Xbob42
Xbob42
About
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- Xbob42
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Comments
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"I'm going to argue in bad faith and dance around what I'm really saying, but I'm totes open to your opinions."
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If you disconnect on the regular, the matchmaking should put a flag on your account that makes sure you're paired with an ebony mori if a lobby with one is available. The more you disconnect, the longer this flag lasts.
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Unrelated to the topic at hand, but when I don't have enough juice to blind the killer but still hope for a distraction, I'll use the last of the juice to click a few times to hopefully throw them off just enough to chase me. Doesn't happen too often because most of the time I either have already used up all my juice throughout the match, or am getting my third hook with a full flashlight and feeling like an idiot. But it usually works in the rare circumstances I can do it!
I really don't get clicking your flashlight at the killer the entire game. Comes across as something an annoying child would do to be honest. No one is impressed by your ability to play DBD, the advanced hide-and-seek simulator.
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For at least the last survivor hatch, what if you had to do X actions for the hatch to open? Like successfully have repaired a generator and unhooked or healed someone. That way you don't get rewarded for hiding in a bush until everyone dies. And if you fail to meet these requirements, it does what @FattiePoobum said and just transports you to the basement hook?
The requirement shouldn't be too hard or anything, don't need people to be top tier hardcore boys just to use the hatch, but having contributed at least X much (and have different sets of requirements, like if you didn't do any gens but won some long chases or unhooked a lot of people, all that would be fine, too) before being able to use it would encourage survivors to do better.
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I think any time your aura is revealed, you should get a notification. Killers and survivors alike. It should say what's affecting you. If you use decisive strike, the killer gets a notification that they were hit by it. If ruin is killing your generators, the game tells you. Playing around something that might not be there should be viable before something actually happens, but once it has been triggered, it shouldn't be devastating to anyone to let the afflicted person know what caused it.
The "counters" all mean the survivors waste time whether it's there or not. You're basically running this perk whether you run it or not. Is it OP? Maybe not on its own, but the impact it has on each and every game is. It gets its benefit just by existing in the perk list.
And yes, the survivors have a bunch of broken perks as well. If second chances were dollar bills the survivors could buy a mansion on the moon. And yes, they're likely much better than BBQ, but two problems existing don't cancel each other out.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1481287#Comment_1481287
The problem is this community has the opposite affect. Look at everyone here, we present some video evidence that shows maybe there is a problem, and generally a lot of people think there is, and whenever anyone posts evidence, they go "saw a true video, didn't watch" They literally see the popular streamer, and then ignore evidence solely because of who it comes from. A literal logical fallacy:
Which is especially funny, because if someone who literally plays the game for a living is having trouble, how are normal people supposed to stand a chance?
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Mobile honestly feels like a more advanced version of the game, outside of the obvious fact that playing on mobile sucks. If you can come up with all these cool and useful features for one platform, bring them to all platforms!
Of course, it kind of seems like they built mobile completely separately, so I imagine it was easier to include these options, at least to some extent.
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@ins0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1481285#Comment_1481285
Small correction there - you don't win anything as killer, if you mori all the survivors; you actually "lose" because the entity will be displeased you did not sacrifice them. So if you use the mori you basically lose yourself the game, whereas if you bring a key or a map, you ensure everyone gets out and not only "win" but also pip more consistently.
This situation is very indicative of the way the developers and especially the "balance team" see things.
That's an entirely different set of problems. I've de-pipped as a survivor after somehow 2 of us turn around a losing game and escape after finally getting 3 gens on our own. For as meaningless and irrelevant as the ranking system is, it still feels demoralizing to have the game tell you you did a bad job despite succeeding the best you possibly could have.
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@IMhereRUN said:
I don’t think anyone doesn’t know he can move around the map quickly. But the power is only weak because it has these conditions:
-The Demo had to be in that area before to place a portal
-Only active portals can give you killer instinct benefits
-Survivors typically close active portals, because it’s tactically smart to render him to a basic 115% movement.
Ok, now let’s look at Shred. Shred attacks can only shut down most loops, if the survivor allows it. The Demo would have to have a perfectly straight smooth pathing to do this as (aside from a few spots like fronts if cars) he can ONLY Shred completely straight.
Demo isn’t a weak killer because of his powers, he’s only weak because they’re too easy to counter. Against decent average survivors all playing solo, Shred is best used mindgaming. Perhaps you’re baiting a Shred to get a free M1 because cancelling it has a very short cooldown.
Everyone has their own opinions, but based on the 23k hours I’ve played this game here’s what I can say that is fact:
Most of the time, Demo has to take a basic attack hit. If you’re Shredding all game, you’re playing weak survivors that just havn’t played against Demo enough to know his counterplays. I play everyone, Demo included. I don’t think any killer is weak, just some that are weaker than others. IMO, Demo is very close to the weakest.
Was that a typo? 23k hours? That's over 2 and a half years of playtime!
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@ins0 said:
Not necessarily adding to the discussion regarding addons but killers aren't supposed to make the game enjoyable for survivors.
The way the game works currently pushes killers towards a toxic game style if they want to win. If you want to not have to deal with Moris, then ask the developers to remove all the 2nd chance perks the survivors get, ask them to balance said perks, ask them to remove the hatch and keys..and to start balancing the game for SWF or remove SWF from the normal matchmaking pool and just leave it for solo players.
I hardly ever use a Mori but I will use one when I see what looks to be a SWF using keys/ maps/ a flashlight on every member or gen rushing toolkits. More often than not (90% of cases) it turns out I was right and they are the tbagging, clickyclicky boys who talk trash in post-game chat regardless if they won or lost. So far, that behaviour is encouraged by BHVR with no sign of curtailing it. How about killer fun? are SWFs worried about killer fun?
Well, yeah, I'd definitely want the game reworked to where the big rare add-ons offered more interesting and varied tactics rather than just popping gens in 40 seconds or killing everyone after one hook. Some of them absolutely do, but a lot do not. It feels like fueling the flames rather than fixing a more systemic issue to have items like Mori in the game (at least the iridescent one, the one that allows you to murder the final survivor is within what I consider the expected power range of add-ons) because it just completely wrecks the balance of the game. We talk about how this perk or that perk is overpowered, but you can literally bring an item that quadruples the chances of you winning the game, all on its own, with no extra skill or thought required. I think that's the most boring solution to what could be really interesting tools.
And I definitely think survivors have too many second chances. You already start the game with 3 lives, baseline, with unlimited free heals from teammates (when I first started I legit thought you needed to have a medkit to heal others) and items you can find on the map, if you start without one. It all just feels built in such a way that the whole thing starts to come across as wonky and weird, I wish I could describe it better. The more you know and the better you get, the more "off" it all seems. At least, that's been my experience.
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@Todgeweiht said:
You mean Ultra rares? Most of them are not overpowered in the slightest. They are usually gimmicky and try to offer different playstyles.
The only ones that need addressing are the one that you mentioned and the iri head. besides those, every other ultra rare is fine.
Yeah, I just call them all iridescent but I guess ultra-rare is much more accurate.
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@Pawcelot said:
The new graphics will make it worse for killers. Not to mention that the performance and FPS might drop for every player across the board, with consoles suffering tremendously from the new graphics.
The game seems extremely poorly optimized right now. It looks like a very mediocre PS3 game on my PC at max settings, and uncapping the FPS I get maybe 100 or so. "That's a lot," you might say, until you realize in a game like this with tiny maps, limited graphical fidelity, low res textures, minimal particle effects or anything really spectacular graphically going on, all with just 5 characters, it's like the same (or slightly lower) FPS I'd get from a much bigger game with better graphics and more people playing, be it Call of Duty, FFXIV, Resident Evil Resistance, Destiny 2, Remnant: From The Ashes, etc. There's no competition, when it comes to map size, graphical fidelity and player count, Dead by Daylight is by far the worst optimized game I play.
If this is an update to the graphics that also coincides with optimizations, we might actually see performance go up across the board, because something about how the game was originally designed really hurts performance for no discernible reason.
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It would also be helpful for newer players. As a fairly new player myself, the game doesn't really indicate (in a way that I cared about while new) the massive difference between a broken key and a non-broken key.
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This game really confuses me. In the video above, the comments on this very forum were about his "critical mistake" of chasing a guy for an additional 15 seconds, and that's why he deserved to lose the game. But here we see multiple people with their thumbs up their butts for 2 minutes is overrated. Which is it?!
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I think I'd like a rework to the core mechanic of repair to encourage survivors to work together.
Currently survivors are at their weakest when split apart, at least for the vast majority of a match. Get four survivors on four different gens spread as far as possible, and it's just a nightmare to deal with.
What if you repaired generators significantly slower solo? At least when everyone is alive. If someone dies, everyone else can repair generators a little faster solo, so it doesn't become impossible or anything.
But if you worked together and tag-teamed generators, it'd be dramatically faster, but more risky.
As it stands, it's technically faster on a per generator basis to repair as a team, but at a higher level it's SO much faster (and safer!) to just be by yourself in a far corner of the map holding M1 and dealing with super easy skill checks.
Another alternative is much more frequent and much harder (increasingly difficult) skill checks as you solo repair a generator. Can still be beaten with higher levels of skill, but still presents an element of risk and pressure whether the killer is there or not. There needs to be more match-wide pressure for survivors, so they never feel completely safe or out of harm's way.
I've also been thinking about the Entity playing a bigger direct role in matches, blocking off generators if it gets "mad" that they're being completed too quickly, same as how it blocks off abused windows. Remember, the Entity is supposed to be working with the killer, so it could be a potential solution.
Obviously I think any one of these things could potentially be a positive move and am not recommending all at once, as that would completely bork the survivor game, but I think these would slow down high level survivors who are working together (by not working together) while still leaving the less skilled survivors virtually untouched, since they tend to gather on gens or crouchwalk the map more.
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@Booper_Of_Snoot said:
Normally its because of connection, or the wiggle glitched right as you were hooked, causing this. its purely visual, and everyone above rank 15 knows that
That's great and all, but why does it still happen? Glitches like this aren't unfixable. I can see it not being a top priority, as I said, it's not a huge deal, but it seems odd. You'd think they wouldn't want a really big obvious glitch like that.
Also it appears it's not just visual, as pointed out by the person above you.
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Good items being RNG is a really bizarre mechanic, that perks are also RNG gated is comically odd design.
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@Halun said:
https://forum.deadbydaylight.com/en/discussion/comment/1476515#Comment_1476515
Lol you absolutely can balance around voice chat. You do so by making it's use irrelevant. So no bonuses gained from perks if you're using VC, and no "losses" if you aren't.
The issue is that they clearly weren't considering VC when they developed certain perks. And if they were? Then I have no idea what they were thinking.
Uh, bonuses to perks by using VC are only a part of what makes VC so powerful. The information and strategy increase alone puts it eons above non-VC, and that's before perks are ever factored in. That's why it's an unsolvable problem. Best you can do it minimize the benefits, but realistically you just can't.
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The survivors are supposed to work as a team, so I'm kind of partial to the idea of gens repairing significantly slower if you're repairing them alone (so you're not at maximum benefit by having the survivors scattered to the four winds each solo repairing a gen at the start of a match) -- with the caveat that solo repair speeds increase each time someone dies.
I don't know if it would actually fix anything, but I think it would result in a game that's much more in line with the spirit of the concept instead of the quasi e-sports shenanigans it appears to have become. Hell, it'd even be lore friendly. Could talk about how having someone there to hold a bundle of wires out of the way while you repair is more efficient or whatever. Extra hands and all that.
Obviously repairs are already faster as a team, but it's really a detriment to be doing that early game in most cases, which is completely bizarre given the nature of a team-based game about working together to survive.
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I mean if mistakes should lose you the game, getting hooked once should be death. Don't like it, don't get hooked.
But since it's one team (killer) vs. another team (survivors) then the entire survivor team should instantly lose if anyone is hooked.
See how unbelievably unreasonable and ridiculous this sounds?
This dude has thousands of hours in the game and he's being critiqued for "wasting" a few seconds. How the [BAD WORD] is anyone that isn't a goddamn basement-dwelling neckbeard supposed to stand a chance if we need to be on this insane level to pressure gens in a few minutes? Not only that, but it takes time to travel to a gen, and you better hope you're going in the direction of a correct gen.
And that's all assuming the survivors are both predictable and easy to deal with.
There's an insane amount of pressure to do everything absolutely perfectly while the survivors basically sit still and M1 in place while hoping their friend can keep your attention for 15 more seconds. And for what? If you never commit to a chase, you're not getting kills. Yes, there's strategy and there's a time and place for when you do what, but expecting absolutely pitch-perfect gameplay in the first 2 minutes of a match or the other team auto-completes over half of their victory condition is patently absurd.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1476137#Comment_1476137
The guy who is the head of balance from that time is actually still in his position. They still have the mindset that that patch is a good idea.
Unlike you, I think the devs are capable of learning from past mistakes. You keep on harping on about that patch for another 2 years, though.
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@Oicimau said:
Every platform is full of toxic players. The one with most toxic messages will be the one with the easier way to send message. This is the aftermatch chat, on PC.
So, PC is the most toxic cause the aftermatch chat is an invite to talk (bad or good things, usually bad).
I dunno, most of my matches end in "gg" or maybe some light complaining about this or that perk or something. Have only seen a few people be real jerks, but people typically don't engage with them.
Not saying it doesn't happen, I know for a fact it does, it just doesn't seem as widespread and ubiquitous as I was lead to believe.
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This is sort of an unsolvable issue. You can't prevent people from using voice chat because that's ridiculous. You can't balance around voice chat because tons of people don't use it. An in-game chat/voice chat could help but would introduce problems with how utterly unhinged a part of this community can be, which would cause disturbances mid-match.
Maybe a limited ping system could help?
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@NuclearBurrito said:
If they have the skills to back it up then is it REALLY cocky?
You should look up what the word means. Because it's clearly not whatever you're thinking.
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While I find camping to be generally unfun to play against and to do myself (standing around staring at someone on the hook is way less exciting than chasing people) I can definitely understand why you'd want to turn one hook into 3 hooks (thus a kill) to slow the game down. Sometimes the gens feel like they're popping every 30 seconds when I'm playing killer. Meanwhile I get hooked as a survivor and all my teammates are just crouching in random corners sometimes across the map. It is what it is!
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Have Unbreakable and Decisive Strike both cause exhaustion (or maybe a new debuff similar to exhaustion) and make them unable to be activated if the other was used recently.
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@[Deleted User] said:
Francis York Morgan would make an excellent Survivor, idk about the Raincoat killer.
Yeah, Raincoat Killer's not nearly as strong of a get as York, but I think he could have some interesting and novel mechanics, even if he's actually kinda similar to the Huntress.
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As a fairly new player (I got this game when it was new, but didn't really get into it until last week) I agree. I have no idea where or how I mess up sometimes, both as a killer and a survivor. Being able to replay a match and see what other people did vs what I did would be huge.