RepliCant
RepliCant
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- RepliCant
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The environment itself felt scarier.
I agree, the atmosphere had a more "horror" aspect to it. It was probably the darker lighting.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/476628#Comment_476628
It's a team game. If you want to live and die by your own success go play killer.
This is not a team game, go read the Surivor tutorial manual.
You have the option to work as a team, or to look out for yourself. Do you even read anything ingame?
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@Bongbingbing said:
This has to be a joke 🤣 You want a free escape after failing, You already got your second chance with hatch, the third chance with the gates is harder and it should be.
My success has no reflection on the other Survivors.
How is all my other fellow Survivors dying, MY FAILURE? Elaborate please.
Aside from that, the hatch was a broken mechanic that just received another band-aid fix. That's all I got to say anymore on that matter.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/473079#Comment_473079
Please make it clear than as it makes it seemed like you said one is opened and the other isn't.
- One exit gate is powered
I think that sentence is clear enough.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/473060#Comment_473060
Quite sure they didn't mean that the other door isn't operable otherwise Brady would have said so.
Also @Brady I do think that it shouldn't be obscenely hard to get away after EGC starts as one survior, I just dont think this is the way, as it seems too easy for survivor.
I think @NMCKE idea is good but the already good killers nurse, billy, and spirt aren't gonna be effected only the slow ones making them even harder to play as.
I did imply that 1 of the 2 doors is NOT operable.
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@[Deleted User] said:
As someone who plays survivor solo 99% of the time, I would immediately never play survivor again if in-game voice comms was added.
"Hatch standoffs were a better choice than EGC since they at least allowed for counter play."Hell no they weren't. What bloody counterplay is there when both sides stare at each other for up to 6 hours?
Not an opinion, but a reminder that the hatch standoff was a player-created problem.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/473033#Comment_473033
So basically the survivor almost always wins?
I mean you can gaurd that one door but what if they find the hatch or just do the other door?
So you go to the other door to find out, Oh never mind they were just waiting at the open door for you to leave.
Just accept that when you are the last survivor the odds are stacked against you for obvious reasons, and it should be unlikely you make it out, again for obvious reasons.
There's a lot of factors. The hatch could be opened like an exit gate, the gate times can be increased.
Right now as it stands, while the odds are stacked against the survivors favor and it should be that way, it shouldn't feel IMPOSSIBLE. The hatch closing mechanic was proven failure on a Public test build a year ago. The EGC was the only influence into pushing this mechanic onto the game instead of exploring more and more option revolving specifically around the hatch standoff.
That's all! :)
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How I would of like the EGC to go down as the Last Survivor:
Being the last Survivor remaining triggers the End Game Collapse.
The following happens:
- One exit gate is powered
- The hatch spawns. The hatch now can only spawn when all 5 generators are repaired, or if the last Survivor remains.
- The 2 minute timer remains. The Killer cannot close the hatch.
- After 1 minute, the hatch closes and only the 1 exit gate remains powered.
Not only does this give a chance for The Last Survivor, it sets a time limit on it therefore causing forced strategy and decision making, while attempting to give a Killer a chance as well.
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@[Deleted User] said:
BHVR reworked a killer because he had no counter play to them, justifiably so.
At the same time, they release a perk that has no counter play to it, but don't rework it because "need more feedback".
¯\_(ツ)_/¯
It took some time to get feedback on Legion, to be fair.
But yeah, MoM feels as disrespectful as pre-nerfed DS.
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The hatch closing mechanic, specifically, with the exit gates powering was proven to be a failed mechanic in the PTB a year ago. It was designated an unfit situation.
Why the Endgame collapse suddenly decided that this mechanic was to be brought back with supposed justice is beyond me. The EGC itself is a good idea, but the way its triggered when 1 last survivor remains just isn't with the way EGC works.
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@Kagrenac said:
They won't. The exit gates just need a minimum/maximum spawn distance
Agreed. I've yet to escape any of my Endgame collapse unless it's through the hatch, and that's not considered EGC.
Not saying that it's impossible, but it feels like it atleast. Especially when it's the Hillbilly or Nurse.
I also wouldn't mind if the EGC was triggered by the hatch closing and 1 survivor was left, that the EGC timer would pause when in a chase. It seems silly a Killer can just bloodlust puppy-follow you for 3 entire minutes and be guaranteed the kill.
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The Doctor's screams, The coughs from the Clown's tonic bottle, as well as hits from attacks.
Does NOT work on Plague's sickness, but indeed on her one perk.
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Survivors have Haddonfield, killers have The Game.
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Quentin, Meg, Dwight.
Trapper, Hillbilly, Nurse.
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That's what I was confused about. They buffed Left Behind - and for what? They blocked off the generators when End Game Collapse happens. It's literally useless.
Like, I rather have pre-patched Deja Vu instead of Left Behind.
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It's a good thing I stopped playing to the point of Reaching Rank 1 every season!
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@moonlunn said:
Basically every game lol or the killer will dc
right?
It's just... meh. Only problem here really was the DC, but it's such a typical game :/!!!
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Yes it does affect Self Care
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/464509#Comment_464509
So what was uncounterable about the Legion that required them to nerf every single fun aspect of the character? The exploit that could've been fixed by simply preventing the Deep Wound timer from going down within the killer's TR?
Pre-patch Legion. Fun to play as, ######### cancer to go against. Was uncounterable. Moonwalking, guarenteed chases won, continue on.
Post-patch is Legion in a wheelchair. Super fun for the Survivors, unfun for the Killer. Nothing about him is good.
You think both were fine as design?
I'm lost at what you're continuing on arguing about. Are you defending that all of its good design or?
Legion is trash both ways, making that clear.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/464497#Comment_464497
Is your argument about fun or about counterability? Make up your mind.
Both.
Both come into play. Bruh
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/464460#Comment_464460
Everything that makes flashlight blinds fun is unfun for killers.
Everything that makes pallet stuns fun is unfun for killers.
Everything that makes gen rush fun is unfun for killers.
Everything that makes Claudette fun is unfun for killers.
Everything that makes Adrenaline fun is unfun for killers.
Can you see why there might be a problem when you use "unfun" as a reason to completely butcher the game? In a PvP game in particular, everything that's fun for one side is unfun for the other; that's just the nature of PvP.
Legion was still a failure and you cannot convince me, or half the community its not true.
McLean in a stream said himself about Legion *not exact words* that it was poor design.
imo, all those things you listed don't have bad game design to it. there's counterplay to nearly all of those, and pre-patch legion was just a mess to deal with.
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@Orion said:
Things that made the Legion fun:
- Running really fast in Feral Frenzy
- Vaulting stuff really fast in Feral Frenzy
- Reduced cooldown on missed hits while in Feral Frenzy
- Cold Dirt (because stuns aren't fun)
Things that were changed in the Legion:
- Reduced movement speed while in Feral Frenzy
- Reduced vaulting speed while in Feral Frenzy
- You get one missed hit per Feral Frenzy
- Increased the stun when you end Feral Frenzy and nerfed the add-ons that reduce said stun
And you wonder why these changes were not well received?
To be fair, everything that made Legion fun, was extremely unfun for Survivors.
Now he's just a mess. I'm not sure why the obvious was never put out. The Legion is simply a failure of design.
Let's hope he gets the Freddy treatment. The fact that Deep Wound was only introduced to counter how powerful a Killer being able to vault windows and pallets is a horrible idea.
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Loooool
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@C3Tooth said:
Sounds interesting, but whats about general notification sounds?
Survivor: Aura of down survivor, aura or hooked survivor
Killer: Sounds/noti of unhooked survivor, fail skill check
Without those general noti will be super hard. Beside that, I like to see a gameplay of no perk,add on, offer.
Hardcore mode! :P I would love all of those out of the game in this "hardcore" mode. It would make it difficult - that's what I want! ;)
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@Ihatelife said:
Be in a rank 1, than we can discuss.
Rank 1 Survivor mostly, I can't bother with Killer. Not because it's hard - but because first person view sucks.
Is Ruin mandatory? Nah lol Regardless of Rank 1 or Rank 12, it's been a matter of fact that most of us Survivors have adapted greatly to Ruin and plow through it/ aren't even bothered by it.
What matters is how you start off the match, if you aren't able to find someone within 40 seconds of the game, you are most likely going to have trouble. I mean, just learn spawn locations and you might even then, let alone, see a slight change in how your games go.
Not every game though, sometimes Ruin would have helped out but Ruin gets outclassed by tons of more useful perks than a one-time-use, easy to plow through OR/AND destroy the hex.
Ruin sucks.
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@Peanits said:
I very much so doubt that they could pull off a full blown singleplayer mode. Making an intelligent AI that isn't super predictable or exploitable in randomized maps isn't an easy task. Take the killer tutorial for example. Those are pretty much hardcoded into the game, and even then you can see the limitations. They don't know how to hide, how to act in a chase, or basically do anything that they aren't told by the devs to do.
Same for the killer. The few sections where the AI killer is involved, he's just doing basic things that are directly fed to him by the devs. Walk straight towards the player and swing when within range, walk to hook and hook, etc.
Not to say it's impossible, but it would be a lot of time and work to make that but way better and dynamic. That's time that could be spent working on the multiplayer, which would offer much more replayability.
I'd totally be down for a testing area though, where you could play against a couple scripted survivors/killers, though. Would be handy for testing out perks.
Why not a Story-mode version of Single Player?
Not only would this familiarize people with how to play - it adds great content for everyone to enjoy.
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Lightweight - Scratch marks are nearly the main source of tracking a Survivor, and to cut the duration in nearly half of what they stay for end up throwing so many people off.
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@Orion said:
I'd rather have a smaller playerbase that actually plays the game than a large one where only half of the players actually play.
You say that like all the forums, reddits, etc doesn't get outraged when queue times are absurd.
You aren't wrong though
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@Science_Guy said:
I don't why they gave her that advantage over every other killer, but the lack of a vault animation is a really cheap "passive" bonus.
Glad I'm not the only one who thought this. While it leaves potential for The Spirit to have great mindgames, it so cheesy being on the other end of it.
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@Yuhg said:
The problem is that if everytime killers have some kind of advantage the game gets review bombed and then the devs concede to the pressure of that, we're gonna be survivor sided forever. If Killers complain, devs say: "Gotcha guys, don't worry, we'll do some fixes" and the fixes normally tend to be even more nerfs (like legion for example:
+ Hey guys, 4 seconds of fatigue is too much, can you fix this some way?
Devs: Don't worry we're on it (proceeds to nerf the CD addons) There you have it! Hope this enrich your gaming experience!
Seriously, don't hide it devs. It's always been this way. I really like the game a lot, i enjoy it a lot. But EGC didn't fix anything because people have been 99% the gates so EGC has no impact, you nerf Remember Me, make legion a far worse wraith and when you said you were making wraith buffs, it actually wasn't a buff because the speed we get with the default windburst it's actually the distance we could've got before the "buff" because of the slowdown while uncloaking got bigger. I get that if you get review bombed the game gets bad fame and all that, but if you're just gonna be for one side, you better be preparing Killer bots so survivors have something to play
Have you played any kind of competitive game before? I'm assuming not - otherwise you'd be used to things being nerfed accordingly. Btw, Steam has a policy against review bombing now. So that's irrelevant.
It's common for games to balance out things according to their playerbase feedback, and if literally an entire group/portion of the community is speaking out about the inbalance, of course it's going to be acted upon. Look at games like Smite and Overwatch, that are practically adjusted in balance changes every 2-4 weeks.
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Lightweight is totally underrated. Even catches veterans off guard.
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@GrootDude said:
I will continue to do so since I like the bloody cosmetics and can’t stand the prestige symbol taunting me in my bloodweb.
Same lol the bloody outfits satisfy me
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@Orion said:
Mad Grit is amazing for this very reason, but survivors blocking the "Hook" prompt should be considered an exploit, IMO. If survivors can unhook from every direction, killers should be able to hook from every direction as well.
Killers can still block some basements, as well as block the hook save button from prompting as well. I had a Wraith cloak and block my hook because he was mad, nobody was able to save me because it prevented from showing the Unhook command.I mean to be fair, bodyblocking is realistic, but to completely diminish the command on both sides seems silly.
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Why did you guys make the decision to block the generators when the last Survivor remains and the hatch remains?
This removes strategic gameplay and often fun immersive experiences.
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Did we forget about the 2018 and the amount of Killer buffs and Survivor changes already?
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The problem lies within bad design.
Understand, as a Survivor, it's bullcrap that a Killer has the ability to down you regardless. While it did take forever in Frenzy, if you wanted a Survivor down and on the hook, it was granted to you merely because the Survivor have less defenses against a Legion than a Nurse. Legion would just hop over the same windows and pallets as you, and eventually you were met with your fate if the Killer was determined.
If you think that's healthy gameplay, to each their own, but your futile complaints are merely out of frustration and you lack logic in your efforts to prevent this change. Or be any good use feedback wise.
While I agree they butchered him, his overall design is still ######### regardless. He's just a Killer with Borrow Time.
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I think as long as the stun following hitting someone with frenzy is either removed or adjusted, this update will be fine.
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It used to have such a spooky aesthetic. Game feels so dull graphics and lighting wise now.
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just look up
just look at the wall
just
just
just
flashlight op :/
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Nobody:
You randoms: Claudette clothes op
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Hey there, I find ranking and pipping important to me. May I make it clear, that I am specifically a Solo Survivor.
Simply because in any rank other than Red Ranks (4-1) it's extremely hard to find dependent Survivors. With this new pipping system, I wasn't even able to pip for more than half my games because of how poor my teammates were.
It's frustrating leading a Killer on a 6 minute chase - only to have 2 generators done. These are the games I'm having in Rank 10 (Where I currently stand - took a break for a while).
What's even more frustrating? Newbie Killers. Who dedicate and waste those 6 minutes trying to chase you when it clearly isn't working out. Majority of times these players are great at finding me consistently, but can't down me.
Is it fun? No. It's not fun. It's utterly annoying being in a skill bracket that doesn't match mine; I'm a top level Survivor, and that's where I should be, playing against top level Killers.
And yes, as a Solo Survivor, there's a tremendous difference between Rank 1 and Rank 10 - Dumber survivors, dumber killers. As bluntly put.
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The Ranking system in its current state (2.6) would be fine if the seasonal ranking changes weren't monthly, but a longer time period.
Other than that, Tyde should maybe pick up a new game.
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I thought pallets were originally made for Killers to trap me and not the other way around, so I would generally avoid pallets at all cost for the first few hours of playing the game.
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Bring me my story mode now!!!
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@Delfador said:
I don't know if the video is working but if it doesn't, you can check Mclean's twitch and see that in clips. It is from yesterday anyway so it shouldn't be too difficult.
https://www.twitch. tv/lmclean_bhvr
There is a space
What's the context of what you're posting?
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@Master said:
They messed with the pallet system again.
Just take a break like I do, there really is no point playing with double pallet jungle gyms
Didn't they reduce the minimum distance down to 8 meters for pallets?
Man I was playing the other day, first time since 2.6.0, and the amount of safe pallets is actually ridiculous. I got a screen shot of 4 pallets lined up in a row, and the shack loop was included in that.
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My god, this feels like a pain reliever.
I was always curious as to how they looked in a side by side comparison, especially lightweight.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/396377#Comment_396377
Dead by Daylight should move away from the party scene and become a more competitive game.
This game cannot be made into an esports one............so no
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@BigBubs said:
You can't get banned for macros.
At least not ones that you set up on the app that comes with your mouse ,like razer/logitech.
Maybe you may get banned for using a 3rd party macro program, I dunno.
If you had read the updated EULA agreement (or whatever the agreement is called) introduced in patch 2.6.0, the use of macros is now prohibited.
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