Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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At first i thought it was the chatterer you were talking about and was wondering how you would get him to booping height
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Good, if a game frustrates you it's best to take a step back for a while.
Relax, play some nice chill game and come back later with a clean mindset if you want.
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@GoodBoyKaru said:
I feel like some of the stronger ones could have longer timers, like Dead Hard, Sprint Burst, and Adrenaline, but only if the devs are feeling particularly uncreative. But making, say, Balanced Landing or Head On have a longer cooldown would just make those average-ish perks even worse.
True, but i would rather have them buff the numbers a bit on the weaker ones and increased cooldown
An extra second of sprint duration on balanced landing and a extra second of stun on head on would go a long way.
I don't mind chase extender perks like that that too much but it would be nice if i could switch targets and get them next time without them having it again most of the time.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/2500119#Comment_2500119
Not escaping as a survivor by finishing the gens and opening the doors.
I wouldn't count hatch as a win, but a draw, but I didn't even escape with hatch during this streak, just dead, dead and dead again
See that's your problem. Death comes really easy in this game. And sometimes just is out of your control.
Some survivors are suppose to die in a match. If you die and have 15-20k bloodpoints and another survivor gets out the door with 15k max you can't really say you played badly and they played well now can you?
My suggestion would be to redefine losing. What you are doing now is like playing a fighting game and saying everytime you go below 50% health is a loss.
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Define losing
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Stuns ending Legions power is actually a good thing cause it's much faster then the normal cooldown.
Plague losing hers is bs with how much work she has to do to get it and how it's not completly in her control
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2498729#Comment_2498729
Wait really? I tested it before (about 2 years ago) and the results were the same as if they were additive not multiplicative
Yeah i was surprised too. It was a person asking how many heals you could have with a Ranger Medkit, Gel Dressings , and Gauze Roll while running self care, botany, streetwise and build to last.
So at first i thought 60 charges + 30 from build to last for 90 charges total times 1.78 from the perks makes 160 effective charges so 10 heals.
Somebody tested it in game and only got 9 heals
The only way i could find that working out was if the perks stacked multiplicative.
So 1-(1-0.2)×(1-0.33)×(1-0.25) = 0.6
90 times 1.6= 144 and that divided by 16 is exactly 9 heals.
So unless i made a mistake somewhere it does stack multiplicative
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2498697#Comment_2498697
https://forum.deadbydaylight.com/en/discussion/comment/2498715#Comment_2498715
Additive. All bonuses are additive and all negatives are multiplicative. It's just after a certain point it isn't very noticable- like if Shadow Dance already increases it by like 60% then the bonuses won't be all too realised
Well not all bonuses.
I recently learned item efficiency perks like streetwise, botany and self care stack multiplicative
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Here's another interresting question.
Do they stack additive vs multiplicative?
When 5 gens are done and you have Brutal and fire up do you have 40% faster kicks or 36%
Do you break it in 1.56 seconds or 1.66 seconds?
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Have you concidert becoming a writer?
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@GoodBoyKaru said:
May I please request that people do not use the quote feature on this post, nor should they paste it's link to these forums in any form other than a hyperlink, because if you do you'll get a rich post error and nobody wants those. Your comment will be lost to space time and all of your hard work will be yeeted so let me repeat do not use the quote feature on this post nor paste it's link to these forums. Hyperlink if you must.
A bit different this time but hey, it's me, GoodBoyKaru, once more with a summary. The devs have given us some radio silence recently in terms of QnA streams so here I am! For people who don't know, I watch streams and give a summary of that stream for other people to use as reference or completely ignore the context of and ######### on the devs for anyway!
This was uploaded to YouTube on Sepember 3rd, 2021. This means it was uploaded before the official release of the Hellraiser Chapter, in case some things look a bit weird. For the previous stream, this time from the devs, which was the 5th Anniversary stream, see here.
I may end up writing this in bits and pieces and using the Save Draft feature, so if you see a half-completed post which quickly becomes a photo of a cow, that's why.
disclaimer
The following contains official information, unofficially worded. Unless it's in quotation marks ("like this") please do not look too far into the wording of a particular anything. That would be my bad in getting something lost in translation, not the bad of the developers. Thanks!
Please note I will try my best to stay as true as possible to all information said on-stream, however, and apply more context where needed, or just add in my own opinion or jokes. The latter 2 will be in italics to make it clear what is my input and what is not.
Remember, this is a summary. For the full experience, please check out the video, which can be found below:
https://www.youtube.com/watch?v=lHRAMxiGNxg&t=29s
Featured
This interview is with Dave Richard- Creative Director of Dead By Daylight (@Dave) and Victoria Crego (niva1agaming on YouTube; if you have a forum account you wish for me to shoutout I will).
questions
Q) So, how long did you guys have your sights on Pinhead for Dead By Daylight, and did you have to go through many iterations of his power to decide on the final one to go into the game with? And what were some of the surprises and challenges in adapting Pinhead to Dead By Daylight?
A) "Right- okay- so of course, Pinhead being an icon of horror- I mean, he is, he's a clasic and very well known, he's been on our list for the longest time. You know, a lot of the team are fans of this franchise and wanted to see this character in, so we're really pleased it's finally happening, that he's finally a part of the family of Dead By Daylight."
So, that second part of the question was 'How did we come up with the power', or if there were any challenges. So, of course his power is quite unique, and required a little bit more tech than usual. In terms of the ideas and how they wanted the fantasy of the character to happen- you know, like using torture or using the chains- it was identified quite early on, and they really wanted to go all in and use the puzzle box and make it an important part of the power design. In the process, the design team went through a protype phase where many different ideas are iterated that they want to try out with the power, and thankfully they managed to identify what they wanted exactly quite early on.
The challenges were mostly technical- chains, chains, chains. Posessed chains, Chain Hunt chains, Puzzle Box chains, controllable chains.
Q) Pinhead's perk, "Scourge Hook: Gift of Pain" puts a rewarding twist on killers hooking survivors. Can we expect more "Scourge Hook" perks in the future, and why did you decide that survivors cannot see Scourge Hooks.
A) Firstly, yes, we will be seeing more Scourge Hook perks in the future. They're like Hex perks with the Hag- they won't be exclusive to him from now on out. This is a type of perk they want to create a new gameplay space with- more around the hooks.
So they chose that type of balance based on PTB feedback and internal playtesting, and this is the best set up they feel like they can have for the moment. Of course, as players interact with the perk more, and it becomes one of the normal perks you can use, they'll see if they need to adjust it a little bit more.
Q) I remember during on your events, survivors would specifically sabotage event hooks so killers couldn't get a reward. Was that a concern with the Scourge Hook perks as well?
A) Not really- sabotage has changed a lot (hooks are now gone for 30 seconds instead of... instantly, for example) and so it's less of a problem than in the Early Days(tm). But of course, it's important that when you equip a perk, it stays relevant in the trial.
Q) Something else we saw in the Public Test Build is that killer and survivor ranks look completely different- why did you decide to change the rank system if it will no longer be used in matchmaking, and will ranking up still be based on emblems?
A) Yes- the emblem system is here to say for the grading system. The visual was changed to ranks, to attempt to seperate both systems and make it clear that there is a definite separation between rank-based match making, and skill-based match making (RBMM and SBMM respectively). Ranks are part of the past and will not be used for matchmaking, but they wanted to keep it in as a general indicator of monthly progress and also to help give a very vague idea of your own skill, being able to compare yourself to what you were in previous seasons.
Q) When ranking up at the higher ranks, you need to do more [to pip]. Will that still be true?
A) If Dave recalls correctly, this is still true. It's the exact same as ranks except it looks a bit snazzier.
Q) Are there any plans to increase Bloodpoint gains in a trial? With 179 perks, and 52 characters, it can be difficult for new players to get the perks they want; what are the plans to address this ever-increasing grind?
A) A little bit of history for people who haven't been here since 2016. The progression system was addicting and made lots of sense, back with fewer characters. It was designed to scale with the game, just not to the level the game is at today. During the years, progresison has changed a bit, but the constant growth of characters in the game makes it exponentially more difficult to get exactly what you want.
So, the team is currently looking into lowering this grind, and giving access to the player for the perks they want much faster, and in more of a permanent way, so the grind pretty much disappears and you can focus on the fun of new characters and new content. It is, of course, a complex system so changing it has ramifications all over the game, and it is still in the very early stages of development which prevents Dave from saying much more.
They want to make sure it works in the space of DBD and that players who put in the effort to the current system still feel like their time is relevant. However, the main part is that they do agree this is an issue that should be changed.
Q) A key rework tying them to moris was mentioned in the Anniversary Livestream- what are the challenges currently faced with balancing the key item, and will we see it any time soon?
A) It's still in the early protyping stage, so no release date or ETA today. It's quite challenging to find the right recepie and make moris and keys part of a normal trial. They want moris and keys to be integrated into the general trials- no longer a surprise and more something player(s) can work towards, and that it's understood that this can happen so you don't feel like a victory is stolen from you. So- yeah- still working on that.
Q) What's surprised you most about how survivors use keys?
A) They've (sadly) been around for a long time- the Hatch and keys were integreated into the game very late into development- just before beta- to ensure there was an alternate means of escape. Since that time there's been a lot of 'klutch' escapes, which feels great as survivor and is something they want to preserve, however can feel terrible to face. The same with moris- it feels great to do them, horrible to face.
Q) Are there any plans to address "bot" killers or "farming" killers?
A) He doesn't know about this personally, however AFKing or forcing everyone in the game to farm is reportable. However, the design team is looking at if something "can be done about this in the future".
I wish to clarify this, only forcing everyone in the game to farm is reportable. The action of farming, or being friendly at the end and giving a survivor hatch, is not reportable. AFKing is reportable if it occurs several games in a row, and botting is reportable full stop.
Q) So the SBMM system is a fairer step towards better matchmaking, but what are the challenges in developing this system, and will players ever have any indication on where they are within the system?
A) So the most challenging part was figuring out the MMR system for an assymetrical game, like understanding the goal of each player. For example, if you're altrustic and sacrifice yourself to get another to escape, is that classed as a win? How many hooks or sacrifices- what exactly is a win? The result of these is what's used today, and as it's used data is fed abck into the system to help improve it.
Now will the players see how they're rated? It's something they want to keep hidden. It may change in the future, but this isn't likely.
Q) Something else that was mentioned in the Anniversary Stream were "Boon totems". Can we expect to see those soon?
A) Absolutely- it's a new type of way to play with totems for survivor, so yes you can expect that soon. The goal right now is to take existing elements of gameplay in the match and enrich them.
Q) With the moris being changed as well, were these changed due to over/underperforming or to make them less of a surprise?
The latest tweak to moris doesn't make them too strong or annoying in their opinion, and players seem to agree. But making them weaker isn't the only goal- they want to include them as part of the normal gameplay match, to make them more fun, but potentially make them more common too, not just through an offering.
They'll also add some gameplay interaction on the survivor side- they will be able to do something to help counter moris and cancel it, potentially.
Q) A lot of survivors and killers complain about generators- is that true according to the data?
A) It really depends- it cannot be percieved as a general statement and really depends on the
ranksSBMM rating and specific builds. Sometimes the issues are based around a specific group, and would some tweaks make it fairerer for everyone?Q) As you've added more perks to help the killer control generators, have you seen any change in gen speeds?
A) The perks are, of course, useful- but they don't want to make it something they absolutely have to equip constantly. And if people are feeling forced into generator slowdown perks, then it's not good for the game and something needs to be done.
Q) What is a successful killer game for DBD- 2 kills, 4 kills, hooks, etc?
A) To Dave, a good killer game is "when you're having fun". Regardless of outcome. Everyone has a definition of a win. Data wise or balance wise, they aim for roughly a 60% power level- 2 sacrifices with a few more hooks. Just don't be toxic with yourself.
Q) How has it been to try and deal with player toxicity?
A) Within the game there's different efforts to try and combat toxicity- the chat filter, harassment, etc. But there are some things considered toxic which are harder to put a limit on- tbagging, camping, tunneling, etc. So the main efforts are to ensure people feel safe within the community outside the game.
Q) So when you started on the "Dead By Daylight" project, did you ever think it would be this big?
A) No- yes, they were positive in the growth and that it wouldn't completely fail, but they couldn't have expected, well... this. And to be such a big success to fast too, especially lasting so long.
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And that's the end of the questions, and so the interview. Enjoy.
https://us.v-cdn.net/6030815/uploads/Q8YL1IGD0TKJ/image.png
(this photo of a cat was stolen from Twitter)
I'm a rebel
Edit: this did not get lost in space and time. I am surprised.
Thanks for the hard work Karu.
I didn't even know this interview happened
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Hoping to see another story pop up.
Blights release was pretty hype for me because of all the teasing and storytelling they did and i hope they do it again
There was that seducing lady that fed people to pigs right? Let's hear more about her. Or another future killer
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I personally find nurse should be lower.
Always found her difficulty overrated, once you get the hang of blinks you're good to go.
The hardest part is learning to work around her bugs
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They fixed the Legion Fov/speed bug
I am happy
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Yes on all/most male skins it makes the robot voice
And it's amazing
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Probably would shed a tear.
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@Marigoria said:
IMO make your choice is only an issue on killers like wraith and spirit, which already proxy camp anyway. Every spirit/wraith I go against, even if they are on the other side of the map, as soon as someone is unhooked then just go right back to the hook.
There we have it folks.
Proxi camping on the other side of the map.
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If you are having so many unfun matches that the dc penalty becomes a problem you need to take the hint that this isn't the game for you and leave.
For our and your own benifit.
So boo to you sir. If you can't play with others then stick to single player games
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but somehow to get a killer match where everyone is on their suped up PCs against my [BAD WORD] old console seems impossible.
turn off crossplay
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2495173#Comment_2495173
Likely because if the killer hears whispers in the area of the hook, they are going to search the area around the hook, and not leave. Essentially the same outcome.
MYC does not encourage camping. The killer knows immediately when and where the survivor was unhooked. Unless they are otherwise engaged, there is a good chance they are going to head back to the place where they know 2 survivors are, regardless of what perks they are using. If anything, MYC discourages tunneling.
Neither perk encourages proxy camping.
Whispers triggers on the hooked survivor though
Killers will always hear whispers around the hook when there is a survivor hanging on it
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@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2495169#Comment_2495169
That is the same range of whispers, do they not now?
What does whispers have to do with that?
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Make your choise only activates if your 32m away.
How far away from the hook do you need to be untill it's not camping anymore?
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2494396#Comment_2494396
Then by that logic, there's very few counters in the game at all. You can wait out BT and DS and break hex totems, so those aren't counters either. We're just not going to agree, so it's a good idea to drop it like you said.
Not to jump back into that topic immediately after saying we shouldn't (lol), but I sort of have to to answer this part. I brought up those perks to challenge the idea that counterplay is only counterplay when it's successful. I agree with you that mass slugging is a counter to key, but mass slugging has its own counterplay which directly contradicts your opinion on that. Correct me if I'm wrong.
It's a totally different topic because we're essentially talking about two different things. I'm arguing that in general, any perk or gameplay style that has opposing synergy with another perk or gameplay style is counterplay. You're talking about situational applications of them, which I wasn't trying to get into.
I get the point about fun, but that's too far removed from what we were talking about. If we get onto that topic, we can drift off into a myriad of different things that are all subjective in the end.
The thing about the counter to mass slugging is that it has a price. Either you lose a healthstate with no mither. you can only pick yourself up once with unbreakabill. You are relying on your opponent to have a hex with soulguard or you have to rely on your teammates with things like WGLF and other speedy heal perks by which you group up and kinda enables mass slugging.
Well in theory Franklin's does count as a counter, i just can't count it as a counter cause it's countered to easilly by dropping the thing you are counting to counter.
I'll meet you in the middle and say it's a unreliable counter
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2494203#Comment_2494203
But is it able to work? Then yeah. You can't always predict how other people are going to play each match. If you have bad luck with survivors bringing keys and dropping them, that doesn't negate that Franklin's causes players to drop their items and drain charges from said items, which keys now require to unlock hatch.
That's a totally different argument. A one off of someone running Soul Guard while you have a hex active doesn't mean that hexes never work or that Soul Guard is always successful. Again, you can't account for how other people play.
We're talking about how keys have no counterplay (which they do and you've admitted to anyway). Who's talking about fun?
If you have bad luck with survivors bringing keys and dropping them, that doesn't negate that Franklin's causes players to drop their items and drain charges from said items, which keys now require to unlock hatch.
But that's the problem. It does negate Franklin's. Franklin's can't cause an item that's not in the survivors hand to drop and drain charges. therefor the key will have all it's charges and can be used to open the hatch. Negating Franklins is exactly why i am saying Franklins isn't a counter.
A counter that can be negated 100% of the time is not a counter. There is nothing left to say
Sure if survivors don't know this trick it can work. But with that logic you don't need counterplay. The survivor player could be new and not know what a key is for.
If it's a totally different argument then why did you bring it up?
I am talking about fun cause that's what the problem with keys is. A match with a key can't be fun cause you either completly stomp them so the key doesn't matter, they completly stomp you and the key didn't matter or you were equally skilled and the match will suddenly end when the exciting part starts. My problem with keys is that a match with a key will always be unfun for somebody
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2494117#Comment_2494117
Updating a perk so that it works directly in tandem with another item that got updated isn't counterplay? Is it only counterplay if it always works in your favor? lol If you start getting matched with players using No Mither, Unbreakable, or Soul Guard, then does that suddenly nullify mass slugging?
DBD isn't a game of Monopoly though. One survivor suiciding on hook, escaping early, or being camped/tunneled has the same effect as one hatch escape.
Is it counterplay if it never works in your favor?
Hatch offerings are a thing and you can litterally tell where the hatch is before it spawns if you know what to look for. Drop the key there and Franklins does nothing.
Also keys where updated to work again with Franklin's not the other way around
If you start getting matched with players using No Mither, Unbreakable, or Soul Guard, then does that suddenly nullify mass slugging?
Yes?? If people are running soul guard and you have a hex up slugging is off the table. Really don't know what you are even trying to say here other then you having serious flawed logic
And how fun are survivors suiciding or getting camped/tunneled games? Comparing it to those events just further proves my point why keys are bad
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2493650#Comment_2493650
It's still counterplay. I might get chased after pulling off a successful DS, but I was able to protect myself from being tunneled once. Ruin might get broken after one gen is complete, but it still did what it was supposed to do. Same concept.
It's not counterplay if it never works.
If you are going to suggest counterplay atleast suggest the right one.
Mass slugging counters keys. The hatch can't spawn before gens are done if all survivors are alive. Keys also can't be used while on the ground. So keeping them slugged keeps the hatch from spawning while it stops them from progressing the game.
The problem with keys isn't how strong they are. It's how mindblowingly boring they are. They usually become active when the game starts to swing in the killers favour and just stops the match.
It's like in monopoly somebody stopping midgame and giving all their money and assets to another player. The killer is on boring cleanup duty as the other survivors don't stand a chance anymore
That's the problem. That when a survivor uses a key the game just is over for the rest of the players. It's litterally legal DCing
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I play my usual 3 games a day.
I am getting the feeling i'll never see iri 1 again.
Not unless i only play one role and either start playing more or getting double pips in all my games.
I am curious how many people can monthly reach iri 1 on both roles. Seems like a insane amount of time to do that
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In general white aura's can't be blocked by blindness
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2493122#Comment_2493122
And how much did we get before for pipping up to red ranks?? oh riiight - nothing. I never said to be eternally grateful, but being a petulant Karen is a completely different attitude.
I agree the op could have worded it better. Just trying to show you their complaint isn't completly invalid.
You can call everyone who complains about something a Karen. But your life wouldn't be as nice if we didn't have a Oliver Twist who isn't afraid to ask "please sir, can i have some more" sometimes.
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So far yes.
There are some hickups but i have a lot more close matches then before.
The amount of complete stomps on either side has decreased for me
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@Jasix said:
LOL - People will complain about anything.
Complaining about free bloodpoints - eyeroll.
I mean, i understand that complaining about getting something when you first got nothing seems petty but it's not entirelly incorrect.
Iirc it takes 85 pips to go from rank 20 to rank 1. I don't think they changed the amount of pips so thats 43 perfect matches you need to do. For one role.
That's 86 perfect matches. A minumum of 86 matches to get a reward for 5 matches with cakes.
Take into account that people aren't perfect and it will probably be closer to 190 normal pips matches for most people and you can't really disagree that the reward is pitifully low.
I know we got nothing before. But this is like giving a beggar a single cent and expecting them to be eternally gratefull to you. It might as wel be nothing tbh
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Funny how every killer who releases goes through the worst killer syndrome
You don't want to always teleport. It's much better to just interupt them and smack the box normally out of their hands or ignore them if they are to far away. The only time it's really worth is when you just hooked somebody.
Same thing with possesed chain. You don't want to spam it. The placement is also really important. you control where atleast one of the chains is. That one should never be broken by the enviroment.
Seems like you are trying to spam all of his powers without thought and hoping for the best. He's not bad, you just need to use his tools right.
That said he is far from the best ofcourse. but he is nowhere near the worst.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2490929#Comment_2490929
eh, ordinary folks have killed gods and eldritch monsters before in stories, Plot Armour functions both as a shield and a weapon
Wish i could disagree but pennywise was beaten because he was bullied by a couple of nobodies so touché
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2491009#Comment_2491009
Read my post again, and then come back to me.
I think you misread.
Read both your original post and the post i respond to and it still is you facing a strategy you don't know how to deal with and instead of figuring out how to deal with it you go the effortless route to have it removed.
Here's a tip. If you face something you think is unfair or unbeatable in a multiplayer game do it yourself and see what others do.
If you face good survivors it will quickly become clear that it's not that free of a hit you think it is.
It will work a lot on bad survivors. It will even work sometimes on good ones. But you'll see that it won't work always
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2490967#Comment_2490967
According to everyone who is anyone, there's a work around for EVERYthing. Nurse? Bait her blinks.
Spirit? Use Iron Will.
Blight? Use Dead Hard.
Like as if those cancel out their strengths and they all of a sudden become manageable. Why do people still complain then? hmmm?
Well that's because Sonzaishinai, they don't cancel each other out. They alleviate certain things, but they are not an easy, one-button solution.
Coming back to my point, Wraiths are fine. I don't mind their speed boosts. But the fact that they can body block just about ANYTHING is what irks me.
People complain about things cause they don't want to take the effort to actually work to counter something.
You do realise you're playing a multiplayer game right? There should never be a easy one-button solution
Why on earth would anyone play wraith if there was a easy one-button solution to his power.
That answer just shows this is a you being lazy problem not a balance one.
If you want to win effortlessly against an opponent that never stood a chance then you can play single player games on easy settings. In multiplayer games the opponent is going to try to win.
Wraith's 3 second uncloak time is more then enough to reach the further side of loop if you saw the bodyblock coming. At that point it's another case of who reads who best.
There are some cases where the complaints are valid. Most are like this one where it's a mad cause bad case
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2490849#Comment_2490849
Great logic there.
Instead of actually finding a way to balance the game, you advise people to find a way around it.
Plenty of streamers, professional DBD players and other proficient players continuously stated that Wraith is A and up when it comes to tier and potential.
I have no problem of him staying there, but he's the ONLY killer to move faster than a survivor and outrun them to a pallet. If he has that advantage, at least you need to give him some disadvantages to compensate. That was my initial argument.
If there is a way around it then it's not that imbalanced right.
You know spirit can do this too? You just never see it cause unlike wraith she instantly swings and hits you.
I just realised the only killer with a speedboost that can't do this cause they lose their collision during cooldown is Legion. They should be able to do this too
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You can't lose grade anymore.
Once you reach iri 1 you can't go back to iri 2
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He's not bad. Problem is people trying to make his mediocre looping power his strength instead of his global chainhunt slowdown.
He could use some buffs but he certainly isn't bad.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2490524#Comment_2490524
That was because of Plot Armour, something that lets you survive quite literally everything if the plot demands it
Still doesn't make sense. He is just a man with a knife. An unkillable man with superstrength that houses pure evil maybe. But still just a man.
We are talking about a eldritch horror here. Who may or may not be multidimentional. The ground Myers walks on, the weapon he is holding it's all the entity.
You don't just fight these types of ancient horrors. You can't stab something that doesn't have a physical body.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2487518#Comment_2487518
I was really just expecting people to agree that she can't really be pissed when she tunneled or whatever but seems like most of the people that are answering are salty killer players. Which makes sense and posts against killer here usually get flamed. Like I said to someone else my post about tunneling people that try body blocking me with BT I tunnel them out and nobody complained about me saying that and doing it despite it being extremely petty.
Well at the end of the day neither you or the huntress did anything bad.
You can make a case for bm for both sides but what is and isn't bm is so opinion based it's a moot point.
The huntress player tried to do their objective to kill you and failed.
You escaped with the skin of your teeth and reveled and gloated after that adrenaline fueled moment. Rude maybe but that's human nature.
The same fuell caused the huntress player to lash out and you two bickered a bit. It happens.
People take the game too seriously
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Aah yes the thing that we only know the name of and litterally nothing else will cause more tunneling.
Why? Well ehm... BHVR bad ofcourse!
It's easy to make a company bad when you just make up stuff on the fly.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2488916#Comment_2488916
By counterplay you mean you camp the hell out of the person who bought it and make the game as unfun as possible for them then yes. They have counterplay.
There is nothing my frustrating than working your butt off in game and beating cheated out of victory than by a "rare" item, if only the holder could benefit from it i'd think thats fair but for 3 survs to escape who are potentially on death hook is just beyond cheese.
Camping the keyholder doesn't actually help you as you are just allowing people to do gens and make the hatch spawn with 1 gen remaining.
The counter to keys is never killing anybody and going extreme slug heavy. Looking to get the entire team down before hooking them
Still unfun but this actually works sometimes
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Who says they do?
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@T103 said:
Keys were never as bad as Moris.
Also Moris only needed a number change while keys need much more than that, hence why it’s taking a while.
Change the hatch spawn to only spawn when all gens are done or a single survivor is left.
Boom all issues with keys fixed with a single number fix.
I understand they want to do more with keys and mories in the future. But there is no reason they can't tone them down before that happens like they did with mories
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@Ludicris said:
I wouldn't rework it. Some changes though
- Survivor can no longer cancel opening the box after they initiate opening the box.
- Survivor's no longer can always see the box. Both Killer and Survivor can see the box aura when within 16 meters within the box.
Survivors currently have way too much available counter play while the Killer just has nothing to control their own power. It's like "Master Survivor sama may I use my power now?" - That doesn't feel like your much of threat.
If they can't cancel opening the box won't they be a sitting duck for the killer?
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I got it the second time i got merciless.
but like the game after. So it still might be a bit bugged
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Something that a lot of people are getting wrong nowadays.
You didn't buy the game
You bought the rights to play the game.
You have zero say in what happens with said game, you are just allowed to partake in it.
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For gaining distance, No
For interrupting actions, specifically solving the box, Yes
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2487254#Comment_2487254
I escape most of my games, but nice try. I don't get tunneled by Huntress players a lot though
Then i don't understand the point of this post. I guess you just wanted to piss forum people off.
Which to be fair worked like a charm so good job lol
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I think oni would decimate about any other original killer.