ZoneDymo
ZoneDymo
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You cant possible check for people being AFK or just really bad tbh, I cant see how anyone could be banned for that.
I mean, at some point the games tells you so much how to play, we lose are own input, might as well just program some bots to play the game for us while we move to something else....
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You cant have this both ways, either you feel, purely from your own perspective/experience that SWF is fine which would mean that Solo's are way underpowered meaning killers need to be nerfed or survivors need to be buffed, or its hte other way around
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Ermm you blame the devs...for this?
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Im just dissapointed the rumers are that "treatment mode" is going away.... I mean that is just like the Freddy rework, remove that which gave them a right to exist, remove that which made them special, remove that which made them stand out.
Highly disappointed in this route of just making killers more and more the same :(
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/947834#Comment_947834
I've seen many killers run back to the hook. Spirits, Wraith, Billys, etc. Why single out the Nurse?
lol what? I just happen to have a nurse game like that, just using her as an example because she is particulary good at this, this is not to single out nurse players, pls dont feel offended.
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@Mr_K said:
They DC as a way to punish the killer and somehow in their mind not lose to the killer. Killing themselves on hook won't accomplish either.
I kill myself when the killer just tunnels, especially with a nurse its great to get saved or save someone and she comes back right away.
Im not going to play along with such scummy pathetic behavior sorry
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immediate defense as well I see, you sir, seem insecure and frustrated (not trying to insult, thats just how you come across)
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If survivors go into the match with the sole purpose of doing gens asap at hte expensive of everything else then yes, gen rushing does exist.
all toolboxes to make it faster
perks setup to make it as fast as possible
no saving, just gens, then leave.
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@Ghoste said:
Since no one has mentioned it, I would like to see rank rewards. A small BP or Shard reward at the end of the month (or literally any incentive) would be greatly appreciated.
But first ranks need to be made more meaningful because it's more a measure of your playtime in a given month than your actual skill.
On that, how about a charm that changes based on your Devotion level?
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/943952#Comment_943952
So you never saw the so-called "fair matchmaking" cases where redranks played together with their lowranks against redrank killers? Do you think this is fair for those lowranks? I myself cannot play together with my friends cause of that matchmaking. Or what about those redrank killers gettin green rank survivors? Dont make it look like a one-sided thing, matchmaking isnt fair at all.
Deranking has nothing to do with this...like at all.
Its about the game doing poor matchmaking where it chooses to match a low rank killer with high rank survivors, you claim this happens in reverse as well but I have pretty much never seen this happen sooooo yeah.
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@ithinkwedidprettygoo said:
this is most easy, casual game as pvp game
Call of Duty, imo, is far more casual, learn the map, shoot, die? RESPAWN and go again, very ez play away game.
I experience games like CoD, BF, L4D (versus), as a lot more casual.
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@LetsPlayTogether said:
Its not a one-sided phenomenon.
you have some screenshots of a team of rank 15 survivors against a rank 5 killer?
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/942671#Comment_942671
The problem with the ptb is hardly anyone plays it compared to the userbase unless it's a patch which highly affects the side they play or new content. It's why it isn't always in as there isn't enough players who want to participate. They need a lot of player to gather data as 100 wouldn't tell them anything.
Freddy was badly designed from the start. Yes some subtle changes may have helped with the likes of I'm booking but overall he was a character that wasn't played much and quite universally disliked. The changes made have increased his use and its a change most agree was better. It's not a great example to use one of the best reworks of a killer BHVR have done to try and have a poke at them.
It tells them a lot more then just some internal testing, and again, players not playing the PTB heavily has to do with the annoying have to re-downlaod the entire game, and then again just to get back to the normal game.
If it was a sepperate file, hey np, just fire that up.
Next to that its not that hard to incentive participating, especially now with the ermm token stuff, the stuff you hang on your hook/side of your character, you could totally reward one for playing and judging the PTB.
You call freddy the best rework, I call it the worst, fundamentally content was lost, players who bought freddy and enjoyed the way he worked (cough me cough) now lost that and I dont like the new freddy one bit. (though even if I did, does not matter, does nto change anything).
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@FriendlyGuy said:
They are able to react to feesback from the community. 90% of the players think that the nurse nerfs made her very unfun to play. Screw killers, not screw BHVR.
Now she requires a tad bit more skill to play, leveling the playing field a bit, its better for everyone.
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@twistedmonkey said:
Because most suggestions from players simply isnt that good.
When it comes to balance BHVR do better than any of the players as they look at many factors.
The player only see if it gains them something in a match and not how it may affect the other side.
The Nurse while a subject highly debated had the cooldown added as she was the strongest killer even without add-ons. While I thought she was fine at base along with many others that doesn't mean she was. The change did make her less fun to play while her strength is still there for those that can play her well.
I think the Nurse needs to be more fun so personally id still say remove the cooldown but make her lunge out of blink a lot less and test that as its more about being skillful with blinks and allows better map pressure.
THing is there, we have a thing called the PTB, they could...and SHOULD, make that a sepperate download and just let us test the crap out of everything.
People suggested many subtle changes that would make freddy more viable, changes like letting the dreamstate transistion interrupt actions etc.
What does BHVR do? complete remove Freddy as he was, sorry for those who enjoyed Freddy, tough break, and just made a completely new character out of him....
That just leaves a sour taste tbh.
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if you find one just die asap on the hook, ez
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@xCarrie said:
Worth it money wise? Definitely. Time wise? No.
I didn’t have enough time to even get halfway through the rift even with about 3-4 hours a day. That’s not a lot especially with queue times being hell on console. I hope they do something about the grind for the next rift :/
Time = Money
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If you go with their prices of 4 dollars for some pants sure....
@ OP idk what you do for a living or how your social live is but it was an INSANE grind tbh, just insane, it has to be halved at LEAST.
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is luck not per definition something unreliable....
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Who says they arn't?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/942276#Comment_942276
They need to know what perks work best I guess. I haven't played solo in a while but they definitely care.
Sooo Solo survivors have no mind of their own? they can't...oh idk...try things themselves to see what they want/like to use?
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942274#Comment_942274
yeah but sometimes, being meta is all about having a fun unexpected build soooo
look at the nemesis builds i mean, it's strong, and it's fun too !
what? no its not, meta is just about 1 build....the meta build, most effective tactic available...
Fun builds are fun but arnt the meta by definition.
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- people think its funny, look at the youtube comments on everything with the "whos here in 2019" or "nobody, absolutely not a soul" and they think its funny cuz hey everybody makes these jokes so im part of a group now yaaaayy...
- sure maybe her body is the norm in some places, but here we have to look at this game's world where she is out of the norm. but likewise we could call everyone else boney or thin or whatever makes you happy.
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Solo survivors care if someone else thinks a perk is overrated? why?
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/942268#Comment_942268
well not always, but ruin definitely is boring
I think its boring by definition, meta means everyone and their mother runs it, why even have perks when everyone runs the same ones all the time anyway?
Its just boring, variation is the spice of life!
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It is pretty sad right?
I find it particulary baffeling the devs actually called events "hard to do"..... like seriously? do you know at all how to make games or not? because calling adding a flower (putrid serum) or some skins to existing objects is NOT hard....
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Meta = Boring, but meta for a reason.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/941963#Comment_941963
I play both sides, but prefer killers.
You'll not believ, but you don't have to run such a nasty perk to have good games.
You dont have to, no, but the difference it makes often is insane, its night and day.
To me, absolutely game changing perks are NoeD, Ruin and often Nurses Calling, and on the survivor side, Borrowed Time, Decisive Strike and Adrenaline (especially with an SWF team)
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my 2 cents, that ruin is RNG based, that it is a Totem you can find, is just about the only reason its not 100% just a mandatory perk, if it would just slow down gens and nothing can be done about it from a survivor side, it would (depending on the strength) probably outweigh any other perks that increase speed somehow like Brutal Strength or Enduring etc
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soooo how is it abusable?
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honestly, who cares? who cares if some people claim something is overrated or underrated or whatever?
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just edgy emo metal
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/940490#Comment_940490
Stealth and looping are counters, blinding a killer with a flashlight is not a counter to them.
The two things you are equating are not equivalent.
ok I still have not made myself clear.
Stealth is a function of the game.
Looping is a function of the game
Using a flashlight is a function of the game
If a killer gets "beaten" by those, that does not mean the killer perse needs work. saying stealth works against the Plague is... well, not an argument, Stealth works against all killers in the game, its meant to be a valid strat for survivors to employ.
So to say the Plague needs a buff because she suffers from potentially being stealthed is just odd.
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@Saitamfed said:
As another users have told you, there are times where "safe unhook" is not possible. Sometimes a player risk his game (let's suppose open gates and killer with NOED) to save you, because they are very altruistic-
I understand some people are hook farmers and can be annoying (that's why the devs changed the requisite for WGLF from "unhook" to "safe unhook") but there is not much that you can do it about it. And you need to think that not every unsafe unhook is a way to farm, some people really wants you to escape or try taking the hit for you.
There were a lot of times where I had not BT but the unhook was worth the risk sometimes (because being camped since the start of the match it's not something that I could call fun), and as the save was too risky generally the killer used to think that I had BT wich leads me to take their place in the hook and them to go away freely. I am trying to say that not every unsafe unhook is with bad intentions or "to farm you".
Yes and I get that, and if you take their place and they get away, then you did a safe unhook and you will get rewarded the points for that.
However, if you attempt it, knowing full well this could go the wrong way but you are just so altruistic...well then what is the problem? either you succeed, they get away, you get the points and probably take their place orrrr they die (and you probably as well) and you get no points, you tried but you failed, why would that be rewarded, do or do not, there is no try.
Altruistic means you want to try to safe them, are you really then going to say "hey, im not even getting points for my failed attempt here?" because if you do it really wasnt about the atruism that you saved them.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/940446#Comment_940446
"It working on every killer IS relevant, it speaks as a function of the game as a whole, this has nothing to do with plague so you cant mention it as some argument against her."
That does not make any sense.
If a counter to a killer works, that is all that matters because it works. Whether it works against multiple killers is irrelevant. If you think otherwise then please elaborate as to why.
"For the rest: ok so basically you want a reason to keep vomitting on things or people, ok ok, I cant dig that, we could make it so that vomitting on a gen prevents survivors form touching it if they are already at max sickness, we could make it so that vomitting on a max sickness survivor slows them down a bit, like the clown for example.
There are definitly options there, I mean, personally I dont care, I dont need to go around the map vomitting on everything, but im not against it either."
Now this would be another fine idea that could work.
I'm just wanting something that would allow her to be able to keep using her power throughout the game.
Ok ermm we are talking about the plague and you mention how Corrupt Purge is beaten by stealth, ok, yes, Stealth is a valid strat, it can also be beaten by skiller survivors looping well.
That does not point towards a specific fix that is needed for her.
Its like saying Myers gets blinded by flashlight so we need to adress that.
Every killer can be blinded, every killer can be stealthed, that is just a valid strat for survivors and if done well, very effective, that however does not point towards The Plague needing any work. (not to mention if you are sick you tend to make quite a bit of noise)
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del
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/940426#Comment_940426
"There is a huge discrepency between SWF and Solo, the killer faces both equally so right now its either a unfair match or a fair match based soley on that"
Which is why you can't just boost solo survivors to SWF and then buff killers to compensate. If the game is balanced NOW in killer V solos, you are asking the devs to throw out the current balance of the game for a new one. That's like asking them to reinvent the wheel. It just makes way more sense to restrict SWF so they aren't as unfair. The fact is you can't make SWF and solos the same, and if you did it just breaks the game. Period end of story. You can't compensate without ruining the game.
Also by boosts I mean incentive to take the match. BP bonus, maybe emblem bonuses so it's not an automatic depip. Maybe you get to keep your add-ons. Stuff like that. I'm not saying make the killer stronger.
I never said it was balanced now, im saying through nerfs and buffs from all sides it has become MORE BALANCED then its ever been, but nobody, NOBODY, would contest that SWF gives a MASSIVE advantage over Solo.
Balancing for Solo means killers are near helpless against a proper SWF team, which is true now. bringing solo and SWF more together, provides better means to balance the game further.
I really just keep repeating myself here, I dont even understand how this is a debate, to me what im saying is just simple logic and you are fearmongering and talking in hyperbole.
Reinventing the wheel?
you can't make SWF and solos the same? if you did it just breaks the game?
Period end of story. You can't compensate without ruining the game.?
Like, what arguments do you have, explain these convictions.
I already said in my previous post with examples that the process of bringing them closer together has already started and has been received well so why would any next step towards this goal suddenly completely break the game...
and incentives to play, idk, maybe its me, if a game I know im just going to get bullied and not going to ackomplish anything but have someone T-bag in my face but hey...atleast I get some points and keep my offerings.... yeah idk but ill rather just play a normal game thank you very much.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/940440#Comment_940440
There are potential advantages to being unsafely unhooked, though. You might have DS and/or Unbreakable (the latter of which could come into play if the killer downs you and then goes after the rescuer), or a Styptic Agent you could use. Or, of course, your rescuer could have BT, or the killer could screw up and hit you while you still have invincibility frames from the unhook, giving you a chance to get away. Basically, as long as you're on the hook, you have zero chance of surviving without outside assistance. As soon as you're unhooked, your chances of survival rise. They may not rise by much, but they're no longer zero.
While it's true that sometimes going for an unsafe rescue is suicidal, that is not always the case, and there is no way for the game to reliably tell the difference between a bad play and a seemingly suicidal but actually great play. There are just too many variables. So hook rescues in general should be at least somewhat incentivised, but safe rescues much more so.
Well for that you have to scroll up a bit as I already adressed that but ill just copy paste it:
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Ok so you help someone out there (hopefully) and they escape, a DS escape can be made to count as a safe unhook should they get away, not that hard to program.
Just make it so that it counts as a safe unhook if they either escape out the door or atleast not get re-hooked within a certain amount of time.
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but to come back, idk, either you think you are going to save a person, or you dont, if you dont well we dont want point farming, if you do but it does not work out, welll....you tried, just like playing the game as a whole is "trying" something, but it does not always pay off which is fine, if it did it would be boring, but why would we reward something that does not pan out.
If I start opening a door but the killer downs me before hand, should I get the full points and the daily open door with survivor X? no, no I wont get that because it did not work out.
But fine fine fine (its not like the devs will do anything with this anyway, sadly) I guess if it would make others happy, 200 points for an unhook and 1500 extra if its a save unhook, why not.
@ASpazNamedSteve said:
If the killer doesn't leave, then you have no choice but to unhook in the killer's face. Not all killers give you windows of unhook opportunity.
Also you just assumed an entire scenario with your reply to me. I didn't realise there was only ever 1 scenario when it comes to unhooking someone who is about to die :I
Yes.... if the killer doesnt leave, its a lost cause.
Do you want to be rescued while you know you are going to die and you are just struggling on the hook for some last extra points and buying others time to escape, only to have some survivor rush up to you, get you off the hook, get downed, then you get downed, you get hooked and die, bye bye your struggle points but hey more points for the camping killer.... and they get another hook as a nice bonus.
That is just playing the game all wrong, its silly a pointless and you reward killer behavior you dont even like to see....
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/940422#Comment_940422
I also think Fibi is right there. Like above, the unsafe unhook should reward less, but not 0 BP. 1000BP for a 4 second action is the best reward you can get and therefore abused a lot. But regarding the dying person on the hook, it is always worth trying to get the exchange on the hook. If the killer decides to tunnel it is not the survivors fault.
yeah but... here we get into the definition of tunneling, if you unhook someone in the killers face, its not tunneling if they go after the injured person, of course they are going to and its on the unhooking survivor that this is now happening.
Its up to the unhooking survivor to wait for a better moment to go for it.
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/940439#Comment_940439
"They're 100% dead anyway" is actually selfLESS, not selfish. The point of me saying that was 'well might at least go for the tiny chance that they live by saving them and buying the team a couple of seconds, instead of leaving them to absolutely die no matter what'.
But you are not buying the team a couple of seconds, infact, you are wasting time, 2 survivors are doing gens or healing or whatever, meanwhile you do nothing but a pointless unhook, if you helped those 2 survivors with healing or the gens you would have bought the team way more time.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/940419#Comment_940419
"I just dont agree, survivors dont cleance, ok, that is then their risk, now if you m1 them you slug them instandly, ez kills."
You are missing my point entirely.
My point has nothing to do with how strong M1'ing survivors that stay injured is.
My point is that she is not getting to use her power makes her not as fun and that she isn't able to function as intended because of not getting to use her power.
"I just vomit on someone and then go just M1 mode, they will reach stage insta down soon enough and others helping them also get sick so more insta down for me."
After the first infection of each survivor they are never cleansing so you will never be getting to use her power again.
"And survivors that can easily wait out corrupt purge can easily wait out any killer all the time, thats not an argument, stealth is a tactic and it can be very effective as long as all survivors are in on it and play very carefully."
Just because waiting it out is a strategy that happens to work against multiple killers doesn't mean it's not an argument. It WORKS. Whether or not it works for other killers as well is irrelevant.
last point first:
It working on every killer IS relevant, it speaks as a function of the game as a whole, this has nothing to do with plague so you cant mention it as some argument against her.
For the rest: ok so basically you want a reason to keep vomitting on things or people, ok ok, I cant dig that, we could make it so that vomitting on a gen prevents survivors form touching it if they are already at max sickness, we could make it so that vomitting on a max sickness survivor slows them down a bit, like the clown for example.
There are definitly options there, I mean, personally I dont care, I dont need to go around the map vomitting on everything, but im not against it either.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/940422#Comment_940422
That's why I specified that there is no advantage for the hooked player to not be unhooked in that situation. For the rescuer, obviously they are making themselves more vulnerable to attack or even to being grabbed by the killer.
If anything, as I also mentioned in my comment, the fact that the rescuer is placing themselves in danger is all the more reason to award at least some points for an unhook, even an "unsafe" one.
I dont agree with you there, you are endangering the team by borderline just commiting suicide and yeah there is no advantage for the hooked player not be unhooked but ... there is also no advantage to being unhooked.
Infact, and this is entirely my personal view, I hate seeing survivors run for a rescue when the killer is right there, downing me again and hooking me again when im probably just on the hook to gain some struggle points and buy others time so they can get the door or a gen done or something.
(the devs once spoke of the option to kick a survivor in the face if they tried to unhook you when you did not want to be unhooked, but that could lead to some toxic scenarios so I get why its not in)
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@ASpazNamedSteve said:
Eh this might be a bit too mean.
There are times when you really can not help not getting a safe unhook.
E.g. you don't have BT, the killer is camping/tunneling the guy, they're 100% dead anyway, or the guy you unhooked runs right into the killer's arms like he wants the biggest hug.
yeah.... and? I mean... there are also times where you really wanted to hit that skill check so you could get the gen done but, you missed it, sooo should the gen be done anyway?
I just dont get the logic of being rewarded for unhooking someone who immidiatly goes back on the hook, why would that ever be a thing?
You get points for saving someone, well...then you should actually save someone, do or do not, there is no try.
If the killer is camping then you should not go for the save, be smart and do gens or open doors instead, you are just "farming" if you attempt a save at that point.
"they're 100% dead anyway, well do you even hear yourself, thats exactly why this should be a thing, "they are dead anyway, might as well get some points of them" is the selfish attitude that is currently rewarded which should not be.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/940422#Comment_940422
That's why I specified that there is no advantage for the hooked player to not be unhooked in that situation. For the rescuer, obviously they are making themselves more vulnerable to attack or even to being grabbed by the killer.
If anything, as I also mentioned in my comment, the fact that the rescuer is placing themselves in danger is all the more reason to award at least some points for an unhook, even an "unsafe" one.
I dont agree, you are endangering the team by borderline just commiting suicide and yeah there is no advantage for the hooked play not be unhooked but ... there is also no advantage to being unhooked.
Infact, and this is entirely my personal view, I hate seeing survivors run for a rescue when the killer is right there, downing me again and hooking me again when im probably just on the hook to gain some struggle points and buy others time so they can get the door or a gen done or something.
(the devs once spoke of the option to kick a survivor in the face if they tried to unhook you when you did not want to be unhooked, but that could lead to some toxic scenarios so I get why its not in)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/940397#Comment_940397
It's not off topic it's very relevant to the discussion.
The problem with power creep is that it fundamentally changes the game. Borderlands 2 changes from a game of dynamic builds with unique gear combinations to stuff that abuses glitches and health gating. Like there is literally no other way to play the game at OP10. There are maybe 20 pieces of gear that are viable, with another 10 being potentially viable with specific characters. And at least 5 pieces of gear are mandatory (eg. Sham, Antagonist, DPUH, Magic Missile, Grog). One shotting enemies while being one shot does not make the game better. It's just turns into a ######### show, and yes it is power creep because the games balance is thrown out the window. Like, in Halo if everyone started with Rocket Launchers in theory it's balanced because it's equal, but in practice it's not balanced because skill is irrelevant. You could be the best Halo player in the world and still die to a complete noob because there is no room for error, and no human can ever play perfectly.
In DBD you get power creep when you try to buff solos to the level of SWF. Now you have to buff killers, which then leads to buffing survivors, which then leads to buffing killers, ad infinitum. With the game being asymmetrical perfect balance is not easy. The current state of the game, killers V solos, is actually pretty well balanced. You're basically asking the devs to throw out everything just to make solos as good as SWF. It makes 1000x more sense to nerf SWF in some manner, probably by putting some restrictions (or conversely giving the killer a boost) as it's easier to implement without destroying the delicate balance we already have.
"In DBD you get power creep when you try to buff solos to the level of SWF. Now you have to buff killers, which then leads to buffing survivors, which then leads to buffing killers, ad infinitum."
See this is just not a statement you can make, the game has been getting nerfs and buffs over the years and long time players all agree that right now is the most balanced the game has ever been, and while not perfect its a lot better then before.
There is a huge discrepency between SWF and Solo, the killer faces both equally so right now its either a unfair match or a fair match based soley on that, the more SWF and Solo are the same, the more a proper balance between killers and survivors can be made.
That is just the entire point. (not to mention the change to not see the killers perks till the game is finished is exactly one of those changes to bring SWF and Solo closer together as well as all the indicators you now have)
"You're basically asking the devs to throw out everything just to make solos as good as SWF."
ERmm... no? what am I asking them to throw out? what is this "everything"?
And boosts based on SWF, now that is going to be a complete minefield of balance, what if there are 3 SWF players and 1 solo, different boost?, 2 SWF and 2 Solo, different boost again?
1 of the 3 SWF's dies, now its just 2 SWF's and 1 solo, does the boost dynamically reduce?
Honestly trying to balance for that is a far harder if not impossible job.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/940397#Comment_940397
It's not off topic it's very relevant to the discussion.
The problem with power creep is that it fundamentally changes the game. Borderlands 2 changes from a game of dynamic builds with unique gear combinations to stuff that abuses glitches and health gating. Like there is literally no other way to play the game at OP10. There are maybe 20 pieces of gear that are viable, with another 10 being potentially viable with specific characters. And at least 5 pieces of gear are mandatory (eg. Sham, Antagonist, DPUH, Magic Missile, Grog). One shotting enemies while being one shot does not make the game better. It's just turns into a ######### show, and yes it is power creep because the games balance is thrown out the window. Like, in Halo if everyone started with Rocket Launchers in theory it's balanced because it's equal, but in practice it's not balanced because skill is irrelevant. You could be the best Halo player in the world and still die to a complete noob because there is no room for error, and no human can ever play perfectly.
In DBD you get power creep when you try to buff solos to the level of SWF. Now you have to buff killers, which then leads to buffing survivors, which then leads to buffing killers, ad infinitum. With the game being asymmetrical perfect balance is not easy. The current state of the game, killers V solos, is actually pretty well balanced. You're basically asking the devs to throw out everything just to make solos as good as SWF. It makes 1000x more sense to nerf SWF in some manner, probably by putting some restrictions (or conversely giving the killer a boost) as it's easier to implement without destroying the delicate balance we already have.
"In DBD you get power creep when you try to buff solos to the level of SWF. Now you have to buff killers, which then leads to buffing survivors, which then leads to buffing killers, ad infinitum."
See this is just not a statement you can make, the game has been getting nerfs and buffs over the years and long time players all agree that right now is the most balanced the game has ever been, and while not perfect its a lot better then before.
There is a huge discrepency between SWF and Solo, the killer faces both equally so right now its either a unfair match or a fair match based soley on that, the more SWF and Solo are the same, the more a proper balance between killers and survivors can be made.
That is just the entire point.
"You're basically asking the devs to throw out everything just to make solos as good as SWF."
ERmm... no? what am I asking them to throw out? what is this "everything"?
And boosts based on SWF, now that is going to be a complete minefield of balance, what if there are 3 SWF players and 1 solo, different boost?, 2 SWF and 2 Solo, different boost again?
1 of the 3 SWF's dies, now its just 2 SWF's and 1 solo, does the boost dynamically reduce?
Honestly trying to balance for that is a far harder if not impossible job.
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@Fibijean said:
I can't think of a single situation in which it's better (for the hooked player, at least) not to unhook someone if the alternative is letting them die or get to second stage. Even if that means unhooking them in the killer's face. Given that, and the personal risk that unhooking is, I think players should receive at least some points for unhooks to incentivise altruism, but they should get more points in the "Safe Hook Rescue" category than they do in the "Hook Rescue" category. Like 500 for the rescue, and 1000 if it's safe.
Well getting unhooked and immdiately rehooked because it wasnt safe just gives the killer more points for no reason plus you (the unhooker) is wasting time doing that, much better to finish up gens or opening a door.
There is at best as much reason not to unhook as there is to unhook.
If they are going to be dead or stage 2 right after anyway, well then handle that as is best.
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@Blueberry said:
This isn't even a discussion relating to how strong or weak she is.
The reason she needs to be worked on is because she simply doesn't function as intended.
Survivors don't cleanse and she never gets to even use her power so she just walks around M1'ing people. This isn't just not fun, but it also hinders her point gains in deviousness.
This is a flaw in her functionality that needs fixing. Survivors should be cleansing and she should be able to use her power throughout the game.
Lastly, I don't think her Corrupt Purge needs any nerfing. I'm not saying it isn't strong, but I am saying a lot of people highly over exaggerate its strength. It already has a very high cost. It requires a survivor to give it to you, you have to walk over and pick it up which means you aren't getting it mid chase, you waste the time going to get it and then find someone afterwards which adds up a lot and lastly, it gives a visual queue and a map wide warning that you have it now.
Smart survivors can very easily wait it out and the vomit can even be dodged with its delayed projectile speed around corners. It only feel crazy strong if you get caught out in an open field, but in that scenario so is many other killers like a Billy chainsaw.
There needs to be more reasons to cleanse and the Corrupt Purge does not need a nerf.
I just dont agree, survivors dont cleance, ok, that is then their risk, now if you m1 them you slug them instandly, ez kills.
I just vomit on someone and then go just M1 mode, they will reach stage insta down soon enough and others helping them also get sick so more insta down for me.
And survivors that can easily wait out corrupt purge can easily wait out any killer all the time, thats not an argument, stealth is a tactic and it can be very effective as long as all survivors are in on it and play very carefully.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/940175#Comment_940175
The original hallowed blight event proved that a secondary objective won't work. Survivor mains claim they want more objectives but they really just want Ruin nerfed. At this point, I honestly don't care. I don't use it anymore. But I'm tired of people acting like a secondary objective would instantly fix this game. Because it won't.
ok and how did that event prove that it won't work exactly?
I was there, I did flowers, it took time, you could ignore flowers though, if you need gas cannisters to fix a generator you cant ignore it, buying the killer more time and demanding of survivors that they explore the map a bit.
But yeah, explain your convictions.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/940380#Comment_940380
Vomit can be dodged and LOS'd. Stalking can only be LOS'd. I can tell from the way you talk that A. You have never played Plague to begin with and B. You know nothing about balance. This I'd just another baseless whine post. The plague is fine, but some of her "increased vile purge effectiveness" addons may be overtuned.
You people won't rest until every killer is a loopable bot. Good luck keeping the game populated with killers if everyone gets nerfed into the ground.
ermmm ok wow, I never said the plague needed work, if you are going to throw out wild accusations like that ATLEAST do some research towards what the one you are attacking has said.... come on.
And I play plague enough just fine thank you very much, now let me add an empty insult/statement and say maybe you should play her sometime or some childish nonsense like that.
I know plenty about balance, I think you however need to work on your reading comprehension because you royally misinterpreted what I wrote there.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/940380#Comment_940380
Vomit can be dodged and LOS'd. Stalking can only be LOS'd. I can tell from the way you talk that A. You have never played Plague to begin with and B. You know nothing about balance. This I'd just another baseless whine post. The plague is fine, but some of her "increased vile purge effectiveness" addons may be overtuned.
You people won't rest until every killer is a loopable bot. Good luck keeping the game populated with killers if everyone gets nerfed into the ground.
ermmm ok wow.... I never said the plague needed work.... come on man, if you are going to throw out wild accusation atleast read a bit into what a person has said.
And yeah, I play plague enough just fine, have not prestiged her yet but she is atleast level 50.
Honestly idk how your mind works with this response.