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Slowpeach

Slowpeach

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Slowpeach
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  • I think they can't decide what it is. Honestly for most people it's a party game. Taking this game seriously is an incredibly dull way to play it for all players involved. Certain perks, addons, killers, maps are just way too silly and imbalanced to be taken seriously.

    Having said that it's got potential to be a competitive game. If you play it in comp leagues or whatever that have rules? Absolutely different, the rules encourage more variety (i.e not just Blight/Nurse) while keeping the game competitive.

  • There is no way it functions. Or if it does the way it 'skills' player is very poor but honestly I don't think it functions. It finds matches way too quickly for it to honestly function. There is no way any queue that consistently puts you into a game near instantly is functioning.

    It prioritizes putting people into a game asap rather then finding quality games. I dunno if that's what players want or not (I don't) but it should definitely try harder for solo survivors to match players closer together.

    I've had my moments on solo survivor where I'd be one complained about, we all make mistakes but there's making a mistake and knowing it was a mistake and doing certain things which are well known mistakes such as constantly self caring in the corner most notably.

  • Honestly hate facing her but overpowered? Nah. That's a hard sell. Thankfully she's quite rare.

    I'll agree on the terror radius issue though.

  • Joey.

    We know very little about him and I'm writing my own which I might post somewhere. I actually came to this section of the forum because of a contradiction I picked up in the tome and story and wanted to discuss it.

    Yoichi would be 100% my second choice though.

  • Yeah I've heard some really stupid interpretations of tunneling which are making me doubt people's ability to understand the meaning.

    Like someone complained of tunneling when they led the killer on a really long chase with Windows of Opportunity and were upset that the killer wanted them downed. On no hooks. THEY ARE TUNNELLING ME. WHINGE!!!! Like no.

    Tunneling to me is excessively trying to eliminate one person from the game early. Usually if the other survivors have no or only one hook, I call it tunneling. Unfortunately it is an effective tactic because simple math is 3 people that can work on generators is less then 4 so unless this problem is hard dealt with to change the way the game functions so it's more balanced for both sides while not rewarding players for eliminating others early and making their experience miserable, it's going to be done.

  • Default Joey is the one I prefer but that’s not there so this will do.

  • I think there’s a lot of maps that should be deleted. I think they are honestly more concerned with the aesthetics then how it actually plays.

    All versions of RPD including the old one are complete ass to navigate. I can do it but if I’m on hook the amount of times I see a survivor bump into a dead end repeatedly just makes me feel bad for them.

  • Yeah it’s funny how people just get joy out of looping areas that are extremely safe for survivors then cry when the killer adapts to it.

    Bamboozle is one of the few ways m1 killers have to combat god awful maps. If map design wasn’t awful I might see the complaint, but it is.

  • Have asked for this before. So obviously yes please. Even for no compensation. Don't like clutter.

  • I don't think Coulrophobia is the issue here, I think Sloppy Butcher is. The regression is far too fast because the answer to Coulrophobia should be 'move away from the radius and heal elsewhere' but that's not an option against Sloppy.

    Coulrophobia on it's own is still a fairly mediocre perk. Sloppy Butcher is a solid perk with or without Coulrophobia.

  • My knowledge on Celtic mythology is lacking. What sort of killers would we get? Certainly wouldn't mind a Celtic origin survivor though.

    I'd vote for Greek too because Medusa sounds like a great concept. Was gunna abstain but I don't think urban legends sounds that interesting tbh.

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162339#Comment_3162339

    You can use teamwork to avoid that frustration and stay fairly close to one another. 2 groups of 2.

    I loved the maze aspect of RPD. I thought of it as a more challenging map where ya had to think outside of the box to succeed.

    I thought it provided more variety.

    Similar to how the killers have a difficulty rating, I always thought of RPD as having a high difficulty rating as a map. Providing players with a new level of map play.

    I'm surprised that so many people disliked it.

    Teamwork? In solo queue. Very funny. Even with coordinated people they'd still get lost if they don't know and it can be blind leading the blind and any sort of coordination goes out the window once the killer gets on you. This problem also applies on killer trying to reach a generator through a wall.

    I personally was neutral on it before but still believed it was horrid map design. The changes made it worse and now I hate it especially because it's more common now due to the update. I always stood by the fact that DBD maps should not be mazes. The killer should be the biggest threat, not failing to reach someone on a hook in time because of spending 30-40 seconds more then you should because of the maze. Also I know the map fairly well now and don't get lost in it but guess what? The map is still crap because it's pallet city and insanely survivor sided against most killers.

    I mean I get it's very love it or hate it because of this maze aspect but that's exactly what should have been destroyed with this map rework. You are right about variety though but this isn't the way to go about it.

  • All versions of RPD are awful. I think the new versions are worse but all three versions have the same problems. Most maps you can go Point a to point b if you see an aura in the distance. Not so on RPD. You need to find the connection route first and THEN you are allowed to go where you want. Sometimes this can occur two or three times. So it can be point a to point a to point y to point x then to point b and that’s assuming you know where you are going. In a game like dbd that sort of frustration isn’t what the game is about.

    Some other indoor maps can have this issue but generally this is because of stairs. Once you learn where the stairs are it’s generally okay and even in the select few scenarios this happens it’s only one spot. On RPD this problem is constant.

    On top of navigating issues the pallets on RPD and generator locations are awful too. The fact this was supposed to be a rework to ‘fix’ problems and they just made them worse and then gave us double the chance of coming to this hellish map? Well let’s just say that in future the person or people behind a lot of the stuff that was approved should have their position ‘evaluated’.

    I think other then solo queue issues and Nurse, bad map design is probably the most common complaint.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158565#Comment_3158565

    Feedback is directed to the team, other forum users and players can't make changes to the game.

    I understand the complaints, it's important to remember that we need to keep things in order to make collecting feedback easier for those who need to do it.

    No offense but has anything in this forum in the last six months been applied to the actual game? I can hardly blame people for feeling like they are being censored when it's just thrown in here.

    Sure officially it's not hidden but the numbers would surely tell you how many people actually look at the feedback forum and you say other forum users can't make changes but some of the biggest complaints (solo queue, tunnelling, camping) that have been on going have been basically left as they are despite loads of good ideas. So while nothing changes if it's being posted in general, nothing changes if it's posted in feedback AND it falls on deaf ears as well.

    Granted I'll be honest, there's a fair amount of well um... junk... here but there's a lot of great ideas that don't get used to deal with common problems that get talked about in general EVERY day.

    I check the discussions tab rather then general discussion so I see everything but I've got a really solid idea coming up that 'should' go in creations but the last time I did that one person replied. Someone else put a (much) less detailed thing of the same post in general and it got a much larger response until it was moved into feedback where it was left to rot.

    People honestly want to be heard, it doesn't matter by who or what but it's incredibly disheartening putting effort into an idea and it just gets ignored.

  • Yeah that post a while back about "how I 'win' more than 50% of my solo queue games" and it's basically the most selfish build you can think of with the goal of getting hatch and simply surviving.

    Admittedly games have been slightly better but not by much. Number one priority bar none should be improving solo queue experience. Very simple things that Survive with Friends has.

    1. The chase notification should work for ANYONE not just the obsession. Knowing that someone is in a chase frees up a LOT of power for survivors but you don't get this intel in any way whatsoever unless it's the obsession. SWF gets this with comms. This alone would significantly improve solo survival rates.
    2. Kindred should be base kit. The amount of times I see two/three people go for an unhook or NOBODY go for an unhook is just frustrating. Granted I run Kindred and died on 1 hook with no camping today but that was... special and I'll admit there is no medicine that can cure a fool but sometimes people have the best of intentions but no communication so things don't work out.
    3. Chat wheel. One for basic signs and what not that indicate something. Pointing and motioning only go so far. Four options could be for perks to indicate you are trying to do something. For example if I've got inner healing active, I can heal myself, I don't need you to do it and that's why I'm hiding in lockers. (Yes I had the cleanse totem challenge, I really hate that one I feel like a liability who counters boon users).
  • Mad Grit/Agitation/Awakened Awareness/Surveillance

    Could use Iron Grasp to complete the theme but eh. Either way. Slash slash slash slash.

  • Personally I wish Leon had a suit and Fedora with his 1940s detective look like he came out from LA Noire. I'd have got that. I like Ada's look though.

  • @Dustin said:

    To me I didn't expect it to work.

    Open-handed - Increases aura reading range a survivor has

    Wiretap - Gives a GENERATOR an aura reading range

    This. I was about to say the same thing. The effect is on the generator not the survivor so it doesn't work.

    Having said that there are very few perks aside Kindred that work with open handed that are useful with it. The others are either bad even with Open handed or the range is so good you don't need it anyway. Considering the importance of auras in solo, more could be done with this IMO.

  • Even with the fact that conventional outfits are all men get the variety in them isn't great. There's a lot you can do with conventional styles. Like the masquerade was a missed opportunity to do some fancy things.

  • Unfortunately Feng does seem to draw a certain crowd but that's true of most characters in most games, their aesthetic, look, lore, abilties whatever will draw certain personality types and player styles and for better or worse you can sum up a lot of things just by the character someone chooses to use. In Feng's case, yeah... it's stuff like this. The fact she's also free on console and has Technician, a solid beginner perk doesn't help matters.

    Having said that it doesn't always hold true so I hold an innocent until proven guilty belief and obviously they might be playing a certain character for another reason. Some Feng's I've played with have been the nicest souls I've met. Meg gets a bad rep too and she too has people who are nice. Unfortunately though stereotypes in this case do tend to be true rather than false.

  • @GrimReaperJr1232 said:

    "We have a mediocre perk that has an aspect problematic on one killer. "

    What's easier? Rework a killer with a dedicated fanbase of 6 years, or slightly nerfing a perk no one will use? This is no different than when Thana was nerfed because of Plague/Legion.

    Nurse may be changed. She'll never get a full blown rework like Freddy did, nor should any killer.

    'Nothing worth doing is easy'.

    Quite honestly 'what's easier' is why DBD is in such a mess and why problems have mounted and mounted and fixed with band aids. In any case, I fully intend on using this perk A LOT. Lots of fun to be had with mad grit and Agitation.

  • Far too often... New players, players who get screwed over by their team mates, team mates of disconnectors or hook suiciders, people who drop their items, people who don't seem to want to play seriously... the list goes on.

    If the Entity didn't get pissy over it, it would be even more, I'm only thinking of your long term health pal. There's so many horrible killers who don't care about anything but their own enjoyment so I try to do what I can. Give them a good fair challenge and let them leave. Being between Gold IV and Iri 2 is sad times though. I wish this game encouraged killers to make the game fun for both sides instead of encouraging them to be jerks.

  • This was my idea I think though if it was someone else feel free to correct me but I remember your username from something. I can't remember the original thread but I put more organized idea from the thread into the creations section. Maybe that was a mistake because it's quite dead in there but it does belong there and my stuff got moved a bit already at the time. I started with Joey but always planned to do Rin, Philip and Susie too.

    The simple premise is that we can explain multiple survivors in one trial due to different universes. The observer even makes a comment on 'Emperor Dwight'. Considering how ridiculous that is, Joey, Rin, Susie and Philip being survivors is a much smaller leap. The idea is that one decision changed the path of each to make them a survivor rather than a killer. Rin would be taken by sadness rather then hatred. Joey and Susie would refuse to kill the cleaner and be mortally wounded by Frank and Julie. Philip would not kill Azarov but instead be killed by him.

    I was going to update that thread once I had the model done. People tend to like pretty pictures more then words but words are the only thing I've got.

    I'm still working on it and have someone working on a model for Joey survivor though fan artists can contact me with any of them if they want to help me out. I'll hire people to do it, but not for 'too' much.

  • Kinda agree and am okay with them attaching the notification to Hangmans Trick though am surprised that a survivor perk doesn't exist which makes unhooks silent and makes them faster or something. True if they are paying attention they'll notice anyway but they get a loud audio cue currently so even if they are preoccupied, they WILL notice. They may not if they are busy until it's too late.

    Still it's one of many things that could be done to help combat tunneling and camping so it probably won't happen :D. Obviously it's not a silver bullet and more of a band aid like reassurance but I've seen too many decent ideas get ignored.

  • Code has expired now.

  • As someone who uses surveillance a lot yes. It’s annoying that so many perks are basically blocked off because of bad design. It’s certainly not balance because there’s way more broken things then surveillance with… anything…

  • Realistically this is an ethics/fun issue which sure BHVR could do more to address to assure everyone has more fun playing the game but alas.

    The difference with survivors ‘tunnelling’ generators is that this doesn’t force the killer out of the game extremely early. The killer still gets to play until all five generators are done and the gates are opened. Tunnelling survivors on the other hand does force someone out prematurely and on top of that their entire experience is a short chase and sitting on a hook. Not fun. Some people care about the enjoyment of others, others do not. Ultimately many will choose their own self enjoyment and selfishly not care about making other people miserable so it’s up to BHVR to change the mechanics to make tunnelling less effective.

    Balance has little to do with it and it shouldn’t be approached as a balance problem. Sure creating a solution to it is a balance issue but deal with those problems as it comes. This game is extremely imbalanced anyway so it’s crying over split milk.

  • Aftercare is a pretty good perk but it’s conditions can be pretty tight. If you can get it on everyone it gives the team a significant advantage. Personally I think it’d be too strong but honestly something has to give for solo atm.

  • Honestly from my view point it matches way too fast on survivor. It’s almost instant most of the time. There is no way it can be a close match every time, just no way. The skill level of all players involved is all over the place and on both sides. It feels like they get five people at random and throw them into a game together and see what happens.

  • @OrangeBear said:

    I suppose it is possible.

    Nothing in Wraith's base and tome lore can de confirm that he had a family of his own at some point. It could just be a part of his story that's not revealed yet.

    It's a great theory and even if it's not true i actually hope it does happen because i think that would be a really cool connection and i'd love to see fan art of Wraith and Joey being father and son ❤

    I may be able to arrange that at some point. As it was Ive got someone modelling Joey as a survivor and I wanted to commission and artist to draw certain killers as survivors. They are Joey, Philip, Susie and Rin. I did a thread a while back on perks Joey would have as a survivor though I’ll review that when the modelling is done, a few things I’d want to change but it’s still there somewhere in creations.

    @ByeByeQ said:

    Honestly the Entity can choose between times and dimensions when selecting new inhabitants of the realms so it would make far more sense for characters to not be connected to each other.

    But that's boring.

    Cool idea!

    Actually keeping this in mind it makes it more likely. Spirit and Oni are distantly related, the Entity is no stranger to picking on a certain blood line and certainly both Joey and Philip were manipulated to going down their respective bad paths.

  • @[Deleted User] said:

    It's a multifaceted issue.

    Matchmaking is often horrendous on the survivor side. The weakest survivor often shouldn't even be in that lobby, and they get tunneled out at 4 gens. There's not much the other survivors can do about that in solo queue. The other way this happens is a strong player is tunneled and one or two survivors do absolutely nothing with that time because, again, they're bad and shouldn't be in that lobby. Or they're just there for one of the many wonderful and fun "throw the game for 20k bp" Rift challenges.

    It's taking a competitive playstyle into what is probably a casual/quickplay lobby. My biggest criticism of DbD is how they throw all players into the same queue. If everyone is approaching the game with a competitive mindset, by all means tunnel away. But it's incredibly frustrating when I bring in a good build, play optimally, and someone with a loot build or random garbage gets tunneled out immediately because they couldn't defend themselves. It's taking advantage of mismatching playstyles. And SBMM isn't even remotely tuned to match playstyles together

    I definitely get it. I play killer at a high level too, so I understand that you don't know what you're playing against (again, quickplay and comp queue devs). But tunneling is often really unnecessary in the early game because of how godawful matchmaking is, and it's also wildly effective when it shouldn't be.

    100% this and I never really thought of it that way. It makes sense though because when watching comp I have zero issue with tunneling because the team wins and loses together no matter who dies first, but in a causal experience an individual getting tunneled is basically being told 'you don't get to play'.

    It's also so incredibly easy to tunnel even if you aren't trying to because the killer is notified of the survivor getting off hook and the survivor is wounded. Why go after someone else when you've got easy prey that is highlighted for you? I know on killer I have to consciously try to NOT tunnel and go after the rescuer rather then the wounded survivor making all the noise.

    The fact it matches me up so fast when I play survivor atm means there's no way in hell they matched me up well with the skill level. It feels like it just grabs people and throws them into a game. On both sides I find the skill level varies massively. Game needs to make up it's mind whether its competitive or casual but like many things it tries to do both and fails at both.

  • @BlazePyron2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113562#Comment_3113562

    The difference is that I don't regard The Colonel as an emotionally complex character. When Behavior asked me a year ago what genre of game I'd like to see in the dbd franchise I said Dating Sim because I thought it could be an entertaining mix of humor and horror while preserving the elements of the characters players find interesting and appealing.

    I didn't expect the resulting game to feel like sitting at a school lunch table laughing with a group of friends and slowly realizing everyone else at the table is laughing at you for thinking they're your friends.

    Ooof... Really? I do not need THAT experience in my life. I was contemplating getting it and sure I'm not interested in any of them in 'that' way since they are fictional characters (no judging anyone who is into that sort of thing, just saying I'm not) and I didn't expect it to be anything serious despite the fact that the characters would theoretically have that potential, but actively mocking the player for playing it? Yikes.

  • It's made worse by the fact certain base free perks like Self Care were utterly gutted while paid Circle of Healing gets untouched because usage numbers are everything amirite? Let's ignore that you only need one Circle of Healing per team.

    Shrine of Secrets is indeed outdated. Not to mention certain perks show up tons of times and others I've yet to see, even ones that are old. If it rotated every day like it during the Masquerade fine, but it doesn't. It could rotate every day and you've got a week to take what you want.

    In regards to camping/tunneling. Honestly this is a design problem at its very core. There's a lot of this in general honestly. Slugging when 2 are left to prevent hatch then the counterplaying being hiding hoping the other guy dies first. This is all design problems. It's not entirely the fault of the players trying to win with broken, unfun game design. Rather then try experimental solutions on PTB they just wring their hands and go 'it's too hard' and release band aid perks like this that are utterly useless if the given situation doesn't occur.

    There are barely enough perk slots now to use all the band aid fix perks. Especially if you count Kindred as a band aid for solo queue issues.

  • Hag also gets my vote. Just a total fun sponge. Sucks up all the fun. I think I'd put Nurse below Hag but she's not there either. She's both strong AND annoying. Have zero fun playing against either.

    Artist really annoying though but thankfully she's fairly rare. Hag is worse though.

  • @deckyr said:

    i mean, i know about the outfits, but like... dressing dwight up like ellis doesn't really put ellis in the game, you know? it's more like an easter egg than it is a character. hell, if dwight had an actual ellis skin like jonathan for steve, then sure. but, he doesn't, so... yeah.

    Unless it's like Meg looking like Zoey. That's a pretty damn close match. Until she makes a sound at least. Claudette as Rochelle is also really good. I mean sure it's ultimately the character playing dress up but it's still a good dress up that looks like a passable cosplay. The others just don't work at all for this. Honestly Meg as Zoey and Claudette as Rochelle is better representation of them then Jonathan is of... Jonathan :D.

    I mean yeah if I had my way I'd love Ellis and The Witch put in the game, especially if Ellis gets loads of nice cosmetics too. Though honestly if given my absolute preference I'd still rather 'paths not taken' chapter which is basically some killers (Joey/Susie/Rin/Philip) as survivors and alternate killers based on their lore. But Ellis is a close second. Especially if he has voice lines while in lobby :D. 'All these bear traps remind me the time my buddy Keith his hand stuck in a bear trap. Yup. You heard that right, his hand... I mean you'd think that...'

  • Don't like Ellis as a fit for Dwight. The two are not at all similar in personality. I love Ellis in l4d and don't want to use the Dwight skin for him. I think Jake was a better fit.

    Jake 'barely' passes for Francis as 'outsiders' but honestly, David was a better fit for Francis and Louis was a better fit for Dwight but I guess they felt it was barely any different between the two in terms of cosmetics and the fact Dwight isn't black and some people get funny about that sort of thing (white people cosplaying as black and vice versa), I personally don't care but alas. Coach doesn't have anyone who resembles him at the time nor now, Jeff is closest but he's not black and Adam well doesn't have Coach's... shape. Nick could definitely be done by Ace and the two are extremely similar in personality to boot.

    Meg for Zoey and Claudette for Rochelle work really well.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127943#Comment_3127943

    To be camped, you had to have been chased. To be tunneled, you have to be chased.

    To claim that there is zero engagement is a lie. You had engagement and now it's up to your teammates to set in and help.

    Chased once and I’m taking about once you are on the hook. And in some cases when being tunnelled you barely get anywhere and have zero actual plays. If you are being camped your team mates can’t do anything safely, that’s why it’s an issue.

    The answer to being camped is often said to be ‘do gens’. While the player on hook does NOTHING. For a prolonged period. They can spend more of the game doing NOTHING then any actual game play. How is this acceptable? I mean being an inferior strategy used by beginner killers who just want to get at least one, I’d sort of understand but it is used even at high levels of play even competitively and they DO get more points for hooking different people and despite this they still camp and tunnel.

    Honestly like it or not this gets talked about for a very good reason. It’s not engaging and it’s counter play is uninteresting and it totally sucks for the victim, not sucks a little bit like dying in a shooter and respawning 5 to 10 seconds later, it is much worse then that. I don’t care whether killers are rewarded for not camping or punished for doing so, but something has to give.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127935#Comment_3127935

    You are playing a pvp game. I get those moments aren't fun, but they are also part of the game. Sometimes you have to deal with the unfun aspects in a pvp game.

    Of course but that’s not a shield against all aspects unfun. Especially not something that has zero engagement because that’s not what people play pvp for.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127921#Comment_3127921

    Being camped or tunneled is not preventing you from playing. I know sitting on a hook isn't fun or engaging, but it's still a part of the survivor gameplay loop.

    It isn’t the only thing in there though which is basically what camping and tunnelling does to someone. Making players ‘play’ the least fun part of the game is just a horrible experience and there’s a reason why it gets talked about so often.

    @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127921#Comment_3127921

    That is still insanely abusable. Then they just hide nearby, so killer knows they’re there but has no reason to chase a currently specific-location unknown survivor which could just give a free unhook. And if 2 are there, it would be stupid to even chase, because leaving hook is immediate free unhook for the other. It forces killer into lose-lose.

    Okay so if a survivor within a given range then. Yeah that would give it away to the killer but come on this is a major issue. Also if three survivors are in the same spot that’s a lot of information for the killer.

    I don’t say I have all the answers here but a small temporary balance sacrifice in an already insanely imbalanced game is worth it for the sake of game health.

  • @Mandy said:

    With regards to the point about hook timer being paused if the killer is nearby. This was something that was tested some years ago and found to not work - it's very easily abusable. A survivor running in an area around the hook, killer chasing - that would pause the timer for example. Which is something out of control of the killer.

    Whilst I completely agree that players should be encouraged not to camp, I do not feel that punishing for camping should be the route we go down (please bear in mind this is purely my own opinion here)....it should still remain player choice whether they wish to camp or not.

    You could make it not stop the timer if the killer is in chase with someone else. Also considering how often camping and tunnelling get talked about and how it is basically being forcefully told ‘you don’t get to play’ and on top of the fact they are actually effective strategies so even if you aren’t doing them to be a jerk you might anyway, I’d think that dealing with this in some capacity should be a very high priority. I mean player choice on whether they want to make the game miserable for someone else? Does that sound horrible to anyone else?

    Obviously any such change would likely imbalance the game but honestly that’s crying over split milk at this point and there’s compensation that could be given if necessary as a short term fix just to help the games health.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124127#Comment_3124127

    Playing to win is not toxic. By calling them toxic tryhards, you’re pretty much just saying they make you angry because they don’t let you win. Talk about entitlement.

    It can be when it causes a severe lack of enjoyment in the other side and then claiming you aren't responsible for it. Also the game is just not a competitive one, it simply lacks the balance for that so playing to win can be seen as toxic. Besides don't put words in my mouth, I'd rather eat a loss against Hillbilly, a solid Trapper, Nemesis, Huntress etc. then escape against some toxic tryhard wannabe Nurse and there plenty out there who run all the usual perks, addons and still can't land a hit to save their life.

    In my case at least winning or losing has nothing to do with it and I play killer more then survivor in any case.

  • Won't happen. Whether she's balanced or not she's just a bucket load of no fun to play against with little player interaction. Outthink her once, she gets a second chance. Outthink her twice, she sighs a bit and then is right on your butt to roll the dice again. It's just an awful gameplay loop and it completely nullifies so much of the game that other killers can't ignore. For example Huntress can still hit you through pallets and windows as Nurse can but she can't hit you through walls or even different enclosed floors. Furthermore Huntress has limited hatchets, Nurse's blink cooldown is basically up always so she doesn't have to resource manage. Yes she's 3.8 speed, but how much does that actually matter when she can travel the distance that she can with her power.

    Honestly even if she only had her meme addons forced on her people would still hate it even though she would be awful. The hate towards Nurse is partly balance but also how her gameplay is. Also because she is the best killer, she attracts a lot of toxic try hards which multiply her issues. That's something that can't be helped, but it does explain why as long as Nurse is one of the better killers, the hatred is going absolutely nowhere.

  • There’s a few ways to deal with it depending on how hard core you wanted to remove it.

    Most drastically? You could even remove it completely at the cost of temporary game balance by making it so hooking a survivor teleports them to another far away hook similar to Pyramid Head. There’s also have no notification of where the survivor is and no notification for being unhooked so you’d have to pay attention.

    Basement would also be abolished in this consequence. I mean technically it would still be possible to tunnel or camp but that’d be more on the survivors allowing it if the killer is able to find their victim without the survivors unhooking them. Obviously such a solution would have far reaching effects and certain killers would be a lot weaker but it is a theoretical way you could nuke this problem from orbit.

    Less drastically you could simply remove the incentive for camping by reducing hook progress the closer the killer is, even going as far down to 0. Does nothing against tunnelling though. I’ve read other ideas too which are good or at least worth trying.

    Ultimately I think players care little what is done just something more then band aid fixes or forced perk slots being used which hinders play styles because you ‘must’ use x perk or risk being tunnelled. Even if there is an extended PTB where very experimental solutions are tried.

  • @Seraphor said:

    I'm surprised that isn't a generic Boon perk, now that we have Shattered Hope as a generic.

    It could also be cool to have a 'reverse' Boon perk, similarly to Hex: Haunted Grounds and Retribution, penalises a killer for snuffing.

    I'm not generally a fan of Boons, but anything to water down the frequency of Circle of Healing is a positive in my eyes.

    The problem is that even all the other boons put together don’t measure up to circle of healing. If you see a boon totem you are expecting circle of healing. Honestly they need to change what circle of healing does entirely because the boon concept will basically be useless because “yeah that’s nice but it’s not circle of healing”

  • @not_Queef said:

    Whiners won. Hard to believe people still didn't learn the map after an entire year.

    Still, it will be cool to play those new outdoor parts.

    To be fair the flow is kinda bad and it doesn't work like any other map which is why it has such a love or hate it reputation. I oddly don't care one way or the other and am very indifferent towards it.

    Like most maps you walk towards an aura are going to find what you are looking for or the way to get there fairly quickly. Two story maps which can be a pain for some is just a matter of learning stair locations and those maps do not have many stairs and they are all in fairly noteworthy locations.

    RPD is not. Even things on the same level you can run into a wall, then you try find a way around that wall and there's another wall, and another then you realize you had to go around a completely other direction and so much time is lost by then. Some people just aren't good at dealing with that sort of thing and things like sense of direction.

  • Probably because it’ll break something else. My prediction is that it’d somehow make Pigs lunge infinite.

    in all seriousness I thought the same but attached to 10% of gen progress since it started ignoring regression.

  • Glad they made small changes more often but… they are all wrong lol.

    You could just change Merciless Storm to lasting 10% of generator progression from when it started?

    You could make Thana more effective on one or two being wounded and less on more so it gets used by killers other then Plague and Legion?

    MoMs issue has a bunch of workarounds and there are bigger issues individual perks cause then this one.

    Dead Man switch gens are visible to the killer making the perk combination feel even more necessary and making the ‘it doesn’t reveal the generator’ part utterly useless. Both perks had good uses on their own but now they are balanced as being one. Not a good call.

  • @mischiefmanaged said:

    I don't know why they didn't just have Merciless Storm have a maximum amount of time it activates for.

    Merciless Storm will activate for 9 seconds after the generator reaches 90%.

    It takes 9 seconds after Merciless procs with 1 person for it to be completed. Less if there are multiple people on the generator.

    I thought this too. Obviously this is too logical (for them) to be thought of. Either that or changing Merciless Storm in this way would somehow make Pigs lunge infinite or something.

    I dunno I mean I’m glad they are revisiting things with a few small changes but these calls don’t feel right at all. Thana is going to be even more useless on killers that aren’t plague or Legion then it was before the change, nerfing MoM? Really? Like there’s a bunch of better ways you could take that issue. Then of course the topic title as well.

    Makes me sad that the balance and coding team lag behind the other departments because the game as a package is really good.

  • Yeah RPD is just not a well designed map, I can navigate it fine and have never played RE but its easy to see why people get lost. It doesn't flow like the other maps.

    Most of the time you can run in a straight line towards a hooked survivor or a generator and more or less get to where you want. In RPD there is an excellent chance you will run into a wall and then you try get around that wall and find another wall and then you realize you can't get to where you want to go from that point so have to backtrack to find a way into the main hallway. This wastes a lot of time and leaves players frustrated.

    No other map aside maybe Midwitch and perhaps Gideon's Crate Factory has this issue and those two are also fairly disliked by some and the issues they have are nowhere near as severe as RPD, in both cases its just an issue of finding the stairs, then you go to what you want, RPD is far more complex then that. Other maps might have balance problems and plenty of them but navigation is generally not hard.

    It's also got to have the most space/rooms of any map and quite a lot of it is redundant and has no objectives there which makes players feel even more lost.

  • I've seen the flying Sadako and where her facing direction isn't clear (not like her normal phasing in and out, it looks way more glitchy) but not infinite no way out.

    Also saw instant tier 3 myers (went tier 2 to tier 3 near instantly without any addons which added that speed) and future tier 3's were also quick though it wasn't intentional, the killer didn't know how it happened either. Or so they claimed, but they let us escape so I believe them. Wasn't recorded so there's no point in reporting bugs without hard proof. The few I have reported with proof haven't been acted on yet so... yeah.

    Honestly, the lore, music, writing and art departments carry this game so badly. The coding, balance and dealing with general player experience (tunneling/bullying etc.) leave a lot to be desired.

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