YOURFRIEND
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Gotta bring green button nowadays to keep people injured for longer than four seconds nowadays. Thana is a dead perk on everyone but plague and blood echo, which was never really good, is just pointless. Which is a shame considering that dead hard is a certainty.
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https://twitter.com/OtzdarvaYT/status/1479469096739774469?s=20
https://twitter.com/OtzdarvaYT/status/1479466221091315714?s=20
https://twitter.com/OtzdarvaYT/status/1479463573948620812?s=20
The intent was not to illustrate that the game is anything sided. It was to illustrate that killers have to sweat and impede survivor enjoyment in order to win consistently. Yall are as bad as behavior just looking at numbers without context.
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If there's a very good survivor that's playing really cleverly I'll often throw a match to chase them. It's fun. Give em a single nod of respect on the hook, trundle over to the exit gate to harass the other survs and let somebody get the unhook.
Course you feel terrible sometimes when nobody bothers to unhook, but that's dbd.
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@jesterkind said:
I think the term would be 'classist', instead of 'racist'.
That being said, since our dear Billy's story is more of an inversion of those tropes, I'd hesitantly say it's probably fine to specifically invoke them with the name.
Hillbilly isn't a class, it's a cultural identity.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/303861/would-you-still-use-deadhard-if
Nope. I would not use it if it had a token system. Dead Hard is a skill based perk. To limit its use on top of that would make the perk less useful over other perks that don't have the same limitation. Don't forget that Dead Hard causes exhaustion for 40 seconds. Survivors have to not run for that long every time they use it to be able to use it again. Putting pressure on survivors is one way to stop that from happening. Not only that, if you keep chasing the person who used it they will stay exhausted for as long as they have to keep running. A token system for DH would ruin the perk. There is nothing wrong with it as it is. Killers complain about it because they think they are entitled to a hit that was avoided by it while completely ignoring the fact that a perk had to be used to avoid that hit.
"Oh no, I got outplayed *E*. Whew, glad I had all that skill"
Rinse and repeat, eight or more times per match.
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@voiceofguns27 said:
I can't tell you how many times I still get trades on pallet drops when playing survivor. Playing killer, the exact opposite applies.
This is confirmation bias. You remember what benefits you at the moment, forget the others.
The killer can hit you before the pallet is at the halfway mark. If you initiate the drop animation and the killer swings, it costs you a health state and a pallet. If you drop it before the killer swings, then you get stun. This is intended behavior.
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Speaking as someone from a rural Kentucky town with a population of under 3000, hillbilly is perfectly acceptable.
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Survivors would just use the tunnels to magnify the efficacy of holding W. They're essentially big long straightaways across any given map.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2737147#Comment_2737147
It seems to be abit of a exaggeration tbh
It's an intentional exaggeration for the sake of attention. They know better.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2737525#Comment_2737525
The question isn’t whether low platforms exist and you occasionally step off one, it’s how often that happens and then the Boil Over four second wiggle causes you to lose the hook. You’re not going to lose the hook every time you lose four seconds, many hooks are in the 5-10 second range.
I have no idea if Boil Over will be good or meh or overpowered, I’m just saying that in principle it might be ok on most maps assuming there aren’t too many instances of it giving escapes.
Overpowered in certain circumstances is going to be frustrating to players. Especially when survivors decide which maps you get sent to. The game should have as little frustration as possible, *consistently* for both sides.
If i get facecamped a few games in a row, I'm probably going to stop playing for the evening. If I get sent to eyrie, rpd, haddonfield back to back vs. survivors in a group that are using perks that forbid me from progressing the game..... I'm probably not playing for the rest of the evening.
Both of these situations are frustrating, but not necessarily overpowered. Neither of them should happen and perks/killers that enable them should be mitigated.
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Some buffs are good, others are bad. Blanket statements are always going to be incorrect.
Like boil over doesn't need the drop bonus. The other buffs are ones I've wanted for a long time.
Circle of healing singlehandedly obsoletes every other healing perk in the game on top of giving unheard of autonomy to solo survivors. No single perk should make a suite of others pointless. This is an obvious design flaw.
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There is no logic, only raw data.
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Ah yes. Lithe buffs. Feels needed.
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@Peanits said:
I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.
First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).
We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.
As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.
With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).
But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.
On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.
If you were trying to be transparent, you'd give more concrete statistics and context for those statistics. You're paying lip service to transparency and throwing out numbers randomly and at whim. Of course people are going to draw random conclusions from that. They don't have the whole picture.
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I think we all know the MMR criteria are awful and lead to horribly inconsistent matches
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2733642#Comment_2733642
It doesn't tho.
If you were that close to losing a survivor, you probably already lost them anyway, unless you were directly in front of the hook. 15 seconds is still plenty of time to get to a hook.
If you're so worried about it, use Agitation. Its not even a bad perk.
It is a bad perk in a world where gens get done if a chase lasts longer than thirty seconds and maps are littered with safe loops linked to one another, coupled with breakable walls and dead hard. There's not really room for it as a standalone perk if it doesn't compliment the rest of your build. And yes, a second is very frequently the deal breaker between hitting the hook animation and not, especially if survivors are taking hits for one another. Which is more common nowadays, since health states mean very little anymore.
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...... What? All the footage I've ever seen of VHS makes it look like you can wail on teens all day and they're fine.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2733642#Comment_2733642
Play survivors then, or maybe try civilization?
But in all seriousness. If survivors gonna be the power role maybe try switching. I did and it's a lot less stressful. Only play farming killer now to get BP, a lot more fun.
Hmm? I play both roles. I play survivor until about 9pm when queue times get long, then I switch to killer. I'll always advocate for killer because they are the minority in the playerbase and devs are neglectful of their experience.
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I've never used pinky finger despite being a clown main. If I wanted to play an instadown killer then I'd play one.
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@Advorsus said:
It's literally 1 second difference and to get that full one second you'd have to hit the great skill checks, it's not really game breaking. There have been times where the difference of someone wiggling off has been milliseconds, but I don't see this really happening all that often to where it feels any different as killer.
But real talk guys... We don't get QOL changes that often. So when they happen, chill or they'll take away our bucket 😂
A buff is a buff. One second makes a difference quite a lot of the time.
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Yeah. Give the survivors an M16.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2733383#Comment_2733383
There is no need to be rude, the intent is to fix the bugs, not to shift them around, of course I don't assume it's going to be perfect, but that's the reason why there's a PTB for it.
I'd say opening with a statement implying that I don't know how to read is pretty rude, chief. But I'm not tryna get banned. You have a great day.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2733276#Comment_2733276
She has to be recoded almost completely, as stated in the notes.
Yes, I am literate. Good looking out. You're naive if you think the recoding won't come with a spate of bugs though. I'm merely being pragmatic.
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Did they actually fix them, though? Or merely shift the bugs around?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2733145#Comment_2733145
The hell does Operation Health mean to you?
To me it means code optimization that allows for greater flexibility in the future, not necessarily balance changes.
They fixed a suite of nurse bugs. Maybe. This is not game health, it's one killer. An operation health would encompass sweeping changes to optimize netcode, hitboxes and fix bugs that affect *every* killer. They'd have to devote a chapter to it. Quit trying to deceive yourself and others. It's gross.
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No, that's awful. It's gotta be something active. Safe unhooks fits thematically with Jeff, do that.
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It is absolutely not, but excellent gaslighting attempt.
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These are rather pathetic.
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I thought the lightborn thing was a meme.
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@AnneBonny said:
yeah this just isn't a very interesting update. the bubba masks pissing people of is really dumb, of all the bs in this game to complain about that's what gets people going?
It got content creators and Twitter going. As we all know, e-personalities are more important than you and me.
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@BubbaDredge said:
In survivor lingo "boring" = "not easy enough"
Why play a multiplayer game against unstoppable killers if you don't want to? You can play a single player game on easiest if you need some excitement. Maybe something with bots, turn them all the way down and you'll have all the fun you can stand.
But this is a multiplayer game. Sorry if the other team wins sometimes, did you forget to press E for a second chance? Poor baby.
This is not really what OP is saying, even though I agree with you outside of context. They're saying that the iri addons are uncreative and literally, boring. And vastly undertuned when implemented.
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@Dino7281 said:
I don't really care about addon changes. It kinda makes sense to nerf overused addons and buff bad addons.
If they would nerf basekit, that would be issue. Looking at Wraith...
You can't nerf something just because it's used frequently. You have to look at *why* is it used frequently. Context is just as important as raw numbers.
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What precisely about them appeals to you? It's a handful of nerfs and tepid buffs to mediocre killers and some potentially powerful survivor perk buffs.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2729173#Comment_2729173
And here it is. Example #1031 that even the worst Survivor perks in the game can't get changed without someone blindly insisting they'll be busted.
It is adding a lot to a bad perk. Maybe too much.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2729129#Comment_2729129
did they? flask of bleach got nerfed by 1% (and pinky finger needed a change so im fine with that one), but then robin feather got a nice buff to make it even easier to throw a bottle, m1, and catch up very quickly because of hindered + stbfl
Yeah. 1% is 1/5th of the total value. It's a lot, comparatively on what I consider to be one of his best addons. The feather addons are pointless. The duration of the slow is longer than the cooldown between bottles so you can keep survivors intoxicated regardless. Sometimes I'll run double feathers to machine gun bottles for laughs, but it's not actually useful.
Pinky finger? I don't care, never ran it. Cheap add-on.
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@Rizzo said:
The Developer Update is not the PTB patch-notes, it's a showcase of some of the changes that are coming, but it doesn't cover all the changes that the PTB will have.
It's certainly indicative of their priorities, which is rather sad.
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@Superyoshiegg said:
I feel like the 8% nerf on Marvin's Blood is going to be completely negligible, and may result in you needing one extra hit at most to reach tier three.
It really (probably) isn't a big deal, and the Iridescent buffs more than make up for it.
One extra hit *is* a big deal and that is why the add-on is borderline core on nemesis.
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I always have fun when I play survivor solo or otherwise.
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Vastly overpowered. Outclasses every other healing perk in the game on top of forcing a killer to spend time to deal with it. Singlehandedly nerfs hag and twins.
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@Xendritch said:
I don't understand people's obsession with mmr and ranks in what's essentially the mario party of horror games.
Yes skill is involved and decisions matter but at the same time there's enough RNG and imbalance involved that being competitive about this game almost seems irrational (yes I find the fact they hold Tournaments for this game extremely silly).
It's because it's forced on us. If it didn't exist, I wouldn't care. It does, so I would like to see it
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Corrupt is vastly overrated imo.
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They're just vertical god pallets 90% of the time. I wish breaking them gave stacks of spirit fury.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2723143#Comment_2723143
Actually no. Huntress before the dedicated servers was fine.
Then she started to throw trucks.
Why precisely do you think the change in servers changed the hitboxes? Networking is not hitboxes.
It's just because the netcode they use is awful or they have bottom-barrel discount servers. Everything in the game is affected by this. That's why server validation was such a boost to dead hard.
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Four "toxic"s in what? Like one paragraph? Yeesh.
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I've only gotten to play it like three times. Seems alright.
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It's just a victim of power creep. If all the other perks with unnecessary cooldowns were adjusted it wouldn't be so strong.
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They're literally just not that great at game dev, but the success of this game makes them think they they are. That's it. It's not hostility or animosity.
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You already can't have say, two clowns or blight in a match.
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It's..... It's not up to the legion. Most of the time if the survivors are playing smart they won't permit chain hits. After you see the mend bar pop up, hold W if you hear the TR or see the legion. Hold W. Unless they've got double duration addons they aren't going to get to you in time.
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I think she'll have some sort of powerful 1v4 ability and teleportation. Not sure what incarnation either of those will have though.