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Zarathos

Zarathos

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Zarathos
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  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905114#Comment_2905114

    Youre making it sound like the perfect scenario for Survivor and you know damn well that isnt possible every time

    Not to mention Slinger is still faster than a Survivor and had a smaller TR to close the gap before Survivors even knew he was coming

    When he is in chase as well he is more than in a comfortable range for him to be a threat

    I didnt want slinger to be put in the state he's in, but I didnt want him to stay in the state he was either

    Yes that why survivors vault faster and can use pallets as periods of respite to get greater distance. Also he has a damn range limit of a measely 18 meters with a snapable chain. But still people moaned and complained till his key selling point was butchered. Even then his gun has pathetic muzzle velocity. I reckon the derringer in hunt has more speed.

    I ve run the best huntresses and slingers and i can tell you every action they take that buys you time is time i exploited to get distance i always pathed in directions that left me antoher loop close by and avoided structures i know they have an advantage at. Whenever i was caught they either spent several gens worth of time chasing or i messed up my pathing.

    Also lets drop the act we all know 90% of the players here wanted slinger to get gutted and had zero to no interest in actually helping him. Not a single hint of a suggestion on what to do with him crossed there mind. How to compensate slinger and make him fun still to play was never anyones goal. If it was basic ideas like a charged exposed shot, multiple rounds in the chamber, extended range, faster muzzle velocity. Basic simple ideas. But no apprently the dbd community dosent believe in patches that give and take theyd rather see a killer or survivor gutted. Unforgiveable and frankly disgusting that people look at those changes and think it was still a good patch.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904134#Comment_2904134

    "What other game nerfs the characters that aren't S tier?"

    Tones of games out there and because I only really play Apex Legends and For Honor as my other main games, I can only use them as examples. Hell in For Honor characters that were D tier were nerfed in the past, and some weaker characters that had an annoying part of their kit nerfed but was later put onto characters that were much stronger to begin with.

    Apex constantly changes up the meta. Guns and characters that were meta a year ago are possibly obsolete nowadays, al though the game doesn't suffer from much of a balance issue

    If we want to go back on the original subject of non S tier characters getting nerfed I think the perfect example is Lifeline. Basically Lifeline's whole thing is her D.O.C (Drone of Compassion). Her passive is simply able to go over to a downed teammate and she deploys the drone and it automatically revives that downed teammate, well back in the day it used to have a shield that would project it self in the direction Lifeline was looking at. Even with this shield she was considered B or A tier at best since another Character simply did her job but better. Yet they still went in the direction of nerfing Lifeline.

    Now, back to Dead by Daylight and Slinger, his quickscoping took skill. People who said otherwise are just talking out their ass. How ever it was definitely unfair. Since he provided literally no feedback of when he was going to do it. The difference with Huntress, Pyramid Head, Trickster, Nemesis and Artist, is they all have a clear indication of when they're readying their power, both with either a distinct audio queue or visual queue. Deathslinger was the outlier, not having either of these. (Don't tell me that a .2 second animation was a visual queue, no one in this world can react to that). Having no feedback of when Slinger was readying his power was just frustrating as you had no idea when he was going to shoot and you had no indicator.

    This has been a common theme, being on the receiving end of having no feedback of when something is going to happen just doesn't feel fair

    You dont need feedback to know the guy with a gun is going to shoot you #########. If you are positioned in a zone where his limited range shot can hit you then you have already failed to break los on a slower killer. There has been other shooters with this crap level of clunky aimming and suprise suprise they are despised. What is slingers concept suppose to appeal to if he is not designed to attact the shooter player. Imagine in apex if your character took the same time to aim as slinger there would be riots.

    He is designed to be slower to compensate for his ranged ability thats the god damn point. He has one shot so he gets punished hard for missing. I could apply your assinine logic to a horror monsters spotting you with giant alerts and flashing icons but that would you know be excessive and unnecessary. The sensation that your out in the open and under threat of being shoot and reeled is perfectly normal having icons immediatly tell you when hes going to shoot would be a silver bullet that would kill any chance of success when playing slinger.

    If a slinger is on top of you and you cant put distance between him and you thats on you. You messed up and let him close that gap so his chances of missing is now non existent. All slinger needed was a cooldown or slowdown period when dropping his gun. But clearly none of you give a damn because better a character is nerfed to a point where it alienates all his playerbase. Congrats.

  • @Bwsted said:

    What do you think of fps games? CoD? CS:GO? In those games, when you aim, it's instant. When that happens, and the other player dies, it's considered skillful.

    Do the survivors have guns too to return fire, like in fps games? Is DbD an fps game? Are characters in DbD of similar movement speed, like in fps games? What works in fps games works in DbD and vice versa?

    Returning fire has gotta be the dumbest statement ive heard all week. You cant melee strike the killer either. If your playing survivor your signing up to be on the defensive. Even in shooters firing back is not the right choice. Your loadout could be suited medium close so manuvering into better positions and locations is part of overcoming your opponets advantage. Ofc most dbd players couldnt play an fps to save there lives nevermind handle advance concepts beyond loop wall structure.

    Actual los blocking is just too complex and dont forget every survivour players favourite word "boring". It works different but it is striaght up wrong to make aiming a ranged charaters attack clunky. You all need to play hunt because it will open your eyes to what actual ranged gameplay looks like. Not this half ass deliberatly clunky game design. To amswer your question on different ms yes there are many fps games with various differing movement speeds.

    I'm of the suprisingly small field of players believes that taking ques and aspect from other games despite differences is actually a helpful way to improve your game. If you believe that two different genres have nothing to learn from each other you are actively sabotaging the god damn game. Please do your homework first before posting nonesense.

  • Probably because s3eomg sadako as is was accepting this is all your getting and there will be no meaningful big changes. Because insert crappy spaghetti code excuse here or insert crappy hur dur capitalism skins new chapter no time to revisit and rebalance old favourites.

    Actually improving old killers with new gameplay changes gives hope that new killers will get meaningful changes that goes beyond insignificant number changes. Twins, nemsis, sadako all felt like lost causes because up until recent news new features or actual meaningful changes will never happen.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902294#Comment_2902294

    A lot of her gimmicky add ons are way more useful than you claim. Senko Hanabi and Wakizashi Saya are prime examples of add ons that have their uses but actually have their own unique learning curve. Nurse and Blight don't have add ons like that.

    This is some serious cope how the hell are you catching anyone with the wakasashi zaya and the senk hanabi dosent even block pallets only vaults. In comparison blights got alchemist tome, ring and the various compounds. Nurse has range add ons and an additional blink. I dont get how we can see such a significant decline in spirit and immediatly assume no fire here just a case of needing git gud.

    Again all the while vetrans of dbd uninstall with every subsequent patch that further kills higher level killer variety with severly overreaching nerfs and introducing basic risk free counterplay. Most games with a shred of common sense tries to look out for its long time fans not dbd tho.

  • Well i d probably say that both nurse and blight have more exciting weird variations in terms of builds and power. A lot of spirit meme addons straight dont work. At least nurse and blight jankier addons have some edge case uses.

    Spirit lives in that zone of high skill for solid performance while blight and nurse have high skill for incredible power. Im sorry to break it to ya but if your gonna have such a high skill floor you better have an equivalent payoff otherwise make the killer easier to play.

    Im sure there are those out there who will say nurse blight op pls nerf but the reality of this consistent undercutting of killer skill expresion is clearly impacted the games veterans. How many of dbds old guard has worn away with time. Sure you can argue some of that was natural but I can tell you nerfing every killer with an ounce of skill expression isnt helping. So cut it out!

  • Her design is way more adventurous! Having everything be built around the same loop game is kinda dull. The fact that every loop plays the same way with powers speeding up the drop is kinda boring. Nurse breaks those conventions and puts focus on los breaking and pathing. Which let me get my notes ah yes "throwing crap in the way is not fun" apprently.

    As it turns out dbd design is continously reign in by assin8ne looping conventions any nuanced playstyle that diverges from this is considered abhorrent and unfair. Dbd dosent have the most toxic community worse they have the most boring community. Same loop game, same killer designs, same perks there is virtually no spectacle in modern dbd design.

  • You rarely see her but hag always messes me up. I swear that witch always has every location i wander to trapped.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900420#Comment_2900420

    Dude she’s the strongest killer in the game. I think she’ll be fine if not most perks synergies well with her.

    Thats a lot of dead perks in the bloodweb for nurse. The special attack clause is and still is a massive restriction on build options. Imtroducing into nurse will homongimise her builds. I d rather a nurse running two game delay perks and carrying starstruck agitation then just 4 game dealy perks.

    If you think special attack clause are good for dbd you need to play huntress and see just how many perks simply take up pointless space on the bloodweb. I ll come out and say it, balance is pointless to work towards if it kills build variety and expermentation. Nurse is the definition of excellent game design both sides have agency and counters with no clear answer or strategy to win.

    The games are always dynamic never the same mindless looping tripe that many dbd players believe is somehow exciting? Your always making reads on where she will blink and increasing the difficulty of those blinks by denying los. But hey go on push another awful change it worked so well for slinger after all.

  • @Faulds said:

    They don't need to revert any of his nerfs, they made it for a good reason. They just went overboard with the ADS charge penalty, it should go down from 0,4 seconds to 0,3 seconds. I think he should be fine then. No one complains about Trickster having a long time to charge up his attack, and he's charging up his knifes within 0,35 seconds. (Source: dbd wiki).

    Trickster has volume of fire. Deathslinger uses a breach action rifle that requires constant maintenace and a reeling mini game for a single hit. There is no super charged multi hit mode not ricocheting blades. Deathslimger was a bad killer before the merf now hes utter trash. Fixing his ads changes nothing. If they want slinger to be a fun killer to play he needs something special a charged exposed shot, movement via grappling hook. Noose traps slinger is an underwhelming killer that spectacle is linked to being an inferior underwhelming variation of other better ranged killers.

    Anyone who played dbds ranged killer roster could see he was painfully inferior in comparison.

  • I like the concept provide the aura read dosent go to far. But i would much rather put a system in place to encourage spreading out hooks. No not emblem score actual baseline gameplay advantages. Opening fast travel zones for killer and a pre nerf mori for scoring x hooks across unique survivors an earnable mori baseline. Two birds one stone discourage camping making funner games reduce tunneling with earnable moris.

    We can also do a similar thing for survivors with faster healing and repair speeds the less survivors alive the greater the bonus. Games in dbd are to linier in terms of decision making and varied win conditions. Hook camping is a symptom of a much greater problem.

    @[Deleted User] said:

    The reason why survivors get so angry is because we are fully punished by this playstyle, we de-pip, we leave the match with nothing after waiting in a lobby for what could be up to 10 minutes.

    The first thing the devs need to do before anything else, is rework the scoring and rewards around this playstyle.

    Survivors in repeated chases should earn stacking levels of chase points, and Bold points. The limit to chase points needs to be hugely increased.

    Being hooked repeatedly should grant Objective points and more bloodpoints for holding the interest of the killer.

    Being camped should also grant objective points based on how long the killer is obsessed with you over others.

    The skill checks on hook should have 'great spots' where you can earn a survival multiplayer for hitting them consecutively.

    Rewarding survivors in match for going up against camping/tunneling is a far cleaner and less oppressive start to tweaking balance, and doesn't run the risk of moving too fast and shifting the balance to toxic survivors.

    Actual balance changes are necessary but in order to give you gotta take and i do agree camping is mind numbingly bad for this game. I agree it shouldnt just be the stick, a carrot to encourage other methods of play is important.

  • Do not identify the swf team. Place a percentage heal/repair handicap on swf equal to the number of survivours pre matchmaking lobby and increase base solo heal repair speeds. Solos have it pretty bad and desperatly need help.. what that percentage might be im not so sure but a small debuff might help close the gap and encourage solos to continue pushing through the bad experiances.

  • The best they can do now is refine there report system and go on ban sprees. Send feedback to the players who successfully reported the player so there encouraged to continue. Yes the accounts are still free but the added email paperwork setting up multiple accounts will have some detering effect.

  • It definetly worth playing with. Ultimately a lot of difficulty levels would be subjective but any natural system that promotes comunication and puts forward an offer to play a less competitve dbd game is welcome.

    Small casual elements like this would hopefully counteract the sbm nightmare of play optimally or lose horribly. Ya its would be prone to abuse but you have to put some faith in your playerbase if you want to create a fun party game enviroment.

  • I just like the blood pools because its a great visual indicator for both sides. Other survivors who sees someone bleeding they can tell which is nice to be able to spot. For killer its just aesthically cool to see the blow of a killer leaving a nasty visual impact. Ya tracking is handy but again I'm confident hemorage would be op with retainging the bonus tracking.

  • Honestly this is a symptom of a bad core game design problem. The comeback mechanics for both sides are awful/non existent. As a survivor you are so heavily screwed at the loss of a single teammate. 90% of killers are effectively doomed if they lose three gens early. There's no equaliser or comeback mechanic to work towards.

    If there are points of no returm for a prolonged period of time. Game mechanics in alternative mode could include earnable in game mori's increased healing, faster repair speed per dead survivor. Even at two survivours left the game shpuld have some kind of comeback mechanic. Same rules apply for killers of course.

  • Numerically "well make it" is stronger but significantly less flexible. The best way to beat a large swath of the killer rooster is split up and pressure an individual gen. Coh allows teams to continue to split up without relying on each other for healing. Well make it creates scenarios where two survivors can be downed in quick succession or at least pressured. Any setup cost is easily countered by the te required by killers to snuff them as killer downtime in the early stages of the games is worth 4x more then a single survivors second.

    This is a team wide effect so it takes up only one maybe two of the survivor perks on the team. You can tunnel the healer against well make it. You cant tunnel the booner if they have already blessed the totem.

  • Easily slinger instant ads. Guys can barely score a kill these days. They really did mess up bad with those changes.

  • Who? I genuinely don't understand what intrigues people into playing this killer!

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873388#Comment_2873388

    They would only have killer instinct if they finished mending already. You can intentionally delay mending to avoid being revealed.

    Even if you do avoid mending that is time lost waiting till legion is finished ff. My concern is more that players will just wait to get stabbed then drop a pallet. To deny the 5th hit. Even then endurimg spiirtfury could make it a lose lose situation.

    Worse case scenario you now have increased game delay. Best case scenario someone drops a pallet on you triggers spirit fury and you down them anyway.

  • @EvilJoshy said:

    Im happy for the proposed changes but my copy of dbd will remain uninstalled. The other issues with the game far out weigh any incentive to come back.

    CoH, mmr and hackers.

    Ive been in that spot for a while now coh release was the final frustration for me before i took a long break. I'll definatly be coming back to test these changes because this is 100% the kind of exciting changes i was hoping for. Fun exciting changes that add to killers kits in way beyond just numbers.

    Dbd big issues (giant maps are what kills me) will take time to iron out but changes like this are worth supporting even if it can be incredibly frustrating.

  • Its a rather elegant method to deal with healing. How often have you been forced to stop a heal and move away from the killer. If anything it adds presure to heal making nurses calling potentially very good. This change really does buff a whole heap of killer add ons and its got potential to mess with healing in a way that might get survivors to commit more perks to get around anti heal.

  • @Rivyn said:

    I was, till I realized both are neutered by CoH. GF and Legion require hit and run. CoH doesn't allow that. After a week of playtime, I'm guessing their pickrates will fall off again at the higher level.

    Built in instadowns with improvement to hiding red stain and increased movement. Might be able to overcome coh but cohs power level is not a point you want to balance around (power creep). If the devs cant find a fair way to fix coh by buffing killers sufficiently then likely it will see further changes. Sloppy will be interesting to see post hemorage changes.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872942#Comment_2872942

    Ah yes, the new music aswell! I imagine the mix tape add-ons would reflect their descriptions, that would be cool!

    Get a taste for what each indivigual legion members preference is.

  • @humanbeing1704 said:

    I'm excited for their chase music's if they even give one to ghostface

    It would be cool though i wonder if it will be as easy to do since the killer is a license. The mixtapes for legion actually influenincg the music definatly adds some flare.

  • Love the top list kinda nails my perspective on favourites to least favourties. Trap killers will always have a feels bad of stepping into someones trap and feeling both stupid and annoyed with mostly myself tbh. Hags who go all out on locking a single survivor in a basement get a special place in my screw this.

  • How can you be mad about a build that extends the game. Do people just like speed running dbd games or do they actually want to play a 10+ minute game of dbd. Sbmm has killed the montoesque meme build for anyone who dosent have 2000+ hrs in this game.

  • @Pulsar said:

    I do not have high hopes.

    They'll probably cut a second from his cooldown and call it a year.

    Ooooff felt that one

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861503#Comment_2861503

    Just yesterday I saw a Hens video that used PWYF on cenobite while using the Iri addon: you don't lose stacks while damaging people with the Iri chain. Not broken, but interesting and situationally good

    Anyway judging by some replies in this thread it really shows how people underestimate how impactful movement speed is in this game

    Agreed noed wouldnt be half the monster it is were it not for the bonus ms.

  • Hex perk design is kinda garbage tbh. Best to use perks that cant be smashed or at the very least have some minor advantage post destruction. It not like boons where you can reset the bonus.

  • A lot of them should be baseline. Yes noed minus the speed boost should be baseline, yes ds with a decreased stun should be baseline, corrupt intervention with less time should be baseline, borrowed time with a reduced duration should be baseline. None of these perks should be must haves. Perks should encourage specific playstyles they are currently a means to prop bad core gameplay mechanic's! I encourage behaviour to make alt game modes that "experiment with these ideas and take less pressure of builds to conform to the same crap. Jack up the power level of certain perks playstyles, make you choice cooldown halved, autodidact make all heals a mini game where you have to hit multiple skill checks and can stack up to 20 times with significantly smaller percentages. Stop being so frightened of rebalancing perks. If there a problem have a contingency ready. Dbd lacks spectacle. Its wow moments must conform to basic counterplay. If something feels unfair that fine in small doses as long as its contributing to improving the big payoffs for different playstyles. Invest in comeback mechanics for both sides.

    There is so much dbd can do and its not for a lack of effort there just scared to push the envelope. Just make sure your big content drop buffs both sides "I know crazy idea right". As long as both sides are getting something exciting then you will significantly reduce players moaning.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860492#Comment_2860492

    Her being unique and having the highest potential is affecting the overall game. I stated that she doesn’t affect other killers individually, but buffing the whole killer side generally isn’t really a great idea when it also would buff Nurse even further.

    just because her playrate i low (which especially in high skill play isn’t true) or that statistically she is ‚weak‘ doesn’t mean they should buff her in any way. The community always says the devs shouldn’t rely on statistics alone for balance decisions and here we have the best example of how they actually don’t do that.

    Balanced gameplay is what has forced dbd into this stagnant point. The killer powers are copy paste cookie cutter crap that we have seen a dozen times. Killers like the crow lady, trickster, even slinger took no chances. This obssesion with making p0wers balanced puts game designers in a bind as unto8ched unexplored game concepts like ranged exposed killers, disguise killers, just out there designs.

    In original killer design we had tombstone myers, teleporting killers like nurse, spirit invisible hunting. Are you saying were better off with current killer designs. Theres no wow factor to any of them there all orientated around the same looping crap we see every patch. How about more daring solutions to weaker killers. Go big on making there powers even stronger even if itm eans trimming back there less interesting aspects.

    The game getting baseline changes isnt possible outside of some casual alternative gamodes. Pigs traps, pinhead boxes. But indivigual power reworks can be the key.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859181#Comment_2859181

    Nah. I was talking explicitly about general/overall game balance and not about (specific) low tier killers. And I didn’t say they would directly buff killers when nurse was removed but that a direct buff is not logical as long as there is strong killers like Nurse. Don’t try to put word in my mouth.

    Wait why would nurses existence effect other killers. Her play rate is abyssmally low. Her kill rate is awful (for the general player base). On multiple occasions we have seen comp teams beat nurse so even the high level play argument is dumb. Distance is the nurses enemy provide you throwin the odd left or right she will lose distance its hard and she will get you. But every second you burn hurts her.

    She is uniquely one of the few only killers that performs well at a high level and has enough complexity to warrant both killer and survivors respect. Her design should be what bhvr comtinues to emulate without resorting to the same anti loop, m1 killer tripe we see.

  • Not a fan of the legacy cosmetics idea. Dont like exclusivity crap. You should use the cosmetics you like not use the ones that let you lord over others how special your unobtainable cosmetics are.

  • Sorry unfortunatly survivors called him unfun and would sonner see him underpowered and clunky then "unfun" even though his play rate is almost as low as twins. He got billied best to move on maybe to a different game.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846846#Comment_2846846

    Well I'm not going to try and argue with you about whether or not DbD could have done this or that in the game. That's all speculative and really beside the point I was making which is, in terms of how many people play this game versus play other games that came out in 2016, it's doing exceptionally well.

    Why give up all that momentum they built. Old killer designs like the shape and nurse was daring interesting and unique and put dbd on the map. Concepts like a blinking killer and a killer who stares and stalks you with the capabilites to instakill was what propel dbd to greatness. Now every power resembles each other with anti loop and survivor perks that do the same crap. Side note they took a chance with boons and i 100% believe long term they will be good for dbd mild changes like breaking totems after being snuffed should resolve a lot of there issues. But killer designs are too safe.

    Sadako condemn should be ticking clock that spreads the curse across the team. Trickster should have ricohet base kit. Pyramid heads ranged attacks should increase based off of afflicted survivors. Pigs traps shouldnt be just a glorified time waster they should tick faster the more gens are done and they should require multiple keys not one. Again these ideas are daring they bring all sort of concerns and worries but playing it safe isnt what propeled dbd this far. Ever since legion dbd has been to frightened to take risks (the fact we got the blight is a miracle).

    Its ridiclous yes something busted is going to get through when you take risks but thats why you have measures in advance prepared just in case a killer or survivor perk is overtuned. Exhaustion is severly underdeveloped in terms of actual ways to influence it and with each update effectively limited by the max perks both side can have instead of adding baseline modifiers. (Lets be real some form of ds should be basekit). The abscence of comeback mechanics for both sides. Hatch does not count.

    Dbd should be daring. No one actually wants a balanced dbd if it involves playing against the same crap all the time.

  • Just let me break the totem. No special treatment here. You smash my hex i smash your totem.

  • Have chat disabled by default make it opt in. So much of peoples frustrations would be solved this way. Does anyone actually have fun postgame chats because for every 10 games only one end game chat is actually pleasant.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846601#Comment_2846601

    You're missing my point - there are only a few games released in 2016 that still have 35-40k or more concurrent players on Steam. Civ 6 just happens to be the one that seems to be closest to DbD in current playerbase.

    And FYI Civilization VI has released something like 17 DLC sets including some last year. So it's not like they hadn't been releasing new content on a regular basis. You can say it's not a "live service" but neither DbD nor Civilization is a "subscription service", they're both games you buy full price and then can optionally buy DLC for. They're not actually all that different in that respect.

    Yet each civ game hell every expansion has massive changes to baseline mechanics. The best we got was a half assed egc. There still no comeback mechanics.any crucial baseline mechanics are locked behind a perk system with and archaic 3 tiers of progression.

    Even then civ makes sequels dbd does not. Live service games tend to involve significantly more patching and a consitently evolving play enviroment. Dbd has none of that. Unveiling perks that often get bined because there are little actual flex slots for either killer or survivor. Also subscription services for singular games are for the most part a dead concept or at the very least unfavourable unless your attached to an existing juggernaut of a game. The battle pass has mostly taken the place of the subscription service tbh.

  • @dugman said:

    Actually Ringu did bump the player base. It hit March 8 and if you look at the chart in the days prior to that versus today there is an increase. It’s not as large an increase as some other licensed chapters but it’s there.

    https://us.v-cdn.net/6030815/uploads/61BCDCPGJZYS/image.jpeg

    Frankly everybody keeps harping about “issues driving people away”, but in reality the game is 6 years old so a lot of what you’re seeing is just regression to the mean and attrition over time as people move to newer games. It’s still one of the top played games released in 2016, about where Civilization VI is I think (they both currently average around 35-40k concurrent players). That it still has as many players as it does is a sign of how good the game actually is.

    Civ 6 isnt a live service. Dbd is! Also regardless of accessible data points there has been consistent backlash and disdain for the current system of matchmaking a lot of the games content creators have dropped this game and in an age where games like brigadoir can go from obscurity to cult following these are indicators worth examining.

    People give games like league and apex a hard time but they are bold with there character and gameplay changes its given them significant lifespan. Dbd by comparison is slow and too frightened to ever push there designs playing it safe. The end game collapse is an amazing example of this. They put a significant amount of time to escape when the gates are opened and put zero pressure on survivours to act fast. Every gameplay change is a perk when many should be baseline.

    Dbd then sped up its aging by introducing sbm which balances out teams to have all survivors of equal skill level without even touching half of the rooster lack of mobility. They keep adding giant maps that honestly should be split in two realms. This games can be as timeless as other multiplayer titans. Instead it stagnates afraid of putting forward major overhauls and making perks out of every gameplay modifier. Many addons both killer and survivor that massively mix ups games are curtailed and made to be gimmicky.

    Ill keep saying it again and again add rotating gamemodes to allow expermentation of new gameplay concepts whilst maintaing a base trials experiance.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836107#Comment_2836107

    See, I NEVER use exhaustion perks but it still doesn't compare to the exposed status.

    Exhaustion status is a negative side effect that needs to be remedied by standing still or not running. Exposed lingers until a Hex is destroyed or time eventually runs out.

    Ill take a cooldown on my exposed perk effects any fay over relying on hex perks. That can break 5 seconds into a game. Also how the hell has some people missed the reason exposed effects sre normalised. CO effing H. Circle of healing is the second biggest mistake behaviour has made since the introduction of sbm.

  • Peole romanticise old freddy but i assure you as a person who mained him pre rework hes better off now. Espicially since hit and run would be even worse due to the current meta. Let me remind you old freddy literally waiting for dream transition as survivours finish the last gen was normal freddy gameplay.

    There was nothing redeemable about old freddy. New freddy is still not interesting but if you forced me to choose between one or the other. New freddy at least functions. The dream transition needed to die.

  • The "unfun" excuse is really wearing out its welcome. I get it devs cant balance for crap but a lot of these concepts are exploring new grounds. We should be embracing and accomodating these new gameplay styles so they add more zest to our dbd games. If you play to the same loop stealth mechanics your gonna run out of ideas.

    Add more tools to the survivor role or add more counterplay. Embracing the nerf to uselessesness methodology homogenise the game and makes it boring. Coming back to fix them when the killers already got the stink of awful puts them in the same postion as killers like hag and plague.

  • Do people like playing against any high tier killers? Spirit, nurse, blight all seem to be on high everyones crap list. Even though there more exciting thenost of the anti loop tripe people play against. The only time in dbds history i saw people happy with a (once) high tier killer was billy. Oops I guess. If anything i think its just the lack of options in higher tiers of play thats killling dbds variety which has been tanking since sbm.

    Hatchets were always getting nonesense hits but it never got the hate im seeing here. Maybe its nostalgia but I miss when the game matchmaking was scatter shot and seeing weird builds on low tier killer was normal. Sbm has completely destroyed this due to its influence of making players more competitive and exasperating game imbalances.

  • @Notionless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824007#Comment_2824007

    Id say i agree but spirit, hag, oni and huntresses also somehow vanished. I get it blight is fun as hell for both parties, but i think its simply due to his permanent buffs.

    Where do i start? So firstly spirit skill floor has raised dramtically since survivors now can read her audio distance is a 115 killer who had her power recharge nerfed. Oni got screwed by coh and medkit meta. Hag appeals is narrow and often one flashlight away from being misrable to play. Huntress is a ranged killer who has been getting shadow nerfed by the increase of indoor maps maoe her power near useless.

    Billy got gutted and still hasnt recovered, slinger is utter trash now, twins got nerfed for some reason. Oh and the general playerbase has dropped considerably. People like variety but apprently nerfing killer is how people want to get it. Which will have the opposite effect of driving players away. Buff your killers and stop nerfing every damn killer that people like playing. It leaves an awful taste in every players mouth and they wont move onto another killer they will leave your game.

    Blight is the standard for which all killers should be! Map pressure, a low skill floor power with an amazingly high skill celling, nuanced techniques.

  • @Hektic3000 said:

    Bubba needs his camping ability hindered in some way. Killers are limited by attack cooldown/perks to ensure that they can't succeed from just camping. Some newer killer are even designed in a way so their power can't bypass or help camping someone to death. Camping should result in a trade at most, yet bubba can make it a lose/lose situation for survivors.

    Arent most of these killers really bad. Can you imagine if hags traps had dead zones around hooks do you know how much damage that would do to the killer. Crazy thought why not build baseline mechanics to promote spreading your hooks out, reduce the size of you masion size maps so camping dosent become the only way for desperate killers to claw back a game.

    Alternatively keep nerfing killers its worked out so well for billy, slinger and twins might as well just makes this game pve and cut out the pvp gameplay entirely since clearly this game lacks competent balance.

  • @Nathan13 said:

    all these "cause they keep nerfing other killers" or "Blight can only compete against SWF" excuses are not it.

    Your right there are so many additional reasons to play blight pver the rest of the rooster. High mobility, flexible movent low skill floor with a high skill celling.

    So if you face highly competent players he slots in nicely. If you get a big map his power allows you to navigate the map with significantly more ease then the rest of the rooster. He also is the only killer that scales with high mmr. Shocking twist people like playing killers with a high skill celling and has an intutive power.

    There was more variety when sbm didnt exist and decpining plauer rates can be traced to sbms implementation (oops). Other h8gh skill celling killers have been getting gutted or just more frustrating to play. Hillbilly has and will likely still not recover from what the devs did. Slinger is also facing a similar situation. The twins got nerfed again despite having a small play rate.

    On the plus side bubba is a much better killer, plague got se buffs though her clunky aimming continues to drive players away from playing her. The devs dont want to make high skill cap killers so blight is the only choice if you dont like ranged killers. I could go on about hit and run boons but these are imo the most egregious mistakes made.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807638#Comment_2807638

    I dunno, you can still curve which is all you need. It just requires a ton of billy knowledge since you have to start charging the saw at the exact right time during a loop.

    You need to learn doom engravings curves to make him viable though. Which is super hard and most people won't play him long enough to ever get to that level. He is a killer you have to main.

    I love offering midwich as Billy and tossing on the ol' instasaw. Keeps it braindead but I don't have the time to learn doom engravings inside and out.

    Again there are curves you cant get. The corners and debris makes it impossible. For the amount of effort sunk in for a capped killer its simply not worth it. To get into a position to hit those curves is significantly more expensive on time then any killer who shares a similar powerset.

    Why billy over blight/oni. Billy is an add on dependent killer with nerfed power that requires high skill effort for the pay off of being looped without being able to fall back on any of the nuances that blight and oni brings making him a bargain bin choice which was likely intentional.

    Billy a gateway killer has been left in a horrendous states and the damage done to the character might as well be straight up vandalism. Shame on behaviour!

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2806212#Comment_2806212

    I mean, Billy chases can go almost exactly the same way as Bubba chases. It just requires like 3x the skill, which is more balanced around how he can travel the map in 5 seconds and LF has to slowly walk everywhere so W is a much much more effective counter.

    With enough skill Billy is threatening the instadown at almost every loop as well, and requires you to feed him a pallet which he instantly breaks (which is why lo pro chains are amazing if you are amazing at Billy)

    If Bubba closes the gap on you, the strong chase is the punishment for it. Billy can show up at your gen pretty much instantly so he needs more counterplay for the instadown. Especially in the days of spread out tiles, I can see why he was nerfed. Except then BHVR went in and added in maps that were just as pallet dense as the pre-spread maps like a year later.

    Your forgot the number of obstructions, indoor maps added to dbd. Hillbilly is horrendously overrated as a killer. A lot of his most powerful aspects have been shadow nerfed by a lot of dbds horrendous map design.

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