Zakon05
Zakon05
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@jamally093 said:
...so it's disrespectful to say gg because you won? So like every other game when someone says Good Game either physical like a bored game torment oron computer like any e-sport is disrespectful. I would more understand it if they added ez because yeah that is disrespectful but saying GG even if you win shows you enjoyed the game with the player which can give a small boost of confidence adding WP can even give a bigger one since it makes the person who lost at least feel they put up a challenge. I say GG to twitch streamers if they win or lose against me because it's a sign of respect. I shouldn't need to wait for the other person to say it first because they lost.
It kind of depends on the game. There are games where saying GG first is actually seen as a form of disrespect for good reason. RTSes like StarCraft are a perfect example of this. The loser says GG in order to signify that they've lost and they have nothing left. If the opponent says it first, it's a form of BM, since it implies they're confident that they've won the game and their opponent can't possibly stop them anymore.
That being said, in the context of DBD, I think if you get offended by your opponent saying GG then you should just turn off chat because I would think you're likely to be tilted by almost anything that's said in there.
There's a youtuber named Cope who I like a lot who recommended turning off chat and usernames as a means of reducing tilt, since it makes the game seem less "personal" when you're just playing against Dwight_Fairfield instead of Hex: Creatively Suggestive Username. I tried it once and honestly it worked really well for me. I keep thinking I should just do it permanently because it made the game a lot more fun.
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All of this is to my understanding, please feel free to correct:
BHVR can't rework killers unless they get approval of the new design from the IP holders, because they're contractually obligated to represent their characters in a way that the IP holder approves of.
Freddy's IP holders are very difficult to work with on the level of Jason's.
This is the same reason we got remake Freddy with no additional skins.
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It's because she's two survivors in one, the other being a male human.
I don't mind the idea of a female survivor using the male survivor skeleton, in fact in any other circumstance I would have supported this decision. I think a lot of people in the community would love a female survivor who looks big and buff.
I do think that doing this with the elf was an odd choice, though. D&D elves are supposed to be smaller and more slender than humans. It's odd for the first non-human survivor to be a D&D elf who is then bigger than every other female survivor.
I think this was a missed opportunity to have made the duo a male elf and female human. A male elf using the female survivor skeleton and animations would have looked completely natural and fitting for a male elf. And I think a lot of people in this game's community would have lost their mind in a good way over a male survivor with a "girlish" body type.
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@CrypticGirl said:
I believe the key to ranking up the Evader category isn't to have long chases, but to escape them. That means shorter chases would be better. Sadly, that is yet another thing out of the Survivors' control, since if the Killer keeps committing to the chase, they will catch you eventually, and you've lost the chase, no matter how long you manage to keep them running. If you get a Killer like the Wraith, you escape those short chases easily, since chasing you while cloaked doesn't count as a chase. But again, that's out of the Survivors' control, since you can't choose which Killers you play against.
During a time when I was struggling to earn two iridescent Evader emblems for a challenge, I went against a Tombstone Myers. I played like trash, just hiding in lockers and not contributing to the objective at all. When I died, I was shocked to get that first Evader emblem. So either I had a bunch of short chases, or the time I spent hiding in the lockers added up the Evader points.
Being penalized for things you have no control over is a major issue for pipping on both Killer and Survivor.
On survivor it's "chases lost" - this is a stupid thing to lose points for, because the game is set up for survivors to lose chases, otherwise the killer can never get pressure.
On killer it's "injuries healed" - as if you have a reasonable hope of ever preventing survivors from healing each other somewhere safe or with a medkit
Also I just failed to pip again in a match in which I out-scored everyone in the lobby in BP.
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I mean I get that in theory, the point is that you basically need to play this game like a second job if you're going to get to iridescent 1 on survivor, because it's hard to get into a game which has all of the elements necessary for you to do all of those things.
Do 2 gens - oh the killer got juiced, can't get any chase points then.
Do 2 chases - oh now I'm on death hook and the killer needs to kill me for pressure since he's probably down to 1-2 gens and I didn't have any time to do altruism or generators.
You basically have enough space to do everything the game asks of you once in every 5-6 games if you're lucky.
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@Ohyakno said:
Just give people thirty pips every game so I don't have to read about inconsequential pips ever again
You could just not click on threads in the feedback and suggestion forums relating to pips.
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Also right after I posted this, I played a match where I played like crap and died and had one of the lowest BP payouts yet somehow got +1 pip.
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"Look, there's really no nice way to say this. If you think that rework
Sadako was bad design and that she's great now, you are being carried by how
ridiculously weak she is against 90% of survivors in this game."It's a statement that says literally nothing in either version.
This doesn't make any sense, since I'm talking about playing as her.
Even worse than that, YOU CAN'T EVEN SEE HOW MANY STACKS THE SURVIVORS
HAVE! You can only see if they have ANY stack or not (and if they have
full stacks).This is what I was talking about. You actually need to put thought into playing her since her macro pressure isn't auto-pilot anymore. You need to try to keep track of survivors, notice when they're interacting with tapes, remember how many times you've stacked condemn on them. You don't just win for free because you M1ed a survivor one time and then spammed the teleport button until their portrait lit up to say you can mori them now.
You say survivors have to respect condemn now, yet you then go on to
basically demonstrate how it was actually a threat in the past and now
it is not. I've gone entire games never once clearing my condemned
stacks and escaped, never even getting close to max. Provided the
survivors aren't all collectively sharing a single brain cell, she is
just not threatening.It was a threat because the counterplay was to do your best to avoid ever getting any condemn on you in the first place, because once Sadako hit a tape out of your hands, it was extremely hard to get another one and cleanse it off of yourself since she would be looking to keep you from doing that.
You can't avoid getting condemn stacks on you now. It's going to happen. You have to interact with tapes to get it off of you.
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Look, there's really no nice way to say this. If you think that rework Sadako was fine and that she sucks now, you were being carried by how ridiculously strong she was against 90% of survivors in this game. You're asking to bring it back for the same reason survivors wish they could bring back all of their old stupid broken garbage like old Dead Hard and Circle of Healing. I feel very passionately about this because she's gone from one of my favorite killers to most hated killers to one of my favorites again.
Rework Sadako is one of the worst designs they have ever made. She was extremely flowcharty and braindead. You just spammed teleport to stack condemn on people. If you had the Mother's Comb, you got notified any time a survivor interacted with a TV, so you knew where they were and where to go to slap it out of their hands.
Her gameplay basically involved just picking one survivor and harassing them to make sure they can never interact with TVs while building condemned on them. Unless they weren't an absolutely cracked survivor, they were eventually going to make a mistake and go down and then die. Do this early enough and you could basically play the rest of the match without using your power at all, a 3v1 is an extremely hard for survivors to play against.
Survivors couldn't get tapes from TVs which were turned off, and they were always turned off because of how much she was teleport spamming. Survivors also can't see the auras of TVs like she can, so they had to just wander around the map to find one which wasn't turned off to get a tape, all while she's building condemn on them from her teleport spamming. Then they got a tape, she gets told where they are if she's running Mother's Comb or if she's just paying attention and notices a TV turn off by itself, then she runs over to hit them and there's a good chance they could be mori'ed right after that since destroying the tape built condemn.
She took significantly more effort to play against than to play as, especially since she herself had a low skill ceiling and skill floor. She had nothing other than flicker mindgames as a mechanic to get good with because of how much her macro game played itself for you. Go watch that video Otzdarva posted where he literally wins while playing one-handed because of how little effort it took.
Yet for all of this, she was terrible against great survivors who could actually loop you and were efficient with generators, since all they needed to do was hold a tape to be protected while they rushed gens and the member of their team she was targeting to keep from interacting with TVs threw every pallet on the map to delay her as long as possible. After a point she had no choice but to keep committing, because she had no condemn built on anybody else.
Before her rework she was one of my highest prestige killers at that time. I straight up abandoned her because I hated subjecting people to what an unfun experience it was to play against her. Meanwhile if you ever got a good survivor team, it was miserable in the opposite direction.
Sadako now, by comparison, is an excellently designed killer and likely the best designed macro play killer in the game. Building condemn is once again something the Sadako must put effort into, and survivors actually need to care about it. She takes effort and thought to play as and to play against. But the fact it takes effort and thought to play as her now makes me unsurprised that people who really liked the easy braindead version think she's useless.
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Now she takes more effort to play as then against.
She takes effort to play as, where previously she did not. Survivor is still survivor.
a good description of current survivor gameplay vs Sadako. I am curious
to why this is fine for survivor but never fine for killer? Double
standards?This is such tribalistic nonsense. The only way you could think playing against current Sadako is flowcharty and braindead is if you think survivor gameplay is flowcharty and braindead. There was nothing fun about wandering around the map trying to find a TV that wasn't turned off, and then once you had a tape you needed to play extremely well to make chasing you an unappealing prospect for her since she only needed to hit you to get rid of the tape.
Holding the tape balanced her kit. This description is contradiction to
your first statement about her being flowcharty and *********.No it's not. Sadako didn't have a chase power, not really, other than flicker mindgames. What made her dangerous if that if she managed to hit you, the Sadako could make it basically impossible to get another tape and then also return it.
Since most survivors don't play perfectly and will make a mistake, she's gonna get that hit. The only thought this required from the Sadako is basic M1 killer fundamentals.
The issue came that if the survivors were good enough to make that hit take a long time to get while also being able to rely on their allies to do gens efficiently. The tapes completely protected them from condemn stacking, so anyone you didn't manage to hit was immune to your power, so you just weren't building pressure on anybody at all. This isn't the case for current Sadako, as a reminder, who is able to build condemn regardless of if they're holding a tape or not, she just can't mindlessly spam teleport to stack it on people without tapes regardless of where they are on the map.
Perhaps she was too difficulty for you.
Please. One of my mains is Freddy and I win as him the majority of the time. I know how to play basic M1 killers. There was no playing around the tapes except to hit them out of people's hands. If survivors made that extremely hard to do, then you were screwed, it's not like you had any skill shots or advanced movement techniques you could pull off to compensate for the survivors being too good for M1 fundamentals to suffice.
Her kit was an appropriate amount of difficulty. Perhaps slightly
over-tuned numerical in condemn direction and not enough in the
anti-loop/stealth/TV TP direction but still within passable boundaries.Her kit was broken at a fundamental level. There was no way to fix it and maintain that gameplay. She absolutely demolished average to decent survivors while disproportionately suffering against extremely good survivors compared to basically any other killer in the game, since good looping ability and holding a tape totally nullified her power and pressure.
You nerf the condemn stacking, it doesn't make her any more fun to play against or solve the fundamental issue that she could single out one survivor and just harass them to ensure they could never use the tapes to take them out of the game extremely fast, but it craters her against the teams she already struggled against unless you also gave her a legitimate chase power to compensate.
Edit: Didn't know how quoting individual lines of text worked on this forum, fixed with proper formating
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I seem to do fine as her, and the rare Sadakos I run into as survivor also seem to do okay.
So I think the objectively wrong one is you.
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Sadako in her current iteration is basically as perfect as her inherent design will allow.
Condemn is no longer a mechanic survivors can ignore, the slugging issue is mostly gone and she's actually encouraged to hook people now to preserve condemn stacks, and she's not as oppressive as she was in her first rework.
She's still very good, you just need to think while playing her instead of being able to just spam teleport and then bully whoever is close to being condemned to make sure they can't use a tape.
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"killer tunneling/proxy camping. issue never fixed."
"mario jumping on koopas and kicking the shells into other koopas. issue never fixed"
"mega man stealing robot master's powers and using them against other robot masters. issue never fixed"
Eventually you have to just accept that this is an intended part of the game's design and cope or play something else. Or I dunno, run DS? One perk slot out of 4 to make yourself harder to tunnel isn't a big ask.
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People shouldn't be punished for playing with their friends, and it's pretty difficult to survive in solo queue unless you're cracked as a survivor.
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There aren't many things survivors do which actually annoy me, honestly.
I actually enjoy playing against "bully" squads. The more survivors want to interact with me, the better.
So I guess conversely, the games when I have the least fun is when the survivors don't want to interact with me. People who stealth a lot and make ultra-safe plays like pre-dropping pallets make the game not that much fun.
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I am not a survivor main. When I do play survivor, I play exclusively solo queue, since I don't have any friends who play this game.
Nerfing SWF would kill this game and is just a bad decision in general. Part of the reason for this game's success is you can play it with your friends.
The overwhelming majority of SWFs are just a bunch of friends hanging out and messing around. They aren't that hard to deal with. They shouldn't be punished for wanting to play together.
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I just made a feedback thread asking them to killswitch this map.
The fact RPD is still playable is really the thing I find the most offensive about this update.
The fact this map is busted and easily exploited is widely known at this point and I'm seeing a lot of RPD offerings.
The strobing light bug is more important for them to fix, but the RPD bug should be the easiest one for them to deal with for now. Just killswitch this map already. It's inexcusable to me that we're going into day 3 of the update with this map still available to be played on.
It can't be a licensing obligation to keep it up, right? I recall Haddonfield being killswitched in the past.
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Didn't they just remove depipping?
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@Smoe said:
They already confirmed it to be a bug.
https://twitter.com/DeadbyDaylight/status/1769842662016712791
Ah good thank you for letting me know, I actively avoid twitter and haven't been seeing anyone mention this. I thought it might be intentional because apparently it changed the animation for burning offerings.
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The Unknown has limited control over where it places its hallucinations. But yes if it hovers around the same 3gen, naturally the hallucinations will all be deposited in that area.
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@PreorderBonus said:
I think it's worth mentioning that an Unknown wearing the cheerleader outfit and tunneling someone with a pride flag does not mean they're being transphobic. When the whole Leatherface masks drama happened, a video talking about the issue was posted, and some content creators claimed that the Bubba was being racist because they tunneled a Claudette. In reality, a lot of killers tunnel regardless of the survivor. It's more likely that the killer just wanted to tunnel someone (a common occurrence in DBD) rather than they are being racist/transphobic. Of course, if someone has a transphobic name or says something transphobic in the post-game chat, then yeah, they should get banned. But calling for the ban hammer on whoever runs that outfit and tunnels someone is not the way to go, especially when the pride charms are so unnoticeable on the survivors that it's almost impossible to tell what they have equipped.
No they were very obviously doing that to be racist. It didn't even need to be Claudette specifically, if it was a black twitch streamer and the killer could check their twitch stream, and then they put on the Claudette mask and tunneled/camped them, that's not an accident. The survivor they were playing was irrelevant, iirc one of the clips shown as an example the survivor was playing Jeff.
Likewise if the killer is mixing the male/female Unknown cosmetics and harassing people wearing the trans pride flag charm or whose Steam profile indicates they are trans, that is not an accident.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675411#Comment_3675411
A series of now-deleted tweets (@zoeyalexandria9, https://twitter.com/Zoeyalexandria9?t=-YlvNOXjL98Xm4nSgC0MPg&s=09) that I do not possess Screenshots of, so I'm afraid you're going to have to trust me.
But I do have proof that she didn't know what the model would be
https://fxtwitter.com/Zoeyalexandria9/status/1768085488508751958?t=5TJg-TZcqyoCBIBKKMmuAg&s=19
And she would've let another take the role had she known exactly what the role would've entailed to stop herself from feeling so dysphoric.
The comments about her mental health suffering because of it, and the transphobic backlash, I do not have evidence for anymore.
This sucks majorly. She did such a good job.
The Unknown is probably my favorite original killer they've ever made, but knowing that its existence makes its actress uncomfortable puts a damper on my enjoyment a bit.
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I feel you on that. I hate babysitting gens. But unless you're playing an S or high A tier killer and you're godlike at them, you need some slowdown to have consistent results.
I typically use only two, and I love ones which passively slow down the game for me. Pain res, Surge, Deadlock, now Grim Embrace. But genkick perks like Eruption and Pop can be fun if paired with Nowhere to Hide, but at that point I'm using the genkick perks to make Nowhere to Hide better.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675300#Comment_3675300
To be fair, if they aren't found, then they don't need an exhaustion perk or any other kind of chase perks. So the second perk slot for Calm Spirit is not a big deal. There is nothing a killer can do to find you with these perks (other than being lucky), so it's only natural that you're in a rough spot outside of stealth, isn't it?
It's mostly because Calm Spirit doesn't do anything if the killer isn't running Ultimate Weapon or is playing Doctor. And most killers who run Ultimate Weapon won't run aura reading on top of it, and vice versa. So no matter what, one of those two perks will be a dead perk. Assuming they're running any of them and not just 4 slowdowns, in which case it's 2 dead perks.
Ultimate Weapon is unique in that it also bypasses Off The Record, which is a perk even non-stealthers use to avoid being tunneled. So tunneling killers can use it to find people closer to death hook.
Though I guess Calm Spirit does prevent crows from being alerted, so it's nice for stealthers regardless of if the killer is running UW. But a lot of killers don't pay attention to crows.
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@Xernoton said:
4 slowdowns aren't ok, info is not ok, STBFL was nerfed, NOED is not ok... What perks do you propose killers run instead?
OP didn't mention any of those things aside from info to be fair.
If I had to guess, they are likely a style of player who prefers stealth to chases. Those players used to only have to slot in Distortion, now they need Calm Spirit as well to cover their bases.
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Damn, I was worried this would happen when I saw you could freely mix and match the female and male cosmetics.
I don't know how BHVR will prevent this, either. With Bubba it was as easy as removing the masks, but with Unknown, you can buy individual pieces of their cosmetics without buying the full set. So just forcing the sets to link together doesn't seem possible.
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Ultimate Weapon is definitely too strong at the moment, mostly in the sense that it power creeps most other info perks, but I shockingly don't see it very often when I play survivor. I think because a lot of killers prefer to run 4 slowdowns.
So, I mean... I guess look at it that way? It's just an info perk at the end of the day, it tells you where to go to chase, it doesn't help the killer win that chase unless the survivor is hopeless without Windows of Opportunity. Meanwhile that's at least 1 perk they're using which is not a slowdown.
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@xltechno said:
I would like to embrace Regression and avoid blocking as much as possible. I'd rather enjoy the back-and-forth battle than not being able to do anything. In the first place, the blocking configuration became popular because there was a limit of 8 regressions, and without this, we would not be in the current situation.
Nah it's really just Grim Embrace.
DMS has been popular ever since its rework and synergy with Pain Res, Corrupt Intervention and Deadlock have both been meta basically since they first came out. Gen blocking being part of the meta isn't new, it just hasn't been popular before Grim Embrace's buff to run builds where your only slowdown is gen blocking.
Unless you mean that the genkick cap inspired the devs to buff Grim Embrace into becoming a meta perk, which is... possible but I don't see that as likely. If it is the case, though, I imagine the overwhelming majority of survivors regardless of how they feel about Grim Embrace would likely prefer it to killers camping 3gens forever.
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Aside from specifically messing with Freddy, Adrenaline does not need a nerf. Something can be strong but still balanced.
I know it can feel really bad to play against sometimes as killer, there have been some soul-crushing moments for me with Adrenaline, but that doesn't mean that the perk needs to be nerfed. It's an extremely well-balanced risk-vs-reward perk.
The only problem I have with Adrenaline is that it's especially brutal if you're playing "nice" and going for 8 hooks before 1 kill. I do this a lot. Sometimes survivors will take advantage of this to rush gens instead of healing, especially if I've demonstrated I won't go for people on death hook before their allies are on death hook by obviously ignoring them. Then they take advantage of that to greed gens while injured and heal via Adrenaline. That feels really bad to have my desire for the survivors to have a fun game be abused like that.
But that's not Adrenaline's fault. A perk shouldn't be balanced around how nice the killer is feeling.
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Came here to report the same. Repaired the gen and escaped, got no progress. Playing on Steam.
Currently set to anonymous mode in-game if that has any effect on it.
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I don't think anyone in the lobby was hacking, since I was able to kill them all (I let the Jeff go). I also wasn't holding a 3gen at this point, this happened at around 3ish generators left to go.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651473#Comment_3651473
Than the game should also tell survivors they did a good job when they get a 1k. That's all I'm suggesting.
It does do that.
Survivors have 3 states. Escaped, Sacrificed (if killed by a hook), Dead (if not killed by a hook). It doesn't care about what state your allies left the match in, only whether you survived or not.
Killer is unique in that they have a total victory condition called Merciless Killer if they kill all 4 survivors. Survivors do not have that for if all 4 survivors escape.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651159#Comment_3651159
Wow, there are so many double standards in this game. If we should remind killers that a 3k is a killer win, then we should also remind survivors that a 1k is a win for survivors.
It’s called treating both sides equally, instead of (once again) shaming killers for a certain behavior, and then saying it’s fine for survivors do their equivalent behavior.
It's not about shaming killers, it's the total opposite of that, I'm asking the game to tell them they did a good job after 3 kills and the 4th one is bonus points. That's all I'm suggesting.
If a killer decides those bonus points are important to them and they're unsatisfied with anything less, that's fine, that's their decision and preference. But people shouldn't be under the impression they lost the game just because one survivor escapes.
I realize now that a better title for this thread should have been "The game should communicate that a 3k = NOT a loss" - I kinda got the random whim to make this suggestion after encountering someone trying to tell me that the game is survivor-sided because one survivor getting the hatch is a killer loss.
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@BlightedTrapper said:
I think they just need to buff basekit regression and nerf all regression perks to be around mid-tier, that will help a lot with build variety.
I absolutely love this idea. So many new killer players don't understand what a bad idea it is to drykick generators. I've shown people the game and the first thing they ask me is often why I don't kick generators.
In the current state of the game, drykicking is mostly a trap option. It seems like a good idea but it wastes a lot of your time, you need a lot of time spent in the game to get the game sense to know when you should do it.
Buffing baseline regression and then nerfing regression perks is something I never thought about before and if done right I think it would be extremely healthy for the game.
In the past I would not have thought this was a good idea, but now that gens have a cap of how many times they can suffer a regression event, I think it opens the door to implement this idea.
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@tjt85 said:
This is a game that gives you absolutely nothing for winning. It doesn't even track your number of escapes, kills or trial performance in any official capacity. Only the grading system exists to track performance and most players agree that's little more than a measure of time spent playing per month.
And yet somehow players have still managed to turn the game into a total sweat fest anyway. No, I don't think communicating that 3K = a win is going to make a tiny bit of difference to the Killers that want to 4K in every single game.
I'm going to edit my OP since people don't seem understand what I'm trying to say, and looking over it I don't think I communicated it well.
I'm not saying that killers who only care about 4ks will stop caring about 4ks.
What I'm saying is that there is a not-insignificant number of players who seem to believe that anything short of a 4k is a killer loss. They don't understand that the game itself considers them to have won at 3 kills.
It's not a matter of being frustrated because they didn't get the most optimal result, they think they straight up lose the game because one survivor gets the hatch or whatever.
I've debated with these people across many platforms, I've had survivors mock me for losing the game because one person got out, I've had killers who slugged me to death say that they had to do it or they might lose. The subject came up again now that BHVR has released their stats, I've seen people saying that the kill rates mean nothing because they're not 4ks and thus not wins.
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@Quizzy said:
It doesn't matter. There are killer players that will still commit to 4ks regardless of the game telling them they already won with a 3k. It's a mentality from players the devs can never change
Obviously you can never fully get rid of people who are personally unsatisfied with anything short of a 4k. But you can combat the mindset that a 3k is a killer loss.
What inspired me to make this is not only that I see people arguing this a lot, but I recently saw someone saying that hatch is a survivor win. For the entire survivor team. So the killer killed all 3 players and then one survivor got hatch, so the killer loses. And they're saying this in a way to say that survivors are actually OP because if one escapes the killer loses.
That is a crazy take to me but it's a sentiment I see often. If the game were just to clearly communicate that a 3k is not a killer loss, it would go a long way to making those kinds of people calm down.
Plus I just think the idea of the Cypress Mori being basekit is neato.
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@Coffeecrashing said:
A killer trying to get a 4k is fine, because everyone seems ok with survivors trying to get a 0k.
If all the generators have been repaired, 3 survivors could easily escape out of a gate, and a killer hooks a 4th survivor, then the 3 survivors could easily just leave and take the 1k. But they often try to save the 4th person, even though a 1k is a loss for the killer.
I don't view this as a problem. Survivors playing needlessly altruistic leads to a more engaging game. It opens them up to misplaying and getting even more of themselves killed when they could have cut their losses and left. I have turned many losing games into 2ks or even 3ks because of what you're describing here. If you are unsatisfied with only killing 1 survivor, you should want their allies to get greedy and come try to rescue the one you have on the hook.
There are few situations in which there are 2 survivors left and the killer is letting one of them bleed out to circumvent the hatch mechanic that actually makes the game more fun. Getting bled out like that is frustrating, the game doesn't reward killers as highly for survivors who bled to death compared to having died in a different way, and the final survivor is now in a position where they either need to be selfish and hide for 2 minutes, or effectively just let themselves die so everyone can move on.
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I wasn't suggesting that they remove the concept of a 4k from the game, just do something to combat the mindset that only a 4k is a win for the killer and anything short of that is a killer loss.
I see that mindset around a lot and those people have to be making both themselves and the survivors they play against miserable.
So any challenge that requires you to 4k wouldn't be effected. I just want the game to communicate what the internal invisible MMR already calculates. You killed 3/4 survivors, you won the match, the 4th is bonus points.
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There are many survivors I would like to raise to high prestige levels. I would love to raise Ash, Ripley, and Alan Wake to high prestige levels to show my love for their franchises. But I don't want killers to lobby dodge against me. So instead I pour most of my BP into my favorite killers instead, and only spend just enough BP on my favorite survivors to keep them supplied with items.
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This change will once again make her incentivized to slug instead of hooking. The entire benefit of the rework was that you finally had a reason to hook survivors.
As Scott pointed out, it will do absolutely nothing to deter her from tunneling and if anything it will make her more incentivized to tunnel since she needs to make sure that survivor doesn't run for a TV to get rid of their condemned stacks.
And that's if she hooks them at all.
I've never felt more strongly about a nerf before. This is bad. This is really bad.
Please make Sadako fun to play against. They were so close.
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Worse than it used to be, at least as killer, but that's my early impression. So many tiles chain together smoothly.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555259#Comment_3555259
I think there are multiple things going on here.
1) This video clip is a very rare scenario, where the tail starts at a tall object, then goes to a shorter object, and is the only time where tail dragging actually makes a difference.
2) I really honestly think when most people talk about tail dragging, they literally think it causes the hitbox to turn into a curved line. Like the below picture, where it's showing the hitbox literally turning into a curved line. This is NOT what the hitbox is doing....
https://us.v-cdn.net/6030815/uploads/PU4XAGWRDLFJ/image.png
3) If the tall object didn't exist, then tail dragging would have been completely unnecessary. The rock on a string is a bad comparison, because string can bend. It would be better to consider the tail hitbox as a straight metal pipe, and the pipe can be moved. Below is a picture of what tail dragging actually is doing...
I think you're both right and wrong about this, though I haven't tried to arc the tail over terrain that much.
The tail, from what I can tell, has a slight downward curve to it. If you try to tail strike a turret by aiming at it directly, you often strike the ground. I have to aim slightly above the turret so that the tail will actually hit it.
So I do think it's possible to arc it over terrain by looking up. But I don't think it works by looking up and dragging downward. I think people are imagining that works because the tail's hurtbox is so delayed right now. I think once the patch comes out, this will work by just aiming slightly over the terrain and right clicking.
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@Venusa said:
I just hit Iri 1 as killer yesterday. I'm stuck on Iri IV as survivor for a long time now... It's not happening because of things out of my control. I seem to never be able to get to Iri 1 as survivor...
I've gotten iridescent 1 on survivor a few times but my honest advice if you don't have a reliable SWF to play with is to give up at around Gold 1/Iridescent 4. The amount of frustration that trying to pip past Gold 1 on survivor causes is not worth the few hundred thousand extra blood points. Just have fun from that point on. At least until they get rid of depipping.
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Let me preface this by saying that I'm an approximately 65/35 killer-to-survivor player. Killer is the role I prefer to play and have the most fun on. But I do play a healthy amount of survivor and I am sympathetic to many things which survivors find frustrating. I want what is best for this game since it's one of my favorite games of all time, but I am laying my biases out so people can understand where I'm coming from.
With that said, the problem with this discussion is that the tail is currently bugged and janky.
On the PTB, from videos I've seen, the tail will be much more responsive. It appears to be an instantaneous shot now, akin to a Deathslinger shot.
https://youtu.be/f1x5Vxj2Ibw?si=e2nGwP6GZmsUD8EKKeep in mind that Alien's tail is not like Nemesis's whip. It doesn't always remain active for the entirety of the animation like Nemmy's whip does. If you watch this video, you'll hear a "click" when the Alien's tail connects with terrain. As soon as the tail connects with something, the attack ends. At the moment, because the shot is so delayed, you can arc it over terrain, but based on what I'm seeing in this video, I think that will be much harder if not impossible because of how instantaneous the shot is. Or maybe it'll be even easier, hard to say without trying it.
I don't know if this will make the Alien better or worse. My perspective is that on live the Alien is strong but balanced, akin to other A-tier killers like Huntress, Pinhead, Wesker, Oni, and Artist.
While I don't think every killer needs to be A-tier in strength, I do think it's healthy to have a variety of strong killers to pick from to keep the game fresh so tryhard (not using this as a derogatory term) killers have options.
Alien is in a weird spot compared to other killers with skillshots like this. The tail is balanced against the flamer turrets and the fact its power can be disabled temporarily, which is not true of others, unless you count reloading as a Huntress. It also can't shred through pallets like Nemesis. And it has a long cooldown for a missed attack, 3 whole seconds of not being able to do anything and moving at a very slow speed.
If the tail gets any more nerfs, it will likely just make the Alien feel really bad to play. It's already balanced, even if it can sometimes feel unfair on the survivor end of things. But at the same time, survivors are supposed to lose chases, the game isn't intended for survivors being able to juice killers for 5 generators like in a youtube montage, so maybe having a power which feels like you can't outplay it all of the time isn't a bad thing.
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I ran the killer for 3 generators and depipped because I got tunneled.
I also depipped once because my ally used Plot Twist within 15 seconds of being unhooked.
Depipping is an antiquated system from when pips were used for matchmaking. In their current form it's just a source of frustration. Keep it in some fashion to punish ragequits but get rid of it for anything else, please.
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Different strokes and all.
I don't like playing against trap killers, either, but they are fun to play, and some people do like them or at least don't mind them. I find Pinhead super fun to play against, but a lot of people loathe him. Plague is my least favorite killer to play against in the entire game, but some people like playing versus Plague.
Not everyone wants to play a high skill expression character like Blight, Wesker, Huntress, etc. - some people want the more methodical playstyle trap killers bring, and those players shouldn't be ignored.
As that one anniversary quote said, playing DBD is like eating a box of chocolates, you never know what you're gonna get. Sometimes you get coconut. You might not like coconut, but other people do like coconut. Can't always get the one you like.
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@GroßusSchmiedus said:
They all have counters though, if survivors don't utilise them then they don't get to complain about fun. Its not that hard to check nearby loops for traps, especially Hag just sprint when she picks someone up to check/disable traps for later its that easy.
It's possible to understand the counterplay and still not enjoy it.
I think trap killers have a place in the game and people who enjoy them should get new options to enjoy, but I'd still rather play vs 5 Weskers in a row before a single Trapper.
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@DemonDaddy said:
I gave up with this killer, every game was spent with pods out of commision. If survivors were in view an emp had already disabled the pod. The only use I got out of the power was by directly shooting survivors.
Its not just playing as the killer though, I dont have any worries playing against this killer aside from teammates creating bad situations.
Singularity doesn't work if you treat the cameras like you're playing FNAF and surveillance is his strength. You need to use the pods in chase. Place a couple of cameras in high traffic areas so you can mark or teleport to people who run through them, and survivors usually won't try to disable those.
Any pod you put next to a gen is worthless aside from taking a peek through to see if they're working on it and forcing them to use an EMP on it to make it so you can't teleport through it.
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Her new design, however weak, is much healthier for the game and has room to be improved. The goal of the rework was achieved, which was to make her presence in the game not actively harmful to people's desire to keep playing.
Any rework for Skull Merchant that makes it so that she doesn't need to be willingly choosing to handicap herself and play sub-optimally to not make the survivors want to DC rather than play against her is a successful one.
She might end up weak, but the new design is interesting, gives a unique experience for both the killer and survivors, and can safely be buffed in the future without hurting the game. And this game has plenty of weak killers who do fine because of the casual nature of this game's playerbase.
And let's be honest here, I don't think people suddenly became Skull Merchant fans. The instantaneous backlash she received upon her reveal was focused on her aesthetic design and backstory more than her power. I don't think those people who made the subreddit even more insufferable than it usually is with daily Skull Merchant hate threads changed their viewpoint on her. They're still not going to play her even if they made her good.
She's always going to be regarded as one of the biggest flops BHVR ever made, the important part is that she's no longer a flop who also makes the game less fun by being in it.
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@Xernoton said:
It might be you stumbled into a MMR bracket that you genuinely don't belong in just yet. When you reach a new MMR bracket it takes forever to drop down again and your matches are likely much harder than usual.
It's also possible, that you aren't at your peak. This can happen when you lose a bunch of matches back to back and start to feel frustrated. In which case, the best you can do is take a break. Play something else for a few days, then see how you feel. Most of us here have probably done that too.
Most killers are quite decent, if you play them right. However, playing a killer right is easier said than done. Pretty much every killer has something for you to learn and get better at and it's impossible to be super good with all of them. Pick your favorite killers and see how you can improve. YouTube can be a good source of inspiration. There are montages for every (other than SM, I think), that will show you a few things that you can do, if play well enough.
You can always improve and for that it's better not focus on slow down but on information. This can teach you about survivor movements and allows you to take more chases.
It's doubtful that their MMR bracket is the issue. There's only really two MMR brackets. Low MMR and mid MMR.
Low MMR is almost entirely comprised of new players and casuals who come in occasionally to play as their favorite movie monster characters.
Mid MMR is... literally everybody else in the entire game.
There is no high MMR bracket anymore. Everybody of average skill to high skill is lumped together in the same bracket in order to create match variety.
We are coming out of the strongest killer meta this game has likely ever seen (Overcharge/Call of Brine/Eruption), at the same time as survivors got an extremely powerful new perk (MFT). I don't know how much OP utilized the Overbrine/Eruption meta, but if they used it a lot, games will definitely feel much harder.