Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292882#Comment_2292882

    If wins wasnt subjective why are we even discussing this post? And there was no reply to kills being 2-10 hooks. Does that mean someone with 2 hooks did as good at 10 hooks? Because I think not.

    Because the devs have done an inadequate job actually establishing the win condition of this game, forcing players to decide for themselves. That doesn't mean that wins in asymmetrical games are necessarily/inherently subjective. Among Us, for example, has no problem declaring a winner/loser. Heck, IDENTITY V, A GAME MODELED DIRECTLY AFTER DBD, has no problem with this.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293991#Comment_2293991

    So you'd rather take a "slightly increases thick mist" offering than an item that allows you to read the aura of the killer or give you a temporary Bond effect, like a 5th perk slot?

    Nope. I'd rather just take the brown bloodpoints offering to mitigate the bloodpoint loss slightly.

  • @Huff said:

    I think it would just be a lot easier to make them be used on chests instead. I mean, the chests have locks on them that the survivors even grab and pull off. Why couldn't we just use a key to either be like a toolbox for a chest (significant speedup over several searches) or just instantly open one? Take away the hatch opening capability while we're at it, keep the addons and aura reading capabilities of it.

    To me, that feels useless. Why bring a key to find an item when I can just bring an item? It would just make keys less valuable in the bloodweb than any other obtainable item.

  • I would assume no, as it doesn't count as healing yourself.

  • "Man, this Trapper guy really sucks. How are you expected to do anything once you drop your only trap?"

  • I played as Trapper and did not realize that there were more Bear Traps on the map. Or that I could pick up Bear Traps.

  • Usually, when people suggest mimic-type Killers, they refer to a Killer that can turn into other Survivors, which obviously can't work due to SWF. Turning into a Prop-Hunt style Killer is interesting, but considering that a Killer often has to be on the move because they're on a clock, I'm not sure how viable that would really be. It's basically like basing a Killer around a variant of Insidious. You don't really have the time to frequently just stand still and wait for someone to walk into you.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292796#Comment_2292796

    Wins are subjective in asymmetric games. For me as a survivor a win is doing well, Escaping just isn't possible if my team has no idea how to play, no matter how hard I try. But hooks is better than kills, 2 kills could be 2-10 hooks which is a big difference.

    "Wins are subjective in asymmetric games."

    No they're not. How do you think Mario Party games decide which side wins coins after a 1v3 mini-game?

  • @EntitySpawn said:

    No. Balance should be on hooks not kills. Seriously kills show nothing that happened in the match.

    Balance should be based on winners and losers. You know, like how most games are balanced.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292032#Comment_2292032

    Most good killers would run thrilling were it not for the bp boost. The aura reading IS nice, but its not the main draw

    I'd rather run BBQ even without the bloodpoint bonus. Thrilling Tremor's cooldown is way too much for my liking.

  • How about you remove the BP bonus and simply give out more BP overall? I would like this much more.

  • Visually new one is better

    Gameplay-wise, old one is better

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291487#Comment_2291487

    Okay so.

    It's the only thing in the game that allows you to continue to move at a decent speed after breaking a pallet. It's also slightly faster than the normal pallet break, and due to the ability to hit over the pallet and prioritise the survivor zoning them becomes significantly easier. You can follow this up with an M1, maybe with STBFL bevause he's really strong with it, or another loop where you force the pallet, zone them, they get very little distance and you down them.

    This scenario is incredibly common. It's also not exactly difficult to pull off.

    I'll gladly go into a custom game with you to prove that his t2 is significantly stronger than his t1 due to the pallet breaking.

    To follow up on this: It allows you to make an attack on a Survivor well after the pallet has dropped while also still being able to break the pallet if you happen to miss. You don't have to choose between the safer but less rewarding action and the more rewarding but higher risk action; you can do both in a single swing.

  • Map - Coal Tower.

    Chapter - Chapter 0. Delete the characters the game originally shipped with.

    Perk - Monstrous Shrine.

    Mechanic - Movement.

  • @Phasmamain said:

    Surge is better on killer who don’t have time to kick gens like slinger who would prefer to just go for chases

    As much as I am not a fan of Surge, that's kinda what I was thinking. The reason why I chose Surge for my taxi build even though it was one of my least favorite gen defense perks is because it functioned without me having to stop to kick things and whatnot.

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284923#Comment_2284923

    Like I said with the other guy, big difference between balancing for good players and a 4 man comp team that are trying their hardest to win. You can't balance around pro players in asymmetrical games because asymmetrical games are impossible to balance and forcing it to be a competitive game will kill it extremely fast. Most players in DBD are casual players and forcing the game to be put in a competitive scene will force them to leave the game, leaving the extremely small percent of people who play the game seriously, and guess what? Those players will leave too because the game has now become so unrecognizable that they're completely off put by it. Plus most pro players spend their time on games like Valorant, CSGO, etc because those games are actually somewhat balanced, all asymmetrical games are unbalanced meaning you can lose just because you had bad RNG. It's for that reason any asymmetrical game that has tried to be competitive (like deathgarden) die early on.

    You can watch Scott's video on why you can't balance around the top 1 percent in DBD for more examples.

    https://www.youtube.com/watch?v=eIOQ0G7LcGY

    To me, this whole thing hinges on the assumption that asymmetrical games are impossible to balance, which is not a notion that I am convinced by.

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285170#Comment_2285170

    Nope. Speedrunners, in general, already try for their best times on the hardest difficulty the game has to offer and their success is largely based in massive amounts of practice. Like, the levels of practice that the majority of people are just not going to do, which is my fundamental point. Most survs and killers just aren't ever going to achieve that level of gameplay and probably don't want to. And as the game continues to expand in perks and maps, it's only going to get harder for new/newer players to get there. Does it suck when you run into a group/Killer who has that level of skill? Yes. The matches tend to be short and disheartening for both groups.

    The new map (if we ever get it back) isn't going to be as big of a deal to learn for players who already know all the other maps. A new player would have to learn all of them. Not to mention the perks. Perk combinations. Powers. Add ons. Etc.

    Every online game I've ever played that wants to have a balanced, "serious" competitive aspect usually adds a separate mode specifically largely because of the disparity of skill that is naturally going to exist between players who dedicate a lot of time AND invest learning all the game's ins and outs and those who aren't.

    Solo Q and lower rank matches, in my experience, tend to be more Killer sided than surv. Most matches end in a 3-4K and some of them are painfully short. What happens when the game is balanced around the best of the best survs? I'd be willing to bet that the kill rates would go through the roof.

    Your fundamental point doesn't click with me because in a single player game, it is possible to cater to both the speedrunner and to the casual player simultaneously.

  • @Midori_21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284940#Comment_2284940

    Because DBD isn't designed like "most" PvP games. In many PvP games, each side has the same goal. Both strive to win, and each side usually has equal access to resources to help them win, with the same set of options. Which makes it easier to balance around fairness. But DBD is asymmetrical. Asymmetrical games have different roles with different goals, and only a few similarities between them. Each side shares basic abilities, but their abilities and tools to work with are very different. You have to think about what you have, what your opponent has, and your opponent's mindset. There's more coming into play than just "I'm better at this one thing than you are", simply because of how many different variables there are in play.

    In Asymmetric games, one side will always inherently be stronger than the other, simply by design. And at the top level of DBD, survivors dominate every game against every killer except for Nurse and Spirit. You can't balance around the top% in DBD because if you did, you'd have to make drastic changes to both sides that would completely change the game, which is not going to happen. If you for example made generators take longer, sure weaker killers would have a better shot, but the game would just be even easier for the killers who were already really strong. No matter what you do with a change like that, you'll always be screwing over one side. So the only way to balance around the top% would be to bring the weaker killers up to the level of the strong killers, where every killer has a chance to win regardless of how strong the survivors are, as long as the killer plays well. But that's not what the devs are doing, and not how they plan on balancing the game.

    So overall, the reason this game shouldn't be balanced around the top%, is because this game isn't designed around the top%. There are lots of different killers in this game that can do well in a casual setting, but none of them stand a chance in the top%. If the only 2 killers in this game were nurse and spirit, and the survivors were the ones being given new powers every chapter, then maybe it would work. But that's not how it works.

    Both sides have the goal of winning the game, even if the win conditions are different between them (contradictory, even). The objective is to try and make that goal as roughly equally attainable for each side as possible. To balance for the top end is to try and accomplish this goal. Is it more difficult because of the asymmetry? Definitely. Is that an excuse to not try? No, not in my book.

    Universal changes to a game are always going to have differing results in games where not all players are 100% equal. If you change something across the board to be better, sometimes the changes benefit certain characters more than others. That's just how it works in general. Sure, in DBD, the fact that there are two different-functioning sides in the game does mean that baseline changes are going to usually result in one side getting improved and another getting worse. To me, that doesn't mean "don't make these changes." In my book it means "put more effort into making changes that better the game's balance as a whole." If you buff the weak Killers to be more on the level of the strong Killers, now you need to look at the systems in place that are no longer balanced as a result of these changes and see what you can do to remedy those new issues. Maybe now the Survivors need some changes to help the solo players be more on the level of SWF. These sort of changes are not as simple as "Oh, just make Killers/Survivors stronger/weaker! Ez pz!" You need to figure out what parts on both sides of the fence are too strong, too weak, too clunky, etc. and you need to make changes that will hammer out those problems as best as possible.

    Here's my problem with this mentality of "don't balance around the top%:" I feel like those people think that "balance around the top%" simply means "buff Killers." It doesn't. It doesn't mean "Make it so Killers win more." It doesn't mean "Make Survivors worse." What it MEANS is "Make it so the better players win more often." It means "Make it so player skill is more likely to result in a win or a loss rather than just taking advantage of flaws in game balance." Strive to give both sides as equal a chance to win as possible assuming roughly equal skill level. And if those skill levels are not equal? Well, the results should speak for themselves (and matchmaking should sort things out to try and mitigate the frequency of such a scenario). Even if this game is asymmetrical, it is still possible to try and aim for such a goal. It is possible for the predator and the prey to be evenly matched even if how they play is highly different.

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285118#Comment_2285118

    I'm not say they're exact. But the sentiment remains the same. How many survs in this game are going to reach Oracle level skills? Not very many. How many are going to not only reach that level of skill, but also have a highly coordinated group to play with? Even less. By that same token, should all Killers be balanced around the potential of Spirit & Nurse? Around the absolute best of the best Killer players? I hear a lot about how the game should be balanced around the absolute best SWF survs, and nearly nothing about Killer side. Facing an extremely good Killer is a bloodbath for average survs.

    Should either roll be balanced around maps like Lery's? Should they be balanced around the worst RNG maps for surv or Killer? The best?

    Let's see the flip side of a highly skilled Wraith against a decent but not the best SWF. How different is that outcome. Trying to base balance off a select few instances is not the way to go.

    I don't think the two are actually comparable in this case because you CAN balance the game around speedrunners AND casual players in a single player game. That's what difficulty settings are for, no?

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284923#Comment_2284923

    Because it would be similar to balancing a SP game around speedrunners who have invested 1000's of hours learning all the ins and outs of a game. Which is an investment that the majority of players are simply NOT going to do. Besides, this game really does need better matchmaking before any kind of serious balancing is done, IMO. True is a decent Killer, but he's not the best. So, him getting obliterated by a high skilled, tournament level team isn't exactly a huge shock.

    There's also a high level of RNG in this game. Put that same team on a map with anemic pallet spawns and dead zones and the outcome might have been different.

    Single player games are an entirely different beast altogther because you're not playing against other people; only the game itself. THAT to me is no longer an arbitrary distinction.

  • @miketheratguy said:

    Well, the game is free to play on the PC in the sense that no proprietary internet service is required. On the Switch, for example, you have to pay Nintendo like 20 bucks a year to be able to take any of their games online.

    I don't know what most people consider to mean "free to play" but I think that, in general, it means "free to play online after the initial purchase". That's what I always assumed the term to mean, anyway. I could very well be wrong.

    Free to play is almost universally accepted to mean that you don't have to buy the game in order to play it (usually these games will have in-game microtransactions to make money). An example of a free to play game is Fortnite because you don't have to purchase the game itself with money in order to play it on whatever platform you wish (though there will be many microtransactions in the game to try and get you to spend money).

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283996#Comment_2283996

    And see, for me Killer is chill and survivor is more stressful. But that's because I play Killer to just have fun, run around, get into some chases, maybe hook some folks, kick some gens and break some pallets/walls, and earn bloodpoints.

    Well, you are admitting that you are playing one side chill without much worry as to the result. Which side becomes more stressful if the goal is to win?

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284530#Comment_2284530

    I don't know a single content creator sans tru3 that actually wants this game balanced around the top level. Most of them seem well aware it would be an awful idea. Same with the mmr

    What makes it an awful idea? How does asymmetrical gameplay turn what is a good idea for most PvP games into a bad idea? It actively makes no sense to me and seems like an extremely arbitrary distinction.

  • @FrostySeal said:

    Thing is these guys weren't just any SWF, they're a competitive 4 man SWF playing to win the game. They are extremely rare and shouldn't at all be getting judged on DBD balance. Plus, it doesn't help that Tru is using Wraith, a Killer that heavily relies on a hit and run playstyle which is extremely bad to use against people of this caliber. His build wasn't doing him any favors either, if he used a more competitive build like Rundying + Noed + haunted/retribution on a Killer that doesn't rely on that playstyle then he would've done better.

    I don't understand this mentality that strong players shouldn't be the point that a game is balanced around. Pro players are a very small portion of many PvP, and yet those games still usually try to balance around that very small portion of players. DBD is exempt from this because...what? Asymmetrical? More than 2 players?

  • This sounds like a band-aid fix at best and a really bad idea at worst.

  • @brokedownpalace said:

    And how's the reception in the Entity's realm? Why doesn't he call in Brad with a chopper and an RPG?

    Because then Nemesis will complain until the Entity caves in and gives Nemesis his own rocket launcher. And then that's bad news for everyone.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283179#Comment_2283179

    Do you know which killer evolves better with his tiers? Myers. Myers has the best evolutions.

    • Tier 1: 4.20 m / s (0m terror radius, normal speed of passing through windows)
    • Tier 2: 4.6m / s (Normal Terror radius and speed slightly increased passing through windows)
    • Tier 3: 4.6m / s (increased terror radius and increased moderately speed to pass through windows and one shot)

    Myers is also really bad in Tier 1, to be fair. If he didn't get bigger boosts, that would be a really bad look for him.

  • You could also use Self-Care in its place. Lets you heal yourself at the same speed without the situational part.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281798#Comment_2281798

    DS and Lucky Break both say "disabled for the remainder of the Trial."

    So they already use wording to convey that.

    Oh, well that's good at least.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281303#Comment_2281303

    Ohhh. Not super clear from the description. It uses that same phrasing for DS, and for that perk it means "once you use it you can't do it again"

    Yeah, some of the wording they use from perk to perk is inconsistent. IMO perks that deactivate temporarily should just use "deactivate", and perks that deactivate forever should use "deactivate permanently."

  • Not a ton; I actively try to avoid unlocking teachables I don't want because I don't need my bloodweb clogged with garbage perks.

  • Yeah, I'm surprised that wasn't added from the PTB.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281323#Comment_2281323

    Good luck my friend. I do believe there may be youtube videos with some beginning yoga you can try.

    Thank you very much. I will do my best to work on myself.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281287#Comment_2281287

    Fair enough. Then may I suggest Yoga and meditation. I don't know if you have ever tried these but they are amazing for finding peace within yourself and embracing the moment. The breathing techniques should help you recognize when your symptoms are coming on and may eventually allow you to control them.

    Either way, I can't see anything but a positive outcome from these two practices.

    I have not tried them, admittedly. Finding inner peace sounds super helfpul these days, though. I'm willing to try anything, so that's something I should look into to work on myself.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279718#Comment_2279718

    Blast mine says it deactivated after successfully procing

    Yes, in that once the bomb goes off, you lose the ability to plant more bombs on gens and need to do 66% gen progress again to re-activate the perk and re-gain that ability.

  • @Clevite said:

    Like others have said, this is not the place for such advice.

    I hope you find a solution and feel better soon.

    Again, I already am seeking professional help for this, but I'm also looking for more personalized experiences for advice. I don't think it's a bad idea to seek advice for this sort of problem on a gaming forum as long as I am already looking for professional help.

  • @Bwsted said:

    Panic attacks and heart events are not situations for which you should seek a solution on a gaming forum. Consult your physician. Health first. Gaming can wait.

    I've already been doing that. I am asking here in the meantime to get some advice from people more in the gaming scene and who may be able to offer more personalized advice.

  • @ShadowsVale said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279033#Comment_2279033

    I've been seeing a lot of people mention that name a lot. Who is "Sluzzy"?

    A known forum troll who actively tried to bait people with Survivor-sided posts.

  • Killer at low and medium skill; Survivor at high skill

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278996#Comment_2278996

    Nerf BBQ's BP? If they tried something like that... If thought this community was whiny before...

    "buff the amount of BP people get normally"

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278948#Comment_2278948

    Maybe we can keep the aura-reading ability and just buff the BP, too. I just want the BP.

    Alternatively, drop the BP buff ability and just actually buff the amount of BP people get normally.

  • @ShadowsVale said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278930#Comment_2278930

    I'm not sure it needs to be unlimited, but for the sake of argument, if Iron Will and Calm Spirit can be unlimited, why can't Distortion?

    Because that would shut off so many perks and add-ons.

  • @Killmaster said:

    Distortion πŸ‘ needs πŸ‘ unlimited πŸ‘ tokens. πŸ‘

    Many killers claim they do not use BBQ for its tracking so it shouldn't matter, the perk is useless as it stands right now. If BHVR wants to push the meta then having a perk that counteracts a perk that is in arguably 99% of killers builds makes sense to me.

    Distortion should turn off aura reading forever? o.O

  • @Bwsted said:

    Capcom undoubtedly made a good investment.

    Not nearly as good as their investment for an E3 presentation this year. ;)

  • BBQ is fine, bur Distortion could probably use a buff.

  • I think the perk is meme enough that the actual payoff is fine as-is.

  • I coincidentally made a thread in the Off-Topic section today about an uncannily similar situation I am currently in (which wasn't a thing for me until a a most-likely panic attack I had roughly two months ago) with both this game and Magic Arena.

1 … 48 49 50 51 52 … 218