Thypari
Thypari
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- Thypari
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Comments
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@EmpireWinner said:
Buffs are highlighted in yellow while debuffs are highlighted in red. You can also see buffs from perks in the botton right corner, Debuff is red and buff is blue
I already see the active buffs and debuffs but where does it tell me what they do?
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Now show me the same stats for red rank only.
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I agree. The game plays completely different depending on random factors. Playing as killer the obvious one is SWF vs SoloQ. But also Totem being complete hit or miss (getting cleansed in the first 40s? Well you are #########).
They need to streamline the experience so every match is balanced. Right now you can have a 1/100 match or a 99/100 match. While other games' scala goes from 40/100 to 60/100.
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There is no counterplay to Pyramid Head right now. He can just hold his range and cancel it into basic attack at any time. There is no commitment needed. He isn't even slowed down when holding it. Basically you can just hold it forever until the survivor uses a pallet / window, or until you caught up with the survivor and cancel it into a basic attack.
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Implement voice chat for survivors and buff killers / rework useless perks. That's the only real solution.
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The piping system being tied to BP is dumb as #########.
If I kill 4 survivors, I should get 2 pips. Just had a match where I outplayed the other team. I had 2 survivors in the basement and slugged the other two. I nearly lost a pip even though I outplayed them hard.
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@GoodBoyKaru said:
A game that ends with 2 gens done, a 4k, and a 2 pip despite survivors doing the first gen in 17 seconds and getting a 59 second ds off on one of the more survivor sided maps in the game.
I'm sorry man but if you're trying for the narrative of "killers are weak" this fails at proving your point. There are so many games where gens are done in seconds why would you choose the game with a 4k and a 2 pip at the end of it?
Except that only 0.1% are god-like players like Otz.
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I think piping should be reworked and be untied from BP gains.
Killer:
4kills = 2 pip
3 kills = 1pip
2 kills = nothing
1 or less kills = -1pip
Survivor:
4 survived = 2 pip for everyone
3 survived = 1 pip for everyone
2 survived = nothing for everyone
1 or less survived = -1pip for everyone
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I just started playing 1.5months ago. I am red rank survivor and rank 5 killer. I play around 50:50 both. If you go by 2kills equals draw, survivors win a lot more often. But since there is no real indicator of what means "to win", the only real indicator is piping. And it's ridiculous easy to pip as a survivor compared to a killer. Also it's a lot more stressful to play killer which is a ridiculous controversy in a horror game: "Survivors should be scared, have stress, etc. but DBD devs managed to turn that around to be the killer who is stressed! #########?!"
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They can't prevent SWFs. So they should try to embrace it and rebalance the game around it. Implement voice chat for all survivors. Then buff killer and change perks that don't work versus SWFs to make up for it.
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I even think the change is not enough. They should implement dropping items on dying state into the core gameplay.
I play 60% survivor (red rank) and 40% killer (rank 6 currently). More interactions for survivors is a good change.
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@Almo said:
It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.
What kind of investigation? Brainstorming designer "Is this perk unfun to play against?" because if you did that without asking the community about it, then you should do the same with DS, Unbreakable, etc. BECAUSE THEY ARE UNFUN TO PLAY AGAINST.
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@Halun said:
https://forum.deadbydaylight.com/en/discussion/comment/1428121#Comment_1428121
I think differentiating the sound cue more could help. Or adding a reasonable, limited, visual cue. Perhaps altering the color of their scratch marks, something like that...
It's especially hard for new players when people are playing the same survivors. And if's even worse for the disabled. I mean I'm partly deaf and have trouble distinguishing the chase cues. Tbh I've just avoided all obsession perks for that reason.
A more reliable way to determine who the obsession is wouldn't be a bad thing, idk.
That's a good idea. Making the stretch marks light blue would be awesome.
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agree
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@Mooks said:
You want the model to glow or something? It’s really not necessary and you can see who the obsession is easily enough.
And indicator on the ground under the obession would be enough. So you get no visual advantage, but when the model is clearly visible you can spot the indicator on the ground under them.
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@Dwight_Fairfield said:
You look at the player's name at the bottom of the screen that has the claws around it. Then click options for the match info to see which survivor that player is.
The only downside is if you have more than one of that survivor in the match then you'll just have to guess. Start a chase and see if the spikes start moving.
It's dumb that you need to do that instead of seeing it on the player model instantly...
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They can't prevent SWFs. So they should try to embrace it and rebalance the game around it. Implement voice chat for all survivors. Then buff killer and change perks that don't work versus SWFs to make up for it. -
@Almo said:
Full article on Ruin:
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
Short version:
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
Every single thing of these can be applied to DS.
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I say it again, the best way to deal with SWFs is:
They can't prevent SWFs. So they should try to embrace it and rebalance the game around it. Implement voice chat for all survivors. Then buff killer and change perks that don't work versus SWFs to make up for it. -
@Peanits said:
I'm very confused by what you mean by that, but this sort of thing should be fixed with the server side hit validation which we'll be testing in the PTB. Basically what happened here is that the killer briefly lost connection, but they still have the authority so they got the hit anyway. With server side hit validation, the server would look at that and say, "There's no way you could hit that guy, he's way too far away." and reject that hit.
Is there movement validation as well? So killers and survivors get rubberbanded back to the last known server position when they lag?
Because lag switches effect movement as well. And when hits are server side checked but movement is not, you can easily exploit that. Just lag as survivor and killer can't tell where you are and will miss (thx to server side hit checks) or lag as killer and survivor has no idea where he is and suddenly gets hit because it was fine for the server.
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I hope they rework him and give him a token based buff. Like the the higher your chain combo is in feral frenzy runs, the more tokens you get as reward.
e.g.:
Hitting two different survivors in a single feral frenzy run gives 2 Tokens. 3 Survivors gives 4 Tokens and 4 Survivors gives 6 Tokens. Once you have 2/4/8/12 Tokens you get buffs that make him stronger. On 12 Tokens they should remove the Basic Attack Cooldown completely and each hit on the same survivor reduces their bleed out by 33%. So you can basically start stabbing the same person over and over.
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They can't prevent SWFs. So they should try to embrace it and rebalance the game around it.
Implement voice chat for all survivors. Then buff killer and change perks that don't work versus SWFs to make up for it.
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That's why I think FNAF would be a great addition (gameplay / mechanics wise):
Gameplay:
- 4 animatronics on the map.
- With a button press you can make them all do an idle animation while they say something creepy and they face the next survivor near them (like hag).
- If you stand still your animatronic will do the same animation, but you can also use it while moving to make the others do the animation.
- Doing it while standing still you get the undetectable status.
- After charging the animation for at least 3s standing still you can swap into any animatronic.
- After swapping or moving, all animatronics will have a terror radius, move 33% faster and chase the nearest survivor (straight line) for 3s. After that they turn off with a creepy animation.
- You can also turn off yourself which makes you undetectable but decreases FOV to 50% (like a black screen with a little hole in the middle)
- Survivors can "temper" with turned off animatronics (takes 15s) completely disabling them for the next 45s
This would be terrifying and you could do really cool mindgames.
Survivor strategies:
- Survivors can counterplay it by bringing any obstacle between them and any animatronic near them
- They can just hide once the animation starts
- They can disable the turned off animatronics
Killer strategies:
- Killers can fake turn off luring survivors to them who try to turn them off
- They can fake play the animation to swap
- Or actually swap bodies and chase someone
- Or swap bodies fake chase someone for 3s and turn themselves off so nobody knows who the real one is. (This can be done multiple times to confuse survivors and "patrol" between gens)
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@chase131119 said:
Run Iron Will? Great, I can get by that.
So... what do we do when she runs stridor? Run two iron wills?
Wait how does Stridor even work when Iron Will reduces noise by 100% ?! If noise is now 0. You could have a perk that multiplies cries of pain by 100000000000000000. And it would still be 0.
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I think FNAF has more interesting mechanic implications. How awesome would it be to have 4 animatronics on the map and you can switch back and forth between them. Play animations / turn them on and off, have an ability that would activate all of them chasing the nearest survivor for X seconds, etc. Lots of mindgame potential. Compared to the Hag the difference is that no survivor knows which of the 4 animatronics is currently the player. There is also more interaction with the survivors if they are able to shut animatronics off for a few seconds.
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Anyone thinking about new players? I started 2 months ago...
The whole "unlocking perks"-mechanic is bad game design: The more characters the longer it takes to unlock the perks you want/need. New players have a better time not unlocking shared perks at 30,35,40 unless they are meta perks. This in combination with the ######### matchmaking makes people either play the characters they want and lose ranks or keep playing with other characters while just leveling up the characters they actually want to play. Veterans don't even see the issue because they have amassed so much BP that they can always just unlock everything for new characters. The game literally punishes you when playing a none-max level character
Every 10th level there should be a "Rainbow" Perk Symbol to unlock, which just let's you choose a perk.
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@TheMythicalCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1415312#Comment_1415312
This is just a nerf. They wont be more valuable, the items themselves don't change in your proposal. They're already kinda eh, nerfing them further is not needed. And your proposed counterplay relies on Survivors being in a group, which doesn't always happen. Solo gets ######### with this change. Nerfing an already not great aspect of gameplay, ruins that gameplay.
It adds the possibility for more perks and greater variety in perks.
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Don't be overdramatic, it would not kill items, but would make them more valuable. It would make survivors not just select an item each but maybe have someone with nothing so they can pick up the item from a downed survivor. It adds more strategy and gameplay.
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The devs ######### up the camera on everyone that is bigger. Instead of adjusting it upwards (hey, I am bigger I should maybe see 2-3cm farther), they keep the cam where it is. This results in bigger characters blocking 80% of the screen instead of 50% for smaller ones.
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That's why I said it 1000 times and will say it again:
The only way to balance the game is to implement voice chat by default and then REBALANCE everything around it.
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Having played only for 2months now and having both killer and survivor in high ranks playing against red ranks constantly:
Killers need a general buff. Playing survivors is so much easier. It goes against the whole game's philosophy. Survivors should be scared of a killer not taunt him. Something like increasing all killers movement speed slightly should be enough.
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Just implement voice chat and rebalance the game around it. I am so sick and tired to play two different games depending if you play against swf or solo players. I mean swf even make some perks completely obsolete.
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I've "lost" around 500k bp so far. All lobbies run 4-5x cake which means I lose 400-500% bps.
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Playing as killer feels ######### because the whole game is a balancing nightmare. Is the game balanced towards SWFs or not? Is there an official statement? Because playing versus SWFs makes the game literally not fun to play. Lots of perks and "features" of the game don't work. It's not balanced towards it.
I think the devs should just implement voice chat and rebalance the game around it. Right now it's hit or miss playing killer. The experiences of the game differ too much. Just put a walkie talkie into the left hand of the survivors or whatever.
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This is my list of issues:
* Game looks dated: The game currently looks like a game from 2005. Even the "updated visuals" I saw on youtube still look like a game from 2015. There is no excuse to have a game look like this when there is stuff like "quixels" which enables single digit developer teams to make a game look awesome.
* No graphic settings - is this a mobile game?
* Can't set multiple keys for the same action
* Survivors are all the same: While killers have their unique ability, survivors only have their perks - which at some point are sharable.
* Survivors are not all the same: They have different heights but the camera is always the same position. That makes playing large survivors a disadvantage. A small survivor blocks 50% vision of the screen (from bottom upwards) while large ones up to 80%(!!!)
* Matchmaking sucks. Why do killers with 4 perks and lots of unlocked shared perks play against players with only 1-2 perks? Also the other way round? Do the devs really think even if you are rank 1 killer, that you can win with a lvl 3 killer with no perks unlocked against max level survivors?
* The whole "unlocking perks"-mechanic is bad game design: The more characters the longer it takes to unlock the perks you want/need. New players have a better time not unlocking shared perks at 30,35,40 unless they are meta perks. This in combination with the [BAD WORD] matchmaking makes people either play the characters they want and lose ranks or keep playing with other characters while just leveling up the characters they actually want to play. Veterans don't even see the issue because they have amassed so much BP that they can always just unlock everything for new characters. The game literally punishes you when playing a none-max level character
* SWF survivors are unbalanced. Right now there is such a big difference if you play against a premade squad or a none- premade squad. Is the game balanced around premades or non-premades, devs? Since everyone nowadays can use voice chat, the game should just implement it and then balance the game around it. Or introduce a passive bonus for killers for every premade survivor in the game. The game difficulty / balancing becomes so different depending if you play swf or not - it even defeats the purpose of some perks.
* Skill checks are boring after you got the hang out of them. Why is there only one way of doing skill checks? There are lots of good ideas that can easily be stolen from other games e.g. Warframes hacking/mining minigames: https://youtu.be/zktXo78t8bc?t=58, https://youtu.be/zktXo78t8bc?t=255, https://youtu.be/E512egkHYso?t=173 or Bioshock's hacking
* Perk meta is boring. There should be more nerfs and buffs to spice things up. You are seeing the same perks over and over again.
* Only one game mode, when there could be a lot more. There even is already a system in place to increase the odds of which map will be played - the same system could be used for different game modes.
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@caz_ said:
They already said in one of the QA streams they wont implement another game mode.
maybe one day when DBD has a daily active player base of 500k people like in other games.
but new gamemodes would split people and Queue times would take longer.
Yeah that's why I think they should do an event. Trying it out could lead to something awesome.
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A big daddy with a little sister on his shoulder. And have an extra option to "Steal Life Essence" when a survivor is in the dying state. So the little sister will jump down with her syringe and starts sucking you dry (takes 60s). Another survivor can tackle the little sister, which results in an animation where the big daddy will bash you away, putting the little sister back on his shoulder: This results in the rescuer losing 1 health state.
The life force collection could then be used as a resource, maybe for a plasmid ability that results in mori. So there is incentive to tackle the little sister as early as possible.
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I wish they would change Legion. The better your feral strike combo the better he gets at 1on1s. Like give him stacks for each combo e.g. hitting 3 people in a single feral strike run = X stacks. And with each Stack the bleed out timer will reduce by 2x number of stacks when hitting a target that's already bleeding out, so after getting some combos he can now feral strike effectively 1on1.
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Is there a blacklist so you won't get matched with ######### again?
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You are correct the base game is 60% off!
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@GodNap said:
I'm not understanding. you mean if you hit a survivor that is in deep wound with feral frenzy you take out a chunk of the bleed out timer?
Yes.
It's basically a revert of the nerf from one of the updates. But this time you have to do something for it.
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@zirqz said:
I don't see what you mean in terms of fov changing... and adding screenshots of 2 different players in 2 different spots of a map doesn't help either. also aren't female characters smaller?.... you even seemed to extend the vertical line past the streamers overlay compared to the line on your game
I checked for myself on my 4k monitor now , stood still in one position on the map and switched resolution down to 1440 and 1080 and don't notice a difference in FoV
The overlay is above the game screen that's why it's called overlay. Your screenshots show how it is correct. character ends exactly at 50% of the screen. On my end he ends at 72%. So I miss 22% of screen space.... Also 4k monitors seem to be fine. Issue is only on 1440p monitors. No idea how that's even possible that the bug only occurs depending on hardware.
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Yep also they ######### up the fov / camera for 1440p. I think it's a related issue.
My character takes up 72% of the screen instead of 50%. I litterally can't see the killer if he stands directly in front of me...
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Not only is the GUI bigger, the camera / fov is also ######### up for 1440p users:
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I added screenshots to show how broken it is.