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Ryuhi

Ryuhi

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  • @Shirtless_Myers said:

    It shouldn't exist and is a relic of the past gameplay experience. The fact it's impossible to tell if Micheal has the addon or not is poor game design, but this game is full of that. You can guess he'll take a while to get it if he's running Tombstone, but you can't tell in solo-queue at all. Jumping in a locker is the best bet against the instant mori, but you shouldn't be required to play like that under an assumption.

    The entire game is structured around having to make assumptions and adapting to the outcome. You can't even see the killer in a lobby, and neither side can see the other's perks/addons. Every match you bring a medkit you are assuming you will not be going against a plague, every time you bring a rare item you are assuming they won't be using franklins, every time you bring a flashlight you are assuming they wont have lightborn, etc. You just don't like the consequences of your decision, not the decision itself.

  • @Sharpefern said:

    So unpopular opinion I guess but I don't see an issue with the new system. I think in addition to everything is not running the strongest add ons every time. Like Pink and Purple stuff isn't supposed to be in every game and should be more rare as their names suggest.

    because more rare means more expensive, and when your "economy" is centered around a twisted form of rng gatcha pulls, it creates a massive variance in value for literally every possible node on the web.

  • @Xperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096638#Comment_3096638

    I didn't say he had full iri. He didn't. He had tombstone piece and popped T3 after one gen because we were on an extremely open map. Thank you for immediately blaming me though instead of answering why he still has an instant kill, the only one in the game.

    And no, Sadako doesn't count. She cannot get you to be condemned on her own unless you are running directly to every TV and letting her farm it on you. Mikey can farm it on anyone, save the power, and pop it when on top of you.

    Because his power actively penalizes him until its payout. He has to give up gaining distance in chases to build up his power, and his only passive offsets happen when he spends his limited resource. That aside, he's the quintessential m1 killer. So his power actually directly hinders his already weak chase, which means it needs to have a massive payoff to make up for the fact he has been actively sabotaging his own efficiency. Thats why he gets instadowns normally, with kills being the only place addons could go up from there. Pair that with the ways you can counter/prevent it as well as the negatives to charge time that are stacked on top.

    Like everything with myers and his chapter in general, its designed around punishing people for being careless. The people who have the biggest problems vs him are the ones that refuse to start more cautious and relax as they can work out his build by process of elimination.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094426#Comment_3094426

    So just give the killer a free down? What if they actually don't have it?

    at the end, yeah. You still loop him a bit, but you locker jump before getting to the point of being greedy. He's already wasted plenty of time getting to T3, and getting hooked is much less detrimental than being instant killed so learn to make the best of bad situations? have some agency.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094522#Comment_3094522

    I'm not sure DS is a good comparison, unless they changed DS to straight-up kill the killer when I wasn't looking. DS is a setback, tombstone is an insta-loss gg no re whose only counters involve permahiding or particular objects (which obviously aren't everywhere.)

    Agree the limits are dumb, though. They should recharge over time.

    one DS had the power to completely change games if it happened at the right moment, and there can be up to 4 per match so I would absolutely equate them as much as an asymmetrical system allows. Saying it cant be the same because survivors can't kill the killer is a disingenuous comparison.

    They both punish the opponent hard for not respecting them. The key counterplay is to assume they're in play until proven otherwise, just like how killers wait out DSes.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094472#Comment_3094472

    Or we just remove some outdated mechanic that are just bad? Nah, not as long as its for killers.

    its not any more outdated than it ever was. If you want to talk outdated mechanics with mikey, talk about evil within limits per survivor.

    Its always been strong at catching people who don't respect it, literally the same power that DS has always had. They were even introduced in the same patch.

  • Its almost as bad as when they go for the one in a very fortified area, then immediately burn through every pallet in a 10 mile radius predropping them all. Its kinda of wild the things you see with aura perks.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094426#Comment_3094426

    Despite the first survivor basically being dead without any possible counterplay as you just cant know it.

    then jump in a locker assuming he has it, especially if it took him a while to get T3. Learn to accept there will be situations in the game where you are making reads on what your opponent is trying to accomplish.

  • @Xperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094426#Comment_3094426

    That doesn't help if you're the first survivor he pops T3 on. Thanks for your suggestion but "jumping in a locker" is not great advice in many cases. Are you going to be at a locker every time he might have T3? Are you going to do that against every Mikey until you know if he has it? Just change the stupid addon.

    are you going to keep going to the worst case scenarios constantly, or try to apply the advice to your game? One will actually make a difference and the other is just pointless. feel free to decide which is which.

  • you can jump in a locker to prevent the grab. It has the same counterplay its always had.

  • actually didn't know that, makes sense tho.

    Do you know if it works the same for corrupt purge with plague? would be hard to blind her in the first place but still.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094252#Comment_3094252

    I know what I'm doing against him. Doesn't help when there is a hooked survivor, one going for the hook, one in chase, one going for the box, and four gens to be done.

    Then learn to be more efficient, the counter to literally every killer in the game :)

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094329#Comment_3094329

    Give another statistic, then. There have been statistics that show Pig has a high kill rate. I don't think she's busted, but she does have one thing in common with Pinhead. It's a built-in slowdown. Add 90s gens to built-in slowdown, especially Pinhead's, and there's a clue as to why I think he's really broken.

    They purposely don't release statistics because people like yourself misrepresent them every chance they get. Its why we only ever get them from occasional developer streams, and they always tell us to take them with a grain of salt. At this point i'm convinced they don't even disseminate the information correctly and skip variables themselves.

    You are welcome to think he is broken. Despite my remark earlier, you are completely allowed to think he is the most op killer in the universe. Other people know better though, and have more experience to formulate their opinion with. Playing a killer is 10000% the best way to learn how to counter them, just like how killers who are good at survivor can often predict their movement. Pinhead in particular was designed very safe, and has a tremendous amount of counterplay options.

    For all the memery, my point was to learn the matchup, just like ever other killer. As long as a single survivor understands how to best handle the box mechanic, he should pretty much never get his chain hunt off unless he finds the box himself.

  • @Hibagon said:

    There should probably be some sort of catchup mechanism for survivor that isnt just "hide and hope you find the hatch first." I dont know what that would look like that would be fair but right now if even one person is dead and 0-1 gens have been done the game might as well be over.

    Confidence is the catchup mechanic you're looking for. People give up too easily and pretty much assure their own demise way too often. Thats why if it becomes 1v3 it can feel like your work was for nothing if 1-2 of the others gave up instead. The more people are willing to play for personal performance rather than win or lose, the less impact these dynamic shifts have.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094252#Comment_3094252

    Don't need to play him skillfully to 4k. He has the highest kill rate in the game.

    You keep parroting an outdated statistic and talking about how other statistics don't matter due to nuance. If you refuse to be reasonable then why make a topic?

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094226#Comment_3094226

    If you want meaningful numbers on her kill rate, differentiate between input, platform, and hours played as her. I'm responding to claims that she has the lowest kill rate. That's meaningless. If you want to know her true potential, differentiate between these meaningful differences.

    cool, now apply that same burden of evidence on yourself instead of just saying he has the highest killrate in the game. You do know that the default bindings on controller make dealing with his chains near interactables nearly guaranteed to get hit, right? The button for removing chains is doublemapped to the one used for vaults/pallets/etc. If you ever see a survivor slowvault into pinheads face then 100% they're on pad. Do you not think something like that would affect his performance statistics?

  • fix survival category, and fix deviousness/brutality issues on killers who have to sacrifice one to get the other.both sides actually have BP issues at the moment, but on survivor side that survival one is up to 25% of point potential in a match being completely wasted and relying on a single event ti fill half of it.

  • All these attacks on streamers always amuse me because I disagree with a lot of them on a lot of points pretty regularly. I also see that they put a lot of thought into their positions and end up agreeing with them when they make a good case, or just sometimes in general. All this braindead follower talk serves absolutely no purpose.

    @Jangles said:

    I agree with this but its not always you getting tunneled. So 1/4 games you're sitting on gens all game with 0 interaction. Then if that person gets downed and out of the game instantly, im now forced to try and win the game on hard mode. If they don't im playing space bar simulator all game.

    Its a problem with the efficiency caps for each side. Killer starts weaker and gains strength with each interaction, but gains the most with each survivor death. Killers are therefore incentivized to minimize survivor damage early while building a growing advantage. Survivors start off very strong and efficient, and get weaker as resources are wasted/allies are incapacitated/die/etc. Therefore the time it takes a killer to get their first kill affects both minimizing the damage survivors can do, as well as the rate the killer inflicts their own damage.

    Its why it feels exceptionally bad to struggle in a 1v3, even if there are only 2-3 gens left. its still certainly possible, but you feel the squeeze of the efficiency potential shift. This is why I personally don't mind getting tunnelled, I don't have to rely on someone else to punish the killer for trying to rush one person out of the game, i get to be the one wasting their time myself.

  • Kindred/Empathy + Windows + Exhaustion perk + Flex perk of choice. Actually gives you proper information as a solo so you don't have to succumb to playing for hatch and can make dynamic choices to help or avoid the team as needed. People keep making these "I don't want to die" builds without realizing that efficiency and information go a lot further to keeping them alive on average.

  • My mans over here complaining about Pinhead, one of the killers with the most counterplay in the game, who doesnt even get anything for most of his skillshots, and whose super ultra oppressive passive can be easily prevented by a single survivor out of four knowing what they're doing. Sounds like you need to learn how to be that one.

    He even breaks his own chains

  • I agree with Scott's take, but for a different reason: I'm more confident in my ability in chases than I used to be, and i run windows. If I'm getting tunnelled, i can route between pallets better due to windows, and not have to worry about when to predrop one because nobody else will need them until after i get downed. Then they get forced into that sunk cost issue he mentioned and i've done my job.

  • Why aren't the just basekit changes if they don't want to tie them to a perk? If the concern is farming specific things (namely from WGLF's conditions) then just add more varied events to what can give stacks. BBQ's was a perfect incentive to prmote hooking multiple people, and even served to give an idea of whether one or two people hadn't been hooked yet while encouraging the killer to change that. Good game design should be rewarding and encouraging healthy play that is good for both sides, and they ironically got it in one on that one.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090583#Comment_3090583

    How else would I use sprint burst if I'm on a generator and a killer comes to you? You can't 99 sprint on a generator, lol.

    Exactly? SB has always had actual meaningful limitations to its usage requirements, the skill always came from planning and when to have it available and when to keep it at low exhaustion timer. You would have to adjust your efficiency to manipulate that. That said there's nothing wrong with using it to deny the first hit instead of prolonging chases, still plenty solid usage. However, it will always be bigger to prevent a down and extend a chase there than it is to prevent a first hit, especially vs killers like legion who have a much easier time with the first health state than the last (though it still can help a lot with preventing that first hit, of course.) As others have mentioned, time commitment starts to become more of a factor at that point, so being able to extend chases when you know they're gonna stick with it gives a lot more value to each second wasted.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086923#Comment_3086923

    Because the optimal way to play DBD is not always the most fun, in fact I would say its usually not.

    If people made all their choices based on what gave them the best chance of winning, that result in very stale and predicable boring gameplay. It is the unpredictability based on risk that makes games interesting to begin with. However you cannot expect people to throw matches. If the risk is simply to high they will not bother. I don't know if these changes make the end game too much of a risk, we will just have to wait and see, but if this the trend for DBD, I personally don't think that's good, the same for any game.

    I agree fun and optimal are two wildly different things, but thats a choice each player has to make. They rarely overlap unless game design incentivises them to, which it currently does not for either side. I constantly switch between risky and efficient plays every game, its possibly the best contribution a solo can make in general to know when to play one or the other. But if you assume nobody will ever choose risky to save you, you open them up to do the same, and you get boring outcomes like you mentioned. This is why people need to learn to take their Ls and Ws, learn and adapt. That also means accepting if plays don't work out.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086964#Comment_3086964

    So when developers balance the game they should just ignore worst case scenarios that turn up literally once just about every game? Do you see what you are typing?

    Yes, because they ignore the worst case scenarios in almost every situation to begin with. The game is balanced around averages through chaos, there are an absurd number of variables in every single match. You need to adapt to the situations and take the ones you can, while being willing to let go the ones you can't. I'm explaining how they work on their game, it has absolutely nothing to do with my ideal for the game.

    This isn't a fighting game where the number of factors is considerably more controlled. In terms of balance DBD is more like a roguelike in the sense that the absurd amount of randomness is what gives it an average, regardless of how fair any individual game's rng may be. Not only that, but your argument was about how the situation is impossible only because its no longer guaranteed, you can still go for those saves and you can still get them, it just has more room for the killer to counterplay the strategy.

  • Devs refuse to make actually doing gens more interactive, so duration changes and that cursed progress bar are going to make any efficiency decrease feel miserable. This is the one issue they actually need to reinvent the wheel on instead of all the other "literally why" decisions that go into most reworks, and all they did was throw some extra time on while killing most (but not all) regression meta.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086949#Comment_3086949

    You have about a 90% chance to die if you are hooked in the end game and the killer tunnels you. It has gotten to a point that people at my MMR don't even bother anymore. What mindset? That killer is 10 times easier than survivor right now? Pretty sure most of the community has eyes my friend.

    My salt comes from people who try to gaslight others when they know there is a problem but they are okay with it.

    cool made up statistic. even then, still not 100%, so you're mixing up possible and probable. The mindset you should have is that you do your best and move on to the next one, not whine about "why bother" because you had situations that didnt go your way. Every time someone ragequits on first hook, they're just echoing your mindset, and ruining the game for the other 4 players in the process. The rest of us try to do the best we can in bad situations, and we often make something more of them. You're so obsessed with worst case scenarios you basically cater to them, which never gives you room to improve.

    Also nice completely random accusation of gaslighting just because my argument is basically stop being entitled. You could have taken the time learning how to loop better but you decided this argument is more important.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086934#Comment_3086934

    I have died 3 times since the patch, with not a single other person hooked, but because the killer managed to finally catch me and just body block me off hook because he knows I don't have DS or OTR. So when you ask me how is it a bad thing that killers can without question kill one person if they choose no matter what, I ask you why bother queuing up for a game at all.

    sure. "how is it a bad thing" considering your cherry picked worst case scenario is not the same as what many other players, myself included, experience regularly? There are always going to be times where you will have little to no chance of winning a given situation, and like i said, this is the wrong game to have the mindset you will win every time you do the right play. If your salt comes from other people unwilling to save you, thats even more self serving and less about balance.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086856#Comment_3086856

    I have been hearing "maps are bad" for years. I am not really sure what a balanced map would supposedly look like.

    Lots of unsafe, mindgamable pallets spread in a way that natural deadzones never occur, but ones can be caused by wasting pallets. No window chains like a jungle gym facing killer shack or similarly strong positions facing each other, hook placements designed in a way to prevent deadzones if a hook is removed via a kill. Gen distribution evenly spaced to minimize 3 gen effectiveness. Medium overall size, and if indoor, adequate number of places to climb and drop floors. No god loops that require breaking doors to make them normal loops.

    So basically the exact opposite of everything they keep deciding to do.

  • @Biscuits said:

    We went from being able to reliably escape if the killer chased us last, to reliably dead if the killer chased us last. You need at least 2-3 non brain dead survivors to escape once the killer gets you in the end game.

    How is that a bad thing? endgame saves are supposed to be extremely risky, all they did was remove the braindead easy method. Obviously this isn't about demanding the 4k or any other extreme mindset either, considering its about securing a 1st or 2nd kill at worst. The riskiness of situations like that is supposed to be half the appeal, so if that doesn't appeal to you, then take your 5k survival points and head off to the next game.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083754#Comment_3083754

    Yes but the question of "Is it worth it?" Matters. Going for end game saves has always been risky. With NOED, blood warden, and EGG, combined with no longer any gen pressure, snowballing has always been risky. While some killers the risk is really too high, others can generally be done. Now however, knowing that DS does not exist, combined with the shorter M1 attacks, you have to wonder if its worth it. Maybe some players don't care if they escape and are happy to die to save a teammate. But I think most players want to save their teammate without dying in the process. If survivors as a general group decide that the risk is to high, you've just killed a massive part of the end game aspect of DBD matches.

    If you don't think its worth it, then leave. why some people refuse to take the W is beyond me.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084290#Comment_3084290

    It originally was, but emergent gameplay tossed that out of the window. How are you going to hide against a Doctor, or Victor? The game has very clearly moved on from that style.

    All right, so we've already established that being spotted isn't necessarily the survivor's fault, but how are you going to move away from that gen fast enough without running and leaving a glowing red trail pointing out your location?

    https://forum.deadbydaylight.com/en/discussion/comment/3083036#Comment_3083036

    You said 'sweaty', not 'BMing'. And what do you propose is done about BMing survivors? Take away the ability to crouch? Or just laser focus on that last line of yours and make sure no survivors (including the perfectly fair ones) can ever win, so you don't have to deal with someone squatting at the exit gate?

    Because I can tell you that that would be -really- bad for the game.

    Of course it would, its a hyperbolic projection you made trying to make me sound like a lunatic. All i'm trying to do is get you to understand a different mindset.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083925#Comment_3083925

    Distracting requires the Killer to allow himself to be distracted he is not a NPC with an aggro table, right now with 2 free SBFL stacks the most you can achieve is a trade because you can swing again after the unhook animation has ended so at most you can get a trade which puts you in the same position you were, Exit Gates powered and someone on a hook, you can try to save again but against a good, patient Killer youll get another trade, eventually someone will have to die.

    then play around it, do the best you can, and be happy when it does work out. How can anyone play this game without acknowledging you will lose games you should win? Its like a daily affirmation to some people but posts like this act like there's no such thing as counterplay unless it works every single time. You're playing the wrong game for that mindset.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083870#Comment_3083870

    Plus once the Exit Gates are powered both DS and OTR cant trigger.

    they were the brute force method that got removed, as mentioned. Finesse means actually distracting and body blocking properly instead of just swarming the hook and getting carried out the exit by a series of blade wipes and sprint bursts ending in a 45 second crawl out the gate while the killer tried to wait out DS. If you don't know how to get an endgame save with solos then just take your win and leave instead.

  • @Roaroftime said:

    They're really not "just as possible" though if you get hooked after the last gen pops, you're as good as dead in solo queue.

    because the save requires finess now instead of just having everyone congo line swarm the hook. I make saves in egc and sometimes i die trying, its not impossible in either direction.

  • @Roaroftime said:

    So one of the many ways survivors were nerfed and put at a disadvantage in the patch was disabling OTR & DS during end game ensuring they had 0 hope after the last gen popped, but before the patch I found survivors used to try and go for the save in the hope of say DS, but now if there's someone on hook during end game everyone just leaves and doesn't attempt to save at all? Usually pre patch there was sometimes a snowball where 1k turns into a 3k for example but doesn't seem to happen now. Probs a good thing.

    Or maybe it's because the game just takes SO much longer now people just want a break and fresh round sooner?

    Just me or has anyone else had a miracle yet and been lucky enough to get to end game solo q and noticed this?

    all the endgame saves are just as possible as they were before, they just require more strategy and less brute force. We've kept our cake, its just not as easy to eat now.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083417#Comment_3083417

    Im not sure if I can follow. So you say that the problem is how people got BP before the patch? I dont get how this affects the grind rework, for who has the grind become worse? can you give a number example? if we have a 75% reduction, then in exchange a perk that doubles BP (50% grind recudtion) is just worse

    nah, its more the BP efficiency itself before, as well as other factors like bloodweb costs/worthless nodes/etc. the 75% reduction number is not a standard, it has absolutely no bearing on what progress people had previously. Making the catchup mechanic based on P level and perks earned makes previous progress nonlinear so it can't have an absolute result. it would be more accurate to say it was something like a 35%-75% reduction than a flat 75%.

    Then there are the variables that work against the reduction, like forced prestige costs, going the teachable route requiring at least 10 more webs per character, the bbq/qglf bonus having no replacement in a baseline mechanic or even alternative, the "role in need" meme not only not being a suitable replacement but not even working, etc. That amount of reduction offset gets eaten up fast with some of these issues, so the ones who won out don't really see how rough it can be between the cracks.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083409#Comment_3083409

    Both are single issue. You said that it's somehow not valid to make review based on single issue. So you go ahead and tell me more about this magic rule.

    I said they're transient and worthless, and that they're an intimidation tactic. I never said they're not allowed to exist, just that review bombing is purposely polluting feedback with malicious intent.

  • @Emeal said:

    Ok, amidst the patches a main complaint about BBQ's nerf was that it encouraged Killers to not Camp and not Tunnel by leaving the hook and often going far away from the hook. The bonus was extra bloodpoints and that change sorta became the Killer Bread and Butter.

    But with the removal of the bloodpoint bonus has concerned many Survivors about Killer motivations, I have my own theories about why Killers camp and tunnel, but that does not matter now, I think the idea of Bloodpoint Incentive bears a trial.

    So the idea is, Make a Sacrifice Score event for Killers called 'Fresh Sacrifice' which gives you extra bloodpoints every time you hook a survivor, other than the last one you hooked. I would be very interested in knowing if you would consider not utilizing tunneling or camping as much per fresh nose to bludgeon?

    On the right track, but it needs to be more impactful than points. BBQ did give more points, but the aura still had its purpose in encouraging leaving the hook. The aura has too many counters to be worth it on its own, so it was kinda like running two half perks in one slot. Without that other half and with nothing to help its purpose, new BBQ just became a lot more niche so might as well camp and tunnel instead and use the slot for something else. Especially since pain resonance can't be used for a similar purpose anymore either.

    i always try to get seen on purpose if I think BBQ is in play because I want the killer to leave all their pressure and chase me instead, but most people hide in lockers or behind gens and suddenly the killer assumes theyre all hovering around the hook.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083297#Comment_3083297

    can you be more detailed on what you mean? I know that focussing on one character is now a bit more costy if you just want to unlock perks and have it on your main, because prestiging is more expensive than unlocking teachables at lv 40.

    but talking about new players, you could also mention that those ppl had to buy a pay dlc to get the BP perk, unlock it and then grind to possibly level 100 before they occassionally find it in the bloodweb. this is not a thing anymore. you could say the same on leveling your main char only. yes, you might need level the other char to 51 instead of 40, but then you also get 3 perks for free, you dont have to find them.

    The variables used did not affect everyone evenly, nor include variables that were more important at times. Perks used to be only 2 per web no matter the level, so people who did the grind before that to any degree had variations between perks present and bloodwebs spent. old BBQ and WGLF making bp gains much higher quite consistently further offsets this. Basically the reduction has disproportionate value with how much progress was made previously, and some people didn't make out very well overall.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083304#Comment_3083304

    You are making stuff up again. Tell, where is that rules or law that says you can't base review on single issue? If I review a car and say the engine blew up after a thousand miles, is that somehow invalid review because it's based only on engine, but door handles are still working?

    You are also making stuff up and showing your prejudice talking about mob mentality. If you like it, it's community mentality. If you hate it, it's mob mentality. See how easy it is to show your prejudice?

    How is a car's engine blowing up the same thing as a patch in a video game? You keep repeating I'm making stuff up and that's your comparison point?

  • people undervalue its effect at crossroads. If you have a spot where there are multiple directions with obstructed view, hiding scratchmarks and walking one way can make it pretty easy to lose track of someone, at least long enough for them to gain more distance if not losing them outright.

    Its certainly a perk that doesn't always click until you go against a good survivor using it, then you see it in post game screen and it suddenly makes sense.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083264#Comment_3083264

    Yeah it is pretty petty to say the least, even if I agree that the balance changes may have gone a bit too far this time it really isn't any excuse to be acting this way.

    As someone who dabbles in game development, its extremely frustrating to me. This game's community needs a massive grain of salt to go with its feedback, but single issue reviews are the most transient and worthless ones any game can have. People don't really realize that reviews are a succeed/pass/fail structure, and that the written part is explaining your reasoning. It never has the impact they assume because they don't acknowledge that people won't bother reading their review most of the time. People just see green/yellow/red and don't take any context most times.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083264#Comment_3083264

    " Reviews are supposed to be based on your overall experience, not a current state of a shifting game." - actually, that's just something you made up. Reviews are supposed to be based on current state. What's the point of basing review on something that is no longer true?

    So, that's not review bombing. That's just honest description of current state of things.

    review bombing is when you take a single issue with a game and organize people to give a game bad reviews specifically because of it, and specifically when its a timely issue. It should never be a single issue leading reviews of an entire game, but it especially should have a boycott mentality behind it. Like i said, its throwing a tantrum because you're not getting your way, and trying to create a mob mentality to use as backup.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079287#Comment_3079287

    They literally said why they removed the BP bonus. Because perks should be picked in regard of their effect to the match, and not by the BP reward you get afterwards. And that makes totally sense. And this is not contradictory to "we want to reduce the grind" how many say. Also as said, they reduce the grind so there is not the need anymore to pick BP perks for being a BP perk. You restrict yourself to 3 perk slots by being forced to pick a BP perk, and to remove this need, they reduced the grind hard enough to not depend on the BP part of the perk

    the grind was not reduced for everyone, there are many outliers where the changes have varying results. Some people made out like bandits, others have more work and less tools to earn it with. The BP tax required for each prestige was introduced for literally zero reason, and incentives like this get touted as an offset to the "two steps forward but one forcibly taken back" approach they took to rebalancing the grind. At the end of the day, some people are either worse off or unaffected by any reduction the grind has seen, so they've been trying to rationalize the absolute mess of contradictions the system has had for them.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083237#Comment_3083237

    The reason why chases were entertaining doesn't change the fact that the entertainment value is lost. The end result is the same: entertainment product should be entertaining.

    "instead of actually learning how to loop" - looping requires resources. Pallets are gone faster now. Without pallets and with increased bloodlust any noob can bloodlust themselves to a kill. Also, a lot of looping relied on mind games. With IW nerf, there is no mindgaming someone with headphones.

    Run windows and you will not only always know where resources are, but you'll have the information to use them more intelligently. I will never take this argument seriously when i see people wasting them on purpose to try to get pallet stun points and creating deadzones in the process.

    Also if you honestly think IW is dead because its only a 75% reduction, you either don't know about some characters having different voice volumes to start, or that sounds are reduced when crouching still as well, OR you've just straight up never heard how much audio garbage is going on with chase music and inconsistent sound attenuation.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/336485/positive-rating-drop

    Jesus christ, is this community really review bombing the game because of some balance changes? If killers did that every single patch with nerfs this game would already have very negative reviews.

    This is what i don't understand. being annoyed with changes is perfectly understandable, but review bombing is straight up throwing a tantrum. Both sides have certainly had their share of dark times and game breaking bugs, but this reaction is peak entitlement. Reviews are supposed to be based on your overall experience, not a current state of a shifting game. You can include that information in a review, but thats not the same at all.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083226#Comment_3083226

    How did they change their strategies? By camping and tunneling? Then what is the excuse now?

    Literally yes, they did. If you remove other playstyles, camping and tunneling become more prominent. Not doing so can easily be straight up throwing the game if the survivors are skilled enough to press their advantage, so most killers just do it to play it safe. Its literally what survivors ask for when they beg for with most killer nerfs, they want them to revert to the lowest common denominator.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083229#Comment_3083229

    No need to make up stuff. People didn't leave in mass when COH was introduced. Survivor queue time didn't increase. Entertainment value in being a killer is being in chases. COH didn't reduce killer time in chase. Now, imagine if they added 10 second hook cooldown, when all you could do is just stand without moving wiping your weapon.. That would surely make people leave.

    the steamcharts comparison has been a constant downward trend literally since then, its something that gets brought up a lot by killer mains. What is even the point of your reasoning when its not about time in chase, but rather number of chases? The entire problem with CoH is that it killed hit and run playstyles and forced the killer meta toward camping and tunneling which is endemic now as a result of people adapting.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083190#Comment_3083190

    The only way to adapt to something that is no longer fun is to find something else that is fun. It's an entertainment product, not a job. People are adapting by switching to killer or not playing any longer.

    Like if a manufacturer sold you a car that is very unreliable. Do you adapt by:

    a) fixing it all the time?

    b) switching to another brand?

    I don't know about you, but I don't need to spend my entertainment time being frustrated. That's counterproductive.

    Cool, you just explained why so many people didnt bother with the killer role for so long. also why so many left the game after CoH was introduced.

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