fulltonon
fulltonon
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101624#Comment_3101624
When making a claim that kill rates dropped, they should show the stats showing so.
Maybe they could simply deduct few numbers from actual statistics and post it here lul
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Tbh numbers are always welcome but I doubt they gonna release it, probably they felt every statistics have been bashed or used incorrectly by the community in the past.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101601#Comment_3101601
You mean the same way pig was able to get afk and get kills and it led her to be nerfed? Why any other killer is above everyone else to be able to do that?
I dont see someone facecamping as playing the game, that's for me just being afk. Why load into a match to be afk? The same way I dont think people should load to a match to dc or kill themselves on first hook.
I wasn't antagonistic until you started being sarcastic to me, fix that.
Actually you seems to be a little angry in any place I've seen you, though.
It's not the matter of if you see someone facecamping as playing the game, there is so many games and they will not always results in lot of interaction, even if one afk for most, it's still "playing the game" as long as one gets the results of match based on their action, opponent's action, and all the other variables.
The only difference between pig camping the box and killer facecamping the hook is the amount of interaction and chance of escape, and probably difficulty to fix it.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3101594#Comment_3101594
Not really. She has red hair and cute face. They should show her face more.
That's an interesting fact.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/3101575#Comment_3101575
As I said, balance is not my point.
It doesn't matter if I lose the game because of teammates doing dumb #########, it is still frustrating for me, maybe even more than other reasons.
Btw, looking at context not just numbers is exactly what I meant with my last paragraph.
uh probably playing with randos isn't your thing then, the problem is that.
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her default skin is good tho
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101586#Comment_3101586
My suggestion about slime rancher wasn't a joke.
DBD is a stressful game. If you want a chill game, there's a lot of other ones. That's like me saying I want to play Resident Evil but I don't like zombies.
If you don't want to have discussions on the forums, feel free to not reply to me at all then.
You can camp for all I care, it was not the point.
DBD isn't a stressful game as long as killers camp though.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101580#Comment_3101580
So at least you now admit it's a problem. That's a good first step.
Realistically matchmaking problem will not be fixed no matter how people try hard though.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101575#Comment_3101575
It's expected and still a problem.
Yeah, a problem definitely will not be fixed through balance changes.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/3101446#Comment_3101446
Well obviously.
I just meant that I would have not percieved the outcome of this afternoon of matches as satisfactory, because overall the survs lost a lot (I don't know how often drsoontm died or if they even care about team outcome or only about their own success, so "lost" is also subjective in this context).
I guess I could have worded that better, english is not my first language though, so sometimes I struggle with my wording, especially when I just want to write something quickly.
Btw, about the perception of balance, there was a time when all the killrates were higher than 50% (with only nurse being an exception) and there were still many killers that complained because of that discrepancy between what the statistics say and what the player experience feels like.
You know, if you lose simply because of bad team or hook suicide, it's well expected and not a problem.
Look at the context instead of only seeing numbers.
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bubba camping is the strat people use when they want to play afk killer without actually afking, nothing more.
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play bubba and we can have 100% win rates regardless of what survivors we go against, and it's been a thing before or after the patch.
Face camping is an unintended mechanics that they are TRYING to fix for long time (which didn't succeeded for some reason), using that isn't really a good measure for anything.
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@[Deleted User] said:
who the ######### actually cares about statistics
if the game is or isn't fun for someone, it is or isn't fun for them. stats don't change that.
So exactly what is the point.
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Problem on RPD side lol
nightfall or not, I doubt people were able to find generators.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3101510#Comment_3101510
It would be a controversial move thats why, could cause protest.
Better to do it silently
It's not like people aren't doing "protest" already lul
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Is there logic?
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3100534#Comment_3100534
What was this game like when you first started playing it? Was it Dead by Regression when playing survivor? Was it Dead by Embarrassment when playing killer (against SWF)? If this game is supposed to be 4-man SWF vs 4-Slowdown Killer, tell solos to leave. With respect.
There is literally no reason to tell them leave, they know exactly what this game is today, if they want to play. let them.
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@JaviiMii said:
https://forum.deadbydaylight.com/en/discussion/comment/3100641#Comment_3100641
I wouldn't go so far as saying intentionally have it; sure, killers have the advantage when it comes to finding the hatch first but you do have a chance as survivor. It's really where the slug to keep hatch from even spawning comes into play - and while it has been a thing before it has been the default in the recent past. Which, imo, might be one of the many aspects that makes survivors throw very early in the game atm. Just my personal take tho.
I'm saying, since slug for 4k has been here all the time, there won't be a hatch unless killers intentionally allows survivors to have one.
And I'm mostly sure that's not the reason why survivors throw the game, because escaping through hatch is literally nothing, majority will know it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3100628#Comment_3100628
Why would you award bad play with a insta escape? If your the last survivor and all the gens aren't done you're team has played bad or the killer has done really well why would you reward the losing side with a free escape?
Huh? it only works in conjunction with removing hatches.
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@JaviiMii said:
... You do realise that the "well, there's still hatch" is essentially what's keeping survivors in the game once exit gates are, realistically, out of the question (aka once a survivor is out of the game before at least 3 gens have popped)?
Except there won't be a hatch unless killers intentionally allows them to have one.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3100560#Comment_3100560
https://forum.deadbydaylight.com/en/discussion/comment/3100575#Comment_3100575
EGC is there because survivors would open the gates and just wait tell the killer chased them out even if it ment waiting 5 minutes after the gate were open.
Yeah and removing EGC and replacing it with insta escape can achieve same thing.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3100575#Comment_3100575
Good lord, this version of DBD sounds horribly boring, unfair, and anti-climactic. I could get onboard with killing the hatch, powering the gens and starting EGC after the third kill, but nothing beyond that.
"if matchmaking is the problem, fix it"
LMFAO, how likely do you think that is, after all we've seen? Assessing skill and matchmaking accordingly in this game at any point is unlikely in the extreme, and as such some people are going to get screwed by it, and they should have some avenue of escape.
And if all the gens being done ends the game and everyone escapes, what kind of meta do you think that would lead to? The sort of gen slowdown meta we see now would pale in comparison. BHVR would have to buff slowdown to levels barely imagined to make it fair, and I don't think anyone wants that.
Basically game won't change in any way except we wastes less time through completely unneeded mechanics for balance standpoint.
If one match with bad teammates, they deserve to lose, it's a team based game.
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@HugTheHag said:
If I'm slugged and camped, I do hope the other survivor is good at hide and seek. I'll spin around, take the killer on a walk to random places where my teammate isn't, or tab out and watch a video until I'm bled out. If the killer resorts to this, I do hope my teammate will find hatch.
Any anger I have is on the killer, because they're the one enforcing this. Not the teammate who knows coming to raise me is suicide.
And when I play killer, I actually love giving hatch. Hatch is a good mechanic, not because it makes survivors feel accomplished, but because it's also a way to show respect and appreciation for the people you play with. Just like opening the door as killer is rarely a strategic thing, yet I do it pretty often when cute survivors made the game friendly.
Hatch is only good when no one try hard or toxic enough to abuse it, which can't really happen in this game.
Basically hatches aren't really appropriate for game like this.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100511#Comment_3100511
A lot of others have been and you still get the "dont have dead hard crutch hurr durr" people replying to it.
Huh? I don't even get it, that post is obviously towards posts like this exact threads, and you said "people like yourself is dismissing constuctive criticism", and then you goes "there is other threads with constructive criticism and those who throwing tantrum over it with dead hard hurr thing".
Is this really the right thread to say that?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3100528#Comment_3100528
... I can't believe you're taking what I said seriously.
Anyway, what's the point of playing survivor at all if bad MMR means you're destined to die at the end. I can't keep bad teammates safe, I can't all by myself make sure someone else survives to keep myself alive. At that point, take out the exit gate and the goal of escaping and have it be a timed match where the survivors try to stay alive until the end or something.
Oh yeah lul
And I don't agree with that at all, for me hatch escapes aren't any different than dying, yeah I could hide till others die or whatever but it's extremely boring and stupid mechanics that encourage people to actively fight teammates, if matchmaking is the problem, fix it.
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3100518#Comment_3100518
So what exactly are we proposing here, right after the third surv dies, the EGC starts and there's no way out?
Not even EGC, just outright kill it.
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3100486#Comment_3100486
Remove egc. When 5 gens are done everyone escapes
Actually yes, I hate it when survivors wait in gates for 110 seconds for literally no reason, it'd be much better for game flow if we remove it.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3100494#Comment_3100494
That doesn't mean there can't be a problem, though. Take Knock Out or Third Seal. Both perks are useless against SWFs and nasty against solos because they frequently lead to players bleeding out/being left to die on first hook, and that's not desirable gameplay. The difference between those perks and Eruption is that Eruption is still good even when you're facing a comms SWF.
Generally speaking, there's enough of a power gap between solo and SWF already that any perk that exacerbates that is a bad thing. SWFs can almost always dodge Eruption's Incapacitation with pinpoint timing while solos have to either guess what's going on on the other side of the map (and potentially not repair for 20-30s waiting for the down) or get smacked with 25s Incapacitation. It's one thing to dodge BBQ or even the old Pain Resonance based on cues, but you have no way of knowing when that injured player is going to go down - not even if it's an Oni, Clown, or Demo and they're broadcasting their moves mapwide. Slinger's the only killer where you can react to a down as it's happening, and only M2s at that.
https://forum.deadbydaylight.com/en/discussion/comment/3100504#Comment_3100504
I get survivors all the time with Eruption. It's my main gen regression perk now. Kicking gens is less of an issue when all of the new meta regression perks sans Jolt are gen kickers, and bringing stuff like Overcharge or CoB to supplement Eruption makes taking the time to do it more attractive.
Not to mention, see the SWF clause above; even when you don't hit an actively worked on gen, it's still a good perk. It's basically current Pain Resonance.
Sure, but ultimately it's just because being OP and being problematic is two entirely different things.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3100494#Comment_3100494
Then tell Solos to "f*ck off" then. No more Nightfall or AI Zombies. Just 4-man SWF vs 4-Slowdown Killer. At least, have the decency to tell Solos to leave.
there is literally no reason to tell them to leave when they know exactly what is coming, just like killers before the patch.
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@TragicSolitude said:
The hatch standoff I usually experience is that, after one survivor dies, the other two go into hiding and I'm left deciding whether to attempt gens or make noise and get the killer to kill me so I can play a match with teammates rather than be held hostage in an unwinnable situation. I usually choose to work on a gen until the killer finds me, then I suicide. Then the killer gets to spend the next god only knows how long stuck in a match where they're diligently patrolling the very gens the remaining survivors are avoiding. Sometimes I spectate a little out of curiosity, and my god it looks so freaking boring I could cry.
https://forum.deadbydaylight.com/en/discussion/comment/3100518#Comment_3100518
Oh... so then it should be a 2v1... no, wait, then the 2nd survivor would be auto-sacrificed. So I guess what the game needs to be is a 1v1?
It goes like this: 4, 3, 2, and 0.
Is it that difficult to understand? it's literally same as how it works for now, except no one needs to waste their time with slug/hide'n'seek and such.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3100492#Comment_3100492
Well at that point what's the 4th survivor even needed for, just make the game a 3v1 if the 4th has no chance.
If the game is 3v1 third survivor will be instantly sacrificed instead of fourth, that's not how this works.
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3100499#Comment_3100499
If you remove the hatch, then you have to power the exit gates after the third kill. There has to be some avenue of escape or there's no point in playing the match out.
If you have neither you may as well just afk and go make a sandwich once the rest of your team is dead, and that doesn't seem fun for anyone.
Just kill him like we do in EGC? quite simple as is.
I don't think it's unfair at all when generators haven't done and you are one last survivor remaining.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100488#Comment_3100488
Or people can give their constructive opinion, which a lot seem to dismiss it as tantrum such like yourself.
I'm not sure if we can consider posts like this thread as constructive at all, if you are talking about it of course.
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Last stats is real ######### old and outdated, all your points crumbled upon this one fact.
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@TheProphetsHarbinger said:
Why not just have the survivors hook themselves, problem solved. Why give them any means of escape in any situation????
Except you can actually hook themselves as long as they are already on hook lul
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3100102#Comment_3100102
It's certainly OP against Solo. You have to stay on a gen to win in solo and you don't know when a teammate is going down. The Killer doesn't deserve regression, notification, and incapacitation of the solo survivor for kicking a gen and getting a down. If the game's going to be balanced, perks should be fun and not determine match outcomes.
"OP (only) against solo" itself is already a proof of eruption not being OP.
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@Sludge said:
Remove the hatch, problem solved.
Just this, who the heck needs a literal pity escape which doesn't even have any real meaning lol
let the entity devour survivors instead of spawning hatches, problem solved.
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Balance fix has been deployed, hf.
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ultimately survivors can still gen rush just fine, not gonna say it's normal though.
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5-4 gens - face camping, killers have enough time to secure a kill without sacrificing all the gens.
3-1 gens - face camping, killers don't have enough time to chase 2 more times.
0 gens - face camping, there is nothing beside the hook to defend.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3098945#Comment_3098945
Until you get a map without drop downs and its useless.
Is there one?
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There is no way to tell if they are solo ow SWF.
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It's quite funny how many people blame this on killers or the game, when it's obviously just a bad sportsmanship on all those players.
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More customizations are always welcome!
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Honestly that would be overall buff for killers, slowdowns and other perks have bigger synergies.
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Yeah it's quite weird, bugs are broken enough to be killswitched, and noone really care if devour or overcharge dies for a period.
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4.4m while invisible lmao
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Happy bursters day.
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Solo q itself really isn't an issue, solo q players are.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3097502#Comment_3097502
But has that made the endgame more fun for you?
It's certainly more balanced for both side, and also fair amount of people have fun in the risk.
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Personally I don't see any problem, game is same.
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Well it's better.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3097199#Comment_3097199
What about the free-ness of getting full kill credit for never hooking a Survivor during EGC? If that Survivor doesn't locate the Hatch in time and depending on The Killer, perks, and RNG of doors, that kill is a gift. The Killer does not need to chase and hook to get a kill. They become gate guardians.
EGC kill doesn't happen unless survivors intentionally give it to killers, pretty similar to hatches eh?