finitethrills
finitethrills
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@Skankle said:
I thought this would be a nice combination for low time-investment healing in a match - heal someone else instantly so you can be passively healed when you're next off the hook, but then it turns out Second Wind isn't even charged by FTP anyway. Is this a bug or intended?
For the people uses the active ability to instantly change the health state of one survivor. Second wind requires you to heal the equivalent of one health state. In other words, you have to channel that many heal charges. For the people works outside the healing mechanic, so it doesn't count as healing how many ever charges would be a health state.
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@SpaceCoconut said:
Tunneling a survivor in the right situation is an effective way to create "pressure". By removing one survivor the killer dramatically reduces the survivor's effectiveness and creates more time for the killer.
If you want borrowed time at base, prevent injured survivors from working on gens, or dramatically reduce their effectiveness at doing so.
A killer won't need to tunnel to remove a survivor and would be incentivized to chase and injure multiple survivors rather than focus one down.
The rest of the game mechanics could be tweaked to adjust for this change.
Alternatively, make stop unhooking survivors while the killer is nearby.
I've been of the opinion for a long time now that being injured needs more consequences than "being injured". If injury did something like greatly slow down repairs, slow move speed, prevent fast vaults, prevent or slow unhooks, slow pallet drop time (not all at once, obviously), then Survivors would have a LOT more reason to heal up, which is time not working on gens. Would also be an automatic upgrade for Legion, probably.
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Depending on the stage of the game... Do totems, especially ones NEAR the doors. If gates are powered, simply gtfo. The majority of 4ks I see are already caused by Survivors smashing themselves against a killer who has one on a hook at the end. An easy 3 escape rapidly turned into a 4k. This is way more likely if the killer is running noed. As much as people like to say killers just want a 4k every game, mostly I see Survivors committing suicide because they can't bear to let one die at the end.
So yeah, hunt totems. If you haven't gotten totems or know noed is in play with no clue where it is, just walk out the door.
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I don't like losing, so I'm going to take my ball and go home, then wonder why every down at the field is mad at ME. I'm not the reason I was losing, it was someone else's fault!
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Sucks that tech support isn't supporting. I'd start with updating my gpu driver, or if it was updated recently, I'd try rolling it back.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1171753#Comment_1171753
https://forum.deadbydaylight.com/en/discussion/comment/1171758#Comment_1171758
It's not just my PC, this game is naturally a bit buggy and crashes for no reason. Punishing the player for that is by no means fair.
Well, you did say you had a bad pc, and it was honestly directed as much at OP as you.
Another thing to consider is that game crashes that are unrelated to pc issues are very rare. A crash that happens because the game, say, can't render a key and ash's puppet at the same time would be very repeatable and happen universally to every ash player who picked up a key. A lot of times, the more major cause is an out of date driver, or some weird conflict that is specific to a few machines (or someone bought Aldi's brand memory) . While it's often within the devs ability to change things to make even those issues work, it doesn't mean it's specific a "game" problem, either.
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@FichteHiro said:
1) stats
The Devs divulged some stats on the DC Penalty, and I wanna quote: "We're pleased to say that after one month, the Disconnection Penalties have had a huge impact on the number of disconnections in a match, already down 35% and dropping more each day. We are continuing to improve the system to ensure that it's as fair and accurate as possible."
What they didn't say is that the rate of people killing themselves on Hook increases by 30% most likely. The DC penalty - as you said - doesn't prevent those same people who DCed prior to the implementation of the penalty from leaving the game early.
2) it punishes people who have technical issues
My PC is really bad and I do crash quite often. Getting punished for your game crashing is clearly unfair. However, I do understand the game can't distinguish a crash and you quitting the game via the disconnect button.
Getting punished for having a bad pc in a multi-player pvp game is not unfair. Playing a multi-player game with a computer that can't run it properly is unfair to everyone you play with. If you do it with a single player game, you just waste your time and money, instead of everyone else's
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@Jacoby2041 said:
Oh but revving chainsaw under the hook for 2 minutes with Bubba is perfectly fine and not targeting a survivor in any way
BHVR's definition of "targeting" is going after one specific survivor exclusively over multiple matches.
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Winning gracefully is a lost art
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@FichteHiro said:
Good point, might as well try it.
However, AFKing too often can get you punished, so it's something to keep in mind.
You'd think so, but many Survivors are allergic to leaving if they havent been able to show their dominance yet.
I remember my wife came him with groceries and I had to go help her. I crouched pig on a rooftop in Haddonfield. Came back 15 mins later, still 2 gens left and 2 of the 3 Survivors left were just walking in circles around me.
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@Deadman316 said:
Just like I thought finitethrills, you have nothing to offer.
Or I don't obsessively refresh the forums because I have other stuff to do. You wave if the killer is nearby, and you sit still if he's gone. Having different "rates" of waving only confuses the issue even more.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1170410#Comment_1170410
Are these also ps4? Thanks
One was an mmo that they sold player housing to fund, blew a bunch of cash, stopped development, kept selling houses, then the dev crew took what was left and went on vacation.
Moving hazard was in development for ages, launched a beta/early access, got laughed out of town by backers for how horrid it was. Then they changed the name, prettied up a few things, and released it as just as much a broken mess as it was before.
Don't think any of them are on ps4.
Iirc, they also made a terrible Sonic game that may be on Playstation.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/138882/that-was-my-last-game
Play survivor, there's no point in playing killer anymore.
After two years as a killer main, since the nurse nerf I moved to survivor.
Hopefully with predator and re resistance we will be able to find better games.
DBd as a killer is over
I wouldn't hold my breath on Predator. Look up star citizen fps module, the Revival mmo, moving hazard (and whatever they changed the name to to get around its rep on release). Illfonic could program hello world in basic without a game breaking bug.
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Because it's BHVR. They'd just add more windows to the loop and make those breakable while leaving the original.
See also: dead dawg saloon.
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Breakable walls:
Killers: Effin A, sounds awesome
Devs: Let's just take every place that WOULD have a door and put a wall there instead!
Killers: *chase into saloon*
Pop
Pop
Pop
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Doesn't hold your hand? The game now literally tells you of every single positive and negative effect you so much as sneeze at, usually with a bright glowy bar for good measure.
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@Deadman316 said:
But playing with randoms is terrible sometimes. I know we have to use a lot of nonverbal communication to each other, so when someone is on the hook flailing their arms, please go help them.
Well there's your problem. Waving your arms means the killer is still there.
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@[Deleted User] said:
I hear ya. The incessant bugs and map balance at high rank play is starting to get old. I still enjoy the game, but I'm going to take a looooong look at Predator: Hunting Ground next weekend.
It's Illfonic. You will be bitterly disappointed. Just look at moving hazard.
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@Jacoby2041 said:
Survivors aren't unique. If they had different stats or abilities or skills or items or anything like that I'd be a survivor main to the bone (actually I'd still play both but I'd play survivor way more) but they're all skins so I'm a killer main
But I guess your question is more like "why tf are you still playing this game" and the answer is: I don't play as much as I used to, but I still play it on occasion because I gotta get my asymmetrical fix (literally my favorite type of game hands down) and there's basically nothing else right now because everything that even comes close to competing with this game somehow gets screwed over and/or dies for one reason or another. If there was a decent alternative I'd never look back. And if this game actually had some competition they'd have to put more effort into retaining players. Right now addiction and lack of alternatives does their job for them. I'm hoping the Hide or Die relaunch, Predator: Hunting Grounds, or RE: Project Resistance will do the trick, but there have been many in the past who failed and I have my doubts these will be any different. At least Project Resistance comes with the RE3 remake so people will get it anyways even if they aren't specifically looking for it
Avoid predator like the plague. Illfonic makes BHVR look like old school blizzard. I assume we all know about f13, but check out Moving Hazard (they changed the name eventually because it was so bad, but they didn't make the game any better), also the Revival Mmo, and the star citizen fps module. Illfonic has a long history, and it's about as ugly as it gets
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I'm not saying there's no issues with moris, but... Nerfing moris is never gonna make up for having crappy teammates. Removing moris won't make up for crappy teammates.
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Well yeah, any and every killer can get a 4k or not with or without having to sweat for it. It depends match to match. This is a pvp game, though. Most people play those to try and "win", whatever their definition is of that. If you're playing battlefield or some such and see an obviously injured enemy, you don't just let him limp away, you finish him off.
There's a lot of wiggle room in saying stuff like proxy camping. Lots of Survivors seem to define it as returning to the hook when they're still there, no matter how much time has passed.
A lot of people forget, ignore, or straight up don't realize what info the killer has. I saw someone complaining about a streamer face camping him when the streamer was a) at least 15m from the hook, b) just slugged someone who ran in for the same less than 2 seconds after the hook, and c) was staring right st the other two Survivors who were not very stealthily wandering around a cart closer to the hook than the killer was.
So what is a player who is trying to win to do right now... Hell, what is a player to just to play somewhat effectively win or lose supposed to do there? Just walk away? Related, if you're going to get called a face camping tunneled even in situations like that, what reasons do you have to not do it. Killers get burned out having to listen to it no matter how nice they try and play, and a lot of them just get to the point of Eff it.
Lastly, killers don't know what they're getting into. They don't know until things start going way south that the fun potatoes they were playing around with are actually loaded for bear and are about to take him to church. If you have no idea what to expect from matches, and considering killers can lose an entire match based on one or two mistakes or a few missed shots, it lends itself towards having to be a bit vicious just to be sure you don't blow a match from the start because you were expecting the super saiyans to arrive.
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Honestly, it should count as a kill mechanically for any purpose in the game. A DC completely removes the ability to ever get that kill, without there being anything the killer can do about it.
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Not much fun to be had randomly wandering the map looking for a chase either. If a killer doesn't have at least one survivor engaged nearly constantly, they are probably going to get stomped.
Slugging isn't really fun, either, but it often takes up more of a Survivors time and less of the killer's to do it, and there's a lot of occasions where the killer needs to shift that pressure off himself.
A lot of tunneling complaints come from dudes who get unhooked while their savior ninja vanishes and they just stand out in the open when the killer swings back by. It's not fun, either, but it's sort of ridiculous to expect the killer to not at least take a swing at the guy he can see before he wastes half a Gen looking for the one he can't.
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This happens with every new content release. Everyone plays the new killer, and the new map gets a bonus to its pull chance. Burn offerings.
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He has no mobility, and a reduced movement speed, so that already makes him prone to occasionally needing or using somewhat less fun tactics. Also, a lot of slinger are going back and trying to peg the unhooked, but it's kinda hard to hit the actual target when the two Survivors are right next to each other.
At 110, it takes him longer to even get away from the hook, and lowers his chances of finding someone else before you're unhooked. If a killer doesn't have someone in his sights when an unhook happens, there's zero reason for him not to go back to where he knows at least 2 Survivors are.
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The decision to tell players about every little thing affecting them in a match instead of encouraging using even the slightest amount of brain cells was the biggest mistake in Dbd history in my mind. Bonus points for continuing to obscure the real numbers behind add-ons despite warning you that someone sneezed in your direction at match start.
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There's a very slight chance that sounds are bugged
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To clarify, Sabo removes the trap from the game. Disarming just means it needs to be reset. All Survivors can disarm, whether they have Sabo or not. So if that's your problem, it's working as intended. If traps are still being completely blown up, that that's just working as bhvr'd
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I suppose it's a wash really. Hooks permad vs. hooks dropped within the swing recovery time. At least we have a bandaid perk that solves the former... not a thing you can do about he second (until the NEXT next chapter, where they add a perk that slows down survivor' s breaking time). There's always a chance devs make the time frame something reasonable since ptb, but I doubt it'll be far enough.
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The way sabotage is now is not its original state. This is what Sabo was after it got gutted because leaving it the way it originally was just made life even more hellish as more and more survivor tools were added to the game. What we saw on the ptb is even more brutal than the original sabotage, which at least required some prior planning to drop a hook in a killer's face. But hey, everyone's enjoying their queues right now, right?
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145576#Comment_1145576
The blinking puts a hand up, that's my deciding factor, personally.
In that case, it makes sense to me now
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All you can see in 1st person is a weapon and the hand holding it?
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@Shirokuro said:
https://forum.deadbydaylight.com/en/discussion/comment/1145561#Comment_1145561
They knew exactly what was causing the Decisive bug so they got it fixed fast.
Not sure what you mean with Nurse being riddled with bugs when I haven't personally stumbled to any other than the terrain somehow blocking my blink once a century. That and whatever other bugs you mean, could be extremely hard to pinpoint and fix.
Spasmodic breath, losing her second blink, losing ALL blinks, post blink lunge going all of 6 inches. Yeah, nurse is pretty big ridden. Count yourself lucky they all apparently missed you. Many folks see a lot of them, often.
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@Adamant_Tepig said:
Allow me to play Devil's Advocate for a moment here. The assumption here is, based on what I've seen in this thread so far, that SWF on comms is basically an instant win button. However, I would like to argue that not all SWF groups do it to get an 'ez clap' on killers and get carried up to high ranks (rank is a pitfall BTW if you ask me).
As someone else here noted, they wouldn't be playing the game without SWF - and that's why I think some people play SWF, it's because they don't want to roll the dice on who they get as teammates and run the risk of being matched with 'potatoes'. Therefore, they group up with people they can trust to tackle the trials of the Fog without fear of losing due to something that wasn't in their control.
You are correct, of course, but it changes nothing. Just because some swf players choose not to use their advantage fully doesn't change anything. A pvp game has to be balanced in what it's POSSIBLE for players to do, not what some of them do. Same goes for the other guy saying that if voice comms were added, many would choose to avoid... That's fine, because it's then up to them to use their full ability or not, while the game can be balanced for what they CAN do, not what they ARE doing.
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You know being "cloaked" or invisible doesn't mean you suddenly lack a physical presence, right?
He opens doors with his hands, like every other normal "person"
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Killers said underperforming killers needed to be brought up, especially when considering high rank game play.
A bunch of players said balancing for high ranks is stupid, and we should balance for the lower end.
And BHVR said not all killers need to be viable at high ranks.
And this is what you get. Not all killers need to be viable at high ranks, so not all killers show up commonly at high ranks.
Game balance 101
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1141317#Comment_1141317
Yeah, so far I’ve had no issues whatsoever with vault grabs. But when they’re on totems, generators or going in for an unhook, it just won’t work. Although from my end I’ve clearly grabbed them before they’ve moved.
Part of it as well, is that the player is running AT a vault, so before game gets a position update, they assume the player is still doing so. M1ing an object, the server has NO predictive data, so it will assume the player is sitting there. So when the positions update to server, in example one, the survivor is close to where the server predicted, in example 2, the survivor bolted and now server has to update him being much further away. If you happen to be grabbing in the middle of #1, you're probably close enough for server to back you up. In case #2, you just get jammed instead, as I'm sure it has a threshold for how much leeway it's allowed to take in fudging things to look right.
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There are far fewer lagswitches in this world than people think, as well as far more janky dedicated servers. 98% of nurse bugs simply wreck the nurse player. One nurse exploit causes and issue, and is likely reportable.
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Back when there was a lot of actual discussion around camping (not just bitching), several folks tried to point out the flaw with an idea like yours.
You CANNOT punish campers. Literally. Someone camping in order to be a dick is rewarded by the act of camping itself. Someone who downs the first guy and stands there watching him die in order to ruin his day has already decided they don't care about points, and don't care about the match. So any blood point or time penalties you apply are pointless at best, or punish people who have a good reason to stay at that hook.
The only way to actually end camping is having Survivors die on the first hook. And even then, the guys who camp to be jerks will just down em and camp the slug instead.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1144332#Comment_1144332
Whats infinite dh? And what's wrong with sprint burst?
Not sure about DH, but there was a time where you could use regular sprint while crouching, without triggering SB. So you could run as much as you want, AND still have SB waiting for you to stop and activate run normally. As long as you hadn't triggered exhaustion.
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Of course not, it's just that bad experiences stay in your memory a lot longer than good ones.
There's no separation of players, so killers looking for fun, chill games have no idea when they burned the bps and brought the dick around build that their Survivors were about to last second switch to blendettes with tool boxes and full meta ass-kicking and bubblegum load outs.
Then killers queuing up at rank 1 and expecting to sweat had no idea they were about to get the full potato rank 12 squad. Even then, they won't be sure its real potatoes and not some sandbagging (as in hiding their true skill) squad until 1 or 2 of them are dead, and then they feel bad for kicking puppies.
A lot of killers make mistakes and want to rail on the game for it. A lot of Survivors make mistakes, as well, and do the same. Survivors have a lot more opportunity to recover from their mistakes than killers do, if they know what they're doing.
Proficient killers can force mistakes from the Survivors. Proficient Survivors can take one mistake from the killer and turn it into a 3-4 escape. A killer needs to force a lot of mistakes to push a 3-4k out of good Survivors.
Kill/escape stats are so pointless, it's mind boggling. Killers go afk and sit in a corner to pad challenge time. Survivors suicide basement party themselves for kicks, turning an easy 1k into a 4k.
Rank has no meaning, incentive, or consequences. No actual tests of increasing or decreasing skill exist, every metric in the game is just a simple xp bar.
A lot of the mess of balance is that there's no way to separate people who came to win from people who came to dick around. This leads to pretty much everyone having lackluster games half the time, because those looking to compete are unsatisfied with the butt stomping the handed out to noobs/casuals, and those looking to chill and mess around are annoyed when they get an ur-Nurse/Spirit/Billy with perks chosen by the Marquis de sade.
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He's basically a retread/homage to IDV's Game keeper. Sadly, game keeper is one of their weakest killers (or was anyway, they may have adjusted him finally). I like the undead cowboy idea. I like the harpoon idea. I feel like they would've been better being separate ideas, though. Creepy old whaler would have a very similar aesthetic, and fit the harpoon better. A lasso or noose would fit the cowboy better. Either one split that way would've made it easier to have the harpoon + secondary power in order to make the game play less bland, as well.
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Killers don't exactly have no lag to their inputs anymore, see "Gen grabbing".
Skill checks were meant to be a way of providing info to the killer in a discrete way. If skill checks had ever been treated seriously by the devs, half the aura reading perks that so many people hate would never have been necessary. It seems to have never occurred to devs that the slap jack style of skill check would eventually become second nature to players and turn into an attention check instead.
If skill checks had been made to constantly evolve with a player, so that they weren't a 99% guarantee after several hundred hours, then extra info from aura reading would be largely unnecessary. As players hit certain "survivor time played" milestones, skill checks should've evolved with them to continually provide a challenge. I. E. At 500 hours, you start getting misplaced skill check locations Ala doctor. At 2k (or maybe a bit more), skill checks should come in all sorts of varieties mixing doctor effects, overcharge, lullaby, plus several interesting community ideas over the years (reverse spin, flickering needle, etc).
If killers got semi-regular information from skill checks, perks like bbq and Discordance wouldn't have been necessary, or could've been implemented somewhat differently. Survivors would also have more agency over the effects of that info. You know when you blow a Gen and can take steps to protect yourself... You don't know that the killer got a notification when another player tapped the Gen you're on, or saw you when he hooked that guy (though I imagine we all just assume bbq is being used by now).
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@BulletsNonstop said:
Gen rushing is the only way and more often than not if you’re playing alone you don’t have a chance :( this game is unplayable on a solo standpoint because killers just wipe people out so fast. It’s kinda not fun anymore. It’s kinda upsetting I paid for a game where killers just get to smash people into the ground. It’s not all about you ya know. It should Just be a “kill who you can” kinda game but it’s not... it feels more like a slaughter and that’s NOT what I paid for. So fvcking stop complaining If you get a flashlight stun to the face or DS, both of which are avoidable. Killers forget these other 4 people in the lobby are real people too and without them you wouldn’t have a game to play so 🤷♂️
If killers are "smashing people into the ground", then folks need to start learning to play better. Any survivor with halfway decent skill should be able to hold off the killer until half the gens are done, even without perks, excepting having some horrendous luck/bug. To be fair, mm plays into this a lot right now, since a bunch of rank 12 Survivors getting an r1 killer is probably going to be a slaughter. Outside of that, any competent survivor can pretty much burn up 80-90 seconds of the killer's time without too much issue, especially with an exhaustion perk. Including solos (though whether any gens get done is a different story) .
There's also the slight problem of the fact that you DID pay for a game where killers get to smash people into the ground. That's the entire premise of the game. It's why Survivors don't get weapons. It's why the game says things like "escape or die". A huge portion of survivor deaths are caused by Survivors wanting to go toe to toe with the killer, which has been encouraged over the years more and more. Really good players, using the right equipment, can pull that off. Average people just wind up padding the kill/escape stats instead by trying to be cute, or just not understanding what they're doing.
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It's the dedicated servers. The game no longer depends on the killer's machine to verify all the info, so killer's perspective doesn't get as much authority as it once did. Previously, killer's info trumped EVERYTHING. Now, it occasionally give killer priority, but a lot more situations are handled on a first come/first serve. So survivor sees you coming, pulls off Gen some milliseconds before you go for em, but game hasn't quite sent that info to you. Your game approves the grab, server tells it surv is no longer in position for grab, then suddenly bolt, and your game can no longer tell the server to swing instead of grab because you're already "grabbing". Now you lose out on both. Not much to be done there. Vault grabs still manage to work because surv has a window of vulnerability once they start, and if you start the grab anywhere in thst window, it'll take. Gens they are only vulnerable until they let go, so the window is infitesimal. I suppose that, actually, is the way to "fix" Gen grabs... Give Survivors a short "disengaging" function when they let go that keeps them pinned to the Gen for a brief window to match vaults, but that would feel really crappy to players, most likely.
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They didn't just spend a ton of resources developing switch and mobile versions just to let it die... Especially when they had a second release already fall flat on its face to make them gunshy.
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BHVR will forever rail against the proper solution, which is to admit they already cheated on their "vision" by adding swf, and just give all players voice comms so they can balance around it. The "people might get abused" excuse is just straight bullshit - if that was a concern, there'd be no end game chat. It's 2020, mute buttons are a well understood technology.
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Toolbox nerf will solve ALL your problems my friend.
LOL, it's not even a bandaid. Its like slashing open your arm and going and putting the bandaid on your car tire.
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BHVR's pigheaded insistence to not add voice comms for all will ensure that gap never closes. Nothing else will ever come close to the power of the info exchange. The easiest and biggest tool for balancing the game as a whole. The game was never meant to have it, but swf makes it impossible not to. The day swf went in, they should've added full voice comms and then balanced for it instead of trying to pretend noone would get an advantage from it. Hell, even playing casually and joking with friends, you still pass on a ton of info without even realizing it.
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@AshleyWB said:
It will change but I think if they touch it too much it could suddenly be the dead perk it was before.
I wonder if it would be fine if the survivors were aware of the killer using hangman's trick. An icon which pops up on the screen maybe.
Giving us notifications and icons for every single status effect in the game was a kick to the shins to the health of the game on par with insta flashes and double stuns.