ReikoMori
ReikoMori
About
- Username
- ReikoMori
- Joined
- Visits
- 1,794
- Last Active
Comments
-
@Crowman said:
All the devs confirmed is that there's no plans for unlimited always active ability for survivors to pick themselves up since that was what the question was asking. This does not rule out the possibility the devs adding a conditional way such as when there's only 1 survivor last standing.
For the sake of accuracy in what was actually said.
-
@jesterkind said:
...Tell me why! I see this sentiment a lot and would like to better understand the mindset behind it, so I'd like to hear about it. There's just one caveat/rule to explanations: DON'T mention 3-gens. Those exist as a problem outside of Skull Merchant and their fix would require changes outside of just her too, so they can't be used to explain why her design is fundamentally unworkable. They may be a problem she is currently involved in, but they aren't just her problem.
So, if you think her design is completely unworkable in a way that doesn't involve the holding of 3-gens, I'd love to hear your explanation of why. I'll be upfront about my bias: I don't think that she is that badly flawed at all, so I may have some counterarguments.
Let's keep this one civil, please. I'm engaging in good faith, I'd just like to understand the reasoning behind an opinion I disagree with.
Her design is too easy to either make extremely problematic or basically non-existent.
Skull Merchant has amazing tracking in wide areas of effect, but if you don't place your drones in places where survivors absolutely have to go through them or disarm they will path around the field even if it is a slightly longer travel to where they want to go. Her stealth and haste are nice, but the haste requires survivors to disarm the drone and in my games people will not disarm them unless I drop them near something need to do most times. So most of the time I don't have haste buff. The stealth is a bit a lacking due to not kicking in immediately upon entering a drone field. She also sort of lacks the innate tools of a true stealth killer and her very readable design sort of counteracts her stealth value. You have to rely on a lot of perk assistance to really drive your stealth.
She has the entire lock on exposed gimmick that I've maybe had go off 5 times as intended? Drones force people to leave loops and focus solely on chaining tiles, but that is to the survivors' benefit as she actually doesn't pose anymore of a threat than trapper if you're just chaining tiles rather than trying to hard loop. So it really doesn't do much good for her as often by the time someone is finally locked on they are also already injured so exposed means nothing to them. Her status as an m1 killer gives her maximum perk synergy, but I would say that doesn't really mean as much these ever since the decision to make a lot of basic attack reliant perks just function with health state loss of any means.
Her flat mobility also harms the value of her long distance tracking. Speed is a big factor in this game and she's just average which is better than being 110% or a walking nurse, but average in the current game state isn't as good as it used to be. She's got the info, but not the power to truly capitalize on if she's being proactive about patrols and chases rather than being extremely territorial.
Skull Merchant's design is current lots of little powers that aren't fleshed out enough or complimentary enough to feel truly useful. You can defend totems or gens the best, but if you don't want to be a defensive territorial player like that you have to put out more effort for less overall benefit. It often feels like her power is to give the survivors an extra minigame with the same level of investment as a glyph challenge. It feels like her design is just very confused on what it wants to be? Is she a hunter with superior tracking abilities? Or is she a stealthy assassin who you never quite know their coming? Or maybe she a stalking killer who takes people down instantly?
Any of these are fine, but she can't do all of them well and trying means she does none of these well which means she becomes a defensive mess. She needs to have one main aspect polished and complimented so she can be the best at it.
-
@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448212#Comment_3448212
While I get where you are coming from (I being genderfluid and bi) your approach is inappropriate and gets more people to look at you and the community you are a part of looking worse to others especially those who don't understand and actually want to understand it and those who are still figuring themselves out.
Not everyone has access to all forms of knowledge and some people who are not straight might still ask this question not because they are trying to be rude or inappropriate but because they genuinely didn't know either from their upbringing or because like I said earlier they didn't have access to said knowledge before asking about it
I used to have your point of view a long time ago and came from a background where that knowledge wasn't readily available to me in my day to day life. What I eventually understood I did have access to and should make use of to get knowledge is the internet. I'm going to hazard a guess that if the person from before is able to access the official dbd forum that they are in possession of or have access to a far better repository of knowledge to sift through than when I needed to start figuring this stuff out. The information is now more visible for all parties than it has ever been.
This isn't esoteric and arcane deep lore, this is day 1 surface level stuff. I'm not against educating people, but read what they wrote and then look at their response to me. It's boiler plate troll tactics everyone picks up online when they want to start a "discussion" is bad faith. I have wasted far too much time trying to be open and receptive in the hopes that these sorts who ask this type of question would reform their thoughts and actually learn something. It doesn't work 99% of the time because there was never a misunderstanding on their part and they don't really care about us in a way that allows them to be receptive to our experiences.
Do not give people who say that sort of thing on the internet benefit of doubt. They will use it against you pretty much every time.
-
@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448201#Comment_3448201
In this specific case I don't want to do that. I have a separate totem defense build of Devour/Thrill for that sort of thing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448207#Comment_3448207
I have a Devour/Thrill/Iron Grasp/Flex Perk build for that. Iron Grasp is to allow hooking away from the totems/drones
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448209#Comment_3448209
Yeah. Penti has the downside of requiring totems be broken first. If Survivors realize the totems are traps they can just ignore them. For this build I want Survivors to seek out totems. For that I need something they'll want to go after no matter what. It's sounding like Devour is the way to go. It lacks the immediacy I want, which means it'll hurt my early game, but once it's going Survivors are going to seek it, so I may be better off aiming for the mid-to-late game.
Most hexes don't have immediate affects anymore. The last big one was Ruin in the old days. You could run thrill or I think Hex Plaything
-
@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447985#Comment_3447985
Hard disagree on that one. Iri shards let newer players buy characters without shelling out lots of money for original chapters. The BP incentives plus reduced grind already make it pretty trivial to level up characters you already own, but there is no way to actually speed up how fast you get new ones outside of spending real money.
Number of shards given at base? The only way to gain shards in this game is exp. And the only type of EXP not boosted by the double EXP is the 300 daily bonus for killer and survivor, which is inconsequential. Double EXP is double EXP, twice as many shards, outside of the daily bonus which isn't really that big to begin with.
Truth is most players just don't think ahead very much. They see something they like in the shrine, buy it, then buy the character with money 2 months later. Double EXP is for sure better than 50% bonus BP, especially with anniversary coming up.
I buy dlc in batches at specific times during the year unless I have the spare income and there is something I really want. So for me iri shards just don't have much value compared to BP which I am in short supply of constantly. I also don't play very much these days compared to a couple years ago when I was playing multiple sessions a day everyday. So only the BP matters for me, as I've got everything I want save a few cosmetics. If they release another cool lady killer I'll spring for her like I did Merchant, but bloodrush is what I need right now.
-
@DH3206 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447893#Comment_3447893
Tell me you're offended, without telling me you're offended. This reaction right here is why society will fall apart eventually. Instead of asking how I was thinking and what my thought process was, you go at me like a dumb baffoon. I'm going to ignore you from now on, since there is no way there could be a civil conversation with you.
I don't have to hide my offense, I'm a queer person in their mid 30's who is intimately familiar with results of civility when responding to the "Why is there not straight/hetero pride flag". I don't owe anyone civility on this topic and past experience has taught me that 9 times out of 10 y'all don't want civil discussion you want to question us in bad faith and get a rise out of us. I'm just skipping the BS a getting straight to the point rather than wasting my time actually trying to educate you. If you really cared and were coming from a sincere place of seeking knowledge you'd know better than to say what you said. So miss me with your holier than thou indignation.
-
@Zeidoktor said:
What do you consider to be the most immediately dangerous Hex perk to go against?
By that I mean what Hex, once you know it's there, will you most likely drop everything to hunt down?
Reason I ask is I'm working on a trap totem build for Skull Merchant. I've got Haunted Ground, Retribution, and Undying, but to tie it together I need something to make Survivors want to go after totems even if they suspect/know it's a trap.
I imagine Devour Hope is the big one. The downside is it needs ramp up time before survivors know it's a threat. I'm after something usable right out the gate.
I used Face the Darkness but I don't think it poses the immediate threat I want.
Last time I tried this build I used Blood Favor. That went well thanks to lucky double Haunted procs.
Is Blood Favor a good choice or is there another Hex worth considering?
Thank you in advance.
Devour is best value overall, but if you have the patience and luck Pentimento can be strong, but that isn't remotely an instant threat.
-
@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448143#Comment_3448143
Well it's a grind reduction for 7 days. You might not be able to buy anything right away but you are working towards stuff. I think it is 4250 xp required per lvl to get 300 shards. That would be 7 games per level if you got 600 per game. A character cost 9k shards so you divide that by the 300 and it takes 30 levels to get 1 character. Times that by 7 for the amount of games per level and it is 210 games for 1 character. So if we do a clean 200 then this would go down to 100 with the double xp.
The time where this starts to lean much more in favor of the bp is when you remove the extra bp bonuses. It's the diminishing returns that really hit the bp hard while xp doesn't have any. The cosmetic changes they did also made it to where there is a large shard sink in the game, so you always want shards since they have a high value.
Maybe it's me, but I already own ever killer except Artist who I don't want and the only cosmetics that I want cost auric cells or aren't in the game at the moment. So I just don't have much use for player xp rewards.
-
@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447985#Comment_3447985
If you are farming BP you would be running cake+ incentive which makes the BP bonus only 16% more. XP is valuable and it's 100% more vs 16%. IDK seems like a no-brainer.
- e spent in a Trial (capped at 10 minutes):
- 1 XP per second
- Emblem Qualities:
- 18 XP per Iridescent Emblem
- 12 XP per Gold Emblem
- 6 XP per Silver Emblem
and 300xp bonus on your first game of the day.
Now, I'm not quite smart enough to do proper math on this, but even with a 100% bonus this far less consistent than a bloodrush and you'd need to play a ton of games to get shards regardless and even with a bonus you're not going to farm enough to buy anything particularly worthwhile unless DBD is the only thing you do for the entire day. Shards also just aren't as useful as bp is, you'd basically be playing for a small rebate on a currency with less value than Auric Cells and less utility than BP. Buying a killer is 9k shards and unless you're sitting on about 7 or 8k right now I don't see the point.
- e spent in a Trial (capped at 10 minutes):
-
@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/378143/why-choose-1-5x-bp-over-2x-xp
thinking in the dbd community is very difficult you have to know :D small calculation you make 20k bps with 5 cakes it's 120k + the 1.5 = 130k xD 10k more bp yippy noice! instead of double xp there would be many more shards but what do I know :D a drop in the bottle seems to make a difference for people
That is 10k times X number of games per day across an entire week potentially. While 2x xp can give you iri shards it isn't at a much faster rate and it isn't an increase to the number of shards given at base. So unless you're playing 80+ games a day you aren't really going to get enough shards to buy anything substantial. If you're looking to get shards only to turn around and use them in the Shrine of Secrets then you're absolutely better off having a bloodrush because it is far more efficient cost wise to farm bloodpoints and run through webs. Considering we can hold up to 2mil+log in bonuses+free rift+plus tomes+rituals.
There is so little value to player xp compared to a solid 7 day bloodrush.
-
@DH3206 said:
Sorry if I offend anyone, it's not my goal or something. I just wanted to know something. I also want you to know I have trouble expressing myself in English, since it's not my first language.
With all the pride things promoting inclusivity that's absolutely fine by me. But since every sexuality gets a flag, why is there no heterosexual flag? I mean, isn't the goal of inclusivity for all that everyone is included? Why exclude one sexuality?
Because heterosexual pride is basically every other day of every other month and socially considered so default that y'all have surpassed the need for a flag that serves a statement that you exist. Cause last time I checked heterosexuals weren't being constantly targeted by wider societal forces and told either be silent about your existence or die. When the Cishet folks experience the level of depersonalization, harm, and cruelty we've historically experienced. We'll make you colorful flag, until then go touch grass.
-
@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447858#Comment_3447858
you seem confused, they're not talking about the 2x ritual. they're talking about the 2x player xp
2x player xp is useless to most players. The marginal increase to getting shards is far less helpful to majority of players as folks tend to need bp to overcome the substantial grind. The shrine used to have more value when you bought a perk once and not have to think about the tiers. The shrine is now overall less value add because it is not much less likely to get a dupe that you can convert into bp due to tiers being separated out and over priced. Getting cosmetics with shards is great, but not that great as the ones for shards tend to be relatively lackluster compared to cash ones currently. The only real worthwhile options the way I see is bloodrush or rift fragments, but bloodrush wins out as it is universally more important to have bp than rift fragments if you're not actively buying the premium track.
Like it's not even an increase to the base amount of shards, just more xp. It's just doesn't math
-
@brokedownpalace said:
Bloodpoints are not hard to come by and everything is much cheaper. More XP means more shards (and rift fragments if you want that), meaning more cosmetics and original characters you don't have to pay for.
(And maybe this is just me but I have hundreds of double bloodpoint offerings across all my survivors and killers)
The 2x multiplier is on daily rituals which means overall you're getting less total bloodpoints and having to go out of your way to play killers/survivors you potentially don't have leveled or don't like playing. The bloodrush gives 1.5x, but it is a consistent multiplier attached to every game you play and stacks with bp offerings. You will always get more bp in a bloodrush setup than a ritual modifier setup in the long run and you don't have to play as many games nor be time gated or challenge gated.
-
@HoodedWildKard said:
Been seeing a lot of complaints about genrushing recently and want to get more views on it. What do you consider genrushing? When is it good tactics and when does it get to the point of being "toxic" and what might be done to "fix" it? How can you effectively counter it?
As someone who plays both roles I have mixed feelings about it. As survivor it feels like you are simply doing your objective efficiently, but as killer it puts huge pressure on you.
Any killer player will recognise the feeling, you are in an early chase, you have a would and your target just keeps reaching loops and pallets, pop, pop 2 gens done and you have 0 or maybe 1 hook state. Survs are 40% done on their objectives and you are no where near. Hell in my surv games i often notice we have 3 or 4 gens done before killer has really managed many hook states at all.
It's easy to go into overdrive at that point, tunnel or face camp for pressure and easy hits. And a lot of killer players will do this, I know I have. Especially since regression has been nerfed so hard. I often feel the need to run at least 2 regression perks to delay gens long enough.
I find the answer lies with pressure or tactical sacrifice. Know which gens to pressure, scare ppl away from, or just guide the progress where you want it. Stake out a decent 3 or 4 gen setup, and keep survs away from it, sacrifice outlying gens to make the clustered ones very dangerous to work on. Killers sometimes kneejerk into face camping, but forget they are at their most dangerous when there is only 1 or two gens left because there is only a smaller chunk of territory to worry about. Unless survs have split gens well.
As for mechanical solutions? The recent balance changes are pushing killers away from regression and therefore channeling survs towards gen rushing. A flat decrease on gen repair speeds seems an obvious answer but could cripple low mmr teams who already sturggle on gens. I've suggested an adaptive handicap before, modify gen speeds and killer move speed based on game progress and who is doing best at their objectives so killers who lose 2/gens early get some breathing space and survs who lose a player early don't feel like the game is totally helpless.
I'd love to know other ppls opinions, and their point of view as well, killer mains, surv mains or anything in between.
Gen rushing never becomes toxic, it is just hyper efficient play. The problem is that the game needs a more stable pacing so people can actually have fun, but currently with the way the game is design both killers and survivors can and do optimize the game to be played at pacing that isn't sustainable. The most direct fixes would be making the survivor objective more complex which introduces a baked in level of inefficiency that in theory should have limited optimization. That means hard time gates where things have to happen at a specific pace due to factors like needing to run to grab an item or do an interaction with another element. In the case of killers the most direct way to fix the level of optimization in the game is to make so strategies like tunneling and camping are useful, but toothless in terms of actually progressing the game. Like if you're really hammering a specific survivor with back to back hooks they should probably not just outright die. That would need a change to how killer gameplay works though that is a bit more complex than I can express at the moment.
@Nathan13 said:
There’s no such thing as “gen rushing” I don’t like when people use that term.
You don't like when people use the term, but it is not a new term and it very much is a real thing. It has been a thing since the beginning and has in many ways gotten worse over time due to power creep.
I feel as if there is a fundamental misunderstanding of what people saying when they talk about gen rushing. I can't understand why people have the position of it isn't a real scenario that actually fairly common, but also has degrees. High optimization strats are just a thing that naturally happens in games across the board and that is to a degree okay. The situation we're in right now though is that even with BHVR having made some minor adjusts to add more base time to the survivor objective they've not really taken a big swing at modifying the objective. What they have done though is continued to add more perks to the game that essentially override the additional time increase while also leaving toolboxes for the most unchanged. Toolboxes are very strong and always have been, they aren't at their absolute peak anymore to be sure. They're still very strong and this is problematic in combination with the stacking of perks that increase gen repair speed or toolbox longevity.
Gen rushing as it is commonly understood is when the pace of game is pushed much harder and faster through survivor objective optimization than a killer can be realistically expected to keep up with. It's not just survivors doing their objective, but the speed in which is getting done. Now, most games won't really be gen rushed even the pacing is slightly higher, but when you're seeing gens are being completed 30 seconds or more faster it becomes significantly harder for the majority of killer characters to keep up. Part of the reason Trapper is as bad as he is currently has to do with the fact that by design he needs more time to set up. That's time he's not really going to have when you factor in the items, addons, and perks that make gen rushing scenarios happen.
In the past it wasn't exactly a prevalent issue due to the requirements of close coordination and generally the level player knowledge and understanding just being low cause we were all either learning or playing in very passive ways compared to how we play now. 2016/2017 DBD is almost entirely a different game compared to what we have now due how players approach to the game has changed. Generally, the skill floor has naturally increased so now bad players today are equal to decent players back then. That's baseline so now hyper optimal play is more universal and power creep has added to this. It important that people realize this and that there is degrees to how gen rushing looks and feels.
Some people will only consider a rush scenario as being a full 4 stack BNP squad running every perk possible that increases gen speed. That's a rush to be sure, but that's at the highest end of the spectrum. What's more common right now is maybe a commodius with wire spool and couple bnps with the every thing being normal-ish perk wise. That's still a rush, but it isn't an extreme rush meaning it's manageable for killers who have some way to pressure the game or move around the map faster than normal. More difficult for killers with no movement speed increases outside perks. Which to a degree is acceptable that's like the low end, but you don't want that multiple games in a row and you don't want the extreme end of spectrum at all. There needs to be real changes made to smooth out the amount swing both sides can put on the game.
-
@nars said:
it has the same model, but costs 30 dollars then hits you with it. just a thought I had.
No it shouldn't.
It would make the monetization worse
-
@Mondhirsch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447178#Comment_3447178
Actually Pinhead is not flexible. Pinheads Cosmetics are ALL linked (except the Prestige one but that is never linked).
The reason why Leatherface and Myers aren't linked is because they were released when no linked Outfits existed. So license holders didn't even care if they are linked because it wasn't even a thing back in the day.
Ghostface is a non-licensed character in DBD (except of the mask).
What I wanted to say is that the Attack on Titan License Holders don't seem to have restrictions to their licence. It's BHVR wanting to sell the whole Outfit.
But why not changing the Shop so you have to buy the full outfit but letting the option to customize them afterwards?
The AoT crossover is a separate case altogether as they are just outfits, but not actual AoT characters.
Jill's cosmetics are from the difference looks she's worn in various RE games. They are more or less unique enough to be treated as locked sets. Which is most likely what Capcom has dictated needed to happen.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447047#Comment_3447047
Sure. For clown it's very meh perk. Take it on blight/oni/nurse/spirit.... The perk gives a lot of value.
More FoV on spirit a killer whose power literally makes her unable to see survivors isn't exactly giving her much value.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446965#Comment_3446965
I was just showing how ridiculous it would be to add more FoV to killers in a same way by a same adjustment. It's just wrong. It ruins the game. If you need it, use the perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447014#Comment_3447014
It removes mindgames to too high degree. Read OP's 1st message - he doesn't want to get FOV-teched. That's basic part of game. Remove it and you can remove other things like survivor items "as a QoL change that affects nothing about balance "
Technically speaking visual terror radius and survivor hud "ruin the game" as they are recent additions that weren't originally intended to be in the game. Yet, because these things were needed they were added because accessibility is more important than perceived tactical advantage. FoV controls or just a better default FoV is needed for accessibility purposes and should be given the same level of respect.
Mindgames aren't going to be harmed by this and if you think FoV tech equals mindgame then you don't understand what a mindgame actually is. That wouldn't be surprise as a lot of dbd players don't actually understand the concept of a mindgame and treat it as if it is a very hard binary tech skill when it isn't.
-
@Luckyfer said:
Weskers in desperate needs of nerfs.
A licensed killer like him shouldn't be that strong.
Make him 110ms or remove 1 charge from his ability.
That's everything,thank you.
He only has 2 charges
He's not even that strong
110% movement speed as a concept shouldn't even be a thing for the killers who have now. He's not a ranged killer so it makes even less sense to ask for this.
-
@MikaelaWantsYourBoon said:
There is no fun when you know you gonna lose against him whatever you do.
Why S-tier killer allowed to have that strong add-ons. What is his cooldown, what is his weakness? Nothing.
How long we will allow him to stay in his unbalanced state?
Because the devs don't make killers to fit into tier list positions. They just make killers. Full stop.
His weakness is actually the same as survivors, dead zones. His power needs him to slam into things and the bump logic in DBD isn't as consistent as folks would like and larger maps can have spaces where there is just nothing for him to bump at all.
Cool-downs:
- Successful Lethal Rush Attack cool-down: 3 seconds
- Missed Lethal Rush Attack cool-down: 2.5 seconds
- Obstructed Lethal Rush Attack cool-down: 2.5 seconds
- Destroying Breakables with Lethal Rush Attack cool-down: 2.5 seconds
Players make tiers based on what a character has.
-
@Orthane said:
We saw the tested Pyramid Head change on PTB just absolutely make him too strong, so it's good they walked that back. But if they're wanting to buff him to make Torment more of a threat, what if things like Pop Goes the Weasel or even Scourge Hooks be effective when Caging? I'm unsure if that would be too strong or not, but right now ALL hook perks are ineffective with Cage, including Killer ones. So if it were only Survivor Hook perks being ineffective, that might be a nice change, especially with the upcoming Pop buff.
Cages are good precisely because they don't have overlap with standard hooks.
That aside you also have the balance issue in regards to scourge hooks as they pick a set of hooks before the match starts, but cages don't exist until the ability is used. If anything would actually break Pyramid Head it is letting hook perks work on his cages he'd be more susceptible to survivor perks and his synergy with killer perks would be a bit too high. Meanwhile his torment which is what needs an improvement like what was tested on PTB would most likely just incur a severe nerf to compensate.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445885#Comment_3445885
Rancor does have consistency, you just have to know how to use it
If you're leaving it up to luck to just happen upon the obsession during endgame then yeah it will be inconsistent
Game Afoot is what lacks consistency, not Rancor.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445834#Comment_3445834
Well, hold on a second- the point being discussed here isn't just if the changes are a net good, the point you raised was BHVR not correctly interpreting feedback, right? And my rebuttal is, they absolutely did. People complained specifically about a free toolbox reset without any loss in efficiency, which is why they changed it the way they did. People complained specifically about the Pyramid Head change, and so they revisited it. That's why the Singularity is relevant, it's another example of them changing the exact thing people were complaining about. There's nothing that they missed the point on, with the sole exception that the only people complaining about Machine Learning just didn't like the core design of it and so there wasn't much to act on there; everything else had an overall trend of what the complaints were, and those complaints were acted on.
I don't mean to be rude or accusatory, but it kinda sounds like your feedback was different and you're extrapolating that out to make a wider criticism about BHVR taking the wrong idea from the community's feedback, but that isn't what happened here.
I see them as missing the mark and maybe my general disillusionment with the long standing issues of the game have heavily colored how their actions seem and how the complaints of others seem. That said, I do not view the way this has shaken out as being a point where this was handled well when in the wider context of the long standing complaints AND the End Transmission centric complaints.
People complain about game pacing every single day on both sides between tunneling and gen rushing. Both need to be addressed, but rather than at the very least not aggravate the issue they did the opposite by making a perk that even in a diminished state still adds onto a major pain point for half of their player base.
As for Pyramid Head, people have been asking for him to get something better for one of his iri addons. The only that gives undetectable for walking on your own trails. It's such a hyper specific addon that there is negative value to using it because undetectable is something much more obtainable via perks rather than a expensive hard to get addon. This change would have fit the bill perfectly if putting it base kit was too risky. I know they read the forum enough to pick up feedback and act on it as well as get in on some of the random memes. So yes, I'm going to judge them harder for not doing the sensible compromise and just nixing the whole thing.
For Singularity, I said they did a good job with that, but doing well with that isn't going to suddenly cover years worth of ground. Machine Learning is a perk that suffers from a design habit they've gotten into over the past I feel like 2 and half years. Where rather than designing killer perks that help killers express their own skill we keep getting perks with obtuse restrictions that are hard to activate consistently or overly reliant on survivors rather than the killer themselves. Which itself is another symptom from an older issue where killer design shifted from generally producing killers with decent powers that feel good to use and easy to understand for the killer player and required a bit more though and mechanical skill to counter from survivors. Now we get killers with hard coded counterplay and overwrought kits that are much less consistent.
Killers have been asking for accessibility features to handle issues with sensitive or impaired hearing and motion sickness. I know these aren't feature that can come instantly, but when you have as many people asking as I've seen on this forum you should say something. I'm not just spreading my personal feelings out and trying to speak for everyone else, but it isn't hard to see the high level of dissatisfaction with the game in this sample size of the community.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445451#Comment_3445451
No purpose? You cannot say this when it pairs SO well with rancor
The speed buff is just an extra effect, you use it for the obsession switching and with rancor you're pretty much tombstone Myers on any killer. You just have to know how to use it correctly
I'm really offended by this given that it is my favorite in my rancor build, slap on NWO, remember me, slug the obsession on 1 gen, boom instant kill, then go hit someone else on a gate. If they're not the obsession, leave them slugged and find another person
If you like it then more power to you, but I don't play Rancor builds and even in a Rancor build if the perk had the same level of consistency as say Trail of Torment it would still overall be better than it currently is.
-
@jesterkind said:
I think you're missing some stuff here.
I'll tackle Machine Learning first because it's really the one thing we just disagree on-- I don't think it's fair to say that a perk is bad because it activates when a generator is completed (after all, Machine Learning is far from the first with that requirement), and I definitely disagree with you saying that you're supposed to be protecting generators. You're not, you're supposed to be killing survivors, and defending generators is just a good way to achieve that goal- that's relevant because while Machine Learning does require you to have lost a generator, it gives you a benefit that helps you to fulfil your actual objective. 10% Haste is nothing to sneeze at, and Undetectable on top of that is a really nice cherry on top. Still, we ultimately just disagree there.
Where I think you're being more legitimately misguided is in the other two. To tackle Scavenger first, I think part of what you missed is the specific feedback that the PTB version required no downtime; it was compared to Built to Last a lot, to highlight that BtL requires you to go hop in a locker and take time off generators to recharge your item. Scavenger, meanwhile, had no required downside; you just got your charges back and could use them immediately. This change enforces either downtime, or a net neutral efficiency; your +50% bonus from the toolbox offsets the -50% penalty from the perk, sure, but if you actually repair through that you're not really gaining anything from bringing the perk in the first place. On the flipside, if you get off generators to actually wait out the penalty's timer, you're not doing generators during that time, which is enforced downtime more than equivalent to Built to Last. It'll remain to be seen just how effective the perk ends up being, of course, but this was very much a direct response to the specific feedback that was given to Scavenger.
Same with Pyramid Head. The "much desired" QoL change suggested on the PTB was anything but; overwhelming feedback was that it shouldn't go live without heavy adjustments, and if they didn't have time to make those adjustments then simply cancelling it (for now) was absolutely the right call. Again, a direct response to feedback, not ignoring it or flying in the face of it.
It's also worth mentioning the other changes that came with this developer update, because those were also a direct response to feedback. EMPs felt too available for how strong they are, so they're reducing the availability. It was hard to tell at a glance when a Biopod was hacked, so they made it more obvious. Straight complaint -> resolution, exactly as with Scavenger and Pyramid Head.
Perks tied to objective loss for killers don't feel good and have far less actual value. We have a lot of much better ways to get Undetectable that are essentially on demand. Machine Learning giving 10% haste on paper is great, but in practice getting that time gated haste at what is essentially random timing can either be extremely helpful or just flat out useless with pretty much no middle ground. It has was the same exact design flaws as Game Afoot but even worse yet covered for by a much larger haste bonus. It's a bad perk. Everything this perk can do is done either better or more consistently by other perks with exception of its 10% haste. That's not enough to ask killers to loss a gen over. It needs rework that brings the haste value down to something less crazy and its restrictions need to reassesed. Considering they called Machine Learn I was expecting that this would be an escalation type perk where as the game progressed gained some sort permanent buff to increase your efficiency.
As for Scavenger, I said in my original post that "diminishing returns are still returns". Yes, they take a 50% cut to repair speed, but they can still stay on gens while getting their charges back. Understand that cut is only a soft loss of efficiency as perks can and will compensate for some of that loss. Toolboxes are too much of an outlier in their current state to be building perks like this around especially when there is already no shortage of unconditional stacking gen speed increase. It's one of the most infuriating parts of this game because people have been telling the devs about this for years. They've done small changes in the past, but there needs to be emphasis placed on stablizing how hard survivors can push the pace of the game. Scavenger exacerbates the issue more because now you're asking killers to not only deal with toolboxes getting even more support, but asking them to deal with them in some way potentially every game.
Pyramid Head has been needing something to make his torment see more use and while I acknowledge the issues presented by survivors and agree to an extent. This was something that would have been really nice for him to have even if they put in his iri addons rather than just shelve the whole thing and give him nothing at all. He has very useless addons that make no sense to iri addons and could be changed around. Why they didn't go that route to start with is beyond me.
They did take the feedback for Singularity's issues to heart and made substantive changes that generally are good. I don't care about the Singularity though and it wasn't even something I really touched on in my original post much at all. The perception issue I did touch one was specifically in regards to killer players. They did well to sort out Singularity's issues which is what I mainly expected them to do, but the perception I spoke of has been built up over a long long period time and will not change just over Singularity having good experience especially when in the same patch Pyramid Head players are getting left in lurch, killers who don't want to continue dealing with toolboxes as they currently exist and the wider issue of gen speed perks being far too forgiving and prevalent for years at this point expressed the problems with scavenger and the same level caution they used with Pyramid Head to call something off entirely didn't get used with Scavenger. We know how badly the game can get with toolboxes, but most pyramid head's weren't going to tunnel and camp folks to such an overwhelming degree.
They take feedback and often miss the point of what is being expressed in that feedback. So sometimes we get good solid on the mark changes that improve the quality of the game for everyone, but more other than not we get weird changes that make no sense, actively detrimental changes that end up lasting forever or get banal bandaid over bullet wound changes.
-
@Veroles said:
I just disagree on principle, because everyone has their own voice and everyone can give their own feedback. Trying to speak for the whole community strikes me as quite selfish of others. Many changes are based on community feedback. Some changes are good, some bad.
Where I agree is that the state of the game could be a lot better and much things are to do to reduce uneven matches.
Everyone of course does have their own voice, my statements don't supercede anyone else's. I only spoke to the sentiments I've seen expressed on this forum, twitter, and what I personally feel.
There are a lot of people who are completely fine with how things have turned out and how things are going. I leave it to them to voice their satisfaction, but I'm talking about a general perception issue that BHVR has to see growing. The last year or so of this game has been some of the most miserable it has ever been in a long while. Not for anything majorly gamebreaking, but just due to people feeling increasingly alienated from the game. You can read it here everyday and you can see it in other areas. A lot of killers are extremely unhappy right now and feel like they aren't being given the same level of attention.
They're asking for accessibility options and getting radio silence from the devs, which is normal, but also active snark and hate from a lot of survivors.
Killers by in large want more ways to express their skill and instead we keep getting obtuse perks with pounds of limitation and pennies of benefit. Killer characters have been some of the most non interactive designs for two chapters straight who are so despised by survivors some of them even refuse to play matches they appear in. Some even go as far as to DDOS others for playing certain killers, I know from experience.
People have been very vocal about long standing issues like maps being far too big for basically most of the killer cast to manage and some maps having far too many palettes and strong tile chains. I've been playing this game since 2016 and we're still dealing with gen speeds being able to be pushed far too fast for a lot of new, casual and veteran players alike. Addressing the self-healing issue was great, it has helped alot with bringing hit and run back into a viable area. Yet, very few killers can effectively use this ultimately because there isn't time enough. While individual killer inadequacies take time to address, the gen repair issue along with toolboxes and gen repair speed perks have basically been untouched.
I'm not trying to speak for the whole community, I'm commenting on what I see everyday when I read the forums. The devs take feedback and still miss the point of it a lot of times. Perceptually it feels like more often than not the miss is in relation to killer centric things currently. If survivors were getting the shaft I'd keep the same energy and lobby for them, but they're fine aside from dealing with tunneling and facecamping(which is getting addressed).
-
@Crowman said:
It's weird, because they did Trial of Torment well. You become undetectable and now survivors have a target to try to disarm. You can either use the undetectable to try to sneak up on another survivor or who it to ambush the survivor that tries to touch the gen you just kicked.
Obviously Trial of Torment isn't a popular perk, but at least it's something you can take advantage of on your own accord.
Machine Learning just feels like a more conditional trial of torment that takes away all your control for it.
I run Trail of Torment a ton and it's actually quite good because I am rewarded for being proactive and able to make plays. It feels really nice to use and pairs well with dragon's grip. Two perks that I wouldn't have gotten to use if gen regression didn't get nerfed so heavily, but on the flip side game can absolutely fly by. Machine learning would have been a great supplement to that build, but instead they made it an even worse version of Game Afoot of all perks.
Game Afoot needs you to be in a chase with specifically the obsession and then also be able to break a palette, wall, or gen mid chase to get a hast effect. That's already a massively bad perk and they seemed to have looked at it and said "What if this but even less reliable". It's so strange to me and it's frustrating.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443858#Comment_3443858
What reward do you get from getting more kill? Please tell.
More BP, better emblem score, Pips if you're concerned about pushing up seasonal rank.
Though the biggest reward is more overall fun and less need to play in hyper optimal ways that often times don't even actually work for the vast majority of people who use them as their skill level isn't actually high enough to extract maximum value.
Making it easier for killers to kill survivors has a lot benefits and conversely if we didn't totally center the game on drawn out hook sacrifices then we could actually remove a great deal of strength from hyper optimal non interactive strategies on both sides and just focus on making the just purely fun to play. This would also have the knock on effect of making people who want to just grief others weirdly enough have to play normal games because they would no longer have benefit of weird game design to back up their jerk playstyle.
-
@TBUK said:
Had my fill of tunnellers tonight from gen5's (soloq for me), last 4 games before i quit for the night, 2 weskers in a row hardcore tunnelling others, on the 2nd i offered myself up, got downed and he still chased the David down across the map (via killer instinct).
Then i had break from the tunnelling for a scratched mirror myrs in the meat plant, just stabbing away then leaving the chase straight away, this went on for 15mins straight(somehow we had 4 gens next to each for the final 2, and 2 of the soloq kept running off after every stab to selfcare) before i just ran up to him to die, had enough.
Followed by final match of the night back into tunnelling with an artist, chasing down some poor sod they caught first, and as usual moves a good distance away firing crows waiting for the unhook and tunnel, a lost match.
For those crying BNP's as an excuse to tunnel at 5 gens, you rarely, ever see this in soloq which is the majority of all games. In my last week of grinding the riftpass (usually uk night time) i've seen 2 BNP when i ended up team with a clear TTV duo swf and ended up getting stomped by a good wraith.
I see them in a solid 40% of my games I've played just during the blood rush alone. Like it got to the point I just dodge toolboxes even if there is just one.
-
It's a flashlight, why people act like this is beyond my understanding. It literally does the same thing as any other flashlight ultimately.
-
@EasyMcgee said:
I know that this isn't realistic for several reasons, but hear me out:
Instead of using skill based matchmaking, we use sweat based matchmaking?
i.e. every perk, item, killer, add-on, offering, as well as number of survs in your party is assigned a "sweat score" determined by community polling or something. The game also tracks how sweaty you tend to play within a match; e.g. tunneling, slugging for 4k, genrushing, or on the opposite end, opening chests, granting kills/escapes, etc.
When you queue for a game, you are matched with similarly sweaty players. You wanna play on badham with 4 BNPs? Enjoy your alch ring Blight. Do you tunnel, camp, and slug at every opportunity? Have this squad scrimming for their $10,000 tourney, since you already play like you're in one.
Idk, I feel like it'd be nice to play a game with my meme build and know that the survivors also aren't taking things that seriously, or know that if I wanna play serious the survivors are up to the task and I'm not gonna be the reason someone quits dbd.
Like, I know that this is never gonna happen, and you'd probably still need some semblance of mmr, but would you guys enjoy something like this?
The biggest roadblock for your suggestion is that basically no one plays this game long term without items, addons, or perks nor does the game or the devs for that matter have an objective way to even attach a score to those things. Not every alch ring Blight is a sweatlord and not even 4 man with bnp has the skill to actually make that strat work for them. So match making wouldn't get any better it would just negatively incentivize people not to use anything that would give them stronger opponents. So you'd have players who are very skilled playing against people with neither the resources nor skill to stand up to them even more than we already do now.
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443977#Comment_3443977
The 5-minute, 15-minute, and 1-hour DC penalties are perfectly fine in my opinion, but anything longer is a bit overkill.
And back when DDOSing was an issue, DC penalties would get really high, I think there is a certain point that they should exceed because it just becomes too much.
And if someone is naturally busy, these DC penalty durations are perfectly fine to have in the game (in my opinion), especially if a bot is going to replace them now, but again, anything more is overkill.
If they are busy to the point of needing to dc on a regular basis, they should prioritize taking care of the business IRL instead of queuing up for DBD games.
If you're getting DDOS, which is still an issue btw, you should understand that the best course of action is just to not even attempt to engage with DBD anymore that day. You disconnect penalty won't go up unless you keep actively trying to play in a bad situation. You basically have to treat it like having insanely poor internet and simply stop playing till it gets resolved.
People have a history and extremely bad habit of playing DBD and wanting to DC from matches until they get the exact conditions they feel will allow them to win. We know from years of previous experience that without the strict penalty people disconnect at alarmingly high rates which messes up games on a large scale. So having a penalty that can scale into days weeks or even months to permanent ban has greatly improved the quality of matches because when we didn't have it wasn't uncommon for people to just quit matches over petty stuff.
-
@ACleverName4Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443849#Comment_3443849
All they would have to do is make her drones AI and roam like the zombies. That literally solves the main issue with gen trapping.
That wouldn't really solve the issue nor would it actually be good for her. Keep in mind they constitute her entire power and already don't offer her basically any value unless they are positioned in places survivors need to go. Even to get her secondary effect requires survivors to feel the need to interact with it, but if they aren't near gens survivors will just ignore them. Roaming drones wouldn't really solve her problems it would just make her have the same problems as Knight and Nemesis.
-
@kyrgyzblok said:
Genuinely, I think survivors need a way to take away drones more permanently. The fact she has 4 doesn't even allow survivors to prevent her from sitting within the same 60m of a map just W'ing to each gen. You take a claw trap, you get hit and she'll just place her replacement 4th back down and there, no progress is made. Even if you somehow manage to catch her at a point where all 3 survivors are able to sync their timings so that the drones: A) Aren't in the unhackable state and B) are not close enough to the killer for her to interrupt you, then even then that's now 3 survivors being tracked for the next 45 seconds and she can still lock off 1 generator after all of that. Claw traps need to stay on the survivor somehow, make some sort of debuff but dear God, there needs to be some longer way of removing her drones from her.
That isn't an option if the drones constitute her entire power. This is a lesson it took the devs a couple years to learn with Trapper which is if you center a killer's power completely on or in an object that survivors can break long term or permanently the killer basically will end up in situations where more often than not they don't have a power. Skull Merchant's biggest issue is the fact that right now her power relies on survivors interacting with it for it's greatest value, but survivors literally have no reason to interact it with unless it is blocking them from doing their objective.
So we have an issue where your power doesn't really help you unless you do the strat that survivors actively hate dealing with. You can drop them at loops and try an use the undetectable, but more often than not dropping the drone just makes some run to next tile. Merchant doesn't really have an answer to other than follow and try to repeat the process. The current range limitations on placement doesn't allow drones to be close enough to overlap so you can't really create large zones when you have your active zone buff to try and chase survivors into. A lot of her issues stem from the fact that her power isn't well for the expectations they seemed to have had in mind for how she would be played.
So, giving survivors a way to deny her getting the use of her drones isn't really a workable option. If she were to be given a proper secondary power that didn't rely on drones then it would be an option depending on how it was handled, but even then it should be more than 12-16 seconds at most. The way DBD is currently plays out too fast to have power lock out moments that last past that amount of time.
-
@Superyoshiegg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443761#Comment_3443761
>If you hit all great skillchecks for wiggling you can wiggle off like a full second faster than normal.
They removed that back in January when 6.5.0 dropped. Hitting the great skill checks now just makes it more difficult for the killer to walk in a straight line, sort of a built in weaker Boil Over.
XD
Holy cow that's...even I think that's pretty bad why would they change it?
-
@JustAnotherNewbie said:
Does hitting the great skillchecks even do anything?
If you hit all great skillchecks for wiggling you can wiggle off like a full second faster than normal.
@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443612#Comment_3443612
Yeah but in an event that a hook is sabotaged and the killer makes a mistake the you should be able to wiggle off. Wiggle perks rarely work as well
There is a reason we don't get much in the way of wiggle perks anymore and generally speaking even if someone sabos a hook for you if they don't actively do something else to impede the killer in most situations you're not getting off unless they screw up royally.
-
@MiniDinkster said:
I happen to play with a lot of lower tier killers (because many of the strong ones are abhorrently boring to play imo) and usually play in a way that I would want a killer to play. Game after game for the past few days has felt so awful. But as of late, it feels like no matter what killer I play, no matter what style of play I do, it doesn't matter. I've been averaging less than 1 kill a game within the last week. I usually don't camp, tunnel, NOED, use strong addons, or "hit and run" style builds. Every time I get the first down, there's already 3+ generators complete, and I feel like I can't keep up in the slightest.
I have a lot of gametime under my belt but every situation just fails and I end up either giving up or just disconnecting because the survivors outplayed me tenfold, and I did everything I could.
I'm afraid to even touch some killers now because their MMR has been raised to the point where I can't play them without having my ######### pushed in.
What the hell do I do?
You keep playing how you're playing and just try to have fun best you, change your playstyle and start running builds geared towards success, or just take a break for a while.
The game is pretty optimized at this point so if you're trying to play killer as a causal experience you're gonna take more L's than W's. You can't really afford to make any mistakes or over commit to any one chase. Lower tiered killers are just struggling in general in the current meta and take a lot more focus and skill to use. Lower tiered killers have to sort of be played a bit sweaty. If you want to have really comfortable games you may need to start playing higher end killers more often, but even then there is a limit.
-
@killeriseasy said:
Anybody feel like the wiggle function is almost pointless? I've had a killer walk to a sabotaged hook, make mistakes while heading to another hook and still make it. I feel like under all those conditions a survivor should be able to wiggle off most of the time.
Wiggling only exists to prevent a killer from holding you hostage indefinitely, but the devs have said that by design it is supposed to on the rare side that you're actually able to wiggle off in most situations.
-
@FrostySeal said:
< New Asymmetrical multiplayer game comes out
< Wowzers this game is so awesome and cool! I betcha this will finally be the game that kills DBD!
< One month passes and the player base for said game drops by 90%
< Second month hits and the game is completely dead and deserted.
It happened to VHS, it happened to home sweet home, and it happened to last year. This game will be no different.
Did VHS ever actually make it to proper 1.0.0 release? As my understanding was that it was still stuck in limited early access.
Last Year's issues are many fold, but what hurt it wasn't player desertion ultimately. It was doing their initial release on Discord's failed marketplace which severely stunted the player base they could even access.
Home Sweet Home survive seems to still be going and never truly had a big player base to begin with.
-
@Luckyfer said:
Yea,no,I'm not going to shy away from the forums bullying and I will speak my mind,no matter how wrong you think I am..
The following killers are absolutely busted/broken/badly designed and in need of nerfs/reworks.
-Trickster
-Artist
-Blight
-Wesker
-Knight
-Skull Merchant
-Dredge
-Nurse(no surprise here).
-Plague
Most of these killer are extremly anti looping and all over the place in terms of ability,making them uninteractive and the only way to beat/win is to extend looping time and gen rush...fun right?
Meanwhile Trapper places traps,but if he was made in 2023 he'd have a lounge attack and be able to jump like Hulk...I think you get my point.
If not,my point is that the previously mentioned killers are badly designed because they are overloaded while BHVR tried to make them as simple as possible results in them making this amalgamation of abilities and secondary abilities that confuse the hell out of anyone,and in worst cases(Artist and Trickster)you can't even win or hope to win,if you get spotted,you say "Yep,time to die"...
The only solution is gen rushing,but...they'll just have a build full of 4 perks for proggresion...because the chases are covered,if they're semi decent they'll down and ignore most of the loops,some of them,Artist and Dredge have information gathering abilities or traveling the map,that nulifies the need for aura reading perks.
In case of Whiskers he even has a Pig like slowdown secondary ability to slowdown the game,his infection.
I'm considering increasing the gen timer in exchange for some of these secondary abilities beign removed...and not reworked,like removed,or nerfing these abilities.
Trickster the killer whomst is bad because he can't control the timing of his keynote power feature, moves at 110% speed, and needs to reload rather often.
Artist whomst is good, but extremely boring and difficult to use.
Blight's fine, I'm not even a Blight player and I think he's fine like at most he needs a very light touch up of his addons at most.
Wesker whomst is good and did nothing wrong ever in DBD. He's not overpowered, his addons are decent and fit him and he's fun and easy to play. Perfect down to the last minute detail currently.
Knight whomst is bad on almost every map even the ones that are supposed to killer sided unless he has like one specific addon. They should probably fix him, but really? Who's gonna bully you for thinking that
Skull Merchant whomst is very bad and does need a substantial rework. I agree, but probably not for the same reasons and desired outcomes you want as by and large most calls for merchant reworks are "Lets just set her and everyone who plays her on fire"
Dredge? Really? Ah yes the power of some of the slowest anti-loop in the game. Definitely needs to reworked I guess.
Nurse whomst good and hard to play and has already been reworked once and several addon passes. Yes keep trying to change a killer with a high skill barrier and naturally strong power to be functionally trash because people forget she can't actually chase survivors nor do y'all want to do so either.
Plague? Really? She's literally never been a problem outside making life hard for new players, but that is true of any killer except trapper.
Don't know why you think if Trapper were made in 2023 he'd have a hulk jump and super lunge when they won't give stuff to killers being made in this current year even though people have been asking for a return to simpler less counter play mechanic heavy killers.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443032#Comment_3443032
Doesn't it already feel earned after you poured in BP for 50 levels?
I feel like it feels earned, but I guess for some reason they don't?
It's probably some complex math problem where they've paced the grind to be a certain length and getting that last 20k bp out of you keeps players from getting things too quickly. This is the part of game dev I don't really understand.
-
@oreoslurpee said:
why does prestiging cost 20k bloodpoints? why did they make it so you cant just prestige without spending a literal dime like before?? i dont see the point in them saying "we want to make the game less grindy" and then proceed to do this
Some weird attempt to regulate the perceived bloodpoint economy
To make prestiging feel earned
[insert whatever game design psychological reasoning here]
-
@mikewelk said:
I never knew you could actually de-pip as a survivor when a killer DC's. That really is dumb.
Always has been.
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442919#Comment_3442919
Seems like it takes a lot of work for an app like this
But as I said
The idea of this post is that you suggest your fixes and modifications in an uncomplicated and easy way for developers
Thanks for the suggestion anyway
My suggestion is uncomplicated and easy by game dev standards.
My suggestion doesn't require them to make much in the way of totally new actions. Clawtrap deployment is rule change or addition where you don't even have to modify the actual values of the clawtrap buff Merchant gets since it is already pretty small. Getting rid of expose is literally getting rid of something that actually complicates the power. Giving her a chase oriented power can literally use code they've already made for Demo or Wesker with the modifications necessary to fit Merchant. The most complex part would be making additional animation for a dash/pounce on Merchant's model. Even the extra animation could be short cut by using preexisting animation and just doing the necessary rigging. It wouldn't look as clean as bespoke animation work, but it would be good enough for government work.
Skull Merchant's problems are very deeply rooted though and if the goal is to have not only just be less annoying for survivors, but actually be fun to play as because though I love her, she's not actually all that fun, chances are she's gonna need complicated work done. Generally speaking though, a lot of people on the forum don't even want to put thought towards making her actually fun and interesting to play or even just decent, they want to make her bad and useless to exact punishment against everyone who plays her since she's not getting deleted.
-
@Boons123 said:
The idea of this post is that you suggest your fixes and modifications in an uncomplicated and easy way for developers
Without spoiling the main idea of this killer power
Oh please don't make her power look too similar to another killer
The goal is to make it fun to play with or against It also made her have more skills to master
https://us.v-cdn.net/6030815/uploads/MU5SDC875O5X/e6018893-5890-4668-87ac-e9f4230e07c4.jpeg
Drop the Exposed condition from her power, it's not really adding much value and outside of literally doing the playstyle everyone hates you rarely get it. If all of her power is going to be in the drones then the drones need to be a more aggressive threat even if that would mean having one less drone overall to compensate.
What I would like to see is rather than dumping all of her power into the drones, they could keep the tracking utility and then you could give her a secondary chase oriented power directly or have her drones give her buffs with no delay or requirement like standing still so they can be more effective tools at a loop. Or fun thought, when she drones mid chase have it just automatically give a clawtrap to the survivor instead of a full deployment.
-
@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442852#Comment_3442852
I would love to have split queues for this reason. I don't really see a way it can work in practice, sadly. People will just join the "for fun" queue because they want easy games, and eventually there won't be a difference between the queues.
You would need to balance the game for competitive play full stop if you want to actually have people split off. You'd also need to make playing a comp ranked mode worthwhile with ranked mode specific rewards like cosmetics. Honestly, I think that would do more harm than good though because then you end up with the problem mobas tend to have where the game balance focus will almost always interfere with casual players' enjoyment. Something working too well in comp mode? It gets nerfed even though the thing is fun for casual players it can't be allowed to exist.
Could make a completely separate balance pass for ranked mode, but that massively increase the workload of the devs.
-
@I_CAME said:
Seeing the perks some of the people on this forum use... I can definitely see why a lot of you think playing killer is hard. Builds like this won't cut it against good survivors.
It doesn't always work, but when it does it works real well. Doesn't fair well on Rotten Fields though.
-
@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442289#Comment_3442289
The DS stun and most of these changes would be reverted after 2 or 3 months,my thoughts.
It's a way to force Killers to relearn,and allow then to adapt to a world where tunneling doesn't work.
You're just going to spend a huge amount of time just laying on the ground and then the changes will get reverted because the players who will be harmed by this are people genuinely playing the game in earnest not people who are tunneling you out as a griefing troll stunt.
Survivors also have an extremely bad habit of weaponizing the things they get as anti-killer tech base kit rather than using it as intended. A great deal of tunneling in this game happens right now because survivors are obsessed with getting "base kit bt value" by constantly going for bodyblocks for the person that unhooked them. Someone who is the least likely to actually need a bodyblock cause they are usually healthy. So you've bodyblocked for a healthy survivor and are now in deep wound status, there is no point is trying to go for the healthy survivor since you've inserted your back into danger on purpose.
DS even though it was never base kit, it was a perk that spent a long time being a near unconditional forcefield and was weaponized in ways that absolutely messed up the game for players playing normally while doing basically nothing for griefers who you're actually mad at. Y'all did that, as a collective group survivors did way more to get DS nerfed to the position its now than any amount killer complaint ever could. Tunneling shouldn't be as effective as it is, but these suggestions aren't the way to go if the goal isn't to kill the game by driving off people who aren't griefers. As it stands the game is designed in such a way that tunneling at times may be necessary and the devs have been consistent in stating they want these sorts of strategies to be mitigated, but not destroyed.
You have tools you need in the form perks to deal with this, you just have to make the decision to use them over whatever you're using now. It won't always help, but when it does it helps a lot.
-
@Phyrqc said:
No offense but just by looking at your perks of choice it's easy to tell that Slinger wasn't the issue here.
The perks are fine for what I want to do which is minimize my TR, know when they're healing, and disregard flashlight. I don't really see the point of running gen slowdown and honestly it wasn't needed. I just couldn't effectively handle a team of pre-runners using a killer I just started learning a few days ago.
-
@CatnipLove said:
It's probably just them goofing. I very much doubt the majority of butt dancers are snickering or laughing maniacally. Streamers do it all the time and they aren't getting agro, they just say "gg" and move onto the next match. They don't seem to exude any hatred towards the Killer, it just seems like they are messing around and having a laugh.
Let me, a wisened old DBD player share an experience with you.
I don't even bother going to exit gates if I don't think I can get a hook out of it and I'll tell you why.
On more than one occasion I've had to deal with people being extremely malicious and bold enough to say as much. They wouldn't leave unless I watched them leave because they wanted to rub in their wins. Not only were they bold enough to admit they basically were holding the game hostage, this was before EGC, until they got their satisfaction. In endgame chat they also felt the need to call me a plethora of slurs. Some of these players were content creators, not big ones, they never got famous and didn't stick with the game or got banned who knows.
So from my experience it is almost always about them wanting to exert a measure of malicious control over me and I refuse to give it to them pretty much every time and when they throw down palettes and start vaulting to draw my attention I go do something else. It's been a long time since that sort of maliciousness has happened, but I have learned to just let them stand there and be sore winners risking getting grabbed by the entity while I go kick palettes or walls for BP.
Never underestimate the depths people will sink to in this game. Heck, a couple weeks ago I got DDOS for Skull Merchant, not three genning either. Just playing her as a stealth killer and spending most of my time undetectable. I downed someone when they misplayed a loop and then I got a DDOS as my reward. This game has a lot of two-faced folks on both sides.
-
@C3Tooth said:
You have character's FoV and your camera FoV. It should be like survivors (or alot closer), except its gray'ed out outside 87 degree.
That would be borderline unplayable
