Rogue11
Rogue11
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2593855#Comment_2593855
So am I just that good at killer to be still winning with a dead killer?
There were a few people that were dedicated enough to release version Trickster to get decent results. Hell, people still main Legion. Doesn't change the fact she's now incredibly weak, boring to play, and at the mercy of the survivors' mistakes.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2592885#Comment_2592885
She can't pick sounds up now which was her thing. She has to work round survivors making mistakes which in this day and age is next to impossible due to the game benefiting the survivors more than killers.
Spirit was one of the 3/4 killers who have a fair chance. Now she hasn't even got that role
Yep, she's dead vs decent survivors. I'm sure the 3 people that still main her will say otherwise. We already saw how a 110% speed killer with a weak power stacks up when Trickster released.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2592326#Comment_2592326
Omg I am still mad about that
Welcome to the Sad Claire Mains Society. Meetings are on Tuesdays so we can cry about another patch without her face being fixed.
:c
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Yea still waiting for a fix for Claire...
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Wait till you play against one running Bamboozle, Blood Favor, and Undying. Very interactive gameplay.
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They made her a 110% speed killer with an easily counterable power. Because release version of Trickster wasn't sad enough I guess.
Also buffed the hell out of iron will and added shadowstep.
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Blight. He has several stupidly strong add ons that are almost always used. His ability synergizes very well with the most boring perk loadout. He has a power that was intended to be counterable at most loops but isn't in most cases. His hitbox is egregiously oversized making juking very frustrating. And his mains usually play with a very sweaty mindset.
Also Hag and Bubba because basement camping.
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Mostly any that doesn't camp and tunnel at 4-5 gens. But with that said, my favorites are Huntress, Pig, Spirit before they made her braindead easy to loop, Pinhead, Demo.
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Really petty design to limit their use to the event. It's not a meta shaking add on or anything. Let the killers use their zoom juice!
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Yep, she's pretty much dead vs decent survivors now. Then pile on Iron Will, Lucky Break, Shadowstep, and its hopeless. Not that I played much killer anymore but I enjoyed playing against her as well.
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and i'm over here trying to do killer rifts, getting nothing but tbag flashlight squads, Badham/Haddonfield/Ormond map offerings, "EZ" in the end game chat. i barely even play killer anymore ffs.
oh and thx for another round of killer nerfs with this update, devs, very cool.
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I wish there were real competition for DBD but I haven't seen anything yet that makes me believe vhs or the evil dead game will provide it.
I share many of your frustrations with the game but it's still hitting huge numbers on steam charts. As long people keep playing what's the incentive to make core gameplay changes?
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happens on PC as well
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2582422#Comment_2582422
I’ve been using Bite the Bullet + Desperate Measures + Botany Knowledge + Self-Care for a while and it doesn’t take long at all. My point was and still is, is that there’s already perks in the game that let you heal without a med-kit. I actually had a TTV complaining yesterday that med-kits were OP but when he realised I was using a healing build WITHOUT a med-kit he shut up.
Don't you think there's a pretty significant difference between devoting 4 perks for 1 survivor to be able to heal quickly vs 1 survivor bringing 1 perk to allow the entire team to heal quickly? That's 15 more perk slots and 4 item slots freed up for second chances, exhaustion, aura perks, toolboxes, etc.
The infinite use of it and insane healing speed buff with no way to permanently counter it makes it a problem. Good luck ever holding a 3 gen against this perk vs a semi decent team.
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Haven't played against her or Slinger since the nerfs. I'm enjoying the extra 5 minutes by the campfire in queues between matches though. Also fun only playing against Blight and Nurse most games. Thx devs, very cool!
/s
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My annoyance with the different regional prices is Auric Cells are not a physical product like a Big Mac. With real goods like food, materials and labor are sourced in each country to determine a cost, and demand determines the price point.
With Behaviour Bucks, or any digital media, there is no scarcity or raw inputs involved in their creation. Behavior doesn't hire separate cosmetics designers to make an outfit for players in each country. So I would expect the price to be equal after accounting for currency exchange.
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@Sabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2577257#Comment_2577257
I think so but no one ever bothered with it until the change and I don't entirely recall why? I think it was a 30 second cooldown and it wasn't good?
I considered it a good perk, but I kind of like the challenge of finding totems without perks/items. The cooldown was 10 seconds at tier 3 prior to the change.
Also, every time I run it I seem to get multiple floor maps where the alert goes off and I can't figure out which floor the totem is on....
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@Sabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2574457#Comment_2574457
But hardly anyone ever used it because how often did you get the trapper? Now they buffed the perk to literally be able to find any totems for newer players, people with sight issues, people who don't commit the locations to memorym it is immense. It removes the need for a map and or a map with detective's hunch combo. Freeing up a item slot.
Didn't it always do that for totems? I thought the main thing they changed was the added totem counter.
I actually do find all the easy totem countering perks to be a bit much. But then again, they start to look better after the 10th game in a row of Ruin+Undying...
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Hope survivors are enjoying the 5-10 min queue times with broken new perks and multiple killer nerfs.
Even more fun when you finally get into a lobby and get instantly camped/tunneled because splitting pressure is no longer viable at high levels.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2574457#Comment_2574457
Oh so you mean they changed a perk that nullified a killers power? You mean like Iron Will does? Its actually an even better example to bring up as an argument in this case then.
Maybe I misunderstood your argument? I thought you were in favor of perks completely countering a killer's power.
I want iron will changed to either have some counter (like Stridor pre-nerf) or to have its own effect nerfed in some way.
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/288277/deathslinger-is-garbage
General
- Base trap carrying capacity and starting traps increased to 2 (was 1)
- Trap aura color changed from red to white to be consistent with other killer object auras
Trapper
Base trap carrying capacity and starting traps increased to 2 (was 1)
The number of traps spawned on a given map is now always 6 (was random 4-6)
Add-on – Trapper Gloves: Setting speed bonus increased to 30% (was 20%)
Add-on – Secondary Coil: Increased trap disarm time to 50% (was 43%)
Trapper Sack: Bear Traps are carried at the beginning of the trial instead of spawning on the map.
The Wraith
Uncloaking speed boost duration reduced to 1 seconds (was 1.25 seconds)
Hill Billy
Add-on – Death Engravings: Added effect: Decreases heat generated while charging by 14%
Add-on – Doom Engravings: Added effect: Decreases heat generated while charging by 14%
Add-on – Mother’s Helpers: Charge speed bonus after being stunned increased to 18% (was 12%)
Add-on – Tuned Carburetor: Charge speed bonus increased to 25% (was 20%)
The Nurse
Add-on – Torn Bookmark: Removed line of sight restriction. Added effect: Increases Blink recharge time by 50%
The Shape
Add-on – Vanity Mirror: Removed speed penalty
The Hag
Add-on – Waterlogged Shoe: Increased speed bonus to 4.5% (was 2%)
The Pig
- Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
- Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
- Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
- Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters)
- Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
- Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor
The Spirit
While phase walking Survivors within 24 meters of The Spirit (not the husk) hear a directional audio cue that gains volume with proximity
The Plague
- If the power button is released early, Vile Purge will continue charging to the minimum threshold instead of cancelling and entering cooldown
- Vile Purge cooldown move speed increased from 2.3m/s to 3.6m/s
- Base object infection time increased to 40 seconds (was 35 seconds)
- Time to cleanse at a fountain increased to 8 seconds (was 6 seconds)
- Add-on – Limestone Seal: Object infection bonus increased to 20 seconds (was 5 seconds)
- Add-on – Emetic Potion: Increased Vile Purge effectiveness bonus to 30% (was 25%)
- Add-on – Hematite Seal: Object infection bonus increased to 30 seconds (was 10 seconds)
Add-on – Ashen Apple: Removed object infection duration modifier. Added effect: Increases the number of Pools of Devotion in the trial by 1
- Add-on – Exorcism Amulet: Increased Corrupt Purge duration bonus to 10 seconds (was 6 seconds)
- Add-on – Devotees Amulet: Increased Corrupt Purge duration bonus to 20 seconds (was 8 seconds)
Reworked Add-on – Vile Emetic: Increases velocity of vomit projectiles by 10%
The Deathslinger
- Increased movement speed when aiming down sights to 85% (was 75%)
- The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
- Add-on – Gold Creek Whiskey: Removed movement speed penalty
- Add-on – Marshal’s Badge: Removed movement speed penalty
- Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
- Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
- Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)
The Ghost Face
- Night Shroud recovery time decreased to 24 seconds (was 30 seconds)
- Add-on – Walleye’s Matchbook: Decreased Night Shroud recovery modifier to 2 seconds (was 4 seconds)
- Add-on – Olson’s Address Book: Decreased Night Shroud recovery modifier to 3 seconds (was 6 seconds)
- Add-on – Chewed Pen: Decreased Night Shroud recovery modifier to 4 seconds (was 8 seconds)
The Blight
- Add-on – Adrenaline Vial: Increased rush token recharge bonus to 1 second (was 0.75 seconds). Added effect: Increases Rushing speed by 10%
- Add-on – Summoning Stone: Increased pallet blocking range to 16 meters (was 12 meters). Increased pallet blocking duration to 15 seconds (was 6 seconds)
The Oni
Add-on – Scalped Topknot: Reduced Demon Dash activation reduction to 0.5 seconds (was 1 second)
The Trickster
Add-on – Ji-Woon’s Autograph: Decreased the reduction of blades required to 1 (was 2)
These are the newest reworks and added things to the game I looked through them and removed ones that were reworks or a change of rarity. And found 7 things they changed that were not in favor of the killers.
Also it should be mentioned that not a single survivor got buffed! Some of the names of the items perks ect have been changed but not a single buff! I don't play as survivor alot but as a killer main I can nearly always get a 4k without camping tunneling or needing of underhanded tactics. It's sad af to see all those buffs given to killers and they are still so bad at the game they have to come here and complain or camp and tunnel... These are not nerfs!
Major nerfs to the base kit and best add ons of multiple killers, compensated by irrelevant reworks or buffs to trash add ons that still won't be used.
Can't wait to have 10 minute survivor queues for the next 2 months because the killer player base has been so decimated by sbmm, nerfs, and boon totems...
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2574170#Comment_2574170
Trapper can still kill you with small game. Counters dont mean its irrelevant.
Small Game was changed months ago to not alert for traps. Specifically because it completely countered Trapper's power.
Whether you agree with the change or not, it's a terrible example to bring up as an argument in this case.
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@Aven_Fallen said:
They should give it a different effect. IMO Spirit does not feel that much different to play (yes, they hear where you are, but you are still moving so fast while phasing). And while I never used Stridor, it is really a crutch.
So they should rework Stridor to something entirely different which might be used by more than exactly 1 Killer.
I used it on other killers pre-nerf because I got so damn tired of constantly going against Iron will.
Either revert Stridor or nerf Iron Will.
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They're as broken as predicted when survivors are remotely competent. Completely negates a killer's ability to split pressure or defend a 3 gen. Further reinforces camping and tunneling as the best killer tactics. Bad design incentivizing boring playstyles. Unfortunate.
But yea, Plague slaps.
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The standing idle animation is awful. I've hated it since it released with the "animations improvements" and it hasn't grown on me at all.
The original idle was a little hunched and goofy but at least the survivors looked scared. Better than standing straight, squared up, scowling into the killer's soul.
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Yup
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Did people forget the survivor team is in complete control of when a trap activates? It's not that hard to 99 a gen for a bit to give a teammate time to at least search one box.
But I guess its easier to demand another nerf. Poor pig mains. I barely saw them in matches already :c
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2573471#Comment_2573471
Only 3 were nerfed. Wraith, Spirit and Slinger. The rest were all buffs
I consider the Pig add on changes an overall nerf as well. Her strongest add ons were definitely nerfed, and the ones they reworked or buffed are mediocre at best.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2573522#Comment_2573522
‘An allergy to education’ sir ive already educated myself. Are NFTs a scam? Yeah. Dies dead by daylight collabing with a hellraiser NFT single handedly destroy the planet? No. Is the community being extremely over dramatic about the whole ‘scandal’? Yes. An allergy to logic isn’t a good look kiddo
It's funny when they use a tiny or non-industrialized country to say "OMG crypto uses more power than an entire country".
Meanwhile compare it to a country like China and its less than 1%.
But hey, as long as not playing a video game makes them feel like they're saving Gaia.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2571953#Comment_2571953
First off, I appreciate the reply and your take on things. 👍️
IMO, the emblem system might have rewarded you for things that you did well that were "skillful" -- pipping up as a survivor even if you died, for example -- but if we're talking about Rank/Level/Grade, it still does that. The only difference now is the grind back from what's essentially Rank 20 to wherever someone wants to get to, but the Emblems are still functioning in that aspect the way they did before (with the exception that you can't lose a Rank level once you get to it, only the pips in it). I'm in complete agreement about the flaws you mentioned -- using the the last week+ since the Rank rewards were given out (and I was capped in BP) to go for Adepts showed how flawed Emblems still are (you mentioned Plague -- that might be one of the most egregious of them all).
Regarding those points, I would argue we're mostly in agreement then.
That said, I'll respectfully say that, even as the Emblem system worked to measure a person's own skill at the end of the match, it wasn't helping matchmaking to work better. Due to imbalances in people playing certain roles, during high peak hours, killers sitting in Green or even Yellow Ranks were being thrown in against Red Rank solos/SWF teams constantly (which I think is still being done currently to keep queue times lower during those periods -- which I think IS a flaw in the current system). Playing at Rank 1, I won't even go into how much of a difference there is between people at that Rank -- I won't pretend that I'm at the very best level of Red Rank players (though I wouldn't argue I was at the very worst either, lol). But at that Rank -- where the Emblem system was measuring skill in theory -- if I wanted to try a new killer for me (I'm on console, so for example, I never really touched Nurse for the longest), instead of getting thrown in against opponents I could learn against, my lobbies tended to be all really good, similarly Ranked players who I would stand no chance against, so I didn't bother trying to try out a lot of characters I wanted to before. That was something that the current system is supposed to help with, and I definitely think the difference between ratings on killers one plays should have greater variances than it currently does, from what has been reported about how it works.
And even with the previous system, depending again on what time of day it was and what queues looked like, I'd find myself inexplicably going up against opponents (either as survivor or killer) whose Rank indicated that THEY were the ones over their head in the match, with matches way to easy to 4K or escape in. While Emblems might be a better system for grading one's own ability, it just wasn't resulting in "good" matchmaking far more often than not, and it seemed to especially not work well for newer players, or players trying out new things. I'll refer again to the almost constant complaints on the forums and screenshots of horribly imbalanced Ranks in matches you'd see daily here.
I think if the new system was more comprehensive -- if it melded elements of how the Emblem system works (total hooks for killer, number of downs, length of chases, and some weight assigned to what perks you're running as opposed to focusing on just the kill count -- and number of hook rescues, chase time with the killer, other objectives completed like totems, and weight assigned to perks you're running as survivor as opposed to just whether you survived or not) with what they're trying to do, then people would be happier (or maybe not -- I think there are some players who are getting aggravated going up against "sweaty" players because that's what they are themselves, and it's not so much "fun" when everyone is trying to gain every edge they can to win -- those players won't like any system where it's not easy 4K's or easy escapes every match, so no "fair" matchmaking system will ever make that group happy. This is obviously not an implication that you or anyone else who's critical of the current system falls under that -- heck, I'M critical of elements of it and don't feel that way -- but those players are definitely out there).
In a perfect world, the devs are going to actually do more work on the system to improve it, though if I had a concern, it's that their track record suggests skepticism that they'll get that right. That last point is something we probably both agree on.
I think we agree for the most part.
Both systems are designed to fall apart once queue times get too long, so I don't think that's a great way to measure their success. The devs have stated they prioritize queue time over match fairness so that's just something that will always be the case I guess.
With the new system, I just feel no incentive to improve. I don't run full meta on either side, nor do I want to. I try to play somewhat "nice" as either role, by going for totems/chests if we have 3 gens done early and the killer isn't getting many hooks, or not tunneling/camping when I play killer.
With the emblem system, the large pool of red ranks sort of capped the average difficulty of a match, so your reward for playing better was basically winning more often. And also whatever "prestige" existed for being rank 1.
What do you get for winning with the new system? You get to go against 3 brand new parts every match instead of 1? You get to play against nothing but ruin, undying, tinkerer on Blight and Nurse as survivor?
The incentive structures are all wrong, and it's driving high skill veteran players away. If they aren't going to loosen up the matchmaking more, I think they need to add some combination of:
1. Rewards for being high mmr. Could be cosmetics, charms, iri shards. Something other than 3 matches worth of bloodpoints once a month.
2. Visible mmr so you at least have some feedback in if the system thinks you're doing well and being able to compare that to the ratings of your opponents in the context of how each match felt.
3. Some heavy balance tweaks to the core game so matches last longer than 4 minutes at high skill levels.
Sorry I'm just spitfiring all this during my lunch break. It may read like a mess.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2571254#Comment_2571254
I agree that knowing how your performance in a match is getting accounted for would be a step forward in making any matchmaking system better. And as of now, I can only judge in my matches as to how my opponents "skill" is based on my experience in the game. There are clearly times I can tell when I'm getting opponents that are clearly more "inexperienced" or those that are very, very good at the game.
The general feeling of "sweaty" matches now -- well, for me at least, that was the case before SBMM just as much as it is now. Look through the forum post history before SBMM, and every day was filled with constant postings from people who complained about constantly facing sweaty killer builds, constantly facing sweaty survivor builds, "gen-rushing", killers sweating for the 4K, etc. -- so I'm not sure what's leading people to believe that these "sweaty", less-fun matches are somehow a brand-new byproduct of the SBMM going into effect.
ETA: I also believe that the current system has flaws that should be looked at and tweaked. I believe the old system was clearly not working, as evidenced by the constant complaining about it before SBMM. So as I asked someone else already, if you dislike the current system, did you think the previous one -- disliked and flawed as it was -- was better, and why?
I liked the previous system better because the emblem system actually took some metrics of "skill" into account. Number of hooks for killer, chase time for survivors, etc. I think it could be improved to help killers that would get penalized for using their powers like Billy and Plague, but it was closer to measuring skill than the new system.
I also liked the old system because you got feedback every match on how your performance was measured, whether you agreed with it or not.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2571145#Comment_2571145
Hope you've cleaned your room at least three times to have the authority to dish out Jordan Peterson quotes like that.
Just a little bit cleaner every day!
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2570381#Comment_2570381
Yes, I am aware. You must not have read my second reply in this thread where I clearly stated that.
If you think it's a dumb system, then I'm genuinely curious to hear your defense of the previous one, where there were literally multiple threads started daily in this forum from people who hated it because it didn't work at all. I'd also be curious how you think the old system promoted "casual" play, since that's what this topic is about.
My second reply also stated that I'm well aware that the kill/escape metric is overly simplistic, and that I'd like to see the current one improved to incorporate more parameters to measure, and that tweaking and improving on it is would be better than going back to something that didn't work. Since you think what's in place currently is "dumb", surely you have a better idea. Let's hear your alternatives, since I'm guessing you would have a preference on how matchmaking should be done otherwise?
I imagine if the devs stopped hiding their crap system from players over "fears of toxicity" you would see more of those posts crop up.
It's hard to blame matchmaking when the game doesn't show you how it rates you and the other players in your match.
Right now all we have to go on is their admittedly poor metrics for determining "skill" and a general feeling of sweatier/less fun matches.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2570908#Comment_2570908
Clowning, what are you even angry about? I think you and everyone else is just looking for something to get angry over. This is an overblown controversy. But by all means, stop playing DBD, but you won't because like I said, you don't actually give 2 shits. You're the actual robot who's doing what you're told for reasons that you don't even know and as soon as the controversy fades you'll forget it ever even happened.
"People generally have problems, and they try to avoid those problems and the way they do that is by adopting pseudo-moralistic stances on large scale social issues so they look good to their friends and neighbors."
The outrage summed up.
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I still like RPD as either side. Every map doesn't have to be the same 5 tiles with different colors.
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@GeneralV said:
Ok, so this was a pain to find.
There was a similar thread here some time ago, and this is what I commented there.
My opinion remains the same:
There is an easy solution and a hard solution.
The easy one consists of everyone buying a time machine and returning to 2017. Problem solved, DBD is scary again.
The hard one consists of working with what we currently have. So, let us start:
1- Maps and ambience
We are starting with the obvious, and so I shall state the obvious: reworked maps are absolute garbage on every single goddamn aspect, this one included. Crotus Prenn is the best, yet saddest example of this: a map whose ambience was top tier got transformed into an empty wasteland.
My idea is simply erasing the stupid Realm Beyond and return the maps to what they once were. However, I imagine this is out of the equation to the devs, so we would have to work to make the garbage more tolerable. And I suppose it can be done, with basically 2 things:
-Fog: We need more Fog. It is an extremely important element in DBD, both lore-wise and gameplay-wise, which somehow the game currently lacks. We would need something like this:
https://us.v-cdn.net/6030815/uploads/WTMRHL7BH048/image.png
-Lighting: Lighting is something which, undeniably, got worse throughout the years. The Realm Beyond merely kicked an already dead horse. The image above shows what the lighting should look like, which is basically 2017 levels. Alternatively, the devs can bring this precious treasure back:
https://us.v-cdn.net/6030815/uploads/MYD69QWC535J/bringitback.png
2- Killers
Next we are going to what makes the game truly scary, the killers themselves. And I think we can divide the killers into 3 types: scary, neutral, and not scary.
-Scary killers are the ones who are scary by themselves and do not depend on the maps for their spookiness factor. In my honest opinion, during DBD`s golden age of spookiness the scariest killers were Freddy and Michael, mainly because of how their powers worked. Michael still plays the same, so everything is okay with him.
Freddy`s scary factor came from the way he approached survivors, something that he now lacks. Give him his old power back and he can rule the Fog alongside Michael, in a spooky diarchy.
Other killers, such as Doctor, are also members of this category, but not nearly as scary as those 2 kings.
https://us.v-cdn.net/6030815/uploads/NQ38P91VX9AS/image.png
(Don`t question this image)-Neutral killers are the ones who end up depending on maps to be scary, such as Trapper and Hillbilly. However, keep in mind that those killers were designed with the old ambience in mind, and if it was to return I believe these killers would automatically be in a good spot.
-Killers who are not scary are an eternal problem, because not much can be done about them. Legion, Trickster, Deathslinger do not have what makes a horror icon a...well, horror icon. The ambience changing around them should make them somewhat tolerable, but the experience they provide will never be the same as the other 2 categories.
Not to mention that those killers are annoying by themselves, so there is that.
3- Survivors
The scary factor of the Survivor experience depends on the other 2 items, so there isn`t much to talk about here. However, something worth mentioning are the animations. Old animations made the survivors look scared are paranoid, while new animations make them look weird.
What should be done here is obvious. Revert it.
4- Menus
Last but not least, we have the menus. And they should return to the old style. Period.
If you don`t know what I am talking about:
https://us.v-cdn.net/6030815/uploads/HGSPF8318TU8/image.png
It doesn`t really need to look exactly like this...but something close to it would be nice.
5- Final thoughts
And I believe that is it! Now, I`ve talked about what I think would be the best way to make DBD scary again, but this is all my opinion.
I really miss the fog. It's incredibly boring and imo bad for both the "theme" and balance of the game for both sides to be able to clearly see across the entire length of the map. It encourages the hold W meta for survivors by letting them start running well before they even hear terror radius. And the more free map information is given via bright, clear maps, the more it eliminates any feeling of tension. There's no fear of the unknown when you see the killer from a mile away.
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Yea it still makes me sad seeing her in game compared to the preview they showed without the animations applied. She doesn't even look anything like the new character portrait they made for her on the PTB.
Not sure how else to make our feedback heard at this point. They just don't seem to care. :/
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More atmosphere, less esport
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"The sbmm will continue until morale improves": the devs, probably.
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I rarely use flashlights and don't spam click at killers unless they bm first. However, very skilled flashlight users can quickly release and reclick them to correct for save timings. The same might be true for chain blinds but im not as sure on the timing of those.
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It's not just seeing the killer over walls that gives an advantage. Its also a massive amount of general map information. You can be working on a gen inside a loop, where your view would be very limited on native resolution, and be able to see every other tile nearby, what pallets/windows are available, where other gens are located to avoid a 3 gen, seeing if the killer is moving your way from well outside their terror radius, etc.
This is stuff that is normally only gained through a lot of game sense, moving around the map throughout the match, perks, or maybe from comms.
But yea, keep lying that it's super situational and just looks better.
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The disgusting looking Nvidia filters are also cringe.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2537872#Comment_2537872
Yeah you probably can but it will require the survivors to not be attentive. You’ll have to be pretty close to that gen to do it. I was able to do it once on the PTB.
i mean, if it only works on bad survivors, that's not exactly encouraging. the previous audio bug months ago made it pretty easy to loop her and this seems far more precise and constant. i think her weakness will really show when this hits live vs medium-high skill survivors
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2537384#Comment_2537384
Alright I’m getting tired of people calling her gutted. She really isn’t if you’re good with her.
My favorite way to play spirit was switching targets within terror radius and going for gen grabs. Can I still do that?
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2537855#Comment_2537855
Sanctum is just azarovs but Japanese lol
As survivor I prefer Azarovs because at least the middle has some strong tiles.
The middle of Sanctum is basically just one big dead zone
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@SweetTerror said:
What I find funny is that the map is so ridiculously big, that all one has to do is control one side of the map while ignoring the other. The very fact that such a tactic works highlights just how busted the map size is.
Azarovs and Sanctum of Wrath play the same way. Killer has to control 1 side of the map and use the middle choke point to catch survivors. RPD would be too small if they split it in two.
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RPD is my favorite indoor map and I hope they don't change it.
Splitting it in two would be hell for Survivors. Gens would be insanely close together and most of the Balanced Landing spots would be gone.
It would turn into two very small versions of Azarovs, with clusters of gens on each side and a narrow choke point in the middle. Especially for the 2nd floor where there is only a narrow bridge connecting east and west wings.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2532347#Comment_2532347
Game sense. As a newer Spirit, the survivors always knew where I was. Obviously with more experience, I could get a little more creative to make that more difficult for them, but this is objectively a noob survivor problem by definition.
Yea, playing her against good survivors really helped me learn how to counter her. I can often tell what distances she won't be able to phase to catch me running to a tile and can then narrow down her possible angles of attack.
As for the "nothing you can do without iron will" argument, you could avoid giving her the first hit when you're healthy. It's much harder to phase on uninjured survivors. Also, if a spirit uses her power to get a hit on you while healthy, she then has to wait for her power to recharge and chase you at 110% speed for a bit.
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@Heartbound said:
Nooooooo I have to be able to use my incredibly situation specific self care!
Situational, because totems are so difficult to find?
Bad survivors rush themselves into a nasty 3 gen? Just light up a survivor hex on the cleared side of the map! The killer can't leave to snuff it out and even if they do you can just put it back. Killer can't commit to a chase without losing the last gen and can't build any pressure by injuring multiple survivors.
Oh and survivors see the aura just in case you thought of actually requiring effort to get value from a broken perk.
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@Hex_Llama said:
Has anybody tried the videotape thing? Just curious how it works out in a real game.
I have an open mind about the changes, but I actually don't mind death by RNG as much as other people on the forums do -- I think it makes the game more unpredictable, which, to me, makes it more fun. So I'm kind of sorry to see the add-ons that made that more likely go. I feel like, now, the chances of actually killing someone with the traps are almost zero unless you stalk them (which is a play style I don't like).
It's disabled on the PTB I think. If it removes all the traps from her inventory I consider it another bad UR add on. Unless the traps are active, having more than 2 attached is kind of a waste imo.