Avatar

twistedmonkey

twistedmonkey

About

Username
twistedmonkey
Joined
Visits
5,349
Last Active

Comments

  • So you realise why a lot of survivor dont heal now and it's being called the non heal meta?

    People complained SC is op it should only work once, people heal too fast we need a nerf to healing overall.

    Devs hang off doing it saying healing wastes time and they are not on gens, a debate ensues on the forums with people against nerfing healing overall being told they want to kwep their crutch.

    Devs eventually nerf healing, survivor adapt and don't heal and stay on gens.

    Now gens are going faster and we have posts saying being Injured needs more of a downside.

    I sit here reading these shaking my head as low and behold when you got what you asked for it didn't have the desired effect you thought it would.

  • I would start recording and report them.

    Leaving the game by your idea doesn't help the playerbase overall as people would use it for anything and everything.

    Reporting players doing these things to clean out the trash should be the common goal.

  • Numerous times, there are lots of chill players out there but i suppose it can depend on how you play and react to situations.

    Any side acts toxic and it breeds more.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/448910#Comment_448910

    The EGC is just a timer that says to the survivors you have 2-4 minutes to do whatever you want and you have at least one door open. Most survivor will do everything they want in the game no after the EGC start. Just because is an isometrical game that doesn't mean one side has to do so way more than the other. The only way to make the game less stressful is either give less thing to the killers to do, for example, survivors die in 2 hooks or give a second objective.

    Anything that has time management is stressful.

    The egc as a normal effect if no one is injured isn't stressful and by design it's just to stop trolls.

    It does become stressful once someone is downed for them though as they need to save within that frame, you can't say it doesn't change it when before they had unlimited time to do the same.

    Choices now have to be made by survivors, theu either leave instantly or tru to help, if someone is hooked at the other end of the map, if NOED is still up they have to try find that totem before trying to save or it's an even riskier save, all that has to happen within a time frame now and they have to be aware of it.

    Time management is what makes killer stressful the same applies here.

    You don't want two hook stages as it makes camping more viable so they would need to reduce gen times again.

    Imo another objective is the best way which has been asked for since it prolongs the game more naturally and allows for more engaging interactions.

  • This can't be a real post.

    Killers don't use MLGA only survivors according to the forums.

    Begone demon!

    Seriously though as above it won't work when the servers go live.

  • While it doesn't bother me that much and I really dont care one way or the other as most ones I have I never use.

    It was something to earn in the game with a set time to do it so it pushed me to play a lot more since I just wanted them and there was a sense of urgency on my part.

    I myself don't bother with events as much after the store implementation and dont feel I am being pushed with that same urgency to play anymore, unless they give a decent amount of extra bloodpoints as that lure always gets me I just do enough of it to get what I want our of it and then stop doing the event goals.

    The last one was a classic example, the BP gain was quite pitiful and the players farming me off the hook ruined so many games so I never bothered with it after I got the one skin I wanted as it want enjoyable to play, where as before I would keep playing to help the other survivors or killers depending on the role I was playing.

  • It's a neat idea but not sure if it would work out as intended.

    The problem the game faces with such a change is already making players open chests as they are a way to take them off gens, if it became a maybe chance then they may not bother with them and just skip them altogether.

  • It isnt always isp related it can also be due to hardware.

    However with a fast line you can have still a problem if the attenuation or noise levels are high.

    With hardware like a pc running on min specs it can create frame drops and lag as you are hosting 4 other player putting more strain on the equipment.

    Lag can also be due to one survivor player having the worst connection, ive had that as survivor, being close to one survivor I lagged bad, being chased by the killer away from them was fine, as soon as I ran near that survivor when in a chase both myself and the killer had bad lag.

    Lag switch is normally pretty obvious as it only happens when its and adventageous to them as those who cheat normally arent all that clever.

  • That's natural as killers have no down time unlike survivors, they have to manage time more effectively.

    Killer are always hunting, chasing and downing.

    Survivors being 4 of them will always have less pressure due to as soon as they see a hit happening they are free to do a gen and can keep an eye for them going down.

    It's just how any isometrical game such as this is, one side always has more to do which itself is more stressful.

    The egc though actually increases the stress for survivors as once the gates open they now have a set time to do certain actions such as saves, destroy a lit totem etc, they now also have to manage time at the end game which is the major factor for stress in the game.

  • It is what it is though, with servers close to being here I highly doubt they wpuld suddenly do something about it right now with the current system.

  • I do think the threshold needs to be a lot lower.

    Hopefully when dedicated servers come online they can start timing out after say 4 or 5 dcs instead of bans needing a silly amount of matches.

    Lobby dodging would be held to the same rules with time outs.

    Bans can still be done for those who never learn of course.

  • They have already acknowledged the problem and said they will be looking at other solutions/punishments when dedicated servers come.

  • Deep wounds was just another heal state, it's meant to slow the game down but in reality it prolonged a chase for a bit while the killer waited for it to run out thay was the issue with it.

    BT worked when it was this way as it wasn't a killers power, was a one off use and was only really strong at for end game camping.

    Making a killers power around the same mechanic just didn't work with one which was so fast and negated everything a survivor had to try and create distance and escape to remove the effect.

    This is why legion needed a change, this change isn't exactly great as they were already weak but it's what we have for now, I hope they can now start to see where they can buff them and not leave them stagnant for too long.

  • So you want those who get banned to be able to gift the exclusives they have to a new account they make if they buy the game again?

    Its ok if someone decides not to play the game anymore but for those that are banned I would say hell no, they can take the punishment of loosing it all for what they did.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/447666#Comment_447666

    Here the thing tho killer have to put same perks in order to counter survivor perk or mechanics like the old DS, BT and many of the top tier survivor perk. So again this logic does not work here. At the same time, almost all the killer perks can be counted from the survivors without using any perk.

    No killer perk nulifies those perks or mechanics they simply aid and are never guaranteed.

    DS, I dont think it should have ever have been in the game and have stated my opinion numerous times, I dislike that perk and evenwith the change it just shifted it making it stronger at end game and can mean a free escape, it needs changed so it doesnt work when the gates are powered imo.

    BT was introduced as a neccessity for camping as nothing could stop that from happening and the devs do not want someone caught within 30 seconds and taken out the game, its a mindset players have but again I have stated my opinion that BT shouldnt work after the gates are opened as its too strong and its the most logical time for a killer to camp to secure that last kill, to me thats acceptable.

    Pair both of those perks together along with MoM and you have multiple chances to get out, that is also bad design.

    The thing is just because X has this doesnt mean that you should want Y to have something akin to it as that is a hypocritical way of thinking and says you are ok with overly strong things as long as it suits your personal need.

  • @DarkGGhost said:

    @twistedmonkey And for that case you buff survivors perks in order to counter the killer perk, you don nerf killer perk in case it may be OP. If you make wake up stronger and keep remember me the same you can have a heath end game why? because you give counter play to both sides do the gens go fast and you can hit one person 6 times and don't hit be DS well-done take 30 sec more in order to open the gate. What you fear you may get remember me in this game just take wake up to be sure. The logic i will nerf killer perks because can be OP if this x scenario happens to make no sense. Even if the ENC triggered with the last gen be done it will still make no sense to nerf killer perks just in case survivor can play the game better than the killer.

    A perk should not have to be needed to nullify another in a scenario.

    Perks again are there to aid something not be be necessary.

    I do think wake up should also be changed to reflect the nerf to remember me also it's not as powerful agaisnt it.

    A perk which has this potential isn't great design as I stated, if it became meta no one would be able to get out after the hatch was closed.

    Balance isn't a one way street, to solve the past hatch problems they came up with a whole new mechanic of the egc, it's the best thing the game has added in the last year imo and fixes one of the major issues the game has always had.

    To have this one perk nerfed to make it more balanced is a compromise I can accept as I want both sides to have the chance not have something left in which skews it.

    With NOED, whispers already used a lot it's a lesser evil than changing perks like those and makes more sense as those are stronger at end game.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/447627#Comment_447627

    OK so you clearly don't even know what the hell the perk is or why it was nerfed.

    The ONLY situation where RM became "unfair" was when the killer had 6 stacks of Remember Me, (That means no tunnelling in a NUMBER of different ways, no one hit downs, no chainsaws on at least one person) AND not all the gens were completed, AND 3 survivors have died. After that the killer also found and closed the hatch starting the EGC which leaves the only option opening the gate through Remember Me. The killer has performed EXCEPTIONALLY to that point, (also using only 3 perks because Remember Me doesn't affect the rest of the match) and they're worried that it "doesn't feel like a fair enough shot that the last survivor still gets to escape."

    In EVERY other match, Remember Me only comes into play when, A. there are multiple survivors alive, and B. they aren't on a timer because EGC starts AFTER they open a gate through Remember Me.

    Remember Me is currently seen in <1% of games roughly. Hell I haven't even seen it this year. That's how underwhelming it is when it adds 30 seconds. Now rather than leave it at that ALREADY PRETTY ######### LEVEL and make a change to it for that one INCREDIBLY RARE SITUATION. Scale it? Add the condition "Remember Me is disabled if the hatch is shut?" They instead decide to remove 50% of its effect so that that single, infinitessimally small percentage of games won't feel strong.

    The PTB version of Remember Me won't be in <1% of games, it will be in Adept Freddy attempts and NOTHING else because it no longer functions as a perk.

    Also your response is absolute nonsense, there's not other word for it. "What if 50% of games MAGICALLY become a 1v1 with a closed hatch now, due to no changes to 90% of killers, gen speed, survivors or the game in general?" Are you serious? What, you think changing the end game is going to spontaneously ripple the universe and suddenly the entire game will have changed despite nothing that affects pacing BEFORE the end game changing?

    You completely miss the point, the hatch scenario with this change is meant to be a fair chance for both sides, just because a set of things lined up dies not mean it should be allowed to break that balance.

    Remember me should be string when multiple survivors are left but not with one as it shifts the balance to one side way too much, if you can't see a problem with that then that's on you.

    If the game is as you say hardly getting to the hatch then it wouldn't have been one if the most complained about mechanics.

    If you haven't seen the perk this year really what is the big deal? If it's never used why is the nerf to it such a huge dissaster? Like I said probably because you see the potential much like the devs did and for balance reasons thought it would be way too harsh with what they have been trying to solve.

    It's a lesser evil than changing other strong perks which are more used.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/447559#Comment_447559

    I don't believe the ######### you're suggesting, and if you go into my past comments you can see that I suggested a rework.

    The key point of which is to make it fairer for that scenario that probably amounts to less than 10% of games that Remember Me is in, WITHOUT making it a worthless perk and removing half of its effect in every other situation.

    Essentially deleting a killer perk because there's a single scenario which requires a LOT of different factors to come into play where it might not feel fair is not balancing, it's avoiding the effort of balancing the perk by just nerfing it into the ground so you don't have to think about it.

    It's like how the DS rework went through iterations like stunning the killer without a drop. That would have killed the perk entirely, rather than the current iteration which makes it a decent perk to combat unfair situations.

    16 seconds on a gate in a vast majority of games is so worthless that the perk will be seen even less than the what, <1% of games it's in now at 30 seconds?

    The key point is it may be 10% now but is it so hard to look at what could happen? What if that 10% turned into 50%? You cannot take the current percentage and use it for a change such as this, to think you can shows a huge lack of understanding regarding balance.

    Actually that 8s how balance works, if something is hardly used due to it really not having an impact can then suddenly be used to negate an entire scenario being implemented then for balance it needs changed.

    Balancing isn't about just change this, it's about looking at every scenario and seeing what can happen.

    DS is still strong, if not stronger at end game which many of us knew would happen and why in the past and i suggested it shouldn't work after the gates are opened as nothing should be a free escape it should be earned.

    It's not 30 seconds as the gate takes 20 seconds as it was changed back from 15 to 20, it takes 36 seconds now.

    Do you honestly think making a change for better balance for the hatch which has been debated since 2016 and then leaving a perk which would would guarantee it's in favour of one side a good idea?

    Why the big uproar of a perk you say was in <1%? I will tell you, you know how strong it would be and are upset it won't guarantee you that kill now, that's the bottom line.

    If someone cant see a logicsl change for balance reasons then It's not about balance it's about wanting something to be overly strong so it can be used, that's a terrible mindset to have.

  • @DarkGGhost said:

    @twistedmonkey Even tho Ruin and exhaustion perks are not 100% necessary they give you better chances to win. Right now the biggest problem killer have is time and they need perks that can slow the game, but guess what devs just nerf those perks every time the can ( except ruin).

    That's the thing with remember me though, in that situation the chances of someone escaping drop drastically, 50s out of 120s would be a guaranteed win as there would be not time to change gates, it would be sit on one and hope to bot get downed.

    Giving better chances and guaranteeing something are two different things, if we want balance we have to accept things that can be overly powerful need changed, the egc and hatch scenario does this with remember me.

    Crappy perk made really strong in that scenario, think about the amount of hatch posts and complaints about it, that says it happens a lot and the players tend to play for what will happen hence the ruin use so it's not a stretch to think many would starting use this perk.

    We can't ask for balance with DS, MoM etc and think leaving this would be ok as it makes arguments about balance null and void.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/447120#Comment_447120

    If you honestly think taking a rare perk and removing 50% of its effect in all cases, JUST IN CASE a very rare situation that requires incredible play to reach happens, rather than making the perk scale differently is "balance," I'm worried for you.

    I'm worried you think the opposite, if you really do think that a perk should be allowed to guarantee something which goes against what the new hatch idea then you are showing it's something you are upset aboutand probably as you would start to use it.

    Its one perk which woild only be atrongest in that scenario, it can be reworked if needed an may well be with the Freddy change but for balance sake its logical to change it for now.

    @DarkGGhost said:

    @twistedmonkey And again why not buff wake up and say in tier 3 you open the doors 40-50 % faster that will make the perk top tier and many survivors will put in the build. Besides the EGC only active it after one door is open so that makes even less sense. And lastly " Because a perk should be something to aid you in the game and not be necessary." with your logic then Ruin should be out of the game and even fether more all the second chance perks and the all the exhaustion should be out of the game as well.

    No perk is ever needed they all aid you, if wake up started to become a necessity if more people started using remember me in the hatch scenario then that's bad design.

    I haven't run exhaustion perks since 2017 and never had a problem, those perks are not needed them, I prefer to lose the killer, exhaustion perks aid a survivor with some distance they never guarantee they don't do down.

    Ruin is also not a guaranteed win it just helps you slow the game down in the start as it can last 20 seconds or 5 minutes depending on the survivors, the former being the one most players claim, it's never needed though even though some think otherwise but you cant change how those people think, I dont run ruin as it's a wasted slot most of the time, I prefer perks which aid me in the chase.

  • It still at and hardly.anyone one used it even with the original time as it was situational.

    To leave a perk which would be ultimately its strongest in something they have been working a long time on trying to balance doesn't seem logical, if you honestly think that's a good idea to let one perk be so strong in the hatch scenario I dont know what to say.

    Do you think the doors taking almost 50% of the egc timer is a good balance mechanic? Do you think anyone would escape under those circumstances?

    Yes they could have made the perk stay the same and only work when the hatch scenario hapoened but woukd it change its use?

    It was probably nerfed this way due to its low usage in the first place which again is logical, who knows they may change it in the future but for now it's an easy change to something very rarely used to balance the new mechanic which everyone has been constantly asking for.

    I will take the egc over this perk any day.

  • I don't think anyone actually underestimates how strong voip is

    What some do is simply try to persuade people it's not as they don't want something done about it.

  • Because a perk should be something to aid you in game and not be necessary.

    Remember the egc only kicks in once the gates are open after the gens are done and it's only 5 seconds less so it won't change much in that scenario.

    It's not like it was used a lot before this change and nobody was complaining on the forum about it.

    Why the sudden change of heart from eveyone? Is it because its a nerf or simply because you realised how strong it would be in the hatch scenario?

  • A win is different for each player.

    Or some it's to kill as quick as possible, some like to multi hook, some like to let every one go, getting that one click survivor etc.

    Emblems put conditions on pipping but that's not always winning for the players.

  • I have no "if you so this I do that" I just play and adapt to what happens in the game.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/446165#Comment_446165

    And if the release of MoM didn't affect the kill count all that much, people could ask for QoL changes that make it feel better to go against the perk than demanding nerfs.

    I think that no matter how the community reacts, transparency is always the way to go. It feels better to read precise numbers than "well, our data says..." etc.

    This is why I think stats at that point on why they introduce things may help.

    Constant stats though I do feel would fuel this community even more and be used to demand things with the slightest of changes to them in favour of the other side even if it changed for only one day.

    It's a damned if you do damned if you don't scenario but personally I think the damned if they do one could be a lot worse do to the mentality of some of the biggest complainers.

  • @OGlilSPOOK20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/446214#Comment_446214

    I mean it doesn't matter if they do change or blur their name or whatever. All the streamsniper has to do is wait and see if their character pops up in their lobby.

    Then they can hide the whole lobby it is their choice to stream, they can make changes themselves to completely remove people from being able to snipe them is they wish too, again refusal to use what they can is on them not the others.

  • @yeet said:

    if you don't want to get sniped don't advertise your stream lol

    Why was I camped, why was I tunnelled, why is it always me......has .ttv in their name "shrugs"

  • @NuclearBurrito said:

    Here's an idea. Maybe the Survivor SHOULDN'T have a strong chance at living at that point.

    I mean the Hatch is already a Free escape. Now you don't even need to do a gen for it. So why not give the Killer a "Free Kill" for getting there first?

    Remember that the Killer ALWAYS needs to deal with the Hatch at some point in order to win. But a Survivor can easily escape without the Hatch even coming up.

    And even then it's not THAT Killer sided. Yes the Killer is more likely to find the Hatch than the Survivor. But it's not THAT much more likely and it is still possible to open the gates despite everything.

    Easy? No. Possible? Yes.

    Is it possible for the Killer to kill you if YOU find the hatch first? No

    So why should the Survivor still be able to easily escape when the Killer finds the hatch first?

    The same could be said that maybe the killer shouldn't have an easy 4k.

    The killer finding the hatch first can now close it, if they don't and the survivor manages to escape that is just bad play.

    Both sides of the argument are fair tbh but the only thing the system has to be to make it actually fair is an equal chance for both sides but that doesn't mean it has to be that way in each game.

    While the doors close together can seem like a death sentence or free kill them being far apart can also be a free escape especially versus low mobility killer so I understand what they stated on stream regarding it.

    They couldn't fix the hatch problem by changing what side it favoured, they tried that it didn't work so this way at least you will win some and lose some.

  • I have no empathy for people who stream themselves playing a game and complain about sniping when there are many tools to stop it from happening.

    They can change their name in steam and purge the last ones, hide their profile, blank out their name and char while loading in, put on a time delay to name a few ways.

    If they chose not to use what they have stop it they have no right to complain imo.

  • It's a false sense of achievement and due to the problem of making it harder on both sides it means players can play in any bracket them want easier than before.

    Killers killing too quickly can also depip.

    Sometimes I feel like it was made this way so those who did dc to derank don't have too but that's my tin foil hat wearing self.

    I still beleive they would be better off seperating the match making from the ranking system and change it so the rank system becomes a monthly goal with rewards.

    This way they can add in more factors and not punish people for playing how they wish too or too well.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/446133#Comment_446133

    See, this is the kind of stat that should be widely known.

    Would I feel so ######### after being shafted all game long if I knew that I most likely have a ~50% sacrifice rate overall? No.

    That's extremely crucial for maps too. I feel like DCing (I don't though) every time I get Haddonfield as killer, but iirc the Coldwind maps are the only ones that are hugely survivor sided, in numbers.

    How can we be expected to provide objective feedback to the game balance and trust the devs when they say their decisions are based on what happens in game if we don't, well, know what really happens in game?

    @Peanits could you clarify the thought process behind not releasing this information a bit?

    I suppose it's nice to have but it can also create problems.

    After stats have been published a lot of the times they have been met with ridicule about how they are false, why one side needs buffs, how it's due to many factors like survivors giving up on first hook, killers giving the hatch etc.

    No matter what BHVR say this community tends to try and bend it to what suits their mindset and argument so having them there constantly could fuel that even more if the balance could be always seen and shifts even over a small window of time.

    With that being said it would be nice to see stats when they introduce things like MoM for example, if the stats showed killers were getting more and more kills and it was more heavily in favour of them then than before then the addition of another free health state perk may have been more understandable for the more reasonable players.

  • It could be simply due to it being said on stream and so was listed in the recent ptb patch notes by mistake.

    @Peanits can you shed some light on this please.

  • The only stats they generally have told were each killers sacrifice ratios, most used perks and the split of solo to swf ratio.

    This is from over a year ago posted by not_queen on reddit, only games starting with 4 players in ranks 1-5

    Killer and % Sacrificed

    HillBilly: 60%

    Trapper: 56%

    Pig: 56%

    Cannibal: 55%

    Nurse: 54%

    Huntress: 53%

    Hag: 52%

    Shape: 51%

    Wraith: 49%

    Nightmare: 47%

    8 votes and 186 comments so far on Reddit

    We could do with an updated Q&A for more recent stats to be honest as many things have changed since then.

  • The pigs rbt terror radius mechanic is being reverted

    Hutreas is bugged

    Remember me nerf was due to the last survivor and hatch scenario as egc starts before the doors are opened.

  • The game has had so many balance changes and perks added due to looping, they would need to rework aura perks and los breakers and make stealth more viable.

    I would bet you would create a post not long after if they did work to remove it about perk nerfs, it is unfair that survivors can lose you so easily along with not be able to find anyone and stealth sucks dbd is a walking around simulator.

    Be careful what you wish for.

  • It's about balance, they want the perfect two escape two die scenario that has always been a goal.

    That is why killing all four and all four escaping should not be the normal games outcome and why the hatch was introduced.

    The hatch itself wasn't balanced which has always been an issue but now they are fixing it it needs to be better balanced and not tilted more to one side, if certain aspects allow that to happen then logically they would need to be balanced to suit that need.

    Maybe it's the user base that wants the game to be something it never was or is intended to be that's the problem with complaints.

    Each side has objectives before the final outcome of kill or escape.

    Killer have to multi hook and survivor have to do gens, all the while engaging in chases, these are just as if not more important than the end result as that's is where the actual gameplay throughout the entirety of the match is.

    If the devs want the game to be a thriller as you say then that's up to them, it is afterall their vision and their game.

    Maybe it's time players accepted the game for what it is instead of complaining that's it's not what they think it should be.


  • @not_Queen said:

    We want this change to go live.

    We see it as a quality of life change for Survivors on hooks (no one wants to be farmed from the hook for a token) and it makes the perk more tactical for Survivors who run it.

    This change promotes healthy gameplay and situational awareness from the Survivors who run WGLF. If you have issues knowing if the killer is near, you might want to try approaching the hook more carefully. Positioning and observation are the keys here. Make those Safe Unhooks and you won't see a difference.

    As for the token for health states, that's not something we are looking to do at the moment.

    @not_Queen

    I think one of the problems is that stacks were already less common to get than with BBQ, with BP already being less playing survivor than killer it makes it a strange change to not add another way to get stacks.

    While it is a good QOL change for survivors on the hook means a killer is in control of your stacks, if they want to camp and down the unhooked person that risky save is no longer rewarded for even trying.

    People who dont run WGLF also farm people off the hook as its still points and instead run BT, BT agaisnt a lot of killers guarantees a save unhook a lot of the times but it also doesnt stop the person being downed again and in essense farmed.

    Why not instead put this healing idea into WGLF, keep the unsafe hooks and also allow stacks to be earned for taking hits while someone else is being chased, this means each side has more of a chance to get the extra BP and it may also slow the game down if more players run it, it is afterall a perk to gain more points so adding more ways to gain instead of removing them makes it more viable and may even helpt to change the meta up a bit.

  • As it is now.

    The EGC is not designed to help with kills, it is simply designed to end the game in a reasonable time frame while allowing some plays, this it does.

    It pushes trolls out the match and helps solves the hatch standoff, this is what people asked for.

  • I agree

    While the pig could be strong at end game used right and had some nice plays it is logical that that part of her had to be removed with the EGC or it could guarantee some kills with the RBT, we also have to remember kills with RBT are mean to be a possibility and never a guarantee as they were designed to slow down doing the gens throughout the match by making survivors want to remove the trap.

    She does need some love given to her and hopefully once this is over with they will rework some addons and also give her something to help in chases and also slow the game down by possibly making RBT become active upon an unhooking instead of a gen being done.

  • Myers had his perks gutted and was changed so he can't stalk multiple people in one go anymore.

    Leatherface had bbq nerfed so you can avoid the aura easier.

    DS has been nerfed 4 times even though its still strong.

    Many things have changed chars and perks people purchased.

    I never once saw someone complain about a refund when they got changed even with Freddy being nerfed one week after.

    Legion was designed to hit multiple survivors while in ff but the players quickly found a way to use that power instead to down a single one more effectively.

    That is why they are being changed, the original concept is what they plan to make him into, just because you can't down with FF anymore without add-ons does not make the killer something they did not advertise as on the contrary what they are becoming is closer to what they actually advertised they would be.

  • They leave one thing out and the whole forums go crazy.

    They need feedback but it's not just in the form of people screaming on the forums.

    They need actual feedback from stats also to see it play out in matches, how often it activates, how many kills happen in those matches, how many escape after using it, how many times a player gets away after a hook etc.

    If the devs listened to everyone who comes here and complains the game would be a complete disaster as bith sides act like the sky is falling when anything changes.

  • Yeah it was the major change that was needed tbh.

    I can understand why they changed RBT with the EGC even if it does remove some fun plays but I will take that over hostage games any day.

    Horvath did say they with the EGC they know it changed a fundemental aspect so they are keeping a close eye on her.

  • So you want the rank to be done on one objective? thats not how it works and shouldn't, its also called forcing people to play a certain way and will breed even more toxicity.

    Map RNG already has an impact on how long someone can run a killer, imagine a survivor using all the pallets where you get chased, should you be punished for someone else making it easier on the killer to down you? should you run to the killer instantly and get chased as long as possible just to rank up? many would do that.

    Its not a great idea to say "this is the most skilled way to play" as tbh looping doesnt take skill, knowing if a hit will connect within a loop takes knowledge but running in a cricle a few times and dropping a pallet doesnt.

  • Dedicated servers aren't up and running properly yet so there is issues with lag etc, they are relly just testing to see if they can handle the player load for now and get feedback on the code which will need to be tidied up a hell of a lot before going live.

  • You should always play how you want, what is fun for yourself isnt always going to be fun for another but thats PVP gaming.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/442593#Comment_442593

    All I heard from you was "I don't want there to actually be pressure and game"

    Pressure and game? that makes no actual sense.

    There is pressure with the EGC but it is not meant to be get out or die now pressure! the whole concept is to stop the trolls from holding the game hostage in a reasonable time frame while still enabling some plays to happen, what it is not is a free kill in that time frame which you seem to think it should be.

  • @KaoMinerva said:

    @Peanits I think the timer SHOULD NOT SLOW AT ALL because that's just giving them more time than they need. If you're hooked or downed during EGC, tough luck. Either your team risks it all to save you or you die.

    First of all what team? Dbd is not a team game its help others or dont it's a choice, when playing solo in essense it's a 1v1v1v1v1.

    Secondly the egc is not there to make sure you get another kill, players need to stop looking at the egc as an actual mechanic to punish players for being caught and see it for what it is, a way to stop the trolls from prolonging the game too much.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/442314#Comment_442314

    I'm a little bit confused here; if the Killer closes the hatch, the gates instantly become powered and all generators are blocked. You do not need to do a generator first.

    @Peanits sorry i edited it as I meant before they closed the hatch you can do a gen and give away your position but after re reading it didn't say that lol, mobile typing gets to me at times with this format.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/442245#Comment_442245

    50%.

    The common feedback was that the End Game timer was too long and didn't really feel like it encouraged people to leave. We're going to give this a try and see how it feels. That's what a PTB is for, after all.

    @Peanits While completely understandable if its the normal end game but what about the hatch scenario?

    Say a killer stands by it and waits, closes hatch and the gates are at the other end of the map.

    You have to lose if seen and/or avoid the killer and get to the gate to open it hoping while also hoping they are far enough apart that the killer can't patrol.

    That's alot in 2 minutes to be honest in this game versus a competent killer.

    I personally think the timer should be increased for that scenario to make it more balanced, maybe even remove the door opening progress being shown.

1 … 49 50 51 52 53 … 70