theArashi
theArashi
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- theArashi
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So you are saying that we should balance the game for bananas that just hold W and hope to evade the killer forever so that even in teams like that 2 of them escape.
You can't balance for equal outcome.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/914503#Comment_914503
Yeah "Undetectable" right? xD
Pretty much old wraith that was "hidden" while snarling and stomping.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/914448#Comment_914448
Funny thing is I only run Mew's Guts and Black Heart on Demo as when I do use the portals the undetectable literally means nothing when you hear a tank running at you
I remember playing against it.
You hear world wide scream of him teleporting and then you hear something akin to giant mech walking up to you...
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I could very well just fully regress in 2 minutes so still quite slowly and you need very little time to open it from the start anyway.
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Baguette for clown or a squicky toy on a stick.
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Of course we don't hate them. Just like you don't hate the child that falls down and hits their head for 100th time in the exact same way. It's just... dissappointing.
I'm just sad they didn't fix the issue that prevented saving survivor from killers grasp when the animation is playing.
They keep forgetting about it for some reason.
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@not_Queen said:
It was noted day one of the release under Known issues
- The Oni can rotate faster than intended with the keyboard or joystick during Demon Dash.
Which basically says it wasn't intended.
So essentially same strategy all of the official documents use. Not make themselves clear from the start and earn on confusion.
Oni rotating during Demon Dash may as well mean turning ability of Dash itself and not the flick of Demon strike that actually got changed.
Thanks Miss Community Manager.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/911199#Comment_911199
i couldnt try him yet. is it really that bad like it sounds?
Sadly.
They hardcapped the angle you can turn to like 45 degrees so pretty much if survivors hides right behind the corner of the wall you can't flick to him.
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Don't worry. In the last patch devs did a wonderful job of fixing ONI.
Now he is just as bad on PC as he was on console. Good job devs. You outdid yourself.
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I guess it was mentioned already but this is fun party game that doesn't try to be very scary.
On the other hand it would be much better if so many loops on so many maps weren't that powerful.
Take ormund resort for example, safe loops connected to one another and big 2 story building which is safe zone for survivors. Imagine actually getting scared by the killer when you can just loop him for the entire game duration.
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4 times haunted grounds :D
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/908013#Comment_908013
Yes, there would be the point to not play against swf.
Game main appeal is playing with friends. If you can't do it then game is dead.
That would never happen and devs already said that multiple times.
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@Nobsyde said:
Opting out won't ever happen as most killers will just get fed up with premades and instead have casual games.
..so?
If everyone would do it there would be no point.
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@Nobsyde said:
I'd rather see some mechanic that slows down either side when they try to rush the game for example massive slow down of gen speed when 2-3 gens are being worked on at once or slower killer movement speed or auto-kindred when 2 survivors are on the hook or downed.
Those are actually some very interesting points!
One problem that I see with DbD design is that it is neither casual nor competitive, it's a mix of both.
From a casual standpoint we have
- heavy RNG with totems, pallets, windows, chest items and more
- lack of ranked vs casual gamemodes
- add-ons and items that break the game (scratched mirror + map offering, iri head huntress, keys, commodius + BNP...)
However, competitive speaking
- Almost absent comeback mechanic (I'll... come back to this)
- swf
- swf
- swf
So what happens is that in casual play killers and survivors can somehow balance each other - sometimes rng or add-ons make a side much stronger than the other, sometimes everything works fine. When sweaty swf come into play, though, the competitive side of DbD materialises itself, and there's basically nothing a killer can do.
Why there's nothing a killer can do? Because a killer cannot be balanced around a competitive scenario (or: sweaty swf), or every other survivor would have a miserable experience.
The introduction of more valuable comeback mechanics could turn this around, but what is a comeback mechanic? Well.. NOED is one, for example: you are losing, and you get a boost to help you.
@theArashi examples are working around the same concept: survivors are gen rushing? The gens become slower. The killer has multiple hooked survivors? They get a boost in their surroundings awareness. There are a lot of things that can be done, but one thing that is important to understand is that when the outcome is balanced artificially, the skill level becomes less and less important, meaning that two killers may reach the same outcome while only one deserved that, skill wise.
...probably the best way to go should still be to be able to opt-out from swf games, or let only batches of 2 players at most queue up.
Opting out won't ever happen as most killers will just get fed up with premades and instead have casual games.
What I meant with comeback mechanics is rather artificial way to extend the game that go down too quickly. Killer would still be able to win or lose as would survivors.
On the other hand I would love to see balance introduced for both sides while keeping the competitive aspect of it without gamebreaking things. Of course that is subjective but seeing just unhooked survivor run into the locker is very immersion breaking just like getting instantly moried after getting farmed by teammates or just teabagging the hatch in front of the killer if you have a key because there is actually 0 counterplay included.
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@FluorescentLemon said:
No, you're not tunneling. You're playing the game. No such thing as tunneling.
Come on, you should know it only works one way.
Didn't you get your printed copy of survivor rule book?
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/906311#Comment_906311
Peanits, I think you understand, that "genrush" is basically an illusion, unless people bring in toolboxes or BNPs.
The dependency of summed gen repair speed of all survivors in the game vs number of survivors left in the game is non-linear, it's rather exponential.
4 healthy survivors in the game = killer can't control them all, so it's natural that gens are being done very fast at the beginning. But as soon as there are 1-2 survivors left the gen speed slows down drastically to the point where it becomes a "gen jam" with almost no gens being done.
So, it makes little sense to talk about speed of gen repair at the beginning of the game, because it gets compensated by the mid/late-game gen repair speed. The average repair speed of the whole game is much more informative. And survivor's escape rate of 30-35% tells us the the average gen repair speed is fine. It's actually too slow.
If anything, we could use a game mechanic to slow down gen repair at the beginning of the game and speed it up in the mid/late game. But with what purpose? To defeat the gen-rush illusion?
Gen rush isn't an illusion. It's a term used to describe specific tactic that all survivors can use but only some do. Calling it a fiction just shows ignorance.
Just a quick vid from good ol' Marth: https://www.youtube.com/watch?v=hxkk5sH6zRI
That actually wasn't full genrush as survivors also got chased and saved each other from hooks. Feels pretty balanced doesn't it?
If weaker(not top tier) killer goes against good survivors, they have to essentially throw the game for him to win. I know that not everyone plays that way but some people do. Just like some people camp basement with bubba and play Ebony Mori on one shot hatchet huntress but somehow these are the problem.
Survival rate are at 30% because most survivors aren't that good at the game. They make stupid mistakes, use meme builds or just simply have fun with their friends while dying in the process.
This game really quickly loses all of it's appeal when you really have to sweat every match and go against equally sweaty players. I'd rather see both sides getting balanced so that neither side can get massive advantage during the first 5 minutes of the game.
At the moment survivors can finish all gens in this time while looping the killer and saving from hooks. If survivors goof around killer can do it too but while he can slug and down everybody at least of the survivors will jump off the hook to have chance to turn the tides and let's not forget that survivors have perks that help them with that as well.
Average of games I played 3 gens pop before killer gets his first hook.
That's 60% of goal of survivors done and 8% of the killer.
I'd rather see some mechanic that slows down either side when they try to rush the game for example massive slow down of gen speed when 2-3 gens are being worked on at once or slower killer movement speed or auto-kindred when 2 survivors are on the hook or downed.
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Only thing that actually is marked as bug about Oni is the Extra spins he can do when flicking. Should be about 90 degrees and you can do full 180.
You know that slugging is something that could be done by pretty much any killer?
I had a game 2 days ago against billy which pretty much ended in 2 minutes. He slugged everyone and won. You have to suck it up and play better next time.
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I'm blind... green rank. :D
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What is your rank?
I get instant killer queues regardless of the hour and I'm central EU.
I'm pretty sure game expands matchmaking outside of your rank if you wait long enough.
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@Peanits said:
I see the point you're trying to make, but it really is countered by not tunneling. If someone tries running at you at the last second to make you grab them, slug them for a few more seconds and it'll run out. Running out the clock isn't a big deal unless you are actually chasing them off the hook and have to wait almost 60 seconds.
The main problem is that the perk stops the pressure killer can inflict by punishing reckless hook saves.
For example survivor unhooked before killer moved away. The good play would be to hit the person that just got unhooked and run after the healthy farmer. That would inflict pressure on rest of the team and wouldn't be tunnelling as DS still prevents quick rehook. BT is the good perk to prevent that down and it's fine as the perk is fulfilling it's role.
Good survivors know this so they do things that force grabs to prevent the slugging which is usually jumping into the locker. Killer CANNOT pressure the survivors in that case.
For weaker killers it is terrible.
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Outside of obvious bunch of gamebreaking bugs that appear every patch(pretty good job so far/10 for future QA department) I see the issue with some maps being designed by map designer to look alright and not to be balanced.
The new maps looks cool and all but I had one game(as survivor) when all other survivors decided to not do anything and hide. Game lasted about 30 minutes with my trying to do the gens and loop until killer(Legion) finally managed to land a hit and find some people.
Central structure looks cool but we don't need GIANT BAMBOO FIELDS all around the map that greatly limit killers visibility.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/895599#Comment_895599
The devs really need to give us an eta on servers for consoles...
They said Fall and we are running out of Fall. Hopefully we can get them before any Winter event/bloodhunt.
You don't know what you wish for.
Servers sometimes make you play against killer with yellow/red ping and you get magical things like huntress hatchets exploding with blood on survivors back only to see them dead hard 1 second later and get away or complete lack of possibility of grabbing survivors.
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He is strong but not insane by no means.
I just had a game with an amazing billy that did exactly what Oni is supposed to by design.
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I have just been told that The Oni is OP when he's used like I do.
There is no point in camping most of the time(unless survivors reveal themselves and run around you).
Usually I hook the first guy, go after at least 2 others by hopefully downing one and hooking the other while the last one saves the first. Try to injure people as much as possible even if they run off to heal. Plenty of blood to use later on.
Hugging the wall allows to see through the wall where survivor is by the blood he drops - can help with no fury mode.
Maps that don't allow long range vision are worst for him. Tight corners don't allow him to midgame with his *too big club oni-chan mode*.
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In front and in the back there always seems to be a tile with a pallet. Usually a rock formation with pallet in the middle. Loop tiles are stacked on the edges.
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There already is a system to counteract it.
If you start hooking these survivors they will have INSANE chance to unhook themselves. At least every time I played the game and I snowballed like that it happend.
You can't force people to play differently. It's boring but it's allowed. Just like facecamping with bubba in the basement.
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@Fibijean said:
More information is always nice to have, I suppose. What conclusions were you planning to get from a stat like that, though?
It seems like you're implying that there's something wrong with survivors dying after the generators are powered, but a kill is a kill, I would have thought.
I guess we can tell how ridiculously short is the objective for survivors.
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I have a feeling that some of these challanges are designed for swf or very low ranked games where people open the gates as fast as they can.
I sadly am already in the red ranks so with new rank reset I am bound to stay there for the rest of my life but on the bright side everyone will reach red ranks in a month.
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I can tell you: BUY THE CHAPTER ALWAYS.
I still get splinters in my bloodwebs. There wouldn't be anything wrong with it unless I already have all of the characters unlocked.
You will get hundreds of ultra rare offerings because splinters check if you have the chapter bought and not if you have character unlocked.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/881923#Comment_881923
I jump in lockers as a survivor because otherwise the killer who is tunneling me will slug me. Jumping in a locker is counterplay to people avoiding consequences of tunneling on most occasions. 9/10 times the killer is rushing back to down me again. It's not immunity if you can still be downed. The only time DS could possibly be used in a way to grant full immunity is during the end game and at that point the killer is somewhat forced to tunnel. People who complain about DS 9/10 times are complaining because they don't want consequences for their actions outside of survivors actively trying to get you to hit them because they have DS, but in most occasions that's stupid because you'd just get slugged.
As i've said. I've used DH at maximum distance for it's ONLY good use(to get to another pallet) and still been hit through the pallet. Lithe or Balanced(current patch anyways) are 10x better than Dead Hard.
I don't even see Dead Hard as any kind of threat when I play killer. Every other exhaustion perk annoys me far more.
So "it's not immunity" but you jump in the locker to block killer from endangering you in any way shape or form for 60 seconds. My favourite part is when survivor runs in to the basement to grab survivor I just hooked, of course I grab him only to get DS'ed because he has been unhooked in last 50 seconds and want to use this immunity for extra 1500 points and easy unhook.
People already created hundreds threads about that broken perk and I see that all of the best players agree that this perk is being abused. If you get slugged you have to deal with it. Killer has to slug against good survivors but you already know that, don't you?
Sounds balanced to me. DS isn't a threat, it resets the chase for survivors that actually can use it effectively.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/882106#Comment_882106
Im sorry but is everyone forgetting scratch marks exist? Just because blood isnt used to track (Which I dont see killers rely on it unless they're Wraith) doesn't mean suddenly survivors are invisible.
They exist and mislead often.
You can juke a killer to escape or gain some distance. In that situations they follow the blood which is the only thing remaining after you stop running.
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Making Lucky break infinite or restarting would be INSANELY OP.
At least this time devs didn't create a broken perk with no downsides for survivors. If you won't use it, it's fine but think about how powerful Iron will is in the high level play and now imagine survivors leave NO TRACE whatsoever in the match. That would be broken.
On the other perk, it should apply to all survivors and it still wouldn't be very good perk.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/881592#Comment_881592
DS is to allow you time to play the game instead of being tunneled into oblivion. Dead Hard is not even that strong. The best it can do in the best situation is to allow you more time to get to the next loop, but I've used Dead Hard at max distance to reach a pallet and drop it and still been hit through it. Killer MIGHT have had BL 2 or 3, but that just means there's no guarantee for Dead Hard. Most killers expect it as well, so don't miss swings against injured survivors.
Also none of those are DOWN SIDES. You have to hook people, so what? That's what you're supposed to do, you're rewarded for doing your job. Spirit Fury requiring you to break 2 pallets, again, that's something you as killer will do anyways. Where is the down side?
Would you rather a survivor have DS activated every time they pallet stunned the killer so that when they went down you just couldn't pick them up? Or get the ability to Dead Hard, injured or not, every time they blinded the killer?
Overall the only good survivor perks aside from exhaustion ones are bandaid fixes made by the devs to prevent negative killer behavior(DS, Borrowed Time, Unbreakable). If survivors didn't have to bring those pretty much every game in order to even be able to play it, they wouldn't. When I play survivor, I literally cannot take off DS. The minute I do, I get tunneled into oblivion by someone who just wants to play like a jerk. Spine Chill because the ones who do play like jerks are generally GhostFaces or Spirits, Unbreakable(if I had it on my David), would be another I'd probably use a lot, because people slug to avoid the consequences of DS. Being pretty much forced to bring DS every game severely limits the possibility of my build options because almost every non meta perk requires multiple other perks to work along side it. Talk about downsides.
If you think that DS is used to prevent people from tunnelling and DH is a weak perk then it tells people a lot about your experience as survivor.
DS being used as anti tunnel perk is fine but most of the time it isn't. It is used to gain immunity by jumping in a locker, it is used to recklessly save survivors off hook, work on gens, break totems and other things even after other people are downed are hooked.
DH is a safety measure. You use it to fix a mistake and more often then not that mistake is what decides if killer gets you downed or you extend a chase by other 20-30 seconds. It isn't useful in the open field but it grant you extra distance during looping.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/881331#Comment_881331
I just have to ask. What's the downside to BBQ, Pop Goes the Weasel, Make Your Choice, Dying Light(You could argue the downside is the obsession can heal better, and isn't affected, but the healing better barely comes into play, and not being affected isn't a downside, it's just not an upside), Spirit Fury + Enduring, Franklin's Demise(You can literally ignore a survivor offering with this), Haunted Grounds(I mean it's not perfect, but there's literally no downside to it and it's a free tier 3 Myers on any killer), etc?
BBQ - implemented to add insentive for killers to leave the hook, it doesn't do much other then show you that survivor is somewhere on the other side of the map. It doesn't have a powerful effect other then give points.
Pop - You have to hook a survivor and you have 60 seconds to kick the gen. If any other survivor is spotted during that time you have to abandon the chase to kick the gen and killer can't afford to do that against better survivors. Did you know it takes 20 seconds of work from the gen and animation itself lasts ~2 seconds and during that time remaining 3 survivors can add even more progress to 3 other gens? And as already mentioned you have to hook people to get any use of it.
MYC - You already are on the other side of the map, you have no way of telling which one of the survivors is actually exposed nor does it help you track him. Count the times of how often killer gets to use that perk and make use of it.
Dying light - Why is this even a question? Perk it terrible and it buffs the obsession for no reason. Slow down it gives is weak unless almost all people are dead but game is done at the time so what's the point.
Spirit fury enduring - It gives a great power which can be 100% countered by survivors by just dropping the pallet early. Good survivors will know you have it and play around it, it's not hard, just don't play stupidly. AND it uses 2 perk slots.
Franklin's demise - It makes survivor drop an item... how is that powerful? It may cause them to look for it later but that's it. Your main argument is it makes survivor not have the item when they die and use an offering for it. No real upside so no downside either
Haunted - Counts on survivors greed, has a timer, doesn't help with tracking. Only time it is useful if survivor is already in chase or they are easily found. I have play many games where killer chased me for more then 60 seconds while it was active and it didn't come into play at all. It's a gamble at best
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@BenZ0 said:
Agree the devs should take a look to other compatative games such as overwatch etc, they can handle those things good and can change their meta ladders really well. Dbd is still a "new" game because the most of the devs are new to this game because the company AND the game is still growing ALOT.
The problem is it doesn't look like it's growing but rather staying in the same spot of repeating old mistakes and bandaiding them over and over again.
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- Terrible map designer that really should limit himself to designing visuals and leave the tiles to people that know anything about the game
- Servers and grabbing survivors.
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It would definetely help the game.
IMHO survivors have too much power if they use it correctly and killer's stuff is tier worse then that but that's talking about highest level of play.
I don't like the idea of nerfing stuff like they have been doing for a while and instead I'd love them to take a starcraft 1 balance strategy. Each side has some ridiculously broken stuff but it balances out because every race has some of that cake.
In dbd I'd love for them to take the most unbalanced maps off the map pool and fix them before they come back and then start to buff perks and tone down existing ones. DS would be fine if it only prevented camping but survivors do all kinds of risky shits with it to abuse it.
Ormund, the game, all of the maps with long loops needs changes and for gods sake don't give them to the same guy that made them to balance it as he clearly has NO CLUE WHATSOVER about how the balanced map should look like. Multiple connected loop tiles and long loops will be abused to hell and beyond by good survivors and frankly ignored by everyone that isn't that good. That is strenght of the experienced player which devs don't do anything about which increases differences between the ranks.
If only that would be taken care of devs wouldn't need to specifically choose between one and the other.
Final conclusion would be to balance for the highest level of play but after the field is levelled by terrible map design. If that ever happens game would be in much better state regardless of new perks and balance changes.
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@Rivyn said:
The first one is OP, but I like the idea behind the second. Would be interesting to play around.
It would complement knockout as survivors wouldn't know where to go for the save unless they are close.
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Nah, let's nerf all of the killers.
It will actually remove my ability to play survivor as in red ranks it takes ages to find a single game.
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In order to add that to the game, devs would have to admit that the game isn't really horror oriented anymore which is obvious to anyone that actually played the game.
Sure, we have hooks and blood but I don't like them stopping me from playing trapper and running around in the banana hammock suit and hit people with a baguette.
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Long loop idea is most brain dead things devs ever came up with.
I can imagine someone just popped up in their office and called out: "Hey, how about we make a loop that takes 15 seconds to run around and let's base it around a single window so it never runs out and provides safe space for survivors".
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Even one unhook at EGC is hard. Survivors won't open gates until people are right on the hate in case of blood warden.
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That wouldn't work. Killer is pressured on time and walking around to select which totem isn't in dogshit spot would affect it even more.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/877723#Comment_877723
Ok, one thing at a time...
As far as weekly devstreams go, alot of times theres not really much to talk about on a week by week basis. The devs DO stream themselves PLAYING the game on a pretty regular basis, but you'll be lucky to find ANY game that does a WEEKLY devstream update. I know Warframe skips around from doing one every 2 weeks to once a month.
As far as bugs go...Yes, theres bugs, lol. Im not gonna pretend theres not bugs, theres youtube series that are pretty much just compilation of videos showcasing bugs. You cant tell me that you've missed the huge laundry list of bug fixes at the bottom of every patchnotes list though. You said theres certain bugs that have been around since release. What bugs are you referring to SPECIFICALLY with that, and please dont say hitboxes or something.
As far as buffs and nerfs go, its kinda both sides. Alot of their decision making feels like it came outta nowhere, I'll admit to that. The changes on the PTB for Legion's base mend time because they felt his mend time when he stacked 2 mend time addons was too long was...odd. On the other hand though, many changes they HAVE done was things that came STRAIGHT from the community. When Demogorgon hit PTB, everyone saw his UR addon that made shred break pallets and said "That should really be base-kit". On the current PTB now with the Spirit changes, the changes to Prayer beads, collision and vault animation were all community ideas. Sure they havent implemented every change that everyone has ever thought of, but much of that is simply due to many ideas not being agreed upon by the community as it is. I COULD list off far more changes that they DID implement if you want, but I'll just end this here for now.
There is a list of bugfixes under every patch.
What you failed to notice is all of these bugs were introduced 1 or 2 patches ago. They make a patch, add shitton of bugs, then fix it month later and everyone sees the huge list of bugfixes.
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Not really a nerf huh?
So let's change medkit to have only 30% of charges it have now. Does it sound significant?
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The rule of thumb is to loop around the pallet if killer is far enough. You should focus on wasting killers time as you get a lot of points for long chases anyway.
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@Nyaren_Chan said:
That's what i've been saying since the very start. It was obvious some challenges were going to be way too situational, and that's why I just hated challenges we had to do during a single trial.
Level IV is going to be painful, too bad for people like me who want to collect the lore of this game.
Wasn't it: Get 3 survivors hooked while EGC is active?
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I disconnect from this discussion because this guy uses something I don't like and there is no punishment for it.
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@Rex_Huin said:
Thing is camping is effective.
I see it every night. Someone on the hook. 2 others sitting in a nearby bush doing nothing.
Hook swaps where the rescuer gets downed whilst the other one escapes.
Ridiculous unhooks right in front of the killer.
Killers camp because it works. Maybe not in the low ranks inhabited by this forum but in the mid ranks this is what is happening all the time.
PS4 rank 10 - people barely do gens anyhow. Once someone is on a hook they are drawn to it like a magnet...
You don't see it when survivors are better because all gens pop before that guy bleeds out.
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@ScottJund said:
This was back in the era of their development when they thought something called "long chase windows" were a thing. Basically they did the math and if you are near the survivor and vault the window by the time they make it all the way around again you'd be able to hit them, but this is really dumb because they don't have to follow that same path, they can just use the distance gained to go to a different loop.
Or use it 3 times, use another safe pallet nearby to drop BL3 and go back to the loop after entity block dissappears.