TragicSolitude
TragicSolitude
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Nurse. I see the Nurse the least. (PS4)
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A killer being too strong or not strong enough is hard to prove, because the results are going to be different every match depending on the person playing killer and the people playing survivor.
The Nurse change sucks because it's not fun to play her with the new cool down mechanic. It's distracting. No matter what audio cue they use to signal that a blink has recharged, it's going to be constant all match and get really annoying. Whether or not Nurse's basekit needed a nerf, I won't make a judgement call on that. But I will say that this was the wrong way to go about it. A slight reduction in blink range and/or a slight increase in fatigue time would've been less intrusive. The blink recharge mechanic is not fun.
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If it's a choice between being slugged and being hooked, I usually prefer being slugged. It's not exactly fun, but some killers do it to allow the match to continue longer or in place of sacrificing, and I appreciate that.
If the killer is going for the 4k and I'm spending the full bleedout timer on the ground, that's never fun. I wish I could "concede" and leave my husk there, getting my points and moving on to a new match.
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No, it's not fair, but it's the best option we have for not being held hostage by an immersed survivor. If I want to try for an Adept or run a meme build, I shouldn't be punished for not having Whispers.
As killer, I pretty much assume killing the third survivor means the last one will probably get the hatch; it sucks, but whatever. As survivor, getting the hatch can be kinda fun: it's a daring escape!
Something that benefits one side probably isn't going to be liked by the opposing side. That's just how it is. Even killers who don't hate the hatch usually just consider it the better of two evils.
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... I want challenges that are within the player's control to complete. Not stuff based on RNG or that requires the stars to align.
Perks, map specific, item specific... those are cool. Anything that requires a ridiculous number of "do this in one trial," no. Anything that requires sacrificing multiple survivors in one trial I think is a bad idea, because survivors can disconnect to deny that and there's no counter. Challenges like that should be able to be completed in multiple trials. I'm not really a fan of anything that requires completion within one trial, but definitely not sacrifice challenges.
My one problem with map challenges would be the issue of actually getting the necessary map. You can go a long time without getting a specific map. You can also go many Bloodwebs without getting a specific map offering. They would really need a way for players who haven't completed the challenge to be able to purchase map offerings with Bloodpoints that isn't dependent on RNG. Possibly the same with items and add-ons. Anything dependent on RNG adds a level of frustration that is out of the player's control, and that's unfair on them.
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I've had survivors DC on me because I was practicing throwing hatchets as Huntress. I'm not good at it, and when I refused to farm but just kept throwing hatchets (and never managing to hit a single survivor) they disconnected. I assume it was on purpose.
I've also had survivors DC if I'm screwing around and haven't hit anyone by the time the first couple gens pop. I don't know if those were on purpose or coincidence, because I never saw those survivors once before it happened.
So, not all disconnects are when things are in their favor. I'm also on PS4, where disconnects that aren't on purpose definitely happen. I've been kicked from matches randomly.
Also, I think if a survivor dies but then leaves the match without spectating it'll sometimes show them as having disconnected. I'm not positive about that, though.
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I do wish the Plague's blight cosmetic was more creative... I mean, she already had pustules on her skin, all they did was make them glow...
I prefer it looking like the goo has twisted and eaten away at them (like Wraith having a gaping hole in his torso and Doc's zombie-ish head) to bloat and pustules. Personal preference, I guess.
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I got a jury duty summons for October 31.
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Afterwards, I'll probably be watching horror movies. That's what I usually do on Halloween. And through most of October. And whenever else I can.
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@xRem said:
While I understand the argument for noed, saying adrenaline is a similar perk, I just don't think it is. you keep talking as if survival is solo like killer, as survivor you have to work as a team everyone is doing something. When you talk about what a survivor did you have to also take into account this is a team game, you can only see what one did. Even if a survivor did no gens, unless he was afk he was getting chased or saving and there are multiple objectives, but not at the start you as a killer need to give survivors the objective. Things like healing, saving are both things a killer can make survivors do, let's say you hook one person then chase another, 2 people aren't doing generators and a third has to save and probably heal the unhooked *im not talking about special situations im talking in a normal game* if you have ended the chase by the time they heal you have even more pressure. My point is killers have multiple forms to apply pressure, noed completely screwed this up, it gives the killer an instant down with potentially no chase because they didn't apply said pressure. Adrenaline is not a fair comparison as it rewards you with lightbringer points for generator completion while getting chased. The killer loses gate keeper points meaning they aren't doing their objective and noed rewards them for that failure, so it does need to change in some way. This is also a team game for survivor not the one on one you seem to believe it is.
You're looking at it wrong. Survivors have Adrenaline. Killers need a counter to such a strong perk: NOED is that counter. NOED counters Adrenaline.
A large part of this game is survivors and killers having ways to counter each other.
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Make it so that if I cleanse four totems and NOED still procs, the other survivors immediately go into the dying state and I don't suffer from the exposed effect. Boom, perfect.
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The pipping system basically determines if a player A. participated, and B. did so in a way that was fun for the other side.
It is a band-aid fix for not encouraging fun gameplay organically within the game itself, because playing smart and efficiently often isn't fun for the other side.
Players can also de-pip through no fault of their own. Get hooked first and your teammates just don't feel like saving you? The killer tunnels one person all game and is never interested in anyone else? The killer goes AFK? The survivors all suicide on their first hook? De-pip de-pip de-pip de-pip. A player's rank is extremely dependent on the other players in their matches.
What a strange system, where if a killer completely destroys survivors at their rank, they safety pip or possibly even de-pip. And the survivors they wrecked also probably de-pip or at best safety pip, so the two sides could stay locked in the least fun match-ups forever and ever...
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Nurse got nerfed. Whether or not her basekit needed to be nerfed, I couldn't rightfully say. But, I don't think adding a cool down was the right way to go about it.
The cool down mechanic isn't fun, and whatever sound notification they use to indicate a blink has recharged is going to get really annoying really fast.
They could have slightly increased fatigue, slightly reduced her range. Giving her a power bar so that now she needs to recharge? That's not fun. Whatever a video game should be, it should be fun.
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Congrats. Welcome to the joy train.
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A lot of maps don't have enough crows for this to be helpful. Also, "sometimes" means whether or not it gives notifications would be RNG, which isn't a great way to do things.
Empathy is often quite good at keeping me informed of where a killer is when they're far across the map.
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@marvelmovie said:
https://forum.deadbydaylight.com/en/discussion/comment/763164#Comment_763164
Yes we do, Dead By Daylight is all about uniqueness and spray somebody with bees embedded into you'r body is very unique, also I hate giving this dude credit, I don't really like him and he banned me all because I said ihate him and he knew it was a love hate thing, but WowsuchGaming had some really great points about how chucky could work. The ebony class style add on for the amulet of damballah would be so cool, like Chucky could preform the Damballah Chant with this and posses one survivor for the match which would give him normal speed as a killer, faster vaulting option's and just better range, but yeah Candyman could do some amazing, stuff I came up with a few potential idea's for his power, one being able to send bees in remote access like you control the bee's up to a certain distance when a survivor gets hit with the swarm you, transport 5 meters outside their location, this puts them in the injured state if they don't avoid the swarm, which of course they can hear it coming but candyman has a regular terror radius, just for one his abilities. Secondary ability could be... Bee snares in which he can trap locker's and loot boxes and I would assume he can infest generator's so if you fail a generator skill check the bee's will attack you but only giving him a aura reveal is this a dumb idea ?
I've been wanting a killer ability or perk that would injure survivors either upon generator completion or a failed skill check.
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Candyman... Candyman... Candyman... Candyman... Candym-
Nah, probably wouldn't work. But I do hope he makes it into the game. We need a hook-handed killer with a bee attack.
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I'd love to be able to create and save my own loadouts.
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One thing that's unfortunate is that a lot of farming back in the day used to happen after the last gen had been completed, and then survivors who didn't want to farm could leave and it was no big deal. You can't do that anymore. Since the EGC became a thing, I've only had one group of survivors who held back on opening a powered exit gate just to farm. However, I still prefer it this way, where survivors can't hold me hostage on the map indefinitely after the last gen has popped or when there's only one of them left alive.
It's also unfortunate that Pig got nerfed for this with no buff to compensate.
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Charms are just a way to provide players with something exclusive that can't be bought in the store later. Players get very upset over exclusive cosmetics, but charms are smaller and it's easier for the devs to make them exclusive with little to no backlash.
The more charms, the more likely a current player is to see one and go, "I must have it!" and thus buy the premium pass. They are the only things on the Rift that can't be gotten through any other means.
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For survivors, the goal is to escape. That means repairing gens to power the exit gates, cleansing totems to deny NOED, keeping your fellow survivors alive to help repair gens to power the gates, opening the exit gates, running out through an exit gate, and when all else fails escaping via the hatch.
For killers, the goal is to kill. Part of that is preventing gen repair so survivors can't escape, because as long as they can't escape then they're stuck on the map with you, giving you a chance to kill them. However, even if they repair all the gens, they aren't out of your reach until they actually escape out that gate. Any survivor on the map is still in play; Blood Warden has punished many survivors who think otherwise.
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I like Iron Will (helps lose killers even if you're injured), Decisive Strike ('cause being tunneled off the hook sucks), Empathy (helps you know where exactly the killer is), and the fourth one depends on your playstyle: Borrowed Time (if you want to make rescues) or Adrenaline (so you can power through gens and not worry about getting healed) or Kindred (if you often get left on the hook to die) or Balanced Landing (it can be good in chases but on certain maps it's useless).
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If you're unhooking in the killer's face unnecessarily (i.e. the hooked survivor isn't about to go into the next state/die and you're not the only other survivor left on the map) and you're not running Borrowed Time, you're a bad teammate. If a killer goes after someone I just unhooked, I go out of my way to try to take the aggro and get them to chase me, instead.
I'm not a great survivor by any means, but when I mess up, I feel bad, I learn from it, and I don't do it again. I certainly don't keep making the same mistake over and over again and go "oops" like it's out of my control.
Not trying to be rude, but what you're doing is completely preventable. Being hook farmed by a teammate is extremely frustrating; my teammates shouldn't be just as dangerous to my survival as the killer.
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This game is designed so that a lot of things feel like unnecessary punishment or adding insult to injury.
You don't tunnel, but the survivor you find happens to be the one who was recently unhooked and has active DS? Ugh.
You get stunned by a pallet? Sucks. Then the survivor blinds you, too? C'mon, man.
The survivor jumps in a locker, uses DS, and then Head-Ons you? Okay, that last one is memeing, but if you're not in the right mood for it as killer, that can feel like insult to injury.
Let's not forget all the times the game screws the killer on its own, like you chase someone, they run to a hooked survivor, and instead of hitting the unhooker, who you aim for, it hits the hooked survivor. I hate that.
The game punishes killers in a lot of ways. Killers can dish back some of that punishment in the form of camping and tunneling. And in the same way some survivors are just jerks, some killers are just jerks. Doesn't help that camping and tunneling is the easiest (not most efficient, not most effective, just easiest) way to play killer.
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As survivor, escaping or getting the most BP. Or sacrificing myself to save someone else and they escape.
As killer, getting 4k, getting 3k and giving the last one the hatch, getting my BBQ 4-stack, or getting the most BP.
Or pipping, or getting an achievement, or completing a Daily Ritual, or just having a fun match. In DbD, a fun match is something to treasure.
Jeez, this is a complicated game, isn't it.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/762127#Comment_762127
There is a difference. If the killer takes you out of a locker they can't mori you so if you're not dead on hook you're not dead yet. Taking that into consideration why would I not go into a locker and prevent being taken out of the game immediately? Counterplay is whatever the players make it.
When I was working for the achievement, I Tombstoned three survivors. The fourth one jumped into a locker. I pulled him out, got as far away from any lockers as I could, and still, before I could Tombstone him, all he did was run and jump into a locker to prevent it. He was the last survivor left. He was dead, period. He just wanted to deny me the achievement.
I stood in front of the locker and waited. After 20 minutes, rather than coming out of the locker, he disconnected.
Jumping into the locker wasn't being used as counterplay, he just didn't want me to get the achievement, and there was no way I could get around it because lockers.
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Can't remove Insidious: players are gonna need it for the upcoming Archive Challenges.
One of the challenges the devs created is to sacrifice four survivors in the basement in one match. When that goes live, expect to see a lot of Insidious Basement-Camping Bubbas.
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After being in the dying state for 60 or 120 seconds, the survivor should have the option to concede: this would allow the player to leave without losing BP/XP, but it would leave behind a husk. It doesn't change the game mechanic at all, so it's not hurting the killer, but it is allowing the slugged player to move on to a new match where they can actually play and get back to having fun and earning points.
I understand why killers slug for the 4k, and I don't wanna take that away from them, but I also don't wanna be stuck on the ground bleeding out for four minutes doing nothing. That drove me nuts during the Bloodhunt, because it absolutely wasted time during which I should've been earning BP. I was fine with the killer winning; I just wanted to take my points and move on.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/761128#Comment_761128
It's why I hate when people are twins or triplets, and I always switch characters to avoid being part of that. It does confuse the Killer and I think sometimes Killers perceive it as toxic when everyone's wearing the same exact outfit.
As survivor, I'll usually change outfits or characters to avoid being a twin. As killer, I'll usually dump a lobby if 3+ survivors are the same character, because that's way too difficult to keep track of.
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They're just kinda boring to play as, and many of the add-ons are terrible. Stabbing someone a second time in Feral Frenzy to apply a status effect with about the same duration as the stun you take for doing it is pointless.
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Clown.
I just don't like playing as him. I get no satisfaction from anything I do with him, and his power is pretty lackluster.
I'm not necessarily good with Nurse (PS4 player), but at least when I do land a hit with her it feels awesome. Bubba's chainsaw can be fun. You're a god if a survivor steps in one of Trapper's traps. But Clown? ...meh.
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This argument has been made many times, but it doesn't seem like they're going to change the achievements.
For anyone have trouble getting adept killer achievements:
Do it at the crappiest rank possible. Around rank reset. The worse your rank, the easier it is to get Merciless Killer.
Also, make sure to earn points towards the Emblems, since earning Emblem points is different than earning Bloodpoints.
You basically have to purposefully drag out the match and milk the survivors for points. The one good thing is that you can get Merciless Killer even if you only kill three survivors and the fourth gets the hatch.
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When it happens, I figure it's because I annoyed them.
Had a really bad match against a Myers a couple days ago, where the other three survivors died quickly so I just gave myself up. He dropped me a good distance away from the hatch and motioned for me to crawl towards it. I put my controller down. He finally gave up, hooked me, and smacked me until the entity finished taking me away.
The only time I've hit survivors on the hook at the end of the game is because they held me hostage and forced me to find them rather than do gens (before the EGC became a thing, one survivor could do it if fewer than 2 gens had been completed; since the EGC, it takes at least two survivors to do this). Otherwise, I go off to quickly break a pallet or kick a gen or something if I can.
If I'm Plague, I might vomit on them for fun to pass the time, but mostly I don't do that stuff because it can come across as BMing. I know when I play survivor, if a killer hits me on the hook, my instinctual reaction is, "What did I do to you?? Why are you mad at me??" I don't want to cause that reaction in others when I play killer. Unless they held me hostage; then I'm pissed.
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This would be a cool feature. Hell, being able to scroll through and sample different music like a jukebox while waiting for a match would be great.
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@xEa said:
She used to be op, but what they did, is really a bit 2 much. I am not saying that she is now weak, but she plays clumsy as hell.
A slight change would have been enough.. but not this.
Best way to nerf her in my opinon:
- Get rid of Megablink Addons
- Lunge fix
- Reduce blink range by 1-2 Meter
That should already balance her. And she would be still fun to play.
They should've started with just changing the add-ons first to see if that was enough. If not, then yeah, reducing the blink range a bit would've been better than adding a completely new, not-fun mechanic. It's like they forgot that a killer should be fun to play as.
Part of me wonders if they didn't change the base kit just 'cause they couldn't think of more add-ons to create organically.
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I'm sad I'm gonna see even fewer Nurses on PS4 than I already do. They're such a rarity.
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Rancor is great for the "mori one survivor" Daily Ritual. I eqiup it, follow the obsession around, and kill them once the last gen pops. Easy.
Yes, it's a completely asinine way to do it, but it doesn't require an offering nor the effort of Devour Hope.
Rancor used to be great against survivors running old DS, but it doesn't really work against new DS so well, since the survivor with DS isn't necessarily the obsession.
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I'm a completionist. I'll probably never prestige all my survivors, but I need to prestige all the killers. Each time I reach P3, I get a sense of relief.
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@[Deleted User] said:
how do you expect her to spread the plague? by licking the survivors? or pulling out a giant needle and stab the survivor with it?
+1 for a killer with a giant needle
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@Fibijean said:
Lots of people are missing the point here. All this speculation about what The Rift is designed to do, and who it's supposed to be for, is needless, because we've literally been told by the developers themselves exactly how long it's supposed to take and who it's supposed to be for. Namely, it should take about 70-80 hours, so the "average player" (that is, someone who plays for roughly one hour a day) should be able to complete the Tome and Rift fully within the 70 days. That's what we've been told. So the issue isn't about whether or not The Archives were designed to be accessible to the majority of players. We've been told that they are. The issue is whether or not the practice is living up to the theory.
Exactly. They've said one thing, but the product we're looking at doesn't seem to fit those standards.
Worse, the challenges they've created for unlocking lore and rift fragments get really ugly in the later tiers. Sacrificing survivors during the EGC with NOED? Sacrificing four in the basement? Rescuing survivors after the EGC has started? At least the first two are somewhat within the player's control, even if they can be extremely difficult and don't exactly encourage healthy gameplay, but that third one really requires the stars to align. Are SWF supposed to farm this stuff on purpose? Are solo survivors supposed to sandbag their teammates just so they can save them?
Matches could either get really frustrating, or killers will just start messaging survivors before every match asking, "Hey, what challenge do you need to complete? Help me and I'll help you."
And let's not even get started on the problem of disconnects. Achievements are made ten times harder than they need to be by disconnects; why would this be any different? The husk mechanic should've been implemented before the battlepass.
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@WickedMilk03 said:
Its another case of the devs not rewarding their consistent supporters. it instead puts something in place to encourage people to play rather than just rewarding the people that actually play.
The challenges don't even encourage healthy play. NOED. Four basement sacrifices. They took some of the things players constantly come to the forum to complain about and decided to offer rewards for doing it. That's worrisome.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/755857#Comment_755857
I didn’t even think about how dcing is going to get so much worse, in both frequency and toxicity in regards to the rift.
I really hope Bhvr does something about this, because nobody will want to pay for something they feel cheated out of or wasn’t worth their money.
I understand why they can't really ban for DCing until the dedicated servers are up, but I don't get why they can't already implement the husk mechanic. A survivor leaves in any way that's not being sacrificed, boom, their husk remains. Considering how it seems I more often than not have at least one survivor DC per match, this is really needed for the health of the game. With these new challenges, it's even more necessary.
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I'd love to see new moris.
I'd really want them to be available with shards, though. There are fewer and fewer things available with shards, and I'd like to see the killers I play against using them as well, which is less likely if they're only available with auric cells.
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As a survivor on PS4, I almost never see Nurses. It's disappointing, since they provide a completely different experience than other killers.
After this change, I'll probably see even fewer. That really sucks.
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EW1 Mikey should be immune to all detection perks except Kindred. I think it's more important for the game to be fun, for both killers and survivors, than for it to be consistent. Mikey is more fun for everyone if he gives no warning of his presence in EW1.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/750783#Comment_750783
The trick to fishing in Animal Crossing is to close your eye and use your ears. You will find that you don't
twitch" click nearly as much as you do when your eyes and brain are expecting that bobber to pull down.
Oh cool, I'll have to try that. I do try to use my ears more than my eyes, but you're right, I still twitch. Thanks :)
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/753765#Comment_753765
Well I was all for it until Paulie Esther's video showed how hard the challenges are.
No one. Not one person is going to complete all 70 levels without paying extra to skip the grind. The challenges only award 3 to 5 rift pieces and it takes 10 rift pieces to advance one single level on the track. Combine that with challenges being insane like "interrupt (grab) 4 survivors" and "get 2 sacrifices during the end game collapse in a single trial". Combine those with 3rd and 4th level challenges beinv time gated off so that they can't even be attempted until near the end of the Rift's life cycle. It's pretty clear the design is intentional to prevent completion without spending more than 1k Auric Cells.
It's disheartening as the rift is why I came back. But id it's as impossible as it looks to complete I'll have to skip it.
Gating off the later challenges is something I really don't like about this. Releasing it all at once would be so much better.
I imagine a lot of people are going to attempt the free track and only buy the premium pass if they make it far enough for the purchase to be worth it, so if the challenges are impossible for normal players to complete, normal players aren't going to buy the pass. At least, I really hope that'll be the case, because consumers speaking with their wallets is the only way change happens.
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I don't like it either. I'm really disappointed in it. Wraith and Hag have amazing Blight cosmetics. The Spirit, my favorite character... nope. Unattractive, not creepy at all. It's really unfortunate.
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After getting a good look at the new cosmetics, I'm really disappointed in Spirit's. The pustules on her are like fatty deposits, not creepy, just unattractive. And she's got all those chins. I'll probably get her weapon, but that's it. I wish her design was more like Wraith's and Hag's; those are easily the best designed Blight cosmetics.
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@siyke26 said:
https://forum.deadbydaylight.com/en/discussion/comment/751157#Comment_751157
If you honestly didn't care about the 4k then the insta heals wouldn't bother you so much. When I play killer I truly do not care just a hook each and give me my points and if someone insta heals so be it I chase them down again they don't get far most of the time anyway.
I don't care about the 4k; that doesn't mean I don't care about getting hooks. I care about my BBQ 4 stack. I play for BP. During a chase at the beginning of a match, two or three gens can pop by the time you down your first survivor. One instaheal negates any pressure you might've been able to apply by hooking that survivor.
If a match is frustrating rather than fun, I just go afk and wait for the survivors to finish the gens and leave. I don't care about killing them; I care about BP and having fun. Having the survivor I just chased down go from dying to healthy while I'm locked in the post-successful-hit animation, that's not fun.
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@ChiTenshi said:
4 perks is fine, but would be happy for them to implement a KYF option or mini-game that allows players to exceed that limit.
ooh, that would be fun, being able to equip more in custom matches.
I wish they would make custom matches truly custom: being able to have more than one killer, being able to eqiup more than four perks, being able to open a match solo if you just want to explore maps or something.