Rydog
Rydog
About
- Username
- Rydog
- Joined
- Visits
- 2,015
- Last Active
Comments
-
I feel like I need to preface these types of posts with "Not a killer main or a survivor main, I play and enjoy both," lest someone accuse me of being some partisan operative of the forum's made-up DBD political tribes.
Insta-heals needed a big nerf. Survivors have all kinds of second chances and power over the killer to dictate the game's pace. They control the clock. Insta-heals are a huge "cheat" that completely overturn killer progress and accomplishments. As I have elaborated on elsewhere, I believe that only the killer should be able to "cheat" the base game mechanics in such a profound way, as killers do not enjoy survivors' superpower of being four places at once.
People who are comparing survivor insta-heals to killer insta-downs as though this is some 1:1 thing are missing the forest for the trees. Survivors have SO MANY tools, not to mention staggering numerical superiority (4x as many players, perks, items, and add-ons). You're complaining about a major needed nerf to the survivor, which is already the power role.
Also, it's not like they destroyed med-kits. They're going to heal people way faster now (just not instantly). Think of how quick We'll Make It is gonna be now -- heck, this might be next in line for a nerf, if it heals as fast as I think it might.
-
"It's a Dark Age!"
"lol not for survivors!"
Good lord, people treat survivors and killers like political affiliations. It needs to not be a one-way party for one side and a miserable train wreck for the other; each role needs the other to even function. It seems like everyone forgets that this is a video game. You shouldn't want one side to PWN THE OTHER SIDE or whatever, you should want everything to be reliably competitive for the benefit of everyone.
I don't play Nurse and I don't know what these changes will do, but I have to maintain the good faith that Behaviour didn't just throw darts at a wall, until we all see what the changes play like. I get the hand-wringing over Spirit-dominated red ranks, but the developers don't want their game to get stale anymore than the audience does.
-
Decisive Strike, OHHHHH SNAP PWNED SO FREAKING HARD, THAT'S SUCH A SICK BURN YOU CAN CALL ME HALLOWED BLIGHT PLAGUE
-
Also: You can walk back to the item and pick it back up. It's not like it vanishes.
-
How would you propose they fix it?
What if you drop an item due to Franklin's Demise, and then somebody else picks it up and exits, and/or you pick up a different item? What if you drop an item of your own will, to trade with another survivor?
There are so many actions, both voluntary and involuntary, that go beyond the bounds of what the White Ward offering is intended to do. The game can't read your past or future intentions when you drop an item. It is what it is, and items aren't all that precious as to make this an issue anyway.
-
@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/738913#Comment_738913
Ultima online up until AOS we had 18 months of just bug fixing and the game was SOOO GOOD, then AOS came and changed the game completely having most vets leaving the game but it worked like a charm
They did not freeze Ultima Online for months on end.
Also, we are never going to agree on the merits of that game, seeing as how I would argue that the existence of Trammel fundamentally destroyed it.
-
@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/738845#Comment_738845
I mean if they can't improve the game in six months, not perfrct but improving then I think they need a different career.
It is possible to freeze a game and make it more effective
Cite one example where what you're describing has happened. Final Fantasy XIV doesn't count, since that was functionally rebooted as an entirely different game.
-
"I don't want the whole game handed to me, I just want to achieve basic functionality. I want to play more than one or two killers without needing weeks of extra investment." -@Xboned
I agree, and I want to make it clear that this is really what I'm getting at here with my original post.
-
@Avocet said:
https://forum.deadbydaylight.com/en/discussion/comment/737058#Comment_737058
Some people hate the new map.
This. I really dislike all the narrow corridors and random noise.
-
Are you planning a Google Spreadsheet? Cuz that's usually what I'm planning.
-
I wish I could never see the new map!
-
Cool necro.
-
That would be neat!
-
It's because the emblem system is garbage, and they somehow don't ruthlessly ban players for disconnecting.
-
Bumping this in the interest of this was a very lengthy and high-effort post that took me like an hour.
-
@Speshul_Kitten said:
@Rizzo90 can we move this topic to the proper category of Feedback and Suggestions please?
Whoops, sorry, I wasn't thinking when I picked the forum. This IS a bigger issue than all other issues in the game, though, so it's good for lots of people to see and discuss.
-
@Fibijean Yeah, I feel like Behaviour effectively self-sabotages at least some of the game's potential with how this is all framed.
Re: Introducing new players to the game, it can be different than what I described, but the larger issue remains that you basically have to strive to find creative ways of not scaring them off immediately. Everyone hits the same awful wall no matter what we do, though.
-
Let's hear it for "Other," AKA an increased across-the-board grind reduction that ensures a normal well-adjusted adult can have all perks unlocked on everyone in a reasonable amount of time (under, I dunno, 200 hours), and without having to read a wiki on how to be efficient with BP.
And related: A way for a completely new player to get all perks they want on a character without having to dedicate hours to leveling other characters first.
-
Yep, super idiotic.
First, you escaped, which should realistically be a pip no matter what else you did, because that is the central goal.
Second, the pip thresholds should be flat across all ranks, 20-1. The efficiency demands beyond green ranks are completely unrealistic. And, preemptively for people who are like BUT BUT BUT CHALLENGE, the challenge comes from having higher rank opponents when you yourself are higher rank.
-
@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/735005#Comment_735005
Yeah I guess youre right. How do you feel about a separate area that isnt pilot members that follows this criteria?
What, you mean a separate forum that they're not allowed in?
-
They shouldn't be required to do anything. It's not an election or a job interview, it's a tag that Behaviour gives to longstanding forum members who are helpful, constructive, and active.
-
Also, I'd love to hear your explanation of how Chucky would physically pick up a survivor and put them on the hook. :D
-
If I hook someone and I immediately see scratch marks in the area, I'm not leaving. I'm not a face camper, but that's objectively the right play in that circumstance, when you absolutely know someone is around the corner and itching to do a risky save. Don't blame the killer in that case, blame your teammates for making stupid plays right next to the hook.
I have had a few games here and there where it's practically a conga line of stand-up hook-divers rushing in, and inevitably getting downed and hooked over and over, just taking turns. They get so mad at me in chat, but it's their own fault that it happened. If there's a parade of you doing it over and over, you've most likely doomed someone, because it gives the killer a growing incentive to stick by the hook. The killer's goal is to be where the active survivors are.
Wait for the killer to leave the hook before you head in for a rescue. Or if you are gonna hang around immediately upon hook, at least do yourself (and your teammate) a favor and don't leave scratch marks that the killer is gonna see.
-
If I'm playing killer, unless someone was exploiting or something, I always say gg to everyone as a matter of politeness (and I usually throw in a "gl next game all" as well).
Sometimes I will congratulate them on a last-minute heroic play at the exit, or for doing some pro flashlight saves or something. Sometimes, I will proactively apologize for soft-camping someone (while inevitably also pointing out that teammates were being aggressively hook-divey, or trying to obviously distract me while doors were open).
Unless someone was being wantonly awful during the match, I always make an effort to be a good sport at the end, no matter the result.
-
"But BALANCE."
-People who don't understand that it's functionally impossible to achieve with this many variables
-
I played a game as Spirit a little while ago, and it seemed fine. I honestly don't see a difference; performance was as-expected. Grabbed two people off gens, even!
-
I didn't even know this was a thing going on right now. But I played a couple of survivor matches between yesterday and today, and things seemed fine to me.
Are the disconnect mechanics in place -- like dc'ing survivors leaving husks behind?
-
@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/732510#Comment_732510
The developer update didn't mention Rifts only Archives.
https://forum.deadbydaylight.com/en/discussion/92295/developer-update-september-2019
I think the two go hand-in-hand, yeah? Aren't they part of the same system?
-
Laurie for sure. Don't be dumb. :D
2nd would be Nancy!
-
Yes, but it's a "sometimes" for me. I enjoy playing with my usual co-op buddy way more than I do playing solo.
-
It's because the rank system is really idiotic, and it forces you to do way too much to get a pip, at purple ranks and higher.
The pip requirements should be flat all the way up the chain, with no deviation, from 20-1.
-
I have never, ever been able to use blood to track survivors. I barely even see it, most of the time.
-
Fall for sure, because it stops being hot enough to be a health hazard here in the sweltering California central valley, but the weather is still nice enough to enjoy. Also, fall means Halloween, one of the best holidays of the year.
On the other hand, fall typically means my slowest season professionally, which is always a source of anxiety for me. So it's a double-edged sword.
-
@FancyMrB said:
Great idea! Secret offerings should be secret.
I would also argue that tools for survivors should be hidden from killer, or at the very least, the keys.
I feel this game would benefit from more mystery/ less spoon feeding of information. However, I know there a lot of people who want all the info so they can decide if the game is winnable for them... which is one if the biggest problems with dbd imo but that could be a whole other discussion.
The game is already enough of a roulette as-is, especially for killers. A survivor only has to narrow down which four perks the killer is using, along with add-ons (and the really strong ones are usually obvious). The killer has 16 perks, 4 items, and potentially 8 add-ons to deal with, so making them operate entirely in the dark, with no information on the lobby screen, is a bad and entirely one-sided idea.
As far as offerings go, hiding "Secret" offerings sounds sensible. But, counterpoint: The Mori is an entirely dumb and anti-fun mechanic for both sides, because it arbitrarily cuts the game short for one survivor, and it also denies points and emblems to the killer.
-
Wat
-
My current cookie-cutter killer build is:
- Barbecue & Chili: I frankly wouldn't use it if it weren't for the BP incentive, because the tracking isn't terribly helpful 90% of the time. I can't wait to unlock all teachable perks and "finish" all my main characters, so that I can swap this out for Discordance.
- Hex: Ruin: It works great when the RNG is in my favor.
- Pop Goes the Weasel: My other standard game length extender, although I might swap it out for Franklin's Demise if I see a lobby full of items.
- Whispers: Cannot live without this, on any killer.
-
Stridor is the counter for killers who are that hyper-concerned about Iron Will. I think this is working as intended.
I do think the perk tool tips perhaps need to be amended, since Iron Will currently reads "Grunts of pain caused by injuries are reduced by 100%" and Stridor currently reads "Breathing of Survivors in pain is 50% louder." Even a 2nd grade math student knows that 50% of zero is still zero, which I think is where the confusion comes into play regarding how these two perks interact.
-
I'd love to see either Robin or Hopper show up. Or Bob (!). They could add the Mind Flayer as a killer. :D
-
Definitely Bob-omb Battlefield.
-
Wat
-
@Mtom912 said:
I honestly can’t tell if you’re serious about some of these things
Like I said upfront, a bunch of these ideas ARE probably way too crazy. But in general, I wish more killers were way bigger threats than they are.
-
You forgot Bond, the best healing perk in the game.
-
I think the real problem is that so many killers are consistently unable to keep up with the actual game flow. All killer powers need to involve very fast movement, quick chase potential, and/or a way to slow down or overturn survivor progress, without the need for perks or add-ons.
-
PC culture, yeah, wild that people want 51% of the population represented equitably.
-
Grown-up Mike Wheeler. Or more talented Bryce Dallas Howard.
-
Some advice for climbing the solo ranks:
1) Do generators. The biggest reason why killers destroy lobbies filled with new players is because the survivors do literally nothing. You've seen this, because you said people commonly just hide and let you die on the hook. The best way to carry new players and get out of those ranks is to get comfortable with being brave and doing the objectives. Basic survival gets easier once you're past, like, rank 14, because survivors start learning how to actually play the game.
2) Keep an eye out for the killer at all times. And run WHEN YOU KNOW THE KILLER HAS SPOTTED YOU, not then they're closing in. Your best weapon against the killer is distance, so don't surrender it when you know a chase is inevitable.
3) Play Kate Denson, and use her Windows of Opportunity perk. It will help you learn where pallets and vault points are.
4) Play some matches as killer so that you understand what they see and what their limitations are. Knowing the killer's blind spots (animations they're locked into, lack of peripheral vision, etc.) is useful.