jesterkind
jesterkind
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761419#Comment_2761419
So any meaningful update like DELETING coh can be expected in 2024... cool
Small updates are fine in games that don't have 3+ months between updates. COH is bad and just shouldn't exist. The devs don't understand how detrimental healing is to killers and how much damages this single perk is doing to their game. This one stupid blunder of a perk has encouraged and enforced all the unfun aspects of this game.
Hit and run is dead. This forces killers to chase someone until they down them, (usually the weak link) and to target the weak link out asap so you can turn the game into a 3v1 for a chance.
Camping is on the rise because gens are going too fast thanks to everyone being self sufficient leading to more optimal gen rushing.
A good example is wraith. He was strong pre COH because he would just keep everyone injured and slowly chip away at survivor hook states while keeping them off generators by making them constantly heal each other. Now if you try to play like that, the survivor you hit is usually healed by the time you find someone else so why bother finding new survivors?
Oh, no, of course not, don't be ridiculous.
An update like DELETING CoH can be expected never, because that's obviously not going to happen. It can be reigned in but they're not going to delete a perk from the game just because some people don't like it.
If you would sooner see it deleted than balanced, that's on you.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2761340#Comment_2761340
devs shouldn't suppose to do it from the beginning, because that breaks the game.
It really doesn't. You can just look at the other two boons to see that.
It's flawed, but it's not broken. It's actually a very good idea, so I'd like to see it working better.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2761759#Comment_2761759
but. Mobile version has it
I can't speak to the quality of the mobile version.
Though, aren't they different teams? My understanding is that the mobile version doesn't have any actively new content, they just translate killers, survivors, etc from the full game. So, that team probably has the time to develop a basic practice mode, and the regular team doesn't.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761749#Comment_2761749
Telling the survivor to do a gen and open the gate doesn’t count as a tutorial. Some of the perk descriptions are also extremely unclear. My point still stands.
It's more of a tutorial than some other games get. The art of a good tutorial is one that very, very few developers know, and DBD's tutorial is - at least now that they've added the bot tutorial - solidly adequate.
Which isn't even relevant, because countering your point only requires mentioning that it exists.
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The explanation given in the QnA was fairly reasonable- it'd be a constantly ongoing effort, since the survivor bots would have to know how to react to every killer power + perk + addon, and would have to know how to use every survivor item + potentially perk. The killer bot would have to know how to use every killer power in the game, and would have to know how to react to certain survivor perks too.
I would like to see it, but I understand why it'd take some time and would be shelved as low priority for a bit.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761637#Comment_2761637
And yet not a single tip on running tiles, using pallets, or running early. Those are all basic mechanics. The game should have a tutorial that teaches these things. It should also have practice against killer powers
Yeah, sure, the teaching tools could be better. Your point wasn't that the teaching tools are subpar, or that they need improvement- it was that they don't exist, and that BHVR balances solely around totally new players.
Neither of those things are true, and pivoting to something else entirely doesn't make them so.
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It'd need a bit of a buff, I think. The current Mangled effect isn't really strong enough to overcome how fast healing can get in the current state of the game, but it'd certainly do a little more to help now the effects of CoH are set to be scaled back.
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I agree. Sometimes it gets a little annoying hearing "soon" or "we're working on it", but that's more to do with the kinds of questions that keep getting asked whenever the devs open up a QnA. Somewhere along the line the community needs to take responsibility for just... not upvoting questions about Switch cross progression when we already know what the answer is and that they'd be actively telling us if it changed.
There was some good stuff in there, too. I was pleased to hear that they are aware of and looking into some of the bigger problems in the game, it's nice to know they're generally pointed in the right direction.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2761373#Comment_2761373
Of course infinite reblessing is a flaw. Just because it's intended doesn't mean it's *right* or how things should work. The back and forth you talk about is fictional. You don't have the time to be snuffing totems over and over in a match. It just doesn't happen. If there's one boon somewhere you're already going to go yeah, you can snuff it once. If there's two or they're in a place that's inconvenient to patrol then focusing on them at all is game losing.
In that (regrettably common) circumstance the killer doesn't have any counterplay to the boon and the survivor has free infinite healing for their entire team. The risk/reward of the thing is heavily skewed. So yeah the conception of the perk is flawed. It hampers killers that are already suffering even more.
I agree! Given that the totem spawn points aren't really laid out to accommodate for the boon totem mechanic, the back-and-forth counterplay has far too many situations where it doesn't really work. Of course, that would mean the spawn points are the problem, and not the fact that boons can be infinitely relit, so I'm not sure why you're citing it as evidence for your claim.
Also, you have to remember that CoH is not the only boon. There are two others, and those ones would be completely useless if totems weren't re-blessable.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2761602#Comment_2761602
I'll just say that in my opinion most games should be balanced around the higher level of play. In something like Tekken you're gonna get destroyed over and over and that's because the game isn't balanced around the average player or the lower skill level player. But it feels good to grind and eventually get good at the game, it's more healthy when it's balanced around the top level. I don't think it's inherently bad that a newer player would struggle because at some point you have to learn the game and get good at it to where you actually realize the real balance of the game.
I disagree. Game balance requires making sure the game is fair for all levels of play. Now, that might mean that some things are very strong and annoying against new players, but as long as they have something to learn to help them out, it'll be fair.
You can't just ignore newer or less skilled players because given enough time, that means you won't have any newer players.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761602#Comment_2761602
BHVR doesn’t give teaching tools. They buff and nerf for people who can’t play.
Loading tips, tutorial, in-game glossary, perk descriptions with rundowns on status effects, HUD elements that give consistent information as to what's happening...
What was your point again?
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2761566#Comment_2761566
"lindly following stats without any further thought clearly isn't what's actually going on here."
Except it is. Stats are the sole reason these addons got nerfed, because the stats said they needed to be.
You know why Twins players who ran these addons had such a higher kill rate than Twins who didn't? Because every single Twins player runs them and the only ones left are the ones who don't play Twins. Those addons greatly mitigated some the most frustrating aspects of Twins, making them extraordinarily popular amongst the Twins community. I can say with 100% certainty that the majority of people who weren't running those addons on Twins were people who don't play the Killer and don't have the addons—in which case, yeah, they're not going to get a lot of kills with the Killer they don't play and haven't grinded out.
...I think it's a little absurd to claim that. Clearly there are players who play Twins and don't use those addons.
You could argue those players aren't very skilled, or are making uninformed decisions about what addons to bring, or any number of other things - that I might agree with! - as to why their decision wasn't a good one, but unless you're going to accuse them of actively and knowingly lying to our faces, there's clearly enough data on Twins playing without those addons for them to have made a decision to begin with.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761149#Comment_2761149
Why should people who don’t know the game have a voice? It would be like asking me about how to design and construct a building. People who don’t put in time to learn the game don’t deserve a voice.
The problem there is that you're assuming a hard causal link between "low MMR" and "no idea what they're talking about".
The ability to analyse a game is completely, entirely separate from the ability to play it. You can be good at one and not the other- there's a slight correlation between the two, but it's nowhere near something you can assume just from seeing someone's MMR.
Also, y'know, the experiences of lower-rank players are still valid and it's still worth knowing what they struggle with so that it can be determined whether the teaching tools in the game need improving, if something actually does need to be changed, or if they just need to learn the right strats and counters.
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While I still don't agree with the nerfs that the Twins addons received, it's worth mentioning that they very specifically said they looked at the kill rates with those addons equipped versus the kill rates without those addons equipped.
There's a lot to criticise about the way they're handling this killer, but blindly following stats without any further thought clearly isn't what's actually going on here.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2761532#Comment_2761532
No, no. I'll blame the devs for being so out of touch that they can't read their own forums and decide 'This health issue is more important & should be answered' and instead drop the decision on the forum-base via 'upvoting'.
...It's a community QnA. The entire point of it is to answer the community's questions.
The place they should be talking about this kind of thing, if it's not upvoted, is literally anywhere else.
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No, but blame the community for that, not the devs. That question would need to have been asked and upvoted more than the fifteen things we all already know the answer for, after all.
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@Peanits said:
To go into details on that a little bit, removing them is not as simple as selecting tier 1/2 of each perk and pressing delete. In order to reduce each perk to one tier, you'd have to update the bloodweb to support it (and additionally, add support for any already-generated bloodwebs that contain perks below tier 3). Likewise, the perk tiers would have to be removed from the UI wherever they appear, and any place a tier 1 perk could appear (e.g. In the Shrine), you'd have to update it to show the tier 3 version of the perk instead.
So while it sounds very simple and can be said in a couple words ("Remove perk tiers"), it would actually be a substantial amount of work.
As for why it's not a permanent solution: Each time new content is released, not only does the amount of perks increase, but the number of characters you need to unlock all those perks on increases as well. Since you have two different factors increasing here, the grind is increasing exponentially over time, not linearly. Even if removing perk tiers would make it manageable for now, sooner or later it would catch back up and become a massive grind again. We've made changes in the past to reduce the grind, such as reducing bloodweb cost/size, adding additional perks to bloodwebs, etc. While these worked great in the short term, the grind always caught up eventually.
Would it reduce the grind pretty significantly for now? Yes, absolutely! But if we're going to spend a bunch of time on something to fix the grind, it makes more sense to spend the same amount of time and work on a permanent solution instead. (And for what it's worth, we do have something else planned for it!)
Long story short, it's not to shoot down the idea of removing perk tiers. It would reduce the grind, absolutely. It would just take as much time as a more permanent solution.
The logic here is sound, but I'm curious- has it ever been raised internally that removing perk tiers would also allow for more freedom in perk design, as there doesn't need to be a scaling effect?
Not a question intended to be nasty, but I am curious. It seems to me like a stopgap solution that also has that added secondary benefit would be worth the time investment, though naturally, I'm not actually in the business myself.
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Well, of course they didn't make any mention on the majority of those things, half of those are terrible ideas.
Regardless- nerfing the heal speed is definitely a good first step. Personally, I don't think it's far enough, but I respect wanting to keep an eye on performances while making small but impactful changes.
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@Marc_go_solo said:
Considering it's possible to escape by doing very little and stumbling across a hatch, I'd strong disagree with that statement. This also is illustrated when looking at endgame scores, and there have been many times where a sacrificed survivor has done far better with BP.
You can strongly argue that a killer kill rate is more based on skill; moreso than from a survivor escape scenario, although even then there are probably some tweaks.
I don't know if they said exactly what the option suggested as I haven't seen it yet, but if they did then I feel that answer isn't fully supported, certainly from the survivor perspective.
It's worth mentioning that the hatch does not count as a win for the survivor, it is a net zero impact on either the survivor who escaped or the killer who was hunting them at that time.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2761340#Comment_2761340
Just because the devs intend for something doesn't make it a non-flaw or balancing issue. COH is ridiculously strong. Self-healing should be 80% speed, anything else should be +40%
Boons also need cooldowns once they're snuffed, or increasingly longer blessing times each time.
I'm not sure what you're referring to with that first part. I agree, but where's the relevance to this topic? The infinite re-blessing is clearly not a flaw, the idea of a back-and-forth where you keep snuffing and the survivors keep cleansing is a good one, the problem is that CoH is too strong and some totem spots make that a nightmare to actually try and do.
As for your suggestions, that might be a touch too far, but I can see where you're coming from. The problem is that you don't want it to be unusable without a full healing build, you just want full healing builds to be less absurdly strong with them, and that's why I think things like a universal cap on self healing speed is a better idea.
Not averse to a brief cooldown after snuffing, either, that's fair.
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That was a bit of a glaring omission- I guess because it wasn't one of the questions that actually got asked, they didn't want to derail too much, but still. I'd like to hear some more about where they're at on that topic internally.
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I disagree. The infinite part is just what boons are supposed to do, not a design flaw- and with the healing speed bumped down, it'll already be a lot better.
I'd argue it's not far enough, not that it's not in the right direction. A cap on self healing speed following this and a few more tweaks to things like boon verticality would be the escalation I'd want to see after this.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761295#Comment_2761295
Wanting to know your MMR isn't toxic elitism.
Making it visible will almost certainly lead to more toxic elitism though.
That is both my point, and what the quote being discussed here was actually talking about.
It's also what OP was misconstruing.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761255#Comment_2761255
I disagree.
The idea is that people want to see their 'skill level (MMR)'. I am saying that because most people's definition of skill is so different than BHVR's, there's not much of a point.
No, the idea of the point being made here is that the dev in the QnA stream called wanting to know your MMR "toxic elitism". That's the thing I'm responding to.
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I find this discussion is often far too binary, but when he says that kills and escapes are the metric to focus on, he's right.
Personally, I think how well you scored in either the emblem system or the bloodpoints system should be used to determine how far you go up or down after that, but basing the system solely on those clearly doesn't work because that's what the emblem system of matchmaking already did.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761237#Comment_2761237
They seem to have a very different idea of skill than us anyway.
A facecamping Bubba who gets 3 Kills has more skill than a Nurse who 2K's with 10 hooks.
Largely irrelevant to the point being made here, but thanks all the same, I suppose.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2761204#Comment_2761204
Yes but you aren't getting the point. The point of the post is that by making your MMR invisible and calling wanting to know your MMR "toxic elitism" it makes 95% of the reason you want to see your MMR invalid because it's "toxic" to want to know your MMR.
"...calling wanting to know your MMR "toxic elitism"..."
They are not saying that. They are saying that a side effect of people seeing their MMR would be an increase in toxic elitism. They are not calling the desire to see your skill improve toxic elitism itself. Let's not forget that they did also mention a desire to help their more competitively-minded players track their skill better than the grade system allows.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2761190#Comment_2761190
As I just said that's all seeing your MMR is about now, people already assume everything. It wasn't even a problem back when grades were your actual rank, it happened but it happens in literally every other game too.
You're arguing a different point now. Your post is saying "wanting to see your skill improve is not toxic", implying that the quote in the stream was about wanting to see your skill improve. It's not. That isn't what they're talking about.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2761156#Comment_2761156
That happens regardless of it you see it or not. You see people make posts all day long about how they're in high MMR and they're opinion matters more. It literally changes nothing, all they're doing by making MMR invisible is taking away your ability to see your skill and improvement.
That is irrelevant to the point, which is that the explanation given is not about seeing your skill improve.
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That clearly isn't what they meant by that and I have to believe you know it.
Simply wanting to see your skill improve isn't "toxic elitism", but having MMR be visible would lead to exactly what it leads to in other competitive games; those low on the ladder being excluded from conversations and told that their opinions don't matter. It already happens now and seeing MMR would make it worse.
Even if you want MMR to be visible it'll have to be with this in mind.
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2760855#Comment_2760855
Unfortunately I already bought Nemesis so buying the chapter now would not be cost effective, but yeah I'm already over the shrine.
Could always go for buying Leon specifically as well. His other two perks aren't that bad- Bite The Bullet is a little niche but very potent, and Rookie Spirit is pretty nice.
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There's a bunch of perks cycling through the Shrine, there's got to be a pretty low chance of any given perk being in one at any given time.
I think they also keep new perks out of the rotation for a little while too, for some reason?
Honestly, the RE chapter is worth it if you ever get the cash. Might be quicker.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760804#Comment_2760804
Totally fair in my book. My point in my posts is mostly the disconnects and the not giving a damn what the community really wants. In this case optimization.
But hey. Here's 50,000 BP, a keychain, and nerf to NFT killer
There is no one thing "the community" really wants. There are very, very few things there's even a majority consensus on. If your goal is to prove that they don't care about what the community really wants, then godspeed and good luck pushing that boulder up that hill, because that's impossible.
It also doesn't account for that clip not demonstrating anything negative since he's still just right.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760796#Comment_2760796
Is it unfair ? I don't believe so. Folks are as unhappy today as they were when this was asked. It's the picture as a whole.
You guys want console optimization ? Welp....Play something else. Our resources are going towards nerfing twins, Freddy, slinger, etc
Of course it's unfair. The question he was answering in that clip is about someone who was feeling burned out and, frankly, whining a whole bunch. Not only is that different to console optimisation, the answer he gives in this clip is correct.
You're making them out as not giving a damn about the state of their game or the real problems it faces, and your evidence is... a clip where someone whines and gently gets reminded that the solution to feeling burned out is to change what you're doing. How convincing.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760758#Comment_2760758
It doesn't necessarily have to deal with pulsars post. Or optimization in general. But basically. If you're not happy with something (in this case optimization) play something else. This is quite famous quote from me coté himself
Pretty unfair to take a quote relating to feeling burned out and repeat it in this context, as though they're the same thing even slightly.
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Remember that it is just a Q&A, so they can only really say whatever's relevant to the questions being asked- and this community has a habit of repeating questions when they already know the answer is "we're working on it", so I wouldn't expect that any particularly huge reveals will happen here.
(Not that particularly huge reveals should come from a Q&A, that'd be kind of weird.)
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The question I have is if anyone really, actually, genuinely thinks infinite boons are a problem, or if they think infinite CoH is a problem?
Shadow Step and Exponential would be useless with this change - or in the case of Exponential, even more useless than it currently is. It's an overkill change that demolishes the conceptual back-and-forth nature of boons and renders two thirds of the whole perk archetype useless, just to try and nerf one perk that would still be too strong and annoying afterwards.
There are things that could be done if the boon system itself needs a change (I can think of a few myself!) but this is just not a good idea.
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I feel like this every time that I get hit by a survivor running Power Struggle.
All... twice times, that that's happened.
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I could get behind this. I get wanting to standardise terror radius across the roster, but I think there's room for one more preset terror radius- even if just for Pig, since Slinger could also be given a subtle lullaby more similar to Trickster's.
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I'd have to load up the game to remember exactly what my build is, since I don't play them that often and my build is kinda scuffed due to not having all the perks on them, but I know for a fact that I definitely run Lethal Pursuer. Legion are at their strongest when they're getting into the fray immediately, they do not have many mechanics for catching back up from a slow start.
Beyond that, I think I usually bring Pop (though I'd swap it out for Pain Resonance if the bloodweb would be so gracious as to let me have that one), and then I've been bringing Thrill of the Hunt on a lot of killers recently for the boon slowdown. Can rarely go wrong with Agitation, too, that perk gives a lot more consistent value than people give it credit for.
In terms of addons, one of the fatigue reductions and the Broken button are my favourites to bring, but Legion have a few valid options. Longer Frenzy works well, shorter cooldown works well, the Iri Button works alright...
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I get a fair amount, I don't actually get the cancel validation hit all that often. Then again, I don't often go for grabs so that might have more to do with it.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2759381#Comment_2759381
"You can, if you really want to, stop it from ever activating... or you can cleanse it after it activates, or you can just leave. The killer has to have done very well throughout the match for that to not work, and if so, they already earned the kills they got before the perk activated, so it's not as though NOED gave them an unfair win."
These statements contradict each other. NOED would give a killer who already did well too much extra pressure on top of survivors that would have needed to fight to get that final generator done. That alone makes NOED unfair. It's like hooking 1 survivor for the first time after all gens are done and they simply can crawl out of the exit gate before you can even hook them again. It's a bit unfair for DS to linger that long during the EGC, just as its a bit unfair for NOED to give an already good killer even more pressure after fighting for the last gen.
It's a moment of overkill that doesnt need to exist. You can make NOED more fair by making it work like Pentimento, give the killer control on where and when NOED actually activates. You can disable DS once the gates are opened, no one getting tunneled early during the EGC.
They only contradict if you think NOED is a good perk. I don't. It's an extremely inconsistent benefit that you only get at the very end of the game, and that seems to only last long enough to give you a single down, maybe two if you're lucky- assuming neither of those players were already injured, in which case you would've got the down anyway.
In order for that one down to matter, you have to have done well. You have to have at least one survivor dead, otherwise that one down will be undone by someone going for the cleanse and someone else going for the save- and if they're at all coordinated the third guy will be on the exit gate.
Are there scenarios where NOED is overkill? Yes. Same way there's scenarios where No Way Out is overkill, or Devour procs at a point where it's overkill, etcetera and etcetera. Sometimes you don't need one of your perks because you're already winning, it doesn't make that perk unfair.
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I'm really not sure where the idea that NOED is an easy win came from. Maybe my experience is just flawed in some way, but every time I've ever tried to use it, the perk is useful for at most one down before it's cleansed or people just leave.
Which, by the way, is why it's not OP and doesn't need a nerf. You can, if you really want to, stop it from ever activating... or you can cleanse it after it activates, or you can just leave. The killer has to have done very well throughout the match for that to not work, and if so, they already earned the kills they got before the perk activated, so it's not as though NOED gave them an unfair win.
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Reload speed is considered by far the best addon series, at least as far as I understand.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2758989#Comment_2758989
But they didn't make it a green. They nerfed a brown add-on (one of maybe 3 useable add-ons on them) because it removes a half second of charge time that right now is needed. This is not 2 years ago where half (or more) of the survivor base is brain dead bots. Aside of new survivor majority knows to park on gens when not being chased and while being chased Hold W, Pre-drop, or if they can loop the lips off the killer.
I have no squabbles with you...your opinion is valid I just can't wrap my head around the audacity of nerfing a rarely used killers brown add-on.
Sounds like we agree, then. It's not a good decision but it's one with very clear, obvious logic behind it.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2758920#Comment_2758920
Waiting at the gates to tbag is toxic, but bleeding out the last player when you could easily hook them isn't? Dragging them to hatch and gate only to close it in their face and pluck them off at the last second isn't? Deliberately abusing exploits with perks or map terrain to create matches that take 30+ minutes to end isn't? Trapping a teammate in a corner so they die to endgame collapse isn't? Refusing to end the game for just as long because you realize the killer is a baby and your team can easily bully them for 20 minutes before you pop the last gen isn't toxic?
I don't really understand your methodology. Seems to me like there's a lot of intentionally dickish things people can do in this game. While I hate gate tbagging, I'd consider it on the tamer side of the douche spectrum that exists in DBD.
I'll cop to not considering forced bleedout, that's genuinely toxic.
However, I thought it went without saying that like, refusing not to play the game and thus not end the match didn't count as a "gameplay thing". I also didn't mention endgame chat or hacking, which most would consider pretty toxic.
I phrased it that way for a reason- there are a lot of things that happen in the course of a regular game played normally that people call toxic, and I think that this (+ forced bleedout, thank you for the correction there) is the only one that actually counts.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2758968#Comment_2758968
What's insane about it? If the rest of there add-ons were at least slightly useful....it would be ran less. It's truly that simple. When there are only a few (at best) useful add-ons on a killer they are going to be over used.
I heartily disagree. I've played Twins, I know how impactful the Toy Sword is. It is quite simply far too strong to be a brown, it's a green tier at minimum.
This is not a case of the addon just being overused, the addon is also very strong.
Though again, I don't agree with this decision. Toy Sword is very strong, but it's not problematically strong in the way that, say, Redhead's Pinky Finger is, so it doesn't warrant this kind of attention before Twins get more love in general.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2758940#Comment_2758940
It's their best add-on because 97% of the rest are terrible and useless. What's the point of add-ons if they do nothing. Twins have like 3 or 4 Hemorrage add-ons....without mangled. Who the ######### would use that when Vik has bloodhound built in? Just because it's used most does not mean it's OP or needs nerfed it means the rest are utterly ######### garbage. This logic seems to be missed by the devs and half the player base.
Not quite- it's their best because a huge portion of their addons aren't very good AND because the Toy Sword provides insane value for a brown.
I don't agree with their decision, I'd rather have made Toy Sword a higher rarity to account for how incredibly good it is (alongside a suite of other changes), but it's a complete misunderstanding of the situation to claim that it wasn't an absurdly strong brown tier addon.
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Presumably because it's always been way too powerful for a brown and is easily their single best addon with barely any competition.
That's not to say it's a good choice, I don't agree with it in the slightest, but I think at least some people are being a little disingenuous when they make it out to be random or completely lacking in logic. It was always an addon that probably needed nerfing- just not before the Twins get a lot more love in the basekit and addon department, doing it now is far too soon.
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@Minecraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2758877#Comment_2758877
suuuure, the only one. nothing else at all
...Yes? It is the only gameplay act that's toxic. Certainly not the only one that's annoying, but "annoying" and "toxic" are different things.
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Yeah, this is the only genuinely toxic gameplay act I can think of. Everything else is either just being a little cheeky or can actually be an attempt at being playful, but sitting at the exit gates when nobody else is still in the trial and you just want to wait to teabag the killer is being a dick, plain and simple.
If the killer's already there, that's another story, but if you're waiting when you can't even hear a heartbeat until the timer's nearly gone down, you're just wasting everyone's time.