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SpaceCoconut

SpaceCoconut

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SpaceCoconut
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  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/972937#Comment_972937

    Forget about the priceeeeeee taaaaaaaaaag

    Also, does anyone new actually fall in love? id imagine the game being extremely frustrating with the current matchmaking, queue times, and meta.

    Fair point lol

  • @Almo said:

    Hi!

    Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."

    That's not quite what the intention was. This is subtle, but bear with me.

    New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.

    What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.

    I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!

    How to experienced players "feel" about the change? What did your tests subjects have to say about it?

    Oh, there weren't any? You didn't playtest it with experienced survivors?

    You're making a mistake by making this change without consideration for the other end of the spectrum and at the same time ignoring the reasons why this perk is used so much.

    You're digging your PR hole even deeper by highlighting your testing methods that exclude experienced players.

  • As a killer main who uses Dying Light over Ruin... the problem isn't the Ruin nerf, but how the change avoids and ignores the reason so many players were using the perk.

    Gen speeds or the ease of Survivor objectives.

    The change wouldn't be such a big deal if they also said oh and also survivors have an added objective to ease the speed of matches.

  • Unlike the dev's capacity for questionable decisions.

    They're constantly one upping themselves.

  • @Boss said:

    Audio fix?

    I want my Wraith super-lunge back already! ๐Ÿคญ๐Ÿ˜ฅ

    Oh yea, there was that lol.

  • I've always used Dying Light as a Ruin alternative since it was changed.

    It's going to become meta since Gatekeeper won't punish the late game strategy like it used to.

  • It's mainly because the problem Ruin took care of will remain after its nerf, leaving the core problem of gen-speed to fester.

    Last night I saw Umbra traverse a map and by the time she reached the survivors on a gen at the opposite side, they finished it.

    That's a problem because there was literally nothing she could do about it.

    This change wouldn't have been received so poorly if that problem was addressed at the same time.

    I've never used Ruin because I hate the RNG of hexes so it's not a huge deal to me, but the devs are extremely out of touch with their playerbase and all these changes put it blatantly on display along with their bias against the Killer role.

    The mods have been saying wait for the PTB and provide feedback...

    Let's see what they do with it.

  • I just finished watching this and I agree.

    This change wouldn't be such a big deal if the problem the perk addresses was actually fixed by the devs.

    It's ill timed and IF they have something else planned to go with these changes they should happen at the same time and not one before the other.

  • @humanbeing1704 said:

    I just want swamp reworked pretty sure most people find that map absolutely unbearable for both sides

    It used to be bigger lol

  • @Mandy said:

    Can I remind you that it's still got to be tested on the PTB - numbers can still be adjusted, please just try it out, then give feedback on it.

    We've been doing this for several years.

    Everyone knows exactly what the devs will do with our feedback.

  • @Divinitye9 said:

    They are doing something about the length of the game.

    They are making them even faster now.

    Beat me to it.

  • I'd like to hear what Bricky has to say about this lol

  • I've never relied on Ruin.

    My go to anti-gen setup is Dying Light and Pop. They work well enough, but with the gatekeeper change ranking up as hag will be even easier than before because the loss of gens at the start aren't going to impact the emblems as much.

    Dying Light is going to replace Ruin.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/971251#Comment_971251

    Yes because every new person to the game was going against ruin and was not hitting any skill checks, ruin only really effected low ranks, red ranks can consistently hit greats and no totem spawns, tier 3 ruin against a rank 20 team is an easy win for anyone.

    Sounds like a matchmaking problem to me.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/968816#Comment_968816

    Of course this is true - after all there has been no recent changes that have affected killers positively have there? Oh wait, Freddy got a really large rework and is now pretty strong, Balanced Landing got altered and that was a huge Killer complaint and many many more things. Fact is the Developers are not killer or survivor sided, they make changes for the better health of the game!

    The dev notes specifically say the changes were made to make survivor gameplay more fun.

    Killer feelings were not taken into account.

  • Like how they over-nerfed Nurse and Legion and then went right away into adjusting them to be balanced?

    Oh wait...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/963153#Comment_963153

    Seems like an odd thing to say. When/what was the context/etc.?

    https://youtu.be/YCc4SU-NSW4

    In the last 3rd of this video he talks about the frustration players feel in dbd.

  • Mcote said that this kind of frustrating gameplay will keep players coming back to the game...

    What do you think about that?

  • I asked this same question a few days ago... here's the highlight I made from it :)

  • @Blueberry said:

    Here's one of the best Hag players I've seen.

    https://www.youtube.com/channel/UCyBev_KeHRXs8w5O40_kHBQ

    She streams as well if you're into that.

    I agree, Minute's pretty good :)

  • Hag, Spirit, and Freddy.

    It's pretty nice to grind things so quickly.

  • There was a glorious period of time when the music was very quiet and it made the atmosphere very spooky... and you could hear survivors reasonably well.

    THAT bug needs to come back, or sounds should be adjusted for that level.

    At least fix the really loud ones like Demo, Billy, Bubba, and Oni...

    I REALLY wish the music wasn't so purposefully loud and that character sounds were balanced around that noise level instead.

  • How impactful would it be if the meter would regress when not being activated?

    I know a killer could just open it, but that might not be the best choice in every situation.

  • How many times have you let your opponent either escape or sacrifice you at the end of the match forgoing your own "win"?

    How many times do you attempt to accomplish your objective in the game?

    You are just as sweaty whenever you don't freely give up your win and attempt the objectives of your chosen role.

  • It's best on Plague, but it's still a D tier perk in my opinion.

  • At their core, Legion's problem is Deep Wounds.

    That status effect should be changed before the Legion itself gets any changes.

    If DW and Legion are changed at the same time there's a very large possibility that the OP UP slider gets shifted too far in the wrong direction or no change in viability occurs.

    Change Deep Wounds and then tweak Legion accordingly.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/958398#Comment_958398

    *Cough cough Resident Evil Resistance Cough cough*

    Not a lot of options in terms of games like dbd to play when we need a switch due to burnout.

    I haven't stuck to the same genre :)

    I've dabbled in Outer Worlds, Skyrim, FO4, and Path of Exile.

    I'm especially interested in PoE 2 that's coming up. Some of the changes they've implemented sound really exciting and beneficial to the game. F2P with a fair monetization system and a game that is consistently bug free is a far cry from what some paid games are...

    I'm scared to get back into it right now though. It's really easy to get sucked in for weeks lol

  • 47-50, I'm not sure. I got all the serum and the hag hand so I'm fine.

    I knew I was never going to make it to the end of the battlepass since there was no way to complete the archives with one role.

    I also dislike predatory monetization systems like this as evidenced by the number of people who said "I just bought tiers to finish" in this thread alone.

    Of course I won't be able to complete the next one so I won't buy it either. As long as people continue falling for it, it will continue to exist though.

    I really am just biding my time until something else comes along or the game actually improves in it's various deficiencies.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/955052#Comment_955052

    NONE of the games used for statistics include matches with disconnects.

    Those arent blanket killer nerfs. They are changes to specific killers. Doctor, from my understanding, is getting a buff. Also Freddy got a huge buff. Spirit and Nurse did need changes... Oni wasnt working as intended when released. Not technically a nerf but more of a change to bring him in line with how he performs on console.

    Unfortunately for everyone, we don't have access to the data so we don't actually know what data was used and how that data was used.

    Because of that, the stats they released are essentially made for fun and the devs even said not to take it seriously.


  • It's mostly a preference. I play Hag so a lot of loops and safe spaces against most killers can be made unsafe with a well thought out trap. So having varied perk builds due to a wider variety of viable perks sounds more fun to face rather than a map rework.

    There are overall issues that the maps have and I think the rng nature of them should be removed and replaced with different static versions of the same map. Scott Jund had a video about maps which I thought was pretty accurate.

  • The devs like to keep audio issues in for as long as possible. This is why they went on vacation before fixing the major bugs.

    They'll use survival data from this time period to show that their balance changes had the intended effect and after the audio issues are fixed the kill rates will return to normal levels and the devs can then use that data to justify more killer nerfs er... "changes" /s

    In all seriousness, who knows why they leave things in broken states for so long. The audio issues have been a problem since before Oni was released so I don't get why they're so slow to fix such an important aspect of the game though.

  • It's also the newest ;) That could be part of it's success.

  • @PistolTimb said:

    I'm guessing they're just trying to be thematic. Haddonfield and Coldwind definitely need to be addressed, but they might have thought it strange to rework them with Doc. Hopefully they step up their game and don't wait 7+ months to rework maps. Lery's should have been far down the totem pole for map reworks.

    I agree, but it's a funny coincidence nonetheless.

    I agree about the speediness of changes, but I would rather see perks changed before maps.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/949270#Comment_949270

    Two traps tripping in different places at the same time..but just so happen to be the same direction...? If that was going to be an issue it would be already...plus..you dont usually need to look to teleport unless said multiple traps occur..however that instance is a one in a million scenario

    A common strategy for survivors is to trigger traps while a hag is busy with another survivor. The situation is not as rare as I'd like it to be.

  • It would if you played hag as much as I do ;)

  • @PistolTimb said:

    Hag is painfully easy. She is highly oppressive and shuts down even the tryhardiest of survivors. If more people understood how to play her, she would be next on the killer hate train.

    Why do you think she's easy?


  • It would also be a nerf in a weird way.

    A common strategy good survivors use is to trigger traps while you're busy with another survivor. If a trap goes off somewhere else and you teleport by accident you'll lose the chase you were in.

    This is the main reason i don't use the teleport distance addons lol

  • It's an instant win button.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/948952#Comment_948952

    Seems like it, I would like to see it gain and keep more.

    It may also bring people back.

    <-Insert definition of insanity quote picture here->

    Hopefully the people who can, do start changing things for the better.

    I'll keep complaining until then :)

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/948950#Comment_948950

    Former Seaman here, you guys still work for us bud. Haha jokes aside, although it's true that without consumers a business most likely will fail, the fact of the matter here is that the complainers of this game are buying all of the content ๐Ÿ˜‚๐Ÿ˜‚

    So you're not doing anything to change the game. You're just complaining.

    Anyone with the im not gonna support this bad product mindset, shouldn't even be on this site

    :P military jokes

    Some not all. I only buy killers with cash if they're licensed and never the whole chapter. Everything else is Iri shards.

    Complainers do change the game. Nurse, Spirit, Legion and various perks are prime examples.

    If people didn't complain the game wouldn't change at all. If people cared more they'd complain more and louder.

  • But the population doesn't seem to have grown.

    People buy and play the game, but the game itself seems to have difficulty retaining players.

    I can only assume this by how the steam charts are relatively static when it comes to the average player statistic.

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/948824#Comment_948824

    How are you gonna tell someone how they feel about something? You're like the selfish partnet who "knows what their partner could be." Instead of being aware of the fact that your partner (devs) don't owe you anything. And just appreciating the game they have made. You can't sit there and say you know what a game could be, when you have no experience at ll in game design. Games are art. You either feel em or you don't. You don't go to art museums and tell artist what they could do better. You either like it or you do not. You don't have a right to a specific version of someone else's vision.

    I'm sorry, but games are a business and the players are customers.

    If the customers don't like a product they don't purchase it and the business goes under. A game company that refuses to listen to their playerbase either has the money to do so (EA) or their endeavors fail to take root (Deathgarden)

    You can be upset all you like, but games are entertainment and if a player isn't entertained that game isn't going to last.

    Edit: I believe everyone can be better than they are. If I don't care about someone I let them do their thing. If I care, I try to help them be a better version of themselves. I am a former Marine. I broke my sugarcoat button decades ago.

  • @NMCKE said:

    TL;DR at bottom of post.

    Generators been a problem for a while, and the developers need to make some changes to the core objective system instead of using perks to balance things out. This is something I always disagreed with because then players are forced to take up perk slots to balance the game out, instead of them using a variety of builds.

    However, I don't want to get ahead of myself here, if we make changes to the core objective system, then we need to keep in mind that you're giving every killer a significant buff. If you throw in the current Ruin, Sloppy Butcher, Corrupt Intervention, No One Escapes Death, or Pop Goes The Weasel, games will be slowed to a crawl and survivors will likely make no meaningful progress at all at that point.

    Therefore, some killers, specifically the powerful ones, might need to be changed or survivors will need something else to compensate for the extra time killers are given. This wouldn't be too harsh, just enough to prevent things for getting haywire. The same also applies to certain perks that affected game speed. ๐Ÿค—๐Ÿ˜

    TL;DR

    Generators are a problem and the entire survivor objective needs a huge over haul to solve this. However, we must keep in mind of the side effects in updating the old system because all killers are receiving a huge buff, as well as slow down perks โ€” they might need a tweak, too.

    I think it's possible for something to be added to the survivor's side that wouldn't require such a significant investment.

    I had this thought awhile ago and made a video for it... I forget where it is though...

    What if the gens as they are now were left alone.

    Once they were done, the switches for the gates appeared... somewhere on the map far from the gates themselves like the hatch.

    The gates would no longer be a safe spot for survivors until they were opened and they wouldn't be easily campable by trap killers since they'd have to wait for gens to be finished for the switches to appear.

    The players would have an endgame that could still go either way at that point.

    Once a survivor pulled a switch, one of the gates opened... but no one would know which.

    EGC triggers as normal and gameplay continues to its conclusion.

    This can add a new section of time to the match that isn't an M1 simulator and creates a frantic search and escape scenario.

    Perks could be adjusted to work within this new scenario to make for an even greater sequence of events.

    Rough idea... thoughts?

  • In my humble opinion.

    People who accept the game as it is and are ok with mediocre changes, who don't hold the devs to a higher standard simply "like" the game.

    Others like myself who see what DbD COULD be and see how the devs continue make poor decisions, who go on to rant and rave about the issues that the devs should fix... "love" the game.

    I can see that you only like the game and that's fine. Some of us love this game and it drives us crazy how the devs continue to make poor choices


  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/948791#Comment_948791

    I'm not denying that BHVR has money, I'm just saying they don't have the kind of money Epic does

    Money that they used to hire devs to create Deathgarden instead of putting those devs to work on their flagship game.

    I dunno, it didn't seem like a good business choice at the time, but everyone was excited because many were and still are frustrated with the current state of dbd.

  • @Boss said:

    Turns out there's a lot you can do with hundreds of millions backing you up.

    I guess that's what happens when you make a good game...

  • 1) Replace the balance team with people who will shift the balance focus to higher skill play.

    2) Create static maps with a few variations of each. No more procedural tiles.

    3) Perk overhaul in order to create more varied playstyles between all roles and killers.

    4) Ranking system overhaul in order to more accurately rank skillful play

    5) System to award seasonal ranks and daily logins with Auric cells

  • Make Cypress Mori part of the base kit in its current form.

    Green mori available once a survivor is on their death hook. Not limited to a single survivor.

    Ebony mori available once all survivors have been hooked once.

    DC's during mori animation reward killer with bonus bp. (For those especially salty survivors)

    Keys:

    Hatch doesn't pop open upon 3rd survivor death and give the hatch an opening interaction similar to opening the gate.

    Keys speed up the interaction.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/946072#Comment_946072

    Hmmm, that's kinda too bad.

    I mean, the devs say one reason they made these to keep people guessing, even if just a bit.

    So hiding which version it is should help with the guessing.

    EDIT: The game could tell you in the scoreboard screen which version it was, for the people that would care about that.

    I don't think it would matter if the game showed you in the name or not. If a map was static you'd know which version you were on when you saw how a landmark was positioned.

    The same if there was map name reveal at the start at all. You'd know right away once you saw a landmark or two.

    It's really the players and how they play that keep the other players guessing imo. If perks were all effective and build diversity was more varied, that would be the most fun way to keep players guessing.

    We'd have no idea what our opponents were planning rather than always anticipating dead hard, DS, BT, BBQ, Ruin etc

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