twistedmonkey
twistedmonkey
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@saiisam said:
https://forum.deadbydaylight.com/en/discussion/comment/603452#Comment_603452
True. Then again, I think it also comes down to bad matchmaking as well; I’m a rank 6 and the rest are usually rank 15-17.
That seems to be more the issue. You are being matched with players you are much better than.
BBQ has always been easy to work around for good players and for those that live for the chase it's can be used as a way to bait the killer in.
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It makes you think how it was ever possible for people to avoid being caught with BBQ before the locker aura reading change was implemented.
There are other ways to evade BBQ it just sounds like you are versing survivors who can't juke well.
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Both sides can be toxic but its this us v them mentality what is causing more and more toxicity.
Any perk, item or strat in the game is fair to use and no one should complain about them being used or cause frustration but those that feel that way should never take it out on the other players.
Toxic people are toxic no matter what and tbagging someone because you are beating them isnt being a good sport. The others in the match you played with are probably why they reacted.
They were wrong to react but some can't handle being taunted at least the slurs were mild in this instance. I don't condone it but it would be something McCote would class it as trash talk.
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What they meant was the playerbase would be split and could be lower for those that opt out of cross play possibly creating longer queues if more of one side opts in other the other.
At best right now the devs could do a test with PC and Xbox primarily as Microsoft seem more open compared to Sony. This is to gather stats of how the games play out. It would need to be a test of many player skills and not a select few hand picked.
I personally don't think it would work out as well as some think. I could see the complaints increasing about balance and some may even quit feeling more disadvantaged.
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Maybe the husk being left will sort this when dedicated servers come about. I hope so.
While many strats like slugging for the fourth kill may seem boring in some people's eyes (I said boring to be polite) it's still a strat and should be accepted as part of the game. If the devs decide to change up how slugging plays out in that scenario it would be different.
Dcing for the hatch to me is a false win condition as the killer has no counter play and it wasn't earned via good play.
People just need to accept a loss or use stealth to hide if the player is being slugged. That is what I do and it works a lot of times as most are so focused on protecting the slug they don't stray too far giving you time to find the hatch if enough gens are done.
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@KaoMinerva said:
https://forum.deadbydaylight.com/en/discussion/comment/601720#Comment_601720
The funny thing is, after they nerfed her many times already, they left her add ons alone which technically hurt her. Her purples are actually useless along with many others that serve really no purpose.
They only nerfed the Nurse once by removing her third blink in 2016.
The change in 2017 was originally thought of as a nerf by some but it was actually a slight buff which was argued at the time. The change was made due to the game map for easier vertical movements. Her blink changed so you could control the distance travelled and where she could blink too on the map. It just took some time for some players to get used to those changes to realise it.
People have asked about add on reworks since 2017. They devs first discussed doing in over a year ago.
Omega and extra blink ones were asked to be changed and most of the others to be reworked as they are not worth using due to you losing more than you gain.
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I would contact them at https://support.deadbydaylight.com/hc/en-us
The first things to try before that ate restarting your game and platform you play on along with making sure you are logged into the correct account.
If it doesn't sort itself which most tend to do check your DLC purchases and then send a support ticket with all the required info.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/601159#Comment_601159
Holy ######### you're from NC too? Howre you enjoying this 100° swamp humidity lately. 😆😂
I am originally from Scotland so its a huge shock to the system 🤓. Just as well everywhere has AC or I would turn into a human puddle lol. Loving the beach life but a but paranoid of sharks still!
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Putting in voice chat imo would ruin it.
Solo is the majority of the userbase and is also a choice as some like myself like the aspect of not knowing.
As I have also stated in other posts not everyone speaks the same language in regions. I sometimes feel those that wish for this are either playing SWF or like in English speaking countries.
Being from the UK my region was EU which makes up over 30 countries who are not native English speakers. I now reside in the US in NC and am matched with people from South America adding voice chat when the players don't speak the same language is completely pointless and the reason regions are larger is so finding games is quicker.
There is also nothing to stop SWF muting anyone not in there party and just keep using the 3rd party software.
Then there is the toxicity of this community where every action is subject to scrutuny and people get upset for anything someone does or how they play. This scenario has been complained about in many other games with voice chat and it has ruined many people's experience.
The really good SWF players are not just good because of comms. They are good because they are actually a team who work and coordinate well together. This is why a group of really good solo players can still do better than a mediocre SWF group.
Voice chat is not the answer as DBD is not a team game. As a solo player it is in reality everyman for themselves and the actions you do in game is for your own benefit and escape chances. While some like myself will try a save and dont mind giving my life up it's more of a personal challenge to get the save off where as SWF do it to to try and get a friend out.
The rest well they seem more like fantasy land. The survivor not being able to use perks they earned is a really bad idea as again solo players with randoms will never agree who gersxwgat and why should they? Grinding for hours on end just to say you can't use the perks you gained?
Your change to totems would actually be a nerf to them as any and all dull ones would be cleansed more often. Most hex perks are also easy to spot when killers get the first use from them.
Adding gen time will make the game so monotonous and why people are asking for another objective instead. You want something so survivors have to move around the map increasing the game time more naturally instead of turning it more boring.
Traps already make survivors injured and I don't agree with dying state as a skill check is nothing to players with over 20-50h it only hurts new players who killers don't really need buffs against. His kit needs improved but I'd say it should be more about the traps being present and he can pick them up from a distance for starters.
Wraith I don't think should be completely invisible it makes it just like prayer beads atm and it comes down to luck of where he comes from.
Myers he used to be able to stalk multiple survivors but they changed it as it was deemed too strong. Someone else came up with the idea of being able to stalk more on each survivor per hook maybe hooked survivors together can be multi stalked. I liked that idea as doing well gained him more power.
The DOC'S change makes SWF stronger as they use out of game chat. Bad idea.
The Pig's Rbt's are not designed to kill a lot it should be very rare so making them more likely to do so isn't a good idea imo. Her base kit needs buffed to help her ambush and chase potential. To make her RBT's too strong means if a second objective happens they would need to be nerfed.
The plague idea removes choices forcing you to intentionally put anothers in danger at times. You can punish someone so harshly for a bad power design. The power is in the hands of survivirs which is the issue. She instead should be able to activate it every so often when survivors are infected the more infected at once the longer it lasts.
Ghostface being able to teleport accross the map with no Cool down is too strong. I like the idea but a cool down would be needed. Him being able to stalk and Insta down after seeing someone with BBQ or any aura perk does seems quite OP so that may need to be looked at also.
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While the Nurse at base is fine imo her omega blink and extra blinks are the only issue I can see with her and probably used more due to her other add-ons having more downsides than upsides.
The add-ons in question don't help newer players or bad nurses as they still can't control the blinks but what they do is buff those who are competent with her. Maybe not great nurses but good enough that it makes it easier.
Personally using extra blink and omega blinks are a hindrance to using her to become more than good with her but that doesn't stop them being really strong in the right hands.
The Nurse has been complained about since day one. Each week for the best part of 2017 on the steam forums. Anew Nurse thread came out but it started to change when a new killer was to be released every three months as they had something else to jump on the bandwagon about.
Most complaints were always pretty consistent being that of Nurse, SWF, DS, SC, NOED, Looping, Amount of pallets, Camping, tunnelling. Basically anything someone used that they disliked or thought were too strong.
Since so many changes have happened Now the complaints have turned to irri add-ons, Insta heals, SWF, Adrenaline and still NOED camping and tunnelling along with Nurse.
Anything which is used where the person on the other side deemed it caused them to lose becomes a complaint. That's the one constant of the DBD forums.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/597955#Comment_597955
It annoys me when survivors say this, or instead "Lets give the Devs a chance here." We have. Several times. The fact of the matter is that the Dev's have an AWFUL track record with "adjusting" killers. So forgive us for fearing that the only killer who can go head-to-head with the overwhelming power that is SWF is heading to the Nerf Chopping Block.
Thats not really true they have done some great changes in the past the Hag for one and just recently the Freddy rework. Then there is the spirit and Huntress.
I don't count Legion, Plague or Ghostface I feel they just weren't that well designed from the start imo. Legion imo should have a Freddy type rework and a whole new power and it was a killer which probably started from idea from the community. There were quite a few posts in the past asking for a killer that could jump pallets and windows. The others were given a power which put its strongest part into the survivors hands.
Personally I wish for them to slow down a bit and take more time with the dlc's as the best ones took more thought.
With Legion I see it as an example of what the community wants doesnt always turn out good for the game.
That on top of all the nerfs and buffs on both sides to try and make it more balanced.
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@KaoMinerva said:
Basic killers get destroyed by base survivors. Depip proved that already. Whats the point?
Didnt you say they shouldn't Nerf Nurse going off the best killers with 4500k hours.
Just confused as the experiment was done with players who also each have thousands of hours and to why one is valid while the other is not?
Personally I think both are wrong to take as the norm. The Nurse is fine at base kit and takes time to learn and most survivor games play out nothing like the experiment.
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@TeambossFloze said:
For everyone that said this has been the same since day 1 - I didn't unlock all the perks on day one for every character and max out all my blood webs on day one so therefore that isn't the case. I don't think everyone would run only Meg either, I think she will be higher, but then to counter that i'd make some of the more crutch perks, Self care, Adrenawin, SB etc as generic that you can get for every character, and maybe give them something else.
I don't think a passive trait would work personally as It would be even more hassle to balance as the game already is.
I have two main issues with the whole thing and its just simply
- The survivors don't feel special
- Bloodweb grind is a ballache (less perks = less grind)
Your personal levelling experience doesn't change the fact that survivors were designed to use all the perks available with no real unique traits hence they have always been just skins since the games release in 2016.
For example females have smaller models and why they are more used.
Meg and Claudette are common as they have some of the best teachables for newer players and most pick a main when they see the grind. It's only after some playtime do people tend expand who they play and settle on a different main.
Many discussions have been on the forums of how to make a survivor unique but the danger is you no longer have just meta perks but create meta survivors as the best one with the least downsides will be the one people use.
They reason they are designed this way is so no matter who you use you aren't advantaged or disadvataged over others so it creates more diversity in who you play or verse.
It's already evident with how Claudette is complained about for being a stealth ninja but since stealth isn't the go to strat or how people play it only slightly hurts variety.
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NOED is a counter to not only gen rushing but many things. It not just about skill but the perks and items in game to prolong a chase.
Exhuastion perks are ones which can make a chase last a lot longer.
Insta heals negate a killer doing there job and prolong a chase.
Adrenaline while a reward as such for doing the objective doesn't take time will prolong the chase.
Borrowed time and DS when the gates are opened enable free escapes.
And these's are just some examples.
In a game where the devs expecta killer to chase, down and hook every survivor 3 times before they can pip at rank 1 when the the perfect balance is 2 die 2 escape and survivors between them have to do 400s of gen time a chase should in theory last no longer than 35 seconds (this doesn't include time to pick up and hook).
There are many things which are unbalanced in the game and NOED can be one of them but it is in part a necessary evil and truly is in the hands of the survivors on its activation. The chances are each totem will be passed by a survivor at some point looking for a gen. It is a second objective it's just optional and the refusal of each one to take the 14s of cleansing is why it is so strong not what the actual perk does.
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I like this idea maybe it regens over time or adds more to each one per survivor hooked. Another slight QOL change could be to show him how much stalk he has left on one someone like the bar changes colour when you are about to run out.
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If that happens I look for totems and do gens or just give myself up for the kill. It depends how many gens gave been done and how many points I have.
It may take some time but it is a counter play to it and one where you have a choice to make. Do or die.
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@Karl_Childers said:
I always see people saying hook stall was tested and didn’t work. However, that test is not a valid counter argument at all. It’s simple, you tie it to the chaser emblem camping penalty. Did the test have that?! If another survivor is in proximity of the hook, OR the killer is in chase, it wouldn’t come into effect. That’s completely different than just a flat out “if killer is within x meters, the hook progression slows down”. As far as I know, that is what the test was? Of course that wouldn’t work. Things have changed since then.
OP brings up a valid issue that I always harp on also. “Gen blitzkrieg” counters camping, NOED counters “gen blitzkrieg”. Camping killers with NOED needs to be addressed by making a requirement for the killer to activate NOED. For example, only survivors who have been hooked are exposed to NOED. Killer wants to camp? Cool, you might only have one or nobody exposed.
Its also a problem that many survivors will feel like they have to go in for saves against campers, because doing gens and leaving will lead to little points and most likely no pip. It isn’t so much that they “fell for it”. I don’t find that to be fair.
As I said an emblem change only helps with those who actually care about emblems. It doesn't solve it for theose who dont care and just want kills. This is why kindred being base is a good idea.
The test showed that a survivor could run around the hook making the timer not go down leaving the others to do gens. If the survivor around the hook stopped that timer scenario then it doesn't change how it plays out right now. That on top of a survivor standing just outside the area trying to bait the killer as in a lot of cases someone is close enough to run in.
A killer should only really be able to camp two players in reality as it's 4 mins of hook plus chase time in total and gens take 80s each.
3 gens 80s still leave 40s of hook time of the first camp to start another. The killer then needs to hunt, chase, hook and camp again.
The first one camped should result in 3 gens being done easily with another two on the way. Second camp should leave enough time to finish the other two, open the door and get out. It should also allow 3 or 4 totems to be done if you pass them which most do but just ignore them.
With Noed the killer has to leave and not camp to get the benefit so then it's technically no longer camping.
The problem is people dcing, suiciding on the hook and not doing gens which all reward it and The problem of doing gens and getting out is not actually rewarded also makes some want to bait the killer away.
Punishing a strat should reward the players for doing so more and not using the strat should reward a killer for not using it.
Since camping is a strat where its viable and encouraged by the devs in some circumstances I don't think a punishment is the right way to go.
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It may lead to longer queue times and with dedicated servers due to appear before the end of summer in "theory" it should no longer be an issue.
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Harassment: Communications Abuse
Insults, intimidation, hateful speech, repeated harassment
The only one on the list which is not instantly self explanatory is insults of where the line is but you need some really bad ones bordering on extreme to get banned for that.
Wait out the ban and learn from it to become a better human being.
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It has been stated they are working on a better way to handle punishments once dedicated servers come about a few times.
My personal wish is for a scaling timeout scenario after 1 or 2 dcs.
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Legion imo was a mistake of a killer they teetered between being useless to OP. The this was a killer which the playerbase asked for. One which could jump pallets and windows.
The problem with legion is how power. It had no counter play and wasn't fun to verse. He coukd easily cheese the down which went agaisnt how he was designed to be played. It was the players who used that strat that led to the eventual nerf of his deep wounds mechanic.
Legion needs a while new mechanic imo and after him having hid rework I'd say he is low priority over other atm.
The pig well her rbt change was a side effect if fixing the games hatch and hostage situation and was needed. Her intended design was to use her traps to slow the game down before the gens were done. It was the players who adopted the strat of keeping them till the end game started. She needs buffs to her stealth and ambush instead of traps imo as they have always been something that should rarely kill according to the devs.
The one change I would like an answer on is the recent one of changing her ambush attack not being basic. It's a nerf to alot of perks like noed. It may be part of a bigger plan so some reasoning or info on that would be nice but I don't demand it quickly.
Sometimes the devs need to say nothing until they 100% know there is something relevant to say. Take the recent crossplay thread with a simple it will be taking into consideration comment and then the disclaimer to see how people react to a possible/may never happen scenario.
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You never want to stop people from disscussing something they feel is a good change. It's not nonsense just a different viewpoint of how they think the game could be changed for the better.
Good or bad ideas are just an opinion and what forums are all about as long as it's civil.
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Its very hard to punish camping as most of the problems around it stem from how the survivors react to it and how the emblems are setup.
A killer camping and not pipping would result in them being able to stay in a rank where it affects the newer players or less skilled ones.
The sacrifice time has been tested but it did not work as one stayed around the hook to prolong it while the others did gens very viable in SWF. If a survivor is near and it doesn't work it still sits in the hands of survivor and how they reacted to it.
Speeding up gens also means the gen rush becomes more of an issue.
You also have to consider those that don't care about pips or bloodpoints and just play as they want to kill. These players probably wont care about any punishment as long as they can still get that kill.
Maybe the way to sort it is to change how survivors play. If the survivor does gens when someone is being camped they get rewarded with as it adds points to each emblem and bloodpoints so its beneficial to punish it. It would only work if no survivor was within a set amount of distance.
On top of changing survivors change it so killers are highly rewarded for leaving the hook. How this is done needs some thought as more bloodpoints may not be enought to disuade players and some may move over to killer with that.
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The problem with looping is the game has been build around it for the last couple of years.
To remove looping would mean all the maps would have to be completely reworked with ways to make sure there ways where breaking LOS meant you had a very high chance of being able to hide and not be seen. This would mean most of the perks to make pallets easier to deal with aura and tracking perks would need reworked.
It would also mean the removal of pallets and windows as if they remained then nothing will stop someone using the looping. Any object in reality can be used for a loop it's not something the devs planned for the game it's something the players adapted to using to prolong a chase.
If stealth was the main way to go the game could become extremely boring for a lot of killers as evident with the amount of posts asking for urban evading Claudette to be made easier to see.
Killers want to be able to find multiple survivors and down them. Survivors want to be able to have a chance to run and or get away from the killer. If the game became seen and downed or seen and be able to hide the interactions between the two sides become less and the feeling of downing or losing someone can start to feel manufactured and not by how well you played.
The game as it is keeps people playing. To remove looping makes it a completely different game and let's be honest there have been games released to compete with DBD thay dont do looping but have never managed to gain the following DBD has. This tends to say DBD as it is is what the players enjoy. I don't see them ever changing a successful formula.
Changing a game people enjoy can be the death of it. This happened with the most successful battle roayale game of its the time when a major patch changed things too much. The player base left for something else which was better then whqt they chanhed it too and it went from 150k players to now having around 800
While looping can feel frustrating it's what the game is and has been the survivor strat since around September 2016. Removing it means the game is not the same and it could be highly detrimental to the games playerbase numbers.
This is why I can never see the devs removing it as they need the playerbase to stay large enough for the business plan to work.
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They already tweeted this about the situation.
An issue is causing some content to be delayed on PS4. Don't worry! The 3.1.0 update will still be releasing tomorrow. Sadly, it will not include the L4D content and the four new languages yet. We are working really hard to get everything to you ASAP, we will keep you informed.
Peanits also said on another thread that it's awaiting certification and they have no time frame as yet.
Once they no more I am sure they will let everyone know but I dont think its realistic to expect them to say multiple times a day there is nothing new to report.
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Its a chance but never guaranteed much like a map offering.
Its designed this way so the killer never truly knows which one out of the four is running an obsession perk.
I understand why it is this way but I also dislike it when I am the obsession as being one who never runs any the rng god seems to love chosing me 🤓.
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Yes they moved saves to their own servers a while ago.
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@Rydog said:
@ArecBalrin But it's not a wide-open question, it's a really specific question. You asked "As a ratio, how many survivors-to-killers are playing the game right now?" and they gave you, specifically, a ratio of how many survivors-to-killers are playing the game right now. They gave you the answer you were seeking. I can't fault that as a bad-faith exchange.
If someone showed you that question and that answer in a vacuum, with no other context in terms of whatever baggage and issues accompany this game and this developer and this player base, can you honestly tell me that you would conclude it isn't a fair and straightforward answer? What unsaid information were you hoping, specifically, to get out of it?
In the Q&A thread for Thursday's Twitch stream, I asked this: "Would you ever consider removing perk tiers, so that each perk only has one version? With 65 total survivor perks and 60 total killer perks, this would alleviate the most oppressive aspects of the grind, and actually make prestige a tempting decision, while still requiring players to put time into building up characters."
If this question is selected, I am anticipating them 1) answering the question posed in the first sentence, and 2) addressing the big-picture concern that led to my asking the question (which I have made very clear here). Without the context of that second part, I could rightly expect them to simply answer "No."
I wouldn't bother with the conversation as It seems they asked a direct question and no matter how they answered they wanted to use that to argue that it was not what they wanted.
it just seems like the person really does not like the devs so no matter what they do it will be met with extreme scrutiny.
Some things are better just left alone.
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@DuckApproved said:
@twistedmonkey Id say the Legion exploit was an almost perfect example of how to handle situations like this. They put up a notification that all players could see and gave a warning that if any of the add ons were used that they would be banned. Although what the devs should do is just disable and hotfix the issue. Plain and simple right? No need to ban and its fast.
That is what I think needs to be done a system so they can disable certain perks and add-ons that may be bugged. Im not really a fan of someone being banned for not being aware and even if they are mistakes happen they could just change char and forget a perk or add on is equiped after playing a while.
They could even stop some maps from being in the rotation when bugs appear where they can get to a safe spots and the killer can't reach then or vice versa the killer can get around a spot.
To me these create more a sense of urgency that it needs fixed and lessens the reports to go through for the community it team.
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@DuckApproved said:
Also to anyone still reading this thread. This isn't about what exploit was worse or not. An exploit is an exploit and should be treated as such. We can all agree that no one side should have an advantage through the use of an unintetional bug. So please stop bickering about the killer v survivor bugs, we could stop any use of this if we just work together and stop bickering like fools. Not everything needs to end in an arguement.
The Legion exploit was one which could be considered holding the game hostage as they could hold them mending for a seriously long time and maybe why they decided to ban for it but it was a mistake and one they decided not to be repeated.
There have been many bugs on both sides which they havent banned for. The problem with banning is it starts a precedent and would need to be a one for all system and they would have to make sure the player knew about it in advance as mistakes do happen but there will always be a risk of people who get unfairly banned.
Many bugs on both sides have been in the game but consistency is needed and they have decided to be constant by not hitting the ban hammer for any now.
That may change again depending on the severity of a bug but it is not for us demand it happens.
One day you could end abusing a perk or addon you use frequently by mistake for a good few matches as they arent always aparrent and I am sure your viewpoint would not be the same if you ended up with a ban for it.
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You dont really want to reward someone for playing badly in the game.
This is why a natural way to slow the game down from the start which is constant throughout is a better idea but It would probably need split into player brackets so newer players don't find it even harder.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/592936#Comment_592936
Or, just like the Asylum Exploits, which is literally when/why they created temp/soft bans in the first place, so they didnt have to ban a ton of streamers, who some have now gone on to be Fog Whisperers LUL
its a cycle isnt it? LUL
The did ban players including streamers for the Asylum exploit. One in particular got banned for going to the safe place just to heal someone but they all got unbanned after it was fixed.
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They said when he is released any survivors who have them unlocked will keep them.
Bill should be able to use them since survivors always start out with there own teachables at tier 1 but any survivors that didn't have them will need to unlock the teachables from now on.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/592790#Comment_592790
The thing with Nurse and Spirit is that when they attack out of their power, the physical attack itself is still the same. Meanwhile, when Pig ambush attacks, she is doing a physically different attack.
While they use the same animation for hitting in and out of their power it was "bugged" when MoM was first released so that tends to say it was actually different in terms of how the game viewed it.
It's why I speculated hoping it's not changed again for a MoM revert at least 😉.
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It could be to synergise with this change
- Updated the attack system to flag certain attacks as basic attacks. This will help with consistency of 'attack' conditions in perks, add-ons and powers.
Maybe its the first so all killers using there power will change like Nurse and Spirit. I just Hope it's not a way to look at reverting the MoM change as it's heavily complained about as it is now.
It may be a way to nerf STBFL on stronger killers like the Nurse and Spirit but I don't see why they wouldn't do them first if that's the case.
I am speculating a bit too much here. Its a strange change and it would be nice for some reasoning to be given.
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It doen't bother me as they stated it will have no P2W aspects.
Cosmetics are a choice and dont impact the gameplay and you can earn some for free which is something you couldn't get before its a win win for those who wish to pay gaining more and for those that dont.
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I think given the tools people just use what makes them strongest and when that happens in a game the other side can react to do the same and it keeps spiralling.
It all depends on what you want out of the game.
Some play for pips, bloodpoints or just fun and others kills or escapes. Players tend to focus on the aspect they enjoy and use what gives them the best chance.
Winning is different to each person so its hard to balance for one aspect and not hurt the others.
It's why I personaly think the matchmaking should not be done off the current rank system but take more info into account so bullying can't be done as easy and SWF should go off the best ranked player.
A 5k hour killer should not meet a 50h player and vice versa. It makes it harder to balance and can skew the stats.
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@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/592468#Comment_592468
I guess that's fair enough, but take your ptbs for example: often you will get alot of feedback, but nothing ever changes from the ptb onto the live server other than bugs. During the trappers buff ptb, everyone said that holding two traps should be default but nothing happened with that. Also (though this one is a worse example), im pretty sure the majority said dream snares don't slow survivors enough, but as far as i can tell, nothing is being changed from the freddy ptb (correct me if im wrong)
It depends on the stats they got from the ptb and how they define what the power is meant to do.
The dream snare slowing a survivor down. You have to think about how much it slows them down by going through it compared to going around it. The latter still makes the loop shorter by a second or two but also leaves it viable which is probably by design. What you don't want is for it to make it so it's a guaranteed hit or it starts to feel cheap.
If looping is what the game is being designed around you can't completely remove it with a power such as the snares as they can be put down mid chase quickly where as the trapper or hag have to take time so they have the option and time to try and move somewhere else.
They are working to make all loops mind gameable so the power may then need adjusted and people will cry it's being nerfed for no reason. Freddy's map is the first one to have that rework so it makes sense to try and balance the power around what will become that norm.
The trapper well he needs a lot of love and I do agree at the time the 2 traps could have been given but they decided to make all the bags less rare instead.
They do listen to feedback but that doesn't mean it has to be implemented or they are ignoring it. It just means they may not agree or its not inline with their vision of what it should do.
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The top killers all have one thing in common. Good map pressure.
Nurse, Spirit, Billy and Hag all can traverse the map fast using there power and they and really useful in a chase then there is the Huntress who can hit you from a distance.
The new Freddy will also be quite good but his power isn't like the others and gives more chance for survivors to leave the area before he gets there.
The others can still do well at high ranks but versing good players shows the flaws they have more.
I don't know how comparable you can really make a standard 115% killer to the best ones as they will always take longer to traverse the map.
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I dont personally mind the Nurse if i would change anything it would just be couple of her add-ons as I don't think she needs omega blink or more than 2.
Some of her other add-on need to be looked at as well changed due to a lot having a higher downside from what you gain.
I like versing her as I have to play differently and it changes up the game from versing the usual M1 killers.
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You have always lost bloodlust after hitting a survivor.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/591503#Comment_591503
Is it or is it not a grind?
Any time you spend grinding on the battlepass is time you aren't spending grinding for bloodpoints and perks.
As a result, increasing the original grind by that amount.
That all depends on whether the archive uses bloodpoints, devotion or something else. Personally I can't see them using bloodpoints making the grind harder when they have said they are looking at ways to decrease it.
If they do remove the grind from levelling up then it just becomes something else to grind for that has no impact on the gameplay itself and gives players that enjoy grinding another goal to achieve through playing which is not a bad thing.
We know very little about the archive itself apart from it won't have any P2W aspects as per stated by Horvath in the anniversary stream.
We will just have to wait and see.
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I dont agree with voice chat for a few reasons.
Firstly it creates a way to troll others and you have to mute them negating what it's designed to do.
Secondly I play solo as I enjoy the immersion and the not knowing.
Thirdly not everyone speaks the same language so they would need to seperate the player base into stricter regions.
Right now EU as a whole is one, NA where I am atm in NC is mixed with some people in South America as I regularly get people from there in my lobby. Australia is mixed with Asia.
How do you balance a game around voice chat and then have regions split in a way where they can't understand each other?
Dedicated servers make that even worse as it means a server for each region which would probably cost a lot more not to mention finding games off peak times.
It's just seems non viable for this game with the userbase as it is.
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Ruin is faster to work though most of the time. The regression isn't much and it's highly rng dependent with skill checks.
If survivors don't find ruin and take a long time to do gens it's just doing what the perk should. Slowing the game down giving the killer more time.
BBQ is good but it's usefulness is really in a survivors hands due to lockers blocking the aura. I just use it for extra bloodpoints after the change.
Most good perks help someone with how well they do in game it's what perks are designed to do afterall.
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@Rydog said:
I wish @Peanits would provide a clear and direct answer to why they don't just remove perk tiers.
With 65 survivor perks and 60 killer perks in the game (most of them gated behind specific characters), new players still have a lengthy development process for each character they are interested in. Compressing perks down to a single tier apiece would also make prestiging characters more tempting, even for characters that are already "finished."
I just wish they would address this.
It's probably because he has no clear answer to give right now. He has already said they are looking into the grind and ways to help with it and gave feedback from the forums but they have to be very careful what they say.
In the past when discussing possibilities they have been met with scrutiny and the forums blew up with post after post even though it was stated it was just an idea and not being implemented.
When they have a difinite answer they will let everyone know but until then it's still in the discussion phase.
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Playing against randoms means nothing as the rank system isn't really based on the speed of objective but a multitude of actions in the game.
For players to reach rank one gen rushing every game simply won't work and why Marths experiment did look like it had an impact. It made the devs look to making a system where you have to do a lot more than just get the gens done or you don't pip.
A good player playing well is more reflective of their skill versus the opponents than this killer/survivors need a nerf.
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To be fair MoM and DS did need nerfed as they werent good for the game and felt like very cheap easy escapes when the killer was playing well.
The healing nerf already went through and it did sort of backfire as now we have the "non heal meta". Horvath actually discussed it many times and the devs held off on chaning it for a long period. He mentioned a few times they wanted people to heal as it took them off gens.
There have been a few nerfs of late.
The PIG RBT was needed due to it countering what the EGC was designed to do which was to end the the game quicker and not to give free kills. I do think they need to look at the pigs ability for map pressure and buff her stealth and ambush capabilities to compensate for the end game change.
Overall it was the players that adopted the Pig traps for the end game and while it was aknowledged as a good strat by design they were initially thought of as a way to slow the game down before that stage and very rarely kill.
Ghostface's 8% change was done as it was inconsistent with how it worked which could in part have been down to connection to the host. You could stare right at him and it wouldnt work but getting a glimpse out of a window when you werent even sure where he was did. I do think he need some buffs in other departments such as his stealth and more map pressure capabilities.
MoM well we all knew it was going to be nerfed as it affected the weaker M1 killers more. While it was overnerfed I think it needed a change quickly or it would create too much frustration when your skill or knowledge had no bearing on the outcome of it and it also had no counter play.
DS needed changed as it was again a perk which punished someone for playing well and the survivor for playing weak with dribbling being the only counter play but then it wasted more time so they ended up slugged. with the change it actually has counter play and works for what survivors have asked for for some time. A way to help with tunnelling.
Many people dont like some changes and instantly complain but they are needed once you take a step back and think about it. Complaints generally happen when it affects someone directly and they feel there was nothing they could do when in reality there probably was they just didnt notice what it was. Then you have the people that jump on the bandwagon.
There have always been constant complaints about certain perks over the years.
Survivors - Self Care, DS, Adrenaline, SB etc
Killers - Ruin, NOED, BBQ etc
Its just when a new perk comes about such as MoM the conversation moves to that as its the most in need of a change.
While I think most perks are fine as they are that doesnt mean a logical change that someones think of cant make them more balanced overall.
The devs do take feedback into consideration but they also do what they think is best for the game. They interact well with the community and explain the reasoning for changes which is a lot more than can be said for a lot of other game devs.
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Trapper could do with some love as he is the DBD poster boy.
His problem is setup time so they could have them spawn already set.
Saboing doesn't break them but makes them respawn somewhere on the map as survivors shouldn't be able to remove his power for an amount of time.
Make his bag start with three traps and increase the amount of overall traps by 2.
DH no longer works to go over a set trap as that kills shutting down loops on one of the weaker killers. This should force survivors to use the pallet instead.
Allow him to pick up traps from a distance outside of a chase maybe 16m (or more) so he doesn't have to waste time walking to areas just to pick up his power and can do it while hunting.
Just some QOL improvements to allow pressure from the start and be able to put out more map pressure overall.
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Poo has been in the game since 2017 with the Myers dlc. It's been fine for years and has never seen such complaints about it the odd one now and again but then they released the Ghostface dlc and the complaints have went through the roof.
The perk doesn't need changed it is stealth killers that could do with a change against it as it's basically for meme and troll most of the time.
Basically if a perk sees a rise in use suddenly it needs changed as people don't know how to work around it. OoO has the biggest downside of you being able to see them. If it's a big deal tunnel them off the hook. Make it not worth a perk slot to them. It's extremely rare you will ever see more than one in game so get rid of it.
There have been numerous aura reading perks added since OoO it's like the BBQ complaints, that didnt need the nerf either but it was strong on Nurse and Billy it was them that needed tweaked as it made it worse on the slower killers when that wasn't needed.
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Because the game was never intended to have comms in it and it would ruin the game.
Other games have put comms in and trolls always ruined it and DBD has a far worse community.
That's not even taking into account not every one in the lobby talks the same language. Take the EU region or Australia being mixed with Asia. Good luck in those lobbies.
There is no point balancing around comms if the majority have to mute almost everyone.