PPRG
PPRG
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honestly with how god awful console is youre probably in console matches because of your bottom of the barrel mmr
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i have horrible cornvision (3rd world problems) so all the coldwind maps
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blood pact my beloved <3
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you heard it here from the man himself that nurse is not the strongest killer but instead plague is
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/352911/new-players
So…correct me if I’m wrong…you’re playing w a bunch of noobs and are upset they don’t know how to play?
nope just talking about how it can be harder to climb up mmr as a more serious player on a new account and sharing my experiences with a lot of common problems i faced i was actually having quite a bit of fun
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honestly the fact that thats even on the game is a huge surprise for it being one of the most survivor sided maps not that its going to really help all that much
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Theyre just really flashy but overall really easy to outplay you would mostly see these being used against very low level killers on yt honestly i dont think anyone would care if they got rid of them
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quick question are you on console?
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would probably kill stealth killers but sounds fun
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248091#Comment_3248091
BT is a game health issue because it addresses a hard design flaw. Objectively it makes sense to go for someone with half the health, and far closer to death (hook states), so there needs to be a buffer to prevent abuse. If you are hard tunneled off of hook you typically don't have a chance to have fun playing the match, making the game bleed players as seen on the steam charts. Anecdotally, I have a friend new to the game and surprise surprise, the Killer turbo-tunnels him like the Killer is playing for money, and as a result he is losing interest in learning to play the game. Facecamping is another hard design flaw that has no basekit fix yet either, as you can more or less guarantee a minimum of a 2k facecamping when done 'right'. Also it is important to keep in mind, that before that patch, you could have 0-3 anti-tunnel mechanisms (3 if you count Dead Hard used for anti-tunnel), and now we have a minimum and maximum of 1. DS might as well be hard deleted, and you can only have 1 endurance effect per recovery. Since they moved all anti-tunnel effects into endurance, combined with being unable to stack endurance, we are left with a horrendous state of the game in the extremes of bad matches. It is only because those games are rarer for some, that I believe they haven't been addressed.
Basekit Shadowborn is more of an accessibility vs inherent difficulty/designed aspect. If we design a game around vision, we can't expect blind people to participate at all, no matter how much we want it to be 'accessible'. Whilst most games are designed with sight in mind, DBD is also designed with a limited FOV in mind for Killer, in order to emulate the Predator/Prey relationship. The intended difficulty is tied to the limited FOV, and as such, it may be harder to determine which level should be accessible. As previously mentioned in the thread, we don't allow chase music to be turned down for Hard of Hearing players, and similarly we don't allow FOV for motion sickness players. Sound is something shared by both sides, so I would argue that should be higher on the 'accessibility' list.
They added partial Brutal Strength and STBFL (and reverse Overcome) to raise kill rates. Game health could be argued here since 60% is the target kill rate. If the kill rate is too high, more Survivors won't play. If the kill rate is too low, more Killers won't play.
Finally, the 'accessibility' fixes have largely been mixed to bad, and by that I mean usually 1 good thing with 2-5 bad things. They didn't want Spine Chill as a replacement for hearing, and then was buffed against Stealth Killers, who it wasn't supposed to nerf, and the change was intended to help instead. Flashlights didn't have an auditory and visual slowdown without also changing functionality, so they got nerfed out of being able to readjust a save. Readjusting a save arguably taking more skill than getting the save in the first place, since you need to both recognize when to release, and for how long. So in each case of these 'accessibility' changes, we are losing more than we stand to gain. I would argue the steps backwards are far more damaging than the 'fixes'. Note that I am not saying they shouldn't be worked on, just different execution. For Spine Chill, I would simply have it not work against undetectable Killers (or only work when you are within range of their sound cues, eg. Ghostie's cape flapping, or Myers' breathing). For Flashlights, I would have the visuals and sound of the current Flashlight, with the mechanical functionality of the old. That way it wouldn't mess with people who have the conditions affected, but still allows the same mechanics such as readjusting a save or changing direction during movement.
oh boy this is a long one.
for one tunneling is not a design flaw its just a strategy used to get survivors out of the game faster its killrushing no different then genrushing its not fun to be on either end of each
and lets be real no matter how many changes to tunneling or camping they make people probably wont 100% stop unless they guarantee lose because of it until then nobody is going to be satisfied
another thing is that the fov has always been a big issue especially on console with console already being clunky enough as it is the 70 fov is just icing to the cake that is the disaster of console
also when you mention hard of hearing players they literally redesigned spine chill for hard of hearing players the fact that they haven't made advanced sound control is just because its an outdated system that has yet to be addressed
also if you use the "tier 1 brutal strength" or "2 extra tokens of stbfl" as an excuse for why killers dont need any basekit you should play killer and see how absolutely none of it helped at all unless you run brutal or stbfl on top of them which is situational.
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In this image it might just be that the killer is too close so if you were to throw down the pallet your model wouldnt have anywhere to go however this is dbd bhvr might have messed up some hitboxes or something
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@th3syst3m said:
https://forum.deadbydaylight.com/en/discussion/comment/3244571#Comment_3244571
That reply was a lot nicer than I was expecting, good day to you sir.
im just not trying to stir anything up right now just not in the mood have a nice night
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@th3syst3m said:
https://forum.deadbydaylight.com/en/discussion/comment/3244506#Comment_3244506
I never played against him so I don't know what you're talking about. I guess you just like to assume things or make ######### up to try and make your point. I never said it didn't take skill, I said it shouldn't happen in a game with matchmaking that's attempting to be balanced. Maybe work on your reading comprehension skills.
i never said you said it takes 0 skill im saying that just because hes using something that you consider "broken" doesnt mean he wouldnt be able to do this on any other killer, i was simply stating that hes skilled its not the fact that hes playing with the condemned sadako build but that hes actually good at the game sorry if i upset you.
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@th3syst3m said:
OnePumpWillie got a 215+ with condemned playstyle. Really any game that has matchmaking that should never happen. Either matchmaking should be fixed so people like OnePumpWillie would be in queue for 3 days or maybe the playstyle is broken and shouldn't be possible.
dude he has 800+ hours on sadako hes talked about it on stream it takes actual skill to play a killer like this just because you lost doesnt mean it takes 0 skill
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this is my new bible now, thank you
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I think they should nerf pig itd fix the toxicity of the game
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I felt a stab in my chest as i play on 30fps how is 120fps not good enough
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whoops posted too early
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0/10 pig needs another nerf
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3241382#Comment_3241382
For any 1 video you can find of a good SWF going on that kind of win streak after 6.1 you can find 3 Nurse or Blight videos doing the same thing.
S tier killers AND top tier swf are both problems on opposite sides. Funny how you don't acknowledge that and just want to nerf all survivors even more because of SWFs while leaving Nurse, Blight and Spirit alone.
Too be fair he does sound whiny however usually when you see those kind of kill streaks on killers they also have 20,000 hours on the game let alone how many hours on that killer exactly
And you can find these on most killers onepumpwillie is pushing a 200+ winstreak on sadako last i checked but once again these people put thousands of hours on these killers and dbd as a whole
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Finally actually good cosmetic ideas that arent just survivors being shirtless
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Console load times tend to be extremely slow and especially on some unoptimized maps it takes ages to load
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Honestly gen speeds never needed a nerf it was an uneeded change however its the gen perks that are usually busted making gens 40 seconds which just feels unfair
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Hyperfocus + Stakeout is also really op certain perks just combo really well together
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@Phasmamain said:
Gen perks should never be passive except for hexes imo. They should require something active from both sides such as cleansing a totem, kicking a gen or downing a survivor
That and I dislike skill check based perks due to the inherent RNG
I honestly like the idea of overzealous requiring an objective for the perk to take effect and isnt permanent, relatively underrated but is balanced all around
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@Shroompy said:
First of all you're talking about Iridescent Shards, not Auric Cells.
Second of all, you could never buy licensed content with Iridescent Shards. (Other than teachable perks in the shrine)
Third of all, this update is not hurting you as much as you think. Since if something is costing you more than 2000, then that means you already have the perk unlocked. The only perks you should really be looking out for, are the ones that cost 2000. As those are the ones that aren't even in your bloodweb yet.
Before, you unlocked the teachable that was then able to be unlocked through the bloodweb. Now if you buy a perk, it gets unlocked on ALL your Survivors/Killers at the level you bought it at. For example, if you're unlocking Decisive Strike from the shrine, before you had the teachable and now had the chance of getting it in your bloodweb. Now you unlock Decisive Strike on ALL your Survivors at level 1 and have the chance of it appearing in your bloodweb again.
The new system is WAY better and benefits everyone much more.
i do apologize i did got some things mixed up also when you talk about the system being "way better and benefits everyone much more" it doesnt benefit f2p players as the old cost was 3000 shards for a perk you would have learned in your blood web rather then spending 12000 for a tier 3 on all killers or survs its much more expensive and with a currency that is already relatively hard to "farm" it absolutely hurts f2p players I dont even care about the new system with the bloodwebs but the shrine just has to go its much worse then the old shrine
Also ill probably edit my post and change up a few things but im tired right now and am heading to bed shortly
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@jesterkind said:
I don't know who's telling you that Kindred being basekit is to stop tunnelling and camping, but that's not the reason that it should become basekit- or more accurately, half of it should become basekit, the killer aura reading can remain on the perk itself.
The reason that Kindred should become basekit is because the information gap between SWF and Solo-Q is causing serious balancing problems, and that's resulting in a noticeable escape rate difference. It's impossible to balance the survivor side of the game accurately when your changes will be received dramatically differently between those who have the information inherent to guaranteed good teammates and voice comms, and those who don't.
Basekit Kindred eliminates one of the biggest discrepancies in Solo/SWF information sharing, which is coordinating hook saves. It alone doesn't bring Solo-Q up to a reasonable standard for balancing around, but it'd be a very good, very solid first step. That is why "basekit Kindred" is a good idea, not baseless whining.
Finally, no killer is punished by the basekit BT if they aren't tunnelling.
I do apologize I had gotten kindred mixed up with another perk however when mentioning escape rates there are a very noticeable amount of people giving up on games on 1 hook its a very big problem, I still do understand where you coming from but once again you can still run kindred yourself for the information.
Now still personally i think adding something like bt to basekit is punishing to killers as its zero downsides to people who "tunnel" but people will tunnel as a last resort especially if being punished by swfs and now its not a perk slot swfs will have to waste to prevent tunneling making it easier to punish lower rank players and i know this could be solved by just getting good however it makes it extremely hostile to begginers.
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@WeakestNurseMain said:
I think gen speed/slowdown should be capped, or just remove every gen augmenting perk(since they'll always be the best perks) and add basekit measures to make them fair for both sides.
Personally i dont think any perks should ever be basekit in general especially since most of the time people argue for perks that the player has to run to get value. However i still agree that gen speed and slowdown should be capped or make it so that perks wont stack with eachother or toolboxes.