counter) because that allows them room to develop their own skills but also room for the killer to be skilled in the first place
Ah, but then you can dodge the Pinhead chains if they're anything other than right on top of you.
What I mean, is that it seems like so many of the skills are dependent upon leaving room for the survivor to react after it's been committed to. i.e. the actual outcome is heavily pushed into the survivor's control.
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@JakeswildSnake said:
It's not about killer's power. It's about map design.
I always said this to my friend: "No matter how many hours you spent on a killer, you will not win if the maps are not in your favor."
Until you play Bubba.
I... don't see what map design has to do with giving every power a very obvious signal it's being used before it takes effect?
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@anarchy753 said:
Ok so on launch:
- It is one of the most technically difficult powers to land in a chase.
- Even when you land the chain, it's rare that it ever actually does anything of value as it is so quickly removed, and you have to stand still to apply it.
- It is extremely easy for survivors to prevent a chain hunt from ever going off.
- Unless you play nothing but Pinhead and analyse box spawns etc, you're unlikely to ever find the box on the ground.
- Without running Hoarder + solve duration + faster chain hunt, you're unlikely ever to find the person with the box before the box is solved.
- He has a teleport which, by definition, dumps him at the point on the map where the survivor feels most safe to loop him.
After the midchapter patch:
- Any add ons that were worth using are now garbage.
- The time add on combination no longer works as all the add ons are gone, so you're never getting to the survivor before they solve the box, which they also have to do less frequently.
Remind me, what possible incentive is there to play Pinhead? High skill requirement for very, very little reward. A teleport that you never want to use because it always puts you in a bad position, and a global stalling threat which never actually activates. Honestly, you may as well just play Trapper without traps if you're that masochistic.
Nice music?
Watching console players vault by accident because of the way buttons are mapped?
Being a killer that's quiet? xD
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I'm trying!
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You can't balance meta by buffing other things, that just leads to power creep where anyone that doesn't have meta perks/items/addons will get brutally stomped ASAP.
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Where do we categorise Plaything?
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@deckyr said:
i'd like luck to affect more things, like increased chances of getting a skill check, increased size of great skill check zones, better quality loot from chests, perhaps a chance to see somebody's aura at random
The fact that more skill checks would be considered good luck says a lot about why having a passive value that could boost every Survivor interaction would be a horrible idea.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2648689#Comment_2648689
Honestly in the majority my solo Q matches that I played vs. pinhead. I noticed that in the majority of my solo Q matches other survivors outright refused to solve the box. Like they would not even look for the box till the chain hunt began. If I was not actively going out of my way to solve the box, the survivors would not even bother till it was too late. So I think that explain pinhead high kill-rate, in other words solo Q survivors. But big maps are bad for basically ever killer, and yes even nurse.
Yes, Pinhead's greatest success is when he doesn't even have to try to get map pressure going.
I'm not sure you can balance around "low-tier solo queue is feeling suicidal" unless you really hate killer players having any viability. Which seems to be bhvr's motto.
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I like the chatterer's tooth, so it's at least cool that's getting a minor buff. But the rest are going straight into potato town now.
No way to reasonably extend solving time = not near box, can't prevent chain hunt ending. Iri box getting its radius increased is just kind of irritating. Engineer's tooth spawning less chains makes it way harder to possibly get that second hit because mediocre and easily-defeated anti looping is literally all his active power does.
Slice of Frank here is so situationally useful it's only going to be worth it because your other options are pointless. You need to be chasing a survivor, with the box, with an exhaustion perk off cd, which they then use. His chains also stop such things. That's a very niche situation.
As for his other addons... greasy black lens reeks of pointlessness (unless I'm misreading it; it says possessed chains), because the aura of someone you just hit with an ability is not amazingly new info. The Deep Wound one would be more useful in any other meta. The extra chains for breaking them on env is, at least, one thing that's reasonably useful for anti-looping. Extra chain length and turn rate are outright detrimental (you want short chains or to hit the floor if you miss, what are long pot shots you can't capitalise on going to do? Turn rate makes the start of the aiming an even twitchier nightmare for maybe some trick shot potential). Longer portal-opening distance is somewhat handy for threatening box-picker-uppers, but it still takes the same sloooooow time to actually extend its range. 6s to solve the box, and I can spend three of that waiting for my portal range?
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648016#Comment_2648016
Not mainly for call-outs. Just to be a part of the action as if you're there. You know why people love to watch streamers? They love commentary because it puts you in the situation. That's why Friday was so popular. You could beg Jason not to kill you and offer an item to appease him or tell him he can eat a bag of ***** until he catches you then kills you lol. Made the simple game so much more fun and interactive since these are real people talking to you. Every match was unique.
We've got some fundamental differences in what we enjoy, then, because that just sounds like the most ######### annoying gameplay experience ever to me. I don't want to listen to people, or talk to people, I just want to play the game.
I like streamers because I enjoy seeing good gameplay. Half the time I tune out parts of what they're saying anyway.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2647999#Comment_2647999
It'll be even more satisfying when you tell their teammates that the person isn't going anywhere. It would create a big dynamic, making each decision even more interesting when someone comments on what happened.
Sounds like a small slice of hell. That, and I play killer so I don't have to deal with voice comms I'm in no position to respond to. Doing game callouts in the small hours of the morning with too-thin walls? Nah.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2647976#Comment_2647976
True but that's why there's a mute button. Friday did an excellent job and terrible people were rare.
The number of clicky-clicky teabaggers does not inspire hope, here.
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@AVoiceOfReason said:
Just give proximity chat with an option to mute them. Also, add an option for the killer to talk to the survivors and vice-versa with a mute button too. That would make games so much more engaging. Think of the trash talk xD I loved that about Friday The 13th.
The last thing I want is to have to find a button to turn off listening to total strangers trash talk me or rage at not-camping. Sounds like a punishment.
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@gentacle said:
You guys are equating playing an asymmetrical video game to harassment if someone doesn't play the way you want them to. You can only control your response to actions in video games. If they're taking it outside the video game or hacking within it then you'd have a right to be upset. Opt out, take a breather, etc, there are many healthier ways to deal with people abusing effective tactics or trolling than whataboutism.
I don't think anyone's saying it's harassment if someone doesn't play how you want. That's a very peculiar definition of toxic behaviour. We're just talking about what it is; i.e., what sort of behaviour in the game is inherently detrimental to its player base and experience.
Telling people to get over it or leave tends to have that exact result on groups in the long run: they leave, and then you're left with nothing but trolls, then nada.
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Like killers have room to spare for a find-totem perk?
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@Uriah119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2647845#Comment_2647845
Example from the match: One person on hook and the team has one gen to complete. Instead of completing that they spend the entire time blinding, head oning, dropping pallets, rushed actions etc. There wasn’t a rhyme or reason to that play style. And honestly a few chases at the beginning were fun. But then it went from me being the predator to them.
Best case scenario, farming you for BP, which would probably be borderline, but since they could just win the match and then move onto another one, it's probably for the sake of bullying.
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@gentacle said:
I think people confuse unsportsmanlike conduct with toxicity. I look at it two ways: everything within the game, and everything outside of the game. Inside the game nothing should matter. Baiting, trying to get a rise out of either side, "unfair tactics", etc... If you let that rock you then you have to develop more mental callus. Where it borders on "being unsporting" is when you have a situation like a survive with friends party burning haddonfield and having an end game celebration at the exit gate or letting everyone bleed out for 3 minutes as a killer (although sometimes that's an optimal play).
Toxicity is when that unsporting behavior carries outside of the game. If you refuse to GG out or say nothing at all and whine/rant/complaine/whinge/insult/etc then you might very well be toxic. Also if you cheat in game. You're toxic if you do that lol.
Why is it incumbent on the victim to get over it whilst everyone trying to be a jerk is fine? You shouldn't have to tolerate bad behaviour to enjoy a game you've paid for.
It also reminds me of a childhood full of really ######### awful advice for how to deal with bullies.
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I'd say toxic behaviour is something done for no other purpose than to get a rise out of another player. It's the type of bad sportsmanship that has a referee penalise you, not the type that has everyone tut at how uncouth your tactic is.
Teabagging? Clicky-Clicky when running rings round someone? Waiting at the exit gate rather than just leaving (both to waste time and try and get the teabagging in)? The killer whacking someone on hook? Leaving someone to bleed out in EGC when you're both right next to a hook (i.e. not because there's no way to secure a win or because nobody can find each other)? Those are toxic behaviours. Persistent DC's are toxic for a different reason, in that rather than trying to get a reaction, you're instead denying someone else the opportunity to win on their terms. The sort of "ok, you'll get fined after the game" type of bad sportsmanship.
Tunnelling and camping aren't toxic, since they still have a perfectly valid purpose and unless someone tells you, you can't go "that's to be annoying".
Chain blinding a killer probably is if everyone's ignoring gens to do it. That's bullying.
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@jesterkind said:
I remain completely unconvinced that Exponential is going to be OP. I'm more concerned with Overcome, that's going to have an actual effect on the match that isn't dependent on the stars aligning for the survivor to get value from it.
And in fairness, killers are getting some decent new perks. Pain Resonance is meta material, Pentimento is interesting even if it's not likely to see much use, and Grim Embrace is... fun, at least. So, new killer and at least one solid new perk, which is... exactly what the survivors are getting; one character, one strong perk.
Can't wait to see Overcome comboed with CoH for super cheap resetting.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2647731#Comment_2647731
Yes, that's exactly what I'm saying. Learn the map and it stops being a problem and becomes an advantage. That's called self-improvement. That's called developing skill rather than relying on favorable mechanics to carry you. That's called...
getting good. Try it some time.
But that doesn't change the underlying fact: it's mazelike, with a non-intuitive layout. You play it enough to memorise it? Great for you. If you don't, or you're playing against people that don't, then the fact it's such a mess to get from A to B on the same floor, has already turned the round into a joke.
And the other criticisms about it are part of the design! It's nearly as big to walk from one side to the other as Red Forest, if not the same size--courtesy of a total inability to just go in a straight line. And then it has multiple floors, giving it by far the biggest floor area of any map. It has a number of completely amazing vaults, but also some extra dumb pallets. It's full of tight and twisty corridors that don't have multiple pathing options, so there's no choice but to hold W--and the aforementioned vaulting cubicles.
It's a map that wants mobility to get around it, but denies the use of that mobility except for Nurse who can ignore walls. Most of the map is too closed off for ranged options. Nobody can actually SEE anything to a truly extreme degree. And then everyone can be miserable if there's a three-gen around in the sole open space in the map.
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"It's not a maze because I memorised it" would apply to every maze in the history of mazes. It doesn't stop them being mazelike or mazes.
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We got an Undetectable effect that applies only to developer attention.
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I think I personally hate the corn more, even if it might generally be easier than the other maps normally avoided, just because damn it I don't want my vision to be full of corn and corn and corn and corn and oh look it's a tractor.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2647404#Comment_2647404
Just simply removing the blood point cap would do wonders. At this stage they're clearly not going to do a big overhaul to reduce the grind, so just remove the cap. How hard can that be?
You mean the cap for earning per match or the cap for BP stored?
Because the first one would help killers a bit (survivors less so unless some categories would then be super inflated); the latter only helps people who're already mostly done grinding.