Rickprado
Rickprado
About
- Username
- Rickprado
- Joined
- Visits
- 3,111
- Last Active
Comments
-
@NarkoTri1er said:
i think we should stop with overall buffs to "improve new player experience" while buffing top tier players even more and should rather work hard on improving tutorial system and advertising guides on how to play the game to the core.
Newer survivor players have become so discouraged from improving and encouraged to just rely on game to do majority of the job and that should definitely change
True. The same "old meta" back then where DH/DS/Unb combo was seen a necessary evil because of how it improved the looping skills of newer players, boosting the top tier survivor at a absurd level.
There should be incentive to newer player to improve their gameplay as there should be MMR tweaking to separate experienced players from newer ones. Also, i believe there should be different MMR for SoloQ and for SWF as these are two different "difficulties" of the game.
-
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925905#Comment_3925905
Killers aren't playing on the new map by themselves. A map is content for everybody. Research needs to be done in the name of science.
Yes but do you really think someone would jump on survivor just to test a new map, if they can do it too with the new killer? Probably what is going to happen is the same as Kaneki: everyone will want to play the new killer so the queues will be absurd.
-
No survivor content = 15min killer queues. I hope they bring at least something for survivors.
-
Can't agree more. Everyone was discussing how a Frank Stone chapter would be. Probably would be one of the most popular original chapters. I hope they change the decision.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925793#Comment_3925793
Toolboxes for sure, I don't think the other two are a problem necessarily. Even if you stack a whole build dedicated to gen speed perks, you get half of what a toolbox gives you, and that's only on specific gens after spending time setting it up.
Base heal speed is definitely not a problem. Heal speed increases… could develop into a problem but I don't think I see one with it now.
And we need to consider that 4 survivors can bring toolboxes. If 2 survivors at least bring toolboxes you can expect the first gens to get completed very fast, even if the first chase was a very short one.
-
Really, after the Give up mechanic i don't see a problem with slugging anymore.
If you are on the ground and can't be picked up is more yours teammates fault than a problem of the game. Nerfing slugging even more will make the game much worse for killers with no reason.
If you hate slug so much, grab Unbrekable or boon exponential.
-
To be honest, i'm more eager to see the new originals than the licenses.
But i really would like to see an Evil Within chapter someday
-
@Garboface said:
Killer gameplay is just fine for me. The game would be boring if the killer was guaranteed a hook when they already move at 115% speed compared to 100%. If that is insufficient, I don't know what to tell you. Killers have some pretty strong perks and abilities.
Pallets and windows make the speed differential irrelevant. They just exist to force you to loop and don't run around a rock forever. Killers rely on powers - and weaker killers, on perks - to end chases.
@Topic
I will wait to see how they will implement these mechanic to talk about them but i hope they give something else for killers to compensate these changes as they are aimed towards the bottom of the MMR and ends up being """""""abused"""" by the top MMR
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923878#Comment_3923878
Why is it that people bring up STBFL in relation to M1 killers?
The bigger nerf that perk received was to no longer being able to mitigate stack loss with an M2 attack, which M1 killers definitionally don't have. The only nerf M1 killers have to care about is the slight lower of the percentage, but that nerf only brings it down to pre-6.1. numbers and the perk was still very good then.
M1 killers actually still have access to STBFL, it's hybrid and M2 killers that had it nerfed most severely.
One of strongest chase tools they had was nerfed, even if was leveled to the strength to 6.1 patch. Having "10" stack of STBFL - it was 9 really, considering the previous 3 second of cooldown - was a strong power to help end chases quicker to killer who would not end them quickly. Also, when i think about M1 killers i think about killers like Doctor or even Clown, who although has some antiloop into his kit cannot damage with his power.
We need more killer perks focused on M1 killers or they might become more rare as the days goes by.
-
M1 killers have been nerfed for a while, indirectly, because of perk changes like STBFL and sloppy nerf - and they would be nerfed even more with the haste changes if it went through the PTB.
Unless some good chase perk focused on M1 killers appear i don't think they will be played as before as ever again.
-
@I_Cant_Loop said:
Please show us some clips of your “easy 4Ks with no perks.” I would love to learn from a true pro
Everytime someone brag about "killer role being too easy" or "4k every match" or "4k with no perks" i just disregard their opinion. No one who really plays killer consistently says that killer is easy, specially to 4k. Most of the time when big streamers can do 4k without perks is just because of skill imbalance and bad MMR pairing
-
@TunnelingIsNecessary said:
Return old dead hard, decisive strike and killer & survivor gen perks. Revert time based mangled and haemorrhage. Remove basekits. Remove anti-facecamp, anti-gen tapping and anti 3 gen features. Bring back 1st versions of Sadako, Chucky, Freddy, Skull Merchant and Knight. Bring back pre-nerf Deathslinger.
Remove survivor bots. Remove the hook from returning after a survivor is sacrificed on the hook. Remove survivor HUD.
Remove the 6.1.0 buffs and nerfs. Remove 10 seconds extra hook timer.
Make Dead By Daylight Great Again!!!
I really don't want the first version of the Knight back, specially if it is the live release. As i don't want a lot of the older things in the game back. I like it much more right now that i have to deal with less busted stuff; the rest is just nostalgia.
BHVR could make an "Old Times" server/version for people but i doubt it would be played for long…
PS: When we get a match with 4 Old DH vs Old Spirit with Mother-Daughter Ring and Amulet i think both sides will want to come back to modern day DBD
-
@Mandy said:
I'm going to step in on this one right away - a killers power has nothing to do with sales first of all, two completely separate departments that work independent of each other!
The feedback about The Ghoul on PTB was incredibly mixed, with some saying buffs were needed and some saying nerfs were needed, in fact more were saying "D tier killler" than there were saying that he was a strong killer. So whilst the feedback is useful to us, its not set in stone at how players would react once the Chapter hit live.
Bugfix Patch 2 is the earliest one to get any changes into after content has gone live, the first patch is normally addressing things found in the PTB or internal testing. It's why there's no changes in this PTB to The Ghoul, as the PTB is based on the current Live game.
Its still miserable to play against Kaneki, even after the nerfs. I understand that development takes some time and i hope the devs get it right with the tweaks as the time goes on. Me and many other thought Kaneki wouldn't be that good from the PTB experience mostly because of how buggy the servers were at the time - and how Kaneki was buggy too. Since in live his mobility is more fluid and his power could be used properly, he felt much more strong than anything, specially after playing with him and understanding how easy and "free" his first hit was.
The devs really should make the first hit much harder and focus his kit on using the leap to bodyblock and mobility instead of the free hit he has right now - even with the nerfs the Ghoul feels very bad to play against as connecting tiles feels impossible and even stronger tiles can be countered with the use of certain perks or is shut down when the pallet breaks.
Really, if weren't for the BPs of the Bloodmoon i wouldn't be playing survivor right now; and killer queues are clogged because of the Kaneki euphoria. Hope the "Ghoul situation" can be adressed soon.
-
@Bodark said:
I’ve been saying this but nobody listens. Looks like I’m right again. You could nerf the game at which he grabs survivors and leave the range for the objects the same.
If you can’t do that then don’t do it at all.
You could nerf the game at which he grabs survivors and leave the range for the objects the same
That's it. The bite should need some precise leaping with room to go through the map. Hope they nerf even more the bite and leave range for map traversal.
-
TBH, i'm quite worried for the Haste / Slowdown changes. It will reduce the build diversity by a lot, harming specially M1 killers who used haste builds, mostly for fun. Also, this will make killers gravitate even more toward Anti-gen perk, which is the most boring ones - although extremely necessary.
Unless there is a extremely strong Haste / Slowdown perk coming, i think this change will be a bad change, moving players toward the most meta perks. Other perks should be buffed or this change should be reverted.
Also, the nerf to Pentimento will just kill totem builds. If the problem is being too strong on SoloQ, just add an aura reveal from 8m to the rekindled totem. This will be enough.
-
@THE_Crazy_Hyena said:
Might be a hot take, but the Invocations would have been so much better if they could stack, like Boons do.
- One interaction to apply both at the same time.I don't know why they don't do this. Perhaps a strong invocation is on the way? Since they requires to sit 60 seconds in the circle - and they have the same penalty - , both invocations should be done at once.
-
As the killer: His map traversal feels great. The 2nd hit with his power - when you need to jump and bodyblock - is not that easy as it looks. He is strange: sometimes you think you will slide but you just bump into something.
Playing against him: the first hit is way too free; he harms survivor way too easily and still has big mobility to catch up after a hit. Also, why putting people on meding? DH, OTR and other perks that would be great against him get no use since put you in deep wound for free.
SoloQ against him IS MISERABLE, since you need to be always coordinated and in the right position or will be downed. If you are not so coordinated the match will be miserable.
I hope they tone down the first part of his kit without harming the concept, which is great.
PS: Some people want BHVR to "Skullmerchant" the Ghoul, nerfing him to be a weak killer. I don't agree in any form with it. Just small tweaks and he will be fine.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905364#Comment_3905364
You know there are more killers than nurse blight and now the ghoul?
Why do we have to go to extremes?
Today, I kid you not, a survivor thanked me for playing pig instead of ghoul. They said that they didn't care at all about losing, they just wanted something else.
And they would trash talk you last week after a 4 man out, LOL.
I know Ghoul is quite problematic right now but we can't forget the community is also problematic. I've been receiving far more toxicity these days - before ghoul release - for playing weaker killers/losing than ever before. I don't think they've changed their minds. If the ghoul gets nerfed to the ground these same people probably will return to their usual behavior of trash talking weaker/newer killer players.
@OP
Looks like meta perks won't be as effective in this mode, since at least 2 gen won't be normal gens, so pop/pain ress/eruption etc won't be as effective.
I will play as survivor. With the increased BP this patch brought, even when the match is not the best one at least is easier to farm points.
-
Maybe they could do this for every low pickrate killer every midchapter, focusing on killers that are never played. The issue would be that people wouldn't want to face Hag, Artist and Twins because of the incentives…
Edit: Also, the best incentive to play a killer is changes, even minor ones. Killer which are never changed get boring with time.
-
@Clevarz said:
Do you feel like people too often focus on improvements of their favorite thing to play as "Killer or Survivor" and nerfing whatever they dont like playing against and buffing stuff to make it overpowered rather than the focus of fun and improvement of the game as a whole or do you feel as if people are being reasonable about the arguements they give for the game? This isn't targeted towards any side Im just curious on what you guys think.
I agree with you. There is two problems:
Those who mostly play killer versus those who play mostly survivor AND
Those who play casually versus those who play competitively.
The problem is when you look through these positions ( casual killers vs competitive survivors; competitive killers vs casual survivors ) you create a situation where "Fair" and "balanced" can go way too far and not reach a consensus.
There should be more incentives to play both sides DEEPLY (not just doing dailys, but understanding the core mechanics of each side), so people can have a better view on the issues of this game and a more fair opinion.
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905747#Comment_3905747
epidemic was terrible even before Kaneki and during the times when game was best balanced it has ever been so no, that's not the reason.
People are suffering from severe burnout due to too much of time invested into the game + having no idea which game would fill up the void the moment they uninstalled dbd and now the only way to cope with it is to nitpick for every single tiny reason to give up in matches because subjective fun requirements haven't been met.
People are suffering from severe burnout due to too much of time invested into the game + having no idea which game would fill up the void the moment they uninstalled dbd
Yes, i believe its this. I usually take breaks from DBD - as i do from every game - so i don't get burned out and stressed by playing it repeatedly. A big part of the community cannot engage with other games but refuse to stop playing DBD and find anything else to spend their time - i've seen this happen with other games like LoL or Valorant. People hate DBD but they refuse to stop playing it, so they get more and more frustrated, in a vicious circle.
Kaneki is becoming an issue in the game, specially as he is a SoloQ stomper, but the go next is being problematic far before his arrival.
I hope with the changes people stop playing the game when they are mad and go do something productive, going back when they are in the mood to play the game again.
-
He is clearly a noob stomper. If you are mispositioned against him you will get down. Also he smash non-coordinated teams. He is the top tier SoloQ stomper.
But he needs some tweaks: his first hit is way too free and mending makes him stronger than he needs to be.
I just hope BHVR doesnt't kill him right away, as he a good designed killer.
-
Its a shame that Kindred is one of the most used perks for survivor. Its a shame that people need to use perks to share basic info because they are solo.
I think for SoloQ Kindred should be basekit - at least partially. I hope they give SoloQ more info buffs in the future.
-
@NekoGamerX said:
I play both side I know survivor is easier then killer but comparing getting off the hook sometimes to survivor being exposed for 60s sometime a little extreme of a comparison .
like I don't care if they got rid of self unhooking but what I heard of they want to do is also extreme
what I heard people who going next on hook will get a ban a lose a whole grade if true it will kill this game because I'm sure more then half the playerbase has does it.
Its a extreme comparison just to show how bad random events deciding the outcome of the match is. You could put 10s of exposed, 30% of gen regression, anything like that. A single jump off the hook for free would spoil a match, turning the tides of the game for pure luck. And i don't think random things outside of events are good for the game.
I don't want people to be punished but if this helps getting better matches - and a healthy game overall -, i understand it. And the game will not die for this as we had worse times and DBD stood. We need to account that are many people that get discouraged to play DBD after their teammate/adversary just give up on the hook for free. As i've said, at first we will have some people "quitting" the game - i bet they will return soon - but with a better enviroment we will have much more people playing.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902930#Comment_3902930
why everyone say it free deliverance I played 10 matches try all 3 attempts in every match got off the hook one time
few days before that I try 10 match was able to unhook 2 times that was match back to back.
what that tell me the 4% is random I also used luck offering
unhooking self just as random as this whole game.
Wording it differently, its a basekit Deliverance with 10% chance of happening without any downside. You also need to remember that it will be used for every survivor, so its 4 different people with 10% of chance to unhook yourself. In any match where the jump off the hook really happens it will be a very bad experience for the killer.
Imagine like this: in every match, after every 20s of chase, there is a 5% chance that the survivor will be exposed for 60s. This hypothetical effect would only play itself in a couple of matches, but in the matches that takes effect, would be one of the worst experience for survivors. What i want to mean is: adding something random with a strong effect destroys the balance of the game.
The smartest decision would be just to remove unhook attempts and skill cheks on the struggle phase. Otherwise it would just be a annoying survivor buff concealed as "health update"
-
She is quite buggy, what kills her experience. Aside from this, i really like her.
-
@WolfePhD said:
Deathslinger is so aggressively overtuned that he feels both useless to play as, and almost an automatic victory when playing against.
You've meant overtuned (strong) or undertuned (weak) ? Because he is pretty weak right now.
@OP
For survivor i just play the same ones because i don't have too many leveled up - Felix, Leon and Vittorio.
For killers, i have some mains and play casually with almost everyone, with exception of Nurse (never spent time to learn her) and Skull Merchant and trapper (too weak to bother to play as)
-
@KA149108 said:
Me: loses three matches in a row
MMR: hmm, seems like you're struggling, here go against a 10k Nurse main.
....TF?
I understand your sentiment but the problem are the queue times… if a killer wait too much for a lobby he will be matched with anyone available; so there will be times where your MMR won't matter at all to pair with a kilelr.
Hope that with the BP changes that are coming to survivor the imbalance of Survs and killers change a bit and make matches a little bit more fair.
-
I do, but i like the most when facing a killer i'm a main, so i can test out the tricks people do with me in matches haha.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902260#Comment_3902260
12% chance not much and you want them stay in the game or go next?
the anti go next coming where you get a matchmaking ban and lost a grade could kill the game because I'm sure more then half the player base go next on hook most just stop playing altogether.
at less my plan would keep them in the game they have to either dc or stay in the game tho who run up the to the killer to get out we can report them there not much we can do about that.
Having them in the game in these conditions is not ideal. I rather not play a match where every surv can have a free deliverance with 12% chance. If they don't want to stay in the game the don't need a buff, they just need a set of incentives to play (nothing that directly affect the outcome of the match) and disincentives to go next.
Also, even with this change there will be people who will just wait to be rescued and run to the killer to be put on the hook again.
If we get a massive deband from this kind of player i don't see a issue at - they just REFUSE to play the game if not in THEIR terms, which is not healthy in any way. If the "anti-go next" makes the game healthier in the long term i will support it. There is no need to try to keep those who don't want to stay.
-
Lithe is so much easier to play around than the Old DH. If you don't want people to use exhaustion, i recommend using fearmonger/languid touch/genetic limits/addons, etc. I find most of the exhaustion perks today so balanced that i tend to ignore exhaustion completly, with exception for some killers where exhaustion counter their powers, as the Knight.
Just talking about the Old DH give nightmares. I don't want to go back to an era where someone could play very badly, DH before a hit, get to a pallet/window and just restart the chase.
Old DH should never be brought back to this game, EVER.
-
@THE_Crazy_Hyena said:
The thing is that Chaos Shuffle can be rectified with one simple fix:
Randomized items/add-ons
One people also suggested that even the costumes could be randomized. It would be funny.
Map offerings couuld be banned too - the only offerings available for these modes should be BP offerings.
For killers i think they should just take care with Funny/Meme addons since they can "break" how a killer works, getting those out of the pool of randomness - or not, if we want complete mayhem.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902270#Comment_3902270
I've always said that yes, there are petty people. But people aren't becoming more petty over time, especially not in the numbers people are claiming to see (i.e. "go next epidemic"). It's a symptom of the games health, and the devs' deliberate balance decisions have actively made the problem worse over time.
It will depend on what and how they implement some kind of "anti go next" as they've claimed. I'm waiting for the details myself, but I honestly don't know what they have planned.
Even just looking at it in a vacuum (as OP is doing) and just removing hook attempts entirely, it doesn't solve anything. People will follow the killer around, point at a hook, deliberately miss every skill check on a gen, make vault notifications to annoy the killer into getting them out of the game.
I just don't see that as a feasible option without either leaving loopholes (like I described above) or being so specific that your going to have an insane number of false positives. Am I missing skill checks because I'm new, throwing, or because tombstone Myers will instantly kill me if I do anything else?
I think my biggest problem is that most of these discussions are people with what I can only describe as a "punish survivors" mentality. People basically expecting that giving up should result in a hardware ban, send all of their BP, iri shards, and aurics to the killer as an apology, and have the IRS audit them just to drive the message home. At least if it's a survivor... Since I've seen those same people say that if the killer decides a game is lost they should be able to surrender after 2 minutes with no other penalty. The discrepancies can be sometimes so biased it's offensive with some people.
If they're already looking to address (hopefully in a meaningful way) some of the reasons people are going next, (such as being found first means you don't get to play the game) then I expect that will help alleviate the problem a decent amount. There's no magic pill that will fully solve the problem, including the "punish them all" solutions.
To be fair, is not to punish survivor for disliking the game, but making "going next" to try to find a "better match" a worse option - or even am impossibility. The problem is not that someone is not having fun and should be punished, the thing is someone is throwing their matches for ANY REASON, literally any reason, harming the game of 4 others.
Going next on killer is harder because:
1) Killer queues are longer - at least in my region. So if you just throw your match, you will need to wait 5 to 10m to get another match. So its better to play the match you have than trying to find another one;
2) Killer don't have any way to go next as fast as survivors do - they need to wait for survivors to get out before they can go to another match. And when the killer just give up, survivors tend to farm points before finishing the gens - they are right, they deserve this BP - which only makes the killer "go next" impractical.
I hope that with the changes BHVR wants to implement people tend to play the game with less frustration and if they are not in the mood to play, go play something else. I rather wait 10m to have a good match than have a 5m queue to get a 2 minutes match because someone decided to "go next" after the first chase.
-
@LordGlint said:
Feel like that 50 second mark really shows the biggest weakness to HM. if a survivor reaches a pallet and just camps it, the dog is useless. I really feel like there should be SOMETHING to prevent this, whether it's a delay between when a survivor can toss a pallet after a bite so it's not an immediate release, or maybe a slowdown for 2 seconds after the pallet stun (you DID just get bitten in the leg).
There is: if you stun the dog you get a 10% slowdown for 5s. Depending on the loop you can force the stun on the dog and then play for a 50/50 on the pallet if its a unsafe pallet or just bring the addon to reduce the stun duration to play around your power.
Its in the Wiki, you can check. The issue is not many Houndmaster players know that. -
@AmpersandUnderscore said:
They're approaching with this issue backwards imo. Treating the effect, and not the root cause isn't going to change anything.
The best hope is to address why people give up on hook, at least some of the reason. The biggest being that the meta is not allowing survivors to actually play the game.
Hopefully, the anti camp, anti tunnel, and anti slug they've announced will do something, anything meaningful to address those issues, and the problem should lessen.
But they're implementing this in phase 2, while "anti go next" is phase 1. So I guess we'll see.
Sorry, but i've been facing people giving on hook on the first chase against a Wraith. I can't get a good start as a killer that people immediatly give up; as solo survivor, people get downed instantly and just give up, leaving all of the others to their own luck.
I don't agree that people are giving up on hook just because they can't play the game. They are giving up because The can't play the match EXACTLY as they want, which is a much bigger issue because its a community problem. Everyone needs to learn that they will have matches were they will have the upper hand and matches were they will have bigger challenges, as killers and as survivors. There is not much to do. I don't play a lot of other online games but i don't remember any other game that have that many people that want to go next as DBD.
@NekoGamerX said:
first I make it so you can still unhook yourself only different is the 3 attempts don't take Progress so the time be the same as if the didn't attempted the unhook
also with Slippery Meat you just be able to do how many attempts perk has,all unhooking self perks none have to be changed.
2nd Struggle Skill Checks could go or stay I wouldn't care but if stayed I make them just give points and maybe a little Progress to live on the hook a little longer otherwise Struggle Skill Checks misses don't take Progress away so no more miss 2 skill check and bye it would just go down slowly as if they were hitting the Struggle Skill Checks.
so either way they can't have they easy way out anymore
so what you guys think?
This would give survivors a free 12% chance to unhook themselves for free, is not a good idea.
They need to remove this mechanic if you don't have Deliverance/Anti-Camp meter is full and rework slippery meat. Also, remove the skill checks from the struggle phase so people can't kill themselves on 2nd.
-
@ManOMaker said:
As someone with P100 on 0 characters, and not even being close to any, I'm just wondering, if a player has P100 on a specific character, does that really make them qualified, or whatever, to voice their opinion/teach things about that character as an "expert?"
P100 just shows to other people how much you like that character - and how much addons you have too. But there is this common sense that if you have a P100 character you have mastered that character - for killer individually or you are a top tier survivor if have one surv p100. I can understand the logic that if didn't have any events on this game getting a p100 character would be an herculean job - but this is not the truth since we have BP Offerings and many events giving the double or triple of BP.
Unfortunately, since i achieved P100 on my killers - Unknown and the Knight - all i receive is trash talk, whether i lose or i win. If i lose i'm "too bad to have that character p100" or if i win i should "just not played that sweaty" (even when i make 8 hooks). I remember when i did not have high prestige and the post chat were more gentle.
In short: no, p100 is just a trophy for your love/dedication for one character, not a skill emblem/certificate.
-
@AmpersandUnderscore said:
Well, you're playing solo q. And I'll assume the best from you and assume that you are avoiding all of those pitfalls yourself.
My personal complaint with survivor is that the game has been pushed out of being a casual, or even "party game" feel toward being only competitive.
I used to play with a full 4 player SWF. Not some sweaty, bully, gen rush squad... We played and screwed around on discord on a Friday night hanging out and drinking. One player really loved playing "Santa Claude" and would open every chest in the map to gift presents out. Another was a totem fiend and would cleanse or bless anything that glows on the map. Literally the kind of team that killers claim to want in every match.
All of us have basically been driven away from the game by the changes since 6.1 over time. At this point, I barely touch survivor and only play killer occasionally by myself.
So what's interesting to me about your post, then, is that you're basically criticizing not playing hyper competitively. Do people really want gen rush squad every match? Or maybe the criticism should be that the game shouldn't be balanced in a way that "gen rush, pre drop, run to comp corner" is literally the only way to even have a chance at winning. Or hell, even just fun.
I can only speak for myself, but personally I don't really care that much if I win or lose as long as the gameplay is fun or enjoyable. In fact, some of my most memorable (positive) moments in dbd are games where I lost.
But that's not the focus anymore, the gameplay itself has become not fun for me (or my friends group), to the point that even winning isn't enough to offset that the gameplay path to win sucks. (At least in that feeling, I'm certain I'm not alone).
So for me, if I go into a game expecting fun, casual gameplay, and get steamrolled by the sweatiest opponent I've ever seen, and then get told it's my fault because I didn't run these exact 4 perks with a toolbox with these add-ons... That's a game balance issue. Blaming my teammates isn't going to fix that, even when they aren't perfect.
And since we're taking about solo queue, I can bring all of those things, including the competitive mindset and drive, and still have a problem because my teammate was playing around weave attunement and didn't bring a toolbox.
This been happening for both sides. If you want to try a more fun build in killer probably you will lose horribly if the survivors come with a more competitive mindset, and vice-versa. Unfortunately, as this game gets older its been getting more and more competitive, specially because the initial feeling of immersion tends to go away with more time invested in the game.
-
@Prometheus1092 said:
I hear so many people complaining about op killers, op perks, game is killer sided. I have been playing survivor alot recently and I have noticed survivors are often responsible for their loss. They DC, go next, avoid gens, many don't even bring an item and they wonder why they lose. Reason being the killer is equipped and prepared while survivors seem to think they can go into a match with poor perks, no items and not touch a gen and think they can still win then they get salty when they lose. This is from a survivor point of view playing purely soloq survivor the past month.
Yeah. Most of the time i play survivor i see that the problem lies more on the other survivors than the killer itself. I remember one match were we were almost out - 2 gens left, my gen was 30% and there weren't many hooks - and some random decide to tank for a survivor in the killer should… 3 seconds after the killer picked up the survivor and was right next to a hook. The random was slugged, rage quited, the survivor on the hook killed himself and the killer found the other one. Result: i was the only one left standing, was found and everyone died.
In short: a lot of the current problem on survivor side i see its more caused by lack of info - in SoloQ - or just because your teammates ignore the 1v4 aspects of the game - or they are just plain bad too.
Aside from SoloQ info buffs, i don't see too much is needed to do.
-
Not being able to invite your friends to play with you is not a good move from a game company perspective… why someone would buy a game with 4 players if they can only invite a single friend?
The easier way to do things is to balance SoloQ to be as much as coordinate as possible and buff the weaker killers so they have a chance against coordinated survivors, be them SWF or SoloQ.
I'm sorry to word like this but if you don't like facing SWF you will have a hard time playing this game. If this can help, just close the post match chat window and go for another match. It will be the best for you.
-
Decisive Strike for survivors; Off the Record depending on the situation. Sometimes by holding a chase for just 30s more seconds you can turn the tide of a match.
Corrupt Intervention for killers. If you don't have Corrupt and you first chase is a bad one - you get hold for too long - probably you will lose the match.
-
@Inosennatoki said:
It looked like biggest nerf for her.
They remove effects- Hindered, Haste, Lock on and Claw trap.
They still give free aura revealing for survivor.
The number of drones has been reduced from 6 to 5 too.
Until we can see the numbers, there is no way to be sure. But i feel she will end up being stronger since she will have 5 "Victors" to attack survivors.
-
Another thing about her rework:
The "Red Light, Green Light" part of her power could be more interesting if instead of having the need of the survivors to freeze in place for a few seconds they it was more like "Stand up/sit down" (Vivo/morto for brazilian kids), forcing survivors to move and not move alternately, with random orders - so there is always some kind of a thrill in the minigame. -
@Leon_Loves_Cheryl said:
I suggest reducing his fatigue duration to 2.25. This will make him legitimately a dangerous threat at pallet/window loops, without actually turning him into Nurse. Counterplay would be holding W to the next loop (or running a long, safe loop where he can't hit you even at 2.25)
Legion's power is a number game. It's not something inherently unbalanceable. There's nothing in its inherent design that makes it flawed. The upcoming reduction to 2.5 fatigue duration means you're able to use it to some degree as a chase/anti-loop power, but it's still not super good at it. In my opinion 2.25 would be much better at giving Legion an actual power in loops without being overly oppressive.
The issue is that he's so good at getting people injured that also being semi-decent at getting them down would be a step too far, understandably so. Legion would be stronger than Kaneki if he could vault a pallet and down someone every single time. So you have to play it safe by finding a middle ground which is possible by adjusting the duration of fatigue and the movement speed.
I think the upcoming buffs will do a lot for Legion. He won't be a great killer, but he'll feel a lot better to play. If they want him to be good, it is possible. Reduce his fatigue duration to 2.25 and I promise you that Legion will genuinely become very dangerous around pallets and windows while having much more counterplay and interactivity than Nurse.
They're already reducing the fatigue to 2.5 - it's not like 2.25 is a significant difference. It just makes some hits a bit easier. He's still more escapable than Nurse by a long shot. I'm down to being wrong and seeing that 2.25 is somehow much more overpowered than 2.50, but there's no way to tell without testing it out.
From my 5 years of experience and thousands of hours playing Legion, the conclusion I have come to is that 2.25 fatigue duration (along with the rest of his upcoming buffs) are all he needs to be a balanced killer. His power is not fundamentally flawed or in need of any kind of rework.
I genuinely believe Legion with a 2.25 fatigue duration will solidly be an upper B tier killer. Not quite A, but damn solid in good hands.
Discuss
I would suggest that Legion have less fatigue for each hit in Frenzy. So, if you hit one person, you get a 0.1s reduction in fatigue, two people 0.2s, etc. This would make chaining hits more rewarding even when you not get the 5th hit.
-
@Falcao said:
I really hope BHVR doesn't listen to SM players because you are the ones to blame for all the anti-gen perks nerfs, the introduction of anti-triangle that hit Trapper and Hag, and you want to keep the version that made survs go next.
To be fair, i think the majority of Skull Merchant Mains do not played for 3-gen style - at least those who really like her power.
Singularity, Trapper, Hag, Unknown… there are many killer in the game right now that can hold a 3-gen besides Skull merchant.
We as community and consumers should be concerned on how one character is being removed from the game basically in her current state and hope the best that she can be brought back in a healthier state.
-
My feedback:
Skull Merchant will lose a lot of her identity - she will be a ranged mechanical Twins with a Wesker-like power. I would wish the rework was more focused on balancing her kit (focusing on haste, slowdown and Claw Traps for info/breaking pallets and removing broken/exposed completly) than creating a complete new one.I'm afraid on how good she will be to 3-genning - Skull Merchant will have 5 "guards" to help her hold an area, what could be used to hold a 3-gen easily. She also might be too good for camping and holding an area without too much in power of survivors to do.
The Drone Hacking feels too strong on the survivor side - survivors will be able to see her aura every time they find a drone, specially because drone hacking is an easy minigame. So the most common play will be to drop a drone near the area where Skully will be - another reason to hold a 3-gen or camp a hook.
So, in short, her new power might create new problems if not planned carefully. But since the Devs got so well the Freddy rework i trust them to do a good job working on the Skull Merchant. Lets wait and see.
-
The Game is a weird map. M1 killer definitely have no chance on this map; on other hand, some killers get stronger than ever. One good example is Sadako: she is quite weak in most of the maps but her condemn gets an absurd amount of pressure in this map because of its division in two floors; Nemesis also can get some nice hits on this map with his tentacle; the Knight also can get some interesting hit out of his guards, due to how easy in to pincer attack in some parts of this maps.
But most of the time the gameplay loop of the Game resume itself to be: drop a pallet → Break it → go to another safe pallet, until all the gens are done.
I hope they rework it too, specially because with the Eerye nerf this will probably be the most used offering (combined with Badham Offering).
-
Unknwon. Even when i lose with him i feel i've learned something new about this killer.
-
I think every guard has its potential and functions. Assassin can't get hits in some survivors (because they have exaustion perks, they are in a strong loop) - so Jailer is the way to go in these scenarios. Also, i really like Jailer for spending someone's time while i do something like kicking a gen or carrying someone to the hook. But yeah, i really love the assassin!! When he gets a hit i think: "THAT MA BOI!"
I'm still very conservative in addons as i use Call to Arms and Dried Horsemeat almost 100% of the time.
-
In a ideal world, killers wouldn't need to rely on gen regression perks as survivors wouldn't need to rely on anti-tunnel perks so we could have more room for crafting individual builds.
I really don't want to run gen slowdown every match but when i try go with a fun build i tend to face survivors with every meta perk + Toolboxes or syringes. And i don't want to go to the lobby and wait 10m to another match just because i'm going for fun and others are full stacked.
Hope BHVR address this issue with time, even if little by little.
-
If i remember correctly, BHVR Devs once said they don't want to play with people fobias anymore, as they did with the Clown. So, if a Spider get into the game i believe it will be an anthropomorfic killer rather than a spider in 8 legs.