Terra92
Terra92
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- Terra92
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@Deadman316 said:
Tonight alone, I've lost all 8 trials and can't get over 7500 points, with the bonuses! I went from purple to barely hanging on to green. But it's the game, nothing is going my way tonight. But I'm not going to complain about changes, because I'll have a good run of things again (hopefully soon). It bugs me how players make a big deal about things, when the reality is that we're going to have bad streaks and killers or survivors will have our number, it's just the way it goes sometimes.
We all have our bad nights. I had mine a couple days ago(literally some eggheads told me to quit playing), but I soldiered on for one more match and had a very pleasant experience.
You don't have to be good at the game, remember that. And your rank by and large does not matter. In fact, the closer you get to red ranks, the more meta the killers tend to get, which doesn't make for much fun when you know they're going to be playing the same four or five killers in rotation.
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@Delfador said:
Introductory musical tune is very difficult though.
'Making' that music should not be really hard but 'creating' it is really difficult. What would Swamp's introduction tune be?
I really do like the personalized terror radius idea for each killer but it has the same problem with the previous one. Creating that unique music, tone whatever is really difficult.
Don't get me wrong, I really like your idea but it is too much work for little to no gain for them.
Swamp tune could be a spoopy rendition of the one banjo tune everyone knows.
Gas station could be a very country-style diddy, maybe.
Red Forest could be just Geiger counter noise. Just straight up chill factor there lol
But that's probably all I could think of.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1196917#Comment_1196917
That's not the argument you were making on the previous post, now you're moving the goalposts.
"I think you don't realize how useless this perk is compared to significantly better options."
This was your quote which I responded to, which was an objective reasoning on why for the people is a pretty bad perk as it actively punishes the player for using it for 90 seconds to save 16 seconds on a heal. It also all but requires Iron will to mask the injured sounds if you intend to play a stealth playstyle and aren't planning to heal right away.
Now your response is "I don't play to be the most efficient, I play for fun." That's not the same argument. I could care less what perks you want to run, you're free to do whatever you want. You do you buddy, the world is your oyster, but that's the not the response you were making last post. I was responding to you accusing me of not knowing how "useful" the perk is.
It wasn't moving the goalposts more as to hard marking my line in the sand. All too easy do discussions and arguments turn into "Well it's not meta so it sucks." I wanted to clarify before I let myself fall into that hole, as one easily does, most of the time without realizing it.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1196022#Comment_1196022
I play killer and very little survivor, so I don't really have a dog in the fight, but from what I've seen of people using this perk, it's awful.
Saving 16 seconds and in return you are unable to be healed for 90 seconds.
And even after those 90 seconds you're going to still need to be healed, so that 16 seconds just got pushed to a later time.
Also what is your plan after going broken? To literally hide for 90 seconds? Your killer will thank you for the breathing room I assure you. If you decide to work on a generator you can be found, which means now you're only one hit from being hooked.
I think you don't realize how useless this perk is compared to significantly better options.
I don't play to be the most efficient, I play for fun. Meaning I don't run meta perks. If I lose I lose, I'm not worried about my rank or hold it close to my belt. I also don't come to major judgments about perks until after I've used them for a while. I just got For the People maybe two weeks ago, I've been trying it out, no one else seems to use it. I like it so far, maybe my mind will change in a week or two.
I used to think Kindred was god awful useless. But then I realized I could see where the Killer is headed to once he hooks someone. So unlike Spine Chill, which lets me know within a certain distance, I can know if I need to dip immediately, if they have BBQ, or if I cab make a beeline towards the hooked person once my gen is complete.
Similarly, I'm testing and finding the downsides to For the People are worth it to save 16 seconds of time. I might get hooked, but that's usually how obsession perks work, high risk, high reward. I use We'll Make It a lot and although I like it, the utility of For the People is fantastic and I wouldn't overlook it, ever.
And no, I don't hide for 90 seconds, my current build lets me continue to do gens, find totems, and avoid getting caught without leaving a trail for the killer to follow. And even while I don't like the chase all that much, I've greatly improved and I'm confident I can manage a chase in several situations.
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@Kwikwitted said:
I feel this is how every other survivor is looking at you when you try to heal them with for the people.
Actually I play pretty stealthy usually. I'm not big on chases so I'm usually looking for hex totems, other injured survivors, etc. But when someone needs a fast heal because the killer is patrolling close by, it's better to save 16 seconds and let me and my teammates get as much distance than to scramble heals.
I know you're just posting a meme but it just looks like you don't know how useful the perk actually is.
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@Ksoni said:
It won't change anything anyway
With how most killers tunnel the hooked person, it will change how long they live. I can go back to doing a gen or become the bait and be on the hook after a(hopefully) decent chase. It'll take pressure off them and let them do what they can do to get away, which makes all the difference when you tend to get farmed by a killer who just doesn't care.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1191114#Comment_1191114
In my opinion the Killer should not have to spend 2.6 seconds (if I am not mistaken, this is the time to break the wall) to actually play the game. Because I think it is a bad use of breakable Walls when they are mandatory to be broken, and this is the case for almost all the Killers when this is a breakable wall.
I mean, a breakable Wall would still be better than the current loop, this is for sure. But why let the Killer spend time to break it, when he will 100% be doing that? There is no real option to keep the wall intact.
What if, to break a wall, a killer has to be either in bloodlust 1 or moving full speed for an amount of time in order to break a wall at "spirit fury" levels of break speed? And any other time it's just normal break speed(billy, demo and bubba get their weird half-break for slamming into a wall while using their m2).
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I think it's fine as it is? I'm satisfied with how it's working so far.
I like that it's case by case basis though. It's treated more humanely than a simple ban just because you were having a bad day but wanted just ONE game that was decent, but also didn't have the forethought to quit after thirty minutes of waiting and quitting.
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@Legionmain0517 said:
https://forum.deadbydaylight.com/en/discussion/comment/1188544#Comment_1188544
Honestly, that would make playing the PTB so much more worth it. Play testing possible mechanics to come would be amazing. Id love to see all the Killer changes they could test out. We need to ask them about this.
So many companies advertise their PBE as a testing grounds, but seldom actually make use of it.
And even though they advertise it as such, people don't take it seriously, and instead use it as their "I have everything unlocked" account, sometimes taking it more seriously than their main account. But devs don't make the two servers different enough, instead opting to make tiny tiny changes here and there while keeping the game pretty much the same. Which shouldn't be the case at all. Even when there's nothing to test, they should be advertising the pbe as an experimental mess, that only people who won't play seriously and who will actively seek to break maps, break character builds, etc.
That way they don't end up splitting their playerbase with a "main" server and a "slightly ahead of schedule" server
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/1189420#Comment_1189420
Dude setting aside that you're mixing up noed and devour hope, you're just giving wrong info. Go read the wiki, the change logs are public.
Maybe I've just been misunderstanding the perk. I've gone into matches prior to the patch and NOED was the only hex up, it'd show up twice, once at the beginning until cleansed and once the gates were powered. That no longer happens. Either that or I've been playing for the last 8 months blind, idk
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1188555#Comment_1188555
Uhh and when was this??
It also works where it's not revealed that you have NOED until the gates are activated. From what I remember, there was always a random hex totem laying around that deactivated nothing, but then once the gates were powered a random dull totem would become noed. Now it's just everything is dull until gates are powered.
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Does there need to be?
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@ThisGuuy83 said:
It'll go like this:
Survivors=buffs
Killers=Nerfs.
Bet noed gets it this time. Any takers?
NOED got buffed, why would they suddenly remove it?
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@Boosted_Dwight said:
https://us.v-cdn.net/6030815/uploads/586/QRU62U1NW72B.jpeg
Comment from a nerf NOED thread. Proof that killer op plz nerf BHVR 😠!
Dwight, you're a boosted baby and you need to read spoilers more often.
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@BadMrFrosty said:
The game rarely changes in meaningful ways because the developers take the laziest possible approach to balance and design (basically anything that requires real work or resources that they can dedicate to skins/art is put on the perpetual backburner).
Here are some widely accepted facts about Dead by Daylight:
- Gameplay loop has been unchanged for years now, and both killer and survivor have remained the exact same since launch.
- Potentially new features are implemented poorly (breakable walls as a recent example).
- Developers consistently make excuses to avoid leaving their 'comfort zone' of game development. Examples include: unwillingness to dedicate resources to improving server infrastructure, give models proper/accurate hitbox sizes, fix longstanding bugs, etc.
- They have specific moderators/users dedicated to only championing their cause in posts/agreeing with their design changes, even if they're objectively awful.
- It's plain to see that most of their monetary funds go into art/character design (the one thing that's spot on every time). Yes, I am aware that separate teams work on different sections of the game, but it's way too clear at this point which teams receive the most backing/help/hires/whatever.
This game will only get to an acceptable standard if some solid competition exists in the genre and rises up to challenge BVHR, or if people stop playing in droves.
"Developers consistently make excuses to avoid leaving their 'comfort zone' of game development. Examples include: unwillingness to dedicate resources to improving server infrastructure, give models proper/accurate hitbox sizes, fix longstanding bugs, etc."
This one irks me especially. They say it helps with connection, as for some reason 5 people connecting with fairly(doesn't have to be pixel-perfect, which is what the argument generally tries to claim, but apparently according to naysayers, it's one extreme or the other), meanwhile games from 2003 have better and more accurate hitboxes than this game.
And the biggest game to come out originally with dedicated servers(Gears of War 3), had both great connection with their servers and fairly accurate hitboxes. On Unreal Engine 2.something, on the Xbox 360. And that game looked and played fantastically. On already outdated hardware using an engine that shouldn't have worked on the system. And several other games have done the same with less than a quarter of that budget.
I dunno, most of the time it just sounds like excuses to get people to walk away. And they don't want to be challenged! It's "counter argument with an extreme" or "poor excuse" or "go play another game you're obviously not liking ours." That's not the point! Of course the people who question and challenge your game like it, they want to see it get better, they want to make sure your intentions are good with the game they enjoy playing! I'm not saying all of them, of course, but when you just dismiss all critique and ignore anyone who has anything constructive to give, you will eventually kill your playerbase.
But that's also assuming every developer in the studio just doesn't give a faff about anything anymore, which I don't think is the case. I think it's the studio being told by the producers or the owners to make the most out of the least amount, as if they still have something to prove. They need a better budget and a better drive, and their heads aren't giving it to them.
Honestly they should be taking all suggestions and throwing them into the PBE, make the PBE the scientific trial-and-error testing grounds. It should be a constant mess, a constant cluster hellhole of a development room, with perks and killer stats and items and add-ons constantly changing, and the people who stick around for that can show them how things work, how things end up playing out in practice.
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@burntFuse said:
Model swap all the killers with survivors.
I'd love to see Oni and Demogorgon running away from Nancy or Claudette lol. The model swaps have to maintain their original model and hitbox size though, I don't want to see Trapper be tiny and Feng be She-Hulk size
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I want Bruce Wayne who can't find his Batman suit, and the killer will be Scarecrow
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I think the descriptions are fine, but it should be consistent and defined. Tremendously = 10X(10 meters/seconds/percent), moderately =5X, etc.
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Obsession perks should be a free final hook mori/baked in rancor to killers, when survivors equip them. Killer obsession perks should lose the obsession status.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1185305#Comment_1185305
How you know what is a proprly playstyl is for the killer devs say do anythnig you want.
Can you stop being devil's advocate in the worst way? Your questions come off less as "you got a point there," and more as "you're asking stupid questions, expect to get stupid answers."
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If I ever run into you I know to leave you on the ground then. Doc is just as op killy unfair funfair as any other killer, their power can be mitigated, and if you know how to counter him then you can be prepared when you hear his terror radius.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1182534#Comment_1182534
If the killer kills everyone else, and beats the last surv to the hatch, the killer earned that kill, hence the hopeful removal of keys
On the flip side, after a single hook, a killer immediately ends the game for someone? Not earned, hence the hopeful removal of Mori offerings
Idk who suggested it, but someone on these forums said that moris should be an alternative to killing someone on their last hook, so the animation can stay, and the brokeness can go
Just to point out the lack of awareness with "earning," you don't earn anything until after the game is over. You can't say you earned an escape when you clearly died, you also can't say you earned a kill when the survivor escaped. It goes both ways. There is entitlement on both sides, both sides believe they have already earned something that they have not yet actually achieved. Just because the killer took out 3 survivors and closed the hatch does not mean the remaining survivor is an earned kill. Otherwise the game would have ended on the hatch being closed.
Because if we wanna talk about "earned" we could then have a counter-argument that the survivor stayed alive long enough, baited out a closed hatch and a hit while carrying their key, they "earned" the hatch there for their excellent planning. And if the killer brought in Franklin's Demise, they "earned" the counter by preparing accordingly. And if the survivor prepared for that in mind and kept their key near the hatch so they could bait out a hit, pick up the key, and then escape, they "earned" their escape. Like I can just keep going on with this nonsense about "earning" something before the game has actually concluded.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1182534#Comment_1182534
No sorry Keys are a problem as are Moris. They are a literally a survivor mori. Unlike Mori's they require no skill you dont even need to touch the objective to escape. I'm sorry the team was so bad that you all failed yes this includes the person who brings in or finds a key. This includes YOU. Math is cool, but we can do the same for a killer trying to find a ebony or ivory amongst all the perks and addons.
I'm sorry I just don't agree that a survivor can reopen a hatch after 4 survivors have failed to completely failed to do 5 gens, you've failed to find hatch first, and you are failing to open a door. If a killer happens to earn the 4K and a single item can negate a good game. Then how is that fair that a free escape is earned from a person who actually tried and won.
I also think Moris are completely BS as well because they rob survivors of having a chance.
Also I'm not a minority when I say Keys are completely BS as are Moris. You want to pretend there not fine cool, but they are just as broken as a mori.
We obviously won't ever come to an agreement because we both live on opposite sides of the playing field. Play the game with a key as a solo survivor, you'll find most of the time, you'll lose yours. I'm playing with a friend right at this moment and we've played through about 5 games trying to get his key archive completed and he's had the worst time so far. Some have been bad luck but the majority have been poor killer/map matchups that render the entire game void because the hatch is impossible to find or we get caught out at the last second as we search for it.
You say keys take no skill but that argument is utter garbage. It's an argument I saw and used when I was like 16 and thought games took skill. Like what actually takes skill?
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@Liruliniel said:
Moris and Keys should honestly be removed from the game. They completely invalidate the core objective of the game by significantly reducing the amount of time needed to actually do anything. Keys don't require any skill to escape and Mori's only require 1 hook per person.
I wouldn't mind Mori's being added at base as a alternative way to kill someone on Death Hook instead of just rehooking. It would solely just be a different animation and for style points.
Keys are not the problem, and they've already seen a nerf. 1 generator remaining is not an issue, it's usually a hopeless alternative, someone has to bring in a key or miraculously find one in the three chests that spawn, and of the three keys you can obtain, only two of them will actually unlock a hatch. 4 health packs, 2 maps, 3 flashlights, 1 broken key, 6 toolboxes, vs 2 keys. That's an 11% chance of finding either two keys, assuming everything has an equal chance of being found(which it doesn't, you have less of a chance of finding a rare item than a common item).
You, the vocal minority, just make it seem like there are a lot of people complaining about keys. Keys are the alternative to moris, except keys don't end the game after a single generator, while moris end the game after a single hook. Keys are also the alternative to poorly spawned doors. If the killer can easily see both doors and reach both doors, even after closing hatch, the survivor should at least get the chance to run to hatch and open it with the key they found/brought in for the save. Otherwise everyone's wasting 3 minutes waiting for the EGC to finish.
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NOED seems to be in a good place. It was too easily busted out when players could see that there was a hex totem on the field but nothing really happening. They could anticipate it. Now it's a little sneaky, it's a huge game changer in the final phase of the match. You still sometimes get those unlucky insta-blows but overall it's better for the killer.
Honestly I think Moris should be baked in. It should have a new requirement of 2 hooks per survivor, and it should not count against your sacrifice points to the Entity. The animations should be changed so that they match the timer of what would be the amount of time it would take to pick them up, drag them about 15-20 meters to a hook, and hooking them, that way killers wouldn't gain or lose anything from just hooking or just killing, aside from the in-the-moment decision to hook the downed survivor who is right under the hook or start the killing animation, which would technically be longer at that point. But on average the two would be the same.
But I also think Unbreakable should be baked in as well, being able to be used once per hook and requiring an extra 5 seconds to stand back up. The faster revive speed can be put on as a bonus to another perk where it makes sense and wouldn't break said perk.
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@Arbmos1998 said:
that's something ive noticed. You can rush gens as Survivor and most likely Pip just off that (Black Minimum) but if you "Hook Rush" as what i'd call it you'd get a Black Pip or a Entity Displeased. I've had games as Killer for example where i'd get around 26k points but Black Pip only to find a Survivor on 14k and die who gets a Pip
I've run games where gens are rushed. In red ranks, you depip. You end up hovering between rad and purple genrushing constantly.
In order to pip in red ranks, you have to get two red and two gold emblems.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1177416#Comment_1177416
Trust me I've faced many, many good survivors. Not including my first few games as him, I'm yet to get a 0k, and I've only got a handful of 1ks.
It sounds like you haven't reached your targeted rank with them yet. I suggest holding your final verdict until after you've stopped getting 4ks and you consistently get 2k games, or start safety pipping with them a lot.
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It's not that anyone truly thinks Legion is OP. Yeah they're about as OP as the average killer, they're all supposed to be OP in a sense.
Their gameplay is boring to play against. Really tough to bait out a stun or a whiff to any half-decent Legion. And Legion has the speed to quickly make up for the stun duration they receive after Frenzy ends. They can just keep Frenzy pressure on you while they hook a survivor, rinse repeat.
Generators don't get done not because they made survivors run all the way to the other side of the map, but because survivors have to sit down and mend themselves constantly. And what Legion would go into Frenzy on an already injured player? That's just stupid, so a survivor has to heal to full just to keep themselves in the game and not on the hook. It wastes time for everyone, and that's unfortunately Legion's whole gimmick. It turns the game from cat & mouse to medkit simulator
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Keys are not a problem, you're complaining about survivors using the tools provided.
Keys used to be useful when only two generators were left. You had a slightly better argument back then. Now the hatch will only spawn when there is one left, and will only spawn at higher levels when the next generator completes. So if you have three generators completed(which is usually how long it takes for a killer to get their first kill, which ramps up very quickly, almost everyone will be on second or final hook at that point), and any amount of survivors remain, you still have to complete the next generator in order for the hatch to spawn. It's not going to magically spawn just because the requirements for spawning are met, you have to meet them with a generator completion.
And you as a killer should know this very well and be able to anticipate when it will spawn.
The hatch spawning at one generator gives survivors a dying chance at escaping, even when they screw themselves into a three-gen situation, which often happens. But unless someone is preparing to use one of their keys to attempt to escape, there's little chance you'll find one in a chest and be able to make the escape on your own. Trust me, going through my archives, I've only stumbled upon a few keys by level up, and maybe two out of one hundred games will a dull key, let alone a skeleton key, spawn. And for those moments where the escape doors are within pissing distance of a killer, it's a godsend to actually coordinate with teammates in solo queue to get them to follow or find the hatch.
I had initially thought the hatch spawning at one generator could really hurt the experience, but from the moment I started playing with the updated changes several weeks back, it's felt better for everyone. As a killer I don't feel juked when there are two generators left and suddenly everyone escapes. And as a survivor I feel like I played extremely well to bring or find a key and open the hatch when things were looking dire.
These posts and comments about key being bad for the game make absolutely no sense. It just sounds like angry killers not getting their 4K, or survivors getting mad that they got ditched because their teammate would rather escape through the hatch then take the bait of a third survivor slug.
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So, lemme get this straight, if you get hooked, I'm supposed to prioritize you over everything else?
So I can't finish my gen. I can't get the totem for my Inmer Strength/hex clear, I can't heal up. I can't wait for the killer to get far enough away so I can unhook you and heal you?
Sorry, I understand crappy teammates, I usually run solo, but the game doesn't center around your needs. Yeah it sucks when you're 1st hooked to death but sometimes players don't play for the team, or the win.
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I think every time I've kobed it's been robbed from me. I'll land and start a sprint, then the animation will freeze on a frame for about a quarter of a second before continuing. I missed my pallet vault because of that, I may have lived.
And just the other night I popped out of a locker to not get grabbed, I'm at the very end of my animation(both feet on the ground, my character already turning), and the killer somehow grabbed me as if I were mid leap.
Killers are seeing the bullshit as well. They see their hits landing a mile away but what are they supposed to do, let the survivor wiggle free or leave them slugged? That's not fun or fair for either side.
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Because most survivors don't run a flashlight. The flashlight is the best weapon against Wraith, but it's also the one tool that is immediately stigmatized by the community at large as a skillful item, and more importantly a toxic item. So new players who aren't comfortable using it never want to get good at using it because they feel it promotes toxicity, and they feel just having the tool at all puts a big target on their back.
The mind games a flashlight can put on a Wraith is astonishing. I've burned Wraiths early in the game and they just stop going invisible altogether. It's absolutely nuts
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1166543#Comment_1166543
Dude that will make her power actually terrible. She'd have to be buffed greatly to compensate
Offer an addition that would make her powerful then. I gave an idea, bounce off of it or offer something else.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/136697/does-deathslinger-need-a-buff-or-a-nerf
I personally would like to see the travel distance of his harpoon increased to allow for full map arc shots
That would be hilarious and probably frustrating for some lol
But in all honesty I'd rather him have a greatly increased range on his shot than his weird quickscope. In both the trailer and the teaser trailer, you never see the survivor. The teaser especially is just a limp chain that becomes taut, hinting that whoever was hooked was hooked from a distance. And the trailer itself is just him reeling in his chain as a baby Dwight cries in the background, unseen. Both of these trailers make you believe that the killer has a long range to fire. But 20M isn't all that much. It's less than the average Terror Radius.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1166352#Comment_1166352
I mean, you just highlighted biggest problem.
Besides, even when not injured, sometimes walking isn't an option. Sometimes even the survivor themselves breathing is loud enough, if not the footsteps themselves.
The only reason she's not as big of a problem as she is right now is because this game is spaghetti coded and sounds are bugged for the upteenth time.
And even beside all of that, there's still the problem that there's very little to no interaction at all with her from the survivor's side.
Honestly if you're walking through an ethereal plane, you shouldn't be able to see blood or hear voices accurately. You're basically walking through another dimension. The concept is okay but it leaves survivors with no option.
What would be interesting would be a lag/stutter motion feature instead of completely disappearing. On the killer side, the effect is exactly the same, but on the survivor end, her character model stutters in and out of phase, like in those scary movies where the framerate is just a tad too low, adding this really creepy almost stop-motion effect to it. And the appeared model will be about a second behind, so survivors can see where she was but not where she is. This would effectively give some sort of counter to the gimmick as survivors can learn where they might be going(and the killer could mind-game them while in phase and keep them in close proximity), but right now it's just this "oh boy she's invisible and my scratch marks disappeared, she's just gotta pick a direc--oh look she followed my blood trail, yay I'm dead!"
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This post is very passive aggressive.
Dealing with slugging isn't an intelligence thing. I could deal with a four man slugger by hiding in a locker and sneaking around all game, sure, but then I'm not actually playing the game at that point, I'm playing a Metal Gear Solid game without all the fun stuff that goes along with it.
Which, I guess there could be value in that, I could see how some people might find that fun. But it's at the expense of three players who are all laying on the ground waiting for you to either pick them up, get caught, or bleed out. And since you obviously aren't going to pick them up, they can only assume they're about to "play" a very boring game.
It's not about intelligence. You assume the best case scenario for yourself, but in reality no one has a perfect game every game. You mess up constantly, you make careless mistakes, you take a few risks, and sometimes they pan out. Even if you're perfect, the servers aren't, and you're going to get shafted at some point.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1160138#Comment_1160138
you can tell what mood your family is in just by them opening a door?
Neat
It's mostly just the front door. And my little brother throws everything off because he knocks the loudest and slams every door open, regardless of his mood lol
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1160546#Comment_1160546
No no, I’m fine with it sorry I want meaning I’m upset with it really. But think of a brand new player, I’m sure at low ranks most killers are okay with just their own perks or the non-exclusive perks but once you get between 10-15 you will struggle a bit without “meta perks.”
Same for survivor, they’re just skins but having a few critical perks makes thinks easier. Now here I will say playing Meg with her perks and non-exclusives is plenty good. That’s how I started and why she’s my main even after I’ve unlocked everything.
But poor Joe Schmo sees a streamer playing Gunslinger with MA, nurse, BBQ and Sloppy and thinks if he just puts enough effort into deathslinger he can do the same... nope you’re gonna have to level 3 other killers to 40 first.
I don’t feel it’s too much of a grind for me/us but for new players it is overwhelming. Games need a goal, but this one is a bit much at times
Yeah it can be a little overwhelming, but that's when you tell your newbie friends to not worry about perks so much, just work on X or Y character, either Meg, Claudette, or Nea; pretty much whichever you like the most. Save your iridescent shards for whatever character you like the most, don't worry about the Shrine of Secrets unless you like one of the base characters over anything.
The only one I would recommend to buy is Nancy/Steve/Demo. Nancy has one of the strongest perks in the game(Inner Strength), and Fixated can really give you a nice idea of what your scratch marks look like to the Killers, which gives you miles of information you can use.
The idea that people need to rush through things and get all the perks in as little time as possible is a fallacy that maybe only extreme veterans really promote, to the detriment of the entire community. It's why I'm always bothered by people who answer "how to counter X" questions with "just get X perk forehead" as if they can get something like that so easily. It doesn't answer the question, it simply dismisses a new player for not understanding how to play, which frustrates them because they're now being told they need to get 24 perks all from different characters and always have them equipped just in case they run into one of 19 Killers, each of which don't offer the same experience as the last.
The community isn't very new player friendly in that manner. And the game already has a bit of a learning cliff at multiple stages. The community tells all these new players they have to get a ton of perks, which overwhelms the players before they've even started.
The best thing this community can do is inform the players that they should work on the character they like the best, and when they've gotten comfortable with playing the game with the perk loadouts they can get on any base character--maybe promote one character to get teachable perks from, like Claudette's Self-Care/Empathy, or Meg's everything, but don't tell them they need to get Dwight's Bond, Meg's everything, Claudette's everything, Jake's Iron Will, Nea's Balanced Landing/Urban Evasion, Bill's everything, David's everything, you're just asking to overwhelm new players. Stick to one character and provide them with the knowledge of the base perks that everyone can get on default.
Something like "Hey you should get Spine Chill, Kindred, Plunderer's Instinct, We'll Make It, etc, and test them out, see which ones you like the most. Along with the unique perks on the character you play, you can really make something unique and fun for you. Try them out!" Let them figure out what they need afterwards on their own time. They have plenty of time to learn, and rather than overwhelming them and making them quit, it's better to let them figure what role they like to play the most before they start dropping money and heavy amounts of grinding into this game.
It's like when you start playing an MMO your friend has been begging you to join, and then all your friend does is tell you to grind so you can get to the "real" part of the game, the part they're on. You're not enjoying yourself the entire way up and you'll probably quit before you get even halfway there, claiming the game just isn't for you, when in reality it very much could be a game you'd be into, but your friend is just too excited to let you learn along the way.
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Eh I think the more I play against him, the more I'm omay with the deep wounds. It certainly doesn't feel right, but he's easy to avoid if you're an immersed player.
I think the bigger issue I have with him is his quickscope, but even then I'd feel like he'd just be way too easy to avoid.
I think a fantastic fix to this would be to remove his terror radius and red stain when he aims his gun, but it actually takes a second to aim. And if you fire from the hip, the shot will never hit the same spot twice, so it's a give and take.
This would make him feel more like the hunter he's supposed to be.
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@johnmwarner said:
You aren’t kidding, just to put it in perspective before deathslinger release I had ALL perks on all my killers and three survivors. I had capped 1 million blood, plus dailies, plus rift challenges unturned in, plus I bought morning and evening from shrine...
My slinger still doesn’t have all perks, only 3 killers have his teachable, my Karina is barely 40 and only 1 survivor has her perks. I was as prepared as possible and am still struggling, I can’t imagine a new player who didn’t know all the possible prep tricks
Sorry you feel that the completion doesn't end fast enough, but isn't that kind of the point? You're not really supposed to cap out every survivor, just the ones yu like to play, as they're all the same in terms of potential. Killers will still take ~9 bloodwebs to cap off if you've gotten everything else.
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Not bad. I'm not looking for a second objective, but I wouldn't find this offensive. Though it does fit more with a Jigsaw like trap than anything.
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Inner Strength
I'm pretty hardy, it takes a lot to keep me down.
Second Wind
Sometimes I need that 5 minute rest, but I'll pop back up and burn through the next set as if I wasn't tired at all.
We'll Make It
I'm pretty good at keeping friends and coworkers motivated, we can push through anything.
Spine Chill
Whenever my family opens the door to the house, I can tell what mood they're in by how they open the door. My spine shivers, my ear canal closes, it's really funky.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1154530#Comment_1154530
Only to encourage people dying instead of recovering?
Isn't this the kind of plays we should actively be trying to avoid as they often ruin games and lead to what is essentially an unpunishable DC?
Well here's an alternative thought, the only way to bleed out faster is to max out the recovery meter. That way you have to be pretty much fully recovered anyways. And then at that point you can critically think, is the killer just slugging everyone? Do I want to stay for that? Are my teammates running around? Am I second to last? Do I want to give my teammate hatch?
Then you can't say the player bleeding out faster isn't doing their part when you're rushing to pick them up.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1154929#Comment_1154929
Its the truth however, you get 5 heals max with it and it can take a while to actually heal as you need to cleanse a totem then get into a locker, you are taking longer to heal with inner strength than medkit or selfcare, also if it removes the chance for NoEd then the perk is literally doing its job
Lockers are common on some maps, I've literally went hunting for a locker before cause I couldn't find one before
And Coulrophobia only works on Big TR killers, which requires you to literally have a loadout that consists of having a big TR to slow down healing, I have never seen any killer use this in the Red Ranks, I have seen it ONCE the entire time I have played this game, and it wasn't even on a clown.
The mend-snap situation is actually intended I believe.
To better bolster your argument:
Yes, it can be very quick in terms of just straight healing. Admit that. Inner Strength activates and stays activated until you get into a locker and heal yourself. You can be at full health, start a match, get a totem, and then when you get hit or get off the hook, find a locker, and heal yourself faster and more secure than any teammate or self care could ever get you.
But that's the kicker, you still have to find the damn totem, which on some maps is much easier said that done. Against some killers, is much easier said than done. And in all that, you still have to survive, it's not going to heal you immediately, and escaping a chase isn't the easiest thing to do.
It is a very very strong perk, but it comes with the caveat that you have to prep for it if you want to get the most out of it. If you're on the hook and you don't already have a totem down, you're not using the perk right. It's supposed to be in your pocket, not on the shelf. And sometimes totems are just the worst to find. You could know a map inside and out and sometimes those damn totems just won't spawn where you're used to them spawning.
And that's the downside to the perk. Is that you actually have to go out of your way to find a totem, you can't just come across one on the way to a generator, because if you don't have that perk on when you get caught, you're gonna put yourself in a worse position when you get hit or hooked.
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@RobMeister88 said:
People would abuse this and treat it as a watered down DC-Hatch tech. Unbreakable negates slugging entirely, so I'm sure if slugging is frequent then Unbreakable would be worthy of a perk slot.
The thing is survivors don't want slugging. Killers do it because they believe they deserve 4 kills or bust. 3 kills to a killer is a loss to them, and the game unfortunately reflects that in the results page. Meanwhile the devs say that 2 kills 2 survive is a win, but don't promote that in the core of the game.
A few things need to be changed, some of it text, some of it pushing on the community to accept that 2 kills is a fantastic game, and anything else is exceptional and beyond. This wouldn't prevent sweaty killers from drowning, but it would certainly promote the idea that you don't need to slug all game to "win."
And then you could make unbreakable a passive ability, which forces killers to put the survivors they down on the hook if they don't pick them up in time. It gives excellent players a window in which they have to get back to the downed survivor if they wish to play the slug game. And it gives survivors a chance to get back in the game, instead of sitting there for 3 minutes shooting themselves in the head for being forced to crawl because the killer doesn't want to end the game yet.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1155081#Comment_1155081
https://forum.deadbydaylight.com/en/discussion/comment/1154955#Comment_1154955
I'm thinking Acid Spit would be a sort of special ability, not the actual power. It would burn and hit the survivors and would have a quick charge-up ability using M2 button and a long cooldown.
LCTRL would make the Xenomorph crawl at a fast rate on all fours, and cannot attack while doing so. Maybe when standing up, the Xenomorph would get a slight speed boost, kind of like the Wraith? Whether it should have terror radius or not while crawling is something I can't figure out though.
Regular attack could simply be claws, but I'm also contemplating whether it would be possible or not to make the regular attack revolve around the Xenomorph's tail, since it's supposed to be sharp and long.
I think the concept of acid shouldn't be in the attack but in being attacked by survivors. I posted a little above earlier but I'll reiterate, something like Decisive Strike, or a pallet stun, and anything that could be taken in the same vein, could be considered "damage to the killer," and could apply a short 1-2M radius "acid splash," in which anyone being carried and dropped is now suffering deep wounds, and anyone in the healthy state becomes injured.
I would also amend my rush action to be able to vault windows and pallets without losing movement. Like it's crawling on all fours and moving quickly.
When I posted my idea I thought maybe it could have the ability to wall crawl, but that would take a lot of coding and map redesign, and it would probably end up being really janky after all the effort anyways. It'd be better just to give the Alien a ton of movespeed like how you see it in Isolation or the original Movie, having the ability to move quickly through tight spaces.
I'll edit my first post to clarify things.
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@[Deleted User] said:
I'm still waiting for a scary Egyptian setting, like a pyramid maze or something...
Oh could imagine the Mummy as a killer? Each time it hooks a survivor it becomes more complete, until it's pretty much unstoppable.
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It would have an acid passive, every time the killer is stunned or struggled free, it counts as an "attack" by a surviver. And the Alien has acid blood, so survivors would go into the injured state, if they are already injured they obtain the "deep wounds" status, and their blood pools are highlighted to the Alien.
Second passive is heightened senses, running, generator repair, totem cleansing, chest searching, injured/dying state, and entering lockers are 20% louder. Iron Will 3 will put the 100% noise reduction down to 80%.
The Alien will have two active abilities. The first is a rush attack that moves in a directible line. The Alien is very agile so it's turning radius is a lot sharper than that of Billy or Oni. If the Alien runs into a survivor during this they are injured and unable to heal for thirty seconds.
Their second active is a timed active, once one survivor remains, the Alien may feast upon it, the Entity will give points for a Mori but will count this as a sacrifice, pleased that the Alien had enough willpower not to eat all four survirors.
*Edits: The Rush/Charge action would be a short duration, and would glide over window vaults and pallets, basically making them open pathways. The idea comes from Isolation and the original movie, where you see the Alien walking normally on two legs, and then crouching on all fours to get through tight spaces, but in both cases the Alien seems to be really fast in short bursts.
Heightened senses would come at the cost of scratch marks, or maybe muted vision(more grayscale than full color), so I would probably put the passive at an even higher threshold, like 30 or 40% louder, and the range at which the Alien hears these increases by 8-12 meters. Breathing would be kept normal, but the injured/dying state, generator repair, totem cleanse, entering/exiting lockers, self-heal, healing other survivors, movement through brushes, these would all be a bit louder. I would even go so far as to give the Alien a 1 second aura sight on survivors who fast vault/locker. And blood pools are highlighted while not in a chase.
The acid passive would be a small radius, 1-2 meters, maybe a little bigger.
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I think the deep wounds state is a little much. Nobody likes in on Legion, deep wounds seems to only be really viable as a Borrowed Time effect or a killer add-on. I think if they got rid of that any of my other complaints about Deathslinger would be dismissed.
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@TTVfbYTigTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1147353#Comment_1147353
You just described what they are planning on doing? Hiding the MMR though will piss a lot of people off and will hurt their "stream community" since they won't have any actual source of external validation. In all honesty, matchmaking is the least of our concerns. If they implement the system, they're not going to pair you with whom you should be paired with. They're going to pair you randomly, and if you get paired with a rank 20 killer and you do horrible....you'll lose a lot of invisible points. And if you do incredible vs the rank 20, you'll gain the smallest bump. They've already stated this is how it's going to be. So, who cares. What they arbitrarily decide to be "good" at the game may, or may not, actually line up with what the playerbase feels.
There are so many issues with this game, and until they take 3-6 months to fix bugs, ways to prevent bullying/stalling/slugging/tbagging/whatever...it's just gonna be the same ol' stuff. Queue times are a problem because of the number of players, that's it. That's why a lot of red ranks get paired with green rank killers, especially on console.
Aye there's no instant fix. If they were to implement something new the slate would be wiped clean, everyone starts at the bottom again, and over a period of several weeks to months the system would distribute evenly.
The unfortunate thing about the current system is that it doesn't spread out the skill level, it puts you with players who are at your rank(ignoring the broken mess it is right now, just focusing on the concept of pipping). It's very easy to play to lose and still pip up. You don't need to win, you don't need to contribute all that much to the game, honestly. Heal a player twice, get a single unhook, get a generator, cleanse a totem, win a chase, you've basically double pipped at that point. And endgame collapse unhooks are so much more valuable than escaping, especially in red ranks. In red ranks, you won't pip if you play to escape, which feels very counter-intuitive to the idea of the game.
The pip system needs to be demolished. It doesn't put players who are good with players who are good. If you can game the system you can get to rank 4 really easily. I'm not even a good player and I hover between ranks 4 and 5 constantly.