Ryuhi
Ryuhi
About
- Username
- Ryuhi
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3167175#Comment_3167175
broken only effects getting to healthy
so no it does not affect getting up from adrenaline or anything else
So the only thing that Terminus removes when both activate simultaneously is the free health state, the speed boost and ability to pick yourself up instantly are both fully intact. Sounds like a usual adapt or replace situation, especially since its a perk vs perk interaction.
-
@Trickstom said:
The same guy who leaked the first image showing Wesker's hitbox posted more information about it.
https://i.redd.it/ngz8kioftdl91.png
https://i.imgur.com/UUdjvny.png
Seeing Wesker's POV now, I can see why a lot of hits can't connect, glad that the devs will fix it.
Wait, so this is what they meant by the hitbox detection changes? I thought it literally meant that the ability was passing through survivor collision if it was more than a 20m radius from their hurtbox's center. Was it really that collision was just 5m more with the environment than with survivors, and they just reduced both to 20 uniformly? the result is still the same but I was operating under diffferent assumptions.
Both values should always be the same if it works like those diagrams show. The problem then just becomes that both values are also too low to represent the game's horribly low FoV, and probably make it even worse with shadowborn or M&A users.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3167070#Comment_3167070
As hilarious as space Victor was, I saw several clips of Wesker suplexing survivors into the sky. I'm almost sad that bug appears to be fixed.
NGL if his charge ended in a chaos dunk where he gets skybilly tier ups I would be perfectly ok with that. I wanna see this mans get an aerial view of the whole map and the miles of empty space in the fog around it. Make that ######### look like he's dunking them from outer space, bonus points if it puts a hole in the roof of buildings each time :D
-
@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3167203#Comment_3167203
Oh your talking about the pill hit box trust
I would rather it stay the same because you saw how well a reduction in collision went
Yep. The fact that they reduced it is the bigger issue, and the huntress hatchet scenario was a good example of why its an incredibly fragile thing to adjust in the first place.
I'm really hoping they end up keeping wesker's hitbox reduced (maybe by a bit less) but they absolutely need to return it on the survivor's hurtbox back to where it was. They double dipped and ignored having a perfect case from their own game on why it is a bad idea to touch. I honestly thought they just explained the same change twice when they originally announced it was planned, because i assumed they understood better than to ever reduce the survivor's hurtbox when it already causes issues they can't fix as it is.
-
@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3167080#Comment_3167080
Woah okay please explain slightly better because I'm confused as to what your saying
Survivors animations are not centered on the visual representation of their model at all times, it would be more accurate to say they are centered based on the part of them that is planted to the ground and adjusts with their center of gravity. Many animations in the game involve leaning forward to some degree, which is why things healing other survivors require you to aim behind where the majority of their visual representation is located. Its more noticible there because it becomes blatantly apparent.
When they did the changes from PTB, they reduced wesker's "hitbox" while also reducing survivors "hurtbox" to the move by the same value as well. What should have essentially been a 25% reduction due to one value being halved thus became 50% due to both, and opens the way for that afforementioned visual disparity to become a more extreme example, which is why its possible for him to fly through the survivors visual model and hit nothing. This is on top of other unavoidable factors like latency, it basically just added another thing to go wrong in a formula that is already full of them.
-
Does Terminus prevent downed survivors from getting back up when adrenaline procs? I'm not asking to try to discredit anyone or anything, I just honestly havent seen the interaction to know. If it does, then it still carries most of its previous value. Still less than before obviously, but I wouldn't go so far as to say it got nullified into obscurity or anything. If its interaction is enough to make you get little to no value out of what it does, switching to something like hope as others have suggested would be a more well rounded alternative.
-
@Neamy said:
https://forum.deadbydaylight.com/en/discussion/comment/3167080#Comment_3167080
If you notice, it seems that you miss mostly when the survivor is on your left side, almost as tho when they made the grab hit box smaller instead of centering it back it aligned mostly to the right
I absolutely wouldn't be surprised if there somehow ended up being an alignment issue based off of not adjusting offsets after changing the values, especially if they weren't center aligned. It might sound weird but its not entirely unheard of, and part of the reason why people tend to prefer center alignment instead of just making compensation adjustments in the first place. Since their models change their overall x/y representation regularly, one would assume everything would be based off of the center of the representation, but they center it around the part of the character that is planted on the ground, which is why their feet up to the middle of their back is the closest thing we have to what type of alignment they are using and what causes it to go jank.
-
@Mandy said:
Just popping in here real fast - we are looking to make some adjustment to the survivor detection area for grabs with Virulent Bound, as you know it was too large on the PTB and it got reduced for the release...we're going to be increasing it slightly to something in between what it was on PTB and Live.
We are monitoring feedback carefully around the release, and will possibly be making other tweaks - but can confirm this one with the grab right now.
If I might make a suggestion, decreasing both collision variables by half was likely a big part of what caused most of the issues. Considering the power is based on first person perspective with locked movement, making survivor hurtboxes smaller makes it much more obvious that they are not aligned at all with their movement animations. Its basically like the huntress hatchets dilemma, but a lot more pronounced since survivors are straight up clipping through the middle of your screen as you pass by. I think thats also why some people havent run into it as much as others, they're always aiming for the middle of the spine rather than any other part of their model since thats the closest representation of a survivor's collision. People have posted videos of literally walking through survivors while charging the power due to even how much the standing injured animation is not properly aligned.
-
If a survivor is dropping a pallet and you're trying to vault it asap to catch up, look for the second bounce on the pallet. Its not a laser precision method of finding it, but its a good tell for when the detection won't get messed up by the animation. Honestly it'll probably stay that way as well, since you can prevent further loops if they hesitate, but get nothing in most cases if they hard commit (which you could then bait and either moonwalk around or just hit them instead depending on loop size.)
If its not working after the second bounce, the only thing i can think of would be clipping something enough to stop your lunge early, or one of the many bugs with his power in its current state is causing it. Mostly just wanted to share the timing in case it helps, sadly can't do much with how much of a broken mess his ability is itself though.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3162929#Comment_3162929
CoH killed hit and run as well
Yes, thanks, that's why I said it was the only threat to non-camping, non-tunnelling playstyles.
Also you literally just got a free BT at basekit
And how does that help when the killer isn't camping/tunneling?
Same with your "six-fold buff" to killers, where you emphasize the quantity while ignoring the quality. Your bar getting lowered comment is purposely ignoring factors to try to suit your perspective again.
They're SIX compounding buffs that all make the baseline gameplay for the killer stronger, on top of the strongest survivor perk getting a solid (Well-deserved) nerf. But you (And many killer players) disregarded all of that. Because we're right back where we were: Killer is too hard, so we're just gonna camp and tunnel again.
You're complaining about people 'ruining the alternatives' when nothing has been doing that, and then when there's six buffs to the alternatives, those don't count. Then you say I'm ignoring factors in my 'bar getting lowered' comment, but you're right here constantly shifting the goalpost. They get a tool to try and combat tunnelling and you somehow twist that to mean that the survivors got something to 'ruin the alternatives'. The alternative gets six buffs and it's not good enough because the individual buffs weren't meaty enough.
You're literally lowering the bar as we speak but then claiming I'm wrong about it.
Its simply your own fault for not being able to understand how to apply the perk, so just don't use it instead of bemoaning it needs to be made into your image of it.
I also like this comment in regards to DS and Blast Mine. "You need to understand how to apply the perk!"
Except survivors don't apply it. The killer does. It is literally dependent on them applying the action that triggers it. Survivors have practically no control over these perks.
That was the problem with DS too. It was actually a really terrible perk because it required a triple-dip misplay from the killer before it fired, leading to it rarely ever going off against a competent killer. The reason it was a high pick is because it still deterred the de facto strongest strategy and when it fired, it would actually have a meaningful impact: 5 seconds of stun, PLUS the additional chase. Blast mine doesn't give that.
https://forum.deadbydaylight.com/en/discussion/comment/3163048#Comment_3163048
...Why would they, when OTR is just better in almost every single way? Thats a kinda pointless question to attempt a gotcha moment with, since the perk's usage was flat out replaced with a better version. Believe it or not people do still use it to stack second chances on top of each other, even though its generally not very effective and turns out like you'd expect. OTR flat out replaced DS in terms of relevancy though, by being better at the thing that people used DS for previous. And yes, people run that plenty.
This is also a major cop-out, and wrong. Yes, OTR is better than new DS, since new DS is utterly garbage, but OTR doesn't beat out old DS for value. Additionally, OTR is, ironically, countered by camping/tunnelling hard enough.
But just address his argument. Would DS still be worth picking up if it didn't give the survivor their health state back?
I addressed it in the very post you quoted. You don't want discussion, you want to argue. Kinda pointless tbh.
-
@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160563#Comment_3160563
note the person that only read as far as "there is a video" in the post, then started typing, because had they actually READ my post, i clearly said "granted the video is showing a survivor going in a straight line in front of the killer, but that is to represent the max distance you can get" are there videos showing the opposite? im sure, were there videos showing how "broken" ds could be at end game? obviously, did that warrant nerfing it to oblivion and making it that much easier for killers to tunnel?
keep all this in mind when you start complaining about 5-15+ minute killer queues (i have tried playing killer, even before the dlc, and oh boy are the wait times long, i wonder why? surely its not due to lack of survivors is it?)
Max distance ranges arent even the correct usage, you're supposed to be getting to a defensible loop with that time. If that loop is closer than running in a straight line means literally nothing. Your comparison doesn't even take into account the nature of tiles in the game. Kinda tired of people trying to keep turning insights into arguments, i even emphasized the only thing im trying to accomplish is help you think about how to better utilize tools instead of complaining when they dont do exactly what you want.
Also when have i complained about killer queues? When have i even stated I play killer often?
-
@AtraXis said:
https://forum.deadbydaylight.com/en/discussion/comment/3162548#Comment_3162548
I agree with that, but the thing is people never even considered him good to begin with, so I really don't understand those complains despite the fact that I also think he is less satisfying to play than before now. The problem here with the "he feels bad to play" is that it targets mechanics that you have to learn to get value from them, it's judged on his performance more than just the feeling of using his power. It would be like saying "Nurse feels bad to play" because she requires you to learn a mechanic that severely changes the way you play her as a killer. I understand the whole "it feels right" idea, but in my opinion, people often mix the feeling and the difficulty to play a killer. Sometimes, the fun is hidden behind the efforts you have to make and this is the case with Deathslinger.
Now, I do agree that he feels less responsive than before, which is why I personally find him less fun. However, this barely affects his performance, which seems to be one of the major complain here. And this is also why I talked about putting some effort into him, because in the ends, it's still the same mechanic and it does exactly what it was doing before, it's just more difficult.
Responsiveness and controls are something you never handicap on purpose if you already released them in a fluid state. I don't know how much I can really explain that point further.
If slinger always felt like ass, it wouldn't have impacted people from dropping him, because they wouldn't have used him past their initial assessment in the first place if it was going to be an issue. Then nobody would be complaining how bad he feels comparitively, since they would not have seen that he is designed to work better and then had that taken away.
Its irrelevant whether the good version or bad version is healthier for the game, you're actively downgrading someone's experience because of your own incompetance if you do something like that to a core aspect of a character. You see it in fighting games all the time, people are more likely to just switch off that character and never look back unless they are a specialist with said character. We even saw it in this very game with Billy. Honestly you can even apply it to dead hard, since the period it was 1 second similarly spoiled a lot of people from being ok with the 0.5, even though many others have learned to make it very strong by changing their usage.
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3165201#Comment_3165201
So Reassurance isn't efficient at stopping camping because it only lasts for 30 seconds; however, you've gotta spend time traveling to the hook, activate the perk while in proximity to a killer who can hit you, and then return to or go find a(nother) generator to begin working on. All of this cuts into the 30 seconds of the perk's activation, and the other variables I mentioned are still there. They don't suddenly disappear because you used Reassurance. Technically, Kinship is the better perk but it's still far from a magic bullet. What other takes do you feel hurt camping?
Again, you're listing every possible negative to the application of the survivor perk, while ignoring every varaible that happened between the start of the game and the facecamping first hook. I'm not even saying your variables aren't worth considering, just that you are purposely only considering half of the situation. I could just as easy go on a rant about how any number of killer issues can impact the situation but I haven't been trying to argue with you, I'm just suggesting you consider more than your own perspective then reevaluate it.
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3165125#Comment_3165125
Even running perks to help with gen speed, it's very unlikely that a killer cannot kill & camp two survivors before 3 gens are completed. There are just too many variables that favor the killer in such a scenario:
1.) Unhooked survivors understanding that their teammate is being camped (so they have to go to the hook and see this, then find gens--wasting time)
2.) Gens take longer.
2a.) If survivors bring perks to help mitigate longer base gen times, the perks often require activation fees that require survivors to essentially waste time before they're able to start the gen (finding and cleansing dull totems, finding specific gens, finding partners*, etc)
2b*.) It's an exceptionally bad idea for 2+ survivors to work on a single gen while a killer camps their teammate.
3.) The camped survivor doesn't accelerate hook progress by trying to escape, or disconnect because they're in a boring, hopeless situation.
All of this and more culminates in a match where a killer can camp 1 survivor from hook till death and you might see 1-2 gens pop if you're lucky. What more commonly happens is that by the time survivors get going with gens, the hooked survivor has died or is close to it.
How did you list all those variables while trying to pretend that there arent any that can affect the killer's efficiency at camping and tunneling? There is even a perk that can pause hook timers now, regardless if everyone discarded it for undervaluing it. You're stacking up everything that can possibly work against you while ignoring everything that can possibly work against the killer, which is why its not a particularly unbiased take. I already acknowledged you can do everything right and still lose if your teammates refuse to adapt, and its kinda what i've been saying from the start. If you give up and call it hopeless or if you refuse to adapt, you are being part of what prevents the others from being able to escape. I don't mean that in an insulting manner either, just that its an adjustment you need to understand and adapt to rather than try to wish away.
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3165106#Comment_3165106
I have 5.000 hours as surv and facecamping doesn’t end in 2k
because survivors need 4 people to be efficient to match an efficient killer strat, and they generally aren't. Survivors who get carried rather than being the ones who carry will always weigh down efficiency averages, and they often do. Even with multiple slowdown perks the numbers game is still in survivors favor if they are willing to cut their losses early and commit to the read.
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3165106#Comment_3165106
Not anymore. A killer can fully camp to death 1 survivor and at most now they might lose 2 gens before they can prowl for another survivor. It they’ve got regression perks, it could even be 1.5.
Yeah that survivor got absolutely dunked on and then ragequit on hook if you're not getting 2-3 90 second gens done in less than 2 minutes of hooktime alone, let alone starting the chase, the chase itself, and everything other timewaste between. Like i said, its literally an efficiency standoff, and you are able to adjust to that. The longer you refuse to, the more of a head start you give your opponent.
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3164925#Comment_3164925
And what can do survs if there are more than 1 gen left and only 2 surv alive?
Keep alternating between working on the gen, and leading the killer away from the gen so the other person can do the same. It generally has a much better chance of working if both survivors actually try to do it, but if one gives up and starts waiting for the other to die then they kinda wasted the opportunity. Obviously works best with 3 or 4 but is still more possible than you might think with 2. Lot of variables can make it possible or not, as well as viable or not.
Its an uncertainty that relies on hope, which even makes it nice and lore friendly :)
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3165023#Comment_3165023
Sorry, but I disagree. Yo can’t finish the gens against a face camper, so the best move is run to the hook asap, ######### and find another match
How are they securing gens if they are facecamping? gen rushing and facecamping generally end in mutual destruction and a 2k. It basically just becomes an efficiency standoff.
-
@Excalibrates said:
https://forum.deadbydaylight.com/en/discussion/comment/3164377#Comment_3164377
Well, I obviously do know how killers HEAR survivors. I've been playing the game for 4+ years, killer and surv (surv main though). I am talking here about more than just detecting survs. Please explain how a killer can HEAR a survivor across the whole map?
As for killer perks, yes I'm completely familiar with each of them. And they can't explain what I'm experiencing.
As for lucky killers, yes, I know that too.
You're not wanting to understand what I'm writing. I'm not complaining about killers being good, or winning more. I'm observing killers playing 100% PERFECT games. They never patrol, they never go hunting, they are just going directly to a surv REGARDLESS of where they are on the map, down them, hang them, move on to next surv with PERFECT accuracy. Repeat, PERFECT. They never put a foot wrong. Games are over in literally less than 5 minutes. Yes I've experienced short games before, but only when survs are being idiots. I can accept that, always have. But there is something else going on here.
I was a rank 1 player nearly every season under the old scheme, and I'm iridescent 1 now for what that's worth (not much). I have never seen killers play so consistently perfectly as I am now.
I do use the report method but we all know that doesn't count for anything. Yes I'm venting because unless something is done the game will get die. I could upload videos but in isolation people will always make excuses, as they are here - any single game in isolation could be written off as "lucky killer". It's the sheer perfection of the way they play and the frequency it's happening that is telling.
Yes I've read "all the ways people tell me ways to find survivors without cheating", and I'm totally familiar with them, I am not a noob at this game. So yes, after all of that, I am pretty certain they are hacking.
It's much more noticeable now in the second half of the season as the player ranks are being sorted out, same experience as last month when I first mentioned it. This is probably because all the cheating killers are now top ranked so my incidence of being paired with them is significantly greater. I didn't notice it anything like as much after the season reset.
Play surv and get to Iridescent level. I guarantee you'll experience it.
You're acting awfully dismissive for someone assuming ranks even affect matchmaking still. Try to take their intention rather than finding reasons to dissmiss it. I can't tell you how many survivors seem to either forget crows exist, or realize they give information when they return just as much as when they take off. Tracking can certainly look confusing without all the data, just like a survivor who lithed outside of line of sight looks like they were trying to hide using speed hacks if you don't consider the possibility that actually happened.
I'm also not discounting that there are killers who use cheats, its absolutely happens and far more than it should (which should be zero.) Its also absolutely not a killer sided issue though, as survivors cheat just as much if not more, especially due to there being 4 possible cheaters per match instead of 1 due to the sheer nature of role player counts. Everyone knows it exploded due to bhvr letting people stock up on free copies of the game, which is a practice I hope they never revisit and I hope they come up with better ways of getting people into the game than giving them dozens of no risk sock accounts to test their luck with.
-
@Johnny_XMan said:
Isn't this considered working with the killer, which is against the rules?
You can make a report.
Its a fringe case, but it certainly could be. I would say if you see it happen and can record it to make a report, and they'll have to take the context of the match to determine whether its someone who gave up and just accepted fate and went to take a leak without waiting to die, or if they are helping the killer then getting rewarded after. If they're the first down but they escape through hatch after something like that it starts to get a lot more suspicious, but there is always just the possibly of them afking or not even realizing whats happening.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3164544#Comment_3164544
It's on you to provide context for your posts.
There was absolutely a shift in meta. Like...you're not going to shift the meta in terms of gameplay, because the 'rules' of this game are very simple. Killers attempt to kill the survivors before the gens are complete, survivors attempt to not be killed.
In terms of the perks used? Massive shift. OTR is not DS. It has very different counterplay and usage. It serves a similar purpose, sure, but that's like saying Overcharge is the same as Pain Resonance, because they are both regression perks.
I've been playing a fair bit recently, and facecamping/tunneling is much less effective, and I haven't run into a non-Bubba facecamper in a few days.
I think the confusion about meta shift is that its being given different definitions. If your definition is the tools required for the effect, that has certainly changed, even their usage applications. If your definition is the reactionary approach to the core game problems, that is still the same as OTR is still used for anti-tunnel/camp, camping and tunneling themselves are used to stifle survivor efficiency before it can deal the most damage, prioritizing finishing gens quickly and prioritizing reducing survivor count asap are both still as meta as they've always been, though the tools people use for those purposes have absolutely changed. None of their core problems have been addressed in a meaningful way, some of them introduced new problems as they fixed parts of old ones, it all just rearranged a bit.
-
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3164492#Comment_3164492
But they don't allow it here, I guess unless you first make a report there.
They only dont allow stuff like people showing how to exploit bugs. Evidence of their existence isnt an issue, it likely just doesn't get organized internally unless its archived in their bug tracking system. Its very easy to miss one off mentions of bugs in a slew of conversations (even if being aware of them and just forgetting to move them into bug trackers) so they close topics and tell people to follow the correct procedure to make sure the right teams get the info and any evidence/procedure to recreate. They also don't want people to try to do the same and break down evidence of glitches to reverse engineer how to do them on demand, but providing video evidence is always going to run that risk, even in proper context .
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3162952#Comment_3162952
If someone never used to run DS then Overcharge was a difficult check because it was one you never see regularly. Let's be honest too in that literally nobody ran Overcharge except before Doc's rework when he could forever stall the game.
I mean, with oldold ruin you needed to hit greats to not regress the gen, so more people were better at them from the perk's popularity. It was changed away from that specifically to make survivors not feel forced to get them every single time. They even nerfed the progress gained by greats and gave it a bigger point bonus instead. But like you said, people really just have less reason to need to outside of reacting to stuff like overcharge catching them guard.
-
@Xendritch said:
https://forum.deadbydaylight.com/en/discussion/comment/3162969#Comment_3162969
I know people like to say BHVR doesn't play their game which I usually roll my eyes at but now.....I think they may actually be right at least for a decent amount of people at BHVR...
Also we can only hope it gets changed back because blast mine was at least kinda decent before not good mind you but very usable but now there's no reason to touch it and it makes me sad cuz I used it quite a bit.
To be fair, it is absolutely possible to miss things in your own game, especially when said game is made by a team. Not every person personally designed every aspect of the game, so they're gonna be oblivious to things that aren't self evident as much as the next person is. That said, it is absolutely a QA fail, as conditional checks working properly is an extremely important aspect of playtesting. Even then things do fall through the cracks, but they would be more culpable than one of the modelers or sound team using the perk while playing but not being aware its not functioning correctly.
-
I kinda wish they'd stop promoting sandbagging in general. Half the challenges are actual challenges or stat tracking or whatnot, then the other half are basically being bribed with BP to throw games.
-
@Kirahie said:
He has so many bugs. Twins level of bugs
They're not even the fun kind. Victor needing to go because his people needed him was so goofy i almost wish they kept it.
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3162943#Comment_3162943
How am I ignoring the time waste? It sounds more like you are ignoring my question. If Decisive Strike left the survivor in the dying state but still stunned the killer for 5 seconds, would it be run at a meaningful level? My guess is no, and I hope you see that.
Ergo, its not the 5 second stun that was game changing about Decisive Strike. Yes, a 5 second stun can be make or break for certain situations but kicking a generator is almost never the cause of the issue which is why Blast Mine never seemed to make it in to the meta while Decisive Strike was the 2nd most common perk behind Dead Hard at top MMR.
And stop with the "bemoaning it needs to be made in to your image of it". This is a purposeful attempt to demean those disagreeing with you on a forum specifically made to host feedback on the very changes being discussed. What is actually happening is people are complaining about a perk that was in the game for a year and a half with seemingly no issues or complaints all of a sudden getting a nerf with no apparent explanation or compensatory buff.
"If Decisive Strike left the survivor in the dying state but still stunned the killer for 5 seconds, would it be run at a meaningful level? My guess is no, and I hope you see that."
...Why would they, when OTR is just better in almost every single way? Thats a kinda pointless question to attempt a gotcha moment with, since the perk's usage was flat out replaced with a better version. Believe it or not people do still use it to stack second chances on top of each other, even though its generally not very effective and turns out like you'd expect. OTR flat out replaced DS in terms of relevancy though, by being better at the thing that people used DS for previous. And yes, people run that plenty.
As for your last part, thats exactly what happened with Wraith's lunge. It was a bug that accidentally made him viable and got fixed anyway once it was discovered. Same with most (unfortunately not all) bugs in the game. Like you said, they should get compensation when the bug was what makes x viable, but they don't. regularly. Most people just stopped playing him again because he was bad again. I don't understand why you keep trying to force opinions on me, but I'd really appreciate it if you didn't, its not the same thing as pointing out logical fallacies. In the end this is a game of adapt or abandon with almost every single change it ever receives, and some people have already had to make that choice often enough to not have a whole ton of sympathy for others who refuse.
Edit: upon further consideration, if your reason for asking about DS was specifically about when there wasn't a newly buffed superior alternative, it still would have seen some use. of course it wouldnt see as much use as it did previous if its power was effectively made weaker, but that narrow of a scope applies to anything in the game. When something gets nerfed in a meaningful way and still remains meta, that means that it was never ok in the first place with its pre-nerf values, or there is little to no alternative that better suits its usage application. DS would fit both in that situation, so it would still have people that use it, even if less.
-
@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/3162734#Comment_3162734
In that case they should've left it as a feature.
Cool, can we do the same with Wraith's lunge? asking for a friend.
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3160532#Comment_3160532
DS made killers "entirely change their playstyle" not because of a simple 5 second stun, but because it was a 5 second stun after an active chase, with someone who would be extra vulnerable as they just came off the hook. The stun then ALSO automatically heals the survivor from the dying state and gives them another chance to waste further time for the killer (or possibly even escape entirely).
Would Decisive Strike be used at all if it stunned the killer for 5 seconds but left the survivor in the dying state still? Because that's how Blast Mine essentially works. It stuns the killer, but then they get what they actually wanted (kicking the gen) immediately after. So, if I'm understanding your logic, 5 seconds is 5 seconds so would these be comparable?
I honestly find comparing Blast Mine to Decisive Strike to be such a bad faith comparison that I'm struggling to take anything you say seriously. I get you're arguing that it COULD be useful and sure, literally any perk COULD be useful, but the people you are arguing with are arguing in reality of how it is actually used. And the reality is it was already a very niche perk that now will be even worse and people aren't happy about it.
Would you have the same vigor in your defense of a perk nerf if it was Mad Grit was given a cooldown timer of 15 seconds after a missed swing? Or what about if Diversion was reset if you take a health state damage? Because that's how people feel about this.
You are completely ignoring the fact that the killer has now wasted 4 additional seconds that they were unable to do anything. If that stun happens as someone is making a basement save, that can very easily be the difference between the killer even being able to get back to the basement in time to even find scratchmarks. You understand that there can be impact from short periods of time, but you assume the only way it can happen is if you escape punishment. While that is an obvious reward that can come from a stun, it is not the only one at all.
I'm comparing the two perks because the vast majority of the userbase never understood why DS was good, even though they claimed they couldn't play without it. Every time someone DSed a killer and then ran into a dead end or deadzone they were doing the exact same thing as someone using blast mine and then getting angry the killer kicked the gen after. Its simply your own fault for not being able to understand how to apply the perk, so just don't use it instead of bemoaning it needs to be made into your image of it.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3162773#Comment_3162773
"The more you ruin the alternatives, the more people will gravitate to them."
So how much did these alternatives get 'ruined'?
CoH has been the only threat to non-camping/tunnelling playstyles. Other than that, survivors haven't gotten any meaningful buffs in ages. And when killers got a six-fold buff to their baselines, did camping/tunnelling become less of an issue?
Of course, all you get is that the bar gets lowered for what's 'forcing' killers to camp. That's how you wind up saying that Blast Mine makes killers camp.
So now Blast Mine's out of the picture, so what's the next reason to camp? Spine Chill? Autodidact? Lithe? Maybe Dance With Me, or Pharmacy?
You can keep looking for excuses. The truth is much simpler: Camping is low effort, high reward. It's not because Claudette is running Fixated. It's not because Nea is running around with For The People. It's not Felix with Distraction and Quick & Quiet.
It's just because it's easy and effective.
The only way to fix it is by nerfing it.
CoH killed hit and run as well, which multiple killers pretty much needed to be viable. It was also a universal strat that most killers could use, a similar lowest common denominator: "if survivors are constantly wasting time finding each other to heal, it creates pressure on gens since less people are working on them." Incredibly simple concept, completely invalidated by survivors being able to set up a selfcare station in an area of the map the killer is unable to pressure simultaneously. Also you literally just got a free BT at basekit which has a speed boost it never had in the past, stop the "survivors never get anything" dishonesty. Same with your "six-fold buff" to killers, where you emphasize the quantity while ignoring the quality. Your bar getting lowered comment is purposely ignoring factors to try to suit your perspective again.
You're thinking in excuses while assuming anyone who disagrees with you must be doing the same. Ironic that you threw in spine chill since the devs actually wanted it to require line of sight even just recently, and took a step back because they can't figure out how to do accessibility still. Your refusal to consider perspectives other than your own is why you're never going to understand balance.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3162522#Comment_3162522
That's the point: There is no 'further up the chain'. There's two reasons killers camp:
1) It's a super low effort, yet still very effective way of securing kills.
2) It's a protest against things the killer doesn't like.
Every single time camping comes up as a subject, someone starts ruminating on how survivors could be nerfed further to try and 'incentivise playing nice'. The reality is that killers will continue to camp because even if they don't have reason #2, they still have reason #1. And the only way that's going to get fixed is if it becomes a very ineffective way of securing kills, or has vastly increased effort to it. Some people will argue to make non-camping stronger, but the problem with that is that camping is at an unfair point of effort/reward, and so the only way to make non-camping be more appealing than that is by having an even better effort/reward ratio.
So in short: No. Camping needs to get gutted. That's the only way to get rid of it.
You're acting like some killers preferring that playstyle means all of them do. Considering how hard you strawmanned me in the other post, its not terribly surprising that you would choose to hyperbolize things in just the right way to try to force your argument. You're welcome to your opinion, but you don't really understand the consequences of your argument.
Camping and Tunneling are lowest common denominator strats. They're simple and can be effective. They are the killer equivalent of "just rush gens", which is the most optimal survivor strat. The more you ruin the alternatives, the more people will gravitate to them. It doesn't matter that there will always be people who use them, but removing them can and does cause some people to choose to not play at all vs changing that. Just like how survivors just give up and dc or suicide on hook in matches they refuse to play. Your perspective is 100% survivor oriented in a game where killer is played by other players, not bots. You are purposely ignoring their perspectives because they aren't what you want.
-
@AtraXis said:
Slinger main here, despite some flaws that should be addressed like his terror radius, he isn't that bad. His power just takes a lot of practice and people aren't willing to put that much effort into this killer for some reason. Everyone keep saying he is bad and a "worse huntress" when in reality, he plays way differently. If one of your complain is that you cannot down over a pallet, you're clearly not understanding how to play him.
I think a lot of people aren't willing to put in the effort when they remember it actually being responsive, and the buff actively hurt the ability's feedback. That sensation you get from doing something in a game and your brain thinking "yeah, that feels right." Its the same feeling you get when your hear weapons have satisfying sounds on impact, why anyone would ever want recoil in fps, and so on. His weapon feels less satisfying to use, and it was done by purposely removing responsiveness. Its why QoL nerfs are never received well, you're going back to hamburger after a filet mignon.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3162470#Comment_3162470
Killers aren't bots, and they want to "have fun" as much as everyone else.
That's honestly quite rich, considering you came up with this over freaking Blast Mine. One tiny set-back and apparently killers are willing to just drop literally all engagement and just go camp instead. That doesn't sound like wanting to have fun. That sounds like wanting cheap kills and taking any excuse to effectively throw a tantrum.
I'm real tired of camping being used as a beatstick. 'Do what I want, or else'.
You might be less tired if you stop strawmanning people for disagreeing with you. I'm not even the player you're complaining about in your hypothetical, i rarely even touch the killer role. That doesn't mean im not allowed to understand the psychology of why trends form, nor why metas form from those, which causes new trends, and so on. Balancing game design will always be about treating the cause before the symptom, so going further up the chain will always be more important than you being tired of other players' issues because they're different from your issues.
-
@MikaelaWantsYourBoon said:
Because there is not enough survivor players. Solo survivors left. They destroyed game for casual players as well. So mostly you will get sweaty SWFs.
Because there is not enough killers. Killers left. They destroyed the game for casual players as well. So mostly you will get sweaty blights and nurses.
sorry, couldn't resist, since neither side is technically wrong. On topic to OP, when they eventually add the ability to practice in custom mode without needing to have friends be practice dummies to even get into the mode, it'll be a lot easier to learn the nuances of killers, map tiles, how perks and addons work, etc without having to trial by fire vs players of unknown skill. Since you already have a good understanding practice shouldn't be necessary, but we all can learn new things about maps and their tiles especially over time. Hag in particular feels like one of the killers who got a bit typecast due to CoH, but there are also reasons why she doesn't really appear much in higher level play unfortunately. So if you're going against good players frequently, its going to be stressful.
-
@muddywater said:
https://forum.deadbydaylight.com/en/discussion/comment/3162259#Comment_3162259
SWF communicating is already much more effective, without the restrictions of wire tap. 1 person in a SWF can equip Alert for similar info that can be shared with teammates, not to mention when the killer kicks pallets/walls.
Wire tap should work with open handed, and blast mine should be unnerfed.
Agree to disagree on the last part, but SWF breaking game design will never be the best reasoning to allow other things to also break game design.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3162151#Comment_3162151
I'm just tired of the whole 'if the killer doesn't like something, they'll go camp, so just do whatever they want' attitude.
Thats cool you're tired of it, killers have been tired of living it for a while. Every time other strategies get nerfed and objectives get denied, it just reverts to the lowest common denominator. The devs are just as responsible for pushing design in that direction as the survivors are for taking advantage of that. Killers aren't bots, and they want to "have fun" as much as everyone else.
Its the unfortunate result of one person's "fun" denying another. Welcome to pvp gaming.
-
@Ilovezarina5 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162259#Comment_3162259
I mean you are wasting 2 perks and its not giving a huge buff, stealth killers have aura reading inmunity after all
Immediately went into "its worthless because i cant find value" and "what about x thing that can occasionally happen that nullifies my value."
Its almost like those apply to literally everything in the game.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162210#Comment_3162210
Pretty sure Wesker is just supposed to hit the survivor if they time DH right. Not grab them. He does the same against any other endurance effect.
this, timing issue. Pressed it too early and it wasn't active when the "grab" part of the lunge registered, so it did that instead of the hit it does when endurance is active.
-
I mean its kinda simple when you consider that you can have 4 gens giving out a UAV of entire areas of the map with no real penalty while kindred requires at least one person to be hooked and you can't really benefit from spreading multiple around the map.
I get the overall comparison, but its kinda silly in perspective.
-
@Aven_Fallen said:
This happens when the Devs make tunneling and camping super-easy.
Ah yes, i forgot that 10 second basekit BT and the bonus speed boost were put there to make survivors easier to tunnel and camp.
-
They never will, the time wasted with waiting for nodes is by design. Most of the QoL issues with the web are by design, and its part of why every change to the grind needs a step back to go with its step forward.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3160162#Comment_3160162
"Just hardcore throw the game and maybe the killer won't camp you!"
I don't understand how you possibly got that from that post.
It was about how killers cant be in two places at once, and how denying objectives is a surefire way to encourage killers to camp and tunnel more since it punishes them for playing more "fair."
When did I say anything about throwing the game?
-
@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160532#Comment_3160532
theres literally a video on youtube showing the new DS and how useless it is now on every killer, showing how much distance a survivor can get (granted the video is showing a survivor going in a straight line in front of the killer, but that is to represent the max distance you can get, and i think, no suprise, the trapper was the one that had the most distance gained? nurse huntress blight etc all those had zero distance basically
Thats cool there's a video confirming your opinion. There are also others that do the opposite, and they even include other factors like pallets, windows, and a plethora of other variables that each interaction is subjected to. Note how opinions aren't facts, since they center around a perspective and whether they are confirmed or denied by ones experiences.
All I'm saying is undervaluing is not the same as being useless, and it certainly doesn't mean your appraisal is correct.
-
@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3160471#Comment_3160471
LMAO. The perk is dead. It was barely on life support if not for blinding challenges by survivors who can't use flashlights. It was a meme perk with much better options. The seconds it wasted was so minuscule as to not matter. Repressed Alliance is a much better time waster and actually protects the gen from the overcharge/ call of brine meta. The secondary function to highlight the gen in solo queue is now gone. Your defending of it is hilarious though. Carry on.
"The seconds it wasted was so minuscule as to not matter"
just as a heads up, 5 seconds on DS was what made killers entirely change their playstyle around it. and that number changed a few times, but its usage and threat didn't until they added the conspicuous action clause to it. 4 seconds can literally change the game when placed correctly, regardless of whether you understand how or why.
Also when did i ever imply repressed alliance isn't also a perk that people think is useless due to not understanding it? I agree its undervalued and even consider it as proof that blocking gens is inherently neutral and can benefit either killer or survivor, depending on the context around it
I already said it before, but I'm defending that people think its useless because they don't understand how to apply it properly. Its actually kinda ironic you tried to do the same to me about repressed when i never even doubted it before.
-
@KayTwoAyy said:
I don't bring Hex totems because they're always broken in 30 seconds, and then I tunnel the survivor who broke it out of spite for not even bothering to find out what kind of hex it was.
I don't play killer as much as I used to, but I really wish BHVR made more hex's spawn when the triggering event occurs, similar to Hex: Plaything (i.e. Ruin spawns when the first survivor lets go of a gen, or Blood Favor spawns when the first survivor is injured).
I can't help but feel bad when I spawn on a lit totem.
Lets be real, as interesting as that could be, it would get monkey paw'd and they wouldn't put any types of checks on which totem it spawns to, so the dull totem next to their gen would suddenly light up at the same time as the hex notification D:
also unfortunately wouldn't really account for Haunted ground, which would kinda just have to start lit or have some condition thrown on like it lights once someone is downed or something.
I am 100% for most alternatives to its current system, even with its "improvements" (though, admittedly, there are a few occasional really well hidden ones) but they would have to make sure all their sanity checks are in place to prevent things from being worse than what we have now.
-
@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3159601#Comment_3159601
because the survior perk requires killers to interact with them, generally to the detriment of their own gameplay, while KILLER perks, give them bonus information, extra slow down, or straight up ability to insta down/kill, do you not see how these are vastly different?
also you talk about cooldowns on perks for killers but what of jolt? SH:PR? these two perks get insane use atm same with overcharge, and there is no cooldown on them, yes there is a hook trigger or have to kick the gen/down survivor but thats it
where as for blast mine, you have to work on the gen for 66% progression contributed by YOU (if other survivors are working on it, it can NOT be done on a single gen, so if a killer keeps coming back to the same gen and using overcharge/pop, you are stuck dealing with it for awhile, and if they now start chasing and then going back to kick, they never have to deal with blast mine, so this nerf to the perk is a roundabout buff to the killers, again, for them being able to hold W and put literally everything on a minute timer before worrying about doing anything about it,
and sure if they dont kick it someone can just pop the gen while they are in chase, but that also wastes the perk slot, the whole reason to bring a perk is so it can be used, was not the entire reason for all these perk reworks so people could feel like they could bring whatever perk they brought in was useful? a nerf like this makes the perk basically useless
Then use perks with weaker effects, that trade high risk/reward for just being safe bonuses. You're kinda missing the forest for the trees here.
Also in regards to the meta rework, it was a joke from the start. They technically made BT less used by giving it basekit (and even added a speed boost to both perk and basekit versions) and Dead hard less used by actually giving it a skill floor, as well as ruin and corrupt getting used less because they're useless now (except on specific builds or killers, of course) and Thana got buffed so hard it actually got nerfed to values before its buff (yes yes, i know the fuzzy math around the gen time change)
my point is that meta shakeups are supposed to be about addressing what causes a current meta, not just changing the perk icons you see in each match result. If they were to make changes to make a perk like blast mine not be able to be denied before being used, they would have to do the same for a rather significant portion of the entire game. Its deeper than any of that, it even goes down to contradictory base mechanics, like wiggling vs traveling to hook, both sides are trying to deny the other, "if X succeeds, then Y needs to be denied."
If you do understand that, you're ignoring the perspective of "i was able to kick the gen before they sat on it for a whole minute" and only considering "i sat on the gen for a while, so i should be guaranteed both usage and value from this perk."
-
Well, if devour got broken they didn't have to keep running from the hook every time to get stacks in it. Sounds like they just adapted.
-
@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3159601#Comment_3159601
Most killer perks like this have a cooldown. They can walk around and it replinishes itself and the perk actually does something like regress a gen, and put someone in the exposed state, etc. Blast mine requires 66% of a gen done with a split of resources between 3 other players. It literally stuns the killer for a few seconds. The killer then recovers and kicks the gen anyway. What a game changer! They took a useless perk and turned it into a pointless one.
Its only pointless if your intention with it is to use it pointlessly. Not knowing how to use a tool properly doesn't mean it needs to be changed so you can use it exactly how you want. The time waste it forces is worth far more than having the gen not be regressing for a few seconds. Its on you to utilize that properly, or just not use the perk.
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3160263#Comment_3160263
I see why you thought I’m saying that survivors don’t have agency in chase, but I’m only acknowledging that the killer ALSO has agency in a chase. That does not mean survivors don’t.
Yes, a killer can have a hook denied. But you’re missing my point. I am not saying that blast mine’s problem is that the killer has the ability to deny it. My point is that BY DESIGN, the survivor cannot control if you get value from the perk or not. That’s why I compared it to dragon’s grip as well. The killer can’t control if the survivors will work on the generator before the duration expires, and i wouldn’t mind seeing be changed to how blast mine used to be, as well as Blast Mine being reverted of course.
But it is also BY DESIGN that hex perks can be removed entirely from play without guaranteeing they'll even last long enough to be applicable. Many other perks carry similar stipulations that can entirely prevent their usage, including other survivor perks as well, even just taking self care when going against plague. There's a slew of things in this game that guarantee nothing, and the more powerful their effect, the more likely there is going to be a way to deny it or for it to never apply at all.
You're also not taking into account the killers time is more important than an individual survivor's. The reason there should be a way to deny value from the perk is because it has a strong impact. Thats the exact reasoning as to why hexes have never improved, why boons can be cleansed, it even gave DS power without needing to run it in the past (since the potential waste was often not worth the risk vs slugging and trying to maintain map pressure instead.)
Again, you're asking for a lose/lose scenario in the wrong place. Hell, you could even argue you being able to use the perk in the first place is denying the killer not only their gen kick perks, but the ability to perform a core mechanic they're supposed to do (kicking gens) which encourages them to use strategies that don't require the risk (like say, facecamping and tunneling.)
-
Since there seems to be some confusion, i think the best way to clarify the whole codes posting thing:
If its a universal code, i.e blood point bonuses, charms they give away during streams, basically codes that have potentially unlimited redeptions, those are fine. People have been posting those for people who arent able to access said streams but can still redeem them before they expire, even in the stream summaries themselves.
if its an individual code, single or limited use codes for specific items like skins and other cosmetics, dlc vouchers, or anything of that nature, those are not and have never been allowed on the forums.
Any official channels can feel free to step in and correct any of this, but I think its whats causing some confusion.