p1ague
p1ague
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1728547#Comment_1728547
I mean I say why in my post. I also say 5k isn't a big enough deal for me to do it so why do you think 1250 would be?
Well, the "5k" is in *potential* BP that the killers you're complaining about tease you with and then snatch away.
The 1250 is *actual* BP that you're just choosing to not have, and it doesn't even speed up your exit to snub them.
So, that's why one might think you'd value them differently; bird in the hand vs 2 in the bush with a killer standing next to the bush and looking at you expectantly while he waggles the birds.
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Of course you're not obligated to struggle, in that or any other situation. Personally, I think one thing that would help this game is more choices like that, where you actually have to choose whether or not to trust your fellow survivors because it's almost equally in your own best interest to work as a team and to work for yourself against a teammate. I think that is an important horror element that's frequently missing, like the group of people trapped in the same place by sudden life-or-death circumstance. But nobody cares about solo queue, which is the only place you can really get that... 😢
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@Marc_go_solo said:
I'm glad they're back overall. The dc rate from the games I've played since has gone down to 0 (I know there will be some dc's in future, although normall it was a dc every other match before), and only 1 hook suicide.
Those regular dc's were ruining too many games.
However, if everyone is slugged, killers should do the right thing and hook them (unless waiting for DS to deactivate). Only an a**hole would just stretch it out. If there's a way to deal with that, it would be most welcome.
There's really zero reason why it couldn't be dealt with.. I mean, the far less disruptive problem of the last survivor on the hook dragging things out by actually struggling has been curtailed harshly to the point that even activated deliverance gets happily skipped.. having 4 down really needn't be any different.. even to the point of game just ends, happily skipping unbreakable, wouldn't really be that bad a fix.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1678912#Comment_1678912
Op aside, Survivors Post the exact same stuff, whining about matches taking too long because the gens take too long to complete so it's boring, or that certain killer perk combinations allow them to be found too easily they can't sneak around and hide forever, etc.
I won't defend the obvious sense of entitlement OP is exuding, but I absolutely understand where OP is coming from when they say they had three in the basement and one person with borrowed time came down and because they all had borrowed time, it turned what was previously an obvious killer sided match into a "go hunt'em all down one by one" because a single perk allowed one survivor to turn the entire tide of the match against the killer in seconds.
Yet when survivors come up against perks like old ruin or pop, they complain CONSTANTLY because the game is no longer in their favor.
The other aspect about this that you might be missing, is that that screenshot is a rank one with all four iridescents. in order to get all four of those iridescent the amount of work a killer has to put in is enormous compared to what a survivor must do. Just to get an iridescent devoted medal, a killer has to make nine separate hook events inside one match.
Moral of the story here whether OP is entitled or not, the fact that one perk on one survivor changed a three-hooked in the basement outcome to a full iridescent metal board because of how much work they had to then put in to what should have been a fast game is the whole point behind the post.
But there's the rub, isn't it?
Most commonly, people whining about being the killer here would whine that they got all 4 in the basement and then only got silver medals for chaser or whatever. You should be happy rather than frustrated when they're able to extend the game enough that you have the chance to score.
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So instead of regressing, what if it regresses gradually in the 1st light stage, holds indefinitely in the light 2 stage, and *progresses* gradually in light 3 stage (so if you 99% it then it just opens half a second later than if you had finished)? Seems like that'd benefit both sides equally in different situations, and make the strategic use more advanced of a technique
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I love the idea of something you have to actually DO to repair a gen, with consequences for failure, but those actions/consequences shouldn't lean on or alter the existing good/great checks, so I kinda hated every part that mentioned current checks getting crappier results.
Maybe if they ever move on to dbd2, it'd be nice to have something like, collect gen parts around the map, so you have to collect the right parts and then actually assemble them correctly to get x# of gens to power gates, which first expand the map and eventually lead to exit.
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Depends on your definition of "efficient" I guess, cause a game where you walk immediately to each survivor, swat them down like flies and hook them immediately, and end the game with 4 hooks for 4k.. sounds like a pretty crappy game to me. And not very efficient in terms of earning BP's, even less efficient if you recognize the point of a game is to have fun, because that's boring as hell. So efficient only works to describe this in a time management sense.. in which case it's even more efficient than that to just go do whatever other thing you were in such a hurry to get to, and omit the dbd match entirely.
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@FellowKillerMain said:
Before, it used to be that you shouldn't slug, tunnel or camp, with the intention of making the game last longer. Every once in a while you would encounter groups that would be toxic which changed the rules to... anything goes.
But personally, since they've removed Ruin I don't follow any sort of rules anymore, at least at red ranks. My goal is to win, as any killer's goal should be; it doesn't have to be, you can do what you want. But there just isn't the space to play by the survivor rulebook anymore. If I have to slug, I will, and I will camp if the exit gates are open, even as bubba in the basement. I think everyone should try to avoid tunneling and camping for the most part, unless someone gives you a reason to; e.g. spamming quick vaults while out of the killers sight; flashlight clicking and other BMs done to the extreme. But, they're all fair game, because they're in the game. What makes those things unfun is that it secures kills, and no survivor enjoys dying.
But, even though we consider all of these rules, there's always one thing I come back to... I don't think I've ever had survivors intentionally repair gens slowly to make sure that I have a good time. Or let me hook them a few times to make myself feel good. So, I don't know why anyone should feel compelled to do those sorts of things for them.
How would you know, though? I have had it happen blatantly, where they came back and pointed at the hook then stood under it, but that was once ever. But generally when I "throw the killer a bone" it just takes the form of taking a break from the gens to sightsee, maybe look for totems for a few...
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Apparently it's been a "bug" for at least 3 years now, so I think you have to call it intentional at this point. The rationale I can think of is, when you're hooked and the sacrifice completes, you lose this key and add on when you drop them, not when you die. 😝 So maybe it's only for Mori kills?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1156093#Comment_1156093
Under a different circumstance, I'd agree with this. From what OP said however, he managed to get QUITE the comeback and feels cheated out of further kills due to a DC into the hatch. Thats like having a rough football game, only to have a massive comeback in the last quarter. The score is tied, theres room for 1 last play and the ball is at the 5 yd line. Right before you can yell HIKE, someone on the other team snatches the ball, shoves a knife into it and tells you to be grateful for your tie cuz the game is now over.
Like I said though, If OP had to work his butt off against a team and kill 2, while the other 2 managed to escape out the gates... I'd agree with your sentiment. Thats not what happened though and its fair to feel cheated that someone "stabbed the ball" before you could do any better. Theres no counterplay to something like this that couldve been done. By that, I dont mean the rough match that OP described, but the DC into hatch.
Yeah, he totally describes an annoying and frustrating outcome. But then he points at it as evidence of an unbalanced game, and that's the part I have a bit of a problem with. Yes, that situation was frustrating BS, yes the game is very frequently skewed in balance and treatment.. but the connection between those two is tenuous, and this definitely isn't a glaring example you can point at and scream "PROOOF!!!" which the title seems to imply.
Seems the just reward for the real situation we're discussing below that might be dummy ai killers to fill in the gaps, let all the people who think they deserve to just fix all the gens in 1:30 and walk out do that, with nobody being mean and chasing them around. Enjoy your logical conclusion to the situation you applauded!
Handicaps of some kind to tip scales toward the middle of any major skill imbalances might make things feel less crappy too... Though that does seem like it'd run into the problem of metrics and of people gaming the system, so.. meh.
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Good riddance to bad rubbish, though I do wish there was a way to recycle them or that they would start doing something actually cool (e.g. "play with perks you haven't gotten from the bloodweb, this round only")
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Yeah, good advice though not really related to the ruin change at all, cause it's been the only way to have fun since way before that.
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Unfortunately, that never lasts, you might as well just make a joke, because by the time you answer, the answer has changed twice. But the sarcastic answer stays true. I got here trying to Google what it does *now* since IME anyone affected by it can just remove it once they get bored of having it, I almost never see the timer deplete at all, much less all the way
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I think you guys are overthinking this. Just throw out the "if" part of that request, and focus on the other half of how survivors keep items: consumption. That would solve pretty much all of the objections here. If myers used a tombstone and actually uses its effects on all the survivors, it's used up. If they all quit, or he manages to get them all sacrificed on hooks, he didn't use it and he keeps it for another match. Same with iridescent heads (did you down anyone with one of them?) etc.
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It's hard at first to parse how this is different from the existing system, but once it became clear, these changes seem like a great fix for some of those stacking exploits.
I kinda think that "slightly/ considerably/ tremendously" stuff is going out and being replaced with real numbers, though.
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I was thinking recently that it might be more impactful to have people lose *level* progress if they dc, rather than inflicting or saving rank progress. Maybe it would be too much to actually lose shards or stuff they bought, but simply needing 3,7,15 additional levels gained to return to your previous level and first opportunity to again earn more shards would still really put some punch in the dissuasion, without affecting actual games.
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Wow, this is soooo much better than what they actually did.. i wonder if that might in part be because it starts out with such killer favor things that at first glance i was rolling my eyes (yeah, sure, he needs to be ultra OP, *that's* what was wrong with him...) But once you got into counters it became astonishingly balanced! My point in bringing that up, though, is that busy folks trying to skim through hundreds of posts might not get past the first excuse to write this one off..
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Yeah, love the graduated penalty idea, except I don't see any reason for it to reset ever, just maybe let it tier up with no upper cap for each disconnect (so if you wait 24 hours then DC again, you're waiting 36 or whatever for the next one,) and maybe tier down every 5 completed (no DC) games or something (so if you wait 24 hours after your last DC, then DC on your 7th game after the wait, you only have to wait another 24,not 36, and if you played 20 complete games, you only wait 10 hrs,or whatever the tiers are..) If it reset with rank resets, you'd get a major spike in DCs at the beginning and end of every season.
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That last sentence makes it seem like an intentional troll, but the first half was more unintelligible than satirical, so it's hard to gauge..
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What you are forgetting is that survivor items have charges and can be consumed, killer add-ons can't. So if they "make it fair" by letting the killer keep add-ons at the end, they'd also have to "make it fair" by giving all items infinite charges/uses (brand new part can be installed on all gens as long as you escape, syringe can insta heal 3 people and still be carried home.) Or rework all the killer add-ons to also deplete with use somehow..
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Lol, maybe. I was thinking it doesn't end till its not a tie, but maybe start doing madness, lullaby, presence effects if it keeps going on too long. Somebody's gotta do worse than the other eventually, right?!
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Is there any indication that somebody might be considering the dual license clementine probably needs, or is this all basically fanfic for a someday unofficial mod?
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(if you want it to fit into gameplay/lore, there could be an animation sequence of killer grab /survivor dodge to go with it, but that would obviously be the more complicated part then)
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I agree. I think the darkness idea kindof does that, and that plague perk that lets you transfer your TR to the obsession seems like this was what they were going for, though it doesn't last long enough to be very useful for surprises, and forcing you to find the obsession first reduces it to a gimmick.
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No, I didn't "remember" that.
Looking at her other add-ons, it looks like I meant "very rare" and it would fit fine amongst those.
However, I see that one of her 2 ultra rares simply removes the teleport range restriction, which from what I understand is on the table as a base rework of her power.. In which case that would be pretty wrong with it, and also would tend to suggest it's pretty under - powered for an ultra rare.
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Oh, OK, yeah that's exactly what I meant, that response was just a tiny bit ambiguous so I wasn't sure if you thought I was agreeing with the DC "strategy"
I definitely didn't think you would support that refusing to leave behavior, just pointing out that this idea would inadvertently benefit them.. And realistically, those douches are probably in the majority unfortunately.
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Not sure if you thought I was talking about you or just seconding it, but I did just experience the counterpoint to this again as killer; I sacrificed 3 players, and the remaining Claudette just crouched in the grass and in corners for 15 minutes, within exactly 1 attack cooldown's sprint of the hatch she had found long ago. I don't actually know what this player did to avoid crows before I finally spotted them, but I would assume the bare exploit minimum. That's extremely detrimental, and it ultimately wasn't even worth my time to stick around, even though I did finally spot her in a corner and get in my one hit to get rid of her. In no way should a **** like that get any reward for holding a game hostage to their idiocy. Unless you mean "gets it" as in someone kneecaps them at the grocery store later.
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I totally agree with that. Also, players who always stand for 8 minutes in the exit gate /on the hatch just waiting to hear a heartbeat before they will finally let the game end should be matched with killers who DC regularly
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I think you may have found the baby
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And if they don't leave in that time *because they couldn't* that is still their loss, just undeserved. I agree 5 minutes with no one moving at all is excessive, but 3 minutes regardless of what anyone was doing in that time swings too far the other way.
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@Frozenscum said:
One Surv with OoO and Killer will be tbagged through doors and Survs will have free exit and free points for remaining totems, while Killer is chilling inside gates picking his nose.
Well he deserved that T bagging if he went the entire match without noticing somebody had OoO.. Remember, he described it as a voluntary activation.
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Yeah, I don't know how I haven't noticed before : I'm not colorblind at all, but I can not find a hex totem on Ormond within 5 minutes of starting.
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You don't need to be able to end the chase before another hatch appears, just before they FIND the new hatch.
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This is stupid; YES, if you are the last survivor left and the killer has already downed you once and put a trap on you, knows where you are, and is following you, then in this scenario you'd be doomed since you can't run out the hatch. SO WHAT?
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With those two additions, it seems very workable: if you have to put it in an already opened, empty chest, then survivors don't need a visual cue because their clue to avoid it is when a used chest becomes closed again, and if it injures but doesn't trap, you don't need any special animations or necessarily to allow disarming it.. Just have it fling shrapnel into their face and injure them when opened, and the trapper had to sacrifice a trap he can't recover to make it happen.
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I've seen a lot of the more recent suggestions on this, and none of them was as good as this old chestnut.
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I was just saying "Nailed It!," I'm pretty sure what's done is done for this chapter.
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That was hard to read compared to everyone else who wants the same thing..
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Yeah, it is, but only in 50%or less of games, so it seems semi workable, especially since it's super easy to counter with the major downsides (killer is trapped in exit gate, and can't even defend the totem)
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I think you are a prophet
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Or just plain hold a button instead. These mechanics have such a minimal effect on the game and seem to vary wildly for no reason from person to person, unless they change things so that it's not a predictable swaying effect, but directly jerking the killer in the direction and amount and frequency that you move the stick, then there doesn't seem to be any reason for it to not just be an "on or off" type of action.
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To hear them tell it, I think this would help more than a little
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Lol
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If that's true at all and not just utter BS speculation, then maybe a better in game indication of what is /isn't working would be the thing that's missing. Sure seems to me like my progression does not proceed quickly enough at all if I move the stick anything less than dozens of times per second
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This one also sounds pretty easy to tweak options menu for...
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Here's the earliest case in point; this was never remotely addressed either, was it? A subtle visual cue like pulsating brightness for the heartbeat, hint of smoke on the edges for freddy's song, would be a major help for a disability, and no advantage to anyone else..
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I don't think we can entirely blame them for this, it's at least halfway that the controllers are garbage out of the box. But yeah, having a mechanic to abuse them doesn't help. Rotating does not work as fast to escape, but it does ruin your controller twice as fast, so that's a downright harmful idea.
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The trouble with this suggestion is that the current system hurts people with problems like carpal tunnel syndrome, and changing it would ease the burden on them. These devs clearly have an active hatred for people with disabilities, so that just can't be permitted.
Same reason you can't adjust aura colors to be visible to people with color blindness, even though that would be a trivial tweak and events like the blue hooks in winter solstice prove the ability to do so is already implemented in game.
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I want that rating system so bad. It would also probably help with another hot topic here, those farm rescuers. In a perfect world they'd get consistently bad ratings, and wind up playing a team of 4 farmers against a face camping killer.
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The BBQ token is hardly the most egregious example of this. Several obsession perks can get totally broken, like dying light, if the obsession unplugs. (and now, depending who ran ds)