StarLost
StarLost
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@The_Krapper said:
Afk killers should get banned when they do it for multiple matches that ######### is so annoying, I get they want easier games but that doesn't excuse it
Unfortunately, deranking has never been bannable unless it's automated (and even then, I can't find a single anecdotate of anyone actually getting banned for it). I remember a Fog Whisperer doing it back under RBMM, openly and the devs being completely schtum on it.
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@ACleverName4Me said:
Hey man I understand your pain. If I may suggest borrowed time, we're gonna live forever, prove thyself and lithe are great perks to help you pip. Lithe will get you that extra time in chase much more than sprint burst, were gonna live forever helps with points and slugs borrowed time for more altruism points and prove thyself for objective. Also I'd hide until you know someone else has been found and is being chased before starting on a gen. Best of luck!
Yup.
This isn't far from my build.
I generally go Lithe, Kindred/WGLF, Empathy and BT.
The problem with PTS is that there are a lot of Legions right now, and they all run Discordance.
I tend to do okay in altruism. Where I struggle is that either Lightborn gets maxed while Evader sucks, or vice versa - because if I'm doing gens I'm not being chased, and if I'm being chased/hooked/slugged, I'm not doing gens and you don't really get much credit.
The other big issue is how you can be completely denied a pip by things outside of your control? AFK killer, likely smurfing down their MMR? No pip, depip at higher grades. Get camped? Depip. Get slugged out? Depip. Get walled in and forced to DC? Depip.
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@ThiccBudhha said:
They need to rework the medal system for so many reasons. It is SO bad and I wonder why people preferred matchmaking based on those arbitrary values over actual mmr. I mean, I know the actual answer. But still, I am surprised they hate getting crushed that much that they want killer and survivor cooperation to be how people are matched. Lol.
Des-per-a-tion!
Two of the big culprits are Evader and Lightbringer.
Evader requires you to get into a lot of chases and play quite risky, but Lightbringer requires you to do around 2-3 gens. You are supposed to get credit for gens done while you are being chased, but in reality you barely get any credit, meaning that unless you are playing in a SWF or get a golden game, it's tricky to do more than safety pip even if you get out - particularly if you're playing against an instadown killer.
You're also heavily penalized for games where the killer gives up, is AFK from the start or camps/slugs, even if you didn't make any serious mistakes and played decently.
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@dugman said:
I never give hatch. I don’t like people giving me “pity points” and that’s also how I treat others.
I don't see it as pity.
I see it more as a sign of respect - good on you for sticking the match out and not giving up, or becoming toxic. Here's some BP and maybe a pip.
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@AshInTheTallGrass said:
I'm still hoping that someday I'll get a "The Mummy" (1999) chapter. Give me an Ancient Egypt map, Rick O'Connell as a Survivor, and Imhotep as the Killer. I've also heard a lot of people want an "Alien" chapter, with a spaceship map (complete with windows for an amazing space view) and Ellen Ripley as a Survivor. That would also be really cool. What about you? Do you have any licensed (or even original) chapter ideas?
https://us.v-cdn.net/6030815/uploads/5X510UC4MQX0/unknown.jpeg
Tokyo Ghoul, with Kaneki as the survivor and Rize as the killer.
Otherwise...hmm.
The Thing.
Batman.
Hellblazer
Swamp Thing
Candyman
A giant spider killer.
A plant killer.
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@Izo_Quartz said:
My hope is that WGLF gets reworked because it's counter-productive to getting tokens. If you pick up a teammate from dying state, you won't be able to get a token from them. Also there are about 8 other healing perks that can do the exact same thing but better. But the biggest issue i have with this is, the power of the perk alone is borderline useless, because by the time you even reach the dying teammate, they would have already recovered 90%, either that, or the killer will instantly pick up the survivor before you could do anything.
What they should do is swtch the powers of We'll make it and WGLF, making the perk usefull while not being counter-productive to getting tokens. Or at least make it so that picking up a dying teammate give you a token if they don't get downed shortly after.
A lot of the crap perks (No Mither, Monstrous Shrine etc.) that you don't bring unless you are either clueless, trolling or have literally nothing else.
I also hope to see WGLF and (especially) BBQ's BP effects rolled into survivor and killer respectively baseline.
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@Laluzi said:
Yeah. That's a real mood. I usually can get to Iri 4 as survivor without trouble and then it's just tug of war for the rest of the month.
Even with its flaws, I would have no problem with the pip system if it just got rid of depips. For killer, I understand somewhat, as your performance mainly reflects on you, but as survivor, there's so many things that can cause you to get booted from the game early, and they're beyond your reasonable control. Teammate DCs at the start? Depip. Facecamped to death? Depip. Tunneled for the entirety of the match? Depip. Basement Bubba? Depip. 'AFK' Wraith or Nurse with NOED and Blood Warden? Depip. Killer gets no hooks all game and then camps someone with NOED at the end? Depip. Get left on a hook for 100 seconds while teammates hammer out 3 gens and the game is nearly done when you get off? Depip. It's absurd that your ability to pip is so much in the hands of the other players, to the point where it's impossible to pip up if the killer doesn't perform well enough in the match.
There's no reason for depips to exist anymore when the rank system only exists to show how much you've played this month. Sure, make it so that you have to perform moderately well in order to pip up. That's fine. And keeping the DC depip is only common sense. But bad match depips have no purpose now that rank isn't meant to show your skill in any form, nor is it used for matchmaking.
Killer isn't too bad. Yeah, the Iris can get a bit tedious, as they basically require 3 kills unless you rock the Casbah, and can be very annoying on certain killers that either aren't given proper credit for hits while using their power (Artist) or rely on instadowns. But before the Iris, you can easily safety pip even if you only get one kill.
As survivor...bloody hell. Even Silver can be a slog, as so much of it is determined by stuff you cannot control.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2955540#Comment_2955540
I'm kind of wary about what they'll change.
Preventing tunneling or camping near a hook (let's be real: face-camping has been fixed years ago) without fixing gen speed will only make more player leave.
The good thing is : we'll know soon if the game dies or not. (And I sincerely hope they've found the right way to fix all that)
How exactly has face camping been fixed?
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@alpaca_boyyy said:
personally I’ll never give hatch to Claudette’s, Yui’s, Ace’s or Feng’s after too many experiences with them LMAOO
@Canas said:
Mikaela Reid. She deserves to burn in hell for giving us boon totems as a mechanic, mostly Circle of Healing.
@IlliterateGenocide said:
Leon, Jane, and Nancy will never get any sympathy from me.
Jill are horrible 2 but not as bad as the 3 above
I'd rather not punish random people because they happen to like a certain avatar, or because of something the devs did.
The only people I won't give hatch or gate to are people who BM. One teabag, one flicky flicky and you die.
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@Name_Unavailable said:
Why people still think Nemesis is below A tier?
Because good survivors will juke his tentacle nine times out of ten, forcing you to rely on vault and pallet hits.
His zombies can be great, but far too often get stuck.
His addons are also very meh.
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@dspaceman20 said:
I was playing with a friend and we had a lot of killers camping. I don't really get mad that the killer camps because they got to do what they got to do but then it gets to a point where it's ridiculous because they are doing it at 4 or 5 gens.
I'm just curious is that really enough time to do all the gens and escape because camping can get a 2k that is not really earned. It's especially annoying if the killer has noed to
Is it really enough time?
Yes.
But as others have said - in solo queue, this doesn't always work, because what'll inevitably happen is the person will just kill themselves off (understandable, nobody likes sitting doing nothing while getting smacked endlessly) or someone will go and try to rescue, which generally means a krangled game.
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@tippy2k2 said:
Personally I think Bond is the superior perk but I suppose Empathy isn't the worst thing you could run
:D
Nyer nyer nyer.
Also - I prefer Empathy over Bond. It's just so good for letting you know where the killer is half the time.
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@Kira4Evr said:
I think The Dredge is pretty strong. He has great map traversal and he has a pretty decent chase power. His passive ability is a bit lacking, but it does something at least. He has great perk synergy since he's an M1 killer and he has good mobility.
As far as I know. He doesn't have any insane Mechanics or Techs like Blight and Nurse. That's also the reason why I put them in SS and not S.
Honestly, I might overestimate him, but for now, I think he's pretty damn great. Great Job BHVR!
https://us.v-cdn.net/6030815/uploads/JEEMUWMKTYUU/tierlist.png
Do you agree? Why/why not? Let me know :D
Hmm. Assume a non-mention is agreement.
Dredge: I'd put him somewhere in 'B'. He's mobile, but he's going to run into similar problems Wraith has - good engage, but struggles to close the deal.
Hag: Down to the top of B. She's had her time in the sun, but people know how to deal with her now and she struggles against the current healing meta, and tendency towards enormous maps.
Plague: To the top of A. She's so incredibly consistent, and can snowball out of nowhere at any stage in the game.
Oni and Huntress: Up to S. Both are hard to play, but are incredibly powerful once you're solid.
Spirit: Down to A. She's really solid, but incredibly reliant on a single addon combo.
Onryo: Down to D. Now that people understand how to play against her, you might as well not even bother.
Ghostface: Up to C. He's not great, but his addon buffs really helped him out.
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@Jivetalkin13 said:
I don't think it would be a great idea and it's probably never going to be added, but what would happen to the game if after a game of using a perk it was disabled for 3 or 4 games?
You definitely wouldn't see the same Perks every game unless it was a perfectly in sync swf.
This isn't a serious recommendation, just wanted to hear others thoughts on what it would be like.
It's a cute idea (as per Otz's recent streak attempt) but in reality, it would be miserable.
Weaker killers are incredibly dependent on certain perks - Corrupt on Trapper, for instance.
Plus - BBQ.
@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2962482#Comment_2962482
The point is coming up with something that everyone agrees is a worse idea than whatever BHVR is doing. It's not about what I want, but to get other people to think about what they want instead of just saying "No, I don't want this." Probably a fruitless effort, but this is just a meaningless post.
What I want is for mandatory killer perks to be baked in baseline, to encourage variety. BBQ's BP bonus is the biggie.
But as that's unlikely to happen, it never leaves my bars.
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@LeeONE said:
For me it's Kinship (Camaraderie), at high mmr a lot of killers are camping at last seconds of stages to close them, and the extra 34 seconds of 2nd stage is incredible, I have no idea why it's such underused perk (at least in SWF), as far as I know, kinship is getting banned on almost every tournament, you may say because you are not going to use it every game, but this is fair for DS and UB too.
So what are your thoughts about underrated perks?
On survivor: Empathy. You know who needs a heal, who's getting chased, where the killer is half the time and exactly where someone is likely to go down.
On killer: Discordance. It's like a Lethal Pursuer that works for the entire game, and has probably single handedly won me more games than any other perk.
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@Ghoste said:
My theory is they don't show perks in pre-game because it would increase dodging. Oh you're not running a meta build? Dodge. Don't have all your perks Tier 3? Dodge. Only running 3 perks because you're going for adept? Dodge. No Mither players would never get into a match again haha.
No Mither...frankly doesn't belong in any games outside of a SWF. 99% of the time it's straight up trolling to bring it.
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@Wampirita said:
I summon everyone who tried out this killer, and also those who played him more than just giving him a try.
I didn't play him, and I don't plan on doing it, but I'm curious of your opinions.
Do you think it has a chance of sharing the throne with Nurse and Blight, or will it be just a typical 2-week hype killer that will die out quickly.
Do you think it needs buffs? nerfs?
Do you think it's gameplay style will be something survivors will be able to quickly adapt to?
No, he's going to be solidly 'B' tier. Possibly high B, but the lack of a decent chase power means that he has the Wraith problem - easy hits on engage, but the follow up is going to be tricky.
Plus, his perks are...honestly, really bad - unless I'm missing something.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2962750#Comment_2962750
I completely agree, it will happen obviously, not everyone likes going full meta, but some perks just shouldn't be used, like alert is a good perk, urban is meh, and self care... just run bond at least, that way you probably spend less time and you get intel for the whole game
Or Empathy. Man, that perk is slept on so often.
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@AcelynnBen said:
Seriously, play piggy and everyone is nice, play hag and suddenly everyone becomes toxic
trust me not EVERY single hag player is toxic and just because they put a trap near a hook doesn't mean its toxic play, like u can counter that trap by either crouching or a flashlight or just press E and run into a wall and then blame the killer try to outplay
instead of just throwing every single swear word at them after the game or just t-bagging and dying because somehow tbagging a hag is VERY Smart and doesn't make the killer play extremely toxic and actually get rewarded because you know THEY ARE PLAYING HAG
I find people are extremely annoying when I play Pig - either super BM, or they insist on trying that meme and then getting salty when I don't just let them go.
Hag...it's a combination of her being rare, so people aren't sure how to play against her, and her being a bit different to other killers in that you can't just play the same way and expect to win.
Plus - a lot of Hags proxy camp with traps around hooks, which is a bit annoying to go against.
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@Leachy_Jr said:
No I'm not talking about the shadownerf he got in a recent update, I'm talking about the post cloak lunge speed boost. It got nerfed from 1.25s to 1s.
Similar to the pinhead add on changes I cannot understand this nerf.
He got a buff so he wasn't bottom tier anymore, which made him mid tier, then got nerfed back down to bottom tier?????????? Now he's barely played anymore because I really liked speed boost mindgames.
Because, like Cenobite, Wraith was mediocre at intermediate and high MMRs, and a god of death in lower MMRs and for new players.
Yeah, I'm still bitter about it - but what can you do? He was so damned near perfect, and they nerfed him.
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@Kira4Evr said:
Default Zarina. You just don't know what to expect xd
Honestly, any lobby of base skin survivors tempts me to dodge - because those tend to be the most cursed games ever.
@Laluzi said:
Dwelves scare me the most. They're usually aggressive players and mean as hell; they know how to loop and they're smug about it. Their only weakness is their thirst for flashlight plays. Very much the kind of player to dangle their jingle bells in your face at the exit gates.
Neas are like poison dart frogs. The brighter their coloration, the more toxic they are. Doesn't necessarily mean they're competent, but a lot of them are and I treat all of them with caution.
Bunny Fengs are easily differentiated between colors. The green ones are fairly chill and often inexperienced. The pink ones have no chill and are also often inexperienced, despite thinking otherwise.
I find your 'poison dart frog' analogy quite true in real life too :)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2962313#Comment_2962313
As i said, language filter. There must be enough people using the same language to fill a whole lobby.
And for the slurs, there´s a mute button. Like in other pvp games.
You get tired of it pretty fast - because not only do you start out with someone blasting fart sound effects through their mic at max volume, now you have to pause mid game and mute them. After a while people just disable VOIP permanently.
@Marigoria said:
- Bad idea. Self care and urban evading users about to need to wait 10 hours for a lobby.
- I agree with this.
- Nothing against this either.
Nobody is going to dodge Self Care, because Self Care is one of the most popular perks around. The only one I can think that might cause dodges is No Mither, but frankly - don't run No Mither outside of a SWF, because it really is a troll perk.
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2962507#Comment_2962507
Serious players should not be punished for going off-meta. I know the example was made with Self-care, which I get the disdain, but I wouldn't want to be punished for running Alert - which I find to be a fantastic gym looping/immersion perk - just because the other survivors aren't creative enough to understand how I would use it.
I really don't think people would dodge on perks unless someone is literally running a troll build - and even if this did happen occasionally, I think the benefits would make up for it. Right now it's a giant pain when you equip Kindred and see that two other survivors did the same.
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@Sepex said:
Jingle Dwight's
Yeah. These are Kill On Sight for me, as they tend to be somewhat experienced, extremely toxic and not infrequently either subtle or blatant cheaters.
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@Tsulan said:
I probably sound like a broken record. But the only way to lift up solo queue to SWF is to implement ingame voice chat. No amount of icons, aura reading or notifications can make up for the instant information on the killers/totem/gen/other survivors location.
Add language options and filters, so people can choose if they want voice chat and what language they prefer. People that don´t want it, can play with people that also don´t want it.
I've played a few games with native VOIP and it's...generally not great. About 2/3 of people just opt out, and the rest is people screaming slurs into their mics. It's just a nightmare to moderate, to start with.
Not to mention it wouldn't help those of us who play early morning, as on my end it's a mix of English speakers, Spanish speakers, Mandarin speakers and Russian speakers.
On the other hand, emotes and auras are universal.
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@eloise said:
So i tried to P3 all my killer now, my ghost face and Sadako are already P3 now i start spirit, I'm at P2 but it's so long for get BP so what is you method for get a lot BP in one game? Thank you
As others have said, Doctor.
But some others:
Myers with Vanity Mirror. Not only is this a fun build, but it racks up the BP like crazy.
Twins (use Victor to attack a lot).
Demogorgon (Shreds give a ton of BP).
Nemesis (tons of ways to rack up BP).
Legion (they just poop BP).
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@TheMadCat said:
OK. Imagine the perks mentionned by the developpers to be changed are deleted from the game. If you don't know the list they shown us, check their article about it.
Survivor, Killer... Let me know what would be your new loadouts.
For Killer, I'll go with a general loadout because I'm lazy to think about all of them individually. I'd run Discordance, Call of Brime, Fearmonger/Blood Echo, No Way Out.
For Survivor, it'd be Second Wind, Vigil/Fixated, Balanced Landing/Overcome, WGLF. I wanted to use Resilience instead of WGLF, but it appears in one of the loadouts from the article. So I wasn't sure about it not being into the changes which are coming.
Tell me yours. I'm curious.
Killer:
- Discordance (probably among my favorite perks).
- Call of Brine (on mobility killers) or Surge (on Hag, Myers, Ghosty etc.)
- Plaything
- Pentimento
On slower killers, replace Plaything/Penti with
- Agitation
- Starstruck
- Maybe replace Discordance with Floods of Rage
On killers with traps, replace this with
- Devour Hope
- Blood Favour
Survivor:
- Windows of Opportunity (I just love this perk, as it tells me what pallets are still up)
- Lithe
- Empathy (people sleep on this perk) or Shadowstep (among the perks that scare me the most as killer)
- Kindred OR Botany Knowledge (if I'm bringing a medkit)
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@Sylhiri said:
Something I had rolling around in the old noggin thinking about gen speeds.
Generators would have 100 charges up from 80 charges while reducing the effectiveness of slow down perks. I'm wondering if this will create a situation where people would try to repair in pairs instead of scattering to different generators. You could mess with the Efficiency Penalty to adjust times so that duo repairing is not super fast but it's still a much better option then solo repairing.
This idea has a flaw in that making solo gen speed repairs slower should make a snowball effect after a death. In this case, what if you increased solo repair speeds by 25% after the first kill which would change the gen speed from 100 seconds to what is currently 80 seconds.
That's...interesting.
@whampyri said:
Either changing devour hope to a perk that is no longer a totem or giving killer 2 mins before survivors spawn to place totem in a spot they choose.
I think Devour needs to stay a hex - it's incredibly strong, offset by the RNG totem spawns.
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@Barbarossa2020 said:
Survs be like.
https://us.v-cdn.net/6030815/uploads/UVJ21M3H95IW/ali-g.jpg
Props if you do it with that angel halo as well.
Hah!
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@MikaelaWantsYourBoon said:
Purple hair Neas. I know that game is not going to be fun.
Neas...urgh.
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@dictep said:
Noed removed
I would be astonished if NOED isn't one of the 40 perks being reworked.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2960570#Comment_2960570
All of your ideas are good.
If I had to add something about the Bloodweb it really needs an "Auto-Level" button so you can just click it and the game will automatically spend your bloodpoints to randomly fill out a level of the blood web
Because at some point, you don't care, you just need to spend the points. So just let us click 1 button per Bloodweb level to have the points auto spent on whatever in that specific web.
Yeah, this is also a solid idea. Just...spending my 2m at the start of each cycle becomes really, really tedious after a while.
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@RussellMan said:
Devs, do these perks really need a rework? I mean they're the two most helpful perks for the game and also not that overpowered.
Ruin Pro: Helps stop the game from going too fast.
Ruin Con: Lucky to last the first few minutes before being broken.
BBQ Pro: Helps killers see where to go next rather than camp the hooked survivor
BBQ Con: Can be countered by being close to the hooked survivor or hiding in a locker
They're both healthy for the game and counter-able, Ruin doesn't last long and BBQ only shows the next path, they're not that harmful for survivors, so I'm a bit concerned what changes you could make to these two perks., making them weaker could render them useless and could through the game into a more toxic state than it already is.
Ruin...might need a look, as regression as a whole is getting nerfed (HOPEFULLY in conjunction to some base generator speed changes). It's a perk that experienced players deal with fine, but newer players get completely dominated by - and is also ridiculously RNG.
I have no idea why BBQ is getting changed - but I'm hopeful that this has to do with the fact that it's so incredibly common due to the BP bonus (the aura reading is niche, at best). If I was going to be optimistic, I'd guess that the BP effects will be baked in baseline to all killers, as it does encourage a bit less of a tunnelly playstyle.
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@Viskod said:
A portion of Pop Goes the Weasel, Overcharge, and Ruin become basic generator mechanics.
When a killer kicks a generator, it should take a chunk out of the progress.
When a survivor tries to stop a regressing generator they should have to pass an Overcharge like skill check to put a stop to "Tapping"
If a non-regressing generator is left untouched for a period of time it starts to automatically regress.
This isn't a bad idea either, but I think my suggestion might be a little more elegant.
I do really like the 'tapping' idea though.
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@Devilishly_Rowdy said:
Why buy killer outfits? You don't get to see it yourself (except for moris). So why buy it? So survivors get to see it while destroying you? Lol.
Very rarely.
The 'plant' skin for Artist, as an example is awesome.
I do wish skins changed animations, effects and audio more.
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@Jivetalkin13 said:
Pretty sure I heard they were going to look at her. I'm not against her as is, especially sense her power can potentially knock anyone out of the game without even a single hook, so I hope they don't touch anything to do with the Condem build up. Definitely agree she's about to be overshadowed by Dredge though.
We'll...see. She's in an utterly miserable state is as.
Condemn definitely needs a buff. As it stands, it's both incredibly rare to ever have it become a threat and extremely easy to deal with if it does.
The bigger issues though are that her stealth is mostly pointless and her traversal ability is on a long CD and based entirely on RNG.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2959293#Comment_2959293
Yeah, on the first tome. Dark Senses. What a nightmare. I got that one when I got paired with two clueless locker babies and one god David who looped the killer for five very slow gens (of which I did four and a half.) Had that challenge up for what had to be a hundred matches. Nothing short of a SWF or a massive astrological alignment is going to save you on that one.
@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2959293#Comment_2959293
Oh yeah, it was. That one was a PAIN.
I remember that one.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2959133#Comment_2959133
Repair gens co-op for x amount of time.
SWF? I get it 3 games max.
Solo... it's one of the few things that i've made a thread about rather than just the comments.
Oh, that one? I just threw on the 'start together' and got it in 2 games.
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@DragonMasterDarren said:
Blood Debt, while annoying, isn’t that big of a deal since it’s a multi-trial mission, which, to me, are meant to be on in the background so you make occasional progress on them as you play
personally, I would say that Long Bomb is more annoying for 2 reasons
- Victor’s hitbox is so janky and inconsistent that you will most likely never a get a hit at any range other then point blank
- The quest sometimes bugs and doesn’t fill up even when it’s supposed to
one bit with Victor from 10 metres is impressive enough, but 2 is goddamn painful to get
and you have to do it in one goddamn trial
If the next part has this challenge again but with a higher requirement, I will scream so loud you can hear me from the White House
Huh.
I got this one first time. I guess I lucked out.
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@Ghostofsnow said:
like the sheer amount chosen without anything listed change wise in advance to give feedback on is worrying especially if it overhauls perk categories like exhaustion as a whole or hexes
while more perk variety can potentially be really nice. survivors are much more reliant on what they have to sometimes even have an enjoyable game without having a 3k bp match and a baseline 8 second bt will most likely not cut it
I'm personnally a much bigger fan of incremental changes where feedback is easier to address, focus and give out but here's really hoping good time is taken testing this stuff
It could be good, bad or anything in between.
I'm willing to risk it to shake up the incredibly ossified meta we have now.
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@GoodBoyKaru said:
It's a tie between Blood Debt and Engineer's Guild.
What's that one again? It sounds...awfully familiar. In that it was probably awful.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2959119#Comment_2959119
Solving domestic disputes isn't in our job description as Killer.
Yeah. But I'd rather lose than win because someone decided to rage grief their team.
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@Brokenbones said:
Hey
If by some miracle archive challenge designers read this thread, I have a suggestion:
Please just make blood debt challenges 'Unhook a survivor who previously unhooked somebody earlier in the trial.'
Boom, done deal.
Here is a list of reasons why Blood debt challenges are badly designed:
1) They rely on you playing badly to get them done in a timely manner (Losing chase and being hooked)
2) They rely on the person who unhooked you playing badly and going down (Same as above)
3) If neither of the above happens at all during a trial, then the challenge cannot gain progress short of throwing (Which you don't want people to do)
4) They encourage bad habits such as hook diving and so on. If somebody else unhooks the person who unhooked you, once again - no progress.
I just won a game as Demo, literally because two survivors were constantly fighting over the unhooks, then when one didn't get it they went AFK.
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@bm33 said:
Any hatch ones are worse. If they stop putting the hatch ones in then Blood Debt will definitely be the worst, especially when playing against Pyramid Head that is caging instead of hooking players.
Are there hatch ones these days?
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@jesterkind said:
Hexes and boons aren't equivalent, and thinking that they are is why this supposed hypocrisy is annoying you so much.
Now, hexes aren't in a particularly great spot and could use a little love, that much I'll agree with, but old Undying did warrant a nerf, and boons aren't the same thing. A boon is supposed to be replaceable because the idea is that you're dragging more and more slowdown out of survivors by forcing them to reset their buffs multiple times, since snuffing takes a second and resetting takes fourteen(? I think that's the number).
That's the goal. I'm sure people can point out multiple reasons they think boons don't reach that goal, but none of those reasons are going to be that they're replaceable- that's the core that everything else must be balanced around, not a problematic aspect getting in the way.
Also, in general, the game isn't actually survivor sided. If everyone brings their strongest stuff and is of equal skill, it's mooooostly balanced and generally tips one way or the other based on map RNG, if it tips at all. The problem is, bringing your strongest stuff on killer means locking yourself in to one of three killers, and if you don't like how those killers play, tough luck, you're always going to be at a slight-to-extreme disadvantage when your opponents do bring their strongest tools.
Here's the core issues.
- Circle of Healing (and Shadowstep/Exponential, to a lesser extent) are probably too strong for something replaceable. These grant extremely powerful bonuses to the entire team, for the price of 1 slot.
- On some maps, a correctly sited boon can cover most of the map and be in such an awkward position that going there to check/snuff as a killer sets you behind, even taking blessing speed into account.
Boons were a mistake. They simply can't be close to powerful with how impossible they can be to get rid of on certain maps, and how large their radii are.
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@ThatOneDemoPlayer said:
I'd say it's among the better mobility tools in the game, but it's not the best, the teleport is pretty slow when Nightfall isn't active
Mm. I still reckon that in terms of controlled, sustained traversal on large maps, you're not going to beat Demo. One of my absolute favorite things is his ability to turn literally any gens into a 3gen, even if they're on opposite ends of Eyrie.
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@Viskod said:
In terms of map mobility he's much better than Nurse, because he's a 4.6 m/s killer that can teleport to any locker on a map, even if his teleport is slow, which it should be for its ease of use, number of charges, and how quickly it recharges.
He can use his short range teleport at loops without worrying about a fatigue state.
And if you know a survivor has gotten into a locker, then that's an instant grab. (You'd think no one would get inside a locker against Dredge, but you know people are going to get inside lockers against Dredge.)
Iron Maiden is going to be an interesting pick on him.
@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2958761#Comment_2958761
This isn't about at loops.
https://forum.deadbydaylight.com/en/discussion/comment/2958779#Comment_2958779
? And ? Dredge could still get from one side to the other quicker than anyone else other than Sadako with the right TV up.
People always forget about Demo.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2958308#Comment_2958308
I didn't say it couldn't be used effectively. I am saying *most players* don't use it effectively. Yes, when you get up in MMR and you're playing against very experienced survivors and they bring it they're going to know how to make the best use of it.
But that's not most players.
That is not most players by far.
More people take it, because they think they are supposed to, without knowing how to optimally use it, than take it and get its worth out of it.
Honestly the game would be better off without it. Just for the sake of all of the players that are wasting a perk slot on it because they don't know any better and don't use it effectively.
You don't need to be a rocket scientist to press 'E' for distance, or when the right light reaches a certain intensity.
Dead Hard is an excellent perk even when used imperfectly, and devastating when used right.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2958624#Comment_2958624
That was also a great change. I already Iove playing demogorgon and pyramid so this is a plus
It's hopefully going to help the SBMM system to work better at the wonky hours I play, and also means that - as I've come to enjoy both roles - I'll get some more BP.
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@deKlaw_04 said:
Mine was easily the new prestige system. I like it way more than removing perk tiers. What were yours? Seriously bhvr, you guys did a great job with the stream!
For me?
Probably the queue incentives.
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@BrodieDBD said:
I feel like we haven't really seen any new content that really changes up the game and makes it feel refreshing. It's just new killer after new killer after new killer, and a lot of them are quite poorly designed in my opinion (Twins) or just straight up boring to play against (Trickster).
I know each killer has a different power and everything but it's starting to feel like new killers are just 'skins' as the gameplay is pretty much just all the same at the end of the day.
We need something like a 2v8 mode as many people have suggested. I don't expect it to be balanced very well but at least it will be something different to the main game.
We're going to get a massive change to the perks and base mechanics of the game in the near future, and we're also getting a new map.