anarchy753
anarchy753
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@socalfusions said:
https://forum.deadbydaylight.com/en/discussion/comment/3003979#Comment_3003979
This is EXACTLY what happened in one of the recent tournaments I saw, ironically it was a Nurse that got someone on hook and never left yet the team still all had to come to get them off the hook. Pretty much described the competitive ruleset where tunneling a player out asap is one of the most common strategies and also why it's a bad idea to balance off of it because 90% of players aren't playing at that level.
Competitive rulesets will never be a good way to judge a killer.
Either hook states matter and they'll camp a person out, then chase down another with noed, or unique hooks matter and it becomes abusable for the survivors to leave someone on hook if they know the killer needs a specific amount of points to win.
Competitive is flawed from the ground up and should never be used as a balancing point for the real game.
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@fulltonon said:
I've never seen any competitive survivors having trouble with most nurses though.
Yeah well it evens out a lot of killers when 'competitive' rulesets nearly always result in the killer just staring at the first person until they go second stage on hook, then clean up what they can because all the gens are done.
Competitive is a TERRIBLE place to look for balance decisions.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3003586#Comment_3003586
It wasn't that bad it happens often enough without trying.
Most people who care about getting challenges done don't like to play with the "it'll happen when it happens" attitude, especially not for a tome which we only have 2 weeks on.
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@Barbarossa2020 said:
And the killer challenge that's the same is let yourself be stunned then land a hit.
And as for standing near a killer for however long that should be easy seeing every idiot does it at the gates.
######### like this makes me question if they're putting awful challenges like this in so that both sides play worse during the event so bad players on the other side feel like they're doing better and getting 'bullied' less for the event. The result is just both sides being mad at these ######### challenges though.
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I'd rather a garbage challenge that means I lose the game, but I can get by going for it than "unhook someone who unhooked you earlier" that you just get stuck on for a week.
Though truth be told, I think we'd all prefer neither.
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I don't have a problem with it to be honest. The strength of his power is being able to hit and damage over and around various loops, and exposing a good survivor in general with this add on just means they're exposed while still safely on the other side of a loop. It can expose people out in the open sometimes, but at that point it's not really stronger than any other exposed add on.
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Ahahaha what a ######### joke.
These cost 20% of a full character.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3001550#Comment_3001550
But it's fine for the killer to run and grab the reward then immediately AFK? I mean, come on.
AFKing doesn't really get you into another match to ruin faster. If you get the reward for ending the trial you may as well play.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3001441#Comment_3001441
I really wish they would stop forcing survivors to escape in order to collect stuff.
It's because when they don't have that, survivors run and grab the reward then immediately run to the killer to suicide and move on to the next match.
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No thanks. I don't want to be subjected to having twitchies in my game trying to be as much of an ######### as possible for attention, and I really don't like the idea of my gameplay being shittalked constantly to their
chat botsorry, 'viewer.' -
The biggest con for me is that you lose all your stacks when you get hooked. I'm not gonna spend all match obsessing over heals and unhooks that I may or may not get just to lose the aura reading seconds later. I've also learnt from running Empathic Connection for the Triage achievement that people take seeing your aura as a sign that they should run straight at you in a chase and try to offload the killer onto you, especially if your gen is nearly done. I'll take Bond any day, then I get to make the decision of what I do with the information, whether it be to avoid or co op.
Also, good luck getting the average survivor to drop their 4 second chance perks.
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It's not even exaggerating to say how terribly designed the perk is when the killer has to put in all the work to outmaneuver and mind-game the survivor, while the survivor just has a button they press whenever they feel like it that undoes all that work.
Killer's don't have a button that just says "push this button any time you're within 10m of a survivor and they'll be damaged no matter what," but that's essentially what the reverse of the perk would be.
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There's only 2 things that really annoy me about playing him:
- 1 locked locker in a group of lockers forces you to teleport to the locked one.
- Pressing CTRL too early while holding right click just cancels the power instead of teleporting
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Worth noting that StBFL is huuuuuuugely overrated on Demo. Just because you can use Shred to avoid losing stacks against the obsession doesn't mean that not using your chase power to get hits for the other 75% of the time is a good decision, and the only benefit it gives you is making chases slightly quicker when you M1, which Shred does anyway without needing 8 stacks.
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When you're on the ground all you can do is recover and wait to be picked up.
People don't like feeling like they're not in control, whether they are or not.
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Balance or not, it's not a well thought out question.
A HUGE amount of the playerbase only plays with friends. If you remove that option they're not just gonna go "oh well, guess I'm a solo player now," they're going to leave and go play something with their friends.
There's a lot of speculation about this, that and the other thing killing the game, but removing the ability to play with friends would certainly be a quick way to end it.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2997916#Comment_2997916
The issue is the sweaty blights and 4-man DH teams are still going to exist with or without MMR, if they aren't going to be matched with other experienced players who are also doing their best to win who should they be put with?
Regardless of whether it was balanced, it was more fun to have a variance of matches. With SBMM it just becomes the longer you play, the less enjoyable each match becomes. For a game with retention issues that should be a concern. Trying to make the game more competitive doesn't make it better in the long run.
In the old days everyone got a fair spread of sweaty competitors and relaxed matches, now the game just lures in new players with a handful of easy matches before dropping them into meta hell permanently.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2995984#Comment_2995984
TBF wraith's kill rate went up massively (from what I recall McLean saying on stream once) right after the buff.
Am I saying he deserved the nerf? Ehhhh. But the data was there. It does feel like the speed boost is almost meaningless to try and use at loops post-nerf.
Yep, Wraith was a really bad combination of a power that is too straightforward to use and too easy to get good results from. Add on to that that he had add ons like wall-hacks that were better then as well and you get a killer that's gonna have way too high a win rate.
Of course he 'felt good to use,' because basically every pallet was a free hit when you could dash all the way around the loop and hit them.
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The game was much more relaxed with rank-based. Going into any match you could have an easy match, a close match, or you could be stomped, but it was interesting every time.
Now it's the decision between 'play survivor and deal with sweaty meta Blights' vs 'deal with a 4 man sweat squad and their 4 DHs.'
On top of that, the emblem system felt more rewarding. I progressed in rank because I was contributing to the team, now I can see people do ######### all and then skulk out the gate and know the game registers that as being better than someone who contributed but died.
I also don't like that we reset back to rank 20 every month either. Before there was some motivation to get back to rank 1 because it felt achiveable, now if I want to get rank 1 I feel like I have to live on the game, and the bloodpoint rewards scale really shittily until red ranks, so if I don't go all out then it hardly matters if I finish ash or gold.
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Most people have private profiles on steam so that if you click on them, you can't see that they're friends with the 3 other people in the lobby. Though in fairness, I just assume they are if they're all private.
All the people using 'comments on their profile' as an excuse clearly never noticed that that's a separate setting and you don't need a private profile for that.
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I'd hate it, mostly for the fact that I'm not gonna get everyone done and having mismatched portraits would be worse than having no reward.
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Since they added preset builds into the game it automatically equips the same loadout each match until you change it, even showing items you would equip but have 0 of.
Are you sure your picked up items are lost, or are they just being put into your inventory and not equipped because they aren't a part of your preset?
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@Akumakaji said:
I will leave this video here. This guy had some incredible good ideas and lot of though go into this, and I honestly would love to see some, if not a lot, of this changes.
I did see that, but I wasn't really enthused that his approach wasn't so much "take a perk that's overused and make it less overwhelmingly better than every other perk in the game" and more "here's a bunch of random new perks but they use the icons of current meta perks."
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@Entitled_survivor said:
Killer buff perk :basement hooks count as scourge hooks, reasoning is :sometimes your scourge hooks are badly placed as killers so having a bit more room to use them would feel better plus it makes avoiding basement even more important
Rework for killer perk: remove monstrous shrine from perks and make it basekit. it's such a meme perk it's not even funny😂barely removes 10 secs from a full sacrifice
Killer perk nerf:Dead man's switch will only activate if survivors actually leave the Gen themselves, like stop repairing, the braindead combo DMS + pain resonance is legit autopilot for killers
Survivor buff perk:Dance with me now has same cool down as quick and quite since they go so well together, from 40 to 20 secs
Survivor perk nerf :Decisive strike deactivates if you open gates,, you still get to avoid the tunneling which is why Ds was meant for, but you can't use it as immunity shield for doin your main objective as survivor which is escaping after you're done with gens of course
Rework for survivor perk:Prove thyself can now only stack up to two, this is more like a nerf but Gen speeds are arguably tight and perks making them faster should be toned down
I agree that Dead Man's Switch has some issues. I would also include it not blocking new gens after the survivor is unhooked.
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One of the big things with Sprint Burst vs Dead Hard is that 4 survivors can't use Sprint Burst optimally at all times.
The strongest advantage gained with SB is when exhaustion is 99ed and it can be used during a chase to gain a huge distance, and if you have 4 people 99ing exhaustion, they aren't doing gens.
Outside of 99ing, Sprint Burst gets you to somewhere to loop at the start of the chase, where Dead Hard lets you have your full 2 hit chase and then adds a full third health state and chase. There's just an inherent massive difference in the times that they buy, and Dead Hard is easier to use effectively on top of that.
If Sprint Burst was so much better than DH, we wouldn't have 4 Dead Hards in every goddamn match.
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Putting a breakable wall into a loop is admitting that the loop is unbalanced.
BHVR don't admit mistakes.
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They don't even need to remove that many, just place them where there is the ability to mindgame them in any way shape or form.
Every pallet at the moment is big ass wall on one side, big ass wall on the other side, and a guarantee that the killer has to break every one like a chump or give up every chase.
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Yes, but I'd say it mostly applies to the people who bust out gens asap, then come to the forums to cry because they didn't cleanse any totems then got downed by noed.
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No. They really only fit into 2 categories:
- This would be an infinite, so you have to break this wall for the map to not be broken. Or
- Never break this wall.
They really just exist to make killers waste more time because they have to stop and break pre-dropped pallets that the survivors never had to drop.
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Would it be too strong to take away the only downside to his obscenely strong power?
Yes.
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BBQ and Chili is an elegantly designed perk as its aim is to disincentivise camping and tunneling. You gain much more of a reward by going for new survivors rather than focusing on someone you've hooked, and you are helped to not camp by being shown where you should go, but only far from the hook. It may be a better perk because of how it's simpler to use, but in general it makes the game better for both teams.
WGLF is always going to be worse, because outside of just tying it to basically every score event, there's always going to be competition for the events that give stacks. Like BBQ, it incentivises play which makes the game more enjoyable for other players; saving them safely and protecting them.
Personally I hope both BP bonuses are baked into the base game with the upcoming perk reworks, but as it stands they both do the job they're intended for. WGLF could have no requirements and survivors still wouldn't run it because it isn't a free health state.
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@TWiXT said:
The DbD Community changed the Definitions of a few words and phrases used on these forums a long time ago:
Fun = Easy, or casual experience
Like = See "fun"
Boring = Challenging
Broken = Annoying
Meta = Predictable/Overused
Non-Meta = Meme
Lame = Tricky
Awful/Terrible/Horrible = Frustrating/different, but not unfair to go up against.
Unplayable: "I can't admit that I didn't have enough experience against it/playing as it."
Over Powered/OP = "I don't get how to play around it, won't bother trying, so I'm gonna complain."
Hate = Have trouble adapting
NOED = 1. A Vulgar word uttered to elicit attention from others, but its overuse only draws anger from them, and its usage is often seen as showing a lack of intelligence in the poster/commenter. 2. Often used in the title as an initiator of "Baiting" posts.
Toxic = A normal player
Example post/comment:
"I just wanted a fun game with my friends, but ended up against a broken ass Pig player who was so boring to go up against, yet we somehow still won. I mean WTAF, how have the devs left this OP PoS killer remain unchanged in the game for so long? It doesn't help how Toxic they were either."
Translation:
"I just wanted an easy game with my friends, but ended up against an annoying ass Pig player who was so challenging to go up against, yet we somehow still won. I mean WTAF, how have the devs left this character I don't want to learn to play around, and won't bother trying, so now I'm gonna rant about, PoS Killer remain unchanged in the game for so long? It doesn't help how Normal they were either."
You see OP, it doesn't matter what popular terms you use to complain about something, when we all know what you are really saying:
Dredge is so Challenging to play against:
How come you never make a new Killer that isn’t totally Tricky to play against? The Nightfall is just Frustrating/Different, but not unfair to go up against, and the Killer is just not it (new definition to Killer is just Not It = Beating me, so the devs must nerf imo). What do you guys think about it? You Find it easy playing against Dredge every single game, or you also have trouble adapting going against him?
You missed "Tech - Exploit/Bug."
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Once again, the Dead by Daylight community shows that it thinks the word "boring" means "I can't play brainlessly against it."
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TBH I nearly entirely forget they exist until I notice one that I chucked on my own hook, and keep thinking it's a survivor until I do a double take.
Then I remember to take that charm off and that's pretty much the extent of them.
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I think comparing this stretch to the Dark Days is a bit of a poor comparison.
The Dark Days was largely due to the growing pains that any game goes through, and from there they largely improved the game drastically in terms of balance.
This recent stretch has instead just been a huge period of stagnation and poor decisions from the devs. MMR was not well received, the meta has been phenomenally stale, and that's not just the last year, it's been stale for a long time, but the longer it goes on the worse it feels. They keep making decisions that show they've unlearnt lessons they learnt in the past, ie. not leaving too many windows open on one building, not making maps ######### enormous, hell even just map reworks like Gideon show that they for some reason think it's acceptable to have a god pallet every 2 steps after years of removing broken pallets from older maps. Perk and killer reworks for the most part have been unsatisfactory and show a lack of understanding of why they needed reworking. Also don't forget it took them like 3 years to balance Self-Care to the point where it took the same net time as a two-man heal, then slapped in a perk that gives everyone on the team Self-Care with a speed boost.
I would say this has been 100% the worst period for Dead by Daylight, not necessarily because the game is in its worst state, but that the general enjoyment has dropped steadily and the decisions have been somewhere between bad and baffling. We've had lots of promise that there'll be changes, but not much change. I'm eager to see this 40 perk rework to see whether they've actually changed, or they're maintaining their nonsensical approach to buffs and nerfs.
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I'm voting this for the opinion that we shouldn't have a second RE chapter at all. There's a lot of horror out there that a lot of people want in the game, I don't like the idea of duplicate licenses.
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I can honestly say I've never once felt a difference jumping from my best killers to something I never play.
I'm a Pig main so I'm pretty decent with playing M1, but even picking up something like Dredge I'm just getting curbstomped by sweat squads over and over. I thought the point of MMR was largely so you COULD play something new and not face the grossest players out there, but apparently not.
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@YOURFRIEND said:
Yes. Boil over. It'd feel pretty unfair to lose a hook to that without any indication. Just like how it'd feel unfair to get one shot downed or have a pallet yoinked out from you without any prior warning.
Moreover, the sides are not equivalent. Game's asymmetrical. Just because one has something doesn't mean the other side gets it
Boil Over is shown to the killer when they've already picked up the survivor and have to deal with it making carrying them difficult. The most they can avoid it at that point is placing them down for 20% wiggle penalty which probably means with Boil Over that they're guaranteed not to be hooked.
Showing Dissolution before a pallet is broken by it is the equivalent of showing a big icon over a downed survivor that says "THIS SURVIVOR HAS DS" that goes away when DS expires.
Showing the survivor that they are debuffed means they can choose to play around the perk without it ever triggering, including taking slow vaults in situations where they were possible but unnecessary, or opting to use a window instead of a downed pallet.
Considering how niche the perk already is, there's no reason to give people a heads up to avoid it without it even functioning.
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I just had a 120k Huntress mori.
It was an extra bonus because there was a Mikaela to mori.
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I see no situation where you really want a pallet broken, and a survivor will vault it more than 3 seconds AFTER you hit them, but not before it expires, AND you won't be wasting more time trying to make the perk work than you would have just breaking the pallet.
Chances are you're getting nothing at all out of this perk, and you'll be leaving strong pallets on the map to screw you over later if you TRY to use it.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2990292#Comment_2990292
One could make the argument that if the killer is that more skilled than the survivors, he shouldnt have played vs them in the first place and is only carried by bad matchmaking, you know.
You're right, one could choose to make a bad argument.
In any game someone's going to perform better, someone's gonna win. If every match was a 2k the game would be very dull. There's no legitimate reason to make the survivors' third chance to escape weighted in their favour to punish killers more the better they perform, and reward survivors more the worse they perform.
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We don't need another 5 years of whining from people who missed out on the new legacy.
We don't need a new legacy for BHVR to lose from peoples' accounts and refuse to restore.
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You didn't get the gens done.
The killer played well enough to kill the other 3.
You didn't find the hatch before the killer.
The killer played well enough to find the hatch first.
You still want the odds to be changed to be in your favour rather than that of the more skilled player in the match on your third chance to survive.
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Pessism is a great outlook on life. If you expect things to go poorly, then if they actually go well it's a nice surprise. If you expect things to go well, you're only going to be let down when BHVR BHVRs perk reworks.
Just for your own sake, go back through patches where perks were reworked, including buffs and nerfs, and really think about them.
Have you run Furtive Chase even once since it got the rAdIcAl rework of not losing tokens when the obsession dies? And to clarify, running it for a "hook/kill the obsession" tome task where you would have used it regardless of that change doesn't count.
Buckle Up got changed. +4 whole seconds of seeing the killer's aura. That was the problem right? Not being able to see them for long enough?
It would be a gross overestimation to say that 1 in 10 perk changes has any significant impact on the chance that they're actually brought to a game, or feel useful when they do. Most of those times is because they buff them to be so ludicrously overpowered that they get used every match until they get nerfed again. Looking at you, Boil Over.
BHVR blatantly has no idea why a perk is overpowered or terrible, and seem to decide their buffs/nerfs/reworks but throwing darts at a wall with random effects and values tacked to it.
If more than 3-4 perks get changed in a way which either drops them out of the top 10 most popular perks, or brings them into the top 10 most popular perks without breaking the game, I will be genuinely surprised.
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@Pulsar said:
It's probably coming with Amazon Prime, unfortunately
That is unfortunate. I get twitch prime as a consequence of buying audiobooks, so I'm not technically paying anything for the purpose of getting the cosmetics, but a Haddie outfit would feel disappointing even for free.
Edit: Unless it's a paper bag head piece.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2990136#Comment_2990136
Yet every tech is unintended, therefore bug.
No.
It's not a bug that you can't break a pallet while a survivor vaults it, so the highest priority action bound to space is picking up a survivor. A CJ tech, awful as it may be, is unintended but not a bug. There is no conceivable way that the action of vaulting a pallet causing the killer to make a mistake is a bug or an exploit.
The coding for Blight to be able to slide mid-rush by avoiding looking at the object in front of him was intentional, but had the unintended effect of allowing you to start a rush too close to an object by looking away from it. It is categorically a bug, and using it to gain an advantage is an exploit.
"Tech" is short for a "technique," and is simply a creative way of using the games mechanics to produce an interesting effect. It is just the DBD community's annoying habit to label every exploit they find as a "tech" as well, so they can pretend it's skillful to cheat.
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I do think he's a bit overtuned. There's basically no downtime in his ability to cross the whole map, and his locker perk and at least one of his add ons are basically global aura reading on everyone.
I like the design, but he needs at least SOME window of "ok he's crossed the map six times now, I can at least have 20 seconds of peace."
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Yknow, when nothing is clearly announced and you start getting twice as much reward for the same effort, your first reaction should not be to raise awareness so that we can all go back to earning ######### all.
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If the lock every locker, you can teleport like 3 times to key lockers and then you're basically unhindered for the rest of the match. I don't see a problem. You don't need to use every locker on the map to be effective.
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BHVR is really REALLY bad with giving important information for both sides. Many of the statuses you talk about the KILLER can't see what's happening when in most cases they should.
Honestly they should just make both killers and survivors see all important power details like that.