StarLost
StarLost
About
- Username
- StarLost
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@WishIcouldmain said:
1.New Map: I’m a freak of new maps. And since it can be harder for me to focus and track I like the brightness.
2.New strong killer: New strong killer who seems S tier. I do expect nerfs but I feel like it’s old Nurse to new Nurse in the changes don’t affect her strength too much. Like Old Spirit to New Spirit. I suspect 4.4 is possible but I couldn’t see it really dropping her from S tier. Huge map pressure potential with great anti-loop
3.Killer perks look good: New Scourge phenomenal. New Hex could work great before boons. But, it seems like a hope for Tapp in lobby perk. Unless they make boons count. Grim Imbrace buff duration and I can see it I wonder what a minute would be like.
Don’t really care for the survivor perks Boon: Exponential people are thinking this is COH strong which it’s not even close. And far more situational then the other two. The gen perk one thought of that for a chapter once but can be good in lower ranks or a troll who runs Technician
Only concern: Overcome will be a nightmare for killers with no speed. Or minimal. So some killers normally quite good can suffer Pyramid and Spirit. And the usual joke killers like Myers or Legion. So 3/5 mains safe on my end. RIP to Pyramid and Nemesis potentially
New map does look good.
Artist...honestly, if they nerf her, I'm probably done.
That would show that BHVR don't really care about breaking up the monotonous trinity of Huntress, Nurse and Blight being the only viable killers at higher MMRs and are more focused on letting survivors feel like winners every game, even if it comes at the express expense of people who want to have fun playing killer.
Exponential is fine. It's not CoH.
Overcome however...that's going to be as bad if not worse than CoH. It's a ridiculous perk that could well end up totally breaking the game - it's basically a team wide sprint burst that can be fitted into 1 slot. Honestly, I can't think of a more blatantly overpowered perk since CoH's could stack and make groups basically invulnerable (which forum survivors defended endlessly).
This patch and how BHVR move going forward from here is going to be the deciding factor in whether I stick with DbD going forward or find something else to enjoy, and I have a feeling I'm not the only one.
Killer players are miserable right now, and feel like they have to camp/turbo-tunnel every game unless they are playing one of the big 3. On the other hand, survivor queues are getting silly and are only going to get worse.
@Tr1nity said:
I think legion would counter overcome quite well with feral frenzy.
I'd guess the opposite.
You injure someone. Then you injure someone else. Then you end Frenzy and try to down them - only now they've gotten a free, completely automatic sprint burst (on top of their other perks), have predropped a pallet and are now in a totally safe loop teabagging you.
-
@Myla said:
It's pretty entertaining to watch Survivor do their crouching rituals and then cleanse your totem right in front of your eyes since it spawned beside them and you physically can't do anything to reach it and can only die inside.
Eh...
I like LP, but the only time I really use it is doing that silly gimmick style with Pinhead where you try to find the box super early.
It doesn't last long enough to sacrifice a perk slot for, and it's not too hard to get into your first chase pretty soon after starting using better perks (CI, Discordance).
If it did something like showing the auras again every 60 seconds or something, now that would be almost worth running.
-
@EntitySpawn said:
Honestly havent seen this many since the first day of his release which he died of pretty easy.
Now I play at a high mmr so i hardly see most killers, pinhead however was like the 7th most common to see (which i love him) and they always used the fang but never really did that great.
However today was consecutive pinhead matches all using his strongest addons before the nerf 🤣 I think 1 got a 3k while most others got 1-2k at best.
Honestly gave me a chuckle they're rushing to use the stuff before he becomes unplayable at the higher levels lol.
Imagine a high skill killer that has a questionable antiloop getting nerfed. Theres no hope for you killers nowadays 😂
As others have said, his only actually problematic addon (Engineer's Fang) barely got nerfed, which means that the Cenobite nerfs (and the Wraith nerfs) are the clearest indication that BHVR are balancing this game based around low MMR kill rates, intermediate/high MMR viability and enjoyment be damned.
Fang is still going to be very strong. With it, he'll still be annoying to face. Without it, he's going to be awful.
@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2666993#Comment_2666993
Yep - exactly. He is OP against solo Q because either nobody is getting the box or everybody is going for the box and not doing gens. His mechanics expose the giant imbalance between solo and SWF because of how powerful communication is for survivors
At my MMR (which I'm guessing is intermediate, possibly high-intermediate) even solo survivors know how to handle the box for the most part. The only way I was able to really challenge decent SWFs, however, was either using 'faster hunt' addons or 'slower solving' addons. Without these, he's going to be another comfortably 'B' tier killer nerfed to 'C' tier.
And that's very, very frustrating.
-
@jamally093 said:
First three matches escaped and desent team then next match a bunch of idiot teammates how does it make sense if I escaped three times with a good team why do I end up with people who don't know what their doing.
Because it's entirely possible that they just escaped by luck, or by throwing other players under the bus.
It may also seem that way because you are facing a proportionately better killer.
SBMM could also have had a...moment and gave you a ridiculous matchup. It happens sometimes.
-
@dspaceman20 said:
Like always the thing I am most excited about in the new chapter is the perks. And there are some perks that could make some really interesting and good builds
I have a few builds with Overcome but I don't think I have any for Corrective Action or Boon Exponential yet but I can think of something.
What new perk build you going to make with the new perks?
Agitation+PR+Starstruck is going to be a lot of fun on some killers.
Pentimento...I may try that with Plaything+Retribution. It looks like the sort of thing that by the time you've got it working well, you've either won or lost the game.
Grim Embrace looks pretty terrible, but maybe someone will figure out a way to make it work.
Survivor wise, Overcome is going to be the most broken thing since CoH. Give your entire team sprint burst for the cost of one perk slot...oh man this is going to negate so many killers. I'd be amazed if Overcome and CoH don't get a nerf in the midpatch.
-
@EvanRaven said:
i quit completely about 6/7 months ago for several reasons. i had been playing since 2016 and completely burned out since then. i also just got sick of the toxicity. i was a killer main (i play on xbox btw) i had notifications for messages turned off because i would get spammed by salt often. sometimes i would check my inbox after a week and it would be completely full of toxic messages,people telling me to off myself or calling me trash or saying they would report me. (one time i had a guy demand i apologise for killing him.) yeah you get the picture.
i'm curious what it's like now? i hang around in off topic occasionally but every time i check general i usually see threads complaining about perks or just people arguing. i'm guessing the game is in a pretty bad spot right now? the game felt more reliant on perks instead of skill last time i played, is it still like that?
(more curious, is doctor good or bad? i used to main him when i played)
As someone who started maybe 15 months ago...it's different. Better in some ways, worse in others.
The good:
- If you aren't a high MMR player, SBMM definitely makes for more even, fun matches. Note: more. You'll still have the odd, absolutely stanky one.
- Plenty of new killers and perks to try.
- New killer (coming tomorrow) looks both powerful and fun, and if BHVR don't cave to the anticipated tsunami of survivor complaints, she may help to shake the stale meta up a little.
- Game feels more refined than it did a year ago. A large number of janky issues and bugs have been fixed.
The bad:
- SBMM makes things rougher for high MMR players, especially killers. Expect to play 'meta' or get drilled and billed.
- SBMM has some quirks. It's very weird for survivors and does not always seem to work correctly.
- When you start out, you'll be assigned an 'average' MMR, which means that you'll probably have to go through a dozen or so rough games while it calibrates.
- Survivors are currently overwhelmingly strong in the current state of balance, with several insanely strong perks basically ruling the meta and maps still being overwhelmingly survivor favored for the most part.
- Balance is very iffy otherwise. Longstanding issues with maps haven't been fixed, about half the killer roster is really...not great and BHVR seem more intent on nerfing killers (Freddy, Wraith, Slinger) and addons (Cenobite) for the sake of low MMR survivors than reigning survivors in at higher ranks.
- Correspondingly, survivor queue times, especially offpeak, can run extremely long. My record is almost 20 minutes.
- While the out of game community is pretty decent, the ingame community is one of the most toxic I've encountered outside of shooters and MOBA games.
That said - give it a shot. I never thought I'd play this game again, and here I am.
-
@mugele2 said:
Here are the results of my last 38 trials as survivor (0=killed, 1=survived):
00010110111010000001110100000000000010
26 times killed, 12 times survived.
In about 2-4 trials the killer was IMHO a beginner. About 6-8 trials were nice to play. About 18-20 trials were ugly (camp, tunnel, slug).
In the old ranking system I was rank 10-12. In the new system I am grade Gold I.
The killers are most often to strong for me. I don't have fun playing against these killers. Please fix this issue. For now I would stop playing DbD and switch to another game.
The issue is that survivors SBMM only counts escaping as a win. Honestly, any game with 2+ escapes is a win for the survivors, even if it doesn't feel that way for the one who dies.
Maybe MMR gains for survivors should be tied at least somewhat to what they did that match. Right now, nobody seems to be satisfied unless they personally escaped, even if it was a 3-out.
@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2666786#Comment_2666786
You might wanna work on your maths skills
Flip a coin 10 times.
Record how many times it landed on 'heads' and 'tails'. Chances are it'll be pretty uneven. This may mean that the coin is unbalanced, but it probably means you just need to flip more.
Flip it 100 times. Your results should be closer to 50/50.
Do it a thousand times and it'll be closer again.
The phrase of the day is 'sample size'.
While SBMM definitely has it's quirks, and sometimes puts you up against unsuitable opponents, over time your MMR should stabilize in a place where you are escaping as much as you are dying. It just might take a while.
-
@Pizzasauce said:
...will someone log on and play with me? :P
Got your DC problems fixed?
-
@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666184#Comment_2666184
Demo with both IRI addons is pretty strong. Obviously good survivors will just destroy your portals.
If I'm going for strong addons on Demo, I'll run the soda can+the 'undetectable' iri (grabs galore), the aura reading+shred cooldown for maximum pressure or whistle+the yellow addon that increases detection range to turn my portals into essentially radar stations.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2666579#Comment_2666579
Not for Survivor queues.
And that queue was instant.
That's so odd. Offpeak my survivor queue can run well over 10 minutes, peak it's more like 5. And that's with crossplay on. Killer is about 60-90 seconds offpeak, 10-30 peak.
The only time I get instant queues are those periods where the entire SBMM system seems to be offline, and then - yes, it's fun times at shenanigans matchup wise.
-
@deKlaw_04 said:
I know I already posted a thread and Ill try to not post a lot but wow. I wasn't even playing killer I was playing solo survivor and we got a three man escape in a match against scratch mirror Myers at Lery's. The Nancy called me a "dumb Jill" (I was playing with Claire by the way) sending voice messages for not going to get Claudette even though he was on death hook in the injured state and I had to body block for him and an injured jane. I was on death hook too as I won a could of chases, Myers beat me in some and was basically getting chased all game. Point is I have never seen someone be pissed even though he escaped. I asked if the Claudette was his friend but got no answer (they were on two different platforms so idk) and I was respectful towards him too.
Frigging constantly.
If an enemy team has a DC and I wipe them out, but give the last guy hatch, I get called a sweatlord in postgame.
If an enemy team has a DC and I let them farm, then there's always one threatening to report me for 'holding the game hostage'.
If I play a 'meta' killer/perks, I get cussed out for playing that killer. If I play a non-meta killer/perks, I get cussed out for 'not playing normally'.
Some players, win or lose, won't be satisfied unless they can dominate every game. It's Dunning/Kreuger syndrome personified.
Sadly, this game lacks any real sort of moderation, meaning that people are basically given carte blanche to act like salty prolapsed buttholes in postgame chat.
That said, I'm...tolerant of sore losers. The people that get under my skin are the flicky flicky teabag teabag types who will run a stacked 4man SWF with a smurfed down MMR and a map offering and gloat at you when they win.
If I had a magic wand, I'd send them all to another game.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2666475#Comment_2666475
Yep.
Me and my friend played against a 3K hour Nemesis with Ruin, Undying, NOED and No Way Out who was running Marvin's Blood.
We both have 2K - 4K hours, so pretty good match so far.
Our Meg had 22 minutes in the game and Dwight had 6 hours.
i know I'm bad but I refuse to believe I'm THAT bad
To be fair though, you play console with Crossplay off. You are going to have...all sorts of matchups due to prolonged queue times.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2666533#Comment_2666533
MMR works fine for new players.
https://twitter.com/Karu_TC/status/1465354344002469888?t=9iSniIsRUDRxVrelP0Yc3A&s=19
(this is in no way meant to shame the Trapper or reflect negatively in any way)
Yeah tagging new players with 'middle' MMR is ridiculous.
-
@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2666198#Comment_2666198
I'm honestly terrified for the rework. I don't have much faith in the devs when it comes to balancing or reworks, and I'm afraid they'll ruin him for me. Though I admit he does require a different thought process to play effectively, which can be a deterrent, but if you can appreciate goofy play-styles, it gets funner once you get it down.
By goofy, I mean running behind survivors for 15 seconds without hitting them in some cases, or purposefully canceling chases and going back into them on repeat.
The key to his current iteration, I feel, is running Play With Your Food, avoiding chases, avoiding M1s that only injure, and only committing to short insta-downs. If you ever feel like you're getting looped hard, you're probably playing him wrong - he's not a chaser. I'd lose most of my games if I chased people.
Instead, my general plan is to:
- Force them in towards the map with Corrupt Intervention at the start
- Set up long-range stalk sessions from tall main buildings (Crotus Penn Asylum) or set up ambushes at generators next to corrupted gens
- Insta down whoever I ambush; if revealed, just take the free stalk you got from them and reset
- When I get a hook, use an info perk (need one, I like BBQ) to find your obsession or 99 stalk people
- Run behind 99ers and wait for your power. NEVER hit them until exposed if they've been stalked over 25%
At that point it just gets crazy snowbally since you just keep stalk on everyone and run at 125-130% speed for basically the rest of the match.
The only maps I find difficult are Auto Haven and some farms maps since they can be a little too open. Everything else has some main building to abuse, good stalk corners, are indoors, or have some other niche.
---
Also remember they only reveal you when they see 20% or more of your body, not your face. Keep abusing the peaking mechanic and eventually you'll figure out the little angles where they literally can't reveal you from their direction.
If they go Plague or Demo style - bake in more 'compulsory' addons and make addons more appealing/interesting at the same time, and buffing the basekit while keeping the 'feel' intact - that would be awesome.
If it's just a Pig level 'rework' and all they do is shuffle some addons around, that would suck.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2666235#Comment_2666235
Theres a big issue with your entire points on MMR, and it's that it's still based on only kills and escapes.
Survivors can, and are, exploiting this fact to dip to low MMR to keep getting easy games. Bully the killer all game then die to EGC to keep the cycle going and keep dropping MMR. When you feel like winning, go for it, and then begin dying again.
It has the exact same issues with deranking as RBMM did. Except it also comes with fewer positives. So lower MMR players will still get thrown into the wolves, only for their MMR to increase further and they'll then face more better players.
Yes, I am still seeing smurfs - but way less than I was under ranks. As I mentioned, my match quality has substantially improved. Now I get them maybe once in every 12 games rather than twice in every 3.
Now smurfing yourself down to stomp lowbies will take a good while. It was so easy under ranks than (no hyperbole) more than half of my games when I first started out were against obvious smurfs (I'm not exaggerating, you can probably trawl for my earliest threads on the forums where I posted numerous images and was told 'well, that's just the game'). If I recall, even some Fog Whisperers were openly doing it.
I wish BHVR would pull a Blizzard and start looking for patterns of people suiciding/AFKing repeatedly, because this basically killed Starcraft 2. Smurfing absolutely strangles retention of new players.
That said, this isn't unique to the MMR system and was far easier to do under ranks. It's a problem that is going to need a fix though.
I will say that SBMM is setting up a nasty little conflict between intermediate/new players and veterans and I have no idea what can be done to reconcile the two. Bringing back ranks...I'd probably just leave.
-
@GoodBoyKaru said:
So basically I've been meaning to make these into long, fully-fledged forum posts that are usual of me (breaching into the 3k words each), but I really can't be bothered to put in that much effort into being so negative so I'm just going to essentially paste them all out here. This is just so I can get out all of my frustration and invite some feedback into what I can do to have more fun (saying to just change my mindset and lose continuously isn't the answer because, believe me, I've tried it).
antiloop killers
The decision to move most killer design to anti-loop no mobiliy was a stupid idea. Genuinely. It's massively encouraged the hold W strategy, prevented decent map adjustments being made, and also made survivors learn to play better. The counter to these killers is to split up on gens and hold M1 for 80 seconds, have the trial over and done with quickly, and due to their lack of movement they can't compete, but on the flip side they can also have near-instant chases if you try to loop them. Therefore maps must stay large so this counter can keep working, and it's really frustrating. Instead of fixing the core issue of map design and gen speeds, bandaid upon bandaid was slapped on until it's created a stack which can't all be ripped off at once due to the work required and effects that could have.
boon totems
When I say boon totems, I don't mean all of them. Yes, I think Shadow Step is frustrating, and Exponential could be awful with Power Struggle, but both don't seem too obnoxious. I'd like a minor hit to them, but that's it.
Circle of Healing, however- this perk needs to perish. Imminently. I honestly wouldn't hesistate to call it the best survivor perk in the game, beating out even Dead Hard, due to the utility it has. 16 seconds to heal. 8 seconds to heal someone else. It can come into play every 14 seconds and can be spread out across the entire map. "That's 14 seconds they're not on gens-" it doesn't matter, because of the time it takes for you to find and then snuff them. Even when I win, it doesn't feel fun anymore.
realm beyond
Ormond was a good change, mostly. I still hate breakable walls but I've made my peace that I'm never seeing them go.
Everything else was not. Maps do not look as good as they used to, optimisation has vanished like a receipt on the wind, the fog just looks like someone's been running a car engine for a bit too long nearby, the atmosphere has vanished, and everything is so much darker (except for coldwind, which has taken the advice of the Weeknd a bit too literally and become blinded by the lights, apparently). Old dbd had this certain charm to it's art direction, and new dbd just... doesn't. The higher poly models are nice, as are the character updates, but the animation changes and general map changes were just not it.
Also, why did you remove the blue from Macmillan, see people complaining, then seemingly out of spite quadruple the amount of green on Autohaven? It looks like a samoyed that's just been rolling on a freshly mown lawn lmao
sbmm
Honestly the reason I made this post, SBMM is the bane of my existence. A metaphorical and literal fun sponge, worming it's way into our games as proof that the devs who supported this don't play or understand their game, nor do they listen to the community. People were saying for over a year this was a terrible idea that wouldn't work, and they can all feel smug about themselves because they were right, it doesn't. There's too much to keep track of in a match, and the algorithm does none of it. Rank-based matchmaking was bad, and as a measure of skill the Emblem System really wasn't great, but they were so much better, and so much fun, than this dumpsterfire.
It only keeps track of escapes and kills. That's it. That's all it does. This took them years to decide that's the skillful criteria, except oh no maybe Hatch shouldn't count.
Y e a r s
I'm just- I cannot express how much I despise this system, and how unfun it's made this game for me, as both killers and survivors. It's forced a hypercompetitive mindset onto players, and even at lower MMR (at least with my losing streak of throwing games as hard as possible I bloody well hope I'm at low MMR by now) people have decided that they want survivors to be in the trial for as little time as possible, so it's time to either relentlessly tunnel someone as quickly as they can, or facefuck gens as fast as is physically possible, and once more it's just not fun.
That's what I'm trying to get at here, anyway; regardless of what Big Data:tm: is telling you on the success of SBMM, you have said several times in QnA Streams (I should know, I summarised them) that you listen to community feedback on how things feel in the game alongside the data. People have been telling you it feels awful and you've done, what? Forced the system onto us anyway in it's half-baked state, no more capable of determining skill then a goldfish with it's eyes shut? Not reverted the changes and instead sat back to watch the carnage unfold? You've reverted things before- think 1.9.2- and this is something that could be done on the backend so you could very easily disable it until you've got a better deciding factor than just kills and escapes minus hatch.
I'm sorry if this is hardly constructive but I just cannot physically comprehend who greenlit this and thought it was a good idea?! People were telling you it would flop, why would you implement it regardless?! It's just so frustrating to see a game I've supported for years, and has been with me as I grow up, continue to be beaten down and down again by bad decisions- one step forwards and then you catapault yourself backwards down thirty flights of stairs before landing ungracefully into a river.
Not to mention the effect it's had on content creators, who are one of the main sources for new content in the game. They clearly don't like the system- at least from what I've been hearing- and neither do a majority of the vocal players on Twitter and these Forums (I can't speak for other socials, as I don't use them, and it's entirely possible that the SBMM enjoyers are lurking quietly in the shdadows). It's made games more unfun and exposed the deep imbalances in the game's design- which is good I guess?- but these imbalances are so deep-rooted with so many bandaid perks that they can't actually be fixed without managing to break everything else.
I absolutely despise this system. It's really, really unfun, and I don't see myself playing for all too much longer.
I've finished the Rift, and I feel like that's me tagging out for now. I can't bring myself to want to play more than three games a day.
-
I took a week break, came back a couple days ago because I was feeling better, and already feel myself hating this. This game is intrinsically frustrating to play on both sides, no matter how hard I try to have fun or how many friends I play with and stream to. It's the only game that's ever kept me for this long, but I feel like bad decision after bad decision, stale design after stale design, are all pushing me away.
I really want to keep liking this game, but I'm just so frustrated with everything that I'm not sure I can.
I...sympathize.
Let's go through this part by part, as you do raise some interesting points.
- Sadly, yes. There is an arms race right now between an increasingly skilled survivor base that knows how to abuse map features and killers being given powerful anti-loop tools that isn't healthy for the game.
- That said, even anti-loop killers can struggle on certain loops unless they also have either a way to bypass the loop entirely (Nurse, Huntress) or move so fast that they can catch up (Blight).
- Maps, as a whole, need a significant retooling and then maybe the 'S-rank' killers can be brought down somewhat. I'd much rather see Pig and the rest of the struggling killers brought up though.
- CoH is a nightmare and can almost counter entire killers (Wraith) simply by existing. It nullifies all attrition play. Boons as a whole are a problem because the correct counterplay (snuffing them) is more times than not the wrong thing to do, as your time as a killer is at a premium and they can just relight it. I predict that Overcome is going to be just as bad. Honestly, boons should never have gone live.
- Dead Hard is another problem. The thing was the most meta of meta perks, quirks and all. Now, when used correctly, it's basically a third health state on a short cooldown that also feeds the killer wrong information via fake hits. By shifting the validation issues to the killer side, you've turned an already strong perk into a broken perk.
- Some maps are just...ugly. The Game is one, as is Autohaven. I wish every map was Yamaoka - the place just oozes atmosphere and is decently balanced for both sides.
- I know it's a bit of a controversial take (how unusual for me to have one of those!) but I like SBMM. It needs to be more nuanced on the survivor end of things, sure - and sometimes just doesn't seem to be working right (why am I still facing off with a 10,000 hour nightmare squad after 3 consecutive losses?) but I will say that, by and large, my match quality has improved as killer when compared to ranks.
- However, it is going to be rougher on the higher MMR folks, as they now don't have as many matches against less skilled opponents - leading them to be forced into a narrow, stale meta and having to play 'sweaty'.
- SBMM has also shone a massive spotlight on how bad the balance of the game is, with only a few killers and builds really having any sort of viability in high level play.
- Reverting to the rank system would probably make things easier on high MMR players at the expense of low/intermediate MMR players. It's no fun having to face monster SWFs every game, but it's also no fun being thrown to the wolves.
Honestly, Artist is going to be the deciding factor for me now. If she gets nerfed, and the game loses another potential A/S-rank killer, that would likely mean that my vision for the game is so different to BHVR's that I'd be better off taking a hiatus. If she remains strong and the mid-patch reworks Ghostface to a decent level/maybe tweaks boons a bit, I'd find that really encouraging.
-
@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/2666175#Comment_2666175
i agree minus the genrushing thing. Genrushing is when survivors all spread out to 4 gens at the start and ONLY do gens. No totems, no heals, no saves, just gen gen gen and leave
Yeah I think we are using the term differently. I'm using the more 'classic' meaning, which involves multiple toolboxes and stacked 'do gens faster' perks.
What you seem to be describing is just survivors playing 'meta'. If survivors are busy faffing around with my totems, chests and things - that's usually a mistake.
-
@Beaburd said:
No one said Ghostface yet...
Ghostface.
---
Though I do think he's slightly stronger than some say if you learn how to abuse his ability reveal mechanic and focus on exposing people.
I'm waiting on his upcoming rework. I love the killer visually and enjoy being sneaky, but he has too many quirks and idiosyncrasies to be fun for me and wow does he get looped hard.
-
@TransverseCaster said:
Confess your DBD sins here.
I'll start: I've been queue dodging solo survivors so I can beat up on SWFs as revenge for one team that humiliated me recently. They got three flashlight saves, it must have been a dozen pallet slams, two DS hits, multi-minute loops, and three (or was it four?) BT body blocks on me, and dead harded throughout. I'm new to Pig so it was painful trying to learn.
https://us.v-cdn.net/6030815/uploads/QSGFP4YG9BX5/evil-priest.jpg
I tunnel like a demon sometimes. My express goal is to delete one player ASAP.
If you teabag me, not only will I camp you out, but I'll probably end up focusing on whatever survivor you played in the rest of my games for the day. Sorry not sorry.
I'm no longer going to bring streamers to matches because of how BM people have been during the Bloodhunt.
I don't mind giving people hatch/gate - but it's important to my own pride that they know I'm giving them hatch/gate.
I still miss way too many attacks after teleporting with Hag.
Sometimes I dread logging on in the mornings.
-
@BaldursGate2 said:
Trapper is good with iri stone.
Wraith good with aura reading and silent bell.
Clown with pinky finger
Pig with amandas letter (more in indoor maps)
Yeah, this is generally a sign of something being off - killers going up or down an entire 'tier' (sometimes more) depending on whether or not they are using a specific addon. See also: Cenobite with Fang, Demo with Soda Can/aura reading Iri, Blight with Ring, Nurse with her 3 blinks Iri etc. It's not always weaker killers either.
-
@jinx3d said:
Agree and disagree.
Bodyblocking, flashlights, genrushing is all easily countered. Theyre also valid tactics. The survivors obviously arent gonna want you getting hooks because it makes them another step closer to losing. However, they cant all be genrushers AND flashlight/blockers. If theyre following you around to get a save they arent doing gens
'Genrushing' is sort of a catch-all term for 'survivors beat me'. It's the killer version of 'tunneling'.
The goal of survivors is to do gens before the killer can snowball. The goal of the killer is to try to prevent this, and to execute a 'Rule of 3' snowball - having 1 survivor dead before 3 gens are completed.
'Genrushing' actually (to my mind) refers to a specific strategy of stacking a team with BNP, PTS and the like and slamming out/rotating people onto gens so fast (often at the expense of hook states) that the killer cannot realistically apply enough pressure fast enough. The 'rush' part implies a cheesy strategy that requires substantially less skill/effort to execute than counter, much like 'rushing' in an RTS.
I don't think anyone considers flashlights a problem, aside from us photosensitive types who have to go and lie down when someone is flicky flicky strobing all game.
Bodyblocking - I welcome it. Thanks for feeding me free hits. Most of the time, even if someone breaks free, I'm now ahead of the game.
The problem aspects are:
- MMR putting SWFs up against killers far less skilled than them (either smurfing or a quirk of the system).
- Stacking perks that make it disproportionally hard for a lot of the killer roster to really do anything.
- An increasingly sophisticated playerbase that even at intermediate levels knows how to abuse strong tiles to be almost uncatchable for some killers.
- Half the killer roster being sort of bad.
-
@Ssajbambusa said:
I would say Demo is actually pretty strong, but that's off top.
Trickster and Deathslinger - I dislike playing them, but their laughs and chuckles are really fun aspect, especially Trickster's when survivor DCs.
Clown too... and his orange bottles with addons are actually fun to use aswell.
Demo can be strong, much like a lot of other 'B' tier killers - but it depends entirely on the map and survivors you are up against.
His mid-tier traversal ability works well to cover larger maps, but he's extremely vulnerable to tight loops and vaults. Had an absolutely miserable game on Ironworks last night that is probably going to make me take a break from Demo for a while.
-
@Thrax said:
I got several games where the survivors chose to not try. I guess because I was pinhead. Well screw me for wanting to play someone else. Cost me my decent addons that I haven't tried and just ending it like we all wanted pushed my mmr up over the hump to outmatched squads whose only goal is to harass.
The killers viability has dropped and the great new mmr doesn't help.
I am SO ready for vhs.
I don't think MMR is the problem. All MMR has done is make the balance issues and the fact that more than half the killer roster...kind of sucks incredibly apparent.
Rank based matchmaking hid these problems because high MMR players would constantly be matched against far less skilled survivors. Now that they are having somewhat more evenly matched games, they are forced into a very narrow set of 'meta' killers and builds.
BHVR is going to have to take a long, hard look at the balance of the game at higher MMRs or they are going to hemorrhage their veteran players.
-
@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2666039#Comment_2666039
Thanks for the recommendation, I hadnt heard of riftbreaker looks sick
It's by a company that made one of the best Tower Defense games of all time, and honestly - yeah. It's going to be my personal GOTY. Looks great, plays great, tons of variety and a really reasonable price-tag for a game that will last you longer than the majority of AAA titles.
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2666049#Comment_2666049
making maps smaller would be a first
It's not so much size - it's density.
Some maps are larger, but have a decent amount of deadzones and areas the killer can try to herd survivors.
Others are densely packed with safe vaults into another vault into a pallet into a jungle gym into another vault into shack and then out to another jungle gym. And even intermediate survivors are becoming sophisticated enough to abuse these.
Pallets, by and large, aren't a problem as they are a resource that can be used up. Vaults remain a problem all game, and savvy survivors can turn a sequence of vaults into a pseudo-infinite that they can use every time you chase them. The best example would be the PogLog on Swamp maps or the various 'House of Pain' tiles.
It's why you see a lot of Nurse, Huntress and Blight at higher MMRs, but very few Demogorgons.
-
@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2665315#Comment_2665315
Ah, the timeless no you argument, the sign of a mature and well adjusted individual. I have seen the error of my ways. No longer shall I crouch, as I dare not ruin the safe space of video games. I will refrain from hurting the feelings of snowflakes with my display of mastery over the cntrl key, thank you kind sir.
This is one of the tragedies of the modern age.
On one side of this silly culture war you have the safe space brigade who find literally everything 'problematic'.
On the other side of it you have people that now feel compelled to act like gigantic prolapsed anuses to everyone to somehow own the other side.
In the middle is the vast, vast majority of the rest of us having to deal with smelly jerks from both sides and generally wanting to leave the planet.
@MauriceMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/2665289#Comment_2665289
Interesting. You compare a game that is basicaly tag with a horror theme, with some martial art game like wrestling. To actualy distract a person, even if it makes you "be a jerk" as you have labeld it, can be a victory bringing strategick in this kind of game, but not in martial arts, where an actual confrontation of two individuals leads to the result and not the avoiding of said situation. even though youre arguments are somewhat interesting, theire sadly invalid.
And, because i will hate myself for not saying this: Ok, boomer
Gen-X'er actually (just). My birthdate is remarkably close to that of Kurt Cobain's.
I see both as analogous. Both are supposed to be competitive and enjoyable for both sides, with a common respect for each other as opponents and human beings.
Sure, yelling ethnic slurs at someone before a match can rattle them and it can certainly be an effective strategy that can make it easier to win - but so's hacking. I don't think either are acceptable.
The difference between this and, say, a kendo match is that it's entirely anonymous. There is no risk of getting fined/removed/clouted for the person acting the fool, which is what brings out the CoD kiddies.
However, this sort of behavior is also the sort of thing that causes people (especially new people thinking of joining) to just quit, and eventually your game suffers for it. League of Legends ran into this problem (it was difficult to retain new players because of the septic tank of a community), and they managed to substantially turn it around with the Tribunal - leading to LoL being the biggest game in the world for a while.
I know that I've tried to recruit friends and family members into DbD, and the two factors that make it a hard sell are:
- The grind.
- The ingame community, which has an almost MOBA level of 'yeah, it sucks' reputation online.
Once again - it's incredible how much time and effort you are putting into twisty justifications for your own poor behavior. Usually when you start doing this its an indication that you know you are in the wrong.
Manner up.
It's not that hard.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2665492#Comment_2665492
Overcome needs to do something completely different imo. It doesn’t need a nerf, it’s just unhealthy for the game with what it does.
BHVR are sort of setting themselves up for a massive killer exodus/mea-culpa in a few months. Survivor queues are already getting silly, which I'm going to blame at least partially on CoH and the 'fixed' (see: buffed) Dead Hard. I don't think I've seen killer mains this frustrated/depressed in ages.
CoH was bad enough (this one perk counters so many builds and even entire killers) but now you have a perk that essentially gives the entire team Sprint Burst for the price of 1 slot on 1 survivor.
Boons, as a whole need a total rework. They are exactly as powerful as everyone was worried they'd be, with as little realistic counterplay.
At least if Artist remains somewhat powerful there will be another viable killer at high MMRs (reducing the monotony of endless Huntress, Nurse and Blight games) but...yeah, precedent isn't running in her favor.
-
@Tr1nity said:
Ehh, I think buffing killers would be a better way around it.
This.
There are a few stand-out perks/maps/loops on the survivor end of things that definitely need adjusting, but looking at OoO as a precedent, this will take years.
Honestly, if Wraith, Trapper, Pig, Demo, Ceno, Slinger, Doctor, PH and co all got Plague level reworks, better addons and a general buff to their basekits, so many issues with this game would fix themselves.
It's...fun to dream, isn't it?
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2666014#Comment_2666014
Ironically enough, this isn’t the first time something like this has happened. Back in the day (around early modern era) tulip bulbs gained a very high arbitrary value thanks to investing. After a while, tulip bulbs, despite being, ya know, tulip bulbs, were so valuable, that it can and did turn orphans to millionaires, until eventually tulip bulbs crashed. Investors couldn’t sell, so on so forth.
This whole crypto thing is nothing new, it just takes different forms as the ages go on.
At least when you buy tulip bulbs or any sort of 'futures' there is a clear transfer of property between an owner and a buyer.
With NFT's/crypto, you actually don't own anything. It relies entirely on the seller acting in good faith, which - the entire process being anonymous - is not even slightly guaranteed.
If you really want to gamble, you are better off learning how to day-trade or play the forex game. My brother-in-law trades during his security shifts and is essentially doubling his salary.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2664599#Comment_2664599
I agree with everything except pinhead. Yes his power is a rehash of existing powers but the box mechanic is a breath of fresh air. Provided it goes off. When his chapter released i actually came back for a bit. Then boons were introduced and i left again.
PInhead has potential.
I love the idea of the box (and secondary/tertiary objectives in general) but his basekit is a touch weak and he relies heavily on addons to beef it up (which are getting nerfed hard).
Against a team of survivors that know what they're doing, he struggles to get any real momentum.
-
@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2666028#Comment_2666028
Same, might go play resident evil VR some more
I'm torn between The Riftbreaker (probably my GOTY, this game is just so, so good), Gladiator Guild Manager (also tons of fun) or that new Guardians game.
-
@bm33 said:
I'm hoping they take the suggestion someone made in Q&A post about prestige and have bloodweb go to 150, every 50 you get level of prestige without having to reset everything.
This would be perfect.
I wouldn't mind prestiging, but the grind is already overwhelming without having to do it all over again before I can play the killers I want to play with the fun builds I tend to prefer.
-
@Actionjacksn said:
.....just remember, there is always someone in this world who never leave you alone... 😊
You can always go...
DOWN TOWN.
Yes, thanks. Now that's going to be in my head all day.
-
@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2666020#Comment_2666020
So its not just me!
Yeah I thought so too. Its over as far as I can tell. Very annoying, I wanted to have 1m bp before artist
Fortunately I got to 990ish last night. Was planning on jamming some Demo and Hag today and grabbing a few more addons but just going to play something else until tomorrow.
-
@gammatsunami said:
I went to bed 8 hours ago and when I hovered over the bp icon it said the event ends in 21 hours.
Now I login to grind the rest of the event out, the events over. Was the timer wrong or did I sleep 21 hours?
I was wondering about this myself. Thought I'd be able to hammer out a last few games, but newp.
...Is it just me or does this game just feel right with double BP?
-
@Dwigtht said:
I really have no clue, so I would appreciate it if someone explain why NFT is bad thing.
How this may affect my game experience?
There's a 'good' reason (NFTs are basically the old 'hey kid, I've got a bridge to sell you' scam) and a 'bad' reason (a convoluted logic chain involving NFTs causing global warming, mostly revolving around hypotheticals, worst-case-scenario reasoning and iffy science).
@MichaelPowers said:
Bitcoin and doge are terrible examples. No one spends them. One is only for investing right now and the other is a meme.
This is the reason I never bought into the crypto madness. What seems to happen is people rack up tens of thousands of 'theoretical' dollars in profit and then find that they can only exchange these for more internet money - and cashing out is extremely difficult/punishing.
It reminds me of working in Vietnam. Salary is pretty decent, it all looks hunky-dory and then you realize that it's nearly impossible to move your savings out of the country.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2665999#Comment_2665999
What in this game isn't hard countered by SWF with voice, haha
Are they nerfing his base kit as well, or just his add-ons?
Just his addons - but his basekit is a little 'meh', especially indoor maps and a huge chunk of his power (that doesn't revolve around the 'find the box first' gimmick with LP) came from his addons.
A lot of people reckon that he needed something to compensate in his basekit, and I agree. Although since he's a licensed killer...maybe in 2024.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2665991#Comment_2665991
When? Just bought him yesterday lol
Wanted him for Hex Plaything anyway.
Next patch. All of his solving/faster hunts addons were nerfed heavily, 75% in some places.
Plaything is fun, and I use it a fair bit but it's often just hard-countered by voicecoms.
-
@slendermansmoom said:
spend it on killers who are fun to play once you get addons like pinhead and myers or maybe even trapper or pig.
Do not waste your BP on Pinhead for a while, his addons have been obliterated.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2665923#Comment_2665923
this is an old challenge though
@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2665923#Comment_2665923
That's a tome from last year though xD
Huh.
So it is.
I guess survivors are just cold or something right now.
-
@Mandy said:
I got pulled out of so many lockers trying to get that challenge done - I am sure the killers that I was up against thought I was trolling.
This post literally solved a mystery for me.
So many survivors seem to be diving into lockers and praying right now. I was wondering what was going on.
-
@[Deleted User] said:
I'm more excited for the artist's perks, i wasn't that interested in her power. Overcome is going to be annoying, but that will make exposed more useful. I like the new map. I'm excited.
Overcome is going to be a problem, I can see that already. We're already entering a realm where instadowns are becoming the only answer to perks, and that needs to be deemphasized, not encouraged.
I'm really stoked for the new killer, but if she gets nerfstomped I think I'm going to call it a day for a while.
-
@MrDardon said:
A Survivor of the Mac Millan mine disaster.
New Killer: The Miner
Map: Mac Millan Mines/Caves
Power: I have no idea because I didn't think of it yet, but probably something with dynamite.
Hmm.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2665877#Comment_2665877
I don’t consider that toxic, it’s just harder for me to beat as a killer than a typical tile. I wouldn’t consider a survivor taking advantage of a good tile to be rude though.
I'd have to dig up the video, but I remember watching a survivor loop a pretty experienced killer (Otz, if I recall correctly) on the Haddonfield HOP pseudo-infinite for something like 5 minutes on the final gen just to BM and stall the game out. And he was playing Nemesis.
I ran into a smurfing SWF last night, including an insanely toxic 'flicky flicky' Dwight who I literally couldn't catch on Ironworks. He just chained pallet into vault into vault into pallet into Dead Hard and back to the original vault to the point where I was like 'is this guy speed hacking or am I just terrible at this game?'.
-
@Suzzys_Secretary said:
https://forum.deadbydaylight.com/en/discussion/comment/2665265#Comment_2665265
Not about vision but rather the reality of having actual competition in this game genre. Without competitors killers got easy 4k games for years but now with other alternatives they have to ensure both sides (killer & survivors) get to win. No most dont want to be forced to swf to have decent games.
...Huh?
The problem is that, right now, about half the killer roster just isn't played at anything approaching high MMR. I know that even as an intermediate player, if I go up against a decently skilled SWF as, say, Pig or Doctor I'm going to have a rough time - while I can maybe give them a run for their money on Hag or Nurse.
CoH, some maps and the 'fixed' Dead Hard are just so, so strong against a whole lot of killers. There's nothing quite like lining up the perfect Shred and having someone DH it and then slip away thanks to the 'fake hit', having a survivor chain tiles and pallets together with no real way to mindgame or catch up, or watching an entire team heal in the space between eating a DS and catching up to them.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2662891#Comment_2662891
Yeah during the morning to mid-afternoon hours I have been facing the sweatiest of survivor teams, and it's just not fun at all. I'm fine with losing a match, but when a well coordinated SWF is able to prevent me from getting anything done, then that means I ended the match with the most paltry of blood points, and experiencing that during a blood hunt is so incredibly depressing.
Mornings are where I run into the monster squads with kanji/Spanish names who are just far beyond my level. I'm still trying to think of a fun combination of 'Hag' and 'morning' to call these play sessions, as that's the only killer I can really contest them with.
-
@Chocolate_Cosmos said:
I don't know where to place him in terms of "how strong the killer is". I know his power on paper sounds rly strong and he can shutdown all loops / windows but still I feel like it takes too much time for it to be really good. I think he is a better B tier pick maybe?
As others have said, he's a solid 'B' tier. He's excellent at locating survivors and can steamroll less coordinated groups, but his shocks are very easy to counter and he struggles to get consistent downs against people that know what they are doing.
That said, running Starstruck+Agitation on him is pretty damn effective (and cheesy).
-
@Tuber said:
Hope you're all okay.
Is looping considered toxic? I do some to try and run away from the killer, but I don't t-bag or make fun of the killer, I just try to run away and hide.
But some assassins get really mad at me, some don't put me on the hook and wait for my death on the ground, and they just stare at me and "beat me."
I don't get mad about it, as it only happens on a few occasions, as I usually like to be a team player, I even sacrifice myself to try to help my teammates.
I usually play solo, so a lot of times I save people and they leave me with assassin, so I stay on the ground until time runs out, as the assassin just doesn't put me on the hook.
But the main point would be to ask you, what makes a survivor toxic?
I'm not fluent in English, I hope you understand everything.
Hug to everyone
It...depends on the loop.
Normally? No.
Extensively exploiting a pseudo-infinite, like the House of Pain? Yes.
-
@emodeshort said:
Keeping in mind that all of the original killers are based on some kind of horror archetype, in one way or another, what unused killer archetype would you like to see added? I personally would love a haunted armor with a castle map lmao
(hag is already a wendigo, stop hoping for another one)
Plant. Poison Ivy? Little Shop of Horrors?
Robot. The Terminator? Old-school Sci-fi?
Insect. Spoopy Spider!
Shapeshifter. The Thing?
Werewolf.
Mummy.
Giant snake.
Alien (Xenomorph).
Killer kid/doll.
Dinosaur.
Crawling Brain.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2665308#Comment_2665308
Or: maybe we shouldn't be trying to balance out a tactical gameplay decision in the same breath as adjusting how fast a task completes.
They're only indirectly linked; trying to solve both at once won't get anywhere.
Then we fix the balance and see what happens to the meta, surely?
Trying to artificially change the meta by further hampering killers...I don't think that's a good idea.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2665304#Comment_2665304
Pretty sure by most generational measures you're getting me in that grouping as well. :p
I'm not sure it's a generational difference as much as demographic representation in various places.
Naturally, not all millennials are like that.
But I've read multiple articles (and even the odd paper) on generational differences, and middle-upper class millennials (on average) tend toward a prolonged adolescent mindset, solipsism, apathy and a lack of self control compared to even Gen-X. It's sadly sort of a downward slope.
The reasons why...now that's an interesting discussion.
