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jesterkind

jesterkind

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jesterkind
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  • Maybe a few, but I don't really think it'll be enough to warrant calling off the free offer. Whether the game is available for free on EGS or not, they're going to have to do something about the hackers and the problem will get worse the longer they take, so I don't see this making a tremendous difference beyond maybe an initial spike that lessens over time as the novelty wears off.

    I think most people who are inclined to hack this game will use the free offer to snag up some backups, rather than a fresh wave of new hackers.

  • @Myla said:

    No killer can hide hex. They're in plain sight lmao. Trapper can delay but that's about it. You have to commit at some point and any survivor can just take advantage of that. Playing hex is you praying to the Entity to give you decent totem spots.

    They mean hiding the notification that you're Exposed after the first person gets hit with 3-stack Devour, not hiding the totem itself.

  • Trapper for me too, but also the man wearing the ######### paper crown you get in a christmas cracker to indicate that he's the Worst Killer, Clown. I find him very entertaining to play, for whatever reason.

    Legion too, but... less. They're only marginally better than Clown and their abysmal cooldowns do impact my enjoyment of them.

  • "Nerf survivors" is a deceptive way to look at things, because not every method of fixing the game's current issues are going to involve "survivor nerfed, killer buffed".

    In general, maps should be smaller, and survivor items could use a serious looking-at to see if they can be made less of a deciding factor in a match, but equally survivors should have more legitimately viable perk options so they aren't actively worse off for not bringing the strongest stuff, and there are some killer aspects that might still be a little bit too powerful.

    In terms of specific changes, I'd personally want to see both gen speed and healing speed boosts get slowed down. Not the base time to do those things, but I feel like there are currently too many options to speed up those actions by too much. Additionally, survivor spawns should be fixed, they shouldn't spawn fully separated OR directly on top of a totem, whether it's lit or not.

  • Even if it did have a ranked and non-ranked mode, the non-ranked mode would almost certainly still use MMR, just like every other game with a ranked mode.

    Quick play modes still use an MMR system, it's just looser and not tied to a progression system.

  • If anything, Bubba could use some QoL buffs like better addons. If he downs three survivors in one sweep, he earned those downs, or they were given to him by survivors who clumped together knowing they were facing him.

  • I'd love to see a rundown animatronic/mannequin/robot, something that's visibly falling apart and moves with stiff, jerky motions. That'd be so baller, though idk what the power would be.

    I know someone who really wants to see campy 50s b-movie stuff, and I do think that'd also be pretty cool.

    I also saw someone suggest a Jurassic Park license and a much larger part of me than I'd have thought really wants it...

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664252#Comment_2664252

    I was thinking the other day actually that Lethal Pursuer and Corrupt Intervention might synergize pretty well. The weakness of Corrupt Intervention is, if the survivors are smart, they'll just hide for the first minute of the game and wait for the gens to open up. Lethal Pursuer though mitigates that risk by getting you into a chase immediately at the start of the game. By chasing and downing and hooking right away while Corrupt is still up you put the survivors in a position where if they keep hiding and don't rescue the survivor they'll be down a person before they even get a gen done.

    True, but that's putting a lot of eggs in the early game- you'd end up with two disabled perks after Corrupt has run out, after all.

    It could work, though, I might toy with that sometime.

  • @GoshJosh said:

    He should get deleted and wiped from any kind of memory in this game. So no.

    Helpful input

  • I think that the best possible outcome for Trickster getting a map would be for BHVR to reuse the Hawkins layout, and reskin it to be the studio that NOSPIN died in. I think that with a little tweaking, that'd work pretty damn well.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664786#Comment_2664786

    These kind of people probably believe BHVR has hired spies to snoop on other simular games to ensure they don't get to powerfull.

    I can understand disliking the game. I can understand that someone has burned out on the game.

    But "loving" the idea that BHVR is scared cause of the release of a closed beta of (yet) another assy horror is just ... sad

    I want VHS to succeed cause it has some real interresting ideas and looks fun. People like OP only want it to succeed so it can kill of DbD (which it won't, that's not how competition works) cause they dislike it and for some reason took it personally.

    Being so hatefull can't be good for someone's mental health. They really just need to let it go.

    I feel that, yeah. I've noticed similar things, in this community and in others- sometimes you gotta take a step back and evaluate how damaging something is to your own emotional state.

  • In order for them to announce the bloodhunt before the VHS beta (which would be well in advance, to a slightly weird degree), they'd have to know about that beta before we did, surely?

    Unless I'm missing something and the beta was announced earlier than it opened, in which case it still seems like a stretch but would technically be a possibility.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664551#Comment_2664551

    Not sure how this is negates the argument that Bloodlust as a whole is outdated. Also killers can just massively respect a pallet to maintain it.

    https://forum.deadbydaylight.com/en/discussion/comment/2664584#Comment_2664584

    Very curious about those RPD loops you mention. A lot of the loops seem pretty weak and the stronger ones are fairly generic, with few and far between. I get what you mean here— so I should have clarified— it definitely wouldn’t be a “perfect” transition at this moment, but would make much more sense in this hypothetical scenario where the “loop points” system was also updated accordingly.

    https://forum.deadbydaylight.com/en/discussion/comment/2664560#Comment_2664560

    I don’t think that killers should still be able to get results if the survivors are simply playing better than them. If the survivors are doing better in chase, then killers shouldn’t be able to catch them. This also just rewards bad killers with a handicap— and makes the game more frustrating for the survivor side of the chase. No one likes dying to Bloodlust— and frankly as a killer I didn’t use to like winning chases because of Bloodlust.

    Frankly, if a killer has to bloodlust a hit- especially if they need to get to tier 3 of bloodlust- they're not getting results, they're just not having the literal same chase the entire match. There's no reason why a survivor should get to run the killer forever, that just seems like it'd get really stale really quickly for everyone involved, so again: bloodlust is a relatively elegant way of ensuring that it isn't literally possible to run the killer for the whole match.

    It's not about rewarding or punishing, it's about making sure the game remains dynamic by forcing survivors to employ more tactics than simply looping forever. It also helps to maintain the game's tone and aesthetic- I once again point you to killer movement speed being (with one exception) faster than survivor movement speed, this is a game where you're chased by a relentless slasher villain. They will catch you if you just keep running, that's part of the game's core design.

  • @EvilTurnip690 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664758#Comment_2664758

    but they only announced it the same day the VHS beta was announced?

    Yeah? It was planned in advance, it happening at the same time as the VHS beta is just a happy coincidence as far as they're concerned. I'm not sure what you think they should've done to avoid these accusations in this scenario.

  • Ah, they're so scared, as evidenced by... an in-game event planned months in advance, to coincide with a holiday of sorts about savings/deals.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664563#Comment_2664563

    It actually affects yellow and sometimes green and purple medkits. And I don't have an infinite supply of add ons to bring. And sometimes you can search chests and get a brown medkit.

    There's really no reason you need to go on a campaign to defend the devs over a bug like this.

    I'm not defending the devs, I'm pointing out that this is a very minor bug. They should fix it, and there will be a point where it'll have been in the game too long, but since it's a very low priority thing I don't think it'll be rushed out as a fix.

    This isn't game-breaking, it's an annoyance.

  • @nostrada96ass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664536#Comment_2664536

    its out of logic..

    all of your listed shouldn't needed if medkit worked as intended

    Well, sure, but that's why it's a bug that should be fixed at some point. But since this only affects brown medkits without charge addons, it's a really low-priority bug that they don't need to rush to fix over others.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664537#Comment_2664537

    It’s pretty simple actually. You said removing Bloodlust would be a terrible idea. I don’t know why you think Bloodlust is still a necessary game mechanic. Outside of a few scenarios (mainly on Fractured Cowshed) where strong loops spawn right next to each other, Bloodlust is an outdated mechanic that killers shouldn’t have to rely on to cstch survivors if they’re good chasers.

    Bloodlust should remain a mechanic for the exact same reason as killers generally being faster than survivors should remain a mechanic: You will be caught eventually.

    Good killers already don't really proc bloodlust, and when they do, it's because the survivor's running them really well. You obviously shouldn't get to do that infinitely, so bloodlust is a fairly elegant way of making sure that you will get caught eventually. Removing it would benefit nobody and make the game very slightly worse, so removing it is a terrible idea.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664388#Comment_2664388

    If you really think killers still need Bloodlust in 2021 I don’t know what to tell ya.

    Dunno where "need" comes into it, and I genuinely can't figure out what you're trying to say here, so if you figure out what it is you wanna tell me I'd love to hear it.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664465#Comment_2664465

    It can literally change the outcome of trials. I have been downed several times when I was healed to 99%, handing the killer free hooks and pressure

    Fixing a bug within 2-3 weeks is not "overdrive."

    So like... bring charge addons, or better medkits, or different healing, or get a teammate to heal you?

    I'll buy that it can mess up people who don't know about it, but you're demonstrating that you do, so why is it still affecting you this badly? It's a really specific bug, to my understanding of it, so it's really easily played around- which makes it extraordinarily low priority for any competent game devs.

  • It's not exactly a high priority bug, so they're probably just going to bundle that fix in with whatever patch is closest to it being finished.

    This is like, the least important bug this game has ever had lol they have no need to go into overdrive fixing it

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664378#Comment_2664378

    Because even if the gens are blocked it doesn't stop you from setting up traps by them you don't have to push the survivors towards any direction you can just only set up traps

    You don't have to use it how everyone else uses it that's what makes it good

    And also sometimes ci blocks gens far away from you it's completely random

    As I said all it does is make the game last longer then 5 mins

    Don't overthink it and it becomes simple that's it's only purpose

    I guess, but it just seems like adding more time onto Trapper's early game when he's already at a gigantic deficit in that area.

    Like I said originally, I do see its value in general, I just only enjoy it very occasionally.

  • They really weren't that great. Most of the killer-specific ones were good, with minor exceptions, but beyond generic "we made tiles better" we've got some pretty rough ideas like removing Bloodlust (terrible idea) and some that are at least arguable like Kindred basekit- which could work, but would have to be monitored carefully.

    Killer specific ideas were inconsistent, too. Legion changes were good (surprising since his original rework idea wasn't), Pig might work with some minor changes, but the Deathslinger change was lazy (as he pointed out; this one especially isn't a criticism, just responding to the idea that they were all good ideas) and the Myers changes seemed pretty unwise to incorporate all at once while not really addressing most of his problems, at least imo.

    It was a really good joke and I enjoyed the video, but seeing so many people clamour for those specific changes makes me roll my eyes. They weren't all good ideas.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664252#Comment_2664252

    It's necessary on some killers like trapper or Hag otherwise you just lose in 5 mins

    I especially hate using it on Trapper. I don't understand the logic behind using Corrupt Intervention on him- how are you supposed to set up around the generators closest to you when you're pushing the survivors towards those generators? You want them on the furthest away generators because you want to set up your territory.

  • Corrupt Intervention. I feel like it's slightly overrated, but even if it were the best perk in the world, I just don't really enjoy using it very much- I'd rather use Lethal Pursuer for that strong early game.

  • Hillbilly could definitely do with some work. A hard addon overhaul that abandons the weird requirements that some addons have, and a tweak to Overheat to make it partially refund if you successfully hit someone so it can function as a limiter on less-skilled players, to encourage them to go for more intelligent plays.

    Also, his stun after he bumps into something should be shortened, because that feels brutal right now.

  • It's a little shy

  • I don't see it at all these days, so it's definitely not meta.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660992#Comment_2660992

    For the Killer part of the challenge, yes, I am recording what impact it had.

    The Survivor part is just seeing how often all 5 totems are cleansed in a match, even with me looking for them and running Small Game. It's not a lot.

    Cool, I'd be interested in seeing that once you're done compiling the numbers!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660949#Comment_2660949

    That scapegoat theory sounds like bunk honestly. The devs nerf killer perks they perceive to be overpowered all the time, they don’t leave them in the game to somehow artificially inflate kill rates.

    Moreover I’ve never seen actual data indicating NOED inflates kill rates overall compared to other good perks, just a lot of speculation about how good or bad it is. Has anybody actually tracked results of randomly sampled games on kill rates in games with NOED versus games without it? If so it’s be an interesting read.

    On a tangent I’ve had good results with Haunted Ground but that’s just me. It rarely doesn’t go off early in the match because survivors are hyper aware of removing hexes nowadays. And since it goes off early in the match it normally happens within a time frame I am already chasing a healthy survivor. So while I don’t know how good or bad it is overall I doubt it’s as bad as you seem to think. 🤷‍♂️

    You'd need more than just kill rates- I've been slapping NOED onto my killer builds recently to try and figure out exactly how good it is myself, and I've noticed that even when it procs and I get kills in the endgame, it's not usually because of NOED. Survivors could be injured and thus the instadown does nothing, or I down them with a power (especially bear traps from Trapper), etc etc.

    The speed might help, though, hard to gauge that.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661380#Comment_2661380

    If you think all those nerfs was needed then we are on a completely different level of play. But balancing for the low point is a god awful idea, I see about 4/5 different killers if I'm lucky and they all run the same stuff. The others are too weak, like I get it newer players want fun but so does everyone else... it's not like those new players make dozens of mistakes or lack the knowledge of how to run all the tiles etc. In the first place, it's just annoying as both survivor and killer at the high mmr, its stale and not really fun. The only pinhead I see is iri fang, they're still lucky to get a kill. Now I will never see him if all his addons got nerfed

    I didn't say they were needed, I said they were minor, because they are. Wraith is basically fine, just slightly harder to play, and Pinhead's going to suffer for lack of the passive Chain Hunt addons but Iri Fang is still fine.

    That's off topic, though. The point is: Individual hook stats aren't really going to have the kind of importance and accuracy that you think they are, you have to have Everything Else as well to have any kind of idea what's going on in those matches.

  • If you like Ghostface, then Myers is definitely closer to that.

    I'm a little biased, I adore Myers, but I'd definitely recommend him over Trickster- perks are weaker, but the killer himself is a ton of fun.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661263#Comment_2661263

    Yeah but we always get kill stats, and if a killer gets 2.5+ they get nerfed in some way. It's why I said I'd like to see individual hooks as it shows more than just kills alone. Like I always say 2 kills can be 2-10hooks, that's a big difference.

    https://forum.deadbydaylight.com/en/discussion/comment/2661264#Comment_2661264

    I mean they do just not useful or meaningful ones lol

    That's a stretch. BHVR very clearly don't just base their balancing decisions on kill rates, or Nurse would be buffed tremendously. At worst they look at how a killer performs in lower MMR brackets and nerfs them if they're a little too strong there, but those nerfs tend to be kind of minor, like Wraith's post-uncloak lunge or Pinhead's addons getting minor nerfs.

    If they based balancing on just kill rates, that would be wrong. If they based balancing on just kills and individual hooks, that would be wrong. No one stat is going to be that important, you need all of them.

    But yeah I'd like to see more, personally. It'd be interesting.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661342#Comment_2661342

    I mean free games that are out right now have a ton more stuff than DBD has.

    Yeah, that's my point. I don't know that there are enough characters to warrant it being F2P right now, but there will be a point where they'd probably make more money from the base game being free.

  • I think that there will come a point where the roster of purchasable characters is so large that they really should either make it go free to play, or start giving more killers + survivors out for free with purchase of the base game, without raising the price for the base game any.

    Is it there yet? Ehhhh. But it will get there at some point.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661256#Comment_2661256

    Ah but your reasoning behind not using it as a balancing point is because of survivors do terrible plays or giving up, which while would affect the stats shouldn't even have to be a worry in the first place.

    Would be a better balance point than kills and a more fun one too. More hooks means more chases, downs, outplays etc. Which shows more skill within the trial itself.

    But I'd honestly love to know, like sure show stats like kills etc. With it but I seriously wanna know at which point do all the killers start getting less hooks even if they achieve the same kills if that makes sense

    Eh, not really. Balancing around kills makes sense, that's the objective and the win condition. Still, being able to form a more precise view of exactly how trials go en masse would be very useful.

    There's just no special emphasis on individual hook actions. You'd need to know that alongside kill rates, average chase length, what perks and items and addons are being used, what map each game is played on, successful hits versus whiffs, power use versus M1 damage, and so on and so forth. Hooks aren't special, they're just one part of what goes into measuring how a trial went.

  • That information is about as useful as kill rates, to be fair. The killer doesn't always get to do as many individual hooks as they'd like, if survivors try to kobe and fail, or aren't saved in time to prevent second hook stage, or stubbornly suicide on hook...

    It obviously can't be used as a balancing point, but it also wouldn't hurt to know that alongside other important bits of information- a picture can't be formed without as much information as possible, after all.

  • The cocktail build for Clown, apparently

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661161#Comment_2661161

    I prefer the 5% base regression route. They better be sure they wanna continue working on that gen again!

    I think it'd be the more intuitive change to make, too. Might have to slightly nerf Pop to account for that change, but that's pretty easy to do at the same time.

  • @vacaman said:

    This wouldn't be a slider, it would be a button that says: give me the maximum fov.

    I dunno, man, I personally find Shadowborn kind of annoying to play with. I think it's more personal preference than people give it credit for.

  • I do agree that gen regression should be more potent at base. Either a flat % damage on kick, or as you suggest, the time required to stop regression being more than a tap.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660320#Comment_2660320

    Well, as killer you keep track of the gens locations and gates. Sure you 4k every game. Sounds easy

    I'll admit I wasn't particularly clear, but I feel like this is engaging in bad faith. But, to take it at face value: What I mean is that if you find that you're facing NOED quite a lot, you can make a habit of making a mental note any time you pass a dull totem in the trial. That way, if you choose to stay in the trial, you can minimise the risk by running straight to where you remember dulls being to check if they're lit.

    But it is a risk. It's like running towards the killer when someone else procs Haunted Grounds, you can still pull it off but you're choosing to take a risk; staying in the trial when NOED is announced is a risk, one you're choosing to take.

  • Since VHS looks like it's going for a different kind of gameplay to DBD, I think they'll be comfortable neighbours. I don't think DBD's presence is going to really affect VHS, or vice versa.

  • Both. Comp for honing my skills, casual for gimmick builds and practising new killers.

  • @Pulsar said:

    I'm literally doing a two-part experiment right now.

    Survivor teams simply do not have time to cleanse all 5 totems and they shouldn't if MMR does its job.

    I think I've recorded over 50 games so far.

    I assume your experiment is also taking into account what the impact of NOED is after it procs, in a more nuanced way than just counting the kills?

    I ask because I've been slapping NOED onto my builds as killer recently to see how much value I get out of it, and very consistently I only get one down with it. There was even a very interesting outlier game where a four-man escape turned into a 4k after NOED activated, but NOED had nothing to do with it- they all just stepped in bear traps after the last generator was completed. A game like that would throw off the stats if you only look at kills.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660312#Comment_2660312

    That's actually a very fair statement. I haven't actually seen any VHS stuff beyond the dev streams, so I'm not entirely sure how it typically plays out.

    By the by, is it true there's built-in voice comms? I've seen the ping system but am still a bit confused on that one.

    I've not seen that much of it myself, to be fair. I've heard it's going to be free to play, maybe? I might check it out then, but as it stands now I wouldn't know.

    I'm sure it'll be a well put together game! I don't mean to slander it here, just pointing out how that mechanic might end up being frustrating.

  • The thing is that, in my experience, NOED doesn't actually help if the killer is playing badly. It can help if they're having a bad game but aren't a bad player, certainly, but even in that case it's hard to claw back from a defeat with just NOED when you've only got one guy on death hook and he's the one you downed so you don't even have any pressure to keep the others in the match. Just as an example.

    The real reason that NOED gives "unearned" kills is because survivors seem, based on forum posts here, to refuse to employ very basic counterplay like keeping track of where dull totems are or just leaving the trial ASAP to avoid giving the perk any value.

  • @GentlemanFridge said:

    I mean, that's the entire point, no? Kill the opposing party.

    For VHS, sure, but a really strong argument could be made that the reason DBD is the king of the genre is because the Killer can't be killed themselves.

    That's certainly why none of its competition ever really appealed to me- getting bullied by good survivors in DBD is already pretty frustrating, adding actual damage and eventual death onto that seems even worse.

  • @coolmacc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660195#Comment_2660195

    https://forum.deadbydaylight.com/en/discussion/comment/2660181#Comment_2660181

    4 totems down we know where last one is we pop last gen and he down the guy looping I go to cleanse he goes to patrol his totem slugs me my friend tries to cleanse can’t get it either gets slugged last guy opens gate leaves where as all 4 of us could have easily gotten out had it not been for crutch 1 shot kill perk

    Sounds about right! Choosing to stay in the trial and go cleanse is a risk, three of you could've escaped if you went to go open/99 the gate straight away and play it safe.

    I empathise with the loss, but it sounds like the killer played well to make use of the perk, and your team played into it by going to cleanse even though it was very firmly established the killer was patrolling their totem. I understand that the point of bringing this up is to portray those kills as "unearned", but if that killer were truly trash and/or you all respected NOED instead of flinging yourself at it like lemmings, the perk would've gotten them one kill at most.

  • Survivor queues get longer when it's harder to match them with killers, and if fewer people played survivor their queues would actually get faster.

    Though, I'm curious about that match you're talking about. What exactly happened, how did that killer end up with a 3k?

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