Ryuhi
Ryuhi
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@Ayodam said:
Gen rushing isn’t a thing. If you believe survivors are finishing gens too quickly, run more slowdown perks and focus on pressuring gens (that means keeping survivors away from them by chasing them off or kicking them). Try to create a three-gen so you have an easier patrol radius. You’re faster than survivors, all you need is map awareness. Good luck :)
TBH I definitely believe genrushing is a thing, but not in the connotative sense. Its just doing your objective efficiently, and sometimes prioritizing it over others (like saves, chases, hexes, global killer mechanics like pinhead's box, etc.) The reason why genrushing still exists as a concept despite all of that is because the game is not properly balanced for the wide rate of speed that gens can go at: the killer can get a down 90 seconds after the start of the match and lose up to 3 gens in that time.
That might not sound too bad without perspective or variables, but it is a tradeoff of 1/12th of the killer's objective for 3/6ths (or half) of the survivor's (being generous in counting the exit gate as a "6th" gen for comparison sake.) The objectives are scaled in a way so that gens start easy and get harder as the game goes, while killer starts hard and gets easier as people die, but the first 2-3 minutes can determine almost the entire match with how lopsided they are.
Therefore, focusing on maximizing gen pressure on the survivor side is... genrushing. Its not good or bad, its just survivors taking advantage of how their role was designed. The reason it gets so much connotation is because that efficiency cap issue is something that regularly gets ignored, and instead more variables get added on, like gen slowdown perks. Then those slowdown perks need speed up perks to compensate, which then need more slowdown perks, which then need... you get the idea. next thing you know a gen that takes 90 seconds base can skew massively in either direction, has multiple ways it can be put "on hold" for various durations, and none of it was even a balanced value to begin with. Now most people aren't happy with how they have a hard meta to rely on, nor are they willing to put up with how bad things can get.
I think its definitely a real thing, and I don't think ignoring it is going to solve either sides issues with it until it is addressed. Its exactly like killer LCD's because it is the same side of the coin: They're the most efficient strategy that is limited only by any individuals skill, and they represent the most simple and effective method of securing your advantage as early as possible. Its a tool that gets used when at its peak, and played around when other options are more preferable.
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@sickdeathfiend said:
https://forum.deadbydaylight.com/en/discussion/349918/why-does-my-team-never-know-how-to-loop
It's not that, its that there is too many cheaters. I just had a round with a HAG that could outrun my sprintburst with no perks or addons that increase run speed. Game is infested with cheaters.
This is also true, but its a separate issue. The cheating epidemic has been a nightmare for the game's health, and it makes people either question everything or nothing in every match. Its been making a lot of people either apathetic or paranoid.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/3225257#Comment_3225257
My point is not everyone can be an Uber looper like the following people I stated. Like I said everyone plays the game differently. I don't understand why people feel the need to expect a casual player to loop perfectly.
I won't lie it's been hell trying to loop killers with my rate of success 10%. With that said let people who play the way they want as long as they try. This is the problem with DBD community everyone feels entitled and gets mad if people don't do what they expect you too.
Unfortunately its a consequence of the way the game is designed and balanced. There is very clear ways to improve as either role, and the intensity of one role determines the necessity of another, with absolutely zero indication or preparation possible. Simply put, the more you play and the more seriously your opponent plays, the more you in turn have to step up in order to match their agency. This is because the 4 survivors are supposed to be equal to the 1 killer, which means that each survivor who doesn't carry their weight, needs to be carried by others. Its not particularly fair for anyone, really.
The game has been long overdue for either approaches at breaking up the tools abused by "the top" or at least separating them from the rest, and MMR was the attempt at that. Unfortunately since the win/loss condition is based specifically on exiting the gates alive, that reliance on the agency of others only got worse, and people feel like they need to take matches more seriously (and thus, get more frustrated.) Many have proposed BHVR split up the queues into ranked and unranked, having swf be an opt in or separate queue, any number of solutions to the issue but the rebuttal has always been that the queues can't afford to be split into even a second gametype, so here we are.
its an absolute shame, because neither side is wrong. People should be allowed to play for fun and mess around, and people shouldn't lose games they work hard in because of afforementioned goofing off or simply less efficient play. All I can really do is try to help people focus on their own personal play and let go of everything else, especially if they get robbed. People should be able to play at any level of intensity and have it be fun and fair for everyone, but sadly thats not the case in the game currently.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226717#Comment_3226717
Clearly the well-being of others is secondary to his need to clickclickclickclickclick. 🔦🔦🔦🔦🔦
Sometimes people just don't have the perspective. I've known someone (and verified) who got in trouble at their job for asking someone why they had a trained service animal, which is something you are not legally allowed to ask. You can ask what they are trained to do, but even just asking them a question that requires them to answer with undisclosed medical information is kinda legally protected for a reason. I'll leave it there because I don't want it to go further off topic, but the point is that I would rather help someone understand than begrudge ignorance.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3226553#Comment_3226553
Do you think pretending to be someone with a disability to push through an agenda is morally ok?
Do you think questioning the disability of anyone over the internet, something you're not even allowed to do in person to customers as a business employee, even as an employer to an employee, which they also have zero requirement to provide AND you have zero right to even ask, is morally ok? Hell you shouldn't even ask things like that as a simple courtesy unless they are both willing to share and willing to discuss it at all. You're making really bad attempts at trying to bring morality into the conversation about both morality and ethics, so I'd recommend you not go down that avenue again, preferably sticking to the topic instead.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226626#Comment_3226626
"They do, but they don't understand how to do it correctly. Smoke/Sanity testing has always been their biggest weakness in the game's development and continued support, quite simply they are bad at finding their own problems."
This is literally what I'm trying to convey.
As for the last comment, I'm putting the demands of the customers above of Behavior or a shareholder. As someone who's also taken courses in business management, the customer always comes first. Flashlights are used in almost every single match. I'm not saying it is the most important thing in the game, but it is something that many players do use and now they can't, especially with male/taller survivors because the aiming is extremely off.
As for tickets, I do hope people continue to send them in regardless how they are sent in. Maybe that will push the devs to fix this sooner rather than a year or two from now.
Finally, most bugs found in games with the best QA teams are easy to miss unless you're playing the game to its fullest. But imagine your character in Assassin's Creed being unable to shoot a bow and hit a target despite the player is aiming correctly. Those kinds of bugs don't get released. It's usually NPCs loading in weird places, or not loading at all... Quests not being completed when they should be... Things where the code looks fine but something else is interfering with it. Not a simple code on executing a weapon attack. Flashlights in DBD are kind of like weapons. It'd be like if any of the M1 killers swing and somehow miss the survivors 90% of the time despite the aim was on point and no latency issues. Or like if the Huntress goes to throw a hatchet but everytime she does, she aims directly at the ground. Then the player has to figure out how to adjust and aim at a moving target. It's the same concept. Maybe not a bug but it's an issue that shouldn't have gone live. But it has and now all we can do is continue to send in tickets and push the devs to fix it.
My overall point was to critique how poor of a decision it was to release it knowing full well it wasn't working correctly, or not testing properly to ensure it was working correctly. I literally had the chance to test the flashlight on a killer who stayed still for me and easily could see it didn't work. I would have told the developing team to fix this and not sign off on it's release. I guess it's just frustrating knowing that this could happen to any mechanic in the game.
I feel like you're agreeing but a lot of things you keep cranking up to 11 just to try to prove a point, like the customers over workers and shareholders part. Thats ironically exactly why the urgency of the flashlight changes were required, due to the controversy surrounding photosensitivity issues and BHVR's developing accommodations to prevent the issues. They needed to put the flashlight changes out ASAP due to the severity of its impact on the potential health of the customer (and also the shareholders and dev team themselves for liability, as some have complained about.) Another customer being inconvenienced is a secondary priority, and not necessarily one they are ignoring by prioritizing the other. If they did something like say "yeah we dont want to fix flashlights so we wont" that would be a different story, but they have acknowledged the bug and have been working with the community on isolating and resolving it. Its not as fast as you want, but again, your perspective seems tinged with personal bias.
As for tickets, I do hope people continue to send them in regardless how they are sent in. Maybe that will push the devs to fix this sooner rather than a year or two from nowSo you'd rather make everything harder for them to actually fix things, and encourage people to sabotage the process, out of spite? Do you honestly not realize how venomous you're being on this topic? I will always prefer to turn my displeasure with how they do things into constructive avenues than act like a child over them.
But imagine your character in Assassin's Creed being unable to shoot a bow and hit a target despite the player is aiming correctly.And there's where your argument falls through the floor. QA is entirely different for different types of games, which is why its extra ironic you used AC as your basis. It is not a multiplayer asymmetrical pvp game that runs as a live service with updates every 1.5 months at minimum, with regularly scheduled content updates every 3 months. After having transferred both languages and engines throughout tis development, migrating from p2p to dedicated servers, having passed its initial scope more than 4 years ago, filled with an ungodly amount of spaghetti code due to all to the above. They don't have to re-edit old code in those conditions, they work in development and pre-realease, bigfixes post launch, DLC and then further bufixes from that before starting work on the next game. There is no DBD2, its not an annual franchise from one of the biggest publishers in the industry, it doesnt even have a single player mode. It is very important to note, if you actually want to be constructive, that the game is likely not very easy to work with under the hood. You should always operate under the assumption that things may not work exactly like you posit, and even when i've done things like suggest simple checks to detect ragequitting on hook using simple universal methods like input tracking and/or duration and frequency of actions I have disclaimed that there might be something internally that makes a simple method like that ineffective or impossible to implement.
We actually agree on a lot of points, but your frustration is extremely misplaced. Make the bug report if there is none, and if there is, do what you can to provide case examples for them to compare with their testing. Use that energy for something positive, or ignore it and either play more games or take a break until they fix it. You can call it critique but it certainly isnt constructive criticism.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226561#Comment_3226561
It's not a hypothetical I actually took video of the events that happened. I take video of alot of the dumb ######### that happens in the game. The game was 100% winnable the exit gates were open it should've been an easy exit but he decided to stand in the way and sandbag me. Again what did I do that players would deem bad behavior? Because I am genuinely lost. Maybe I should've said to hell with that guy and let him just die on hook. Maybe I should've let him run on his own and try to exit without blocking the killer from hitting him. 🤔
Hypothetical doesn't mean untrue. I'm continuing to say that you should not be internalizing a worst case scenarios just to suit your personal perspective, but instead use it to consider a bigger picture and priroitize your frustrations. What you're doing as bad behavior is getting stuck on that and not going next and ignoring it, you're instead letting it apply more stress in further matches which will continue to spiral with that mindset. Its also why, again, I didnt call you a bad player and very specifically separated that you're doing what bad players do, including blaming your teammates constantly instead of focusing solely on your input in each game, and not internalizing bad games like you are continuing to do with this argument.
The dismissal at the end tells me you're not going to understand this concept, so if you don't have anything constructive to add, think that'll be it. Take the advice or leave it, but don't complain if you disregard it.
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I dont necessarily disagree, but I feel like you're overselling the wraith way too hard, and he's my main killer. He's pretty garbage for a lot of reasons, but the awkwardness of ghostface's reveal is probably the only reason he even has a power to be honest. Its inconsistency is also why it could be argued as both better and worse than the wraith's power.
So yeah, Wraith is better, but they're both fighting for a pretty low spot on the totem pole.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226552#Comment_3226552
Yes, I do. I'm literally in college right now earning my bachelors in game design. When the flashlight was supposedly tested by their testing team, it should have been quite obvious that the flashlight automatically aims at the ground. They already said during the PTB that they were aware of the issue. The PTB is 2 weeks, so they had 2 weeks to fix a new mechanic which they didn't do. It's not pointless outrage when they didn't do their jobs to properly release a mechanic that was only supposed to only change the speed at which the flashlight turns on and off, and the sound of the flashlight. They didn't need to redevelop the flashlight completely which is what I believe they did. Unless they had to because they didn't code any delay modifiers but still, that's coding which doesn't cross over into the cone trajectory or where it aims. Everyone sees there is a major issue with the flashlights, but skilled developers somehow missing it makes no sense. Unless somehow the developers weren't paying attention while working on the flashlights.
When something is created or changed, it goes through a testing and approval phase. If it cannot pass testing, it is not implemented. One of the testing phases is called "Stress Testing", where a user does everything they can to break the mechanic/product/ect. This is usually the last phase of a test to make sure nothing is missed. But throughout any of the phases, if it fails, it goes back to programming. Again, you act like the flashlight has always aimed at the ground and that's something that can be easily missed. As soon as the PTB came out, many people were already pointing out this flaw. Twitch and Youtube streamers recording these events and basically saying flashlights are pretty much useless. But some of you, only a few compared to the majority calling out this issue, somehow still act like this should be accepted as normal. Like every major flaw that gets released should just be shrugged off.
And as for reporting tickets, the devs have been receiving them for a couple of weeks now since it was released in PTB. Behavior has already advised they were aware of the issue, which means they don't need any more tickets on the issue. They advised they were working to resolve the issue and still released it live despite knowing it was an issue. A person can test this mechanic in a few hours, maybe a couple of days depending on their workload, and still provide feedback that it isn't function as it should and should not be released. But TWO weeks of PTB and it was ignored. So yes, I know all about user acceptance testing, development testing, stress testing, bug reporting, and game development. I also know that something that you and the devs seem to think is so minor, will probably think something major will also be minor. Unless it costs them money, like people losing their perks, prestige, bloodpoints, accounts, or can't even log into the game. Customer satisfaction should always come first in a business. To do that, you provide quality products and service. You don't release a "fix" for a mechanic that is so easy for anyone, especially the customers, to see that it points in all the wrong directions instead of where they are aiming.
When the flashlight was supposedly tested by their testing team, it should have been quite obvious that the flashlight automatically aims at the ground.Yeah again, not how bugs work. Bugs are caused by unintended reactions caused by errors in the logic, and are very rarely as self evident as you posit. Sometimes changing one word in a completely unrelated file can cause irregularities like that and nobody would have any idea the two could even be related, and considering its both a team rather than an individual, as well as a game written in Blueprints and later converted to C++, The potential for things like that to get missed is far more than you're willing to give credit.
The PTB was also for a lot more than just flashlight changes, in fact it was arguibly FAR more important to pay attention to the other changes that were being done as a litmus for whether they would even be potentially viable in the game at a later time. They have stated multiple times that this PTB was going to be completely different than previous ones, and again, that is precisely what the bug tracker is for. There was a report for it simultaneous with one that was about male survivors wrists distorting during certain animations, which could have been related and is one of the things they fixed. It apparently didnt fix it, so now the bug should (and has been) resubmitted in the live version so that it can be further investigated.
One of the testing phases is called "Stress Testing", where a user does everything they can to break the mechanic/product/ect.They do, but they don't understand how to do it correctly. Smoke/Sanity testing has always been their biggest weakness in the game's development and continued support, quite simply they are bad at finding their own problems. I have been pretty critical about their QA teams in the past concerning this, so you are absolutely preaching to the choir. They certainly do them, and their bugfix notes in each patch mention things that have never been actively reported plenty often enough, they simply miss things very frequently. Whether it be due to them being overworked with the 1.5-3 month release schedules, not enough hands on deck, the team not being as good at the userbase at finding ways to break their own product, or simply not thinking to test specific aspects, they miss stuff. And that happens with any game. That doesn't mean them missing stuff means they never catch anything, though. Its a form of outcome bias to pretend they never do their job just because they missed one thing that angers you specifically.
Behavior has already advised they were aware of the issue, which means they don't need any more tickets on the issue.Thats why you ADD to the tickets that exist. They don't want 50 people creating tickets for the same issue, they want people to go into the existing tickets and give additional setups: does it only affect male survivor models? does it only affect certain flashlights? addons? map geometry issues? the larger the sample set, the easier it is to narrow down variables that can cause the issue.
I certainly don't defend and agree concerning some of BHVR's coding bad practices like their absolute lack of accounting for extremes and lack of internal data integrity (and call them out for it when relevant, like here!) but I feel like you're really misplacing a lot of your frustration considering this game is notoriously bad about bugs, and always has been for its lifespan. There are sound bugs from years ago that still exist with how they implemented barrier based sound attenuation, nobody has ever claimed this game is great about bugs, just that youre just pointlessly complaining when there are aveues for you to help resolve the situation. I should also clarify I had to ask about the development aspect because of the amount of outcome bias there has been in your posts about it: it would be very easy to assume someone has no idea what kind of work actually goes into these things and assume there is none. If your argument is that they don't do a good enough job, thats perfectly fine. But expecting games to ship bug free like the
The fact that people accept broken mechanics to be released in video games seriously needs to stop.comment kinda paint a different perspective. Even games with the best QA teams still have major bugs slip through regularly, and its pretty much why there are so many infamous bugs still in games from before the bugfix dlc patch days.
TL:DR Edit: you're putting your demands and expectations too high unless you are either someone working on the team, or a shareholder. This bug is one of many in the status quo of this game, and there is no reason to decide this is the one bug slipping through to get this worked up about.
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yyyyep. The moment that a perk from licensed content becomes hard meta, the p2w argument starts making the rounds again. Personally I feel it doesn't really have any standing on any content that is not licensed (like the nurse comment,) but once you put in mandatory paywalls, it creates a different dynamic entirely. OVERALL I think the game is not P2W, even though newer dlcs will often have content that becomes meta, thats to be expected. When you have any type of "play to unlock" system, it becomes extremely important that no content that requires payment ever feel necessary to have an even chance with ones who do. In games like League for example, champions are never locked behind RMT, even on release day, and only elements that don't directly affect gameplay (like skins and cosmetics) are.
While I'm extremely grateful at the amount of content that is play to unlock in this game, I feel like that diligence gets ignored too often, especially regarding perks. And ESPECIALLY because the meta shifts: by the time you purchase sadako and get call of brine to help with gen defense, the perk could be gutted months later and your purchase did nothing to help even when it was your sole reason for making the purchase. The only way to really prevent it within the current model is to make sure all licensed content is good but not good enough to be meta, and to have consistency with its strength in relation to the game. Otherwise it'll keep skirting that P2W line each time licensed content is too good (or the buyer beware line every time it is too bad.)
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@[Deleted User] said:
"(Clarification edit:) Bad teammates can very easily be calling another teammate "bad" when they simply don't understand why they are doing what they are. Personally I blame the sandbagging nature of half the challenges in the tomes."
Don't see any "clarifications" of you not calling me a bad player. How do I save this person on hook twice and take a protection hit for him to get him to get gate, run the killer for an extra 60 seconds for my team to open a gate and then run back to the exit gate so 3 out of 4 of us can leave only to be sandbagged by the same POS I decidesd to save make me a bad teammates? How is ANY of that bad teammate behavior?
You took it that way, thats on you. The edit was stating that there can be plenty of reasons, by design, that players make plays that others consider bad. I also never called you a bad player, just pointed out that your behavior is exactly the type of behavior that bad players do. I can't separate the two any more politely than I already have, and the fact you're firing off impossible hypotheticals as justification is exactly why I said it. We all know there are situations you're not going to be able to win with the game, and good players shake them off and move on. A good player realizes their own personal input is all they have control over, and do their best with what they have available in the millions of other variables in any given match. They don't complain about the impossible, they do what they can to avoid it, and they don't internalize when it happens.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226478#Comment_3226478
The fact that people accept broken mechanics to be released in video games seriously needs to stop. Minor bugs that can easily be missed is one thing.. This is blatantly obvious. The fact that it automatically aims to the ground is a major issue because it makes flashlights useless. Just because there were times it was broken before doesn't mean it's okay to release it broken now. And it's not up to the community to test a company's product. The company should be doing rigorous testing themselves. Heck, this didn't even need rigorous testing. It's so broken it's obvious as soon as you use the flashlight. My major concern isn't that it's just flashlights. What about other items, add-ons or perks that they change that would be released completely broken? I don't use flashlights unless I have to complete a challenge and yet even I can speak up when something so obvious shouldn't have been released to the public. Imagine trying to use a medkit after they make an adjustment and it doesn't work. I'm sure you wouldn't agree that it shouldn't have been released in it's current state.
Out of curiousity, do you understand any aspects of game development? Or even how bugs are handled with this game? Because there is a bug tracker on these very forums that they always encourage people to use instead of making pointless complaints on the forums for issues anywhere near as big as you keep inflating it to be. In said topics, they take user accounts and evidence to help isolate the issue. The entire thing with bugs is that their cause usually needs to be understood and isolated before they can be fixed, which no amount of outrage is going to help with.
When things go to live, they have integrity checks done as a means to see if an issue exists, and then more to see if the impact is considered acceptable enough to be ok with a delayed resolution in a subsequent bugfix or release, depending on the schedule. Either they were unaware and are working to identify and fix, or considered it not prevalent enough to cause major issues while they investigate. Either way, again, pointless outrage doesn't do anything to help when proper reporting and providing evidence absolutely do.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3226512#Comment_3226512
Idk what this response is but I didn't ask you and Dito can speak for himself
You're not asking through any type of private message, and you were implying that its not ok for someone to be experienced with the game yet not be striving for improvement. They can absolutely speak for themselves, which they did, but that doesn't mean nobody is allowed to respond to your post. We'll leave it as a misunderstanding to avoid pointless arguing.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3226496#Comment_3226496
I'm not sure on descend either, but I do believe it's only on the slope sides of hills. Generally most of the time you are hitting survivors going up rather than going down. As I said it is only active during the short time the crows are crows and not a flock. Once they become a flock they just fly through everything.
Honestly I think a big problem with Artist is just not knowing how her crows will travel at times. Sometimes the crows "hit" a wall due to collision boxes and become a flock dealing no damage even though it visually looks like it should have just dealt the damage. Then sometimes you fire at a target far away and the crows don't fly exactly the way you pointed and end up really off the mark.
She really just needs her nuances to be more consistent and self-evident. Her power is unique and very interesting but a lot of it isn't very intuitive, which is probably also a big part of why she is so frustrating for many survivors who don't understand her.
All that said I don't have the means to test much with her at the moment, but if you happen to end up doing any feel free to @ me about it with the results if you'd like.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3226474#Comment_3226474
You watched YouTube videos on how to get better?
Some people have different priorities, they're not playing as a job. While I agree that improving is the best way to both secure agency and to improve the quality of your games, some people are just playing casually or for fun. I spent my first 2 years with the game avoiding loops and chases constantly (as a survivor main,) and the survivor role specifically doesn't require you to play every element of it each match. So some people just avoid their weaknessess instead of improve them, which is generally ok. As long as it doesn't become an excuse for ragequits or other disruptive behavior ingame, of course.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3226383#Comment_3226383
Not sure if it has changed, but I'm pretty sure for the first 8m of firing her crows they will follow the altitude of the ground. It's only when they change to a flock and can go through walls that they no longer change altitude. I've definitely sent crows up hills thinking they would go through the hill in the past.
I'm pretty sure the flock still goes up stairs and slopes, but at no point to they descend. If they go up stairs and over a balcony, they just fly harmlessly above the rest of the map. Its part of why those little hills around maps make a hard counter for her. I havent seen anything saying this behavior has changed but i also havent played her for a few months now, so if its finally been addressed i'd love to hear it.
I should also note that its dependant on slopes specifically, likely as a means of avoiding it only working upstairs on maps like the game or midwitch. I actually dont remember testing hitting those hills from the non-sloped sides, so i'm curious if they go through or jump up from those other directions as well.
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@bjorksnas said:
I mean you can just do a gen at double speed which is kinda nuts but it doesn't really matter in most matches because people either don't have it, don't use it because they are doing something else or don't want to waste their items. But if you have everything and a group to do it in it is just a free win
Thats why those types of variables don't fit into balance. You can't ignore how extreme a variable can differ compared to average usage, you adjust the extreme to be more in line with the average while keeping the average untouched if it is where it should be. All ignoring extremes does is encourage the more cunning to abuse the example as much as possible and increase its usage at higher levels, which is a big part of why this game becomes such a ****show toward the top. Its all just advantage stacking.
In KoF15 there was a balance change this year that made a single character have an extremely good tool, even though he had a low pick rate and most of his kit was very average. That one tool made him show up in almost every single game in every single region in competitive play since.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226411#Comment_3226411
I'm okay right now, kid. I don't use flashlights on a regular basis anyways because I don't like to troll the killer like many of you do. I wanted to test it out since I'm on console and don't have the luxury of playing the PTB. I also play killer more than survivor since 6.0 was released, so it really doesn't affect me. I'm just pointing out how blatantly flawed it is and somehow it still got pushed to production. In the real world, that makes no sense. Imagine a new car being released with a severely flawed engine. That doesn't generally happen. It's obvious this mechanic is broken, but it was released. The pressure was $$$$$$$.
The mechanic isn't broken worse than it has been any of the other times flashlights have been adjustted. There were times where it was so broken people could be facing an entirely different direction and gotten the blind, that was too broken to hit live. Minor aiming inaccuracies have actually been a pretty frequent occurance in their history, i still remember needing to aim for certain killers' chest, stomach, or even over their head to awkwardly secure blinds. Bugs occur and end up in live plenty, and most importantly if people were constructive about it earlier instead of focusing on the superficial changes in their feedback, it would have had a better chance of being addressed earlier.
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@Sharpefern said:
I did want to test this and after looking at the data I still don't know how I feel. If anyone wants to look/check my math they can do that here. https://docs.google.com/spreadsheets/d/1wmxWjp7aO_uvjb63-RCOmNXzVJL692TqW3Qlr0qPz_o/edit?usp=sharing
I guess the reason I don't know how I feel is it still looks to me like the main issue is toolboxes and that built to last will give more value than the stakeout/hyperfocus but that doesn't get near the attention. You can get 39 seconds shaved off a gen (without hitting skill checks or lose another 12 seconds if you hit them) with built to last and you dont have the restrictions of hyperfocus. I recognize the downside of needing to spend 12 seconds in a locker on the recharge but this is a simple task in between gens. Brand new parts are crazy with how much they give (granted no longer fully completing a gen but still 22.5 seconds).
By itself hyperfocus can save ~15 seconds with perfect accuracy on a gen by yourself from start to finish. If you are extremely lucky you can get ~20 seconds. This is a obscenely large amount however being interrupted by any means, working with someone else, or starting a gen with any progress dramatically decreases the value gained from this perk. Meaning the value of the perk is going to decrease throughout the game. The bonus given by stake out gives and addition 1% per skill check whether a token is used or not. This allows for the perk combo to be significantly more powerful throughout the game because it doesnt require the high streak for value. Even the first skill check will give double value. If they changed this to only give the bonus when a token is used like it states on the perk I don't think people would see near the value.
I guess I think that the restrictions on hyperfocus are sufficient but I would adjust stakeout to only give the bonus when a token is used. Anyone who is using hyperfocus without stakeout is wasting a perk slot atm IMO not because just because they might break a streak, destroying the perk, but because stakeout will double the value of hyperfocus as it is now. I still think BTL is better and gives an additional perk slot but does require the bringing of a toolbox which med kits are very valuable so I understand it not being as popular.
The problem honestly is the more they keep adding ways to speed up and slow down gens, the more they necessitate.... all of them. Its one of the particularly egregious cases in the game of conflicting variables turning into necessary advantage stacking, since at worst you're countering their advantage while at best you're assuring your own. They fully admitted that gen times are near impossible to balance, and keep taking 1 step forward/2 steps back each time they touch them to try to make the variable more "fair." They completely ignore how bad things can get in either direction, but keep adding more tools to try to mess with the middle average.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3226345#Comment_3226345
Lmao!!!!! Yeah... DEFINITLEY have to talk to an admin about deleting my forum account for good
I made it very clear that I wasn't calling you a bad player, but that you can very easily be the player that other players complain about being a "bad player" without you being aware. Its a mindfulness exercise in perspective, which was paired with a priority shift suggestion. Its basic CBT suggestions to try to help you not take on more stress and frustration than you realistically need to.
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@brewingtea said:
>How is an item that can stop a survivor being hooked bad?
I suck at killer, and even I find it insanely easy to avoid flashlight saves. 99% of the time, you can just face the nearest obstacle and go for the pickup.
If you suck at killer, the survivors probably suck too, in all fairness. Flashlight blinds are at their strongest when they are forced by the environment: If you're in the open you have no obstructions, if you spin to a random angle and it turns out someone was hiding behind a tree at that angle, you spun right into them instead of away. If there is a wall but it blocks your vision but not enough to block the blind FoV it'll even look like you got hit by an impossible blind on your screen, locker saves and chain blinding exist, etc. There is certainly a good deal of nuance to using them effectively, but that kinda makes sense when it completely denies the killer's interaction.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226341#Comment_3226341
I feel pretty confident that this was also a liability issue. Even with the epilepsy disclaimer, if Behaviour knew that players were using a game mechanic in such a way that would greatly increase the risk of seizures, then they had a legal obligation to take corrective action. As always, money talks.
It has been a topic that has been discussed on here multiple times, but yes liability is certainly something that gets a flame or two under some asses. The intentions of good things are only important when they are more important than said good thing. Whether it be from user accounts or legal action (or even a combination thereof,) they decided to put forth changes that are addressing the issues in question, which is the most important part.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3226259#Comment_3226259
Well bad faith actors also got Spine Chill changed back to hard countering stealth killers under the guise of accessibility so
As someone who absolutely hates how blatantly disingenuous that extra change regarding working on stealth was, I'm at least glad that the accessability application wasn't removed until a proper fix was implemented outside of the perk. The benefit of hard of hearing players actually being able to have access to the concept of the TR is more important than stealth being able to avoid its effects, even though the two don't need to be mutually exclusive.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3226330#Comment_3226330
I think with the flashlight "clicky-clicky" change, that buffing flashlights to be easier getting blinds would be very valid. There's a lot of streamers that have mentioned how flashlights are a joke before the change, such as Scott Jund. He also mentioned how bad keys are now.
Buffing both keys and flashlights so half the items that survivors can carry aren't so functionally worthless should be a higher priority for developers.
Items are bonuses, and can even be taken from chests or passed off between survivors mid match, so I certainly don't blame them for being lower priority compared to core mechanics before them. Plenty of people still use the flashlights just fine, and like every single change thats been done to their skill floor in the past, there will always be a period of people adjusting before its business as usual.
Keys are also still plenty useful, but for different reasons: They're used more for tracking and on-demand aura reading via the addons, the key itself only being insurance in case the killer finds the hatch first and closes it. Their usage isn't necessarily worse than it was before, but it certainly requires a different mindset and perspective than just ignoring aspects of the game raw like it used to. Some people see less value in that, some don't.
also TBH it feels like healing and gen rushing are just extremely desirable in general with the current meta, so its not much surprise that toolboxes and medkits are king. Most of the addons in toolboxes are for sabo, yet i think thats a pretty secondary consideration for most people who bring them these days, even though they synergize with perks like saboteur more than ever.
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I bet they'll "rework" them and do something like make victor stay pounced on downed survivors, slashing away at them like a L4D hunter or something, and make it so that the survivor can't recover until he is kicked off. Now that I've typed it out, I don't even know how I feel about that idea.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3225781#Comment_3225781
awww, i liked the pits!
tbh I think its because they originally intended for the Artist's crows to be "floor hugging" and descend with the pits and come back up, but they couldn't get it to work right and they always kept their height like they do now. Or they intended them to be extremely niche spots where you could duck under the killer's power, which became kinda pointless since almost every other ranged attack is affected by gravity. That basically made them another map specific nerf to Artist on her own map, which already has plenty of nerfs specifically for her due to its architecture.
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BHVR doesn't understand concepts like Auditory Processing Disorder, basically. If you can't hold a conversation in a loud bar or restaurant, you can't use auditory tracking in this game. Assuming no sounds are experiencing bugs in the first place.
but thats the general idea. The extra sounds both provide ambient and are there to purposely mislead auditory tracking. Just like the loud chase music, its all designed to add excitement and also obfuscate one of the killer's senses. Just kiiiiiinda wish it was a more even playing field.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3225639#Comment_3225639
Other than reporting them though, what can BHVR do about that?
The worst part about people complaining about bad teammates is knowing they are probably someone else's bad teammate they, too, complain about. And I mean that in the most objective way possible: Bad players are always the first to blame others, so it just becomes a never ending cycle of understandably biased accounts. (Clarification edit:) Bad teammates can very easily be calling another teammate "bad" when they simply don't understand why they are doing what they are. Personally I blame the sandbagging nature of half the challenges in the tomes.
The first step to playing
solo inthis game is understanding that you will have victories stolen and defeats averted. There is no absolute agency for any player in this game, even the killer. All we can control is our own personal input, and things outside of that like teammate quality are not worth internalizing. -
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3226327#Comment_3226327
I'm sure they'll pop back in with some very specific examples highlighting their claim as they state it happened in abundance.
People are allowed to make arguments concerning the opposition having bad faith actors, that is completely valid.
...As long as it is genuine, non-hypocritical, evidenced, and goes beyond the (dis)advantage dichotomy I posted earlier. Its not a very easily structured argument to make, and usually ends up chasing shadows and back and forth baseless accusations, so it's rarely productive unless there are concrete examples to pull from. More often than not it tends to just be midunderstanding about the (dis)advantage dichotomy and/or a whole lot of projecting.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3226259#Comment_3226259
Ah, bad faith conspiracies.
They're usually arguments made by bad faith perpetrators themselves, funny enough. You see it in nearly every topic concerning accessibility, which is why it just ends up adding unnecessary attacks no matter who brings them up. There are still people parroting the competitive advantage stuff about FoV in this very thread, whether they even understand how the advantage dichotomy works around accessibility options in general.
The long and short is basically that if the disadvantage imposed by the limitation is more severe than the advantage caused by the accommodation, then the accessibility option should be researched and implemented, as long as all other factors also line up within reason. Physical illness being caused by things within a game prioritize pretty high on that list, which is why people who are disadvantaged on such topics are actually playing "hard mode" of the game currently, far more of a disadvantage than their accommodation would cause.
But then some people are just crabs in a bucket, and only care about getting theirs.
Edit: Also completely off point on that, i actually really like the new flashlight sound. Maybe its just because I'm a bit older, but it sounds much more in line with most mechanical flashlights i used all the time as a kid. I guess they've been mostly phased out and replaced with simple button mechanisms, which is probably why many people barely even remember or think of the slide ones.
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@SlowLoris said:
I feel like I don't seem to understand this either. A month before the patch went live all of my killers (except 3 or so there were P3) were level 50 p0, because there wasn't really a point in prestiging them. When I heard that there would be a reward for doing this I started grinding like crazy during the event to make sure that all of my killers were P3 before the patch went live.
Unfortunately, I only managed this for half of my killers, and the other half were P2-0+, so not P3....
If I'm reading this post correctly, wouldn't that mean that all of those characters should have been granted 2 levels, which technically result in them being rewarded with the prestige portraits? I don't so much care about the levels, but I'd like the portraits, so everything matches if that is something I'm supposed to get.
The ones you did not turn the prestige over on are the ones who should now be caught up and be either p2 or p3, as long as they were at least p0 L50.
@KayTeeBee said:
https://forum.deadbydaylight.com/en/discussion/comment/3225083#Comment_3225083
Level 50 AND P0, P1 or P2? So a level 50 p0 character would be p2 afterwards but a level 1 p1 would stay the same?
If anyone was P1 at the time they should have already been boosted to p3 with the first wave. All of these changes are still going off of what your progress was snapshotted as when 6.1.0 rolled out, no progress since counts toward the catchup mechanic.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225258#Comment_3225258
if the entire team goes down, there is no base-kit unbreakable currently in the game. The killer wins if the remaining 2, 3 or 4 survivor are downed simultaneously as the killer can wait the survivor's abiltiy to kobe off hooks then proceed to hook them or wait for bleed out(if survivor are hiding) whichever comes first. implying the survivor need base-kit unbreakable is saying that current slugging is "awful" for last 6 years of dbd. the update for instant-killing the survivor changes nothing for killer for whether the killer wins or loses. only thing that does change is survivor having base-kit unbreakable throughout the entire match making it much harder to slug multiple survivors simultaneously.
What exactly are you arguing with? I wasnt saying anything opposed to any of that, just that the two mechanics were related and they basically necessitated each other as opposed to doing one but not the other. As in no basekit UB would mean killers wouldnt even bother with hooks and go on a slugging rampage, so the opposite side would have a reactionary action that would put a hard time limit on the last man standing situation before resetting it.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3225331#Comment_3225331
It depends from how many perks you had before the first catch-up.
BHVR assigned 1 prestige level for every 70 perks (perk tiers, more specifically) you had unlocked, my examples were about characters who had all perks unlocked before the first catch-up.
yeah, i just dont remember any of the ones in question having different thresholds they reached. they were all <70 which is why i just considered them a wash, especially since they were all survivors with perks i don't use. Thankfully every single killer i have unlocked is at least p3 right now with this change, so i'm particularly glad there.
That said, I honestly don't see much value in anything over 9. 9 gives you everything short of the charm you get in exchange for an absolutely massive grind, but i've never really understood the bragging rights side of prestiges in general.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3225259#Comment_3225259
I understood that
I'm questioning the logic behind how it was applied.
And not only this second prestige catch-up mechanic, but the first one as well.
If you do the math:
Characters who were P0 level 50 with all perks were brought to P8 after this second catch up mechanic
Characters who were P1 level 50 with all perks were brought to Prestige 11
Characters who were P2 level 50 with all perks were brought to Prestige 11 (exactly the same as P1 characters, which feels already weird)
But the best part is: characters who were P3 level 50 with all perks were brought to P9! Even lower than P1 characters!
Does it really makes sense to you?
My issues are: why was the first catch-up mechanic capped at P9 when there was no apparent reason to do so, ans why were people who were P3 excluded by this second catch-up mechanic when there was no apparent reason to do so?
My second wave catchups are all prestige 2-3, up from p0. They do seem a little inconsistent though, like how some are 3 and others are 2, but all were p0L50 when the prestige rework dropped initially. No P8's tho, just my old p3-upgraded-to-p9 megathan from before the change.
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its in the patch notes:
Fixed an issue that caused Killers and Survivors to get obstructed by bubble notifications. -
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3223199#Comment_3223199
That hesitation is exactly why I go down sometimes when I just stand in a loop watching what killer does and well that ends up me going down when killer gets too close lot of times.
Exactly. A common misconception about reads is that they are guesses, but in all honestly they are committing to an option in a way that forces your opponent to guess instead. That hesitation and/or deer in headlights moment is usually their biggest strength, you just got called out almost as hard as every villain in Battle Tendency.
It always feels awful when it happens too, which is I think why some people immediately decide they couldn't have done anything better and move on to cope instead. Understanding how/when/why hesistations get forced in mindgames definitely gets your foot in the door on how to minimize their impact, though. The rest is usually just having multiple options ready so you can make that split second decision as clean as possible.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225083#Comment_3225083
Is there a reason why people who prestiged and burned tons of addons, items and offerings weren't compensated. I had over 25 characters that i prestiged pre patch losing tons of stuff to get the prestige 3 bump, when now I learn i could have not prestiged kept my stuff and still got the bonus anyways just by waiting. I mean for someone like me all you'd be giving away would be a couple free bloody cosmetics, so why wouldnt this 2nd catch up apply for people who prestiged right before the patch?
Was the original prestige catch up just a test to see how much of the playerbase would be suceptible to FOMO tactics and this is a test to see how mad people get?
You already got the compensation in getting the prestige levels. There was a lot of touch and go in the month leading up to the rollout that had a lot of people calculating total number of perk tiers, making last minute spending, and some people simply weren't around to take advantage of it. I understand why you feel like the addons were wasted, I'm about half and half myself on being helped and being hurt by this second part of the catchup.
If nothing else, for anyone who falls into that crack like I did, it just turned a punishment of not having the perks unlocked in order to keep the addons into a reward for being practical about it. Im certainly not looking forward to having to restockpile all those addons on the characters I did burn, but i would have been in that exact boat anyway, so I'll take a little help with the ones who were held back by pragmatism.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3225228#Comment_3225228
I totally understand why you're frustrated but what happens if you just give up? You lose out on potentially pips, definitely BP, and possibly a learning opportunity. Camping and tunnelling is common enough that, when I was struggling at the beginning, I learned how to counter it. Sometimes it works, sometimes it doesn't but it's really satisfying when it works and I wouldn't have that satisfaction now if I had just given up then.
I mean, as an example, if the survivors leave you to second stage while the Killer isn't camping and then scatter in the opposite direction of you then, yeah, nobody's coming to save you and you're not wasting the Killer's time by staying on hook so if you don't want the struggle BP don't stay. In every other case, though, you're hurting yourself in the long run by not staying.
To add to this, its also important to keep in mind how MMR shifts work: The bigger the gap between you and your opponent, the more the outcome shifts each players values. So if one of your matches where you give up ends up being vs a wee lil babby killer with low MMR, you will lose more from that match than you would going against a sweat elemental forged in the depths of 3am swf queues. Likewise if you beat the lil ragamuffin with a sharp/blunt object, you gain less than if you manage to topple a particularly ruthless killer. Its a big part of why MMR being hidden makes it extremely difficult to track, but its also there to make sure that agency and effort both carry similar weight to actual mechanical skill.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3223195#Comment_3223195
You must be exaggarating there just holding W you should last more than 15s before going down.
Its very easy to lose track of how much time actually goes into each interaction, don't know if they're exagerating but you are definitely right about how just running in a straight line should get you that much time between hits vs an M1. I feel like its slightly easier to keep track of as killer because of bloodlust, and the fact that you have to squeeze every ounce of value out of every individual second like you're trying to get WR in a speedrun. Meanwhile a big part of why gens are so damn boring is because you're spending only roughly 90 seconds... on watching a bar slowly fill up.
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@Johnny_XMan said:
It’s what happens when “content creators” put out videos and gets people rattled about something that isn’t even seen that much.
When I play killer I barely even see this perk.
https://en.wikipedia.org/wiki/Smoke_testing_(software)
The thing about those types of situations is that once they are identified and their conditions streamlined, they do become important to understand at higher level play. I'm certainly not going to pretend that nobody has ever hidden context to try to sell people on their point, but those situations that "aren't seen that much" still exist and are feasible, which is the point of said videos: education and hopeful prevention first, countermeasure second.
They also almost always involve a perk or mechanic having outliers far different from their intended/advertised outcome, which is another reason why they may be identifying issues before they happen. The entire reason the basekit UB was needed alongside the mori change ptb was because of how absolutely awful slugging would have been without it. If they hadn't done the two tests side by side, there would have been millions of "NO DBD MATCH WILL EVER LAST MORE THAN 2 MINUTES AGAIN!" videos left and right to gobble it up.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3225123#Comment_3225123
Yeah, but since even both a P1 and a P2 characters were able to reach P9 if they had all perks, why would they get the 2 additional levels as well?
Plus, weren't the 2 bonus prestige levels given to "repay" the addons/items/offerings that were lost in order to prestige? Giving them to people who didn't prestige feels kinda..strange?
On many killers especially, their addon stockpile is far more valuable than their teachable perks. I'm assuming this part of the catchup was added to accommodate for that, which I am personally thankful for. Killers like Huntress had pretty much no reason to nuke your addons to make sure everyone had an absiolute classic like territorial imperitive at rank 3.
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@kizuati said:
Like you've said it yourselves before that numbers tweaks are simple. Why cant we get a bunch of those pretty often? If anything proves problematic you can quickly nerf it.
That is not how putting changes into a live system works. They need to do internal playtesting with the changed values to make sure they can't find any oversights, then they usually go to the PTB so that the community can abuse said oversights that get missed. Numbers adjustments are certainly less direct work than things like reworks or overhauls, but they aren't just something you type at lunch and push it to live by the end of the day.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3224317#Comment_3224317
I'll be honest the broad take is because I was just tired and wrote this at like 6 am my time lmao. Wanted to just voice my frustration at a specific silly take that I saw being shared around
Thats fair, just... makes it hard to really discuss much, which is why i just wanted to provide reasonable insight where I could. These types of conversations often end up with people arguing over details while agreeing on more than they disagree over half the time, unfortunately.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3224138#Comment_3224138
I am not mixing two of those arguments. I am talking about one specific argument where people say "killer = power role which means survivors should die often" for some reason.
Thats a very specific argument to try to approach in such a broad manner. My point again was that those two things are not mutually exclusive, you can agree with one part while completely disagreeing with the other, especially with how vague the latter one is.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222263#Comment_3222263
It's literally not enough sometimes. You need 2 or 3 people pushing gens sometimes, not just 1.
And yet if one of those people is trying to do the same, they would then need you to be trying equally as well. I get that smart killers don't willingly chase confident survivors, but those types of complaints don't come from confident survivors: They come from the ones who would rather beg for sympathy and succor than actually improve and control their own agency. If you have even just two confident loopers on a team, the killer basically becomes forced to seek out the weakest person and tunnel them to try to make up for it. Not only that, but it takes time to find out if someone actually is confident in their looping, which means you should always be able to waste at least some of the killers time before they give you up for later.
I'm not even an amazing looper, but I have absolutely seen the impact my improvement in the area has created, regardless of whether it works every time or not. My point is more against how self fulfilling defeatism is, especially in this game.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224133#Comment_3224133
i think you can use overcharge by itself. its just that for how fast dbd moves as a game, over-time regression is too slow to make a difference by itself. My personal opinion is that its win-more perk that only works if you stall the game down to crawl. I prefer generator defense perks that make lose-less generator less fast(automatic activation). I like being aggressive in the game and that perk is complete defence. not my cup of tea.
Licensed garbage tier was released in march and we're in October. from my experience, most killer stay the same for very long time in dbd. Don't hold your breath when it come to dbd changes to killer powers.
They are supposed to get post release revisits and generally have going back a few years now. Not complete reworks or anything, but a second pass where they see how wrong their assumptions were at launch. It got skipped over for the meta shakeup and again for the UB/mori/flashlight test. She needs plenty of work but hasnt even gotten so much as a look at her addons or ability, and now people are using pig-like tactics to force her condemn as their attempt to make her viable. Thats long overdue, but my point again is that their idea of breaking up synergy was to punish the free perk and make it lean more heavily on needing to pair with a paid newer perk. Regardless of the actual reasoning, that practice is scummy as hell and always has been, and its absolutely no surprise why BBQ was only ever in the shrine like 4 times while it had the BP bonus.
Its not pay to win, but it is "pay-to-not-be-completely-disadvantaged"
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@Lekitzul said:
https://forum.deadbydaylight.com/en/discussion/comment/3218085#Comment_3218085
Part of being killer is prioritizing who to chase after. If they want to be that way, I always save them for last to chase down. Go after the two who aren't doing it. Now if all four are doing it, I tunnel.
That is how you have to handle it, yes, but that doesn't mean thats an acceptable solution. The point of addressing exploits is to prevent them rather than just tell people to develop reactionary countermeasures when there is no reason for the exploit to exist in the first place.
And for the record, I am using exploit in its intended sense, not one that specifically calls the tactic cheating. It is an exploit like many exploits that exist in the game: gaps in design logic that aren't expressly against the rules, yet have been allowed to happen within the game. A known and ignored vulnerability, basically.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/3223199#Comment_3223199
Not really, i think you're right about the hesitation part during mindgames, I do that a lot.
It can certainly make the difference sometimes, im pretty bad at it myself and noticed that having that type of secondary info can help a lot. Windows in particular is great because I can always have multiple options routed in my head to be ready, and not get caught rerouting into a deadzone if someone already used any pallets in the area. Hope my suggestion helps :)
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3222879#Comment_3222879
So, you are using a make believe stat and a make believe theory to disprove an actual stat given by the developers.
Did you mean the 61% stat that they constantly disclaim not to use as a basis for arguments? Because they always seems pretty quick to put that disclaimer on any stats they release for that specific reason.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3222882#Comment_3222882
Yes,by that definition they are. I've just seen a lot of people wanting Killer to be so threatening survivors rarely escape because "power role should be scary" blah blah. Hence the thread. I saw one too many people parroting that rhetoric,which seems super unhealthy imho.
I mean thats cool and all, but its so unfocused you're probably not going to achieve what youre going for. The killer is supposed to be the power role, but that doesn't mean that they should get 3-4k's every game. You're mixing two arguments that arent mutually exclusive.
The killer needs to be the power role because they need to consistently be able to have the advantage in at least 1v1 situations, as they are also balancing the other 1v3 simultaneously. They are doing the work of multiple people and their role needs to reflect that increased requirement. When people can 1v1 at high level and force lose/lose situations on the killer, it diminishes their standing as the "power role" while doubling down on how outnumbered they are. Its a discussion about agency denial and disproportionate potential in each of the 4 survivors more than anything.