Reinami
Reinami
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- Reinami
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@DominicR529 said:
I find it funny when killers complain about "gen rushing" like sorry for doing my only objective in the game. Is it my fault that you cant apply map pressure well enough??? The term "gen rushing" is laughable and only serves 1 purpose which is as an excuse for terrible killers when they get outclassed. Killer mains only seem to know how to complain, it's not like we are the ones with the ability to kill our opposition
I find it funny when survivors complain about "camping" like sorry for doing my only objective in the game. Is it my fault that you cant apply map pressure well enough??? The term "camping" is laughable and only serves 1 purpose which is as an excuse for terrible survivors when they get outclassed. Survivor mains only seem to know how to complain, it's not like we are the ones with the ability to run away from our opposition
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1508135#Comment_1508135
They said something about MMR being calculated on the background without using them to affect matchmaking.
Previously, matchmaking was based on ranks. But MMR wise, you and your opponents might be drastically different and say if you lose, you lose a lot of MMR and if you win, you get very less.
Even though you've played against people with ranks similar to yours, their MMR might be much lower and since MMR isn't a factor in matchmaking it will take longer before it gets stabilised.
Bro, i have 1k hours as a nurse main and regularly 4k proably 70% of my games before this change at rank 1, something is off. I get that ranks aren't being used anymore, that's fine, I'm talking about the disparity in play. I'm playing people with double digit hours in this game with my 4 digit hours.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/178906/mmr-making-me-feel-bad-playing-killer
Any killer you rarely play will have less MMR. So you get weak opponents until MMR takes you where you belong.
I figured that, for my wraith and billy games, i don't play them much and just finishing up unlocking everything for my killers. But i switched to my nurse main and it was just as bad. I haven't had a single match where i wasn't stomping and had to hold back just so people had fun.
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@Fr3e said:
I know there are reasons that they cannot, but I do think they should be allowed, at least, a LIMITED chat option with the survivors in pre-game lobby. If anything I think it could be funny and in a good amount of situations could just allow the killer to say "GLHF" before every match to maybe defuse potential toxicity before a match even starts. It could also give some killers a chance to say "Hey, playing a killer for the first time etc..."
I don't know the exact number of chats that should be allowed, I was thinking like maybe 3 or 4 but maybe there doesn't even need to be a limit. I don't mind friendly trash talk so even if that's all that gets exchanged most of the time it really wouldn't bother me. I also don't think it'd give an advantage to anyone unless the killer willfully gives info to the survivors which is just dumb; also win trading can happen with or without a pre-game chat.
Oh and for anyone who would bring up "immersion," this game threw horror immersion out the window a long time ago lol
Curious what others think about this idea...
I'd be for it. Part of the problem is people not seeing the other side as actual people behind the screen. And the only time you are allowed to communicate is after the match is over and tensions are high. I'd love to start all my games chatting with survivors and telling them GLHF or something.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1507693#Comment_1507693
That's it! Blueprints. Wasn't sure how hard it would be to switch from that to pure C++.
Yeah, but there's nothing wrong with blueprints. It is fully possible to make a good game in blueprints. Try following a tutorial sometime, UE4 is free unless you sell your product. Blueprints are also extendable with your own code, i think it uses C++ in the background, might be C# i don't remember exactly.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1507667#Comment_1507667
It's using an IF system box. Its all linked and I believe that's where the problems derive from. Not actual coding but a plug-in style.
That's how UE4 works though, i'd bet most of the game is blueprints.
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@AVoiceOfReason said:
from scratch and not use the spaghetti code that you guys started with? Like a separate team take everything from the current game and recreate the engine from scratch then add everything in to the current update instead of trying to fix the current version then replace the current game with the better version? I know its a long stretch but maybe it would help with updates and such. If you can't or don't want to say anything then that's fine but could you at least say, "Cannot say".
As a software engineer (not in games) i can say that this is not really done for this type of thing. Generally you only rework/scrap the old thing and completely rebuild it if there is some fundamental design flaw in the core system. Dead by daylight is build in UE4, because of that, it seems unlikely that there is some core fundamental problem with how it is designed. It also probably isn't as "spaghetti" as you think it is. It is likely that there are certain pieces that need work, but generally it is going to be much easier to rework those pieces, then try to completely rework the game.
On top of that, even if they were to do this, it would likely result in it's own new types of problems that the new system would have. Software engineering is a complicated field.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1504377#Comment_1504377
Sorry to break the news to you but I'm not a scrub. I can run a killer for 3+ gens with a competent team. Sometimes you don't get a competent, and also get a scummy killer. I'm less mad about the fact that the killer played scummy, I'm mad that he thinks he played skilfully. "GG EZ" when he cheated out tons of chases and hook states with NOED or a mori. Anyone can *say* it was pure skill under those conditions, it just wouldn't be true. So thanks for the dictionary, Einstein, but scrubs have nothing to do with this discussion.
You obviously didn't read any of what i linked or showed. By definition you are a scrub.
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@Toastyy said:
Okay now you're probably already thinking "Uhh another 12 year old making another FNAF post about how Springtrap would be cool for DBD " well yes it is another post about Springtrap but I'm not going to be talking about how he should be in DBD, I'm going to be more talking about how people are against it and the reasons they give. Sure if you don't like FNAF that's fair not everyone is going to like it but the main reason I keep seeing people saying is they don't want it because its a kid's game or its too childish.
Now yes the game is rated 12+ and it looks like a very simple jump scare indie game. But FNAF isn't just that there is a lot of secrets that it withholds that requires you to do a lot more digging than usual. So to make it simple for people who may not understand the animatronics are possessed by the souls of dead children that have had there dead bodies stuffed into the animatronic suits. Now William Afton the main villain in FNAF was behind all of the child murders and was the one who stuffed their dead bodies into the animatronic suits. William Afton achieved this by luring the children into a secret room with a older animatronic suit that could be worn this is whats called a spring lock suit or what people most commonly know it as Spring trap and murdering the children. Eventually William Afton was killed by the spring suit due to a mechanical failure resulting in him being killed in the suit and being trapped in the suit forever.
That's a brief overview of FNAF's story there is a lot more to it but i'd be here for hours typing it. I feel are people calling FNAF childish, basing all their opinions on the core game and not really the backstory or secrets behind it all, I wasn't really into FNAF either until I heard about the backstory of it, that's when I started to become really interested with FNAF and dove more into it to realise how disturbing the franchise is.
Feel free to express your thoughts on the matter but please only constructive criticism.
No.
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@Venoxxie said:
Some maps have easy spots, some maps have hard spots. It all depends on the map. Maps with easy spots need a liiiittle bit better spots and those with hard spots need easier to find spots.
However, if anything, they should make the killer spawn closest to their hexes and have the survivors spawn no where near them (however when it comes to full hex builds that might be hard). That way they can't be cleansed within 15-30 seconds of match start.
It's not just about easy spots, he literally spawned on it. I had a timer going, it was gone in 15 seconds.
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@danielmaster87 said:
Multiple games now the killer has tunneled 1 person to death for the 3v1 without chasing hardly anyone else, then get easy hook trade camps the rest of the match. Their defense? "I'm better than you. Get good." These aren't yellow rank noobs either. These are red ranks which legitimately worries me. I know we can't exactly play on an honor system, because even I as killer tunnel/slug when the gens are going too fast for me. But I have never said that playing like that wasn't scummy. It just has to be done when you as the killer are rapidly running out of time. To claim that kills that came from tunneling and camping was skillful is ridiculous, and disgusts me as a fellow killer player. Yes, playing scummy can be the optimal thing to do, like having 2 hooked people and patrolling them both. But it's still scummy, nothing to be proud of like these guys are. If you think it was all skill that made the survivors lose when you're using a mori, or NOED, or camping, mass slugging, or tunneling, you're delusional.
I play to win. You obviously don't. Stop being a scrub, and play to win.
http://www.sirlin.net/ptwHere is an excerpt from the book that describes exactly you right now:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
You. Are. A. Scrub.
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@Azarath said:
Title says it all. Why is it allowed? Why is it even a strategy? (albeit not a good one). If the killer hooks you and proceeds to just stand there waiting for all eternity until you die, you're both just stuck there not playing the game at all. Sure the survivors can just rush the gens and get a free escape, but I really doubt the guy on the hook and the killer are both having fun with this play style. People bought the game to play an actual game and not sit there looking at their phones for 2 minutes
Edit: This post is calling out EARLY GAME CAMPING, not late game. It's understandable to everyone that the killer too needs his kills and punishes those that try to be brave and rescue. The hooked survivor earned their points, the killer has earned his points, everyone walks away with something gained. But when the killer hooks you early game and just sit there, it's a guaranteed depip. No chances to get chased, no chances to get creative, nothing.
Imagine this scenario. Which is true because it literally happened to me a couple of hours ago. I'm playing as deathslinger. I chase and down/hook the first survivor. Then i start to walk away to pop their gen. I walk away for literally 5 seconds, and they get unhooked. So i turn around, and chase the unhooker. I down them. I hook them, then i start to walk away. 5 seconds later, they get unhooked. At this point i see their plan. So the next person i down and hook, i look around for a bit, and spot another survivor, i hit them. And as they run away, i spot the other 2 survivors running to the hook. So i start hitting them and eventually they hook trade multiple times. At the end of the game, i'm called a camper. Did i really camp though?
How about this scenario. Another real one. I'm playing hag. I down and hook a survivor, setup a trap etc. Then i run away, someone goes for the save. They are injured, they trigger the trap, and i down them, they stay right under the hook. At that moment, 2 different gens pop at almost the same time. All of the other gens i know aren't being worked on, because i have surveillance on them. So, i camp. At that point, that was the best play to make. There's no point patrolling gens, because i know they aren't on them. I know that if i go hook the guy i downed, they'll unhook the other guy. So the best play is for me to camp and wait for them to come for the save and try to get more hits/downs. I get called a camper. Sure, i camped, but it was 100% the best play.
Survivors always complain and say "well just pressure gens, if you don't give me something else to do i'll just do gens" and i agree. So, what else should a killer do? If no gens are being worked on, you aren't pressuring the killer to do anything else, other then camp. Survivors make it the best play for the killer, and is why it works.
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@PerkyPerky said:
However,
It's okay for survivors to use DS, BT, Unbreakable, Dead Hard, and many more second chance perks.
Let's shame killers for using a perk that actually has so many counters!
Dead hard is counterable.
Dead harding for distance is not counterable.
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@PotatoSurv119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1490230#Comment_1490230
Moris I agree with fixing, especially with how Micheal can just grab you when you're in full health and kill you fast. But keys??? No. I especially don't agree with the idea of having the hatch be on a cool down of 60 secs since that's way too much game time taken away and every second in the game counts. I also don't agree with having a short charge on the hatch since 9 times out of 10, the killer is literally right behind you as you run to the hatch. You're making suggestions that will make the killers OP. The game will lose players if the devs do this bs tbh.
You are letting your bias show. If you think moris are bad because they take away part of a killers objective and let them kill someone too quickly. Then keys are also a problem.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1494343#Comment_1494343
I don't hear anybody complaining about any killers, except noob survivors about Billy and many survivors about Spirit. Deathslinger is complained about because people don't like facing him for some reason. Huntress only complained about because of jank "hitboxes" or whatever. Notice how you ignored the fact that Hag is just as good as any of those characters, Oni too. Come back when you want to have an actual discussion instead of just trying to attack "the other side". I don't have time for your petty whining.
Honestly haven't seen any oni threads. I have seen hag but that's just people complaining about camping.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1494261#Comment_1494261
Nice myth. If that were true, why would survivors ever lose? They just need to pump gens and run in a straight line to win, how could they play worse than that?
Not a myth, it's basic math.
Match starts, killer runs to opposite side of the map, probably takes around 15 seconds or so. Spot the first survivor, start a chase. If all they do is hold w, takes about 20 seconds to hit them. If all they do is hold w again, it takes about 20 seconds to catch up to them (seriously try it, you will get bloodlusted before you get caught). Now the killer spends probably another 15 seconds or so making sure there's no flashlight save happening, picks up the survivor, and hooks them. Now to add that all up.
15 seconds + 20 seconds + 20 seconds + 15 seconds
15 + 20 + 20 + 15 = 70 seconds.
A generator takes 80 seconds. During that first chase, you are going to lose 3 gens. Now just repeat and you win the game.
Now, obviously you can't do this on every killer due to their powers. but it won't work on: Billy, Huntress, Nurse, Spirit, Deathslinger. Hmm odd, i notice something there. That's all the killers that survivors complain about all the time...
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@madradfox said:
The most valuable thing of all: my time.
It is extremaly dissappointing to feel like you are playing really well only for the screen to go dark all of a sudden and miss your pip because of being short by 1-2 emblem points in lightbringer, benevolent, or evader.
I don't understand why survivors don't get automatic iridenscent Lightbringer boost when the killer disconnects. After all, the screen says "Survived" and unless there is a 4th exit gate somewhere that has nothing to do with generators that I am not familiar with, if survivors escape the corresponding number of generators needed for hatch unlock should be awarded to remaining survivors when there is a killer disconnect.
Both sides should get automatic emblems when someone DCs.
If a survivor DCs the killer should get max emblems they'd get from that 1 survivor.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1490923#Comment_1490923
I think even this is hard to implement for some reason, since this hasn't been done yet.
Not really, you can just check steam to see when you bought the game. I'm sure other platforms have similar ways.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1470031#Comment_1470031
15 million
Dead and alternate accounts don't count. You know exactly what people mean when they talk about player count: active players.
Generally when game companies talk about active players they talk about people who login and play at least 1 game per month. Saying they have millions of active users is probably true.
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@[Deleted User] said:
They should just remove bloodlust as a whole. I'm a killer main and I hate knowing that I got a survivor sometimes due to bloodlust.
Game isn't quite ready for it. If a survivor gets hit and just holds w, you literally get into bloodlust before you catch up to them. Gens fly by too fast in the early game and a few maps are still terrible and large. Once those things are fixed, sure.
At the same time though, bloodlust represents the power of the killer, the killer will eventually get you, no matter what, it's just a matter of time. And if you get downed while the killer is in bloodlust 2-3, you won that chase, because the killer also just lost 3 gens while that happened.
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@Auron471 said:
If the killer misses a swing, they lose all bloodlust.
no
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@CashelP14 said:
Here is my path for completing all the challenges in the Tome and reaching the end while saving as many Bloodpoints as possible.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/NH6A496FGJC7/sketch-1596035149631.jpg
I will check over my path again to make sure it's as optimal as possible.
Whats the cow?
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@nursewannabe said:
One of the major topics that we always see in the forum is how “swf sweat squads” are op, unfair and impossible to defeat and called to be nerfed. Well, my take is that they are supposed to be like this. Real sweat squads are quite rare to find, and members of those teams are probably all really good players with an incredible amount of time spent in game and high skill cap. It is quite obvious to my eyes that an equally skilled player should be able to verse them. Not easily, but still make it manageable.
Now, let’s talk about you, the killer complaining. You’re probably close to average with some variance, because that’s how picking randomly an element from a huge pool of items works, with not that many hours (and 1000 hours AREN’T that many) into the game, and you’re demanding that players with an incredibly higher experience than you get nerfed and substantially punished just for being better than you. I’m sorry but that’s not how that works, especially because these kinds of squads are indeed rare to find, and if you think that the majority of teams you verse are ‘toxic op swf’ that you can’t counter, again I’m sorry but you really need to stop a second and make a self critique about YOUR skill level, because as much as you’re probably around average, the same works for the majority of the survivors you will face. Record your games and rewatch them, criticize your decision making and see what you could’ve done instead.
I know that when facing real sweat squads it’s frustrating and annoying, and most of the times it ends up with a feeling of impotence, but that doesn’t mean they are the problem.
And nerfing them will affect every other player in the game. Killers have to kill yes, but survivors have to survive. Devs can’t make the latter impossible just because some average dude complains he cannot beat a team of players with a lot more experience than him.
There are ways you can nerf SWF sweat squads without nerfing everyone else.
For example, you could do stuff like, remove/nerf object of obsession. Randos aren't using OOO to constantly communicate where the killer is to the entire time, only SWF squads are. You can nerf looping, but then increase the number of pallets in the map, because sweat squads are hyper efficient and perfectly loop, but rando people don't, and in fact it would buff randos cuz there would be more pallets.
The reality is though, you need to balance a game at the highest level of play, or there is no point playing your game and improving. Not doing so will result in a game not having longevity. Why do you think DotA has been around for 15 years? Why do you think CS has been around for 20 years?
There are a variety of ways you can do this that make meaningful change. This video talks about how they did this with TF2 by nerfing things that were OP in high level play, but not in normal person play:
https://www.youtube.com/watch?v=X1p42KtZOCw -
- Pewdiepie, new pewds is actually pretty good in the last couple of years
- Fredrik Knudsen, doesn't post videos often, but his videos are usually an hour or 2 long and pretty good and go super deep into a topic or event and such.
- videogamedunkey, for the memes
- sydsnap and Gigguk, for anime stuff
- GMHikaru, i'm a chess person
- Dave Rubin and Joe Rogan, for politics/podcasts
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@TheFrog said:
Title says it all
Because everyone was non-stop complaining about billy forever wanting to get him nerfed. The best part is, they didn't really nerf him, they just nerfed his addons, everything else is basically the same.
But don't worry, i'm sure spirit is next again, because she's all we see complained about on the forums. Then they'll go after freddy again, after freddy they'll go after oni because "his power is like a better billy with no downside" After they take down oni, my guess is nurse will be next. Then after that, there won't be any viable killers at top tier.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1490451#Comment_1490451
And if someone full on DC's, they are penalized.
But if you're going to tell people that when they get hooked and see the rest of their team urban evading or self caring in a corner that they have stay and can't just die and move on to the next match? We're not your babysitter.
There is a difference between a DC and dying according to the rules of the game.
People paid the same amount of money to play CS:GO as well, and if you do that ######### there you get banned for it.
The point i'm making is, in games like
DotA
LoL
CS:GO
etc.
They all ban you for this type of #########. And on top of all of that, those games often have matches that can last an hour or more. A game of DBD lasts 10 minutes most of the time. If you are telling me that you can't have a game that isn't going your way or "teammates who are urban evading all over the map" for 10 minutes, you need to pick a different hobby, let alone a different game. You don't see those games i listed above having players complain that they can't quit, or feed when their teammates are bad. People suck it up, and they stick it out, even if it means taking an hour to finish a game they are losing.
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@[Deleted User] said:
Im still confused as to why they chose to rework Billy instead Wraith or Trapper. I bet its because they both have saws. Regarding knockout, the killers love being cucked by the basic attack requirement.
Trapper and wraith don't need super heavy reworks though, they need some slight tweaks to make them more viable.
Basically
Wraith:
- Make purple windstorm just be how fast he moves basekit and change windstorm addons into something else.
- Make it so he can pickup survivors while cloaked. (this removes the cloak)
- Remove the flashlight mechanic on his cloaking
- Make it so if he gets pallet stunned while cloaked it doesn't last extra amount of time and just lasts the normal time. Still keep that it removes you from cloak.
Trapper
- Let him carry and start with 3 traps by default.
- Remove the RNG from his traps and make it take some default amount of time to remove on yourself (should be long) but when others remove it for you it's half. So like, maybe 12 seconds on yourself, but 6 seconds if someone does it for you etc., numbers could be tweaked.
- Rework his bag addons to increase the time it takes to get out of a trap
- Make it so his traps on the map spawn near generators, I.E. 1 trap per gen.
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@SloppyKnockout said:
No.
Simply put - you can integrate DC penalties, but the second you force people to stay in your game is the second your game goes into a heavy downward spiral.
You can not force people to stay in game.
https://forum.deadbydaylight.com/en/discussion/comment/1489415#Comment_1489415
I escape from Hawkins regularly. Sounds like someone needs to take some looping classes.
Yeah, you actually can. That's what DC penalties are there to do, to punish you for not staying in the game. Every other multiplayer game not only punishes you for DCing or suicide (usually called feeding) or griefing etc. But they do so VERY harshly. Many games will suspend you from the game for several days or weeks for repeat offenders, moving up to permanent bans if people do it enough.
Why can't we do that here? You can't say "but you are forcing people to play a game they don't want to", because you are right, i am. You signed up to play a game of DBD the moment you hit that "ready" button. If you get into the match and you don't like how it's going, it doesn't mean you get to leave just because things aren't going your way.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1490337#Comment_1490337
I was using lopro chains and it damaged the survivors only 1 health state no matter where i hit them. So it seemed to be have build in speed limiter. That's why it was useless
Probably bugged then, read the description, that's the intended effect. The chains are only supposed to not 1 shot just after breaking a pallet.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1490235#Comment_1490235
They are quite bad. Specially the speed limiter one lmao. Base billy is stronger without that addon
Speed limiter has always been there, most killers have an addon that makes them worse but gives them extra bloodpoints. They are there to handicap yourself for a challenge and aren't going anywhere.
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@forst said:
billy have this two addons, but they are so weak
first red addon is the worst i've ever seen before on dbd: you cant one shot, when you broke a pallet if the surv have dead hard or is greedy you cant do anything and when you broke the pallet with chainsaw you have heavy delay
second addon is still orrible because if you find a map like hawkins and the game and lery this addon become completely useless
this is my opinion and they will be modified and made a little more useful
They buffed the chain, now you only lose the 1 shot when hitting someone with the chainsaw 5 seconds after breaking a pallet or wall with it. It still 1 shots normally.
The undetectable is interesting, but should also make the chainsaw silent.
It's pretty clear from their last few releases and reworks that they don't want addons to just be a power boost anymore. They want them to change the way the killer is played in a meaningful way. I think that's good.
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@Babyyy_Boyy said:
Out of the 3K hours I have in this game I don’t know what else to say other than moris are unfun to go against, most of the killers 1 hook Mori and tunnel, it boosts killers egos through the roof, it either makes a match super short or super long. Not to mention this Subject is probably one of the most complained/most talked about on these forums other than keys and the occasional Decisive Strike.
I agree, fix both moris and keys, neither have good counters. Both of them have a few problems
Problems with keys:
- Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
- One key can allow multiple people to escape, especially when down to the last 2.
- Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.
Problems with moris:
- Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
- Removing even 1 survivor from the game early generally means a loss for the whole team.
- There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"
How to fix keys:
- Make it so keys are no longer able to be found in the trial
- Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
- Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
- Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
- Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)
How to fix moris:
- Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
- Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
- Green mori allows 1 kill
- Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
- When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)
This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.
This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.
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Old thread, but TBH as a killer i much prefer the old DS. The old one had a counter, i could juggle the survivor and often still get a hook. Also, it only really worked on the guy who was the obsession most of the time.
On top of all that, you could run Enduring and reduce the duration of the stun.
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@Kind_Lemon said:
(This is a post that's been updated and moved from the PTB archives, because I still believe in this posts' validity)
Much like The Hag's aura reading ability upon a survivor triggering a trap, the Killer Instinct effect for Pyramid Head should be an add-on only effect. Scarlet Egg, Misty Day..., and Leopard-Print Fabric should all add onto his power the Killer Instinct effect (instead of simply elongating base duration). The Hag's case is the best comparison, but The Nightmare's alternate pallet power also gets my point across to a lesser degree.
This aspect of Pyramid Head's power is like if Trapper had Killer Instinct on survivors that disarmed traps or if The Hag had Killer Instinct on survivors that triggered traps. These effects wouldn't add much to the killer and would prevent the power from having any add-ons that granted aura reading to the killer instead. The Trapper should have an add-on that shows the auras of survivors that disarm his traps, but this post is about how Pyramid Head's add-ons that elongate Killer Instinct should instead grant aura reading on survivors (like the mirror pieces Myers has). His base Killer Instinct should be removed and replaced with either nothing or a loud noise notification.
If anything, he should keep the killer instinct and have an addon that buffs it to an aura.
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It's nearly impossible to see them now on certain maps, especially ormond. People who are colorblind literally can't see them at all, my wife is colorblind and had no problems seeing the old auras but she literally can't see them at all. This is a terrible change for both sides, survivors can't see downed teammates, killers can't see gens. Fix it.
Everyone please @Peanits @Almo and any other devs you can to get them to fix this.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/176050/delete-rng-on-dbd-please
So you are complaining about double pallets, although you are about to win the game with 4 gens left? (dDon't know about the DCs, though)
That's not the point and is a strawman argument. The point is double pallets is dumb.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1484076#Comment_1484076
That makes no sense. Its killer vs survivors. To be balanced you cant have one mistake = 1 mistake. If you actually want it 1v1 thats an entirely different game mode!
What i'm saying is, the killer is 1 player, the survivors are 4. Because survivors have 4 players, 1 mistake for an individual player should be more punishing to that individual player than it currently is. Between all the second chance perks and such survivors can make multiple mistakes during a chase, but if a killer makes 1, they lose 3 gens.
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@aGoodOldRub said:
I feel like new billy animations sounds, music etc. makes him a bit nicer to play. Not sure if it is a bug but chainsaw sprint is quieter and it is so nice and yeah animation change and overheat sounds feels nice.
Only problem i really noticed is that the animation for ending the chainsaw sprint is too quick and makes you think you can m1 sooner than you actually can.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1484289#Comment_1484289
You would go through the same hassle of stashing the points anyway, with this cap or a raised one, difference being that the current one won't allow progress way too early and you're stuck with the 1 M points for who knows how long.
My change isn't about stashing points, its just about how it sucks when you are trying to get to the cap to be like "well, i'm at 950,000, do i think they are going to use a BPS?"
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1484210#Comment_1484210
Again something this organized is almost impossible to happen in solo queue, a 4-man SWF is discarded from most killer arguments really
This is hardly true, when i play survivor if i see someone on a gen or spawn near people, i run away from them. It's not hard.
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@slim0b said:
Try using the perk Discordance, believe me gens won't fly by nearly as fast. It's super underrated and often disregarded as another tracking perk, but its so much more powerful than thrilling because it applies double the pressure
https://dennisreep.nl/dbd/images/KillerPerks/64px-IconPerks_discordance.png
Any time two or more Survivors are working on the same Generator , that Generator's Aura is highlighted in yellow for 8/10/12 seconds.
And if 2 survivors commit to a gen and then you head over there down someone hook him next to the gen, damage it, most of their progress will be gone by the time they unhook, and the second survivor that was there would have probably wasted a moderate amount of time finding a different gen, because if he just works on a gen nearby you can just start applying pressure much quicker right after the hook.
And obviously if you're a killer who can down people very quickly such as oni or GF this WILL be of great help to you.
Also as a rank 1 killer with 1k+ hours, the problem with gens isn't multiple survivors on the same gen, its survivors splitting to 4 different gens.
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@Cierax said:
https://forum.deadbydaylight.com/en/discussion/142575/penalize-facecamp-tunneling-killers
Fr, its annoying when your trying to rank up and you get a tunneling or camping killer and get punished for it by de-pipping.
Nice necro
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@Enlyne said:
Title, there's no reason for it to be in the first place with the amount of characters/perks as of right now, we should be able to stash further BP as it has no effect whatsoever in any other part of the game other than personal progress.
They don't want you fully unlocking new stuff as soon as it comes out. TBH all they need to do is make it so if you start a game with < 1 million and that game puts you over the cap, that it allows you to get those BP over the cap. So for example if you are at 999,999 and you get 30,001 bloopoints in a game, it should put you at 1,030,000 bloodpoints and then warn you if you go into queue that you won't get bloodpoints.
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@BaldursGate2 said:
It's only a nerf for killers. Nobody uses Bond or Empathy anyway, they don't have to see auras. WHAT IN THE NAME OF GOD WERE THEY THINKING?
I can not see hex perks, i can barely see exit doors. GG if that stays that way, i uninstall this game forever. My eyes were never good to begin with, but that is unbearable.
As a killer main here, you aren't doing anyone any favors by saying stuff like this. New auras suck for everyone.
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@Peanits said:
Definitely not. The alternative to not having the hatch is the last survivor playing hide or seek for half an hour until I lose interest so they actually have a chance to do a generator without me catching them in the process, repeat for however many generators are remaining. The same thing happened back when the hatch wouldn't spawn unless at least two generators were done and it made matches last forever. They knew if they touched one, they were dead, so it turned into a waiting game.
I'd rather just take my win and move on to the next match, personally.
The hatch just creates the same problem but before the last survivor is killed. The last 2 survivors play hide and seek and wait for the other one to die so they can get the hatch.
Most games killers slug the 3rd guy and go hunting for the 4th, again playing hide and seek.
In order to stop the problem you mentioned, is that when there is only 1 survivor, all the gens get completed, the exit gates are powered, and endgame collapse starts.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1481332#Comment_1481332
Its a 1v4 game. Killer mistakes have to be equal to, if not greater than, 4 times more costly than a survivor mistake. It is an asymmetrical game after all...
The opposite should actually be true. Because there are 4 survivors, a single mistake to an individual survivor should be more costly than 1 mistake to a killer.
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I can't see them most of the time, especially through certain objects. When playing as killer i literally could not see the aura to the exit gate, it was completely invisible.
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@DrFrozen said:
https://forum.deadbydaylight.com/en/discussion/comment/1481369#Comment_1481369
That's why these addons should be reworked. 50% reduction to your blink lunge attacks... I have no idea who directed it...
'
Its to have a challenge. Many killers have addons that do that, you can use them for bloopoint farming or to handicap yourself for a challenge.
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@DrFrozen said:
https://forum.deadbydaylight.com/en/discussion/comment/1481341#Comment_1481341
So what do you think about her useless bp addons?
Most killers have bp addons that make them weaker.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1481348#Comment_1481348
And I wouldn’t be shocked if they responded on many other threads where there was a tru video. Saw this one and thought “oh no another one”.
Regardless, you also had people who pointed out things in that match that could have potentially made a difference in the beginning.
By saying “it’s not fun to lose 3 gens in the first chase” without acknowledging that the killer themselves could have done a better job (where it fits) I think that is a problem too.
Wanna know why? Because there is a huge skill gap in this game. Some players wanna main Spirit but then they switch to Huntress and expect the same results. That’s not how it works.
You have to be able to see the whole picture not just what is hindering your own progress.
That’s why whenever I complain about camping being a problem, I am very specific about it. Because I too play killer and understand when camping is necessary and unintentionally done.
The video showed someone with 5k hours making a single simple mistake that cost them maybe 8 seconds, and it cost them the entire game. Do you not think that is a problem?
On top of that, if you don't think so, why do you think the devs think it might be a problem? They already stated they are looking at doing something for the early game. If they are doing so, then there obviously must be a problem yes?
Also, i want you to think about this for a second. If people with 5k+ hours are having problems with this, what the hell chance does anyone else have? It takes 10000 hours to become world class at something, the best in the best of the world. 5k is halfway there. You are telling me that someone halfway to being the best of the best of the world, and lets be honestly probably already is one of the best in the world is having a hard time with this? Sounds like there might be a problem.