TheMonadoBoi
TheMonadoBoi
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@jack321 said:
https://forum.deadbydaylight.com/en/discussion/177851/good-job-devs
It’s amazing that every chance made to the game will be abused by SWFs and BH won’t even acknowledge the problem.
It's not a problem and it will never be one to them because SWF = money.
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@jack321 said:
https://forum.deadbydaylight.com/en/discussion/177851/good-job-devs
It’s amazing that every chance made to the game will be abused by SWFs and BH won’t even acknowledge the problem.
It's not a problem and it will never be one to them because SWF = money.
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I don't think your "tier list" is too off track. Personally I would be happy with anything from that list except the FNAF character and I really hope we never get a FNAF chapter.
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@vogit10102 said:
Yes, I know killers don't want statistics, because 2k is not clearly the average. And yes, I know last one was so "killer friendly" that devs said we can't make our opinions about them.
No. If they're anything like that last set of incredibly vague data and "forced perspective" numbers then the devs know it will not result in anything positive. People called out how flawed the last statistics were and some were still talking about them like they were the absolute unchangeable truth when in fact they left out the most important aspects of the game.
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Keys and Moris needed to get deleted from the game since day one but somehow they're still in the game.
It's alarming how little the devs have talked about them as well, as I don't think it's in their priorities at the moment and they're definitely top 3 most unbalanced, broken and unfair aspects of the game atm.
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@King_Steve_Forever33 said:
So second wind activates after you heal another persons full health state, amd wont activate at that time if you are already broken. Then when you get off a hook your broken for 30 seconds while you heal. Deliverance makes you broken AFTER jumping off a hook for 60 seconds, so together you should either heal and then have 60 seconds of broken OR heal after the 60 seconds is up. Instead, your broken 60 seconds and second wind stays activated until your next hook, so the next time it will actually heal you. This doesnt make sense.
Your first option makes no sense, but I agree it should be 60 seconds of Deliverance broken, and then the extra Second Wind broken time then you heal.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1503108#Comment_1503108
"Using both of his ultra rares changes the game rules completely and makes it more like youre actually playing against the villain of halloween"
This line right here is why I love this addon combo so much. Myers becomes possibly the scariest killer in DBD once he reaches his full form with both of these iri addons and a good build to complement them. They are iridiscent and devs said in the past that iri addons are supposed to (ideally) be huge game changes and his are like the only ones that impact the gameplay to such insane height.
I wish we had more addons like this that literally unlock completely new ability that is gamebreakingly strong but has also many big drawbacks to balance it out. It doesn't even have to be good (meta wise) but fun in a way that changes killer's playstyle completely. I just love them so much, facing a killer that can actually just grab and kill you once he reaches his full power is so menacing.
This.
No other iri addon combo changes the game as much as these two. Ghost Face and Deathslinger's are LAUGHABLE, and Huntress or Trapper just make the game incredibly boring and/or straight up impossible to win.
Myers has a really rough time pulling these off, but it's a fair matchup since survivors can rush gens while he's busy stalking for hours. And like you said, ON TOP OF THAT, it's EXACTLY how a Halloween movie would play out in a game, it's simply one of the most perfect, balanced and well designed combo in DBD.
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I think @Toybasher 's idea is really good.
Survivors need some kind of indicator that if they're not careful they WILL get killed, but Myers needs to be able to mori from the ground cause otherwise survivors gain invincibility in lockers basically. (Not really but the addons become pointless)
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I think this idea is great. We definitely need more secret offerings in the game cause atm if you get a secret you KNOW it's a mori (who's gonna run shroud of separation lmao) and ideas like this one that actually affect gameplay could be really fun.
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Personally I was against him because he isn't anniversary material. Sure his movie is fun but he's in no way as universally iconic as Pyramid Head. Now that we have PH I would be perfectly fine with a Candyman chapter, and I actually think he could be pretty fun. His power is quite open to interpretation and I believe they could work out some interesting new mechanics to go with him.
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I mean, I hate DS/unbreakable/BT clutches as much as the next guy, but they're not wrong.
Noed IS for bad killers and that's a fact. There are no good killers that need NOED and there's THOUSANDS of yellow and green ranks that absolutely rely ENTIRELY on it. They don't get any kills otherwise.
It teaches bad habits, bad time management, encourages people to tunnel vision, and is incredibly boring to face.
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I think it's gonna be nearly impossible to shake up the meta enough to make looping the least optimal option.
If devs suddenly decided to buff killers to be 10 - 15% faster then yea I can definitely see stealth becoming the only viable option.
I don't know if new tiles is the alternative, cause depending on the tiles it would be incredibly difficult to manage pallet and window currency in maps, and some combos could lead to broken setups (like maps with TL into jungle gym, shack into gym, etc)
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@Anghroth said:
Nope. The very first thing we NEED to adress, is insta-down addons like the god-awful iri hatchets. Then Moris and THEN we can talk about punishing those who still want to escape the game early.
As long as all those mechanics remain in the game (and yes, keys are BS as well and need to be either removed or reworked), I completely understand everyone, who doesn't want to be part of minutes of stupidity.
I agree with this 100%. As long as there's bullshit on either side I can understand the frustration of people who DC/kill themselves.
Keys, moris, iri hatchets, even map offerings to a certain extent (if 1 person puts a Haddonfield offering it doesn't matter if the killer wants another map, even though the survivor is 1/4 of the team his offering is as valid as the killer's).
Plus you're getting into DANGEROUS territory here; you're basically policing the "RIGHT" way of playing by taking away survivors' options, even if it's something not that meaningful.
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I don't know if you're new to the game but this is INCREDIBLY common.
Not just vs plague but survivors have become more and more quiet with every patch. The devs say it's "hard to do sound" but at this point it just seems very much intentional. I highly doubt it's a coincidence every patch is quieter than the last one.
Not much you can do about it I'm afraid.
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I agree. It really shows they barely ever play the game cause I can't see how it would get past quality control if it weren't the case. All you need to see the issue is play 40 seconds of a match.
At least they're working on it but wow. I don't even think anyone ever asked for an aura rework except for colourblind people, who should also have the right to play and enjoy this game and I think their voices are finally being heard.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1500740#Comment_1500740
Its also a very critically important bug for the developers to fix. So it was important for him to share it. Not for you to attack him.
How's sarcasm highlighting the "importance" and seriousness of the issue?
If you want to reach out and be seen cause you genuinely care about an issue being solved, you'd describe the problem and what lead to it. When a game or software crashes and you reply to the feedback form with "VERY GOOD JOB HAHA LOVED IT" it's as if you hadn't submitted nothing at all. How the HELL are the devs going to do something about this when OP did not specify A THING except that they didn't DC. For all we know, OP got into a new match, DC'd then took the screenshot.
I don't doubt OP's story is real, I'm just saying this post helps NO ONE.
Edit: typo
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I agree this should be a priority. The fact both moris and keys are in the game 4 years after release and they have not even been touched (or mentioned by the devs much) is astonishing.
They need to go or face a MASSIVE nerf asap.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1500707#Comment_1500707
You really dont get it do you? Those DC bans add up. And its completely unjustified. He did not DC and is still getting punished.
The DC system doesnt work anyways. Survivors can still rage quit via hook suicide.
Its very poorly implemented, and you look like a clown defending it.
If you're getting randomly disconnected so often it's stacking check your files, your rig and submit a ticket. If they commit suicide killer still gets their BBQ stack and hook points.
Even if I get locked out for 15 minutes, an hour, whatever, my life doesn't depend on a game. I'm not gonna come here and cry because I can't play my game for FIFTEEN minutes. If it locks you out for more than that, like I said, complain. It's not normal. What I see is some dude whining over 5 minutes of downtime.
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Ngl if you face a good team, most of the time you're not gonna be able to do much as plague.
My recommendation is to force them to cleanse so you can get your OP projectile asap. Many people recommend Thana, but honestly decent survs know the effect is negligible, and don't ever cleanse because of that. HOWEVER, Blood Echo is MUCH more effective to force survivors to cleanse, since they feel absolutely helpless without Dead Hard, Spring Burst, etc.
Get everyone infected as FAST as you can, don't chase anyone until everyone is sick, then chase the last/weakest guy and snowball from there. If they start cleansing, make sure you have AT LEAST one person sick, so you don't lose all your momentum.
Good luck.
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Bruh, are you really that desperate you had to come complain here for FIVE MINUTES of penalty?
It's stopping dozens of DCs but you can't wait FIVE minutes because of an in game error?
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Honestly, NOED is just bad design. I don't think nerfing it is a good option. It needs to have a completely different effect in my opinion. Maybe remove the insta down from it, but if you're hooked it counts as two hook states instead of one, for as long as it's up so if you've never been hooked it takes you straight to struggle phase and if you've been hooked once it just kills you.
However if you ask me, I would literally just delete the perk from the game. Bad design that rewards bad killers, there should be no place for it in the game. Adrenaline rewards teams who fulfill their objective, so no, in case someone was thinking of Adrenaline it's not equivalent.
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I think the hassle is just not worth it. Takes them ages to sort out licenses and stuff and they can't just make a model from Jamie Lee Curtis's face for the same reason. Not that I disagree with you, I just think it's too much trouble.
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Yeah I guess it's because of the range? Very weird choice tho, I agree.
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They said they're working on it. Hopefully they'll learn from their mistakes and add accessibility options to the game. I simply cannot understand HOW that made it through quality control; makes you think if anyone at BHVR actually plays the game.
I will say though that considering how conscious and inclusive they are with minorities and expressing their views in regards to that how unempathetic they are towards people with eyesight problems.
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@Babyyy_Boyy said:
I should not be forced to play a game where the killer decides to play like douche. Why should I be forced to play a game where the killer lets me bleed out to death instead of hooking me? Why should I be forced to play a game where the killer first hook moris? Why should I be forced to play a match where the killer tunnels? Why should I be forced to play with a killer that shakes their head no as if they’re good? It’s kind of annoying how the dc penalty keeps coming back and going away. Like can someone on the development team make up their mind if you’re gonna have it up or not?
Literally just commit suicide or eat the penalty it's not that hard. If you face an iri head huntress and DC I won't judge you cause we have all done it, but removing penalties is the worst idea cause you give salty red ranks the ability to DC every game for free.
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I used to be one of those people who believed reports lead to nothing, but devs have proved in recent months that they take harassment and bigotry very seriously, so if you reported this person I wouldn't worry, they'll probably get what they deserve.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1500534#Comment_1500534
worried she'd have a genuine counterplay?
Sure, nullifying her power is COUNTERPLAY!! Amazing! Make a 110% killer also have to deal with uncounterable survivors, wow, such a good idea. Almost like you have no other resource like pallets, windows, unpredictable movement against a player who's supposed to be more powerful than 1/4 of the opposing team. Great reasoning there!
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This is probably the most biased "logic" "TEST" I've read in a while.
Survivors have 3rd person view, they have resources to hide whereas the terror radius tells survivors where they are, and there is a literal perk for survivors to find hatch. Next.
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The way cages manage struggle phase is actually super fun and engaging imo, and I would love it if hooks worked this way too.
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No. Just no.
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Either you're incredibly bad at the game or incredibly bad at trolling, but you're making yourself look like a clown either way. Think before you post people, don't be like OP.
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@BigTimeGamer said:
1 step to bringing her down a notch is preventing stridor from working whilst in phase
if not that then a clearer tell, something to bring in line with all other killers
If Stridor doesn't work while in phase, make Iron Will not work while in phase.
Simple as that, either no one gets an advantage or she gets it because she's the killer, assuming the devs understand this is a 4v1 the killer HAS to get you eventually.
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Cause she's fun.
I don't enjoy going against clown or legion cause it's braindead looping, you have to plan or strategise 0 times during a chase. Spirit actually requires SOME thought from my part (looking at the grass, hearing for footsteps, THINKING what she's thinking or what she wants to do).
It's not just mindlessly going around a couple crates or walls, window vault, pallet, repeat. Idk why people HATE playing the game so much, if I wanted a bot that just followed around and broke pallets I'd go to the tutorial.
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I'll never understand how y'all can admit with a straight face you only have fun if you face easy killers; that says a lot more about you than the killer. So many people find PH fun because his ability actually requires some thought and strategic play from your part, not braindead looping like with most other killers. Dodging his ranged and making them go for it with good fakes is one of the most fun things in the game right now, y'all just hate adapting and changing your playstyle cause it actually requires some thought process from your part.
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@Deadman316 said:
I love how the ones that are in support of this give really good feedback, while the ones that are not are mostly posting pictures of clowns and saying things like "git gud" or "stop crying". I'm more to believe the former than the latter, because the latter isn't saying anything of substance. How about stating why you disagree, instead of childish posts?
The ones that posted rebuttals, I'm not talking about you.
The fact you unironically believe the original argument has ANY validity shows you put absolutely zero critical thinking into this. Bunch of cheap bait in the form of hollow assumptions and make believe stats and arguments. Just to name a few:
-most of us play more survivor
-killers have NO life
-MOST GAMES ARE A 4K
And the fact you think you posted an intelligent "rebuttal" to people mocking OP makes it even funnier.
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Kids don't know how yo bait these days. Awful wall of text with 0 content c'mon if you're just gonna troll at least put some effort into it.
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@Zaitsev said:
FOR FIVE MINUTES
Jesus yall. When will you realize that everything wrong with this game is us?
Damn I always knew it was my fault. Lemme just fix the auras real quick, sorry guys!
I'll rework DS and NOED while I'm at it, hope you like it.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1489198#Comment_1489198
Yeah, dozens.
Dozens of streamers are also bad at the game, doesn't prove anything.
Ahh good to know! We finally found the DBD oracle, the only true god of this game!!
No point arguing anymore, you're the only person who knows how to play perfectly, I apologise. All these 5000 hour players who do this for a living are mere peasants compared to you, their unworthy opinions hold no value.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1488777#Comment_1488777
Because I don't believe him.
I don't believe anyone who says that this is common in their games.
It doesn't happen to me as a killer, it's not an issue to many killers on this forums.
I honestly feel when something frustrating happens ONCE, they make it out to seem like it's an on-going daily issue.
You don't even have to believe the man. Dozens of streamers have this happen to them over and over again you're just too lazy/deluded to see it.
Puppers has said DS is busted, Tru3 has said DS is busted, Fungoose has said DS is busted, you want everyone to believe it's just a "vocal minority" that thinks DS can be abused way too easily.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
https://support.deadbydaylight.com/hc/en-us
It's all found under the FAQ section with the forum rules.
Thanks a bunch, I apologise for how angry I sound I was very very tilted, my bad. I did read the FAQs however it doesn't really say how to contact support and that's why I came.
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@BigBrainMegMain said:
You're absolutely correct. Yes, it flooded high ranks with bad players.
Aside from flooding high ranks with bad players, the maps were reworked to compensate the Ruin nerf.
Smaller maps, faster chases, no more God loops.
"Reworked" is not really the word I'd use. Sure they removed infinites but maps are still incredibly large for 90% of the killer roster.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1465092#Comment_1465092
But that's exactly the problem: with other killers dropping pallets and vaulting windows is the way survivors can elongate the chase. With PH a vault is a hit. A pallet is a hit. If you drop the pallet early, PH just respects it and forces you to vault it again next loop, and you get hit. So survivors have no delay tactic besides just run in a straight line.
You're not listening to what I'm saying. You can still drop pallets and vault windows to extend chases but with these killers survivors are no longer IN CONTROL of the chase.
There are now repercussions to mindlessly looping the same tiles over and over and over, and you must plan a route ahead and strategically move between tiles to juke the killer. It requires much more skill from BOTH sides, but since survivors now have to plan as much as killers in chase instead of just going around the same tile 5 times it's a problem and unfun gameplay. You can still fake a vault, you can still stun the killer, you can do the same things you always have, you just have to be strategic now.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1465069#Comment_1465069
I get what you're saying, but the point is dropping the pallet early as the only real counter play at a loop isn't fun for anyone.
You can't just loop twice and then drop the pallet or run because that's a guaranteed hit. We aren't saying it's too strong, we're saying it's not fun for either side.
The goal here is fun interactions on both sides while making the killer still strong.
I think you have some very very good points but at the same time I think it's utopical to think both sides will have fun solutions for every situation. DS is not fun, just like NOED is not fun. Even if fun is a subjective matter, it would be impossible to make both sides enjoy the other's tools to win. I hate going against Trapper and Deathslinger, but I still try to find enjoyment out of being chased and try to adapt, knowing full well they both have weaknesses and shortcomings.
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Although I agree I don't think stunning the killer even more is the way to go.
I'd add something like diversion or red herring as an item. Could be the slingshot you mentioned or something similar.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1465081#Comment_1465081
He's a 115 killer, unless you were 40 yards away from him to start, he'll be right on top of you in 1 loop. And that still doesn't provide any solution for the problem I've raised: it just sounds like your solution to running a PH is just "hold W until I go down"
It's part of being an efficient survivor to 1 be alert and 2 know when to start running from the killer, you're making it seem like he's not loud as hell and you cannot plan your route in case he comes.
On top of that "hold W till the killer gets bored of me" is 90% of killers. Pig, a chasing wraith/hag, clown, etc literally have to eat loop after loop after loop cause they have no way to catch up/bait survivors. Giving survivors TOTAL CONTROL of loops and chases is the literal complete opposite of balance.
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I really like Up the Ante, it might be a bit too strong with how many options it gives you but redice the timer to 20 seconds and it would make for a very fun perk.
Insidious might be a bit too weak if it doesn't hide your red light but a bit too strong if it does, although I'm not sure how I would balance it. Great job though!
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1465069#Comment_1465069
But exactly the same scenario: you run into shack, and you have the option of the window or the pallet. PH behind you drops his sword into the ground. Now, no matter what you do, you get hit. If you take the window, he hits you with range while animation locked. If you drop the pallet, same thing. If you just run thru the pallet, he just picks up his sword with 0 cooldown and m1s you. That's the frustrating thing. You're forced into a situation where, despite every resource you have, you have to take a hit.
You took nothing from what I said. You can effectively loop the building once or twice BEFORE he can successfully bait the hit, unless you're terrible at tight looping you can know for sure WHEN he'll be able to hit you and play accordingly, it is only after you've ALLOWED the killer to get close enough to get in this win/win scenario that they can successfully pull it off. You knew it could happen and you decided to play the same way you do with every other M1 killer.
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@Blueberry said:
The "boring" killers refers to the killers that put survivors in a lose/lose scenario like Deathslinger, PH, Doc etc. They counter loops in a way that makes them "un fun", but those same killers also have zero map pressure, so although they win chases, they still lose the game and are generally not that strong against decent survivors.
This is where the balancing around 1v1 or 1v4 comes into play. If you balance around the 1v4, the game is more balanced but the chases aren't as fun because they end so quick. With how fast gens are, chases have to be extremely short. If you balance around the 1v1, you get more fun chases but the killers end up extremely weak because as said, he simply does not have the time for chases to last that long in a 1v4.
I think the key here is to make the chases longer and more fun, but for this to be viable, the game lengths need to be increased dramatically to give them time to have these "fun" chases and still have a chance of winning.
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Obviously we would need to go into specific tweaks on multiple of those killers to fix each of them around this design philosophy. The key problem is that these killers powers are way too punishing when used which is why they end up only being used at locked animations like at pallets when they can guarantee it.
I'll use PH as an example but the same philosophy will apply to the others.
Using PH's ranged attack is so punishing that it's almost never worth the risk to try and use when there's no line of sight and behind walls. We fix his issues by adding a recovery time when putting his weapon down, this is to add counterplay at the pallet/window itself and get rid of the lose/lose scenario. In exchange, we improve his "skillful" attacks behind walls and out of line of sight hits by making them less punishing and more rewarding. Make the ranged hit faster to reduce its dodgeability slightly, lower the recovery time after using the ranged attack and apply Torment on ranged attack hit. He is now incentivized to make skilled plays and is rewarded if he does them well.
Now the lose/lose scenario at pallets/windows is removed and his hits now will be skilled ones where you were actually outplayed and the killer predicted your movement. This is the same concept we would apply to the others.
Why is a killer being able to route effectively the problem? I didn't want to contribute to such a pointless thread but I think what you mention is important to discuss.
It's really not that deep, the problem is survivors REFUSE to change the way they play no matter what. Let's say PH is chasing you around killer shack, you can safely loop it twice and then run away or drop the pallet, assuming the third time you try to loop the building he WILL be able to bait/use his ranged attack to hit you anyway. You could have dropped the pallet early or left but survivors want to always have the upper hand in chases, absolutely nothing the killer can do, cause it's my right to loop this building AT LEAST THREE TIMES.
And the killer is supposed to be the "scary" and powerful side?
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This is a great idea, I've always thought mobility should be a given for all killers since being only 10 - 15% faster when you have to traverse an entire map constantly is incredibly unfair. It's one of the few things I thought F13 got right; granted maps were much larger there but it's a joke that people still say "just apply pressure" when sometimes going to a different gen takes more than 1/3 of it or more. On top of this killers have to look for survivors in the area, giving other survivors a chance to do theirs freely.
When people ask killers to just apply pressure they either ignore the fact that there can be MINIMUM 2 survivors on gens at ALL times or somehow this is balanced to them.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/1439400#Comment_1439400
The sad part is that people will still unironically give him flak for using noed despite the stacks of meta perks the survivors are using as if it justifies the matchmaking system.
The thing is they're not wrong, they're just not looking at it the right way. It's not that NOED is OP, it's just bad design and a bad perk; it's in no way a counter to DS/BT/Unbreakable and it will definitely make you lose against a decent team. It only encourages you to play poorly and I have yet to see a good killer run NOED.