arcnkd
arcnkd
About
- Username
- arcnkd
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@TheRockstarKnight said:
https://forum.deadbydaylight.com/discussion/comment/1627911#Comment_1627911
Take three seconds to look around or face a wall before picking up.
Use your ears if you're at a pallet/window (if you don't have headphones or have hearing trouble, getting blinded as Killer is the LEAST of your worries).
This would be reasonable if blinding worked logically -- you should not be able to be blinded while breaking a pallet because you are looking at the ground while you're going through the animation. Solidarity between animation on killer side with animation on survivor side is needed before any "logical" suggestions of 'just look away' can be applied. Same with picking up a survivor - you look at the ground when you pick them up.
-
@shervinmsm said:
i got this new idea today that every gen expect the normal that repair it without anything. you need fuel
fuel can be found randomly in the map and every gen need 1 bukket/can of fuel to be completed
this new game mechanic might get rid of genrushing and more fair game play
Survivors don't want a secondary (or "tertiary") objective that they are FORCED to do in every single match. Hell, they ######### and moan now about having to do totems just in case something like NOED might be up.
No, unfortunately the only way to 'stop' genrushing is to nerf the ridiculous levels of repair time decreases that generators get when you start stacking survivors on them. I think we're at something like 60 second for 1 survivor; that drops stupidly to like 40 with just 2 survivors or something like that; last I saw repair times anyway.
You stop gen-rushing by stopping the power behind stacking up on one gen. I'd even go so far as to say gen times in general are a little fast regardless - but there's a fine line between gen speeds being reasonable and matches dragging on forever
-
@t04str said:
How am I supposed to talk with my friends when playing cross-platform?
Example: I'm playing on ps4, I do not have discord or any other app for voice chat on my console. My only way to speak with teammates is either PS4 party(only works with ps4 players) or in-game voice chat.
For gods sake, if you add cross-play to your game, add voice chat too, so survivors can actually communicate
Well... if you want to get technical Survivors aren't supposed to be able to chat with one another at all -- but BHVR cannot (or will not) stop the use of third-party, out-of-game party chat systems (like Discord; PSN Party Chat; Xbox Party Chats).
-
@xili84 said:
Any other way would be an improvement. I reached rank 1 as both survivor and killer and I haven't won a game in 100 maps atleast. This is proof that I do not belong in such high ranks, it is way too easy to rank up and stay high rank aswell. I stopped having fun a long time ago as killer when I started getting nonstop SWF teams with all the 2nd chance perks they can think of. and as survivor I dont last long either, unless I'm getting carried by a 3man swf team. Just change it so more casual players can still have fun. I probably belong around rank 10, but even after rank reset I'm back at 1 in less than a day :(
Yes, it is more of the glaring window that reveals how pointless ranks actually are. Anyone that plays for optimal bloodpoints will rank up fairly reasily.
-
@Avarice10 said:
https://forum.deadbydaylight.com/discussion/comment/1626567#Comment_1626567
Well it's also because when DBD was first released a lot of survivors played stealthy and killers were complaining about how hard it was to find survivors and how boring matches were, so the devs started to discourage stealth and encourage being in a chase and gave survivors tools to survive chases, so they had strong windows, lots of pallets, and strong perks. The original SB will always be the best exhaustion perk tbh.
Exactly. Instead of doing the logical thing and rewarding BOTH playstyles, they swung the pendulum and decided to dictate how the game should be played like every other crappy Dev out there these days.
-
@CaulDrohn said:
https://forum.deadbydaylight.com/discussion/comment/1622885#Comment_1622885
You are totally ignoring the other side of the coin. The rework was meant to make him less annoying to play AS as well as AGAINST. The removal of his different stances made playing as him so much better. They gave him the blast instead of passive madness to give him a little bit more strategic play (yes, blasting every now and then is not very strategic, but it's still more than a passive effect), and you can totally avoid the blast with a locker or running out of TR, since you hear him charging it map wide. Lastly, snapping out of it got drastically easier, since it goes down to Level 1 again (used to be level 2) and you keep your progress even when being hooked.
So overall, Doc gameplay got a massive QoL update and some more strategic plays, Survivor gameplay is no longer burdened with random tiering up bc of passive madness, blast can be troublesome but also avoided, and madness is easier to get rid of. Far less annoying for killer and slightly less annoying (imo) for survivor. I think the rework devilvered.
I personally hate that his madness doesn't go away once it is applied. =/
-
Ironically, if you see a Claudette - 99% of the time they will be playing stealthy/blending into the darkness to take advantage of her broken clothing colors. Maybe not altruistic, but they will almost always be playing super stealthy.
-
Guess I'm one of the unicorns around here that actually like the new generator noises because it makes it harder to ignore your generator and focus on background noise and such.
-
@HEX_MalusGrey said:
I have all Killers with most DLC's and i play both survivor and killer on red ranks and i am experiencing a lot of issues related to BP.
Why punishing Prestige??
I don't get why prestige not only strips the addons from the character but the Perks as well!?
My Meyers as well as 4 other killers have ALL Perks (60+) but i have never bothered to level up prestige, because i thought the only thing you get are these bloody clothes. After ages i have now figured out that it also gives you much better items on tier 3. Obviously i can forget about this. I will not spend another 100M just to play with the perks that i want to!
Buying DLC's actually feels punishing if you have to force yourself throu weeks of grinding just to get this one Build you want to play. DLC's get more and more but having more characters does not give you any extra BP that are despirately needed.
My suggestions:
- Remove the punishing elements from prestige. I see NO REASON why players should be punished for leveling up and why this has made it into the game in the first place!
- Add BP Multiplyer that raise your BP gains by X% depending on how many DLC's characters you have!
The way in which the bloodweb works let's the grinding part of the game grow exponentially with every new DLC!
Now i have Killers i do not want to start grinding for because it would take me weeks to get a proper build with them!
"It's not 'punishing'. It's giving Prestige some meaning! So you prestige someone you really like and then go get the perks for them." - BHVR, probably.
It's just artificial grind inflation - you want to prestige, you get to experience the grind all over again instead of having 50 levels of nothing but items and add-ons because you have all perks.
-
I haven not been on the receiving end of a Cage struggle --- but honestly, I would LOVE (and hate playing as Survivor but still...) if struggle phase had skill checks like 'Brand New Part' - no good zone just a great zone. Make it something like, miss 5 checks (or more if the checks come rapidly) and you fail the struggle as if you stopped mashing the button in the current setup.
-
@ryamuchamu said:
I redeemed the new bloodpoint code, spent around 40k on Pig, and then the game crashes. The bp is still gone, and my levels in Pig are reset. Little annoying. I know I run the risk of sounding stupid, but does anyone know if there is any way I could contact bhvr to get the bp back? I just wanted to play Pig man.
I get that it's a little annoying - I'd be annoyed too; but what is stopping you from playing the Pig normally? I mean, you can play her without needing to level her first. Will it be "as good" no not really, but 40k really won't do too much either but just a few levels if she's low level; or maybe 1 if she's higher level already.
-
@Avarice10 said:
https://forum.deadbydaylight.com/discussion/comment/1624228#Comment_1624228
Well stealh in this game is discouraged because of scratch marks, I mean in order to escape a killer you need to break LOS but you leave a nice long breadcrumb trail to where you went, so because of how weak stealth and juking is, the only real alternative is to be good in a chase and being able to waste the killers time, that's your best bet at surviving.
Stealth is discouraged by dev design wanting to 'force' players to play risky and get chased. It's why stealth is punished by getting very, very little bloodpoints - so you're basically wasting your time playing the game. Because the Devs have zero respect for playstyles and are the "play this our way" type of Devs.
-
@PassarinoT said:
It's supposed to make you consider breaking them, if it was instant, you would have no hesitation during a chase and you would obviously break it, but if it's not then you have to consider distance and timing of the chase.
You would only break them on certain maps - because some of the walls are incredibly useful for walling off areas making it harder for Survs to maneuver. For exaple; the walls on either side of the school on Freddy's map - I never break those; leaving only 2 entrances/exits to the building for any unfortunate soul that goes in there.
At this point they should've just made them solid walls, unbreakable, because 9 times out of 10 it is better to not bother breaking a wall because it helps more with it standing. And I'm sorry - having no hesitation to break during a chase and putitng extreme pressure on Survivors to actually make decisions on where to go instead of 'where the nearest loop'? Hell yes. Chases are too simplistic and don't have any "pressure" it's just loop, loop, loop - has he given up on me yet? No? - loop, loop. Insta-shatter walls would at least force them to react on their feet when their 'loop' suddenly explodes into shrapnel.
-
@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1622194#Comment_1622194
I don't really think buffing the killers is the answer to solving the SWF challenge killers face. If the killers are too boosted solo players are going to have a lot of bad games. Being in a chase is where the excitement is in DBD, and if killers get so boosted that solo players die in a chase within 5 seconds after the match starts, well that's when people dc. Which will further debilitate solo matches.
But the current situation isn't any better. Killers feel extremely lackluster and have zero sense of 'power role' or 'scary killer' feeling to them in almost every single case; because they are not properly tuned in power because of the solo vs SWF problem. If they were rebalanced to be truly terrifying to go up against (which means killers being considerably stronger than survivors in any 1 v 1 situation); and a disclaimer put into the game that the game is "better enjoyed with friends" or some PR-spun version of 'hey if you play solo it will be harder'; you' bring a ton of players back to playing killer.
As it stands right now - it is just generally unenjoyable to play killer; because matches are so heavily in favor of "fun and lighthearted relax time" for Survivors, while killers rarely get the same opportunity and almost always have to "work harder" in their games - and that really has almost everything to do with SWF and the 4 v 1 misunderstood sense of balancing.
-
@Breque said:
https://forum.deadbydaylight.com/en/discussion/191645/swf-balance-suggestion
Bro no
I have 2 groups of friends one that if we tryhard we will be ablle to win the majority
and the second group that is everyone horrible and if i try my best the max that we will do is 2 gens
In the first group we will have to ALWAYS tryhard to win with these changes
And in the second group we cant even win without this bug think if they nerf
and i have sure that 99% of the players dont have my first group, or if they have they dont like to tryhard like me
This is kind of funny when a large portion of the community likes to claim: 'Perks don't decide outcomes of matches; leave perks alone' when you bring up rebalancing many Survivor Crutch perks; but yet here this comment implies that yes, the Perks would decide the outcome of the match.
On topic of the OP though - there isn't any viable way to balance SWF that the Survivor-players will find reasonable. They will always see it as a 'punishment' for playing with their friends. Even if the game was somehow able to deny any console-specific chat party/3rd-party speech programs from working with DBD; they'd view it as a punishment.
The only way to 'balance' SWF is ironically, to strengthen or buff killers in response - which in turn, harms solo/2-man parties.
-
@De_Deltin2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620232#Comment_1620232
or you could just use "brutal strength"
Not fast enough, in my opinon, and shouldn't have to sacrifice a perk slot for something that should be base game like this and only serves to 'protect' Survivors and give them a second chance to get away from it.
-
Seriously approve of this. The idea of Survivors running inside and then having plenty of time to get out of the room before I break the wall/door just makes me leave the wall or door as it is. Imagine the shock/surprise of instant wall/doors just shattering as the killer breaks through mid-chase. It'd be beautiful and force Survivors to have to 'think and keep moving' instead of 'stopping' in a room and waiting to see which way he's coming from before running away; or risk them coming straight through the building at them.
-
@Kind_Lemon said:
I was hoping this post would be about adding sticks on the ground that survivors and killers can step on to alert any other players nearby. eg. a one-use crow that is a precise location indicator.
That would be... beautiful... and punish sprinty-run everywhere without caring players XD
-
@Manky said:
This has probably been said before but if the killer brings a mori into a game, survivors should always be safety pipping. It's fairly well known that moris break the game, but since bhvr dont seem to want to nerf/remove them there needs to be some middle ground. Its near impossible for a survivor at high ranks to win against a killer at a similar skill since moris throw the balance so far into the killer. I mainly play killer and I refuse to use moris because of how game breaking they are but when I play survivor and depip to a mori I just don't see how its fair. I'm saying this now because I'm trying to get back into rank 4 before rank reset later today so I don't have to go back to rank 9. I hardly played survivor this month so I never went back to red ranks but playing with green rank teammates can be fairly painful (no offence to you green ranks <3). I was at 4/5 pips and only had time for a game or two more and went against a michael with infinite T3 and a mori. How can I beat this? we get a few gens done then its just constant running for everyone. I think a gaurenteed safety pip would make this slightly more fair.
I have to ask this, even though I think it was made clear in the post... are you playing the way the Devs "told" you, you have to play? ie. Are you pushing for ranks/emblem progress/farming; making the types of plays they 'encourage' by rewarding pip progress; making the riskier plays, getting into chases, taunting and luring the killer, etc. etc.??
Or are you playing more stealthy, objective-based, with little focus on 'pips'; which usually results in spending very little time actually engaged with the killer directly?
Because one way is meant to be more "dangerous and (objectively) exciting" and the other is (in the Dev's opinion) boring and doesn't deserve being rewarded. If a killer is bring a mori - either A - they're just that type of person; B - They're pushing for ranks/bp/pips and want to guarantee the kills; or C - they just have so many of them they want to burn them before 'resetting'.
-
New item ideas are always interesting :)
But I'm innately against them only because the bloodweb does not need more RNG items to take up slots.... now if we cough reworked perks to be FAR less grind cough new items would have wiggle room to be added.
-
Interesting idea. Unfortunately, there aren't enough players right not to have rapid queue times with the single mode we have; so any other modes would make queue times horrendous.
A Killer v Killer mode would be interesting - even if it was something like; just two teams and a challenge to see which team could escape/be killed first.
-
Still an annoying problem Sept 2020 - honestly, by this point, I'd go so far as to implement bloodpoint draining if Survivors "linger" around once the gates are open and there are no survivors hooked (not counting chases because it's easier to abuse just running out to trigger a 'chase' to extend the time; hooks are a little more risky). Something noticeable but not harsh - like 20 per each second lingering within X meters of an open exit gate while no survivor is hooked. That may even be too low. This whole "maximizing bp" is ridiculous and players should just end their matches when they have their objectives complete. Stop wasting time. Go to the next match.
Hell, I'm also one of those that think exit gates should not be "progress"-based and should act like totems; but that's a little harsh (to make gates where Survivor's cannot 99% them and run off then just run by 'tap' to open and escape; give them some strong regression to force them to have to commit or re-open)
-
@Moundshroud said:
I've said it before, and I will say it again. The only way to discourage camping is the opposite from what we do now. Killers need a reward significant enough to make them risk their kill and give up potentially valuable bait. Currently, Killers take a point hit for staying within a certain distance of the hook. They balance that against the reward they will get for their sacrifice and potential other hits, downs, etc. for using a honeypot strategy. I can't fault Killers for making this calculation. The game is hard, and often unforgiving. I'm not going to blame a Killer for taking advantage of one squad's suicidal altruism. Do you see my point. Camping, tunneling, slugging, and the Mori are all valid strategies that work in certain situations. They should not be removed, nor shamed.
So, how does one encourage a Killer to leave the hook? Make it profitable. Survivors get Bold for staying within a Killer's terror radius. Killers should receive points toward an emblem for being willing to walk away and continue the hunt for the Entity's pleasure. After all, the Entity clearly enjoys a good game, or it wouldn't do the things it does. It wants hope to rise so it can be destroyed. It wants entertainment, not boring executions. My suggestion to the DEV is to lose the penalties and start thinking about rewards for a behavior that is high risk. What those awards should be, well, I'm not qualified yet to make that determination. I trust the DEV could come up with something just sweet enough to make moving off palatable.
This only benefits players that care about emblems/rank though. Now, if the Devs took ranks... and increased BP generation say 25/50/75/100% for yellow/green/purple/red rank brackets... that would be incentive to care about ranks.
-
@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/191321/new-item-idea-boots
So... item-versions of Dead Hard/Sprint Burst/Lightweight so you don't have to run the perk?
Sorry, defaulted to smart-ass and sarcasm.
But, more seriously, no for those reasons.
And also because the bloodweb does not need more items eating up RNG-slots.
-
@Mr_Foxhowls said:
So the boots would sort of function like the key in an add-on way. So base boots will increase movement speed for a short amount of time when activated. The add-ons can add a little extra charges to the boots and one add-on can change the boot function to remove scratch marks while activated instead of a speed boost. The scratch mark add-on could also include the ability to silence the survivor’s footsteps
So... item-versions of Dead Hard/Sprint Burst/Lightweight so you don't have to run the perk?
-
@stoob7 said:
I suppose another thing to keep in mind is that if a system punished killers for staying at hook by making it harder to pip, then mechanically skilled killers that camp hooks for whatever reason would be pushed to lower ranks which would not be good for the health of the game at lower ranks.
The game does this - killers get less pip emblem progress for staying "too close" to their hooked victims. For people like me that care ZILCH about arbitrary "I played the Dev's way like a good boy" rankings; I hover around anywhere between 11-18 rank depending how much I play killer in a 'month'. Because I do not specifically try to rank. I play most of my matches casually - not toxic bp/emblem-progression-to-the-max; and weaving in and out around hooks while checking surounding areas punishes emblems naturally.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1614360#Comment_1614360
No? They can't slow Entity progression based on a killer's proximity to a hooked survivor? I can list a bunch of other things, but this seems to be the easiest and most fair solution.
That would be abused by troll survivors just leading killers on chases within the 'range' of the hook to slow/stop progression. This would be an absolute nightmare on SWF games.
-
@Godot said:
Do the same with Kindred, remove Mori's and turn Cypress Mori into base kit for Killers, remove or at least nerf Keys by having to go through an animation to open the hatch, and only one person can escape, delete NOED...
...And this game would be perfection.
In all seriousness - making Mori's baseline for killers.... even something like 0 blood points for mori-ing a Survivor, and the mori'd survivor gets like 5k.... would be a vast improvement over this pretty lame 'sacrifice instead of killing your victims' storyline even if it would cut games short and make Survivors saltier because they just get killed outright.
Keys honestly could be 'fixed' one of two ways -- either remove all means of keeping your key; remove keys from chests; make them Bloodweb-obtainable only; and reduce hatch-escape blood points (because it rewards too much bp as it is for the "free escape" it usually is).
Or
Remove all means of keeping keys; remove keys from bloodwebs; make keys RNG-only-in-Chests and an actual rarity/surprise to find instead of being able to go into a match with one.
-
@Moundshroud said:
My personal view is that each Survivor should have one of their signature Perks converted into a base power (and thus not teachable) in the same way the Killers have a unique Power. That would make the Survivors MORE than just Skins. I'm not a huge fan of ANY of the abilities, Killer or Survivor being converted to automatic, base parts of the game.
BHVR can't even balance survivors vs. killers properly and you want to give them balancing survivor vs. survivor vs. killer?? As if the game needed more 'pay-or-suffer-RNGesus-to-win' mechanics with its perks-locked-behind-DLC walls.
-
@Sam_Angel said:
Borrowed Time, as it is, is an essential perk for survivors. The only reason I, for one, use it is to not feel bad when I see the person I just rescued get instantly downed, potentially screwing over the entire team by the mistake of one person. This can also be exploited by troll survivors who wish to ruin the game for the team. A person on the team who doesn't run BT always risks messing over the person they just rescued, whether they thought it was a safe rescue or not. I fail to see how this can ruin the experience for either killers or survivors.
Please enlighten me on your thoughts about this.
*laughs for thirteen years*
No.
If you want the Borrowed Time effect, give up one of the other meta/crutch perks to use it. Don't need Survivors essentially having 5 perks because of this. Same as the threads saying DS should be base line. Just no.
-
@Blueberry said:
I think if they just added a % reduction on recovery time to slugged survivors it would make Deerstalker a little better.
This. Even something as simple as 5/10/15% slower recovery time if a downed Survivor is within the perk's visible range of you would make it more useful but not brokenly strong. (If you're being camped, you'll be camped either way whether it is changed or not).
-
@GG_Meizi said:
https://forum.deadbydaylight.com/en/discussion/comment/1617690#Comment_1617690
Them putting their head under the covers, makes them as equally a culprit for supporting abuse then.
Interesting view-point, thanks Arckd, I had hoped that wasn't true, but, the general consensus, is it is. So BHVR is basically happy being a platform of spreading negativity, as long as, they make a buck from it.
As long as that negativity doesn't affect their bottom dollar, yep. They take a hands-off approach instead of other devs' active anti-hateful behavior/speech policies.
-
BHVR doesn't care about reports in general. It's only in the game to make people "feel" like they're doing something about it. Hence why they blatantly tell you they will ignore reports if they find it not a "reportable" offense of some sort... meaning, they already don't take reports seriously.
-
@Wolvescreek said:
I've been playing Kate Denson forever and this is the first outfit that really makes me scratch my head.
My biggest issue is after you purchase it, you can't use the head piece separately. Its fine if the outfit has to be purchased as a whole and the body is obviously one piece - but the head doesn't need to be. I would have liked to be able to change it or use the head for other outfits.
My next issues is why EARTH did they make the dress orange, yes they exist in real life but bright colors stick out so BADLY in this game. Orange however is like a safety color that just gets everybodies attention. I'd LOVE it if you could change the color or at least tone it down, playing with it is like a handicap unless you WANT to stand out.
My last issue was actually raised by my girlfriend when I commented on the color and she saw it, the first thing she said was "why is it so long?" - according to her Oktoberfest dresses never go past the knees like that. She also thought the green apron was ugly with the orange/didn't match right. Girls care about this things I guess lol.
Personally I don't care about the length, I just hate the color but I can see her point. Most Oktoberfest dresses are short and kinda sexy. This has a very conservative vibe to it which is strange for Kate's character.
Honestly I just want another color of it and the ability to switch heads/use the head for other outfits.
On the topic of its color - not every outfit needs to be Blendette-level of dark/dull/earthy tones. You just have to adapt to playing a little more stealthily or a little more cautiously if you like a brighter-colored outfit.
-
That'd require BHVR to actually look at and care about reports. From everything they've ever shown, they don't - and they even go so far as to tell you not to report for things that should definitely be reported on. So, the only thing reporting actually does is just make you personally feel better, unfortunately.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1616929#Comment_1616929
Ah you mean THOSE taps.
Then again, even now just tapping the gen won't give you a skillcheck. Or atleast - You shouldn't fail it even if you hear a jingle.
Good feature in my opinion would be to cause generators to auto-explode and regress from any 'tap' that lasts lest than like... say 2 seconds. Long enough to not really be able to do it in a chase; short ennough that stopping regression would put you constantly in the killer's sights unless they're lounging around that generator.
Then I could possibly get on board with skill checks staying on the screen when you release (though buff Overcharged to cause explosion if you cancel out to 'dodge' it; because that's just cheesy)
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1616690#Comment_1616690
That is and would still be a thing.
Also, who taps after Ruin was nerfed?
Tons of Survivors I keep running into - tap to stop regression constantly.
-
@TheMightyGayFay said:
One of the worst feelings in the world is being on a generator near a killer and going to pull off to immediately be hit by a skill check and have the generator blow. My first attempt to dodge the overcharge effect taught me that the skill check stays on the screen, not blowing the generator.
Why not make it so that if a player pulls off the generator, the skill check remains on screen, giving the player an opportunity to avoid the negative effects of missing a skill check near the killer? If they fail the skill check, then the skill check is failed. But the instant failure for a skillcheck that didn't exist when pulling off the generator is infuriating.
While this seems like a logical request; I have to say 'No' simply because: this would benefit Survivors 'tapping' generators to avoid skill checks or slowly make progress; and that's already annoying enough.
-
Better yet, just ditch the archaic belief of "not playing content if you didn't have a cap" because it is complete bull for a game like this. Just a relic of the times when this game had an idea in mind for it before it mutated in some disease-ridden abomination of a 'grindfest' masquerading as a 'party' game. Especially when most people that really want to, cap to 1 million then complete tome challenges - and not turn them in, waiting until new content is released and then turning them in after they spend their 1 million bank, to generate another 1 million and effectively "max out" new content day one.
Honestly if their goal was to really stop people from maxing a new killer or survivor on day one of its release, the much more effective way would be to time-gate their leveling... week 1 max level 20; week 2, 35; week 3, 40; week 4, 50; week 5 - no cap. But you know, people would HATE that. Even worse - when a new chapter is being planned, alert players every week or couple of days - and drain blood point banks to 0 for new release. No bank, no power-leveling of any new DLC content. No time spent sitting there on mounds of bloodpoints not spending them on anyone because you want to "Save" them for the next DLC (my friend does this -_-, literally day in and out doing dailies for bloodpoints just to sit there. like... just level your other people... they're all sitting at 50 because you refuse to reset them because you'll "lose everything" and have to re-gain everything.... that's the point of the Snooze-Fest Grind).
Honestly, that second option (bank drain) really doesn't seem that bad in practice, other than only pissing off players hoarding bloodpoints to do exactly what we're talking about - powerlevel killers and survivors so they have tons of perk options immediately available instead of having to play them like a new player (which I guess hurts people's ego? I don't see the issue with playing something new from scratch, but oh well).
The Devs should have zero reason to dictate how people play the DLC -- they already got their money when it was purchased. Why does it matter if people only wanted it to power-level and unlock the perks immediately for other killers and survivors they actually care about? The perks are still seeing play. Maybe the new killers or survivors are just extremely boring or bland to play? Shouldn't have to force players to play sub-par DLC just because you limit their ability to level with stored points.
-
There's not enough players left playing the game for them to do realistic matchmaking without having horrendous (even more than they already can be) matchmaking times. Although, ranks are really just an arbitrary bragging right and not a very good indication of actual skill - except maybe Rank 1 or high-rank Killer since it requires playing extremely toxic to maintain (since the pip and emblem system is ass-backwards and screwed to high heaven. Laughable trash system is laughable.)
-
Without bloodlust, chases would be even more annoyingly time-consuming. Loops are still bad - with very few ways to actual 'end' them in many cases. Bloodlust is the only way killers gradually gain on the survivors during these loops and can hit them to force them out of the loop; or down them to end the chase --- instead of running at the same speed. around the same loop. wasting more and more seconds.
Unless of course your underlying goal is really for killers to just "leave you alone" and go find another survivor to get into the same mess. You know, the usual attitude that killers should just abandon chases instead of ending them. Without bloodlust, you can bet that there would be even worse issues of killers either not playing or just camping someone they down so they don't have to go through chasing anyone more than once.
Alternatively, sure - end bloodlust, but raise killer base movement speeds to compensate. Killers are suppose to be faster than survivors (for the most part) anyway, but you barely notice it without bloodlust right now.
It will always be my belief that "loops" should be removed and discouraged in favor of teaching Survivors how to weave between vaults and pallets and actually lose the killer instead of having them just abandon the chase out of frustration and annoyance.
-
@Justalittlepeeck said:
Title.
There are many rude things people shouldn't say, yet they are allowed to say that for whatever reason.
It would be nice that all those "ggez, uninstall" people were forbidden to use chat option.
Banning them from the game would be too strict (though welcome), but there definitely should be a punishment.
If only. I'm on PS4 and just have it set up so no one that isn't my friend already can message me --- and no one that I do not know of ahead of time, can send me friend invites (to attach messages that way). Solves my issues with it right on the spot. Lol
-
@Uistreel said:
I don't think that's a map issue, I think that's a Freddy issue
Give the poor sod something. Y'all already took away his invisibility to the waking world and gave him a heartbeat instead of only his lullaby...
-
@MonsterInMyMind said:
Imma keep it real that would break the perk door spawns already hurt survivors enough this would be just overkill.
Maybe I have crappy luck lately; but most of my matches are on giant-ass maps... with gates spawning literally across the entire map from one another, with an unreasonable amount of distance between them, making it impossible to viably 'patrol' both gates (which I know is what Survivors want). This perk change, even if it last only for like 20 seconds once last generator pops but had a like 10m range instead, would at least help killers out in situations they can't actively "check" both gates in any sort of timely manner before one opens up. (Because of stupid gate mechanics at their core... no regression 99%-ing my ass... pfft)
-
@IshinSolarc said:
Go up in ranks and you will probably stop seeing people trying to secure kills by camping, cuz they will need more survivors hooks to get medals and go up in ranks. If not, you gotta accept it, camping is a way of securing kills and a way of applying pressure on other 3 survivors. Killers can to do that to win the game, extend map dominance or just rush their quests, but they are penalized by it by being unable to get enough points for the medals already, no need to add anti hook mechanic.
^^ This. Zero reason not to camp if you don't care about ranks. At that point, it's just personal choice and/or reaction base don annoyance/trollinig/toxic level of the Survivors you're up against.
-
Bump because, bump.
-
Flashlights were reverted to pre-4.1 status, I believe, from what I saw. It's an adjustment that is going to take time to get used to again, since it will require using the flashlight at a greater range instead of trolling with it at close ranges like Survivors are used to. Of course, since it's a change to their playstyles - there is outcry about it being 'different' or 'wrong'.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1613924#Comment_1613924
Meanwhile, survivors can still toxic switch to any item - including keys.
?
Yes, because items are considered part of their loadout. Keys have problems on their own though - not related to the killer switching issue. Survivors can't see what killer will be and change their items according to that, however, which is the equivalent for killers being able to change powers/killer based on item selections.
-
@Eareland said:
https://forum.deadbydaylight.com/en/discussion/comment/1613887#Comment_1613887
I avoid Torment, because I wanna make killer's game harder, by not giving him easy hook. And also stepping on that red ######### makes survivor scream, I don't want my location to be revealed unless I want killer to chase me. Although, I don't want PH to chase me, like ever. Pyramid Heads are Tunnel Heads, nothing changes my mind, they are annoying to deal with and his long range ability is broken as #########. Mindgames with him are boring and being able to fake his long range attack without cooldown penalty is the true reason why I hate and many others I know, hate him.
On todays Q&A Live Stream, there was question about PH's rework or something like that, I don't remember the question exactly, it came from the person who hates PH much, so much that he doesn't play it himself, cause he knows how annoying it is.
So yeah, I really have no problem with the red thing, but I will keep avoiding it. If I avoid it, I'll maybe have actually a good match.
Hmm. I guess so. The rework to his Cages already killed every bit of Silent Hill hype I had for that entire chapter and made me regret getting it. When the ultimately rework him because of outcry on his hard-counters (which, personally, I do not think are a problem at all - just require more work to play against and make it harder to directly toy with him like you can other killers), I'll just let him gather dust like 90% of the other killers do. Just like the Freddy "rework" that absolutely killed his invisibility because of Survivor outcry really killed my interest in him. His rework was 'meh' once it became known that the Dream World no longer meant Freddy could mindgame with invisibility; and that being in the Dream state no longer affected action speeds (10,000% lame ass decision, killed my interest worse than lack of invisibility) so there's literally very little reason to worry about being put into the Dreaming state.
-
@GoshJosh said:
Another one of BHVR's poor, unasked for ideas that needs to go. I would hate to be stuck as Wraith or Hag against four flashlight users, and either bite the bullet and play the match or wait X amount of time for another lobby.
Ironically that is exactly why it was implemented -- to prevent players from being able to 'change killers' based on Survivor lobbies; giving killers only the same ability to change their loadout (since Survs are just skins anyway).