Rydog
Rydog
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1811886#Comment_1811886
Oh nah, it's fine. A lot of killers are treating this as like a personal offense or something, it's weird.
It's that weird expectation of justice thing I talked about. People don't understand how things look from the inside.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1811860#Comment_1811860
I was just being sarcastic. I don't think they were daring anything at all, but a ton of people seem to think this makes them the most survivor sided thing in existence.
Oh, haha sorry. It's hard to detect sarcasm on the Internet, especially on this forum.
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@SilentHillOnDvD said:
I play in a swf not on comms often when I play survivor (hate useless teammates) and every time we get a freddy we handle them pretty well. Even with the slowdown addons and ruin/undying we still manage to at least get 2 out every time. I don't see why he should be nerfed because honestly he's balanced imo. He only dominates bad players who either don't know how to do gens or can't loop a freddy
This is really anecdotal, and I also imagine that if you perform this well against Freddy, you perform this well against other killers too. "He only dominates players who make mistakes" is not unique to him.
I main Freddy, and it isn't so much that he dramatically dominates at any one thing, it's that he's pretty good at everything that a killer needs to be good at. He also has a pretty low skill floor, for how much utility and map pressure he brings to the game. He shuts down loops easier than most other killers, he can get across the map quickly, he reveals survivors constantly, and he naturally slows down the game because of Dream World status effects and add-ons. Those are objectively true statements no matter how good or bad you are at the game, or how you personally perform vs. Freddy. His toolkit is just really very broad and all-encompassing.
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@NomiNomad said:
Because the Dev's had the audacity to nerf them before Keys.
The nerf could've came at a better time, sure, but your right - The forums have been pretty much nothing but discussions on Mori's.
There was no audacity; no boldness or daring shamelessness. They were not attempting to go WHAT NOW, COME AT ME BRO and provoke any fights. They issued an easy (such as it is with this game) fix for a defective, degenerative game mechanic. I agree that keys are a major issue too, but one fix should not hold up another fix. People have this imagined sense of equity or justice that pertains to game balance. That isn't how anything works.
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I honestly had to look up Spine Chill's secondary effects, since those don't even really register to me, and they're absolutely not the reason I pick that perk. The way I treat it, the yellow bar when Spine Chill is active is just another visual indicator that it's picking up the killer. I would not miss any of that stuff if it was gone.
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Definitely Ash, Steve, and Yui. All other survivors have at least one perk that provides some value (even Ace with Open-Handed and Quentin with Pharmacy). All three perks on all three of these characters just suck.
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@Zaytex said:
Make it so Spine Chill doesn't counter stealth killers.
I'm pretty sure the specific design intent of Spine Chill is that it deliberately counters the recently codified stealth condition.
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Some maps are going to be bad for some characters or some roles. This will never not be the case, in a game with as many variables as Dead by Daylight.
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I would like to a see a comprehensive list of stats on perk and item usage, kill rates, escape rates, % that each character is picked, etc. across all ranks, without it being distilled into some single misleading slide.
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@JimPickens666 said:
They went out of their way to explain why Moris didn't need to be changed or remove and for the most part they were right, you didnt see them very often and with how the game generally is it actually made the survivor games more fun unless you just get tunneled and morid off first hook. Good thing they changed it so really he ONLY way to get use out of it is to tunnel because making moris into a brown offering does nothing to solve that problem, a problem that they keep saying doesn't need to be address but then they do some bullshit like nerfing discordance, who the hell is deciding priorities? The only thing this nerf does is make the bloodweb worse because there's really no reason to bring moris at all anymore, this effect is so weak that it might as well be base kit, in fact it SHOULD be base kit, it would also give a reason sell us extra moris but that idea is way too good apparently, probably wouldn't even piss anyone off which seems to be the mission statement of dbd
Ok so the only survivors happy are the brain dead yes men because it literally doesn't improve the survivor at all BUT this change comes with the added bonus of telling each and every killer to go ######### themselves. Moris really didn't need to change, and even tho keys are much stronger i don't really think they need to be changed either because of the infrequency of seeing them. Yeah its a free win for a SWF....but so is just playing the game normally most of the time. But WHY would you change one and not the other? The mantra of the community has been "nerf keys and moris" for years and this nerf comes out AFTER the patch. I mean barely anything was changed anyway, and with this lazy and of a nerf the obvious mirror for keys would just be working for one person so why wouldn't you change it? Again i don't think either needs to change but I dont see how they could be this tone deaf
Now im not saying someone got back to back mori games and impulsively made a nerf out of rage....but im getting flashbacks of the game director being bullied by survivors right before long requested survivor nerfs.
I HATE that I can deadass believe that's how this game is balanced
This is not how anything works. Your perspective on how game balance occurs is completely make-believe.
Also: The developers have flagged moris as issues in streams way, way prior to the nerf. They're pretty bad at surfacing their thoughts on official and easily accessible channels (streams don't count since those are not easily digested or searched), but it isn't like this is coming out of the blue.
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@kaeru said:
I started playing dbd after I watched series of letsplays on youtube. So I knew the basics when I started. I wonder how would I learn about gens and hooks if I wasn't prepared, because game only give several tips on loading screen. And it looks like new players doesn't notice tutorial option in main menu. Game should probably obsessively suggest to complete tutorial at very first launch.
I firmly believe there is no dedicated usability group at Behaviour, and certainly no external publishing partner saying "Hey guys, we're gonna recommend that you get this fixed." The entire game and all of its systems and feedback is designed by engineers, and at this point they're so deep down the rabbit hole that they don't know what they don't know, which is 10000000000% what happens with every game developer that has been on a project for any substantial length of time. This is true even of really strong AAA development teams. This isn't necessarily a criticism of the developers, because this is naturally what happens when you're too close to something for too long, but there's also nobody in a position of power pointing it out to them.
Their internal corporate culture/development worldview is entirely metric-driven, with no human touch to guide things like onboarding. But it's probably been that way for so long, with no one at the top thinking it's an issue, that it is unlikely to change.
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@wixxa said:
So i have a few accounts, different unlocks on each ect.
I like to hoard promo’s when they come and you know twice is nice. ;)
I play around Rank 3-7 frequently and believe i have a competent understanding of perks mechanics ect.
However when i take this knowledge to my alt account which resets from 10-15 and even lower the game is actually UNPLAYABLE SOLO.
It doesn’t matter how much of a competent survivor player you are or how much you can stall the killer out for chase NOTHING GETS DONE.
The camping claudette in the corner of the map is no understatement for level of play for these low ranks which I UNDERSTAND these are low ranks.
But hell how about a tutorial for these players?! A rank 20 killer will pick off a lobby of rank 20 - 15 survivors IN THERE SLEEP and as soon as you pass rank 10 people somehow understand a grasp of the game? WHERE IS THE BALANCE BHVR?!
WHAT ARE THESE NEW PLAYERS SHOWN AS THERE EARLY EXPERIENCES?
Like throwing a recruit in an army to the frontline with no weapon//supllies and literally no chance.
New player experience is horrendous imo and that’s my view as a tourist.
Anyone else's thoughts? curious to think more can be done here.
Like a tutorial ffs your mobile game even has one BHVR you have no excuse.
I got deranked all way back to 20 recently because I took a few months off, and I had to climb my way back up (mostly alongside my friend who I always play with -- we're usually always red/purple ranks). I use Bond and Kindred pretty consistently, and yeah. New players literally just don't do anything. They don't do gens, they don't unhook people. They spend half their time crouched behind walls. You can loop a killer around the map for like 8 full minutes without a single gen getting popped, because this game does a very bad job of onboarding players and helping them understand what they are supposed to do.
To be fair, a lot of developers are pretty bad at onboarding, but the first-time user experience in Dead by Daylight is one of the most defective ones that I've ever seen.
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If you decide you're going to play Dead by Daylight, then PLAY DEAD BY DAYLIGHT. If you queue up for a match, I expect you to at the very least be respectful of the other four people who have decided to commit that 15 minutes or whatever it is, because I definitely always will. The astronomical number of variables present in the game's build and map options mean that you will sometimes be up against something you don't particularly like. This is true of everyone who plays. If you can't stomach that, this game might not be a good fit for you.
That's not a judgment; it doesn't say anything about you as a person, and I am not belittling you for enjoying something or not enjoying something. This is a video game, and you should be having fun with it. If you aren't, it's better just for your own personal enjoyment to find something that makes you happier. Sometimes, I get fed up with this game, and I take a break from it. I go play other games for a couple months, and sooner or later I go "Why don't I peek into DBD and see what's up?" But if the game was making me so miserable that I could not even bear to stay in a match, over and over again, I think I would just give it up.
Not everything is for everyone, and this game with all its problems definitely isn't for everyone.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1809750#Comment_1809750
https://forum.deadbydaylight.com/en/discussion/comment/1809740#Comment_1809740
I get the ends justify the means, but as killer in high ranks you feel FORCED to run specific perks in order to counter the ONLY survivor objective.
It's daunting, having countless perks that become useless because they don't influence the main objective.
Gotta run ruin/undying/corrupt just to keep this from happening on killer side.
Gotta play in swf, otherwise a solo survivor is vs 1 killer and 3 other survivors that like to run around the map aimless.
This game is "balanced" around swf. Solo survivors are at a massive disadvantage and killers are required to use the same perks every game.
It's frustrating, daunting, not fun.
So... Don't try. Only go 10% effort on either side.
"Have fun, it's just a game"
Loss after loss after loss.
Can only run meta as killer, can only swf as survivor.
It suuuuuucckkks
To some extent, this is a byproduct of high-level play in any remotely competitive game. There are 56 characters in Marvel vs. Capcom 2, but good luck finding tournament-caliber players who play anyone other than Cable, Magento, Sentinel, and Storm. League of Legends is a flavor-of-the-month standoff that's only mitigated by an enforced counterban mechanic. Heck, "high-level" Friday the 13th: The Game (such as it was) boiled down to three survivors and three specific weapons because everything else was trash.
You find more variety in lower levels of play in any game, because people haven't figured out how to optimize their strategies yet. But if you're a high-rank player in a game like this, yes, you're going to face a bunch of optimized stuff. Yes, there's a degree of expression and experimentation that gets left by the roadside because of this, but it's a consequence of being that good.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/1809750#Comment_1809750
I'm not mad at survivors for doing gens, I'm just mad at the devs I suppose, for having something so broken as the heart of the game. And what's even worse, they said they don't want killers to be running full slowdown builds, completely out of their mind.
Sorry, that was directed at @keygun as an addendum to the post above it.
Here's what I think. Yes, it sucks to have a bunch of generators get popped really quickly. But gen completion speed is not the problem. It's a symptom of the actual problem, which is that many of the map designs aren't suitable for most killers' mobility situation. Nurse, Spirit, Nightmare, Oni, and Hillbilly are the only killers who can move around very quickly, so it's no surprise that they are commonly hailed as the strongest killers in the game, simply because they can get to the gens efficiently. The maps aren't suited to killers who can't do that, because they're too big for most killers to sustain this game of whack-a-mole unless the survivors are making harebrained mistakes.
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And if you're getting mad at survivors because they're focusing hard on gens instead of cleansing totems or opening chests... why? Why would they do that if those things aren't urgently helping them to their goal? I'll look for totems if there's a hex up (or I'll sometimes cleanse them if I just happen to run across a dull totem), and I'll open a chest here or there if I specifically need a med kit or something. But I'm not going to ignore the main goal in favor of those things if there's no pressing need.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1809728#Comment_1809728
To say gens are the ONLY objective is incorrect. Totems, altruism, chests.
For killer, gen pressure, opening potential loops so they can't be abused.
They're called SECONDARY objectives. So to say gens are the ONLY objective just because it is the win condition is wrong.
I mean, I guess, but that's all in service of the main game objective. They do those things because it helps the process of completing the main objective, which is to repair five generators and exit the map.
Your goal in chess isn't to take pieces. It's to checkmate the King. You take other pieces because it is conducive to this goal. If you can force a checkmate with a bunch of other pieces still in play, you do it.
Your goal in Street Fighter isn't to throw 40 fireballs in a row and dragon punch the guy every time he jumps at you. It's to reduce their health to zero before he does the same to you. You just do that stuff because it is your character's game plan for accomplishing the main goal, which is reducing the opponent's life to zero.
Your goal in League of Legends isn't to kill minions, it isn't to defeat Baron or dragon or whatever they've been replaced with these days. The goal is to breach the enemy team's base and destroy their Nexus. You do that other stuff in service of this goal. If the opposing side is not offering enough resistance that it is necessary, then you destroy their Nexus as quickly as you can.
The survivors' goal in Dead by Daylight is to repair five generators and then escape from the map. They have every incentive to do this as efficiently as possible.
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@keygun said:
Survivors think gens are the ONLY objective.
2 people on 1 gen shortens total gen time by 33 or more seconds.
The real issue I've been seeing is:
When I'm killer, gens gets rushed and no other objectives get done forcing me to use ruin/undying/corrupt just to balance this. Then survivors just dc or suicide.
When I'm solo survivor, nobody wants to do gens, everybody heals without thanataphobia against legion. So I'm carrying gens, and looping killer while no gens get done.
The only way to effectively play is in swf or by using meta as killer.
It is so dumb, that I've decided to stop carrying entirely.
Survivors can get mad at me for running meta as killer.
Survivors get mad when I suicide first hook.
Killers have a specific and required meta build to avoid swf gen rushing.
Solo survivors have NO counter to coward teammates and killers running meta.
Darned if you do, darned if you don't.
So don't.
Literally, don't try to win any match, yet you're still expected to "have fun" losing match after match after match after match........
Ummm, yes? Gens are the only objectives. The survivors' objectives are to repair five generators and then escape from the map. That is the goal of the game. There is no other win condition for survivors.
This is like saying that killers think that killing survivors is the only objective. If not, then what, pray tell, is the objective?
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@maxkidd said:
https://forum.deadbydaylight.com/en/discussion/comment/1806307#Comment_1806307
So then survivors should stop bitching about slugging and camping as we have knock out and insidious so it's by design. Funny thing you even said some maps favor survivors or a specific killer which sums up this game in a nutshell. Play killer and you have a chance at a map that may or may not be good for you turning a just started match absolute crap or play survivor where a bad map is okay cause I can talk to my teammates and a great map is a ggez baby killer
I would argue with the design intention of a perk like Insidious, but there are at least team-wide counter-strategies for a killer who is camping. It may suck for one person to get camped, but on balance, it's not going to work out for the killer unless everyone else is bad.
And, map disadvantages are never insurmountable in the way that the old red mori usually was.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1809579#Comment_1809579
I can get behind this correction. I would agree that in the Red Ranks:
- The majority of opponents I play are in a SWF.
- Very few of them have achieved the perfect coordination of a SWAT.
That being said, even a regular Red Rank SWF tends to be solid. You can fully expect them to be rushing the Generators, milking every second out of every Hook, be solid loopers, and generally loaded to bear on stuff.
You can't even be sure of that, though. It's just really easy, especially for the killer when they are reeling from a loss, to assume "Those guys must have been a 4-man SWF because they were REALLY good." But four individual players, even in red ranks, are all just gonna be a higher caliber of player, solo or not. They naturally understand how to cooperate and support each other, even if they're not a group of friends or on comms, because they have developed a really strong game sense.
Also, speaking as someone who plays the majority of my survivor games alongside a friend (so two of us queuing together and getting matched with randoms), comm-enabled coordination is usually not remotely what people imagine it to be. It usually goes something like this:
- Me: "Where you at?"
- Him: "Right over here. Use your Bond dummy, I can see you."
- Me: *walks over*
- Me: *FLASHLIGHT CLICKCLICKCLICKCLICKCLICKCLICKCLICKCLICK*
- Me: "Oooooooooh cyberbullied."
- Him: Shut up and work this gen.
- Me: *BLOWS THE GEN UP IMMEDIATELY*
- Both: run run run
- Him: "Do you see the killer?"
- Me: "------"
- Him: "You're getting chased aren't you?"
- Me: "------"
- Him: "------"
- Me: "------"
- Me: "------"
- Me: "He broke off."
- Him: "Thanks dummy, I already figured that out, he just got me."
- Him: *gets hooked*
- Me: *does gen*
- Him: "Is nobody gonna get me?"
- Me: "------"
- Me: "------"
- Me: "Sorry was getting chased. Dude has no one unhooked you yet?"
- Him: *gets to second phase*
- Him: "AGGGGGGHHHHH"
We're always purple/red rank btw.
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More accurate topic: Very few games are SWAT teams.
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Cash would be fine.
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Wat
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Yeah, they standardized perk colors recently (yellow = tier 1, green = tier 2, purple = tier 3). It's a nice quality of life upgrade. I mean, I think the whole menu UI could use a complete redesign and the perk and item pages could be significantly restructured to make them less cumbersome, but this is a good upgrade over how it was before with random perks being purple or green.
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This also happens to me sometimes when I play with my friend, but not every match.
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Sounds like Deception is working... pretty deceptively.
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Using the perk triggers exhaustion; I'm not sure how you would propose fixing that, since it is intended. You need to learn to time it better.
SOURCE: 2,200 hours in-game, still Dead Hard into walls.
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Did you bring Duracell batteries, or those generic batteries that came with the TV remote?
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@savevatznick said:
Midwich. There.
Came to this thread expecting this was the discussion.
But yeah, this. This is the answer.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1805340#Comment_1805340
Killer is suppose to be OP. U cannot compare like that.
Wat
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806265#Comment_1806265
If the survivors all bring commodious toolboxes with brand new parts then it's essentially the same as the mori.
If four survivors somehow coordinate to collectively bring eight specific items and add-ons and then have the good luck to spawn in advantageous locations, together, and do what you're describing uninterrupted, it's equivalent to the killer's offering? That's the math you are proposing here?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1806206#Comment_1806206
They've already confirmed their changes to key are in testing. It won't be 2022, it will probably be the next mid-chapter patch.
Again I will believe it when I see it, but I fully welcome being made to eat my own words on this.
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I finished the rift ONE time, which probably comes down to whatever my client situation looked like at the time (I tend to play more when business is slower). I play a little bit each day, and I tend to aggressively target tome challenges.
That said, I'm not hell-bent on finishing rifts. It's just cosmetics, the game is overflowing with those, and it's not going to be a big deal if I don't get every last thing.
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@Danoobiel said:
So Moris are useless now, cool.
Might as well remove them from the game.
But SWF, blending, keys, maps, infinity heals, 12+ pallets per map, loops, spin2win, DS, unbreakable, BT, dead hard, adrenaline are totally fine and do not need to be looked at.
Cool story bro.
None of those things move the goalposts for an individual match the way that moris did. Much of it has counterplay, Some stuff, particularly keys, need to be remade as well. Those things should not hold up other fixes that dramatically improve game health, like today's mori patch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1806477#Comment_1806477
I agree with this as well in addition to what I said earlier.
Also if a game mechanic is inherently frustrating; I consider that a game development issue I don't really blame players for it personally. Unless it's something like exploiting a bug or something not intended.
The adversarial nature of the game means that there are necessarily just going to be some frustrating mechanics, by design. It's inherent to the type of game this is. Sure, it's frustrating to be blinded, and I would prefer that to not happen, but it usually happens because I made a mistake. In a competition, when you get dusted by an opponent who is outplaying you in some way, it's going to be frustrating. The way to react to that is not to go "THING BAD, YOU BEING TOXIC," it's to look at what's happening and consider what you can do to mitigate it next time. The problem is that people don't want to feel like they're the one at fault, and this limits their skill ceiling and path to improvement.
And I mean, there are some mechanics in the game that are just oppressively bad because there is not a lot of strong counterplay, and I would advocate for these to be changed or rebalanced. But the flashlight is definitely not one of them.
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Also, to answer your question: People have stupid "rules" that they invent in their heads. No, it is not toxic, or bad manners, or whatever the hell people want to say, for using an item in the way that it is intended to be used. I don't really understand why people get super bent out of shape about the flashlight, because it has a relatively narrow use case and there are a lot of ways to avoid it.
If I'm playing killer and I get blinded, it's usually my fault. If it's at a pallet, I assume it's going to happen, because that is an effective escape tactic. That isn't "toxic," it's the survivor using the item they have brought for its clear intended use.
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I usually play survivor matches with my friend. Anytime I bring a flashlight, I will find him and start furiously clicking it at him, and then ask him how it feels to be cyberbullied. 😀
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We call this "rigatoni code."
(Also OP, I love your username haha)
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1805515#Comment_1805515
Why didn’t they release the key fix at the same time by waiting? And those are all niche uses for the new mori; and still leaves it’s value at less then a penny. I.e worthless
See my post above this one re: imagined sense of justice/inequity as it pertains to addressing game health.
There is no reason that a fix for one issue should hold up a fix for a different issue.
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@Zephinism said:
https://forum.deadbydaylight.com/en/discussion/comment/1805349#Comment_1805349
How would you suggest they "deal with" loops? Are survivors meant to run in straight lines? How is BHVR meant to "deal with" 'Unbreakable', a perk that lets you get yourself up once per game?
Power struggle? What the hell is that?
People have this byzantine notion of game balance needing to revolve around addressing whatever subjective inequities they hold to be true, or somehow delivering some sort of justice (i.e. the whole "survivor main" and "killer main" mentality). Balance is not about that, it's about overall game health.
They can't "deal with" loops, because that is an intended and expected core game mechanic. They can make some loops more or less risky for one role or another, and they have been steadily doing that with their map redesigns. Some maps and some tiles are always going to favor survivors, or specific killers. That is just how this wheel turns, especially with this many variables in the game.
They can't "deal with" queuing up with your friends, because the only solution is to take it out of the game, and that would have a drastic negative impact on the game's player base. Also, people playing together aren't getting the ginormous advantage you imagine they are, most of the time.
They can't "deal with" body blocks or Dead Hard or Unbreakable or whatever, because those are mechanics that are intended to exist this way. The way to deal with body blocks -- which is a protection tactic -- is to hit survivors who are doing it. The way to deal with Dead Hard is to bait it out and learn to time your hits well. The way to deal with Unbreakable is to pick a survivor up and hook them. It's like everybody just wants everything to be Ken vs. Ryu.
(Also @SasukeKun since I am responding to their grievances in this post.)
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1805515#Comment_1805515
No i don't agree with this because you have to hook them first, it already denied DS because of this...now with it being on 2nd they get a whole other 60 seconds if invincibility if they want to save it. You know what saves time? moring after the first hook, "the goalposts of the match" its part of the game! You die and go to the next one! Only dying by hooks is the lamest ######### feature ever. I want more ways of danger and death in this game, its so boring
I don't think you are understanding what I mean when I use the "moving goalposts" idiom. it changes the boundaries and victory conditions of a match super-drastically from what is commonly understood or reasonably expected. And it does this in a way that no other game option does.
Tell me: How would you feel if there were an item that enabled survivors to begin a match with two gens already completed? That is what red moris did for the killer.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/1805515#Comment_1805515
Mori also denies you BB&C proc..
Right, since it's not a hook.
My big assumption about the mori is that the original main design intention was its thematic effect. It now does that in a better way, without being a big goalpost-destroying gamebreaker. Balance-wise, this thing was the Mind Twist of Dead by Daylight, if there are any real old Magic: The Gathering players out there who understand that reference. :D
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1805800#Comment_1805800
I didn’t say you’re not allowed to post your ideas, I implied you are wasting your time posting this idea because you don’t know at all what is coming down the pike soon on keys and whatever your idea is will probably be moot.
What I'm saying is, I'm not even convinced the developers have worked it out internally yet. I don't have any faith that there is a clear plan or roadmap in place, given how much time it takes for them to execute even on small changes. It's easy for them to say in a forum post that they're working on it, but the trajectory of most things of this nature, in this game, tells me it'll be like 2022 when they actually remake keys.
Also -- and not to harp on the idea too much that I've been suggesting this exact mori change for months -- some people on the forums do have strong balancing and design ideas, and if it helps inform Behaviour's brainstorming, why not? And even if not, it's still a fun exercise to figure out the possibilities for how to redesign something and make it better. That's not a waste of time in my book.
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@AChaoticKiller said:
I like this but i think it could be better specifically using charges to open the hatch, that makes it so keys are still only used for the hatch and doesn't introduce a good means to deviate from meta addons.
I think the aura and notification is too much tho, i like my idea of finding the hatch/ player opening it check it out. I go into great detail to try to cover everything regarding the hatch/keys.
I like your ideas too!
My rationale for displaying the hatch-opener's aura to the killer is that I don't think a meter alone would introduce a significant enough opportunity for the killer to respond. If it's just a meter (and I figure this wouldn't take THAT long to fill), it wouldn't require much planning, and it would mostly just be a slightly delayed version of the current hatch mechanic. Showing the killer where you are (and where the hatch is) would introduce a big risk.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805850#Comment_1805850
Oh i agree with the keys taking longer have no issues with that totally understand my issue is the devs knowing how heated the key and mori debate is and how big of a change it will be to the game for either side plus how the community normally respond to a single change that just affect one side e.g. ruin it would be better if they done both at the same time to avoid this heated forum.
Oh love your key rework idea btw
Ya know... I give the developers a lot of flak for the things I think they have either botched or sat on for far too long, but I can't fault them for just pressing forward with things that need to be done, especially with the hard changes like this. There is no solution to the mori problem or the key problem, in any combination, that will not result in people here freaking out. It's just the nature of the beast, especially when it comes to really controversial mechanics like these.
And, given enough time, it all washes out anyway. Remember when they patched the survivors' insta-heal add-ons, and people thought it was the end of the world? Or, same for Hex: Ruin? Those were good, needed changes! And they worked out great in the long run, and now everyone has learned to live with them, and the game is better for it. This will all be the same way.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805764#Comment_1805764
just want to comment on the bit where you say they didnt need to release both at the same time as i disagree with that strongly
Mori and Keys in basic concept are the same they are designed to cut the games shorter than normal, regardless on how they cut games short they both do that. They are argubaly one of the most complained issues in the forums (both keys and moris) and it gets very heated at times.
so as you can see the responses to just the mori nerf and no key nerf has been very heated and made the devs look like they are survivor sided. This single sided changed would also have damage the killer community trust of the devs and that was already a fragile at the moment.
So you said theres no reason why they have to be together when actually if they released both mori and keys changes at the same time it would be recived more postivaility, build trusts, Make devs look less survivor sided and also less post on how devs always favour survivors etc
I understand the implications of keys taking longer than moris to get right, since if they introduce some redesigned keys and they screw it up, it's going to be bad in a whole different way.
Also, I think keys are a shade less pernicious than pre-patch moris (though the new hatch offerings make them really strong). And aside from that, one major improvement should not impede another major improvement. I'm just exasperated that it took/is taking this long.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1805729#Comment_1805729
It didn't take them four years to change the parameter. It just took them four years to eventually review moris in depth, look at the various options they had, and decide that changing the number of hooks was the way they wanted to proceed. Once they decided that was what they wanted it probably only took them a month to get it through the testing pipeline.
Whatever they're planning for keys probably involves something more intricate, and thus more testing and development than the mori change. (And no, they don't need to release both simultaneously, these are separate features, there's no particular reason they should hold off on releasing mori changes that are ready now.)
But hey, you want to waste time throwing out ideas without knowing even what the new keys are going to do go ahead.
Sorry, I didn't know forums were not meant to be used for having discussions about the game and throwing out ideas. You know, like the idea I've been talking about for a year, to make moris only work on survivors who have ben hooked twice!
Also, you are being awfully charitable to the developers with that timeline you've laid out. I've seen developers execute entire system redesigns on AAA titles in a matter of months; with moris in Dead by Daylight, we're talking about a couple of meetings, a little bit of use case testing, and what I have to imagine is a relatively small amount of code change for one class of item. If this kind of extremely specific thing is taking months to fully execute on, I assure you, that is not a realistic or defensible design pipeline.
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@The_C12H15NO2 said:
https://forum.deadbydaylight.com/en/discussion/212115/reworking-keys
Love the idea. The only change I'd suggest is the killer can't see your aura plus the noise notification. Maybe make the aura reading being near the hatch a new killer teachable down the road.
I think the killer would need some sort of clear tip-off, because otherwise there's no counterplay. Think about how it is with doors currently; if the killer had no way of knowing where the doors are, or that survivors are in a position where they are able to open the doors, escape would be absolutely trivial. Without some sort of notification, it would just be a matter of filling a relatively quick meter, and that on its own wouldn't be enough.
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@brokedownpalace said:
The Entity should also create a giant, flashing neon arrow pointing to the hatch and the killer should be able to fly. And if the survivor stops the unlocking action they will be put on a matchmaking cooldown for 24 hours.
Keys are too strong. What I am suggesting here is probably not the only creative solution, but they need some sort of change. The new hatch offerings make them even stronger than they already were. The mori change was badly needed, and keys are the flip side of that awful-OP-item coin.
