PBsamichShoe
PBsamichShoe
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It would certainly be better than more useless charms.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3223692#Comment_3223692
I WAS STRESSED TO HELL TO WIN THAT GAME THANK YOU VERY MUCH.
im trying to have fun here not die of stress
But YOU STILL WON. So you're main complaint is that you just want it to be easier to win???
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3229081#Comment_3229081
That already happens.
Wow. Just goes to show some people really go out of their way to be toxic in this game lol I have no idea how they'd fix that then
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@BringShaggytoDBD said:
I agree it's annoying but how often does it happen? I've only ever experienced this once, and to be honest I rarely see pig.
Not opposed to an adjustment but I can't see how they could do this fairly without it being abused. I'd much rather they focus on Tombstone Myers first!
They could make it work like the mend timer. When you're in chase the timer pauses.
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@legacycolt said:
If the killer plays scummy, it’s usually because of a map offering or because someone was toxic. Idk if events make people play more toxic though.
It used to be like that when there was only two event gens. Killers were camping these.
The only difference I see around events is more players playing and more meta killers.
Not from my experience. In my experience 50% of killers play like scumbags just to be scumbags.
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@Brimp said:
Event doesnt drop until the 13th
Oh for some reason I thought it started today. My bad.
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Camping and tunneling are just symptoms of flawed core game mechanics.
The hook is the deeply flawed game mechanic in question.
Like, I get it, it's 4v1 so there needs to be a core game mechanic that levels the playing field as far as number of team members goes but the hook is awful design. Camping and tunneling are just abuse of bad game design.
Sure, it can be done strategically but doing it as your only strategy really doesn't take any effort and is actually rewarded more than getting good at other mechanics in the game. It's so low effort in fact that anyone I've ever talked to about dbd who had never played before, which is most of my friends, instantly brought it up. I've explained the basics of the game to several friends, trying to get them to join me (in the past before I stopped playing), and the first thing they all pointed out was "so what's stopping the killer from just hooking one person and just sitting there and then going after the same person once they're rescued over and over until they die?"
And replying with "well you'd be surprised that if you just do gens instead of trying to save them you can actually get several gens done before they die and secure at least 2 people escaping if they do" is such a weak argument to someone who's never played before. They all looked at me like "yikes" and they never tried playing. I don't blame them. They're probably thinking multiple things such as "wow, sounds like a game that really rewards skill!" (that was sarcasm) or they're probably wondering just how much fun it is to be the person that the killer decides to target that way.
So people who know absolutely nothing about dbd can point out how flawed the game design is and how easy it might be to abuse.
That's why camping and tunneling is referred to as "braindead".
And if you're going to say that killing survivors is the killers main objective then it would be asinine to say that doing generators is the survivors main objective. If you're going to frame the killers objective that obtusely then saying survivors main objective is to survive would be the correct way to frame it.
Before I quit playing I tried the PTB as wesker. I got demolished by a team of survivors who in all honesty were probably all solo players. I "won" however. They finished all the gens and had the gates started and I only had 1 hook. But I 4kd. Simply by standing in front of a hook. These were players who had mastered the art of looping a killer in chase while still being able to coordinate and prioritize other objectives possibly without any direct communications. And you know what snuffed out all that hard work and effort? Me. Standing still. In a corner. In front of a hooked survivor.
Yeah tell me again how camping and tunneling takes skill.
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I stopped playing a month or so ago because it's not fun anymore. I just check back on the forums to see if anything significant has changed in the community or the game but so far not really. I mean, the community will probably never change in any meaningful way. There's still the same like ten or so people on this forum you'll constantly see racking up posts and comments and nothing they do or say has really seemed to change much. Dbd community is stale, I guess.
I've been playing other games and have been having a blast.
I think the 6.0 patch really did it for me. SBMM really sucked the fun out of the game and I took a break after enduring it for a few months and then came back after they seemed to have tweaked it to not be as atrocious but when they released 6.0 thats when I knew the game was going in the wrong direction. I don't think the devs have a clear sense of purpose about what makes the game fun.
I didn't even buy the last dlc. There's over 200 perks in the game, Im not really interested in more perks. Also, charms are lame.
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People forget that this game is extremely niche and the way to play it efficiently isn't something the tutorial tries to teach you in any meaningful capacity.
When I picked up this game I literally thought it was hide and seek for the first year I played it. Then I randomly saw a noob3 video recommended in my YT feed. Up to that point I had no idea you could even play the game like that lol
For the first year I played this game I was a solo survivor who thought urban evasion was the best perk in the game second only to self care lmao
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@OjomoTheWraith said:
New Dead hard has an activation delay of 100ms. I tested it in and out with keyboard recording and watching in slowmotion. If you get hit under 100ms after you Pressed Dead hard you still get downed. Idk if that's intended or a bug, but it has to be removed. Unnecessary punishment for people who can frame perfect hit it.
1/10th of a second delay for a perk that last 1/2 of a second is pretty bad if you're trying to learn the timing right. Yikes.
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Boon Hook: Gift of Time
The entity rewards your dedication to the trials with a special favor.
At the start of the trial one hook is transformed into a Boon Hook. You and all other survivors see its aura at all times.
When a survivor is hooked on the boon hook their struggle timer takes an additional 10/20/30 seconds once per hook stage per survivor.
Boon Hooks cannot be sabotaged. Basement hooks cannot be changed into Boon hooks. If more than one Boon Hook is being used their effects stack on the same hook.
Also
Boon Hook: Perilous Escape
At the start of the trial one hook is transformed into a Boon Hook. You and all other survivors see its aura at all times.
When a survivor is hooked on the Boon Hook they receive an additional 3/5/7 percent Haste status effect after being unhooked from the Boon Hook for 10/15/20 seconds.
Boon Hooks cannot be sabotaged. Basement hooks cannot be changed into Boon hooks. If more than one Boon Hook is being used their effects stack on the same hook.
Also
Boon Hook: Cursed Salvation
At the start of the trial one hook is transformed into a Boon Hook. You and all other survivors see its aura at all times.
When a survivor is hooked on the Boon Hook the following effect takes place: During the second struggle phase the survivor is presented with a flurry of difficult skill checks. Passing the skill checks grants them an additional 1/2/3 attempts to struggle off the hook during the second phase at the base 4% chance to succeed. Failing the flurry of skill checks reduces the timer of the second phase by 10/20/30 seconds.
Boon Hooks cannot be sabotaged. Basement hooks cannot be changed into Boon hooks. If more than one Boon Hook is being used their effects stack on the same hook.
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It doesn't matter if they did gens anyway because gens take longer now. Before the 6.0 you could realistically complete all or at least 4 gens while someone was being camped like that but typically only with a really good team who knew how to punish camping or if you had comms.
If you're being camped and 5 gens remain that means only if each survivor understands the situation immediately (which they often dont until you've been camped for a little while) then realistically they can finish 3 gens by the time you have almost neared the end of the second stage timer. one gens takes 90 seconds and it takes 120 seconds for a survivor to die on hook.
Finding the remaining gens can shave more time off things and you will likely be dead by the time they've started working on the remaining gens. This means someone else will likely die as well because the killer then has time to find one other survivor and down them and camp. Since most endurance/2nd chance perks deactivate at end game then the next person to be hooked after you die is almost guaranteed to die as well.
Add in some bad plays or strong chase perks on the killer and they can get an easy 3-4k for playing this way.
Same thing if the killer brings a perk like deadlock.
Reassurance might change that but only if at least 2 of the other survivors who aren't on hook are running it, but using reassurance puts you in the killers sights and while using reassurance that means one less person is on gens.
The only way reassurance grants a guarantee on getting gens done while a survivor is being camped to death is if they're all really good and know the right plays to make or have comms and the map has two floors so you can use reassurance safely without wasting too much time.
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You should try playing solo survivor with flashlights and try to get good at using them. Then you'll have the best understanding of how to counter them and also understand why they're balanced and fine as is.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3171301#Comment_3171301
How is that a victim mentality when I'm focusing on the issue rather than the symptoms? You're acting like i'm claiming lowest common denominator strategies would go away entirely if the inverse were more viable, which is something I've never claimed, just that they would be less necessary to many players. People will just be less shoehorned into being required to use them. You yourself even go on about how there is an excessive difference in skill between them and other strategies, ignoring the fact that many people either don't have the loadout/resouces for those, and that they are much less guaranteed to be successful. You even kinda acknowledge the obstructions to it at the end of the post, then just dismiss it as a problem all killers face.
We're talking about simple "odds adjustments." Currently the lowest common denominator strats have a disproportionate effectiveness vs their alternatives. Enough so that people generally don't even consider them. If you have 80% odds of getting at least a 2k with one strat, but a 20% chance with a more fun/varied strat, people are going to gravitate to the 80% much more often. There is no "woe is the side I play" in that assertion, its pretty damn simple and straightforward. The point of discussing the ways to counterplay tombstone builds is because thats kinda what the topic is about, and its advice that people who get frustrated by the addons can use to maybe learn how to apply them and be less frustrated in the future.
Essentially I'm addressing the floor and the lower end more than the ceiling. Both sides reacted very poorly to recent skill floor adjustments across the board for both sides, which then makes it important to understand why. That insight is what is supposed to be used going forward, but seems like it never is. People would rather argue in favor of things they want than understand why things they don't like happen, and what causes them.
Also why do people need to start their posts with rude pointless assumptions like that? Kinda makes the other person less likely to care what the rest of the post even says, and baits people into arguments more than discussions.
No, you literally said that killers, in particular clown and myers, have less tools available to win and so they're forced to use poopy tactics to secure a win when that is in fact not the case at all. I've won tons of matches (3k or 4k) with both of those killers over the last several years without using busted addons or tunneling and camping other players.
It sounded very much like a plea for pity and screamed of victim mentality. Like the game purposely has it out for you. Which it doesn't, it's just got so many flaws in its design. One of which is myers addons lol
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Tunneling and camping will always be a part of the base game because the hook is a flawed core mechanic of the game.
The only way to stop if from happening is to either remove the hook and make a different mechanic entirely that's not as easily abuseable and not as boring for the other side or to just outright make it impossible to do by changing other core mechanics.
I personally think it's well past time they added a new game mode with different core mechanics.
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It's way more effective to run infinite t3 now since gens take longer and chases end faster.
But his addons are also wildly unfun. I think they're afraid to do an addon pass because he was the license that put dbd on the map to begin with.
They changed huntress addons to be more balanced and fun to play against along with several other killers. He's overdue for an addon pass imo
What any changes might look like I can't say but they're very busted right now. The trend with a lot of iri and purple addons it seems has been to make them high reward but they change the way you play the killers power a bit and the reward is high for using it but limited in scope.
Myers addons just make him take longer to do what he does with his power anyway and provides insane rewards with a very wide scope as to what it effects. Making every survivor instantly killable or exposed is kind of insane.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3171222#Comment_3171222
This post encapsulates the cause of most "unfair" killer strategies. They are using the tools they have left to try to win. The more that number diminishes, the less variety you get in matches. It sucks, but its a direct result of death by a thousand cuts: Mikey and clown are good examples of killers who just flat out lost all of their more fun and more skillful ways to play, so it shouldn't be surprising that they are more likely to put efficiency in the way of fun if its their only way to be viable.
Such a victim mentality lol
If any of this was true killers wouldn't be camping at all after all of the 6.1 changes.
If anything we've learned that even if you change the game so that they dont have to camp or tunnel or run 4 gen slowdowns but still allow them to then they will still camp and tunnel and run 4 slowdowns lol
And if anything clown became more skillful after his changes. It takes some serious skill and dedication to learn how to use his yellow bottles effectively to end chases. But it's challenging and so people would rather hold and release m2 to win with blight and nurse.
Myers is also way fun to play with different addons and builds but that takes thought and strategy and people are lazy. Unlocking all the perks to use so you can try all the different builds with him is a major grind too but the same can be said for many killers. Although the grind is definitely not what it used to be.
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Huntress, she smells like thousands of hours of horrendous sweating without a shower.
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Yeah there's really nothing that screams meta on survivor side now meanwhile killers have like 20-30 strong perks plus there's like 30-50 busted addons in the game for killers lol
It would be manageable but really the base kit changes to killers are what really make chases unfair now. They nerfed everything on survivors and then gave every killer steroids.
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The bots in the tutorial are actually pretty good tho
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I don't think he needs to start with all his traps. That would be lazy design imo
It would be nice if his setting speed was just a smidge faster. His best addons imo are the ones that make setting speed faster. It would be nice to be able to run other addon combos without feeling like I'm at a loss without a setting speed addon.
But idk if that would be unbalanced in certain combos or situations. I havent put a lot of thought into it.
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@PaintedDeath said:
I think if they made it so that the traps didn't spawn in corners or in hard to reach locations, it would be fine. Other than that, I'm a Trapper main and I don't find him that problematic. Good Trappers aren't "wasting time" grabbing their traps, they are including rounding up traps in their chases and such.
YES! This is how I play him. I might grab a trap or two at the start of the match but I try to play efficiently with him and if I want to pick up a trap somewhere I steer a survivor in chase towards it so I can either pick it up mid chase or right after ending one.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171123#Comment_3171123
I stopped playing around her release, so I honestly just suck against her in general cause I never played her and rarely play against her. But I didn't know if she misses she still gets a Killer instinct alert. That seems a bit dumb and explains why she always seems to know which gens have people even if she missed her spam gen check crows.
Yeah it is. I think it's like 3-5 meters. So if she misses you but you were still within a few meters of the bird as it passed by she gets a killer instinct notification.
You can disable her birds with a flashlight but it takes practice to get the hitbox on them and they take too long to disable with a flashlight to make it a viable strategy in the middle of a chase.
The best strategy against her in chase literally just keep running. If you can bait her to start setting up birds in a chase it gives you time to run away. But since they buffed bloodlust on killers its less effective to counter her that way.
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My hot take is that old old ds with the 60 second timer that wasn't deactivated by conspicuous actions and was still activated during endgame was healthy for the game.
It forced killers to play as though everyone had the perk unless proven otherwise, and proving otherwise could cost you a decent amount of pressure.
If anything we've learned from 6.1 that if you give killers the opportunity to play the game without having to tunnel or camp or run 4 regression perks but still give them the option to they will still tunnel and camp and run 4 regression perks lol
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@HungrySnek said:
https://forum.deadbydaylight.com/en/discussion/comment/3170644#Comment_3170644
Really? That is a really stupid System. On survivor it makes sense since they are just reskins but all killers play different
It's actually kind of smart on brhvs part. The killers do all play differently but they share enough in common and there's enough core stuff in common across matches that if you learn one killer really well then it really isn't that much of a stretch to get to the same skill level with a different killer. Not for every killer, there's still a few killers I don't really jive with, but once I'd gotten the hang of one it was pretty easy to pick up another.
Add in the fact that a lot of killer powers share similar code as others to make their powers possible (think nurses + deathslinger = pinhead) or have a similar playstyle, such as m1 killers versus high mobility killers, and it gets even easier to play a whole class of killers if you learn one playstyle very well.
I've found that I just don't do well with killers that have dramatic FOV height, like hag is so low to the ground for me, and same with nemesis, he's just too tall and those FOV height changes are disorienting to me. It's also why I don't car much for killers that crouch like gf or pig. They're not as bad for me because you can control the height changes but still kind of disorienting.
I got pinhead to a pretty decent mmr level and now even when I play any other killer they're all graduated a little bit in terms of mmr. I don't really mind though.
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It's really only oppressive in 3 gen situations and if she decides to camp, but that can really be said about any killer honestly.
Hill tile gens are great against her and so are maps with multiple levels because if you can retreat to some distance above or below her crows when you expect them they can't get you. Although the fact that even if she misses and it passes within a certain distance of you she still gets killer instinct on you is kind bs imo
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I swear to god some people want this game to have zero fun in it.
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No. If anything they need to nerf several of his addons and make them less oppressive.
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They just need to revert the base kit changes to killer imo
The action speed buffs were what crossed the line. 90 second gens and no dh or ds is manageable but there's not really any good chase perks since they're almost all situational. Those extra seconds killer gets for free in chase now really add up and reduce the skill ceiling significantly when combined with all the other nerfs to survivors.
Remove the free STBFL, give survivors the same distance after a hit as before and make breaking/kicking take as long as they used to and make bloodlust take the same amount of time to kick in as it used to and I think it would be in a way more balanced state.
Changing DH and the other perks was fine. 90 seconds gens were even fine, but they buffed TF out of killers when they made the other changes to the core mechanics of the game.
Ever since those changes the only people who win chases against the killer anymore are players who play this game for a living.
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imo if people want to complain about players dcing then it's better to investigate why players dc and attempting to address their concerns rather than punish them for it more than they already do.
Odds are if there's a lot of dcs happening its because people aren't having fun. If they're not having fun to begin with introducing more severe penalties to dcing will only make more players quit the game altogether.
I don't encourage dcing but people will always do it to some degree, but if the frequency of it becomes abnormally high then it's probably a sign that something is out of balance with the game and causing people to have such a poor experience they'd rather throw the game than see it through.
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It's honestly only problematic on high mobility killers like nurse and blight but they're problematic as basekit without any perks or addons to begin with.
I don't really understand it's value because I can always find survivors at the start of the match. Literally just look towards the gens farthest from you at the start and head towards them. voila, survivors located lol
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Yeah I figured it would be a mixed bag which is why I decided not to buy it. I don't really need 6 more useless survivor perks to add to the 100 or so useless ones and playing killer has long queue times and is pretty boring with how easy it is to win now so I'm not interested in a new killer to play.
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I too loaded up dbd a few days ago to try a solo q match. I had 15 minutes to kill, so why not, I thought to myself.
I loaded into a match on eyrie of crows against a dredge who chased one survivor for 2 gens before they managed to hook them. I popped the 3rd right as they got put on the hook.
Long story short he just facecamped, slugged, and then tunneled out the first survivor he caught at the start of the match and then continued to slug, camp, and tunnel until everyone died. We all died with 1 gen left.
The week before that I had tried to play solo q and played one match against a sadako that played out the same exact way.
Killers used to be able to be punished for tunneling one survivor because you could rush gens and a good survivor could loop a killer for 3+ gens. Now they all just bloodlust and use the basekit chase changes and 90 second gens to tunnel and camp and are rewarded for it. I'm also pretty sure not having any survivor meta perks and the changes to map tiles doesn't really help the situation either.
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@Gylfie said:
As sad as it is to see an underused perk nerfed, I'm actually with BHVR on this one. The first time I used this perk and I noticed that my mine had failed but that I was able to immediately place a new one, I was like what? That can't be right?
It's like missing your flashbang save and immediately receiving a new one to try again.
Edit: and now it's consistent with Dragon's Grip, which also goes on its huge cooldown even if it didn't hit anyone.
Except it's nothing like missing a flashbang save and then getting a new one.
A flashbang is something the player has complete control over. It doesn't have a timer that expires it. You can use it whenever and wherever you want so it makes sense that once it's gone it's gone and you have to fulfill an objective to get a new one.
Blast mine is on a timer and there's a decent amount of RNG as to whether or not the killer kicks the gen and triggers it.
You also can't compare blast mine to dragons grip at all. Blast mine stuns a killer for a few seconds and requires a survivor to complete 2/3 of a generator to activate and setting it requires another initial 3 seconds on a gen.
Dragons grip takes 2 seconds to set up (kicking a gen, which also takes less time since the 6.1 killer buffs) and if triggered causes exposed status for 60 seconds AND gives the killer information on where the exposed survivor is. I'd say 60 seconds of exposed status is way more powerful than a 3 second stun.
Also don't forget that in solo q the yellow aura on the trapped gen can be confusing. For solo survivors it could mean blast mine, but it also could mean the killer is using trail of torment, or someone is using situational awareness. There's no way for solo to know unless they're paying attention when it gets triggered by the killer.
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Yes, lets change a core game mechanic to compensate for your lack of skill.
Why not? Thats what they did when they buffed basekit killer, made gens 90 seconds, and gutted every single survivor perk.
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With all of the basekit buffs to killer and 90 second gens it doesn't even matter if youre good at looping anymore. The devs wanted chases to end quickly and gens to take longer so gone are the days when you could loop the killer for 4-5 gens.
No more looping, no more gen rushing, no more fun allowed whatsoever.
Survivors role now is to die before the exit gates are powered so every killer can 4k every match.
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@KayTwoAyy said:
I like the idea of a counter to Hemorrage, but I also think people should start running Streetwise with Botany if the recent change has been an issue.
BHVR has been pushing for specilization in survivors--requiring all 4 perks to be dedicated to a build for real value.
If people want rediculous healing, they now need to dedicate a build to it, instead of just sacrificing one perk.
So theyd need 2 perks (streetwise and botany) to counter one perk (sloppy) or worse theyd need 2 perks to counter 1 addon ( many killer addons apply hemorrhage)? Thats not balanced at all.
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As long as it takes the same amount of time as a normal break it would be cool.
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100% agreed. 30% gen regression that they can potentially keep getting as long as someone on the team cleanses something is unbalanced af. Killers saying it takes effort to light them when it take less time to light a pentimento totem than it does to bless a boon totem are entitled af.
30% regression turns 90 second gens into 117 second gens. Thats insane.
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I agree, especially the ones from the rift. Those ones are all just badly done recolors anyway.
I stopped buying cosmetics a while ago because theres been plenty of times i stopped myself from purchasing one and instead was able to buy a whole new game that was on sale. Like, do i want this cosmetic for a game im growing to hate or do i want dying light platinum edition? Lol
I dont really get the cosmetic craze. I have friends who mindlessly buy every cosmetic, it seems like anyway, and im just like why? With how many skins some people have bought they could have literally bought themselves a few new REAL outfits.
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Add it to the pile of 100 or so other useless survivor perks.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/341903/rework-suggestion-for-bt
you could make it increase unhooking speed by 50/75%/100%. the killer would only have 0.75 second window to grab the survivor instead of 1.5 second window. you might be able to unhook against leatherface with it instead of immunity to hook grabbing.
Isnt there another perk that used to do that? Was it WGLF or well make it? I think one of those used to but they reworked them.
Anyway. I get what youre saying, like if you could unhook someone before LF can fully charge his power, but he could still rev it and force a trade or worse rev it and get a cheeky free down if youre not being careful positioning for the save.
I wouldnt bother trying to balance it around LF. His ability is such an unbalanced outlier when it comes to camping ability, its like trying to balance perks around nurse in a way.
Im more interested in BT becoming a perk that could counter camping.
I mentioned LF because hes literally the only killer that can pretty much bypass any anti-camping perk.
If anything they should adjust his power so he cant use it when within 6-10 meters of the hooked survivor. Artists cant place birds near hook and trapper cant place traps under a hook etc etc it makes no sense that LF doesnt have a similar limitation.
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Yeah, agreed. One of the many reasons ive been trying to get my friends to play other games instead of this one. This game sucks.
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I do but whenever I play survivor I get killers who slug for the 4k, leave you to bleed out, or even carry you to hatch so they can close it in your face and then carry you to the gates so you can see that they also have no way out as they watch you die to the entity.
This game is broken af.
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@Grum said:
It would be cool if you could do multiple challenges at the same time like virtually every modern game featuring challenges like these.
Yes! This!
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I havent escaped a single solo q match since 6.1 if you dont count the few times the killer let me go after they stomped on everyone the entire match.
I dont see anyone dcing or suiciding on hook. All I see are killers getting ez 4ks with all the buffs, 90 second gens, and no meta whatsoever left for survivors.
Ive seen others get escapes in my matches but not me.
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Implement this and watch the game hemorrhage players.
This is wildly unbalanced without even taking into consideration other perks, powers, and addons and offerings that can stack and synergize with it to make it even more unbalanced.
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If you don't count the times the killer has let me go then I haven't escaped once since 6.1 came out. I've been in matches where other people escaped, but sadly never me.
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So a completely useless perk is what killer main consider balanced. Big surprise.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3137837#Comment_3137837
If you lose to a Perma T3 Myers, you or your team MASSIVELY misplayed. It takes such a monumental amount of Evil to hit T3 that you should EASILY be able to finish all the gens and escape before he reaches it
It's way easier to hit that T3 with perma T3 Myers now since gens take 90 seconds and bloodlusting, blade wipes etx are all faster. I played perma T3 Myers a few nights ago and got to the T3 with 3 gens left. It was sad.