Rydog
Rydog
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@dugman said:
Peanits confirmed the key changes are on the way. They're not out now because the changes are more complex than the mori changes but whatever the devs planned for keys is already in the pipeline.
I'll believe that when I see it. They're saying moris were easier because that just necessitated a parameter change, but hey it only took four years. Until then, I will err on the side of assuming it will be productive to throw out ideas.
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I'm going to lay this out one last time, since it's moot and they implemented the exact mori change I have long been advocating for.
Old moris erase 1/3 of the killer's objectives. The red mori requires the killer to achieve 8 objectives instead of 12. From the moment the game loads, it just simply removes 4 of 12 objectives from the game. This is the most goalpost-moving mechanic in the entirety of Dead by Daylight. It is the equivalent of survivors starting a match with 2 of 5 generators already finished (assuming we count opening the door as 1 of 6 survivor objectives). The fact that it ever existed this way, especially when you really sit down and consider it in these terms, is mind-blowing.
Now, moris only work on survivors who have been hooked twice. This means:
- It is still tactically strong because it can be used to shut down a lot of Decisive Strike and Unbreakable play.
- It may conceivably save time spent walking to a hook for the final time.
- It retains the cool thematic bit of the mori, which is the slasher kill animation.
- It no longer drastically moves the goalposts of the match.
Now they just need to fix keys!
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YAAAAAAAAAAAAAAAY FOR THE MORI CHANGE!
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YAAAAAAAAAAAAAAAY FOR THE MORI CHANGE!
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@aguss168 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803082#Comment_1803082
thanks but one question the more perks I have a photo that I found in the forum and I wanted to ask you if those perks are good
https://us.v-cdn.net/6030815/uploads/YA5I7F20JH8X/screenshot-20201208-023110.png
That is a really old slide, and it's misleading in terms of what it's probably suggesting to you about some of those perks (although a lot of them are good!). Here's my opinion on those, though others may disagree.
- Self-Care: This perk is a newbie trap. It lets you heal yourself without a med kit, but at a much slower rate. It wastes a LOT of time, and it teaches you really bad habits that you will have to unlearn later. Once you learn the way around the game, being injured is not an automatic death sentence, and it's better to either use a med kit or find a teammate to heal you (since you heal much faster that way). Self-Care might be OK when used judiciously, but I think there are better options for that perk slot. I recommend Bond as a healing perk (and so much more), instead of Self-Care.
- Dead Hard and Sprint Burst (and Lithe and Balanced Landing too): These four perks give a short burst of speed and share a short cooldown. Conventional wisdom is that you usually want one of them in your build, because they are the most effective distancing tools when you are in a chase. There are a lot of opinions on which of these is best, and it really depends on your play style. I overwhelmingly prefer Lithe (which gives you a speed boost when you vault over a window or pallet), because it gives you the most direct power over how and when it activates, and it also makes you think more carefully about your positioning. The other three are good too, but I think they all have bigger downsides.
- Adrenaline: This heals you and gives you a short speed burst when the last generator is done. It's a good perk that can sometimes save you in a pinch, and a lot of the top players swear by it, but I don't like it because it is too conditional.
- Borrowed Time: Lets you unhook teammates almost risk-free when the killer is near the hook. It can change the calculus of the game, and it's absolutely one of the best perks you can equip.
- Iron Will: Prevents your character from crying out in pain while injured. It's an awesome perk, and if I could fit a fifth perk into my current build, this would probably be it.
- Urban Evasion: This lets you walk faster when crouched. It sounds good on paper, but it isn't going to save you unless the killer is really just not paying attention. I recommend never using this perk.
Other survivor perks worth looking at are Spine Chill, Kindred, Bond, Decisive Strike, Appraisal, Alert, Deliverance, Quick & Quiet, Inner Strength, We're Gonna Live Forever, Unbreakable, and We'll Make It. I like using Lithe, Bond, Spine Chill, and either Kindred or Borrowed Time. Here's a handy list of perks and what they do: https://deadbydaylight.fandom.com/wiki/Perks
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Oh, and I should say: I recommend trying out Wraith as a basic "learning" killer. He's really not very good at higher ranks, but his power is straightforward and lets you sneak up on people easier, and he forces you to engage in the basic chasing game loop without having to lean on any fancy shenanigans.
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@aguss168 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803058#Comment_1803058
I'm sorry for how I reformulated the question, I wanted to say if when I know how to play well which survivor and killer would you recommend me so that I already know what to use in the future
For survivors, it's mostly a "play who you like" situation. The survivors I mentioned (Claudette, Kate, and Ace) have special significance because of built-in advantages that they can sometimes use. Veeeeeeeeery broadly speaking (and this is not a 100% ironclad rule at all), women tend to be smaller and louder, and men tend to be larger and quieter, which can have a lot of implications when hiding or juking the killer. I personally have leveled all survivors to 40 to unlock all perks, and my Kate and Claudette both have full perk inventories. I do not play any other survivor unless I need to for daily rituals or tome challenges. At the end of the day, the survivor you pick matters way way less than the perk loadout that you are using.
Killers are a different story; every killer has a unique power and set of characteristics, and you really should play a variety of killers to get an idea of what feels good to you (and also so that you can understand how the game looks to the killer, and what specific killers are doing to beat you as a survivor). The best killers in the current meta are:
- Spirit: Has a short-range speedwalk. Somewhat challenging to perform well with until you develop a lot of game knowledge, but once you do, she is pretty hard to counter reliably.
- Nurse: Has a multi-blink ability that can teleport her very long distances and through objects. Requires some of the most raw technical skill in the game, a lot of map knowledge, and constant hard reads for what survivors are going to do. Very high skill floor and skill cap. A good Nurse completely destroys even a skilled survivor group though.
- Nightmare: The current easy mode does-everything-well killer. He has spammable slows, a short-cooldown cross-map teleport, and a power set that is designed to slow down the game and inconvenience players. He's probably getting nerfed soon, though.
- Oni: Has superior built-in tracking skills and a power that lets him zoom across the map very, very fast. He is one of the most oppressive and challenging killers to go against in the right hands, but he's very momentum-focused and requires you to snowball really hard.
I personally like playing Nightmare, Spirit, Doctor (who constantly reveals survivors and slows down the game a lot), and Ghostface (who can stalk survivors and down them in one hit, but has very poor mobility). Only you can figure out what killers suit your tastes, though. There are a few killers you should prioritize leveling for their perks: Cannibal (for Barbecue & Chili, which should be your single most important priority in the game as a new player), Clown (for Pop Goes the Weasel), and Legion (for Discordance). As you will soon discover, a lot of success and failure in this game revolves around your perk loadout.
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@aguss168 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803053#Comment_1803053
thanks one more question and one that would be an advanced level by the time I know how to play?
I'm not sure what you are asking. Are you asking how long it will take you to learn how to play?
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If you're new to the game, I recommend Feng Min, as she comes with what is arguably the best set of perks to learn with (as she gets a chase perk, a generator repair perk, and a vision perk).
Claudette is popular because her darker outfits allow her to blend in with a lot of shadowy environments (hence her "Blendette" nickname).
Kate and Ace tend to get a lot of love as well, as they have the most quiet breathing and injury sounds if you aren't running Iron Will.
At the end of the day, survivors are all just skins, and they can all eventually be taught any perk. Your best bet is to level survivors to 40 to unlock their unique perks, and then start dumping all your Bloodpoints into whoever you like the best. At minimum, I advise leveling Feng Min for Lithe and Dwight for Bond, as these two perks -- along with Kindred and Spine Chill (which are both in the common perk pool) -- will give you one of the most solid solo survivor builds.
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Haddonfield, I dislike as killer because it has a lot of severe survivor-favoring advantages.
The Game, I dislike as survivor due to its notable lack of good vault points, but I've more-or-less learned to live with it.
Hawkins, I really disliked at first, but I don't mind it now that I am more familiar with it.
Midwich, I downright hate because it is a non-Euclidian hell maze and it sucks and aggggggggghhhhhh.
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Man, people in this thread trying to justify vicious personal attacks and death threats, and/or also trying to make the OP out to be some kind of jerk for playing this-or-that way when they explained exactly what happened. What the hell, man?
My policy, especially when I am expecting some extreme salt in chat, is to say "gg" and then move on. There have been times when I've gotten angry at someone over the way they behaved in the game (excessive tunneling of a single person, straight-up facecamping, whatever), but it begins and ends with my criticizing the single match that we just played. It's not cool to wish real-world harm on someone over a video game.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802353#Comment_1802353
Just for the record, you can open the hatch even if the key is fully depleted.
Yes, but what I am suggesting here would be more along the lines of a full redesign where key charge would be necessary to fill the meter and open the hatch.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1802342#Comment_1802342
I once proposed something much more risk reward focused, that would still leave the killer in the pregame lobby filled with enough doubt whether the survivors utilise this or not.
My old idea was if a survivor chose to use all 3 of their teachables, leaving them only freedom with their 4th slot, then they’re bestowed a unique character trait bonus of some sort. It would put more consideration into a load out for the survivor. Do they want the unique bonus? Or are they happy to forfeit that for build freedom?
That sounds like it has potential to be really cool!
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802342#Comment_1802342
Then they would have to significantly rework items, because one of the few counterplays to keys is being able to make your build counter them.
Keys should have a not-insignificant progress meter (that uses key charge and resets if you abort) while unlocking the hatch, and it should show the killer your aura while you are doing this, to add an element of risk and careful planning.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1801491#Comment_1801491
That’s too much pregame info for the killer though, and helps them too much to adjust their load out.
I theoretically like the idea of giving each survivor a specific innate perk that only they have. But I think they would need to couple it with not showing the killer any info (i.e. which survivors and items are being picked) before the match. They would also need to be the most benign perks (like Soul Survivor or Left Behind), otherwise no one would play anyone but Bill and Laurie.
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New survivors are always fun. The addition of new characters is not an issue, it's the addition of more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more and more perks. There are too many perks, and every chapter brings six more. I wish Behaviour would do some combination of:
- Eliminate multiple perk ranks. This serves no purpose other than to arbitrarily extend the grind.
- Give each character one new teachable perk. Make it unlock at a reasonable level, like 10 or 15, and not 30 or 40.
- Just purge useless perks from the game. Tamp down on the total # available. We have 6 perk pages per role. That's so much analysis paralysis, when you look at the total number of options before you really understand the game a great deal. Do we really need Unrelenting, or Slippery Meat or whatever?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1802260#Comment_1802260
Sure, but getting better at looping will improve your ability to not die on first hook. If the team is able to get gens done while you are being chased they have more time to be able to save you.
It's the worst when you take the killer on a long chase and no one gets a single gen done. But bad teammates always exist and you can't really do anything in those situations.
The issue I've noticed with the creator of the discussion is that he's always complaining about the game and doesn't appear to be trying to get better at it.
True enough, though I have definitely been in plenty of low-ranked games where I loop the killer for like 4 full minutes and not a single gen gets done.
(I got heavily de-ranked recently, since I took a break for a few months and had to work my way back up from the bottom.)
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Definitely Pharmacy + Botany Knowledge. Think of the toxic creations a person with such knowledge could make!
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This comes up a lot. I think Iron Will and/or Stridor need to have their descriptions changed in some way to indicate that one counters the other. A normal person who attended primary school would assume that 0% +50% still equals 0%, because 50% of 0 is still 0.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1802230#Comment_1802230
I've had games where I've made the killer quit chasing me and even gotten to the point where they would just refuse to chase me at all.
It takes a lot of practice and map knowledge to do this, some killers just refuse to give up, and everyone eventually gets hooked. No one runs a perfect game, every game.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802213#Comment_1802213
Yeah but isn't he a dragon rider? Or am I confused?
In Dark Souls 2, he returns as the Old Dragonslayer boss.
In Dark Souls 3, he is the Dragonslayer Armor boss (or at least, it is widely speculated that this is related to Ornstein since they share the Dragonslayer designation and a very similar visual motif).
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"Gen rushing" is such a weird thing to call out as a problem to me. Survivors' central goal -- their main motivation in this game, beginning to end -- is to complete generators. There are obviously options that make this action more efficient, and people will use them, and team up to crush a gen fast, etc. This cannot be a problem, anymore than it is a problem for a baseball team to just keep hitting home runs against their opponents.
The problem is that most killers don't have the mobility to pressure gens thoroughly enough. This is not a survivor problem, because the survivors are just doing what they are supposed to do. It is a killer problem, because many killers lack an appropriate response.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802159#Comment_1802159
Ya know, I debated internally a lot about those 2, but one would be too big and you can't break up the family! Lol
Ornstein, in one form or another, has been a solo boss in both sequels.
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@Wesker09 said:
What can be done to prevent this? Kindred? Sorry not running it shouldn't be forced too and it doesn't work half the time anyway
What rank are you? I assume low rank, in which case the answer is to play with friends and/or rank up. The big problem with rank 20-ish survivors is that they literally do nothing. Nobody goes for hook saves, they don't work gens, they spend half their time crouched behind a rock. The matchmaking is obviously far from perfect, but you definitely get matched with a better caliber of random survivors as you rank up.
That said: Kindred is one of the absolute best perks in the game, because it gives you full wallhacks when anyone else is hooked, and it does the same for your team when you're hooked. I've not had any issues with it not working; is it bugged right now?
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1802186#Comment_1802186
Nah im throw you in a furry outfit and have you attend a furry convention.
I changed my mind, facecamp away.
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1802152#Comment_1802152
You'll be getting facecamped now.
Please jam me into a fuse box until my head explodes, thanks.
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OP: "When will this stuff get changed?"
Dev: Well-explained reply about why this logic is intentional, with plenty of discussion about how changing it would break the game.
Everyone: "I don't like that, and I insistently don't understand how any of this works! Change it!"
Sheesh, and you wonder why devs rarely post here. I'm not saying not to hold Behaviour's feet to the fire when it comes to things like the botched release of the Twins DLC... but if you're going to attack them on every well-considered point, especially related to issues as benign and strongly defined as the one being discussed here, why on earth would you expect them to engage on these forums more consistently?
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You forgot ORNSTEIN AND SMOUGH, obviously the best choice for DBD's first 2v8 killer.
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@MichaelAMyers said:
Thats a Big No for me.
Unrelated, but I applaud the attention to detail in your username, Audrey. 😄
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It would be fine. It's horror, and horror is broad and means many things. Fair game, in my opinion.
I've said this about Five Nights at Freddy's in other threads, but: You're playing a game about an obese chain-smoker in an elephant costume who chases people around a haunted circus and throws fart clouds at a Twitch streamer who is wearing a bunny hoodie.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802121#Comment_1802121
That's because using generations to try to paint everyone with the same brush is BS. We're people, not checkboxes.
Point taken!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802105#Comment_1802105
You're most likely a millennial too, just FYI.
I was born in 1980, so I am right on that "Xennial" knife-edge between GenX/millennials, where I can't fully/entirely identify with either cohort.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1801639#Comment_1801639
Pro tip: whatever you think is "just a dumb millennial zoomer thing" most likely isn't.
Haha, usually when it's some slang that I don't understand, I assume "This is some 'I'm too old and don't get it' sort of thing, right?" I've never seen the term applied anywhere else, but then again I am also mostly very sports-dumb.
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@Ninety3Percent said:
https://forum.deadbydaylight.com/en/discussion/comment/1799511#Comment_1799511
Its not millenial at all. People have been yelling KOBE for decades when they throw something, calling your shot, yes due to the Mamba, usually when the shot has little chance to go in.
Kobe-ing has your character reach over their head and attempt to throw themselves off the hook. KOBE. If anything, its the opposite of millenial, people been talking that since the 90s.
I see.
I was in high school in the mid-'90s. Let's just say I was the type of person who was playing Magic: The Gathering, rather than basketball, at lunch.
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@Knism said:
It's apparently happening all over, there's a bigger thread here.
https://forum.deadbydaylight.com/en/discussion/209732/shack-pallet-cant-get-broken#latest
Yeah, I had it happen again on a second map today myself.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1799892#Comment_1799892
But a strong license wouldn't even be worth it to most studios, not with the associated costs for said license and not for this gaming genre. The genre has had two real successes: Evolve and DbD. Even asymmetrical games already based on licenses, Predator: Hunting Grounds and Friday the 13th, failed to survive. And Friday the 13th was in a bad place even before they used the lawsuit as a reason.
The issue, and likely what will keep DbD from having to deal with any "serious competition," is that the genre really hasn't shown itself to be successful outside of two games that I know of (if there are others, I admittedly do not know them). And heck, Evolve is even a memory, now.
Did the Resident Evil one even do well? I didn't follow that one as I'm not a player of the series.
And even right now, yes, DbD keeps its Steam numbers up, but they're also doing so with MSRP reducing sale after sale after sale. And of course, console numbers are boosted by DbD being in the respective subscription passes.
I would argue that Friday the 13th and Predator were both terminally botched because they shared a developer. I've never played Predator so I can't comment, but they dropped the ball hard with Friday the 13th. Resident Evil 3 had a one vs. many multiplayer mode attached to it, but it was very much a "you get this mode too" afterthought for the main game, and I really wouldn't consider it a point of comparison.
Behaviour hit the jackpot with all of the licensing deals, and that is probably what has kept this game as solvent as it is. I definitely do think there's a lot of room for a developer who knows what they are doing, and can support this type of thing as an ongoing game-as-service, to make a mark here.
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@Knism said:
So it wasn't just me! I had the same problem, I was playing The Clown and could not break the pallet in the killer shack from the outside, and was only able to when I ran around to the inside heading out.
Do you remember what map you were on?
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1799340#Comment_1799340
The issue as I see it is that there is little to no solid reason for any studio that might be capable of making a competitor to do so. Any AAA studio would look at the graveyard of asymmetrical games that exist, and the fact that DbD has survived and possesses so many horror license, and I can't see them feeling it's worthwhile. Especially when asymmetrical games, namely Predator and Friday the 13th, with major franchises behind them crashed and burned.
Meanwhile, after looking at Last Year, Hide or Die, and probably a couple of others, indie developers would likely have little push to jump into the genre.
The asymmetrical genre hasn't exactly been a long-term success for anything except DbD (and maybe Evolve, before that). Hell, even BHVR's other attempt, Deathgarden, failed horrendously . . . twice.
I agree that it would probably take a strong license, yes.
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@Dak said:
https://forum.deadbydaylight.com/en/discussion/comment/1799117#Comment_1799117
the devs make the game and "This patch is a buggy broken mess" can be applied *every single update*
the devs are not some scapegoat for execs
This is an org-wide failure, from the product managers who develop the schedules, down to whatever development practices the company uses (and I mean that in the sense of "developing employee skills"). But you shouldn't think for a second that anybody deploying this buggy code is beaming with pride at how disappointing their product is. I guarantee you that every single developer in the trenches wishes they had more time to work on their releases.
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@su11yboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1799410#Comment_1799410
@Rydog Yeah he just starts out way too weak, and then his "surge" (Tier 3) just usually doesn't give him enough to make up for how bad his Tier 1 is. After the release of Plague, I started running Infectious on Myers and it USED to be quite strong and successful. It made him easily a high-mid killer. But more recently when I used it a month or two ago, it felt useless. Survivors have gotten better, more aware, or maybe SWFs have just gotten more common. Survivors just don't stay foolishly grouped up anymore. Oni has mobility to quickly surprise people, and down some one fast. Myers doesn't have the mobility to do that, hence why I suggested something like an infinite terror radius.
With how common Discordance is, and how efficient a lot of newer killers are for punishing/pressuring multiple survivors at once (Legion, Plague, Ghostface, Oni, Executioner, and now Twins), I feel like staying spread out is a more common safety tactic for sure.
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Why do people call it this? ######### is the origin of the term "Kobe" as it pertains to jumping off of a hook in Dead by Daylight? Is this related to Kobe Bryant? Is basketball somehow related to Dead by Daylight? Is this just some stupid millennial zoomer thing?
(Also, yeah, people complain about too many things being toxic.)
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The major issue with Myers is that he is too feast-or-famine. Either you snowball early with a strong Tier 3 multi-down, or you struggle to catch up for the rest of the match. All survivors have to do to deny him any leverage is stay spread out.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1799338#Comment_1799338
Except we know that the devs cannot code as has been exemplified for the past several years. This isn't a matter of higher ups or rocking the boat or anything of the sort; it is the devs not knowing how to code and releasing something that's buggier than an ant colony.
The game is a giant ball of rubber bands, all glommed together. Fix one thing, three other things break. It's something that the devs put up with because they can't prioritize fixing it. The devs are handcuffed to whatever quarterly release schedule is being forced on them, and they're obviously not given enough time to fix bugs. The people who actually make the game don't have any say in this. Creative teams usually don't have broad leeway to dictate their development schedules.
Every piece of software is a bug-ridden mess at some point; you just don't see it a lot of the time, because the developers were given the time and space they needed to iron everything out. It's why games and other pieces of software get delayed. You would simply not believe the degree to which some games that you love and would consider top-notch were once almost unplayable. The problem with DBD -- aside from what I have described already here -- is that it's a live service, so it's a bit like trying to repair a car while it's going 60 MPH. And the bean-counters won't let the car slow down, because their revenue and their metrics tell them that everything is going fine.
I'm not trying to defend some of the dumb stuff they try to push through, and this patch is just ghastly in terms of how badly they botched it. But you need to take the realities of development -- and executive apathy about it -- into account. "Developers just bad" is not remotely the entire story.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/1799140#Comment_1799140
This will never stop happening because there is no competitor. Look at COD vs Battlefield. BFV, they just did whatever they wanted and the hardcore players abandoned the franchise. COD on the other hand watched BFV go in the trash, and made sure not to follow. Cold War just sold crazy and has high praise overall while EA has skipped a cycle and we're stuck with BFV. Huge L for EA.
BHVR doesn't have competition. There's no game of the same genre. Identity V was the closest but it's a mobile game.
Yeah, real competition would put the screws to them for sure. It's a shame that nobody else has been able to get it right.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1799274#Comment_1799274
I'll just summarize it in this manner: having Moris work like that is like having keys only work if the gates are powered and open. The trial is already over (for one survivor in the case of Moris and for the killer in the case of keys). There is no reason to have either of them work like that unless your goal is to render them useless.
Do you disagree that the problem with the red mori is that it crosses off 1/3 of the killer's objectives on the loading screen? This is the pertinent problem that needs to be solved, as I see it. It is equivalent to saying "the survivors begin the game with 2 gens completed" (assuming we count the door as 1 of 6 survivor objectives). That is what the red mori does, it reduces the killer from 12 objectives to 8 objectives.
Also, I would advocate for making keys require that survivors fill up a progress bar to unlock the hatch, and the killer sees their aura while they are doing this. That way there is some risk and counterplay involved.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1799257#Comment_1799257
Yes, I've heard that idea before, of rendering Moris utterly useless. I disagree with it, heavily.
I am tempted to engage in a mori discussion here, but it will derail this thread completely. I can start a new thread if it's something you don't find exhausting talking about. I'm sure you know how I feel already. :D
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1799236#Comment_1799236
Fair enough. I'm guessing a lot of it is because BHVR is (supposedly) very anti-OT.
Apropos of nothing (and at the risk of derailing this thread, but I cannot help myself) -- you want to know how to fix moris? Make them usable only on survivors who have already reached struggle phase (i.e. the equivalent of having been hooked twice). The end, no more shaving 1/3 of the killer's objectives off, you still retain the cool "slasher kill scene" thematic, and the item becomes a tactical "I'm bringing this to avoid DS and cut down on travel time for the final hook" choice.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1799236#Comment_1799236
Fair enough. I'm guessing a lot of it is because BHVR is (supposedly) very anti-OT.
Hey, I'm all for good quality-of-life employment practices. If they're not making their developers work overly long hours, good for them. I support that.
Like I said a few posts up though, I think it would be really great if they had a team whose entire job was to focus 100% on these types of game health issues, and empower them to make sure these kinds of fixes make it into the live game. It isn't like Behaviour is some cash-strapped insolvent company, they could probably put together a small team of this type and get their game fixed.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1799202#Comment_1799202
Yes. Remember the game was coded with P2P in mind, as well as many development shortcuts due to the limited budget?
https://forum.deadbydaylight.com/en/discussion/comment/1799205#Comment_1799205
There's a long road from "this is an issue" to "let's address it in this fashion". Ideas have to be discussed from various perspectives until the best solution is found. They can't just snap their fingers and do the first thing that comes to mind, that's how bad ideas get implemented (see: the first PTB's anti-camping mechanic).
I understand this, but it also doesn't take most developers two years to rebalance a single mechanic that (and this is me making a possibly wrong assumption) most probably just boils down to a numbers tweak. We haven't even seen any potential rework ideas discussed, or hit the PTB, or anything. So I can only conclude that a lot of these cans just keep getting kicked down the road.
A lot of people seem to want to extend endless "oh, give them time!" good faith, no matter how much time passes. My life advice is to learn that there ought to be a limit to how much of this you are willing to extend.