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jesterkind

jesterkind

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jesterkind
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  • I'm on Chrome and it works fine? Some stuff takes a second to load in, but that's probably my internet more than anything else.

    Might be something else going on for those who're having problems.

  • Well, that's not quite true, is it?

    Boons don't always give you the value. If you leave the 24m radius, it stops giving you literally any value at all; there's no spot on the map you could stand where your Hex would be disabled.

    Since we're talking about Boons and not CoH specifically, let's also take a look at the strength tradeoffs in exchange for being able to set it back up again- an act that eats away at time you could be spending on generators, for the record.

    Now, we do have some weak hexes, there's no denying that, but the idea is for a big impact that survivors are compelled to try and turn off, whereas boons are supposed to provide more minor buffs in a limited area in exchange for being able to be relit. We're going to discard CoH here since we're looking at all boons and CoH is clearly its own problem, and so... yeah, they actually do seem fair. Shadow Step is clearly the strongest one, and even that only gives you an edge. It's nowhere near as impactful as Devour Hope or Ruin, and that's the strongest of the three. The other two provide their own benefits, they're not useless, but they're nowhere near as strong as the average hex.

    I swear, there should be a banner at the top of the forum that says "Before you post about Boons, stop and consider if you actually just mean CoH".

  • I think people overlook the other two effects it has. It still isn't amazing, but less time kicking generators and less time breaking walls combined with less time kicking pallets makes it a pretty decent timesaver overall.

    I'd still like to see all of those numbers buffed, though. Maybe just by another 10% or so.

  • Gonna have to agree with the majority here- Trickster fits stunningly well into Dead by Daylight. Horror exists in more forms than visually grimy slasher movies, and the game had started branching out into that already- nobody complains about Blight despite him being just as much of a departure from the supposed standard, nor did they complain about Demogorgon. Both of those are as far away from Trapper as Trickster is, so clearly it's not just that he isn't an 80s slasher.

    His personality fits too. People say over and over they want Robert Englund's version of Freddy Krueger and he's orders of magnitudes more campy than Trickster is.

    I find people really can't get over just that he has a bright looking coat, and that's a little disappointing to me. Trickster's concept, aesthetic and lore are all fantastic but people can't engage because he isn't visually dark enough, and that's kind of a shame.


    There was one mistake, though. He should've been called The Showstopper, and his power should've been called something else. Trickster fits the lore, but doesn't fit the power.

  • Swamp needs work, for balance and aesthetics. Something to make it less completely impossible to see in some spots would be fantastic, like a little more contrast between the ground and nearby objects.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2865245#Comment_2865245

    It makes perfect sense, because nothing is done in a vacuum.

    You give Survivors a free perk on top of their 4 second chance perks per match (for 16 second chances), plus those who use Discord, and you're literally made Killer unplayable.

    Actually, they're right- BT is potentially having some form made basekit because it neatly solves an issue, whereas there's no single killer perk that does the same thing for their issues. Killer changes are going to have to be more nuanced than simply making some variant of a killer perk basekit, there's no getting away from that.

    Also, this alone wouldn't fix the issues that exist on the survivor side. Both sides need more than this.

  • In the way you're laying out, yes. Whether it's intentional or not, there are changes to perks and maps that would benefit every killer, and then benefit Nurse to an unfair and unbalanced degree.

    It's why I personally support reworking Nurse- she isn't OP when you're facing her in a trial, but she has kind of a chokehold on balance for everything else.

  • I think Myers is more versatile than Ghosty, but I'd say Ghosty is probably more consistent at the thing that he does.

    Ghosty just doesn't have the sheer variety of builds that Myers has. There's the two Mirrors, there's infinite Tier 3, there's the insta-mori addons, there's a huge variety of perks that Myers can make use of...

    I definitely prefer playing Myers but I think Ghosty might be a little stronger on average.

  • We know from the last QnA that there are situations in which the MMR is broken- it seems to push together players of different skill brackets a little too quickly if they'd be left waiting for a while. For instance, if someone leaves a lobby before the game starts, the MMR system will prioritise filling that spot quickly, not accurately, which is why killers can sometimes load into a lobby where everyone's already present and readied and end up bodied by a team that's far above them- or stomping a team that's far below them.

    So, in short, yes, it's broken in a very specific way. It's been acknowledged and presumably is being worked on.

  • I'm pretty sure basekit BT (or whatever they come up with to fill that role) isn't supposed to impact camping at all, because... it isn't for camping in its perk form either? It's for tunnelling. BT is there so that you can be sure you won't be immediately smacked back down after you're unhooked because that's a point in the game where you have literally no control over the situation.

    It also wouldn't be a bandaid- the perk is the bandaid, because it all but forces survivors to run it. Actual game changes would be the equivalent of stitches; the proper treatment to facilitate healing.

  • @[Deleted User] said:

    SBMM does not work in a game where you can lose through either no fault of your own or through way too little fault of your own to equate to a deserved loss.

    For instance: The killer has a Rancor meme build. Rancor, Bitter Murmur, No Way Out, and Nemesis(the perk). They tunnel one person exclusively. This person at one point will have to stun the killer. If they weren’t the obsession before, they are now. If they don’t die through sheer brute force on the killer’s part before the generators are finished, they almost certainly will die once Rancor kicks in.

    So that survivor is deemed a loser. But what were they to do?

    dbd’s balance is actually a lot like Quidditch in Harry potter. The snitch gives the team that catches it 150 points and ends the game. Almost all of the time, this completely invalidates everything the opposing team did the entire match, yet that team is considered a loser all the same.

    MMR is a ridiculous and unfair system for the type of game that DbD is.

    That's one game. It's very very unlikely that they're going to be facing something even equivalent to that every single match, so it's not going to really make much of an impact on their MMR.

  • A lot of people may hate it, but most of them don't fully understand it or the purpose that it's supposed to serve, so are they really the ones who should have the most say here?

  • I don't think it should be an option, I think it should be the default.

    You would get a little toxicity from people who get mad you aren't running meta perks, but the benefits would outweigh the cost here. It's impossible to coordinate certain teamwork-based perks with randoms, after all- at least if they know you have it they might try and make use of it.

    I'd say that you should see them in the lobby, and in the 'pause' menu where you can check people's ping.

  • That's not how this works, whatsoever.

    Survivor players aren't just getting a free treat that killer players are being denied, the point of basekit BT (or whatever they're planning along those lines) is to cover for a gap in the game's base mechanics that makes bringing BT (and DS, though they don't have plans for that one being basekit) feel all but essential.

    There are some perks that kinda fill that niche for the killer side, but I'd argue none of them do it as succinctly and simply as BT does for survivors. Generally you'd be looking at slowdown, and I don't think there are any slowdown perks that would solve the gen speed issue more succinctly than just tuning speed increases and spawn points would.

    There would need to be equivalent changes in general, but that need starts now. It's not that if survivors get basekit BT, then killers would need some kind of change- they're both needed right now.

  • Not much- she's generally pretty good, she just requires a little more from the player than a killer with a more direct chase power. From my perspective, the main problem right now is her TV cooldowns; they're both a little too long, and imo they're in the wrong order. Survivors turning the TV off should be the longer cooldown so they're more incentivised to do it, and so the Condemned mechanic is spread around a little more.

    With that she's genuinely pretty solid. Not top tier, but that's okay.

  • Vriska Serket, or any Homestuck character. I'd settle for legendary skins! Genderbend Hillbilly into Kanaya, do it, it'll be great!

    I also want John Constantine but he's a legitimate possibility. Not a likely one, but actually in the realms of possibility.

  • @georgiebeau said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860820#Comment_2860820

    Yh I wld rlly love the icons on players to see what they’re up to. Literally the only reason I asked this is because I got the worst solo q players yesterday who blamed me for being useless, when they made me go to 2nd stage and I was the first hooked. The Élodie had empathy and cld see me running around either looking for a medkit or another player to heal me cos I was on DEATH HOOK, she literally had empathy and refused to heal me and the felix, she was a 2-man with Jake they were just healing eachother. Who runs empathy to not heal their teammates? bro if I had comms I wld’ve been telling her to come heal me.

    Unfortunately telling her to come heal you wouldn't result in much, that just sounds like a bad player who blames their teammates for their own poor decisions. With voice comms, they'd just be chewing you out during the game instead of in the endgame chat.

  • There's a couple of reasons.

    First, the games typically cited when talking about how most games have voice chat aren't really directly comparable to DBD. Games like Valorant and Overwatch are explicitly competitive, and I'm using that term in the more serious sense- obviously DBD is competitive literally since there are two teams competing against one another, but it's not a game with a ranked ladder or aspirations to be an e-sport, and so the design philosophy behind those games isn't immediately and inherently useful to this one.

    Second, it would demolish the tone and ambience. Take every problem with voice comms in other games - language barrier, toxic yelling, chewing into the mic, people playing music, etcetera - double them, and then filter them through the lens of not actually achieving anything. It would make the game materially, tangibly worse, while not fixing any current issues or adding anything substantial.

    Third is I think where people usually end up- there's a perception that while it'd have the downsides mentioned above, it'd at least close the gap between SWF and SoloQ, right? Unfortunately, no.

    Let's put it this way. If the core problem is that you are at a huge disadvantage because you cannot communicate important information to your team, how is that fixed by being able to talk to three other people who may or may not actually speak the same language as you? Overwatch has a ping system, automated callouts, a manual callout wheel, auras through walls, a UI that shows your teammate's ultimate charge... on top of the disparity between groups and solo players not being as big of a balance problem anyway, the game has a ton of features to help you at least make good decisions based on what your team is doing even when you can't talk to them.

    Compare to DBD, which has none. Voice chat wouldn't fix that. It might partially fix it if you're on the NA servers, but a solution that only sometimes sorta works for one region's worth of players is not a solution at all. In short: it'd make the game materially worse and would fix nothing.

    Better would be to focus on giving solo players information without the need for voice comms, and their first suggestion for that is actually pretty good!

  • I fear that this would be too dramatic for the boons that aren't CoH.

    Unfortunately I don't think there's a way around it; you just can't nerf boons as a concept, it has to be a nerf to CoH specifically. The other three aren't problematic and messing with the core way they function would barely affect CoH anyway due to the fact it ignores a lot of how boons are set up.

  • I really doubt Legion and Ghostface are going to get both their changes at the same time, it'll probably be one or the other.

    Personally, I do feel fairly confident that the Haddonfield rework is going to be in this upcoming midchapter. Anything else, I'm not sure; I somewhat doubt Dead Hard will see changes for a little while since I got the impression they were still figuring out exactly what they wanted to do with it, but pretty much any other perk on either side is fair game.

  • The reason you and so many other people are having a hard time understanding the hockey analogy is that you completely missed that it's not comparing the games to one another. The analogy was about stat gathering.

    The point of the analogy is that if you want to measure someone's skill over a large batch of games (that part is important and people gloss over it a lot), then you don't really need to go hyper-specific; someone's winrate is a reasonable proxy for their skill, overall. If they're winning more than they're losing, clearly they're doing something right, and if they're losing more than they're winning, it doesn't really matter how many skilled plays they're going for since it's not working.

    Since the goal is just to have generalised skill brackets as opposed to like, a ranked ladder, the MMR system doesn't need to actually care how skilfully you played, it just has to care what your skill bracket is. Ideally, someone who abuses cheese strats like AFK Pig or facecamping Leatherface would rise up to a higher skill bracket than they can actually handle, but that part doesn't actually matter since those strategies are balance issues, not matchmaking issues.

    I also thought the analogy was a little clumsy, personally, I think it kinda betrayed a lack of understanding of what the playerbase's (incorrect) problem with the MMR system actually is, but that doesn't translate to what he was getting at being wrong and it definitely doesn't translate to the way MMR is calculated being wrong.

  • @Valik said:

    Either they should make Adept SUPER hard for everyone - and have survivors get 4 iridescent in order to get it. That way, everyone suffers and has no fun.

    Or - make adepts as easy as a 4k. Fun.

    Why this change has not gone through still confuses me, as the medal system can be finicky, but kill numbers are solid and can be qualified. There have been many nights where my killer matches are ground into a frustrating fury because I'm trying to get an adept with bad perks - and getting 4 iridescent medals with garbo perks and an empty slot is next to impossible, especially on higher ranks.

    Get 4 kills with 1 less perk and the standard garbage selection? That's achievement enough. All survivors need to get their adept is walk out of the exit gates, which means if matchmaking works - it's 50/50 for them. Even if killers got the 4k change, if matchmaking worked - that would occur less than 25% of the time. Trying to get a merciless on those standards us brutal as all hell, and it needs to be made easier.

    And if there's some BS reason they don't want adepts to be 'easy' - they gotta make Survivor adepts hard as well.

    I can shed some light on why it hasn't gone through- getting achievement conditions changed without the achievement in question being literally impossible is, apparently, really hard in a manner that requires going through third party channels, so it makes sense they try not to do it if they can possibly avoid it.

    It's why that one achievement for repairing the last generator and escaping as the final survivor is still the way it is despite being dramatically harder now than when it was introduced- you can still do it, literally speaking, so getting it changed would be a gigantic hassle.

    That's my understanding, anyway, I may be wrong about that but I remember hearing it a little while ago.

  • Nurse. I find her immensely unfun to play, I haven't even put any points into her on my Steam copy of the game.

    (I did try her on the game pass/xbox store version I had access to first, though.)

  • The latest QnA would indicate the opposite- they're aware of it being a problem and that the problem is its capacity to be used for distance alongside dodging a hit.

    It remains to be seen what they plan on doing with it, but they're definitely aware it's a problem.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856135#Comment_2856135

    That's why I proposed the EASY fix of just making the 12 substituted perks basekit for a start. A realistic solution we could expect in days not months even from these devs, if they would accept the idea. That's what you shot down and I simply told you why hoping for anything better in a timeframe less than YEARS is wishful thinking.

    Edit: I see myself as realist more than an optimist.

    Well, there's no way that'd take days. One of the few generally correct criticisms of BHVR is that they work slowly, so something like that would still take a fair while.

    Regardless, I recognise what you're saying here- though I would like to point out you initially presented your fix as the better idea, which is why I responded by pointing out that it is categorically not the better idea, and I definitely still don't agree in general with your position.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856129#Comment_2856129

    Maybe but experiences speak louder than hopes.

    Because the devs have shown that fixes, while they come eventually, end up the simplest solution to the problem even when way better ideas are given two days after the problem is acknowledged.

    What's the point of introducing that into the conversation, though? If the conversation is about how to fix the game, the only thing you achieve by starting to talk about your lack of faith in the devs is shutting the conversation down, because if that were relevant at all the conversation never would've started at all.

    Personally, I think the conversation about how to fix the gap between solo and SWF is interesting, so even if you think the devs are completely incompetent, it's worth humouring the notion they aren't for a hypothetical.

  • He was probably deemed to have a less interesting silhouette, which I'd agree with. Trapper's the same way, but you really can't get away with not including him, he was the face of the game for years and was The Killer when it released. Better to pick killers with more varied/interesting silhouettes for the others, to compensate for Trapper's being a little generic.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856116#Comment_2856116

    Well it would be at least SOMETHING more than a promise. Read my other comment for what i think about the devs and their competence or (giving them some face) the accessibility of this outdated game engine

    https://forum.deadbydaylight.com/en/discussion/comment/2856117#Comment_2856117

    I see no benefit or merit to engaging with that premise. If the answer "well i don't have faith they'll do it/do it properly" is considered on the table, there's no point in talking about how to fix the game at all, because even good ideas are shot down.

    Their competence or supposed lack thereof should be considered irrelevant, if we're talking about what the game actually needs.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856088#Comment_2856088

    What i am aiming at with this is not only to get the advantage from swf over solo but over killer out of the way.

    You can't balance something threeways. You will always end up with ones side getting the short end of the stick.

    Balance killer for solo and swf can keep running all over them (all of this given a working matchmaking!).

    Balance killer for sfw and solos get trampled.

    You have to eliminate on third and since neither kille enorm swf will go anywhere, the only option remains, make solo and swf as equal as possible and balance truly for survivor vs killer.

    Absolutely. And the way you do that is to give solo survivors the information that SWF get to communicate to one another, which is something you want to try to do without making the game visually incoherent by plastering auras everywhere.

    Therefore, tell solo players what perks their teammates are running, and give them the status icon idea that was floated by BHVR a little while ago.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856072#Comment_2856072

    I mean insignificant in terms of effort needed and time passed.

    And I my eyes to bring solo and swf closer they should already make all aura reading perks that get substituted by comms basekit (10-12 iirc). And then balance accordingly.

    For example like the ones that show gen or recovery on ground progress. Swf can and does already communicate stuff like that subconsciously. "My gen is at X%" or "pick me up i am ready" and stuff like that.

    But on the other hand i expected the devs to use SBMMR as a fix balance point but instead they throw the whole concept out of the window like the old rank based matchmaking did once queue times got too long.

    So i think IF they made those perks basekit or other changes to bring solo closer to swf i am afraid that killer would again get the short end of the stick (like character lobby lock is completely obsolete now with a non individual matchmaking).

    That'd be a pretty terrible idea, you'd end up with an obscenely cluttered visual space for the game in a manner that'd be completely unapproachable if you don't already know what it all means- and even then, it wouldn't look good.

    Better, I think, would be to show solo survivors all the information they need to figure that stuff out reliably if they're paying attention. You can already somewhat do that after you see someone downed, you can pay attention to how long they've been downed and guess as to where they'd be if they recovered the whole time. Add in the status icon showing you that they are actually recovering (if it goes that granular), and that means you can reliably and predictably gauge how far along someone would be recovered, which is what the game should be giving you.

    It's okay for SWF to provide an advantage over solo - no matter what the devs do, it's always going to have the advantage of self-selecting good teammates who you get along with - so it's okay that it's a little easier to just tell your teammates these things. What solo players need isn't their hand held, but rather the ability to ascertain that information reliably.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855956#Comment_2855956

    https://forum.deadbydaylight.com/en/discussion/comment/2855959#Comment_2855959

    They are? Do you mean that icon thingy that's already in progress for half a year by now (iirc)?

    This wouldn't fill me with hope or confidence when the devs need 6-12 MONTHS for something so insignificant never mind any big changes.

    Insignificant? I think you're wildly underestimating just how useful something like those icons would be. Pair that with being able to see your teammate's loadouts, and you've got 90% of the job done, as far as I can see.

    I also don't think it's been that long since they announced it, but I might be wrong. The amount of time it takes is worthy of criticism if it takes too long, but it doesn't really impact how useful the change would be once it is implemented.

  • That's not really the point of shrinking the gap between the two. Not actively balancing around SoloQ is fine, it's even a great idea, but actively making things worse for them is a bad idea. Not everyone is able to play in a SWF, and that's fine- they deserve to have fun too, even if they're at a slight disadvantage.

    So, what do you do? Well, you don't start balancing around SoloQ because then things get way too powerful for SWF. The devs have decided that they should be trying to make the two as similar as possible instead, and that's absolutely the right move; make them far more similar and then balance around both at once.

  • Clown's addons that needed changing required only simple number tweaks (or at least, only got simple number tweaks).

    Blight's addons that need changing require a lot more than just simple number tweaks.

    They did actually explain that first part. The midchapter that had Clown's addon nerfs was primarily a game health one, so they didn't really have the luxury of getting the programmers to devote any more time to balance changes than the simple number changes outside of the two big perk changes (Boil Over and Dead Man's Switch).

    Clown's strength isn't really relevant. Pinky Finger was a problem, and so Pinky Finger got addressed, whether he needs buffs to his basekit isn't relevant to the topic at hand.

  • I've always thought of the Shrine as a way to get perks without levelling, not a way to get perks without spending money, so I'm fine with it. They're all relatively useful perks, save for Dark Devotion that's only really useful in gimmick builds, so it's a perfectly serviceable Shrine as far as I'm concerned.

  • I had an idea myself for how to fix Freddy, made a post about it a while back- the short version is that I think he should have both snares and pallets as basekit, and have his addons give him more dream objects. Fake generators that make survivors scream if they're touched, fake totems that inflict status effects if cleansed, fake chests, fake walls even. Let the dream world be his to control where you can't trust anything you see, and he'll be at least far more appealing without reverting to the mess of his previous incarnations.

    I don't know that I agree with him needing one more than Legion or Ghostface, but he's definitely up there for needing love.

  • 1: In general I agree with this, though I think your chain trap idea is a little too strong. Still, that was an off-the-dome example, so I'll focus on the core idea, encouraging survivors to work together, and I agree with that- the least fun but most optimal way to play this game is for everyone to spread out and work on different gens far away from one another, and if the game can find a way to elegantly incentivise pushing people together without necessarily punishing players who play solo, I think that'd be a great move. Not sure I consider it a priority, but it'd certainly be nice.

    2: Another one I agree with, but I'd add the stipulation that there should still be a max cap on how many bloodpoints you can get in a match through any means. Allow players who run the killer forever to get a good chunk of bloodpoints, and allow their teammates to get the same for actually doing the gens. Good idea. The Emblem system could probably do with light changes to address this too, but having the progression system be a little more demanding of versatility is probably fair. Again, not a priority - except maybe as part of a larger suite of changes to reduce the grind - but definitely something that'd be nice.

    3: What you're proposing there actually makes the issue worse, not better. If you don't get crows for being in the terror radius, and the killer's choosing not to leave the area, it's a complete stalemate. Also not a priority, and the idea you propose wouldn't help even if it were.

    4: I could see this being potentially open for abuse, so what I'd propose instead is having an incomplete sabotage incur a shorter cooldown of about five seconds or so, to make sure that survivors do have to commit a little bit to a sabotage without being punished unfairly for taking a risk. Definitely not a priority, though.

    5: Where you've gone wrong here is assuming that every match has to have the same core components that play out in roughly similar ways, when in reality the different killers should be providing different texture to the trials. Nurse doesn't remove the chase component, she changes it; you can't loop her like normal so you have to outplay her power, and assuming you're not going up against a god-tier Nurse, that is doable. Same with Doctor- he doesn't remove any part of the trial, he changes it, it doesn't matter that he knows where you are if you can't be caught, and you can deny him that information with lockers. The point isn't for every match to be the same; you adapt your approach depending on the killer that you're facing, the game frankly needs more killers that force an adaptation that way. Leatherface is also really mid-tier outside of facecamping so I actually don't know where you're coming from on that one.

  • Tackling these separately:

    NOED: While this perk is not an easy-win perk and doesn't need any changes, I actually quite like your idea for it anyway. Right now, it's a kind of underwhelming and inconsistent perk that only gets value if survivors misplay or the killer gets lucky, whereas your version would be far more consistently useful. Would it still be a hex with this change, though? That might result in it being a little too weak, if so, but if it's just a static effect that isn't tied to a totem I think it's workable.

    Dead Hard: I absolutely agree with your assessment- the perk shouldn't get to also offer chase-extending distance on top of the hit-dodge capability. I've been a proponent for a while of the idea that using the dash should render you incapable of interacting with pallets and windows for a short time, so you can use it to dodge a hit but can't use it to get to a window and immediately vault it. I think that's a fairly neat way of incentivising using it for a dodge, but still allowing smart plays utilising the dash that aren't just an easy, guaranteed chase extender. I like it when survivors Dead Hard in for a flashlight save and I'd like to preserve that kind of silly nonsense if I can, it's only the chase distance portion that causes problems.

  • It's definitely not Trapper anymore, though he is always going to be on the weaker end just because of how his power works.

    For my money, it's been Clown for a fair while. Both aspects of his power primarily do the same thing- shorten certain loops, if the pallet isn't pre-dropped. Outside of that, he has no power at all, and what he does - while decent - isn't exactly the strongest thing in the game.

    There is a strong argument for Legion since their counterplay is laughably easy, but imo their power does enough stuff that it still ends up being slightly better than Clown. They have tracking, mobility, and slowdown built into their kit- none of it is very strong, but it's more than Clown can boast.

  • I'm torn, personally.

    I have no real fondness for the game myself, but there's really no denying that it's an iconic juggernaut of video game horror that has earned a place in horror history regardless of whether it's ever included in Dead By Daylight or not. I've seen people try to deny that, but they're mixing up personal taste with notoriety- I personally don't like Saw, for instance, I find its reliance on gore cheap and unpleasant, and I don't like what I've heard about its story. But, once I'm done talking at length about why I don't like Saw, it's still an iconic and beloved franchise that will be remembered when horror is talked about. Same with FNaF.

    (I've also seen some arguments that it shouldn't be included because its sequels suffer from a lack of cohesive direction and quality, which. Gee, I'm sure glad that Texas Chainsaw Massacre, Halloween, Nightmare On Elm Street, Hellraiser, Silent Hill, and Resident Evil don't share that same property...)

    On the other hand, BHVR make a big deal (rightly) of being inclusive, and one could easily argue that including the works of a man who notoriously donates to right wing and anti-LGBT causes would fly in the face of that. I think there's room for arguments on either side, but it's certainly a thing to consider and a rightful sticking point for a lot of people.

    In terms of the property itself, though, there's no reason not to include it. The aesthetics would fit and it's certainly iconic enough.

  • Sure, I'm game to try.

    Boons themselves haven't ruined the game at all- there's one specific boon perk causing problems, but the others are totally fine, and the mechanic itself only has mild flaws when applied to the other three boon perks. So, it'd be more accurate to say that Circle of Healing ruined the game, if you wanted to go that route.

    As for SBMM, it hasn't ruined the game and isn't capable of ruining the game. All of the game's balance issues and frustrations existed before the system was introduced, and the absolute worst case scenario is that you're just seeing them more frequently because you're being matched consistently instead of quality ping-ponging around everywhere. Either way, the problem isn't SBMM and can't be fixed by changing SBMM.

    For my last point, the main reason those two things haven't ruined the game is that the game... isn't ruined? Or, if you think it is, it's been ruined for a long time, far predating SBMM and boons. The game's healthiest spot was actually after boons were introduced, in the brief window where CoH was killswitched.

  • @impulse_90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850568#Comment_2850568

    Correct but it's developer arrogance that's driven me and probably thousands of players to this point.

    Have players quit because they just don't give two shits anymore is not a good thing when it comes to game longevity but again not my problem anymore. Time to find a new game.

    I wish you the best of luck finding a game that frustrates you less!

  • @impulse_90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850560#Comment_2850560

    Literally that because providing constructive criticism is getting this game absolutely nowhere. The makers of this game need to be made aware of how incredibly frustrating this game has become. I'm done with this now anyway, they just seem to not care all and to that I simply say cya, good riddance and I won't buy another one of yours.

    I'd certainly support taking a break if the game is getting this frustrating for you. There's no point continuing to bash your head against the wall if you're not enjoying it, right?

  • @impulse_90 said:

    @jesterkind Just got flashlighted after a locker grab in this game 5 times. You wanna tell me how somethng like that is still in the game? This game is absolutely CRAWLING with problems and to act like most things are working fine is a joke and a real offense to players who have committed to playing this game for years. I say again stop tip-toeing around these incapable developers so they actually start getting off their asses to do something because in its current state this game is dead within the year.

    Like I said before, what I'm doing is making sure criticism is accurate and constructive, instead of just coming from a place of being personally annoyed with something.

    Did you actually have something constructive to add to this conversation, or are you just pinging me because you want to yell about something?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850449#Comment_2850449

    They explicitly stated it's supposed to ameliorate the grind to a degree.

    Didn't they say the exact opposite in the last QnA? I might be mixing that up with a different bloodpoints thing, but I'm pretty sure they explicitly said rank reset rewards were not intended as a grind solution.

  • I think that's a little unfair. People wanted more of these events before, and now we're getting more of these events it's suddenly a 'transparent PR ploy'.

    It probably has the added side bonus of being a good PR move, but I think it's a little premature to assume that was the sole intent.

  • I don't think rank reset goals were supposed to be a solution to the grind, I think they're supposed to be the game's progression system to give you a reason to care about grades.

    As for what their ideas are, I don't think we've been given any examples just yet.

  • What would you do in their position?

    Really think about it- you represent a game development studio with an unearned reputation, with a community/playerbase that is actively hostile and will misrepresent anything you say or do in order to continue being mad at you. How do you actually handle that? I'm not sure I'd know what to do with that situation myself, so I can't really judge BHVR too harshly for their response to it.

  • @impulse_90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849152#Comment_2849152

    First off this is quoted from Patrick in the last Q&A.

    "There's a common misconception that by using just kills and escapes to adjust your mmr it's ignoring skill in the game, this isn't true and this is false".

    Now to me that they're implying that the major function of SBMM is working as intended and is fine which is a real issue because none of SBMM is fine at all and them not addressing this factor of the system is a huge flaw so yes they deserve all the criticism that comes their way when talking about SBMM.

    Secondly, you sound like them here in your second point. Removing perk tiers will fix that issue for a SIGNIFICANT amount of time and provide them plenty of time to come up with a permanent fix. They are just simply being lazy when it comes to this topic pure and simple.

    Thirdly whilst all of your points here regarding endgame collapse, obsession etc are all valid points they aren't what I was saying.

    I'm talking about the fundamental mechanics of the game needing an overhaul because over time players have become naturally better at the game which only suits one side and it certainly is not the killer. Like look at the amount of effort the killer has to go to especially on some bad maps to even down ONE player not to mention hook them.

    The reality is the game has needed a big overhaul for quite some time now. You speak of bandaid fixes etc right? Well what do you think they're doing with nerfing and buffing certain perks in the game. They need to make sweeping CHANGES not just nerfs and buffs which are actual bandaid fixes.

    They were non-transparent about I'd say 5-10 different things throughout the Q&A not to mention the downright refuse to make plenty of changes that the vast majority of the community has been requesting for ages.

    Like it really is time to stop tip-toeing around these developers and start criticising them for these kind of actions because criticism is the only thing that can really work. They sure give themselves enough pats on the back as it is when they do something right but they need to start fixing the game or this decline won't just be a decline, it will be the end of this game.

    Alright, tackled in order again...

    1: Yeah, that's exactly what they're saying. They first say that the core function of the MMR is working - something we have no reason to disbelieve - and then they go on to say that it's broken in a few other places. Which stacks up- the problem is inconsistency, and they give a very believable explanation for why it's currently inconsistent. No matter what way you slice it, there's no way to interpret the answer given that boils down to "SBMM is fine", because they did not say that- they actively acknowledged that it's broken.

    2: It wouldn't fix the problem, it would lessen the problem. It wouldn't do anything to address the grind in any other area beyond letting you use a perk straight away instead of needing to get it three times, everything else would still be a problem. Again, I want perk tiers removed too, but we don't gain anything from pretending there's no nuance and the developers are delusional.

    3: Well, what exactly are you suggesting? The idea that the core mechanics of the game need a huge overhaul is not a foregone conclusion, you actually have to back that up and provide examples to explain why that's a better solution than just fixing the balance problems that exist within the current mechanics.

    4: Right, but can you give an example. What did you want them to be more transparent about?

    -

    What I am doing is not tip-toeing around the developers. It's making an effort to ensure that criticism is accurate and constructive, because your criticism getting back to them would be useless in its current state due to things being flat out wrong.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849156#Comment_2849156

    But in the view of a casual, would it actually be more fun wandering around, scared, looking for gens etc to do while evading the killer?

    Idk but i feel like thats more fun than running from gen to gen in a straight line.

    I don't think so, casual players still want to actually interact with the killer, or otherwise play the game instead of trying to figure out where the heck they're even going.

    Or so I'd assume, anyway.

  • I mean, the problems with RPD are actually worse if you're approaching the game casually, it's a nightmare maze of cramped corridors where you can barely tell where you're going. That map sucks regardless of how you seriously you approach this game.

    And in a more general sense, balance still matters for a casual game.

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