Reinami
Reinami
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- Reinami
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@ILoveDemo said:
I just say that it's not necessary to bring Ruin/Pop/Noed/Sloppy every god damm game! Just Had 5 Killers in a row who bring atleast 3 slowdown perks in one Trial. It's just spamming in this point.
The Devs need to look at when bringing more then one Gen regression perk and make sure that it's NOT Impossible to Play the game when you do.
It's like Freddy as a perk.
Pls stop spamming second chance perks!!
I just say that it's not necessary to bring DS/BT/DH/UB every god damn game! Just had 20 survivors in a row who bring atleast 3 second chance perks in one Trial. It's just spamming at this point.
The Devs need to look at when bringing more then one Second change perk and make sure that it's NOT Impossible to Play the game when you do.
It's like replacing skill as a perk.
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@solidhex said:
I'm doing old challenges right now and in Tome 1 / Level 4 there is this challenge "Finish repairing 4 generators while using the perk Dark Sense". So am i really expected to finish 4 generators by hand? I mean, this is a really rare occurrence in a normal game, i can't think of way to finish this while playing solo. Definitely one of the hardest challenges i've seen in this game, next to the "grab x survivors in one match" (because grabbing is so buggy).
Run prove thyself and bond. Then run around looking for teammates on gens and help them.
You dont actually have to do the whole gen just be on it when it completes.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1958565#Comment_1958565
DBD is one the most popular games streamed. And the majority of those streamers play mostly survivor. If survivor were that boring, so many wouldn’t tune in to watch these streams.
I think the reason most streamers play survivor is less about the sides and more about survivor being more chill and less stressful. Like, you can hold m1 on a gen and read donations until you hear the terror radius or something happens. As killer you need to constantly be aware of your surroundings and paying attention at all times.
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@Mineguy said:
I know that part of playing killer is to protect gens but... Why is it so extreme?!
Like, when I don't have at least 1 gen slow down perk I lose to 100%. It's sad because I want to play and test other builds but it's not as good as the same stuff over and over again.
The devs nerfed undying because it was used too much with ruin. But they don't question why all bring that. It's no fun to kick gens just that the survivors have to tip it 1 second and it's like nothing happened.
It's the nature of the gen rush meta. Survivors are rewarded for slamming gens as fast as possible and killers are for slowing that down. This is why NOED is actually a good perk in this meta but survivors dont respect it and instead complain about it. NOED is the killer version of DS you don't actually have to run it for the other side to respect it existing. I'm not sure why more survivors don't respect it but that's a different issue.
Ideally, they should do something like the gen part thing so survivors have to run around the map more rather than just holding m1 for 80 seconds.
Chases are the most fun part of the game for both sides, but they aren't rewarded as much as gen rush/defense.
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@IronWill said:
What kind of kill rate do you want so you would finally be statisfied? According to some voices here, people seem to want to 4k legit every single match. I mean do you guys realize the othr side of the same coin wants to have fun too?
A kill rate of 100% is NOT balance! Balance would be 50/50 which means killers getting a average of 2k in most matches.
Every killer should be able get a 2k/2e which should be considered a draw when two groups of equally skilled players are playing. This should be true at the lowest levels of play and the absolute highest level of play where the top .1% play each other.
I also I think an entire match should be taken into account. If those 2 kills happen during EGC while the survivors slam 5 gens. That isn't much fun. It should be a steadily paced game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1963001#Comment_1963001
5 players at the highest level of play is not the player base. In fact, it's not even 1% of the player base. Normal players do not play the same way and aren't running in SWFs with optimized perks.
Think of this in terms of the Nurse. If high-skilled play indicated a killers strength, then why wouldn't the Nurse be nerfed? It's because almost no one can play her at the skill-cap required to user her. Normal players can't play Nurse at high-skilled levels, so why nerf her based on what less than 1% of the player base can do.
I'm a nurse main who thinks nurse should be nerfed. Just because it isn't common doesn't mean it's fair or balanced. I'm saying they should nerf survivors. And buff solo queue survivors by giving them similar communication abilities as SWF.
Let's put it this way. Imagine a scenario where a new killer offering is made. This offering has a 0.1% chance to appear in the bloodweb. Using this offering does the following:
- killer is able to mori all survivors immediately.
- killer automatically gets max bloodpoints and emblems.
- killer can see the aura of every survivor permanently.
- all survivors are permanently exposed.
Now. Surely killers that use that offering will have a near 100% win rate. But it will only appear in 1 out of every 1000 games due to it's rarity.
Is that offering balanced? Should it be nerfed? Or should it be buffed because it doesn't show up that often?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1962984#Comment_1962984
Sure, I was Red rank 4 before the patch screwed up emblems and have 1,988 hours on the game. Tournament play does not matter, this game isn't made for tournaments, with the best 4 survivors against the best killer is not what normal everyday people play against.
Red rank 4, as survivor, where rank 1 is basically free. That says a lot.
Also, tournaments do matter, because it shows that at high levels of play this game is heavily skewed to survivors. It doesn't matter that its not "everyday people" the devs need to be nerfing survivors to bring them in line, and then buffing solo queue survivors by giving them ways to communicate. Take a look at Scott Jund's recent video discussing this exact thing.
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@Munqaxus said:
Right now, killers are curb-stomping survivors. Sure there is a hit-box issue causing part of it, but even before that, survivors, I felt, were underpowered. I just started keeping track of every game I play on DBD so we have data to actually see what's happening to survivors. There will need to be a lot more games statistics recorded to get an accurate view of what's happening. But even before this, I rarely saw 2 survivors escape. With how easy Killers have it right now, it's definitely not the time to nerf anything survivor sided.,
Now do one with tournament results.
Also, you fail to mention what rank you are, and how many hours you have played. Both very relevant to these stats.
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@Saltjar34 said:
So now that DS and OoO is nerfed, some of us are going after Dead Hard. I made this thread for 2 reasons. One, I hope that this thread ends up above or below a thread complaining about DH so that I get a funny image to post. Second, I'd like to talk about DH and Coup de Grace regarding dashes.
So here's the thing about Dead Hard, it's a perk that lets you dash forward. Here's a funny thing about that mechanic, it is included in so many other games. You have the roll from Dark Souls, the smoke bomb from Cuphead, the shade cloak from Hollow Knight. Don't think they're comparable because they're single player? You have Fox and Falco's side B from the Super Smash Bros series, you have whatever the heck Kabal's dash attack is from MK11. And of course, you have Bloodborne, a game where dodging is pivotal due to the speed of the enemies.
In each of these games, the dash usually serves 2 purposes. To dodge a normally unavoidable or hard to dodge attack or to start a combo. DH basically fills these 2 roles. It can either let you dodge a sniper hatchet or tough blink or allow you to combo into a pallet. Here are 3 problems, 1. You can only use it once per chase. In every single one of my examples, you can dash multiple times in one fight with the only requirement being precise timing. That brings me to my second point, like it or not DH takes sliver of skill to use properly. Sure getting to a vault with the press of a button isn't hard but 1, that's what Bamboozle and anti-pallet is for and 2, there's a possibility that the pallet or window isn't actually safe. And the worst part is, you can only do it once so messing up once would break your momentum.
And now to my last point, in all the games I've mentioned, dashing is can be countered if you see it coming. In the Super Smash Bros series, you can gimp, hit, or just jump from Fox and Falco's side-B. In MK11, a Kabal that spams dash attacks isn't going anywhere and you can just jump and then punish them, in Bloodborne you can... Honestly there are so many options there to counter rolling that I don't feel like listing them.
One of the biggest points I've seen people complain about DH is that it lets you erase a mistake you've done and that's the point of a dash, it lets you dodge an unavoidable attack. If you were to nerf DH in any way, you would only do 2 things, make it so the perk's purpose is strictly dodging or strictly distance, both of which some people hate so let's make a compromise, let's just change Coup de Grace so that it works exactly like Dead Hard. I have an idea but I don't want to list it because I don't this post to be put in Feedback.
Dead hard to avoid an attack is actually fine, it has counterplay, and is totally balanced.
Dead hard for distance is not. Imagine this scenario.
- You chase a survivor around a jungle gym.
- You make a correct guess, you land a hit.
- They sprint burst away to a killer shack and it takes you 20 seconds or so to catch back up.
- They loop you around killer shack no guessing required, and then just as they round the corner, they dead hard to the pallet and drop it.
- Now the loop is reset, and you must take another 20 seconds catching up to them.
In this scenario, there is no counterplaying it. There is a fixed amount of time that it takes the killer to catch up to hit the survivor, and just as they are about to get caught, they can dead hard for distance, reaching a pallet or window they otherwise couldn't. That is the problem. It means against good survivors you need to "win" the chase 3 times, instead of just 2 times. None of the other exhaustion perks have this problem:
- Sprint burst can only be used at the start of the chase, meaning i can actively see they are sprint bursting, and choose to NOT chase them or to continue chasing. If i continue, once i catch up, i only have to win 2 chases.
- Lithe can only be used when vaulting over something, this means you generally sacrifice traditional means of looping around something because you can't fast vault a window. This means you end up dropping a pallet early, or you don't get to loop in the most optimal way.
- Head on can't actively be used in a chase unless playing very sneakily or using other perks that allow you to do so. Additionally, it only gives you ~ a 3 second head start, and can't be used to reset a chase.
- Balanced landing only works in very specific locations in the game. Generally loops don't feature places where you can drop down and use the perk. It usually only gets used in locations where there isn't already a loop. This means it functions similar to sprint burst, and i can choose to not chase them.
All of the other perks, and even using dead hard to dodge an attack, have counterplay in some way. They also all have a downside.
- Sprint burst must walk everywhere or waste sprint burst
- Lithe can't loop as efficiently if they want to use lithe.
- Head on is pretty obvious and can be countered, also isn't as game impacting as the others.
- Balanced landing only has a few places in a map it can be used and can be used in chase far less reliably.
- Dead hard to dodge an attack can be baited out, wasting the dead hard
Dead hard requires you to be injured, which isn't really a downside, because it means you ALWAYS get to use it once per chase.
Dead hard for distance, has no counter.
Ideal changes to dead hard would be:
- After using it, you become broken for a lengthy time, perhaps even the rest of the game, this means you get 1 use where it lets you extend a chase and the rest of the game it maintains its current value.
- It is no longer an exhaustion perk and instead can be used some number of times a match (2 times maybe). This, again keeps it in line and only allows it to extend chases a couple of times.
- It no longer dashes, but double the length of the invincibility frames. You lose invincibility if you attempt to vault. Play some kind of animation to show you are invincible. This makes it easier to dodge an attack with dead hard and allows you to use if for its intended purpose. But if the killer doesn't swing, you don't get to escape for free by just vaulting.
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/1961470#Comment_1961470
Yes. I know all about esports. Dbd doesn’t take skill the same way other games that have pro scenes do. It also doesn’t have a big enough fan base for something that large.
Again, you aren't making any rational point. I didn't say anything about the current state of the game being ready for it. I agree with that. I'm saying those things should be fixed. But if you want to disagree, fine, but at least give a valid rational reason why the game shouldn't be one ever, as in, devs DON'T fix those things.
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/1961454#Comment_1961454
comparing LoL to dead by daylight is very funny, good joke.
You are obviously missing the point. I don't disagree that this game is ready for serious competitive play. What i disagree with, is the notion that the reasons that it isn't ready, can't or shouldn't be fixed. The reason being, is that this game will die, likely in the next couple of years, unless they start doing these kinds of things. Another competitor will come along, and do it right, and people will leave for that game. I mentioned LoL as an example of something that, despite having a decent size field of games similar to it, it became extremely successful, largely in part due to the company taking competitive play seriously. So seriously, in fact, that they pay their pros an actual salary and run a league very similar to the NFL or other major sports leagues.
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@Phasmamain said:
Dbd will never and should never be a tournament game. It’s too random and unbalanced for this
You are implying those things can't be fixed.
This game will eventually die if there isn't a good pro scene. There is a reason LoL is still one of the (the?) most played games in the world.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1961075#Comment_1961075
It was already nerfed before. It will still be strong but fair and needed.
Getting nerfed before doesn't mean it isn't still the strongest survivor perk. 2 things can be true at once.
Also, as a killer main for a long time, i'd argue that old DS was less annoying in a lot of ways, because at least you could juggle survivors to avoid it, or you could run enduring to reduce the stun.
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@MrsPuddles said:
https://forum.deadbydaylight.com/en/discussion/comment/1952325#Comment_1952325
Thanks for that Mr. Dictionary. I know what generalisation is, but from my OWN PERSONAL experience I’ve never gone against a Spirit that didn’t try to be a dick. So my question was and still is, why do these types of players pick Spirit? Why isn’t it Freddy? Or Pyramid Head? I can only comment on what I’ve experienced.
Ah yes, let's ignore facts and logic so we can talk about your "lived experiences" i can guess how you vote.
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@MrsPuddles said:
I’ve noticed that every Spirit player I’ve gone against has one thing in common, they all try to be as annoying as possible. Such as extreme tunnelling, hitting people on the hook over and over, slugging the last survivor and just following them around instead of hooking etc. I’ve noticed it more with Spirit than any other killer. What is it about Spirit that attracts these type of players? 🤔
You are here: Logical Fallacies > Sweeping Generalisation Fallacy […]Explanation
A sweeping generalisation applies a general statement too broadly. If one takes a general rule, and applies it to a case to which, due to the specific features of the case, the rule does not apply, then one commits the sweeping generalisation fallacy. This fallacy is the reverse of a hasty generalisation, which infers a general rule from a specific case.
Example
(1) Children should be seen and not heard.
(2) Little Wolfgang Amadeus is a child.
Therefore:
(3) Little Wolfgang Amadeus shouldn’t be heard.
No matter what you think of the general principle that children should be seen and not heard, a child prodigy pianist about to perform is worth listening to; the general principle doesn’t apply.
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@[Deleted User] said:
This event has got me playing Nurse and my lord I don't think it's ever made me hate the game more haha.
Terrain like randomly doesn't let you blink to the other side of it no matter the blink charge, you swing at survivors and your attacks just phased right through their heads. It feels borderline impossible.
I don't have the best perks sure, but man when you can't do much to stop gens the match is over in like 5 minutes or less. Mad respect for the people that are able to pull this off, I can't get more than maybe one kill a game if I tunnel a little bit out of necessity that's about it.
This is easily the hardest thing I've ever tried to do in the 4 years of playing this game. I always avoided Nurse and she is kinda fun but jfc this literally has me wanting to just never play again.
Dead hard means you have to hit everyone essentially 3 times, it's so easy to break LOS and just drop a chase and heal, and EVERYTHING sucks you into the basement if you blink so much as within its vicinity.
Of course the hardest thing to play in this game has to come with the lovely fact that if you are a rank 1 killer you are expected to be just as good as every single killer, in one of the singlest most ridiculous ideas for matchmaking anyone has ever gone with.
I've gone through 10 lunar tokens so far, and gotten almost no blood points from them because I can't down like anyone; meanwhile 4 lunar toolboxes sure blast through gens real quick.
Alright, just venting, pay no mind if you're reading this with some serious/judgemental voice in your head, better to just ignore it.
When you play for 1000 hours you start to just know what you can and can't blink through.
The thing that is really getting me this patch is the desync. It sucks on survivor side, but also sucks as a nurse because there are many hits where before i would have gotten them, but now i just swing through them.
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@Sand said:
https://forum.deadbydaylight.com/en/discussion/comment/1940804#Comment_1940804
I doubt they care about map rotation. I have played the game 15 matches in a row as killer due to survivor offerings.
That's literally not map rotation though, that is players using the offerings to pick the map.
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@TheeclumsyNinja said:
https://us.v-cdn.net/6030815/uploads/LK2FZISJI0QR/f0069216-819f-4a7a-8c3d-be96681a0d95.jpeg
Anyone explain this?
I was rank 1 before this and im still rank 1, just never seen this before
You rolled it over, got so many pips that it set you back to level 20.
I guess enjoy the chill games for a while as you rank back up, start getting those adept achievements.
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@Jejune said:
The problem i have with "taking the game hostage" is that only survivors can do it. What i mean by it killers can do something equally annoying, but since the game progresses its not taking a game hostage.
This shouldnt be even considered a hostage situation. Survivors are not doing gens because the best way to escape is to hide since killer will patrol the remaining gens. Killer have to paroling the gens to find and then hook them. In my eyes survivors are taking the game hostage since they dont do gens and the killer is taking the game hostage because killer doesnt allow them to do said gens.
In that specific scenario where you have 2 survivors left and lets say one gen left (realistically amount of gens in this scenario doesnt matter). Killer objective is to kill the survivors. Survivor objective is to escape. "Secondary objective" for both sides is to do a gen or to protect the gen. Only one side can realistically do the secondary objective so what exactly do killers expect from survivors (especially solo)
A killer can do it by body blocking the survivor so they can't complete gens, or get the gate, but its much more common in my experience that survivors do it by hiding and not doing their objective.
This is why i think the EGC should be a game-wide thing, and have a hard time limit of like 15 minutes or something, and then they should make it so if a survivor is body blocked for some amount of time, say 10-15 seconds, that they remove collision so they can walk through the killer.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1939220#Comment_1939220
The way OP speaks this looks like a hacker more than anything else, I play Legion and they are not THAT fast to injure 2 people almost simultaneosly in different edges of the map, not even Hillbilly is that fast.
Right, i know that, but i'm assuming OP is exaggerating. They are claiming that they had several games in a row where this happened. As someone with 1.5k hours, i have encountered less than 10 games with a hacker in them. They are very rare. So i'm assuming OP is incorrect.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1939240#Comment_1939240
I’ve had three matches so far and every match someone has gotten hit in the first five seconds of the match. I was the third. The spawn points are messing up I believe.
Again, without a video, we can't help you or explain it. But you should take a video and potentially report it as a bug.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1939220#Comment_1939220
No because the survivor was running past me immediately with legion behind him right at the start of the match. So the legion somehow hit this person in just a few seconds of the match starting
I mean, without video to see what happened there's not much we can say. Depending on the map, and spawns, it is very possible for a killer to find a hit a survivor within a few seconds of the map starting. I think my personal record is around 5 seconds.
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@Dragonshensi said:
Just had a match against a Legion. Not even a second after the match started one of my teammates was already injured. Not joking or anything. Then the I saw with Kindred that the legion hooked someone on the other side of the map. Not even two seconds later she was there and on me. I was hiding in a room in a house on the other side of the map but there she was seemingly fast traveling like a nurse I guess. I don’t know what’s going on with DBD lately but I’m getting so many weird and ######### matches.
Could have been a hacker, but legion can be very fast. Also it would be weird for only 1 survivor to be injured immediately. Are you sure that survivor wasn't running "No Mither"?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1936759#Comment_1936759
The maximum amount of air your lungs can hold is about 6 liters
bars are long.
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@Triforcer said:
This is pretty obvious, but I've always thought the devs have a way, way longer nerf roadmap than they let on in the developer updates. The gut punches to survivors and killers are intentionally spaced and alternated to not drive away one segment of the population for too long.
Killers just got a meganerf this patch, and survivors are next in line with DS/OoO. That means the nerf guns (for the next mid-chapter patch) are squarely focused on the killers. Two of the following three things will happen:
(1) Freddy meganerf
(2) Spirit meganerf
(3) NOED being made useless (probably they will add a requirement that 3 of the 5 totems still be up for it to activate)
They won't do all three, and the third will be saved for the next killer nerf patch. But after those three dragons are slayed, there won't be a lot of obvious candidates to nerf on the killer side...
According to their "data" spirit is fine and nurse needs a buff.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1935786#Comment_1935786
the mitochondria is the powerhouse of the cell
bars
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1935161#Comment_1935161
Way to ignore everything else.
everything else was just more of the same
In DBD, i don't just need to know the health state. I need to know:
Which survivor is hurt? (there are 4 of them)
and you get that from the old hud how?
which skins are they wearing? (new portraits don't show the skin)
and you get that from the old hud how?
Who was most recently hooked? (DS is a thing)
and you get that from the old hud how?
Who is on the last hook? (who can i remove)
What other status effects do they have?
Did one just recently get healed? (Are they by themselves or did a teammate heal them?)
how many times do I need to say "and you get that from the old hud how?"
jesus... are you even trying?
What is the status of the current gens?
right there on the top...you glance at it and you see it.
https://forum.deadbydaylight.com/en/discussion/comment/1935125#Comment_1935125
all you're doing is retroactively justifying the old one over the new one. "I like the old one, so the things it did MUST be right. Therefore I declare these 'rules' for making huds"
https://forum.deadbydaylight.com/en/discussion/comment/1935636#Comment_1935636
This is an immersive horror game. So no, having [BAD WORD] all over the screen is not a good idea.
because? gonna explain your point of view at any point?
ALSO how many fighting games have randomly decided to make the health bars vertical on the edges of the screen?
after street fighter 2? none that I know of. health bars at the top draining towards the center with the timer in the middle basically became an unbreakable rule.
you literallly die in 1 hit on divekick, and they still felt the need to put it there. 🤷♀️
it's like moving with wasd... it's insanely hard to change that and expect success. (unless you're called smash bros of course)
This is such a special case, that it just doesn't apply to DBD. there are no set in stones rule like those.
I'm sure based on your theory there is no wrong way to do it.
I've said there no objectively best hud. you obviously can still make bad ones.
pay attention.
BUT do you think the community would enjoy it? No? Why?Because ITS BEEN AT THE TOP FOR YEARS AND THERE WAS NOTHING WRONG WITH IT
if only you payed attention... you might have realized you're making a strawman.
on the topic of health bars in fighting games, they have improved it a lot. but I'll just let people that play fighting games more explain it
https://www.reddit.com/r/Fighters/comments/e7st75/what_fighting_game_do_you_think_has_the_best_ui/
nothing wrong with something != can't be improved
BARRRRRRRRS are long and easy to see.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1935736#Comment_1935736
You still make noise
Correct, but they have to be literally standing on you.
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@Jejune said:
The problem with grunts of pain is that it you can either be heard or not. If you dont have 100% iron you will be heard and therefore anything below 100% is useless.
Crouching reduces your noise. When combined with no mither, you make virtually no noise unless they are standing on you.
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@BuggyNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1935137#Comment_1935137
It's funny that you're defending your opinion by saying you have a lot of hours on nurse, I also have almost all of my DbD hours on nurse, and she is not op. OP means there is 0 counterplay, once you see the killer you are dead, no one can escape, and it has a near 100% kill rate. If you need 1k+ hours on a killer to make it op, it isn't. Your justification is null, and your argument is worse. Nurse got even worse this patch, I don't even want to play killer anymore.
Ok.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1935341#Comment_1935341
You should apply :)
I'm not a UX designer, i also like my current job/place of employment.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1935298#Comment_1935298
That's fair, although I'm not sure that chorus is really loud enough that I'd expect the devs to make that a priority. I'm fine with them not adding anything else for survivors to do, for example, but I of course also have my pet list of changes I'd like to see. I agree that no one necessarily wanted the new UI, but there are a lot of reasonable motives behind it: modernizing the look of the game as a part of their ongoing graphics overhaul, improving performance (skill checks are more smooth now then they've every been), improving modularity/maintainability, adding UI scaling support to look good on a wider variety of displays, giving players more information in order to encourage "healthy" gameplay (e.g. survivors having a hook state indicator to close the information gap between SWF and solo a bit and to encourage the team to better look after players that are getting tunneled and such), etc.
Sure, do those things, but it is obvious they don't have a UX designer, or if they do they aren't good at their job.
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@Yords said:
You might say that hex totems already are, but that is fully dependent on what the killer does and is not guaranteed especially for NOED. NOED is technically a secondary objective, but the killer shouldn't have to run a perk that creates one. I think that killers should just in general have a side thing to do that can benefit both survivors and killer.
Because of the way the maps are RNG and random. You could have a totem that is never found safely tucked behind bushes, or you can have a totem that is literally on top of a hill or in the open why is this a thing?
Because totem spawns are so inconsistent, it makes many people never run them because they will just lose them immediately. You might also say that they are high-risk high-reward perks, but what is the point if they are so incredibly inconsistent that by the time you start to activate the perk, it just destroyed and then you have 3 perks for the rest of the game? Or what if a killer gets 5 stacks of devour hope but it is in such a good hiding spot that the survivors can't find it. It can be very lame for either side and needs to be consistent and fair for both sides. Hexes need to be changed to work differently just like normal totems.
I believe that totems at base should give some sort of benefit to either side and for hex totems to be changed with it. The hex perks will still do the same thing (probably) but placement and cleansing would work differently.
How should totems and hex perks be reworked? I have no idea, but I really think that they should.
Something i have always thought of is to do one of two things (or both even)
1)
- When a Hex is in effect, all dull totems are now lit to be hex totems,
- Hex perks now work off a token system based on how many totems are remaining (like Thrill of the Hunt)
- For example: Hex Ruin could regress gens at 50% speed per totem remaining: (250/200/150/100/50/0 for 5/4/3/2/1/0 totems left)
- This evens out the Hex perks and makes them less punishing, but also less powerful. So RNG doesn't decide a game one way or the other.
- You rework the hex perks like undying to maybe make it so the hex stays forever at the level 1 dull totem mark even if all are cleansed, or something like that, thus truly becoming "undying"
2)
- All totems reduce repair speeds of generators by 10% for each active totem.
- Decrease the time to repair a gen baseline to 60 seconds
- This means survivors spend more time running around the map to find totems to repair faster, but less time holding m1.
- The math actually works out that if they cleanse all 5 totems before doing gens, it takes the same amount of time it does to repair 5 gens as it does now.
- Maybe even increase the amount of totems on the map but decrease the base repair time even more, so that survivors spend less time holding m1 and more time roaming.
- This could solve the problem of early game for killers while making the game less boring for survivors holding m1 forever.
In either case, give survivors a totem counter as part of the UI.
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@CashelP14 said:
Here is my guide on how to save a lot of bloodpoints while also still completing the rift. Not certain if this is the best route or not but someone can tell me if I'm wrong.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/DXPC0I7VCAEF/sketch-1612973665710.png
From this route you save 235,000 bloodpoints.
Godly as usual.
How do you figure these out? I might spend some time for fun and develop a program to figure out the best point saving path possible at some point.
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@apathyinc said:
Throw one at a pallet right before you break it. Throw one at a survivor before you pick them up. From what I've experienced the extra speed boost has been great. Using them with Monitor and Abuse has been fun.
The pallet thing was mathed out by someone. It's not worth it, you gain like .2 meters overall and then have 1 less bottle during the actual chase.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1935189#Comment_1935189
Yeah, they clearly aren't treating the PTB as some sort of REL environment in which testing needs to succeed before promoting. I'd say it still has a purpose for speeding up fix/enhancement timelines versus just evaluating the damage after you go live and for letting interested players try out the new content early. That feels more in line with how they've been using it, anyway.
I 100% agree about the Twins. 5 of the 6 new perks didn't work correctly, animations weren't done, Victor could easily get stuck in the ground or abducted into the hatch, etc. It was a mess and never should have went live, and they should have pulled it after seeing how bad it was on the PTB. Still, I don't think feedback on strictly cosmetic UI changes and mostly cosmetic animation changes, both of which will likely take a while for people to warm up to, is on that same level of "abort abort abort". The core game still functions and the new content certainly isn't unfinished or broken.
I do wish they would prioritize performance and stability instead of spamming out lots of relatively buggy new content, but you also have to admit there are a lot of players here that are only in it for the new content. If there isn't an event going on, or a new killer, or a big balance change, or something, they're not as likely to play. I'm sure they've calculated that accepting more bugs is okay so long as they can keep the DLC wheels turning. I don't agree with it either, but it's nothing new from them and it's also not the main reason folks are complaining about each new patch, at least on the forum.
I guess with the UI thing is that, nobody actually wanted it. At least as far as we know. It isn't something i ever saw a single complaint on the forum, yet they dedicated time and resources to it. When people have been asking (both killer and survivor) for survivors to have something else to do other than hold m1 and a variety of other small, but impactful changes they could make that they continuously push off and off without ever actually making any real progress on.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1935044#Comment_1935044
I also work in software development and there is no chance in hell lol. Are you expecting them to drop all of their other responsibilities and prioritize PTB fixes? They've proven time and time again that they want to prioritize new content over bug fixes and performance improvements. If they want to change that philosophy, some might be happy (I know I would) and we'd probably see more stable code and faster fixes, but then the "I only play when there's an event or a new patch" crowd might lose interest and cause the player base to shrink. It's not as simple as "just do a sprint and fix all of your problems".
The new UI requires you to look at the top left, top center, bottom right, and center right for information, but realistically the top center is irrelevant since players shouldn't have to look for the number of gens remaining unless they're new. The old UI required you to look at the bottom left, bottom right, and middle right for information. In both cases you're looking "everywhere" but no one cared before; the only main difference is statuses in the top left instead of the bottom left. It's all well and good to pack all of your information in the same corner, but after a certain point it gets busy and you're sacrificing your ability to quickly scan for information. Is it great? No. Is it worth rioting over? Also no.
No, i don't expect them to drop everything, but the PTB is your environment before production.
The point of the PTB, is to test things, make sure they aren't broken, and then fix them before they go live. If they aren't prioritizing fixing issues before they go live, then what the hell is the point of the PTB even existing? Just deploy stuff at that point.
If you deploy stuff to the PTB, and it is completely broken (the entire Twins patch), or everyone HATES an entire new feature you added. you should FIX THEM before they go live. And if you can't you delay the live patch until they are. This obviously isn't the dev's fault, it's whoever is in charge of production who had the go/no-go meeting and thought "yeah let's just go, this is a good idea".
Ideally, you should fix things that need to be fixed. Nobody asked for a new UI, so why did they prioritize that to begin with, why fix what isn't broken? There are some very obvious fundamental problems with how they operate as a company and software team that need to be fixed or this is going to just get worse.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1935083#Comment_1935083
you can also glance at the survivors and see who is hurt. same with perks. same with gens. same with items.
there's also sound cues for stuff...
special pleading at it's finest...
amount of players != complexity of information
Way to ignore everything else.
The difference there is that there is a lot more information there that you need to parse, in the SF5 example, i need to know 3 things:
- What is my opponent doing
- What is the health state
- What is the super meter state
The super meter and health bars are BARRRRRRS, i can easily measure them naturally by just looking at the length. I'm not trying to gauge pixel perfect comparisons.
Look at the Karin in that screenshot and tell me you can't tell the following info without taking your eyes off it.
- Where you are
- Where your opponent is
- What your health is in comparison to your opponent
- What your super meter is in comparison to your opponent.
It gets even better when there are actual graphics/
In DBD, i don't just need to know the health state. I need to know:
- Which survivor is hurt? (there are 4 of them)
- which skins are they wearing? (new portraits don't show the skin)
- Who was most recently hooked? (DS is a thing)
- Who is on the last hook? (who can i remove)
- What other status effects do they have?
- Did one just recently get healed? (Are they by themselves or did a teammate heal them?)
- What is the status of the current gens?
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@BuggyNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1931199#Comment_1931199
Nurse is OP? Going soley off of the mentality of the devs, she has the lowest kill rate so she is the worst killer in the game. Nurse is riddled with bugs, and the shadownerf this patch wasnt the best thing for her. The up/downs on most new maps are H O R R I B L E. The way that survs now can just flick and their entire body is going the opposite way makes it much harder to judge a survivor on where they are going to be. She's only OP in tourneys because they camp hooks and camp 3 gens, which is not fun seeing out in public lobbies. Rarely does a nurse in tourney get 12 hooks/game. Not to mention the amount of hate you get in game. People may love her here but if you are going for a 2 pip 10-12 hooks at R1 you are getting tbagged and flamed when you don't 4k and flamed harder when you do. I get more hate on nurse than any other killer except spirit and even I hate playing spirit.
As a nurse main, with 1.6k hours at this point, she is OP. The "data" is only looking at people who play her once in a while. Once you play her for a thousand hours, then you can come back and say she isn't OP.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1935077#Comment_1935077
so there is a 1 fit HUD for every game that exists? go on... show me...which one is it?
because to me, the fact that they hire people to do this, means there isn't a 1 fit all.
There is not, it depends on design there are tons of ways they can do it. But one of the basic functions of it is. Don't spread all of your necessary information out to all parts of the screen. It should be done in a couple of different ways:
1)
- Condense all of the important information, (survivor hooks, health states, gen counts, status effects) that you need to constantly have to be all in one place, so you can look at say, the lower left corner and see everything you need to know.
- Put all lesser information that you need to know periodically like (perks, perk cooldowns etc) nearby, but not on the same spot, like, put it all on the bottom of the screen, or the top of the screen but in opposite corners.
- Put all scoring information in the opposite end of the screen, because you don't really need to see this information all of the time, you will typically look at it during your downtime.
2)
- Setup your UI in such a way that you eyes follow a path that is always the same. I.E. you need to look at the left side of the screen 1st, then the bottom, then the bottom right corner, in that order, every 20 seconds or so.
# 2 doesn't work so well for games like this, but is probably more suited to RTS, where you get into a pattern of:
- Check my supply, can i make more units?
- Check my resources, can i make more units
- Do i need more buildings?
- What is my enemy doing.
etc.
# 1 is what we used to have.
This isn't saying you can't do cool stuff like, update icons, make status more clear, add hook counters etc. Those things can be done, and you can even redo the UI as a whole visually. But there are still some basic rules you need to follow from a design perspective to make it good.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1933926#Comment_1933926
it is. because you can't demonstrate that one is better than the other.
all you can do, is say you like one more than the other.
for instance...
https://i.ytimg.com/vi/VUgC3FBzQ_0/maxresdefault.jpg
top left you have a mini map, bottom left health, top right score and bottom right ammo.
is this a bad HUD because stuff is spread out?
https://www.wsgf.org/f/u/imagecache/node-gallery-display/contrib/dr/62/ingame_4x3.jpg
on the top you have the match timer (and alive/dead players + characters after it starts)
bottom left you have an image of you + health
bottom middle there's the progress of the game
bottom right power + ammo.
again, is this bad? would it be better if all of this was in the same corner?
https://upload.wikimedia.org/wikipedia/en/9/9a/Dead_Space_2_Screen.jpg
now, you have the health on the character spine, the ammo on the gun and the stasis on his back to the right.
is this bad? would it be better if the info was all on the corner?
https://www.wasd.pt/wp-content/uploads/2017/03/zelda-breath-of-the-wild-screen.jpg
top left you have helth + directional buttons.
bottom right minimap, temperature, sound and time of day with weather
would it be better with everything on the same corner?
information on most corners again...
https://i.ytimg.com/vi/krQM5xG1gOg/maxresdefault.jpg
stuff quite literally all around the screen...
do I need to go on?
I'm going on anyway
https://cdn.videogamesblogger.com/wp-content/uploads/2017/09/Super-Mario-Odyssey-Screen-23.jpg
oh look... information on more than on corner of the screen...
https://gaming-age.com/wp-content/uploads/2020/09/Switch_NSO_DonkeyKongCountry2.jpg
oh look...no information at all until you collect something...
https://upload.wikimedia.org/wikipedia/pt/5/59/Street-fighter-v-laura-karin_screen.jpg
information on the top and the bottom of the screen... on a game that demands fast reaction time to the information on screen... oh wow...
it's almost like most games put the information on more than one place on the screen, and looking at them is not hard...
but instead of showing how spreading the information on the screen is literally the normal thing to do... let's focus on why a optimal hud, is subjective.
back to the dead space screen. if the health and ammo was a number on the corner, it would probably be easier to read, so you can say "that's optimal", like I showed before, having information spread out is not an issue...but let's pretend you have a point here...
you can argue that hacing the hud work in the way it does makes you look around more, increasing a bit the horror part of the game, since your focus shifts to different parts of the screen.
so while one is easier to read, the other is more in tune with the horror feel of the game.
so go ahead. which is the optimal hud? to show it's objective, you gotta be able to demonstrate it's better than the other option in every way
The fighting game example is not a good one. Everything you need is at the top and bottom of the screen, but it's not done the way you think it is.
- The health bar and super meter are giant bars, you can actually see relatively the status of it without actually looking directly at it, because it is a giant bar.
- Often times the bars change colors at different states (health bar turning from green, to orange, to yellow, to red) to indicate status
- Super meters will flash different effects when they are full so you don't even have to look directly at it to know that it is full.
- There are also audio cues that tell you when things happen.
- Fighting games are 1 on 1 and all of the information they display only needs to be glanced at periodically.
- DBD is 5 players, and there is far more information, status effects, debuffs, game state, game information, team state, team health, team position, etc that need to be known requiring more information.
From your SF5 screenshot, pretend you are Laura fighting Karin. Generally your eyes are going to be fixed on your opponents character 99% of the time. Tell me, when you are staring at Karin, can you see how much health each character has? the time limit? how much super meter they have? All without taking your eyes off of Karin? Yes, you can.
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@Alice_pbg said:
optimal huds are subjective. there isn't a 1 fit for everything.
This is incorrect. This is why you literally hire people who are "designers". Someone who is paid to understand the science behind how people think, how people look at things, how people decide what buttons to click and where their eyes go based on color schemes, placement, sizes etc.
It is literally a science.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/1931199#Comment_1931199
No matter how good you are as nurse. You will Always be ran by a good 4 man swf, the BoTB proved this..
I personally haven't run into one that good, but i do get your point.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1931199#Comment_1931199
People don't stop playing because they're bored of winning lulz
Ok.
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@[Deleted User] said:
It is not reasonable to expect the devs to fix every issue identified in the PTB in time for release. It is also not reasonable to expect them to revert time-intensive changes like new animations and HUD updates because of the first impressions of a small subset of players on one platform. People always hate new UI in any software, but once they get used to it they usually realize it's not so bad. I'm expecting the same thing to happen here. It's not perfect, but it's not worth being this dramatic about either.
I also don't recall them every saying MMR would be released in this update - did they explicitly say it was being delayed, or are you inferring that by it not being present in 4.5.0?
As someone who works in software development. It IS reasonable us to expect them to make some kind of changes from the PTB to live. That is 3 weeks most of the time. 3 weeks is 1.5 sprints (if they work in agile, which if they don't explains a lot). If you can't deploy something in a sprint, you are doing it wrong.
UI updates are something that, visually, should take no more than a few days tops, granted the backend parts that hook up to the game might take longer, but those are already done and there. They could completely visually rework the UI again, using the same backend and it shouldn't take more than a SINGLE DEVELOPER a sprint (2 weeks) to complete, this is assuming they have a pretty rigid pipeline of testing. This doesn't mean that it gets changed in a few days or gets pushed out right away, but that it gets put into the next deploy, which should really start being every couple of weeks and not this, one update every 1.5 months they do, especially given how little is done during that time.
As for this UI. Again, as a software developer (one that literally makes UIs), this UI is terribly designed because it requires you to look everywhere for all of your useful information.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1931199#Comment_1931199
Glad you admitted she's OP. I feel that so hard if she couldn't go through walls I think she'd be fine but moving forward why not play a different killer or just stop playing? I'm like you and don't find winning all the time its not fun, but Huntress and Blight are and of course Spirit are fun viable options. They come with their own learning curves but I don't really play Spirit.
They are viable against "normal" survivors, but not tournament level players. I'm not going to waste my time learning a killer that isn't viable at the highest level of play.
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@Ramxenoc445 said:
Every patch that isn't focused on any killer the first day games are like nothing but P3 nurse players. Why even keep playing the game if you only play new changes happen? Or why does the number of nurse players increase when new stuff gets added or things get changed?? Its weird, but also annoys tf outta me because I just can't deal with nurse to save my life because she can hit me before even appearing and gets a 10 ft pole sword after lunging :). I also just play too predictably for them I guess
Because i usually stop playing between updates because there is nothing to do. I'm a nurse main for sheer fact that she is the only viable killer at high level competitive play, and TBH is OP (tournaments prove this).
So when they make changes to other killers or add new ones, i test them out to see if that changes anything. When i realize nothing has changed, i go back to nurse, then get bored of winning 9/10 games (and drawing the other) so i stop playing again for a while.
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@kyogul said:
Doing this in a SWF is easy as you can say how many totems have been done. On top of that, in the case of some hex perks like NO ED, you can 99% some gens or delay completing all gens until all totems are done to prevent it.
It's a different story in solo queue. You can't prevent anyone from doing generators no matter how much you try. Even if you are relatively familiar with totem spawns and are actively wanting to look for totems, you have no way of knowing how many are done by other survivors without individually checking where each totem is, wasting your time and pretty much not doing any objectives, particularly generators. Also, multiple maps have dreadful totem spawns that are difficult to find, particularly Swamp. On top of that, you still have many totem spots that cannot even be cleansed and they're glitched.
Even with Small Game and a map with add ons, you still have to roam around the map wasting so much unnecessary time that you might as well have done generators, so perks in particular don't help out that much in many scenarios. Detective's Hunch is awesome but not consistent unless the team gets generators done, and it's still a ######### situation to have to bring a perk dedicated to totems because of what I just said. It's like telling a killer player who doesn't like DS to play The Executioner if they don't like DS so much and to get over it. Or saying "just wait 60 seconds 🤪."
It's analogous to if there was a survivor perk that gave 25% bonus repair speed as long as there were breakable walls up and simply telling the killer "jUSt BreAk wAlls." For all you know they could have prove thyself and a good toolbox they found out of a chest. I don't understand how people don't get this.
Any time wasted not pressuring survivors is giving them free pressure on you, and the inverse is true as well: wasting time running around the map for several minutes doing totems is giving the killer free pressure.
It's just ######### advice that lacks any context. You're giving the killer free pressure for a perk they may or may not have, and in some cases it's not even worth trying to cleanse totems because of how the game is going. So when people complain about no ed and hex perks in general and just respond with a snarky response of "JuST dO tOtemS", it strikes me as actually not understanding the nuances of what they're talking about.
Just pressure gens.
Saying "Just do bones" is a comment that reflects the gen statement.
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@PNgamer said:
Hey,
don´t get me wrong but im so happy that Devs killed undying Ruin combo. It´s awesome now and if killers play with other combinations of undying the totems get cleared very fast. *thumbs up*
It was nice to not have to sweat so hard at the beginning of a match to not lose 3 gens in the first chase. Ruin + Undying meant that i'd either lose 1 gen, or they'd spend time hunting it down so i can get the game started. I guess it is back to Corrupt + Pop.
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@ShadowRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1929649#Comment_1929649
They confirmed they can’t revert it
I am a software engineer.
I can confirm, that unless they completely deleted all history in source control, it is possible for them to revert it. Depending on how it was done, it might be difficult (have to cherry pick commits and such, or changing underlying systems that other new things rely on) but it is possible.