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ruralpunk

ruralpunk

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ruralpunk
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  • Yamaoka really was one of the most balanced realms in the game before this update, so I'm a little lost on why the decision was made to add pallets to this one. Would y'all at all be interested in sharing the internal decision process for where to add new dead zone tiles? I feel like Yamaoka traditionally always has loop resources at the corners of the map, and as survivor (though I'm admittedly like mostly a killer main) i've never felt a painful lack of loops or anything.

    I wish there had been more emphasis on actual pallet distribution instead of just lumping on more pallets if that was the issue the team was trying to address.

  • I think introducing new varieties of tiles was an interesting idea and I like that part of it.

    In concept, introducing more fillers to reduce deadzones is an interesting idea and could help refine map balance in the future, but I think this was a really clumsy, poorly executed first step. Obviously random generation is part of what keeps DBD interesting and the procedural is instrumental to the continued success of the game, but the new pallet spawns are just TOO random in a way that can create totally unfair and unwinnable setups that feel absolutely miserable to play as killer.

    I think the random generation needs to have stricter criteria about where it can spawn. I've lost count of the # of times since the change (in my own games and watching streams of other people playing) that I've seen a map that Still has deadzones, but now it has 3-4 connecting tiles around shack. Shack is already strong enough, it shouldn't even be possible to have this many connecting tiles spawning around shack no matter what happens. It makes playing on any map feel like playing on Badham, which should never, ever happen.

    I know it's more complicated coding, but the procedural generation system really needs to look at like portions of the map and determine how strong they are before placing down loops. If there's two powerful tiles, there doesn't need to be 4 filler pallets in between them and then also fillers at the edge of the map. It makes the game totally unplayable for half the killers in the roster.

  • I have to say I really, really dislike the removal of being able to make an attempt on first hook. Comeback plays being gated behind perk builds removes an element of variety to the game and standardizing stuff Too much and getting rid of that element of unpredictability or chance to turn a bad situation into a good one is going to feel really bad and remove one of the things I find most fun about playing survivor (since I'm like 70% a killer player and 30% a survivor player). It feels like it's punishing everyone and taking away a fun gameplay element for the actions of a few bad actors.

    Removing the ability to kobe on first hook isn't really going to stop people either. Even if they can't self-unhook, they're just going to stand under the hook and wait to get downed again. I'd at least like to see a change where you only can't self-unhook for the first three minutes or a match or something. Or maybe adding back the ability to make attempts if only one other survivor is left standing? Anything to keep the element of possibly being able to take a bad situation and turn it around. I think that element of hope is really important to keep rough matches feeling fresh. If situations feel totally hopeless because there's no possible way to turn them around, you're going to get a lot more people giving up because of that feeling which just isn't a fun mindset to have in a match. I want to see a bad game and think "well, maybe we can still make something out of this" instead of "damn, there's literally nothing we can do."

    I feel a little similarly about the two-skillchecks no longer killing you thing since there is a strategic element of that people use when they want to sacrifice themself for someone. Would it be possible to implement it so that if there's only two survivors left, missing two skill checks will still kill you? Or maybe add a prompt to sacrifice yourself if there's only two survivors left or something? It's another thing where it feels like a weird thing to take away from Everyone just because some people misuse it.

    The AFK crow collision update is Great! Gone are the days of folks getting trapped in corners.

    I'm going to be honest and say the map offering update is not one I'm fond of either. I get the logic of making it secret to preserve the element of surprise, but when someone plays a map offering that means they're getting to set the match in their favor in the first place. The other side getting to mentally prepare for that and adjust their strategy accordingly is only fair. I'm a killer main so I'm mostly a map offering hater though. I still wish instead of being offerings to get a certain realm, they were offerings to ban a certain realm instead. I'm glad that they're a flat percentage that doesn't stack now, though. I want map offerings squashed !!!

    I'm SO happy about the custom mode updates!!! So so exciting to see stuff that's going to be valuable in a tournament setting. I love watching comp DBD tournaments, so I'm excited to see the improvements at work.

    Very excited to see what retribution changes are coming. I'm already a retribution runner, so I'll be intrigued to see the updates!!

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397677/something-needs-to-be-done-about-weskers-infection-on-hooked-survivors

    {Looks at Pyramid Head, looks at the community, looks back at Pyramid Head and wonders why nobody complains about him}

    Seriously, it is kinda funny how many people complain about how "unfair the infection is if Wesker tunnels" but for some reason nobody complains about PH who can do the same as easily.

    If you go against Wesker you have all the anti tunnel options you have basekit AND those you bring with you. If PH decides you go to the cage, you get nothing. No BT, no DS/OTR/DH, no Second Wind, no Deli, no We'll make it, nothing.

    You just complain about Wesker because he is more popular than PH and therefore the chance of a Wesker who tunnels is higher than having a tunneling PH in that one out of 30 matches you see one.

    Also: what do you define as tunneling? Was it reasonable for the killer to tunnel that survivor? How many gens were left? I can't condemn a killer who tunnels when 2 gens are left, but I can understand your frustration if that happened at 5 or 4 gens.

    I think that reducing the infection to 1/100 charges after getting hooked is enough. Even with both infection addons you have about 60s until you get slowed down (this includes a M2 hit during endurance), which is the timer for DS, which is an anti tunnel perk. No need to remove it completely or make it stop in chase or what not.

    Pyramid Head just had a buff get blocked and reversed because the community complained about him being too good at camping/tunneling. Claiming that the community does not complain about Pyramid Head camping/tunneling is completely disingenuous and an attempt to divert from the discussion that is being had here. It's just a kind of blatant whataboutism.

    Yes, Pyramid Head also has a camping/tunneling problem that should be resolved, but he also doesn't have a mobility power, 8% slowdown on infection, an instadown tied to infection, and a bright red heartbeat notification telling him exactly where you are when you cure yourself - he has to keep track of HUD elements to determine which survivor performed the unhook and if it is a survivor he would like to tunnel.

    Yes, Wesker gets complained about more because he's more popular. This is because people encounter the problem more regularly. People are going to complain more about things they experience more frequently. This is how complaints work. It does not dismiss the complaint or cast it as lesser in comparison to Pyramid Head just because there is a frequency issue - I would argue that the severity of the experience kind of matters less than the frequency of the experience in terms of player feedback. Yes, someone isn't going to care as much about something they experience 1-in-60 games as something they experience 1-in-15. The thing happening every 15 games is ruining their general play experience more.

    Wesker is strong enough that you could remove the slowdown entirely and he'd still be one of the strongest characters in the game. It's not unreasonable to ask for infection to be reduced even more after hook, or for infection development to pause/significantly slow down while you're being chased, even if only after hook. I might be extremist, but I even think curing entirely after hook wouldn't be unfair given how good he already is at proxy camping/tunneling.