Starrseed
Starrseed
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- Starrseed
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They should just Crunk the penalty up like dc more the 3 times or so in two hours equals an hour ban or so
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Every time I see some one talking about how it was so much better when the community made up rules and killer in particular had to obey or it was Okey to harrass them cause they broke the rules it reminds me of wow. Same ######### there every one crys about the good old days where the most aspects of the game where controlled by some made up rule book and breaking that rules or even just enough people saying you did resulted in you having to change servers cause Noone was willing to play with you. I am amazed that from time to time we still have post here that some people want to make there own little black list with all the killer mains that apparently broke some rules so they never have to face them again ever
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/305551/dynamic-gen-repair-speeds
It's really bad idea to make it around hooks -> tunneling would be even better.
You definetly don't want to see Tombstone Myers against this too.
Maybe make it about kills rather then hooks either way it would need a crap ton of testing to find the right amount of speed but we are going to get that fance beta tool that would be great for testing
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@tippy2k2 said:
Blight is a very strong killer if you can figure out BHVRs janky ass bouncy system. I have not been able to figure out BHVRs janky ass bouncy system so I constantly run into things that I feel like I SHOULD be bouncing off of but Blight decides he just wants to grind along it like this is Tony Hawk Pro Skater by Daylight instead. I don't know if that's a me problem or a BHVR problem (I have heard that it is a much more pressing issue for console but I cannot confirm that as I play on just console). The Blights I face off against seem to have figured it out so it might just be that Eim Dum.
Doc is my favored of those but I just think he's all around a solid killer. He's still a basic M1 killer though and all the problems with being a basic M1 killer are present with him but his Madness ability helps make up for it when you are trying to track people or to force survivors to kill time when they've been zapped enough and need to snap out of it.
Clown I just think is fun to play as but like Doc, he's a basic M1 killer so he's going to have all those problems. I personally just think he's fun to play as but YMMV. His purple silly spray does help in mind games though as I can get some good hits in situations I probably should not have been able to at pallets because I stutter step towards it and then go around to smack them instead as it's hard for the survivor to see exactly what you're doing when they're intoxicated.
Artist is fun but I really haven't played a lot of them to tell you if they're really good or not. Their anti-loop is nice if you can figure out how to really utilize it and while she has the M1 basic killer problem, throwing birds at far away gens to see if someone is working on it helps mitigate those issues.
If you don't have him already, Oni is still my favorite of the original killers (so you can get him with Shards). ONI SMUSH SQUISHY SURVIVORS!!!!
Ohh yeah I forgot oni. I'm not at my pc atm so I'm not hundret percent sure wich original killers I have but I know I don't have hag but since I got ruin lately I think I pass on her
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I just today decided to make my own game with Ghostface I won't chase those pesky survivors anymore a want to get better at the whole stealth stalk and strike thing and if they see me befor I can fully aproche them and stalk i will just leave them running there are others to stalk. (maybe that's how gf is supposed to be played all along I don't know)
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My wife had the same prob2with Leon and we will make it to a point we could only joke about that Leon is to depressed to thin about making it
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@RakimSockem said:
This may sounds blunt, but if you're genuinely hurt by someone saying "ez, noob, you're bad, get rekt, put some ice on those ankles" or anything like that, you probably just shouldn't play online PvP games. There are VERY few games that will block terms like that (Overwatch did block gg ez and has a filter to automatically type something nice in your place but that's a rarity).
Things that should be reported typically include racism, homophobia, hate speech, threats, mentions of self harm, things that are just inherently more serious and hurtful.
If someone says ez, just tell them their mom was easy last night and move on. Just gotta know how to hit em with a good one liner and make the rest of the group laugh
I don't care regardless what ######### they say in chat (maybe all that years of lol made me dead inside) but I never understood why some people say it's part of online gaming to be mean a good smack talk or even e constructive discussion is fair game but stupid stuff like gg ez isn't hurting me it just makes me wonder how dumb the other one is. In general people like to tolerate stuff online they would never tolerate in real life if we play basketball for example and after we win my while tram gives you five minutes of constant gloating and taunting you would probably get banned from future games und maybe get beaten after. All that stuff is so unnecessary I don't know why so many people want it his to continue if you know what I mean
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2751910#Comment_2751910
It was meant to be a comical gab at the OP. I thought the "Wait a while, you're young yet" made that clear, but I probably shoulda added a /s as well. Often times commenters mock complainer posts like this for the "newb" aspects, including the hours they have in the game and how new to the forums they are. I wasn't trying to do the same here as much as I was making my own mockery of that mentality, while giving the op a little light hearted and sarcastic jab in the ribs, before I would start actually getting down the the brass tacks of the matter. No gatekeeping meant, just a poke of fun to lighten the mood. Sorry if it came off differently.
edit: I just changed it to further reflect that.
Oh nah don't be sorry all good reading it again later I kinda got that you probably meant it ironically you just find to many gatekeepers in this community sadly.
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But killer and survivor mmr are separated but the stupid thing is even if you never played a single killer game you start with average killer mmr and if you get good at one killer and say hey let's buy a new one and learn him you are screwed because your lowest killer mmr can't be to far from your highest
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@GoodBoyKaru said:
1.5x bp and everyone loses their mind and decides to go all out and play as sweaty and unfun as they physically ######### can on both sides. im so tired would it kill you to not end the game in five minutes and let people collect more than 3k points on either side
Argh forget it. When the snowmen dropped I said to myself that I only gonna have fun with the survivors and vibe. Well first game was very very nice with a small streamer and we all had a blast. But that much fun was a bad omen cause every game after that the survs rushed like hell tagged and even threatened me to report cause I wouldn't chase them. After getting trickster eyes I just quit playing for the rest of the event
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@TWiXT said:
Looks at title.
Reads Post.
"Sigh... SSDD.." (Same #########, Different Day)
My Primary response to this... Banal, and often repeated whining about Franklin's Demise is first of all... 300 hours? Wait a while, you're young yet. Second, There are far better targets of contention among the killer perks that have some actual merit in their debates, due to how imbalanced they are/seem. Finally 3rd... If you're gonna pick on one of the few perks the killers have that are meager counters to survivors items, FIRST get your Facts straight:
- Franklin's Demise USED to destroy items after 90 seconds instead of removing charges, giving you no opportunity to reclaim them, much less leave the game with them after the fact. This was changed with the Nemesis DLC update to only removing items charges in order to keep it from destroying Vaccine syringes, for obvious reasons.
- FD Was the ONLY counter to keys for the longest time, and while that doesn't matter as much anymore due to the changes to the hatch mechanic and survivors using less of them, it still is.
- FD is the most EASILY countered killer perk ever! Once you realize the killer has it, Simply DROP the item yourself before you enter a chase, and retrieve it afterwards, or when you need it. FD cannot harm the items charges, or affect it in any way unless the killer knocks them out of your hand with it. You can still do this, but if you leave the match without re-acquiring your item, that's on you, not the killer, even if they knock it out of your hands at the gate (it takes less time to pick your item back up and escape at the gate than it does for the killer to finish their strike recovery animation). When keys were THE go-to OP mechanic of the game, this counter made equipping FD extra useless, as survivors would simply hide their keys in a corner of the map until the hatch spawned, retrieve it and escape anyways.
- Survivors acquire Items from both the Blood Webs AND Chests in the trial grounds. Add in all of the survivor perks that center around ITEMS such as Plunderers Instinct, or Appraisal (which can give you 6 random items to pick and choose from, as well as having the bonus benefit of searching the chests a 2nd time 80% faster), or the recently updated Built to Last (which basically gives you 3x the charges on an item), it's not like LOSING an item is such a TRADGEDY that you have to come on the forums to whine about it!
- "Oh my GOD... I LOST AN EVENT ITEM TO FD! THIS PERK IS BROKEN AND NEEDS TO BE REMOVED!" Please... As if you don't already have a plethora of them in stock, and it's not like they were a "1 time unique item" that you'll never see again! Regardless EVERY survivor item is easily replaced via spending bloodpoints in the bloodweb, or collecting them from chests in the trials, and with the aforementioned survivor perks that focus on looting and even tripling your chances of getting good items to pick from out of those chests... you don't have a leg to stand on with this complaint. FD killed your item, so what? You can get more just like it easily enough that you really shouldn't be so sentimental, for crying out loud, my survivor has so many items in stock it's impossible to believe I'll ever run out. Honestly it's the add-ons I'm lacking, but that only seems fair since the killers lose add-on's every match as well, and only a black ward can save them, survivors on the other hand have both the White Ward AND Ace in the Hole to keep theirs, so there's no point in getting all butt hurt over losing your add-ons/items to a perk that counters the survivors options to keep them. Overall, Items are a dime a dozen, accept the loss as you would even if you hadn't brought in a white ward, and move on. TBH, with how easy it is to collect/replace items in this game these days, I'm surprised White Ward sees any use at all.
With these facts, I HARDLY see how Franklin's Demise is "Toxic" when there are SO many other things in this game that have so little counterplay... You picked the wrong perk to mess with my dude, FD is fine as it is, and ultimately used for WHAT it is: A MEME PERK... rarely seen, sometimes funny, and as far from meta as they get.
EDIT:
As for your suggested changes:
- HELL NO! Unlike survivors, Killers are mostly designed to be heavily add-on dependent in order to compete. Giving survivors a perk that NEGATES a killers add-on's is like saying you want to play the game with all the advantages and never give your opponents the ability to challenge you. HOW ENTITLED WOULD A PERSON HAVE TO BE TO SUGGEST THIS? You might as well ask that anyone who opposes you in game and wins must be banned from playing ever again. If you can't take the heat, get out of the kitchen, because If that's the kind of game you want to play, go back to playing your single player games with mods that make you a GOD, otherwise that kind of thinking has no place in any multiplayer game!
- Also, NO! Franklin's Demise is a trash tier perk that a survivor may encounter only ONCE out of every 500 games, and only because the killer is either testing it, meme'ing, or thought up a creative build that works with it and the killer they picked (Hag, I'm looking at you, no, Don't walk away from me... get back here damnit!). The bottom line is that it's literally the only perk that threatens Ace in the Hole and White Ward, and only IF you didn't use the easy as hell counter to it I mentioned above, or decided to run out the gate after taking a hit without picking your item back up first. While It CAN have a tactical advantage against survivors hell bent on keeping their items, that's what it was designed for, and is one of the very few reasons it's sometimes used, but overall, most survivors just don't give a damn if they lose an item to it because of how easy they are to replace, and killers don't bother to waste a perk slot on it because they have so many better alternatives. Again, you are stating that you want to jump into a Multiplayer match, with an item, but without any risk to it. The fact that FD is so RARELY USED by killers should tell you more than enough about how useful they actually find it already, but no, since you lost an item to it while you had White Ward or Ace in the Hole equipped, YOU'VE decided that it's too broken/"toxic", and must be nerfed or worse... man I don't say this often, but GROW UP!
sigh SMH
I am with you on every thing you said except one thing. The introduction 300hrs playtime in one game is much for some of us I have 260 over the last 4 years and most of it was before my child was born and that isn't meant to attack you but I don't need 2k hours to understand if something is to strong or to weak that's just gatekeeping.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2749756#Comment_2749756
The beauty of this game is playing different killers. I am a big time killer player and I find myself in moods with different killers. Last week was Twins and Deathslinger. Today was Spirit.
Besides. Winning with a low tier killer is also thrilling, too.
Oh im totally with you I enjoy playing different killers alot but I just thought about two friends of mine that really devoted them selfs to one killer and I think that's cool to. The huntress main knows every hole you can hit through h and lands shits from miles away and the pyramid head main seems to have a third. Eye when it comes to hitting through walls and I just thought if I would do this with legion or ghosti I would have a hard time cause sometimes it feels like hitting a wall with certain killers
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@Steel_Eyed said:
Point 1 - I win despite boon totems often. I think there are some killers that really struggle with COH, but it's the lower tier of killers. Killers who struggle in high MMR anyways. I do think COH could use nerfs; mixed with COH is dramatized by the community a bit more than it deserves. COH seems to mostly punish campy killers and COH has not reached Mettle of Man levels of inbalance. If you started around the time of Ghost Face you might remember.
Point 2 - Hard to argue with such a subjective thing. I rarely feel destroyed by a map. There are some changes I would recommend but hardly worth quitting the game over. Going off your example: Haddonfield's main building was significantly nerfed a few patches ago. Haddonfield is not the worse map for killers anymore. In many ways its just swaths of large deadzones. I think the community might be a little slow to what's happened to Haddonfield and it is staying alive as "survivor sided" off a long time reputation that's no longer earned. Seriously.
Point 3 - Not the developer's fault. The steps they have taken for trying to reduce opportunities for toxicity are often criticized (e.g. Cannibal Masks, Chat Filters). Imagine the task of trying to satisfy a large spectrum of individuals with subjective thresholds of toxicity. Your toxicity is another player's banter. I think some of this is truly mean spirited and some of it is misunderstanding since text does not give a sense of tone from other players. I think some of us need to develop maturity in not reacting negatively towards others as well as learning how to react to someone acting negatively.
Point 4 - Dramatic. Keep clutching your pearls I guess. Here's BHVR's response to this back when the community was hyping itself up over NFTs: https://twitter.com/deadbybhvr/status/1450568419083005962
Legendary.
But isn't that a big designe flaw in itself. I start dbd I find a killer I really really like lore wise esthetic wise and game play wise and then I stand in front of a big wall cause the more I climb in mmr the less I can play my most beloved killer cause he can't compete
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Our opinion matches surprisingly often and because of the name obviously
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2741164#Comment_2741164
Twins can somewhat do it too.
OH well maybe then we get more then 3 twins players ^^ but if we look at it the biggest problem is artist and maybe Freddy but that's it no reason to srcap a good perk for the rest
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Man I don't know. The new dms on itself isn't that strong and I think it's what many of the weaker killers could work with but on artist it's op so the only logical solution is to either nerf artist or say only gens are effected that are in terror radius but that would weaken dms hard
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@SkeletalElite said:
Let's look at how this will play out
The ultimate camping build
Artist with ink egg (can fire 4 crows instead of 3) and thick tar (can fire crows slightly more often)
The perks, corrupt intervention, DMS, pain resonance, one last of your choice, probably discordance to stop them finishing gens before you can get a hook.
At the start of the game you down someone and hook them on a scourge hook, 3 gens are still blocked from corrupt, the gen with the most progress explodes, the survivor on it screams, interrupting it and causing it to blocked for the remainder of DMS, so now 4 gens are blocked. You fire crows at the 3 gens on the map unblocked, any of them that are being worked will be blocked either when the survivor dodges crows or when you force them off by injuring them with crows.
All gens with progress are blocked for 45 seconds, you occasionally fire crows at unblocked gens to make sure the survivors aren't working them. Once DMS expires survivors are free to work on gens again, however in just 15 seconds you will secure another stage, at which point you will stop camping. You then chase and down another survivor and do it again, this time you have no corrupt so you will need to use you 4th crow and a bit of gamse sense or luck to know 2 gens that cannot possible have a survivor working on it and be willing to choose 1 gen that you are okay with losing (but even then you might not lose it since after your power charges you can fire at the gens you didn't fire at before, if you've already lost 1 gen this is a non issue)
If at any point you kill someone, gens will not only not be possible to work for 45 seconds but you can actively chase a survivor during that 45 sseconds, getting a hook repeating the process.
Survivors can't avoid this. If they commit the generators, you will injure them with crows, forcing them off the gen and blocking it. They can't dodge the crow either since they have to let go of the gen which will cause it to block. You ccan't leave the gen before the hook is done either because even if the gen isn't blocked, not working on hte gen is exactly what the artist wants you to do. She wants the game to stop progressing so she can camp the person on hook until they stage without you being able to counter it.
You can't just trade hooks with the person, that's just going to result in the killer getting rapid hook states and reactivating DMS every single time.
Oh and even if the survivors manage to get some of the gens done, reducing the number of gens on the map makes it even easier to do.
If that's really how artist can make the perk work then artist needs to change cause we have 26 killers and many weaker killers could make good use of dms so I think it would be pathetic to don't bring dms as planed just cause one or maybe two killer could be problematic
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I think a loadout restriction is a really good idea that could bring a good chunk of balance and by all gods no killer needs to go on nurse level I would say nurse and blight need to come down a bit but some killer could use a few buffs or even a rework ( I'm looking at you legion) but overall the loadout idea is one of the best things I've ever seen here and together with a bit general balance work on perks and maybe the maps the game could grow to be a game where I am excited to go on my pc to play again
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I get your point the original idea behind not knowing what the other do was great and all but there is no way to do anything against swf being stronger other then giving solos more info and that way they can balance killers better because survivors can't beat the old horse of as a solo its impossible to beat killer x
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Your offering should not decide how I have to play for example when a new chapter is near many people drop mor streamers then usual so when I with limited time to play play 5 or 6 games an evening start to force me into farm games just because one survivor made an offering I can just stop playing befor a new chapter drops because I don't enjoy farm games all that much
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I think the opinion of guys like otz or other content creators is very very important especially if you talk about general game mechanics or broken stuff because these guys and girls are just a bit deeper in the game then the average joe but this also brings a problem with it. Otz opinion if the game is surv or killer sided doesn't matter because if I make my money with playing a game. And I spend a good chunk of my day with that game chances are high I am really good at that game sooner or later but the player base don't consist of players of this lvl so when I only play killer and destroy 80% of the survivors I face I could think the game is killer sided same goes the other way around. And by all gods don't come with git gud cause you can't expect the majority of the players to reach a lvl like Otz even remotely
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@Bwsted said:
If your recollection of the trial is accurate, you DIDN'T team with the Jill.
So, still assuming your story is precise, you broke NO rules whatsoever.
You have full agency to decide which survivors to kill, in what order and even who to spare, as long as you're not collaborating with one survivor to target other survivors. The Jill also has no obligation to be altruistic, even more so with you right there at the hook.
If anything, the guy who pointed at the Jill in the locker tried to team with you (and you wisely declined). So, if you accepted the hint and killed the Jill and spared the other one, that's where you'd run into troubles. And yes, there were people who actually did that, then came here on the forum complaining they got banned.
Last word of advice, as a rule of thumb, if one survivor tries to sell another one out, make sure you kill the former and that'll keep you out of trouble.
Ahh man I am just happy to know I did the right hings from the start ever since I started playing killer it was your own death sentence if you try to sell other survivors cause that happened so often back when I played survivor
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@Huge_Bush said:
Yes, teaming with the survivor can get you banned, but I don’t think that’s what happened here. The Jill didn’t go around and show you were her teammates were, not did she actively try to hinder them while you were chasing them. You just gave her the option of leaving alive or risk dying if she went for the save. I don’t consider that working with each other.
Okey that's good I was worried I can't be nice to survivors anymore I like to be nice if they are to or if they get screwed by there teammates
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2739041#Comment_2739041
Ha, thanks for reading. I actually suggested this very buff for DMS on the forums just a few weeks prior to the update (https://forum.deadbydaylight.com/en/discussion/comment/2678874#Comment_2678874), and while BHVR likely had this perk and change on their radar well prior to my post, I would like to believe it might have still contributed a bit at least to their decision to actually go through with it.
I think one thing that's particularly cool about DMS is that it changes the dynamic of killers approaching survivors on generators. Usually, survivors in these scenarios can choose to run or hide relatively early and waste a good bit of the killer's time before they find them or catch up to them. With DMS in play, this kinda gets turned on its head: now if the survivor leaves early and triggers DMS, the killer can just leave early too and go pressure someone else, with the survivor's time "wasted" having to something other than that gen. If the survivor on the other hand wants to take some of the killer's time, now they have to stick to the gen instead in order to make the killer have to actually come all the way up to it if they want to force the survivor off. And of course, sticking to gens comes with certain risks, and generally means there will be a smaller starting distance to the chase if the killer commits, which benefits the killer. All in all makes for cool new situations with a new set of decisions to be made on both sides.
You are right dms is a wonderful perk to turn that around and that's why I like it and I don't think we should not get dms as planed just because it may be a problem with two out of 26 killers cause the other killers deserve a good perk
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I my opinion the problem with builds like that is the same problem we have right now with every one losing there mind that new dms is to strong on Freddy and artist. That build is a good strong build on blight it becomes oppressive but let's say on trapper or legion it would just be a really good build and it's oke to have good strong builds but if we go and nerv perks and combos just because one or two killers out of 26 are too good with them the rest just loses and we have a bunch of bad killer already that need a good strong build
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That's funny cause I got the opposit reaction in many games cause the forum and many streamers always tells you to let the survs run if it cost to much time and to avoid obvious good runners so I got complains in chat after the game a couple of times now that I am unfun cause I won't react to some survivors when I know I won't catch them
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@AnObserver said:
In the context of Bubba's lore, Smartface isn't a problem.
In the context of a social game like DBD, the problem is children trying to cope with their own insecurities by taking out their frustration on a historically/currently marginalized population demographic using a cosmetic which has an extremely easy connotation made to a historical a tool for said marginalization.
The irony is that said bad actors will attribute a targeted removal of only Smartface to racism by BHVR and so the cleanest solution is to axe them all.
Loss isn't something that people are comfortable with so knee-jerk reactions will fall in-line with "Why are you taking something from me" when little thought is put into it. Ultimately though, it is necessary given current social climates and the global reach of DBD.
Okey that was a really good explanation and I kinda get it. I was just curious cause I got bubba recently and just startet working my way to the cosmetics cause I thought this was one hell of a good and funny idea to get cosmetics that even ty into the killers lore so nice
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2737354#Comment_2737354
Hey, great question! They never said. They didn't even make a comment about it. They just threw it out.
But that's well in keeping with Killer MMR. For example, the current Mid-Chapter Patch Notes points out:
- If somebody leaves your lobby, the game will just fill the spot with whoever has been waiting the longest, throwing out the killer's MMR completely.
And they're working at trying to fix that (a little bit), so that's nice. But that's not all! If a GROUP of survivors has been waiting too long, the game will just select a killer for them by completely ignoring the killer's MMR. Because it's more important that survivors find a game than that the game actually takes the time to match players with like skill levels.
Oh boy that's also just plain stupid. I mean I get it waiting 15 min for a game sucks and is bad for the game but let's take me as an example I have roughly 230 hours in dbd most of them as a survivor just startet being a killer main about mid 2021 so I know I am by far not the best killer and I always wondered that I got survs with 3k plus in hours. All that does was me having a harder time learning to an extent I maybe play three games a week cause my gaming time isn't endless and I rather enjoy this time. So what did bhvr got from that even longer times for the survivors cause from. The forum I know I am not the only one that feels like this that's a spiral down to dbds death
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@Adjatha said:
^ This.
This is EXACTLY why, when Killer-specific MMR was proposed, the Devs EXPLICITLY said: "killer-specific MMR will allow players to try killers they've never used before without getting destroyed and feeling discouraged."
And then they threw all that out the window and just gave ALL the killers a high starting point MMR instead, even ones you've NEVER PLAYED and/or JUST BOUGHT.
It's so stupid. Nurse highlights just how stupid it is because you MUST use her power to get downs. But even for hard-to-learn killers like Blight, not being able to practice on lower tier survivors really makes you question getting that refund.
Excuse me what? Is this real? Why in all nine hells would they do this? This makes the whole killer specific mmr useless
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I mean okey nurse is un arguably the hardest to learn but 30 loses is just ridiculous
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@Kurri said:
Is teabagging and flashlights that big of a problem? That wastes time. Wouldn't it better to focus on the end game chat, and other stressful aspects of playing Killer. If Killer wasn't so stressful to play in the first place, would so many even be bothered by teabagging and flashlight clicking? Actions like that are in all online games, the added stress is not.
True tbagging is in so many games and I never got it every one and there granny knows that it's done to provoke and to be toxic there is no game play reason to do it so why not just prevent it and every thing is fine.
Other survs often argue in this forum that we should just chill and ignore it but no one ever gives a reason that they need the ability to tbagg the all just want to keep there toxic weapon of choice
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2737074#Comment_2737074
Wow, you are taking this quit a bit personal, aren't you. Chill out, I never said that I like camping or tunneling, I was just pointing out your subjective values of "toxic"....but if you want to play...
I said: It is subjective. My. Fun. Is. Subjective.
You missed this on purpose I guess to "make your point". But you were asking about fun, my fun. I answered you. And I do not even have high standards aside from 4 stacks of BBQ and a good moment in the game.
As Ghostface my fun is to stalk. Not to chase, not to run around the same car 3 times just to eat a pallet to the face but to stalk. To get close without getting noticed, to stalk a survivor and down them. Trying to outplay their way of thinking from where I am coming and stalking. I play Hide and Seek. Which is also part of this game mind you.
In my scenario they are ruining my fun.
By the way as a survivor I dislike getting chased a lot. I am bad at it and I can do more by playing stealthy. I like doing my generators and hide in an effective way when the Killer comes. Hide and Seek is more fun for me than chasing around. Not to say I can not do it, I just do not like it that much.
You are writing that something is "generally toxic". Well, I guess you know the greater consense of the universe about toxicity and I don't? Why do you think so? Sorry to inform you but "generally toxic" is one again arbitrary. You make that up. You have people who agree with you and well, you have people who disagree. Because "toxic" is just another personal opinion.
Some people think NoeD is toxic, some people think flashlight clicking and tbagging is toxic. And some people think running a full meta-loadout is toxic.
As said...you asked for opinions. Do not tread them as facts.
https://forum.deadbydaylight.com/en/discussion/comment/2737098#Comment_2737098
Oh and by the way...
Do not tread the Killer as an NPC. They are not a monster, a zombie or a mob in a dungeon even if they look like them. They are a fraction of this game trying to win and they are not playing for your "fun".
Sure the game invites you to look at it like that. But actually this plays more like League of Legends. Would you blame your opponents there for using the most efficient strategy to win?
I stopped counting the times I got ######### in chat after a game cause I play super stealthy as ghosti and often don't commit to a chase cause I rather look for a new target to stalk and disturb the other survs but the I take away the fun
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2735642#Comment_2735642
Technically the PTB allows people to test upcoming changes, but honestly that’s still a fairly limited pool of people, many balance issues become more apparent once something hits live. (They do often tweak things on the PTB before going live so there is useful data from it, but it definitely doesn’t catch everything.)
Yes I are right I just thought the game would profit from more smaller balance patches in shorter intervals
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2735473#Comment_2735473
Changing a number is easy to do, testing the change is harder and all the changes which require being in a patch take longer still because patches are scheduled in advance.
And also they do patches every month and a half or so which typically include numerous bug fixes and tweaks. They don’t include every single add-on and perk every patch because that’s totally unrealistic in terms of testing, not to mention a lot of add-ons and perks probably don’t need changes. And of course anything they test which turns out to be ok we won’t see listed in patch notes because they’re not changing anything, so who knows how much they test or review on a regular basis that they don’t report?
Sure not every add on needs to be addressed but they can obviously see if an add on isn't used cause they can see that some are always used so they could work on stuff like that more then they do now. Maybe it's my mind that tricks me but it feels like it takes so much longer between patches but the fact that some things like really bad add-ons and perks go by two or more patches without even the slightest changes makes it probably feel longer.
And the testing can be done on the ptr that's what it's for you could say hey perk a, b and c and Add-on x, y and z aren't really used let's tweak the numbers put it on ptr watch two weeks maybe tweak it a bit more two more weeks and the let it go live. I think pure balance patches don't need to come with chapters or mid chapters
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2735446#Comment_2735446
It is.
Each platform has its own approval.
For instance, Hunt:Showdown will always release update on PC first and 2 weeks later on console.
As they do not align timelines with approvals for same release date. And they also dont bother much with console, as they prioritise PC community
Wow that's crazy so it's pc master race after all :D
Don't know why but it feels weird that consoles delay updates for the players why should I choose a console over a pc at that point
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@Sonzaishinai said:
I believe because they are a multiplatform game all of their patches need to be approved by every platform they are on.
And quite a bit in advance too if i'm not mistaken.
I don't think they could do monthly patches even if they wanted too
OH is that a thing? I didn't know Sony for example has to approve a patch of some one else's game
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2735422#Comment_2735422
You will never live in a perfect world where all addons would be used. 1 addon will always be more used than the other. So by nerfing and buffing you have just swapped usage and then you are back on the same.
Changing those numbers cant do anything much. As…timer is stopped in chase.
will it actually make any difference in sec or two, or will it be shorter then the actual mend time. Is this even viable addon. How to change addon to be better but not in the style of check mate.
I dont think that single nerf and buffs on addons will do much change.
Core mechanics, map design need rework.
Safe loops are way to safe. run 5 laps drop a pallet. Now run a longer loop or force pallet break.
Wall clipping survivor vs killer.
Killers aim dressing in lunge gets random aim lock and miss…
Changing the core is what will make a lot more balance rather then perks and addons
Yeah fair point core mechanics need work and that is for sure no something the can or should just yeet at us every month
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@lav3 said:
Buffing Clown almost took 6 or 9 months. And Clown is still weak.
Probably devs are focusing on patches most people don't concern. (graphical updates, UI changes)
And busy making a new DLC to sell.
I don't know how companies that make games work but I think they should have a small team that just works on balancing perks and add-ons constantly so the game has a chance to get to a point where every killer and every perk is nearly equal to use if you know what I mean
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@Superyoshiegg said:
We do... I'm not sure what you mean?
We typically get a balance patch with every Chapter & Mid-Chapter. Each update has six weeks between them, or a month and a half.
The PTB for the next one literally went live today.
Yeah but how many things do they work on I really only mean numbers of perks and add-ons not doing anything fancy or new cause we have many many perks and add-ons that no one ever uses or tdo you want to say I am wrong
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2735408#Comment_2735408
it all depends on a game and how it can have stacking effects.
increase of dmg on m4 from 50 to 60 is much more plain simple
Oke that was what I thought about for example we say no body is using a Legion perk that lowers the bleed timer then u could just up the number and let it run
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@AngyKiller said:
Because changing code is not that easy?
Because they have to be sure the changes they make are actually ones they want to make?
I am far from having any knowledge about programming but tweaking numbers can't be that big of a deal you just alter the numbers in the code or am I wrong?
Sure they should be sure they want to make changes but if they really don't want to change thing like some add-ons just being trash or some perks being trash they could just delete them cause they serve no purpose
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@Smuk said:
its not that simple.
Changing values brings a lot of varieties of combination on what will be bad op broken. It then also influences alot of tunning on future development.
But we all can see that they have no idea what they are doing. Each month would be just worst state of game
To be fair I might see this to simple that could be true I just thought of other games that put out balance buffs way more frequently
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Apart from every game play aspect I just love how many people hate on him just because he isn't a stereotypical buff manly man but mor flamboyant and a bit fluid and u hear or read from people so often that he is gay and how they would destroy him if they would meet I'm cause he's so weak and not scary bla bla bla he is just a prime example of people hating stuff they fear to like
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@GoodBoyKaru said:
Dear DBD Forums Users,
Please stop making things about us vs them
This applies to the greater community at a large too
Thanks
Sadly this needs to be a US vs them thing cause even if killer mains voice criticism all they hear is git gud followed by five post about how another killer or perk should be nerferd or even better just deletet cause survivors suffer to much we need all to get on the same side to help the game but many surv mains like how it is atm cause they only play with there 4man swf and bully builds we have many of these guys and the will always scream against any fair balance
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2725385#Comment_2725385
What? How does that make sense?
"Fun" is COMPLETELY subjective. Some people can call Cenobite unfun, but he's completely balanced.
You don't need to nerf/buff something from a subjective POV. You need to look at it objectively.
Yeah that's why I editet my comment thought I was fast enough my initial comment didn't clarify what I mean
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But isn't the main point that it's unfun cause it's not balanced or fair
Edit: I think you can say not everything that is unfun is unfair but you can bet you cheeks that everything that is unfair is unfun
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2723565#Comment_2723565
Every time my friends and I get into a 3 gen, we tend to have a lot of fun trying to break it and harass the killer while we do it so it's definitely more fun than dealing with someone who brought their tent and marshmallows
Why even mention the harrssment is that the part that brings your group fun
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2723857#Comment_2723857
Yes. And probably 99% are killer mains. Sorry, but my surv queue is about 5secs
That's so strange for every 10 survs that say the q times get longer you always have one guy like you who has instant games and I find that kinda strange cause my wife is a survivor only player and I watched her q times get longer and longer over time
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@ElusivePukka said:
Better fix: make hooks use the same mechanic Pyramid Head's cages do.
- Relocation Trigger radius: 5 metres
- This refers to the radius within which The [Killer] must remain of a [Hook] to trigger the Relocation mechanic.
- Relocation Trigger timer: 3.5 seconds
- This refers to how long The [Killer] must remain within the Relocation Trigger radius for the [Hook] to relocate to another part of the Trial Grounds.
- Relocation "Hook Stage" Cool-down: 10 seconds
- This refers to how long the game pauses the Entity Progression on a [hooked ]Survivor after their [Hook] relocates.
The mechanics are already in the game, and there's more hook locations per tile than are currently used per trial. Just copy/paste/polish/print
Good idea I like it but I would like to ad some tweaks.
Relocation can't happen if: other survivors are in x meter range the killer should have the right to defend a hook and survs can't abuse leading the chase around the hook.
The hook the survivor gets relocate to can't be near a gate so legitimately camping in egc isn't just gone.
OH and I think 3.5 sec is a good time but if I have to kick a Gen or totem pallet etc the timer should reset when I do cause that's not camping in my mind
- Relocation Trigger radius: 5 metres
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2720438#Comment_2720438
what numbers would be tweaked? how would that work in a reasonable fashion?
Well I don't know to be honest but that doesn't mean it's a bad idea maybe they could need longer for the gens or give them a Gen more let the hook progress quicker there are lots of numbers involved you could tweak it doesn't have to be some game breaking disadvantage just minor things that ad up to even the field cause they have the adventage of communication and the game wasn't designed with that in mind wich is a fair point the devs should give solos more information to make them more even with swf and then you could work on the killers case they have a rough time atm but buffing killers to hold against good swfs is impossible cause solos would just be stomped