jrinkwater
jrinkwater
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1921077#Comment_1921077
Like I said to CheyeneKL, I know they'll never add it because if they still haven't fixed basic console issues then they'll never do this.
You said don't be afraid of conversation, so I shared my thoughts. I thought that was what you encouraged me to do? Not everything that's discussed on the forums needs to have a chance of being put in.
Second part of your response... lol.
Anyways... they would never add it because it is not a needed change. It is not a bug, it is not bad game design, and it is intended to function the way it's being explained.
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Borrowed time is an unhooking perk. A powerful one. If you are using your DS as a bait for unhooking... then you rightfully lose it.
What is wrong with that exactly? Go do a gen. Go heal. Go down anything else because you are not being tunneled. And if you decide to go unhook, then you have agreed with the game that you don't need the perk active anymore.
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@StaticToast said:
The only thing I'm angry about, is that it deactives when you unhook someone, especially when paired with borrowed time.
Uh. Ya... it should
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That reload buff is huge
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1920876#Comment_1920876
Baiting the killer wouldn't be a problem because it can be countered just like old DS.
If the survivor decides to gen tap, they can decide to either be slugged because they baited & the killer punished that or do the gen & risk getting their DS deactivated.
I don't even know why it's really a discussion, they aren't going to add a delay to gen tapping and DS lol.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1919600#Comment_1919600
Hey, thanks for explaining it. I didn't feel like reasoning with him because I didn't want to get into a huge debate, but I appreciate you sharing what console players sometimes have to deal with. It's really frustrating especially with that example you gave about the shack gen, my god has that gotten me downed more times than I can count.
I just don't see how adding a 1 - 3 second total of doing an action would be manipulated..
Don't be afraid of conversation. I play both PS4 and PC. PC more, but tons of hours on both.
You don't see what you don't want to see. There is no reason to add more "coding" to the perk because of issues that are more optimization + QOL. The issue you are having with your controller should be fixed within an entirely different plan than to affect a perk.
Adding a 1-3 second delay can be used to bait the killer and can also be used to stop regressing gens which is not what the perk is intended for. I can promise you there will be no delay when the final version is designed, because it doesn't make any sense to do that.
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1918333#Comment_1918333
No, I agree with @Karao_Ke here. Just because you play mouse and keyboard and have the privilege of not having a bunch of the same actions bound to the same button, doesn't mean that everyone else does. The possibility of "abuse" from tapping a gen to stop regression honestly doesn't really seem like something that matters more than accidental deactivation. I think BHVR absolutely should make sure that you have to total more than a full second altogether of touching the gen before it deactivates solely due to this issue.
I myself play on a good PC on mouse and keyboard after a long struggle of switching from controller, but I well remember my switch days where it was often almost completely out of your control. If you have bad frame rate (*cough* most console players *cough*) you are hard pressed to make a good fast vault on a window when there is a gen next to it. Think, killer shack window with a generator inside. Back in my switch days, I HATED running shack if a gen was next to the window because it was EXTREMELY difficult to avoid touching the gen when you are simply trying to vault the window. You CAN avoid it on controller as long as your game runs well and you have a bit of mechanical finesse (you hold off on pressing your vault button a little longer in this set up scenario, I believe) but you do not really have this option on consoles that run poorly. I myself was very aware of the difficulty and I still found it nearly impossible to avoid at times, as you CANNOT predict frame drops that will screw up your button press timing.
Although this personally does not affect me now, I would really hate to see this shamble players who are ALREADY at a disadvantage. If you are unable to avoid touching a gen or even accidentally heal someone if they're near a vault or pallet (downed person near a vault or pallet point can REALLY mess you up on controller), you are quite likely one of the players who most definitely needs DS (even though it also happens to good players held back by their platform's performance).
You may not empathize if you have never played on controller on a poor performing console/pc, but please understand that it is a genuine issue that almost EVERY console controller player has dealt with and often continues to deal with, and is definitely more problematic than "gen touch abuse", in my opinion.
You can't rework a perk and then make the game decide when you made an accidental gen tap when people gen tap to stop progression. Just not worth the change. I play both PC and PS4.
If you touch ANYTHING as a survivor, DS deactivates. And it should stay that way, and it will.
What you are asking for isn't for DS, it's for optimization and QOL changes in addition to that. The perk however, isn't what needs to be changed.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1918312#Comment_1918312
Devs have confirmed that it's healing and NOT being healed.
Ah yes I saw this yesterday and it's really good to know they went that route.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1919378#Comment_1919378
And if you're not being tunneled and still have DS up with new DS, then you've managed to do absolutely nothing for up to 59 seconds since your unhook and have been complete deadweight to your team. Again I don't see an issue; if you want that sweet sweet DS value and you jump into a locker then the killer knows you've been useless and will continue to be so until your DS runs out so they can- and I'm well aware this is an incredibly novel concept here so please stay with they can just...
(whispering) ...chase someone else.
:0
fundamentally, we agree
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1917914#Comment_1917914
you can literally just chase someone else and now either someone does nothing towards progressing the game for 60 seconds or loses their DS for when you find them again; you should only be hit with a locker DS after these changes if you're genuinely tunneling someone. I don't see an issue.
You are ignoring many examples of not being tunneled but still having DS. Though the new changes make me happy. I do wish locker back was excluded to make it perfect, but hey... these changes are big
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@madminer95 said:
I'm really not happy with the response to "Why do Survivors get more hook info in the new UI than killers?"
Actual tunneling wouldn't be effected because a killer is going to tunnel they'll still do exactly what they do now and go back to the hook as soon as the survivor is unhooked and only chase them.
Survivors are being given the separate hook count to let them know when to take hits when someone's one hook from death or to not waste they're time running to unhook if they're going to die as soon as they're hooked.
why should a killer have to remember each survivors hook state but the survivors be given that information freely?
I agree with the devs. Killers should not have this info. I do believe the hook counter should be optional, however
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@AetherBytes said:
Object of obsession (the new one) is perfect. No longer counters many setup killers, and is high risk high reward
As a killer player, i suggest removing the time limit of decisive. This would allow players to forgo doing generators in order to keep it active, allowing it to have a tactical part to it. You arent progressing the game, but later you could bait the killer into chasing you and wasting time.
Your DS suggestion makes no sense. It needs a time limit.
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All i know is I still won't run the perk, and if indeed I am faced with a DS survivor baiting me after being unhooked, you are getting slugged ;)
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@NoObzBoiYT said:
I shouldn’t have to play a certain way because the killer doesn’t like it. Keep DS the game and just fix maps
this is me laughing. ha..haha.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1918312#Comment_1918312
Hey now, no need to be hostile. I play on console & a lot of actions are binded to the same button, so I've definitely tapped a gen by accident before if I was trying to heal someone nearby, vault, pick up an item, etc.
Also I understand your point on DS only being used once, but I figured since it was being nerfed quite a bit that another use would be fair. But either way, I'm not complaining.
Don't take it personal, I am brash. Was not being hostile. They can not make a change that big because of your anecdotal experience of tapping a gen here or there due to your accident. It leaves too my exploitation of the design.
DS should only ever be a one time use but I wouldn't mind other anti-tunneling perks coming into the game that are designed well and for that purpose. Just some that promote different types of playstyles.
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@landromat said:
Tunneling is desire to remove certain survivor from the game as soon as possible.
If killer chases you because he can't find unhooker or for whatever reason and slugs you - you are not getting tunneled
Some people are so dumb they don't know simplest things
Tunneling is funny because it is also a viable strategy at times that is often, as said before, teammate induced or simply someone constantly putting themselves out of a good position. Trust me, I have seen a thousand times one of my teammates tunneled but blindly going back to the same area or always in sight of the killer.
I won't even lie, when I play killer.. I've tunneled key users or someone who keeps trying to ego-flex their looping. But I am not camping hooks or even proxying them, I just see them again and target them. A lot of times their buddies jump in and try to stop the chase so I get some free hits ;) Sometimes its best to rush out the top player.
Tunneling becomes an issue when there is nothing against it. We have borrowed time, unbreakable.soul guard, DS, even dead hard to some degree (assuming the killer doesn't commit to the chase). Some killers are designed to benefit from tunneling (PH hitting two off an unhook, hag trapping a basement or around hooks, and more killers obviously.
You can be getting tunneled and it be nothing to get mad about. I hook someone, some noob with we're gonna make it bombs it near me, I am going back to hit him... and if you are still there or in the way you are getting slugged.
As a side note, I get tunneled often... it definitely built my confidence and made me an insane survivor but I fall victim time to time. I don't even care anymore. I get it. A lot of the times I got outplayed (since I do not run DS, DH, UNB, SG). The only thing that actually makes me done playing is being basement face camped or facecamped in general way before EGC.
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@Karao_Ke said:
Nah. They only other things DS needs now is:
- The ability to use it twice to make it a true anti-tunneling perk.
- No "accidental" deactivations. If someone decides to try & heal you or if you accidently tap a gen or something, it shouldn't deactivate right away, but only if the person does said action for more than 3 seconds.
- Should also deactivate if the killer downs & hooks somebody after you get unhooked because they clearly weren't tunneling.
No. It does not need to be used twice. DS takes a lot of time for a killer to re-engage during scenarios where one can down another, hook them, and go get you within a minute. DS is good as ONE time use only. This will likely never change.
If you accidently tap a gen? The ######### lol? You tapped it. It deactivates. Your fault. Doesn't need a three second rule. When have you ever "touched a gen" by accident lol? If you enabled this, people would tap gens to stop regression as an objective. You touch that gen, you've decided you aren't being tunneled.
Now, the devs did not confirm if it is just you healing or being healed. Waiting for word on that.
This third one I agree with mostly EXCEPT the killer COULD SLUG you... down someone and hook them. For this reason, it should probably remain active or speed of the timer
But honestly, DS is finally getting a HUGE adjustment so let's just play it out for a while before reworking it in our heads. The only change I'd like to see removed is end gate use and locker bait, but it is what it is
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Enjoyed that part... really only that part. Needs to be a lot more transparency, community connection, and much more dense fixes for the many things that seem to have been either long forgotten or a looming problem.
However, the DS change and OoO feels really good.
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@Ryan489x said:
The only restriction I don't like is the unhooking one. It doesn't advance your objective so it shouldn't be there. the healing one has the same argument. but it's a bit different since it can be done anywhere unhooks are in the open most of the time.
That's one of the best changes.
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@FrootLoops said:
I think the changes are fair but I worry about a few possible outcomes.
- Survivor gets unhooked and scurries off to the corner for 60 seconds instead of doing something useful
- Survivor gets unhooked and goes bully the killer for 60 seconds, making it an even more toxic perk
- Baiting the killer into taking the DS by hanging out near a gen being worked on to make the killer think it deactivated
Rank 20 killers would fall for this. Otherwise its great
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@Shirokinukatsukami said:
New OOO is trash, but that's fine it was an abusable perk and really didn't need to be in the game.
Actually now it has some good uses. It's much better this way and less of a stupid OP perk
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@Mandy said:
I'm not too sure yet, it's something I will check up on tomorrow with the team.
Thank you :)
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@Peanits said:
At a glance, there's three benefits:
- Knowing where the killer is.
- Distracting the killer (making them waste time searching for you as you sneak away, without having to awkwardly look away now)
- Identifying which perks the killer is using
The first two would only apply if you were the obsession, but the last one would apply regardless.
As far as the OoO change... I think it's pretty genius and I understand all sides of how it's a nerf (and in some ways a buff to special killer builds). It's pretty nice.
I do wish it did NOT work for undetectable status (ghostface/pig/etc). But maybe I am wrong in how it works there.
Regardless... what a really smart and good change...
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@tt_ivi_99 said:
I feel like the perk is kind of dumb now, most survivors can run the killer for longer than 1 min so I dont see why It has a timer now that It deactivates whenever performing an action...
most survivors statistically I can guarantee can not run the killer for more than 60 seconds. I am so confidant in that.
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It's a nerf to all sides, but a hard nerf to SWF. I enjoy the change to it.
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apex legends. was addicted to ranking and just being really try hard. this game is so easy to play in comparison I got hooked
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Depends. You know, maybe you aren't close to a hook. Or maybe your Mori is fast (like pigs) where you save a lot of time and game awareness by being able to go the direction you want.
Mori's aren't useless but they also are not meant to be a strength in the game. They are just a finisher, more of fun? I guess. Killing the last survivor (though this is niche) would rob the final survivor the chance of potentially wiggling off or using power struggle for example.
I honestly think Mori is fine at the moment. Far more pressing matters plaguing this game.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/1912376#Comment_1912376
^This.
It would be so easy.
agreed. spine chill should not work either with undetectable status OR be a much much smaller range for undetectable. As killer it ruins the fun for me, and as survivor it ruins the joy of jump scare killers. My favorite moments in the game are being scared lol, because as a rank 1 that plays both sides like toxic pos trying to win and outsmart a killer... I enjoy getting bested.
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i like otz, true, ohtofu, hexy and a couple others I can't remember. lots of good DBD people
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@Hoodied said:
Fixing a killers POV is way harder than it sounds
Firstly, they need to give him new First person animations, which can take some time to completely do or else it will be all jank when playing him
Second, they need to make sure no clipping issues occur with the new POV, cosmetics tend to cause issues with this so they need to make sure all of blights outfits don't clip with the screen
Third, optimization
Fourth, double check said animations to make sure no bugs exist
Basically its hard to animate stuff
All this is true... but it's taking entirely too long. Way too long.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1913701#Comment_1913701
I made it very clear in my response about what I'm talking about.
How about constructing an argument instead?
No you sounded like you had no idea what you were talking about, actually.
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@onemind said:
I would rather just be they can't search a box until their trap is active and they have like a 3%chance to get it off the first try and make the ambush charge quicker it sticks to her base while improving her ability
Ambush sound happens too early. Crouch should be like it is with those addons. Rng of helmets should be shifted towards consistency
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1913501#Comment_1913501
While I think instadown addons are slightly unfair (especially Huntress's), instadown killers are not because there are obvious play-arounds. In Bubba's case, jungle gyms & holding W/L3 is your best friend. Same thing could be applied to PPhead.
I also wanted to mention that killers do not come into a match with more power than the survivors. It is absolutely fair game as nobody has made a move yet. Survivors haven't completed a gen & killers haven't landed a hook. Simple as that.
No seriously, what are you talking about?
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No
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@Timo_______R said:
fellow killer we need to realise that this perk exists because of us in the first place.
Every change i have thought of and suggestions i read would lead to this perk being useless and therefore would make it a bad perk.
And our kill rate (which is already to high) would just increase to much.
You think way too basic, friend. The idea of an anti-tunnel perk isn't the problem. Bring more. The problem is the way it's designed currently is absolutely silly.(bait running into killer, lockers, end gates, an entire minute of possibly not being tunneled at all).
Which is why they try to frame it as "anti-momentum" but it still turns survivors into dumbasses baiting with it, or the unfortunate perk combinations for invincibility.
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as a pig main that wants buffs in all of her kit... these changes are far too oppressive.
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@NoOneKnowsNova said:
I rarely experience either at red ranks, yet you're experiencing it 3 times in a row?
You're having a very unlucky day my guy.
Uh... red ranks are full of campers and tunnelers. Actually, moreso than any other from experience. Though I don't mind cause I still figure out how to win most of the time... it's rampant.
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@douggie123 said:
Is the update today
Official word from forum mod said no update today nor any info on QA. Update is delayed with no tentative date other than leaks saying the 9th.
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@AnnoyedAtTheGame said:
So I can finally get off these sweaty SWF lobbies with MMR.
You will now, if you are "considered decent" by the system, matched with sweats at each rank tier because of the MMR system. So at rank 12 you will be facing "similarly skilled players" whereas a noob can hit rank 12 fighting their skill level. Rank 1 for both of you means you both can be fighting complete opposite skilled players.
Pretty.... silly
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1912304#Comment_1912304
When I can confirm dates I will, at this moment I am not able to do that I'm afraid.
thanks for at least providing a clear update though! (not sarcasm, knowing it's delayed by a official source I am grateful for.)
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Lol. The twins would need an entire rework if this was to ever be a thing.
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You mean the killer that plays the best camping hooks and basements lol
People play hag. A common "pro" pick as well. Hag is designed in an anti-fun way to play against. Instant tp with auto-aim swipes while being able to camp hooks so easily... just... a dumb design.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1909443#Comment_1909443
Lol, I'm a killer main.... i think its boring and unnecessary. What's the point? Show off ? He is wasting his time, cause I bet he doesn't enjoy patrolling the down survivor neither. You should experience it as a survivor....
I play both sides. I enjoy survivor more but play killer equally. I am just not a fool to think anyone has to give me a non-boring game. No one is here for my idea of fun, so slug away. Killers like hag and oni thrive off slugging, so I can't be salty when a different killer slugs (which is harder for many by design)
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1909262#Comment_1909262
My only problem is killers who sweat for 4k. Jeez he will pip for sure, but he still makes it boring as pipping and rank would matter.
Uh.. you sound entitled. Killer isn't obligated to give you a good time.
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@Klakky said:
Opposite prove thyself, 15% penalty to repairing gens, cleansing speeds and healing for each teamates in the SWF lobby, doesn't affect solo Q's.
I know people on this forum hate SWF (Let's be clear, it's never going anywhere and the game today would die without it).
But you can't nerf SWF this way when many friends that play this game are not any good. Just because the small group of really good SWF have destroyed us at times... we can't HARD nerf.
If you did a 5% penalty to only those grouped up (which can be inconsistent and sloppy gsme design).. I'd say it is worth testing.
The problem is definitely in the objective category. I solo, and any decent group I get can get 2-3 gens peopped during a killers first chase if the looper is even half decent. I do find that to be an immense problem.
When I am killer, it happens to me as well even if I barely commit to chases if the survivors are savy enough to hit split gens or double the right gens.
I do not know the answer and I won't prerend to... but I do know you can't nerf SWF too much in this direction
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1907475#Comment_1907475
Anyone could dodge her attacks then, she should see survivors in that case
https://forum.deadbydaylight.com/en/discussion/comment/1907486#Comment_1907486
I use franklin's, sometimes it's what is needed, survivors die quite often trying to get their item back not really a counter to items since they can be picked up, but if he gets unhooked chances r he's going straight for his key
I wouldn't be opposed to that
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1907428#Comment_1907428
What for? The survivor sound is delayed, so guessing their position isn't that accurate as most people think, specially when survivor hears where I am and slowly goes in other direction.
Her power is very short and she relies on her add ons to make her power decent.
She should not have pure invisibility througout her phase. Otz had a great suggestion of micro blinks of her position so there is counterplay.
Can I beat a good spirit? Of course. Thing is, the back and forth with spirit during a chase is too simple for the killer.
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@REL1_C said:
What if dead by daylight partnered up with the sims company and added a character creator option, you don't like Quentin's face, BAM!, you can change it yourself, or create a new one. I had this idea too add the virtual aspect of a horror game, by making a character that looks like you or at least similar. Another great idea I had was to add four weekly custom made items by the devs, another tab next to the "Shrine of secrets". For example, the community could request a cool item like headphones and the devs could add it too the "Custom cosmetics" Tab.
Because you are talking about licensing issues.
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@Klakky said:
Spirit is a salt magnet, survivors that screw up blame anything except them, one of the main blames is unfortunately spirit even though she isnt that good, still takes a lot of skill to use.
On a side 🎵 why did u censor your currency? That's kinda sus bro
Agreed, though she needs a balance nerf.
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@wimlin said:
I don't understand why so much complain about DS. It only comes up if you are tunneling and there should be lot of things in the this game to actively discourage tunneling imo. DS is the ONLY thing to combat tunneling.
First off ######### is with this old thread lol
Second.. you are thinking too narrow-minded. DS itself (in concept) is fine. In design, it's driving killer enjoyment down drastically because of the poor way it is "in practice."
Skilled players on both sides who can think clearly... know DS and other anti-tunnel measures are needed. But balance, my friend, is also needed.