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I feel a better potential way to make people stop doing other stuff before mending is to simply block certain actions while in DW. Obviously stuff like snapping out of T3 madness should be possible, perhaps unhooking as well (as you can unhook in T3 madness anyway) but not stuff like doing gens, breaking totems, healing others and so on.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/955569#Comment_955569
So its not like a medkit, like, you do not heal everytime you can, you do it when you realy need?
It's just that sometimes you probably want to try to get something else done before healing, which is true even if you have a medkit or someone that could heal you. Get that gen done first, try to get that hex totem while the killer is busy, save the person on the hook - that sort of thing.
Not really a thing exclusive to self care but more healing in general.
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From what you say it's blatantly obvious that the Bubba in question is "playing for salt", so I really hope you either just said gg in endgame chat or didn't say a thing. Anything else only encourages it.
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Use it as a backup, not a primary source of healing if you ask me.
Might as well bring a medkit to make use of the efficiency bonus and use that first, but if you end up in that situation where you want to be healthy and can't get it from any other sources, you have self care available for that moment. Also lets you get away with medkit + charge combos that don't add up to a full 2, 3, 4 or whatever heals and can finish the last one off with self care.
It's not the perk that "frustrates" people, it's when people feel like they have to run away to self care every time they get injured no matter what.
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You're completely right that some people use the magic word "SWF" as a convenient excuse to immediately invalidate their loss, bonus points if they say "swf?" after a match when every player is a solo with a public profile + friends list.
I'd certainly like to see base survivors and killers changed to make the advantage less potent, but I don't really know how to do that besides giving more information to increase the potential efficiency solo players can employ. It's really the only remotely possible change besides SWF indicators and BP bonuses for playing with SWF, but I guess a lot of people will never realize that stuff like mechanical nerfs or the truly absurd ideas like removing SWF or trying to interfere with VOIP apps will quite simply never ever happen.
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Sure, I mean at best borderline griefing where the killer doesn't even slug people unless absolutely needed. I guess only doc can really do it, as he can zap people to T3 which doesn't let them repair. It's very rare but I've met players that make it seem like their game plan isn't just to make survivors give up, but to make them disconnect.
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Make sure to check chests if you can, you might get a key which completely screws the 3gen strat over once a single survivor dies. Just do your best to go on a gen and hope the others spread out on the other 2 gens. Obviously "just don't get 3genned 4Head" applies too but if the killer just sits on the tighest cluster of gens from the start that's not always an option.
And if the killer goes out of their way to not even down/hook anyone ever unless they gotta grab someone off a gen, even if the survivor tries to give up, I'm pretty sure I've seen it mentioned that's actually some sort of punishable behavior? There were thread about docs that just indefinitely shocked gens and never hit survivor even if they ran up to a hook and pointed at it, and I think it was mentioned that in extreme circumstances that's actually punishable behavior of some sort?
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/953415#Comment_953415
I never heard them say that and i have been following their ideas about the legion.
Either way, they said in the last devstream that now that they have deep wounds fixed, they can start changing legion without the need to worry about if Deep wounds will get broken or not.
They are in the right path now i think.
Yeah don't take my word for it, pretty sure they did say it was a temporary thing after the first big change Legion got but what they did afterwards might've been the "not temporary" fix.
I agree though, I don't really see any way current deep wounds can lead to that sort of scenario besides... I guess trapping someone in a corner so they can't run? In which case the killer could just hit the survivor anyway, and even that might not work as they could hold shift and spin around which might count as running ๐
I'm just glad they gave Legion the fast vaulting back, that sort of smaller changes on their own help a lot. Could try stuff like shorter stun at the end of FF, mess with mend time and obviously their addons and whatnot. Guess we'll see what they do.
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I always say gg as long as I'm there at the end. Not gonna wait around to say it if I die early, but to me it's just drilled into me to say it after a match after playing multiplayer games for decades at this point.
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I don't know what you mean, at least on here I see way too much of the wrong sort of complaining directed at all the things you mentioned.
And by wrong sort of complaining I mean people blaming players for using resources that are available to them and not breaking any rules, instead of discussing if the things have a place in the game instead. As long as it's in the game and possible no one should expect killers to never camp or survivors not to use god windows or whatever, that's scrub mentality.
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Pretty sure they said they wanted to rework Legion again at some point when they initially changed them, and nothing they have recieved seems like an actual rework to me. When? Who knows.
They need a proper rework. At the moment the usefulness of their power is tied at the hip to the Deep Wounds mechanic in general, and it's obvious the devs will never let any "the survivor will go down in a predetermined amount of time" interactions ("moonwalking") exist in the game for any meaningful amount of time. First the initial change to stop the original look-at-the-ground cheese, then the more recent change after people figured out Nemesis could accomplish similar results at all.
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The thumbnails are obviously clickbait, but this is a game where seemingly small numbers can mean a lot.
Take the perk Hope for example. 7% extra speed sounds like a small bonus. But then you realize it basically cuts the speed advantage a 115ms killer has over a survivor in half and basically makes it take twice as long to catch up to them if running in a straight line.
Not claiming the "vault master" build is anywhere close to that, but if you try it it's very noticable. No denying it has a placebo effect where people get away with vaults they'd get away with anyway, but feel like the perk combo protected them from a "dedicated server hit" ๐
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Even if we ignore claims like "swf players inherently have a big ego" and the like there's two simple reasons you might feel that way.
- Negativity bias. Not accusing you of being irrational in a bad way at all, it's completely natural, but you remember the bad experiences more than the good ones.
- "Toxic" people generally play with other "toxic" people, because playing with someone like that when you don't enjoy that sort of behavior yourself isn't fun at all. And when you have 4 people like that encouraging the behavior in eachother you get a very memorable (in a bad way) encounter.
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Personally I'm having fun and I tend to do fine on average (aka I stay in red ranks). Some games I get steamrolled but I'm personally not after definitive consistency, I get what I want out of matches and enjoy it.
Then again my playstyle and goals are pretty "casual" compared to many, I just want to do chases and get better at them more than anything else. Feel free to ignore my post because I'm not someone who never falls out of rank 1-2 in particular or that """only""" go against cracked SWFs with 20 000 hours combined between eachother ๐
And bodyblocking and SWF isn't going anywhere, both intended and endorsed parts of the game. Instablinds also don't exist anymore unless several survivors flashlight you at the same time, and at that point they could be doing something more productive with their time ๐
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They can go too fast, even though if we're talking about average match length data I guess they don't always do. I would rather keep it like it is until some sort of objective rework/addition instead of just adding more holding down M1 to the game.
And lmao the amount of "you're a <role> main!" non-arguement posts in this thread is ridiculous. When will that sort of absolutely worthless posts just be automatically considered shitposting or even trolling? ๐
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Instructions unclear accidentally did several dumb things ๐ please simplify the instructions thx ๐ค
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If this was a game with a more esports-like culture around it and seperate ranked/casual queues that could work, but it's not.
"Uh oh I ranked up, sorry Jim but we gotta cut you now. See you later!" isn't something you want people to experience, and that's without getting into how it encouraged deranking both for casual players that just want to play with their friends and the actual "play to grief" squads that probably already derank anyway.
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They seem like they want doc to be more fun to play and play against.
A common complaint while playing as him is that against good survivors his power doesn't do enough in chase. The ability to shock without telegraphing it by changing stances sounds like it might make it more useful depending on how it's implemented, and the on-demand madness tier increase (scream unless they have calm spirit) lets you know if someone's nearby based on a cooldown instead of wondering if they barely avoided going T3 or if someone's in a locker.
Common complaints playing against him mostly seem to be about the "skillcheck doc" 3gen build, his anti-stealth and the near-guaranteed unhook grab from treatment mode. The removal of the stance transition/passive static field will probably get rid of them. And instead of a passive field survivors can now keep track of his cooldown when it comes to the risk of being revealed by a scream.
Guess we'll see what they do though.
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There will never be mechanical nerfs applied to SWF parties, and obviously stuff like trying to remove it or interfering with VOIP apps is out of the question too. There's a reason there's a lot of discussion about changes to base survivors ("solos") and killers instead of restrictions and handicaps - they actually have a non-zero probability of ever being implemented into the game. And that's without even getting into how it could all be circumvented by people queue-sniping and dodging their way into eachother's lobbies as "solo players".
And also playing the solo role in a game with assymetrical team sizes should be stressful to some extent. Managing that stress is a skill you need to learn, just like managing risk/RNG in games with dicerolls and the like (measure risk vs importance and decide what order you want to perform your actions from that).
I'm by no means saying survivor shouldn't be more "demanding", I firmly believe additions or reworks of the core survivor objectives would be interesting, fun and potentially healthy for the game. But managing stress should be a core skill for killers to hone regardless.
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I'd rather not.
No matter how well balanced they did it, one survivor would be the "meta" pick and you'd see them way more than everyone else. I'd rather not go back to when there were hordes of p3 Claudettes because there wasn't as many fun cosmetics and it was "the best choice".
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Most of the time I just say gg and someone else does too, sometimes everyone that's still there does.
I don't really get any really bad (as in borderline or straight up rule-breaking) garbage talk in postgame chat. Sure I've had some ascended exchanges like someone telling me they "knew powerful people" and I should "say byebye to my account" for using NOED as Leatherface, but other than that it's just the usual "waaah I disagree with how I died/you escaped because I'm a big scrub" stuff that's not worth remembering.
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Skill checks can screw people in lots of ways. Survivors getting none vs ruin, or on the other hand getting bombarded by rapid-fire skillchecks when they can't hit them all. Same for getting no skillchecks while using Autodidact or other perks/addons that encourage hitting skillchecks/great skillchecks. It's just how it is and I personally don't mind it.
I'd like to see hex totems appear as dull totems for a limited amount of time at the start of the game. Encourages survivors to actually break dulls in case they're a hidden hex, and also makes it so they can't be 100% certain a given totem is a Hex because they broke it/saw it right after spawning.
Some people fail to realize that even a Ruin that lasts like 40 seconds did some work for them. The time from the start of a match until the killer's first down is where generators are at the highest risk of being done quickly, even a little bit of delay from missed skillchecks, denied bonus progression from great skillchecks and survivors that might go looking for the totem can make a huge difference. Whenever I see people act as if the game is lost or disconnect when Ruin blows up 1m30s into the game or something I roll my eyes so hard I can see the inside of my skull - that totem already did its job when they needed it the most.
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It's technically not taking the game hostage as the other survivors can do gens and start EGC, and as a result ending the match.
I'd hope it's considered some form of griefing though, as I see no reason to do it for that length of time other than to try to pointlessly annoy people. Not really gameplay that should be encouraged in any way if you ask me.
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@AThiccOni said:
https://forum.deadbydaylight.com/en/discussion/comment/949419#Comment_949419
I know that camping for the entire match is allowed I know that, I just don't like it that's all I've been trying to say for the past hour jeez lol
Oh yeah, I agree there. Obviously it's pretty boring to be on the recieving end of it, and personally I'd honestly rather get some more hits and chasing in than just camp someone to death even at endgame. Others might prefer getting the kill if they care about pips and stuff like that.
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It's always okay to do if you want to, but it's more commonly agreed upon that it might actually be the right choice in situations like endgame or if you really doubt you'll have time to catch anyone else before endgame actually begins. Even a lot of people that think stuff like camping at 5 gens + ruin up is silly totally understand camping at endgame.
Genuinely "mindless camping" like hard camping early game even when it's obvious the other survivors are doing gens to punish it is generally just a bad idea though. It's either 100% relying on altruism to reward the camping or cringy "playing for salt" behavior.
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There's no real way to change it that the devs would ever even think of doing that isn't either changes to base survivors ("solos") and killers, or stuff like SWF indicators/incentives to face them.
Removing it or trying to interfere with VOIP applications quite simply won't ever happen, and would be unfeasible anyway as people could just queue-dodge until they got eachother or call eachother on Discord on their phones if they really wanted to.
Mechanical nerfs like action speed penalties doesn't seem to be something the devs want to do either. Considering that again people could just queue-dodge to get eachother as "solos", I don't disagree either.
It's just gonna be there. Long-term projects like map reworks, perk changes and more can change the base balance of the game but people that feel like insisting hardcore on serious, hard-hitting mechanical changes/restrictions should probably just find another game to play. The game you desire is quite simply not the one BHVR is running, and it'd be better to quit than get frustrated over something that won't change in the way you want it to.
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Used the healing delay of the syringe to my advantage. A Jeff that had been showing everyone his key was slugged and the killer was chasing me, and instead of just picking him up and trading places I put my syringe in him and kept running. I went down, killer picked me up and he got to his feet just as the pickup started.
Couldn't save me as the killer instantly dropped me and tried to get him, but he got to the hatch and left thanks to the extra distance the pickup + drop gave him. The add-on is really good for this particular situation, it's like a syringe with distilled Unbreakable in it.
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@LetsPlayTogether said:
Just report them for not participating in normal gameplay. Should also result in bans with increasing reports.
I really hope that'll never work, as you can't actually conclusively prove that someone suicided on purpose. Unless it can be proven with 100% certainty people shouldn't run the risk of being punished, which is part of the reason streamsniping isn't bannable. The only way to conclusively prove streamsniping no matter how fishy it looks is a straight up confession from the player doing it.
It sucks, but if people don't want to play the match anymore they won't play normally no matter what. I fully agree that the killer should get full hook credit if someone does it though, including the points they'd get if they individually hooked them 3 times. Same for DCs, should give full points + count as a sacrifice when it comes to dailies/challenges/achievements.
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I have both helped and been helped. A trapper just gathered his traps in a big pile and 3/4 survivors came over and stepped in them for a while. Afterwards some people blinded him a bit, others got to stun him as well as general farming (2 hooks each and all that)
Did something similar for the trapper challenge myself because why not, and people did the same.
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Nah, after Balanced Landing was changed I think they're all fine. They're strong perks but that's not inherently a bad thing.
Could be a cool little addition to Stridor or something to have exhausted survivors make more noise though. Not that I have an issue with Stridor (it does its job when audio works properly) but it'd be a cool little touch if anything.
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I'm just making sure to burn party streamers and leftover gruesome gateous or whatever they're called no matter what I'm playing ๐
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It's inherently competitive as it's a game with multiple players with winners and losers.
It's not what some people associate with the term within gaming nowadays. To some, a "competitive game" refers to a game built with professional esports in mind, which is not the case for DBD. It's competitive, but not in the "same way" as something like CS:GO, Overwatch or League of Legends.
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You can just pick the item back up when you can. If it's a key hide it somewhere you'll remember (and if in SWF tell the others where it is too) until it's needed.
You can also bring Plunderer's as it shows you the auras of items, I've escaped with keys the killer knocked out of someone's hand in an obscure location I'd never find it otherwise several times thanks to Plunderer's ๐
And besides Franklins is fun on Hag as you can trap items if the survivors consistently rush back for them.
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I see 2 survivors blocked and 3 alive, as well as the gates powered. Could the missing survivor open the gates and start EGC? While I personally don't think it's behavior that should be encouraged it's technically not taking the game hostage if that was a possibility, as there was a game for the game to end.
If all 3 are blocked up there it's no questions asked reportable though as there's no way for the match to end besides all survivors or the killer disconnecting.
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Just play however you want as long as you accept your opponent(s) do the same.
The worst thing is someone who plays in a "controversial" way and then goes all surprised pikachu face when others do the same. Peak hypocrisy and entitlement.
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Obviously silly of them to threaten you with reporting and the like, but just remember that to some players there's no greater "honor" or trophy than to have the killer potentially throw the match to kill them. If someone's truly trying to be annoying they might want that sort of attention ๐
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There's always room to improve something, so none of them.
But I like to believe I'm a pretty solid Huntress after all the games I've played as her. I certainly have a pretty thorough understanding of her hatchets and aiming them.
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Not to anyone that isn't a textbook scrub that gets mad about other players using stuff in the game for a perfectly intended purpose, no.
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It's not really something that can be removed after it has been implemented without the sort of backlash that no devs would dive into unless absolutely necessary. It's not a perk or map that has remained in an unfair state for ages that finally gets fixed, it's an expected feature in modern multiplayer games where any "team" consists of more than one single player.
Its removal as well as the equally unlikely option of trying to block the use of VOIP applications in particular quite simply won't ever happen. There's a reason why most discussion about it explore other options, be it SWF indicators, wide balancing changes to base survivors ("solos") and killers alike, seperate queues and more. At least they have a non-zero chance of ever happening.
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Deep Wounds has been in a very tricky situation ever since Legion 1.0. At first it could be moonwalked, then it could be "moonwalked" by any killer that had a way to suppress their TR. Obviously ever since the initial "controversy" the devs have really wanted to avoid similar "the survivor will go down in a predetermined amount of time" situations, and I really don't see any way the new sprint-based DW implementation could lead to such situations.
And also, balancing isn't a zero sum game. Just because they change one thing doesn't mean they have to change something else to "compensate" for it.
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Kindred is really really good, especially if you're solo. Allows you to be a lot more efficient in situations where solos often make mistakes that lets killers snowball. Bond is also great for similar reasons, not quite as much potential information but it works at all times.
Iron Will is just an all-around solid perk that fits in any build. Allows you to actually be sneaky while injured and also useful in a chase when LOS blockers are involved in mindgames.
Unbreakable is also a perk that basically fits into every build. Doesn't always get to do anything, but can be an absolute game-changer when it does.
... aaand that's pretty much the 3-4 perks I feel incredibly naked without ๐. There's other great perks too of course but I feel the ones I mention here can each fit into any sort of build that doesn't require all 4 slots for something special. Personally I like having Borrowed Time because I have a bit of a thing for sacrificing myself to let others escape at endgame.
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But I don't want to potentially waste a skillcheck I might hit a great on during the no-progress lockout period after a missed skillcheck/"good" ruin skillcheck.
Actually if there's ruin and you miss the great please do get off for a moment, always painful when someone gets machine gun skillchecks and the gen goes bzt bzt bzt 4 times in 8 seconds ๐ฅ
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/935195#Comment_935195
That's still skewing results if matches aren't being counted.
So is it good to count matches with DCs in them or not? If they were counted the kill rates for killers would be even higher in the stats, as people usually either ragequit at the start (lowering the odds for the other survivors) or while being steamrolled and the killer is already winning decisively.
I totally agree that killer emblems in higher ranks are dumb though. If they want to pursue their ~2k balancing average they need to tweak them so it doesn't demand as much.
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I don't really "main" anything but I play more Huntress and Trapper than anything else.
Trapper because he makes me feel like I have a big bulging brain when everything works out, Huntress because using her hatchets is just really fun and rewarding to me.
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@Soultiller said:
https://forum.deadbydaylight.com/en/discussion/comment/935684#Comment_935684
By that logic all the noobs quit playing her and her kill rate should be going up not going down. Also omega is still in the game if you use the addons for it.
It's not the same though. It used to have the meme of a downside that was "blink accuracy" and as a result massively messed with the charge-range ratio. You could get as far as a base blink with less charge time. The new range extenders maintain the charge-range ratio and simply gives the player a higher "charge cap" - they can charge for longer than base to go further than base.
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People can play how they want, bring strong perks and items vs tunneling if you want to be more "expensive" to tunnel. BT, DS, Unbreakable, styptic medkit for an extra hit. Or try to avoid being the first to get hooked, as if the killer genuinely planned to tunnel from the start that survivor will be their target most of the time.
And on the little discussion about how competitive DBD is, it is by definition competitive as there's winners and losers that compete against eachother and might make eachother win or lose, the confusion is mostly that the word "competitive" itself has adopted a specific meaning to many people. And that is the "esports" style of balancing and game design, which is not a part of DBD.
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Yeah it's a pretty different distribution when it comes to raw numbers and how safe they are. A lot of the pallets are very weak unless the survivor gets a stun on it.
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That's not how it works at all.
1 map offering = 100% chance of that map
2 conflicting map offerings = 50% for each map
And so on, assuming they're green map offerings and not the old weird ones of course.
There's nothing stopping the game from picking the same map 100 times in a row if the same offerings are used for all the matches, just like there's nothing stopping you from calling a coinflip correctly 100 times in a row. Except the extremely low chance of it happening, of course.
But considering the start of your post you probably look at the results with some serious confirmation bias anyway, so believe whatever you want.
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What do you mean? Pretty sure the devs themselves have mentioned that the buff base survivor efficiency potential/information ("solos") approach also comes with buffs to killers that need it to keep up. And people that discuss it certainly seem to assume that would be part of it the vast majority of the time.
There's not really many other options. Mechanical nerfs applied to SWF parties is something I'm fairly certain will never happen, and the idea of removing it or interfering with VOIP apps is straight up absurd. The only other option with a non-zero probability of ever happening would be some sort of seperate queue or SWF indicators/bp multipliers for killers.
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