TruEternity
TruEternity
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It’s completely reasonable to take another chase. If you hooked them in a smart place you should be able to get another down or at least 3 more hits if they body block well.
Only baby killers think that one kill matters, and camping hook is the “only place to go”, if you have a free chase then take it. Getting upset at flashlight spam is also just silly.
If you want to camp your butt off, go for it, it’s your game to do so.
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I use it to max out my objective points quickly, and so do my friends. I would guess as much that others are doing that as well.
I believe the balance of it is fine, the time it saves is very minuscule. 4 seconds with 2 people on a gen and less with more. So it saving 50 seconds is BS unless they 99 every single gen, or some gen regression kicks in like pop and ruin. Even then if you’ve regressed gens that much and not killed everyone, prove thyself isn’t your issue.
Honestly, the complaints about prove thyself are kinda unfounded, and the perk is just blamed when you do poorly.
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With some quick estimations I came up with 74 days of playing 6 hours a day. I tried to get a close to an accurate estimation as I could. So my final guess would be somewhere in the 60-80 day range accounting for in game variables.
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See topic about Mori’s, expect fist five words to mention keys, was not disappointed.
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@BingBongMan said:
I find it really funny, most of the time any wraith worth their salt would be running windstorm anyway. Yet no one was complaining then.
But now that he has any base mobility he's all of a sudden "OP."
I think that’s the issue, having windstorm base kit pushed his add ons a bit too far. Wraith always had some of the best add ons, now that his best one is base kit, it opens up some really good combos, borderline op.
I don’t think Wraith is op, but his add ons need a pass for sure, as that is the problem to me.
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Butt, you can’t say don’t be a butt.
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Yeah, I can see it being stressful not escaping with crowns. I generally just let everyone escape if I’m stomping them early, especially if they have a crown. You know, try and spread positive vibes with how many killers I e played that camp 1st hooks.
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BBQ & Chili, enduring, infectious fright, and whispers, use whatever add one you like. Tracking build with no respect for pallets, and snowball potential with infectious.
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I get the frustration people have with some of the technical issues, I do. The poor console optimization and game breaking bugs, it can be a downer. But to infer that the devs should feel bad for working on one of the most successful games in the last 5 years, is just silly.
DBD has problems, but I believe that at its core it’s a great game. Gameplay has issues, we all know that. I feel that belittles the rest of the great work done on the game. The sound design, killer design, overall aesthetic of the game is spot on. While I’m not into it, they e added a lot on the lore side of things as well.
I think a lot of people who are burnt out on the game get overly cynical about the whole picture. The people working on the game should be proud, resting on their laurels no, but definitely proud of what DBD has accomplished.
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Maybe because they already stated they will wait a few months before huge changes. Honestly though, Nemmy doesn’t need buffs. Zombies provide tracking a lot of the time, and can sometimes block doorways. His tentacle also is really good, you shouldn’t be just giving out free speed bursts with it though.
In summation, he’ll get a buff if the data shows he needs one in about 3 months, but he doesn’t need one.
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So, punish PC players because some people play on potato’s disguised as gaming hardware. Or, disable cross play if it bothers you that much, don’t force longer que times on pc
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Stopped reading when you called speed limiter a garbage timer add on, it is in fact Bubba’s best and most fun add on.
Also no, bad idea, take a break from caffeine.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2313479#Comment_2313479
Survivors complained about Killers like Deathslinger due to the lack of Counterplay at Loops.
Killers told them that Survivors should not only Loop but adapt.
Survivors adapted and figured out that running in a straight Line buys more time against most of the Killers, including those with a very strong Chase Power.
Killers: :O
Thats why I said it’s a design issue. The last 3-4 killers are pretty much anti looping, so people started using a strategy that was strong against them. I could go on a small novel rant about what lead to this, but I’ll leave it at that. It’s a design shift in the game, and the meta is shifting as a result.
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It’s more about game design then an actual problem with the players who use the strategy. Most times you can buy your team more time just running to a corner and getting downed then trying to loop a tile, which is what people don’t like.
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Totally viable and my go to. I find gen slowdown builds boring, so I use tracking a chase perks. You just have to be efficient with your time and slug on occasion.
It’s totally doable on most killers, the only two I really feel you need slowdown for is Hag and Trapper, and even then only Corrupt is really what I’d use.
The crux of it working is the killer having game knowledge, and good game sense. It’s not as easy to make work as a gen slowdown build, so if you don’t know what you’re doing, things can go poorly.
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A dark fantasy medieval chapter. Some kind of dark knight killer would be cool.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2283822#Comment_2283822
They did a pretty damn good job with stranger things though. There was some bugs and issues, but nothing game breaking. And the killer and perks released for both sides were actually good. Not the most insane things in the world but damn good.
The ST chapter perks are 6 out of 9 bad, and some were worse before buffs. All of Steve’s perks are terrible, and Nancy has 2 ok perks that are only used because of the synergy they have. Demo’s are pretty meh to worst in the game. Not to mention the map is very divisive, and was hated on release.
While the chapter was solid, rose tinted glasses make it seem better than it was. As someone who’s never seen the show, it didn’t really do anything for me. Good chapter, overhyped now for what it was treated on release.
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I mean, what could they say that they haven’t already? They’re aware of the concerns and looking into it is as much as you can usually hope for from game devs/publishers. If they say something that doesn’t come true there will be people grabbing their pitchforks and torches.
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Both are good perks, neither needs a nerf in any way. If you’re having trouble with a spine chill iron will gamer, get better a game awareness. Both have easy counter play, and just because they have synergy with other perks does not mean they are too good.
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David’s new model kinda looks like a discount Nathan Drake. Not sure how I feel about it, a bit underwhelming IMO.
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Best: tie between Oni and Blight
Worst: Deathslinger
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2239149#Comment_2239149
So I agree with you in many ways here. I disagree that my statements become invalid through a single statement in a 3600 word essay. I also would like to point out that I never directly say that spirit should never get changed. I infer that I find it odd we place these killers on a pedestal as S tier but then whine that we in turn have to play at a S tier level. Do I think that spirit should get changed at some point? Probably, but thats not to say that by then we will most likley have another killer that brings the same issue. As to where we should spend time balancing the game and who to balance for. It's true that if you spend to much time thinking about only the top players you will alienate lower skilled or new players. However if you only balance for the lower skilled that creates problems for them as they get better. the balance becomes lopsided when they become 'good'.
anyways thank you for the read
(fun fact im a smite player too. Bellona got rebroken at the start of season 8 as did most warriors. the starter items gave way to much utility and survivability to the warrior class.)
Saying it invalidated everything is quite hyperbolic I’ll agree, and I think you pretty much hit the nail on the head on most points. The problem is exactly what you said, who do we balance for. For most games I would argue the highest levels, as the trickle down effect is minimal at low levels. DBD is just in a strange place that way, probably being asymmetrical, and just it’s design in general.
If they were to balance for only the highest levels, it would create too large a rift for new players to cross. They balance for high levels, opposite happens and killers would never win. That I think is what a lot of the X killers have no counterplay discussions pop up, because technically they do, it just requires a win condition to be met most players will never be able to achieve.
Do I have an answer, nope, not in the slightest. I just think they should balance with the most common players in mind, while still trying not to alienate the high levels.
Also, interesting thing about Smite, too bad I quit the game, since solo lane was my jam. I haven’t kept up with that game since Achilles came out, so it’s been a minute.
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“The spirit and deathslinger issues that are pushed by the community is an example of not understanding how to learn and get better at the highest level of play.”
This, right here, invalidates all points made before the statement. Yes, the majority of the community will just parrot what they hear as fact, with out understanding how the game works. This does not mean those killers aren’t a problem, because the strategy is one that no killer except Nurse can counter, and that is prethrowing every pallet.
Let me use an example, I used to play a MOBA called Smite, and back in 2015 a character came out named Bellona. She was by far the most broken, easy to use auto win character released up to that point. A lot of people tried to just say to team up, CC and burst her down as counterplay. Problem was, that was EVERY single characters counter play and she’d eat so many cool downs you’d lose the team fights, then the game, but yes you did kill her. What does this have to do with Spirit? If you predrop every pallet, your team WILL lose, guaranteed, unless you’re in a comp group who’s splitting up and slamming gens. She’ll chew through pallets and your team will have no resources left. The only way that works is if you have three teammates who split up and stick to a gen.
So here’s the point, high level dbd isn’t some sophisticated thing, it’s actually quite simple. The problem is the strategies used at high levels require the entire team be on the same page, and to play a certain way. This isn’t how dbd works, and it should not be balanced around that fact. The game would suffer incredibly if it did, and quite possibly die out.
Really, all this boils down to one thing, do you balance the game for the .1% that are comp players, or the 99.9% that is casual. To me, the choice seems obvious.
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There's a whole point system per emblem, and insta down killers have a hard time with chaser. So if you chainsaw full health survivors(injured is fine) it loses you points. This is because each individual hit counts as a chase win, rewarding points for each "win" and you need a certain amount of points to get iri emblems.
https://deadbydaylight.fandom.com/wiki/Emblems That's the fine workings of the emblem system, and how pipping works.
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And? It's possible to get double pips with any killer, it's just how you play, and if you understand how the emblems work. I will admit Plaugue is one of the more annoying to do it with, but it's still possible.
@glitchboi said:
Aaaand here I am continuously getting ruthless killer as Billy, despite no proxy camps and 4ks. I wish I tried getting his adept in the past.
There's more to it than that, if you chainsaw too much it will mess up your chaser emblem, so you need to m1 a least a few hooks.
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Billy actually takes skill now, and most players just go for the easiest route. It’s just how players are, if you give someone an easier and more powerful tool(Spirit, Deathslinger) they’ll use that.
While I think the overheat is dumb, his add ons needed a nerf. Instasaw, crack Billy, heck even primer bulb and spark plug weren’t stupidly good.
Everyone here saying he’s bad is just lazy, and takes the easiest path to victory. I understand that, but that doesn’t make Billy bad, he’s still a top 10 killer, he just takes time that people don’t want to put in anymore.
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MoM with new object is so much fun, just stare at each other all trial long.
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Could have been on the walkway in the library, otherwise I’m not sure.
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2227624#Comment_2227624
Exactly, The power roles are switched and that's a big problem for a horror game, I tend to believe that survivor should feel much weaker and vulnerable in the trials to install fear and tension in the players playing as the survivor, opposed to how it is right now where almost all killers feel like an unthreatening joke by almost all levels of killer play, verses survivor teams, especially SWF's who in most cases toy with the killer and have time to spare.
Killer's should play like a sadistic power fantasy, but not in a way where it is absolutely impossible to win as a survivor, there needs to be tactics and strategy to win on both sides, and I mean more then the damn perks. I mean real skill and thought put into every chase and action.
There should also be more time in a match to have chases that last at least "2 minutes", without being a complete loss for killers, or an utter victory for survivor, both outcomes are boring for both sides, there needs to be longer matches with more to do on both sides.
This is so incredibly wrong an indicative of a bad killer who lacks game knowledge. At a competitive level this game is survivor sided, otherwise it’s fairly even, rng dependent of course.
Regardless skill does come into chases, and if you didn’t destroy at least half the pallets on a map in a twin minute chase, spoiler, you’re bad at killer.
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So while I understand the frustration, it’s just common practice in the gaming industry, and PR in general. While I’m sure there are a lot of things in the pipeline they’d love to share, things can get cut or changed. This can cause much greater backlash than never giving specifics.
Is it a bummer that last gen consoles still suffer poor optimization, heck yeah, but imagine the outrage if they said it was coming out the 15th and didn’t. More transparency would be great, but we’ve never got that from BVHR, and I doubt we really ever will.
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A lot of people are very ignorant, and like to make a big deal out of nothing. Twitter is also a cesspool, and should be ignored. If anybody doesn’t like the charm, don’t play the game, easy.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2202610#Comment_2202610
im not even trying to bash them. i just want more interesting powers for killers.
Like what for example? The twins and blight both have come out relatively recently and are two of the strongest and unique killers in the game.
None of what you said makes sense, it’s just lamenting that dbd isn’t some fantasy version you want. We have a ton on varied powers as is, and while Trickster was underwhelming, that is more the exception not the rule.
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Look, more generic dbd bashing, insert x does better. Let’s point and laugh at these people hahahahaha.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2199909#Comment_2199909
They should definitely have elaborated, the way i read it is, if the survivor got to use DS and then escaped irrelevant to the DS than it counted to wards the escape rate.
Thats my problem with BHVR and their stat charts, it provides no clarity, but because it’s there people will point to it and say see, what I think is right.
Like what ranks used it before, and who still uses it, did it activate for those escaping. Just because you had a perk equipped, doesn’t mean it was ever used, or even useful. It just out of context percentages.
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Yay, more useless stats that give no accurate idea if the nerf was too much or not. It’s just a useless statistic people can point to and parrot the escape rate is the same, so the perk is fine.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2195544#Comment_2195544
Yeah, the game isn't objectively fun.
It's objectively designed to frustrate you
Most people say it is fun, the forums just echo chamber circle jerk a hate train because they mostly have no lives, are bitter and burnt out. Games can be frustrating and still fun, the do not have to exist one or the other, so your point is moot. While it's not the most accurate, the steam reviews are over 80% positive, so most people find the game fun, at least on steam.
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Once again, the core gameplay, what you do and how you interact on a trial to trial basis is fun. Game design issues like swfs, imbalance and such affect gameplay, but for the mass majority or players is a non issue. Being a 1000 hour player your perspective shifts, usually negatively due to familiarity, I would know. Over the 4 years I've played I've taken 3-4 multi month breaks. As for all the game design stuff you mentioned I agree with most of your points, but have accepted the game for what it is, not what I want it to be, and still find the core experience very enjoyable.
Finally I don't assume anything about you, or anyone here. I take everything on a post to post basis. I usually only come to the forums while I'm in the bathroom or on lunch, because it's an entertaining car crash more often than not. So keeping track of who's who holds no interest to me, nor will it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2195544#Comment_2195544
If you know anything about me at all you'll know that 3.5k of these 9k posts have been pictures of animals, 4k have been shitposts, about 400 have been in terms of developer streams and summarising them, and about 1k on the actual game.
It was fun. Currently only killer is fun and that's losing its charm. I've had to take several repeated breaks from this game and I fear another is coming soon. Only thing that keeps me playing is my bf.
Edit: not to mention the devs themselves have specifically said the game itself is designed to be frustrating so... Yeah thats a great definition of "objectively fun".
Objectively comes from any reviews I’ve read, from large sites or 2 sub you tubers, most people who play the game think it’s fun at a base gameplay level.
I also have no clue who anyone is on these forums, because I don’t care in any way. So no, I don’t know your post history, sorry. Still hanging in forums of a game you don’t enjoy to make the basic “lol dbd bad” comment seems silly, at least to me.
Finally, you said it was fun, meaning you did enjoy it, and 1k hours for $30 is a heck of a deal, to me anyway. I’ll repeat myself, just because a small portion of the player base is burnt out, it’s fine to not like the game, but that doesn’t make the gameplay bad.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2195417#Comment_2195417
enjoyable gameplay
When describing Dead By Daylight, these two words should never be this close together unless preceeded by the word "not".
Then why have you posted 9k times about a game you don’t like?
DBD objectively is a fun game, just because you may be jaded, bitter and burnt out doesn’t make the game less enjoyable for others.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2195184#Comment_2195184
Not saying anything about Ghostface, but Nurse does need some improvements.
Pretty much any Nurse main will tell you that she isn't any weaker than she was before, just more tedious and less fun to play as. They literally just raised her already overwhelming skill floor without lowering her skill ceiling.
If they wanted to remove her from the lineup for being too powerful, they should have done that, not make her into a buggy, irritating mess with the most "limit power for BP" add-ons in the game taking up, almost all of her brown add-ons.
Now pretty much the only people who actually play Nurse tend to be sweatlords who don't care about anyone, including themselves, having fun, and only care about winning at all costs.
I'm not saying the "nerfs" should be reverted, but she absolutely shouldn't remain in the state she's in right now.
I would argue the only people who maimed her before were the sweatlords, she was such an easy win. 2-3 blinks on such a short cool down was just silly. In her state now (bugs aside) she my favorite killer to play. Extremely rewarding when played right and punishing for mistakes. If you really want old cool down run both cool down add ons, and she feels almost the same.
Really, aside from bugs she feels like she’s in a great spot balance wise, maybe still too good but without a rework she’ll always be that way.
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You have been rewarded, with hundreds perhaps thousands of hours of enjoyable gameplay. Though I would always be glad for more content to grind out, another reward for an already enjoyable gameplay loop.
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In the rift, which is out now.
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Ghostface is in a good spot, besides the buggy reveal mechanic. He has 1 shot down, can hide his terror radius to get close and get free hits, he’s basically the most balanced killer for both sides. As for his add ons, while not ridiculous they’re not bad by any means.
Also sidebar, Nurse is in a good spot too, and if you think she should be reverted get good at blinking.
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Change how you think of the game. Some time ago I used to get stressed and angry if things didn’t go well in a match for me, so I quit playing for 4-5 months. I can back with a different attitude, just trying to have fun, didn’t care about hooks or kills, escapes or rank, just having fun. That change in mindset has made the game fun all over again for me, just goofing off and having a laugh.
My advice, just enjoy playing Blight, try crazy plays you don’t think you can make, because if you do it’s a load of fun. That’s the key, fun, so just take each interaction with the other side as a chance for something fun and silly to happen, and the game becomes 100% more enjoyable.
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I'm over 1500 hours in and still having fun, and taking long breaks has helped that. I've had two or three 3-4 month breaks, just because I didn't want to play the game, then when I did, I came back.
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The previous version of Balanced Landing. It was awful, got buffed, was fun, then nerfed back to awful. I miss the stagger reduction.
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Kinda, every bounce consumes a stack of PWYF, so by the time you’re at max bounce speed your stacks are gone.
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Outlast is a trash walking simulator that isn’t even near the same breath as RE or Silent Hill.
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It’s based off of the old system, back when pips were tied to kills, so merciless used to be just get a 4K. It got harder when they made the emblems ranking system, which is what we have now.
As for the challenge, I kind of like it, it’s something that makes me actually care about trying again as killer. Would I like to have it back to just a 4K, yeah but I’m ok with how it is right now, gives me something to work for.
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If you’re not good at the game sure, but if you have any skill hitting rank 1 takes little effort and just happens. It takes me around 10 games to get back to 1 as killer, and not much longer for survivor.
If you worry about ranking up don’t, it’s a meaningless measurement of skill. You’ll just rank up as you play and get better.