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I'M NOT THE ONLY ONE WITH THIS IDEA.
In my opinion, "The Headmaster" and "The Principal" are fine Killer names, but nothing else would be as terrifying and as iconic as simply "The Trunchbull."
Shotput is a great idea from a lore perspective, but my concern is how that would differentiate her from Huntress beyond "her shotputs also deal collateral damage."
I actually had the whole "lockers function as hooks" thing as a Trunchbull perk called "Into the Chokey!"
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/726826#Comment_726826
Isn't that what peanits said was going on.
I think you are misunderstanding "testing". You're looking at it in the sense of a pilot study (think ptb) before the main experiment. I'm looking at it through the lens of the main experiment, testing the efficacy of the proposed solution.
Like I said, there is no need to be pedantic around one word on a forum related to a game.
Everyone should be happy the are looking into any adverse effects of the changes they made immediately and testing the actual validity of the change rather than just accepting the face validity it has among some killers.
Peanits said they were reviewing the effect it had on matchmaking and stuff. That's just something they would do after something has been publicly pushed out into a new build.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/726796#Comment_726796
Not really. D strike change was not a test. Average swf match making was also not a test but was changed after feedback.
This would be a considered a "test" change because they implemented it to see IF it would work, and if it didn't they would change it. If it did they keep it. They are testing it's efficacy. So a test.
But no need for me to be pedantic.
Good news is they are looking at the impact and likely checking to see the presence of those problems I mentioned earlier, as well as other test criteria they haven't mentioned yet.
Where does it say that they implemented it to see if it would work, with the intention of changing it if it didn't?
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Doesn't that describe, like, any kind of changes/updates to a game? That doesn't say anything about what it means for the SWF change.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/726764#Comment_726764
I am just saying that if that player makes everyone suffer then oh well big deal. And i think they should just add the end game collapse in the place of the hatch. The hatch makes no sense.
Saying "oh well" kinda just proves my point.
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It does not stop suddenly, no. It is basically the same as Insidious.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/726755#Comment_726755
Still doesn't make sense to me why you compaired taking away the generators to hatch camping, and let them get punished i dont care.
If you don't care about the negative implications of your suggestion, then you're not trying to argue for the betterment of the game, are you?
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/726583#Comment_726583
First of all were did taking gen's out of the game come from? Second of all it is still kind of unfair to the survivor's who actually did the work and not just a claudette hiding in a dark corner of the map not being useful and waiting for the hatch, not very fair, so if you think its fair your probbably the claudette in the corner doing nothing.
You talked about reducing hatch camping as a reason to remove the hatch. I used the gen example to demonstrate how silly that is.
The Claudette hiding in the corner will punish all Survivors AND the Killer if the Hatch is removed.
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I would only be okay with that if it deactivated when you hooked someone else. Heck, I'd be down for just implementing that now anyways. Even now I've had cases where I would hook someone, that person is unhooked, I hook someone else, then I stumble onto the first guy, down them, and DS goes off when I try to pick them up. At that point, it's not tunneling protection; it's just an extra health state.
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@TwatLlama said:
https://forum.deadbydaylight.com/en/discussion/comment/726559#Comment_726559
But it doesn't give you the satisfaction of the animation.
Perhaps I was too harsh. Down + hook + unhook + tunnel + locker + DS + tunnel + Mori = DC counter
Enjoy your DC ban. :P
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@TwatLlama said:
https://forum.deadbydaylight.com/en/discussion/comment/726482#Comment_726482
But you punished the survivor who brought it. Teach them.
Also, again, if you have 4 survivors who used hatch, they did 5 gens on you anyway without be sacrificed, so you lost even without key. If you had 3 survivors hatch, you probably tunneled one of them and deserved it.
I don't remember the last time I saw a non SWF 3man escape more than 2 people from hatch, and I normally already hooked them twice each so I will still pip.
That doesn't make the Key less of an issue.
Also, the issue is not 4 Survivors using the Hatch. It's 3 using it when there's one gen left or 2 using it when there are two left.
"If you had 3 survivors hatch, you probably tunneled one of them and deserved it."
You base this on absolutely nothing.
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@EliteBoy06 said:
But it will reduce hatch camping. The hatch will just make us killer mains facecamp more so if we got rid of the hatch then killers wont have to camp. Even though killers camp anyways it will reduce it. Killers only dc when he gets no kills. And it will make it were there is more pressure on the survivor.
Saying it will reduce hatch camping is like saying that you can slow down gen speeds by removing gens from the game.
What does facecamping have to do with the Hatch?
Killers may also be incentivized to DC if they CANNOT find someone because that someone is more interested in hiding until the Killer DCs. Some Killers are not interested in needlessly dragging a game on when they can just move on to the next game.
You don't understand how frustrating it is to be held prisoner in a game with the intent of being forced to DC and be punished. Some people don't like to have to choose between dragging the game on endlessly and conceding. That's why they introduced the ability to close the Hatch with the Endgame Collapse: so that the game WILL eventually end. Your suggestion of removing the Hatch adds back in that frustration for no good reason.
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@TwatLlama said:
If you see a key in the lobby, run Franklin's, green Mori and kill the survivor, focus/tunnel the offending survivor as punishment, or deal with it because they can't use it until they complete 5 gens if you haven't managed to kill any of them.
That doesn't stop anyone else from using the Key.
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Stupid question: Does Demo have a Splinter?
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They're reviewing how it has impacted things; that doesn't necessarily mean that this was done explicitly as a test run.
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@Kilmeran said:
@twistedmonkey Any friend who is serious about the game?
They're new players. And new players, on the average, are not serious about any new game they buy. They have no investment in the game yet, outside of the initial MSRP, which in this case was likely a mere $10 due to the sale. They're here to try the game with their friends and have a little fun.
And when the current SWF system negates that fun for them, they're likely to move on. Which means, yet again, new players not retained. And if you watch Steamcharts for yesterday and today post-bloodhunt, that's exactly what appears to be happening, yet again, on PC.
Unless console numbers are astronomical, because PC has been relatively flat for the past year despite all the 50% off sales they've done, this game needs to start retaining new players. And it isn't doing so. And this latest DLC and hotfix hasn't seemed to change that trend.
But, going back, new players are extremely unlikely to be "serious" about the game this early in their time and money investment. That kind of dedication takes time, and given the current situation, it's time they're unlikely to give the game.
Unfortunately, I don't have a solution. But it's starting to look like the current change isn't working out.
What about the new players who were drawn to the game on their own accord without the idea of only/primarily wanting to play it with friends?
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I'm not saying this should or should not be nerfed, but if it should, I don't think just switching rarity is good enough. If it is fine to be left as-is, I think the rarity switch would be fine.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/725385#Comment_725385
In 2-3 years DbD will be on par with an average fighting game roster at the current rate.
I didn't say the average fighting game roster. I said MUGEN. ;)
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/725420#Comment_725420
Being casual I can just play another match and move on.
Keys will make me bring Franklin's or try to do better before they can use it and Mori's make me play safer and more stealthy avoiding the killer more.
I just see them as a way to change up the game a bit by changing up perks or playstyle.
I wouldn't be upset if either were reworked or removed tbh but I really don't mind them.
I tend to view things on a match-by-match basis. I don't want my game to end just like that knowing that the people who did so ended the game arguably putting in less effort than what is normally required.
Also, Franklin's ain't good against keys. Nothing stops either the same person or someone else from picking it up again.
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@twistedmonkey said:
Keys are balanced due to Mori's imo but in the end does it matter? Are either item really that bad for a casual game?
It's not designed to be overly competative game its portion of players who chose too view it that way.
I think so, because if we are talking about a casual game, I would imagine that it is generally not fun for casual players for the game to suddenly be over for them faster than normal at a moment's notice.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/724412#Comment_724412
Not invalid at all. For that match you are a killer. If you want to buff your survivors then you do whatever. For that match you are my enemy and do not deserve to profit off me. There is no argument around this other than your personal feelings on it.
More have tried to discredit me and make bad comparisons or tell me to use oranges when i'm talking about apples
https://forum.deadbydaylight.com/en/discussion/comment/724470#Comment_724470
Cool bro lemme go find my meme pics cause its all you understand.
If you don't want your enemy to profit from your offering, don't use BPS.
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Waterlogged Shoe turns Hag into a worse re-work Freddy. It's the only add-on that I think can contest Amanda's Secret for worst add-on in the game.
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I want this to be comparable to a MUGEN fan game in terms of roster.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/724577#Comment_724577
Mad Grit for days and days?
Agitation + Iron Grasp + Mad Grit ;)
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Yessssss. Remove the wiggle. Let me carry Survivors forever with my meme build.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/723368#Comment_723368
It's not a regular attack
That's why I asked if other "not regular attacks" also did the same thing.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/723711#Comment_723711
I do use them, but my streamers should help my fellow survivors but not my enemy.
We could just remove the Streamers and add nothing in exchange. That seems fair. :P
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@EAisHonest said:
https://forum.deadbydaylight.com/en/discussion/comment/724413#Comment_724413
How does rushing out of a locker make you exhausted? Or skipping a step ahead to dodge a attack makes you exhausted? Most out of shape survivors ever.
My fat Survivor build would have used Dead Hard as a "fat person's Sprint Burst". :P
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If the game didn't tell you that you have been banned, you are not banned. If you are not banned but you are unable to play only Survivor, that sounds like a gnarly bug that should be reported ASAP.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/723767#Comment_723767
I can already imagine the controller shaking so fast because of the smallest Terror Radius proc. That overall sounds annoying and could mess up your gameplay because it won't stop.
Unless they have it stop in a chase, overall though the concept of a rumble implementation to the game for controllers sounds pointless...
It's more of a cute novelty than anything else, and like I said, it probably wouldn't be worth implementing.
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@MegMain98 said:
As a killer I probably get screwed over by Iron Will more than anything.
As a survivor I tend to hate playing against killers who run the Enduring/Spirit Fury combo.
So...which perk do you think is the most well-designed on the side you don't generally play?
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/723786#Comment_723786
Not really i just want to make it were survivors who dont do anything dont get rewarded and instead making them do more work.
They still get rewarded if the Killer DCs because a Killer DC makes all Survivors still in-game count as having escaped and get all the points involved. So not only is the Survivor still getting their points, but now the Killer gets NOTHING.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/723403#Comment_723403
I can't answer that question definitively. If anyone out there plays on PS4 and wants to spend a few minutes doing some experiments, send me a message.
Eh, I guess I still have some months left on PS Plus, though I don't have the Stranger Things DLC on the PS4 version.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/723775#Comment_723775
Yeah but it will make it alot better for the community and it will teach them to be better players.
You seem to be ignorant to how miserable it would be for the Killer to be forced to stay in the trial without being penalized for leaving because the last Survivor refuses to be found and chooses to waste an absurd amount of time.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/723753#Comment_723753
Id rather kill the last survivor then letting them get rewarded for something that they didnt even do. There is no point of the hatch anyways. I think that making the survivor do the remaning gens would be better for the game instead of them not saving, doing gens, ect. and giving them the hatch.
But what happens when they won't do the remaining gens and choose to go full stealth? Then the Killer is the one who is punished by being a prisoner in the trial until they find the needle in the haystack.
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I doubt it would be worth implementing rumble, but rumble would be a cool option for the Terror Radius (when not in a chase, since having your controller beckon you with its seductive vibrations the entire time you're running from the Killer would be obnoxious).
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I'd stay if the Killer was Oddjob from Goldeneye 007.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/723739#Comment_723739
But it is kind of rewarding the survivor for doing basically nothing. So i think getting rid of the hatch would be better for the game and making the remaining survivor do the work he/she did not do. Making the survivor a better player.
I would rather let the Survivor have their Hatch escape than potentially force the Killer into a position where they either have to spend who knows how long looking for Batman or leave and lose everything.
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@EliteBoy06 said:
https://forum.deadbydaylight.com/en/discussion/comment/723725#Comment_723725
Kind of the point. Let the survivor get what he/she deserves. If the survivor does not do anything the entire game and gets the hatch i think it is very unfair to the killer.
The point is that such a thing would be painfully unfun for Killers because the game wouldn't end until that last Survivor is found.
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@EliteBoy06 said:
Why dont we get rid of the hatch instead. I mean survivors genrush you anyway. I just think it is unfair because it just ruins the killers game. Make the survivor do the remaining gens dont give them a reward for doing nothing except hiding.*if you have a problem about my opinion then get over it, its my opinion. Thank you
Because we'd like to avoid Survivors going maximum immersion and pointlessly extending the game for another 50 years if their teammates get slaughtered.
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It rewards whoever has their action registered by the game first, so the Killer had the edge currently since they are the one who hosts the game.
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@Lost_in_the_Fog said:
I guess my point of view is different because I've only ever reached yellow rank so far. Every game seems like a total game of chance so it's hard to see how a single action like a stun can swing the entire match. I don't take winning every match very seriously because I would never want to play this game again if I did. Besides, it's a horror movie simulation. How can you not feel satisfied on some level by falling victim to the killer? :)
As you climb the ranks, the likelihood of running into Survivors who absolutely know what the heck they're doing goes up. Those Survivors are the sort who can stretch the small boost from Dead Hard into an entire extra chase. Imagine what they could do if they were able to have the power to stun the Killer twice (once with Decisive Strike, and once with your Slippery Meat idea).
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Distortion? It seems better to me than Diversion.
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I don't see why not as long as it is not broken or trash.
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@BBQnDemogorgon said:
No the bloodweb changes were enough we don't need to keep nerfing the grind over and over.
I have no problem with "nerfing the grind."
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/723520#Comment_723520
You guys ran out of content I guess.
No, I believe you are simply not making arguments that are not motivated by anything other than salt or spite.
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Can we get confirmation/evidence on the nerf on the Shred distance from the PTB? Because the patch notes mentioned changes made to the Demogorgon from the PTB, and the Pounce distance was not listed as one of those changes.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/723413#Comment_723413
😨
Ofc we're not evil. Don't be silly. Hahaha
😈
Here, try on this party hat... >:)
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I forgot that was even a perk until now.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/723368#Comment_723368
I think it is for the same reason that a shred attack won't put an exposed survivor into the dying state. For all intents and purposes, it is a different attack than a regular attack. I don't know this for sure, but I wouldn't be surprised to learn that a shred attack wouldn't cause manged if you use sloppy butcher. That is an experiment worth trying actually. I think Save The Best For Last has a similar interaction. If you use shred on the obsession then it won't take tokens away.
Do other attacks like the Pig's Ambush or Legion's Feral Frenzy (or even Huntress while throwing a hatchet) have the same interaction?