TragicSolitude
TragicSolitude
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- TragicSolitude
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I was super disappointed when I saw what the special generators and hooks were. I thought, since those were the only "event" things, they'd make them super nifty. Some of the previous events had fireworks and confetti explode from the gen upon completion, and last year's Hallowed Blight hooks were cool. But nope, these gens and hooks are boring, and the hooks can even be sabo'd. The "event" is basically just a chance for a few extra BP, nothing special or interesting about it. I've already lost interest and am playing a different horror game to enjoy its Halloween event.
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Had a game today where a flashlight-wielding survivor's insistence that I give them attention in the gate allowed me to complete the "sacrifice one survivor during the EGC" challenge. That made me soooo happy.
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Thank you for this, I really didn't feel like watching the stream.
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It's including the bonus points from the event. Normal points within the match are still capped.
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It took about an hour to an hour and a half for it to update for me on PS4.
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I used to play Battlefront II, but the devs keep messing with that game and making it worse. Right now, I'm enjoying the hell out of Dying Light. It's not new, but it's still alive, has a fun Halloween event and everything. Dying Light isn't new, but Dying Light 2 is coming out in 2020.
If you're looking specifically for asymmetrical games, though, I've got nothin' to suggest.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/794963#Comment_794963
Yeah I'm not sure on when that was implemented.
They were both added in with the Stranger Things update:
https://forum.deadbydaylight.com/en/discussion/87825/patch-notes-3-2-0-stranger-things-chapter
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/794944#Comment_794944
I know. I don't know when they implemented the points for the obsession dying. That's why I thought it might be connected to dying light.
It's weird, 'cause I think they implemented the points for the obsession dying at the same time they changed Dying Light to no longer require tunneling the obsession. Very backwards. The only thing I can think of is it's there for when a random survivor is chosen to be obsession because someone brought DS, so there's some poor Dwight running only Deja Vu marked as the obsession who gets tunneled out because the killer still thinks in the old-school way that obsession = toxic player.
It's strange, when I screw around running only one perk like Deja Vu or Slippery Meat on a survivor, my chance to become the obsession seems to skyrocket.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/794602#Comment_794602
I never said give survivors points for doing nothing. If I did gens, got unhooks and heals, opened the exit gates under the killers nose, ect... I should get a decent amount of points. I shouldnt have to be the Neon colored Nea that "got tunneled all game for some reason".
As far as aura perks goes, the game also gave survivors tools to COUNTER those perks.
I'm not saying the game does the balance well, I'm just saying that's what it's trying to do and that's why points are awarded the way they are.
The game's design is flawed. It's a horror game: as a survivor, the fear would come from being helpless and hiding from the killer. That's fine when the killer is an NPC. When the killer is an actual player, then hide-and-seek doesn't work, because if the killer is just wandering around on a map strugging to find anyone, then they're not going to have a fun time, and if players aren't having a fun time, they're not going to play. Fewer players = less money = no game.
BHVR doesn't know how to encourage survivors to interact with killers organically within the game itself, so they just have the scoring system reward survivors for doing it. The survivor can play how they want and earn fewer points, or they can play how the game wants and earn more points. It's a choice. Just like killers can choose to bring a mori and have fun slaughtering survivors but earn fewer points, or they can keep survivors alive longer and earn more points. The longer survivors are alive, the more fun the survivors have, so the more points a killer can potentially make. Again, it's a choice, and it's there for both sides.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/794579#Comment_794579
And thats completely acceptable. If you failed to find and down your targets, you SHOULDNT get pity points. Git good at tracking, bring whispers if ya need. The game shouldnt be holding the survivor's points hostage because they didnt throw themselves at the killer.
Like I said, the game doesn't want to encourage survivors to just hide all match. If a survivor hides around the map, touching no gens, they shouldn't just accrue points for staying out the the killer's TR, because they're not really playing or participating in the game at that point.
The game doesn't encourage stealth. It gives killers a bunch of tracking and aura perks. The survivor's objective is to do gens to escape, and killers see gen auras. Killers see the exit gate auras. Everything in the game tries to make sure survivors and killers interact.
Survivors can still even get Boldness points without the killer. The only thing that absolutely requires the killer is Altruism.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/794558#Comment_794558
If the killer couldnt find anymore, that's the killer's fault. The game shouldnt be hitting anyone's points or emblems because they didnt get found.
Well, for most killers, if they don't find anyone all match, they get zero points. All their points are earned through interacting with the survivors. The survivors can still walk away from a match like that with 15k. So... the survivors still have the better deal.
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"I don't believe you get enough points for staying hidden from the killer. It's as if behavior wants everyone running around chasing each other the whole time.. when you would think a survivors whole purpose is to stay hidden as best as possible."
Things like BP and points towards pipping are rewarded in such a way as to encourage fun gameplay for both sides. The game's not going to reward survivors points for just staying hidden from the killer all match, because that's not how the game is supposed to be played. The game wants survivors interacting with the killer.
If the killer never sees a survivor all match, then that match wasn't fun for the killer. The game's not going to reward/encourage that.
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Have Borrowed Time give some sort of BP bonus, like double Altruism or double Healing or something, to encourage solo survivors to run it. (Combining it with WGLF would lead to more hook farming, so it needs to be different.)
WGLF needs a secondary effect, like showing the killer's aura for three seconds after healing a teammate or something.
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I'd say definitely a totem counter on Small Game and (maybe? probably?) add a global sound for destroying dulls. Then, all solos potentially have the information and Small Game makes it a no-brainer, which requires using a perk slot rather than giving it for free.
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I went up against a rank 20 yesterday. I was rank 14 or something. The other survivors were ranks 15 and 14, I think.
It was not okay. I felt bad for that killer. They got a few hooks because they camped and people kept throwing themselves at the hook, but in the end they got no kills. It was a Trapper with either one tier 1 perk or no perks. I can't remember. Either way, rank 20s shouldn't go against anything above rank 17. Total newbies aren't equipped to go against anyone with even a modicum of map knowledge.
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When I tried playing Legion about a week or so ago, it ruined 90% of my matches. Almost every match had a DC.
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A survivor messaged me today to give me crap for bodyblocking them.
They tried to hide in the little alcove next to the exit gate. They were upset that when I found them I didn't move aside to let them out; instead, I chainsawed them with Bubba. Apparently that wasn't cool of me.
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Considering you for the most part can't down survivors with Feral Frenzy, anymore, it'd be nice if missing an attack didn't cause you to go out of Feral Frenzy and stun yourself. It's so damn easy to miss attacks on console. I hardly use Feral Frenzy as Legion 'cause it really doesn't feel worth it, the accidental mid-chase stun is too costly.
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For April Fool's Day, they should release a Legion mask with "NO" written on it.
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Eh, no reason to dwell on the delayed Withering Blight event. Plenty of other games are doing stuff for Halloween. This finally encouraged me to start playing Dying Light, since they're doing an event this weekend. Having a frying pan as a weapon takes me back to my days playing Phantasy Star Online... (I've never played Left 4 Dead.) Not sure I can get far enough in the game in time to get the final gold weapon, though. :(
But yeah, I mean, the Withering Blight thing isn't even gonna be much of an event, since you're not earning anything except BP through it. Some fancy gens and hooks, and actually what players need now is more XP, not BP, to help them earn the serum in the Rift for the Halloween cosmetics.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/788077#Comment_788077
You basically said it is perfectly OK for those 1 out of 10 SWF teams to be impossible to beat. What if 9 out of 10 nurses might also be sub-optimal which the devs have mentioned she has the lowest killrate until high rank? This nerf is targeted to those that spent hours practicing. Those few nurses, maybe 1 out of 10 stood the tiny, tiny chance against those SWF teams in question. Nerfing the high potential of one side without even considering the other side is illogical.
I'm curious about what add-ons those high-rank high-killrate Nurses were running. Or were they not running add-ons? That seems weird, high rank killers not running add-ons, but that's the only explanation I could see for why they're nerfing the Nurse's base kit: the high rank Nurses were slaughtering survivors without running add-ons.
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@Phox said:
https://forum.deadbydaylight.com/en/discussion/comment/788399#Comment_788399
I’m only talking like 3-5 mins, just enough to deter constant dodging. That’s not that unfair, when you dodge that lobby all four survivors and yourself now have to wait for a new lobby. In red ranks for survivor I’m usually waiting quite a while, I’ve had nights where killers keep dodging and I end up waiting almost an hour to play one game. Having something as a deterrent for the people that see a Nea or a flashlight and nope out would be nice. Although I understand completely where you’re coming from.
I can see that. It means I'd have to just let the red-ping matches play out, since it'd be better to go afk while the survivors rush through the gens than dump the lobby and risk the time-out getting progressively longer. Not a lotta fun for me, but I guess it's better than everyone having to re-queue up. 'Cause yeah, at certain times of day queue times on the PS4 can be pretty bad even in mid- and low-ranks.
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@Phox said:
The feature exists for a good reason, to allow the killer to prepare for the match. 1 killer has to manage 4 people with different items to take into account. They should be able to adjust their build if need be.
However, I don’t think the feature is meant to allow killers to pick and choose who they go against, that part is unfair. You can look at a team and think “they look like they could beat me” or “I don’t want to deal with this” and dodge. That’s really not much better than survivors dc’ing because they don’t like the killer they’re against.
Imo it would be fair for dodges and dc’s to put you on a wait timer to get into another match.
As killer, I have to dump lobbies because I'll get red-ping survivors who don't leave. That's not uncommon, and being punished with a wait timer because the survivors weren't paying attention or didn't care wouldn't really be fair on killers.
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Being able to suicide when in the dying state would be bad.
The best solution would be if, after a certain amount of time in the dying state, survivors were given the option to "concede." They'd leave behind a husk (which would continue to bleed out like normal), but the player would get to collect their points and move on to a new game. Nothing would be taken away from the killer, and the survivor would have a better gameplay experience because they don't have to be stuck in a match they can't participate in.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/787321#Comment_787321
Don't give the killer a chance?
If they suicide or DC, they give the killer free points. The suicide alone just flat out hands the killer a free kill. What exactly would they still need a chance for if the survivor is dead?
... you misunderstood what I was saying. I was saying they don't give a killer a chance to be nice to them; they automatically assume the worst about the killer. If they didn't dc or suicide, they'd walk away from my matches with a lot of points, but instead they dip out the moment the killer does anything but stand in the corner.
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I've found that survivors who burn BPS are often the first ones to DC or suicide. They don't even give the killer a chance; I usually hold back and let everyone escape if someone burns one, but a lot of 'em don't stick around long enough to find that out.
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Always expect NOED and you'll never be surprised.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/786929#Comment_786929
tbh, thats mainly due to how the controls work on PS4.
if you were to plug in a mouse and keyboard to your PS4, she suddenly becomes very viable - though you still need to learn her ofc.
on the other hand, if you were to plug in a controller to your PC, she suddenly becomes unviable again.
its not like the killer would work any different on both plattforms afterall, so we gtta be talking about her potential here, which would mean look at what can be done by her. she has the exact same power both on PC and PS4, though the controls are different, making the only difference here.
she is, even on PS4, the best killer in the game (on paper) - its just a lot harder to play her on console.
It's not just the controller/sensitivity: it's also the framerate.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/784566#Comment_784566
seriously?
if "just dont stop running" would have been the counterplay to her, do you honestly think she would be considered the best killer in the game?
just because she has a base movement speed of 95% does not mean she could be outrun. her blinks allow her for insane map pressure and chase ability and good nurses could basically not be beaten.
please dont act like nurse wouldnt be too strong - because she is this one killer in this game that actually is.
to balance her out they eigther need to nerf her chase / map pressure ability - which they just did (she's still too strong, though she should stay this way until the game itself is better balanced) or buff stealth play so immense that its a viable straetgy, which would kinda suck for other killers, so they went with the first option.
anyone who says "omg they killed her", please look at those "nerf" once more. she literally has to wait 3 seconds before being able to doubleblink again, thats it. good nurses will still dominate their games, they will still catch survivors within a couple of seconds and there will still be very little survivors can actually do against this.
oh and she now has some nice and viable add ons.
"good nurses will still dominate their games, they will still catch survivors within a couple of seconds and there will still be very little survivors can actually do against this."
I've never met a Nurse like this on PS4.
I know, I know, no one cares, it's about how she is on PC. It's just unfortunate how little I see her on PS4, and how it's pretty obvious they're only doing it for a Daily Ritual when I do see one.
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They don't owe us anything, but giving us a chance to get a third Blight costume would be nice.
A lot of online Japanese games give out stuff to players when there's any sort of inconvenience. It may be a money-hungry game I play, but every time there's maintenance or anything they give out in-game currency. And that's just for a few hours of down time.
Again, though: not owed anything.
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If they're in the exit gate, I usually take the time to wander the map, break any missed pallets, and look for the hatch in case I can close it. I do wish that survivors would leave in a manner that lets me close the hatch more often; the last two usually leave too close together.
I do, however, love when a survivor sits in the exit gate until the last possible moment... and it turns out another survivor was waiting for the hatch. Greed can be costly. lol
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This is what happens when the game does nothing to help teach new killers how to effectively play. The most intuitive way to play is by camping and tunneling. I knew not to do that because I watched online tutorials before I ever picked up the controller. Most players don't do that.
The game wants both killers and survivors to play in a very specific way, as indicated by the cryptic emblem system, but does nothing to teach them what that way is.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/785340#Comment_785340
I agree that it is a ridiculous argument, and in fact I think I remember saying that to the person that said it. I feel like alot of people get that way with Keys and Moris as well. "Franklin's counters Keys!" when it doesn't. OR the whole argument that Moris save less time then keys to use. As I said, I feel that both sides have.... outspoken members that yell all day about the other side and how "OP" they are but defend to the death anything they have that is "OP". Much like the people that DC against Spirit every time because she's "Broken" And don't learn how to deal with her, but then BM every Lower Tier Killer they can find. (sorry for two survivor examples there, first ones that popped into my mind)
It makes sense as a cycle. Higher rank Survivors get tired of just holding m1. So what do they do? Make there builds go as fast as they can. This makes the Killer be under ALOT of pressure if they, in turn, don't use slowing perks and add-ons. It's a vicious cycle, that is ultimately on the Survivor side, as a Killer can only chase one at a time, where as the other three can hide when he gets near or just work as fast as they can.
I do not believe gens are fine, when Killers that are not using the most meta things can have 2-3 gens pop before the first down. But I have No real idea HOW to fix it. Though, that being said, I do not think that is just the gens fault there. There are many many ways for a Survivor to waste the Killer's time, and I feel that most Killers are not equipped to get that time back. Map spawns and powers also play a role in it, as well as alot of the "Second Chance" perks (though I understand why those are there)
You don't have to apologize, it's not like your examples are wrong. Also, I wouldn't consider myself a survivor main. Or a killer main. Just a player. If I lean in any direction, I probably lean more towards a killer-friendly attitude; solo survivor may be an often frustrating experience, and solo survivors definitely need buffs, but playing killer is way more stressful. There's a lot of pressure on the killer; survivors do not have that kind of pressure on them. At least, I don't when I play survivor.
There are a lot of ways for survivors to waste a killer's time, and the only thing that puts pressure on survivors is the killer. The map itself provides no hurdles, no dangers. So, that leaves working on gens. While many things may need tweaking, I'd say gens should come first, because the speed at which they're completed effects everything else.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/785244#Comment_785244
I believe I saw someone suggest the part thing before but it was shot down being "Killers could just stand on the part and take the game hostage." or some such. One of the major issues I feel like in this game, feedback wise, is that people will argue for something broken because they are used to having it, and against something on the other side because they personally don't like dealing with it. It makes it hard to have constructive feedback between that type of hypocritical behavior and the very real "Us Vs. Them" Mentality. Alot of good ideas get buried in Rhetoric or merely cause one side refuses to change. Both sides are guilty of that.
I got off on a bit of a tangent there, sorry. I honestly am not sure HOW to fix the gens with a puzzle or something. Perhaps have one stage where you fix the gen like normal, then add gas or something? I do think the gen issue is one of the core, but more intensive, changed needed. Survivors get tired of holding just m1, so they do it faster, putting pressure on Killers not designed to handle it now.
That's a ridiculous argument: just like there are an excess of generators on the map--seven when survivors only need to complete five--there'd be an excess of parts on the map. People will come up with any excuse to not even consider something.
"I do think the gen issue is one of the core, but more intensive, changed needed. Survivors get tired of holding just m1, so they do it faster, putting pressure on Killers not designed to handle it now."
Yeah. One good survivor can waste a lot of the killer's time; the generators should provide some challenge for the other three survivors.
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PWYF - you need the speed.
Ruin - you need to slow down gens.
Whispers - it will help you find the last survivor. If you can burn an offering for The Game map, you only have half the area on which the hatch can spawn, and Whispers means you'll know exactly which exit gate they're at.
Other people have already listed possible fourths. Those three are ones I had equipped when I got the achievement; the one I used as fourth has since been changed and I wouldn't recommend it, now.
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To play solo survivor is to suffer.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/782852#Comment_782852
I agree with this. Also, perhaps some penalty for looking away from the gen? Not much but if you swivel your camera to look for the Killer you arn't focused on the gen so it lowers speed? I'm not sure about the idea, so what do you think about it?
It's certainly a possibility, though it may be difficult to implement due to survivors' third-person POV. It would really depend on how the gameplay of repairing generators is changed.
Adjusting the generators is a conundrum. Whatever it is has to work on both PC and console. If it's something too engrossing, stealth killers suddenly become too strong. If it's too easy, survivors will never fail it and set off a noise notification. Do you have the survivors fetch parts from around the map?
Usually, difficulty of something scales so that it doesn't take too long for new players but also doesn't go too quickly for experienced players. It's a problem that that isn't in play in DbD. As is, once you get used to repairing gens, it just becomes such a mindless task. Puzzles are a staple of most horror games but would be nearly impossible to add here.
I haven't played any other asymmetrical games to know how they handle the victims' tasks.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/784920#Comment_784920
I agree with you. I can see how some people would attempt to abuse this, but I also get tired of the sudden, loud music in my ears when I didn't see that Meg in the corn but the game did.
If the sounds were balanced so that they're fine without music, and players can then choose to put music over them if they want and adjust the volume of said music, then it shouldn't be an issue. It's the crazy mix we have now that's a problem.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/784538#Comment_784538
This is why I like reading your responses. Level headed, Pragmatic, well thought out. Always good to get your feedback.
https://forum.deadbydaylight.com/en/discussion/comment/784574#Comment_784574
Also this Killer was a douche. Sorry that there are Killers out there that give the rest of us bad names.
Thanks. :)
And yeah, that killer was... Even when survivors play in a way I consider kinda douchey, I still don't treat them like that. Closest I come is sometimes maliciously slugging someone who breaks hooks in my face. (Mostly, I don't like giving troublesome survivors the satisfaction of a reaction from me.) But, that killer had barely seen me all match 'cause he was camping the basement; why he so wanted to close the hatch in my face (when I obviously didn't care about escaping) I just don't get. I don't understand some players.
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Sound in a game shouldn't be balanced by adding in loud music... if being able to adjust the music volume would suddenly unbalance the game, that's bad design. If that is the case, the devs should balance the sounds separately, because players should be allowed to adjust the music volume.
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@SpaceCoconut said:
Killers have to slug for the 4k because survivors can't tell when they've lost and they should just go up to the killer to be sacrificed.
Come to the killer to end the match and you won't get slugged.
I've had killers treat me in a toxic manner after doing exactly that. A Mikey carried me to the hatch, dropped me a good distance away from it, and motioned for me to crawl to it. I refused. I got to be slugged for a while before he finally gave up trying to troll me, hooked me, and hit me repeatedly as I was sacrificed.
I mean, I still surrender when it's hopeless; easier than wasting time. Even seen a few other survivors do it when I play killer. But it's soooo rare.
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@LoneBighorn said:
Honestly I just quit the match if I'm slugged for too long, unless I used a BP offering or know I have a mountain of points waiting for me.
... this is why, after a certain amount of time, survivors should have a "concede" option that lets them leave behind a husk, allowing them to collect their points and move on. For most players, it's not that they're salty the killer's winning, it's that they don't like being stuck completely unable to play the game and not even earning any points for their wasted time.
(This isn't really directed at you. Your comment just illustrates that there needs to be an in-game mechanic for this kind of thing, because it's hurting survivors' experiences.)
Or, I've actually had it before that I needed to leave. I tried to get the killer to hook me, but they slugged me for the 4k, instead. Because I had to leave for real life stuff, I was forced to leave the match, losing all my BP and possibly hurting the killer's game since it would cause the hatch to immediately open. That shouldn't be the case.
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@[Deleted User] said:
I can't read the title of the thread without this coming into my head
I know what that is and I'm not clicking play because it'll be stuck in my head for the next year. Nuh-uh.
God, that movie is wacky.
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Battlefront 2 brought Ewok Hunt back with a new map. so at least there's that. The Endor maps are super dark and you need a flashlight to see in most areas, and you're locked in first-person POV. Who knew being a Stormtrooper with a gun could have a more horror-feel to it than being a survivor in a slasher game.
But yeah, other games have their Halloween events going on, so it's not big deal. Plenty of stuff to play.
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Strangely, I think The Spirit was the hardest adept for me to obtain, even though she's my main. I had a match that went on for half an hour as I kept slugging the third survivor but being unable to locate the fourth (god that was stressful), and it was before the EGC so knowing where the hatch was didn't mean I could prevent an escape. That was my big problem when I was getting adepts: the hatch. Though, at least it only took a 4k and not a Merciless; it meant I wouldn't get screwed over by someone DCing during the match.
I sit in the brown ranks, so for the most part the adepts are pretty easy to get. As a survivor, it's mostly a case of brute forcing it; at some point, I'll escape. I have all the adepts except the ones for the newest DLC, which I don't own.
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Bugs and spiders. Especially spiders.
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I'd actually prefer Laura, but since that's pretty much impossible, then yeah, The Keeper.
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I really don't think console Nurse can take this change to her base kit.
I think, if she needed a nerf, they should've just increased her fatigue time and/or reduced her blink range by a couple meters. Adding a recharge mechanic is not fun. And whatever sound cue they use to indicate that her blinks have recharged is going to get really annoying when you hear it constantly all match.
A nerf I can understand. Adding a new, not fun mechanic to an already complex killer? I just don't get it.
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"With the Ghostface, while leaning, Mark 3 Survivor(s) to apply the Exposed status effect. Hit the marked Survivor(s)"
I hate that one. I usually trash that. It might not be so bad if it didn't require leaning, but it does.
I also hate the gate-opening dailies. The moment I get one, opening a gate becomes impossible. It'd be nice if when you gesture crazily at a survivor they'd at least let you get the last millisecond of opening the exit gate, but no, they never do. Never.
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I think they go too quick. It doesn't really take a lot of concentration to repair gens: hold down a button, hit the occasional skill check. The skill checks can slow down new survivors a lot, but it often seems like experienced survivors could sleep-click through them. Repairing generators should be more interesting, more interactive for survivors. The difficulty of repairing should scale with survivor rank or devotion or something. That's how I feel, anyway.