SilentShepherd
SilentShepherd
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@tester said:
Today I was wondering how it's like to be new player, so I installed the free copy I got from Epic giveaway. First match was real potatoes, as expected, but... the second match... Holy crrrraaap! Coordinated SWF with all purple perks... OMG, if that is what killers supposed to experience on their second match ever, than no wonder people don't want to play it. Where is my supposed SBMM? Has it shot so far up after a single match? Or is it completely not working? Going to try first survivor game now...
Survivor perks (all level 3) No way these are newbies! Or do people derank that far?
1: Lithe, Self Care, Quick and quiet, Iron Will
2: Soul Guard, Unbreakable, Flip Flop, Boil Over
3: Balanced Landing, DS, Boon: Exponential, BT
4: Self Care, Iron Will, DH, Kindred
Me: Trapper with Brutal Strength and no addons.
Result: 4k
lol, I was a new player back in November. I bought the game SPECIFICALLY to main Michael Myers. I bought the game and Halloween DLC on the same day.
Didn't take long to start getting stomped on by 4 man SWF's with flashlights. Go through my post history to see me complaining about it.
Yeah I eventually grinded Lightborn, but the whole experience was enough to turn me off to playing Killer ever again.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807573#Comment_2807573
That's a very dicey proposition. Remember that we've had a "personal performance" based rank system before and it was utterly awful, it was completely unfit for purpose and the idea of fixing it was an extremely tall order.
I'm not saying it's impossible, but I am saying that the overwhelming likelihood is that we'd just have the rank based matchmaking system back, flaws and... not even "flaws and all", because it was all flaws.
Simply because they failed in the past, does not mean it cannot be done in the future.
It can be. In fact, a lot of the work has already been done. The game already tracks all of the major stats - such as time being chased, etc..
all you need to do is have a discussion on it, and assign numerical values to each activity, and the length of the activity, etc... I mean, they already kind of do this with the emblem system, but it's not where it needs to be.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807563#Comment_2807563
The win condition has been the same throughout the entirety of the game's existence. The win condition for the survivor is to escape, the win condition for the killer is either a 3K or a 4K, that's the only ambiguity.
As for your point about the highlight reel play: "If". If it doesn't, you messed up and everyone's chance at winning just plummeted due to how much pressure the killer got.
Compare that to playing it safe and optimal, which has a much lower chance of messing up that badly. Even if you go down, you're away from your teammates, who are all on generators advancing their objective.
If your only goal is to win because you're in a competitive mode, which of those two tactics are you going to pick?
Ranked divisions and e-sports can have two separate win parameters.
Ranked players grinding ranked, can have their personal performance judged to climb or descend ranks.
But an e-sports situation, we would create separate parameters on what is or is not a win, because it would be a 4 man SWF correct? So in the case of e-sports and organized competition, a win would be defined by K/E. Thus problem solved.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807546#Comment_2807546
I agree that your changes would help for regular gameplay, since people like being rewarded and people generally are more interested in having fun than playing optimally. So, with your changes, yes! A player will swoop in to take a protection hit so that their teammate can hopefully escape and the game will reward them for that with a cool title at the endgame, more BP, maybe some other incentives we can brainstorm.
But none of those rewards are there for a competitive mode. The goal there isn't to have fun, or to maximise BP, or play to a points system. The goal there is to win. Your emblem score doesn't matter in an e-sports match, after all, the only thing that matters is whether you win or not. With an actual win-based incentive system, the kind that people wrongly assume MMR currently is, there's no reason to play it flashy- if you go for a cocky play and fail, you're actually punished for it by losing rank in the ladder.
So you'll play it optimally. Trust me, I've been in ranked ladder systems, it is not the place that flashy and interesting things happen- you play the meta, and you play optimally, or you get flamed by your team.
Ranked divisions and e-sports can have two separate win parameters.
Remember, BHVR decides what is or is not a win condition. Decisions can be made to get where we need to go.
Solo queue players grinding ranked, can have their personal performance judged to climb or descend ranks. But an e-sports situation, we would create separate parameters on what is or is not a win, because it would be a 4 man SWF correct? So in that case, a win would be defined by K/E
But again, if we define a win based on kills/escapes in the current meta of DBD... then a 3 escape, 1 death survivor team is a win, yes?
so.. affecting how many of your teammates escape IS a win. Is it not? If your heroic highlight reel play caused 3 survivors to escape instead of only 2.... is that not a competitive play that affected the win condition for your team? And would entirely be reasonable to do in a competitive/ranked environment??
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807515#Comment_2807515
Except none of the changes you've suggested actually affected the win condition. It's a good idea to promote active, altruistic, heroic plays for everyday matches because that's more fun and engaging, but if players are playing to win, which is what a competitive mode and e-sports tournaments would be, they're going to ignore all of that and play efficiently.
Split up on gens, always bring the strongest tools for speeding them up, run away from the killer immediately to delay getting into chase, predrop pallets and continue holding W... those are the most efficient ways to play the game and they're boring. Obviously it's a good idea to incentivise doing other things regularly, but in a competitive setting the only incentive is to win. You'd have to change huge swaths of the game to make it any different, far beyond the scope of anything you've mentioned so far.
Of course it affected the win condition. Although we should define what a win is. But let's use the current standard of kills/escapes.
In the scenario earlier, as the game stands today, where I was injured and on death hook... nobody is taking that protection hit for me (barring Tome challenges or WGLF farming). I am going to be downed and dead. That is almost a certainty. So that's a +1K for killer.
However, with these suggestions, jesterkind swooped in and took the protection hit for me. This type of gameplay would be designed and encouraged by BHVR. So that +1K for Killer, is now 0K for killer. Jesterkind is now being chased, and he's never been hooked this match so he can take the hook if caught.
This affected the Kills/Escapes for the match. This affects the win conditions.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807502#Comment_2807502
E-sports events only bring in viewers and players if they're popular, and they tend to get popular if they're exciting to watch. DBD played optimally isn't- that's why tournaments have to put so many custom rules in place, to try and force players to actually interact in a manner that's fun to watch. DBD would have to change dramatically on a fundamental level before it'd be ready for that on its own.
Of course I want DBD to be a better game. A ranked mode doesn't inherently equal "better", that's my point. Instead of pouring time and effort and resources into that, they could actually improve the game in a myriad of ways.
That... doesn't replace the bloodpoint grinding method, it just caps the bloodpoint grinding method. You still have to go through the horrific grind in order to get there in the first place, and that only applies to survivors; killers actually do have to grind on every single killer they want to actually play.
As for people wanting to grind into a higher division... grades. That's what grades are for. If you want to argue that getting a higher grade should be more impactful, I totally agree, but that's a million miles away from a ranked mode.
And the changes I suggested would make DBD more exciting. It would banish the toxic selfish gameplay of "hiding and wait for team to die".
It would promote heroic, highlight reel plays.
Picture this. An e-sports announcer is commentating a match.
"Oh no, SilentShepherd is in trouble here. He is injured, and he's been hooked twice already.... oh no it looks like he is going to go down here..... but wait, jesterkind!! Jesterkind swoops in and takes the protection hit!!! WOW!! WHAT A PLAY!! Shepherd is getting away!! What a fantastic play by jesterkind!!! The killer is chasing him now! And jester hasn't been hooked yet, so he can sacrifice a hook to save his fellow survivor, wow!!
All game design choices would be based around turning DBD into this type of team oriented gameplay. etc.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2807489#Comment_2807489
Well it doesn't really address that DBD is not a game where you can carry. You can only carry if the killer decides to commit to you the entire game. They can decide to leave you to generators and find someone less capable at looping, and then you are powerless. Your team can be murdered with no meaningful input from you whatsoever.
I play as a team when it's beneficial. I have had games where at 5 gens left, with me starting the match off by holding W to the nearest gen, all 3 of my teammates are downed and hooked. I just let them die, no way we are winning that game and it's going to be musical chairs for who gets the hatch. So I will ensure it's me in that scenario. And I think even the killer commented on how cold blooded that was because it was a TTV but then he said "that was the correct play" after I got out.
If a Killer respects your looping and decides not to chase you... now you can do free gens. Whenever killer comes back to stop you, he has to chase you. Or, he can kick the gen, and walk away. At which point, you go back to fixing it.
You can help your team either way.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807487#Comment_2807487
Right, but- why.
What would be achieved by having DBD be a competitive, e-sport game? What is the benefit of that kind of approach towards the game?
You're skipping a step by just saying it can be, you haven't really laid any foundation for why it should be.
The game's playerbase wouldn't inherently grow at all just because it has a competitive mode, and certainly not tremendously. I also don't see the connection between a competitive mode and the bloodpoint grind, those two things would be completely separate...?
The benefits of a game having e-sport tournaments is self-evident.
You ask why? Don't you want DBD to be a better game? to have more money to fund more staff and take DBD to levels never seen before? DBD can be a lot more than what we have now. A lot more.
And a ranked system with division placements would replace the bloodpoint grinding method. What I mean by this, is, once you already have your chosen Survivor with every perk, and even P3. Now what? What is the point of keeping players to grind more DBD? Aside from the "Gotta catch em all" mindset and wanting to turn every Survivor into P3.... which let's face it, the grind is horrific and I don't see myself doing that. I have my one or two survivors who are P3 and have every Survivor Perk, and that's it.
At that point, people will only play when they feel like a game or two or three. But, if you introduce a ranking system with division placements, now BHVR will have a lot more players play a lot more DBD because they are trying to grind into a higher division. More active playerbase. Lower queue times. More attractive game. Playerbase will grow as a result. More skin and DLC sales. BHVR grows. DBD is funded better. Etc.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2807403#Comment_2807403
That's called playing in a SWF.
Solo Q is more like a battle royal. Especially if the killer turns out to be really skilled. You do whatever it takes to survive. If it involves stabbing your team in the back, well that's the game.
It's just like real life, the team starts out cooperating and then as people start dying it usually takes a turn for the dark side. I would say I kill a fair amount of survivors as a survivor regularly. And the game literally encourages me to do it, go read the perk descriptions for Yun-Jin Lee.
Solo queue is usually the MOST popular attraction in any multiplayer game. There are many, many, many players who play Solo queue. I am one of them. We don't all have multiple friends to play SWF with all day. People come home from school, or work, or whatever, and are able to fire up a game and not wait on anyone.
Besides, DBD does not have to go full Solo queue. It could allow a maximum of 2 SWF's to enter the Solo queue. So matchmaking would pair 2 SWF's with 2 solo queues... or 4 solo queues together. in a "Solo/SWF queue"
And your point about Yun-Jun Lee's perk was already addressed in my previous posts.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807477#Comment_2807477
Not at all, and that's exactly why I know trying to make your game as e-sports friendly as possible isn't always the right call.
There's no reason to assume that DBD would be ready for a competitive mode even after the changes you promoted, there are still a lot of balance issues that make DBD played competitively very, very boring. At its core, the game just isn't designed for it.
Rome wasn't built in a day. I cannot allow negative people like you to dampen my positive, forward thinking and visions.
Dead by Daylight can be a competitive game where players can have Ranked games and division placements, e-sports, etc.
This alone would replace the horrific bloodpoint grinding method that they have in place right now.
The game's playerbase would grow tremendously, and thus more skin sales and DLC sales, and BHVR would have more and more resources to pour into the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2807431#Comment_2807431
How would step 3 promote “healthy gameplay”? I just see extra salt in end game chat.
Dying does not feel as bad anymore. You died for your team, and the game takes it into account, rewards you, and displays your score and a cool title so every player in the lobby know what you did for the team.
This alone would increase survivor morale in every game and dying would not be such a bitter experience anymore. Fun would increase, and healthy gameplay would increase.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807469#Comment_2807469
...Why on earth would we want that?
If you don't know the answer to that....
are you new to online gaming?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807431#Comment_2807431
Right, so, I agree that the things you're trying to promote in the playerbase would be a healthy change for the game, but why are you highlighting the MMR system for that? Wouldn't it be a better idea to change the Emblem system to reflect the things you want to achieve here?
The MMR system isn't a progression system, it's not going to show the players anything regardless of how well they did. What you're looking at there is the emblem/grade system, and your proposed changes would be a fantastic change to that system! I'd love to see players incentivised to play more altruistically, it's more engaging for everyone involved, even the killer.
Because AFTER we fix these problems, then the game will be ready for a real Ranking system with competitive play and ranked games, with division placements.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807412#Comment_2807412
No, but my first one does. You're not gonna win every game, sometimes you die. If you are a good looper, then you'll be winning more games than you don't- and excepting for actual flaws that have nothing to do with the MMR system like facecamping, if you're losing more games than you're winning how on earth could you be considered a "good" player?
I don't necessarily disagree with the idea that survivors should be encouraged to act as a team more, though I do think it's only tangentially related to this topic. Thankfully, the devs seem to agree, given their comments on SoloQ improvements.
Though, how does the concept of encouraging team play affect the MMR...? Those two things are pretty separated as far as I can see.
Step 1 - Drop the edgy nonsense about "go it alone" and declare that Survivors are a TEAM that depend on each other to survive the horrific killing ground, and all game design choices will take this into account.
Step 2 - Due to this change, we are now able to develop an accurate MMR ranking system. Because we now have direction in how players SHOULD be playing, we can now accurately rank their performances. Players can now be given scores and cool match titles for their team oriented gameplay that leads to escapes. Looping aka total time being chased, unhooks, heals, curses cleansed, protection hits, etc.
Step 3 - Change the results screen to reflect these changes. Add Survivor titles to match a player's performance in that match. For example, someone who was never chased by the killer, but helped repair 4 generators and destroyed a cursed totem, is given the match title "Tactical Genius"...... someone who looped the killer for 3 generators combined total time, and did 2 unhooks and helped heal 3 survivor states, but DIES is given the match title "Heroic Martyr"...... someone who crouched around and was too scared to do gens, barely repaired 1 generator, did no totem cleanses, did 0 unhooks, and was chased once would be given title "Scaredy Cat".. someone who was chased 3 times for a combined chase time of 26 seconds (terrible) and was hooked 3x (dead) and did not help repair even 1 generator or heal or unhook anyone, would be given title "Hook Meat"......... these titles would be just for the ONE match result ending screen...
Step 4 - This will promote healthy gameplay.
Step 5 - This will promote positive attitudes with the match results.
Step 6 - The community will see a drastic change in bitterness.
Step 7 - Game design choices would have much more clarity.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807398#Comment_2807398
The devs don't like facecamping and consider it an issue to address. Similarly, they want to make solo queue more bearable and shrink the difference in escape rates.
The system obviously can't be built around known and acknowledged flaws in the game, because then it would have to be rebuilt once those flaws are fixed. Everything the devs have said about the MMR system is more or less correct, people just don't like hearing it.
...Though I found the hockey analogy a little bit clumsy. Still, what he was getting at with it was sound.
https://forum.deadbydaylight.com/en/discussion/comment/2807396#Comment_2807396
See above.
Your post does not address all the various ways a good looper will die.
This game has no direction and it needs to embrace the fact that it is a TEAM game. Drop the edgy crap about "go it alone"
This one thing would fix a lot of problems and make the results of matches much more enjoyable, and it would promote HEALTHY gameplay
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2807358#Comment_2807358
It's about as competitive as Mario Kart. Treat it as such and you will have a much better time.
I don't expect anything in a solo Q game. And I am entitled to nothing other than to die screaming.
It's not a game where you always have the capability to carry a bad team. Sometimes the cord needs to be cut.
If the game would stop being so edgy and just embrace that all Survivors are a TEAM....
a lot of problems would fix themselves.
A survivor dying would go from :
"omg why did you tunnel me first, man"
would turn into....
"at least I died for my team and got points for helping them escape!"
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2807390#Comment_2807390
Great. Then they'll win more chases than they don't, right?
And get hooked eventually and die more often than not because the goal scoring hockey players leave them to rot on the hook or escape.
Lol at being a good looper who gives your team time to do the final gen. You eventually get hooked, they do final gen, and surprise, killer has NOED. Now the goal scoring hockey stars just leave match and you die.
This happens so often it's a meme.
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@jesterkind said:
Obligatory reminder that the MMR system tracks averages, not individual games.
If you looped the killer for the whole game, regardless of if you die or not, the system doesn't care. It cares if you can replicate that consistently, because it's your consistent skill output that matters.
Good loopers can replicate their good looping.
More common sense news at 11.
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@OpenX said:
https://i.imgur.com/k2KmaFU.png
It's a key feature. Taking aggro isn't something I do willingly, it's always a losing battle. Only do it if it's beneficial for your own survival in solo Q.
SWF is a totally different game.
Exhibit A on why this game is so toxic and completely lost and will never be ready for competitive play. It has no direction. BHVR needs to leave their love of chaos to another game. There is NO "go it alone" .... because Killers are designed to win chases. So if everyone is "go it alone" and you get hooked first, you're dead? Lol at that toxic gameplay.
And notice how the devs don't actually have the fortitude to go through with their "or go it alone" dogma. They do not allow Hatch escapes to count for MMR. Why is this? Because they know how many people would just never do a gen and wait for everyone to die and escape via hatch. So they know how toxic and stupid that "Survive together.. or not" idea is.
This game needs to be "SURVIVE TOGETHER"
All other problems will solve itself once that is the stated goal. Then you can accurately rate players. And increase the factor of fun by several magnitudes. "I died a hero for my team!" instead of the bitter experience we have now.
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As a survivor main, I really love the 20% faster walk speed perk. I forgot what it's called. Self Aware?
Makes me stealth king.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802070#Comment_2802070
How are they lying I always have fun running from a bubba heck I even accept the face camping I get from one i ran for 3 gens like no joke he is one of the few killers I can loop reliably lol
I am an Iri 1 survivor. Youre not running good Bubbas for 3 gens dude.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2802855#Comment_2802855
Imagine a world where Survivors did not omit information to falsify their requests to nerf perfectly fine Killers.
Bubba still needs to charge his chainsaw, so it's not the instant-down, kill everyone on the map all at once, OP power you are lying to make it sound like.
oh no, he has to fill his bar by holding the button down for 3 seconds!
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Imagine a world where Ghostface didn't need to fill his stalk meter to insta down you
or a Michael Myers who starts with EW3 for insta downs from the start of the match
thats what bubba is. doesn't have to stalk or do anything to start instadowning everyone.
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@Bloobadoop said:
Is there a killer that just has perks set up so they can keep up at the higher levels? As soon as I hit gold or iridescent it just seems near impossible. The Survivors are always highly coordinated, and there doesn't seem to be one starter killer that really does the job. I can hardly get 1 kill most games unless I face camp (which I really don't like to do).
Just my thoughts, but I think there should be a killer with all good starting perks instead of trying to get all the teachable perks. It's no wonder que times are so long. I am new, but it just seems like unless you have gotten a buttload of perks for the killers that you're basically never going to get to iridescent 1.
Also the toxicity in this game... my god. I thought I was playing a riot game for a minute!
The killer you are looking for is called Bubba. from the Leatherface DLC.
His 3 perks are great, 1 of them is practically meta (BBQ & Chili) and you can insta down and facecamp to 3 kills without any skill.
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@ZombieDaddy said:
Is this a troll thread?
No. I like this game and want to see it improve and will help for free by spending my time on forums.
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@Nathan13 said:
Windows/pallets
He insta breaks pallets faster than normal killers, with his chainsaw. So the stalling with pallets doesn't work as well wither.
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@jesterkind said:
If people don't like when Bubba facecamps, but also don't like when he actually uses the fun and engaging chase power he has, I'm not sure what's going to be left of poor Leatherface once he's been changed...
In all seriousness, turning corners with the chainsaw is what differentiates Bubba from Billy and it's a core part of his kit, you can't just nerf him to take it away or he'll be a genuinely terrible and useless killer. It's not impossible to play around it, you just have to not be super close to him when he starts the sweep- which, y'know, I think it's fair for a killer to have an edge if they're right on top of you.
Stop lying dude. This is why I am going to start recording gameplay, starting today, of every Bubba I play against, and create a youtube compilation for the community to see.
Being able to TURN HARD CORNERS and getting instadowns from the 1st minute of the match with NO Prerequisitie (stalking, or whatever), is broken.
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@Steel_Eyed said:
Is it the chase or the camping?
Both are tied together because of how stupid OP his chainsaw is.
1) If Bubba could NOT turn so easily, then guess what? He would not be able to facecamp so well, because you could run him around the hook and bait a chainsaw miss.
The issue is Bubba can do whatever he wants. He can spam his chainsaw, he can turn while swinging it, etc.
It needs a nerf REALLY bad to fix these issues.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2799030#Comment_2799030
How about we buff killer instead of ignoring the issue that very well could kill the game?
lol. The staff at BHVR thinks SWF is okay and not a cheating advantage. They make hockey references as to why their current rating system isn't horrible. Just lol at you going against that. I knew better and just embraced playing survivor, which I like now
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@RandomUsername135 said:
I got the game about a week ago and have been playing mostly killer with some survivor. When playing killer, I often come across teams that are just way better than me. To the point that I can't even hit them.
That's fine, but the unfun part is this game incentivizes grinding me for points like some kind of piñata. The game just goes on and on while each survivor takes turns getting me to chase them or whatever points they need next. Then the game gives me a final insult by ranking me up to a higher Ash level because of my amazing performance.
There seem to be items and abilities specific to grinding in this game, so it probably won't change. Just the opinion of a new player that will likely not be coming back for more of that. It happens so frequently, and I wish I could surrender at least.
This happened to me when I bought the game around November 2021. The devs don't design the game around -fun- for both sides. I'm not sure what they are doing tbh. My advice to you is switch to Survivor. It's way more fun.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2798338#Comment_2798338
people are just messed up and think they all that and they not.
Yup. As you can hear in the video, she even had the nerve to get mad that the Killer noticed what was going on and let me escape.
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@adirgeforthedead said:
I have mentioned this in a few threads because generally people seem to think the argument is Killer vs Survivor though generally both sides have the potential to be toxic not only to opposite team, but also to their teammates. It is often difficult to notice a Survivor being toxic to other Survivors when playing Killer, but it's more common than what people give credit for.
I do believe the generalisation that "all SWFs" are toxic is wrong. I've encountered more than a few that are pretty wholesome or have the mentality of teamwork and help SoloQs, etc. and I've also encountered similar experiences to yours, OP.
I think all of them are toxic, for the simple fact that they are using unfair advantages in the game because of voice comms.
The game has carefully designed PERKS and such, to give you the location of the Killer aura, but SWF doesn't need that, as they have free comms all game to tell each other where the Killer is, which Generator to do, where items are on the floor, etc.
Please watch the video in the OP. These people trolled me all game for no reason, and then have the nerve to be upset that the Killer noticed what was going on and let me go.
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@fogdonkey said:
These are just rare one-off cases IMO. Not even worth to write a forum post about it.
Too bad for you. Not only did I make a forum post about toxic SWF's to survirors... I also uploaded the video of the final moments of this match.
All props to the Killer for making things right.
The final moments of the match, after surviving their constant attempts to get the killer off of them and onto me :
https://www.youtube.com/watch?v=E_18W99plV0 -
@oreoslurpee said:
https://forum.deadbydaylight.com/en/discussion/309373/the-cenobite-hellraiser
dodge the 3 chains coming at you with the environment then solve it immediately. might help it
also i think ur referring to freddy as the most boring killer in the game
youre not listening
the window between more chains is like 5 seconds. you cant solve it
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@danielmaster87 said:
They said they fixed this, but here we are.
certainly did NOT fix it
ha;pens to me all the time
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@fulltonon said:
SWF in general can be pretty toxic for literally everyone.
Exactly. I wish they would create a separate queue for only Duo's + solo players.
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@TragicSolitude said:
They went into the general pool for all players, cluttering the Bloodwebs of every survivor for the rest of eternity.
Oh okay, so they became like the free "neutral" perks
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@lonesomekill said:
It could be more to do with them being a streamer. They have a bad reputation. As a killer only if i notice sandbagging which is what it sounds like, thats a big no no in my game. I dont mind playing against swf, but i could see it being frustrating for a solo 4th player. Maybe leave lobby if you are joined by streamers next time. Ive heard other solos say that. Good luck
Thanks for the advice. Yes it is annoying i really hate SWF's, i wish we had a Solo queue for competitive ranked games.
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@Mileena_Kahn said:
I was really expecting for the blight to be toned down/reworked for this mid-chapter update but instead they actually buff adrenaline vial. The killer has been busted since release and he’s even more busted if you can J flick which the majority of blights do and shouldn’t even be a thing to be honest. But nope, another year with this busted killer.
EDIT: I have nothing against base blight, base blight is perfectly fine. I personally think he at least needs a small add-on rework and the ridiculous flicks need to be looked at as well. Hope that clears up any confusion.
i dont see anything wrong with blight
you can dodge his charge
if you want to talk about nerfs : BUBBA, DOCTOR, NURSE
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@SomberNokk said:
I could never imagine the mindset of someone who wakes up and goes "yeah Ima play M1 simulator by myself".
If you don't enjoy DBD's core gameplay, why are you here.
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@fulltonon said:
Hide and seek is unfun, don't force killers to play that game.
They ALREADY do.
How does Trapper find anyone if they don't hit his traps?
Same for Myers and a long list of killers.
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Not outdated at all. Most killers still need to hide and seek to find survivors. Survivors hide behind rocks and trees using 3rd person perspective to remain hidden from patrolling killers.
It's core gameplay even to this day, and it should be nourished and encouraged.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2792261#Comment_2792261
Honestly, someone should do an experiment where they run DBD killers using the actual bot code and see what survivors say if they get matched with a mindless bot 12 games in a row. Do they still BM it? Do they still think the game is challenging in the least? Etc.
The game should be oriented towards FUN for both sides.
Do you see me complaining about Legion's tracking ability? no. But Doctor's AOE Reveal scream is so stupid, plus it adds stacks and when you reach 3 stacks you can't even use pallets anymore. So first it breaks hide and seek component of game, and then it breaks the chase aspect. IMO Doctor needs a complete rework so he's not such an anti-fun toxic killer.
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I made a very similar thread within a few weeks after buying the game in October 2021.
Myers is the worst killer in the game and should have a DISCLAIMER "Do not play unless you are a veteran of dbd"
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@Lawlichan said:
https://forum.deadbydaylight.com/en/discussion/comment/2790168#Comment_2790168
that'd have no counterplay, and that's why it would be unfair. there's a lot of counterplay to doctor lol
Don't tell me to run Calm Spirit. Survivors DO NOT KNOW WHICH KILLER THEY ARE FACING.
It's so easy to type in a forum, "just counter him dude!" but what you are really saying is I now have only 3 perk slots because my 4th perk slot must be Calm Spirit from now until the end of time just in case a Doctor pops up in my match.
also, using rocks and obstacles to hide from a killer is done by every survivor every game.... survivors have 3rd person view to achieve this all the time. There is FUN anxiety when you are hiding and the killer is walking past you on the opposite side of the rock and doesn't knwo you are there. Or the killer came to search for you after you completed a gen, and you are circling a thick tree to remain hidden.
But the Doctor RUINS ALL OF THIS. The guy literally just uses his AOE and boom, next target found. It's beyond stupid. I dont know why the devs would ever greenlight this ability, it destroys one of the CORE ASPECTS of this game.
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"LeT mE uSe a HocKeY aNaLogY"
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2790210#Comment_2790210
The 'literal point' made by someone who's missing the point.
The game stopped being about Hide & Seek when the Survivors got 50 second chance perks, plus SWF comms. A 'hide & seek' Killer would get 0 kills in the current meta if the game still worked the way you want it too.
Gens are done in 5 minutes; the Killer does not have the TIME to hide & seek. Not to mention aura-reading perks kind of negate that, too.
But, I've also noticed all your 'unfun mechanics' are Killer nerfs. Which makes this thread basically 'Remove every Killer that beats me!' whining. Like most unskilled players.
Why get better when you can scream to delete what beat you? And, like all unskilled Survivors, you insist something as subjective as 'fun' is a good metric to demand balance changes and scream slippery slope fallacies when you're challenged.
Hide and Seek Killers :
Michael Myers
Ghostface
Clown
Demogorgan
Wraith
Hillbilly
Huntress
Oni
Pig
Trapper
Blight
Trickster
Artist
Nemesis
Twins
Executioner
DeathSlinger
Plague
Spirit
Bubba
------
All of those killers have to search to find a survivor. But please, keep posting more lies about the game "not having hide n seek anymore"
The Doctor and Cenobite are really the only ones that have basekit Killer ability/power and reveal where survivors are. Cenobite is annoying but his power does not bother me as much as Doctor does. Doctor's ability reveals people through several layers of walls and above/below the floor he is on in a giant AoE. It's beyond stupid and should have never made it into the game.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2790168#Comment_2790168
Except you described an OP idea against the literal point of Doctor; to cause screaming.
Seems like you're just salty you lost to a Doc and want to claim he's op. 🙃
It's the literal point of FlyMan. To fly.
LiTeralLy ThE poInT oF thE ChaRaCteR
Doctor design is idiotic and whoever approved it helped to introduce another anti-fun killer into the game that breaks one of the core aspects of the game - the search for the survivors.
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@Lawlichan said:
>The doctor's AOE reveal scream. This mechanic breaks the fundamental tenets of the game.
literally the point of the character
cool, i'll release a killer that has wings and can fly across the map and swoop down and hook survivors in its claws and fly them to a hook.
if anyone complains --> LiTeralLy ThE poInT oF thE ChaRaCteR
.....