dmhughes86
dmhughes86
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- dmhughes86
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Lmao, actually I do main plague and trapper fyi. I don't main plague to prevent healing and I don't expect easy games. My purpose with making the changes were based on my experience on survivor. I felt like the meta for survivor was really stale. When I play killer I am much more capable of controlling how "fair" the match is. I do my best not to camp/tunnel plus I don't like playing killers which I feel are overpowered/unfun or have a ridiculously low skill floor (i.e. Spirit, Nurse, Freddy, Twins, etc). When I play against other people I have no agency in controlling how other people play the game so I find myself wanting to run certain perks/items to protect myself and others from unfun gameplay such as tunneling and camping.
I think that healing being so strong, is a big part of why tunneling/camping is so much more appealing. I think that nerfing healing would not only encourage more diversity in builds but promote healthier gameplay. I do think that this would nerf survivor heavily but I don't think I could provide an accurate adjustment to restore power without first seeing how it plays out. This was just an idea. I think that one of the harder things to overcome is that people in general don't handle being injured very well. If you have played plague or legion you probably understand. People impulsively heal, even when it is not the play.
Some quick thoughts on counterbalance ideas to support this change:
- Redesign toolboxes to be more about undoing regression than completing gens faster. Maybe help partially counter certain perks like hex:ruin. (I can make a separate post on my idea for that)
- A regression rework in general might be good because right now it feels really unrewarding to kick generators and really unfun/uninteresting to have auto regression perks.
- Any myriad of changes to killer meta perks
- Etc...
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I think there is plenty of incentive to use the vaccine just not enough to warrant going across the map for it. I think its very similar to being asleep with Freddy except the vaccine is frequently conveniently placed. I think the main disincentive is the fact that they are limited. Maybe if they were unlimited it would make sense, since it would almost always would be relatively convenient to get. When the survivor chooses to use a vaccine would require a decent amount of awareness and skill. I think that the power of not being infected provides a lot of utility to the survivor seeing that they can remove options from the killer and even use his power against him. For example, being able to use a zombie for a speed boost, or being able to safely drop a pallet on the killer. Ultimately, the ideal is that either the killer gains time on the survivor for successfully landing his whip, or he is presented with opportunities later on. Otherwise this killer suffers from autodidact syndrome where by the time you get your stacks its too late.
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Another interesting idea would be to add a fourth light and make it take 5 seconds per light and you have regression back to each 5 second light. I don't personally have an issue with people 99ing gates but more so with hatch and door spawns being on opposite sides of the map. It usually takes 20 seconds just to get to the door from the other side of the map at a minimum. I also have issues getting the prompt to open a gate sometimes which I think you should be able to do at all times.
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Lol I probably shouldn't of started this off with hatch always visible to killer. Should of known this would trigger people.
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Why so angry. Relax I'm just trying to make the game better. It's ok if we don't agree but no need to be hostile.
I understand how it can feel the game can feel really oppressive so I want to suggest things that alleviate things as much as possible for both sides. I personally feel that this actually makes the game harder for killer overall but at least provides some tools for him to deal with it. If you don't agree I understand but let's try to get along.
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I think the skill checks wouldn't be worth a green or purple add on. I play a lot of trapper and personally I wouldn't run the skill checks unless I thought I was just going to be playing potatoes all day or was just meming. I am almost required to to bring a bag which leaves me with one add on slot left. Usually I would value setting tools or dark traps long before I would put skill checks on my traps. It would make them very niche and only usable in skill check builds. I personally like the consistency with his perks too. Typically trappers stay in one area of the map which actually makes unnerving presence viable outside of small maps and having a large terror radius.
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It would be difficult for the killer to effectively guard hatch in most scenarios assuming that there are any chests left on the map. With this mechanic the hatch wouldn't open for free anyway. It's not like you have to worry about them shutting hatch on you. The point of letting the killer be able to see hatch is just so that if the killer does manage to intercept them while looting or trying to escape via hatch he has a sense of direction and can either kill them first or shut the hatch behind them. The killer also would see that you left and be required to go shut it because if the other survivors do their totems they would be able to leave.
With this I see a problem which could be amended. The problem is that if you get caught in this scenario you are effectively forced to face camp. I have an idea that could fix this although this probably would require more work/time. If you allowed the killer to steal the item from the survivor at the expense of releasing them from the dying state. Imagine something similar to a mori in animation but they rip your item from you and you escape. Also killers should be able to pick up items and drop them. Franklins would still be useful because you could still take their items without downing them and having to commit time to going through the animation to steal it.
I personally feel that the current hatch mechanics suck so I'm just spitballing ideas. I mean I feel like this keeps the lottery mechanic available but also takes an investment to even have a chance at a solo escape let alone a four man escape. This also helps makes it less likely that you kill the third person and the fourth just immediately gets hatch.
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I think every escape attempt should just have a skill check that way unnerving presence has a purpose in his kit. While mostly meaningless against good survivors it will still on occasion provide value especially in conjunction with perks and any add ons which could be changed to supplement this feature. Trapper desperately needs an add on rework. He could also use +1 carrying capacity as base.
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I don't disagree with you except that I think power creep becomes much more difficult to deal with when you just try and buff away problems. DS is a relatively balanced perk in and of itself until you add in all the other anti tunnel/slug perks. Another problem that they are running into is the same issue they have had with spirit and that the lack of feedback leads to insubstantial counterplay. The best counterplay in my opinion is when the counterplay is equally if not more skillful than the original play. Whilst having a "skill check" the skill of DS is relatively low making it feel less like you got outplayed and more of they equipped a second life. I think undying has a similar issue but at least this is susceptible to bad RNG.
What if these perks had better initial condition before they could be used say DS had to be set up similar to mettle of man but not as hard to set up. What if while on the hook you had to make an escape attempts in order to activate DS. I mean it would be easy to activate but would come at a cost and give information.
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I don't understand why people think that the current iteration is "healthy gameplay".
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I think it is absurd to think that my intention would be to tunnel the rest of the team without DS. I know some people would do such things but you can't prevent people from doing these things anyway I mean look how many mori's and keys are used anyway. I just don't think it makes sense to punish players who are playing in non toxic ways too. If anything the existence of these perks promotes these toxic behaviors as much as they try to deny them. If I had more information to discern whether people had the perk or not I would be more okay with people using them. I just feel that it makes the perks feel extremely oppressive because even when they aren't there the threat still exists. I am a killer main but that is only because I find survivor to be too casual (solo) or too easy (swf). I am very competitive and I understand that many are playing casually and that is fine but until BHVR makes some kind of delineation I think both sides have to make compromises.
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I mean I've had a few rare games where only one person had DS and I do recall at least once, the one with DS not being the obsession but I couldn't say for certain. But aside from like no mither there aren't many perks that can be accurately predicted. I am not saying that you can't figure it out at all but often rely on several coincidences to predict and are often misplays because players will bluff because they know there is no way for you to know.
This just makes for lots of low skill bluffs for the survivors. Sure you could probably argue that they often come with some amount of risk but that often isn't even the case because of DS. For example, let's say, I put bunny Feng in the basement because she was being way too cute and I decided I was gonna keep her. Now someone decides to be a hero and runs down into the basement injured. Clearly farming but I mean hey what am I to do. So I walk all the way back over to shack because I often try my hardest to not get called a camper which means that they aren't allowed to hear my terror radius until after they have unhooked. Okay, so mission accomplished, I get back to shack and see the farmer and I look at bunny who is now desperately running into me trying to protect her abuser and I am like oh she must have borrowed time so I give her the backhand. It is at this time that I now know I've been taken advantage of because miss bunny here has potentially has DS and Unbreakable. So now, my most reliable option if I can't put immediate pressure is to eat the DS chase her again for 20 seconds and then be the bad guy for camping and tunneling.
Sorry, just venting :)
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You would just get pulled into a lobby where you would have a minute to prep your loadout. You would know you were the killer because you would see the killer, and the survivor because you can't. I think its pretty straight forward.
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Honestly, I am new here but it seems that they have had this issue for a really long time. I do think it is an entirely valid strategy and you cannot blame the players for using these strats. I think it is entirely tied to the game design itself which would be why the devs have been reluctant to change anything. The game has been relatively successful and it might be hard to take a risk by fundamentally changing the game. I hope they make these changes but I fully understand their hesitance.
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Personally, I don't think a time out for getting caught is that bad. I don't think that the survivor should just have nothing to do but I think eliminating objective time is necessary. I think one of the main problems with the hook is the uncertainty with whether one of your teammates will rescue you. If you aren't grouped with friends it is hard to trust them to come get you resulting in many people just dying on hook or dcing just to get to their next match. Honestly, I think that there should be a minimum time on hook before being rescued or being able to attempt an escape.
I am just spitballing ideas here, I feel like there are some significant flaws in the game design and I don't think it is resolvable with perks or such. Another idea I had was that after two stages on hook that the survivor would be teleported to the basement hooks. Obviously, this doesn't solve the lack of things to do on hook. However, at least if you are camped outside the basement you have more ways of being rescued. Also punishes you more for getting caught next to the basement. You could also make some kind of totem to have in the basement that when cleansed would stun the entity for 15 seconds releasing anyone on hook and preventing any rehooks during that time. This would be a once per game option.
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Camping itself is a penalty lol. It might keep you at a certain rank but generally you aren't doing much to progress yourself. I also think it is funny how people who complain about this the most tend to be the people who rage quit to buff this playstyle.
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I couldn't agree more that the unhooking mechanic feels really bad for both the survivor and usually the killer. I usually don't mind because it means more bloodpoints for me but if I was solely focusing on winning I would be more upset. What I find really dissatisfying is that after being downed quickly or having even slightly dysfunctional teammates that people just opt out by dying on hook. I find it funny how much I see people complain about camping and tunneling but not as many people complain about the quitters. I wonder if this is just because quitters cause you to "win" the round.
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I don't believe everyone deserves more than one hook. I just see a problem and I am trying to provide some solution. While I agree, that if mistakes were made or a killer pulls off something extremely skillful, that it should be reasonable for a possibility for a survivor to die on the hook the first time. I can't think of any simple changes to change the dynamic of the hook to make it more engaging. The idea I feel will work is to engage with the entity. I think that it makes sense that the entity wants to "play with it's food" and that as a killer you are a servant to the entity. This would mean that, providing the entity with the majority of survivors, would be the expected minimum for the killer.
I don't think dying on hook faster makes the game more fun or interesting for either killer or the survivors. I do think it would result in faster matches and people may be less likely to rage quit. However, I think it would make the game much more favored for the killer and it would probably encourage camping and tunneling even more. This could result in even more rage quits and overall dissatisfaction.
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I am a new player, I have had the game for three days, and I still consider myself a new player. I have reached rank 13 (killer) and am often playing against much higher rated opponents; at least half have one or more rank 5 or higher. Whilst I have acquired a large portion of the required knowledge and am capable of doing so myself, I am definitely still very green. I don't even know what powers half of the killers in the game do.
There are so many perks that frequently I find myself confused as to what has occurred. I read through many perks. The shear quantity and specific nature of the perks, as well as the random jargon which is unexplained and requires a wiki codex to solve, led me to just try things. I found it rather frustrating that even when I went to content creators that the recommendations were often not accessible to me. None of this, however, has stunted my progress. That being said, it's a lot to ask of a new player; assuming you want to not just buy the game but actually retain them as well.
Overall, my experience was moderately unpleasant. My experience with starting many games is moderately unpleasant. I find that many of the best games have steep learning curves and large payoffs or a gradual learning curve and a lesser payoff. I do not consider this game a great game for many reasons, although, this game still has me hooked. I feel that the learning curve is steep and I'm concerned that it's not worth the effort. It feels good to have learned something but I don't know what I've achieved. The games are incredibly inconsistent and I have no reference for how well I actually am doing. I can't tell if I am just squashing a bunch of noobs or getting squashed by noobs. Are killer rankings equivalent to survivor rankings? I feel like there should be some kind of leaderboard or something to help distinguish the different ranks other than some arbitrary number and color. Also what constitutes a win seems to be more to do with account progression than actually playing objectively. For example, I use Billy and often when I have a good game I get bad results, despite fully objectively winning the match.
List of things that would have made me less likely to consider quitting day 1-3
Have all starting killers/survivors start with there base perks (your first matches will be against people with a bunch of perks)
Get rid of the level requirement for number of perks
Have in-game definitions or at least a link to the wiki
More in game prompts (toggleable from settings but default on)
Specify the rank of the survivors/killer before the start of the game(important for loadout decisions)
For lower rank survivors not grouped with higher ranked survivors reveal the killer before the match and give description of abilities(maybe perks too) I understand the potential smurf problem but the lower ranked people need the help and it would make for more competitive matches for those higher ranked.
Define the ranks, even if it is only flavor text, I don't know if I should care about making rank 13 or not but if it came with a decent title I might feel like it even if it wasn't actually that badass.
Leaderboard at least for those at the upperend of the ranks because there can be major skill differences at the higher level that just won't be represented by a 20 ranks system. Also, it would give some reference to the skill level of certain players you see in vods or the content creators and such that many people learn from.
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As a recent "baby killer" I attempted camping hooks. I got the game a few days ago and I was looking through my available perks at the time and I came across Insidious. I thought that it would allow me to try out a new playstyle, and see if it was better than what I was currently doing. I quickly realized that I didn't get the bloodpoints that I wanted. A couple games later I learned that it was preventing me from ranking up as fast and it also usually resulted in me being unable to kill all survivors consistently. The only time that it was useful was when I was excessively outranked and outkitted. I, in many occasions had rank 10 to rank 1 survivors in my lobby despite being rank 19 and on my first killer/maps. So while camping hooks is annoying, the problem doesn't lie with addressing the camping problem but rather the matchmaking and the new player experience.
FYI, I no longer camp hooks as it is boring and stunts my progress; unless you irritate me enough with your stupid flashlight with instant flash, then you are getting camped cause I hate you. :)
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1708178#Comment_1708178
You seem to have a general knack for the game. However, you're often going to be playing against people who have 10 times or 100 times the experience you have, in addition to that, until you've learned the meta teachables you're at a significant disadvantage. And most of the meta killer perks are behind paywalls.
I would recommend using the in game currency that is being handed out right now to purchase one of the original DBD characters. In addition to that I'd recommend purchasing Leatherface to get BBQ which will get you double blood points, it's worth the 5 dollars in the time you'll save leveling up. Keep an eye open for the following killer perks in the shrine. Hex: Ruin, Hex: Undying, Corrupt Intervention, Pop goes the Weasel. Generator slow-down is needed with the current meta and these are the best perks for slowing down the game.
I appreciate the advice, I was worried that it was going to be paywalled. I don't mind personally because I have the money but there are players without the funds. It also seems that, at least at the higher ranks, that the metabuilds are required unless you significantly outclass your opponents or they just make mistakes. I also feel like I'm cheating when I have to purchase abilities with my actual money. I would be fine with it if it gave equal power to already available perks but just gave you more ways to play the game or play with style. Unlucky, I guess I'll cough up the coin but I hope the devs understand that it feels terrible and makes me more unlikely to buy cosmetics as now I have to purchase perks just to make my game not suck. That aside, I am glad to see a relatively active community.
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I just picked up the game the other day. The game seems fun, competitive, and strategically deep. I have put in about 12 hours into the game and have mostly been playing killer to speed up my understanding of the maps and not have to worry about all the random stuff different killers do. I haven't much time in but the matchmaking in conjunction with the amount of knowledge required to even functionally play the game, is already making me lose interest in continuing to grind the game. It's a shame too, because I want to enjoy this game.
Matchmaking problems that I have experienced -
I have been queued no less than 10 times in my short amount of play time with at least rank 2 players (I'm currently rank 15 and climbing).
I wouldn't mind playing against higher rated people if I knew before the match even started that I was going against a stronger group of players. This way I could use necessary items or not waste items should I so choose.
Winning against a higher rated group of survivors doesn't appear to have rewarded me anymore than when I won against lower rated people.
I'm rank 15 and climbing with relative ease when I'm not getting put against a fully kitted group of survivors of a much higher rank. I don't know if this is an issue necessarily but it seems that my rank applies across all killers and I don't even know what they all do let alone know that I can play them as well as my main killer.
I have no idea what being a certain rank even means, I would assume that rank 10 is where the average killer is considering its a 20 rank system but again I have no idea.
Ranking up seems to be more of a product of playtime vice skill.
I have had people disconnect from my games many times many of which seemed like rage quits. Seems like more often than not its the higher ranked people too which I thought was weird.
Perks available at lower levels seems too limited considering that being put against higher ranked survivors/killers is already a huge disadvantage and you seem to be expected to do so without access to the same utility.
I will continue to grind and learn, and for the most part continue to have fun with this game. I just hope I can make it through some of these games which, I'm not going to sugarcoat it, are not just dissatisfying but downright infuriating. I am concerned, not only that I have to make it through this but that the rest of the player base does as well. Frankly, I don't think that enough people will put up with this only making queue times worse and ultimately matchmaking worse. If I had an option to wait longer for a more balanced games I would take it.