drsoontm
drsoontm
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@Pulsar said:
Well, you could play Nurse but that's sort of the answer to everything
At least until they destroy her. In the last Q&A, someone told something about making her easier. I expect the worst (probably the last nail in the coffin as far as I'm concerned).
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@tippy2k2 said:
I'm still pretty sure some of the devs have some kind of side bet to see how much they can mess with killers before they lose the player base. It's the only logical explanation.
Never attribute to malice that which is adequately explained by stupidity.
-- Robert J. Hanlon
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@Erd69 said:
What is playing fair? Not tunneling? Camping, slugging? There's no such thing. Playing fair is actually playing "scummy" I guess. I mean, the game does favor survivors a alot and expecting a killer to play "fair" is just stupid. I'm putting myself at a massive disadvantage just by not tunneling or camping which is unfair because survivors do gens hella fast and abuse meta perks. Survivors do not play "fair" so that killers can have fun. Survivors do not care about killer fun and they just use meta perks to clap any killer. A killer who doesn't tunnel or camp is actually playing unfair because why should they care about survivor fun when killer fun doesn't even exist or get mentioned?
Some fools reported me for 4King at 5 gens.
Some fools reported me for punishing their (failed) taunts by body-blocking them so they couldn't escape and die by the EGC.
Fools are fools, don't bother reasoning with them.
Today, if I was forced to play DbD as killer (I'm not : I wouldn't even play survivor but who knows? With a loaded gun pointed to me I could be persuaded ... maybe) I would simply get my first catch with Bubba and either slug and wait for a bleed-out or incoming survivor helper with the chainsaw or hook and wait with the saw. Minimal effort and, apparently, maximum skill.
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You mistake is playing killer. It's pretty common.
The devs themselves suggested to play survivor or another game.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2774283#Comment_2774283
It shouldn't be difficult for BHVR to keep track of the speed of both killers and survivors, among other safeguards.
Yes, it shouldn't be difficult for them, but apparently it is, since these safeguards are not there. Even if the cheater is literally flying in the sky and moving with the speed of light - he doesn't even get autokicked from the game, as he would even in Minecraft
I should have said "for a junior dev".
I've got different expectations for these ones.
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@Junylar said:
The amount of killers using these "subtle" speedhacks for extra 2-3 % move speed (like running with Bloodlust 3 without actual Bloodlust) and wallhacks (they always know where you are without aura-reading perks) is enormous, at least on EU servers. It's funny that you can't even properly report those, because you can't prove it was an actual wallhack and not just their "intuition", even if you record it.
If I had a dollar each for time I've been accused of cheating when the survivors simply played like thousands others before them ...
One of the funniest was one that stupidly went to the opposite corner of the map in a "auto heaven". I had spotted his tracks while chasing my third victim. After hooking his mate, I walked to the opposite corner, never sawing a trace of him, looked around, opened a locker and presto : salt machine enabled.
Although, opening a locker as Huntress to reload and finding a Dwight is always nice (but that's such a bad move from these players it doesn't count).
It shouldn't be difficult for BHVR to keep track of the speed of both killers and survivors, among other safeguards.
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The game is one of the strongest Nurse maps. They only need to fix the pallet count.
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I kind of liked the new sound effect.
But yes, M1 and lunge still flaky.
I also had weird short second-blinks.
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What do you care about some loser kid's drivel? Just block the little critter.
The question you have to ask yourself is: are you going to keep playing in the current state of the game? After all, you wouldn't want them to wait forever for a game, wouldn't you?
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Don't worry, at the rate this is going the last killer anyone will be able to complain going against is the lobby simulator.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2774029#Comment_2774029
I've been wondering it for a while. Most people give answers like "well there's 4 survivors so it's because survivors are the main customer" but that falls apart because the game is asymmetrical and requires that 1 for the game to function. Survivors straight up cannot play the game if that 1 is not available. And we are now seeing the consequences of taking this sort of "business strategy." one side basically has to wait for ages to play now, and the other has largely just left. And eventually the side that has to wait is also going to get fed up and just leave as well.
I do not see any outcome from the long term application of this "strategy" besides the game dying. The only way this strategy even makes sense is if you only care about short term profits and don't care if your business even exists in two years. This stuff has been confusing to me because it just seems clear to me that the current path of the game is death if it doesn't change course, and the devs seem to adamantly be pushing on the accelerator instead of the breaks. I mean this last patch had survivor mechanic buffs and a nerf to clown of all killers. The Q&A basically stated they don't care to fix killer. They've also now admitted to a double standard where they won't nerf survivors based on high MMR performance, but will nerf the least picked killer because 2 people who play them at high MMR are good. They have repeatedly implied no changes are coming to killer any time in the near future.
There is that experiment where you put a chocolate in front of a child and tell him if he doesn't it it immediately he gets another in five minutes. Most children do not wait.
A lot of adults do not grow out of that.
About the 4 survivors catering, one part I don't get is that most players are expected to do both roles. Although, it's true the ones I know did not want to play killer anymore for a while before stopping playing altogether. Basically everyone ends-up leaving.
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@Junylar said:
Chances of encountering the same killer 2 times in a row are probabilistically nonexistent. Better yet: add the option to desable one kind of killers in matchmaking forever.
I know nothing of this will ever come into the game, since the game is falling apart at the moment, but still, it's nice to thing about "what if" sometimes.
I've encountered the same survivors several time with the same killer during one single night. Bad luck for him he was systematically the first one I found and the first one to bleed out (after the second game, I've recognized his name in the end-lobby).
Months ago* it was not rare to encounter the same guys although some I met first as survivor then as killer.
*) because I've not played for months. I don't know if it has changed.
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@GoodBoyKaru said:
if im being honest, actually, considering the amount of bugs she had before this mid-chapter i'd say this recode was a general success. a few bugs to iron out but overall it felt like a net improvement to play- at least in the 2 or 3 games i had before changing characters.
Yes, on that part I agree. If they fix the M1 still occurring and the second-blink crapping out sometimes it will be close to perfect. (But I've heard of other bugs I haven't experienced myself last night. As far as I'm concerned they have a few months to iron out these.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773422#Comment_2773422
Well can you blame people it's not worth it to play killer and the last QnA and update all but confirmed that it's survivor biased.
I've only heard about it. Some guy in the Q&A was particularly targeted by the rants I've heard. If what he said was accurately quoted there is no hope left for this game ...
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With people wasting time on that stuff? The idea crossed my mind too.
I contemplated the idea this may be an experiment from the devs to see how it affects the games. Then I remembered all their previous "bright" ideas so I guess not. Doing it at the same time a strong buff is applied would be nonsense anyway.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773346#Comment_2773346
So only good for the same killers that by now everyone use cause all other suck.great.
https://us.v-cdn.net/6030815/uploads/AF2EA98809VY/futurama-happy-new-year.gif
You know at this at this point it's a mystery why killers even bother trying to continue with this game.
More and more don't. I've stopped months ago. I've played only one evening yesterday to try this patch and got the game uninstalled the same night. None of my killer friends are playing anymore. The last one stopped years ago (A Billy main, he didn't even see what they've done with it).
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773286#Comment_2773286
Ok well some people enjoy stress I have a few of those at work, they can run around like crazy all day and say they feel no stress at all. Don't know if age has anything to do with it I'm 12 years older than you are 😀 But I quit killer mostly because I felt it was too stressful. The games where I camped the basement while enjoying a whisky after work was pretty ok though..
I'm even less young than you are (by a couple of years) and it's not the stress that I have issue with. It's the broken mechanics.
I like a game that's difficult and fair (e.g. the various "Souls"-like series, a certain upcoming 4vs1 that "everyone" will want to try, ...).
It to "win" I have to play in a boring way and put "honor" aside, I'm not interested.
I guess I'll check again with the next patch and see what else was destroyed.
I've heard they are thinking making the Nurse easier. I'm pretty sure it will be the final nail in the coffin for the game as far as I'm concerned.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2772506#Comment_2772506
I like this approach and POV. Yes, the only way to break up the stale meta is to elevate other perks into viable status. Though, the criticism of Boil Over, and that it was more then a bit too much, is valid, too.
Balancing is never easy and always an, well, balancing act. But there is this feeling, that a lot of killer players collectively share, that the game has strayed into the survivors favor, and not just a bit, but far, far, far too much. If the game was relatively well balanced, this wouldn't be too bad and you could easily live with an overtuned perk, but in this situation and environment its quite literally adding insult to injury and sending more and more killer mains over the edge, so that they think "why even bother?"
But yes, its a good thing that they zry to elevate some old and dusty perks, the more strong options there are, the less likely we will see the same 6 perks over and over and over again.
But it would also be nice to get some meaningful QoL or even strength buff for killers, instead of adding more and more stones in their way.
Improving dusty perks is all nice but should be done in a way that doesn't further tip the balance to the already stronger side.
Maybe start to make killers fun and viable? Fix the map sizes, the infinites, the auto-miss, ...
Ah, what do I know? /s
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2771450#Comment_2771450
Exactly, my wall is already strewn with comments that I'm slugging for breaking hooks, probably tripling them. I don’t understand the survivors, if they don’t want to be hanged, then why whine later in the chat that they were left on the ground and that they will write a report? :)
Yes, that was the funny part of this miserable boil-over experience ^_^.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2771346#Comment_2771346
Trolling is the only way to use the perk. If you're not bringing map offerings and intentionally running into second story areas where you know the killer will have trouble hooking you, it's a bad perk. If you leave it to chance and just play as you would normally, it's very unlikely to do anything.
https://forum.deadbydaylight.com/en/discussion/comment/2771505#Comment_2771505
I think if Furtive Chase conferred Undetectable in chase at enough tokens, it would be... well, it would be better. It would still be a pretty bad perk, but Beast of Prey's main sucking point is that it requires you to get into Bloodlust, which creates its own stack of problems. Furtive Chase giving flat Undetectable would sort of work like a killer version of Iron Will. No directional heartbeat in chase and no red stain. But losing the red stain is something that you can already mostly do by moonwalking, so that's not much, and then you can have maps like Ormond, Badham, or Gideon where it's all 100% worthless because every loop has visibility. It's not a recipe for a perk anyone would run; it'd just be another neverused perk instead of "adept Ghostface is a 2-perk run because #3 does nothing at all."
Mostly I think Furtive Chase just needs to be reworked from the ground up with a new effect. Stealth in chase is not helpful, especially in a meta that discourages switching targets. And when you do want to split (usually to kick someone off a generator), it's generally really easy to ambush nearby survivors from a chase even if they do hear your terror radius, because they think you're occupied and so they're not especially concerned about it or its fluctuations. If they do react quickly enough, they're either very alert and watching entrances, they're using Spine Chill, or they're on comms, and in all of those cases, Furtive Chase's -16m TR still isn't going to help you. It'd help you ambush a scared newbie player that has no idea what's going on and doesn't want to get close to your TR but feels safe outside it, but who needs a perk slot to handle that?
https://forum.deadbydaylight.com/en/discussion/comment/2772086#Comment_2772086
The sad thing is - I started playing a year ago, and when I first joined, I was very appreciative of BHVR's work and optimistic about the future, and I'd defend them from what I thought was an overly negative playerbase.
Now I'm as cynical as everyone else. It wasn't even a fast transformation - it was months of "I think that was a bad idea, but I'm sure they'll do something about it when they realize that", "I disagree with that, but I'm sure it won't be too bad", and "They have to fix this soon... right?"
Yes, because you are smart and reasonable you expect everybody else to see obvious problems and fix them ASAP.
It's a failing that afflicts a lot of people and it's hard to get rid of it. You'll get there though.
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@StarLost said:
It's...tricky.
Server side detection of irregularities on the client side, when that data is being obfuscated by a hack is difficult. This is how you end up banning innocent people because they had a lag spike, or some weird interaction with other software (I remember a catastrophic ban wave in Heroes of the Storm that caught a whole bunch of people because they had a specific sound driver).
There is also a limitation on how much a game can 'spy' on you.
https://forum.deadbydaylight.com/en/discussion/comment/2772509#Comment_2772509
Is it?
The issue is that hacking is a big money industry now. It's so incredibly sophisticated - unless your game is almost totally serverside (LoL, for example), you can probably buy a suite of hacking tools for it for 80 bucks a month or less.
Even massive E-Sport type games with proprietary anti-cheats (Starcraft 2, COD, Fortnite etc.) have had hacking epidemics.
Fortunately BHVR seem to be straight up MAC banning people now, which at least means that if you get caught once, you're never playing the game on that hardware again.
Yes, the client-side is tricky.
In a nutshell : impossible unless the kernel is digitally signed and has a feature to prevent non-signed binaries from running. That's what some shooting game is doing at the moment. But since the kernel part isn't provided by the kernel developer (Microsoft) it's radioactive to anybody using his computer for serious stuff.
The server-side could still do the aforementioned checks though. It could at the very least log the ID of every player and then check who is the common denominator on every game that got some cheating. No false accusation then.
Even without banning, stopping cheats or cancelling games with cheats would already be a step
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@StarLost said:
It's...tricky.
Server side detection of irregularities on the client side, when that data is being obfuscated by a hack is difficult. This is how you end up banning innocent people because they had a lag spike, or some weird interaction with other software (I remember a catastrophic ban wave in Heroes of the Storm that caught a whole bunch of people because they had a specific sound driver).
There is also a limitation on how much a game can 'spy' on you.
https://forum.deadbydaylight.com/en/discussion/comment/2772509#Comment_2772509
Is it?
The issue is that hacking is a big money industry now. It's so incredibly sophisticated - unless your game is almost totally serverside (LoL, for example), you can probably buy a suite of hacking tools for it for 80 bucks a month or less.
Even massive E-Sport type games with proprietary anti-cheats (Starcraft 2, COD, Fortnite etc.) have had hacking epidemics.
Fortunately BHVR seem to be straight up MAC banning people now, which at least means that if you get caught once, you're never playing the game on that hardware again.
Yes, the client-side is tricky.
In a nutshell : impossible unless the kernel is digitally signed and has a feature to prevent non-signed binaries from running. That's what some shooting game is doing at the moment. But since the kernel part isn't provided by the kernel developer (Microsoft) it's radioactive to anybody using his computer for serious stuff.
The server-side could still do the aforementioned checks though. It could at the very least log the ID of every player and then check who is the common denominator on every game that got some cheating. No false accusation then.
Even without banning, stopping cheats or cancelling games with cheats would already be a step
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@StarLost said:
It's...tricky.
Server side detection of irregularities on the client side, when that data is being obfuscated by a hack is difficult. This is how you end up banning innocent people because they had a lag spike, or some weird interaction with other software (I remember a catastrophic ban wave in Heroes of the Storm that caught a whole bunch of people because they had a specific sound driver).
There is also a limitation on how much a game can 'spy' on you.
https://forum.deadbydaylight.com/en/discussion/comment/2772509#Comment_2772509
Is it?
The issue is that hacking is a big money industry now. It's so incredibly sophisticated - unless your game is almost totally serverside (LoL, for example), you can probably buy a suite of hacking tools for it for 80 bucks a month or less.
Even massive E-Sport type games with proprietary anti-cheats (Starcraft 2, COD, Fortnite etc.) have had hacking epidemics.
Fortunately BHVR seem to be straight up MAC banning people now, which at least means that if you get caught once, you're never playing the game on that hardware again.
Yes, the client-side is tricky.
In a nutshell : impossible unless the kernel is digitally signed and has a feature to prevent non-signed binaries from running. That's what some shooting game is doing at the moment. But since the kernel part isn't provided by the kernel developer (Microsoft) it's radioactive to anybody using his computer for serious stuff.
The server-side could still do the aforementioned checks though. It could at the very least log the ID of every player and then check who is the common denominator on every game that got some cheating. No false accusation then.
Even without banning, stopping cheats or cancelling games with cheats would already be a step in the right direction.
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@Lordofweed said:
Guys. BHVR did at least something right this patch. They made some really bad perks kinda viable (again). They changed some insanely useless Killer and Survivor Addons, so we can have more diversity in our matches with more viable perks. Thats great!
If they "remove" the ability from Survivors to dodge hits, how should Survivors be able to win?
Overall the patch is good in my opinion. They did some things right and instead of flaming and complaining, we should be kinda thankful and happy for that, because we all know, that not only BHVR but also other Game Developer Teams from other Games can do unusual crappy things to their games and therefore we should just stop complaining and instead try to help the devs finding the right path of future features and changes.
Imagine you are a developer and read through the forum posts and like everyone is saying: "omg, such a bad patch again! i will never come back again." xd
Happy Devs/Dev Teams = Better Game = Happy Players =)
Devs in general have an incentive to make a good game because happy players give them money. They are not 12 years old pouting in a corner when they don't get praises for a sub-bar work.
The "dodge" part wasn't about dead-hard, only about a broken mechanic that shouldn't exist in the first place.
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It's not something that should be difficult to implement and it wouldn't cost much processing power either.
They could also easily check for a game never ending after the EGC has started. This would prevent the hostage situation that happens so often.
They could do many such checks, log them and use them to ban people with a slight delay (so all the wastes of skins using the same ones would be ban in one swoop)
It doesn't help sell cosmetics though, and most cheaters are on the survivor side (mathematically) so there isn't much incentive to do so.
I've encountered a lot of cheaters when I was active. There are many in high-MMR. I've even been grouped with some as survivor.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2772408#Comment_2772408
I don't, because usually when people move on they move on. No need to go back to a game that you obviously do not enjoy.
Nobody cares at that point.
And thus you should understand "nobody" cares that you don't care (nor anybody else).
Some though are interested and keep discussing this. You can move on.
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@Pulsar said:
Yeah, this update really isn't enticing me to come back.
BHVR has made a string of really bad patches and very public mistakes. I'm interested to see how the next few months look leading up to Anniversary. Ringu could be DOA at this rate.
I'm only following the game from afar. I don't even know what Ringu is ... Ring? Like the Japanese novel リング?
@Smuk said:
“Most of the time it happened going down the basement. If I didn't took the stairs cleanly, if I did a mere hop down they were out.”
I guess you have meet new boil over. On slight drop +25% of wiggle done
Yes, it finally hit me. I remembered they have buffed that along with the faster wiggle. It's so ridiculous it's almost funny.
@burt0r said:
Oh yeah, this post reminds me that the new boil over makes taking the "shortcut" at the basement stair, as dropping in from the side to save a few seconds, outright detrimental.
Also welcome back to 2016/7 and it's Sabo meta. The time that made 4 men slug bleedouts even popular.
Yep, it quickly became obvious that was my only sane option. Of course with the boons, unbreakable, ... it's now more difficult to pull off.
At least, once it's safe, the killer can rest a bit while the survivors are slowly bleeding out.
@JeanCharpentier said:
Killers have started to leave massively since the SBMM release.
I haven't play for months now as the new boon totems combined with the SBMM made the game unenjoyable, and pretty much unplayable, at a good MMR for killers.
Also, when i was playing survivor, at start it was good, i was facing competent killers but the last weeks i have played, i was facing mostly noobs even though i was winning all my games. My MMR kept increasing, as i barely lost but still the killers were incompetent.
- competent killers have already massively deserted the game
- average to bad killers will continue the desertion with this last update
- last "roadmap" announcement is garbage as there is not a single word about the needed killer balance for the game
DbD has always been survivor sided but now it is extremely survivor sided at good level. My friends and i have stopped to play this game and we don't want to come back at all. One friend is playing from time to time, rarely, and everytime she plays she tells me DbD is a garbage game now.
I have 2k hours into the game, my friends all have between 1k and 4k hours... We were huge fans, but now BHVR, you can GTFO, we won't accept your bs choices anymore.
The MMR wasn't too much of an issue. It's garbage but when going against weaker survivors I just switched to a more playful mode, only killing when they have 2 gens lefts and leaving one out. When the boons came up though, it was just too much. Faster heals, no tracks, ... ? Now way. RPD was even worse with two layers of boons below and above the library. I always did these games bleeding out the survivors. Most didn't enjoy the solution.
Survivor, as a group, can be funny as a party game, once in a while. But it's just boring most of the time. I need something challenging (why I play killer more) but fair and fun (why I left).
I've got a bit less than 2.5k hours in the game. I'm the last player in my group that was playing as a killer, the others have stopped years ago : first killer only, then survivor too. It's kind of sad that such a good concept is being destroyed. I'm happy there are finally better alternatives available.
@xxshyguyxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2771923#Comment_2771923
This. I think this is what happened to him. Otherwise it doesn't make sense. He probably had no idea, the poor bastard. My hats off to him.
Yep, exactly. Since I only look at the game updates from time to time I've forgot hearing about that part until the end of the evening. That's such a bad idea I don't get how anybody playing this game would have it, let alone develop and release it.
@GiveMeBoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2772018#Comment_2772018
I don't...
You just assume, because that fits your opinion...
I'm not sure that was worth a reply, but thanks for spending the time explaining to him ;)
@The_C12H15NO2 said:
I'm with you, the whole "Move back & forth" mechanic which throws off auto-aim needs to be fixed. Auto aim shouldn't be a thing b/c it can be abused like this to make what would otherwise be a hit, miss. I'm a console player and it's pretty bad. Survivors don't even need to 360 to force the miss. Sometimes as a survivor you just need to move left to right fast enough and the swing will miss.
Right? I'm wondering how much this movement is macroed. It was so fast, so smooth and these misses so ridiculous. For a couple of seconds I thought they were cheating then I remembered the auto-miss was still a thing.
@Zarathos said:
Seems to be heading that way. Its starting to look terminal. Serious competent movement on needed changes is massively needed. Gameplay is becoming increasingly more stale due to a lack of variety in builds killer options further straining and burning out vetran players.
If I was in there shoes i d focus on establishing some rotating game modes alongside "trials"(the main game). Stop nerfing killers till they have figured out how to add some agency and variety back into the role.
I really hope we get people pushing new modes it would open up more variety in terms of gameplay and create a casual enviroment where due to continious rotation the modes would become stale at a significant slower pace. Dbd needs an enviroment to push casual expermentation build wise and sbm has thrown a giant wrench into it.
They'll probably wait until it's too late to do what's right. It seems to be a thing nowadays in the entertainment industry.
@Johnny_XMan said:
Why do you bother to come back and post if you obviously do not like the game? Sounds to me like you miss it, because whatever it is you are playing isn't fullfilling you.
Stay in VHS and
Fort-Propnight.I've not liked the game for the last few months but given the time I've spent on it I'm still checking to see if a spark of enlightenment has hit the devs and they've started to do the few changes needed to make it right.
I recognize the efforts. I've asked for them fixing Nurse in every single feedback form I've filled the last few years. I'm still having more fun with the new competition so that's where I'm going in the mean time. Maybe, just maybe they will not "Deathgarden" this one.
@OnisEquinePhallus said:
https://forum.deadbydaylight.com/en/discussion/comment/2772197#Comment_2772197
There is a reason we call it "auto-miss" lol
And it's still a thing in 2022.
I swear, at this point they must be trolling us.
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You are only disappointed because you had some expectations.
By now, you should know you cannot expect anything.
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If survivors are salty when you do the only thing you can do given the current state of the game you can reply by a one line short brush.
e.g.
_ "I see the problem: you think I care. gl hf <3"
_ "And you point is?"
Then leave for your next does of pain.
If they have typed something unacceptable (e.g. harm or self-harm), you can report them first.
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They have suggested a long time ago to play survivor (which isn't really fun unless you are into QTEs interrupted by a chase your perks can save you from) or to play something else (e.g. Prop Night & VHS)
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I came back for one evening, wasting bandwidth on this to install the game for a few hours only.
The solution was to slug and let bleed out, destroying boons and downing whoever stands up. So much fun for everybody.
It's fortunate we now have some good competition (one for good fun, one hard but balanced still in closed beta).
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@Bullettimegod said:
Seriously? With all the second chance perks survivors crutch on, including CoH, gen speeds, and the fact that hex builds itself are super bad purely cause of the CoH meta; why does everyone feel like noed is horrible?
Honestly I feel like this is the most extreme case of double standards. While I understand the whole "camp and noed" issue but with how bad sbmm is, noed helps the killer put pressure in the end game and not just give survivors free escapes if/when gens are done. The game isnt over until you escape.
As i pointed out earlier, with all the second chance perks survivor gets, why do we hate the only second chance killer perk?
This thread is a disccusion on why we should hate noed. Not an us vs them. While i understand the hate about whataboutism, pls keep your points about noed, but if you need to use other perks as an example, its understandable. And pls keep it civil. I generally wanna hear reasons why noed is bad.
Also pls dont say "it rewards bad gameplay" because we can all think of several perks that can say the same thing but the community doesn't hate them nearly as much, and that would just start promoting whataboutism.
Who's everybody? NOED is fine.
Oh, you mean the survivor-only players who only know how to play QTE and mostly use DH, BT, DS, with Spine Chill or Iron Will? (I suspect some Boon now, I've not played for a long time.) It's because it's a counter to their easy play-style. Of course they have to blame getting killed to something else than their own incompetence, what else would you expect?
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@Triforcer said:
Killer now unplayable, so I play pig and put a hat on someone on the ground before the last gen pops (usually about 4 minutes into the match) and hope they get a little too cocky in EGC. You get the troll 3 or 4K once every five or six matches, but the rage is worth it.
Fellow killer mains, how will you ride out the months/years until boons are nerfed?
Prop Night & VHS beta.
Plus coming here from time to time to remember why.
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VHS is very different from DbD. It's more akin to a tactical game. Applying its concepts in DbD is like applying R6 concepts to Mario Party.
Besides the game free, why wouldn't you enjoy the original and let DbD be DbD?
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The whole spectrum of wishing harm to somebody ('s family) should be an hard ban of several weeks at the very least.
Any other kind of comment is to be ignored.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2754713#Comment_2754713
Nah, keep great skill checks so survivors can get more survival points. An easier way to get survival points has been long awaited. Just remove the buffed progress.
If they want to keep it interesting, they can simply make it so that hitting an arbitrary number of great skill checks will make the wiggle as fast as the current method done perfectly.
The devs will only stop when the game will be buried. I suspect soon they'll "fix" Blight & Nurse so no killer will stand a chance and the game will join Death Garden in the crypt of unbalanced games abandoned by its players (There the killers were the OP side that the devs kept buffing.).
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There are still some players wanting to try killer.
This needs to be fixed.
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I would never have guessed a post on this forum could make me genuinely smile.
C
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Oh sure, nerf the killer with the lowest kill rate.
If you don't know how to handle a Nurse, that's on you. Maybe try to play her a get consistent wins and then see how you get your ass handed to you by good survivors. Then try to do the same.
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The HUD was bad IMO. The rest was not that interesting especially given what they did to Wraith afterward.
I don't recall of an update that was good.
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Hexes are high risk, medium reward at best (unless the survivors haven't got a clue)
Boons are low risk, high reward.
I'm fine with Hexes.
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Spirit was fun to get against and required survivors to think and use their brain.
Some wanted none of that.
Now Spirit is still too strong against the incompetents and too weak against the good ones. In one word: a waste of time for everybody.
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@Huge_Bush said:
Yes, it will. You know fun isn't allowed in this community and that we are supposed to make the game as miserable as possible for our opponents.
Here is a little something to help improve your mood:
You know, sometimes I wonder if making the game miserable isn't exactly what it's about.
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@Harold_Shipman said:
As a bad survivor, I can confirm that I cannot use Dead Hard effectively. So no, Bad survivors do not use it to cover for mistakes. Bad Survivors use it and die immediately after slamming into a tree.
Well, slightly less bad survivors use it about right on time and get caught a bit later because that is they one-trick to have longer chases.
The day the devs manage to fix this, there will be a drop in the general MMR score for survivors.
The good ones are of course just deadly with it.
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Ha, good one.
You cannot "win", not at high skill level thanks to the oh so wise decision to balance for lower skills. Throwing games is just not valuing your time. I've left a while ago myself. (Only here to remember why this game is still bad.)
What you could do is play a different game in the game. Forget the gens : simply tunnel some guy out and see how many you can get before they all escape. Also, try to completely ignore the ones obviously trying to get their attention. Focus on the other ones instead, that usually rile them up. (Once I've purposefully ignored a guy called "Tunnel me" all game, killing his friends and finishing him last. Being a Nurse main helped of course) You could also count DCs as bonus points.
Don't forget to score the game as "no fun" in the after-game screen. (Many people seem to ignore the feature exists.)
Bar that, there are now alternatives that are actually pretty fun IMHO.
Well, one is still in closed beta but is very fun for both sides. It's hard though. People used to have is easy as survivors here will not enjoy it one bit.)
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Let's see ...
_ Hit "validation" that gives an advantage to players with high ping. (And why are pings above 100ms even allowed?)
_ Aim dressing that f-ups the direction and sends the killer to a wall whenever the survivor does some kind of sharp turn. (And ever noticed how the killer would do a 180° when trying to hit a lagging survivor with >400ms ping in front of him?) Oh yeah, "validation" and "aim dressing" ... sure.
_ Dead-hard (boosted by the broken hit-"validation")
_ Survivors able to do instant 90° turns (I've heard it was an old bug linked to the frame rate on the opponent player's computer)
_ Boons
_ Haddonfield, Mother's Dwelling, RPD, ...
_ Generators melting in most games whenever survivors decided to split, play QTE and hide. (Resulting in a low score, but it's garbage nonetheless)
_ Bugs
_ Cheaters swarm
The last PTB showed some ridiculously insane buffs to survivors. (A streamer has suggested the same team that destroyed Bloodgarden stubbornly buffing killers is now sabotaging DbD by doing the same for survivors)
There are now two very worthy competitors, one still in closed beta (I'm having a blast in it, I'm only here for some kind of schadenfreude and to remember why I've uninstalled DbD months ago) and the other was involuntarily promoted by some streamer as "the good and fun alternative" to DbD after having raged at the bugged mess this game is.
I don't see how BHVR can recover.
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@tester said:
Btw, here is a small Nurse countering tutorial.
This is relatively accurate (surprisingly) but will only mostly work against beginners and impatient Nurses (often one and the same).
Still, this is valuable information for players lost against her.
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_ Wait for the rank reset. (It's easier to obtain with a low rank. There are less requirements)
_ Lose a bunch of games (5, 10, ?) until you feel you are not in high MMR anymore (but not low enough to crush the survivors as, surprise surprise, it they die to fast, you lose)
_ Lose a bunch of games until you get a map where you can get as much hooks as possible, kick gens, break doors, ...
_ Aim for the biggest among of hooks and do not forget to break doors, pallets, and generators.
I'm surprised there are still people investing in the killer role until they fix the boons, DH, ...
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指輪 would be more appropriate then ...
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Broken hit validation.
Rewind dead-hard.
Huge maps + boon totems.
VHS private beta access.