ReikoMori
ReikoMori
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@Heartbound said:
Originally the game was hide and seek and the maps were a lot darker. Looping was actually not intended and only came into being once people figured out survivors had smaller hitboxes than killers. People bad at hide and seek had to do everything they could to stay in the game, and slowly over time the people good at hide and seek suddenly weren't good anymore.
So if you want to get technical people that can't hide would be considered unskillful by original game design. Kinda funny how that happened.
To be fair, Stealth play isn't really rewarded or measured in this game unless you're basically staying in the killer's TR most of the time. The game has never really rewarded being super stealthy even back in 2016-2018 DBD. You can tell they wanted it to be a bigger factor, but never really made it worth while to do because you still needed to do gens and engage with and escape the killer.
@Wraithy234 said:
"Acceptable" in that you are always considered bad and a no-skill when you can't loop. As a survivor I can do basically anything besides looping, and I do get called bad all the time because "other things require no skill".
Are there really no other skills involved in this game?
In a mechanical sense, no. Learning to run loops and string tiles is the biggest mechanical and tactical skill survivors pick up over time. The only mechanically difficult thing you could learn is how to hit great skillchecks consistently, but since you can't really practice skill checks in a controlled setting where you can focus on timing without harming your team it isn't something you should aim to do all that often. There was more of a reason to learn it when old Hex Ruin existed and great skillchecks were the only way to progress the gen efficiently if the hex was up.
Survivor is designed to be mechanically less difficult, but if you aren't good a looping then get good at holding W and just generally figure out what you can do to make the killer waste time trying to down you. Going down isn't really an issue if you can get keep the killer busy for at least 35+ seconds.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2685853#Comment_2685853
I don't think what we think of as a traditional red rank SWF should ever go against even a traditional purple rank killer. Those teams are going to dominate most matches. I also think they need to wait longer for a "red rank" killer.
Then you cycle back into the matchmaking problem we had pre MMR which was when there was very few "Red Rank" players on Red rank queues were excessively long wait times until matchmaking had no choice but to expand parameters and just set up uneven matches just so people could play.
I'm not saying I want people to games that they stand no chance of winning, but matchmaking in DBD has always been hit or miss in some aspect. It is more important that people get into games, even bad ones, than it is to make sure everyone's arbitrary stat gate lines up. Especially since the system being used isn't account for what is actually the skill based parts of gameplay to begin with.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2685711#Comment_2685711
Thats my issue though. The SWF should be made to wait.
This MMR literally put the highest rank possible, against the lowest rank possible. The SWF should have to wait even a few mins more for a green rank or so killer. We dont think its so bad because we are experienced.
If I had of gone against that group in my actual 3rd game, theyd have been flashlight / teabag / pallet bullying. Its only because I was actually landing shots they werent able to.
The swf has enough hours that they wont quit. A killer on his 3rd match in this instance probably will quit, especially if he got it on gamepass / epic for free.
I remember when I was this new for real I didnt even know what the totems did. Or how to patrol gens. Or even what perks to pick - what killer was good.
Consider what that wait time could be. If a SWF is averaging out to be near the 1900 point cap and the only killers playing at the moment are most people with a third as many points since its still a bit early for some of the higher point people to be playing, that SWF could see 30+minute wait times.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2685672#Comment_2685672
You're right. Its just silly. Even if that swf was in queue for 10 mins, it shouldnt be even considering a level 1 huntress with what, less than 2 hours gametime. Like I said 1 guy alone had 1k hours
You also have to keep in mind the time of day you're playing at. If there aren't enough people in your respective MMR range, matchmaking will expand to pick up whoever is available so you can still play a game. It's the the middle of the day in most of NA so people are probably not home. Plus its the holiday season and people are probably traveling which thins out the playerbase considerably.
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@Fantasy said:
I swear SBMM has been turned off since this last chapter.
It hasn't, its just a trash system that only looks at escapes and kills, the two worst metrics to build around, and everyone's MMR's skewed.
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@NatzAshe said:
I mean, have you ever seen a killer ask for a change to the default gen mechanics, that it should be locked for a set time every time after the survivor progresses 33% on it?
Asking for mechanics to hinder the killer's main objective by forcing them to change their target before completion every time they make a progress (hooking 4 different survivors to death) seems comparable to asking for mechanics to hinder the survivor's main objective(repairing 5 different generators to completion).
And there are perks to achieve somewhat similar results. Killers have Deadlock, and survivors have DS. I don't see why people aren't satisfied just by using those perks to counter opponents' play.
We have asked for changes to base gen mechanics for a long time and with good reason.
Tunneling is at times necessary, but generally it gets annoying to be shunted out of the game very early with very little to no real chance to gain BP and depiped for the experience. Should things change around it? Not really. The function of tunneling exposes a flaw in the game design's core where efficient play punishes everyone overly hard. Killers shouldn't need to tunnel because the game should be just complex enough that everyone has a chance to get points.
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@Shenlong1904 said:
Both the forums and the subreddit always were quite killer sided, treating killers like the underdogs while survivors as the big bad villain, but recently this has been worst than ever.
These forums have mostly become an echo chamber for killers who want the game to be shaped around them.
Like yes, I understand that this game is survivor sided, meaning that if both sides try their hardest and play almost perfectly, the survivors will mostly win.
But that doesnt mean yall can just act as if people who play survivor are the scum of the earth.
And holy hell, if the devs really decide to follow the general consensus of the forums, all matches would be a 4K at 5 gens.
The way some of yall get so offended by somebody's virtual avatar crouches over and over again.
Even I have gotten quite stressed because of this game, but I have never, never, never put blame on the survivors or the devs, because, as you so often repeat, "They bought the game, they play how they want"
Recently, almost every post has a variation of "survivor easy and no stress, so survivor players are babies. Killer hard and have stress, so killer players are oppressed".
If killer is so hard, then go play survivor and try it out. If you say it's easy and stress free, there are three things that could make you say that. 1.Low MMR for the skills you have 2.You stress yourself when playing killer. 3. You're lying.
Many times, when you're having a stressful time playing a game, all you need to do is relax and remember, its just a game, and the results don't matter.
But it seems that too many of you have put hours into getting better, and feel you deserve results, and therefore if you dont get those results, you'll feel cheated, which causes you to stress.
Yes, sometimes the game really is unfair, or atleast feels very unfair. But most of this unfairness is created by your expectations.
Hell, for some time i had quit DBD when i had around 700 hours in the game. Because I thought I deserved to win almost every match. And that simply wasn't true.
I play around 70% killer and 30% survivor if it matters.
Alright, rant over
There has been a lot of killer players switching over to survivor and discovering the game is pretty easy on that side of the fence. Personally, I've had far less stress to deal with and doing the standard survivor things like looping, gens, saves, etc. hasn't been particularly hard to pick up.
Survivor is just isn't mechanically intensive and that is ok. Not everything should be, but also keep in mind a lot of killers have hundreds or thousands of hours playing most that specific role. So by default if they've been playing the game that long then they already know how maps run, where deadzones are, how killers would approach dealing with different types of loops. Having that knowledge makes it easier to just play the game in general. Also being a survivor means you're not carrying the entire burden of what is happening in the game alone. Frees up more brain power to think out what to do and how to do it. You aren't really stuck just reacting to everything since you have people you can mostly depend on.
Getting good at survivor if you've already been playing the game a long time, is going to feel like it takes very little skill since unless you're trying to master something like hitting only great skill checks the game isn't really pushing you to learn anything you didn't already understand.
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@SuffixWasHere said:
Hi, I have high light sensitivity after an accident, and every time i get blinded I feel physical pain in the real world if i keep my eyes open. Other than running Lightborn I see no solution in game to deal with this. It's jarring to try to play a game I love and then suddenly feel pain while in the middle of a fun match. I find myself unable to concentrate and typically leave matches after 1 or 2 blinds because it hurts so bad, especially on the darker maps.
I don't think flashlights should get nerfs or be removed or anything, they're a great part of the game and add a lot of good variety of gameplay. I just want to see a darker version of the blinded screen so it still blocks vision, but doesn't physically hurt those of us with light sensitive eyes.
TLDR; Is there any way a light sensitive mode can be implemented?
It would be nice if they darkened the blind again. It hurts my eyes too, but it used to be worse than it is now. DBD in general just needs a suite of accessibility options.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2684472#Comment_2684472
Nope. 4 or maybe even all 5 are lit from the start and if they break them you relight with pentimento. If they get hooked and a dull is still on the map, it becomes a Plaything totem they must cleanse or remain oblivious all game long. If they cleanse it...Pentimento again to make it a lit totem. Regardless, you make the Survivors spend the entire game lighting and breaking totems ..or they can ignore them and deal with the consequences, plus Haunted Ground makes it so there's a 40% chance the totem they cleanse will make their entire team Exposed for a minute. Imagine being in a chase and then a totem falls and you get one-shotted, then hooked and made Oblivious, then the Killer turns the destroyed totem into a Hex totem anyway.
Time-waster and 100% counters Boons. It's actually a good build in general; I've been trying it out at red ranks and it works a treat.
You can just bless over the hexes and deny their effects and Pentimento only works if people cleanse a totem, but since they are using boons they won't cleanse. It's not that much of a time waste and definitely not a 100% counter to boons.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678213#Comment_2678213
I should’ve re worded that differently. Idk exactly what killers should be changed if SWF wasn’t a thing anymore but at least a few would get looked at.
Most killers don't really stand up to a proper coordinated SWF to begin with though. Nurse, Blight, Spirit, and situationally maybe Hag deal with SWFs. Huntress can deal, but depends on their aim and the map. Legion theoretically could as they have the mobility, but have too many handcuffs considering their power isn't even lethal, just marginally time wasting. Artist seems strong, but she's not been out long enough for people to fully grasp how to play her and play around her. Twins are their own worst enemy with the current game state. Pyramid Head is strong, but not strong in a way that changes if you're solo or SWF.
It isn't like killers are balanced around SWF play to start with, which is part of the complaint in the first place. Killers function the same no matter the coordination level of survivors, but coordinated survivors don't approach the game the same way solo survivors tend to. That's another issue with balancing this sort of thing out is most things don't line up equivalently between both sides. People like to pretend it does, but its an asymmetric game so imbalance is expected. Just the level of imbalance and to which side is off currently.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678204#Comment_2678204
I’m not gonna go into any detail but I think a few killers would need to be changed.
Why say something that requires more information so people can understand your point of view only to not give that information?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678164#Comment_2678164
Certain killers would have to be nerfed if SWF was thrown away.
What killer would have to be nerfed if SWF wasn't a thing?
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@GannTM said:
Are we not allowed to play with friends? Do I really deserve to get banned because I like to play survivor with people I usually hang out with? It makes no sense and it’s nauseating to hear.
I have over 1300 hours in this game and have never complained about SWFs in my killer games. If I lose, I either get annoyed by the map, bugs, or I just come to realization that I didn’t play well enough. It’s not survivors’ faults for wanting to play with their friends.
Sorry for the rant, but as someone who probably has more bias towards killer than survivor, I really get annoyed hearing that SWF is off limits.
I enjoy playing with friends as much as the next player, but please try to understand that SWF is often pretty unfun to play against for killers.
Communication and coordination drastically change the color of a matchup in any multiplayer game, but in dbd, the inherent flaws of the balance and game type become heavily amplified.
Killers haven't really kept pace balance wise to deal with SWF and the current balance of the game. It isn't about you not being allowed to do something, it is about the negative affect that option has on your opposition and the game in general. Remember dbd didn't originally ship with the ability to squad up. You took your teammates as they came and learned to communicate purely through in-game cues.
Survivors nowadays have a great deal more information and ability to coordinate which means there should be some scaling of killer's innate strength to compensate.
The question is how do you quantify that? To what degree is the average increase in survivor output while SWFing? Hard to answer questions with no clear solution that doesn't involve significant changes to the core gameplay.
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@Punitive said:
I think it is. This meta perk has saved more lives than the peniciline vaccine itself, lol. Not only dead hard though, but also those perks that grant you a second opportunity with not a big penalisation. Of course, they are necessary, I can't realistically tell you the time I found it as a last resource and saved my life. But this not hide the fact that many of those times in which I used it was because I was the ONE who made the MISTAKE, not the killer. Interestingly, if you compare DH to the other exhaustion perks out there, they clearly work diffferent: live, sprint burst and balance landing are the ones which can reallistically create a gap between chases but these must be triggered anticipately and clarly one of them awards you from playing efficiently: smash hit. In my opinion, this last perk should conserve the benefits of the actual cooldown. In a sum, players should be penalised for their mistakes in game and not be encouraged to use meta perks because they save you again, again and again. This is what encourages a positive core of a balance skill-based game. Though, you played poorly, you get penalised. You play effectivelly, then you are rewarded. No big deals in that. I hope you can understand my point.
Dead Hard isn't a problem, but it feels like a problem. It works well and does exactly what it is supposed to do and nothing more. It's just that what it does is effective in a way that feels bad to grapple with as a killer. You get used to it though
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@katoptris said:
Just like how killers can't admit they're using a sweat build survivors can't admit they are sweating too.
You can see someone's build so it doesn't matter if the killer doesn't want to admit it.
@xili84 said:
I just played against my first bully squad as Artist. 4K btw :) I think they got cocky at the end. I'm pretty sure I'm getting at the 'impossible MMR' rating. This squad, as much as I do not like to admit it, would be my limit.
But why in the world would you deny you are a SWF? Does it pain you THAT much to lose? I have 2k hours played and I'd like to think I see the MASSIVE difference between a coordinated team and a solo lobby :D Is your ego that frail?
The facts are that ALL profiles were french, everyone was carrying a flashlight and ALL of them were swarming any downed body on top of a pallet. They all had breakout. etc etc. All the necesary bully perks where you barely get pick ups/hooks after downs.
The thing is they almost managed to do it, but they underestimated me. As I pulled the one person on gens into the fray aswell. I was pressuring them so hard, ALL 4 of them had to come for saves :D Honestly I am impressed they even got 3 gens done at the end. As only one of them did gens the majority of the time. I had to start slugging all of them. Which is a playstyle I really do not like, but they forced me to.
They were panicking so hard that they would leave hooked persons on hook to the last second and do gens as a duo. Little did they realize I was running shotgun addons. Stay on gen... You go down.
Honestly this is just a massive win for all killers around. I almost wanted to give up after 5mins, but I sweated it out. This is for all of you in doubt, just like me. Karma be upon you!
PS: If you ever play against a team of all french profiles playing like this, let me know. Cause if this was truly just random odds... Then these ppl were truly some of the best survivors I had ever seen. Very ballsy and they knew exactly how to loop an artist. The only reason I managed to down most of them is because of good guesses on my shotgun build.
As Dr. House used to say, "People lie."
He also said, "Life is pain! Everyday I wake up in pain!"
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If the match is enjoyable then I'm not super concerned about the result as long as the bp in the end is still enough for me. I feel like back when the game looked more at bp to determine wins losses didn't get on your nerves as much and people genuinely wanted to play longer games anyway. Right now, killer isn't that enjoyable for a myriad of reasons and I see no reason to play killer when it isn't enjoyable.
Like, I'm not a super competitive player, but playing killer is a purely solo experience so the only thing that really matters to you is how you did at the end of the game. I feel like a lot of people don't get that when they give killers crap about being concerned with kills. There just isn't anything else to be concerned about.
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Gen speed is a problem, but not one that can be solved by necessarily just making them take longer. Gen repair is just an overly simple objective to complete and needs to be redone to be more complex. Games would be more engaging if gens were a more interactive component every now and then. Though that would require some other changes to how many gens need to be done.
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@BabyCameron10 said:
As in take longer the next time you do it? Or are we going to wait 3 years for them to get some change?
Because boons give you a buff and unlock an action that survivors are generally already capable of doing.
Freddy's wake up mechanic is meant to make people value using their specific alarm clocks which move around the map after each use which is better for Freddy than everyone waking each other up.
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@Gorik said:
Just set up the cross progression for Steam and Epic and I noticed my Auric Cells from steam didn't transfer.
Something is telling me this is how it is and that BHVR have likely said it 100 times, but I was using the toilet every time so missed it.
Can anyone confirm or shed some light?
P.S I need Toilet tissue... Lots of toilet tissue! My legs have gone numb and I don't think my dad is coming back from his trip to the store to buy cigarettes any time soon, if at all.
To address the very last part: That's ultra depressing on so many levels, yet also hilarious.
Now as for the cross progression thing in regards to auric cells, it probably won't transfer those due to having been bought through a different storefront.
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That's a reportable thing. You're not supposed to help the killer in that manner.
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Siren Head and Slenderman can keep doing their thing in their own respective areas of the internet.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667719#Comment_2667719
yeah, not really angry.
"why is my bad"
because it's your mistake...
"your reading comprehension is should have covered"
this part just seems kinda you are trying to shift the blame...
That's me having horrible proofreading skills on my posts. I meant to say "which is my bad", but my brain apparently can't handle writing responses at 8 in the morning. Holy crap, no wonder this devolved. See, now I am angry, at myself.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667706#Comment_2667706
"You can instantly fire it"
Yeah, from that it looked like you were talking about PH etc. and artist is supposed to be different. I don't really get why you get angry, when you are the one who made that mistake...
Why would you assume I'm angry? What context is there to make the assumption of anger?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667691#Comment_2667691
Have you played Artist?
It's also not instant thing, it also takes time for her before she can activate and also before she can fire them.
That's literally what i said... I missed an 't, but why is my bad, but your reading comprehension is should have covered for that based on everything else in the post.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667382#Comment_2667382
Don't really know what you mean laggy. I have never had issue with PH and he can get his range quite far with add-ons, can hit throught walls and multiple survivors, also second power... So PH is way better than Deathslinger and he is 115%.
Same for Plague.
Nemesis is kinda hard to compare here, because he has shorter range and his power is often denied over any loop (just crouch).
Not sure about Artist tho, I played only few games with her on PTB.
By laggy i mean there is a short amount of time that you can't just shoot instantly.
When Artist sets a dire crow there is you can't instantly fire it, it has to exist for a second and the more you put out the longer it takes for you to be able to both fire and replenish her crows.
Pyramid Daddy's gotta dig his sword into the ground. Again its like a second, but it isn't instant.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667313#Comment_2667313
Really?
Plague, Nemesis, PH and Artist are what?
Artist is in a weird spot as you could argue that the lag time between dire crow spawn and dire crow firing sort of evens out the 115% movement speed. She's not laggy, but her power is.
Nemesis isn't exactly what I'd call a ranged killer.
Pyramid Daddy's like Artist, his power is a bit laggy to compensate him moving normally.
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@Danyonetta said:
I understand people saying we should never add a real-life killer (I agree) but I feel like Jack the Ripper is so... different? First of all Jack The Ripper was never found / identified so you could really make them a semi-origonal killer who was known as 'Jack The Ripper'. I also feel like these happened so long ago that there is no kind of sensitive area towards the victims. While yeah very sad, it was a long long time ago and the actual lore around the killer could be adapted where the idea of the killer of london idea still remains. I think it would be interesting if they added some supernatrual element to the killer that explained their killing and ability to always escape their crimes and then the crimes suddenly stopping was because the entity took them. So... I think it's definitely possible. This has also been done before in other media where the story of Jack The Ripper has been portrayed but it's kind of adapted.
While other media have made works with Jack the Ripper and the Ripper has went from being a serial murder case to being a full blown legend with different conspiracies there has to be a limit. Storytelling with saucy Jack functions because the reader or viewer isn't meant to be in control of Jack. Even in games where you do control someone with the moniker they are usually so far divorced from the reality of the actual crimes that it becomes just a name.
Dead By Daylight on the other hand is designed to put a horrifyingly violent experience in the hands of its players. It's the sort of game that definitely should not use real world beings as it crosses a moral boundary and once you do add an IRL killer you invite in a crowd of people who can be...unsavory. Like if you've what a lot of True-crime channels of youtube and read the comments, you will see some people who make that community really uncomfortable. They've become detached from the horror of the human condition in a bad way.
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@steamed_hamzzz said:
This is meant to be a horror game, you’re literally being chased by a blood thirsty killer
survivors just standing in doorways or making it literally impossible for you to hit someone by getting in the way is just plain stupid and has no place in a “horror” game. I thought the killer was meant to be the power role?
there needs to be serious balance changes on this game so that survivors actually fear the killer like they’re supposed to
being attacked by a powerful supernatural killer is supposed to actually mean something and make survivors panic, not just brush it off because they know they can heal in 2 seconds
I think future balance changes need to emphasise the horror and “fear” this game is supposed to give survivors because right now it’s completely the opposite, with killers fearing a 4 man SWF with full meta perks
Killers haven't been the power role in a long time my friend.
The real power lay in the hands of coordinated survivors.
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I mash so I can get the action prompt on the first possible few frames.
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@PyramidHeadBigBooty said:
Sure you may say that it all depends on who's using Bubba, obviously, that goes for every killer. But I’ve noticed Bubba's chainsaw lasts more longer than Billy's. And I think that time for Bubba's chainsaw is too OP. With that much time swinging, you can literally hit all survivors near by at once ! I've had a match where Bubba literally pinned down 3 survivors at once. And of course, we were all dead. Also Bubba’s chainsaw is more difficult to avoid than Billy’s. I find this annoying and makes me roll my eyes whenever I see a match and Bubba is the killer. So Idk if it's just me, but I really feel like Bubba's chainsaw can use a de-buff. What do you guy’s think ?
Against beginners Bubba is particularly strong because they don't know how to really deal with him. The longer you play and more you learn about how to engage with each killer, the more Bubba's flaws start to stand out. Bubba's not really that menacing once you realize how easy it is to make him bonk on terrain. He's not as fast Billy so he can turn in circles, but most objects in dbd have collision boxes that are a bit larger than the actual item itself. Bubba's saw can and will get stuck in those and cause him to tantrum which drastically his chase potential with the saw.
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@BigChapAlien21 said:
Anyone else ever start experimenting when they felt the meta perks weren't cutting it for them?
I often found that I was getting frustrated trying to run hardcore meta builds or builds recommended by other players instead of trying to feel out what suited how I played Pyramid Head.
Recently, though, I felt I've found a build that feels both strong and fun. Ruin/Haunted Grounds/All Ears/Nurse's Calling. I used to hate running Ruin since it seemed to die in a few minutes even with Undying, but with Haunted I can use Ruin to bait Survivors into getting exposed for some devastating pressure early on. It felt really good and I got 3 4Ks in a row with the build when usually I go back and forth over and over.
What was it like when you found the build that fit you best?
It took me a while to find a build that worked well for me with Legion. Once I had like a proper meta build though and could start learning the ins and outs of the killer I was able to experiment with different builds. With Nemesis I found that I just kinda like the m1 perks for him as he was already such a mechanically simple killer that didn't really need anything super specific as long as you left a spot of some sort of gen slowdown. I patrol alot so I take kicking perks like Pop and Eruption which works well enough.
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@nikodemo said:
Even if the patch isn't real, these are still good things worth discussing for the life of the game.
I'm also hesitant about removing all perk tiers. I like the granularity they provide.
Maybe automatically give access to all generic perks at tier 1, and every character starts with their own perks already at tier 3?
They don't really provide granularity though. Most perks are functionally worse when not Tier 3 and it isn't as if you can scale back to tier 2 or 1. To have granularity the perks would need to have versions you could swap to and from with enough of a difference between the versions that there could be a statistical reason to switch.
Removing perk tiers would increase bloodweb efficiency and decrease the grind considerable since you're not buying the same perk 3 times. Plus it would make it easier to balance perks on the dev side in the sense its a marginal time save.
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@voiceofguns27 said:
It's been a while since I've seen the double blood point event pop up. I've been burning the anniversary cakes as much as I can this time around. But, I remember when people would just stack BPS the entire event. Sure, there were the farming games, but there are people who burned them to still play the game like it is. As long as if the killer or survivors weren't being selfish (camping/tunneling or gen rushing), everybody still benefitted from it. I don't know if majority of the community doesn't need more blood points or if they simply don't care in general. Maybe they might have already burned them all a long time ago. I don't know. It's just very weird to see single digit party streamers burned when playing killer. As survivor, I've seen maybe one or two killers burn a BPS or anniversary cake.
The current state of the game has robbed a lot of good will from the player base on both sides.
Killers are generally not in a good place with MMR, Boons, back to back to back nerfs without any compensation.
Survivors are generally having a better time in the game, but people are getting camped and tunneled out of the game pretty hard right now.
Nobody is going to really waste a BPS when they most likely won't get a game that is long enough and chill enough to make it worthwhile.
Then there are the people who come back only during events and go super tryhard mode on purpose just to make games super short and waste people's offerings
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@Rule_12 said:
Nemesis in my opinion is one of the best killer if not the best killer like its a huntress without any skill plus the fact that he has zombies mostly of the times not even a joke im getting face camped by zombies and the person that saves me gets hit by them with some addons nemesis is the best killer like its not like nurse,huntress or spirit where its preety hard to master nemesis is straight up the version no skill just win the game as a person that is playing both sides i see that some times as a killer you get very bad games against swf but to have a killer that can easly kill a team of randoms and be abale to fight aganist swf for me personnaly seems ######### makes sens why no one lately enjoys solo queue when you get killer like nemesis
Nemesis is far from being the best at anything. Zombies have some of the worst AI and pathing imaginable. For the handful of times they push someone off a gen or stalk around the hook, you have literally every other moment where they get stuck on literally every little thing that has collision or their pathing breaks and they just spend the entire trial spinning in circles.
His tentacle whip is very lackluster at level one and level three. Using it actively makes chases take far long that if you just m1'd someone. Infection doesn't apply any status effect and his mutation rate can be heavily gated if survivors just walk up to a zombie let them do the infection hit meaning it takes far longer to tier up. There is zero reason to cleanse aside from be able to be injured by tentacle whip which just means Nemesis' m2 just functions like a finnicky, elongated m1. That at best maybe saves you some time on a palette loop and at worst extends a chase by like 40seconds.
His only way to generate map pressure is slugging or quick hooks, he doesn't have any mobility built into his power or addons and he still has to respect high wall loops and the tentacle whip is pretty easy to dodge one you learn the timing.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2661847#Comment_2661847
Then if the killer runs near an object within a radius of 30 meters then the charges should not be removed
The average killer TR is a 32 meter sphere. So this idea falls apart right there.
Another thing that makes it fall apart is the fact that what you want would just lead to the any survivor wanting to avoid the consequences of franklins just running the killer on tiles near the item. It is the sort of thing that absolutely nullifies the perk and sets itself up for abuse.
Not everything a killer makes use of should have a hard counter. Killer is supposed to be the power role and as survivor you're supposed to rely on the fact you have the numbers advantage. You want your item to not lose its charges, get a teammate to go pick it up for you. It's that simple. If you can't do that because you're Solo Q or no one wants to go pick it up then oh well.
As someone who plays survivor mostly in Solo Q I get that getting hit with Franklin's kinda sucks, but it isn't the end of the world even if you lose all the charges just pick the item up before you leave viola, you've got it for the next game which likely won't have a killer with Franklin's.
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@ImBrakingBike said:
DC Button.
If you have an emergency, just close the whole game and go sort that out!
But honestly, the dumbest thing is that there's still no way to differentiate between different reasons for disconnecting. Hasn't happened to me yet because I'm average MMR, but I've seen high MMR players DC because of hackers and it's just dumb that they end up being punished while the hackers jump right into the next game. Makes little sense.
DBD may have dedicated servers, but it doesn't have the backend needed to pinpoint why a connection drops. If it did then a lot more people would be getting benched for much longer periods. To be fair, most games with dc penalties really discriminate between disconnections. If the server pings your rig and doesn't get a response you're just getting a penalty. We probably would have a dc penalty if people hadn't constantly abused the fact that there was nothing forcing them to stay in games.
If you've got an emergency, cool. If you have to leave because of hacking, cool. What isn't cool, but is the most common reason of dcing is people not wanting to deal with certain killers which not only makes the game worse for others, but drastically inflates queue times after a while. The only way to really know hacking is going on is through either activity monitoring in real time which is not a viable strategy or people reporting on it afterwards with proof which is the method that most games use.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2663408#Comment_2663408
lol I don't know how often you play, all you told me was you got back into the game since Mikaela. My point was, after 3 years, you are still coming back to the game, it may be for whatever reason, it may not be for the grind, its for collectibles. Fine whatever.
"Most people on this forum have a general idea of the why, how..."
I disagree, cause I see threads like this all the time, and everyone always says the same things around "why is it here", or "why can't we remove it"
You're interpreting that them not understand the concept of a grind when they're expressing displeasure at the fact that it exists at all.
Also, I told you how much I play directly in the post, hun.
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@FoggyJester said:
I personally think it could put DBD in hot water giving how the game looks GOOD, it's nostalgic, it looks well polished and most of all it WORKS if your game can't even do that then congratulations your game is BROKEN.
but enough about my opinion what's yours?
VHS is its own thing and should be appreciated as its own thing rather than in comparison to a game that has been out five years and has had the benefit of getting into the genre early enough to dominate the market.
If we go by the law of averages things aren't in VHS's favor as there have been a alot of assym horror games made across the spectrum and most of them are dead, dying, or failed to thrive from jump. How much of that has to do with dbd? Not much actually, the others usually fail on their own merits.
RE Resistance: Weird balance, zero long term support
RE Verse: See above, but somehow even worse
Gold Express: Dead in the water
Last Year: Two tries, still can't thrive
Hunt Showdown: It made the right call and just went and did something different enough it is hard to compare
F13: Death By Lawsuit
The list goes on, but you get the picture.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2663186#Comment_2663186
Alright but earlier your point was in WoW the grind is for essentially prestigious items but in DBD it was to be able to play at all, but if you don't play for perks, and don't have all the perks unlocked, this doesn't exactly support your point, because not having all the perks has not stopped you from sticking around on the game for 3+ years.
I aint "going off", it's just people keep assuming I am unaware of the grind, or even want it, when I'm just trying to explain the fact why the grind might still be here.
How does it not support my point when I am expressing that since the grind is bad so I don't really bother with it anymore? One can play this game and not grind in it. I just make do with what I have now since I can go months at a time not even touching this game. Like I said before, I'm not playing for the grind.
My point has been always will be that the grind is prohibitive to full enjoyment of the game and should be lessened or removed.
You shouldn't have to spend millions and millions bloodpoints and hundreds of hours of game time to get the basic tools to play the game.
You have this weird thing where you're not wanting people to make assumptions about whether or not you know or understand the grind, but you keep making the assumption that is what I am doing. Hunny, I've got not enough time or energy to assume anything about you, but you don't have to waste words explaining why the grind is still here.
Most people on this forum have a general idea of the why, how, and what in relation to the grind.
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@Hunter_Main_322 said:
The situation when there are only 2 survivors left and both are hiding in lockers is terrible
After the killer puts one of the survivors on the ground at death and with a calm soul goes to look for the last survivor, since he can no longer lose, just annoying
Since according to the new rules, the hatch appears when there is only one survivor
It is necessary to make sure that with each death of a survivor, the speed of repairing generators increases
Then 2 survivors have a chance to win
This will even solve the problem with face camping, since after the death of the survivor, the speed of repairing the generator will increase and it will become even more unprofitable for the killer to set up camp or tunnel
While devs say they want a two and two that comes with the caveat that you still need to make it to the point where escape is viable to begin with. If you get down to two people and can't even attempt to open the gate, that's problem rooted in the mistakes of your team as a whole or you got outplayed. You're also not owed the hatch either and if you're hiding to try and get it then you're part of the reason hatch functions the way it does now.
Buffing repair speed just because people die is an insane thing to ask for. It's the type of buff that presents killers with a problem that can't be worked around as you'd be punishing them for actually playing the game. At some point survivors have to realize they aren't supposed to be the power role.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2662942#Comment_2662942
lmao why are people explaining this to me, I am well aware the game is grindy
you are proving my point, despite hating the grind, you are still playing the game. You just said yourself there are still perks you want to unlock, hence, the point I made earlier about the grind itself providing a goal. You are still here after 3 years.
If you unlocked everything in year 1, you might have got bored of the game faster when you realised most of the perks and characters are not viable anyway.
But no, after 3 years you still haven't even maxed out a single character.
I would probably play more if I didn't have to think about the grind, but go off boss.
I'm not playing for the perks, I'm playing for free charms most whenever they have something that looks cute.
Also I've been playing this game since 2016. I haven't maxed out a single character in 5 years.
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@Vyne456 said:
I just think of this and if you need to go eat or walk the dog, It would be nice if they added the afk option so other survivors would able to play more rounds if that brings anything into mind. But I could be wrong about the option to play more rounds, but it could be very useful especially if you actually you have to do work in your house.
Most people in SWFs are actively communicating with each other so this can probably just be handled by telling your team and hopping out of the lobby.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2662813#Comment_2662813
Yeah so if BHVR have already given the message they want people to have fun at all levels, then they would have removed the grind years ago.
Yet it's still there.
and people still acting like it is bad for the game, yet they can't stop themselves playing it.
Almost as if... you are the one the grind is designed to get to play the game compulsively.
https://us.v-cdn.net/6030815/uploads/BXYGKHSCYHXZ/shocked-pika.png
I play like 3-4 killers and 2 survivors, none of which have all the perks because i can't be bothered to constantly grind.
I haven't played this game compulsively since late 2018. I went 20+hours a week to 10+ hours every couple of months until recently when I started to playing Mikaela and doing the halloween tome.
People say the grind is bad because it is. If you're new to the game then, sure, you might enjoy it, but I'm far from new and would just like to have perks without having to invest a ton of time. I have over 800hrs in this game and still don't have all the perks because newsflash, bloodwebs make you waste bloodpoints on map offerings, reagents, and other garbage to just get to the perks.
Then you have to buy the same perk three times which is both arbitrary and annoying as there is no real reason to have perk tiers. Perks shouldn't have a rarity tier, they're a basic component of the game that is actually crucial to have. Having the entity eating your bloodwebs is interesting at first, becomes genuinely bothersome when you're just wanting to get your perks rather than having them eat and RNG'd to god knows how many trips through bloodwebs.
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@Blueberry said:
General notes/Early disclaimers
I find Nemesis to be quite lackluster and he feels like a lot of missed potential. I thought we might get a discussion going of potential ways to improve him not only in terms of strength but also in terms of enjoyment to play as and against him. I've got some ideas but feel free to post you're own or simply thoughts on Nemesis as he currently exists.
Firstly I think the #1 goal for every killers design should be to have the survivors play differently. We only have one game mode and well designed killers I think ask something different of the survivors. This philosophy keeps the game feeling fresh and unique even when it's still the same game every time. I find that we have too many killers that have their counter play or play style generally speaking identical to others.
Some positive examples of good design would be things like Nurse, Huntress, Plague ect. Keep in mind we aren't talking about power level here, but simply their play style and how you play against them as a survivor. It's unique to other killers. This keeps the game fresh and differentiating one match from another.
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Nemesis
I'm actually not looking to do much in regards to his tentacle as to me it's very copy/paste to other killers and not a unique experience. We want to emphasize what makes play as and against him unique. I also think improvements in terms of a killers map pressure or mobility are also much better design rather than improving on anti-loop. This allows survivors to have their long fun chases while allowing the killers to still be competitive and not have those long/fun chases lose them the entire game.
- For every survivor currently infected zombies gain an addition 25% move speed.
- Every time a survivor is hit with Tentacle Strike zombies move 25% faster for 10 seconds. During this boost period zombies are significantly louder.
- Zombie detection range increased by 8m and field of view increased by 18 degrees. (Admin Wristband basically)
- Reduce the speed boost gained from tentacle strike on causing infection. (basically only when it's used to cause infection, not cause damage)
- Using a vaccine takes 10 seconds longer.
- Mutation rate when hitting survivors increased by 33% (Marvins Blood)
Essentially our main priority here is increasing map pressure through zombies which is his main feature that is unique. Survivors should actually be actively scared and running from zombies instead of what we have now which is just an annoying thing that shows up sometimes and isn't actually effective at giving any map pressure really whatsoever. I understand the devs have limitations with adding additional zombies which is why I have gone this route. If we cannot have more zombies, then make the ones we do have scarier. We want the zombies to be actively pressuring gens much better than they currently are as well as scary moments of speed increases for the zombies when the killer plays well and lands more tentacle strikes. This creates more risk/reward and skilled plays. The killer may try to greed more tentacle hits to increase map pressure but in turn these are much easier to dodge than if he just went for the m1. Survivors should need to draw zombies away and break line of sight to lose them. More active game play with the zombies in other words.
The vaccine increase is to slow the gen pressure down a little more as well.
The mutation rate change is because it's currently too low to where every Nemesis basically feels required to auto lock Marvins Blood every time and limits build diversity.
The reduced speed boost on only infection tentacle strike hits (not ones that injure the survivor) is to make it a tad less punishing in the fact that he requires 3 hits to down survivors essentially.
You'll notice that most the buffs for Nemesis are rewarding for if he plays well. He needs to be skilled at landing tentacle strikes and infecting survivors to see a lot of these benefits.
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Addons
Not focusing here too heavily but just some tweaks to under performing addons.
Iridescent Umbrella Badge - Survivors are inflicted with Exposed status effect for 60 seconds when using a vaccine.
Shattered S.T.A.R.S. Badge - Increases zombie move speed by 100% for 45 seconds after a generator is completed. Your zombies are silent.
---------------------------------------------
Will be actively updating this post with changes as necessary.
The best thing about Nemesis is his ease of use. He's not the greatest, but his gameplay is very comfy. He just needs some adjustments to the part of his power you're going to rely on the most, Tentacle Whip. The whip needs to be applying a debuff, preferable exhaustion or hindered so that survivors are driven to want to cleanse with a vaccine. Right now one of the biggest ways to slow down Nemmy's snowball potential is to get infected once and never cleanse. Being infected doesn't carry any downside, but it you're infected that means Nemmy can't get the big bonus to mutation rate on first hit. It's better to just walk up to a zombie and left them infect you can then Nemesis himself has a much lower mutation rate build.
You basically deny him quick tier 2 with that strat and the only downside is you take two hits to down instead of three which is...perfectly normal as if he'd not been using his tentacle at all!
Zombie pathing needs more adjustments and AI needs more adjusts, but giving them big jumps in movement speed is probably never going to make it out of the drafts. The most realistic thing is increased detection range.
Increasing vaccine usage time would be a nice to have, but it isn't mission critical considering there isn't a real reason to cleanse to start with.
Maybe 30-40 seconds of Exposed is more balanced for vaccine as it does give killer instinct to Nemesis when someone uses one.
Silent zombies would be interesting, but not having audio cues for things almost always results in a nerf call so I would drop this part. Maybe take the speed boost down to 75% so its more realistic. Again, giving zombies large jumps in movement speed for that long isn't going to make it out of the drafts.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2662735#Comment_2662735
For everyone who has quit because of the grind, I bet there's someone who hasn't quit though, and they're still grinding away for reasons they can't put their finger on.
Cause the grind is addictive. People still play WoW for example.
The grind in WoW rewards you with new and exciting skills, armor, weapons, achievements, and titles.
DBD's grind is awards you...the basic tools required to play the game. Full stop.
This is a spot where I will absolutely say the devs are having a jolly old laugh at player expense as they talk about wanting this game to be fun at all levels, but this grind isn't fun at any level of play when you have this many characters and perks to get. It sucks trying to learn new killers because you have to commit to a hellish RNG laden grind to get perks to test out builds every. single. time. Playing a new survivor is easier, but you can't just swap to a different survivor and run your favorite build. You have to grind for it which is insane as they're literally the exact same aside from their teachables. If you don't play the game a ton you're not going to have the iri shards to bypass leveling every killer and survivor to 40 to get their teachables added to the pool. The basic tools of the game shouldn't require a constant repeat of this grind and then when you add in prestige things get even worse because they make you burn everything you've been grinding for just to get a single piece of a blood cosmetic and marginally higher chance of rare items in the web? Year one, that was fine, Year five though? That's terrible.
WoW isn't perfect, but it does half way respect your time investment. You don't grind anywhere as hard or as long to get things in that game and it is a giant perpetual world where you literally have to walk to places.
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@StarLost said:
Well, it's been a rough morning.
It's actually usually a rough morning.
I'll play a few games to wake up and get the blood moving, and fortunately I have help.
I'm not quite sure what's going on to be honest.
At most points of the day, MMR seems to work well. I get relatively even matches for the most part and don't seem to have many games, win or lose, where I can't do anything.
The morning, from maybe 5am to 9am though...something hinky is going on.
I'll inevitably get full/partial SWFs with incredibly skilled SWFs from China (or at least using full kanji in their names) who just completely mop the floor with me. I'm sure you know these games - the old 'am I really just bad or are these players just that good...hang on, is that guy hacking?': perfect map awareness and coordination on and off gens, split second Dead Hard usage, absolutely spot-on looping and evasion.
I'm wondering if matchmaking/MMR works differently at different hours, or perhaps different regions. Or maybe there are approximately zero killers playing at these ungodly hours and so I'm getting thrown to the wolves.
It at least functions as well as a stiff cup of coffee!
Playing early in the morning on usually puts you against whoever is available. That time of day/night usually only has people who play this game a ton and probably don't share a timezone remotely close to your own. MMR isn't going to override the sheer lack of killers who don't get up at 4am to take some of the heat off players who aren't getting matched with reasonable competition.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2661320#Comment_2661320
The totally disappearing version had much more counterplay. Just get it before the timer is up, suffer no loss. Charges are immediately and quickly draining with the current version now though. Also makes there no reason to bring Overwhelming Presence.
Overwhelming presence and Franklin's don't serve the same purpose even though they have similar effects. Franklin's is item denial while Overwhelming is item shortening. Also keep in mind that Overwhelming is a TR based perk which means that it isn't really doing anything unless you're actively near the survivor, but if you're near a survivor they aren't going to be using their item most likely.
Franklin's was always meant to deny survivors access to their items even when it just made you drop it. Right now it is in a decent compromise and doesn't need any changes as it does exactly what it is supposed to. Also with perks like Hoarder there are now builds around Hoarder and Franklin's that while not meta are particularly useful to at least 1 killer, but only if Franklin's functions as it does now. You can still go pick your item up before it gets a large amount of charges burned same as you could just pick up to keep it from getting eaten outright.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2660566#Comment_2660566
Just a small correction in case you’ve been out of the loop.. keys only work for opening the hatch as the last remaining survivor in the trial now. Regardless of generators completed or not. Hatch only spawns when one survivor is left in the trial.
But yeah, survivors get the short end of the stick when it comes to items vs. killer add-ons. Survivors have to survive to keep their item, and always lose their add-ons now unless running Ace in the Hole (who does that). Killers just need to run add-ons (no item to power them), already earn a great deal more BP, and can too easily counter all items with one basic attack. Like you said, they pay for Franklin’s one to three times and that’s it. Items and add-ons have to be repeatedly bought or found, and people base their builds around their items. Cheap perk in its current form for sure.
Killers have to buy add-ons repeatedly as well, we have the same issues of bloodweb RNG that survivors do and pay the same prices survivors do. The only difference is you have functionally more stuff that you can buy. Franklin's doesn't need another nerf when it is already a situational perk that affects only one aspect of the game, items. Right now, medkits are very strong and an entire team with them makes the game very annoying for killers who aren't in the top 5 or rocking an on-demand instadown power. Add in CoH and they're even stronger. Franklins in its current form is the best balance between what you want and what it was.
Remember, the entity used to just eat your item entirely. Not just take its charges, literally delete it from the game. Just losing the charges is pretty fair by comparison as you can still go pick it up and leave the game with it, but you just won't get the value of it in that trial. Just because you bring something into a trial doesn't mean you're going to get the full value of it.
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@sluc16 said:
After the changes for the key, I feel keys were made almost completely useless, and I have a buch of keys that I just won't use cause I don't see the point.
Does anybody still uses them? And, do they still help at least a little?
Sometimes I feel they should have just eliminated keys all together and come up with some new item with a different functionality.
I still see people load into games with keys, but now that keys function in a way that makes sense people who bring them in aren't usually the ones who get to use them.
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@kaskader said:
@Viable_Golem4375 Aura reading would work after 7 seconds not after the stun.
That's still bad. 7 seconds is more than enough time at that much of a speed boost to break line of sight and hop into a locker or have a strong headstart towards a boon zone with Shadowstep.