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jesterkind

jesterkind

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jesterkind
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  • Honestly, I think Pinhead's box is the best way of doing it. Something that pressures survivors to do something that isn't a generator, without just making them hold down M1 for longer, which is what Freddy's old slowdown did.

    Another good example of how to bake slowdown into a kit, at least conceptually, is Pig's RBTs. Something interactive that puts pressure on survivors to go do something else, that doesn't require them to be chased to do it, and that doesn't force them to just power through a repair speed debuff.

    I guess something that the survivors might find more fun would be something that gives them an advantage rather than undoing a disadvantage put on them, and while that's tricky to make work, I could see it working. Maybe a killer with things on the map somewhat like Plague's fountains and Freddy's clocks, but instead of survivors going and removing a status effect on them, they can disable a part of the killer's kit- like the objects are shrines powering a strong ability, or something.

    Of course, that hypothetical killer would have to have a backup power that lets them get work done if the survivors are efficient, but that could be fun slowdown. Incentivise survivors to go find the power-batteries and smash them, but don't screw over the killer too badly if they actually do it.

  • If it's FNaF, that would be one hell of a power move, and I'm not even particularly invested in ever getting that license myself. I'd respect it, though.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753697#Comment_2753697

    Not really. They keep taking and taking from killers. And giving and giving to survivors. Within the last year-ish ? They buffed and nerfed wraith. Nerfed slinger. Nerfed twins. Nerfed Freddy. Added dead hard and pallet validation.

    What nerfs have survivors recieved in that time ? None that comes to mind. They got boons. Validation. More maps that are survivor sided

    To say it's a stretch. Isnt really

    You're conveniently ignoring the various buffs that killers have received in the same timeframe. Trapper and Plague getting huge buffs, Myers having his stalking fixed, various killers getting some really nice addon updates, and the addition of new perks through DLCs that provide excellent utility to a loadout.

    As has been pointed out, there's also been quite a few survivor nerfs, if that's the extremely limited way we're viewing game balance. Hatch, DS, OoO, and a few other changes.

    At the topic of the thread, I don't think it's super accurate to say there's no logic behind these changes, but the logic that's there is definitely flawed. Addons like Marvin's Blood and the Toy Sword probably did need a nerf, but doing that outside of a full addon pass that gives those killers other actually usable addons is a bad move imo.

    Also, no clue why Stale Biscuit was nerfed, that addon isn't even good.

  • @furret534 said:

    Hey @jesterkind nice to see you roaming the forums again. I always love reading your responses because they're always so well thought out and put together really well.

    Hey, thanks man! Appreciate it!

  • Eyrie of Crows? It's not quite as big as it seems, just ignore the gen over by shack and focus on the cluster towards the centre.

    It's not the best map ever but it's far from the worst, either.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753951#Comment_2753951

    Basically only hackers would run it.

    Noone cares about DH in deadzone, but it would be annoying if it wasn't possible to use to gain distance for pallet / window. Depends on how long of course. If it was like a second max, then you would have to plan ahead and use it early for that purpose, not just on reaction, so that would be fine I guess.

    I certainly wouldn't think it'd be that long- four seconds or so. Long enough that you can't dash straight at a window and take it, but short enough that if you dodge a hit you won't be punished on the loop you manage to reach while the killer's gaining on you.

    Like you said, you should have to plan to use it.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753944#Comment_2753944

    This would actually destroy DH more than just removing I-frames imo...

    How so?

    Obviously people would run it less because it wouldn't be OP anymore, but it'd still be pretty powerful. You can still dodge a hit, you can still dodge powers, you can still dodge into or out of range of various things... you just can't use it to immediately reset a chase at the next tile.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753917#Comment_2753917

    How do you counter other exhaustion perks?

    Except head-on, that is clear if you know about it, but SB, Lithe, Balance landing, Overcome etc. they are just perks to gain time.

    If you would want to remove distance and keep i-frames, then you would have to buff a duration quite a lot and it would be just super annoying, you would also not be able to tell if he activated it or not...

    Well, I don't want to necessarily remove the distance, what I want to do is make it less appealing to use it just to get to a loop. I've said it elsewhere, but what I want to do with DH is give it a cooldown period after using it where you can't interact with pallets or windows in any way.

    Nothing too long, it's not supposed to actually hurt you if you're using it to dodge a hit and it's still fine to use purely for distance to get through an exit gate or to extend a chase by a small amount, but you can't just leap to a window and instantly vault it, or leap to a pallet that you can then immediately start playing around.

  • In my opinion, that's completely backwards- the problem with Dead Hard is that it has two strong effects; dodging a hit, and making distance to a loop. Having both is far too strong, so one should be removed (or, y'know, toned way the heck down). The question is, which one?

    Well, DH to dodge a hit is counterable. Sure, if they use it after failing a mindgame it's rough, but if they're trying to react to your swing it's possible to bait it out and exercise patience- especially if you're playing, say, Wraith, who has a power-fake that can force the DH out.

    How does one counter DH for distance? You don't. There's nothing you can do about it.

    I'd rather it have the fair, strong but counterable effect, personally.

  • I'd also like to know why Stale Biscuit was nerfed, since that's the one that really doesn't make any sense to me at all, but there's a reason that the devs are guarded with their communication. There's no point saying anything if all they get is hostility, and that happens quite a lot.

    Also, "the community can guide you on what is right and wrong" might be one of the most naive things I've seen said on this forum. That's nowhere near true.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753671#Comment_2753671

    So you want to say SWFs are completely fine and don't hurt the game balance in any way? And that people don't complain about SWFs being OP, especially comparing them to soloQ, about every single day here on forums? If so, than I guess any kind of discussion if futile here. That's besides the fact that you imply the removal of Bubba's mask was motivated by some gameplay reasons rather than completely exogenous political ones.

    SWF can't hurt the game balance because that implies SWF can be removed or reigned in. Since it obviously can't, and since it's not as though you need to use comms to use and abuse most of the very strong things in the game, mentioning SWF is only relevant in the context of how SoloQ are left in the dust- which they aren't ignoring so can't be what you're talking about here.

    Again. What do you suggest they do? What is the criticism here, what should they "do about" SWF?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753489#Comment_2753489

    Those arguments might be legitimate only within a specific political ideology, not from the game design point of view, so those were purely political and ideological arguments. Even if there were some people who genuinely complained about Smartface, they were just a few, comparing to the great majority of other players who don't want the masks to be removed. So they listened to a handful of people providing political argumentation and implemented their wish overnight.

    Meanwhile the whole community has been complaining about SWF since day 1 of release, providing completely legitimate game design (no politics attached!) reasons of SWF being the main problem of the game, and only after 5.5 years they started reacting to it.

    So even if we accept the removal of masks as something "legitimate", as you say, it still doesn't show the devs in a good light, since they accepted completely external demands of a vocal minority (which is so small that calling it just a "vocal minority" sounds like exaggeration, it was no more than a dozed complaints a year) instantly, while continuously ignoring the greatest demand of the general population throughout the years.

    I'm... huh? Wow, okay, so, let's... see what we can do to untangle this mess.

    We're going to sidestep the whole "political" thing because that feels very much like bait for a kind of argument that would get us both in trouble, so let's just glide past that entirely.

    Now, let's actually take a look at your other argument- or at least, what little we can discern from it. You say "the whole community has been complaining about SWF since day 1 of release", and that the devs "ignore" it. So, first of all, obviously the whole community doesn't complain about SWF. Even ignoring the parts of the community that are playing with friends - something we have literally no reason to do, they're not less a part of the community - there are plenty of killers, myself included, who haven't been "complaining about SWF" since that's incoherent nonsense.

    Which leads us to the implication- that the devs should have "done something" about SWF. What on earth does that mean? How are they supposed to "do something" about the obvious reality of online gaming that sometimes people play with their friends? I'm assuming you aren't talking about the gap between SWF and SoloQ since they aren't ignoring that, so what exactly do you mean here?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752983#Comment_2752983

    You can only justify Escape Based Matchmaking unless you play soloQ. For soloQ (aka the most oppressed class of DbD society) it turned the game into pure hell. Emblems were much better. But I can see how killer mains can be in favor of this new system, because it's now trivial to AFK 5 games in a row to drop the MMR drastically and have easier games, it took much longer to derank with emblems, so I can see where you are coming from.

    https://forum.deadbydaylight.com/en/discussion/comment/2753331#Comment_2753331

    I don't get what you mean by that attack about masks. The majority of players hate this change, they only did it because some twitter celebrity complained about an "issue" that hasn't ever been an issue in actuality. The devs showed that the opinion of one twitter celebrity overweighs the opinion of the players.

    I do play SoloQ whenever I play survivor so I understand why you would think that, but the emblem system categorically was not better. It's also a completely unnecessary personal attack to imply that I purposefully drop my MMR to stomp on new players just because I disagree with you, so you're not doing your argument any favours with that one.

    It may have taken a lot longer to derank with emblems, by the way, but the point is that you didn't need to because of how inaccurate they were.

    Also, plenty of people had very legitimate arguments for why the Bubba masks (specifically the Smartface mask) were inappropriate and maybe not a great idea. You may not agree with them but that doesn't mean they don't exist, nor that they don't have a point.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752933#Comment_2752933

    5.0.0 literally killed the game on Consoles (the majority of the playerbase) for over a month and a half.

    It was #########.

    That really doesn't change my overall point, but it is relevant to mention, I suppose.

  • @furret534 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752983#Comment_2752983

    If the case is that MMR is revealing the meta to be boring / unhealthy for the game, doesn't that just make Circle of Healing a byproduct of MMR giving people more meta based games, or am I reading into this wrong?

    Not really. All the old system would've done is hide it- you'd have the occasional game that's actually closer to your skill level where you'd get the frustration of a sweaty meta team, but then you'd also have a ton of games against relative newbies who run green level perks and don't look behind them, so you wouldn't realise how much you dislike any given meta perk/playstyle.

    Circle of Healing (and a handful of other meta perks/addons/items/etc on both sides) are unbalanced completely separately from the MMR system. They don't become more balanced just because you're matched with newbies that don't use them, y'know?

    (I'd also like to note that I don't think the meta is as dramatically awful as people make it out to be, but there are problem areas people are probably seeing more consistently now.)

  • @furret534 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752975#Comment_2752975

    This post is very well put, but MMR I think is worse for game health than Circle of Healing, if you could quickly address that. Just my two cents.

    Sure! I don't agree, though- the MMR system isn't working very well, I'm hardly going to argue that it's perfect and needs no notes, but games are undeniably more consistent for the majority of players than they were under the emblem system. The emblem system would have such a wild amount of variance that games were a complete diceroll- "rainbow ranks" was a big thing for a reason, after all.

    What I think people are noticing is that they don't like the state of the game's meta, and because their games are actually more consistent now, they're noticing it more often. That is not a fault with MMR and positioning it as one actively works against fixing the problem that does exist.

  • NOED isn't a good counter to boons, since it can't snuff one to make room if it needs to- all available bones blessed means no NOED.

    Better counters would be things like Thrill and Undying for boons in general, and Exposed or Broken status effects for CoH. Shadow Step can just be played around normally in most cases and Exponential is trash, so those aren't a concern.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752955#Comment_2752955

    I'm sure the emblem system was much better than the current implementation of MMR, and the majority of player agree on this point.

    Well, yes, some of the updates did something good besides ruining the game in some of the other aspects, sure. But isn't it supposed to happen? Isn't it what the updates are for? Being happy for updates actually doing something except just wrecking the game is like being happy for the grass being green and the sky being blue, it's some low quality of life depth we got into if we are easily satisfied with updates doing something good once in a while.

    I suppose I can't really progress further without actually addressing the assumptions hiding behind your arguments, can I? Alright, let's get stuck in, no sense dancing around it any longer.

    Nothing you've mentioned so far has ruined or wrecked the game. Not even close. Circle of Healing is the closest- it is causing some pretty real damage to the game's health- but even that isn't game-killing, it's just deeply, deeply annoying and should really be fixed ASAP. What else have we got here? RPD is bad, but not game-ruining. Trickster may be disliked by a very vocal minority but a ton of people like him. MMR may not be very good but it's definitely better than the emblem system was.

    The updates have good and bad, and some of the updates you listed were absolutely a net positive because the bad things in them are not ruining the game. They're just bad.

  • Deathslinger had a problem where he could combine the concept of a quickscope with faking his ADS, forcing the survivor he's chasing into a lose/lose scenario. Do they dodge in case he fires? If they do, he'll keep walking and not fire because they lose distance dodging back and forth. Do they run straight to make distance on him? If they do, they'll be a much easier shot and he'll decide to fire.

    It was a problem, and that's why he has to ADS fully before he can fire now. It's also why there's a brief cooldown after lowering your gun before you can raise it again or swing for an M1.

    The Deathslinger changes weren't particularly well handled, but there was a good reason to do something to begin with. He still needs improvements now, of course, I'm not defending his current state- just pointing out there's no defending his previous state either.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752942#Comment_2752942

    Not really a big difference. If an updated adds Escape Based Matchmaking, this one feature ruins the whole update (and the game too), whatever good things it might have added alongside. If I could rollback this update as a whole, I would've gladly done so just to revert EBMM, without even caring what good the update could've had added, since no fix or "nice addition" is worth the disaster of EBMM.

    That's great, but it doesn't change any of the other updates you mentioned that were a net positive. It's also a weird hill to die on since the emblem system was worse, but that's getting away from the point.

    I'm not sure why some people are so dead set on making everything out to be doom and gloom all the time. Do you think it softens any criticism you want to make to acknowledge anything that's being done right, or something?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752937#Comment_2752937

    No walking back here, that is exactly what I meant.

    The new struggling system makes it much harder to suicide, as I already said, which is not a good thing if you are stuck in a game you don't want to continue.

    It's absolutely walking it back. There's a giant difference between a bad update and a very good update with bad things included, which is what 5.3.0 was.

    Okay, great. It's still far easier on people's keyboards/controllers and far more accessible to people with repetitive strain injuries, arthritis, or any other physical health issue that makes jamming a button hard- as well as being much less annoying to deal with for everyone else. You can't spin an objectively good change into something bad just because it makes it harder to pout and leave a match early.

  • Unironically my strat. If I'm playing Claudette, I'm wearing her neon windbreaker cosmetic, no two ways about it.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752933#Comment_2752933

    Ok, by "good update" I meant "an update that didn't bring something horrible and generally hated alongside"

    Walking it back to a pretty different take there, then, aren't we? That still leaves 4.7.0, since Trickster buffs and the change to the struggle phase were good things.

  • 5.3.0 was much more than just boons, that's being incredibly reductive for the sake of a point. That update was very very good overall, even if the DLC that launched alongside it introduced a perk that causes balance issues- and, to be fair, one of the many many things in it was also done pretty poorly.

    It's also worth mentioning that 5.0.0 also contained good things, not just RPD. 4.7.0 did too, in fact- specifically, the struggle phase skillchecks! Just because you or any other player has a tendency to get salty and want to leave the game without a disconnect penalty doesn't make them a bad addition.

    Come on, man. You're being hyperbolic for a point, I get that, but it's so hyperbolic that it renders your point completely incoherent.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752657#Comment_2752657

    You don't have to remove quick-scope to fix that, you just make second animation slower (Deactivate).

    That would actually be more fun, because Deathslingers would be forced to commit on their shots more, so it would be worth to predict it and dodge, but this made exactly opposite.

    Fake ADS didn't really go, it's used way more now along with hold ADS and reason for that is mainly removed quick-scope. Even Otz is spamming it now.

    It's just too risky and you get punished a lot if you miss, even potato can react to it, so why would you commit?

    Yeah, sorry that was just my automatic response to explain why Deathslinger sucks now. Some people still don't get it... You are clearly not one of them, so I will try to filter it next time.

    They did do that- or, they did the more effective thing, which was to give him a cooldown after lowering the gun before he can raise it or swing for an M1. That was by far the smartest thing they did in that batch of changes to him, alongside removing the ability to quickscope. The problem is now that his aim speed is too low- not the speed to raise, though that could be looked at, but rather his camera speed while he's scoped is pretty abysmal, I'd look at changing that.

    I'm not sure how fake-ADS could still be done, outside of the far more tame faking once or twice to bait DH or something. He literally can't do the fake-ADS strat anymore because of the removal of the quickscope and the fact that there's a cooldown before he can swing- we're not talking literally about faking the animation, we're talking about the strat where he'd fake the ADS repeatedly while advancing on a survivor because they either made the quickscope he could do very easy to land by running straight, or they'd zigzag and lose a lot of distance, at which point he'd just keep faking until they either ran straight or he was close enough to swing.

    He can't do that anymore, it can't possibly be used more now.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752617#Comment_2752617

    How exactly is quick-scope considered lose/lose scenario?

    This was used often for PH, there it makes sense, you either vault or don't and get hit in both.

    How was that exactly changed for DS? You still can do this. So this argument really doesn't work here.

    And I have no idea how can quick-scope be considered more unhealthy than fake / hold ADS. That is actually lose / lose situation, you run straight? I'll shoot. You try to dodge? I'll wait while you lose distance.

    If you were good at predicting and made DS miss his quick-scope, then DS is punished a lot for any missed shots. Removing quick-scope only forced players to commit less on their shots and use fake / hold ADS way more, which I consider super boring.

    Quick-scope was never an issue, fake ADS was and that wasn't fixed really, you still can do that. Quick-scope was what made him fun and you may say DBD is not FPS game, but FPS players were mainly those who played Deathslinger. What group is supposed to play him now?

    He is just worse at everything other than STBFL, which still doesn't make him better even with 8 stacks and mending, which is not good tactic because of CoH atm.

    He is way more limited than other ranged killer, so why was it so bad that he had something they don't...

    You're almost there- quickscope is what made fake-ADS possible. At least now you actually have time to properly dodge once he commits, instead of being forced to choose between making the shot super easy or losing distance by dodging early.

    Both fake-ADS and quickscoping were part and parcel of the same issue, it's them in combination that was the problem. Both needed to go, there's really no way around that.

    As for your other points, why do people think I'm going to argue that Slinger is in a bad spot right now? I agree. He's not really got a niche right now because the niche of simply liking the reel mechanic is going to be hampered by the fact that he's pretty clunky. That doesn't change anything, it's just... repeating that there's a problem? Which we all agree on? Seriously, I'm not being sarcastic or trying to be an ass here, I'd love to know what I'm missing here, because from my perspective it really seems like the argument is "the only people who liked playing him were the ones who used the obnoxious and cheap lose/lose tactic so we should just give it back to them", and that's a very very underwhelming argument.

    Once again: Forward, not back.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752568#Comment_2752568

    Ya quick scoping is annoying but it's kinda an fps industry standard. Imagine if doom, hunt, halo or any other shooter had deathslinger ads like gameplay. Ffs most games allow you to hip fire. Making a deliberately scuffed aiming mechanic with zero nuances or appeal is ridiculous.

    Who is deathslinger aimed at is my question. He's a clunky, slow moving, normal tr killer with zero appeal bar his asethic which is wasted on a dev team incapable of making exciting intuitive gameplay. It boggles the mind how most shooter players accept quick scoping as a natural element of fps gameplay but player with zero shooter experience can have there opinions more valued.

    In advance of the hur dur this is not a shooter game argument let me remind you that the person playing slinger is likely a shooter player that what his look and gameplay is supposed to appeal to. Scuffed, clunky gameplay is a gaming developer sin. Expecting some of your audience to be masochistic and embrace his design is deluded and downright foolish.

    What I find especially hilarious is the assumption a god slinger isn't going to miss. What? Even the competitive shooter players miss look at most hunt streamers live gameplay. That's without considering his weapon is a breach action low muzzle velocity shot with an 18 meter range limit. I advise that if your gonna balance slinger or express frustration with his design at least get some experience on other shooters so you are at least informed.

    Slinger and Billy is another reminder the dev balance team are hopelessly awful at following the most basic developer rules which is making intuitive fun meaningful gameplay that is distinct and exciting.

    Oh, well, I'm glad that you gave an advance counter, but let me still make the (correct) observation anyway: Hurr durr, this is not a shooter game.

    The reason quickscoping works in shooters is that it's symmetrical and you can quickscope back to kill the other guy. DBD doesn't work like that. Quickscoping in this game is a cheap, uninteractive, boring mechanic that forces survivors into a lose/lose scenario. "Other" shooters (by which you mean, shooters, as this isn't one) are literally irrelevant, and I do not use the word "literally" cheaply or incorrectly here.

    Bypassing completely unnecessary personal attacks on the dev team, let's take a look at your actual points. The thing is, I actually agree with them- Slinger is too clunky and slow to play as, and that's something they should be looking to fix! Nobody in this thread, myself included, is arguing that Slinger's current state is fine, what's being argued - correctly - is that reverting the changes they made specifically is a bad response. They made the changes for a reason, they should be moving forward and not back. Period.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752568#Comment_2752568

    The addon nerfs are fine, the issue was the overheat mechanic

    I'm not sure I see how. Overheat is a nothing mechanic, you'd have to be holding your chainsaw for ages or zooming across the entirety of Red Forest to actually max it out- playing Billy normally means extremely slight adjustments for the Overheat mechanic.

    Contrast that to the addon nerfs, which left him with basically nothing good to use. He has some mediocre ones, but nothing particularly impactful or worth running. Considering how good some of his addons used to be, that's a far more dramatic impact on his strength as a killer than a mechanic you have to go out of your way to actually notice.

  • Neither needs to be reverted, both need to be improved. Billy's addon nerfs were far too harsh, what he needs is another addon pass to make them all more useful, not just being reverted back to having unfair/busted addon combinations.

    Same with Deathslinger. The changes they made were necessary (with the possible exception of the TR increase, I'm still not sold on that one), the problem is that he already had a pretty weak design so removing his stupid cheese strats just leaves him feeling clunky, and the buffs he got in the same update weren't quite enough.

    Move forward, not back.

  • I was under the impression this isn't a validation issue, but rather that her hitboxes are deceptively large + survivor hitboxes lag slightly behind them when they run to make sure that hits aren't annoyingly finnicky in general.

    It's intentional, she's supposed to be a threat when she has LoS on you, even if you're rounding a corner as the hatchet nears you. At least, as far as I'm aware.

  • The Trapper buffs went well beyond just changing a number from 1 to 2, for the record. They did quite a lot for him and all of it was good, especially if you include the escape chance change from a few patches prior.

    As for the other point, I think the devs do see it- changes just take time and a lot of killer buffs probably aren't a particularly high priority. There's a feedback section here for a reason, the stuff on it is getting conveyed to the dev team.

  • I don't think this is the right call. If totems are going to be protected, I'd rather them just not light up until they've actually taken effect, with a few exceptions- say, Haunted Grounds lights up after a set amount of time since otherwise it'd never take effect.

    That's not to say they can't be cleansed before they take effect, but someone would have to be going around cleansing what looks like dulls to do that. Add onto that the change that activating hexes can snuff boons to make room if they need to, and hexes will be much better overall.

  • Things shouldn't be removed unless it's unavoidably absolutely necessary, and I can't think of any situation where that would actually be the case. Worst case scenario is Dead Hard gets reworked.

    I'd still be annoyed about it even though I play killer. I don't like seeing games make stupid decisions, after all.

  • Thrill and Undying, either separately or together, work pretty well against boons. Thrill slows down the bless action, to a really high amount if they're blessing over a hex, and Undying will show you their aura while they're blessing a dull totem so you at least know where it is and can potentially go interrupt.

    In terms of countering specific boon perks, I'd say... anything that inflicts Exposed or Broken is good against Circle of Healing, just anything not-aura related for Shadow Step since that perk is only really nasty on specific maps, and laughter against Exponential.

  • It'd be a neat marketing trick for themselves lol- coast on having bought the same license as the movie and use it for exposure despite having nothing to do with it, very crafty.

  • It's a shame, because the rework genuinely did a lot to help it- brightening up and making the stairs see-through were vitally necessary changes, and it is one of only two maps in the entirety of DBD that I think has good breakable walls - but the sheer amount of extremely safe pallets is awful.

    I wouldn't even mind if they were all garbage pallets, but since they're all pretty damn strong too, it really stands out.

  • @BrokenSouI said:

    Am....I the only one who's going to tell them there ARE websites for DBD that track your stats ?

    You'd be the third, actually.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750788#Comment_2750788

    I feel this is the only game i play or can think of that doesnt have it, yeah i dont think they track playstation stats and even then it still isnt in the game which i find odd.

    In my experience the only games that do track that kind of thing are competitive shooters and roguelikes, most others don't really.

    I would like to see personal stats, though. It'd be nice.

  • There are a lot of games that don't offer that kind of stat tracking, to be fair.

    But no, this game doesn't have an official one. There are unofficial websites, to my knowledge, so maybe those would be what you're looking for.

  • It generally depends on the killer. I've had a lot of fun with a Wraith build consisting of Lethal Pursuer, BBQ, Pop, and Brutal Strength, using Windstorm and Shadow Dance as the addons. Melt pallets and doors, get to generators really quickly and apply Pop even swifter, generally just zoom around and smack survivors.

    You could probably swap Lethal for, amusingly, a lethality perk of some kind, but I like this build. It doesn't always work but when it does it's very fun.

  • Awww, this is adorable!

  • @tesla said:

    Or maybe just show hatch's aura after downing the last survivor. Simpler than mess with buttons.

    Seconding this. I like the idea, but simplifying it makes it more feasible.

  • Buff.

    Pig's core design is fine- in fact, it's pretty good! All she needs is a very slight reduction in the extreme ends of RNG for the RBTs, both to help her out with more consistency and to prevent those annoying matches on the survivor side where you have a hat on forever, and a pretty hefty buff to her stealth portion.

    The way I see it, the RBTs are supposed to be a risk- they might be a ton of slowdown, they might do nothing, they might even get you an instakill. If they do nothing, though, her stealth is supposed to be there as a backup power that's got a far lower ceiling of potential impact, but more consistency. The problem is that her stealth is kind of garbage and Pig players don't seem to use it very much.

    Buff her stealth and even out her RBTs, and she'll be a pretty good killer. Unpopular opinion but she's already a solid C tier killer, she's just too inconsistent.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750256#Comment_2750256

    I disagree. It does feel like an overreaction, based on a handful of bad actors and a deliberately uncharitable interpretation of something (much like the recent storm in a teacup over the new Warlock set in WoW).

    My main concern though is precedent. This sets up a situation where someone can try to have the devs remove x by using x in a particularly nasty, bigoted way. To me, it's letting the trolls win.

    But again - it's a fight that we've already fought and lost, and I'm not Custer.

    The precedent this sets only applies to things that are already contested. People already had very good reasons to be iffy about Smartface, even if others are fine with it. It isn't just any old thing that bad actors chose at random to start polluting, this isn't some "OK hand symbol" situation, it's something that already made some people uncomfortable and that's why those bad actors chose it.

    I'd agree with you if it weren't something many people already raised concerns and objections to. If it were something just polluted by bad actors, this would just be a straight up overreaction- but it wasn't, so it's not.

    That's not to say I think this was necessarily the best solution, but it is very much a legitimate one.

  • @The_C12H15NO2 said:

    There's this new thing in the game called reporting a player who engages in racist behavior. BHVR is being lazy and virtue signaling instead of actually monitoring their game. This won't stop people from face camping players of a certain ethnicity b/c racist. The logical conclusion to this is BHVR just removes the ability of the killer to hook players. Racist people will find a way to be dicks. They should be removed from the game instead of removing features or mechanics.

    Posts like this are why I was very careful to mention that these players are not the only factor that went into this decision. People were already uncomfortable with Smartface and had pretty legitimate arguments for why, this was just the straw that broke the camel's back, so to speak.

    You don't have to agree - I'm on the fence myself - but there's nothing inherently ridiculous, overreaching, or lazy about this decision.

  • @FriendlyBubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750160#Comment_2750160

    How is this possible? Do they purposely use Smartface to go after certain survivors?

    I've not been paying super close attention. My understanding is that Smartface, on top of already making some players uncomfortable and seeming very racially charged at first glance, became the "uniform" of overtly toxic players. Some of whom presumably also used post game chat and steam profile comments and such to be more explicitly racist.

  • @IlliterateGenocide said:

    Honestly if iron will made it so pain noises where anything lower than 100. why would you run it? like mabye if it was like 90 mabye. but if it only made them 75% or 50% there would be no reason to run it.

    tho id rather have every survivor run this than another meta perk we will not name.

    You'd run it because being quieter is still useful. I'm not imagining that it'll be run anywhere near as often, but would that be a bad thing? Iron Will is a very common, very strong perk, that probably needs to be brought in line- and once it is brought in line, fewer people are going to want to run it, that's just how the meta works in video games.

  • Yeah, the general tension surrounding the Smartface mask reached a boiling point with a recent rise in racially motivated harassment from people using that mask. Evidently BHVR decided it'd be better to remove them all than specifically single out Smartface, which I kind of understand.

    I do wish the amount of shards we get for playing Bubba was higher, though. 9K would at least guarantee we could get a full character.

  • Alan Wake. The association is right there, he'd make a great addition to the game.

  • Constantine? He's from the Hellblazer comics, which were a longrunning horror comic on the Vertigo label from '89 to 2012. A lot of things have it as an influence, most notably Supernatural, which was heavily influenced by Hellblazer to the point that they stole Constantine's outfit for Castiel lmao.

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