apathyinc
apathyinc
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- apathyinc
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Comments
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It would be great of Adam had something. Anything really. A damn snuggie for all I care, just give him something.
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It depends on how they implement the status icons. If the killer can see the survivor status icons as well they might not need many buffs. If they can't see the status they will need something to make the information unreliable. The game is already a sweatfest if a killer wants to be successful, buffing solo to SWF level would just add to that.
Having too much information as a solo survivor would really take a lot of the fun away for me. I like not having all the information and having to make decisions on what I need to do to be successful in a match. SWF spoils players into having easy mode so when they play solo they think its awful. It is far from awful and actually seems pretty balanced to me.
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Boil Over might be a real mess. The effects of Boil Over are really drastic on killers playing on controller compared to mouse & keyboard. There probably weren't a lot of controller users on the PTB, so when that perk goes live it's going to cause hell for console players.
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I've been having a lot of fun with him too. Starstruck and Agitation is really a great combo with his new terror radius. Some player dropped a RPD map on me yesterday, but I was trying out Distressing with Starstruck and Agitation. It was the most pleasant experience I could have had on that map, they had no idea where I was. I believe this makes me the first person to have fun on RPD.
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What you are all failing to see is Kills + Skills + Hockey = JASON from Friday the 13th CONFIRMED
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761456#Comment_2761456
I'm not really a fan of getting bodyblocked by someone I'm actively trying not to tunnel.
It seems like for every time BT is used against a camping killer, it's used 15 more times in the way you described. I think survivors should know how to make a safe save. If BT is basekit, it's just going to enable poor unhooking decisions. They would also need to fix the hit priority around hooks cause that crap is pretty broken when it targets the hooked survivor before the unhooker right in front of you.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305833/builds-for-killers-who-are-tired-of-stuff
Tired of kicking gens (my personal favorite build): Agitation, Surge, Pain Resonance, Starstruck.
Tired of getting looped: STBFL, Zanshin, Bamboozle, Brutal Strength.
Tired of losing 2-3 gens before your first chase: Lethal Pursuer, Ruin, Undying, Devour Hope.
That gen kicking build is great! I am so lazy when it comes to kicking gens and there are a lot of fun perks I miss out on because of it.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/305833/builds-for-killers-who-are-tired-of-stuff
Cant go wrong with a nice tombstone Myers
The flashlight build on tombstone Myers can make for some nice feel good moments.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2744762#Comment_2744762
Congratulations you’ve created unnecessary Perk bloat for a passive system that seems more about rebalancing Grind than addressing the communication aspect of SWF that will generally have little impact and/or most Perks would need to be rebalanced such that their core stats differ meaningfully based on tier which would generate distinct SWF metas that need to also be balanced around potentially tripling the analysis effort needed for future balance passes.
It's hard to make out what you are trying to communicate here, but it seems like any answer I give you would be met with panic and denial. What I suggested wouldn't be any more difficult to manage than what is out there now. It just comes down to SWF getting weaker perks.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2744762#Comment_2744762
Not unless they buff the ever living hell out of Barbecue. I want the tier 1 to be 100% by default, 150% for tier 2 and the maximum is a double dose of chili, baby!
LOL yes, there must be exceptions!
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2744745#Comment_2744745
All of which rely on the unintuitive punishment of collaboration.
Ok I'll humor you. You know how there are 3 tiers for every perk? How about doing away with those tiers naturally and only activating them only for a SWF? SWF would get the yellow or green perk depending on how many SWF members are in a match, but only solos would get the purple. And reverse it for killers, they only get the purple perks when facing SWFs.
There, a nerf to SWF that doesn't punish collaboration. That's just one example, I'm sure a game designer getting paid to do this could come up with something better.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2744726#Comment_2744726
Literally the only way to nerf SWF is prevent joining lobbies with friends.
That will kill your game.
Come on, stop that rhetoric. There are plenty of ways to nerf SWF without killing the game.
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@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2744657#Comment_2744657
If they change that up, why not change it for survivors to? You get my base kit information, I get yours. Fair is fair, right?
What they are talking about adding isn't current base kit information but is obtainable with perks. The current game is pretty balanced for a team of solo survivors, with only a few perks and killers making it difficult. SWF is the problem and buffing solo is treating the symptom. If they nerfed SWF they would have to nerf what 4 killers? If they buff solo to SWF level they are going to have to buff what, 20+ killers? Giving killers the same status information would be that buff.
If they want the game to be just a tag simulator and take all critical thinking aspects out of it then just go for it. Everyone could have all the same information and it's just a chase with a timer on, fun.
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@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2744610#Comment_2744610
Killers can see every gen on the map, so we should also have that information or it's not fair. See what I did there?
There are survivor perks and items that give that exact information, but we aren't talking perks and items. They are talking about making a change to the foundation of the game. The foundation is not knowing exactly what everyone is doing and having to base your decision making on the information you have available. If they change that up, why not change it for killers too?
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@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2743051#Comment_2743051
They are designed in favor or solo que survivors for minimal information to help them see what their teammates are doing when they can't communicate. Who does the killer need to communicate with?
If they are giving out free information that players wouldn't organically know, I don't see the problem with killers seeing it too. It wouldn't be unfair, it helps the killer know where to focus without giving exact locations. A benefit for example is if a camping or proxy camping killer sees survivors with 3 gen working status, might give him incentive to leave and check gens. A direct buff to solo is a buff to SWF, and making every match SWF level would make the game miserable for killers because SWF is already too powerful.
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Whatever the indicators are, I hope killers can see them too.
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The best buff Distortion could have had was to block aura reading within 8/12/16 meters as a passive. Or have it still tell you when your aura is being seen after the tokens are gone, that way it could still be somewhat useful .
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The reworked locomotion animations that lasted about a week in live game.
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I disagree, for me this idea makes the game too easy. It takes away the critical decision making gameplay that I find fun. Not knowing exactly what everyone is doing makes the game way more interesting. I think this change would be what drives me away from the game, as there would be nothing left that is both challenging and fun.
Killer = challenging and not fun
SWF = not challenging and fun
Solo = challenging and fun
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Counterpoint, just go for it. Do you want to be a medium level survivor forever, or do you want to be a high level survivor? What do you got to lose? 5K bloodpoints? Think of the glory you'll get when you and your rescued teammate are dining in the HALLS OF VALHALLA.
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They probably aren't, but their apparent bias preferring survivor can be seen when comparing similar 2 perks.
Stridor - can be countered by running Iron Will
Iron Will - no counter whatsoever
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Those timer pauses caused by survivor movement. Doctor's Snap Out of It requires you to stand still, that's why your timer goes down. You can keep running until you have a chance to mend and your timer won't go down.
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They should reactivate Deathgarden as a lobby mini game.
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Ok, keys were more fun, but this also reminds me that 90% of the community was wrong with the uproar about the HUD update.
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You know what should be a thing? Healing grabs.
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Letting people bleed out does not appear to raise MMR. There is a streamer who does 5 gen/4K bleed outs match after match, has been doing this for months, and still faces extremely low MMR survivors.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2700397#Comment_2700397
That is not true at all, dbd has implemented ALOT of ways to gain BPs these days. Sure its not the end solution but they are trying to give us more Bps compared to back then. You have now:
- Every event grants you some sort of way to gain extra Bps, if its a double blood points event, offerings (cakes or halloween event) or ingame actions like the snow mans atm.
- We have the Tome where you can do extra challanges that give you a decent amount of Bps, from 15k-60k each challange.
- Dailys give nowdays WAY more bps than it used to, back then you got 10k for a daily, be happy with your 30-50k dailys today.
- And they release some codes every month or week here and there for free 100k or more Bps
Again I dont say the grind and Bps gain is perfect and doesnt need change but it got improved over time and they are still working on it.
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2700452#Comment_2700452
It is true.
I stand by my statement.
They have done nothing to help with THE GRIND. I literally said in my first sentence the problem is not rate of gain.
They also made it where 4 perks show up in the levels 40+ bloodwebs instead of just 2.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2700712#Comment_2700712
From a killer's perspective I can understand the frustration.
However, from a survivor perspective (and game design perspective), it's probably one of the most well designed perks in the game. The most fun in the game for survivors is looping. This perk gives survivors another option in chases and makes the chase even more interactive for survivors. It makes chases a lot more fun for survivors because they now have an opportunity to outplay killers. I would be honestly amazed if the developers removed or changed Dead Hard, just because of how much it adds to the survivor side.
You're right, it does add a lot to the survivor side, but it's not a critical component to outplaying a killer. It's only really needed against Nurse now, all the other killers can be outplayed in other ways that don't involve just get in the killer's face and pressing a button.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/300495/dead-hard-nerf-or-change
If the developers thought Dead Hard needed a nerf, they would have nerfed it when they were fixing the hit-validation a patch or two ago. They obviously aren't seeing data indicating that Dead Hard is out-performing other endurance perks.
Or they could have fixed the hit validation in order to allow a new form of Dead Hard to work properly when it's introduced. The perk is clearly more powerful than the majority of perks out there and a few of the other changes they have made, Spirit and Deathslinger for example, line up with making a more balanced version of it in the future.
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@gydalf said:
https://forum.deadbydaylight.com/en/discussion/comment/2695530#Comment_2695530
Imagine just outing yourself as being terrible at the game like that
Imagine not having the ability to detect sarcasm and thinking somebody cares about how well I play the game.
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I fixed mine by going into the downloads page on Steam, clicking the cog wheel in the upper right to open download settings. Then I unchecked a box that said something like "Throttle downloads while streaming". I don't stream so I unchecked it, and right when I did DbD unstuck itself and updated super fast.
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For me, Dead Hard and Dead Hard Hit Validation. It wouldn't be so bad if I didn't have a 30ms ping, and everyone and their brother didn't run Dead Hard. I remember when Ruin was nerfed because it punished survivors who were doing what they were supposed to (hitting skillchecks). Yet Dead Hard punishes killers who are doing what they are supposed to (hitting survivors) and nobody blinks an eye.
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What do you get more of in your matches, hackers that prevent you from leaving a match or players that DC?
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Maybe Pig was mad because you didn't jump in a Snowman and it was all she wanted. Just jump in the damn snowman already.
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These lazy posts are giving lazy people a bad name. Lazy people don't hurt anyone in this game, they are too lazy.
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What else are they supposed to do? By the time the killer gets 1 hook all the gens are done, the gates are open, the tally screen is shown, and they have already readied up and entered into their next game.
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Not being able to see killer's perks in the end game lobby until the game was over.
Totem counter
Trapper resetting his traps without picking them up
Moving to dedicated servers
Implementing MMR
Adding crossplay
Stopping the resale of previously exclusive cosmetics
Putting out more developer updates
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It doesn't seem like he is showing that the game isn't survivor sided, as much as he is showing that if you take the top perks and play to win at all costs, then it is possible to win at all costs. He has done the same thing with survivor/SWF and had the same results.
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Boil Over wouldn't be bad if it affected mouse and keyboard players the way it does players that use a controller. For some reason it's really quite a difference, using a controller with this perk going makes it a real pain to move around.
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You would be better off just enabling crossplay and dodging the PC players you don't want to play with. The number of PS4/PS5 survivors queuing would dramatically shorten wait times for you. With the builds you are running, you could handle the PC players as well.
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Huntress, because it's always the same thing with Huntress. Same perks, same hits when I'm around a corner or object, and same stupid lullaby, over and over with that damn lullaby. After 4 years learn a new song already.
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@Rougual said:
https://forum.deadbydaylight.com/en/discussion/comment/2634055#Comment_2634055
On stream during the Q&A that went into how the system works. Its just "Kills"
If you play like me and only go for 4k bleed outs and yet still play against hackers and iri 1 death squads you'd also just figure it out on your own.
What I am saying is I have seen a streamer who does nothing but bleed outs over and over, has been doing this for months, 4Ks every game (mostly brutal killer ratings), and is still going against survivors who are brand new to the game. His MMR does not go up.
Bleeding out a survivor only gives you 250 bleeding points. You don't get any of the points that hooks and moris give, so it makes sense that his MMR is staying low because of this. It is the only explanation, like I said, 4K every game. I also watched that Q&A stream, and they do not mention bleed outs.
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@Rougual said:
https://forum.deadbydaylight.com/en/discussion/comment/2632407#Comment_2632407
You do not gain Rank but you do gain mmr.
Sacrifices, Moris, Bleed Outs and Reverse Bear Trap kills all give the same amount of mmr, regardless if you hooked or not.
The only time you lose mmr is an escape. Hatch gives no gain or loss.
Where did the devs specifically say that bleed outs give the same amount as the rest?
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@Rougual said:
Yes, it counts as a kill and does give you mmr.
It is much easier than getting 12 hooks and more flexible than facecamping.
If you want to consider making it your main playstyle and increase your skill the best Killers to slug for 4k bleed outs are: Pig, Freddy, Doctor, Plague, Cenobite.
Pig with Face Mask and Knock Out is a good starting point.
Have the devs confirmed that bleedouts count for MMR? I asked them and they ignored the question. I know of at least one player who pretty much 4K bleedouts every game and is staying at low MMR. You don't get sacrifice points and it doesn't give you an emblem, so it makes sense that that do not count for MMR.
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A post match indicator that shows who was in a SWF.
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I would like each level of prestige to make all the base perks available. For example for survivor, prestige 1 would unlock level 1 of all base perks (Kindred, Small Game, Slippery Meat, etc.). Prestige 2 will unlock all base perks at level 2, and P3 all level 3. That's it, just give the stupid base perks with each prestige.
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@Phasmamain said:
Look you can’t blame every loss on SWF. Sometimes you just made mistakes
Since there is no post match indicator to show who playing SWF, he absolutely can blame every loss on SWF.
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There are no survivors pictured because they all escaped already.
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The game doesn't make sense, but allocating developer resources instead of just breaking your habit does make sense?
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My Favorite Boons vs My Favorite Hex:
The Boons of Healing and Shadow provide unlimited healing and amazing stealth and can be seen by all survivors across the map. The totem gives a faint hum that can give away its position to killers.
Hex: Plaything makes a survivor that has been hooked oblivious and then MAKES THE GODDAMN TOTEM VISIBLE TO THEM TO CLENSE.
Which is stronger? You be the judge!