YOURFRIEND
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Her awful hitreg makes her feel so so bad to play
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Yeah I'm pretty sure they suffer from severe operational bloat. You can't just throw people at something and expect it to be done. You have to have an effective organizational structure.
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I'm sure they'll nerf tombstone and buff some irrelevant addons in a bizzare, out of touch way.
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@Mandy said:
The buttons are not "dummy buttons" first of all, they flag the match so that we can see it really took place.
The video evidence for hacking/cheating is definitely required, and we do not ban unless there is very clear evidence of the cheat.
(edit to add: could also have found a key in a chest on the map, this will not show in the end screen).
You understand it's an absurd burden to expect everyone to record every game in order to have something done about the folks that ruin their games, yes?
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Realistically, they'll give BT base and give killers nothing at all. Don't be ridiculous.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2766685#Comment_2766685
Alongside completely stopping the exploitable aspects of CoH, it would completely ruin Shadow Step and Exponential, which would quickly become laughably terrible perks there'd be no reason to ever run.
It'd also be abandoning the intended counterplay to boons instead of fixing the current flaws with that counterplay, but that's a separate discussion.
Boons don't have counterplay. That's the crux of the whole problem.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2767027#Comment_2767027
Well, part of why the specific change they've mentioned is such a good idea is that it doesn't cannibalise those perks or items. They'd still get far, far, far more info from the aura-reading abilities in the game, this just helps them get brought more in line with the generalised callouts a SWF team can give.
But yes, it is a buff. It's just important to remember that the point isn't just to buff them for the sake of making them stronger, and so the next move can't be to blindly buff something else in a continual arms race, it needs to be done carefully and with the actual point in mind.
Considering that it takes them eight months to a year to change anything significant, I don't think anybody has to worry about power creep, or an arms race as you term it.
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Hollow knight is one of the best games I've ever played. I went into it expecting nothing at all and was blown away.
I agree that solo queue is fine. I escape maybe like 30% of the time? But I always have fun playing survivor regardless. The escapes feel ancillary.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2767007#Comment_2767007
In this instance yes, I think more net information for solos would be enough of a leg up that some other things would have to be changed to keep pace. It's just important to remember that while this will improve things, the intent here isn't to buff something weak - it's to close an information gap that makes balancing the rest of the game tremendously more difficult.
So, it's not a case of "one for them, one for us", it's a case of making sure the entire game feels better for everyone, and is in a healthier state for future balancing decisions.
Closing the information gap IS a buff, regardless of how much you apparently don't want it to be. There are items and perks that survivors sacrifice that give information, if that information is freely given then ya, that's a buff.
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I dunno why people keep trying to make legion into an entirely different killer. It's frustrating to read. I think most of the people that play them enjoy their play style and just want some minor buffs and quality of life improvements.
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How's the "looking at" of ghost face and legion going?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2766992#Comment_2766992
In this instance I think it's fair to say the changes to the overall game's health would include things that help out killers too, yes, but you can't assume that all changes the game would need can be boiled down to buffs or nerfs to """either side""". Sometimes it won't be that simple, and it may not be in this case! It might be that the changes made aren't strictly buffs or nerfs, and something that benefits everyone rather than one player.
Game balance and design is much more than just buffing or nerfing things.
Yeah, I agree completely with buffs to one not necessitating buffs to the other. Like when folks say "oh yeah boons can be relit so hexes should as well". Like that's ridiculous, the two things aren't remotely equivalent.
However greater information would be a huge blanket buff to survivors in general. It's gotta come hand in hand with something for the other side precisely because it's a big thing. Maybe bigger than you think, depending on how much information is presented and how slowly behavior rolls out changes.
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@jesterkind said:
I'd caution against assuming that game balance works that way- that "one side" gets something, so the "other side" must get something too. It's not really that simple.
That being said, if there were some things changed to make the killer experience smoother, I'd probably be looking in the realms of bonuses to healing and repair speeds. Those values are fine without any perks or items changing them, but there are quite a few things you can stack quite aggressively to boost them. That, or maybe just survivor and totem spawns, those things could be looked at for the benefit of everyone, not just killer players.
It's exactly that simple. Survivors have been getting the lion's share of buffs and exemplary perks all last year. Combined with MMR, the killer experience is getting more and more hostile all the time. Anything that positively affects survivor efficiency and gen times is gonna be problematic because it's already close to a tipping point.
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So was the game a completely impossible struggle versus the godly and omnipotent legion, as sluzzy would have me believe all survivor games are?
Or was it just a game versus legion, a c-tier killer?
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Yeah! And then those pesky survivors couldn't load up on all those exhaustion perks! Sprint burst+dead hard is a great combo and really hard to deal with.
Oh wait. These things aren't equivalent at all. This just butchers killers and does nothing to survivors. Feels like you might have some sort of agenda here.
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I had a hook grab get aim dressed into a hit on the hooked survivor. Very frustrating.
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@dugman said:
Just for reference here’s what they actually said about nerfing add-ons and the Twins
@hikarun (Japanese) - "Why do you nerf some add-ons for unpopular or weak killers?"
Players at different skill rates perform very differently using different killers. Twins are a great example of this- at low and mid MMR, they're terrible, while at high MMR they're absolute monsters. Some of the highest kill rates in the game come from Twins, so further buffing them doesn't make too much sense, since while it bolsters their performance at low to mid MMR, at high MMR it would make them even stronger, which then wouldn't make sense. Nerfing them may seem cruel, but the add-ons were influencing their ability more than they were comfortable with.
Also it's worth noting they did buff some add-ons this patch, too.
Also, all add-on changes this patch took no programmer bandwith- they were number changes that could be done by the designers themselves, instead of needing to recode something. Things like Alchemist's Ring get brought up a lot, and the reason this wasn't included was because it would need a programming change, which the programmers didn't have the bandwith to deal with. Things are still on the radar.
The addons they buffed are irrelevant.
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@NerfedFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2763012#Comment_2763012
They are indeed unbalanced and data proves it. It seems like you don't understand something if you think dbd should cater only to your tastes and ignore everything else including actual data
There are so few twins players that their data doesn't have enough of a sample size to be accurate.
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It was pretty funny to watch so the excitement and interest leave Patrick's face as soon as he had to talk about killers. Body language speaks reams.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2762257#Comment_2762257
Alright, dude, whatever you say.
I will say this: I never thought it'd get to the point where the whole "white knight" nonsense can apply to literally any disagreement on the internet. Truly, we've come so far since the old days.
I'd say shameless dev apologist instead of white knight, but that's just me.
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CoH was given the slightest slap on the wrist. It's still insanely strong and you'll see it in every game.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2761362#Comment_2761362
I'm not sure what you're referring to with that first part. I agree, but where's the relevance to this topic? The infinite re-blessing is clearly not a flaw, the idea of a back-and-forth where you keep snuffing and the survivors keep cleansing is a good one, the problem is that CoH is too strong and some totem spots make that a nightmare to actually try and do.
As for your suggestions, that might be a touch too far, but I can see where you're coming from. The problem is that you don't want it to be unusable without a full healing build, you just want full healing builds to be less absurdly strong with them, and that's why I think things like a universal cap on self healing speed is a better idea.
Not averse to a brief cooldown after snuffing, either, that's fair.
Of course infinite reblessing is a flaw. Just because it's intended doesn't mean it's *right* or how things should work. The back and forth you talk about is fictional. You don't have the time to be snuffing totems over and over in a match. It just doesn't happen. If there's one boon somewhere you're already going to go yeah, you can snuff it once. If there's two or they're in a place that's inconvenient to patrol then focusing on them at all is game losing.
In that (regrettably common) circumstance the killer doesn't have any counterplay to the boon and the survivor has free infinite healing for their entire team. The risk/reward of the thing is heavily skewed. So yeah the conception of the perk is flawed. It hampers killers that are already suffering even more.
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@Peanits said:
To go into details on that a little bit, removing them is not as simple as selecting tier 1/2 of each perk and pressing delete. In order to reduce each perk to one tier, you'd have to update the bloodweb to support it (and additionally, add support for any already-generated bloodwebs that contain perks below tier 3). Likewise, the perk tiers would have to be removed from the UI wherever they appear, and any place a tier 1 perk could appear (e.g. In the Shrine), you'd have to update it to show the tier 3 version of the perk instead.
So while it sounds very simple and can be said in a couple words ("Remove perk tiers"), it would actually be a substantial amount of work.
As for why it's not a permanent solution: Each time new content is released, not only does the amount of perks increase, but the number of characters you need to unlock all those perks on increases as well. Since you have two different factors increasing here, the grind is increasing exponentially over time, not linearly. Even if removing perk tiers would make it manageable for now, sooner or later it would catch back up and become a massive grind again. We've made changes in the past to reduce the grind, such as reducing bloodweb cost/size, adding additional perks to bloodwebs, etc. While these worked great in the short term, the grind always caught up eventually.
Would it reduce the grind pretty significantly for now? Yes, absolutely! But if we're going to spend a bunch of time on something to fix the grind, it makes more sense to spend the same amount of time and work on a permanent solution instead. (And for what it's worth, we do have something else planned for it!)
Long story short, it's not to shoot down the idea of removing perk tiers. It would reduce the grind, absolutely. It would just take as much time as a more permanent solution.
If you can recode nurse entirely, surely you can do this.
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@Peanits said:
Heyo, opening this up for feedback and adding some context: The reason why we end up with a lot of "Soon" answers is because we take the most upvoted questions. In the past, we've cut questions that we aren't able to definitively answer, but we received a lot of complaints about skipping and dodging questions. Of course, like you've mentioned, some things either aren't planned or aren't slated to be released any time soon.
Our POV is that even if we aren't able to give the most satisfying answer, it's better to acknowledge the things people want us to talk about most than stay silent on them.
Genuinely, if you (or anyone else) have any suggestions for how this could be done better, please let us know. I'd be happy to change the way we do things for next time, but it's a tricky situation since there's a balance between taking the questions people want to know the answers to and picking the questions we're able to answer to.
Okay. An example:
You talk in general terms about organizing perks and a different way to select and organize them and offer zero specifics about what you're looking at. You say you don't want to be made liars.
Why is this a concern? You've paid lip service to being transparent and honest before. Do so. Simply be open with what you are experimenting with, with the caveat that it may not happen. Be honest about it. I know you think folks can't handle it, but I assure you people will tell others that nothing was finalized and to cut you some slack. Give it a shot. It'll go better than you expect.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2761071#Comment_2761071
How much do they pay you for permanently white knighting them? I could need some extra income as well
Your boy is campaigning hard for moderator status, then to parley that into a cushy job at Behavior Interactive.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2761133#Comment_2761133
History shows that the community does not accept this either.
I don't care what "the community" thinks, as though a disparate group of people were some horrid hive mind. Ridiculous. I care about what is right and what makes sense. Answering questions that you have the answers to makes sense, being able to be attentive to which of those questions people are interested in also makes sense. If people can't see the logic behind marrying those concepts, who cares? They're wrong.
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No, OP, to answer your question. There are many many people in the world and any given thought or opinion you possess is certain to be expressed elsewhere.
What you mean to post is "Here is my belief, please validate me". Try that next time. It's more honest.
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@GoodBoyKaru said:
sick im not needed anymore
https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989
community: "stop cherrypicking the questions!"
devs: *picks the questions people upvote, despite the fact they already know the devs cant speak on them*
the community: "omg cherrypick the questions so you can answer them already"
Are you familiar with the concept of a middle ground? Filter the most upvoted questions through their ability to actually answer them. It's that simple.
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This is absolutely nothing, and they know it. Just throwing the bare minimum to killers.
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If you're gonna force MMR on us, you have to let us interact with it.
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I like tofu, but trying to be an enlightened centrist toward a fundamentally flawed and overly simplistic system is just dumb.
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Sprint burst doesn't dictate how I play as killer. I've never hit somebody with Sprint burst and had the hit refunded. Nobody's ever used it as an ersatz third health state; I don't have to plan my entire strategy around it
So yeah, I'd happily take Sprint burst over dead hard. Don't be absurd.
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I don't understand what one has to do with the other. One broken perk means there should be another? That's bad balance philosophy.
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I prefer survivor, but I play both roles and it seems to me that killers frequently get the short end of the stick. Seems to me they need advocacy, so I advocate for killers.
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This thread is all over the place. Are you ironically complaining about ubiquitous perks? For what reason?
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@jesterkind said:
In my opinion, that's completely backwards- the problem with Dead Hard is that it has two strong effects; dodging a hit, and making distance to a loop. Having both is far too strong, so one should be removed (or, y'know, toned way the heck down). The question is, which one?
Well, DH to dodge a hit is counterable. Sure, if they use it after failing a mindgame it's rough, but if they're trying to react to your swing it's possible to bait it out and exercise patience- especially if you're playing, say, Wraith, who has a power-fake that can force the DH out.
How does one counter DH for distance? You don't. There's nothing you can do about it.
I'd rather it have the fair, strong but counterable effect, personally.
Gotta get rid of the invincibility. It's uniquely exploitable to the hacking issue endemic with this game. Auto dead hard scripts are more common than you'd think. It's a vulnerability that doesn't need to exist.
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Eh. I only play B-D tier killers. Survivors aren't voting away clown and I only run off meta perks, so disable away. I'd honestly take it to not deal with four dead hards every game.
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@Aven_Fallen said:
This would remove one Survivor Perk from the Meta, which makes it even less diverse than it currently is. Because there is 0 point in running Iron Will if it does not reduce Grunts of Pain by 100%.
And nobody would run No Mither with 100% reduced Grunts of Pain either, since the Downsides of this Perk are way too big. No Mither should reduce Grunts of Pain by 100% anyway, without any swap with Iron Will. It would still be a bad Perk, but at least one Perk Slot is freed up.
No it wouldn't. It'd just free up a slot for Circle.
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No it's definitely your internet, friend.
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@GoodBoyKaru said:
bhvr: reduces grind so new players can get to the point of old players faster.
community: BUT THIS MEANS THAT MORE PEOPLE CAN GET TO THIS POINT
why the ######### are people complaining about this
what the #########
"Community", or just this guy?
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Yeah, that's fair. I don't talk trash like ggez she stuff like that. I'll make fun of people for their tired meta load outs but that's about it. Excepting folks telling me to commit self harm I don't really mind.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2747607#Comment_2747607
yes! The devs announced Legion and Ghostface are the next killers getting changed. Legion is the most problematic killer I hope they get improved
"Problematic" in what sense?
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Only killer I give up vs. Just pointless to try, a good nurse eliminates survivor agency.
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Yeah, it'd give the killer *something* at least.
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Terrifier is really awful aside from that diner scene. I watch a lotta low budget horror flicks and it's just bad.
All hallows eve, the movie Art was first a character in, is really really good though. One of the best C-horror movies I can think of.
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Doesn't need a rework. Just a couple buffs.
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I've been running it with blood echo and green pin on legion so folks stay injured for longer then five seconds. Otherwise it's hardly a hindrance.
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Hoo buddy. These are all over the place. I'm sorry that bamboozle inconvenienced you one time, maybe.
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That's why I do not 4k at all costs.
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Scenic..... Ohio?