Spider175
Spider175
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Probably repeating a lot of what others have said but generally my thoughts on surge are this:
Surge needs a buff which extends to allowing more than basic attacks to work since it invalidates this perk to basically anyone with non-M1 offensive abilities. Then in either two ways: either remove the cooldown and keep the range restriction (potentially remove it's ability to damage regressing gens) OR to keep the cooldown but allow for either all or most gens to be affected by this regression or keep the range but increase how much it regresses. Surge is one of my favorite perks because I absolutely hate kicking gens even with pop since I view that as busy work surrounding much better gameplay mechanics and since the current system of kicking gens is outdated/basically broken, there is hardly ever a good reason to kick a gen unless you have a specific gen kick perk. I love that it gives me a consistent means of damaging gens and rewards skillful players. The only issue now with buffing Surge comes from that tiny feature of it affecting regressing gens which imho shouldn't be a thing since it's kinda unfair since it's only buffing ruin more which it doesn't need now that Undying exists. If that was removed then there would be no true potential of the it being oppressively strong.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1724393#Comment_1724393
most of my hits only take 2-3 total tokens anyway the loss of a token only affects probably 1/15 to 1/20 hits (average 1 hit per game) at most but the cooldown reduction affects 100% of my rushes
Even so I argue that the lack of tokens just hurts the versatility of the power both in the chase and out of chase. Yeah you hit someone with 2-3 tokens but then when you don't you're just screwed. Maybe it's cause I try to use my power a lot as creatively as I can (not trying to throw shade, if you're consistently hitting at 2-3 tokens you must be an awesome Blight) and perhaps we could just argue that Shredded Notes just sucks for my playstyle compared to yours since hey if it works for you then great.
I still say that the cooldown reduction isn't worth the loss of a token but fair point on your end.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1724148#Comment_1724148
shredded notes is a good alternative to alchemists ring, generally for fast paced heavy power usage gameplay you want one or the other, personally though I save all my of alchemists rings for running with compound 21, I only have 141 games of both left I need to make them last :D
But what I'm arguing that for the cost of a token the increase of token regen isn't worth it. If it's gonna cost a token then why not be as good at regen as the Alchemist Ring is since it's a yellow instead of a purple? Idk, just what I think
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@bjorksnas said:
Blight doesn't need 90% of these changes
Shredded notes lowers cooldown by 33% (6.66 seconds total recharge from 0 charges technically 33% for the removed charge because its down from 10 seconds) and makes perfect parings with both ultra rare addons for a fast playstyle or risk reward for instadowns and otherwise on its own just speeds up heavy power usage which good blights can use to stomp survivors but if they don't want or have alchemists rings to use
slam duration should be slam speed so you can better reposition (make you move 2.5 meters or 3.0 meters per second in slam (3.5 meters together) so during the 1.25 second slam you can readjust making it probably a much higher rated addon
Pov should be raised
sliding objects sould be looked into
Well that's a lot of percent. Not sure if you just mean the addons or the other changes.
I still disagree on Shredded Notes since while that does decrease that by 33% for the cost of a full token and considering that Alchemist Ring also reduces it by .5 per charge AND refills your power on a successful attack so unless you wanna run Blight Tag there's no real reason to run shredded notes when the purple does it better at no penalty.
Like the idea of a slam speed, that could work well.
POV should be raised that is something I forgot to mention.
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I think the idea of finding parts is a nice idea but I'd prefer just making Generators more interactive. Instead of a QTE give Generators a set of random different minigames to complete kinda like Among Us but obviously more suited to DBD. If you complete a game within a certain time you get a boost of progress. If you fail the task or mess up something the gen regresses. If you complete the minigame without making any mistakes but after the time expires it just progresses like normal like a good skill check. Sorry if this is changing the subject but that's how I'd approach this before adding other objectives to the game is to make the Survivor objective better and more fun.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1710228#Comment_1710228
Thankfully Trapper and Hag still retain tokens when setting traps. I believe Doctor can still shock people without losing tokens. But I wouldn't be surprised if he did.
OK would you mind listing what now does consume tokens then? It sounds like it just any offensive action now so it doesn't seem like it's changed? Maybe I'm missing something
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Wait special attack? So does this include setting traps or shocking survivors?
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1710183#Comment_1710183
why is it so strong? Only case i see it being insane is when everyone is injured and they all fully heal
I think the perk is pretty balanced but personally I have issue with just how much it does. It heals you even if you're on a hook and it wakes you up if you're in the dream and even if you're exhausted it gives you the burst of speed. Personally I'd eliminate either having it heal you completely if you're on hook (maybe it gives you a guaranteed self-escape if on first hook to reward skillful players) or if you're exhausted you still recover a health state but don't get the speed boost. Still, there are many other perks I'd prefer looked at before adrenaline even gets looked at.
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Tombstone Piece is one of those addons that's just... wrong. Like, maybe (and that's a massive MAYBE) if it was an ultra rare, required maybe 20-25 seconds of stalk and once used could never be activated again then maybe it'd be somewhat OK and even then it's a bit dubious. I personally like Myers having a Mori in an addon that he has to work for like Devour Hope but because Tombstone Piece is so easy to get it's just ridiculous. The Tombstone... eh I think people don't realize how crippling the negative effects of it is and that you essentially have to build your build around it but maybe if survivors could better tell Myers had a Tombstone addon maybe that'd help? It's one of those things that should be changed in the next patch along with Iri-Head, Keys, and Moris.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1709154#Comment_1709154
what it would do (judging from other games, mostly indie stuff, though) it would create more excitement. It might get a bit backlash when something is ultimately altered, but the hyped thing still comes through.
Like, lbr, if you could try out a new mode from the get go, would you? would you be more excited for it than if it were just a vague announcement?
https://forum.deadbydaylight.com/en/discussion/comment/1709172#Comment_1709172
look, we're not having the devs jump off a cliff, ok?
https://forum.deadbydaylight.com/en/discussion/comment/1709167#Comment_1709167
to clarify: do you mean the character's progress?
In regards to my quote, I would. I'm not sure if the regular average player will be but people who play this game regularly I'm sure would. If I saw they were testing a new game mode and I could access it for free why wouldn't I play it (unless of course the matchmaking is completely busted but regardless).
If the cost of doing this isn't that much and even if not that many people play it, what is the harm in it? Besides, they can always just say "we are unsure of including this in the game but we wish to experiment so go nuts and tell us if you like it or if you think it should be in the game even if it might cause x or y"
I'd say even if it did just cause hype why not then even though I believe it could do more if it's handled well is the question.
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I have no idea how feasible a permanent PTB is but it would be pretty incredible; they literally would just get free feedback from the community or maybe even create one for fogwhisperers would just be cool.
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Adding onto a part of the dev's stream, Ethan mentioned how if he "sees an object user tea bagging [him] then [he] ignores it" which, and I really don't want to be insulting, feels not only extremely anecdotal but also lacking in understanding of where this perk is broken. As established, this perk being used by SWF's is where it enters into busted territory but even taking his argument into account of just ignoring the OoO user it doesn't actually work (if on SWF).
On top of what everyone else has said, if the OoO user is on a SWF it's essentially a lose-lose scenario for the killer because a) if you ignore them, they will call out every action your making to their team if they're on comms (and why wouldn't they be if they're using this perk) which renders some powers completely useless and mindgames incredibly difficult. So it's either that b) and arguably most effective tactic for dealing with a SWF using Object: tunnel the OoO user whenever humanly possible which, with OoO is problematic. The survivor essentially can get into whatever position they want since they can tell when the Killer is coming and any decent survivor will likely have formed a strong route in that time.
OoO might be the only perk in the game that I'd put on a level with Iri-Head or Keys/Moris it's something that just shouldn't be in the game period and should be reworked from the ground up. I do understand that the perk is relatively fine in solo q but to have a perk that can literally completely break the game and be ridiculously unfun is just, well, a badly designed perk. I genuinely hope they reconsider and if OoO must exist before a full rework is possible, I'd say to at least make it a genuinely high risk high reward perk, like if the Killer can see you within the range between 32 and 16 meters at least so that it's powerful from a distance but puts you at a disadvantage in a chase. I see this also being a problem but it is the closest thing I can think of to temporary solution to it consider the sheer strength it has (obviously I wouldn't want this to be what the perk does just something to at least make it somewhat more bearable). Please reconsider this perk design team.
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@kosmi said:
https://forum.deadbydaylight.com/en/discussion/comment/1704136#Comment_1704136
Perfect or not i had times where i just run in place and move a slight to side while sliding how much i was perpendicular but not even once recorded bounce in those situation. It is like buildings for blight on some points have hitbox for bounce and on some not,....
I feel for you there, Blight's worst quality is how inconsistent his power is due to hit boxes. I suspect that maybe blight's hitbox is a sphere and that there's a section where it doesn't register as a slam due to how terrible the power was on the PTB and oversensitive it was. Also wasn't saying "oh you just have to do this is all" just it's the only way it seems possible to bounce off of them. And yeah, it really sucks
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Already made a comment on OoO's answer so won't so much other than it feels very anecdotal and a perk like this should just not exist period in this game considering how game breaking it is in the current state. Interesting answers to stuff even if I disagree with somethings.
Personally really sad they seem to think Myers' base kit is fine. I know plenty will say that Myers is the epitome of balance because he starts out weak but becomes stronger but imo he's a big product of when the game came out. Right now, it doesn't matter if you're mid-game is strong since the early game is so important and literally can determine the entire outcome of a match. Myers' Tier 1 is so bad considering he has been outclassed by other killers with similar gameplay mechanics.
I think Myers should move at 115% at least in tier 1 but keep his terrible lunge. Since he's undetectable he can't gain bloodlust and in loops the lunge would cripple his chase so it's still incentivized to get out of Tier 1 but at least you aren't so sluggish. Maybe even make an add on that makes you 120-125% but removes your attack for those who don't even wanna ditz about in Tier 1. The other issue is that because Myer's stalking is based on distance you have to get up close to a survivor since mid-range stalking is so fickle. There's more issues such as Tier 3 being too weak compared to the effort of getting it and how stalking is inconsistent with the meter but just fixing tier 1 would bring him much closer to being perfectly balanced. And this is coming from someone who came into this game pretty much because I could play as Myers and was the first Killer I fully leveled up.
EDIT: Though they are absolutely right that some of his add ons are problematic, Tombstone Piece is just... wrong in it's current state.
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When you look at the game in the macro it's so easy to dismiss things like kill rate of killers or broken items/perks. Like what he said: "oh when I see an OoO teabagging me then I just ignore it" just feels super anecdotal to me. I haven't gone up against an OoO player who does stuff like that in like a year when I was maybe 100-200 hours into the game. It also shows a lack of understanding of OoO's pure game breaking abilities since going against a 3-4 man SWF with object the best strategy to counter it is to tunnel the Object of Obsession so that they can't give info to the team anymore. Yet even then that's a lose lose scenario because the Object is almost always the best looper of the team and they are given a huge warning when you're coming for them, allowing them to get into a good position and if you leave them alone they will just call out your position which no matter what kind of killer you are besides maybe Nurse, is a hard counter to you. The only way to directly counter is to use add ons and perks that inflict blindness like ClownisKing pointed out but as he pointed out because blindness is a almost never, EVER worth using a perk or add on slot for no one uses it except maybe Freddy's block add on but even then since you can't know if it's an object you'd have to bring it every game.
If Object wanted to be this incredibly high risk high reward perk for teams then it should reveal the killer like it does for survivor but Killer should be able to see Survivors at all times as well and continue to see them until maybe 16-28 meters away. When you have this much information to give a team then you should be incredibly vulnerable considering how powerful that is. Even then I wouldn't want this because for solo this perk would be completely useless and I don't like the idea of this perk at all. Compound 21 already showed that having omnipresent aura reading is something that shouldn't be a thing unless maybe for that one Plague add on.
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The way stats in this game are released are often incredibly oversimplified. Often they tend to favor the idea that Killers are incredibly powerful which leads to this perception that they're OP. Problem is because matchmaking is the way it is and I as a rank 1 killer can be paired with a group of purple and greens or with survivors with 3-4k hours compared to my relatively modest 600 is bonkers to me. It would be nice to see statistics with far more specificity. Five players all in red ranks is a good idea but also I'd imagine it must be very difficult to create statistics for things like vs SWFs because you'd have to specify 2, 3, and 4-man. What about with keys? What about with Moris? What about with red add ons by both killer and survivor? I know the devs said something like don't make judgements based on statistics like this but it feels like they make judgements based on this data so idk?
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The tress are an issue but nothing compared to the actually no collision of cars where unless you are going in a perfect perpendicular direction to the surface or a corner, you will slide off. It is incredibly frustrating to use your power and then just it doesn't work and because Blight's power punishes you for using it poorly you often just waste so much time for something that isn't your fault.
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My go to build at this point is Ruin + Undying, BBQ and a Misc. perk like M&A, Brutal Strength, Enduring, or Discordance. I know how popular Tinkerer is but I just feel guilty using it on a killer whose strong on his own like this. Undying and Ruin is good enough.
Ruin & Undying I know is controversial now but at this point because of issues with the base game and gen regression I prefer to run it. Tending to generators isn't fun to me whereas chasing survivors is. Ruin is too fragile by itself and yet with Undying it's a bit too strong. But considering the meta now whatever.
BBQ because bloodpoints and some tracking.
Brutal Strength and Enduring are good for two reasons. Brutal Strength because you will likely break a lot of pallets with blight and due to his camera when doing so you actually can track survivors running away. Enduring so you be aggressive. M&A so you give survivors a little less warning when you're coming in and Discordance for more tracking. My one issue is I wish his attack counted as a basic attack so that certain perks aren't completely useless on him such as surge, sloppy, STBFL, knock out, etc.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1695521#Comment_1695521
then why is it a problem they didn't put something there? I just gave feed back because points didn't register on my challenge. they didn't put the rift on the PTB, why not complain about that? the point of this whole thread is that discordance was NOT put on the PTB and people are saying it should have been because it changed. their choice if they want to put something on the PTB or not, it's possible they didn't get the change ready in time for the PTB so they check on it internally and it worked fine so it was good to be included in the patch. yet i'm the bad guy because i'm telling people they don't own the game and don't make decisions for the game gotta love it.
What points exactly? I don't understand what your saying. To use your own language here: "This is where you lost all credibility here". Firstly, the PTB is to test patch 4.3.0 and the rift is NOT part of the patch so no one is complaining since it wasn't part of it. Second, they announced they were making a Rift BEFORE they released it. Imagine they just released the rift and said "oh yeah we're releasing it" but even then it wouldn't be as big of an issue since thirdly: The Rift is a series of challenges that add to the meta game. Changing the Rift does not change core gameplay mechanics and you don't have to pay for a rift unless you want extra cosmetics. What matters is changes to the actual core of the gameplay mechanics and bringing up the rift is just a "what about this thing" we aren't talking about it.
Yes it is. I already brought up why I think if they didn't have it ready in time for a PTB then maybe they should've just pushed the release of the PTB back that was what I said earlier and you just said "oh I already brought up points". 4.3.0 is not scheduled for any specific time and they had three weeks. After all we are not entitled to get a PTB at a specific date so they could've released whenever they wanted. That seems to be something you agree on. Instead they released a PTB without all the features of the patch they were going to include in it.
Lastly this whole "You're not entitled to make decisions for the game because you don't own it". Yes I am not entitled to make opinions for this game, but as a consumer who has paid for the game I am entitled I believe to know about significant changes and to voice my opinions on these changes. After all this entire form was about this and the reason people feel like you're the bad guy is you're telling people to just shut up and stop being idiots. You insult me and ToxicMyers and then complain how you're being called the bad guy. Maybe if you actually stopped insulting people and just said "I believe players are being a bit too entitled" then maybe people wouldn't be so negative towards you.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1695150#Comment_1695150
OK, firstly I didn't complain that discordance was nerfed, I said it was fine. You're claiming that we are whining cause "wE wANT gAME oUr WwaaYY" when all we said was it wasn't cool that they changed something big without saying it.
this is where you messed up and lost all credibility. so you say they must put everything on the PTB before they changed it? why? they announced the change in the patch notes so they did announce it. but it wasn't on the PTB. be happy they let you have a PTB. big changes are: total re-work of a character, large map remakes (they did that) and then they put other things on the PTB because they have them ready. if it's not ready then they can either 1) wait for the next PTB (not always a good thing), 2) internally test it and then put it in when the patch goes in (usually best to do if it's a minor change) or 3) forget the change (very bad).
they have historically chosen option 2 because they want to not have a stack of changes that wait 1.5 months when they can internally test it and say it's good. it's their choice, not yours and they said they changed it when the patch notes were published.
Jesus Christ OK, I'll bite. Why? Because why not? What is the issue with including everything on the PTB? You keep trying to create a scenario where you know all the right answers when you say they only have three options? How about they update a PTB when they make a perk change? Why not just hold off putting up the PTB until you have everything you plan to include in the patch. They aren't beholden to a schedule when to release a mid-chapter patch (the event is not the patch as far as I can tell) so they could've released the PTB whenever they wanted with however many features they wanted? Why do I lose credibility for asking this since I already illustrated my point that changing a perk is a big change.
Why should I be happy that I get a PTB at all if they aren't going to actually take feedback from it? It's called a Public Test Build. A test for the public. It is meant to be played by players who will then give feedback it is not just a bone the devs throw to a player base who should then shower them with praise for releasing a version of their build? You don't show an early cut of a film to a test audience because it's a treat for them to see something early, you do it get second opinions on the work you are making. I know I am not owed a PTB but it's also not something that I should feel grateful for having, it's just what happens.
And yes, it is their choice but there is nothing wrong with getting more feedback before they make a choice because they can either ignore it OR accept it. I don't understand this logic of well they announced this change in the patch notes? Telling your player base about an intentional change isn't some great, wonderful thing it's just what you do. I shouldn't be "grateful" because the devs said they did something when they did it. It's like praising someone for making a chicken sandwich and then telling you it's a chicken sandwich and the person who is given the sandwich should be grateful that they told you what's in it. No you shouldn't be grateful that they told you want's in it when they give it to you, you should be grateful if they asked you what you wanted, you said what you like and then they consider it. You sound like a middle aged man who complains to his kids that they don't appreciate all the hard work he does and then lists off a bunch of normal, expected things that he's supposed to do. Like celebrating the bare minimum effort.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1694817#Comment_1694817
1) it's not big.
2) they did STATE it was changed
3) you are complaining they didn't give you a chance to evaluate their change before it went live.
that's my point the change isn't that big coding wise, it was stated and they DONT have to give you a public test build/server nor do they have to give you every thing on that before it goes live. that's what i've been saying lol and you think i'm talking about the change. this is where reading comprehension comes into play, please use it.
BTW: I stopped reading when you told me what I was talking about when that wasn't true.
1) Ok, not a big change? What qualifies as a big change? You said it was "just a small range change" when it's not just that, they changed how the perk works. Originally it gives a notification every 8/10/12 seconds when two people start working on it to it stays lit for as long as two people work on it then fades after 8 seconds when they leave. A small change would be adding a range requirement then changing those original numbers but this changes how the perk works. Is it a huge nerf? No but it is a noticeable change not just a tweak. And again if small perk changes were added to a PTB for other perks.
2) You mean when they actually change it? Isn't that the equivalent of saying "you're going to have beans for lunch" as you serve beans for lunch? Saying a perk change when you change a perk isn't stating it beforehand. So... what we're supposed to be grateful that a company stated "oh this was intentional" when that should be part of their job? I don't understand why this argument with you is even a thing when you said already that it's bad to change things without letting us know which is exactly what this is. Oh but they said they changed it when they already changed it so I guess that's cool then even though it doesn't allow for actual feedback.
3) Um yeah? I mean I'm complaining that they didn't give the community a chance to look at it? Why is this a wrong thing? Why shouldn't a company behind a video game tell the people who are playing it what they are going to change about it? If you're going to include a PTB then why not actually take advantage of it. You're right maybe a PTB isn't owed to us but if they're going to do it then why not take advantage of it? A PTB is a test server, yes it is not the only test server but how about if you are going to release a PTB anyways why would you not just wait till you at least have all the features you want to include within it to see how the community reacts? Is there a downside to that? I agree with you in that the devs do not need to do everything the community requests, that would be dumb, but at the same time the community has a right to give feedback, call out issues and bugs, and YES complain the devs have the right to either take it into consideration OR ignore it.
I'm sorry if I put words in your mouth even though I'm literally copying and pasting your words from your previous posts. Maybe I didn't include the full context and maybe I'm misunderstanding you so if so I'm sorry. I've tried to read your posts here to understand your argument and maybe I've failed. And thanks for insulting my reading comprehension it really adds to your argument when you just call the other person a moron. Especially when your retort is basically saying "actually that thing you said, it's not true, end of argument".
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1693907#Comment_1693907
where did I say they put half finished products to the community to test? The did not do that. they put what they thought should be on the PTB for the public to testing and went from there. I have said perhaps the discordance changes came AFTER they set up the PTB. instead of taking the ptb down and delating the mid chapter patch they just did internal testing and the numbers worked as expected and there was no question for it. if you say they don't put everything they change on the PTB is wrong then you are wining because they have never said every change will go to the PTB and infact have in the past acted alone without posting a PTB to test the changes. They put things up that they feel will need wider testing than what they do internally. a change of distance is not needed to go to a public test server and DELAY something because they decided to change it. You want everything given to you from day one, well you can keep waiting, they have said and proven that the public test build is for big changes and not tiny ones.
OK, firstly I didn't complain that discordance was nerfed, I said it was fine. You're claiming that we are whining cause "wE wANT gAME oUr WwaaYY" when all we said was it wasn't cool that they changed something big without saying it. You say "you think you're entitled to know every change coming up before it is done then you are WRONG." And yeah we aren't entitled to be informed of EVERYTHING but this is a big change. You claim it isn't but if it small change it would be like "we've reverse the number of seconds for discordance tiers" but instead they went "ok the perk now works within these certain conditions". A small change is adding Blood Points to For the People or making Mindbreaker last some seconds longer and they included those in the PTB. I don't believe players are entitled to know everything, but this PTB was all about testing perk changes even ones that actually were minor so why not Discordance if you're going to basically change the conditions of it. What about a massive map how is the perk affect now?
It might seem insignificant but every change in this game snowballs into a massive one because of how many variables are in the game. You consistently try to play this high road card of how we're acting like spoiled brats for bringing up things we have issues with in a game we pay for despite saying "I am not saying you can't complain or bring up something and ask hey was this intended? it might not have been. but stop complaining that something wasn't in the PTB thus it shouldn't have gone to the LIVE client." I don't know what that even means? I didn't say because something wasn't in a PTB that it shouldn't go live I just said it's dumb they didn't say anything about it. I don't think people would've complained if during the Dev Stream they brought up "oh we're actually changing Discordance too" bam no one would be upset about it. No offense but you're acting really condescending here.
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@Terro said:
Then u run into the problem of are the minigames too hard, too easy, too distracting or just plain take away from the horror atmosphere. It'll be a nightmare to balance.
There's also the fact that ppl need to figure out what the hell they're supposed to do for the mini game b4 the time runs out. The fact that they only get 1 try to figure it out b4 it pops and a different mini game may pop up as the next one could really mess with ppl, especially new players. That's the reason why ruin was nerfed anyways. I've seen every Among us player struggle a little bit on figuring out what to do and most of them struggled a lot on 1 or 2 tasks. If you say that the mini games would be a little bit harder than the among us tasks then ppl are going to struggle a lot more than you're making it out to be.
Another problem with this is that Dbd doesn't have a color blind mode and for whatever reason hasn't put one in even though its been asked for, while among us added one in for their mini games.
Finally, I don't think this addresses the killer side's concerns and would only serve to piss off the survivor side.
I think you misunderstood me? At this point DbD has pretty much shied away from the horror aspect of the game which feels like window dressing. But that's an entire discussion onto itself.
I'm not saying that if you didn't finish the task before the timer went down it would just not grant you a great skill check boost to progress, it wouldn't completely close the minigame or reduce your progress. There wouldn't be a time limit for doing the actual task so a survivor can take all the time they want to complete the minigame and if they wanted to do a new one they could let go of the gen maybe and randomly get a new one? I never meant for the minigames to be a lot harder just take maybe more time rather than say pressing a download button.
Agreed, I wouldn't dream of asking them to include this without a colorblind mode which they should just add to this game because it's really terrible that color blind people don't have accessibility options.
If the minigames functioned how you were saying then yes I would agree with you but since they don't I still say they'd be positive to both sides but you're definitely entitled to your opinion!
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1692512#Comment_1692512
I read it i just think making a tl;dr would give his idea more attention
Glad you enjoyed it lol I changed the title too but then I got slapped with a "discussion is awaiting approval message" :p
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It's weird how so little changed besides the Discordance change despite them having three weeks to release it but idk maybe I'm just sounding like a conspiracy nut
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Done :D
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@Speshul_Kitten said:
Meanwhile Empathy keeps its full map range. Good to know where the devs prioritize their player base.
What SunderMun said, the real issue is that they just released it without telling anyone. They take a perk that wasn't being complained about or was broken or op or anything and just change it without anyone in the community being informed at all. Even a tweet saying "we're also changing discordance" and bam community would at least know. It's really just kinda sudden and concerning that they'd release a change without testing it on the PTB which is what a PTB is supposed to do. Or that they took 3 weeks to release the patch and barely changed anything from the PTB besides this for the most part and a slight tweak to Pyramid Head. That is what's concerning
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1687659#Comment_1687659
A survivor doesn't have that luxury of winning with their skill.
Neither does killer. See how logical my argument is when I just make a claim without any context? Like arguing these stats are a legitimate way of looking at balance in this game?
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I know this will make me sound like a conspiracy-throwing, douchebag killer main but basing any conclusions, whether survivor or killer sided based on these stats would be incredibly misleading. There's no context to any of these stats since they're essentially just milestone, buzz-worthy, tweetable numbers to share around. Not saying they're trying to mislead anyone or something just they're meant to be shared and look at how many people have played the game. Using it for legit discussion of balance would be like arguing that a puddle should be qualified as a land mass because data showed that a puddle is made up of 5 million units of water without specifying they were droplets. We can't just say it's all ranks and say "well that's something" either since we don't know how many games were played by low ranks or high ranks. What if most of the data was taken from low ranking matches or worse than that, an unfair matchmaking session. Matchmaking can pair a rank 1 killer against two purples, a green, and a yellow or four rank 1 survivors against a rank 7 killer. We can't account for that unless we at least know what the statistics of everything are.
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It would be cool to have a kinda "Hardcore" game type but, and I'm not trying to steer the conversation... isn't that basically just Among Us?😅
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If they made it an alternate game mode and balanced the game more around it? Definitely would be cool. Doubt it would happen since the original game was actually First-Person for survivors and the Killer was 3rd Person. Imagine playing Killer 3rd Person? That'd be insane.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1671539#Comment_1671539
That is true however the problem is changes like the undying one and no one escapes death one seem way more like long-term changes than anything else.
The Undying suggestion makes a gamble insurance perk even more of a gamble and far less reliable which is not good for balance.
The Noed perk suggestion takes a perk that is already conditional and add even more conditions and restrictions on to it whilst also weakening the power it holds.
A better change would be to make it less conditional and more something you earn.
Or if you're going to add more conditions to it boost the power significantly to make up for it
The suggested change pretty much weakens it and makes it more conditional which again is really bad for balance
I can see that, while I still would see those as just patches until they found a better solution I would also be like "wait a minute no your just gonna change it and do nothing else?" I know there's a lot of contention on Undying and I think we need to wait and see in a few months if it's truly just everywhere or another case of overreacting. The only thing I'd change about it is get rid of the aura reading and more it to Thrill of the Hunt at least for now since the effect of transferring hexes is already so powerful and it just kinda does everything for you. Maybe it can show auras of people working on totems which a lot of people have suggested.
I respectfully disagree with you on his NOED changes since if anything that does make it something you earn since you'd have to hook people in order to get use out of it. Only thing I might say is maybe make it so you get more tokens? I know it's technically adding more conditions but the perk still will be there unless they do all the totems so I think it's reasonable but that's just me. :p
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Maybe someone already pointed this out but the point of his patch isn't long term solutions, it's stuff that could potentially be done very quickly within a week/month so that actual changes are made. He's not looking to implement the "ultimate balance fix patch everything!" it's something that seems reasonable to the developers to do with the least amount of time and effort so that SOMETHING can change considering how long balance changes take to be implemented. He's repeatedly pointed out he'd prefer to completely rework DS on streams but at the moment he's looking at the best solution that could be done quickly without changing everything (change one thing impacts something else). I think most of the changes when looked through that perspective are pretty reasonable, disagree with his assessment on Undying to a certain degree though I know Solo Q players have a hard time with totems that's a problem with the game itself.
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Is this real?
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This whole situation is giving me Spoony flashbacks. I wish the best for him and he’s also very young so it’s understandable for him to take his time. Also saying he doesn’t deserve to feel this way or have no right to is just wrong to say or imply and completely invalidates his mental and emotional health. Still though, he’s been very unspecific from what I can tell about his mental health and how he’s seeking help and this could spiral down even more the way it’s going and how the community treats him. Don’t know if there is a right answer to this but we’ll see if a year from now he’s still in the same cycle or not, I hope he seeks help for his health and starts to feel better