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twistedmonkey

twistedmonkey

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twistedmonkey
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  • @twistedmonkey

    That proves my point as already it's not just a simple fix it is now already something becoming a lot more, and it still only solves one small aspect of the problem not the overall problems, as I said the players why always find another way

    it is now already something becoming a lot more

    With this becoming a lot more, you really mean adding 1 if statement to deal with 1 killer's exception?

    it's not just a simple fix

    It is simple. It is very simple. It is so simple that a 10 year old can code it.

    it still only solves one small aspect of the problem

    It solves 100% of all the Killers being able to keep survivors hostage.

    as I said the players why always find another way, what's next no stagger on basement stairs? If you stealth too long you get kicked out?

    What does this have to do with a killer keeping a survivor hostage again?

    It's not about bad game design as the only way to sort it is to force end it the game and they pick a winner

    Sometimes I seriously doubt if you understand the post.
    There's no picking a winner. When a survivor is basement trapped, the killer should hit him if nothing else is going on on the map, thus progressing the game. No winner should be picked.

    You just don't get it, as others are trying to point out like myself it does not fix the problem.

    So to reiterate it once more, it does not solve the overall problem of being able to take the game hostage by killers 100% it simply removes one of many ways.
  • @twistedmonkey

    You can change the maxBodyblockTime variable depending on a situation. If there is an abnormality such as you mention then all you need to do as add 1 boolean (isPlayerBearTrapped) which is already in the game and use that to set the maxBodyblockTime to the beartrap timer as long as that condition is true.

    About 4 extra lines of code and I think we just covered all abnormalities with it. Pure and simple.

    This is why there is a rule stating don't take the game hostage where it cannot progress as it covers a multitude of reason, break them and face a temp ban, that is why temp bans are in place to teach people a lesson.

    Banning players for something you can let the game solve yourself is terrible game design.
    And if it's true that Not_Queen specified the rule exactly as @Kaelum did, then the official rule doesn't even solve the problem.

    These few lines of code flights.

    That proves my point as already it's not just a simple fix it is now already something becoming a lot more, and it still only solves one small aspect of the problem not the overall problems, as I said the players why always find another way, what's next no stagger on basement stairs? If you stealth too long you get kicked out? Its not one simply code to fix the overall problem there are many many ways which would need sorted.

    It's not about bad game design as the only way to sort it is to force end it the game and they pick a winner, it's about the players abusing something just because they can, temp bans are a lesson in most online games to teach players what they shouldn't do and read the rules.

    The rule is simple and not at all complex, holding the game hostage means not allowing it to progress, if they can die or you are actively looking to escape it does not count, it's not rocket science to understand that.
  • @twistedmonkey

    This code solves basement camping too. (if it's for an overdue amount of seconds).
    Yes, if you just hide in the basement you'll never escape, but you have a factual and uncounterable (on the killers side) way to slip by him too, which is again standing right next to him.

    If he takes a step back as you said, then you walk a bit further and the timer will go down by like 0.1 seconds before it starts increasing again? All in all, you'll get out in around 125 seconds.

    The solution proposed solves ALL FORMS of killerbased "taking the game hostage through bodyblocking" scenario's.

    Just like many shooters prevent through code that you can shoot your teammates instead of handling it through reports, we do the same with invalid bodyblocking for killers.



    And what about the legit tactic of waiting out a bear trap with the pig? that is 2m30 seconds so you need to allow for that, this means a killer can still hold someone in there legitimately for no reason for a prolonged period of time, down them let them wiggle in a corner of the basement or drop them from the top so the stagger comes into effect, go back to the stairs and try to block them again, 2m30 seconds yet again, or keep dropping them and letting them wiggle, they could also down them and let them bleed out wasting time, as I said people will always find a way to abuse something, it doesn't fix the overall problem it just makes it so those that wish to troll find another way.

    This is why there is a rule stating don't take the game hostage where it cannot progress as it covers a multitude of reason, break them and face a temp ban, that is why temp bans are in place to teach people a lesson.
  • Well the ones who don't read the rules and keep sending in false reports will end up temp banned.

    Body blocking is not bannable by means of using it as a strategy in play, holding the game hostage for 20 mins not allowing the game to progress is it's simple.

    Making any system is too abusable, killers can still do it in the basement, starting at the bottom and walking up the stairs a bit before the timer runs out, survivors can hold the game hostage while moving around staying in the game stealthing around.

    There is no simple solution to it and hence they made it agaisnt the rules and temp ban for it, there are too many factors to simply try and fix only one scenario and them say you won't get banned, if the user base in DBD has taught the devs anything it is that players will find a way to abuse anything.
  • To be fair I dont think its a huge nerf to the Doc or Freddy.

    If you are sleeping Freddy can see you anyway so I have seen very few run Nurses, there are better perks to use on him.

    The Doc well his power is designed to find survivors, snap out of it should be something you do after juking, I think the change is fine as it rewards losing the killer now to do it rather than try to and run out of Nurses range without rng screaming showing them where you are again.

    Mend well its a wierd mechanic, tedious on the Legion for both sides and with Borrowed time it should down you when you enter the exit gate imo, otherwise its a free escape.

  • You know sometimes more is less when it comes to advertising, peaking an interest so they research it themselves as there is only so much you can say in a certain time frame.

    I have never watched any game events live, what I do is check websites and if a game seems interesting I will watch videos on youtube and research it.

  • Well that was a surprise lol, time to eat my hat, to be honest I never thought it would happen after all they have said, guess anything is possible!

    It will be great for us living in countries with good player number, those further afield could have issues whom I feel sorry for, at least it may help with other issues, finally.

  • Bought every DLC so far to support the dev's, nothing in this DLC says I should this time not even the perks are that great, I just don't think the killer is fun to play with or versus, mend doesn't have the desired effect to prolong a game for Legion when no one wants to heal, its overall a very tedious mechanic.

  • @Khalednazari said:
    Complaining about people who complain. You're no different.

    Exactly, they start of complaining about survivors complaining regarding killers using valid tactics and then complain about valid tactics survivors use in the game, its quite an ironic post really.

    Exploits well some players on both sides are as bad each other when it comes to them appearing.

  • They said they wont patch the actual PTB.

    If you are asking when the patch comes to the live servers then when it is ready is all anyone knows atm.

    My only hope is they dont release it just before going on vacation, it never ends well and I would rather them delay it till next year.

  • Its an online PVP game, people will always get upset and some simply cant handle losing even if it is their fault, you just have to see some other games forums to see how toxic people can be, its not a DBD thing its a mentality, DBD can be worse in some cases due to the 4v1 and if you come accross an SWF they can be worse due to them joining in to back their friend up.

    How to help it is what the devs should be looking at, for starters remove names from the lobbies and either have it chose one at random when booting up or you create one on the DBD servers which is seperate from Steam, next remove the ability to look at anyone's profile, the devs can have it as a back end and they can still see it for reporting etc, end game screen have it so you can completely remove chat from inside the options so you dont have to do it each time you load up.

    Yes there are other ways to find it via Steam but not everyone knows how to do it and I would bet it would cut the toxicity down majorly.

  • Yes, if you read the forums here and on Steam you will see that everything the other side use to help them will be called a "crutch" and if something gets nerfed after lots of complaints or changes then dont worry as they will soon move onto another and another, it is never ending.

  • Really it does not matter what happened in the past dodging is simply a way to avoid something the game has to make it less tedious or easier fo themselves.

    The only valid reason to dodge is a high ping, two wrongs dont make a right and at the end of the day each player bought a game to play, if you are not happy with every thing in the game and have to dodge out of lobbies for an easier match then why play it at all?

    People forget the reasons you can see items in the game, it is to setup and allow you to think about how you are going to play not so they can leave the lobby, what I do find Ironic is for some this is a one way street, its ok for one side to do certain things but no the other, this is one of the most ironic of statements you will see on the forums time and time again, all the players bought the game and each one needs to understand what is part of the game an be used.

    They should punish lobby dodgers if they ping is good, survivors and killer, leaving for anything else you get a timeout of 30s which increases, in percentage increments the more you leave up to a max of 20 mins over 20 dodges in a 24h period, after 10 dodges you no longer see the items in a players hands, they also need to stop showing the survivors names and profiles (they can change them daily anyway and remove the previous now) and show default clothing, pretty simple changes to stop people cherry picking matches and it also helps to somewhat sort out the MLGA block issue.

    The same goes for DCing they are also part of this system, dodging and DCing add together as a unified punishment, play the game for what it is and accept it.

  • The problem with this is survivors can and will abuse it as they did with the PTB test of old when they tested the hook not regressing, its probably been said before but I cant be bothered to go through all the posts sorry.

    If someone refuses to leave the hook and there is no visible sign of anyone being around you just have to face facts that they will not leave, there is nothing you can do and by not doing gens and getting out you are rewarding them, if you see this happening get out of dodge asap, do gens and forget the hooked person, the person hooked should stay there wasting time, at the most they should get 2 kills and more than likely less than 10k points, it is punishable by the action of the survivors, by not doing this you reward it, yes it sucks for the person on the hook but by rewarding the killer there is no reason for them to change tactics.

  • I dont think it will ever happen, apparently the game would have to be rebuilt from the ground up, the chances of that happening are slim to none at this point.

    Imo we are more likely to see an announcement for a DBD 2 in the next year or two with dedicated servers being a selling point for the game.

  • No as they would have to rework legion.

    Slight tweaks may be made to it.
  • @redsopine01 said:

    Because the second you hook somone they run right out because all they want is to have you chase them

    Then dont follow and stay at the hook, what is the issue with that? a lot of killer will stay near the hook to secure that kill, once they die you can chase the others out, that solves your issue there, the fact is the game still is not over until the one on the hook dies and /or the others leave, even if they do leave that person on the hook can still hang and struggle, what you are describing really is a non issue.

  • The problem with anything like this is It could be abused, some people have 5k hours, they have levelled every character to P3, the amount of offerings could be emmsense, imagine them all getting transfered to one char like a god tier Nurse, the next 100+ games is Mori time.

  • @redsopine01 said:

    Because I don't hit I chase them and then turn when I see them go to hit hot other gate and suddenly I get noise and see there still there refusing to leave 

    If you are going after another then it makes sense to not chase them out if you know you can down someone, but you also have to think in that case why do you expect the other survivors to leave? or be forced out? if you do down someone and hook them they have a chance to save them, the game is not over for either of you in that scenario as if someone does come for the save you have the chance to down and hook more, you have to see it from all sides.

  • If both exit gates are open and one is left in the game I agree as they are holding it hostage or looking for the hatch so I would say 5 mins is more than enough time maybe even less.

    Otherwise it wont work as there are too many factors, is one person being chased? is one person on the hook? if one gate is opened is the killer near it? is NOED in play? do they have Rancor? each scenario means you are staying to help someone if they go down or you have a chance to still get someone. There are many more to take into account.

    @redsopine01 said:
    Because the people like that make you go right to the gates and hit them before leaving and if you don't they run back out and noise spam you

    Then hit them, if you goto the gate and you dont well that is on you, the reasons they stay are either to waste time for the others, waiting to make sure they all get out, being toxic of course and tbagging or giving then a free hit for extra points as it was a fun game.

  • EAC can never detect MLGA in its current state, MLGA simply shows what connection your computer is attached too, windows shows the very same information in task manager and EAC just made a Java app to make it easier, it then stores that information and shows you a visual indicator by bringing it to the forefront of the screen, in no way does it interfere with any DBD games files.

    So EAC simply cant scan or ban for its use as it falls outside what they are allowed to do without breaching your privacy.

  • Deep wounds is not a fun mechanic or either side, Legion is not a fun killer for either side, personally I wouldnt mind if they scrapped this DLC and went back to the drawing board and took another three months to make something more exciting.

    Which bring me to NC, i can see why it doesnt work as the mechanic is Hit,mend,hit,mend,hit,mend,hit,mend over and over, who thought this would be a fun? there is never a need to heal as this killer will just hit you again and again, of course Legion cant use their power to actually kill so its so frustrating having to constantly wound someone and then chase at 110% speed.

    When I see Legion all I think is they designed it as a Deathgarden advertisement, it is clearly modelled off the runners, I feel sorry for the design team that were tasked with this, all their cool ideas knocked on the head due to a game no one wanted to play.

  • Orion said:

    And Killers started dodging lobbies because Survivors wearing those clothes were abusing everything under the sun. Remember the insta-blind bug? Flashlight usage spiked during that time, for whatever strange reason.


    When things are broken it's understandable anyone abusing them are the worst type of player, the thing is when they get fixed and it still happens all the time then that argument becomes void.
  • It's a scummy thing to do yes, it was born out of a problem killers actually created though, you never used to see this before they started dodging lobbies when certain items or clothing were used.

    The solution could be to time out either side for leaving a lobby which increases the more you do it, you can then make survivors have to lock in early so killers can setup before the match starts.

    They should also have a rule that if the ping was over a set amount you don't get timed out as imo that is the legit reason someone should leave, real life doesn't matter as the timeout should be over with by the time you get back.


  • @The_Crusader said:
    If he was 115% speed he'd basically be Myers but without the need to waste time stalking.

    Also if you catch them in the open and cancel the frenzy with M2, he will be close enough to land a hit. So he'd be better than Myers.

    Throw on enduring/spirit frenzy/bamboozle for when they're in a loop etc

    He'd be up there with Billy. As much as killer mains refuse to accept it, Billy isn't balanced. Not by todays standards.

    Remember that Legion started out too strong thats why they had to nerf him to what he is.

    I know they wanted the killer to be fun but making one that can sprint and vault pallets was a mistake. He'll never be balanced correctly.

    If you cancel M2 and you get the stun but cannot move, open play isnt as harsh then, any time you are caught in the open you will generally go down anyway, Myers isnt that strong he is mid tier, there is nothing wrong with Legion being 5th place on the list.

    What he lacks right now is the power to down someone in a chase, he can use M2 waiting on it to regenbut that wastes a lot of time, he is an M1 killer at heart so the perks you mentioned can be used with them all, all he can do is close a gap, with the stun he loses that momentum.

  • @The_Crusader said:
    115% movement speed would make him OP as hell.

    His first hit is bssically free. He moves at 120% speed and can vault pallets. It takes him just a few seconds to injure a survivor and there's pretty much nothing they can do about it.

    Combine that with the fact that he can injure people so easily that most people dont bother to heal, you'd essentially have a 115% speed killer who can 1 hit everyone.

    That is part of the problem with not wanting to heal it sort of negates the power, the power is designed to slow players down, the usage also comes with a stun so you will be able to break chase quite easily if they vault a pallet, think about it this way it is probally the same or longer time than it takes to break the pallet for other killers.

  • @dontTouchMyGens said:
    The best idea for an incentive to heal up came from Monto: If you hit someone with your rage attack who is injured but not inflicted with deep wound, that person is downed instantly. 

    It would be kind of weird that someone who is deeply wounded is better off that someone who is only injured, but from a gameplay perspective it would be a huge incentive to heal.

    That is way too strong, in fenzy they get a notification where you are, if they hit someone and the cooldown resets, there is no real outplay to something like this if you are not far enough away that they cannot get to you, it is bascially an easy down.

    Simplest fix right now is to give them the normal movement speed, since the M2 power isnt designed to down players.

  • Not every killer has to be top tier as others have said fun mechanics can be more important, I do think they could do with some tweaking but due to what they can do in M2 its going to be a very fine line.

    Personally it looks like a killer designed to advertise Death Garden, the look and movement seem very similar.

  • @Wolf74 said:
    @twistedmonkey Sorry, but you sound pretty survivor biased here.
    There are way more broken mechanics in the game holding the survivors hand than the other way round.
    That the reason why this game is so survivorsided.
    To many training wheels for bad survivor player instead of a good top down balance.
    (Like all the new unhook buffs; exhaustion relief, invu frames, BT buff coming up)
    Asymetrical games are not meant to be "fun" for everyone. If you are the one eliminated first, bad luck. Maybe not much fun in that match, but that's how asymetrical games work.
    You can't be a part of the side with the superior numbers and still want to play the whole game.
    The killer needs to reduce the team to have a chance.
    You are talking like this is a regular versus game and ignore the asymetrical aspect.

    I am anything but one side biased, I have championed for killer buffs but also for changes to survivor, balance is not a one sided problem and I have posted warning lots of people for over a year now that with the incoming killer buffs happening they should really try to stop camping and tunneling to show the devs the real stats on what happens when you play, so many overly competitive players just said its a strat ill pay how I wish without thinking about it properly, yes both are legit strat yes I have told many to just get over it as I said they will make it harder and end up changing things and look what happened! who is to blame for these changes you are complaining about right now?

    As I said the game is meant to be a fun engaging experience, the game is huge grind and playing in such a way removes those aspects, now is the time to stop and play in a less I need to win way so the devs truly start to see imbalances and then bring out more objectives, its not about training wheels as both sides have them.

    Asymetrical games ARE meant to be fun for everyone, you should enjoy your time in th match, tell me how fun something is to be downed in 20 seconds and then sit on a hook? why would anyone continue to play if that is the norm? its a game, all games are meant to be fun, you are meant to play and enjoy your time in them, answer this, who would actually plays something they are not enjoying? sorry but that is a very weird outlook to have on any game.

    Yes the killer needs to reduce the numbers but it has to be done in a sort of natural progression, not down hook and bang they are dead, it does not work in a game one where the grind is so huge that you feels like its a waste of time joining and playing, that is one of the major problems with this game, this is not a regular versus game you are right, I only use examples of those games for people who think it should be balanced on the ones of the highest skilled players as that means the vast majority of players do not have a fun experience.

    As I said chases are not the problem they are one of the most fun aspects of the game, one hit downs, NOED, pallets and loops are not the problem, the problem is the time it takes to down someone and hook them v gen time, to keep the mechanics intact and also have a game where the killer wants to hunt and the survivors feel like they have a chance to outplay means making games last longer.

    Both sides need to feel like they have a chance, both sides need to use skill to win, both sides should have to play well to get the end result they desire but by removing aspects of the game or leading people by the hand to an objective does not help this, it makes the game more and more mundane.

  • @Wolf74 said:

    @twistedmonkey said:

    frustration can comes in both competative and casual games and it normally comes from not doing so well in a match which can be caused by the fact a player is simply playing against other players that are just better than them,

    Which is actually wrong. I often lose against survivor that "think" they are very skillful and "deserve" that win and behave toxic in the after match chat, but in fact, they suck and got protected by tons of broken game mechanics.
    Right now, if both sides are on the same skilllevel, the survivor will win.
    The killer has to be waaaaay better than the survivor to "win" (more than 2 kills).
    They -the Devs- should adjust the game by rank. The higher ranked the match the fewer pallets should spawn and in low ranks the skillchecks made bigger, while in high ranks the great skillcheck zone needs to be reduced, etc, etc.
    But since everything is the same from rank 20 to 1, it is still the same.

    At high ranks all the training wheels that survivor have should get disabled.

    This is negating complaints from both sides, take a survivor game who was hit by a huntress axe when it was a couple of meters away, hit through a window due to P2P lag, found due to an aura perk playing stealthy etc, both sides can win or lose due to mechanics in the game and to think otherwise is only one sided is highly biased, it is a problem with people who main one side, they cant see something objectively its all about how they are affected.

    Now take a top killer, not your average one who thinks they should be doing better but an actual really good killer, if they can 4k most of the matches, does this mean they are too skilled at the game? should they look at balancing survivors against those players? how would that affect the other killers of lesser skill? in essense this is what most people who think balancing it for higher rank play do not see.

    The problem they have is yes the game pits everyone into one bracket, the ranking system has nothing to do with skill but how long they have played each month, both sides are easy to pip with, both sides have mechanics which seem unfair and can be claseed as training wheels but overall its a game and designed for fun, it is not designed to cater to those who are just not that good at the game because they feel they should be, if right now you struggle playing as killer then I dont know what to say.

    No reducing pallets is not the answer, skill checks also with ruin is not the answer, downing someone quickly is not fun for either side due to lack in game oppertunities, sitting on a gen for 2 minutes due a killer never leaving a ruin totem is not fun, if you truly think that way It makes me glad they dont listen for the most part to the community as it would make for a very mundane experience.

    The only way forward is to prolong the game so those long engaging chases can stay intact without the risk of 3 gens being done by the way of adding more meaningful objectives as you gain rank, this has to be done hand in hand with not allowing deranking, right now it cant be done as the newer players suffer the most and it hurts the playerbase as they wont stay, a change is needed but it has to be done as a way so each and every player can have fun, not just do it for those at high ranks.

  • @Orion said:
    When you balance games at the top, players of equal skill have an equal chance to win. This is healthy for the game and doesn't result in frustrating matches.
    When you balance an asymmetrical game at the middle, however, the strong side will be underpowered at the top, resulting in frustrating matches for both sides.

    Any highly competative game with a ranking system has tiers, the likes of Overwatch, CS:GO, Dota for examples have set brackets where when you reach a certain standard you do not play v's lesser skilled players but they also have enormous playerbases to be able to ustilise this, they are also Esports games built for competition.

    Balancing around the top players works in certain games works, in a game where the whole userbase is mixed with a few ranks it simply does not, a game such as this is being balanced over the whole userbase and on a kill/survive ratio, its just how it is, to make it any different would need a complete overhaul of the system in place and they would have to create brackets to seperate the userbase just like games in my first part of the post.

    The problem I think is too many players think of this game as a highly competative one, the devs don't mention competative play, the words they generally use are fun and engaging which lend the game to a casual playstyle, frustration can comes in both competative and casual games and it normally comes from not doing so well in a match which can be caused by the fact a player is simply playing against other players that are just better than them, in DBD this can easily be do due to the easy pip system and being able to climb an artificial progression in the form of ranks fast.

  • @Orion said:
    When you balance games at the top, players of equal skill have an equal chance to win. This is healthy for the game and doesn't result in frustrating matches.
    When you balance an asymmetrical game at the middle, however, the strong side will be underpowered at the top, resulting in frustrating matches for both sides.

    Any highly competative game with a ranking system has tiers, the likes of Overwatch, CS:GO, Dota for examples have set brackets where when you reach a certain standard you do not play v's lesser skilled players but they also have enormous playerbases, they also dont reset ranks like in DBD as its not used as a monthly progression system but a way to have players of certain skill play v each other.

    So balancing around the top players works in certain games but in a game where the whole userbase is mixed with a few ranks it simply does not work, a game such needs to be balanced over the whole userbase and why they want it on a kill/survive ratio, its just how it is, to make it any different would need a complete overhaul of the system in place and they would have to create brackets to seperate the userbase just like games in my first part of the post do, they would also need to stop resetting ranks.

    The problem I think is too many players think of this game as a highly competative one, the devs dont mention competative play, the words they use are fun and engaging which tends to say a casual playstyle, now the ranking system in DBD is also just for progression nothing more, the fact they reset each month lends to that, its just to give players something to achieve, this also tends to say a casual than competative experience, frustration can comes in both competative and casual games and it normally comes from not doing so well in a match which can be caused by the fact a player is simply playing against other players that are just better than them due to an easy pip system but think because they are in the red ranks they should be winning more.

  • @yeet said:

    competitive balance will ALWAYS be better than casual balance

    That depends if its a truly competative game or one built for a fun casual experience.

  • While I get what they tried to do with Legion and they could be strong in the right hands I dont think they have learnt anything from the responses regarding the general feel about the Doctor or Freddy, while not strong killers they just arent very fun to play with or against for various reasons and fun should be what the game is about.

    The Frenzy mechanic, what is really fun about running around hitting survivors constantly with no real effect? what is fun about being one of those survivor having to constantly mend? I can understand they dont want to make it healing but it is the same thing just under a different guise, it is hit run lose mend, hit run lose mend all with a different M1 animation from healing nothing more, it looks like in the long run it will just prolong the game making it overall quite tedious and not actually fun to play.

    There is of course no point in healing when playing V Legion as you can easily be hit again with them having a notificaiton of were you are and as I said doing this over and over is really tedious, I understand the 110% movement speed due to how fast they can be but in trying to make a killer where they can prolong the game they may have shortened it instead with a mechanic players will just get tired off and either DC or die on the hook.

  • @yeet said:

    "If you're a competitive person screw you!"

    I rest my case, a clear case of the game should be made for how I want to play, screw the devs and every other player I want it my way.

  • @Wolf74 said:
    You actually read that I do know the vid is old?

    Anyway… the problem stays the same. With the new BT it will literally FORCE the killer to go for the unhooked instead of the unhooked, which is very bad for the killer, because spreading out the damage among the team is always bad for the killer.
    Killer need to remove survivor from the game asap.
    Because there is no drawback from getting hooked once or getting hit once.
    The killer did not achieve anything if he manages to everyone twice.
    Yea, I know, he can pip so he won… blabla.
    Let's face it 4 escaped is a LOSS.

    While your points are 100% correct for kills, it does seem the devs are going in a different direction, when you watch the streams they talk about fun and how to make the game more engaging, the emblem system also tend to lean towards a more engaging and chase playstyle.

    Taking someone out the game faster does give the killer a strong start and makes it easier to secure more kills but is it fun for that player? if fun is the overall objective then they have to make it so it is fun not just for one side but both, take NOED now being better at all tiers, lots complained about it being buffed but it was a needed change as the perk was not really NOED at tiers 1 and 2, BT has now changed in a similer way, before it didnt do anything until the exit gates were powered as 20 seconds was nothing for a killer to follow someone waiting, it was a bad perk for most of the game.

    Personally I think if they go through a gate after being hit they should go down, it makes them have to get out of it really shouldnt mean a free escape with every other survivor blocking on the way, at that point BT is a god tier perk.

  • They dont really know how to combat SWF, it is clear with the new perk where you can see the other survivors, thinking this helps combat it but is doesnt, nothing will ever close the advantage SWF has by trying to buff solo.

    The answer they have come up with seems to be aura perks for both sides and exposed mechanics for kiilers as they are in every single patch now, personally those ruin the game for me, I dont play games to be led or held by the hand.

  • While some of your points are correct in some ways you have to remember its a game played for fun, games are played in down time and some people may only have 30m a day to play, while legit its certianly not fun for the survivor and as a killer I can tell you its boring and not fun to do.

    Take into account this game is not just about rank, kills, escapes, imo its more about blood points, some do play for those though so I am not discounting them, its just the grind in this game is so emmense and camping rewards you with less blood points and also the one on the hook can get very little, by design its a bad play style to adopt apart from certain circumstances.

    Survivors have to take some of the blame at times by not doing gens and getting out of dodge, more often than not they reward the action, this has landed at a bit of a slight fault on the devs with the emblem system, survivors need benevolent points and if a killer camps well it not only screws over the person on the hook but everyone else, this is one reason why the devs actively are looking at ways to try and stop it from happening.

    Camping as a strat has its place, it is never going away and with everyone standing around the hook why would they leave? they are gifting you the kills, gates are powered again why leave? they are securing their last one, the only time I think to myself its a bit scummy is when there are 5 gens and the killer is standing next to the hook refusing to leave.

  • @yeet said:

    no it usually means that they are either not playing at their correct skill level or are lying

    Or the ones that constantly complain all the time on both sides are playing at too high a skill level with the easy pip system and think they are better than they actually are.

    Its the overall mentality of gamers of today, screaming its not fair, stamping their feet, running to Steam/Reddit and DBD forums, cries on the forum for hours instead of playing the game and learning how to get better.

    Killer Camping noob, killers tunnelling noobs, looping noob, two windows using noob, insta heal noob, DS noob (only one I agree with), BT noob, SB noob, IRRI huser noob, NOED noob, Nurse noob etc.

    Every single thing in this game is used as an excuse why someone lost and when one perk changes it moves onto another and another, its constant every day and its became very tiresome to see the same names complaining over and over, its a game lighten up its about fun and not to be taken too seriously.

  • Orion is offering an olive branch, take it and take turns playing both sides.

    Most PTB's everyone want to try the killer, survivor lobbies generally pop faster for that reason, its just how it is, there is also no incentive to play the PTB for a lot of people when they can just play the normal game and keep farming, if they rewarded every person who played a certain amount of time to help test with 250k bloodpoints I would bet a lot more would play it.

  • To be fair they are just making it more useful, before you could simply follow for 20 seconds and they would go down, really for a perk which whole idea was to help against people camping what use actually was it apart from at end game? nothing has really changed in that regard as its most strong in SWF and they will body block to the gate anyway, I put it in the same boat as making all tiers of NOED down someone, both perks now do what they are designed too.

  • @KingB said:
    @White_Owl BT was/is a meta perk. It punishes the killer for playing smart. It already did what it's supposed to do. Just a LOT better. Now you mend instead of heal which doesn't require self-care, is a lot quicker, and no longer impaced by killer perks that effect healing.  

    The only part I find a bit too strong is when the exit gates are powered, a little suggestion of mine is a QOL small change for now, if when deep wounded if they go past the exit gate opening they go down, the same happens with BT even in a chase but it only if they are hit before you go through, a hit once in doesn't down them, that opens it up for some playstyles to still happen and makes them not get a guaranteed save at the end, its a risk to go through prolonging the time to get them.

  • @yeet said:

    no it isn't subjective lmao

    Of course it is, the vocal minority on these forums nowhere near represents the actual userbase, just because a few players post thinking they should do better on both sides does not mean that is how it is, all it is is your opinion hence its subjective, you see good killers who can 3/4k most matches on here saying how easy it is now and again, does that mean they are wrong?

  • @yeet said:

    when survivors are still the stronger side, they don't deserve buffs to already extremely powerful perks

    Survivors being stronger is subective to the person playing killer/survivors.

    BT was a decent perk but not great and highly situational, the fact that once unhooked the player could just be followed until they dropped made it only really strong when the exit gates were powered, nothing has changed as you still need to hit them and they are down, if near the gates you were screwed anyway, if far from the gates well you have longer to get them, any other time in game it was more of a slight time waster, its pretty much like the NOED change to all tiers, it happened as the perks main reason for being wasnt that great.

  • The only times when it is ok to DC is for a real life scenario, internet problems you need to leave and sort out or a really bad ping once you have loaded into the game, the last scenario is only when you are rubber banding so bad you can hardly move.

  • The graphics update looks really nice, the newer maps especially have much smoother edges and the clarity of objects is greatly enhanced, the lighting in a lot of cases look amazing, some of the lighting does need toned a bit but otherwise the new engine update has done wonders for the game.

    There are some audio changes with the update that also need toned down, the heartbeat and some of the survivor sounds are bit too loud now but its something easily fixed, its overall a pretty good job with no meme intended.

  • Always keep in mind deep wound is not a normal healing action, its a mend action a new mechanic, the fact that legion can string the power multiple times reseting the cooldown after each new hit is why Nurses should not see it, like the pig traps its a time waster they can just make it happen faster and multiple times, if nurses worked on it it would be a bit too strong, also frenzy to lowers the bar by 1/3 imo that doesnt need changed as you can break chase but keep them close enough so you can see where they go and you will almost guarantee an easy M1 down.

    Legion is very strong in the right hands with the right setup, I cant count how many people have played them while hardly used their power and then said in the end game chat they are week killer, they are highly viable it will just take time to learn.

    It has been one day of the PTB, nothing to do with the killer or survivor apart from bugs should be changed right now until people learn them well and how to play v them, making changes now whether buff or nerfs is just another Freddy scenario, it needs a lot more testing, some of the audio does need toned down as for one the heartbeat is really loud and also some of the lighting needs changed along with new fat shaming spots, better to work on bugs and QOL changes and see how the killer/survivor play pans out.

  • @PiiFree said:
    Is that so? My bad then but I think I shouldn't have refered to SWF but instead, should've used the term "voice communication".

    I don't mind SWF too much , voice communication is the thing that hurts the balance. And considering that 99% of the SWFs use voice communication software, it goes hand in hand.

    I 100% agree it is voice comms that break the game not the actual mode itself, how to combat it is the bigger problem without removing what the original concept as stated in the video, the not knowing factor for those that do play as it was intended.

    Each recent change to try and balance the game around comms does remove the not knowing factor with more and more aura perks and notifications we dont have to think anymore, we get shown the way which imo is making the game become stagnant.

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