xltechno
xltechno
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Many people want to believe that this game is casual play, but the number of perks, killers, items, add-ons, and maps tells us that this is not reality. We should have abandoned the illusion and understood that this game was difficult from the beginning and that most people would learn it by dying.And if that's unfair to new players, then we need to throw out most of the current game design, such as only adding one perk per survivor or killer purchase.This will mean existing players will get bored, but that can't be helped.
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If MMR is working correctly, your position is correct. If you want easier opponents, your opponents have to be scared of your threats. That's what competitive games are about, where you face tough opponents.
In reality, many believe the MMR system is broken, which is why the SoloQ experience is so terrible.
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Personally, I would be happy if devs could add an addon to the base kit that injures survivors who disarm Trapper traps. The current addon would be replaced with an effect that makes survivors exhausted when they disarm Trapper traps.
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Well, maybe devs still don't care about the survival rate of your teammates.
If devs did, everyone would happily sacrifice themself to keep the other three alive, because that would increase their future survival rate. This is still true today, but many survivors today only care about their own survival rate in the game they're currently playing. -
Maybe that sirvivor will have a short life and will die regardless of the killer. Would you like to stop it?
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Maps, add-ons, items, everything should be random. People feel that it should be the norm by now.
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@Rxstevo said:
Context: I was playing a match as wesker where they sent me to coal tower. They were clearly playing to win as they did gens efficiently and were predroppig most pallets. Once I reached 2 gens 0 hooks they started playing toxic and flashlight clicking. I was able to get a hook with a nice flick I got on wesker and decided to try and snowball on that. I successfully did by slugging them and chaing the last guy who was on the last gen. After that they all called me dog and trash and left comments on my steam profile because I won that match. This happens a lot with swfs I play against. You lose the match its a "GG" you win the match its a "Your Trash".
Just as not everyone who plays games is a gamer, there are also pockets of people who pretend to play games and make a living from mocking others. In reality, their numbers are not so small that they can be ignored, which brings these problems to light.
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We should just get rid of the concept of hatch escape and end the game at 3k. There's nothing hassle-free.
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The devs wanted an alarm to wake them up, in the game.
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I don't expect you to be perfect. However, if you want to beat someone, you need to have something better than them, or at least something you can't lose to. This is common sense in the world of games, past and present.
I'm not an expert on the international side of things, but at least in Japan there is a detailed wiki and a number of videos for beginners, including a clip showing over 20 different mind games on the LT wall.
I think the learning environment is good. It's a little complicated, but at least it's easier than historical strategy games.
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I would rather that many perks not just be buffs but also have disadvantages, for making it difficult to choose. Pain takes 3% extra time for kicking, and Deja Vu has a 2% delay effect on gen completion once the effect time has passed. something like that. The individual effects are slight, but if the perks used are unevenly distributed, the same debuffs tend to stack up.
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Killer abilities are like items in survivor. On the other hand, survivor's abilities are based on perks, not items.
In other words, for the survivor to know the killer means to know the killer's abilities, so as an equivalent exchange, the killer should know the survivor's perk.
If both parties could opt out of what they don't want, this is what would happen. Survivor: ”I don't want to match up with artists and skull merchants.'' Killer: "Then I'll set it up so that I don't play against survivors who have DS and OTR.''
Maybe that's very pointless, and you should know that there's a difference between enjoying a game and having the game take care of you.
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There was a match where I helped a survivor who was about to commit suicide, pointed at she, healed she, and then we completed the gen together, and I took on a chase with the killer. I think it was Morel, and I remember she unhooking me afterwards and escaping with me.
Someone else giving up is not a reason for me to give up, although I may if the match clearly falls apart.
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@The_Krapper said:
Genrushing doesn't exist anymore, the term came when the old brand new part was here and 4 survivors could all bring one and insta pop 4 gens in under ten seconds and people have just clinged on to the term ever since, but at this state of the game you can't pop multiple gens like that fast anymore so it's not truly a genrush, the equivalent would be someone complaining about hook rushing and downing survivors too fast, both sound ridiculous because they're just doing an objective and in my opinion I feel like the gens are fine now, I got so accustomed to the abuse we use to face as a killer that this all seems easy now I won't play a top tier killer because it's boring I find the weaker killers still bring me joy in having a good action packed match as to where back then it was the opposite I used to only play top tier and never touch the weaker ones.
Ah, so that's where it originated. Thank you for letting me know.
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Give Jeff a skin that is 2/3 the height.
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@VampireHimbo said:
The game has a massive discount on Epic Games right now and EG doesn't have the same protection Steam has, so if there's an actual increased frequency on hackers, it can be lots of them getting new accounts.
Also, the higher your MMR goes because the better you get, the better survivors you're going to be matched against, hackers tend to win extremely often so if you're a bad killer you're not gonna see them often, while if you're a good killer you're gonna be matched with them (in addition, if you're good, you will have it memorized how fast survivors generally are. The MFT times were horrible to tell MFT users from sublte speedhackers apart)
It's roughly a fact that everyone agrees on.
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@Riski said:
I feel like this happens every few years where the definition of stuff like gen rush, tunneling and camping start to loose meaning in rage posts and discussion threads. This has resulted in gen rushing in particular meaning anything. 3 gens pop at once, gen rushing. Game over in 5 mins, gen rushing. Bring toolboxes or gen progression perks, gen rushing. Not healing all match and then getting 4 adrens, gen rushing.
To me gen rushing is min maxing generator progression, progressing generators while doing as little of anything else as you need to that could help in your survival of the match. That last part basically means I don't think people doing gens instead of clensing dull totems or opening chest when they already have items is gen rushing, but doing gens over helping teammates or healing can be considered gen rushing. I don't consider having good toolboxes, perks or doing generators quickly when not pressured because the killer is on a 2 minute chase gen rushing.
I don't think gen rushing is an issue inherently and it should be seen as another stratergy which, although sometimes unfun to play against, is as fair and valid as the rest, like tunneling and camping, and people shouldn't be shamed or judge for using these tactic.
Your opinion is correct. Gen rush is certainly a threat to the killer, but it is the result of game balance and the killer's mistake. I agree that it is hard, but the survivors are not to blame. If the killer is not making any mistakes, it is a problem of game balance.
Tunneling, camping, gen rushing, body blocking thwart a killer, are all tactics. Everyone must has to sign a consent form for this.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727655#Comment_3727655
That really doesn't make any sense within context of the perk. Maybe another perk.
The blessing and cleansing thing is just such a nonissue. You have to get healed, with a boon equipped and you have to have some totem perk equipped to get value out of it. It's so unlikely that when it does happen you deserve the extra bit of speed.
There is also no correlation between healing and totems. The boons are there to gain haste too. Either way, totems have proven irrelevant.
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So, its instant karma.
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It's ok to do so if it gives you a slim chance of survival. Anyone who refuses to onhooked by the killer as a disgrace should not even play the game. BM are based on the mind, not the act.
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The game will not survive unless it attracts customers through collaboration. I think that Chaos from WH and the evil gods from Skyrim are more suitable than D&D, but that's what the management did anyway.
And the game was received more like The Rocky Horror Picture Show than a B-movie, or at least that's how players adapted it to be.
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Even with modifiers, the fact that it is PvP remains the same. The cages are basically spawned in positions that are advantageous for the survivors, so follow the theory.
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There are days like that. Enjoying misfortune is also part of DBD.
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If you keep in mind that you are on the opposite side, you can make a hook trade, so it is not that painful. And if the trade goes through, she's a n_ked queen. Just use tactics against killer add-ons. The game will not collapse.
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This post is of course black humor, but I can understand why you went out of your way to contribute.
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When talking about stacking abilities, consider how long it takes for the stack to occur and whether it can be stopped. If you let the killer's abilities go unchecked without thinking and find yourself in trouble, that's simply a mistake in the survivor's judgment.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727458#Comment_3727458
Here's an example of what I mean when I say survivors don't have agency in chase. Temple of Purgation has 2 entire sides around the main building that are nothing but narrow corridors with 1-2 garbage pallets that are free hits for the killer. And since they are up against the edge of the map, anyone working on gens in this area has zero chance to reach any useful structure where their survivor skill matters. Agency in this situation would be, "oh I know this area is a deadzone so I should stay away". But guess what? 3 gens always spawn in this area! Another reworked map gets BHVR's 500 Killer Winstreak Seal Of Approval. This is consistent with the pattern over the last 2 years of turning every map into a small square of garbage where gens spawn way too close to each other and 80% of pallets are killer walks around the short side and gets a free hit
Survivors will only attempt to complete gens from around the area you are focusing on. Then, one survivor of them attracts the killer's attention, and the survivors who see it on the HUD work to complete gens near the temple where they are short-staffed. That's all.
In the first place, skilled survivors will always aim to complete the gen near or underground within the temple. Even if it is prevented by the killer, the time gained by the chase will allow other gens to complete, so the hooked survivor will simply run towards the completed gen after being unhooked. If you chase this, the killer will let go of the gens near the temple, and if you don't chase it, the rescue will be completed safely. This is why this map is known to be advantageous to survivors, and it represents the essence of the game system, where survivors being taken down by killers does not easily lead to the collapse of the match.
This is a simple example of how the survivor holds the decision-making power in the main outline of the match.
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I would allocate that buff to survivors those completing gens rather than to healing. This would encourage survivors to take the task of completing gens more seriously.
And I don't want add effects to cleansing and blessing. Only hook-related modifications to unhooking and hook state progression are sufficient.
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If you know you have a powerful perk, be very careful when incorporating it into your game's base kit. Especially if it's a competitive game, you should always consider the impact on your opponent before making an opinion. If not, that's just naivety.
For example, if I told you that a balancing measure for this would be to give the killer a Bamboozle that doesn't change speed but blocks windows, you'd probably object. Yes, because you think it's too strong. When enhancing the killer's abilities, we must always consider the survivors. Therefore, the opposite is also true.
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In the movie, a person dies with a single blow, but in DBD, a person can recover unharmed even if a hook pierces the chest. Does this conform to a horror movie? This is very fair considering that the cost of not dying in one hit is that the person loses the means to attack.
After all, this game is just a sideshow for the Entity. It's all about what she (that's what I call her) thinks.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724746#Comment_3724746
you know what if they banned everyone who killed them self on hook I bet most of the playerbase would be ban there be no game at all.
have fun people.
In the first place, the game was not established by people who gave up on the game from the beginning, so they are only freed from the illusion. There remains the result of a healthy game.
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According to the current specifications, the killer is checkmated in this situation, so there is no dream. Forced Hesitation will help you.
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People who give up too early are probably not suited for this game in the first place, so wouldn't it be better if they never played it in the first place? They are already making a mistake by not realizing this.
In street basketball, it's relatively rare to find someone who gets his teammates involved and abandons the game just because things don't go his way. At least I don't see anyone justifying that. There are many players here who have more tantrums than Bubba and fail to recognize their mistakes. That kind of community is the worst.
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Kill rates are often cited as the basis for disastrous experiences.
In the first place, if survivors boast an average escape rate of 40%, then in theory at least one survivor should escape every game.
In reality, 4K is also possible, so it's not so simple to say. However, those who claim to play 5gen4k every game will not be able to embody 40% unless they experience many escapes.This means that survivors are always divided into those who cannot escape and those who are often able to escape. On top of that, considering the existence of suicides and AFK, we can infer that the actual survivor escape rate is not that bad.
Survivors with a certain level of skill generally have a high chance of surviving until the end, so even if they die, they will feel highly satisfied with the game. Therefore, the mortality rate itself cannot be a reason for not enjoying the game.
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Personally, I thought it was an interesting element, so I wouldn't mind bringing it back. However, as others have said, it would be undesirable for the counter to the killer's ability to depend on items.
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Devs gives you risks and rewards. Therefore, you have to use your skills to detect the killer's approach, or lose time and gain safety.
If you don't like risk, you probably shouldn't participate in games that involve risk. -
Just as it is affecting society in general, blaming others is prevalent in game play as well. It's always honest people like you who are the victims like of this.
I think you can understand just by looking at this forum. It wasn't my fault, my opponent used a cowardly tactic. It is filled with such content. Eventually, its aggressive fangs will be directed at you.
There is no way to change reality. Therefore, if you meet one of the few friends, please have a nice chat.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727131#Comment_3727131
People DCing instantly because they don't like their build is the antithesis of chaos shuffle and that's exactly what having no DC penalty would make that the norm
There is complete truth here.
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The root of the gen rush is an environment where survivors can easily work on completing gens without being wary of killers by knowing the know-how of the game. There are two ways to solve this: simply create an environment where the chase ends early, or give survivors a task other than completing a gen.
The Cenobite provided the best example in this regard.
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It's the Trapper! Let's all grab a light and find him before we set a trap and bully him!
Maybe in the future after that. -
In any case, just because the other is a talented streamer shouldn't be used as a reason to disconnect. Just finish the match and accept the result. It only happened for about 10 minutes. There are matches where you have fun and matches where your opponent has fun, and it's not every day that a match is equally fun for both players, and that's what competitive games are all about.
If you just want to have fun, play a solo game, and if you want to have fun with everyone else, play PvE. -
We all know that the game is currently being messed up by selfish people fleeing to blame.
If I were the developer, I would provide a "suicide (or surrender) button". Replace self-unhook with it. The player who presses this will admit defeat on the spot, and both the "survivor alive at that point" and the killer can win.The most sinful aspect of suicide is that the adults around them are forced to clean up after the young child defecates on the spot and runs away.
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No, players who act selfishly by not wanting to participate should not be tolerated. All multiplayer games, from sports to recreation, should be created by people who consider their opponents.
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This is a necessary feature to avoid cheaters. Originally, the survivors should only display the killer's name.
People often say that you don't encounter cheetahs very often, but that's an idealism that's far from reality.
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It is inevitable for people to think that something that they do not experience does not exist. If you can talk to someone and understand them, do so, but if not, just leave them alone.
On the main topic, the theory is that if a body block is coming, it is best to quickly hit him with the least amount of loss. If I could dodge him and hit the unhooker, I would. In any case, it would be better to corner the injured survivor and turn him into a slug and then think about what to do, but their strategy is to cause the killer to do these things in the first place and aim for the gen to complete. So if killer think that's a nuisance, he should just ignore them both and work on gen patrol. It all depends on the situation.
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It is a difficult problem. There is certainly a risk of misuse.
One thing I can think of is that it would be okay if it were made difficult to match based on the total number of blocks, including those from other players. If a player is blocked enough to be affected, there's a good chance there's something wrong with them.At the very least, the current situation where the block function itself has no effect is strange, so I would like to see a function that at least displays whether the player has blocked the player.
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Congratulations. The next target is Hag.
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In 3x3 Basketball, they will practice everything from dribbling to shooting. Deepen they understanding of defense and offense. It is not necessarily a classroom lecture. Sometimes every learn it by experiencing it many times.
“DBD is different, value beginners”
When it comes to skateboarding, they first learn how to ride without getting injured, and then learn each technique one by one. They can't perform acrobatic techniques like a pro in one step. But no players there are complaining. It is the player's duty to improve in order to perform tricks, because they want to do it.
“DBD is different. Be more empathetic to beginners.”So all I'm saying is:
"DBD is different. Only DBD can get away with such selfishness." -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689030#Comment_3689030
The lack of empathy for new players is absolutely astounding.
If you invited them to the game, you should support them. If you're doing it alone, the impression that person receives is everything. Is it wrong? However, the fact that so many players remain here shows that assistance is not necessarily necessary.
Various players upload streams to Youtube every day. Some of them are showing us how they have worked hard to grow from being beginners. Is this helpful?
This is a game. If you're not trying to enjoy the game, but just think you should enjoy yourself because you paid for it, and if you don't, it's crap, the game won't welcome you.I don't want to be kind to them just because they're new. We will be kind to those who want to enjoy the game. Peoples who just selfishly tell you to let the game play aren't trying to enjoy the game, they just want they to feel good about themself. And I forget that there are players on the other side of the monitor. Such selfish people are not accepted even if they are new.
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Enduring was reflected because there were complaints. Don't you know?