RaSavage42
RaSavage42
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- RaSavage42
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What if one of these modes make a permanent entry into the game????
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I can see it happening… just look at the Artist and her backstory (it is kinda sad though)
I imagine a person (most likely Female) raising spiders when a group of people come to steal things (Remaining SFW) and she ends up losing her legs and the spiders get out and kill the intruders
Something like that
Oh and one of her should be Arachnophobia… LOL
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It's not the engine used… it's the way they coded the game from the start
Blueprints is good for like an alpha not for a full release game
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I would like to add if they did 3 chapters a year then put in a bigger health-based update then I would be happy
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Cause they don't have any idea why the game has turned into speedrunning
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Well it would and it wouldn't
Would: The D,C,B tier Killers have an advantage against Solo Q Survivors
Wouldn't: The S tier Killers have something that the others don't have
Like this is just one persons opinion on how they see each Killer in matches they have
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Being taught the game from a Solo Survivor Vs. SWF's is different… to say the least
There are too many variables to make changes to a certain degree
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On one hand it's Survivor Players getting better at the game
On the other hand the game is handing them "wins"
Players of this game get better… either in gamesense or mechanics (sometimes both)
Yes there does need changes for low-tier Killers but how far they go is up to them
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OP
Toolboxes were addressed about a year and a half ago… what more do you want to be changed
Healing speeds were addressed about a year ago… what more do you want to be changed
The game is at it's limit at this point and time… they can't change one thing without changing another
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For one thing it's their way of coding the game…
And for another it's more of the fact that there are 4 Survivors VS 1 Killer
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So OP….. there are a few things to consider
- The coding they use isn't perfect
- The base game doesn't function as we all see it
So at the end of the day it's more of if they push it then it'll end being broken but giving them time will cause more posts like this
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One thing it's the coding they use
Another thing is there are 4 Survivors VS. 1 Killer
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@Foggyguy said:
Huh… that actually sounds like it could be a decent strategy to help distract killers who are tunneling someone out.
Or it could be used to get the Killer to get them out of the match…
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So in my opinion…
There needs to be different modes for what can happen… SWF's should have there own mode… Solo's should have there own mode… and Killer's shouldn't be forced to play something they don't want to
Like the Killer should know if there's a possibility of a SWF (Duo's, Trio's and 4 man SWF's) VS a Solo Survivors knowing if the Killer was ready for a SWF
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Gens take 90 seconds to complete
It takes 10-30 seconds to find those Gens
Chases take anywhere from 10-60 seconds to complete
Hooks take 5-10 seconds to complete
It takes 3 hooks to kill
Gens have 8 kicks (damaging instances)
Where are the arguments for everything… and I mean everything
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We need to realize that BHVR isn't going to figure out Gen progression VS Gen regression
So Killers will bring 4 "Slowdown" Perks due to that
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But again you started this by saying "A new player"
So my comment makes sense
Also Learning other Killers helps more then you realize
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Start learning other Killers and gaining experience with them… with fallowing #3
Maybe using less slowdown would be applicable in some circumstances
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This would work if the game wasn't in the position is was… Tunneling is too prevolate at this point
So at this point it's more on getting Tunneling under control first
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This game isn't horror anymore… when we were all new and didn't understand how the game was supposed to be played
Now we complain about Perks, Maps, Killer Powers… how does Killer get kills
SO yea if they are able to get Star Wars I'd be happy
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Cause we have content creators saying what's good and what's bad… plus our own experience
Cause we may play with other builds but those games end so fast (for both sides)
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Whispers
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969806#Comment_3969806
I'm sorry I'm german, so sometimes I have problem to understand questions or sentences 100%. I try my best to understand everything perfectly xD
There's no need to say sorry
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969604#Comment_3969604
If your question is if I think it would be good like this: I'd prefer having two modes. At the moment they try to balance somewhere in between but don't really appeal to any of the two sides 100%. If they'd split it they could have both sides happy (of course depends on the people lol).
I'm in almost all multiplayer-games competetive, at least if it's pvp. I mean for what do I play against people if I don't want to win? I could also play pve then xD
Yea that was my question…
And yes I do agree with you
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969532#Comment_3969532
No it works pretty well, people that really just play casual and don't care at all how good they are, don't have a number somewhere that tells them they now have to be good or insecure. (I personally never understood that problem, but some did care about it I suppose).
Honestly that would be the best, we have two sides of people already:
- People playing goofy and casual, maybe even with friends just wanting to have fun without stress - the result isn't that relevant.
- People playing competetive, they have fun to win games and probably also want to see their mmr or stats to show how good they are - the result is obviously really relevant, even between 3k and 4k.
- (I suppose you could also say there's a neutral side in the middle, but they might or might not feel better with the balancing of ether side.)
With that in place we could balance them differently:
Obviously you could change almost everything, but in general tunneling, camping and slugging could be turned down in normal mode for the start. They could also balance it for your mistakes to be less heavy. People that play competetive don't have a problem with that usually, you could even put perk bans for everyone in place depending on role and character as well as maps - it's pretty common in comp dbd and works actually pretty well for what I saw.
Ok…
So on to my second point… Unranked and Ranked… good or bad
I tend to start as casual… but as I learn more I tend to get competitive once I reach a certain level
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Hiding it has the opposite effect… just as I figured
Anyway…. so are you suggesting an unranked and a ranked gamemodes
Cause doing that "will split the playerbase"
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A Lot apparently
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I hate playing as: Bubba, Freddy, Trapper, Blight
I dislike playing as: Wraith, Nurse, Hillbilly, Knight,
I don't mind playing as: Doctor, Deathslinger, Legion, Ghostface
I enjoy playing as: Pig, Huntress, Spirit, Hag
I don't have a lot of experience playing as: Dredge, Chucky, Dracula, Vesca
I Don't have these Killers: Springtrap, Singletary, Kaneki, Unknown, Houndmaster
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Welcome to the forums… where people want to claim something and not want to defend it after posting it
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Some Killers are at a disadvantage from the start… other Killers are higher skilled floored (meaning it takes a while to get used to playing them)… so that means that the Killer verity is limiting
Then let's talk Perks… yes Killers have good Perks that work but Survivors have more tools at their disposal
And now let's talk about playstyle… Camping, Tunneling and Slugging are things that the Game has to deal with (for better or worse)… Gen rushing is also an issue
Also let's talk about entitlement… yes it goes both ways:
Killers- 4K's all the time at 5 Gens
Survivors- 4E's without hooks… playing against specific Killers
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They need to look at base Gen regression first before they look at the perks
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So I believe that most perks are badly designed… nowadays
Most perks were designed in a vacuum… without acknowledging how it'll work with other perks
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And if they did only Buff the Mid and below Killers they'd become META in one way, shape or form
Anyone have PTSD from the "Gen kick" META… even M1 Killers where usable during that time but people only remember the perks used
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But that's what we did to them (BHVR)
Saying which Perks are bast (and which aren't)… and players used them
Saying which Killers are best (and which aren't)… and players used them
Saying which maps are best (for which side you play… and which aren't)… and players used them (for which side they played)
SO saying that it's funny is an understatement… also not funny to me (but that's just my comment on this)
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They were playing the 1V1V1V1V1 that that game came out as…
But get you a 2 man (or more) and it'll be different
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If anything the obsession doesn't change all that much normally… so getting the 11 stacks wouldn't be realistic also by the time you get the 11 stacks most (if not all) of the Gens are done
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954207#Comment_3954207
Can you decide what is the problem? Is it healing or not healing? You act as if Killers are always losing games, because they cannot injure Survivors and they cannot have them healthy.
The problem is Gen progression V regression in the 4V1 situation
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Even if Killers start using Anti-Healing perks it wouldn't help much cause there's a couple of Perks that help repair Gens while injured so it's just one thing or the other
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Having 30+ hours on Pig with a Kill rate of 56%… to me it's a bit surprising
Having a 50% Kill rate on Hillbilly… even though I'm not good with him
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DMS and Deadlock aren't slowdown they are prevention…. IMO
Like Pop and Pain Res. are slowdown cause they take away charges that survivors have to get back… but DMS and Deadlock don't do that, they only prevent Survivors from either finishing a Gen or getting more progress on Gen(s)
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The AFK system is a bit messed up
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949564#Comment_3949564
Given this is bhvr the emp might slipstream everyone in range instead.
Yea… proves my point
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That would be difficult to code…
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Again when Gen regression is improved Killers will be able to handle the 4 Survivors V 1 Killer
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OG Ruin and Huntress Lullaby
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947892#Comment_3947892
Would disagree. It had 5% before and was barely used. It got used a lot when they made it permanent instead of only being active for 60 seconds at the start of the Trial. The 1% they added to it did not really cause this.
Ok fair enough
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947885#Comment_3947885
This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.
The big strenght of Deja Vu is simply that you can see Generators and have it easier to find them.
It is relevant… cause without that 6% not many people used it
And I do agree to the part that if they did remove the 6% it would still be used… but that's cause people have seen it's use
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I agree
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It's due to Daja Vu was buffed to include a 6% bonus to repair speed