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Venom368

Venom368

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Venom368
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  • Getting 1 shot downed from a healthy state from a distance is never going to feel good as survivor. You can add requirements like distance to make it harder to pull off, but its still just not going to be fun to play against.

    If I wanted the game to be more fair and competitive overall, I would say delete Iri heads, mori's, keys, the Nurse, along with other items, perks, and add-ons. But that's not what the game is. It's not meant to be a competitive game. I say, let people run any of the things I listed if they want to, I will likely just think less of you for doing so. If you have fun by limiting how much fun other people have, so be it. You do you. I'll still say GG after the game and then queue up for the next match.

    I made a post a few weeks ago on an idea related to this though, if you want to check it out. It was an idea of creating a restricted gamemode that was more competitive than the normal mode, which I still think would be a cool idea to add into the game for people who want the game to be competitive. I originally thought of it as a 'solution' to handling SWF groups with comms.

  • Hell yeah brother

  • I've almost maxed out all characters, and I've been playing since 2016. But leveling up the characters is what has kept me playing the game and interested in it. Since the game release, they have already essentially 'doubled' the worth of bloodpoints on a few different occasions with different changes to the bloodweb.

    Permanently doubling bloodpoints is a pretty poor move business-wise. It essentially halves the average player retention timeline. I know that once most people have gotten all characters to max level and have no goals left, they stop playing out of boredom. It feels good seeing progress on characters, but once you reach the end, there's really not much motivation left to keep playing.


  • @Mr_K said:

    To make killer abilities more fun to use and play against we should implement more cool downs.

    Cool downs are the magic silver bullet that both prevents killers from overperforming and gives survivors enough time to goof around and enjoy the game.

    Mr_K, I see that you are still very upset about the Nurse nerf lol

  • They abilities are designed how they are in order to balance the gameplay for survivors going against the killer, as well as to create a skill gap between people who are new to playing the killer and those who have practiced and mastered the abilities of that killer.

    If you aren't having fun with a specific killer, play a different killer. If you aren't having fun with any killers, play survivor. If you aren't having fun with survivor, play a different game. If you aren't having fun with any other game, it's probably time to go outside.

  • The Entity was just disappointed that you brought Iri heads.

    But really - The emblem system is designed to encourage you to play in a way that is fun for everybody in the match. Any killer with an instant down ability is going to be lacking brutality points if they repeatedly use it. Why? Because it's not very fun to play against and the devs don't want to encourage people playing that way. Also, there would be no incentive to play any killers without an insta-down ability if those abilities rewarded you with you the equivalent of two m1 hits (as far as emblems go). I don't think you can separate the discussions of 'killers de-pipping from survivors DCing' from a discussion on iri heads and the build you were running, because it is likely a cause and effect.

    You are in fact rewarded for survivors DCing. The game is not punishing you in any way. A survivor DCing gives you bloodpoints, as well as points towards emblems. The thresholds required to reach each tier of the 4 emblems do not change, so it seems that you are saying that 'the game does not reward you enough for survivors DCing'. I don't really know about counting a DC as 3 hooks, 6 hits, and 3 short chases in the emblem category... I feel like the reward you receive right now is fine, even though you are often prevented from ranking up if somebody DC's right at the beginning of the game. It's extremely hard to say how much you should be rewarded for a DC, as there's so many different circumstances you could be in. No algorithm could possibly accurately determine how much you should be rewarded for a specific DC just by looking at the state of the match.

    Sure you want to have a large reward for getting a down and the person DCing at the start of a match, but how can you prove or have the game predict that you were going to hook that person 3 times throughout the game? But what if you get stomped and 2 people escape, and 2 people spontaneously disconnect while walking out the exit door from internet issues or something. Should those count as 2 kills, 6 hooks, etc... and give you a pip? Probably not. And you would have a lot more rank 20 skill killers in red ranks if it did work like that.

    If you're constantly running into people DCing and you are de-ranking because of it, and you hold ranking up/pipping as your primary objective while playing, I'd recommend just trying to play without items that people tend to consider 'OP', as most of those items people fine very frustrating to play against. That obviously isn't going to prevent everybody from rage-quitting, but it will obviously reduce how often it happens.

    There isn't really a difference between rank 1 and rank 3 as far as matchmaking goes, and rank becomes pretty trivial once you get to that point. That's a separate discussion, but I wouldn't take deranking too seriously anyways if you had fun and enjoyed the match. Play how you want to play, but consider the other people in the match.

  • I mean, this is how you get better at chases. If the killer chased you the entire game and then face camped you, they de-pipped as well. This is how games tend to go and you shouldn't expect every game to go well. GG go next.

  • The game is more balanced right now than it has ever been before. I don't think anybody can deny that.

  • @MissKitty95 said:

    i personally think bans are not needed, you put s leave button in your game.. people we are in 2020 we should be able to play what we want when we want and if I want to leave a game I should not feel obligeted to do so.... if I’m on call of duty and leave a tdm am I bann no I can go back into another game, it all back to why are people doing, it I join game and I’m scipping frames and laggin over the map why should I stay? Leave be4 you go in a game well the bar was a green bar so I stayed in the lobby get in the game I’m 1000 ping

    Oh god, your sense of entitlement is blinding

  • I must say, you sound like one of the players I would never like to have in any of my matches. You have the wrong mentality going into games

  • I always hope whenever I see another "BuFf NuRsE" thread that it's a sarcastic post, but it never is...

  • I wouldn't really want to play against a survivor that feels the need to DC against a mori anyways. Good thing killer queues are instant - so if a survivor dodges, they get a dc penalty and you already have another game lobby.

    I'm not saying mori's aren't busted - I think they should only be usable when a survivor is dead on hook. But if you constantly keep running into people DCing from your hidden offerings, then just don't bring them. Bringing a SoS is a terrible idea anyways. Why would you ever want all of the survivors separated? And shame on you if you are bringing a mori when there aren't any Blendettes in the match and you don't have a Daily Ritual.

    I highly doubt all 4 survivors are going to DC during loading if you bring a mori. If you have a daily ritual, you are most likely going to be able to complete it even if only 2 survivors load into the match... Bring Rancor if it's that much of an issue.

  • I'm on your page, for the most part. There is purposely no explicit win/lose conditions in the game. Those should be defined from person to person and don't need to be consistent among everybody. I think the way you worded what you said is kind of odd though lol

  • ... You think that the opinions that some people have are 'unbalanced'?

  • God the tunneling killers these days... Poor Jake just wanted to play the game and you took away that privilege. Shame on you.

    /s

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/953040#Comment_953040

    Yes, I am a straight heterosexual male with a girlfriend and even I gave it a look, yes I did, do I feel bad or guilty? No. Not at all.

    https://forum.deadbydaylight.com/en/discussion/comment/953064#Comment_953064

    Imagine survivors walking up to you to look at your fat Myers nuts and girth.

    I surely would have taken you as a straight homosexual male, or at the bare minimum a gay heterosexual male 🧐

  • Getting all teachable perks for all killers and then all survivors was my first goal.

    Now my goal is to get all of the perks on 1 survivor, and then all the perks on all of the killers.

    After that, i'll probably start prestiging some people. Like most games, it tends to get boring if you don't have a goal that you are pushing for

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/954019#Comment_954019

    That's just untrue, sure some areas would be stronger than other, but that's already the case oftentimes. There are just too many variables for something like this to ever occur.

    I don't mean like precisely the same routes, but I 100% think there would be an optimal route for survivors on every map. I am certain it would become something like: "play this pallet until you need to throw it. Then, always take the chase towards the house because there is a very safe pallet there. Never take the chase to the east of this structure because the pallet there is not very safe, and there are no other structures close by to it."

  • Also, in this type of game, there would become an 'optimal' route to take on every map that would evolve eventually as a map-meta type of thing. Then, every game at high ranks would start to look exactly the same

  • No, I think addressing OP setups that can occur on some maps would be enough.

    Part of the skill and experience you get from playing the game a bunch is being able to recognize certain structures and doing surveillance ahead of time to see where you can/should go if you get into a chase. The game would get really stale really fast if pallets, windows, and structures were always in the same place.

    Sure, pre-made, consistant maps would make it a more 'competitive' game, but this isn't CS. It's a game you play for fun, and a lot of the skill gap in the game comes from recognizing tiles and considering potential risk of what may or may not have spawned in the direction you are headed while in a chase

  • I had somebody recognize me and call me out in post-game chat last week, after a game i lost really badly as killer (I got 2 or 3 hooks the entire game and 0 kills). I say 'gg gl in games <3' or something similar in every post game chat as both killer & survivor, regardless of how the game went.

    The person said they recognized me from playing against me as killer and with me as survivor a few times before, and respect that I always say gg even when losing miserably. And that kind of blew my mind that somebody recognized me just for being wholesome and nice in post-game chat instead of complaining about the match or insulting the other players. It was a real FeelsGoodMan - spread the love, people

  • @moridoll said:

    https://forum.deadbydaylight.com/en/discussion/comment/928882#Comment_928882

    THIS. ALL. OF. THIS. I've been saying it for months STOP PUTTING NEW CRAP OUT AND FIX YOUR GAME! People DC because of your freaking bugs all the time, and now they're getting punished for it? Get real DEVS. You're in year 3 and you can't fix your game? It's either time to get serious or just stop.

    I don't think you understand how development works lol.

    If you know there are bugs in the game that you might encounter, and you still decide to play anyways, you are agreeing to take that risk. If you can't handle running into a glitch every now and finishing the match anyways, play a different game.

    In red ranks on PC before this patch, in 4 out of every 5 games, at least 1 survivor would rage quit during the match and ruin the experience for everybody else. Something needed to be done. The punishment isn't there for people who run into bugs. It's there for people who rage quit. Deal with the disconnect penalty or just finish the match if you encounter a bug. It's not hard.

  • @[Deleted User] said:

    This should never go live. You are not an educational/corrections institute. You should have expected this, when you made this game. So stop trying to change human nature, because you will fail.

    They added a punishment for acting like a whiney brat. They are in no way proactively reaching out to people and trying to get them to change how they feel and react to things. They are discouraging players from acting like trash cans in order to make the game more enjoyable for everybody else.

    Your comment seems to be insinuating that game developers should never attempt to discourage negative human behavior. I disagree entirely.

  • Mori's are supposed to be in first-person for the killer and third-person for the survivor. They have added more cinematic mori's over time, so there are a few killers now that have third-person moris. For most of these, it's because a first-person view wouldn't capture what the killer was doing outside of their field of view. You wouldn't really know what was going on in first-person with some of the those mori's, or cool details would be left out

  • I've found this change to be fantastic so far. I've waited for this to be implemented for a long time.

    The "just fix the things that make people want to disconnect" is probably the weakest argument you can possibly make against this feature. Many people disconnect from matches whenever they start losing. It happens in every game.

    I don't think there really are any valid excuses for DCing from a match. If the killer is truly holding the game hostage, that is valid, but that would involve them to bodyblock at least 2 survivors in a corner at the same time. It seems like so many players feel like they are entitled to a certain gaming experience, and they should be able to DC when they aren't satisfied. The less often I have to play with those type of players, the better.

    I have over 1k hours in the game, and my game has crashed probably 1 time ever over the course of 3 years playing the game. If your game is crashing, or you are getting disconnected because of your internet or NAT settings, thats unfortunate, but the fault is on you. If your internet goes out, or if your computer hardware caused the game to crash, you are ruining the match for the other 4 people in it. Other players in the match should not be punished because you are playing the game on dial-up internet, on a 15 year old computer. If your internet goes out every once in a while, you aren't going to receive much of a penalty. If your internet is going out every other match, you shouldn't be playing this game and you are consistently ruining the game for other people due to having poor internet.

    When you queue up for a match, you are making an agreement to play the match, regardless of what happens. You are acknowledging that if your internet goes out or something wrong with your device causes the game to crash, you will take responsibility and deal with the time-out penalty. It isn't "I agree to play the game, but only if I don't encounter any bugs, and the killer doesn't find me first or tunnel/ face camp me, and only if i'm not lagging, and only if the killer isnt Prayer Beads Spirit using an Ebony Mori, and only if...."

    It's not a conditional agreement. By entering the queue you should be agreeing to potentially deal with these things if they happen, and you should be punished if you refuse to deal with them. Yeah, there's plenty of things that are miserable to play against, and by joining a queue you are accepting the fact that you might play against some really toxic people. If you think that you should be able to DC if you aren't having fun in the game due to how others are playing, you deserve the penalty for leaving. Just deal with it.

    If you can't handle the possibility of running into a glitch while in a match, play a different game until it's patched. You have the choice to either take the DC penalty, or just deal with it. The game has bugs. By playing you acknowledge that you might run into those bugs.

    The game is just a better experience overall with these changes. Thank you BHVR!

    1. Bond and Empathy help out with a few of these points. Also, the recent perk released that shows your aura to other survivors when you are working on a generator covers that point. I could definitely see them adding a perk in the future that notified teammates if you were being chased or something. I think displaying your aura to teammates in that situation would be too strong, but a notification would be useful instead of only knowing when the obsession is being chased. Cleansing a hex totem i don't think really needs any notification or anything.
    2. A perk that showed all killer hooks on the map whenever a survivor was downed.being carried would be an interesting perk. I don't think a wiggle bar one would be useful. You know essentially what their wiggle bar is at if you have played enough. It will pretty much take all 3 other teammates to take a hit if the killer is near a hook, in order for the survivor to wiggle out. 2 hits if somebody is running breakout. Thats just pretty standard so a visual display wouldnt be very helpful.
    3. Thats something you should already be paying attention to. It isn't hard to notice when a teammate has gone into their 2nd stage on hook. Whenever you see a teammate hit 2nd stage, you should prioritize taking agro off of them if you see them get into another chase.
  • @PistolTimb said:

    Mount Ormond, Rotten Fields, Mother's Dwelling, Thompson's House, Blood Lodge, and the Iron Works of Misery are some of the most terribly designed maps I've ever seen in a video game. We'll just have to wait for bhvr to get around to it. They're too busy working on Chapter 15 :)

    Pick one of those maps and list 5 things that you think should be changed on it, and what you think it should be changed to

  • @Pulsar said:

    2 Kills 2 Escapes is the ideal balance in a perfect world. However, the ranking system does not reflect this, until it does, I will not accept that model.

    Haddonfield needs the Badham treatment. Full redesign and rebalance of the map.

    2 Kills 2 Escapes is the ideal balance in a perfect world. However, the ranking system does not reflect this, until it does, I will not accept that model.

    I think ranking is irrelevant in this game. I think it would be best if you had an invisible rank attached to your profile that not even you could see. All it would be used for is matchmaking. If you mean that killers should pip on 2 kills and 2 escapes, then the killer would just facecamp 2 people down. I don't think the game needs a win / loss to be defined in any way. Just play how you wanna

    Haddonfield needs the Badham treatment. Full redesign and rebalance of the map.

    I think you just ignored the entire point I was trying to make in this post lol

  • There are 100% maps that heavily favor one role. But, is seems that everybody that makes a complaint about this either trivializes the action of 'balancing maps', or just severely underestimates how complex and difficult it is to actually do. It's also just extremely subjective.

    A lot of people agree that a specific map should be rebalanced, but I bet everybody has a different idea of what that would entail. Like, what do you do to balance Haddonfield? Remove a pallet or 2? Get rid of one of the houses? Less gens on 2nd floors of houses? Remove some fences? Add more fences? Add some logic to prevent 2 specific tiles from ever spawning next to eachother? And there's no way to know if changing that would actually do anything. Is a slight change to a map structure going to inadvertently a make a certain perk or killer OP on that map?

    I feel like the only reasonable things that devs can change on a map are number & location of pallets, number of total open windows, and having tile spawning logic restrictions changed. And in the end, how do you determine if the map is 'balanced' or not? If it averages 2 kills for killers across all ranks? If the 'safe' tile to map size ratio is at a certain point?

    I just wanted to point out how subjective the entire thing is, and how little certainty you would actually have on how impactful the changes made would actually be. I find it odd that so many people have the mentality of "Just make the maps better 4head".

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/917439#Comment_917439

    I'd probably have to disagree there. I think having a perk that rewards you for taking hits for other people has a place. It doesn't necessarily need to be meta, fitting into a niche build is perfectly fine. Sticking it in a build with Breakout can pay off nicely.

    I could maybe get behind a slight buff, but I'd also like to see if protection hits could be improved a little more first. I've had a couple times where I didn't get a stack when I should have.

    Can I get confirmation that taking a hit near a survivor in the dying state on the ground, whether healing them or standing within a certain radius of them, should NOT count as a protection hit after the recent update?

    This is what I have experienced, but it wasnt explicitly stated in the update notes. Other players have told me they have still gotten protection hits from being near a downed survivor, but I havent seen any proof of this.

  • I pretty much only use Surveillance together with Surge on M1 killers. I really hate going out of my way to kick gens, which is why I stopped running Pop (even though its an extremely strong perk). I don't think Surveillance is very good without Surge, and therefore don't think it's good on any killer that can down people with a non-basic attack. But Surge/Surveillance combo realllllyyyyy shines on Freddy, Ghost Face, Myers, etc..

    I think Discordance is just straight up better 90% of the time (if you aren't running Surge as well) because you don't have to interact with the generators before hand. You're not going to be able to kick every gen on the map and always know where people are with Surveillance. If you actually are kicking every gen, you're wasting your time.

    There's a lot of other pros and cons to each one for different situations, but I feel like the value you're able to get out of Discordance on it's own just beats out the value Surveillance can give you on it's own.

  • As a matter of fact, make it so you can start running while you're in the air before you hit the ground

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/915895#Comment_915895

    Something that does surprise me. Not too long ago, killer queue times were longer than survivor queue times in general. I get that Nurse and Spirit were nerfed, but both of these killers are still really strong.

    I'm still enjoying killer as much as survivor personally. Maybe it's the bugged sound that is driving some killer players away from the game. I do really hope this gets fixed as soon as possible now.

    I think it is mainly just due to the swf matchmaking changes they made a little while back. I'm certain the longest queue time you can face in the game currently is killer queue at rank 20. I've seen a couple streamers go for it, and it's anywhere from 15-30 minutes.

    I believe the highest ranked survivor you can normally go against would be rank 14. So any swf groups with a person rank 13 or above will get a higher ranked killer. I know when I got the game I only wanted to play killer, so i'm also guessing the rank 20 survivor to rank 20 killer ratio is definitely not 4:1.

    Weird thing happened yesterday: I'm red ranks survivor, and I went against a rank 16 killer yesterday with 3 other solo queue red rank survivors after waiting about 10 minutes in queue. I'm assuming that this killer spent so much time in the queue, the matchmaking system just took off the rank limits and threw us all into a really unbalanced match

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/916036#Comment_916036

    2 hits for a hook seems pretty balanced, well put mate

    You are just full of compliments for me today 🍻

  • It should be very difficult to prevent the killer from hooking a survivor they have downed. If you spent 4 or 5 minutes chasing someone to down them, and then you either get flashlight blinded or they wiggle out, there's an extremely small chance you are going to get anything more than 1 kill during that match. Not having anybody on your team to help you out as killer to prevent that from happening makes that situation very frustrating.

    From my experience using Breakout, if 2 survivors take a hit while the killer is carrying a survivor, they can wiggle out. That's so much better than the usual ~3 hits it normally takes. It still requires team coordination (along with a bunch of other circumstantial things), but seems very balanced to me. It can be used to prevent your teammate from dying if they have been getting tunneled, but can't be abused too easily by swf groups to bully the killer to the point where they can't get a hook.

  • "Winning" is inherently subjective in this game. The ranking system & emblems give somewhat of a structure, but that's it.

    Sure you can call a 4k a win for killer. You can call surviving a win for that survivor, or a 0k a win for the survivors. But it doesn't matter. All that matters is if you enjoyed playing the match. Stats mean nothing about the experience I have when playing either role.

    I know when I'm having fun when playing the game, and when I'm not. I can die and still have fun. I can 4k and feel like a scumbag. This is not a competitive game. I think too many people have the mindset that they need to win. If you arent having fun, play differently or play a different game.

    I think the game is more balanced now than it's ever been, and I have fun in both roles. It seems to me that more than 80% of the community has more fun playing survivor rather than killer, though. Otherwise there wouldnt be 15 minute survivor queue times, right?

  • Huntress is 100% the most satisfying. Landing extremely difficult shots just fires off dopamine.

    I was going to list Nurse, because of how punishing her mistakes are and how hard she is to be effective with, but I remembered how much of a scum bag I feel like when I'm hitting all of my blinks. I know playing against a good Nurse is probably the least fun thing in this game next to pre-nerf prayer beads Spirit, so most of the time I just feel like a dick playing her.

    Nailing curves with Billy is very satisfying, but I loveeeee Oni's pummel animation way more. I think it's hilarious how he repeatedly beats them down on the ground when you land a hit and it never fails to make me laugh. I just hit rank 1 killer for the first time with Oni because of how much i've enjoyed him

    Pig has a special place in my heart as well. Mostly because of how many survivors are down for some snoot boops. I give every survivor a free pass and will leave them to chase somebody else if they show interest in joining Snoot Boopers Anonymous.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/915649#Comment_915649

    why are legitimate strategies discredited by the game's systems?

    Because they make the game unfun for the other team. Losing points for camping is just meant as a slight incentive to play in a way that is more fun for the other team. BHVR's goal is to make sure the majority of people playing each role are having fun doing so. It's the same reason any balance patch happens.

  • A 90 degree flick is honestly all he needs. I felt a bit dirty after landing some ridiculous flicks on people who did everything in their power to juke

  • Still the strongest killer in the game in good hands. She's the most punishing killer in the game to make mistakes with now, which is a massive turn off for people trying to learn her. And thank the lord for that. The less fun they make her to play, the better. She's a fundamentally broken character that does not fit in this game.

    Either change her ability to something other than Blink, or delete her from the game.

  • @kcbearz said:

    https://forum.deadbydaylight.com/en/discussion/comment/911104#Comment_911104

    Im not making anything look bad just telling the truth. people dont want to adapt so they cry up a storm until they get some nerfs and its getting boring!

    I think you just summed up 99% of killer main posts on this forum

  • @Marcus said:

    They really need to rework these add-ons into something else, they legit do nothing now. Actually, most of the Freddy's add-ons should be reworked, 80% of them are really bad.

    He literally needs 0 add-ons. He is the easiest killer to consistently get a Merciless Victory with at rank 1 killer on PC. I used him with out any add-ons to grind out the rank 1 killer achievement over this last month and stopped using slow down add-ons just because of how unnecessary they were. They just make the game less fun for survivors.

  • If this game was balanced around rank 1 gameplay, which is survivor favored, nobody would ever play survivor because of how difficult it would be. It would only be the super try-hard survivors playing. Killer queues would turn into 30 minute queues.

    I will take them balancing around lower level gameplay if that means I can keep instant killer queues.

  • mercilessly nerfed

    OH THE HORROR

    Why are there so many querulous drama queens on this forum?

  • It's still a pretty busted add-on. It still acts as an unlimited range Nurse's Calling. The aura time stacks now for each blood orb the pick up. That means their aura stays visible for you for 10 seconds if they pick up 5 orbs instead of just expiring after 3 seconds.

    Oni is still in the top 5 strongest killers in the game and doesn't need this ultra rare add-on by any means. Its literally so easy to get his power that this is essentially just a buff to the add-on

  • What hitboxes are you referring to? And do you mean hitboxes or hurtboxes? Could you provide some more context & situations?

  • I think it's a great perk for the game. I don't think its overpowered/underpowered in any form. It's a perk the enables several new builds to work and spices up the game a bit. Instead of just slapping BBQ and Ruin on every character, I now feel l can have a pretty solid build that revolves around the obsession mechanic that is fun to play.

  • @Nomadd

    I enjoy playing vs Spirit

    excusemewhat

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