Spacehedgehog
Spacehedgehog
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- Spacehedgehog
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2238574#Comment_2238574
Building towards something is fun. The grind is actually one of the differentiators between DBD and other failed versions of the game.
The grind is good because it means that you can work towards something but it has gotten to a point where it is just too much. I agree they should keep the grind but extending the grind over and over again is too much for newer players for veterans its fine ofc but newer players should have some sort of boost so that they arent stuck grinding thousands of games to get the perks they want.
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@BlindMole said:
If you're a true friend you'll tell him to stay away from this game.
Don't get me wrong, i love it but would i play it if i was starting now? No way in hell, UNLESS he has thousands of hours to spare.
Against my advice 2 of my friends got this game. Spoiler alert they don't play anymore. Wonder why?
I enjoy messing around with friends in dbd I dont mind losing games to spirit as long as we had fun ik this is really rare but the one thing that does remove my and my friends fun is the grind. We can't do anything about it other than pray that the devs listen and bless us with something.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2238445#Comment_2238445
I started my PC account last February. All killers P3. Twenty survivors P3.
The events, when they have them, massively reduced my grind. Last year I completed six prestiges during the COVID blood rush and five prestiges during the anniversary event.
Covid also allowed me to get a massive grind going but now we dont have covid reducing the amount of time people have to grind so I am happy that you got the grind done but my friend still is scared of it the devs need to add something. They are revamping the tutorial and all of that but not doing anything about the grind what is the point of making a new tutorial system when people are gonna get scared off by the ridiculous grind.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1983509#Comment_1983509
I mean...that would be a step in the right direction but honestly it would take a bit more than that.
Someone with a map or OoO literally removes his power from the game almost completely if they have a friend or two in the game with them for example. It pretty much makes him "Machete man".
Trapper has quite a few weaknesses that hold him back.
I love seeing a fellow otzdarva watcher spreading the amazing ideas he gives out. 👍️
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I think that this is an intended features for fire crackers its like a flashbang in a way.
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Breakable walls were never a good idea making killers spend precious time to save them from a survivor just abusing infinites which some breakable walls still don't fix I have been playing wraith and the survivor just finds an infinite and I am done for no way I can get them without blood lusting 3 to get to them. Breakable walls are not the solution for infinite loops. They are just a detriment to killers might as well just have added a palette there instead of a breakable wall it would be the same but they would never add a palette where they add breakable walls so why do they add breakable walls instead.
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@DarK_SharK said:
just had a game me and 3 other players, versing the spirit i didnt know it was spirit till endgame
first guy to get downed instant disconnect, second person gets hooked kills self on hook, third person just disconnects when killer was on other side of map
only found out it was spirit when i let her kill me because 1 killer 4 gens left mind u i was only 1 that 1 gen and hatch closed totally not winnable.
can we up the dc penalties instead of them resetting im sick of running into people who just disconnect constantly after they get downed once or just give up hook why play if you just give up may as well throw your newborn baby off a cliff.
instead of 5 and 15 mins how about it increases over a week or 2 weeks everytime it doesnt reset put like csgo's implement keep dcing increase the cooldown could be banned for a week but thats their fault
I don't think that this would be healthy for the game the real answer is removing the reason why survivors want to dc. They shouldn't force everyone to play a cutscene of a spirit winning the game and if people can't dc in one of these games then we will just get people afking until the game is done increasing the dc penalty does not help it just moves the problem somewhere else. The reason why survivors dc is because they feel like they have no control over the outcome of the game and they just know that they will just get sacrificed no matter what. They should fix these types of killers like spirit and not just increase the dc penalty cus that just makes people afk until the game is done which is either worse or just as bad as what we have now.
If you then go add a AFK penalty or something then again you are just forcing people to play a cutscene of them getting sacrificed and not fixing the initial problem people will just find other ways to skip the game without having to play. If your player base refuses to play something because it is unfair or broken you can't just force them to play the game adding penalty after penalty you should sort out the reason they do not want to play.
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@kesLV said:
In my opinion this 2 things should be automatic, i mean whats the point of pressing those buttons (most of the time im just bored of pressing them and give up, which is not good for my team of course), making it automaticly struggle while on hook makes life easier for everyone, less ppl gonna die while on hook 2nd stage.
pressing wiggle/struggle buttons - doesnt make game enyojment more for sure, i would say even less.. so why keep it if we can make it better..
Wiggle 99% of the time doesnt help to escape killer, making it automatic would be great aswell
Maybe not automatic but I feel like holding down a key like you do with every other action in the game would be good because it would allow afk players to wiggle out if the killer wants to put them in the basement or something. I think it should be a basic action for both especially the hook struggle. If they do not want to change the hook struggle space bar thing then they need to add a warning that the speed you do it as does not matter because the everyone I have introduced to dbd when they are on hook just start machine gunning their space bar and I have to get the to the habit of the usual taps of the struggle phase so that they don't break their fingers and their keyboard.
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I don't think the gen trap is a good idea because what is the last time you saw a survivor at high ranks miss a skill check it never really happens. The hook trap will encourage camping and wouldn't allow even healthy survivors to go for rescue which they should be able to do. I think that giving him the stitched bag as base and make the traps fit in more with the map you are going to so for example the Hawkins laboratory is basically a death sentence for a trapper especially if he brought the black tar addon. His traps should merge better with the ambience and colour of the map. I think that if an injured survivor steps on a trap if they escape or are helped to escape they go into the downed state because right now there is no penalty for stepping on a trap as an injured survivor other then getting stuck there for a certain amount of time.
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The change of spawning the hatch later on in the game is a nerf to keys because now you have to complete all gens before you can use it. Yes this would fix the key problem but in games where you team isn't the best now instead of being able to find the hatch before you are the only one left you can only look for it once you are the only one left. I think something that would be interesting if it would only appear once all the gens are complete if a key is in the game if one isn't present in the game then it spawns normally. Helping people that have bad teams have a chance of escaping and nerfing keys.
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@chase131119 said:
I sure hope not... I don't want Pennywise but this is on a whole new level of no.
Can I ask why you would not want a Fnaf chapter? I think it would be a lovely change from a killer with a mask or a killer with a deformation.
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@Sonzaishinai said:
Probably never going to happen
They don't really fit in the game and i'm pretty sure it also wouldn't make sense lorewise
The animatronics don't really have any reason to go after survivors and the entity can't really torture robots into complying
I think it would be possible because of a certain animatronic human called spring trap which is just a human stuck inside the animatronic with murderous intent so I think that could be done. So I do think it makes sense lore wise for dead by daylight but not for fnaf. I want to see a killer that isn't just another killer with a mask or deformations and I feel like fnaf would be a good start for that.
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Something I won't ever get it is how in Identity V a game Behaviour help make they managed to add no ed in the game through the form of detention although it only lasts for 120 seconds instead of until a separate objective is complete. Survivors expect there to be no ed at the end of the game and deal with it accordingly yes its annoying when the killer manages to grasp a win just because of no ed but instead of blaming the killer I see survivors blame themselves for making mistakes that lead to the killer winning. I should point out that a majority of these games are solo queue so there was little communication between the players . Honestly the community needs to change their attitude to no ed first and then they need to learn how to deal with no ed. It isn't impossible other games and other people have done it.
I voted for no ed rewarding killer for failing their objective because the way it is done right now is just that. Until the community changes their attitude and learn how to counter it then it will stay like a reward for killers who failed their objective.
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@El_Gingero said:
I’m getting really bored of playing killer, chasing survivors away from a generator, only for them to go right back to it forcing me to have to chase them away again. They just keep tunnelling the generator until it is completed and it’s frankly toxic, anti-fun behaviour. Please try to make the game fun for everyone involved and spread your repairs around all the generators evenly. Thank you.
I am assuming that this is a joke and if it is good one. Thank you for proving the point that killers shouldn't be expected to just not tunnel no matter what simply because the survivors find it "Un fun" if you do.
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@Okaythenn said:
Honestly the amount of times waiting in lobby for over 5 mins because killers spawn in and think a group of solo survs are a SWF.
I just don't get it. fine you don't want to play a group of SWF but you don't know if it is before you play, sick of waiting to get into a lobby and then having to wait a extra 5/10 mins because killers keep leaving because they think it could be a SWF. its stupid the game has them but dodging one you think could be might put you in another where it actually is a SWF💆♀️
I just find it pointless
The fact that killers are leaving your lobby because they think it is an swf might be because they see multiple items or the same character with the same cosmetics. When I am a killer I don't want to watch a cutscene of an swf wrecking me so why should I waste my time to allow others to be toxic towards me. Funny how it is so detrimental to killers to go against an swf to the point that they even if they have a small suspicion of your lobby being it they leave. Another question how would you know the reason why the killer hopped or left your lobby you cannot communicate with them while in the lobby from what I know? If killers are so afraid of swf it isnt really the killers fault it might be the balance of the game so please dont blame killer mains for it.
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@HuDawg said:
The doctor has to be the most unfair and annoying killer in the game. All the screaming, messed up skill checks and revealing your location to the killer. i mean, are you ######### kidding me. Might as well let go on hook. ######### ridiculous. And its also really ######### ridiculous that his electro shock can cover up more than half of the entire goddamn map.
Let me be the first one to tell you that whoever says "git gud" are doctor mains themselves.
funnily enough I am not a doctor main and I actually don't have the dlc either. I am also not a killer main. I have to say yes the doctor is frustrating if you are trying to go immersed and hide and it counters a lot of gameplay styles BUT he is no where near good compare to actual killers since he actually does have a counter. So really if you want to stop getting frustrated by the doctor it is just a case of learning his counters and how to deal with him in and out of chase. Oh and it isn't like survivors have any broken mechanics that can make killers unplayable like I don't know object of obsession. So leave to doctor where he is there are plenty of more pressing issues like spirit.
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@danielmaster87 said:
You can't chase with Hag. They trip a trap, you hit them, they run away, reset the trap. Occasionally they run into a second trap and get downed, and that's when you can generate pressure, forcing the team to rescue that person off hook.
I played many other killers I just gave hag as an example of one of the ones I tried but when I saw myself at an infinite where I had not put traps previously I would find myself easily mind gaming them and downing them easily but this time they managed to pull off the infinite perfectly interestingly at normal tiles with or without traps they did not do the same so that is why I am asking.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982110#Comment_1982110
No but they tell you how to run tiles effectively
Sorry should have specified but I saw that they would avoid or would not be good at running normal tiles but instead would run and be really good at the infinite loops.
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@WeenieDog said:
I also think the desync has gotten some survivors to learn a more safe approach. So it might be harder because they are less greedy.
That is an interesting take I didn't think how the desync affected player's play styles etc. Could it be that many people have just not been playing since rank reset because of the desync glitch and therefore never actually rose in ranks and are just now returning to the game. This usually doesn't happen at this time because it has been a while since rank reset.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/231027/going-back-to-lower-ranks
Some people purposefully depip to be put in lower ranks.
Another reason is that content creators have made videos on looping, what to abuse in certain maps and other helpful tricks. On top of that you can pick up things by watching people like Otzdarva, Scott jund and other creators.
That has always been the case but this has been different I don't know if a big content creator has created a new how to abuse infinite loops because out of all of the time I have been playing I have never seen survivors effectively abuse the infinite loops. In the end game screen they also didn't have like maxed out perks so they are most likely new survivors
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@IWasLeft2Die said:
I still maintain that there isnt a good reason killers don't get the same hook info as survivors. It really wouldn't change tunneling at all since that's been the main excuse why killers don't have it. Some killers tunneled before any info and those same ones are doing it now and would still do it with the info changed. Not having that info isn't skill based at all and just an annoyance
Yes previous killers will tunnel if they already tunnel but when a new killer joins and they meet a lovely swf that have all de ranked with ds and object of obsession they might see the hook counter and go for the person with the most hooks to get them out of the game that behaviour then gets transferred to other games and we have a new tunnelling killer. We know that the devs won't ever allow the same hook info for killers and survivors so killers might as well start counting the hook stages in your head.
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@KrosseKrabbePizza said:
Are there any ways to reduce the toxicity on both sides?
The main problems on killer´s side are tunneling and camping. It might be a playstyle but it is kind of griefing, since the tunneled / camped survivor can´t do anything against it. "Do gens instead", yes that works for the three other survivors but the camped / tunneled survivor can´t do anything against it.
- I know it won´t happen but just give the killers minus pips and points for tunneling and camping
The main problems on survivor side are ragequitting, farming and killing theirselves on hook. This is even more toxic since there is no reason to ragequit or to kill theirselves on hook since it affects all other survivors. Just take the down and try to escape after you get unhooked. Giving harder penalties and minus points for killing theirselves on hook would be nice, because a 3vs1 is basically impossible to win. There must be a way to distinguish between a Ragequit and a network issue.
It would be easy to give out the minuspoints for farming and and selfkills on hook. The only problem are the ragequits and a 5 minutes penalty isnot enough.
I think it is just how the game is made I have some friends who play identity V which behaviour helped make and they never complain much about tunnelling and camping. They do say it is annoying but they accept that the best way that the killer can win is by tunnelling everyone this is just a fact. I think for survivors it honestly is just getting people to learn how to deal with the camping and the tunnelling.
Killers have it way worse honestly I play both roles almost 50/50 and as killer I see so much more toxicity against me. Tea bagging flashlight clicking and all that jazz and honestly their is no way to remove that from the game other then just teaching people that maybe they shouldn't do it.
Killing yourself on hook and dcing usually happens because something un fair or broken happened or the survivor/killer sees they have no chance to win the game and instead just dc. If I as a killer see an entire lobby of keys where its all Claudettes with the same name tag and obviously in an swf and they send me to haddonfield I might as well just watch a cutscene of me losing the game because there is nothing I can do I can't even switch to some broken killer like spirit because of the lobby restriction. Yes I could just hop lobby but ultimatly that means someone else has to play with that swf.
The game would need a revamp on many of its mechanics and honestly the community needs a health patch because a majority of them are extremely toxic just naturally. I don't know how Identity V with the help of behaviour managed to solve this issue but dead by daylight has not for the most part.
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@Exerath1992 said:
I like the hook counter, but I don't think it goes far enough. If someone goes to stage 2 or dies on hook, it adds additional marks on the hook counter. This is good for knowing how many hooks are needed on the rest of the survivors, but doesn't allow you to keep up with your number of hook actions. My suggestion? Make a mark created by a hook action in blue. That way the bar will show both types of info
You mean like blue when the survivor doesn't get unhooked and moves on the the next stage and then red for when you hook the survivor? I feel like that would be either too complicated to explain and get useful info from and honestly if they have time to change that they might as well just add the hook counter that the survivors have.
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@Kebek said:
That would be fine and all but the complains come from killers getting near useless hook counter (even if it's designed for new killers) while survivors got very usefull hook stages widgets.
Killers just wanted to get the same information that was given to survivors. And the worst part is that the most likely reason why killers can't get the hook widgets is beacuse it MIGHT cause slightly more tunneling.
At lower levels tunnelling and camping is a massive problems and it is normally just a death sentence for the survivor. I feel like if the widgets were there are lower levels there would be a lot more tunnelling it wouldn't just be a small amount. I would agree for it to be togglable so that veteran killers don't have the screen clutter but the devs have already said that they do not plan to do that. Honestly we know the devs don't want to add the survivor hook widgets to killer so might as well just start counting the hooks yourself.
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@tactic said:
I didn’t really think of that but you’re right. When I first started I got really frustrated whenever a survivor was I hooked because it felt like losing progress.
Still though, it’s a bit pointless for us who do understand killer, maybe it should be toggle-able?
Yes for advanced killers the counter is basically useless and yes it should be toggleable but the devs have said before that they do not plan to add UI and HUD customisation even though it would be amazing for them to do it. So I feel like it is necessary to grip on the literal only positives of the UI changes.
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@Mr_K said:
If that's true, it gives a false sense of progression. Progression or how it's messured, PIPs, isn't determined on the survivor's hook stages but on how many hooks the killer gets in a match. Regardless if a survivor is hooked three times or kills themselves on first hook the hook counter result is the same three points.
Outside of new players it is a worthless widget taking up valuable screen real estate.
I understand where you are coming from with the pips but the developers have said it before that the pip system is basically broken and shouldn't be the way you measure your success. Since the devs have not given us any win condition yet for the game I think that for new killers the counter could be used as a win condition helping them have a meaning of purpose.