Thanotos_Omega
Thanotos_Omega
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- Thanotos_Omega
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Comments
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Can't agree more, i try so hard not to get angry or frustrated, to remind myself i jumped into the deep end choosing huntress on a bad condition controller, i try not to blame that for my failures and to just play for fun, to try not to camp if i'm not on a daily, and then some jerk just feels the need to mock and insult me, just make it so if you spam crouch you get a warning about it being unsportsmanlike like behavior and that you will get punished for it in the future, then after that if you do it you get auto killed by the entity, like in the end game collapse,
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Improved match making,
a practice area to learn maps and powers ect,
a better way to identify who each player in match was including adding a colored tag to characters using the same looks so you can block/reporting/giving props to people easier,
banning in game taunting,
making the grind less terrible by moving teachable perks to 20/25/30 allowing us to edit which teachables will show up on blood webs,
Adding a free rotation of killers and survivors to help alleviate the pay to win elements,
Chaging achievements/challenges/dailies to no longer be annoyingly rng or toxic, or require specific non free to play characters/perks ect,
Making it so every daily has both a killer and survivor option,
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TBH it's actually easy if you are way higher ranked then the killer you don't get BP or other progress, killers should not be in matches against teams with entire color grades above them unless you change the balance or offer them a reward for wasting their time,
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One could argue that this is no different from bad totem/gate spawns and could also point out how bad spread out generators are for killers whose lower movement speed was likely meant to restrict them in chases not on basic ability to patrol, and easily point out that survivors should be planning the end game by making sure to avoid this scenario the same way killers are expected to protect their totems and apply pressure early to reduce the gen progress and to make sure they focus down the most dangerous survivors,
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@QwQw said:
As a Legion main, these ideas seem pretty good to me. They would be some nice buffs.
Thank you,
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The counter to noed camping is to either cleanse it or leave
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@WTBacon said:
The easiest way to fix this would be to incentivize playing both sides.
There's a number of ways you can do this, but this is how I would do it:
- Separate Killer and Survivor daily rituals. 1 Killer + 1 Survivor ritual every day, and rerolling a ritual doesn't cause it to change sides.
- Fix the bugs. Survivor queue is currently years long because playing Killer right now is suffering.
Making me play Killers i don't want to already ruins my mood and incentives me to tunnel and camp to get the sacrifices as fast as possible, making me waste my time and resources leveling up the other side isn't going to help that,
What is needed is for a tactical and strategic reason not to tunnel, and to remove sacrifice conditions from dailies/challenges with specific characters, that will help on killer side, for survivors, put crouching on a cooldown so it can't be spammed as a taunt,
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Another option would be letting us pay 2K BP each to discard an item from the web, and any items on it's path so a path made up of 2 brown addons and a green perk would cost 6K to get rid of instead of 11K, and this way you couldn't just avoid junk to reach the good stuff,
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Yes, it should only give a vague idea of direction and distance,
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Yes, there should be no dailies or tomes that demand subptimal or toxic behavior, no sacrifice requirements only hooks ect, i felt like such a jerk when i did a daily for two sacrfices with Trapper since he's lvl1 and i don't want to be stuck playing him camping was my best bet and i ended up doing it to someone with an event item and add-on, it feels terrible, just ask players to have fun, no do X so many times in one game, just make them take a few more times total, making players stressed and overly serious is not what the game needs, it needs to be fun for everyone, there is no need to make it trying or tedious,
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/213771/one-minor-christmas-wish
You can check the match screen to see the map, offerings, and players. It has their name next to the survivor they played.
Multiple people can play the same survivor, also some players may not know who every one of them is by name,
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This complaint sounds allot like complaining about how if the killer runs corrupt intervention your stuck waiting two minutes for the first gen you found to be unblocked before you can start, if the killer runs ruin undying just do the bones, i am in the brown/yellow ranks and when i ran ruin+lullaby+Thrill of the hunt for a few matches they were mixed results, sometimes it completely arrested the game sometimes they got cleansed so fast i literally would have been better off running anything else, even something like beast of prey or monstrous shrine,
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Bribes may help to get killer mains to play some more matches, but it would be better to address fundamental issues that make us stop in the first place, making it a bit easier to get into chases, maybe by adding more variety to skill checks to increase the chances of a failure to give us a faster target than meandering around the map from gen to gen, while survivors are gone long before we get there because of the terror radius, also make the crouch animation longer, like 2 seconds to go from standing to crouched and back, this would make it ineffectual as a taunt, which is to be honest one of the main things that makes me drop the game is seeing this happen, i am trying to learn the ropes still i do not need some jerk taunting me because i don't have every possible hit box and wind up times for my hatchets commuted to muscle memory yet,
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You are no more entitled to a 4 Escape game than a killer is a 4 kill game, if you take away tools from the killer you need to take away tools from survivors to balance it out, like being hooked once removes your on hit speed burst and disables your exhaustion perks permanently so you are way easier to take down in future chases making it less of a issue if you run off and heal,
otherwise stop messing up unhooks don't have a healthy person with no hooks try to be bait, for example have a more skilled injured one do it, or just eat the loss and do gens, if you die you get to start a new game,
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I think one solution to this would perhaps be to change the hooking procedure to one where all survivors share it, so instead of focusing down one survivor to eliminate them it's get a total of 3 hooks to do it, solo wouldn't be super hurt by this as they can just move on to a new match if they get unlucky,
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@Mandy said:
I get the frustration of the long code, I really do - that's especially a nightmare on console.
However, Twitch drops isn't exactly a new thing and has been happening with many games on Twitch for a long time now and this is not really any different to that. So I do fail to see why there's such a big issue over this. It's purely optional, those that want the charm can watch a stream and with the amount of codes are pretty much guaranteed to get one at some point and those that don't want the charm do not have to participate.
Ya'll are pointing to a circle and calling it a square, time/use limited codes for 5K blood points would be no big deal, but these are collectibles that people are being baited with which is not OK,
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This would never work, to many survivors would just ban out all the top tier killers or organize for the highest chance of getting a noob opponent, which is already a serious issue for killers,
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@Caleegi said:
So as I play Survivor I have always hated camping and tunneling and wondered why it has never been punished. If you use them as a strategy find a better one because they ruin the game for survivors. When I play swf my friends and I always get mad when it happens which ruins the mood, nobody then wants to play the game and we all depip because a killer couldn’t find a better strategy. Personally I think if killers do this they should lose bloodpoints after a certain amount of time of camping and or if they keep tunnelling a survivor. It ruins the fun.
Stop looping, it's the exact same, a boring unfun experience born out of one person's need for an efficient strat, i don't enjoy camping but if the exit gates are open and i have only one person on hook and the gate is close i ain't trading that because the others want to waist our time instead of just leaving because they feel entitled to a perfect win,
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"Teabagging" period, taunting another player like that is stupid and shouldn't be tolerated,
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The only way to really get rid of these strats is to make them not super viable, this will mean either Survivors focusing on gens and not rewarding the camping with the possibility of another down and free pressure, or mechanics designed to make hooking someone else as, if not more valuable than rehooking the already injured guy who will be gone for good, like a 2+ minute or until a sacrifice no gen repairs after being hooked debuff, and will need to have various forms of ingame taunting removed cooldown on crouch and flashlights consume a full second of charge each time they are turned on to avoid killers getting annoyed and punishing the survivors for being jerks if/when they finally catch one,
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1817026#Comment_1817026
Why can't you just help to think of ways to make a good perk instead of just shooting down every idea. you could even make it a one time use and have it be conditional if it would be that broken, but stop being that guy who add nothing to a conversation
because nerfing hex's in anyway is bad, there is no way to make it work, unless hexs were buffed before hand, like giving them gen length cleanse times increasing their numbers requiring survivors to have special items to clense them in the first place, hexs are literally dependent on a single crutch perk to really be viable and even then can be hard countered, i mean how would you feel if someone suggested a perk for killers that let them permakill a gen?
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1816940#Comment_1816940
honestly if this imaginary perk were a thing it should only effect dull totems. Again it doesn't have to be stuns.
Dull totems are valuable too, they boost thrill of the hunt and are needed for undying to do it's thing,
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When i give into frustration over a boring or toxic match and just face camp the next schmuck i get, i ain't proud of it, but i need the catharsis after being taunted and mocked for not being instantly amazing at the game,
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1816335#Comment_1816335
I've had people message me that they're telling the killer where I am. I play on console, no one will ever get banned.
But yeah it's been happening a lot lately, and it never used to happen at all, so it's very weird. I've always been a totem toucher, so when a game starts I try to cleanse at least one totem before I start on gens. I had it happen five times in three days, that someone blocked me in while cleansing. One time, a second person came to block both me and the first person who blocked me in. It was especially fun when it turned out to be a Legion and he got three of the easiest mends of his life.
You should be able to report them to Sony or Microsoft, pretty sure that kind of thing violates the TOS for their services,
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1816888#Comment_1816888
okay propose something better. OP has a point it doesn't have to be pallet stuns buddy.
It would need to be insane, like 5 stuns at tier 3, Hexs already need Undying just to be viable due to their vulnerability, and allot of them like Lullaby aren't even all that powerful without allot of work from the killer,
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Maybe drop the hex and change it too When you strike a survivor with a basic attack that survivor cannot drop pallets for the duration,
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@AggressiveFTW said:
Or we can just get rid of perk tiers?
I think you misunderstood, which is my bad, i forgot that was the name for ranking up a perk,
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They could just make it so each daily has a survivor option and a killer option,
Example: Either hit 4 survivors with hatchets or open an exit gate as Meg to earn the blood points, that way it's the same number of dailies completable but people are given a choice on which one they want to do, QOL improvement for dedicated role mains with no impact on the economy,
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Tunneling is an important thing to do because you want to thin out and slowdown the team, it just makes no sense 90% of the time to not target the already injured person who if hooked will go away forever and not work on gens ect, this would be super hard to balance around to make spreading out the pain more appealing as it stands it falls to your team mates to tank, the rescued survivor should slip away while the rescuer purposefully starts a chase to distract the killer, as otherwise it's tactically silly for the killer to not tunnel,
Camping is because of the above to an extant but also because sacrifices are the only permanent advancement in the killer's base kit, imagine how horrifying it would be if Killers could kick 100% gens, now it wouldn't be the same from a gameplay perspective, that would render it all but unwinnable by survivors, but the feeling would be roughly the same as hooked character escaping and returning to full health, here perhaps a permanent debuff to any hooked survivor would help to alleviate it, also the tunneling thing since if you make hooking 2 survivors advance your game state as much as sacrificing one then it becomes tactically a viable alternative, and adds a sense of accomplishment just for the hooking,
Another issue is the BP caps, hunting is super easy to fill up and once it is all chases cease to be profitable unless they end in a hook, maybe changing around the caps in a way that lets hunting stay profitable would help, it is the funnest part of the game for killers usually and if they get payed for it they won't feel pressured into camping,
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Camping is boring, especially when it's the end of the game and the others won't just leave to end the misery and refuse to grasp that i'm not trading a sacrifice for a boring end game chase,
The game needs to do better at encouraging chases and cat and mouse, honestly a few good fun chases are all i'm really asking for not being lost in some trash interior map for 5 waiting for the survivors to just do the gens and end the misery,
Tunneling however is basically essential, you have to thin the ranks or it can be a nightmare regardless of which street you are on, to counter this i would like to see unhooked survivors be less of a threat for a while, so that there actually isn't tactical suicide to ignore them,
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1812140#Comment_1812140
Like you said. Its only you. You are the only one who sees the message. Survivor dont know your result and most of the time they dont even care. You are contradicting yourself. So stop complaining.
Its your lacking ability to deal with two words. Its you who needs a game to tell you, you did good.
it already does that, when it shows my BP and rank progress, the message adds nothing but needless mockery that serves no purpose other than to encourage me to tunnel and camp, which isn't fun for the poor schmuck i do it too and to be frank isn't fun for me either, i would prefer to have fun and not be told it was wrong, i would like to spend the game chasing hunting and having high stakes defenses of gens not mindlessly staring at someone on hook, but that is what the game is telling me to do, for no reason,
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At this point they need to make sure it's done well r it could blow up in their faces, see what happened with Supernatural, they will need to employ a sensitivity adviser, to come up with a action plan to make sure they deliver in a way that isn't derogatory, if they decide to reveal existing characters as LGBT+ then they need a set that are picked and then reveal them in the proper order, you want to lead with the best option in terms of likability and such so you can make it clear you are aware of the pitfalls and trying to avoid them, and to ensure that you have numbers that make it so one bad person isn't the only rep for a group,
I.E. LGBT Survivors before killers, and trying to have enough rep that one or two stumbles don't doom the whole thing, so like confirm 2 non stereotypical survivors as lesbians and then Rin as a lesbian before revealing Huntress as a lesbian, would be an example, lots of Lesbians already like Huntress, but if she was the first or only officially lesbian character it would be borderline lesphobic,
Also look to see who brings the most to the table, for example Hillbilly would probably be the best pick for a gay killer because you can work in allegory with his existing back story, using it as metaphor for being closeted or gay conversion therapy, and framing his past as a gay power fantasy about lashing out at abusers and oppressors,
to be blunt though i think they should do something sooner than later, as inaction is a invitation for unsavory people to see the team as being on their side which will only result in more people like those whose posts had to be deleted, it really wouldn't be hard to just slip in, like you can legit do it as easy as having Feng mention in a memory how she commissions pin ups of the female characters from games, it's not that hard, but once it's done it makes it so you have to be a bit careful about it, there after,
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For shrine keep it's current effects, but add in that when a survivor is hooked anywhere else they teleport to the basement hooks, and make the hook they were put on be closed off for a short time or put a cool down on it, also maybe tack on a sacrifice BP bonus just to sweeten the pot,
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@TicTac said:
No we are not in preschool where everyone wins for participation. When you play this game you are an adult, so you should be able to deal with two words.
Im rude i know, but i want to make clear that this idea makes no sense.
yeah it's sooooo mature to need a "loser" to feel like a winner, "Waaah! that person had fun and isn't miserable because they only did super well and enjoyed themselves but didn't score the winning touchdown! how can i feel like a real winner when the other person isn't being treated badly!?" that's what you are arguing for, a childish sense that others having fun and not being insulted devalues the other side's victory, in literally every sports competition if an announcer or such mocked the losing team they would be dragged to hell because that's not how healthy competition works, my score is the arbiter of my efforts, having a lame insulting message ruin my mood doth not improve the game for anyone, it's not even like those fools who crouch over and over, at least they get some childish glee out of it, but this message won't even show up for them it serves no purpose other than to say "should have NOED camped one of them!" it's pointless and annoying, a negative with no positives,
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Doubt this would actually help much, if a killer commits to the camp it's usually because they have full hunter Blood points and are annoyed just trying to get a few more for a sacrifice or trying to make sure the survivors are as annoyed as they are, so time isn't really the issue, it will just make those end of match standoffs even worse,