Warcrafter4
Warcrafter4
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@Riif0 said:
20x5 yes because there is 5 gens... = 100 seconds.. you will still say "not a big deal" but one gen make 80s do be done.. so if its not a big deal why the games take like 20 to 30 minutes to be done?... it should be finish after 400 secs (6minutes)...
Legion's inherent slowdown is mainly why as you're forced to mend for 12 seconds so legion getting multiple hits off on you're team takes a lot of time.
As for thana its main weakness is that its less effective on generators that are already worked on.
It might be up to 16 seconds per generator but if 4 of the generators are half done thana at full power will only slow their completion down by 8 seconds.
So the time it takes for everyone to get injured also reduces thana's effectiveness on everything but the very last generator;Which might still have completion on it before full power so it may never be at full effectiveness on any generator.
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The swamps have been wonky for a while given that they can spawn "Fat Shame" spots(Spots were survivors can pass through but not killers).
They are also repeatedly for me spawn the hatch half inside of trees or rocks with completely glitched out audio enough that you'd need to be physically touching them to hear them.
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The de-sync is getting worse each patch which is what happened to your friend.
Legion was hitting you properly but what was on your screen and theirs was different.
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@LegendaryLee said:
So I recently brought some new players to the game and they were excited to try a new type of game experience and enjoyed it for the most part. That was all until we ended up against a dedicated hook-camping killer. It really ruined the experience for these new players as it was anti-fun and on top of that, the person who got hooked (playing that game for really only 3 minutes) lost rank progression for getting hooked only once (as I'm sure we all have at one point or another), essentially being punished for not being able to play the game.
I'm not one to complain without solutions so here are some concrete solutions (with some tweaking) that I think could solve two parts of this problem.
The first part of the problem is the camping itself. Since we don't have the ability to make the killer leave the hook, I think the answer is to instead make them have to be there longer for the same result. I propose that if the killer is within x distance of the hook (not terror radius since some killers/perks can lower radius), the rate that the hooked survivor is sacrificed is slowed based on how long the killer stays within that distance. The rate returns to normal once they leave but to prevent resetting this degradation by stepping in and out of this range, make the rate never reset for that specific hooking but only apply and accumulate within that range. This does two things by my logic: it either tells the killer to back off a little and hunt other survivors, creating a window and space for teammates to rescue a hooked ally OR if the killer is dead set on claiming that one life, it will give the rest of the team enough time to clear more than enough gens to end the game faster and give some merit to the grief the hooked survivor faced; that's way more satisfying then what the current situation allows. This should all be visual to the killer as well as to give them a visual cue that their style of play could cost them the game. This will be a major help for lower-ranked players who are learning the game and do not have the answers to hook camping and will encourage play from the killer that is more interactive and fun. Lore-wise, I think it could be interesting if the killer's prolonged proximity to the Entity could be a source of interference of sort.
The second half of this problem is de-ranking to this toxicity. It seems entirely unfair for a survivor to lose a pip after not being able to get unhooked (which they have no control of at that point) through two hook states. More importantly, it's a second source of grief from a game that you had to sit through and essentially not play besides smashing the struggle button on the hook for god knows how long: it's no fun without a doubt and why do something that's not fun- that feeling hurts the game. There will be some who say "just don't get hooked" but sometimes it's unavoidable and, for new players, getting hooked may be a certainty. I propose, in line with the previous change I suggested, have the hooked survivor accumulate points based on how long the killer stays within the x distance proposed earlier on the basis that they are sacrificing themselves at that point to occupy the killer's attention. Could it even be reasonable to give them some sort of assist points for every objective completed while the killer occupies that suggested space? I think something along these lines could be very healthy for the game as it's bad enough that you got griefed by a killer but the fact that the game itself then penalizes you further; losing a pip is minor but it feels bad and this shouldn't more than it already does.
The third idea I have is separate from the previous two but utilizes principles from the first part. What if there was a perk that filled up a token (similar to something like detective's hunch) that allowed the hooked survivor to unhook themselves and give them endurance so that they could escape safely. The condition for allowing you to use this perk is that the killer stays within x distance of the hook for however long we feel is balanced. This is a simple idea but I think its existence alone could be a deterrent for this behavior.
Thanks for reading, I'd appreciate some thoughts and input on this. This is a great game and I'd love to see it keep getting better.
Slowed hook based on killer proximity was tried TWICE on PTB's and survivors(More specifically SWF) abused it to badly it never left said PTB and had the entire idea abandoned.
For the second one camping is not toxic and is a strategy as said by the developer's multiple times. Why you don't get a min black pip and some BP if the killer is close by for 80+ seconds is something i'll never understand either.
For the third one look at the reasoning for the first one for why this is an awful idea that will never be added.
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@Marigoria said:
All these people are hilarious saying how it isnt bannable because it's a survivor perk...
Wake up was a bannable and is a survivor perk.
Some people really have victim complexes.
From what I remember wake up was never bannable.
In fact its a bit infamous for being a non-bannable exploit.
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@meowzilla69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2148835#Comment_2148835
Like deathslinger’s addon that would be a welcome change.
Iri coin has been an objective design failure for years now as the game itself just doesn't support its design.
So why would they want to repeat the same mistake?
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@glitchboi said:
Please.
I get that Billy was just a "better Oni" but Oni still has tracking potential and lots of other things in his kit Billy doesn't have. Plus Oni has better turning. There was absolutely no point in changing Billy's base-kit. Please bring back old Billy (but don't bring his old add-ons back, they were scuffed).
Being honest Oni always had a better snowball potential then Billy as well due to said control/no wall bumps/AoE attacks/Faster instant downs while Billy was more consistant then Oni.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2149334#Comment_2149334
iirc it's for doctor
It has the trapper's mask's smile and nothing signifying the doctor other then his left handed arm(Which is weird for the doctor whose right handed).
I think it would need a bit more machinery/wiring and electricity for it to be a proper doctor skin.
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He's a low A due to not longer being able to over cap slow down like he used too and still lacking lethality.
He's still however an above average killer due to having anti loop and mobility baseline.
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If how undying went in forcing survivors to do their side objective totems is anything to go by then no this game will never have alternate objectives.
Despite how much people may claim to want more objectives for survivors all evidence shows to the contrary.
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@Kebek said:
Tbh billy right now is not that great, he's not bad by any means and C tier is a bit of a over exaggeration but I can understand where he's coming from.
Billy, just like myers, without any addons with new overheat get severly overshadowed by newer killers like Oni or Blight. They just do things he does significantly better.
Imo they should make overheat into a risk mechanic insted of a punishment. The higher it gets (50%, then at 75%) you start to get bonuses like increased chainsaw speed, charge etc or all together. That way you on purpose increase your overheat to get a chance at crazy plays with better stats and if survivors manages to outplay you, you fully overheat and go on massive cooldown.
That would make overheat actually fun mechanic for both sides insted of unnecessary annoyance.
So turning the over heat mechanic into an overclocked mechanic?
If so then I'd hope they would make it remotely worth while given how reluctant they are to actually buff him or his add-ons(Like changing his worthless perk addons into things like extra speed while overclocked) It'll be a cold day in hell before that happens.
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@T0thLewis said:
https://us.v-cdn.net/6030815/uploads/2857ACLDJ6SA/image.png
Tell me about it. Matchmaking is abysmal, how is this fair?
That looks more like a SWF smurf squad trying to use a low rank friend to game the match making to get easier games.
Mind you this can happen naturally but its quiet rare compared to SWF doing it on purpose.
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You're complaining that you were so much better then the killer that the killer lost EVERY SINGLE GENERATOR before they downed you?
What is a good survivor game to you if that's not it?
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I mainly just feel like you should only be able to mori someone who has 50% or less stalk on them just so one survivor feeding Michael doesn't get their teammates moried who didn't feed Michael.
I'd also allow it to enable stalking in tier 3.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2145463#Comment_2145463
I will check it out. thanks
the error code was 8012
If I am remembering correctly I think thats the same error I get when steam go down mid match kicking everyone.
So its probably something on sony's end instead of the game servers.
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The doctor is a noob stomper.
His advantage is that he has great detection and a minor amount of antiloop/stall.
But against most players he's very average due to his lack of mobility and lethality both of which counter balance his advantages.
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I never understood avoiding bad perks in the blood web given that taking it early makes the entity spawn faster to get to the next one faster.
This is along with getting it 3 times removing it from the pool so you're more likely to get what you'd want.
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I feel like #3 would be a great addition to the two green tape add-ons as they serve no real purpose as of now.
A harder to use shocks but a better tier 3 if you put a survivor into tier 3 while in a chase(Usually by using said harder shocks).
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Ok lets look at it from this angle:
Your team failed to complete the generators in time.
You failed in racing the killer to the hatch/scouting out where the hatch was.
So I have to ask these questions:
Why should your 3rd chance after failing both you're main objective and your 2nd chance to win via hatch be easy?
How many times must the killer successfully stop your objectives until you admit the killer has earned their advantage in your absolute last chance?
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MoM is a perk that probably should never have been released given how its deisgn makes it either oppressive or completely useless because it can breaks two fundamental rules of the game(once active: Immunity to one shots/3 hits needed in a chase to down them).
It needs a complete rework more then a buff if its ever going to be allowed to be good.
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@notlonely said:
As a survivor main I keep asking myself why would anyone ever hard tunnel. I can understand face camping, but I really can't comprehend tunneling. If I'm really angry from a SWF match I just play Spirit or Hag sweating a bit and I chill, so I don't really think anger causes tunneling. Why do you guys think certain killers tunnel?
Because its effectively impossible to win with one or two gen(s) left unless you tunnel someone out of the game out of the game or pull of a 4 man slug.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2141957#Comment_2141957
What other responses would you suggest? I’m open to editing it if possible.
I'd say making it 2/2/1.
1 and 4 should stay for yes.
The current no should stay and have a 2nd No to nerfs but something else like buffs to the killer or just saying no because fun is inherently subjective(Aka fun for some unfun for others and changing them for the unfun crowd hurts the fun crowd).
Remember the twins are considered to be boring because of the slugging/camping and nerfing them won't change that but buffing them to make tag teaming viable if not outright the best strategy would make them less "boring".
Also the twins are fun for some and unfun for others and thus the potential nerf coming for the unfun crowd could kill the character for the fun crowd.
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This is a very baised poll given that there's 3 yes options 1 no option and other.
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@daggersnight said:
Better chest drops? All my chests have been only giving me brown or yellow items even with an full item hunting build. Don't know what you are talking about.
A lot of people are reporting a lot higher quality drops this patch and most noticeably keys.
I like the better normal items are dropping and so have others as my red rank games have survivors opening nearly all the chests and most have yellow/green items in them.
I don't like how many keys are dropping but that's more of an issue of why are keys in there to begin with.
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Pig's focus on the instant death party hats makes their add-ons either completely useless like the utility blade or razor wire.
But if they aren't useless they are insanely unfun such as the tampered timer and the crate of gears or last will(More annoying since someone gets a party hat twice).
I'd rather have her add-ons buff her stealth/ambush then her party hats/boxes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2141478#Comment_2141478
I'm not close to leaving the community, but I am close to taking an extended break from the game, especially if this isn't fixed soon.
Sometimes, I make misplays, but other times, the game seems to be working against me and it sucks to know I was doomed from the start. It's incredibly frustrating to look at my old clips and see old problems go unresolved and have new problems pile on to an already prevalent issue.
This is my biggest gripe with playing DbD but killer more so then survivor:
I's generally speaking fine when I lose because I got out played.
It makes me want to take another break every time I lose because the game couldn't stop glitching out.
Also using the plaid flannel standing still and watching my teleport spot icon spasm out while being accurate to where I'd blink to.
Or just more annoying ones like Heart attack blight which if you reactivate your rush in the last .5 seconds of its slam duration your screen blackens and you get the exhaustion scream.
But continue to rush while making the scream and darkened vision with every slam until you stop rushing.
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Elodie solely because of her scream is deafening.
I try not to have biases against characters because of people who play them.
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Object of Obsession because I don't use it on moral alone.
When the rework to make it less horrible to go against comes out I might start use it though.
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DbD is truly a trail by fire game and is also why not that many people stick around.
The game is also becoming very dependent on teachables for normal builds which further punishes new players as no new universal/generic killer perks have been added in a long time and most of them aren't very good anymore.
Also for survivors there are a few noob stomping killers like The Legion and The Doctor who aren't very hard to beat but will slaughter noobs VERY quickly.
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Its understandable why a new player will be having trouble with the Doctor given that he is a notorious noob stomper along with the Legion.
He is fairly average outside of stomping noobs due to his lack of mobility and lethality.
He might get hits slightly earlier but he still needs two hits and W is strong against him like all other non mobile killers.
Also his detection might be strong but running away if you notice him coming for you after he hits you extends chases by a lot as his lack of mobility balances out his chase/detection upsides.
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Technically it wastes more survivor time as you'd have to redo the entire totem again but practically there's no reason for it unless you're out of position for a quick down.
Also the killer might have noticed you first before the person on the generator and got tunnel vision making them not notice the generator.
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@Adjatha said:
Because survivors say they want alternate objectives to give the game greater depth, but the second one goes into the game (and at the cost of 2 killer perk slots), they complain endlessly until it goes away.
Which is why you will be holding M1 on a generator from now until the end times.
This pretty much sums up the issue and why we won't ever get a true alternate objective for survivors.
Also as for an alternate view on it is that the devs nerfed undying because they don't want hexes to be relevant.
Undying made totems a very relevant mechanic and with its nerfing along with the reversal of some totem spots on the map reworks(Such as the hill totems being on the top again instead of hidden in a corner) along with the complete lack of any new totem spots on said map.
These show that devs don't want totems to matter in the game.
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Nope its considered respectful as its a tribute to the killer.
It can also be viewed as giving a killer a minor victory as survivors lose their items when the killer beats them so giving up your item shows respect to their ability to beat you if the game played out differently.
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@Mistikus said:
they have said on one f thier stream that hwen thay creating survivor they are picking some who is form time where is technologi to know how to repair genarators so i doub it will ever happen
I'd ironically would think an ancient Egyptian survivor would work then as they did invent the first known steam engine even if they mistook it as being a mere toy.
Imagine playing the creator of said engine whom the entity took before he could spread his findings of its real practicality.
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@Irisora said:
Those perks already exist, they are called BT, MoM, and DH. Oh and soulguard.
Isn't Dead Hard countered BY exposed and not the other way around?
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If we are talking from a purely technical perspective then its Killer.
The reason being is nearly every bug in the game minus a select few negatively impacts the killer's gameplay:
Nearly any sound bug makes the killer have a harder time tracking the survivors.
Any visual bug can make the killer lose a survivor mid chase due to needing to constantly look for an ever moving target they may try to hide at any moment.
Any interaction bug like the hook ones that still persist to this very day can mean the difference between winning and looking as a survivor who barely gets hooked and a survivor who gets to break out because of the interaction with the hooked being bugged makes the world of a difference.
Finally killers have more moving parts and more exclusive parts to them meaning they are more likely to become bugged compared to survivors...I mean just look at nurse who still has bugs from her nerfing from last year.
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Welcome to DBD one of the only major games without a post match summery data for the developers to look at to find hackers!
No seriously most games have match data points for developers to look through to find hackers.
This is not a video recording but more constant player locations on the map like X,Y,Z which lets devs look to see if players are moving impossibly fast/teleporting/flying and status variables like how long Exhaustion has left/how much HP they have and if it changes in normally impossible ways.
DBD for some reason doesn't have this despite it being a standard for PvP games as a reporting system against hackers is useless without it.
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The main issue with this idea is that it relies on the survivors not knowing what are the meta maps along with them not having the perks to abuse any of the maps on any of their characters(Survivors can switch characters to get meta builds but Killer's can't).
So while it may work in low ranks it will fall apart the moment meduim/high rank survivor choose the most survivor side map or the least killer side map meaning the killer will always be at a disadvantage with this system.
This would also make maps like Hawkins' Lab/Sheltered Woods become unplayedable as no survivors will EVER vote for them.
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These are in two seperate perk categories catagories making this vote weird.
You have agitation and iron grasp which are carrying distance perk.
Then you have the anti bodyblock perks such as starstruck and mad grit.
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@Yords said:
Make it base kit and allow you to mori the last survivor if you have gotten 10 hooks while still giving you the points you would have gotten by sacrificing the last survivor normally.
The good old cypress mori(Which I always surprise survivor mains by when I bring it up as most ones even in red ranks have never seen it).
I still don't understand why its still an offering and not a basekit feature given its inherent uselessness.
Anyways for the main discussion I'd say just make it so you can mori someone after you have hooked all survivors AND have a total of 5 hooks would make it more usable/balanced.
This would also keep it inline with Devour hope which has similar(But less restrictive) requirements.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2127060#Comment_2127060
- The reason people want Spirit to be harder to use is because she is the 2nd strongest killer in the game, her map mobility and chase power and unrivalled by most of the roster (this is the same reason people want Freddy nerfed)
- Nerfing one killer to be harder to use really won't affect the queues that much, the people who don't like the nerfs will simply switch to a different killer
- The majority of the cast simply aren't effective against good teams, there is a reason Nurse, Spirit and Freddy are the only killers you see at Reds
- This point is pretty much invalidated by the existence of 3rd party chat software and Freddy, both are stupid easy and give massive rewards for little effort
None of that really matters to how strong she is for how easy she is.
Survivor's powers aka perks and items generally speaking have a skill floor lower then the spirit and yet can be more powerful then her.
So should we apply that logic to survivors and make all meta survivor perks as difficult to use as their strength would dictate?
Also easy but effective killers are there to get new players into the game and given how high the turn over is for new killers... It WILL hurt in the long run.
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I don't feel like deer stalker would be necessary basekit if the devs could ever permanently fix the sounds of downed/dead survivors.
It more feels like a bandaid fix to a recurring bug rather then a permanent fix to the issue.
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@GannTM said:
She has no counters and is easy af to play. Something needs to be done with her.
I still don't understand why being easy is a bad thing?
What do you want the survivor queues to be even longer?
To have the killer side to have a healthy player base you do need simple/easy but effective killers.
If everything that was easy wasn't good the game would crash and burn HARD!
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Ghost face while having no slowdown in his kit unlike pig also has no downside for activating his stealth other then its cooldown when broken.
Also I find the exposed while niche is still on average stronger then pigs' alternate lunge due to being able to 99% it.
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Remember it would only take a fraction of the time if everyone did bones so realistically all totems can be cleansed within ~45 with 2/3rd of the time being the the last person moving from their totem to the last.
Totem cleanse times as a team are literally 30 seconds as multiple people can do it so your calculations are wrong because its a team game with up to 4 times efficiency.
Aka bones are slow only because people don't do bones!
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The answer is... It depends on what's going on and whom your facing's strategy.
For the good:
Camping against people who have dive bombed every single hook? Camping is a great way of punishing them.
If you have a survivor hooked in a 3 gen? Patrolling of the generators is also in camp range.
Is it end game? Then what else are you exposed to do?
For the bad:
Camping against gen rush squad(2+ toolboxes)? Camping will probably lose you the game if they are good/have even yellow toolboxes.
Camping against a stealth/blendette team? Nope they aren't going to be near you anyways so camping is pointless as they will try to sneak to the generators.
Camping the first hook? Usually not as you don't know what type of team you're facing and if its any team but hook divers/swarmers then you lose.
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Somehow with the twins being nerfed into the ground (with even a with an undocumented nerf aka shadow nerf to boot of charlette losing collision after 30 seconds of taking control of victor) I am not overly surprised they would nerf plague who has one of the lowest play/kill rates.
I really do hope its a bug but the demo/twins changes tell me its intentional.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/2118202#Comment_2118202
As much as I respect McLean, that's 18 posts, and I haven't seen signs of Almo or Peanits in quite some time. Almo I'm sure people can guess why, but Peanits I have no clue.
I noticed that Peanits stopped posting as much shortly after the live stream where he corrected(I forget who) either McLean or Almo on something and they clearly weren't happy about it.
Anyways I do hope the developers read this and consider making at least the survivor reading part of kindred baseline.
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The all survivor see each other's auras while someone's hooked part of it should be baseline I agree.
I feel like the killer aura part of it should be added into dark sense and maybe alert(Or just give alert a 5-10 second aura reveal when someone is hooked) as well instead of being made baseline as its a very powerful effect if you know how to read its information.
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The reasoning is simple:
The developers don't want people to play the killer anymore so they nerfed them into the ground and make them as unfun to play as possible so they don't have to deal with them anymore.
I mean its what they tried to do to both nurse and billy to get people to shut up about them. Both had changes to make them horribly unfun to play and they have been weakened enough for the developers to ignore them.