Terra92
Terra92
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- Terra92
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History of other games will tell you that basically never works. It just makes people unhappy. It's not the bonus of the perk that matters, it's the core of the perk that makes it valuable in the first place. Weak perks aren't valued because they're either far too niche or don't do anything close to what the other perks offer.
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Assless chaps for the guys. Really makes a player not want to moonwalk when you can just stare at those buns all game.
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The Killers I find utterly boring to play against are:
- Freddy -- I tend to see one build on him, regardless of the add ons. Some mix of Pop, BBQ, and some other garbage. His current kit just allows him to rush across the map with no downsides(aside from personal mess ups). Couple that with Pop and you often end up 3-genning yourselves because he just doesn't let you capitalize on him chasing someone else. Whenever I run into Freddy I just expect a boring match, I'm sometimes surprised by something different, but it's usually more of the same.
- Legion -- Similar to Freddy, I'll see them running a very similar build, and their iridescent add ons are some of the most obnoxious in the game. I'm never scared that I can't tell where they are when they go into Frenzy, I'm usually just like "OKAY BUT CAN THE VOLUME BE ANY LOUDER? NO? OKAY I GUESS I'-- well at least I get a break for NOPE HERE WE GO AGAIN." They almost always have Thanatophobia & Sloppy Butcher, I'm honestly surprised when I don't see them use either.
- Spirit -- Some games can be fun, but most are just guessing. I don't like that, while in phase, she can both hear you, see your blood marks, and see your scratch marks. I feel like it should just be one of those. Being in phase feels like there's no downside to her. With Legion, at least you can't see scratch marks in Frenzy Mode. But with Spirit, yeah sure you can't attack them while phasing, but it's like a better version of Wraith, where you can pop out at any time and attack immediately.
I don't quite have very many issues with others, Bubba can be facecamping bags of sand that really bum the game out, but when he's played not by a garbage human being he can be fun to go against.
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I go against her fairly often. Not as often as others but I see her here and there.
The vomiting disturbs me several layers down, I don't think I could ever play as her, it's just gross.
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Brand new part change: when used on a generator, the gen will receive 25% passively. The add on will no longer be able to be used when letting go of a gen or being blocked by the entity.
This breaks Brand New Parts to be an utterly worthless Iridescent add-on. The best any one team can do with 4 Brand New Parts, not that anyone really shows up with a toolbox to genrush anymore, is repair one generator really quickly. It hasn't been a problem since February
once a generator reaches 50% the killer is notified with a loud noise indicator. The entity will block the gen for 5 seconds (perks that regress the gen such as hex ruin or surge will not effect the gen). If the gen is to go below 25% the entity will be able to block it once again when the gen reaches 50%.
This easily ruins the entire flow of the match. All you have to do is focus 3 gens close by and survivors will never be able to finish out games. Pop, ruin, kicking the gen, it doesn't take much to bring a generator back down to 25%. You're not limiting the power of SWF groups, you're just giving solo players a more difficult time.
I don't really have an issue with the rest that you posted, but the devs have already nerfed a lot of these things, how much more will it take? If you do it too much you're severely discouraging players from repairing gens together, and then suddenly three gens are done while you chased one player, instead of maybe one or two. The issue isn't fixed, it's merely moved.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1432935#Comment_1432935
I always went to the cage to lay a trench, and then left. Camping and tunnelling is boring and does not net me BP. BP rn is everything. Ima tryna get P3 Clown.
Why would you do that? You're just wasting time at that point, might as well go do the generators. Survivors who are tormented get that torment removed when either they release or get released from a cage, the survivors simply have to crouch for a hot second to avoid your newly placed trench.
And while you're doing that, several gens are being worked on.
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This will make matches way too easy to 4k, like it won't even be a challenge anymore. We won't have killers leaving because of nerfs, we'll have killers leaving because they're bored as hell.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1422951#Comment_1422951
I never said it did? In fact I said the person that was calling him names was in the wrong and they certainly are. I'm also saying that if someone quits a game after a single toxic message then they should probably avoid multiplayer games in general. It doesn't matter the game you play, you're going to have toxic people in it.
You completely missed my point. But go ahead and tell new players they should expect to spend $60 to get yelled at in their first game. That'll really grow the playerbase.
There are plenty of gaming communities out there that are supportive and aren't absolute jerks to each other in chat. Why do we keep pretending like the DBD community can't improve? Oh right because we want to continue being garbage human beings to each other. Yeah that'll really bring the community together. Bunch of garbage sitting at the bottom of a dump.
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@ohheyitsbobcat said:
While the other person is certainly in the wrong here, if your friend quit after one toxic message then I think they should stick to single player games or just be sure to mute everyone and close any kind of chat games have. Every multiplayer game has it's share of people screaming at you if you do even the tiniest thing wrong or people just looking to troll or mess around with others.
In all honesty DBD is pretty normal, tame even when it comes to toxicity. There are certainly a lot worse games out there when it comes to toxic stuff like Minecraft, PvP shooters, sports games, fighter games the list goes on and on. DBD toxicity is kind of on the lower end of the spectrum when compared to stuff like that. Of course you'll have people that go above and beyond but so does every game out there.
I hope your friend finds some games they can enjoy and maybe even give DBD another shot and simply turn off messages/notifications. ^_^
I think it's a terrible way to represent the game if you see a rank 20 and go "yeah he deserves to be completely ridiculed for not playing the game," and not "damn it sucks the system gave you this as one of your first games, but matchmaking is sometimes garbage."
It doesn't matter if every multiplayer game out there has people who act like garbage human beings, it doesn't excuse their behavior or the lack of positive feedback to newer players.
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I completely agree. The system as it stands gives Killers the impression that 3k is a hard loss, not even worth being proud about. It's 4k or it was a trash game. It's so bad that Killers will slug the third survivor just to be able to guarantee a fourth kill. Hell they'll even slug the third, kill the fourth, and then look for hatch just to be safe.
Because getting 4K is just that important apparently.
Honestly I don't know why DBD doesn't make 1k prior to rank 10 a fantastic game with decreasing value in the kills afterwards, and then ranks 10-4 have 2k as that, with only the top 3 ranks really giving any sort of value to 3k.
It just doesn't make sense, the game isn't fun at all for the players who have to sit there and hope their fourth teammate doesn't get caught as the killer soft patrols the area, and the killer probably isn't having a good time because they've been playing match after match of people escaping, they just want that single 4k game to finish off their archive or get a single pip. It's because BHVR puts way too much value at every rank to getting 4k, despite them saying the game is balanced for 2k games, that the game isn't fun at that stage of the game.
It's quite enjoyable prior to that, actually. You have a few chases, you hook or unhook your teammates and play around with who's going to get chased next, finding out which gens are better to do before you 3-gen yourselves or looking for the survivors and picking your best 3-gen location. But once you hit the late game, either when the last gen is being done or when the killer is on the last two survivors, it can easily become less fun and more frustrating and even boring when you're left on the ground as a "guaranteed" kill or you're the killer who believes they need or deserve that 4k.
We can go on and on about who deserves what, who's being entitled or who's just a whiny little baby survivor/killer and how you should equip these 15 meta perks at all times to guarantee your survivability or 4k, but honestly who really wants to play like that? There are over 50 perks on either side, and yeah sure some are absolute garbage, but are we really just going to push the meta like it's the only fun way to play the game? It's ridiculous.
Coming back around, the system needs to change to encourage high-kill killers to stick to the higher tiers. You get more points. You get longer games, you get more skilled opponents. Their matchmaking system needs to be fixed in order to accomplish this, but the system that awards ranks and points needs to change alongside it, otherwise it's just another stupid baby bandage on a massive stab wound.
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You must have missed the Xbox 360 days, where people would get into comms just to be able to communicate and get an edge over the opposing side.
This is nothing new. You can't block people from communicating over the internet. We'd be right back at skype or phone calls if this wasn't so convenient nowadays.
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I know this is a joke, but you should probably brace yourself for the inevitable angry people who take your post waaayyy too seriously.
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I personally think the gen glow should activate on a delay, but it's honestly a good way to trick some survivors into thinking someone on their team has Better Together. It definitely throws me off when I see a glow nearby and think "oh the rare Better Toge--OH GOD NO PLEASE"
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@GoodBoyKaru said:
Hi can I interest you in the concept of either slugging or knowing who you recently hooked to be cautious?
Like I get dsed when I'm not tunneling sometimes but damn the way people on this forums phrase it its like they get hit by it 4 times a match whilst not trying to tunnel. That doesn't happen unless you're so far ahead DS won't do anything.
It's just the hyperbole of the forums, unfortunately. It slowly becomes worse and worse every week.
The few segregate the entire community into "survivor mains" or "killer mains," "noobs" and "red ranks," hours played comparisons to bolster arguments, etc. If you post something in a venting manner complaining about something that happened to you, you're either immediately questioned as if you did something wrong or did something to deserve the frustration you're feeling, or you're countered by whatever "other side" equivalent they deem is more important, like keys vs ebony moris, Whispers vs Spine Chill, toxic survivors vs toxic killers, etc.
Sometimes it feels like there's no middle ground with these people. We're either all a toxic survivor main hive mind that all run the same 7 meta perks, teabagging, flashlight clicking, and keybagging the hatch until the killer shows up, or we're a toxic killer garbage dump who all facecamp, tunnel, and mori.
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@Yamaoka said:
Personally I'm confused as to why the ranged attack still won't apply tormented. It's not easy to hit the ranged attack since good survivors will juke and react to it forcing you to use it as a zoning tool pretty often.
So shouldn't it at the very least apply tormented to encourage Pyramid Heads to use the ranged attack as an attack rather than a zoning tool for M1 hits? Especially now since cages can't be tunneled/camped anymore?
Really weird decision to nerf 1 thing and NOT buff another thing in exchange.
If Torment was a timed status effect then yeah, but it's permanent until they get unhooked.
Allowing a permanent status effect through a ranged attack that will turn into a mori takes too much agency away from survivors. Rather than reward Phead for mind gaming, prepping, and outsmarting his victims, you instead make ranged attacks the only viable option for the killer.
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I don't believe so, no. Second Wind will not activate if you are already broken.
Adrenaline is the odd one out, working if you pop off the hook and activating Second Wind, but not activating if For the People's side effect is on cooldown.
I think it has something to do with priority. Adrenaline activates as you're coming off the hook, while Second Wind activates after you can move again. I'm sure this was to prevent killers from timing a hit and negating Adrenaline entirely.
...Unless you're asking if using FtP will fill up SW, which no it doesn't, you have to fully heal someone, For the People doesn't give the same kind of heal.
Edit: for confirmation, if you need it https://forum.deadbydaylight.com/en/discussion/139336/why-doesnt-for-the-people-charge-second-wind
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@Tricks said:
Wow. I mean just. wow.
It's MoM all over again. Just gave PH a go and cage is pretty much useless lmao.
Although I did ok even against this massively borked match making which when is that getting fixed again?
Dude what are you complaining about? 3k, 26,000 points, two of them were executions, all three kills were under 15k. You wrecked shop and I imagine the last one got away either because of gate placement or they found the hatch before you.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1405629#Comment_1405629
You are right if in cases where developers are coming up with something new. The basic game mechanics and strategies are all known at this point. Predicting how a killer will be used should be easy for them
Yeah you'd think that, but in games like League of Legends where the stakes are(apparently) a lot higher, where it's an actual cooperative competitive team vs team and the balance between over a hundred different champions truly matters, it's still just a mess to handle any sort of playtesting.
I mean some of the original characters introduced into the game never had updates or fixes to their kits until six or seven years later. It's not such a simple task to take someone's idea off a forum, which could inevitably become a huge lawsuit if you or anyone ends up suing them for your idea. After all, you were the one to come up with the idea and they didn't even consult you or pay you for your time. Even if the lawsuit wasn't in the way, it's one thing to talk about and develop a system in which a character could work, it's another to test it among a small number of yourselves and get a feeling for it, and it's a completely different dimension to release it to the public.
The minds of your players will always outsmart you, and it's honestly in your best interest to fix problems as you see them, rather than predict everything your players might do to break something you've made. Maybe the team should be upfront about that, but I think that would just lead to more misleading reports, people assuming they have a say in how a killer will end up. I mean that's sort of how this forum(and reddit, oh my god reddit is the worst at this but that's a whole other bag I don't wish to stick my hands into) behaves when it comes to problems with the game. People don't come here to have a discussion, they often come here to complain about a perk that needs to change right now oh my god. And if you don't think exactly like they do then sucks for you because they have a million rank 1 hours into this game which gives them authority to tell the devs how the game should be run(they don't have the authority).
Anyways, I've rambled enough. This quarantine has me coming back to this forum far more than I care to admit, and each time I'm both amazed and disappointed how easily people think that spamming new threads about something they don't like will actually get something done. It won't, and if they really think their complaints had anything to do with any changes made to killers or survivors, they should seriously consider a lawsuit for the time and effort they put into fixing the game, if they believe in fair compensation. Maybe wasting a couple thousand on a lawyer to find out they have no case will shed some reality on the situation.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1404889#Comment_1404889
This isn't a missed feature or a bug. They sat down at a drawing table and said, let's make a killer that did x, y, and z. They then either don't have enough experience to realize how players will use x,y, and z, or they knew going into it z was going to be nerfed after they made money on it
Developers create games, characters, mechanics, concepts with certain things in mind. Anyone with even a passing knowledge of programming knows just how easy it is to come up with something, even with a think tank of a team, and end up coming up with ideas that they didn't think would be abused, implemented, or even be a problem in the first place.
I'm not defending BHVR on their mistakes, lord knows they have a ton to work on, but at the same time, changing something like this isn't new to any developer, ever. I don't necessarily disagree with you, but this jump to conclusions, this extreme reaction to their choices, is something I will never understand, even if they destroyed Inner Strength(my favorite perk) to the ground.
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@batax90 said:
I learn something with that patch and its if you whine enough i mean like 80% of the player base you can get change done in your favor so survivor can you ask for ds to be change plz i feel like the dev like you more
I've never seen this be complained about in the last month.
In the last month all I've seen are people complain about DS, Unbreakable, Slugging, Lockers, Springtrap, How we should all be wanting Springtrap, how Springtrap is underrated and how it needs bigger support, how now the #1 killer we all want is Springtrap, why the Devs haven't talked about Springtrap yet theymustalreadyhavemadeitsilenceisconfirmation.
Like the only threads I've seen about PH are praising him for being in the game, period. How it's the best Killer they've added to date, how it counters DS, Unbreakable, all the meta perks, and is a free mori at final hook if they're under Torment, which is very easy to make happen when you use Trail of Torment intelligently.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1404609#Comment_1404609
So why didn't the devs know this before they released him? They couldn't anticipate that people would use his power to tunnel or camp?
They do this Everytime a killer is released, they make him good and then nerf him after they cash the check.
The only other explanation is they don't even bother playing as their own characters so they didn't see the issue with the cages at all.
Overall, I can only conclude they intentionally deceive buyers or just don't care.
You'd be surprised at how easy it is to miss a feature or mechanic you weren't thinking about, and then about a thousand people play that character for a week and figure out at least a dozen things you didn't expect to happen. It happens all the time in video games, the Speedrunning community is practically built on unintended features and bugs.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1404068#Comment_1404068
So DS would be permanent after unhooking as long as you don't touch the gen? It would be easily abused by SWF...
It would be permanent, once. It's still a one-use perk.
@undeadcookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1404068#Comment_1404068
That's the solution most people have been asking for for a while (along with it disabling upon entering a locker), but we have yet to hear anything regarding consideration of changes to the perk.
To be absolutely fair, this forum shouldn't be the place to get changes done. Suggestions from multiple sources and the testing of those suggestions in private is what truly makes things work. If they just take everything the forums say is broken and fix them, the ease in which this would flip every patch cycle would be astonishingly high. It's so easy to get five or ten people to spam the same rhetoric, make it seem like that's what people want, it just takes a few words to throw perception off.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404029#Comment_1404029
Whats stopping survivors from getting unhooked going over to a gen right now and when i come over they hop right into a locker. Guess im either getting dsd or waiting outside the locker for a while.It should really just stay the same it is but at least deactivate on lockers because if survivors want to counter being slugged they have 2 now.
You didn't answer their question, you just deflected it with your own. Maybe if you gave an answer and then followed up with your own question, this discussion could actually lead somewhere instead of being a bunch of deflecting passive-aggressive presuppositions.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1401020#Comment_1401020
I didn't say it for "clout". This isn't twitter, and I really don't give a rats giant pimply ass what you think of me.
I said it, again (because you're having a hard time getting the point, big surprise), as a direct response to someone criticizing my experience. Experience - which (if you consult your nearest dictionary, please do before responding) has a direct tie in with time spent doing something.
I know, novel concept. Try harder, bud.
You obviously take it way too personally, then, if your go-to is "Well I've played 2000 hours so I think I know what I'm talking about when I say blah blah blah."
You could just as easily say, "No, I do play survivor, I just don't agree with you on this concept."
You know not seeing eye-to-eye is a completely okay thing, right? We don't need to just be pissing on each other the whole time while we slap our game time around, as if having any amount of game time on this is actually worth bragging about. Someone doesn't agree with you on something, so what? Who actually cares. I mean, aside from you, clearly.
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The Killer would have to be the Miner Forty-Niner, or the Ghost of Mr. Hyde, or the Creeper, or the Black Knight, or the Space Kook, or Scooby.
If I could only pick one, it'd have to be Shaggy, and he'd have to say every time right as the game was starting, "I have a bad feeling about this, man." When he's in a match either at the start or when he's hooked he says "Scooby Doo, where are you? Boohoohoohoo."
If I could pick two it'd be Shaggy and Velma. Velma's a nerdy girl and we don't have a lot of turtleneck nerds out there. Cheryl is the only one I think. Shaggy would be the lankiest Survivor out there and it would be terrifying to any Killer that dares chase him.
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@shanny_boi said:
I would like being able to place my hex totem. I feel like there's too many instances where it spawns right where the survivors are or in an open area. It'll most likely get destroyed and you can't afford to spend the entire match defending it.
Yeah but then Survivors will just guess where it is because Killers will inevitably create some sort of "totem meta" where the best places to place your totem are X, maybe Y, and rarely Z. Survivors will easily pick up on that and just wait for the opportunity to take it while you're chasing someone, thinking your totem is safe.
But I do think it would be cool to replace a hex after it's been broken, off the chance that it'll break early on, but I think it should only apply to a few hexes. Being able to reapply something like Devour Hope would just be the worst.
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Holding a piece of glass in your hand, I can already feel my hand getting sliced up. Oof
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Let the hate flow through you, and your path towards the Dark Side will be complete.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1400942#Comment_1400942
It was a direct response to someone who called out both my experience and ability. It's not a "line".
Perhaps understand the definition of "context", and then you may shove your nose into a conversation.
:)
You obviously can't see the irony of the constant "I'm Black Rank with 8 million hours spent on this game."
Like cool dude, but measuring your "game time" doesn't give you any clout, it just makes you look foolish. Instead of engaging with someone, you say, "I have this much experience, if you don't have as much experience as I do, then your words, your ideas, they mean nothing."
I mean your second paragraph says everything I need to know. And if I can pick up on that, surely everyone else can too. You're not cool, you're just walking around with a big fake stick.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1400868#Comment_1400868
I'm a rank 1 survivor with 4500 hours in DBD, over 2000 of those are survivors. I started as a survivor main. IN FACT, I did just play a bunch in red ranks, with no perks, and live. I just prestiged most of my survivors cause they finally announced they were working on prestige rewards. So I went in perkless for pretty much all my games to get Halos. Guess that shows how bad you are at the game.
I've probably got you beat. I know I do in skill if you need perks.
I'm not saying I don't play with perks. I'm saying survivors don't need them to win; and they don't. You can't win this, don't try. It'll be like a game of whack-a-mole where your head pops up and the hammer comes down on it.
EDIT: LMFAO
Get good, bud. You're bad at the game.
Did you actually use that line? 😂
I swear that preface has less and less authority behind it the more I read it. It reminds me of the good ol days when 12 year olds were pretending to be Navy Seals who could beat you up without you even knowing it.
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@SlimyTaco said:
true, but its the same for survs. a lot of items are useless. Time to remove stuff again...
Wait what? Survivors don't have built-in skills and features that let them hide or do gens or open doors, they're just regular jacks and jills.
Each item a survivor can equip has unique uses. Maps give crucial information that you don't have to seek out or remember. Toolboxes repair gens faster or allow you to break hooks nearby. Flashlights can blind a killer or are a crucial piece to any sweet egc rave party.
Some Killers are a bit more difficult to get used to than others, but that's all based in their kits. Some Killers just don't have good kits.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1398433#Comment_1398433
'..why the unhooked survivor runs in for the block.' That's exactly my point. The perk should not be weaponized in such a way. It's meant to get a survivor out of harms way, not be used to shield somebody else. When multiple survivors run BT, that just compounds the problem. At least with DS, you can slug and move on.
Yes, the killer should 'try' to go for the savior (if you want to play 'fair'), but when a BT survivor sits in the doorway, forcing you to either hit them, or spend precious time going around the structure, then it's an issue. When a survivor runs up to a hook and pulls somebody off while you're cleaning your weapon from a swing, allowing the now BT survivor to body block the savior, then it's an issue. When the killer is given no chance to actually leave the hook before it's bum rushed and BT spammed, then it's an issue.
The fact that BT has no limit and can be spammed across multiple survivors with little punishment, aside from a good killer and decent latency that allows for a grab, is a balance issue. Do I want BT removed? No. I like the idea behind it. But is it balanced? No. Either give it a limit, remove or change body blocking, or transfer some debuff/damage to the savior, to add risk.
That's the point of the mind game though.
And I don't think slugging is a good strategy, if you're constantly afraid someone is going to DS you might as well burn them, because if they have DS then they have Unbreakable then they have Soul Guard then they have Adrenaline and all the other perks you're afraid to go against. You might as well force the DS because at least they might miss it, and you can let them go knowing they don't have it anymore until you run into them later, or you can chase em down.
The game is human players vs human players. I know some people act like bots sometimes, but we all have clever ways of thinking outside the box and mind gaming each other, it's not just you doing the mind games.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1398390#Comment_1398390
It seems you only read one part of my post.
'I'd rather see my teammates get off the hook and gain some distance.' That part doesn't correlate with what my main problem with the perk is. My issue is when the survivors DON'T use it to get away. They instead use it to body block for their savior, knowing that I either waste ten seconds trying to get around them, or I hit them, give them BT, and let the savior escape to a stronger position.
The other issue is when they fail the body block, and instead follow you as you chase somebody else. They can either body block if they manage to get in front, or camp a pallet, looking for the save/stun. Again, because they are invulnerable.
These issues would go away if damage was transferred, or at least some kind of debuff applied. There, the BT survivor would NEED to escape as best they could, instead of trying to hinder the killer, as the perk was meant for. Survivors wouldn't simply go in and play hook hot potato. An element of skill would be involved.
BT can only be applied when the unhook happens within the killer's Terror Radius. Many killers run Monitor these days, it's a really good perk to keep survivors on their toes. But that almost always forces a trade when that happens, especially when the killer tends to proxy-camp anyways, is already in range as the survivor is being unhooked. So the killer then will likely go for the savior, since they know they don't have anything to cover them in an escape(unless they had Mettle of Man). Likely that's why the unhooked survivor runs in for the block, it's so they can try to get everyone out.
I read your whole post, don't assume otherwise. But I don't have to respond to every point you make.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1398390#Comment_1398390
It seems you only read one part of my post.
'I'd rather see my teammates get off the hook and gain some distance.' That part doesn't correlate with what my main problem with the perk is. My issue is when the survivors DON'T use it to get away. They instead use it to body block for their savior, knowing that I either waste ten seconds trying to get around them, or I hit them, give them BT, and let the savior escape to a stronger position.
The other issue is when they fail the body block, and instead follow you as you chase somebody else. They can either body block if they manage to get in front, or camp a pallet, looking for the save/stun. Again, because they are invulnerable.
These issues would go away if damage was transferred, or at least some kind of debuff applied. There, the BT survivor would NEED to escape as best they could, instead of trying to hinder the killer, as the perk was meant for. Survivors wouldn't simply go in and play hook hot potato. An element of skill would be involved.
BT can only be applied when the unhook happens within the killer's Terror Radius. Many killers run Monitor these days, it's a really good perk to keep survivors on their toes. But that almost always forces a trade when that happens, especially when the killer tends to proxy-camp anyways, is already in range as the survivor is being unhooked. So the killer then will likely go for the savior, since they know they don't have anything to cover them in an escape(unless they had Mettle of Man). Likely that's why the unhooked survivor runs in for the block, it's so they can try to get everyone out.
I read your whole post, don't assume otherwise. But I don't have to respond to every point you make.
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@Rivyn said:
How is it balanced when it encourages bad plays? I'll have survivors follow me to hooks to get the BT save, knowing their buddy will then body block for them. Or they'll follow me as a chase another survivor, in the hopes they'll be annoying/hinder/threaten me enough for me to hit and activate their BT.
If body blocking wasn't a thing? Then it would be in a more balanced state, Or if the damage transferred to the savior, so they actually run a risk for using the perk. Heck, make it so you need to take certain actions to gain use out of it. Say, heal two survivors and get one ticket, which can then be used for the save.
It's not "bad plays," you're equating a known risk with poor judgement.
I'd rather see my teammates get off the hook and gain some distance, maybe if you even realize I gave them it you leave them alone completely and go after me instead, they get to live and continue to play, I can run you for hopefully a decent amount of time.
It's a good perk, it forces you to waste an attack on someone, creating more distance between them and you, whereas you would have just downed them and left them there assuming they had DS.
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Eh I'd make it a flat 2 Meters, 8 Meters aura reading might as well let you see from max distance. 2 Meters is like "it's right next to me I swear! Oh it's on the other side of the wall."
I'd also just do a lower cleanse speed. A friend with Leader and you with Resilience would equal nearly 50% at that rate(15+9+25 is 49%).
Small game is really good on its own, I try to use it as much as possible in new maps so I can learn the most common totem locations, but it's definitely not something you keep forever.
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No it will not. The Xbox version of Dead by Daylight is considered a different game entirely to PC, PS4, Switch, and Mobile. Nothing crosses over. Maybe in the future if things become cross-platform, but by then they'll have to have a hub system to sign you up for and hope that doesn't go under while the preparations are made.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1398078#Comment_1398078
I mean, 8.5K people is a lot of people. I can't really say if it's a minority or not because there's really nothing to compare it to.
8.5k is definitely a lot of people, but there are not 8.5k people posting threads about what they want their next killer to be.
8,500 people is a lot of people, but when you look at the total copies of Dead by Daylight sold(5,000,000, less than 0.2%) and the average amount of players on Steam in the last week(40,071 avg(21%--not a bad number); 77,341 peak(almost 11%, still not a terrible number), it certainly isn't a majority.
And you can't assume all these people are players who even bought the game, it's an online poll, we don't know where it's been shared. Are these people even players of the game? Do they just want it because they might play it if their favorite Game Theory topic ends up being implemented in some other game?
At the end of the day, though, it won't matter how much a bunch of people sign something, all it will do is let BHVR know there is a group of people who want to this character to be added as a Killer. Spamming the forums about it won't actually get people to back you up, it'll only annoy them and probably make them leave, which is not something BHVR would want at the end of the day. They want their players engaging in the game and the community, not leaving because a few people think that mob tactics are effective.
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1384925#Comment_1384925
The 'place to start the hunt' is a gen that's been touched. If they don't start a gen, you have unlimited time to search, so it doesn't win them the match and tends to lose them it. If a few survivors hide well, they allow you to focus your aggression on a smaller number of targets & kill someone off. If all play stealthy, the amount that their movements & playstyle are constrained by your TR works against them, there's insufficient gen pressure and they generally all die.
Hiding will win the battle but lose the war; that's what I mean by saying it doesn't work.
Unless it's Hag, who forces you to play stealth the entire game or get popped on every tile.
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It's just a vocal minority who keep posting these. It's annoying for sure, though.
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@hahadrillgobrrr said:
I lost today to a 4man SWF swat team and I depipped. I want SWF to be bannable offense.
Really need to stop using this as a counter argument. It's not a counter argument, it's just derailing the discussion.
Seriously, stop it.
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Phead is not a hard killer to face. I don't know why people are saying he is.
I actually think one of his perks needs a buff. Trail of Torment gives too much info to survivors, the highlighted generator should glow a short time after he kicks it, not immediately. You could totally throw people off doing that. Or make it so that if anyone goes back on that generator the killer knows they're working on it.
But even then I don't know if it's just a poor perk or if killers don't know how to use it yet. But the times I've gone against a killer with that perk, it's been a piece of cake.
But core Phead is not difficult to go against. Actually he's super easy, barely an inconvenience.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364295#Comment_1364295
They did it with DC penalties, and i'm tired of hearing this argument.
Name a single other multiplayer game that allows you to sucide/remove yourself from the game while playing ranked.
DotA
LoL
CS:GO
Rainbow 6
Every MMO
All of these games have punishments for leaving games early or intentionally "feeding" (killing yourself on purpose) some of these penalties are extremely hefty. DotA/LoL/CS:GO will actually ban you for several days for doing it, and if you keep doing it your ban eventually escalates to permanent.
The moment you queued up, you signed up to play a game of Dead by Daylight. If you don't like the game or can't finish it, don't queue up. If you don't like how solo survivors play, play with friends. When you queued up for a solo queue game, you signed up for it.
The difference between all those and DBD is that you've labeled a ton of competitive games, and MMO's have their own thing going.
DBD is a casual game. You get some games you really don't want to play, even for a couple minutes. Sometimes you just want to move on to the next game instead of lingering on some trash game you had, and you can do that with this game.
Comparing a game to every other game actually works against that argument, why should every game have the same rules and disciplines?
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1333431#Comment_1333431
I'm talking in terms of winning the game and escaping more than pipping, which is sort of an arbitrary thing that doesn't mean much.
I don't think pipping is arbitrary at all. You want a decent score. 20k is pretty good for a Survivor. 32k is a perfect game. When you end a match and everyone is below 15k, it doesn't feel like it was a good match, this is why no one likes Mori matches, because the score at the end is garbage, half the time the Killer gets like 15k while everyone else gets sub-10. In the same essence, gen rushing never feels like a good match was played. When gens start getting done too quickly I personally start doing secondary objectives or I try to find a chest or the Killer, see what's going on.
Honestly anyone who is trying to rush through the game doesn't understand how the system works, and are simply trying to "win." It's not about winning, it's never about winning. You ideally want to escape, but if you had a good match the points will reflect that, and you don't need to escape in order to have a near-perfect game. I've had 30k games and been death-hooked. I knew I had a good game but I never thought "oh man I lost! ugh what a garbage match."
The unfortunate reality that has been instilled upon us as the gaming community is that everything is win or lose, there's no in between. This is why League players call each other trash. This is why friendships are lost when friggin' Mario Party games turn sideways. We're so obsessed with this idea of "winning" that we don't have fun in the process. Dead by Daylight is a lot more fun when you don't put yourself in the mindset of winning. When you don't care if you escape, when you don't even consider an escape a win.
Pipping means doing a good job in the game. It's not an arbitrary thing, it's a valuable goal to have. It's certainly much better than escaping because you gen rushed and beat the game in 3 minutes. You can't speed run Dead by Daylight.
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@Rivyn said:
Remember, one of the reasons Ruin was nerfed was due to overuse. Can we do the same for Survivor perks, since the above builds are the norm?
How would you nerf, Dead Hard, Borrowed Time, Adrenaline, Decisive Strike, Sprint Burst, Iron WIll and Unbreakable?
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@JustCats said:
I think the point is that survivors simply doing the easiest and smartest thing - all going to a gen themselves and start working on it - literally the most basic way to approach the game as a survivor, means the killer has to work extra hard comparatively. In other words, if the survivors do the easiest thing, the killer has to do a harder thing. It's when survivors do dumb things that the game gets easier for the killer. A lot of times it feels like the trial is more about survivors being able to stay on task and not get ADD than anything else.
Maybe the Entity is actually just an infernal mid-level manager just trying to get his demonic TPS reports done and just needs to get those generators going to power on the devil's printer. Killer's just a supervisor.
Actually we're not. If all four survivors did one generator and then we all got together to finish the final one, didn't heal, didn't get totems, didn't get into chases or unhooked anyone, and all four of us escaped, we would all depip. There's no reward for gen rushing, aside from getting into another match quickly. The longer you play a match the more points you get, the more points you get the more likely you are to get one or two pips, or if it was a bad game for you you'll at least safety pip.
@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1332290#Comment_1332290
Nothing, it’s just how there is a double standard when it comes to Survivors playing smart vs Killers playing smart.
Survivors are encouraged to finish their objective as fast as possible, irregardless of how the Killer feels, but the Killer needs to take the Survivors feelings into consideration, hence why we get so many complaints about tunneling, camping and NoEd.
Heeeey, Trapper. Yeaaaah I'm gonna need you to work late tonight. Yeaaaah we've had some layoffs, so work's been a little slow around here.
Also if you could work over the weekend? Yeaaah that'll be great. Thanks buddy.
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Honestly it needs a few changes. Too easily have I used it, and then been instantly downed because I'm being farmed.
For the amount of time it takes, it should heal you fully. It requires you to heal someone an entire health state and then survive a whole 30 seconds being both injured and broken. For the amount of effort you have to put into it, you only get a single health state. It's high risk low reward, which is a terribly unrewarding feeling.
It should heal you up two health states, breaking deep wounds/dying state in the process. And/or it should work that if the killer is carrying you and Second Wind completes, it's a free break out of their grasp.
Either way, Second Wind is a little weak right now. There are other perks that take way less prep time and have way more versatility.
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@tixerp said:
Legion, Clown, and Leatherface. I would say Plague, but I wasn't exactly excited when I saw her reveal.
Legion is a very odd case because I was almost certain they were going to be BHVR's attempt at a killer disguised as survivor chapter idea finally. Not that I'm one of the people who was dying for this idea, but I thought it was interesting, and wanted to see BHVR's take. The teaser shows Frank running and hiding with David, only to suddenly trick him. It was multiple killers at once, that looked like survivors actually. I thought it might've even had something to do with a multiple personality disorder based killer, based on the first image of them. Even the name "Darkness Among Us" sounds so blatant. Something tells me they had an idea for it, but it needed more time, and they couldn't delay it, so we have the half baked killer today. I'd really like to talk to a dev someday to see if any part of my little conspiracy theory is partially true.
I completely agree, Legion would totally work better as that kind of killer. People just think that it needs to be a different killer altogether, but no one really likes going against Legion to begin with. I hope they scrap their current kit and replace it with a disguise kit. It's not hard to copy assets being used in the game, usually that's how a game is loaded in anyways. The Killer could then just pick a disguise and run around like a normal player, and then removing the disguise would reveal that they were Legion the whole time.
It could work against Kindred, too, be a soft counter to it. Once a Survivor is hooked Legion could have an auto blur, which would blank out all auras for a very short duration and then would return to normal, giving Legion a chance to change back into a disguise. And the aura of a disguised Legion within the hook radius would be yellow like everyone else.
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@TragicSolitude said:
Legion was the first killer released after I started playing, and he looked lame from the get go. Plague was the first killer I was excited for and then disappointed by because of the changes made to her just before release. I've never gotten excited for a killer after that; I know better.
Legion just seems like the stereotypical action game protagonist. I feel like I could pull up like 20 games in the last decade that all have that sort of look and it wouldn't be too far off.
I always imagine the people playing that are the wannabe edgy teen kids who are too cool for school even though no one's in school right now so I guess you're not so cool after all.
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My friend and I don't play four man SWF, but we're not opposed to the idea. We've made it clear that the point of the SWF wouldn't be to bust out gens and escape, everyone who's got half a brain cell would understand that doing that actually makes you depip. Plus, it's a waste of time and it's just not fun. We want to have a fun game, and we would hold above pretty much everything else.
That being said, we did have a third, and that's not too far from four.
- Our ranks are a secret, you'll have to play against us to find out ;)
- The only similar perk we use is We'll Make It(which I always call "Off the Hook"). We use a mix of perks otherwise, Kindred is something I sorely miss when I have to play a character who doesn't have it.
- When it was three of us, most of the time one of us would make it. I was new at the time so that probably skewed the numbers a bit, but now that it's just the two of us, I'd say it's about an even 33, maybe 40/30/30, that one of us, both of us, or neither of us make it.
- Bubba and Freddy I tend to have the most difficulty with. For my friend, I don't think he has anyone in particular that he's actually bad against. But both of us hate playing against Spirit and Legion. We make the best of it but often times things go south quickly.
- The only Killers we tend to crush are babies. We've run into low ranks who are good and high ranks who are bad, it's more of who's playing, rather than who they are playing.
- Killer rank tends to be all over the place, but mainly our rank is what's being played against. Like 70/30 I'd say.
- We'll trash talk each other, and we'll boop the snoot if we ever have the chance, but we don't really do that stuff. It's not fun to bash on someone for having a bad game. Unless they're obnoxious or rude during/post game, then all bets are off.
- The biggest mistake I see Killers make are committing or not committing to a chase. Largely it's situational, but if you've got the edge in a chase you should at least down the player, because even if you're more worried about gens, you're going to lose by attrition. Might as well continue the chase and get the hook, you'll get points for it at least, whereas leaving the chase to get a gen will not guarantee any points.
- Immediately going for the unhook. Even having Kindred, sometimes I really want those Off the Hook heals, and so I might leave a generator, run halfway across the map, and then not get my unhook because someone else had the same thought. I could have finished my generator and done other things like find totems, treasures, or lured the killer away.