ShadyC
ShadyC
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- ShadyC
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Well you come in here and downplay an idea that is literally only a good thing via more information being given to the player, just because you don't see a use for it. Imagine if the developers only added things based on your own vision of what's useful and what isn't.
I didn't say that the Trapper player would wait 25 minutes just to see what happens. What a fallacious argument.
If you're passing by, and you're about 3 seconds away from an important trap, but your addon is up in 3 seconds…
If you KNOW this information, you can just keep skating on by.
If you DON'T know this information, you might make your way over to the trap, and it resets in front of you. It might even reset ON you, and trap your ankles. Or you might get to it in time to reset it, but you didn't NEED to, and you wasted your time without even knowing.
Maybe you're at a loop, and someone is running around the unset trap because it's safe for them. But little do they know, it's gonna reset in 5 seconds! YOU can play around this, with a timer on it. But without a timer, you could be waiting 30 seconds for all you know. This is very impactful of a difference.
There are just a ton of situations where this would be useful. If you don't get it, then that's fine. But don't come in here and downplay it just because it's over your head.
This is why I got hostile. Because you could very well be the reason something good doesn't get added to the game. Imagine the devs come into a thread, "Oh, nice, good idea, maybe we'll do that!" And then the VERY first post, with a bunch of Upvotes, says, "Nahhhh, no reason, don't waste your time, BHVR!" And that dev goes… "Oh. Okay. I guess I shouldn't, then."
And if you think that's a ridiculous thought, then you are quite naive. Our words and votes and impressions have an impact on all things. So, yeah, I get really annoyed when ignorant comments gain traction and effectively shut down potential net positives. It's been a pet peeve of mine for decades.
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@Rulebreaker said:
I mean…would it matter since its a random trap that auto opens?
(sigh)
Yes. It would matter.
When the cooldown is approaching, you could wait to see which one it resets, and manually reset the other.
Or, if you only have 1 trap to reset, you wouldn't bother doing it manually if the cooldown is about to hit.
Or, if you're about to walk over an unset trap and the cooldown is about to hit, you can avoid getting trapped by your own addon.
Etc etc… Etc etc… There are a lot of reasons to want this…
Do you even play Trapper? Or did you just wanna come in here and downplay it anyway?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800704#Comment_3800704
Most of the time a Survivor is healthy before getting hit once.
But it is whatever, Genetic Limits is better than Stridor in countering Iron Will, but both are not good. (And IMO nobody should take Perks to counter Iron Will, this is always a waste of a Perk Slot, outside of Spirit probably)
Ah true, new Genetic would be better.
And yes, I'm asking this for Spirit gameplay!
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"Post edited by EQWashu on
2:52PM"^ I have no idea what this edit was.
@Mr_K said:
The glitch out on solution 1 happens right after a match. Been like that for some time.
Like, literally, just do a match, and then… spend BP on the "Play" queue screen?
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@MrMori said:
Part of the problem here is that Maps and Keys are generally except for a couple niches, and the items pollute the item and addon pool with useless items.
Very true, although I do use maps :S
Maybe they should just remove a lot of these yellow addons (or fuse them). They're the 2nd lowest rarity, yet they're the most rare in the game other than iri. (And for some items, I have more iri's than yellows.) -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796028#Comment_3796028
if he has enough time to throw 3-4 knifes, why is this any different from huntress releasing a hatchet and injuring in 1? Why is she is not being complained about in this post? secondly, you don't need vault the pallet. you can run forward and continue side-stepping a few knives. there is no real definite play. it depends on the loop.
Trust me, I do complain about Huntress. I think she's 2nd or 3rd best Killer in the game.
But Trickster literally GAINS on me while throwing. And I had just played like 3 matches against him. And I don't remember him being like that.
So… I asked if he was changed.
Thus… this thread was created. I was seeking information…
Are you a Trickster player, or something? Why do you feel attacked by this thread? -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796024#Comment_3796024
drop pallets when he is not in your field of vision. trickster's been the same for awhile now.
Other than god pallets, that's still largely a trap. You still have to VAULT that pallet, and he gets 3 or 4 daggers on you now, just from one vault.
It aint good.
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@BrightestMage said:
I will say also blood point offerings seem to be bit stingy. especially YELLOW cakes and bloody party streamers. The only time to get tons of them are during the anniversary event it seems. Also spending bloodpoints is so slow leveling just feels loke such a time waster. I truly wonder how many of my hours have been spent in the bloodweb.
That's another topic, but quite a topic indeed. I actually dread BP events… that just means I have to spend more time in the web.
I like to take down stats when I play Killer games. If you play really well, find your chases fast, finish them fast… you can easily spend about 20-25% of the game simply picking people up and hooking them. That's INSANE.
I feel like a similar statistic could be ran for time spend in bloodweb versus time spent in game.
Or, similarly, time spent playing out a game to see how it swings, versus time spent waiting for a finished game to ACTUALLY finish. (5 gens remaining, but 3 Survivors all hiding for 25 minutes. Those kinds of games.)
So much time spent in DBD is time spent not actually playing, it's ridiculous, and possibly even record-breaking among all other games.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795613#Comment_3795613
have you tried playing around pallets? You can't just focus on dodging.
Pallets? Why?
He gets 6 daggers during pallet animation. He has no reason to respect. Best you can do is fake it and hope he stops, and gain like 3 inches on him. In that situation, he still gets 6 daggers on you, lol.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/426479/what-happened-with-trickster
Tricksters movement speed while holding knives has always been 96% and he has two addons that when combines together make him move at 99%. On top of that they changed his base speed to 115%. He also has an IRI add on that grants 1% haste per blade hit as well. Couldve been any number of combinations of add ons.
Holy #########, dude. What even is the point now?
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794540#Comment_3794540
on your point about 2nd hook skillchecks that was their solution to replacing button mashing would you really want that back?
Why not… not both?
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Just as a response to the thread title itself:
We need to stop having perks solve issues with the game. There are more issues than there are perk slots.
Half of these problem-solving perks, on both sides, should be baseline.
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@ratcoffee said:
There are challenges to use a fully charged Potential Energy load on a gen. Loading it and immediately dumping it is the most efficient way of doing that challenge.
If the amount of times that I see this perk being used is actually because of said challenges…
Can we please get rid of challenges???
Is this also the same reason I see people opening so many chests and clearing so many dull totems?
These challenges directly cause losses. It is not fun to see your whole team dicking around, "cuz mah challenges!"
Why are so many archaic things kept in the game just cuz they've always been there?…
Basement… hatch… black hole effect on notifications… Kobe mechanic… skill checks on 2nd hook phase… And a million other things, man.
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@MrMori said:
It's very bad. It would actually be usable for breaking 3 gens if you didn't lose all your charges just by getting injured, it should be when you get downed instead. Keep the penalty, but make it so you only lose the charges when getting downed and it would be a pretty solid perk.
It's one of those "SWF only" perks, like Distortion and Reassurance.
And even then, that's only for when the Killer plays for the 3-Gen when there's still 5 gens. Most do not, even when playing pretty moderately sweaty, so as long as you just knock out close gens as the 1st or 2nd ones, you still won't need the perk more than 99% of the time.
But, that being said, it is surely the best perk in the game for knocking out a 3-Gen at the start of a game, if the Killer is playing for it. But… also THAT being said, all you have to do is play like rats, rather than bringing a perk for it. With all 4 Survivors healthy, and running off to get healed in case of chase drops, the team still gets that gen done anyway. Lol.
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@totallynotamegmain said:
people would just never save until somebody else got downed. With an extra 10 seconds there’s already been a “gens before friends” mentality lurking in the darkness of soloQ. This would make that 1 billion times worse
This is a Survivor misplay, and would benefit the Killer VERY much. This makes it essentially a 3v1 on first hook. Like I said… Survivors want 4 players on the court. Not less. Any time spent letting a teammate rot on hook, when they could be safely unhooked, is wasted time for the team.
@Crowman said:
Do you want to be slugged on the ground? Because this is how you get slugged on the ground.
No killer is going to spend time hooking a survivor if there's no pressure to be gained from the time spent doing so.
… You're honestly right. Slugging is already arguably better than hooking, since you deny hook perks with it.
Sigh. This game sure is a mess, isn't it?
@jesterkind said:
There'd obviously be no dramatic downsides for the killer, but I would be slightly concerned about teammates being griefed by just being left there.
That obviously wouldn't be good for the team strategically, but people will go out of their way to be little demons to each other already, and I'd be wary about this being a new, particularly obnoxious avenue for it. Not sure how to fix it, or if it'd be a problem at all, but it's the one downside I can think of.
Otherwise, it would be an interesting thing to test.
Griefing teammates would indeed be annoying. But I don't know if that's a tally against the idea, since, currently, the hooked Survivor can grief by suiciding. Also, the teammates can grief the hooked Survivor by refusing to rescue and then you full-on die, as the game is right now. I've had this happen to me twice in a single day, two days ago.
But yeah, I think this would be a really interesting test. And, honestly, if slugging simply became the next thing… then maybe that becomes the next problem to tackle. Which I don't think anyone would complain about, because I'm pretty sure everyone would like for that to be tackled even as things are right now!
@ReverseVelocity said:
You're about 8 years late with that idea.
https://us.v-cdn.net/6030815/uploads/6FGDEEYLXIR1/image.png
They already tried it and it was TERRIBLE. People were getting left on hooks for like minutes at a time.
Oh, wow. Fascinating. I never knew!
I wonder if a second test would be more educational than the first. This was the same patch where Killers became able to kick gens, it seems?? So how many years ago would that be? Maybe the community's average skill and understanding has grown, and we can make a better analysis of it. Also maybe the community has matured (lol).
But, like, objectively… letting people rot on hooks is not good for the team. So, if it's for griefing purposes, I'm not sure if that's a good reason not to have it??? It's not like it's a "new grief tool." We'd be replacing one (suiciding) with another (rotting). And with rotting, it would take THREE people to collectively make that decision, whereas suiciding takes only one.
Wish I was there for that, so I could have a perspective on what it was like, rather than taking someone's word on it.
@Ohyakno said:
All the perks you're referencing at the beginning of your post have been nerfed. Some heavily. I can't even remember the last time I saw Save.
That's because a perk can be "nerfed" by 1% and people abandon ship. And everyone infamously has a collective hive mind, and people don't think for themselves.
STBFL still does what it always did, and is the only perk that has that job. If you want to camp a hook, I promise you, Grim + Dead + STBFL is a guaranteed win against solo players, and a majority win against SWF's. And all 3 of those perks were "nerfed."
There's even a flex slot in that build, lol.
Overall, I'm just trying to solve the problem. MAYBE this idea creates a new problem or two, but if we gave each problem a score of 1 to 100, I would wager this idea provides a net positive on problems being solved, versus problems being added.
Is that agreeable?
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It's how I've known it from all other games, and it's what Google will tell you as well.
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… I know what it means to the DBD community.
What I'm saying is that "sandbagging" is already a term that means something else.
And BODY BLOCKING is already a term that means blocking other players with unit collision. There was already a term for this, but the community ignored that, and then grabbed a DIFFERENT term that had a DIFFERENT meaning, and made it mean… what body blocking means.
Sandbagging, in everything else, is to intentionally perform worse than you're capable of, typically with the purpose of evening the playing field so that all parties can have fun. (But not always for that purpose, that's just the most common reason.)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791757#Comment_3791757
People are saying this because in a PVP game, a less skilled player should lose more often than a more skilled player. The devs seem to disagree with that to a point, and I'll concede that it's a bit harder to quantify that in an asymmetrical game. But the crux of the argument is that tunneling is WAY too easy and too impactful for the effort it takes, just like holding a 3 gen with CoB+Eruption was way too easy and impactful relative to player input. It is firmly a skill issue if a killer cannot consistently win games in current DbD without hard tunneling in the early game.
The knee-jerk "aw shucks killers just can't have anything" reaction that many players have isn't really rooted in reality. Players want to have fun playing video games and it isn't fun to watch a killer cheese their way to wins. This isn't a both sides have an equivalent thing scenario. A killer shouldn't be able to load in and decide that a player just isn't going to be able to participate in this one. You should have to spread pressure and win chases with different players, and if you can't do that or choose to tunnel out one player, the survivors should stand a chance.
One BILLION percent.
When you think about the game's CONCEPT, you naturally think that spreading hook states would be pressuring all Survivors and making the entire Survivor team not have time to do generators. Because, you know… they're all being chased and hooked, and all need to be unhooked and healed before returning to gens.
But in actuality, it doesn't play out REMOTELY like that. And I think there's a LOT of reasons.
- A lot of perks (like mapwide regression or blocking) help you not lose gens for camping and tunneling a hook.
- Healing is completely trivial, so it's not like you're able to keep players pressured if you don't immediately return to them.
- Gens are also trivial, and looping is also mostly trivial in favor of Survivors (depending on the Killer character). Lots of players don't even bother healing, they just sit on gens while injured because they don't feel the need to have an extra health state in a chase. They simply aren't threatened by more than half the Killer roster.
- Probably lots of other factors.
I always like to try to make the "pressure everybody" strategy work, because, in my mind, that's how the CONCEPT of DBD was always supposed to work. Even though I know it doesn't, I'm still on the eternal quest to find out how to MAKE it work, lol.
But you know what really controversial thing I think would DRASTICALLY fix the game?
Make hook states last indefinitely during gen phase.
It might sound like a bad idea on the surface, but if you actually think about it and try to tell me a specific reason, you'll find that there's actually nothing wrong with it at all. (This would ONLY serve good purposes, and anybody that isn't toxicly camping hooks wouldn't even be effected by it anyway.)
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@Ayodam said:
You tunneled when you were a killer main. You understand the psychology behind that. No, you can’t always compensate for skill deficiencies between you and your teammates but maybe joining a SWF with people whose skills are around yours could help you.
I did not tunnel when I was a Killer main. I understand WANTING to, but it's not fun. People that tunnel are more interested in the victory screen than they are the journey that got them there. The whole reason I quit playing Killer was because I liked to play "fair" and "clean," and all it ever got me was flamed for losing games. Never once have I ever received a "thank you" for literally ignoring who my tunnel target would have been. That's why I go out of my way as a Survivor to thank Killers after they lose for having played "clean" or "fair."
In truth, tunneling/camping is more about avoiding the defeat screen than anything else. Gaining that leverage in the toxic postgame chat that you've won, which goes a lot farther than having lost. (And hiding chat is just burying your head in the sand. It might work for some people, but others still know it's going on.)
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@Crowman said:
Given the other topic you made, I think you really should just take a break away from the game.
Let this topic be this topic, thanks.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791355#Comment_3791355
Clearly because you are allowing it to get to you. If you have such emotional responses over a video game that you bring up FBI and reporting people to local police, you really should not be playing this game.
Yes, people can be trolls and griefers. What online game does not have them. Fortunately, you as a person have the ability to not interact with a space that makes you uncomfortable. So, don't play.It's not about me.
It's about them.
If you know someone is a serial killer, avoid them, right? Sure. Good.
But now what? Who's gonna look into the serial killer? It's not about me. It's about them.
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Why do I need a break because other people play this game to grief others?
Literally as I type this, I'm minimized as my whole team is slugged and bleeding out, with 4 gens remaining.
Are you saying the two people yesterday that sat at the exit gate for 2.5 minutes straight, while I ran the Killer the whole time, waiting for a protection hit…
Who then teabagged me as I died on my first hook, and then mocked me in postgame chat…
You're telling me that none of these players are playing to grief???
What kind of fantasy land do you live in??? Welcome to the real world. People are like this.