Blinking_Bat
Blinking_Bat
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- Blinking_Bat
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His commentary in the video did not line up to what was happening in the game lol. He said "this is top tier nurse game play right here" and "I am completely dominating them" multiple times amidst the pretty average nurse gameplay he was providing...
He swung and missed after blinks about 10 times throughout the video. The accuracy of his blinks was solid at some points and pretty bad at others - there are 5 or 6 chases throughout the vid that could have been finished ~5-10 seconds earlier if he was more accurate with his blinks. When he slugged people, multiple times he decided to pick up the one he had just recently downed instead of the person who had been downed longest. He had 3 chases throughout the match where he completely lost the person and abandoned the chase. He made no attempt to play around DS whatsoever and immediately picked up Claudette a few seconds after she was unhooked. He decided to take that chase instead of going towards the player going for the other unhook - that decision alone would have gotten him a 4k. Amidst all the mistakes this man made, he still was given plenty of opportunities throughout the game to get a 4k, but either made the wrong decision or attempted to make the correct decision but executed it poorly.
It seemed like he wasn't thinking about what the other remaining survivors were doing at all throughout the match. He didn't seem to notice when any survivors were healing or thinking about who could be doing gens and where they were. He didn't seem to use Thrilling Tremors a single time throughout the match to look around at what gens were being worked on. It kiiiiindaaaa just seems like he got carried to red ranks by using Nurse.. His overall accuracy with the Nurse blinks shows that he has put a lot of time into her, but his level of awareness and soooo many questionable decisions shows that he has plenty of room for improvement.
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I think these are actually pretty fair times considering how much of the playerbase has mediocre connections that cut out from time to time. Having a few game crashes and having to wait a an hour would be pretty frustrating in itself. I think even 5 minutes is going to be pretty good for some people to stop and take a breather to calm down if they rage quit from a game. I know personally I wouldn't leave a game if I knew I had a 15 minute penalty, and definitely not if it meant a 30 minute penalty. Even if a 30 or 60 minute ban doesn't deter somebody from DCing, i'm happy with knowing that nobody is going to have to deal with them in their games for an hour
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There's tons of different reasons people leave games. Most of them are related to ego, frustration, and/or trying to spite the opponent. I'm heavily in favor of some compounding time-out penalty system for leaving a game and don't think there is any justifiable reason for leaving the game without taking a penalty for it.
There's a couple issues with that though, one being that bugs tend to come up pretty frequently in the game. Nobody wants to stay in a game where you get put on basement hook and fall through the map, or get flashlighted and can't see anything for the rest of the game. There's bugs where multiple survivors can get stuck in where the killer can't reach them - which can literally lead to a game that will never end until somebody disconnects. Running into a bug that prevents you from playing/finishing the rest of the match in a reasonable way is a solid reason to disconnect.
Also, plenty of people have bad internet that just goes out frequently. In my opinion, those people shouldn't be playing DBD in the first place since it ruins matches for everybody else, and should be playing games that let players join in mid-match - but BHVR might not want to be auto-banning everybody with a connection that cuts out a few times each day if a size-able chunk of the playerbase has connections like that.
The big problem is that it's nearly impossible to differentiate between when someone rage quits vs. encountering a game-breaking bug and quiting vs. their game randomly crashing vs. unplugging their ethernet to quit vs. just having a poor connection that cuts out sometimes. If the game was bug-free and perfectly balanced, people would still rage quit. There's no way around it. But, you don't want to punish people who are forced to quit after encountering bugs.
In my opinion, with the game's current stability in terms of bugs, that the disconnect penalty is the best way to go. I realize that if I had a poor internet connection all the time, i would probably be fighting against adding penalties and bans, but DC punishments are honestly for the best in a game like this where DCs tend to ruin the match for everybody else.
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@Cronk said:
https://forum.deadbydaylight.com/en/discussion/comment/1067980#Comment_1067980
I don't really eat normal people food 😶
What does this mean 🧐
Are you on a dog-food only diet? Does your diet consist of lip-balm, leather shoes, and play-doh?
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If you are comparing the game state now to how it was 1 month ago:
- Doctor rework has made him a high tier killer
- Oni's flick has improved
- The Ruin rework has improved the gameplay overall for both sides
And that's about it as far as changes I can think of. Matchmaking and queue times are probably the biggest issues currently, but the new MMR system was announced that will be coming out soon.
If you quit just because you heard about the Ruin rework, I doubt the game has changed drastically enough to satisfy your odd fantasy
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What does your diet look like when you don't eat fast food? And do you have any health issues that could be related? Also, what do you usually order from the places that is making you sick?
If your normal diet is mostly healthy food, the very high amount of grease in fast food can definitely make you sick if your body isn't used to it. A fiber deficiency could also be a related issue.
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Yep potential toolbox rework is coming in the future. Thankfully i've only ran into a coordinated SWF with 4 toolboxes a handful of times over the 1k hours i've put into killer over the last few years. It's always been a very rare occurrence for me, even at red ranks.
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I just play Nea unless i'm doing a daily or a tome challenge, but I've never found I get tunneled more on one character over another.
As killer I'm obligated to tunnel and mori every Blendette that comes into my lobby. I took an oath. Normal Claudettes wearing anything remotely bright are perfectly fine. But Blendettes...
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@BenZ0 said:
On oni movemtspeed addons promote more of a hit and run playstile of oni where you try to "suprise" survivor from a unexptected direction with monitor. These addons are bad for loop hits because you are most likely too fast to run around a small loop. Agree topnok is insane and changes waaay too much. The more bloodorbs promotes a "spread your m1 hits on many survivors" playstile or the less consumtion penalty for downing survivors is heavy slug. I know that oni is already slug heavy but this addon promotes that even more.
On Trapper you can use bloody coil with tanathobhobia to keep everyone injured and with monitor you can get alot of free suprise downs. With longer disarm time and iridiscent stone you block of obvious but popular ways or doors and make survivors waste time to keeping those ways open. With tar bottle you tempt to play more the "classic" trapper trying to hide the traps and get free kills.
Sure the addons dont change the gameplay drasticly but thats not what they are supposed to do. If you compare these addons to the mentioned killers above, Freddy, Demo etc, their addons are just a joke in comparison.
I think I see where you're coming from, but not entirely sure. Do you mean the add ons seem like a joke because they don't enable different sub-strategies? For Freddy being able to to switch to fake pallets enables you to play differently. For Demo, he doesn't have many things that allow for a different strategy other than undetectable addons so most his games are going to feel very similar regardless of add ons, just to the nature of his power.
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I was going to respond to each one of your points, but I see that multiple people already have. If you're managing to retain Rank 1 killer and survivor, I don't see where your complaints are coming from. You obviously are winning more games than you lose in both roles.
I think if you take the time to think of the impact each one of the suggestions you made would actually have on the game over time, you would see the flaws in each suggestion.
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I don't have much experience with old-Legion or Hag so I am not sure about the strength of their add-ons, but in my opinion pretty much all of the Trapper and Oni addons are pretty minor, other than bags.
The only Trapper add on I think is 'very strong' is Honing Stone. The disarm time, placement time, and status effect addons don't seem very impactful and I don't really see how they "promote different gameplay" like you said. The dye add-ons are weird to rate on a power level since they are solely a visual change, but they are nice.
Oni doesn't have super impactful addons either. The most impactful one is Topknot in my opinion, but all of the others are pretty generic speed/duration/cooldown addons that every other killer has (Like, Spirit also has very similar speed/duration/cooldown addons). I haven't found the increased blood orb add ons to be very good. The addons make him feel smoother to play, but I don't feel like the game would have gone a completely different way if I wasn't running any addons.
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The stronger you make add-ons for a killer, the weaker the base power needs to be. If you just make extremely strong add-ons on top of a strong base power, then the killer just feels unfair to play against when those add-ons are run - which is why the Nurse's add-ons have been nerfed multiple times. It didn't feel too great juking a nurse blink, but realizing they had 6 more blink attempts left before their fatigue. Same thing for Billy - he has an extremely strong base power, and when you throw on insta-saw addons it gets a bit ridiculous and feels unfair.
On the other hand, you don't want the killer to feel add-on dependent. The Wraith has several strong addons because his base power isn't very strong relative to other killers. The add ons feel very impactful, but you feel like you have to use add ons in order to be effective with the killer. Another example I think is pre-rework Doctor, where how your game went was heavily influenced by what addons you ran.
I prefer having a strong base power and minor addons over a weak base power with strong add ons
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1067466#Comment_1067466
Maybe making them ultra rare?
That would be more understandable. I feel like the shrouds would still get grouped with things like keys, mori's, and toolboxes though - where most of the community just either wants them heavily reworked or just removed from the game
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Yes, the offerings would become much stronger if opposite roles had them, but I don't see that as a good thing. I would rather have shroud offerings be removed before they changed them to act this way.
I think this would just further enable cheesy cheap strategies. Having 4 survivors with toolboxes come in with a shroud of separation doesn't sound like a great time. A Billy chainsawing across the map at the start of the game into your entire team with Infectious Fright doesn't sound very fun either.
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Perk rarity does not correlate to perk strength. This isn't a valid argument to change its rarity.
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Are you trying to make a point here? You're not trying to reduce the complexity of the game to a fraction... right..?