Waffleyumboy
Waffleyumboy
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These are all pretty neat but Cruel Limits is god awful on all maps so should be buffed. Hiding the Broken status is also iffy, maybe instead just make the speed you heal yourself affected by Botany Knowledge and give a score event for completing the self heal that gives survival points.
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I mean Amanda is already in the game so why not.
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This would be nice but I doubt it happens. QoL is low priority, especially compared to making new bugs and cosmetics.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/1671104#Comment_1671104
I get the point you are making its a game its meant to be fun. But there is no agreement between parties that the game is friendly. Unless you are playing with you friends in a KYF custom then sadly you are playing with random people on the internet. Some of these people will be the kind of folk no-one would play with at anytime, we all know at least one person you don't want at game night. Those people are in abundance online. That said...
Some people might play to win, some might play to muck about, some might not care, some might care more than others. Any real pre-game agreement between parties is imagined. You place importance on everyone having a good time, that's great but its a competitive game some people play to win it.
Yes there are behaviours that are more obnoxious than others, but if the play is within the confines of the game rules (without abusing flawed mechanics) then its fair game.
The takeaway point here is that you can play the game anyway you like within the confines of the rules and you should expect people to play the game any way they like, because it's highly unlikely that everyone will play the game in the same manner that you choose to.
Getting upset at the game and crying toxic because of slugging is just silly, same as if you got flashlight blinded multiple times, or tunneled, or camped, or seriously looped, or 'Gen rushed', or body blocked on your way to the hook, or keyed out or 1 hook mori'd. All these things are in the game and you should expect them to happen.
I'm not saying people should do them but neither am I telling people that they shouldn't, I play in a way that I enjoy and hopefully isn't too obnoxious for the other players, but I'm not overly concerned about whether or not they find it "fun" because their definition of fun may be completely different from mine.
The main goal is if you understand how this game can be played and have realistic expectation of what can and might happen, then often you are more pleasantly surprised than annoyed at how things play out, at least I generally am.
Hence my statement that you are not responsible for anyone's fun and neither are they responsible for yours.
Just because the game lets you do it doesn't mean it's not toxic. For example when a survivor sits and teabags at the exit or spams noise notifications for as long as possible. This stuff is allowed but still harmful to the experience, especially if done repeatedly.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1671350#Comment_1671350
Solo <-> SWF: Solos should be on SWF-Level. But we also know that "Basekit Kindred" was one thing that was asked a long time for, but the Devs buffed Kindred (which is great), but also said in a Livestream that there are no plans to make it Basekit. So I highly doubt that they actually want to take the steps to bring Solo to SWF-Level when it comes to information.
Killer Powers--> Are those asymmetrical games? The only other PvP-game I play is not asymmetrical. Because, if you want to keep the Kit of the Killer (as example - Trapper placing Traps to catch Survivors), you cannot do that much about it. Maybe if you let him Teleport to Traps as a tool for Map Mobility, but this would contradict his Power (since you want to use the Traps in an area and not clustered around the Map). With Killers like Nurse, Spirit, Oni, Hag it would be really hard to bring more simple Killers like Trapper, Wraith or Myers to the same Level of Strength. Except for changing their Kit (see Freddy). And at least when it comes to Perks, BHVR wants to keep the Core Design, and while they did not do that with Freddy (except for the Dream World), I dont think that this would be the norm.
Maps-->Yes, I think DBD is a casual game. And not competitive even if players want to make it competitive. But I agree that giving the different Tile a value and making sure to place them in a way that a Map cannot consist of three T/L walls next to each other and in the next game those are 3 Jungle Gyms, would indeed work. And I did not think about that as a solution.
So you are saying that the devs do not care about balance basically. I guess given how things have been going you are more likely to be right than I am.
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Don't "devout points" kind of not matter at all?
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Well it's obviously toxic. This behavior damages the playerbase over time which is as solid evidence for toxicity as you're going to get.
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@Cele said:
I don't consider saying gg after a win bad manners. However it does leave a bit of a sour taste when one side stomps and then says gg first.
On that note however... I do not use the end game chat and keep it off at all times these days. There's very rarely anything good to be found there and honestly I'm just better off with no chat. Wish there was a way to indicate to others that I have chat turned off.
You can indicate to the others by leaving the end game screen. If I'm not mistaken, the others can see when you do. Even if they can't, why care about what the others do if you can't even see it?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1671352#Comment_1671352
Assymetrical is REALLY HARD TO BALANCE due to the 2 sides having different objectives entirely, along with the list of perks we have available it makes balancing the game perfecting impossible
Perfectly*
Who ever suggested perfect balance? I may have misinterpreted this thread because perfect balance only exists in rock paper scissors and tic tac toe. I was thinking true balance as in as close to perfectly balanced as possible while still having variance aka fun.
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Why compare huntress and plague? Plague needs time to set up her ranged instadown, can get smacked out of it, and survivors have free self heals when going against her give them protection against being instadowned. Plague also has limited time in her ranged form. Iri huntress is just better corrupt plague.
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Thanks for keeping me informed!
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Justice is just a silly excuse someone uses if they think what they're doing is wrong. Nothing wrong with bringing a mori or a key.
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It doesn't really matter what you say as long as you follow the rules. Who uses end chat anymore anyways?
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@MadLordJack said:
No, and that's a good thing. Not every PvP game has to be an eSport. That's not a reason to keep genuinely broken and overpowered things in the game, but if DBD was truly balanced then chases literally wouldn't exist and most of us would quit due to complete boredom or extreme frustration.
Why wouldn't chases exist? Even balanced games have skill based interactions. Keep in mind that a balanced game is ideally one where two sides of equal skill have a near equal(barring some rng and counterpicks) chance at winning.
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@Hoodied said:
idk, you sound pretty sus godot
Also due to what this game is (Assymetrical) it will never be balanced
Y tho
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@Aven_Fallen said:
First, Bugs have nothing to do with Balance. Bugs are things which are unintended. And I dont think that DBD will ever be bug-free, but I dont encounter many Bugs in my games.
Second, I think the vast majority of players who play DBD have fun while playing it. Why would you still be playing it if not for fun? Yes, you lose against Survivors. Yes, you get tunneled. But this is not every game and even if someone opens a forum thread to vent about it, this person will most likely have fun while playing DBD.
Regarding Balance, this game will never be 100% balanced. There are too many factors:
Solo vs SWF-->You will not manage to achieve balance for both groups. Even if you do everything to bring Solo to SWF-Level (which is not something the Devs really want IMO), you cannot make them similar.
Killers-->There are so many different Killers with different strength. Like, that guy who puts down Traps so that Survivors step in it will never be as strong as that girl who teleports over the Map or that girl who is invisible while chasing people. This is simply impossible to bring Killers to similar strength Level.
Maps-->There are Survivor-sided Maps and Killer-sided Maps and this is ok in my opinion. Not to an extend like Haddonfield or Ormond, but it is fine if a Map slightly favors Killers or if it slightly favors Survivors. Also, RNG... You can have the same Map with 8 and with 12 Pallets, which makes a difference. If you would remove RNG from the game, you could balance it easier, but I think that RNG is a good thing for Maps.
I guess your point about solo swf being too different is half valid because even though I personally think there are simple steps to be taken to close the gap as much as possible, you are correct in saying that they will always be different experiences(which is a reason I would use to justify bringing solo to swf level).
Your point about killers being impossible to balance because their powers are different is kind of moot. Plenty of other competitive games have shown that you can strive for balance even among characters with varying abilities and strengths. I don't think we should just accept it and move on when we realize that a character is objectively inferior to another in terms of performance.
This point about maps doesn't really make sense because that means a priority of casual play over competitive. I think it would be relatively simple to implement maps in a way that is fair and also random. For example, if the devs could rate a tile's power rating and fill out maps to meet a specific power rating range then theoretically all maps would have similar power levels and some exciting variance still. Obviously for this to work you would also need the algorithm to factor in the strength of adjacent tiles correctly among other things. The concept of survivor and killer sided maps is archaic, maps already naturally swing in some types of killers' favor so there is no need for further incentive for or against certain maps.
Of course if the devs don't care about balance then that's all we need to know to answer this question.
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Doesn't fix the problem.
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Isn't not being a jerk good advice in general?
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@Blueberry said:
I'm copy pasting this from another thread as it's similar to your topic and I'm tired of having to respond to these same things over and over.
The post is in regards to all the second chance perks but this includes DS for your purposes as well.
Whether they actually activate or not regardless, they are still the strongest perks in the game. This is because they force the killer to play in a way that loses him the game against good survivors. It's a lose/lose scenario.
You play the way that doesn't activate any of them, essentially making you play 1 hooking each survivor one at a time taking turns which is simply non viable entirely against good survivors.
OR
You eat the DS, the Unbreakable, the BT etc and lose because you wasted time in a chase that gained you nothing while the other survivors are pumping out gens.
Against good survivors you have to do some variation of either tunneling, soft camping, or slugging if you want to win and aren't on one of the top tier killers, that's just facts. Of which all the second chance perks force the killer to do none.
On top of...he has to play around the possibility you are running all these perks...even if you aren't running them. So just the fact of these perks simply existing is giving the survivors tons of value whether they actually have them for not.
If the killer played completely "fair", none of these perks activated and the survivor team still lost, they were bad or just played terribly that game.
Anyone who doesn't think DS is in the top 5 survivors perks doesn't play both sides at rank 1 with a decent amount of hours. It is by far one of the best perks in the game and that's agreed upon by almost all the high rank community that actually plays both sides. Almost none of those perks you mentioned are even remotely as good, with BT only coming close behind DS.
Killers don't need to tunnel to win, nor is it possible to tunnel good survivors even without BT or DS. Stop applying rank 15 logic to the balance of the entire game kid.
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Blight looks like a strong killer
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574964#Comment_1574964
Its been a day. In the meantime I posted a question asking what people though, all said it wasn't a form of momentum. So, please explain to me how it is.
Farming means the killer gets a free hook state on a survivor.
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I don't think the devs would be able to design 3x as many perks as we have now.
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@stoudbaker said:
Here is my ranking based on my play style as killer & as a survivor with personal opinion ,play skills and going against said killer as a solo with 1 friend maximum with randoms....randoms will cause this to be strewed vs as a swf simce i dont play with a full swf(1st at top is trapper btw)
https://us.v-cdn.net/6030815/uploads/O6QM0HPV86Q9/screenshot-20200828-060203-chrome.jpg
https://us.v-cdn.net/6030815/uploads/DBYTVI0FSZOX/screenshot-20200828-060211-chrome.jpg
https://us.v-cdn.net/6030815/uploads/I7R4BLUTZ25W/screenshot-20200828-060218-chrome.jpg
https://us.v-cdn.net/6030815/uploads/S9D6KB7B2NMA/screenshot-20200828-060224-chrome.jpg
https://us.v-cdn.net/6030815/uploads/WIICOVX2IUCG/screenshot-20200828-060230-chrome.jpg
https://us.v-cdn.net/6030815/uploads/WJRIP5UR34NA/screenshot-20200828-060238-chrome.jpg
https://us.v-cdn.net/6030815/uploads/0MIQ4625E8MO/screenshot-20200828-060247-chrome.jpg
https://us.v-cdn.net/6030815/uploads/F6ZFVT9H0711/screenshot-20200828-060254-chrome.jpg
https://us.v-cdn.net/6030815/uploads/2BI6B12CW9U6/screenshot-20200828-060303-chrome.jpg
https://us.v-cdn.net/6030815/uploads/N5AOXSGUBOWH/screenshot-20200828-060311-chrome.jpg
Well that's unique.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1577974#Comment_1577974
I've had the game extended by about 10 minutes recently because of a kobe. That less than a minute case is probably when there are only 2 survivors left, both of them are on the hook and one kobes. In my case, there are 4 survivors alive. If one kobes, the rest can definitely be saved, especially when I am across the map hooking the last survivor.
https://forum.deadbydaylight.com/en/discussion/comment/1577988#Comment_1577988
It's not holding the game hostage because the survivor can kill themselves any time while on the hook. If anything, the survivor is the one holding the game hostage by not killing themself when the game is clearly over. Unbreakable is less of a concern to me. Realistically, while I am chasing the 4th survivor, the first 3 slugged survivors have more than enough time to use Unbreakable. If no one picks themself up by the time I down the 4th survivor and I hook the 4th survivor first, there is no Unbreakable.
https://forum.deadbydaylight.com/en/discussion/comment/1577996#Comment_1577996
People only kobe when they want to leave the game fast or when the game is already over and there are no objectives left. Your argument only applies in the first case but I am against that because using kobe like that is the same as disconnecting and that just wastes everyone's time because the killer is going to win 99% of the time. This is why disconnection penalties are in place.
Meh we all have anecdotes. Realistically, there's nothing one survivor kobeing can do against a competent killer who has everyone else hooked. Getting unlucky twice in a row is not something you should stall the game for minutes to prepare for.
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@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1578024#Comment_1578024
Yeah you are right but i think Legion doesn't need that much in his base kit. In my opinion i made changes in his base kit that were must have and changed addons that were very bad/not worth picking. I have my opinion, you have your opinion.
Right but in your opinion a purple add on should have as much impact as a pink one so...
Anyways, I respect your ideas and was just trying to point out a flaw in logic that renders your effort obsolete. These changes are all good and I hope they happen, I just would have liked for Legion to have gotten better. Weird that you point out that we have separate opinions when I did nothing to suggest the contrary.
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Stop is definitely needed, another gesture idea could arms waving perhaps signalling that there is danger close or to split up.
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BHVR would be too afraid of people farming bp by game ending themselves on first hook.
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That would be nice, they already have the UI element designed anyway.
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@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1578009#Comment_1578009
I don't think so. Legion even now is not that much addon dependent and with buffs he will be even better. And i gave the blades a new effect because they are not worth picking right now imo. This slowdown effect in base kit could be to oppressive. Also thanks for your comment :)
Idk I don't think there would be too much harm in splitting the effects, 5% basekit and +5% with add on. Having to rely on non-pink add ons to access powerful tools as killer never really made sense to me.
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Reducing the cooldown and speeding it up would be great.
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Doesn't this make Legion a bit add on dependent? I wouldn't mind seeing some of the blade effects in their basekit.
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Looks to me like a survivor complaint. Predicition: will be ignored, dismissed, and called bait
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Nah. Besides, can they ever be?
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That sounds good. It also punishes survivors who try to gen tap. Overcharge would have to be reworked though. Maybe Overcharge would make the skill check harder and more punishing?
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@PrettyFaceKate said:
I don't think we need to encourage toxicity.
Nothing toxic about a funny gesture.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/186475/crossplay-is-for-all-platforms
I would be fine with crossplay if Console players weren't at a disadvantage compared to PC players. I can miss 3 swings on Mother's Dwelling simply because I am getting like 10 FPS, while the Survivor on PC is getting 60. Switch players are even worse off than PS4 and Xbox players, they get even fewer frames.
They need to prioritize console optimization, especially in light of crossplay being enabled.
Or you can turn off crossplay and not have to worry about it. OP says your queues will be fine.
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The Entity feeds on hope.
It's funny how you're so afraid of a 39% chance to extend the game by less than a minute that you waste several minutes just staring at survivors. Big logic brain right there.
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Technically they both have counter play, people just want more counter play I guess. Personally idc about either of them, make DS deactivate when a survivor even comes close to a gen or hook for all I care. Make Deathslinger wind up slightly slower to allow survivors to react fine by me. I just think it's funny how much people fight about all this.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1577936#Comment_1577936
I've seen people say they'll DC when they see: Oni, Spirit, Freddy, Pyramid Head, Bubba, Death Slinger, and Hag. Thats a third of the killers here. I could see a survivor quitting because DS, Unbreakable, Dead Hard, Sprint Burst, And Adrenaline were banned. And I could see a killer leaving because Pop, Corrupt, BBQ, and Nurses were banned. People will get angry about anything huge like this, I still see posts whining about crossplay. "Well I need this perk more than they need theirs so this is hurting me more!", I could imagine the posts now.
I guess you're right. The community probably would find some way to complain about a perfectly even system.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1577916#Comment_1577916
Its a nice thought to be sure, but it has problems that are worth being brought up. Literally everything is a perk build, if you run 4 perks when you play you run a perk build, banning some will ruin certain perk builds. It will cause more DCs because you and I both know a survivor will leave if DS is banned and a killer will leave when Pop is banned. Ranked mode isn't about improvising what perks your given, thats how it works if these changes are implemented, which we both agree shouldn't happen.
I don't get your anecdotes about people leaving...they come in knowing that the best perks are probably going to be banned and when they do they get surprised and immediately dc? Besides, both sides are losing strong perks so why would either one be angry about losing a perk?
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1577892#Comment_1577892
But why even bother with the perks in the first place if they'll be banned half the time? What about perk builds? How will this effect queue times? How many more DCs will this cause? Theres so much stuff that could be negatively impacted.
I wasn't supporting the game mode actually being implemented, but I think it's a cool concept and here's why. The perks should still be bothered with because they act as ban shields for the next tier of perks, creating a whole new meta from their death. Plus, the devs will be motivated to balance perks more by finding out which perks are the most problematic and often banned by killers. Perk builds are for casual mode, ranked mode is about improvising with the perks you're provided and making it work. Idk how this will cause DCs, but yeah queue times would be screwed which is why this could never actually be implemented. But it could work, and I like thinking about it.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1577856#Comment_1577856
At that point why not just get rid of those perks altogether if they're just going to be banned anyways? I know how ranked play works, thats how I know meta perks would be banned.
It wouldn't get rid of those perks, it'd give the killer the option to ban the perks of their choice in a specific game mode. Not every killer will pick the same 5 perks, it'll be a matter of tactical decision making and predicting how they will play based on the perks you allow them to use. That's how ranked play works.
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I like it. Burning a mori would be like activating ultra hardcore mode for survivors.
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@CalamityJane said:
If they did the same to keys I would actually take lobbies where someone's holding one.
That's them officer. That's the killer that dodges lobbies.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577770#Comment_1577770
Most killers can’t do anything about it. You forgot trapper, pig, Myers and others btw. Regardless, that situation shouldn’t exist against any killer.
That's why those killers need buffs. Then wow suddenly there are less map problems in the game.
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I always liked the idea of the killer banning 4 maps and the survivors banning 1 map each. Forcing people to play on maps they hate just encourages dcing and makes the game more dull.
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@SCP_FOR_DBD said:
I think it'd be a better idea to just give both sides a random perk option instead of an entirely different game mode. I feel similarly about the pick and ban thing. People probably wouldn't care about perks if it was unranked, and if it was introduced in the ranked mode the only thing that would be banned are the meta perks. Concept is cool though.
Banning meta perks is the whole point. Do you have any idea how ranked play works?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1577833#Comment_1577833
But even those 2 can be circumvented.
Survivors can do something about those 2 perks. Killers can’t do anything about a survivor with DS crawling towards an open exit. They might be lucky to have a mori. But that’s it.
Survivors can't do anything when they are trapped by Blood Warden while the egc happens. They might be lucky to have a key. But that's it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1577819#Comment_1577819
It’s certainly not nice to deal with. The perk is designed to ensure you’re PUNISHED as killer at endgame for NOT having tunnelled at all during the trial before endgame.
And what's wrong with that? It's just a good end game perk, just like killers have. Did you forget about NOED and Blood Warden, which have very powerful effects only during end game?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1577719#Comment_1577719
This.
Its actually why I choose to tunnel early and mid game. I want that damn perk eliminated from everyone ASAP.
Inversely (and oddly), if there is no Obsession icon, then I don’t tunnel at all.
DS very possible presence actually encourages me personally to tunnel to avoid that exact situation at endgame occurring.
Oh no survivors have a chance to make trades in end game! this is so bad guys!