maxkidd
maxkidd
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1806286#Comment_1806286
People have this byzantine notion of game balance needing to revolve around addressing whatever subjective inequities they hold to be true, or somehow delivering some sort of justice (i.e. the whole "survivor main" and "killer main" mentality). Balance is not about that, it's about overall game health.
They can't "deal with" loops, because that is an intended and expected core game mechanic. They can make some loops more or less risky for one role or another, and they have been steadily doing that with their map redesigns. Some maps and some tiles are always going to favor survivors, or specific killers. That is just how this wheel turns, especially with this many variables in the game.
They can't "deal with" queuing up with your friends, because the only solution is to take it out of the game, and that would have a drastic negative impact on the game's player base. Also, people playing together aren't getting the ginormous advantage you imagine they are, most of the time.
They can't "deal with" body blocks or Dead Hard or Unbreakable or whatever, because those are mechanics that are intended to exist this way. The way to deal with body blocks -- which is a protection tactic -- is to hit survivors who are doing it. The way to deal with Dead Hard is to bait it out and learn to time your hits well. The way to deal with Unbreakable is to pick a survivor up and hook them. It's like everybody just wants everything to be Ken vs. Ryu.
(Also @SasukeKun since I am responding to their grievances in this post.)
So then survivors should stop bitching about slugging and camping as we have knock out and insidious so it's by design. Funny thing you even said some maps favor survivors or a specific killer which sums up this game in a nutshell. Play killer and you have a chance at a map that may or may not be good for you turning a just started match absolute crap or play survivor where a bad map is okay cause I can talk to my teammates and a great map is a ggez baby killer
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@DeadBobDaylight said:
I get the idea and the sentiment, but I think we shouldn't look at the Mori adjustment as a nerf. This is a legit rebalancing. (I know they're usually synonyms, but the distinction helps here.)
Moris were rebalanced because their effect was too strong and it hampered enjoyment of the game. With this and whatever comes from keys ( assuming that it is acceptable ( I know it's in the future and people WILL complain, but let's assume good faith and acceptable compromise)) we should see it as something unhealthy being removed that doesn't need something to be added to compensate.
In this instance, that's the better move for game health. Otherwise we end up in a recursive loop of diminishing returns, lol.
Tldr- No. I get it and appreciate the perspective. But no.
Ah yes moris ruin fun but crap totems, infinites, abusing ds , dc or ######### on first hook, swfs using OoO, 3 BNPs and a key, are totally fun. It's great to see the Devs "balance " killer perks and offerings but where is the ds rework though.
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@WishIcouldmain said:
Moris did have to change. Though it is unfair that keys and nothing else survivor based came to the changes.
This is my main issue, freddy rework because hes "unfun" , ruin rework because its "unfun" pop gets nerfed because its "too powerful" and moris get nerfed yet for ######### years killers want a ds rework , totems to be less rng shitefest and for something to help balance out swf vs solo gameplay, or fix how half the new rosters iri addons are either garbage or outclassed by a brown/green, but no buy our grandma leatherface and ######### off.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1726248#Comment_1726248
If you want to quote Scott you should know he also suggest nerfing perks like DS, making generators slower at the beginning etc, giving SWF drawbacks
So like things that should happen and have been asked for years? At least someone is listening.
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@Strange_ said:
"The game is only balanced when I can see when survivors are doing totems, when I get a notification and undetectable status when they are near finished with a gen, and when I can see the location of all survivors after a hook. Oh, and survivors should have to cleanse ruin at least 2 times before it goes away, even though based on the odds I have a way better chance of it being at least 3 or 4. BTW if survivors have OP perks they are sweaty, but if I have OP perks I'm just trying to stay competitive."
lol okay.
The game is only balanced when killers have to evenly hook my and my teammates or its tunneling even if 2 are running OoO and giving constant callouts, we all run DH as a second chance anytime we mess up because we deserve 2nd chances, it goes well with my DS UB build after I rush at the killer with bt then spam lockers or get fully healed, work on a gen and then punish the killer if they grab me because that's tunneling.
See I can do it too. Also imagine complaining about bbq , we have over what 40 characters? 4 stack if bbq is a necessity at this point. Also undetectable doesnt stop spine chill does it? 4 sweaty survivors with 4 sweaty perks vs 1 4 pern sweaty killer .....its still in survivors favor AND at least 2 of the killer perks can literally be deleted not to even touch how some killers need addons/have garbage addons vs survivors always useful medkit, key, and flashlight.
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@OBX said:
wonder how many of the 50m were due to the inept attempt at mmr where red rank killers were wiping rank 20s in under 8 mins.
the stats are so worthless at this point. The matchmaking, failed MMR, hook suicide, dc that leaves 3v1, the list goes on and on.
This, people cant d/c without penalty so they hook suicide, meme builds, solo que shitstorm, the "wonderful" mmr system, mori, tomb myers, devour hope, swf/no swf. But yea don't worry ,point out how ds is abused. OoO or spinechill ruins stealth killers and you'll get slapped with a terribly flawed stat-sounds about right.
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@Onyx_Blue said:
Ruin + Undying + Tinkerer
Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.
These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.
Wow killer have a new meta build for what 2 weeks? The ds, unbreakable , (insert exhaustion perk usually dead head) and flavor of the day perk(or optimize your swf build). Not to mention the now exclusive use of soul guard and you can use detectives to sort out undying and ruin. But sure braindead killer build bad , braindead survivor build good.
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@FFabeq said:
Okay, so if you want to change ds then change one powerful killer perk too
Ruin was , enduring was used to stop ruin, and people all already whining about undying.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1631159#Comment_1631159
Oh yeah, any perk that forces you to play right into the enemys hands or lose a lot of your work is bound to generate hate.
Like having a good snowball to be met with an unbreakable, get hit with an unjustified ds then 3 people get adrenalined.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1618870#Comment_1618870
locker DS and DS-Unbreakable are problematic, but I agree the perk should remain for the sake of game health. Particularly to make solo actually bearable.
I don't think anyone wants it remover hell I'd be okay if it got a buff in the changes(turn into a longer stun or multiple uses afterall tunneling is annoying af) but they need to change it. To say it's only used as antitunneling is bs to the highest degree, at red ranks I see it used more to just 2nd chance or be an ass then I do as it is "intended". If someone can be unhooked, fully healed and get 10-15% on a gen they ain't being tunneled, if they are in endgame they aren't tunneled, if they are the last alive it isn't tunneling, if I chase down 1-2 healthy survivors and hook them it isn't tunneling. It needs a rework but I doubt the Devs will rework it. Also I'll eat my shoes if when the PH changes come out they'll make ds work off cages
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@Bard said:
So we're taking a killer whose only strengths are his ability to stop loops and ignore DS...
....and removing his ability to stop loops and to ignore DS...
...genius.
Is it that surprising seeing how hard other killers are gutted? Also PH needs to be gutted but DS is still abused and no word on that rework. Just dbd Devs being dbd
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@WARW0LF said:
people really thing the "your using 2 slots" excuse actually makes sense, this community sometimes cracks me up, let me guess you guys use BBQ for its extra points right?
the effect of undying, seeing peoples auras is already strong in its own right, buffing other perks, especially strong perks, throws any form of balance the devs thought they had, out the window, i find it quite funny that the surv perks are pretty much useless but the killer perks are borderline OP, classic BHVR
Remember last chapter how they added a direct counter to pop and soul guard making the bt-DS combo better me neither apperently. Remember how PHs skill are quite garbaje . Let me guess you never use ds unless your truly being tunneled?
This is the most classic survivor whining-new perk come out to help bandaid the ######### spawning that is totems and as other have pointed out you have plenty of options to counter but instead yall throw a tantrum for having to not run DH BT UB DS . I see complaint about dragons kick with 120 second cooldown and it's amazing how unadaptable survivor can be. Also if you think bbq is somehow meta for anything but bp in the grind that is the blood web farm your laughable at best.
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Damn this thread makes me happy. As other have said we all know ######### tunneling killers exist and ds should be used for that but it's being used as an aggressive tactic then a anti tunnel perk. I'd say as other have ds deactivates on full heal or repairing a generator but the timer should pause in chase . For EGC I think it shouldn't activate of its anti tunnel and your in endgame.....that's not how tunneling works unless the killer is REALLY #########.
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@sad_killer_main said:
I've never done this in the past, but nowadays I'm starting to realize that sometimes, skipping a lobby that's potentially unhealthy, may save you some headaches.
I'd want to know what are your reasons for skipping them.
Me, for example, I never skip more than 1 lobby in a row, because I don't want to be waiting a long time until I play a game.
So some of my reasons are:
- 2 or more toolboxes/flashlights
- Steam profiles of clearly egocentric/cocky/disrespectful survivors
What are your reasons?
Never just changed the build a bit for swfs or 4 flashlights. The salt generated from taking lightborn is hilarious. Keys are a must kill and anything else I just let them use. BNP can be solved with a pop or ruin, meds dont matter most of the time(gf/legion player) and maps are maps idc. While I feel killers should get something for dealing with swfs(slight bp buff per swf or something) dodging lobbies removes a certain challenge but then again some people would rather relax, but then I wonder while your playing dbd to relax lol.
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On this subject of tunneling will we ever see a rework to ds to make it anti tunnel and not just get outta jail free card or not? If ruin needs a rework because it was hurting new players and was overused we should see something similar for ds no? Because I love seeing the defense that I tunneled because I had to eat a ds but I chased and downed 2 other people in 60 seconds so obviously not but ds still activates.
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Imagine running a god tier match as a survivor-good mind games, looped the killer got gens done quickly, made some hook saves then as you go to walk out you get hit by noed and camped and your team leaves. That's how hatch feels with a good killer game except noed can be countered , hatch is rng and that's why I hate it. As survivor vs oni, Billy or other mobile killer hatch is borderline useless and some maps feel like you can just memorize the 2 or 3 spots itll spawn. Lile half the ######### in this game its flawed and needs some work but good luck ever getting that* cough* decisive strike*cough *
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1530464#Comment_1530464
Killers DC, or go afk in the corner all the time.
It is why I disagree with punishment for afk or hook suicide. Players should have the right to throw a match. But not avoid the match outright. Of every 10 swf I run into, 1.5 are the super annoying ones, while 5 of 10 are the highly gen focused teams. Of the highly gen focused teams, 1 or 2 are so good that I'm lucky to get 2 kills.
If I avoided every SWF due to 10% of my matches, that would destroy que times for me. Bad for the game all around.
Unsurprisingly those killers iv seen dc have(relatively few but red rank killers dont usually dc for me) are shockingly rank 18 + with 1 perk slot for spies from the shadows.
Let me get this straight you'd rather a system where people prematurely kill themselves or throw ,ruining the game for others instead of just flat out avoiding the ######### show? No one is saying you HAVE to dodge on swf. Hell it could help, if I knew a 2 man was in lobby I could lose the sweat build but 4 man with toolkits? That a meta game 4 sure.
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@The_Sharp_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1527370#Comment_1527370
But how is it cheating to let your friend escape? Yeah sure, dc'ing to do it is a little annoying but it isn't really cheating. If it was cheating, then there wouldn't be a disconnect button in the menu.
It actually is an exploit. Devs had said so in the past. Having a dc butting for bugs is different then exploiting a game mechanic.
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@Pryzm said:
Triggered, sensitive, insecure players will avoid them. It would be no different than letting survivors know what killer they are facing, even if you locked their current build in. They'd see they are facing Spirit and leave lobby. WTH is the point of that? Punished for playing a killer, or punished for playing a GAME with friends?
Stop with this silliness. I face SWF non-stop and though it can get frustrating at times, most suck horribly and try so hard to be a top-tier streamer while turning out to be a rotten potato. There is way too much crying about SWF on this forum. Yes, comms give an advantage, but I'd rather see them buff solo survivor and killers as opposed to letting us know when there is an SWF or nerfing SWF.
Your right instead they just kill themselves on hook when it's a killer they don't like.
Suprise people dont want to play a game as a killer to be bullied into a corner by people with quite literally 100x the amount of hours they have. Iv seen killers with one perk against 4 rank 1s. Swf changes the game - comms , they dont need many perks because of mics, very little loss of efficiency as you know who's being chased , who's on gen and who's doing totems, know when to block or not. Etc etc. But Devs can make more money off swfs so screw killer that's been evident for awhile now.