Warcrafter4
Warcrafter4
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- Warcrafter4
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2779517#Comment_2779517
If someone else gets off of the gen while you are on it the gen will block, regardless of if you're still repairing it. That's the entire point of OPs post and while before it was fine, since the perk was terrible, with it being far less terrible currently that's an interaction that may need to be changed.
Isn't the game of chicken kinda the point of the perk though?
Plus this is irrelevant if survivors are spreading out on generators like they are supposed to...
So I really don't get the point of nerfing it.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2779815#Comment_2779815
Or they can just admit it they screwed up and revert it
How many years did it take before they admitted the phase 2 hook mechanic was horrible? I still recall a Q&A where someone said 'When will it be changed? It PHYSICALLY HURTS ME!' and the dev's reply was 'Well, we thought of it, so we like it.'
What I'm trying to say is that they don't ever admit their mistakes. Even glaring obvious ones.
They have admitted a mistake a grand total of one time before and it was due to survivors being unhookable.
One of the previous patches effectively made survivors unhookable due to a change in the "Save" mechanics with flashlight and pallets and they had to hotfix revert it while admitting they screwed up.
So hopefully this will be their 2nd time admitting it...But I doubt it.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2779660#Comment_2779660
Perhaps it’s the map designs that need fixing and not the perk itself.
The issue with that is that no map is designed around falls giving survivor wiggle progress and thus this causes issues not only on specific maps but entire map realms such as red wood maps both having forced double fall spots.
More and more of these spots are being found every day on nearly every realm that has a 2+ story tall building in it.
So its a perk they'd have to literally warp and balance the game solely around it just like old Balanced landing; causing them to redo every single map in the game....Or they can just admit it they screwed up and revert it.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/307332/boil-over-its-too-unbalanced
I'm sure RDP will get a hook in the library. I think that's the only place it's abusable. Everything else is skill based at that point. Not sure why they didn't already put a hook in RDP's library to be honest.
Both Red wood maps have force falls if not double fall spots(Based on hook spawn RNG).
People have been finding new unhookable spots on several maps everyday.
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@OnryosTapeRentals said:
I don't think it's possible for Haddonfield to be worse than it currently is...
How about a breakable wall at every house enterence and all doorways now have a window!
The sad part is its actually likely to happen given the previous reworks.
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I think that they should be the same as they are now...But ONLY for the killer.
Meanwhile survivor's version would be changed to 33.33% chance so they'd need 3 of them to always get the right map and all 4 to override the killer's map offering.
Killers only use maps for niche builds and forcing survivors to burn multiple maps would mean less both making it harder to sustain and limiting their other offering options.
Aka no petrified oak stacking without a risk of map offering backfiring.
But if worse comes to worse just disable them for both sides.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2774474#Comment_2774474
The really annoying thing is that there is a lot about the mid chapter that I like.
The new audio is stellar.
Dead Man's Switch is almost viable on the right killer/build.
Amanda's Letter isn't complete garbage anymore.
But...man. Boil Over is, on it's own, making me like this game less every time I see it. At best, it's annoying as hell. At worst, it allows a team to completely take a match hostage.
The issue with boil over is the same issue pre-nerf balanced landing had:
You have to design the game around the perk or else it breaks the game.
Maps literally aren't designed around falls giving wiggle progress(Let alone some double falls).
To give you an idea of how bad this is; in order for the current Boil Over to be fair they'd have to rework nearly every single map in the entire game around this perk not just the current offenders as new ones are being found hourly.
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Once you get the broken mirror you'd need to take it to the other white glyph in the basement without getting caught.
You can then escape with it or not it doesn't matter for the first tier's challenge.
It will no longer break once you finish it and you can choose to escape with it for a lot of extra BP but you don't keep it as its a copper bordered item.
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Either make the base speed 200% of what it currently is or do what @NoOneKnowsNova said and make it have instant regression + gen tapping removal.
However knowing the developers if they have to change it they will do with the easiest option aka just a regression speed increase hence my vote.
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Maps were never designed around falls potentially giving survivors wiggle progress and the developers didn't update them with that in mind.
This was going to blow up one way or another as the 25% wiggle progress from falls is something you're forced to work around while designing/updating on every map.
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You play a game with a handicap(Only having 3 perks) for only a chance that noed will go off during the end game if survivors didn't defuse it before it ever spawned or before you hit someone.
It has 2 massive downsides that very few other perks have a single one of.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2773648#Comment_2773648
The community is bad for wanting a killer from a franchise they like in Dbd?
The issue is FNAF FANS DO THIS EVERY FREAKING YEAR REGARDLESS OF EVIDENCE...
Personally I used to be indifferent to FNAF joining but the sheer amount of spam the FNAF fans have done to this forum makes me not want FNAF to ever get in.
As for the poll I'd rather just see another classical horror franchise be in the anniversary such as the Xenomorph or the Predator from Aliens with their respective survivors.
We have an eldritch monstrosity being in the form of the entity but no alien/Eldritch killers which is just kinda weird.
Or alternatively a new original chapter as it would be less restrictive from a gameplay perspective for the developers then a licensed killer would allow.
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The swamps are one of the highest variance maps in the game;
You either get a lot of pallets/vaults in good spots or they all spawn insanely spread in the middle of no where.
Its very much a relic of the old swamp before it was shrunk.
This is also why hatch is so glitchy on the swamps as its still using the original unshrunk spawns instead of new ones for the current size.
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@DeadHardMan said:
What confuses is why they haven't announced a new project. They have 850+ people, there's no way even half those people are working on DBD.
They have tried other projects its just they have all crashed and burned very quickly such as Death's Garden.
DbD is effectively their only successful title.
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@AngyKiller said:
This would be abused the exact same way the old 'Survivor can't die if camped' thing was abused. Or it was 'Survivor dies slower'. Can't remember.
Needless to say; this would be abused the exact same way.
It was both as the devs tried a lot of anti camp features but survivors abused every single one of them.
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/2766498#Comment_2766498
100÷5=20 then multiply that number with 4 because you need 4 survivors to even play so it is 80% which means that it is pretty ######### balanced.
Actually if you'd want to avoid long survivor queue times you'd need more realistically a ~70%/~30 survivor to killer ratio as survivors can get out of games and re-queue before the killer is out of the game.
This is because killers need all survivors out of the game before they can leave it.
This means that a pure 80/20 split will always cause long survivor queues.
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@illusion said:
Ruin being an S tier perk is under the assumption that it stays up for a decent amount of time. If it gets cleansed early, bad luck, but extremely valuable if it stays up until late game.
https://forum.deadbydaylight.com/en/discussion/comment/2767698#Comment_2767698
He doesn't have a tier for "Niche" perks, only "weak niche". Those are niche, but not weak.
I don't blame you for not seeing it due to the low picture quality but there is a / in-between the words weak and niche.
/ usually means and/or.
So the tier is for perks if its weak AND/OR niche. Iron maiden being in that tier is an example of that.
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Just looking at the list it seems like the list has quiet a few perks pushed up a tier because the bottom tiers ran out.
I mean how in the world is "Hex: Thrill of the Hunt", "Monitor and Abuse"(core on some killers but useless on the rest aka niche), "Agitation", and "Hex:Retribution" not all niche perks? Just to name a few.
Edit: Aka take the positions with a grain of salt due to perks being pushed up.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2765869#Comment_2765869
They are probably playing around DS. Doubt it is anything personal. You learn really quickly as a killer not to even give the chance anything funky to happen when your victory condition has already been met.
That and also possible flashlights/flashbangs the other remaining survivor might have as well could prevent the killer from picking them up for the same reason as DS.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2765776#Comment_2765776
https://us.v-cdn.net/6030815/uploads/K3B80FIBRPT5/screenshot-20220122-213218-chrome.jpg
This was 5 years ago you couldn't block players back then and you can't do that now which makes your statement, indeed, a fallacy.
Did you even read his posts?
He literally brought up how an external program was used early on to actually block people and how big of an issue it became for good players.
He even shown evidence of it! From a forum moderator no less!
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Remember the moment the last generator is done the killer has no reason not to face camp as there are no generators left to patrol.
So...Ya its pretty self explanatory.
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Its simple:
MMR rewards face camping as kills are all that matter.
This is literally what happened with billy(Back when he was the best face camper) during the last time they tried a kill/escape based match making system.
Yes this bad match making system ISN'T EVEN NEW. It's actually just one of their old systems.Yes I will bring this up because it means the devs have learned NOTHING in the years in between when they tried and failed last time.
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I don't see why survivors shouldn't share items/add-ons/offerings.
Also why should the killers be left out so let killer's share offerings(Add-ons wouldn't work for obvious reasons) while we are at it.
We need to reduce the grind somewhat and simply making survivors share everything but perks and killers share offerings would go a long way towards it.
Plus being honest it is thematically kinda silly that survivors a player owns don't share items given that they all group up out of game anyways(at the bonfire aka the lobby).
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2762034#Comment_2762034
???
You can track boons via sound, it is not difficult, if you are near them, find them.
You can also see them if they previusly were hexes.
The issue with boons is they are too strong and snuffing again and again take away too much time.
I know that but I was trying to prove that THEY were wrong about fixing maps would fix boons.
There is literally no way to fix maps to fix boons which was my point.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2762019#Comment_2762019
Again, it really doesn't.
Shadow Step is a perfect example of the current state of boon totems as a whole; its core effect is perfectly balanced, its secondary effect needs slight looking at but seems to be fine, and its main problems have far more to do with specific problematic maps or totem spots, not what it actually does.
The fundamental issue with fixing map spawns is that totems aren't designed around both sides needing to interact with them.
This results in one side getting totem's being fixed for them breaks them for the other side.
Example: Easier to find/snuff boons means easier to find and break hexes. Aka it fixes boons but breaks hexes.
Also remember how many normally good for the killer totem spawns ended up causing immortal boon totems because the killer couldn't interact with them?
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Healing speed debuffs are countered and rendered irrelevant because of CoH not the other way around.
As long as CoH works as it currently works healing speed downs won't ever matter.
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Can I just point out that despite clown being the 6th worst killer in the game THEY ARE NERFING HIM!
I am just flabbergasted at the sheer mental gymnastics needed to make NERFING ONE OF THE WORST KILLERS a reasonable idea.
Mind you I don't like playing as or against clown...
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Kills without context are meaningless to the point that it was abandoned once already.
One of the first ranked systems was almost entirely kill/escape based and it was reworked because the devs themselves admitted that kills don't indicate skill.
So I fully expect this system to get trashed here sooner or later just like it was before.
I am not mad at the current MMR more disappointed that the developers learned nothing from trying this before.
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For as much as I dislike the current version as this is literally just an old version of ranked that had already failed.
I like the idea of MMR just not when its implemented in one of the single worst ways imaginable(No other MMR is solely kills/deaths based for a reason) let alone when said way had already failed in the past meaning they didn't learn from it.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2755996#Comment_2755996
Exhaustion perks being more niche is a good thing imo, because exhaustion perks are always going to have a strong effect.
I never said being niche wasn't good just that its as niche as Balanced Landing(Aka your equally as likely to get them to work) but its objectively weaker the Balanced Landing as Lithe lacks a secondary effect while Balanced Landing does have a secondary effect.
I feel like Lithe would be more viable if it had a secondary effect like: "Your rushed vaults are always fast vault while not exhausted."
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Lithe is my favorite exhaustion perk too but map spawns and the killer your facing as it can render the perk either unusable or actively detrimental to attempt(Vaulting VS Pyramid Head for example).
While very well designed its just too niche to be general use and is a worse niche exhaustion perk then Balanced Landing.
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its one of the few add-ons that punish people for needless BMing the killer making it more or less a KARMA add-on in a lot of games.
(Joking)So of course survivor mains hate it!
But being honest it probably shouldn't be able to mori a survivor with over 50% stalk remaining(But you can stalk in T3). This would mean Michael would have to stalk you to mori you.
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Before I'd be a bit sad but given how broken Dead hard is with validation causing game breaking bugs such as eating killer powers:
Stopping the power early, stunning victor, Preventing pallet breaks from power, being able to body block huntress hatchets, and ext.
I can't blame the developers for removing it from the game if they did at this point as its just became a problematic perk in both the design side and the technical side.
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@MrDardon said:
Demo will never get nerfed. He is the most beloved Killer in the came and it's always fun to play vs him.
People said the same thing about Billy...
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The main issue with the huntress hatchets is that they are valid hits its just depending on the pose can make your hitbox wonky especially when injured.
As being injured changes your model's pose but not your hitbox.
When injured if someone hits only your character's face while your running you won't take damage as the front half of your character's head is ahead of your own hitbox due to being hunched over.
However this also causes seemingly missed hits to land because its hitting your hitbox but not your model as your hitbox is still unchanged one despite being hunched over.
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The sheer amount of hacks people try to pull when they think I can't see them is honestly astonishing.
I mean the sheer amount of times when they start a chase sprint bursting then I see them sprint burst(Or sprint bursting after using Dead Hard) again in the same chase the moment they fail the mind game at shack alone(Through the cracks in the wlls) or any kind of cracked wall is just kinda sad at this point.
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I'd want to say yes but given how long DS took... DbD will probably be dead long before they ever touch it.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2745983#Comment_2745983
Not sure how much you can get rid of someone literally shutting the game off, though. The person just pinging out of existence isn't helpful, but since the game is so reliant on the client to tell stuff like "where are you" and "what are you doing", they'd pretty much have to rewrite the whole thing to just... leave someone standing around.
Or dump all the processing on the Killer end or something, and imagine how consoles would take that.
I was unclear with my comment and I am sorry.
I was agreeing with you about DCs counting as hooks to get rid of "tactical" Disconnects as with my pop example you'd still get pop to activate despite the survivor disconnecting.
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I agree with disconnects counting as hooks.
They should just do it to get rid of any possible "Tactical Disconnect" left in the game as being able to deny a game winning pop can be the difference between a 1k and a 3-4k.
I'd like to give solo queue survivors a teammate DC effect(Such as 25% total BP) but every time I think up of one I realize how much greifing it would encourage.
Edited for clarity.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2743255#Comment_2743255
How….in the world was that whataboutism? I’m just trying to figure out why survivors have to complete an extra objective to get the crown while killers get it immediately. That’s it. You’re acting like survivors should have nothing good and if the devs do one thing that benefits them, you automatically think the game is survivor sided.
...Did you even read my original comment at all?
I flatout said why in the first freaking sentence with added clarity in the 2nd.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2743210#Comment_2743210
Couldn’t you say the same thing about killers AFKing?
How is that relevant to the discussion?
You're comment is just whataboutism.
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@GannTM said:
5th year anniversary event required survivors to escape with the crown but killers get it by default. Yeah, every single event is survivor sided.
I can't overly count that given the crowns only worked like that because survivors would have run to the killer to hook suicide the moment they got the event item...
Like they had done so many times in the past with collection events.
So its less "Killer sided" and more of "Survivors you did this to yourselves".
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Holding the game hostage is preventing the game from ending.
Bleeding out makes the game end so its not holding the game hostage let alone when its the survivor's own faults for said bleed-outs.
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@jamally093 said:
He not in tier 1 and he had dark devotion but the obsession was down quite a while ago so he was slugging he didn't have tinkerer but some how his terror radius is none existence he had no perks that decreased it.
Do you know if he was using an oblivious perk such as Hysteria/Deathbound/Hex:Plaything/Hex:Retribution?
Those remove your ability from hearing the terror radius while afflicted by whatever action activates them.
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I do it a lot because sometimes I just have a hard time conveying what I am trying to say properly.
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@Emeraldwing said:
https://forum.deadbydaylight.com/en/discussion/comment/2740259#Comment_2740259
They're both horrible, but I don't think it's fair to compare Cawthon's negligent homophobia with Salva's very active and intentional pedophilia.
https://forum.deadbydaylight.com/en/discussion/comment/2740270#Comment_2740270
Yeah, I get your point. Scott was far more engaged with his community than Rowling probably ever was. Just look at the Fazbear Fanverse Initiative. It only made all this drama so much worse. I wonder if that perception will change once Scott officially announces his successor for the franchise.
I wasn't trying to say they were a fair comparison just that Jeeper's Creepers is the only publicly known banned franchise so it was the only example I could use.
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@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2740243#Comment_2740243
Yeah it's been politics than homophobia stuff it's been all over the place when I just asked a question if Security Breach could increase Springtrap's chance of getting in lol.
Given that Jeeper's Creepers is banned from ever joining DbD because of the actions of the director its not unreasnonable for FNAF to be banned for similar reasons.
Aka the creators actions could make any popularity irrelevant for them joining.
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Mine would still be The Forlorn from Dark Soul 2 as out of all classical horror monster types DbD still lacks a Dullahan.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2737001#Comment_2737001
there's a hook just up the ladder, and several on the sides. It's likely that someone is using Kate's perk and if you don't have a good memory, you're going to miss the chance to hook,
Boil over gives the killer the red boil over debuff icon which doesn't exist in the picture meaning the survivor doesn't have it.
Also what ladder?
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@El_Gingero said:
It’s weird. I don’t know why everyone is going on about that video as if it proves anything to do with power balance between the two sides. It literally just shows that a particularly talented individual who plays the game full-time as a career, and has a history of setting and achieving against-the-odds challenges, can do well in solo queue if they sweat, even with a handicap.
Doesn’t that already go without saying? 🤯
Yep and remember this is OTZ aka also the first guy(If I am remembering correctly) to successfully complete no hit all boss kills DS2 live.