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se05239

se05239

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se05239
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  • @alivebydeadight said:

    @se05239 said:
    The PTB is not a place where things are testing for the sake of weeding out bugs. It's a place where people (especially streamers) can get early access to content to hype their followers with thus ensuring extra cash to the devs. Bug fixing and balance changes are secondary, or maybe even third, priority.

    so the ptb is a version of making people want to try to buy dlc when it releases

    A free sample, yeah. Get a taste, get hooked.

  • @Tzeentchling9 said:
    "The game isn't competitive." = "We don't have to balance the game properly."

    As soon as the objective requires you to beat another player, the game is competitive.

    Especially when said game also features a ranking system and a matchmaking system that matches based upon ranks..
    It does sound like a ridiculous excuse to avoid having to do balance, like you said.

  • @not_Queen said:
    Hi @BottledWater

    We will explain the changes coming to The Legion in a newspost today!
    We are doing Mash It Up this week.

    Thanks!

    Weird how you're not using your PTB to test out new changes before throwing him into Live.
    It's almost like the PTB is used for something, like creating hype and getting people excited, instead of using it for its intended purposes. But what do I know?

  • @DocOctober said:
    Janick said:

    @alivebydeadight said:

     @se05239 said:
    

    Probably the killer with the least build variation in the entire game. Doesn't help his already weak-ass situation.

    which is why either his ability needs to be changed to work with them or the perks

    Hello

    We have no plan to alter his base movement speed, not at the moment at least. His Frenzy is basically a free hit, him being at normal killer speed was very problematic during development and very unbalanced. There are a few tweaks coming on him for the live update. These will be announced soon by NotQueen. Stay tuned, thank you!

    I seriously have to ask: why are those changes not in a PTB?

    I also don't intend to be rude, but the way you guys play in-house often does not overlap in its crucial points with how people actually play on the live build.

    The PTB is not a place where things are testing for the sake of weeding out bugs. It's a place where people (especially streamers) can get early access to content to hype their followers with thus ensuring extra cash to the devs. Bug fixing and balance changes are secondary, or maybe even third, priority.

  • @Orion said:

    @se05239 said:

    @Blueberry said:
    A large amount of toxicity is from the game being unbalanced. There will always be toxicity, but it would reduce drastically if we had more balance.

    Toxicity has always, even in the first beta and release, come primarily from Survivors.
    True infinites were exploited to hell and beyond for the sake of them being douches.
    Hostage taking situations.. post-game chat toxicity..

    It has always boiled down to survivors surviving 'too well'. When they're too safe, they become cocky.

    Don't say that too loudly, otherwise people might call you biased...

    I ain't afraid to speak my mind and the actual truth.

  • @Blueberry said:
    A large amount of toxicity is from the game being unbalanced. There will always be toxicity, but it would reduce drastically if we had more balance.

    Toxicity has always, even in the first beta and release, come primarily from Survivors.
    True infinites were exploited to hell and beyond for the sake of them being douches.
    Hostage taking situations.. post-game chat toxicity..

    It has always boiled down to survivors surviving 'too well'. When they're too safe, they become cocky.

  • @General92 said:
    i'm so tired of hex ruin! it ruins the whole game when the whole team is running around and looking for the totem and no one can find it. It almost always ends with everyone dying and no engine has started. really hope this is fixed in future update!!! Otherwise i think i will stop playing this game -_- What are your thaughts about hex ruin?

    I am so tired of Self-Care! It ruins the whole game when the whole survivor team is running around and healing themselves without any help! It almost always ends in everyone healing up and everyone escaping. Really hope this get fixed in a future update!!! Otherwise I think will stop playing this game -_-

    Two people can play that game.

  • Customer service ain't a focus as long as people are dropping money for trinkets.
    Tell them how you feel by CANCELING YOUR PURCHASES. Money is the only language greed understand.

  • @AlwaysInAGoodShape said:
    @alivebydeadight

    TL'DR:

    In a 4 survivor game as this, there is an effect called the "Dead-Efficiency" problem.
    This problem makes it so that, upon losing 1 unit (25% of all survivors), you lose disproportionally more in strength, giving survivors a feel of despair when things go wrong, and making it so that in games where no survivor dies early are almost instantly lost on the killer's side.

    I cover how pallets and Generator Regression both worsen the problem and invite readers so solve it. (I will do so myself when I have more time)

    That's why its better to get a survivor out of the game as fast as you can.

  • Daily's, and that's about it.

  • Just a tip but please include paragraphs in your text. That'd motivate people to actually read what you've written.

  • @Rebel_Raven said:
    darktrix said:

    Killers like easier games against packs of uncoordinated solos. The way I've been abused playing solo I have zero sympathy for killers. I hope you all face four man crack SWF squads 24/7.

    And survivors like easier games as packs of coordinated survivors. 
    The way I've been abused playing solo I have zero sympathy for SWF players.
    I hope you all face omega blink crack nurses, instasaw, silentsaws, and silent spirits 24/7.

    A classic case of "Two can play that game".

    On topic, I'd like to opt-out of SWF squads in my games BUT I'd also like to see incentive to play against SWFs, if such a thing was introduced.

  • Post-game chat toxicity has led me to just close the chat box and keep my sanity.

  • @White_Owl said:

    @Janick said:
    Hello

    We think that Perks should mostly affect your M1 mode as a killer and not buff your power (to a certain extend at least)

    Question: the Legion can't benefit from the exposed status effect on survivors while using their power, but the Nurse can. The Nurse is well known for being in absolute the strongest killer, and if there is one whose power is a "free hit" it's her. What's the logic behind this?
    I can understand the potential to hit 4 survivors in one frenzy would make NOED and Devour Hope OP, but wouldn't be enought to add the condition that downing a survivor ends the frenzy?

    Because the Nurse can not under any normal circumstance CATCH a survivor without using a blink?

  • I'd not call it an "exploit". It's what the developers called engaging and fun gameplay (for survivors).

  • @alivebydeadight said:

    @se05239 said:
    Probably the killer with the least build variation in the entire game. Doesn't help his already weak-ass situation.

    which is why either his ability needs to be changed to work with them or the perks

    We'll see what the devs plan on doing with him. I personally have a few personal hopes for buffs but we'll see.

  • @Malakir said:
    Son people would even if its simple math
    If you lose 50 killers 200 survivors lose lobbies
    If you lose 50 survivors you lose 12ish killer lobbies

    Many people tho still arguing "without survivors you don't have a game"... Okay..

    Technically it is true, its just that losing a killer hurts far more than losing a survivor.

  • Probably the killer with the least build variation in the entire game. Doesn't help his already weak-ass situation.

  • @thesuicidefox said:
    Or just remove the perk from the game and be done with with. The whole mechanic isn't necessary.

    I rather have OP's version of DS than the current version of DS.

  • @Dragonredking said:

    @Brady said:
    I disagree, to an extent.

    This is not Overwatch, Smite, League, or any kind of competitive-focused game. While balance is a priority in an asymmetrical game, it's illogical to balance every single thing (like these games with leagues and a HUGE competitive scene) around the highest level of play.

    If it's not competitive focused, it's logical to make sure all of your playerbase gets accommodated to, from a business standpoint also.

    This not an e-sports game. It's something you pick up for your teenage child or if you're just interested in it yourself, and of course some people are going to grind the hell out of it, or play it mostly, and become really good. But fortunately, the entire playerbase does not do that. You cannot offset beginners with having Killers really, really hard for them either. Given how inefficient the Rank system is too.

    In my personal opinion, it would be nice to have a new killer designed to be viable in higher ranks more often. It's not hard to learn the game anyway.

    If their aim isn't for the game to be competitive they should drop the farce that his their ranking system.
    And stop trying to organise official tournament like the disaster that happen a couple month ago.

    As long as the ranking system and matchmaking exist, together with the occasional tournament, Dead by Daylight should be considered a Competitive game. And if the developers want this game to be Mario Party casual fun fest, then they need to start doing changes towards that.

  • @Blueberry said:
    They should be aiming for every killer to at least be viable at rank 1. Right now there are quite a few who aren't and they don't seem to have improved on this.

    Haven't the developers even said on livestream that they don't want every killer to be balanced around rank 1 plays?
    Now that's a design choice that I cannot find logical.

  • @Ihatelife said:
    Ooh maybe otherwise: As long as you don't camp and don't tunnel, there is no problem with BT. Chase the rescuer instead.

    Isn't that like 1) or 2) of the "The Way Survivors Want Killers to Play" rule list?

  • @KingB said:
    Devs are too busy nerfing BBQ.

    The developers are afraid to rob power from their sweet survivor player-base. Wouldn't want them to feel inferior.

  • @Rebel_Raven said:
    P.S.: With upcoming changes to BT, a perk that breaks hooks, aura blocking lockers, and who knows what else favoring survivors, being a killer looks like it's going to start to suck.

    This. As if it wasn't bad enough already.

  • @Nickenzie said:
    Brutal Strength: Your strength comes in handy when it comes to sabotaging your Prey's defenses. You break pallets and damage generators 10/15/20% faster. Your strength causes extra damage to generators; damaged generators will regress 30/40/50% faster than normal.

    That'd be a nice addition to the perk itself.

    Sole Survivor: A supernatural bond with the Entity gives you hope during problematic situations. For every survivor eliminated from the trial, receive a token up to a maximum of 1/2/3 tokens.

    A bit too strong, especially if the ones that aren't the obsession gets to open doors as well..

    Play With Your Food: Toying with your obsession gives you delight. Every time you attack your obsession, receive a token up to a maximum of 5 tokens. Every token will grant a 2% haste status effect but hooking your obsession will consume 4/3/2 tokens. Only one obsession per trial.

    10% at five tokens is a massive speed increase. 5% at 5 tokens would be a better number, due to how easy (I mean, DS people aren't exactly trying to avoid you) it is to get hits on your obsession.

    Left Behind: You won't give in to the killer, regardless of the situation! When you are the last survivor remaining in the trial, gain a 5/10/15% haste status effect and 100% repair speed increase when you're outside the killer's terror radius. If you are inside the killer's terror radius, your scratch marks will be hidden and you won't leave pools of blood behind.

    The perfect p3 Claudette perk. I think your suggestion is way too strong.

    Thanatophobia: Survivors lose hope when seeing their undeniable mortality. Every time you hook a survivor, receive a token up to a maximum of 4/7/10 tokens. Every token will reduce the action speed for all survivors by 3% and if at anytime there's more than 2 survivors injured, great skill check success zones will be removed.

    Removing great skill checks would be a big nope, if you ask me. Especially if you combine it with Ruin. I'd rather make it so that Great Skillchecks don't reward bonus progression speed instead.

  • Our Lord and Savior Dwight Fairfield as survivor, and Spirit as Killer.

  • After their last tournament fiasco? Hell no.

  • @Master said:

    @se05239 said:

    @Wolf74 said:
    the timer does not go down during a chase.

    That's the main problem with Deep Wound overall.

    Yes if I see BT, I wont even bother about following the guy since there is no timer anymore. I will catch and camp the BT user instead such that it doesnt happen again :wink:

    And then it comes around that the survivor who survived thanks to BT is also running BT and now that guy who you're camping got saved thanks to BT.. Always trigger BT if you can, if you don't.. it'll come back to haunt you.

  • @Wolf74 said:
    the timer does not go down during a chase.

    That's the main problem with Deep Wound overall.

  • @Tsulan said:
    Survivors: devs do something about camping killers!
    Also survivors: bahahaha they nerfed the aura reading of BBQ! 

    Yeah, removing the reason for killers to leave the hook won't backfire at all /s

    I am sure the pain from the gunshot wound to their foot will reach the brain eventually.

  • I'd switch out Sloppy for Ruin. If you hit them with Frenzy, they'll need to Mend before they can heal up which basically doubles the healing required to heal up.

  • @Wolf74 said:
    1. He is slow
    2. His speed during Frenzy is only slightly faster than a regular killer is anyway
    3. His attacks need 3-4 hits to down someone
    4. Mending is not considered healing and is to short
    5. The bleed out timer stops while chased and while mending
    6. Mending doesn't even need SC or a medkit

    That's a lot of drawbacks...

    It's almost like the developers are afraid to produce something that can be considered a hazard to their precious survivor playerbase.

    OR

    They actually believed his kit to be pretty strong and that goes to show how little they actually play their own game..

  • @Wolf74 said:

    @MhhBurgers said:

    NC doesn't show mending survivors

    Omg, serious?
    If it is not considered "healing", than Caulthrophobia and Sloppy won't affect it either?

    Precisely. It's a "Snap Out of It" without skillchecks that keeps your progress, as healing normally should, but it's not considered a healing action so nothing works against it.

  • @Supernaut said:
    Hello,
    What are the scoring events like for Legion?
    Is it good deviousness?
    Cheers!

    His deviousness gain is garbage.

  • Deep Wound status effect will put you into the dying state if you bleed out but you don't bleed if you're in a chase.
    You need to Mend to get out, exactly like Snap Out of It but without the skillchecks. Mend doesn't count like a healing action and isn't detectable with NC or affected by Thanatophobia / Fear of Clowns.

  • @PigNRun said:

    @se05239 said:
    @not_Queen Could you please tell whoever designed the "Bad Santa" outfit for Clown to remove that obnoxious red nose? Like, I rather have him having large rosy cheeks than a massive red nose. Santa's Reindeer Rudolf got a bright red nose, not Santa himself. Even someone as Clown would know that.

    I mean, its most likely a headpiece. You can probably choose not to equip it and stick to the regular Clown face.

    I am well aware that it is a head piece but that doesn't change my opinion. I am personally in love with the whole "Bad Santa" concept and the only thing that's stopping me from getting the whole set is that nose.

  • @not_Queen Could you please tell whoever designed the "Bad Santa" outfit for Clown to remove that obnoxious red nose? Like, I rather have him having large rosy cheeks than a massive red nose. Santa's Reindeer Rudolf got a bright red nose, not Santa himself. Even someone as Clown would know that.

  • @CallMeBacon said:
    To add on to that, the Killer is slow. God it feels like the Hag walks faster. I'm so goddamn done. I got so hyped over this, helped spread the word on other platforms and keep people informed only to receive this steaming pile of #########. 

    They're sadly the same speed.

    His power doesn't help end chases, only extend them since the Deep Wound status is garbage.

  • @Doccy said:
    I love the idea of Legion on paper. Even if he's only 110ms, I will religiously play him from the moment he comes out officially. Though I do hope Behavior gives him the extra 5% ms in general.

    He really do need that extra movement speed. His power doesn't help him end chases.

  • Probably got different stances based upon the active mask/personality.

  • @eighttailedfox said:
    Great. So now we'll never know if we're facing a SWF team.

    There better be some SWF nerfs to compensate.

    Of course it won't. The developers wouldn't want to ruin the fun for their favorites.

  • I generally max deviousness and brutality on Spirit every game, even if I don't end up with a 3-4k.

  • Agreed. Having an option to disable the chat from the options would be awesome.
    It'd save everyone a lot of sanity.

  • Part of the charm of facing a killer is not knowing what they're running until you figure it out.

  • No thanks. It'd ruin some balance of the game.

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