fulltonon
fulltonon
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Comments
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Why do we have to prove you wrong when you aren't even trying to prove your point tho
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The fact player count itself isn't "lowering" lol
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DCs just shows how bad this community is, and nothing else.
The level of survivors has been decreasing I guess.
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with all the aura perks I suspect it to not be like we expect it to be.
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Being DbD only company seems a little risky tho
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I'm actually interested because I don't know how it would be different from other two.
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3116147#Comment_3116147
So, just let people infinitely attempt to kobe off the hook until they hit struggle? Pretty sure that would harm normal gameplay.
Killers don't get crows for going AFK; not every survivor that gets crows is actually AFK.
Huh? I don't think limiting amount of try without reducing timer is that hard at all.
Pretty much every survivors that gets crows IS actually afk for 80% of time, if you are scared of it, maybe give it an additional 1-2 minutes until penalty activate so survivors can try to avoid it, since game can detect afk itself, adding such mechanics to killers wouldn't be that hard either.
@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3116203#Comment_3116203
Both of these are obviously terrible ideas.
The first would be impossible to implement and completely ineffective even if you did. People can just make sure they move around a little at some point.
The second is overly punitive to new players that don't know what they're doing; and also punishes people for attempting to struggle when it's potentially the only viable option.
I doubt people just to avoid playing for the sake of avoid playing, at that point they can just run around and try chasing killers, cleansing totems, do gens and all such things.
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3115943#Comment_3115943
How would you implement a penalty for people going afk or dying on hook?
The best incentive to have people play would probably be to make the game fun.
you can very well remove kobeing penalty and skillchecks without harming normal game in any way, and crows are already there so we CAN detect and punish afk too.
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Remove hook suicide first, give them free chance to escape as a compensation.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3116076#Comment_3116076
That's not related to each other, but you just don't care as always.
It indeed is related considering how this game works, "but you just don't care as always" just as you say.
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Tfw zombies running around shacks or camping pallet.
I laugh and hate it at the same time even when playing as a killer lol
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3114270#Comment_3114270
Bond+Kindred+OpenHanded+BT/OtR is the way to go, baby!
Survivors are somehow allergic to this, as you say, and claim that SWFs basically get this information without burning up a perk slot, but this people totally sleep on the fact that SEEING is infinitely superior to HEARING! Yeah, it might be nice to hear your buddy say "I am coming to shack from the mid of the map with the killer in tow!!!", but its something totally different to actually see everyone on half the map around you and getting a very good general feel of whats actually going on. No one (unless they are really professional gamers for a living and train for this) can actually describe everything so fast and vividly like a quick glance around can do.
And Kindred with OpenHanded is like using sanctioned wall haxx. If anyone is hooked you basically see everything the killer does on literally half the map. Its so strong that you might be tempted to leave someone hanging :P
So everyone laughing about these kinda builds should trey them out themselves before scoffing.
Maybe replace bond or openhanded to prove thyself, I noticed finishing each gen with two person is usually much more efficient than splitting up and being pressured.
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Well dev has always been promoting camping an tunneling, this is why hook exists.
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@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/3115341#Comment_3115341
I play in a noisy environment, does that mean that I should get visual clues for all the sounds I normally would have to pay attention to and the direction the event takes place in? Why not have a red arrow point towards the killer at all times because people with bad eyesight can't discern him from the dark background as well?
If your brain can't handle the input, I'm sorry, but then you can't be good at a game that depends on that input.
You know, actually you should have one, especially in strategy oriented game like dbd which require rather little mechanical skills.
Removing that "skill" aspect will not hurt anything in this game.
@Milkymalk said:
Your comparison to colorblind mode is void because it doesn't matter if something is displayed in red or blue or whatever, it's the level of contrast that's relevant. Colorblind mode is there to provide contrast for people who can't see contrast with the usual colors.
DBD Mobile is a completely separate game with a platform that is supposed to be played in public, where you either can't turn the volume up or don't have headphones available. As this is the default for everyone, there are indicators - and the balancing is adjusted accordingly assuming it's the same for everyone.
That's also a reason why DBD Mobile will always be inferior to the PC or console version.
Furthermore, comparing it to LoL colorblind mode being used for advantage is also wrong because LoL does not use stealth (as in "trying not to get noticed by the other player", not as in "actually invisible") as a gameplay mechanic and the AoE indicators are sometimes difficult to see properly in all those effect fireworks of a teamfight. It's a question of "######### is going on" there instead of "oh, I didn't notice that". Noticing stuff is not the challenge when playing LoL effectively, it's split second decisions during moments of chaos and proper skill use in specific matchups.
"it doesn't matter if something is displayed in red or blue or whatever", is just plain bullshit.
It actually DO have difference, you know different colors look different right? wonder why blendette was a thing?
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As long as hatch exists, it shouldn't happen.
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B to A, cuz no mobility
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Macmillain has ridiculous house anyway, so what.
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When you 360 blink lunge as a nurse, I think it is helping.
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I will share the fact dead hard was unhealthy for the game.
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10 additional levels and 20k bp for 3 tier of perks will definitely not worth it, I'm pretty sure about it.
@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/3115760#Comment_3115760
You count the extra 10 levels for unlocking the perks, but do you also keep in mind that you get those three perks for free on every other character? That's a minimum of 3 levels per character, more if you have to hunt for the perks until they show up.
That only works for killers, it's literally pointless for survivors.
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because he is from a world of dark.
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And much less throwing tome challenge too, I wish devs to stop sabotaging matches.
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Low BP gains are detrimental for the game, if anniversary events were always active, game will be actually a lot more fun and interesting for everyone.
Increase in player count during anniversary is not happening because "it's a big event" or "it's a limited big bonus", it's happening because game is actually much more fun, and decrease in player count is happening because after knowing fun and game variety of having lot of BPs, playing with pitiful usual BP gain is just boring, and even feel slightly dumb.
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Maybe technically?
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I'm a little worried about internals of BHVR honestly, all the weird spine chill implementation , strange OTR change with DS nerfs and now this...
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3114917#Comment_3114917
I just leave this image here.
https://us.v-cdn.net/6030815/uploads/DAS33432YLUR/image.png
With new Gen, the time extended from old Thana 20% is 110sec (450 to 560)
And again, people not freaked out why 2% is the problem. The Devs' thought of buffing Thana was the problem.
so it's +100 vs +125, seems like strength of thana itself is not that different.
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Considering how match people played survivors during that 100% period, it's certainly a great band aid which can dynamically fix problems.
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@Milkymalk said:
I will give you the best of reasons: Wider FOV gives a gameplay advantage, all the more for killers whose role is to FIND people who are hiding from them, often in blind spots of their vision.
So is higher FPS, and so is current spine chill.
Accessibility giving slight advantage is not a problem.
Hell even color blind mode could give advantage.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3113358#Comment_3113358
So removing the hatch fixes no problem.
Removing the hatch WILL fixes the problem of encouraging people to hide.
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It seems much better in theory.
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@kingcarl2012 said:
Is it really the same amount of effort if they are having to chase and hit twice, and you only have to do it once?
yes, pretty much all instadowns are meant to be like that.
and on top of it, survivors should be rewarded for 2x chase point too, it's just unfair.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3112803#Comment_3112803
They will simply hide to avoid death as long as possible. They won't march to their deaths like you think.
Then we should add hard time limit of 30 minutes, it can also fix other hostage problem too.
And if that is what they do, the problem is on them, we can already do that from beginning with four man if we REALLY want to not die, but you know we won't do that.
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@MaxIsBased said:
4k only gives you more bloodpoints anyway. Also that rule that if you don't 4k you lost is just some bullshit that was made up by the lead game designer.
actually, 4k is generally a requirement for lot of things.
Which is purely stupid and dumb design in game like this.
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Literally everything seems wrong to me.
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game is never meant to be chase simulator, if it was one, that was a problem.
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Maybe everyone is thinking about it, but the chances are developers aren't the one of them.
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More or less it adds gameplay though.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3112552#Comment_3112552
Yes, current implementation does that too, but your idea has them hiding out still with two people alive. It's not making the game better at all.
Actually, two people alive will not hide like they do it now, because their only chance of escape will be generators only.
Current implementation encourage them to hide since they don't need to do generator, as opposed to killing them.
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Considering basically all survivors stay in the gate until EGC timer runs out, I'd say yes it is.
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Anything that helps survivors to get the hatch shouldn't exist unless BHVR removes everything that requires 4k.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3112707#Comment_3112707
Suiciding on hook could be very easily fixed by literally removing kobes from the game unless you're using Deliverance, or just removing struggle skill checks so you have to wait at least a minute before getting out of the game.
Hell just give it literal FREE chance of escape without any penalty, no one would care.
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It IS shady for 100% but I never cared about items anyway.
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@hailxsatanxeveryxday said:
He might have been an Epic Games player, which will look like a console player to someone on Steam. AFAIK, the killer you're about to face is encoded in a plaintext file somewhere in the game folder on PC (haven't checked it out myself, so I couldn't tell you which one), so a cheat program might not have been needed.
https://forum.deadbydaylight.com/en/discussion/comment/3108984#Comment_3108984
I don't think you can get banned for that. It's literally in a text file somewhere, according to the people on Reddit.
The official rules ban using software that can give you an advantage, so unless he was using it with a cheat program, it probably won't get him into trouble.
https://forum.deadbydaylight.com/en/discussion/comment/3110833#Comment_3110833
This is not a hack.
https://forum.deadbydaylight.com/en/discussion/comment/3108986#Comment_3108986
You don't need one to predict the killer.
That... seems to be extremely stupid and something BHVR should seriously fix asap.
It's like a square res.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3112554#Comment_3112554
Sorry, what exactly is bugged about Grades? Depipping is an intended mechanic.
They forgot to remove depipping, it's an oversight aka a bug.
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Ruin/undying is order of magnitude worse than penti and PR/DMS though... there is too much luck on solo q.
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@PapiFelixPSN said:
...Why?
You know, I'm really getting annoyed with all the "KILLSWITCH THIS" posts. Unless it is game-breaking, it won't be killswitched. End of story.
Because it's game breaking bug that contradict with their own statement and vision of the game.
@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3112459#Comment_3112459
Calling for depipping to be done away with entirely is a quite an overreach to request. It would simply remove any and all challenge from gaining Grade. Some players enjoy a challenge. Sometimes it's frustrating. I know. I've lived that tish.
A good compromise would be to lower the safety pip conditions of Iri from 9 Emblem points to 8, which is the same as Gold. It's a much more reasonable request.
Grade is not meant to be a challenge, at all.
If you want challenge ask for something else.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3111165#Comment_3111165
You don't want your game to naturally encourage them to break the rules.
Current implementation does, with my changes they won't try to hide because they will die either way.
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Because it's your personal experience.
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Well there was a region where killer que weren't even instant before the patch, it largely depends on skill level of average players I suppose.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3110861#Comment_3110861
If you don't have one, you encourage players to hide forever.
That is already against rules anyway, just add hard time limit and kill last survivor when all other died.
It can slightly help for hostage situation too.