anarchy753
anarchy753
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The ultra rare is alright, vanity mirror is a change that should've happened a long time ago. Brown Pig add on is just as garbage as the version where it reset more progress because they're default skill checks that aren't affected by any skill check perks. So great, people in their first week might get deep wounds once in a game.
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I know he isn't particularly well loved by the community, but holy ######### they just castrated him.
Before he was strong in a chase but had terrible map pressure. Now he's average-to-bad in a chase, has terrible map pressure, no longer has a quiet approach. Remind me what the appeal to playing him is meant to be now? Seriously if you're gonna give him the 32m TR and cripple his chasing ability you should at least give him 115 movespeed, or remove his reload and replace it with a cooldown that doesn't reduce your speed to nothing.
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Personally I'd rather play something underrated that has interesting add on combinations than something that's boring and strong, and all their add ons are memes.
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I've played Pig and Plague consistently at high ranks for years. The parroted 'only 3 killers are viable' noise is just that.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2521363#Comment_2521363
Can't they ban their IP so they have to buy a new PC to play the game again? I think I've heard of some games doing that when they encounter hackers.
There's a lot of different steps that can be taken to ban people in different ways, and a lot of ways to get around those bans. All we know for sure at the moment is that hackers are rampant so whatever is being done currently is not enough.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2521208#Comment_2521208
If anything bhvr probably enjoys hackers. If they catch you, they ban you, they buy the game again. That's more money for bhvr.
There's also the toxic community. I don't need to look at any charts to tell you there's a ton of false reports. I get accused of wall hacking almost every 5 matches. There's so many people who don't understand what they just saw and assume it's a hack. It's not my fault they don't know how bbq or NC works. With all these false reports it's pretty difficult to see a genuine one.
I doubt they're buying it. They would be far more likely to pirate it or just use family sharing on steam.
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Championships? Imagine thinking this is anywhere close to a tournament-ready game.
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I'm the opposite. I've got thousands of hours in the game, about half on killer. I've been playing a lot of killer and 3-4king every match. I think I've 'lost' a grand total of like 2-3 games since the change, and it STILL places me with players who play like it's their first day. I'm not slugging or camping, I'm consistently getting high emblems but I can't seem to get survivors who are anywhere near my skill bracket.
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I think people are kidding themselves if they think even half of the people who main Spirit do so because they actually like Spirit. They main her because she's has the lowest skill requirement to get the highest results. They'll ditch her the second people can counterplay her and jump ship to the next strongest thing that isn't too difficult. Either they'll migrate to Blight, or something like Oni.
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Does it matter? It doesn't matter at all if their account gets banned, 99% of the time they're a throwaway anyway. What matters is they haven't improved detection to stop these blatant hacks getting through in the first place.
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@StibbityStabbity said:
I don't think it will outright beat DBD down, but I think it will address some of the issues some players have with DBD and offer an alternative that shines on its own merits.
I'm hoping it will become healthy competition to DBD.
Also, for all the people that keep saying "the Teens can hurt the Monster and will be a bully simulator", the Teens have to basically COMPLETE AN ENTIRE GEN just to essentially drop a single pallet. They can't constantly attack the monster, they have to build up the ability to attack. If they haven't, they have to run. Also, making the Monster itself the Teens objective forces interactions, instead of turning the game into a hide-and-seek simulator. On top of all of that, the Monsters come with ways to mitigate incoming damage. The game is DESIGNED around those interactions. Each Monster has multiple abilities that help them either play defensively or aggressively.
I'm not saying the game will be perfect or there won't be issues. All games have issues. However, I think what we've seen so far looks pretty good, and I will certainly be giving the game the ol' college try.
Have you seen the Dollmaker gameplay? Tell me again that tht's not a hide-and-seek simulator, except the one hiding can suddenly be like 2 kilometers away when they're found.
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@NomiNomad said:
I feel like your talking about VHS here, since that's the newest game in a long line of "competition."
At a surface level, they are comparable. At least, to the general public. Both games are 4v1, with that 1 being a monstrous killer of some kind. The deeper you look, the more the games are different, but most people aren't going to look deeper. They're gonna see two 4v1 games that have a killer as a playable character.
It's like people comparing TF2 to Overwatch or Paladins to Overwatch. All those games are similar in the way that they are all hero shooters. The comparisons stop there, pretty much. The mechanics of the games are all different, the way they work. TF2 has a Loadout system, Paladins has a skill system, Overwatch is "pick character and your done". But most people just see "HERO SHOOTER" and compare them. That's just how it works.
The differences you list are laughable. They're still incredibly comparable. It's like saying "oh you can't compare dark souls to bloodborne because one doesn't have shields." Of course you can. Everything you listed are examples of similar games. Yes, they have differences, that's why we can compare them.
Which is a better detective series, Sherlock Holmes or Poirot? Oh well you can't compare them because Poirot has a moustache!
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Just because they have slightly different gimmicks doesn't mean they "can't be compared."
They're asymmetrical games that pit one person in a power role, usually a killer, against a small team of survivors who aim to either escape or defeat the killer. They're absolutely the same genre and they draw the attention of the exact same people who like that genre.
It's like saying you can't compare counter strike to rainbow 6 siege just because different people play them.
Honestly.
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Oh look, it's this thread again.
"Do you think Friday the 13th will kill off DBD?"
"Do you think Deathgarden will kill off DBD?"
"Do you think Last Year will kill off DBD?"
"Do you think Hide or Die will kill off DBD?"
DBD has set itself up in a position where I think it's fairly safe to say nothing will ever beat it on its own turf. They have so many horror icons that anyone who cares for the horror side of it is drawn to DBD over anything else.
It's important to realise that any game trying to make an "asymmetrical killer vs survivor" game has a very specific audience. You know where that audience is? Almost exclusively playing DBD. In order for them to get a regular playerbase they have to do something absolutely groundbreaking that pulls a huge amount of people away from DBD for a significant amount of time.
First off, they simply don't have the attention. Betas are releasing soon and their videos only have a couple of thousand views.
Secondly, they don't have wiggle room to sort out what players don't like. Look at Deathgarden, people didn't like progression or the gameplay loop a tonne, they just left. They tried to do a full relaunch and people left even faster. DBD has flaws but people have invested enough that balance changes can be a long way off and people are happy. A new game comes out with issues and you don't have that same investment to stick around while it improves.
Speaking of investment, people have thousands of hours in DBD. Even if something annoys them they still feel loyalty and like their work would be wasted to just drop it.
In terms of attention people who play DBD want to watch DBD. Even if streamers try out VHS they stand to lose a tonne of views after a couple of games if the viewers aren't gripped.
Lastly, I just think the gameplay looks flat out worse. Killers in DBD hate how much of a bully simulator it is sometimes, yet the entire gameplay loop of VHS appears to be survivors building weapons to bully the killer. The maps look ENORMOUS and for most of the time, there's no hint where anyone could be. The chases look very unsatisfying for both sides, the killer catches up fast and gets easy hits, but then are forced to awkwardly look up and with no form of scratch marks are essentially meant to lose the survivor most of the time.
I watched the deep dive on Dollmaker and while the power looks super cool and I'd love to see it in DBD, it looks so ######### and frustrating to play against. You search a truly massive map for a killer who's hiding and knows you're coming, but he's constantly on top of you with dolls that don't really benefit you to kill. When threatened at any point he can instantly be across the entire map and safe and just continue. That looks so rough for survivors, what're you gonna do, just spread out and hope one of you is near where he chooses to go to (despite him having warnings if you're where he's gonna teleport to) and then just get picked off?
It has some interesting concepts, but seriously, if anyone remembers it a year after launch they'll be lucky.
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A couple of days ago we had a Doctor who had global terror radius, multiple stacked up Unnerving Presences and more than 5 Ruins. He teleported around the map spamming his blast until we were all tier 3 then ascended into the heavens until we all escaped.
Today I had a Jake that just sort of shiftily moved faster in a chase as I came around a corner when he didn't expect me to see it.
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@nh1ze said:
https://forum.deadbydaylight.com/en/discussion/comment/2516357#Comment_2516357
hillbilly and oni are use what?
Pop or Eruption, they're mobile enough to get to any gen they want to get progress off, they don't down with M1 most of the time so Surge is out, and they aren't under enough time pressure to be scared of kicking a gen or two.
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@Myla said:
Yeah that was stupid af.
I think this is the only purple add on that screws the killer this badly lol. This kind of downside is only present in garbage tier ultra rare add ons.
Pig has her "lose all information of where the survivors are probably going to be on the map BUT get an aura read 4 times a game on one survivor which will probably be worthless if you're any good at killer as you'll probably be busy in a chase."
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Oppression is something I consider on killers who have generally bad pressure like Trickster or Deathslinger. I use it because I don't have the time to stop and kick multiple gens, and because the better option when I find a progressed gen is usually starting to attack from range, and then I'd have to drop chase to go back and kick the gen. It lets me get multiple generators regressing without going around to all of them and spending a lot of time kicking each one.
Eruption is better for killers who have significant pressure and can afford to kick gens, or have more melee-range powers so diverting to the gen is less distance. Something like Wraith with faster kicking while cloaked can drive-by gens pretty fast and still maintain a chase, then he gets a significant payoff when he downs someone.
Outside of them, I'd usually rely more on Surge as it saves time altogether and gives a similar amount of regression to Eruption, or Pop which focuses all the regression on one gen but only requires one kick's worth of time.
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@ThiccBudhha said:
Boon: Third Chance
Every survivor has built in Dead Hard, Borrowed, Unbreakable, and Decisive Strike until the Totem is cleansed.
Boon: Off-meta - Disables Decisive Strike, Dead Hard, Borrowed Time, Unbreakable and Iron Will for anyone on the survivor team. Gain a stacking 3/4/5% bonus to all scoring events for every perk your boon totem disables.
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Boon: Blessed Protection - While your blessed totem stands, you are unaffected by the effects of hex totems. Killers may still gain tokens from you.
Boon: Divine Intervention - While your blessed totem stands, any damage that would take you from the healthy state to the dying state will instead injure you and inflict deep wounds.
Boon: Fool's Gambit - While your blessed totem stands, you gain 50% more bloodpoints for all actions. If another totem also blesses a totem with Fool's Gambit, neither of you receive the benefit until one is extinguished.
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That's kind of the point. Can't criticise a system if you can't proooove it's broken. By keeping things hidden they just have to say "it's working" or "it's balanced, you just can't see it" and there's not much you can do to argue it.
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Yeah, that red head girl used them in the into the fog tournament last night and it honestly just looked embarrasing. Every single teleport to a trap either caused her to whiff or made her stop and chase the survivors rather than swing. It's overall just a nerf to her power to run them.
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Am I the only one who really dislikes the 'all or nothing' approach to balance BHVR takes?
Nothing ever gets adjusted, it's a full rework or it's untouched.
So many other games do balance so much better, things are overperforming? Maybe a value gets lowered by 5%. Something isn't getting used? Maybe try bumping it up a little and see if it works better.
Instead we get "this perk is being used too much, here's an entirely new perk with the same name, maybe it'll do better?" Like Corrupt seems to be in every single match these days, is the solution to change how it works, or maybe fiddle with the numbers and make it a little shorter and see if it loses a little popularity. Borrowed Time is on every other survivor. Does it need it's 50th mechanical rework in when it triggers, and how the debuff works, or would 1-2 seconds less of endurance encourage people to use it more safely or consider not bringing it?
Look at Freddy, he was overperforming, that's certain, but rather than dropping some numbers on some add ons, or just slowing him when he places traps, every add on that didn't have a basically laughable effect was deleted.
That's why going over add ons is "years" of work.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2511990#Comment_2511990
It would be identical to Trapper. Remove her distance related addons and replace them with time spent breaking her traps.
If you step in a trapper trap you have a huge chance of getting downed, Hag is a hit at best. You can't disarm Trapper's traps by running near safe structures while he carries people. You can't crouch to avoid being caught in a bear trap.
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I'm gonna be honest I use Iron Will ALL THE TIME on survivor because the benefit it brings is just so immense. I really feel like as much as people complain about "second chance" perks like DS and DH and UB, Iron Will gives you way more second chances than any of them, and while I like running it, I think it needs to take a hit.
If anything I'd say reduce it to 25/50/75% reduction in sounds. It would still be the vast majority of noise, but not silence.
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That would take her from one of the top killers in the game to literally unplayable. Survivors with torches are already an absolute nightmare because all your work gets removed almost instantly.
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Breakable walls are all awful in general.
Either they're a must-break wall that prevents a loop being semi-infinite, or they're a never-break wall that will weaken the area for you as killer.
All in all they're just a stupid additional time sink to killers who already have enough stuff to take up their time.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2500118#Comment_2500118
They're called "challenges" they're supposed to make your games a bit harder. Like adepts limit you to just 3 specific perks, these challenges are going to gimp you in some way.
Also no to progressing multiple challenges at once. Win a game and suddenly complete 50 challenges at once. Sure that's not going to be an issue at all...
There's a difference between a challenge and turning off your power for 50% of the game. 10 hits isn't just "gimp you," it's literally playing with your power off. It might as well be "get hits as Nurse but DON'T BLINK!"
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@Sleem said:
Play the game how you want to and ignore the haters.
It's how I get any enjoyment anymore playing the game.
What does that have to do with anything?
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People use the same perks too much.
"NOOOO, YOU CAN'T JUST USE META PERKS!"
People use a different perk because it starts doing something useful.
"NOOOO, YOU CAN'T DO THAT EITHER!"
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I honestly don't even know why people use cages. The mori sure, but not cages.
Like I get that it's a slight convenience to not have to pck up and hook someone, but the amount of map pressure you lose because that survivor gets immediately unhooked, and the lack of information from not even knowing where they are until they're free is staggering.
Most of what makes a killer able to stay in a match is that when someone's hooked, a. people are scared to unhook instantly, b. someone is unhooked, c. one or more people are wasting time leaving gens to unhook that person. When you cage them you lose so much of that and in a much shorter time everyone has the capacity to be back on gens.
I get that it can somewhat counter DS and BT, but denying yourself access to a lot of the strongest killer perks like BBQ and Pop seems like a net zero tradeoff there.
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That's what happens when half of the killer's power is "let survivors teleport you to the absolute worst place on the map that you could be."
They don't use the teleport and find better ways of going about it.
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I'm honestly just surprised by how gullible people are willing to be. One day we're using ranks and the lobbies are awful, the next day we're using SBMM and the lobbies look identical. I just don't know why people are so happy to cover their eyes and ears and say this system will be any better when they've shown they can't make balanced lobbies for 5 years straight.
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Killer is a mess.
I've played a handful of matches of Clown recently for the archives, but when I went to do a Clown daily after SBMM came on, it was like watching people try to play their first games. Like I'm not gonna pretend that I'm a top tier Clown player but he's an M1 killer and I can play him well enough, so if every killer I don't spam is going to be like that, it's not going to be fun for me or them.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2485922#Comment_2485922
Did you read the dev note attached to the patch notes, explaining why they made that change?
https://us.v-cdn.net/6030815/uploads/DUU0T0OH02WT/2021-09-10-071732.jpg
Yeah, I did, but I still find him super easy to play with lots of really cheap hits on anything that's meant to make survivors strong. How people are MANAGING to underperform on him is questionable.
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It's mostly that it's got absolutely terrible values.
It's 3% per hook which doesn't affect one survivor. If all survivors are alive, the absolute maximum value for the slow is 18% (or 24% if you perfectly swap the obsession around which is unlikely.)
For repairs, that's equivalent to a 13.5% slow on the whole team because one survivor is unaffected.
For healing, that's equivalent to a 5.25% slow because one survivor on the team has a massive healing boost as well.
Compare that to thanatophobia, and I could hit 2 people and already have a stronger slow to healing, and at 3 I have a comparable slow to gens. That can happen at like 1 minute into the game rather than after 6 hooks, and this is THANA, a slowing perk most people already consider weak.
Even if we start killing people off, at 7 hooks that's a net repair slow of 14%. Kill another and it's a net slow of 12%. Your 7th hook only adds an effective slow of 0.5%, and your 8th effectively lowers the slow per team member. Of course it really doesn't matter at that point because there's only 2 people left.
The entire perk simply isn't worth running with how abysmal the numbers are on the slow. At most it adds 11 seconds to generators. Basically any stalling perk is better. The only killer I even consider dying light on is Plague, and that's because it stacks with thanatophobia and provides a consistent and progressive slow to survivors.
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They told us it was using several months of data. If that's the case how long is it going to take to "settle," years?
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I'll be honest I don't even understand why he needs a buff, he's so damn easy to play.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2483545#Comment_2483545
Actually Grades no longer matter.
They're mostly an indication of your time playing the game rather than you actual skill.
Although I can see why you would still think Rank matters considering we just swapped over into an MMR system.
However, MMR has been much better for me as Killer and Survivor than the previous matchmaking system. I can now play Killers like Ghostface and Hag without fearing getting roflstomped in Red Ranks.
The majority of my games has been fun, and I've been playing pretty much nonstop since MMR came out. And that's all it should matter.
Your number shouldn't matter if you had a fun match.
The fact that it's working for you doesn't mean that it's working for everyone.
People who are in ash rank are almost entirely there because they're brand new. Yes, it's not being used for matchmaking now, but their current rank is based on how much and how well they played over the last month. An ash rank isn't suddenly equipped to deal with previously red rank killers the next day just because "secret invisible matchmaking" magically decided they're a top tier player today.
And duh, obviously people aren't posting screenshots of their 4 red rank and a brown lobby where they got sub 10k points because they had such a fun match.
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There is no real reason to hide MMR except to prevent the players from seeing unbalanced lobbies.
You can say "it stops them abusing it," but legitimately, how? If people want easier matches, they just play like trash or stand afk in the corner. Not seeing a number go down doesn't stop them from doing that until they find easier matches.
From the amount of posts today alone that show yesterday's brown rank players thrown in with red rank players, I think it's pretty safe to say the same issues with absolutely unfair lobbies still exist. Even if there's "growing pains" etc while it calibrates they told us that this is using the last several months' worth of data on our gameplay, so how much is it honestly going to improve?
It's purely a PR move so that no player can show a screenshot of a lobby and say "this was unfair" without them having the option to say "oh no it was fair, it's just using secret invisible parameters that you couldn't possibly understand and that's why you got steamrolled by top tier swf."
The fact that there's been zero transparancy on how the MMR actually works (and more specifically how it differs from the rank and emblem systems that have been called broken for years) is just further indication that it's not better, just hidden.
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I think they made a really big mistake in activating it most of the way through a month rather than with the reset, because everyone's able to see just how botched the lobbies still are.
During the tests they hid ranks then said how great it was, but when people can actually see that they're still in the same old unbalanced situations it shows that matchmaking is as bad as ever.
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I've definitely seen it in a couple of games recently and it works.
You're probably making the mistake of expecting the duration to match the cooldown like Make Your Choice.
Dragon's Grip goes on an 80 second cooldown which is shown on the perk when you kick the gen, however it only affects the gen for 30 seconds, meaning after that they can touch the gen without screaming or being exposed, but your perk is still on cooldown, having done nothing.
It's not exactly the strongest perk, it could quite easily be changed to have the effect and cooldown match.
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They definitely seem to work the same as before, had 3 games with 1 gold 3 iridescent before getting the adept. On the plus side since everyone goes to ash rank every month regardless of skill, you can do adepts when the merciless requirements aren't so strict.
I still think it's a little stupid that I can have a 12 hook 4k but I don't get adept because I didn't go easy on them and let them heal an extra 3 or 4 times unnecessarily, so the game thinks I "didn't chase enough."
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Truly awful. If I were going to put him in C tier or higher, either his chains would be easy to land, or they would be difficult but give a very high chance to get a hit after.
As it is you need to learn how to blink as Nurse, then steer as Billy, and after that you're still on the unlikely side of getting a hit where you wouldn't just by chasing normally. The amount of ground you lose in a chase to use the power is laughable when you compare it to the fraction of a second it takes for survivors to throw off every chain.
On top of that, the box is a minor timewaster at best, survivors being able to see it globally means chain hunts basically never happen unless they choose it to. Then when they do go off, running in a straight line seems to dodge every chain, the AI chain targetting is absolute garbage.
Then they can open the box. You get a big beeping alert to tell you "Hooray, you can now teleport to the absolute worst place on the map to a survivor that's fully prepared to run you and is surrounded pallets. (Oh, and there's a wall between you as well)" I've found teleporting is almost always the incorrect decision.
There's also the big issue of breaking chains on literally everything, and then once again the "replacement" chains just shoot off into the distance at nothing or go straight into the ground.
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It mostly has to do with how overly ambitious they were with early killers. For a long time strong add ons were incredibly complained about, like Iridescent Head, 5 blink/omegablink Nurse. Michael is really weirdly on the edge, he has tombstone piece which is just stupidly OP, and infinite tier 3 is also pretty gross, but people for some reason enjoy his double ultra rares because the survivors also really have to screw up for them to work.
So then they started to veer more into the "changes how you play, but with major drawbacks" sort of area for ultra rares.
I don't know why, but with the recent Clown and Freddy changes however, they steered more into "your addons do ######### all."
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Nope. Got a 10 hook 4k but "NoT eNoUgH cHaSeS" so 3 iridescent and a gold.
Then was having a great game, but kicking a gen caused the game to DC.
Absolutely wonderful patch, no major issues at all.
Edit: Then got a 12 hook 4k which also decided I didn't chase enough. Starting to question if hitting with Engineer's Fang actually counts as a chase.
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I'd prefer on the weaker side, because getting buffed into a better state plays out better.
If you start too strong you get Legioned; "Here, have every nerf ever suggested by anyone online AND your power is gutted as well and now does nothing except mildly irritate people." Then they're not the shiny new toy anymore so they don't get another balance change for like 2 years.
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Pig when they don't camp. I think the traps add more to do to the game and make it more interesting overall, and without her input it can be a thrilling down-to-the-wire game.
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My favourite way is any way that doesn't involve numerically limited codes. Both in the form of ones that drop at 3am because Canada time, or those that you have to watch some person with the personality of carboard until they decide to hand them out.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1809137#Comment_1809137
Nah that it way too long. The devs said themselves that they didn't make the lockler block mechanic so it would be a guaranteed grab, they want to have it so the survivor still have a chance of escaping but still let the killer have a chance to get a grab.
Yeah because why shouldn't the survivor be entitled to escape when they jumped into a locker in the killer's face?