Ryuhi
Ryuhi
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@Blue_Archer33 said:
I think that the dilemma of Plague matches is pretty simple when you boil it down.
Plague excels at highlighting which survivors play selfishly.
The strat that seasoned survivors know to use against Plague is to carry infection so that you don't feed into Plague's corrupted purge (a survivor-downing machine in the right hands). The catch about this strat is that ALL FOUR survivors have to agree to use this. Otherwise, those carrying the infection is screwed.
In the eyes of the survivor not using the strat:
Why should I have to accept my fate that I can only have one health state this entire match? And leave infection trails everywhere? And be super noisy? Plague is gonna down you easily if you have full infection with purge or M1. If you don't have full infection, you're still likely gonna be downed easily with corrupt purge, but your chances THERE are better since you have two health states.
I view this problem as a type of DBD Prisoner's Dilemma. Be selfish and benefit? Or embrace the suck and endure full infection in solidarity? It pisses off the others agreeing to take it on the chin while another survivor allows themself 2 health states to preserve themselves.
With plague in particular i still think accessibility can/does become a factor for a lot of people, simply due to the prevalence of synesthesia people can experience regarding vomit itself. It very common for people to have one or more senses react negatively to vomit, and you're being constantly exposed to two of them (seeing it and hearing it.) Thankfully they havent really invented ways to smell games yet, despite that old earthbound marketing gimmick.
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@YOURFRIEND said:
Constant cleanse is underrated. If you can deny plague getting her power at a time of her choosing it can be very useful.
...Unless she takes any of those pools before you corrupt all of them, and uses it to snowball out of control quickly due to some people being one shot (or even two shot) from a distance. The risk doesn't match the reward at all, but once people start cleansing sometimes its your only option.
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...isn't that a good thing? I thought people hated being slugged since it was forcing non-interaction upon them.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3138567#Comment_3138567
How are they camping the slug and proxying gens at the same time? Pick up the slug when they’re not nearby, or work on a gen???
Shhh, every hypothetical needs to be as loaded as possible, regardless of actual possibilities.
That said, yes, you are supposed to juggle the slug and the gen. Or just run the killer on purpose until you max boldness out idc. Hell, some killers actually appreciate that and will give you the hatch if they see you're the one survivor actually trying. They'll certainly be more likely to than if you made them search lockers for 20 minutes.
The devs would probably also say "take the L and move on" if I had to guess.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3138507#Comment_3138507
According to the developers (you can go back and watch the steam) this is a 1v1 1v1 1v1 1v1 game. If the killer is slugging in a situation with 2 of us left, the worst thing I could do to survive myself, would be to continue doing a gen or immediately try and pick up the survivor. In both cases the killer would find me and kill us both. However, if I hide and see what the killer is doing, that gives me a chance to capitalize on a mistake to where I myself get to escape or I manage to save the person on the ground. Either way, the worst possible options as soon as the killer downs the other person, is to continue doing a gen or trying to pick him up.
The people saying this is a team oriented game, are killers trying to get you to make a mistake so they can get free hooks. While early game it is in your best interest to keep teammates alive so gens get done faster. There are many times where being altruistic will only lead to your own demise.
The devs also said this exact situation is in fact holding the game hostage, if neither survivor is willing to attempt to continue working on gens. Don't cherry pick statements from the devs to try to justify something that is unironically against ToS. It doesn't take much understanding to know why survivors do it, just like it doesn't take much understanding to know why a killer would bodyblock someone in a corner to secure a single kill. That doesn't make either scenario suddenly not against the rules.
The reason its a team oriented game is because the Four are supposed to work together to overcome the One. It is literally in the game's design and balancing, otherwise what would be the point of actions like unhooking? It also ties in with the 1v1v1v1v1 comment, in that the other survivors provide mutual benefit to your own objective the longer they survive, which makes you a team.
You all have the same objective, both on a micro and macro level (power all the gens and escape.) You all also have the ability to assist each other in said objective, and are encouraged to do so for both selfish or selfless reasons. Also what the hell is that projection at the end? I almost exclusively play survivor, there isn't some cabal of sneaky killer mains encouraging survivors to sabotage their own games. Ironically Its survivors who suffer from selfish plays the most, since they often get sandbagged by teammates like you.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/3138511#Comment_3138511
People are asking for their original character's sets to have more freedom,not the licensed content.
and yet:
"Honestly, We know a lot of link set no avaiable for mixing, like Attack on titan, or legendary skins but, other peices mix super fine, like that."
again, its pretty transparent, unless I completely misread. Either way, its still laughable compared to actually having the game work correctly.
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All the problems and bugs in this game and people still hassling bhvr to make jeryl possible without exploits.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3138390#Comment_3138390
Just because one is left, doesnt mean he lost. Otherwise make the game 3vs1.
1 Survivor should still have the chance to win and shouldnt be impossible.
Also in most cases, survivors do something. Maybe you dont see it.
Doing Totems, healing others or hiding while in terror radius (which litterly gives points) isnt doing nothing. And the reason for proof is simple, not every killer playing sees everything.
Also for @topic, i dont think killers should automatic win when the timers run out. Killers slugg too to find the last survivor instead of just hooking him to "end" the game. Also some killers can do things to keep the game hostage.
It should result in a draw.
Also having endgame collaps and still needing to do gens? ######### no. Endgame collaps always powers gates. Simple as that.
The 4 is a team vs the 1. the 4 has a mutual goal, and yes, they have lost that goal at that point if nobody is trying to complete what remains of it. Stop the 1v1 mentality, you're playing the wrong game. If my 3 teammates are just running in circles around a gen and not doing anything and they all die, I have lost, even if I did not contribute to why I lost. Thats the rough truth about this game that people's egos always refuse to accept. You wouldn't say a quarterback "won" a game if their team got pummeled in a landslide, even if they performed spectacularly. They still lost because their team lost. If you want 1 survivor to always have the potential to 1v1 the killer, you do not understand asymmetrical design as a basic concept.
Also good on them if they're doing more than just sitting in a locker browsing twitter. If they're not doing anything to progress the game in one direction or the other for a considerable duration, that is still holding the game hostage. The game cannot progress until gens get done, last one gets the hatch, or people die.
also you do know that the "draw" you described is what happens when you get the hatch, right? you don't win, you draw. You get the escape bonus for escaping but your MMR does not go up or down. When you're hiding waiting for that slug to slowly bleed out and wasting everyone's time? its not even for a win, like i said, you're just refusing to admit defeat.
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@Jivetalkin13 said:
Am I the only person that goes into a solo q with the mindset to prioritize my own escape? I know it may sound selfish, but that's the name of the game to escape.
Sure, I'll help out if it's convenient or I know someone is reliable and can help me get out. Also, I would never actively sabotage someone else chances of escaping. However, at the end of the day, if someone goes down because of NOED or someone is being camped, I'm going to prioritize my own escape.
No you're not, but you're also one of the people who prevents a lot of 3-4Es because of your mindset and priorities. Escaping is 5k points and being able to keep your item, thats it. You can do more to assure your survival with info perks while also being able to better keep everyone else alive at the same time, Kindred, Windows, and Empathy all do more to give you a chance at survival than stuff like giving up on the match and playing for hatch because its starting to go in the killer's favor. I'm not saying you should never take hatches or anything like that, just that it should not be the priority. Hell, you can sometimes get more than that 5k in a single chase vs the killer when things are looking unwinnable to begin with. All it really takes are some chase time and like 2 pallet drops.
I feel people put way too much weight into whether they survive the match or not, like their character dies for real if they don't escape or something. Maybe they just absolutely hate the entity sounds and animations when you die. It just always seemed weird to me when the only thing the game really gives you for it is allowing you a chance to actually get survival points when are they going to fix this stupid category to not be so ass.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3138461#Comment_3138461
I mean there are people in this thread including OP saying that you should get crows if no one works on a gen for 90 seconds. That is a pretty normal occurrence in games where the killer uses corrupt.
The crows after 90 seconds thing was one suggestion to the actual problem, which is what the topic is about. Also if nobody touches a single gen for the entire duration of corrupt, you might as well just hop on those hooks yourselves. Thats also assuming nobody gets downed in that amount of time either, which would also be pretty bad on the killer's part as well.
Also OP didnt even say anything about the crows, so at least dont put words into their mouth.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3138445#Comment_3138445
Are you implying people only body block if a scourge hook is in play? lol
No? I'm implying that it can be a very strong way to prevent people from reaching scourge hooks, especially due to their unreliable spawn locations. Do you keep misreading everything on purpose?
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@Biscuits said:
According to this logic waiting out corrupt intervention is against the rules?
You do not understand logic at all if that is where you wanted to take your gotcha comment. Corrupt actually ends (even faster, now that it disappears the second a single survivor gets downed) but a group of locker jockeys can prevent the game from progressing at all indefinitely. They're not even remotely comparable.
What OP is discussing isn't even about hiding from the killer, its doing so in a way that prevents the game from being able to conclude. Being stealthy during a match is not the same as refusing to accept defeat and cowering in corners for 10+ minutes hoping your teammate is more willing to die and move on than you are.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138430#Comment_3138430
I get people TRYING to bodyblock pretty often. I don’t get them succeeding that much.
I mean thats certainly fair, its not that it happens all the time for me either, its that it can and does often enough to make me regret taking the perk half the time.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3138430#Comment_3138430
And what has body blocking got to do with scourge hooks?
...How do you think people prevent killers from reaching a specific hook? protip: it doesn't require saboing the hook, just that they're not running a perk like mad grit.
Hell, with the amount of endurance effects added to the game now, its easier than ever.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138419#Comment_3138419
I’m quite happy running Scourge Hooks personally, I don’t miss nearly as many hooks as you seem to think is common.
You don't get bodyblocked on indoor maps very often then, i take it.
Autohaven? sure. Midwitch? The hook spawns can be rough to begin with regardless of even trying for a scourge.
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@Ghostofsnow said:
Not asking for direct nerfs for her but midwich is just damn terrible size and layout wise. Over half the TV's can apply curse at any one time and I had a killer use the offering, curse killing all 4 of us .
Don't think I've had a match feel that awful in a while
Imagine caring about the biggest meme of an ability the game has ever seen for the same reason that boons and starstruck can affect multiple floors. Just use your free built in counterplay mechanic to both remove her TVs and remove your curse buildup.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3138395#Comment_3138395
Not really, killers can see the hooks pretty easily and can decide if they're going to try and go to their scourge book before hand, survivors have no idea what hook the killer will be going for until they head in the direction, it's incredibly easy to get survivors onto scourge hooks, it's a lot more difficult to preemptively be in the position you THINK the killer is going to go.
If it were so bad killers wouldn't be running it, right?
Seeing them doesnt stop their awful spawn RNG, which is what you were describing in your original post. Doesnt matter if you see their aura if 3 of them are clustered in a far corner of the map.
Killers run it because they have no choice lmao. If you think any of them are ever happy about losing hooks because they were too far/people bodyblocked/etc especially when using scourge hook perks, you are just plain being dishonest.
Oh, and to completely invalidate your other argument, survivors actually control the direction chases take, not killers. Survivors can also see these auras by running sabotage, giving them the actual advantage on whether the killer ever gets them or not, complete with the ability to temporarily remove them from play when they know which ones the killer is going to attempt to get when downing a different survivor.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3138265#Comment_3138265
You didn't see the game how can you conclude this was a skill issue? A lot of random things happens in games that have nothing to with skill. I've seen Ayrun die with 3 gens left as well, that happens. Skill issue there as well?
Because MMR. If the killer is good enough to be able to mindgame and outplay a good survivor 3+ times (including through multiple second chance mechanics) then the survivor should be able to adequately waste enough of their time for more than 2 gens to get done. Hell, just time dangling on hook for either of those previous hooks should have provided plenty of time. That said the other survivors could just really be that bad, in which case its a skill issue on them (which obviously op has no control over personally, but thats DBD)
I think their point about it being a skill issue is mainly that you can waste an absurd amount of the killer's time if you know you're being tunneled, at any skill level. Its just a matter of outplaying the killer in a way that purposely wastes as much time as possible, so your team can capitalize on said wasted time. Its easy to say "but i kept going down" but harder to do "...but i made sure there was enough time for the gens to get done in the process"
Otherwise if its purely because every single factor is out of your control and the fog is a big scary place then just brush yourself off and go for another one. Bad games will always happen because this game is designed to practically force them on people.
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@Darkwraith13 said:
I still believe they should re-work breakdown to permanently destroy the first hook you’re unhooked from. Kind of like shattered hope for killers that would be breakdown for survivors.
Hope you like bleedout timers.
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@Seanzu said:
Sabo is pretty useless as a counter, once you identify the hooks you have to be near them all the time counter, two might be next to each other or in opposite corners of the map it's just not feasible to babysit these hooks all game to prevent is activating.
You ironically just described how bad the scourge hook mechanic is for killers.
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@NerfedFreddy said:
Playing for the win shouldn't be reportable or punishable. They should rework whole 2v1 setup. Also it will fix slugging for 4k exploit
You're not "playing for the win" at that point, you're refusing to accept the loss and begging for a draw.
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@xni6_ said:
the bloodpoint economy
now i will elaborate as much as the devs have
...
thanks for listening
"We need to make sure people spend lots of BP but get very little of value in return, so they will need to continue to spend more BP to get little in return, so they will need to continue to...."
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@TarunCosmo said:
There's been times that a survivor doesn't want my heal, even though I am medic themed. I understand if they have hemorrhage.
But I won't unhook them afterwards, I can be petty.
Only time I'm ever petty like that is if they try to 4% right in my face while im making the save. I'll usually save em anyway, but you just forfeit your heal and bodyblocks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3137273#Comment_3137273
It can be used in certain spots, but not in others.
The Basement and the floor of Killer Shack are just over 6 meters apart iirc, so you will have to walk into basement to activate Reassurance.
So it can, but all it does is troll horrendously bad hooks in maps like midwitch? lmao
There are hooks on The Game where survivors will be able to look the killer in the eye while doing it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3137320#Comment_3137320
My problem is that the meta will never go away from anti tunnelling and camping perks regardless of what they change. Sure they can add another but that doesn’t fix the issue it just adds a different cost of paint on it
It will go away from camping and tunneling when other strategies become as viable again. This doesn't mean buffing x/y/z so that "killers can be even stronger" it means rewarding play that directly averts away from the most efficient strategies. Less stick, more carrot.
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@Ayodam said:
Well, the killer META is still slowdown/regression so that didn’t change. Survivor META changed to endurance, I guess, but that’s still anti-tunnel. So it didn’t change either, really.
Thats what happens when you don't address the underlying issues, just perk adjustments here and basekit tweaks there. The meta will still keep the same direction, just under different names and methods.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3136424#Comment_3136424
I don't know how people keep missing this point either.
Because by prestiging characters and getting their perk tiers auto-unlocked, it devalues buying perks in the web by default. While that portion of the grind may be able to be done the same as it was before, any perks purchased through it will be wasted if those perk tiers are auto-unlocked at a later time. And since you can only choose which perks are in each web to a minor degree, the only way you get any value out of purchased perk tiers is if you use them before further prestiging that other character. It basically creates an efficiency debt for zero reason unless you specifically want that specific perk, which means you're essentially paying for early access. It is true that it is similar to the previous system, but it creates a nice big shadow overtop of it and a big asterisk at the end.
One of the biggest things this rework has been drawing out of people is how absolutely awful the amount of waste feels in the progression system. even the "its only 20k" prestige tollbooths give nothing in exchange other than being allowed to continue grinding and wasting even more.
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137188#Comment_3137188
then leave then i don't have anything to say to you then if your not doing it so your not doing anything wrong. and there is such a thing as bad advice which is what you gave me.
How is it bad advice? Having your own input into a situation will always give you better odds than hoping someone else adheres to what you want, and lashing out at people online doesn't really change that.
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137178#Comment_3137178
you are the person if your doing what i was talking about.
Cool, i'm still not then. Just someone who tried to give you advice on how to not put yourself in a situation you apparently despise so.
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137149#Comment_3137149
Are you ever willing to take any agency in any of the situations you find yourself in ingame? who cares if they want to just sit there and heal themselves and don't want you to. If you want them to communicate to you to leave maybe take the hint of them not stopping, you have the ability to see them not stopping and actively refuse to leave then make a comment on a topic about leaving the person to heal themselves so you go do a objective.. Just take the hint fam.
fixed that for you
I'm not the person you're talking about so it doesn't exactly work like that?
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3137128#Comment_3137128
is someone not stopping to let you heal not a good enough indication?
Are you ever willing to take any agency in any of the situations you find yourself in ingame? who cares if they want to just sit there and admire your rowing animation. If you want to communicate to them to leave, you have the ability to do so and actively refuse to use it, then make a topic on the forums complaining about it. Just use the gestures fam.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3137085#Comment_3137085
I played a good bit of matches on the ptb. And this was a problem...like in none of them? If theres a survivor looping right next to another on the hook. Eventually id catch them and then i have 2 survivors hooked together. Also there's not much in terms of god loops nearby hooks to just make that survivor uncatchable. Other times id just go to where i know the gens are being worked on to keep my pressure up. Forcing the survivor to save anyway to keep their pressure in the game. So if they are hanging out near the hook. Smack and catch them. Or bail to the generators. I never go for grabs anyway tbh because i can normally down the survivor after the unhook animation finishes.
Not going for the grab is opening yourself up for any number of situations preventing the second hit, including the basekit BT. Im not saying people do those things every time (nor that they can have counters to, especially concerning builds,) just that they're overlooked situations that do have the ability to change those situations entirely, and you can sometimes end up with absolute robbery outcomes.
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For all they know you're using a brown medkit and already missed a skillcheck. All you have to do is point or beckon if you want them to stay or go, its pretty easy.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3136849#Comment_3136849
Yes.. and good killers will combat dead hard with a non lunge hit. Most survivors aren’t using dead hard in reaction to a swing coming, it’s being used at moments they HOPE the killer will swing. Or it’s being used while baiting the killer to swing.
IE, popping DH while greeding a pallet, faking a window, or trying to spin the killer.
Thats what reads are, yes. You're taking preemptive action to respond to what you decide your opponent is going to do. If you've ever played fighting games, any match that involves a grappler tends to be full of em.
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@Laluzi said:
I think it'll be changed so that people can't be held indefinitely. But the actual anti-camp meat of the perk should remain untouched.
its not even anti-camp, it just creates lose-lose situations for the killer if they're in the same place at the same time as someone going for the unhook. It actively encourages survivors going for bad saves more than it discourages camping. Half the times survivors go for bad unhooks like that, they don't even realize it was a bad call, and coddling them in those situations only gives them reason to believe it was a smart play.
We all know there are people who will stand face to face with the person on the hook. There are also a lot of people who don't do that, but aren't going to let you run past them to the hook for free. When that happens you end up in a standoff with the killer as they try to time a hook grab, since its a guaranteed trade or slug vs potentially letting both of you escape. They generally only want to go for the hit if they are sure they'll be able to get at least a hook trade, so you end up with the perk basically just delaying that standoff and forcing the killer into a lose/lose situation. As a bonus, one of the things the delay allows for other survivors to come in for bodyblocks, or just rush out the gens, so literally any time wasted has disproportionate impact as long as people haven't been tunnelled out. You've rewarded the survivor on multiple levels for making a poor play.
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CoH still hasn't, and it'll probably get the same treatment. They'll just adjust the timers a bit so that swfs go from being able to completely pause the timer to making it require 3 people instead of just 2. They could easily do something like put a cap on the maximum amount of time a hook stage can be extended, but that requires actually putting thought into these things and not just slapping it with new numbers.
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@Aneurysm said:
I kind of wish you could pick one killer to have a reduced chance to encounter just for accessibility's sake. Like I do get survivors who quit on learning I'm a plague and although it's mostly not liking her a couple have apologised and said they just can't handle the vomiting. I can't even be mad in that scenario it would just be better to not be matched with them. Yes you'd have to manage how it works with SWF, and yes most people have no specific phobias and will just pick the one they dislike most but I don't see that as such a big deal, there's a lot of other killers out there.
3 is too much especially if there's no restrictions. 4-man squads carefully picking out the 12 strongest killers to avoid would not be healthy for the game at all.
Your idea also contradicts itself. You say it can show which killers are OP and then picked 3 which you don't find OP yourself.
Anyway to eventually answer the question I'd go for clown, bubba and pinhead
You know how you get more killer variety? Stop nerfing all of their tools down to the lowest common denominator, and stop introducing perks/mechanics that completely nullify their alternatives. It really is that simple.
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Imagine pushing for this, yet killers still can't see if there is an swf present in 2022. Their reasoning is because "killers would shop lobbies and extend queue times" but this surely wouldn't have a similar issue, no sir.
Sarcasm aside, they should instead work on accessibility issues around specific killers. I know someone who refuses to play against Plague because they legitimately get ill from all the constant puking noises and vomit splashing around, which is a lot more valid than "I dont like how x killer plays" and I feel those types of considerations SHOULD be worked around. But that should be in the form of stuff like an option to locally mute (as in only on that player's side) for the vomiting noise. Other similar options could easily be made for a lot of the issues both as and against multiple killers, even something like an option to change the clown's outfit to something else for those coulraphobics out there.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3136802#Comment_3136802
This is so true. I don't camp or tunnel unless it's a necessity but if you were running BO and running to a specific spot on a few maps I'm Just going to slug you and keep coming back and downing you because that's the only choice I've been left. Same thing goes for sabo squads I'll just slug everyone then hook them all after.The original CoH made tunneling almost a necessity because how fast survivors were healing and how many times.
Exactly. Even with all of its nerfs, CoH still nullifies hit and run playstyles because it creates a free self care zone for all survivors while only requiring 1/16 perk slots, and then people are suddenly surprised that camping and tunneling are more common than they were before. Same with removing the notification from pain resonance, same with making BBQ be an "only for the aura" perk, these types of changes always have consequences that people just don't consider.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3136842#Comment_3136842
Sure, that makes sense. But the point of my post wasn't that "these perks are fine", its that whos feedback do you consider?
Its very easy to notice flaws in the PTB, point them out, and then forget about them if they never become an issue in live. But if they do? It all of a sudden becomes "everyone knew and pointed this out, how could this have happened?" Plus, as you alluded to, it becomes even more of an issue of how to fix it.
Knowing what feedback to listen to and what to ignore certainly takes some nuance, and its part of why i absolutely loathe people doing stuff like crying for kindred to be basekit when they refuse to even run it in the first place. The majority of feedback in the game is blatantly self centered, people only want to buff themselves and nerf the other side. When people show that they are actually considering any given thing from both sides in an impartial manner, thats feedback worth listening to. Unfortunately it gets drowned out in a sea of "nerf X cuz i dont wanna learn how to deal with it!" and other similar whining and they don't really do anything to curate things on their end. Many users who arent even on the forums anymore have done full breakdowns of every hypothetical in the game (complete with infographs and large sample sizes) and done more to document statistics more than their own internal systems do. They've all either eventually gotten banned or just gave up.
The amount of work that people have volunteered into this game is actually kinda wild, especially since people who stream the game basically become playtesters. The unforgivable part is that they ignore all of that free work all the time.
Edit: To add to this, I remember someone specifically making an extremely detailed explanation and overvew of the efficiency cap issue in the game, as well as ways to address it. back in like 2018. They still have yet to even acknowledge its a thing.
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@Nirgendwohin said:
sadly, disable crossplay only helps when you are on xbox or playstation.
i noticed the same issues as the thread starter. but its also on the survivor side, like sprint boosts or gen times.
replay of the whole game sounds like a great idea!
If you are on steam it disables the windows and epic stores, with the epic store having the absolute highest potential for cheaters due to that genius giveaway promo that gave people dozens upon dozens of low risk sock accounts. In regards to demo recording, it will never happen because they didnt consider it at all when they designed the logic for the game, so literally everything would need to be rewritten into a logic that allows for it (like seeded RNG) and they're certainly not going to go through that much effort when they havent even bothered to fix the plethora of bugs that continues to be DBD in 2022.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3124996#Comment_3124996
It’s really not easy. A non lunge swing happens in 10-15 frames, which requires a reaction in a little less than .3 seconds. That’s not an easy reaction window.
non-lunges are not reactable by design, the average reaction time is .25 sec, or 15 frames on a logic scale based off of 60fps, and thats before factoring in any latency. Lunges are supposed to be reactable, normal swings are not. You're supposed to use it on reaction for stuff like lunges, while making a read for faster interactions like normal swings.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423
Because this comes up every PTB and it misses as often as it hits.
https://forum.deadbydaylight.com/en/discussion/comment/2814038
https://forum.deadbydaylight.com/en/discussion/comment/2832281
- Here are complaints about Boon: Dark Theory.
https://forum.deadbydaylight.com/en/discussion/comment/2158002#Comment_2158002
Here is a complaint about Lucky Break.
https://forum.deadbydaylight.com/en/discussion/293795/overcome-is-too-much#latest
Here are complaints about Overcome.
https://forum.deadbydaylight.com/en/discussion/242302/small-game-open-handed-changes-are-swf-buffs
Here are complaints about Small Game and Open Handed getting buffed. Neither have been changed since that PTB and I don't think either have come close to cracking the meta.
Seriously, go back through the PTB Feedback Archives and you will find 100s of doom and gloom predictions that never actually changed the game once they went live. Sometimes they are correct (such as Boil Over or Circle of Healing, as you pointed out) but both of those were nerfed (or multiple nerfs) shortly thereafter.
People disagree about this one because its not 45s gens at base just be equipping a single perk. Its stacking 2 perks, charging one of them for 2 minutes, reliably hitting great skillchecks that continue to get faster, plus using up a toolbox with add ons for a single gen.
CoH has never gotten the actual nerf that would fix what is exploitable about it, which is why its still plenty strong with coordinated groups now. BHVR are incapible of designing or adjusting things in a way that doesnt hurt solo more than swf, they just don't understand what makes things broken regardless of how much people spell it out for them. Remember when they defended old OoO because "the person who runs it usually dies?" They're simply incapible of considering the factors involved when making these types of decisions, and it happens with everything in the game (even the prestige rework.)
People doom post about the possibilities of these things because BHVR doesnt even consider them.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3136655#Comment_3136655
Oooof! I feel smell of camper 😀 "Reassurance" is like litmus paper.
I mean its not so much that its a strong perk, but more an extremely exploitable one. There are multiple tiers of "balance" to the game, none of which are actually balanced.
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@CluelessWanderer said:
The Self care and Iron will nerfs were overkill. Iron Will is never used now, and the other day in a match I actually saw a Meg self-caring in a corner (as I dangled from a hook). It took AGES.
I'm not sure how anyone can thik "Iron Will is in a good spot right now". Ridiculous. Iron Will disabling while exhausted makes it pointless. They either have to make it back to 100% silence but disable while exhausted, or leave it 75% and allow it to persist while exhausted.
As of now it's unusable. Never see it. I suppose that was the point tho. Make most of the really good survivor perks into garbage, introduce a new chapter, and everyone pays for the new decent perks.
Its always "its bad now" and never "it was too strong before" with these types of conversations. IW not only removed a tracking component entirely with just a single perk, but it also frequently bugged to affect more sounds than it was supposed to. Footsteps, slugs on the floor, sounds could just suddenly vanish and it wasn't because of some 2000IQ play by the survivor, just bad programming. The exhaustion portion addresses the former, the 75% the latter. I almost guarantee people who complain about IW don't even know that staying still and crouching always reduces the noises you make, and can make that 75% more like 80-90% depending on which survivor you're using (since their voice clips are not normalized.) It was always a problem perk because it was one that directly affected accessibility of another player, the same reason SC's nerf got reverted (and then buffed for unrelated reasons.)
It still has its uses, its just not a "lose the killer for free" perk anymore, which it never should have been in the first place.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3136641#Comment_3136641
Not the nerfed version you have now. I’m referring to the pre-nerf version that was absolutely busted and of course swfs abused it by sending killers to RPD (and ran to the library where they would be unhookable).
tbh being able to deny hooks with so many methods just kinda discourages killers from going for hooks at all. why risk all of that in a 1v4 when it has less impact in a 1v3? or 1v2? Its just yet another argument for getting individual survivors out asap.
Flashlight and pallet saves are one thing, since they require a separate survivor to make a timing specific interaction, and even they have their issues with stuff like corner lockers. But making wiggling stronger in any capacity just encourages slugging and camping. As usual, until better strategies than those are allowed to be more viable (or even preferable) for killers, perks like that end up working against survivor's best interests.
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1) you can already disable crossplay
2) cheating is endemic for both sides, both subtle and blatant ones
3) its probably not improving any time soon due to how bhvr decided to handle "the arms race."
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the most solo queue perk in the game is kindred, not either of those two. Windows, Empathy, and Spine Chill also deserve that title much more. Go play ace or something, but at least use the tools you're given before complaining about solo queue.
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@The_Krapper said:
Actually the flashbang blinds anything in the radius of it is why that happened, Ive had a killer look directly at the wall and I ran up to the side of them and still got the save , it just can't be behind the killer when you drop it it's anything from the side or front radius that gets the blind when it's close to them
When stuns have a wider FoV than the actual player. genius.
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The best way to learn how to play against a killer is to try playing them and see how better survivors blow you up.
There is such an ego trip in this community that people are unwilling to do even that, because it would likely involve them getting rolled as said killer, but they would be too frustrated/proud to actually learn anything from it. Its easier to just cry for nerfs and hook suicide, and then be a sore winner when you either win of your own volition or get carried by having 3 teammates.
Even very good solo survivor players will still have things to learn if they play killer from time to time, especially since they'll have the perspective on what to look for at any given time. If they refuse to play the other side occasionally they're only limiting themselves.