Rivyn
Rivyn
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- Rivyn
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No. Killer is handicapped enough, don't you think?
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@Pulsar said:
It will be nerfed when any non ancedotal evidence shows it needs to be nerfed.
You can say it feels bad to play against, and that's valid, but half the time people scream about MFT in streams, said person doesn't have MFT.
Because it's like old DS. The survivors may not have had it, but because of it's obsession role, you had to play around it like it was.
MFT may not be in the match, but it's always in the back of ones mind in the middle of a chase.
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Prepare for the slugging, then., since that's going to be more efficient, especially when survivors figure out how to abuse the upcoming system.
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A single streamer is a big no for me.
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@crogers271 said:
That's a full four minutes. Even if every other survivor ran over, saw the slugged survivor being camped, and then ran back to their gens, they'd easily get gens finished in time.
You'd be facing a really easy 3e as killer, potentially even worse given the prevalence of buckle up allowing survivors to pick up the survivor at the end.
To be fair, that's also the answer to camping. See somebody getting camped, just do gens. Yet BHVR saw fit to change that by adding this new feature.
I see slugging as taking an uptick, which is going to lead to more survivors taking issue, and the anti slugging 'feature' last year coming back in a new form and further limiting killer presence.
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@JustAnotherNewbie said:
Ok so basically, you want even more genrush then.
To be fair, these face camp changes, as they are, just encourage bleedouts.
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Because Billy was balanced, and they (devs) were happy with where he was at. So they nerfed him. Didn't you know?
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Vote with your wallet. Why do you want me to spend money to support a bad product, simply because something else 'may' be better? I say may, because it's subjective from person to person.
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Maybe the devs didn't think it through? Thought it 'sounded' nice without actually understanding everything that would come into play?
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@jesterkind said:
The only way that statement could read as an "empty politician statement" is if you view it with inherent, pre-decided distrust and condemnation.
People were getting frustrated with a lack of communication, too. That's why the statement exists at all.
Lets be real. This statement exists because big time streamers have threatened to pull out over an issue BHVR has been very lax about. Cheating has always been a thing in the game, but exploded with dedicated servers. That was, what, three years ago? While BHVR may have been taking steps behind the scenes, it just keeps getting worse.
Remember the whole color blind fiasco, where they only made it known they were working on something only AFTER the explosion? This is the same deal. Whether something comes out of it or not, we'll see. It circles back to my biggest issue with BHVR, and that's taking literal years to make substantial changes.
I hope things change for the better, I really do. However, this dev team HAS made me a distrustful, or at the very least, pessimistic on things they say they're doing.
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Seems like it's just fluff. Not like anything is going to come out of it. They've been promising fixes for this for years.
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@Veinslay said:
Wow baby killers, the counter is so easy... just hook the survivor! There, no basekit unbreakable! Besides, 45s is an eternity compared to the 0.5 seconds that hacking survivors are getting up in
If they go down near a pallet, and another survivor is near? You need to run the risk of a pallet stun. If you go after the nearby survivor, the slug picks themselves up. You just lost pressure.
If you down a survivor, and somebody sabos the nearby hook?
Body blocking will now become even more powerful, as you can't just leave the slug to give chase.
The reason slugging was so powerful was because it gave the killer pressure. Now, with only 22 seconds into a free pickup, that's gone.
At the very least, bleedout timers should be decreased. If you can pick yourself up every 22 seconds, drop that timer down to two minutes or something.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3107442#Comment_3107442
Yea I'm sure it had nothing to do with her having 0 counter which was still present after her first nerf.
Why would you think that? Look how long they sat on their hands for a multitude of issues in the game. God loops are a good example. What seems more likely. A broken addon, or players mass dc'ing against a certain killer? At least, going off of BHVR's track record. Fixing her for an addon would make sense, but these devs don't make a lot of sense going off their history.
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They did with Spirit, remember? Her first nerf was because survivors just mass dc'ed against her.
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To entertain survivors in whatever fashion they choose.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2949077#Comment_2949077
I would actually argue that the “Twins are monsters at high MMR” argument is completely false, seeing as they have next to zero map mobility and can’t down with their power right out of the gate
Dowsey’s skill with them should not equate to them being consistently good at high MMR
I do wonder where the 'monsters at high mmr' stems from. Since Twins is so rare, even from the devs own pick rate, it's no wonder survivors may have trouble at that level. Little to no practice. That doesn't mean Twins are 'monsters,' just that they're so little used that practice is in short supply.
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It amazes me how they give you a killer which actively punishes you for using their power. Using the 'monsters at high mmr' is asinine, since killers at high mmr NEED to be 'absolute monsters.' It's the only way to keep up with the powerhouses high mmr survivors can play at.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2948511#Comment_2948511
Eh. If actions speak louder than words, why do you still criticize them on the forums when you could stop supporting them?
you don’t actually believe that they implemented a functioning colorblind mode with settings in menu, UI, different kinds of colorblindness etc just in some few weeks? We are speaking about the same devs, right?
and I have said you can criticize them for being too slow on this, not communicating more with us on these kinds of issues etc. That’s all valid feedback and criticism. It’s just really dumb to make up something in your head and then act like that’s what must have really happened (despite simple logic telling you otherwise) and spread this misinformation instead of criticizing them for what they actually did wrong/bad.
If everybody that wanted to criticize simply left, there's just be an echo chamber, now, wouldn't there? As much as I criticize the game and the devs, I just really want it to succeed. I enjoy the premise of the game, though the execution and implementation of ideas is handled poorly.
Yes. The same devs who can't 'fix' an issue without creating another. Midwich, as the most recent example. RPD is a big one. Haddonfield. Boil Over. Twins. Heck, even Huntress can fall into that. They are prone to reflex fixes. Furthermore, you had a dev actively criticize players for broaching color blind mode. If you have one dev 'working' on it, while another denying it, doesn't that create a discord? Granted, not every dev has to know what everybody else is working on, but you'd at least expect them to be on the same page. Which falls back to the lack of communication done, both between the devs/playerbase, and apparently internally as well.
Now, if Mandy really was working, or testing, said mode well before the whole blow up, then I'll retract my claim that it was rushed. I didn't know, as I don't actively follow the devs when they stream. However, for them to make anything official, or at least public knowledge, only AFTER the problems arose, that's where my claim of them being disingenuous stems from.
Which comes back to my point about OP's topic. Even if a fix is in the works for a game component that could cause a health issue, the amount of time needed to actually bring that fix to the game just screams insincere, at least to me personally. If something IS on the drawing board, let the community know.
And for something like macros, it shouldn't be that difficult to bring a fix to it. It's not like they have to create something like the color blind mode for this.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2947636#Comment_2947636
The devs do care. They are just working for a company that may not care enough to make it higher priority and they are generally slow for literally anything.
the color blind settings were NOT added because of the backlash or that stream fiasco. We know first hands from Mandy - who is part of the dev team - that they worked on this already long time before this and she herself is colorblind and has tested the functionality before this whole fiasco.
please don’t spread misinformation like that. Criticism is of course needed and helpful - but only if it’s constructive and not based on lies.
Actions speak louder than words, though. You can't let issues stew for years, a problem arises, and suddenly claim 'we've been working on this.' Whether or not they 'may' have been doing something, the fact that it took five years for anything to come of it, and only AFTER the community takes offense, is disingenuous.
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@PBsamichShoe said:
Clicking the flashy is like half the fun in this game.
It's even more fun to bind it to the scroll wheel because then it makes a "dzzzz" sound that's really fun.
It honestly sounds like the OP just wants a nerf to survivors. I'm not saying the tweet or whatever is disingenuous either, but if you have epilepsy you really shouldn't be gaming, unless you're on meds for it and probably only during the day and even then you're taking a risk. This is all pretty well known in the epileptic community.
They probably should add a warning message in the beginning of the game about light sensitivity, for liability sake, but otherwise this just sounds like you want to make the game less fun for survivors.
How is removing a macro a 'nerf' to a survivor? It doesn't change any actual gameplay components. The only reason a survivor uses a macro is to be toxic. Those that claim otherwise, like 'it's fun,' are the ones that follow the killer around to use it on, as it adds no other benefit.
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Unfortunately, the devs do not care about this, as it won't bring in revenue. Look at the whole color blind fiasco. The only reason something was done was due to backlash against a dev.
Though I could have sworn macros were against TOS a few years back. . .
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@Seraphor said:
Reduce the rate at which flashlights consume charges while on.
Add in a default minimum charge spent whenever the flashlight is turned on.
Just give it a 'windup,' similar to PH and DS had done. You can turn it on now, but the second time requires an activation period.
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Dodge. Don't feel like investing any time in a potentially toxic matchup.
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@Pulsar said:
Now if only I could see everyone's mmr
But if you could see that, you could somehow game the system! As if that isn't a thing already.
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Because they're absolute monsters in high mmr, so lets nerf them so nobody finds them enjoyable to play.
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It was mentioned that something was in the works in the last Q&A. Why it isn't implemented with the introduction of SBMM is just another thing BHVR overlooked.
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Remember when the Pride charms dropped, and the multitude of posts about homophobia and players claiming they were being 'targeted' for using them? I'm hoping there isn't a repeat of that.
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I actually like the idea. I'd shorten it to maybe four seconds, instead of seven, just to get the ball rolling.
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It makes some sense, if you look at the timeline. They did this with the Twins, since you could just camp the hook with either. It stands to reason they'd apply the same to Artist. It would require them to go back and recode some of Hags bits and bobs, something they will tell you 'isn't on the schedule.'
But at the same time, she needs it. She's 110%. If you couldn't trap around hooks, you'd negate at least 1/4th of a map for her, shutting down entire tile sets depending on hook rng. She can't chase already, so that would just put her in the rubbish bin.
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That would require work outside the three month time window, and innovation that the game's spaghetti code can't handle.
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There is no competition out there to get them motivated. Without somebody to push them to innovate and balance, they stick with their same stale release pattern. At the same time, the devs are out of touch. Just look at all the Q&As. So while the playerbase tells you there is an issue, they will see something else. Numbers and stats and such. Combine the two, and you have a case of misery.
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Give Killers the ability to relight their hexes, and we'll call it even.
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Low. Lets me see scratch marks, where ultra settings obscures them.
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I sometimes run NOED on Plague, just for that endgame cleansing I know they're going to do. I find the kills following it amusing, along with the shocked 'nobody runs NOED on Plague, u so bad' in post game. Since I don't use Myers as it is, figured this is second best.
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@anarchy753 said:
Ruin was nerfed because it was too punishing for new players, not because it was too prevalent.
That said, any perk that is in >75% of matches should really be in line for a nerf.
It was both, as both were listed reasons the devs gave for the change. Whether one held more weight than the other was irrelevant, as '80% use in red ranks' was still a reason given.
Which does open the devs up to hypocrisy, since the same logic can be used for anything else, including survivor perks.
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I think, in part, the issue comes down to the us/me/them mentality the game builds on. It's survivor, and killer. There is no middle ground unless the players make it, and because there is little in the way of communication between the two, it's difficult to foster.
Maybe if there were alternate game modes that allowed players to be silly, like a baton pass of who gets to be a killer, or multiple killers vs few survivors, or a randomized perk setup, at least something to break the stagnancy of the sole game mode. It wouldn't bury toxicity, but at least it would create something other than the us/me/them we currently have. Let people have some fun.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2895495#Comment_2895495
That's what I was thinking Imagine going against GhostFace or Hag lmao would be fun.
Not just stealth killers. Can you imagine seeing Oni charging at you? Or Nurse blinking right in front of you? Heck, imagine the effects of Plague puking on you.
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That would certainly bring back the horror aspect.
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I'm sure you can find a hockey reference that would be associated with old OoO.
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Blame the devs for allowing stagnancy to prevail. If there were alternate game modes, something to spread the play styles, the game would be in a better state. But they refuse to do anything about it, instead sticking to the same unhealthy cycle of every three months for the last five years. Going on six!
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/317824/i-think-i-despise-every-single-boon
Its high risk high reward. Boons do not pay off unless their effects have bought more time than it cost to set up/run to them.
CoH pre-nerf required 4 heals inside the boon just to break even. Shadowstep barely had value in the vast majority of cases as you can hide in lockers or behind gens, it's main power is actually the lack of scratchmarks when up close. Which then requires you to distract the killer for 8 seconds after you've already left to break even. Dark Theory doesnt even break even unless you're also running Resillience. Exponential doesnt break even unless you slug and ignore.
Boons have a high risk of being a massive time investment for survivors with low rewards. They need to be infinitely placable because that means they can be a bigger time sink.
You WANT survivors to keep placing boons. 6 boon placements=1 gen that could have been finished.
The issue with boons is their range, and in CoH's specific issue: giving each person the buff, rather than the buff being applied to the healing action in general. 3 people healing and boons on small/indoor maps are a bit busted. Medium size maps and less than 3 people healing up is fine. Large maps and 2 people or less healing up and boons are an absolute joke.
Boons are not 'high risk.' You can just relight them. If they were really high risk, the killer could simply break the boon and shut off one of their perks. As it is, no matter the boon, there is no high risk involved. It's just reward.
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@dugman Didn't mean to imply it wasn't legit. My point was that little effort is applied. Just like being able to Urban Evade the killer all match and make it out the exit gate. My point was that even the least amount of effort can net you an increase in MMR, while the old system would have black pipped, at best, with the same strategy.
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@dugman I'd say 'accurate' is a stretch. Since it just takes the most simplistic route to matching, there isn't any nuance in the results. You can sit in a corner while your team does gens, then escape. Your MMR goes up. You can wait till all gens pop, then hook with NOED, MMR goes up. At least with the old system, you actually had to do something in order to pip and rank up. Not perfect, but a lot more in depth than what we have now.
I have little hope with this weeks 'tests,' if anything even comes out of them at all. It took them, what, over a year to give us SBMM, which again, went backwards in my book. Any results this testing has won't be seen for a very, very long time.
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@WeenieDog said:
I'd rather just see mmr or something like overwatchs season rank.
Devs claimed if you saw mmr, people would find a way to cheese it. . . somehow. Even though they're doing nothing about the hacking situation which makes the whole mmr system defunct.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2891405#Comment_2891405
You’re not the only one. People who think the old rank system was better are delusional with nostalgia or something.
At least the old ranking system dealt with more than kills/escapes. The devs went backwards with this, instead of forward.
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@Phasmamain said:
Because 3/4 boons aren’t strong enough to warrant that?
Many Hex perks aren't worth it as it is, yet they're still breakable.
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I had this idea a few years back. Except I used it as a rework for her Iri Seal addon. Same hit to duration, but it'd allow her to use a pool at range.
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A bit off topic, but does Stridor activate during Frenzy? If it does, how would it sound with the new music playing during Frenzy?
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My cat deciding that he needs to be let out NOW, and won't stop screaming. Just so he can step out the door, sit on the rug, and cry to be let back in.
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Don't you play hockey? I'm sure there's a relevant hockey reference that can be used here. . .