anarchy753
anarchy753
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- anarchy753
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Perks should never be changed to fit the role of "still useless solo, but broken as all hell in a bully squad."
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"Hopefully we can pull something off."
Translation:
"Hopefully we can find a way to abuse this perk to be completely impossible to hook."
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@VaJaybles said:
I don't know if this is a hot take, but as a survivor main I LOVE TOMBSTONE. Its just a nice switch up, you have to plan accordingly (be near a locker or know where they are) idk I love it
So much fun getting 0 altrusim and chase points.
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Oh joy, can't wait for every house to be infinite until you break at least 4 walls.
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They say it gives them more freedom to make sets, because they can make things like dresses and hoodies that would either not make sense when broken up into separate pieces, or clip through existing cosmetics.
In reality though, it's because you can't just get the piece you want at 1/3 the price. They can charge more because you have to buy all of them to get what you want.
I find it particularly tasteless that last year we had feedback surveys asking us if we'd like linked sets to be less restricted, to which I can't imagine anyone really said "no thanks, I like being limited." That would probably include removing weapons from the linked conditions for killers, and other extra pieces like the head slot for Janes dress etc that have no reason to be linked to the rest of the outfit. Since then not a single set has been less than 3 linked pieces, and they've pumped out more of them than ever.
I personally haven't seen a single person who likes the idea that they aren't allowed to mix and match the pieces, nor one who would particularly care if their cosmetics clipped a little. In fact almost all the talk surrounding linked sets is about how people hate that they're linked, would buy them if they weren't, or have spent time trying to break the game in order to mix them with other outfits.
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Essentially it comes down to the fact that they worded and/or coded the perk badly when it was added.
According to the wiki, they just made it so that anyone in the boon's buff just has the Self-Care perk invisibly, and a healing speed modifier. I'm guessing when they wrote the description they overlooked that the penalty to healing speed is a part of Self-Care, not just some innate fact of healing yourself.
The perk originally should have read "Survivors within the boon totem's range can heal themselves without needing a Med-Kit, and gain a 100% healing speed bonus when healing others."
Now it's more complex as you don't heal yourself at 100% speed, so it should say something like "Survivors within the boon totem's range can heal themselves without needing a Med-Kit. Decreases the speed that you heal yourself by 25% and increases the speed that you heal others by 75%."
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Yeah. Boy I love that a change like this is going to force killers to lose 1/4 of their perks just to return to baseline gameplay.
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@Rizzo said:
Boil Over, like any other perk that received changes, will still be monitored, in case it needs tweaking.
Forgive my skepticism when something was clearly demonstrated to be downright broken in the PTB and wasn't touched at all. Clearly "monitoring" isn't rigorous enough.
Even simple changes like guaranteeing a hook spawn in the RPD library would have shown that someone was actually looking at what was happening.
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Meta hasn't changed in a while, should we nerf some overused perks?
NAH JUST MAKE OTHER STUFF ######### OVERPOWERED INSTEAD!!
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/2769703#Comment_2769703
I get it, sometimes the rifts can be kind of worth it but sometimes not depending on what the rewards are.
No I mean the lunar event rewards. They all look just terrible.
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I'll be playing for the Saw tome, but if the cosmetic rewards are what we've seen so far then I have sub-zero interest in the event.
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I get that they want a clear win vs loss to give MMR, but I disagree with a lot of the thinking behind it.
They want even games in terms of kills. Sure, then don't call it skill-based matchmaking. Dead by Daylight has a lot of factors that can be analysed to pretty easily determine levels of skill, and 1v1 kill or escape isn't it. Even basing both sides MMR off TOTAL kills for the match would be better because in general it would raise the MMR of skilled survivor players even if the strong players get tunneled or camped at the end because they were too good for the killer.
A lot of your arguments are "people strawman the argument." That's simply wrong. These are real situations that happen frequently and people are having their "skill" based off poor metrics. A person who dies on their first hook after being chased the entire game should be going against harder killers in the future, not easier ones. That happens. That is determined as "bad survivor, -MMR," that is not a straw man.
All of this is pretty laughable in general considering we DID have a system which actually looked at your performance across multiple categories, one of which for either side was kills/escaping, and they scrapped it for a dumbed down system that ignores any of the important details for the match. That system actually had value and should have been worked on and refined, rather than throwing it out and saying "all that matters is kills." It needed better refinement for different killers, and it should have better rewarded survivors who did well but didn't necessarily excel in all of objectives, chases AND altruism, but it was a far better measure of how you contributed to a match than this trash.
MMR changes could absolutely have been based around the pipping metric, and to pretend that this "years of work for kills vs escapes" was in any way a step forward is ludicrous.
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@Hex_Salt said:
Better not tell Patrick otherwise he'll give us another lame hockey analogy as to how you lost 😄
Well you see, it's like in hockey, where one player scored 20 goals for their team, but then the opposing team just broke that players ankles. Their team still won, but ######### you, you couldn't play til the end so you're a loser.
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I don't want corrupt.
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I don't mind the change, but I don't like how precise the fan concept they featured was.
Like it shouldn't say "cleansing dull," "cleansing hex," "blessing dull," "blessing hex." At most it should just say "totem."
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@Gaala said:
https://forum.deadbydaylight.com/en/discussion/comment/2767788#Comment_2767788
The multiple charge is to stop looping. If you can actually use all the charges over and over without the time for the survivor to repel them, it will be too strong. As i said before, i use 3 charges only for the shotgun style. Imagine doing always a shotgun style to every generator. That will guarantuee to always damage survivor, even from long distance. No, it's fine like this.
But that's the point, multiple charges can't stop looping. As soon as you see her place down two you know you can safely do what you like outside of a direct hit because you are guaranteed enough time to get rid of it before she can capitalise on it.
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Personally I think something needs to be done about her cooldowns/repel time. It's nonsense to have multiple charges when using more than 1 guarantees they can repel before you can launch a damaging crow.
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It still gives self healing at faster than half-speed. It will always be broken while that's true.
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Nah. I've quite often disagreed with a lot of perks he likes.
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I think it's pretty fair since they changed it. Yes it makes the first chain injure, but after that your power is worse than useless and slows you down more to use than it does the survivor. So while it feels nice to get easy injures, it roughly evens out by making the second hit harder to get.
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Because when you're running Starstruck it makes their whole screen flash and say "YOU ARE EXPOSED" when you pick someone up, so they'd have to be stupid to get it with it.
Anyone who's good with a flashlight will blind you well before you can take a swing at them and be gone by the time your blind and stun is over, so you still lose the person you're carrying them it's just a chance that you get the exposed person after. Lightborn just means I'm not ever going to lose the person at all to a blind, and I often get free hits on people who stay behind a pallet trying for way too long to get the blind.
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TBH I tend to just avoid their lobbies. Twitchies always seem to be surrounded by their bully squad, or they end up just being super toxic if they lose. I have no interest in being a part of their #########.
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@Adjatha said:
There is no good reason for them to remove perk tiers.
A lot of players just play for the blood points. A lot of blood points go into unlocking perks. If they cut out 2/3rds of the blood webs you needed to go through to get your perks, bp would be a far lesser draw. Without an excuse to play for BP, people would start playing only for the win (which DbD is wildly not balanced enough to handle). When people don't get wins AND don't need the BP, they'd stop playing.
The grind is the game. Like it or not.
Regardless you're still going to need points to continue to get add ons and items that you want. From the comments some of the BHVR people have made on here since the Q&A, what they're working on is going to be a permanent reduction in grind. The only things I can think of that could make that possible would be scaling bloodpoint gains and caps every single patch to match how much the gridn increases, which seems like a lot of work and an unlikely choice, or making perks somehow shared between all survivors/killers.
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Dead Hard no longer gives distance.
If Dead Hard dodges an attack successfully, break into a sprint for 2 seconds.
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Probably about 3-4.
Look at the mori/key nerfs, they really don't care about dropping changes in a fair way.
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It's actually a pretty apt comparison.
As survivor, ruin regresses all your progress in a match as soon as you aren't actively on top of the progressed objective. Once cleansed, you have much more liberty to safely leave the objective and not have it lose all progress.
As killer, CoH regresses all your progress in a match as soon as you aren't actively in chase with the survivor you injured. Once snuffed, you have much more liberty to go for another survivor while the other remains injured and still in a vulnerable state. For 10 whole seconds, and then CoH is back.
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The issue with making BT basekit isn't that having BT basekit would be too strong.
The issue is that it basically just adds a 5th perk slot for survivors, and another second chance is going to be rammed into that space every time.
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I think the biggest issue is that they have no idea of how to time things. It's like they get an idea and it just goes out whenever.
It's like when they nerfed moris then took a year to touch keys. Hold one off until you can fix the other alongside it.
Don't nerf the least popular killer until you have some form of decent improvement for them. If something's too strong, fix it when you make the killer playable in general.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761433#Comment_2761433
That would be useless
CoH is fundamentally broken because it always makes it efficient for a single survivor to heal themselves, which completely breaks the time dynamic of the game because there's always extra survivors progressing the game.
Even with the change it takes 2 more seconds to relight a boon and heal yourself than it does to get another survivor to heal you, and you always know where a totem is vs teammate positions being questionable outside of SWF. That's all assuming the killer snuffs the boon for EVERY single heal, if you get even one extra heal out of it the efficiency of the perk is downright nuts.
If it still provided a big boost in healing speed, but instead helped survivors find each other and heal up quickly, it would at least keep the game somewhat fair by still requiring multiple survivors to stop what they're doing to heal.
Self-care was nerfed years ago because having a perk to heal yourself at a more efficient rate than healing with others was ridiculous, now we just have a perk which still does that, but requires 1/4 of the perk slots for the whole team to have it.
You can't have both self-healing and healing speed increase on the same perk without it being fundamentally broken.
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I honestly don't think this will change its place in the meta in the slightest, and dealing with constant boon uptime is still going to be equally frustrating for the killer.
4 seconds doesn't change the fact that every survivor heals rapidly without aid, and it doesn't address any issues with the time dynamic of boons in general, or the ridiculous range they cover.
Personally if I reworked the perk, I'd rather they change it to remove self-healing, and instead show the aura of any injured survivors in range of the boon to all other survivors.
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I hate hearing this sort of answer every time the devs respond to stuff.
"That wouldn't be a good solution, because the grind increases exponentially but this solution is a flat reduction."
You know what's NOT a good solution to the grind increasing rapidly every patch? DOING ABSOLUTELY NOTHING ABOUT IT FOR YEARS ON END BECAUSE MOST OF THE OPTIONS ARE FLAT REDUCTIONS.
Seriously, outside of bloodpoint gains/caps being manually increased by the same percentage as the cost to get every perk maxed on every character increases, what possible solution would fix an ever-growing grind permanently?
Even then, a flat reduction by removing perk tiers WOULD have a permanent effect, because every patch would grow the cost to max the perks by 1/3 of the amount it currently does.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2761264#Comment_2761264
This is a good point. We do try to reserve some reveals and news for segments on the stream to make sure that there's always something to turn up for (e.g. Circle of Healing, Lunar New Year event teaser), but it's tricky because saving news for a stream means not mentioning them sooner.
The other thing that we've been hoping to do is have more segments about various topics. For example, a talk with a level designer & level artist about what goes into making a map. These would be a lot of work to do, but if this is something you'd be interested in, please let us know. There is also a slight catch here in that some people simply don't care about these segments and would rather we just get to the questions.
Specialised streams sound good and interesting, but I can't imagine they'd be a positive experience that would continue for long.
While some tidbits would be interesting, the vast majority of the community won't care so much about the process of making a map, they'll just be there to hear answers to "why doesn't Trapper have a power on Eyrie?" "Why are maps still being made so massive when so many have had to be shrunk down in the past?" "Why RPD?"
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2761142#Comment_2761142
Okay. An example:
You talk in general terms about organizing perks and a different way to select and organize them and offer zero specifics about what you're looking at. You say you don't want to be made liars.
Why is this a concern? You've paid lip service to being transparent and honest before. Do so. Simply be open with what you are experimenting with, with the caveat that it may not happen. Be honest about it. I know you think folks can't handle it, but I assure you people will tell others that nothing was finalized and to cut you some slack. Give it a shot. It'll go better than you expect.
Early game collapse has been cancelled. Have we had daily posts about how we were told something was happening and it didn't work out? Nope.
Have we had 2 weeks solid of people unhappy with how poor Q&As are, only to get more of the same? Yes.
Which is worse feedback and PR?
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It's really depressing that they've just doubled down on this idea of discarding the entire value of a match in favour of the final outcome is just depressing.
A player can keep the killer busy for 5 gens, then get downed in the final seconds and die on first hook. What part of that situation says "this player should be facing lower skill opponents after this" to you?
A killer who manages to get 8 hooks across a match without anyone dying is blatantly more skilled than a Bubba who downs someone then stands in front of the hook for 2 minutes, but "skill-based" matchmaking thinks it's a more skillful performance to AFK with a broken power.
It's honestly laughable listening to them try to explain their backwards reasoning.
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Maybe pick the questions that can be answered, then just have a slideshow with pages filled with all the questions where the answer is "soon" that can be flashed up for 30 seconds at the end.
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It'd be nice to have the honest answers out there;
"Your MMR is going to stay hidden, because as long as it is you can't post a screenshot that shows how unbalanced your match was, and we can continue this narrative that it's working brilliantly."
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@Laluzi said:
I'm a little baffled why have a Q&A at all if they can't or won't answer 80% of the questions asked.
At the very least, pick questions that can be answered?
So far, I've got "bots won't replace DCed players because we want this game to be humans-only", "coh will be nerfed (but not enough to stop it being broken)", and "we do baffling addon nerfs because at high MMR these killers are too powerful," and "we don't plan on improving Myers at this time" as actual answers. Everything else has been a non-answer.
You missed "we don't want to consider killers as skilled when they have a skilled performance."
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I think you're confused on what perks do. Perks provide a benefit in the game. What you're looking for is something to play the game for you.
I suggest watching a video of someone else playing DBD, that would provide the experience you're looking for.
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I can only think of one, and it was the most depressing grab ever.
I crept up to a gen as Ghostface, 3 people were on it and only one saw me coming and reacted. I grabbed one of them, and the other person got off the gen, flashlight saved instantly, and they all ran off.
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@HommeBizarre said:
https://forum.deadbydaylight.com/en/discussion/comment/2759655#Comment_2759655
Maybe because you have to do all 5 totems
Which ngl, 14 seconds per totems isn't that much
When you know you have to wait 80seconds per gens without taking in mind all the killer perks
If boons have proven one thing, it's that survivors have PLENTY of time to ######### around with totems.
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Survivors believe that once they have done the generators, they are entitled to leave without contest. That's basically it.
Noed really only exists so that survivors have a reason to remove dull totems from the match. If they do dull totems, it slows the game down fractionally and makes the killer's life a little nicer, and in return they never have to deal with noed. Instead survivors want noed gone so that they can switch their brain off entirely, never look for anything that isn't visible from across the map, and then play "we have BT and we're gonna bodyblock all the way from the hook to the gate" every game.
Noed does not reward bad play any more than it rewards good play. Noed is not a reward, it is a punishment for lax gameplay on the survivor side. As survivors you are under a hell of a lot less time pressure, and it's on you whether you decide to put in effort to remove totems with the multitude of tools at your disposal to do so, or to risk noed. The solution is not to do the latter then just whine that it exists. It has real, tangible counterplay that you are choosing not to engage with.
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I haven't quit but I play an absolutely tiny fraction of the amount I used to. I used to love killer but it's such a drag these days. Every match feels like the exact same match over and over, every survivor runs the exact same perks and thinks they're a god at the game for standing behind a pallet.
I boot up the game and it's like 50/50 if I even launch a match, and if I do it'll probably be the only one of the night.
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I'd like to see them make all skillchecks on gens like Overcharge, where if you get off the gen, it stays on your screen and can still be hit.
HOWEVER, if you miss a skillcheck while nobody is on the generator, it should start to regress as normal speed.
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@xteampp said:
Back in my day, we would insult them worse and leave... what happened with people? MAN UP AND INSULT THAT FELLA.
I don't agree with saying stuff like what's being said, but at the same time I can't believe how thin-skinned people are that someone being angry at being beaten makes them come to forums to have a rant about what they said. If you can't handle some twelvie saying bad words, close the chat. You can filter and ban as much as you like, people will always find a way to taunt you, and falling for it this badly just gives them what they want.
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"Hey guys, this map we're making seems kind of awful for Trapper."
"Wait, how does Trapper make us money?"
"Oh yeah, you're right."
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2756607#Comment_2756607
I mean... what counts as the "real" Ghost Face? Up to Scream 4 (because I haven't seen 5 yet), there have been 7 people under the Ghost Face mask and even in the movies it's canonical that it's just a costume that the killers decided to wear. I feel like if they wanted the Scream license specifically, they would have done everything in their power to work with Funworld and the owners of Scream from the get go. Basically, I don't think they "subverted" the licensing of the character just because they didn't get the movie.
The "real" Ghostface is the one that comes with Scream licensing. The one that properly gives credit to the people who made the character popular for decades and created a series of movies that parody the tropes of horror beautifully without devolving into trashy horror-comedy. Without Scream, nobody would give a ######### about Ghostface and he certainly wouldn't be in the game, otherwise they could have just as easily licensed any other product. The only reason we don't have the real Ghostface is because BHVR didn't want to bother/pay for 2 different licenses to get the one character.
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Wow and only 2 years after anyone played Among Us!
To answer your question, no, I would not believe BHVR are satisfied with their Ghostface over the real one, but I believe they are stubborn enough that they wouldn't get the license for Scream.
Also, ngl, I feel like subverting the licensing for the character by just getting the mask and not the movie rights probably burned any bridges with the people who own Scream in the future.
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Last time we got new offerings it was the basement and hatch ones. How about we clear out the 50 offerings nobody wants before we add more useless junk to the bloodweb.
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Personally I think they should look at how other companies handle communication with the community. Having watched years of Warframe devstreams there's a massive difference between them.
The Warframe devs never come to them with the intention of dancing around issues and remaining vague about the future. They come prepared to give some insight into what's coming up that they haven't spoken about before, and they make it feel worthwhile to show up each time. When they get questions about how something is going to be changed etc, they quite often check with each other like "hey is it ok if we just tell them that?" and usually the answer yes and they elaborate.
In contrast BHVR seems genuinely scared to actually talk about anything they're working on. Unless something is basically already announced for a PTB, it's the most coveted secret in the world. A perk is broken, is it being changed? "Can't say." People genuinely don't like how MMR works, are there any changes in the line? "SoonTM." Why haven't boons been toned down when 3 months later CoH is still in every single match dictating how the killer plays the entire time? "Nothing has been said yet." Why do we get asked in feedback surveys whether we'd like linked sets to be less restrictive, then hear nothing about it for the next 6 months? "..."
Showing up to watch a BHVR Q&A is just asking to listen to a bunch of PR talk and non-answers. If something isn't working, how about telling us the different version that have been tested internally to at least give us the feeling we're being listened to? How about have people answering the questions who have the sort of authority in the company to make the decision to actually answer something of interest rather than just reading off a script that says "don't answer this" 45 times? Honestly would it be so hard to sit down at a meeting before one of these things goes out and just ask the question "are there any of these questions we can just answer honestly with some new information that won't cause the Earth to plunge into the Sun?"
Honestly the fact that I'm now sitting on a couple of months of free reddit premium just for saying these are a waste of time should be a big flashing neon sign about how the community at large feels in regards to the way we're babied in these events.
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One of my biggest issues with hexes is that everything designed to help with the issues of hexes are hexes themselves.
Rather than fix any of the issues with hexes, that they're unreliable and quickly leave me down a perk slot in the match, I'm instead doubling down on the issue, because they're still unreliable and now I'm down TWO perk slots, or more.
Hell, look at Undying, you're literally bringing a perk that does essentially nothing in the game to keep your Ruin alive. What does it accomplish? An extra 10 seconds of Ruin, and then you have 2 perks for the rest of the match.
Just once I'd like a hex protection perk to not be a hex itself so I don't have to rely on them not accidentally removing the protection straight away, or completely ignoring it like Haunted Grounds.
One of the biggest offenders, especially since its nerf, is Thrill of the Hunt. Before it made sense to be a hex because it gave an alert when survivors touched hex totems, so alone the perk would do basically nothing. Now, however, there's much more interaction with totems so just bringing a perk which slows down cleansing and blessing would be a nice buff, except that it is a hex and can be removed after only slowing a single interaction.
Thrill of the Hunt already loses 20% of its effect for every totem cleansed, it doesn't ADDITIONALLY need a lit totem that removes 100% of the effect. It would be a much more interactive perk if it made survivors consider cleansing dull totems in order to speed up later blessings. Instead it has the very quick and easy counterplay of just cleansing/blessing the lit totem and then there's still 4-5 normal speed totems on the map to abuse.