derperson
derperson
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I see insidious to be kind of like head-on. From the killer's perspective, I hate that perk. It doesn't help the survivors much, and it's just a way to annoy the killer mostly. I have been chasing a survivor and been stunned by another survivor using head on, then a I turn to chase him and another survivor in an adjacent locker stuns me. Annoying, but I don't want that fun removed from the game, even though it's embarrassing as killer.
Is insidious good when playing compettiively? No. But, the killer isn't required to play competitively. Maybe he wants to pretend he's the killer and stalking someone with a killer that cna't stalk. Insidious provides that opportunity. Stop trying to make the game all about survivors having fun.
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@MrPenguin said:
Her gimmick needs to go, it's not fun or fair to go against or play with imo. Its just a guessing game on the survivors side, which I don't want in DBD. On the killer side it's too easy and my mind state is basically "yeah yeah I'm spirit, good luck when you don't even know where I am." But that's my opinion.
"time for a true display of skill! -stands still-" This has become a running joke between my close friends who play killer when they play spirit. It's not fun to win just because the character you're playing makes skill irrelevant.
Uncertainty makes people stressed out; you might feel genuinely anxious by the fact you can't predict her with 100% accuracy. Although, it's not like her standing still is a guaranteed hit, survivors can still outsmart her in these moments, it's just less reliable than vs other killers. It's not unfair, it's just different. She can actually strike fear into people.
As a side note, the advantage she gains at stand offs is more or less balanced by her slower movement speed. Consider how long it takes to chase survivors and land a hit as a faster killer, and then consider how long it takes the spirit to do the same. They're about the same; the spirit just reduces the effectiveness of looping, or rather, she's strong where other killers are weak.
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@ZackAndCody said:
https://forum.deadbydaylight.com/en/discussion/comment/838664#Comment_838664
The codes do not support the game since BHVR didn't sold them
I was trying to cover a variety of approaches for advertising in that comment, including indirect support via collaboration and whatnot. Steam wouldn't be able to issue codes for in-game items for a game they didn't create. Steam is a broker, more or less.
The point is that by offering people exclusive things it encourages them as well as others to come to the game. The items are a token of appreciation so to speak, and to give them away reduces the value of that token. But, considering the scams, it's something BHVR should do.
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@DelsKibara said:
Nah, I'm keeping them because they're now a more effective Iridescent Button addon.
I think keeping survivors guessing on whether or not to stay on a gen is a good change for this addon ^^
What do you mean? You could have the same effect by just phasing with survivors outside of your terror radius. So, this addon is already happening every game. It's not a buff AT ALL to make the phasing sound heard by all survivors at all times. Also, the addon does not state that it increases the husk's terror radius; it makes the phasing sound global. They basically took the two useful purple addons and said "We will fix these later, until then, just invert them. That should keep survivors playing and disconnecting."
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A lot of people enjoy having a valuable item for being a supporter of the game at that time, which is usually what exclusives are for. Exclusives generate a lot of value for people who take a risk and do things to earn them. Sure, some people may have bought them, but that's not everyone. I'm sure it's frustrating because giving everyone free exclusives decreases their value; it reduces a player's uniqueness. A lot of us strive for uniqueness in games.
Ultimately, though, BHVR is doing the right thing, because as long as those codes still exist, there will be scammers ripping people off. By giving away these items they're definitely going to stop those scams.
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They've stated that the standard that they want is for each killer to have a specific number of each color addon. So, because billy has 8 yellow, and no pink, you can expect changes to addons coming his way... as well as Leatherface too, hopefully.
I just don't want them to alter base powers. The elder scrolls online is revamping it's entire combat system, and has been for the past couple of years... it's obnoxious learning to play the same game like it's a new one every 3 months.
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Being gen rushed is just as unfun as being camped, and I don't ever see survivors slowing gen repairs to help me out, yet it seems like killers are expected to cover their eyes and run away after hooking a survivor. I know what it's like to be camped, too; I main killer, but am good enough with survivor to loop, 360 (and occasionally t-bag) red rank killers.
As for ruin... A lot of people will suggest "you need map pressure" but with a base movement speed killer and no ruin, this just isn't possible with competent survivors.
It's not entirely necessary with faster killers, but if you play without ruin, you've got to be well rested, fed, and not be distracted by needing to poop. Otherwise, if competent survivors play perfectly and you do too, you should expect no more than 4 hook actions before the 5th gen pops.
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I'm glad that they didn't touch her base power for the most part, minus the post-phase speed and vault animation.
Overall, I don't think these changes will affect the way I play her - I mostly use grey addons anyway. It will, however, completely affect how I navigate the bloodweb with her - from now on I will be avoiding all purple/pink addons as they're all garbage. A better change would have been to switch rarity for amulet and father's glasses.
As for why this whole debacle is annoying... killer nerfs are always the priority when it comes to balancing. They're more frequent, and often times more severe due to how the devs approach them - holding one hand over their eyes and randomly whacking at them with a machete. Loops really need to be balanced in all levels, not just badham - I know it's coming, but that's going to take years. On top of this, hitboxes have been so terrible since patch 3.0.0, and it's never been acknowledged, which means no changes in sight.
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Hey at least you're learning this lesson this way, and not when buying a car off of craigslist or something. To be honest, this stuff happens all the time and it really doesn't sink in for some people until they lose money or are scammed. You really can't trust many people these days.
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I've seen it used by injured survivors to execute some dangerous hook saves. Which is pretty neat. Combined with dead hard makes it pretty powerful.
But, I would say it's not a buff, but a nerf, or rather, a fix. Instant heals didn't make much sense.
As a side note, you could use syringe and styptic as an insurance policy if the syringe doesn't complete the heal. Granted, you don't get the heal if styptic fires, because you enter the deep wound state, which requires mending before you can heal.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/809968#Comment_809968
Except that isn't how balancing works. If you don't have a decent chance against something without using some specific perks, there is something very wrong.
Alright, you can disagree.
However, that’s why you bring perks. You choose your perks to give you bonuses in areas you might experience trouble. If you chose perks that don’t help you against the killer you get matched with, you are at a disadvantage. But the game itself is still balanced, because outside of that trial, the perks to counter any killer exist. This is balancing in action; it’s available to you, just not right at the moment you realize you’re at a disadvantge.
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@ruler33 said:
https://forum.deadbydaylight.com/en/discussion/comment/809565#Comment_809565
Your missing the point the point is that spirit isn't fun to play against. She is fun to play and im not asking for nerfs im asking for changes i would be fine if they buffed her but made her fun to play against. Also perks are not a reliable counter use your head do you know what killer your going to play against before you see them? no
This is how balancing works. Your decisions in perk selection is what makes the game interesting and fun, because sometimes you're not optimized for some situation and you're challenged. If survivors had a build that gave them counters to every killer then the game would be incredibly boring because everyone would run that build.
Also, I don't see how you change these mechanics of the spirit without ruining her being fun to play.
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For farming on the spirit:
BBQ for double points
Distressing for deviousness points, and increased terror radius for easier phasing scares
Beast of Prey for extra hunting points; this perk is surprisingly strong in chases.
Surge for brutality points; or Whispers for easier tracking; or Thanatophobia to slow the game down.
The goal is to ignore gens, and hook everyone once. By the time you do, the gens should be finishing and your points should be maxed out in hunting and deviousness. When you play well, you can average around 50k every 15 minutes; 5 minutes matchmaking/loading, and 10 minutes in trial.
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I loved leatherface, but got tired of being looped to death. So I switched to spirit, and mainly play her. I want to main leatherface/ghost face but I'm tired of losing so often. I like the challenge of nurse, winning with her can be really rewarding.
Hillbilly is strong but I really hate how the camera shakes while he runs.. kinda weird pet peeve, but oh well.
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@harry14141414 said:
https://forum.deadbydaylight.com/en/discussion/comment/808901#Comment_808901
you find keys as OP as eboni moris ?
also you knw when someone is bringing a key dont you?
either dodge lobby or franklin or whatever
totally irrelevant
I can't tell you how many times I've had games with 2-3 survivors and 1 gen left, and while I bounce around between the three generators I don't see any survivors for a while, then out of nowhere they all escape. During the results, you can see that none of them brought a key in. So, they go check chests in those situations and often find keys.
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Macmillan estates maps, I like the blue atmosphere.
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Been playing survivor a lot more, and man are bad teammates the worst. They drive me back to playing killer.
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@ruler33 said:
The main problem with spirit is that she isn't over powered but she just isn't fun or enjoyable to go against kinda like pre nerf legion. There just isn't a hole lot of input from the spirit all you see is her standing still. You don't know if she is phasing. You don't know if she is just standing there. Say you do know she is phasing well that brings up a lot of questions like is she just phasing but still on the other side of the pallet. Which side is she coming from? Should I run or walk away? Should i vault the pallet? This type of gameplay isn't fun and feels more like a formula than a video game. Then if the spirit is running addons then now all of this changed and most of the time it doesn't matter what you do your just going to die. Comparing this to the nurse (which in my opinion she is a better killer) you get so much information like whether or not she is blinking, how long she has held the blink, and where she is looking telling you a general area she is going to.
Everytime I try to find survivors, I run into the issue of not knowing which gen I should go to first. Sometimes I get a noise notification, but I can't see the direction the survivor is going, so I don't know if I should pursue the noise notification. I'm not saying it's OP, but it's not fun to deal with.
It is kind of unfair though, having to run all the way to a noise notification, just to find no survivor. This isn't fun, how am I supposed to know what to do?
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@BBQnDemogorgon said:
Today is Tomorrow
yay thank you! much celebrate!
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@[Deleted User] said:
It was posted last night, so it will be updated today, in 45 minutes.
Thank you!
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I thought whispers and spine chill were garbage perks for a long time until I tried them at a time when I was bored. Now, I swear by whispers and spine chill being pretty OP.
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@Nicholas said:
Killers get way more points, and I do think it needs to be balanced. It's especially true during special events, and it's something the devs have adjusted but I don't think they've gone far enough. They last talked about the fact that during events there's an imbalance where most people are playing killer and the reason is for the blood points. I'm not sure why anyone would care if survivors got a buff in blood points? I see people here complaining about it. Yes there is competition with survivors but there should be less competition to encourage teamwork.
Part of the balancing in the game comes from the accessibility of addons for killers. If you watch, youll notice killers perform extremely better when using their best addons. Like, spirit with the amulet and the phase cast time reduction? Holy cow. Compare that to brown addons of similar functionality.
The same goes for survivors. Ever play against a group of survivors where everyone was using pink addons and purple healthkits/toolboxes? Not fun as killer, and not fair considering how fast gens are already. Imagine survivors having so much BP they had access to buying items as often as killers bought addons? It would be extremely unfair.
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One thing that irks me about this topic, everytime it's brought up is that survivors dont need items to be successful, so any BPs they earn they are free to do whatever they want with. Whereas killers need addons to be competitive. At level 50, bloodwebs cost on average 55k BP and each bloodweb only contains a few good addons, if any.
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Yeah, sometimes people can be dumb about ghostface. But, if they get more than 27 meters from you, they're going to be too far to benefit from stalking them. Unless you store it or have an add on, the exposed status effect wears off after 45 seconds. Due to run speeds, killers only gain .6 m/s or 27 meters over the course of 45 seconds.
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I hate rage-quitters, whether I'm playing survivor or killer. The people who are serious offenders lack the skills to cope with loss and the humility to tolerate the pain associated with loss. So instead, they pass that pain and punishment onto their fellow teammates and anyone else involved, very nice of them.
Granted, there are exceptions, as internet does go down and packets get dropped... but not right before someone will be downed, hooked or mori'd - which is when most disconnects happen. Basically, using this as a defense, someone is grasping at straws.
Gameranx recently made a pretty awesome video about how other studios deal with quitters. I'd love for them to add any of these to DBD.
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When I started the game, I used to focus on downing survivors when I found them, regardless of how long it took. But now, I have a better idea of when to follow a surv and when to stop after injuring them. Injure multiple survivors and the game can slow down dramatically as they try to heal, especially if they're not sticking together; restoring one health state with self care takes 32 seconds, or about half the time it takes to finish a generator.
Granted, there are lots of survivors who aren't hindered by this as they've mastered cycling through each member of their team to be hooked. By the 8th hook action most, if not all, gens will be repaired.
Playing killer sometimes feels like one of those assignments you're given, where there's more work to do than you can reasonably accomplish in the time you've been given. That's especially true when dealing with a SWF group that has comms; four people collaborate and analyze your behavior, while you try to analyze four separate people. You try to maintain a random playstyle while tracking: map pressure, survs in the distance, survs with flashlights during pickups and countering 360s, waiting for dead hards, avoiding long chases, sorting all of the sound effects that are exactly the same for everything that happens. Oh and keeping an eye out for the hatch, then quickly committing it's location to memory just before you return to the 3rd smallest generator aura in the distance that you swear was yellow a moment ago.
But, it can't be that bad because I keep playing it.
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DbD has been known to melt consoles, especially those tasty video ram chips.
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Are we there yet?
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I don't know if I understand your question... like, are you asking why killers don't get some kind of buff when going against an SWF?
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I think the biggest downfall to the console versions is the limited sensitivity of the camera. It's nowhere near as responsive as PC is.
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@HamdaN said:
https://forum.deadbydaylight.com/en/discussion/comment/773003#Comment_773003
if u genuinly think unsafe pallets are skill with killers like spirit doc or clown youre delusional. its not skillfull especially with bloodlust when they can ignore the pallet too. youre wrong.
I'm not saying that you're wrong. But you're not entirely correct. To win with mindgames you have to be capable of being random enough with your moves that you can't be predicted. Once you're figured out, mindgames don't work. Maintaining complete randomness requires keeping track of what you've done to trick who, and what hasn't worked on them. It might not be skill, but it's as much of a mental game with yourself as it is with the survivor as you can never become complacent... you can't ever relax. Unsafe pallets make it so survivors can't simply relax, either.
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@Marcurie said:
...this is pretty far off base, in my opinion.
The one thing I'll agree on is that BHVR does in fact rely on psychology of players to make this game successful. They know and understand all that is behind the scenes of a killer's mindset, as well as survivors, and allow and encourage one another to exploit these factors.
I think humiliation and defeat are the most obvious, but there are others as well--such as pride and accomplishment (albeit rewarded differently for either side).
I think it goes a lot further than any of us realize, too. I think the game and concepts are deeply seeded in psychology and, love it yet hate it, we're addicted to it. That itself is another level rooted in the game as well.
Thanks for your response, and trying to see where I could be right, rather than simply calling attention to what I said that is questionable. Also, I agree that I'm off base, and after re-reading what I wrote, I'm being a bit irrational.
My frustration might not even have to do with the game itself, but the industry as a whole. I've developed a lot of resentment towards the video game industry over the past few years, because the primary focus has become making money more than being about making a good game. I think both can happen simultaneously, but it doesn't all that often.
@Yung_Slug said:
I thought this would be about DLC and buying stuff that actually affects the game, but cosmetics? You can get most of those with shards. Didn't spend a penny on Ace's eyepatch or Rin's school uniform.
I understand that cosmetics don't directly affect the game's balance. Also, it's true that people can buy cosmetics with shards, but it's usually the less desirable outfits that are available that way. I was suggesting that it's possible for the developers to indirectly 'pay-to-win' make the game pay to win. Where, instead of adding items you directly purchase to win, the developers choose to balance the game in favor of people who are willing to spend more money on it. Thereby creating a pay-to-win scenario. Granted, it's not as effective as the traditional pay-to-win approach, but this method would retain players that are against the direct pay-to-win approach. IF this is the case and they're balancing the game this way, it would mean taking money from people while misrepresenting the product, while also concealing actions they would likely be criticized for.
It's true that I'm speculating, but I don't think I'm far off from the psychology behind the business of generating profits for a game like this. Also, I'm not trying to scare anyone, I'm trying to open minds to different perspectives that could be insightful. I could just be crazy, though.
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I'm in a bad mood, so I could be biased here, but they haven't added a good perk for killers in almost a year. My reasoning is that survivors buy cosmetics more than killers do, so they're catering to survivors having a good time so they keep playing and buying cosmetics.
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I agree for the most part. Sometimes demogorgon feels like the new leatherface, and would be if it wasn't for his portals; shred is really similar to his chainsaw attack. You seem to travel the same distance when you activate either of those abilities, with leatherfaces chainsaw being much slower over time obviously. But, what's very similar between them, and what makes them both frustrating is that for people inexperienced with using shred or LF chainsaw, they will find that survivors are out of range before the ability is fully charged and ready to use.
It's dumb that demogorgon doesn't continue through the pallet with shred to hit any survivors that drop it.
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Having ears is a good counter. But seriously... her footsteps are so loud. If you hear footsteps getting closer, stop interacting with stuff = you win.
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Yeah deception was really fun. I think they're making a new resident evil game like dead by daylight, where you get to play a 'trap master' or something. You get to setup traps for players, as well as control some of the monsters/zombies you send after the players trying to escape.
I agree, too. Anything that allows me to play a killer other than nurse, spirit or hillbilly and be more effective.
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Those of us who have stopped caring about pipping or ranking but have a lot of playtime might become problematic to the devs in the future; because, you can have high skill and still not rank up, leaving a highly skilled killer just treading water with newbs. You can become an unintentional smurf, which is bad for new players. It makes me question their ranking system, really.
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I don't think it's affected by things like coulrophobia either, so I'd say it's strong too. I like it a lot, but there have been a lot of times where I get in a chase early on, and go to look for a totem afterwards and fail to find one, which can be trouble, considering I don't take self-care when I bring inner strength. I think it might become meta, but I don't get my survivors very high in rank.
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#2 is a good way to mind game in the long run, but can cost you dearly if survivors adapt to the changes.
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@brokedownpalace said:
I mean, you know how to get it. You just have to keep trying. It's not like you can prevent DCs. And if a survivor starts to jump into a hatch you can close it on them if you're close enough.
I got it on my second attempt. Guess I lucked out.
I would say so, because getting the trophy doesn't seem to be up to the killer, but the survivors.
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Pray to the entity that the survivors don't disconnect while the match is loading.
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@joan said:
Rework moris and penalize camper and tunneler killers. Easy solution. Killers want moris and camper, they get DC. And I'm not promoting DC, but when a surv DC I know immediately that the killer is a camper.
Big brain.
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@Cancan71 said:
Have you been using Dying Light? I think there's a bug with it that crashes the game.
Yeah, I am...! I'll try playing without it.
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nevermind, my brain isnt working.
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Seriously, I want the archives so bad.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/701778#Comment_701778
Yeah they just want easy games. They only know how to loop and bully M1 killers but when it comes to versing spirit they just DC because they dont wanna use their brain
I think this is true.
I've had some survivors shake me easily by running one direction for a moment when they think I've started phasing, and then quickly turn around to retrace their steps while walking. My dumbface phases outside the range to hear their grunts of pain, then quickly realizes there are no more tracks to follow, and no grass is moving. So, I cancel the power, and scan for them just to realize that Whispers isn't even lit up anymore.
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I main spirit, but when going against her as survivor I get lost sometimes; her presence just jumbles my brain because there are so many different things she can do.
I think that's it honestly. There are just too many things to predict to accurately predict her, unless the player becomes predictable. Otherwise, if she manages to maintain a random playstyle, your only hope (according to game theory) is to be completely random as well.
I think survivors who die to her a lot could live longer if they identified what predictable-survivor-behavior was, and then avoided doing that around the spirit. But, that requires creativity, and creativity is hard. So, maybe people are just lazy, and D/C, lol.
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I want pyramid head so bad, even though I have no idea how he would work.
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Infectious fright is sort of a niche perk. On it's own it can be somewhat useful, but with certain combos it can be devastating with the right killers. I haven't used it in too many different ways, but I really enjoy infectious fright with knock out. If infectious fright shows someone nearby, i can leave the slug and go after the creeper and not worry about other survs finding him. NOED is another perk it works with. However, like others have said, there are times where the perk just doesn't help really with much at all.
It might combo well with demogorgon perks, but I don't know about it being good with the demogorgon power.
Rancor is just a good perk in general; it's very existence creates pressure, you don't even have to mori anyone. The tracking is an added bonus, and to top it off, it doesn't require a combo perk to function at it's best.
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@Mochan said:
I played this way back when I started. I ran We're Gonna Live Forever, a Dead Perk, for ages until I got a couple of Survivors to P3 and unlocked all perks on them.
Then I realized I was just screwing myself, so I stopped using the useless WGLF perk and just started playing with dumb builds to have fun.
Once you have achieved your goals there's no point in playing for Blood Points. I don't know how long it'll take for a killer to unlock all killers and perks (should take a long time) but I finished with my Survivor journey of unlocking 2 survivors back at around 400 hours I think.
I also have a few killers setup the way I want, but nowhere near comprehensive in terms of perks.
With a certain build I have been able to get 1mil bp every 4-5 hours. Considering that level P0_1 to P3_50 and all perks is 9m BP (5.5 - 6m for P3_50; 3m for the perks) it's roughly 36-45 hrs to max a char.
I don't know how other people do it, but the build I use is exhausting to play for more than a few hours, and makes you not want to play the game, lol. So, even though you could max all killers in 700-800 hours played. I doubt it's worth it, because you would have to be farming hardcore for all of those hours to do in that amount of time.
So, amen to the idea of just having fun.