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ZerLukas

ZerLukas

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ZerLukas
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  • Tunneling is fair for the simple reason that there is no rule against it. Same with camping, genrushing, etc. Also people who set the rules aka developpers stated multiple times that it is fair. So regardless of anyone's subjective feelings, it is objectively fair.

    It's also not a mechanic, at least in my understanding of the word. Hooking is a mechanic, mori is a mechanic, sabo is a mechanic. Basically to be a mechanic, it needs to be something, well... mechanical 😁 Tunnerling is more of a strategy or a playstyle.

    The problem with tunneling is that it's often frustrating to the person on the recieving end, but it also is a very practically efficient way to get kills. To change that you need:

    • Make it a really impratical and weak strategy
    • Heavily incentivize people to go for a different strategy by giving them some kind of reward
    • Change the win condition altogether in the MMR

    Not about how to do that (and whether it's actually worth spending effort doing that, because it probably will take a lot of effort) - I don't know, that's for devs to figure out.

  • I 100% agree with removing the map offerings.

    DBD undoubtebly has a map balance problem. But it also has almost 40 maps, and realistically making all of them balanced is pretty much impossible. Some will favor killer, some will favor survivor, that will always be a thing.

    Having the ability to slap on offering and go to an exact map that favors one side is also a problem, but unlike the former it's very easy to fix.

  • Very much possible. I still have those cakes for 4th, 5th and 6th year anniversaries on a lot of my characters.

  • The biggest change in the meta shift on survivor side was that people generally stopped stacking 3 second chance perks with 1 exhaustion perk. Gen rush perks like Prove Thyself also became more common. Generally the changes weren't huge.

    And on the killer side people on the contrary started stacking 3-4 gen regression perks, because before killers used to have 1 really good perk (ver 1 Ruin, Pop, ver 2 Ruin with Undying) but now killers have a lot of decent anti-gen perks. Here the changes were bigger.

    A few perks also either left or entered the meta. That's pretty much it.

    I do prefer the current survivor meta over the old one. Not sure about killers.

  • CoH is fine imo.

    Dead Hard is a perk I simply really dislike so nerf/rework/deletion is welcome in my book.

  • Agreed. Bots will be great to practice killers like Huntress or Nurse and also those I hardly ever played.

  • I don't see Myers that often in my games but when I do, it's almost always some weird build (or both red addons trying to instakill everyone)

    The last one I played against had a permanent Tier 1 addon and NOED.

    Never seen them just do nothing though. But I had a Pinhead doing something like that recently, just trying to hit me with his power again and again hardly ever trying to get closer or M1.

  • So you played at low killer MMR, most likely against low MMR survivors, and in 4 games you got less than 50% kills overall.

    What exactly surprises you?

    Yeah, it's true that starting out as killer is easier but that won't last for very long.

  • It's really a "to each their own" situation.

    I've played on PC for over a decade now and KB&M is really more comfortable for me in pretty much every game, even games that are usually made for controllers like fighting games and souls-likes. Using a controller today is really much harder for me, and using sticks for character/camera is like superuncomfortable compared to WASD and mouse.

    LCtrl is definitely not my favourite button but I got used to it too. One thing to notice is that many of the KB controls can be harder for people with smaller hands. For example my sister has noticeably smaller hands than me, and she often complains about some buttons being hard/uncomfortable to reach but those buttons are totally fine for me.

  • I absolutely don't mind if characters will start with 2, 3 or 4 perk slots unlocked but it's not really that much of an issue as you can get enough BPs to unlock those slots in a few matches.

    At least as a killer you can play a few matches with your main and put on BBQ. In theory the same can be done as survivor with WGLF but you might get unlucky and get tunnelled/camped/unhooked by teammates in killer's face.

  • It's a decent perk when you don't want to use a medkit and rely on random teammates.

    I prefer medkits though and I don't think it's needed in SWF but it's decent for solos.

  • No, at least definitely not while playing DBD. I often pay attention to sounds, especially as killer.

  • It's rather simple. Overheating is an annoyance and the majority of Billy's new addons are garbage.

  • Old Ruin and Whispers for killers.

    Sprint Burst and Lithe for survivors. Self-Care for the most part too as I usually use medkits. But I still take it if I use a different item.

  • Any system where you can do something with bad addons/offerings besides using them is welcome in my book.

    Even if it is as boring as an ability to sell them back for 1/10th of the initial price.

  • What I've learnt from AFK killer games is to break all the totems before you do all 5 gens. Because I've had an experience seeing AFK Clown quickily turn into a camping NOED Clown. Not exactly fun even though it wasn't me he camped.

  • I like play various characters of both genders. Don't really jave a specific main anymore.

    The characters I play now are David, Kate, Jake, Feng and Yui. And I also want to level up Felix.

  • I actually had a similar game a few weeks ago except for the fact that I played Deathslinger. Closer to the end of the game there was a situation when I heard someone breathing and started looking around. And there was indeed a survivor hiding nearby. The thing is that before that game I couldn't remember the last time I found someone by their breathing and the survivor was surprised as well. Were breathing sounds buffed or is Deathslinger just with sounds?

  • Objectively and from a purely competitive point it's a loss. You're a killer that didn't kill anyone.

    But it is up to you whether you care about winning or losing, kills, pips, bp or just having fun. A game lost can still be fun.

  • The thing with camping, it often works way better than it should. I usually camp when the gens are done because there isn't much else to do besides securing one more kill. And very often survivors literally start killing themselves trying to get that unhook. I've had multiple instances of what should've been 1k turn into 2k, 3k and sometimes even 4k.

    Camping very often is rewarding to the killer to the point that if you don't camp you simply handicap yourself.

  • Hardcore tunneling on 5 gens is usually done by competitive players who care only about winning because making a game 1vs3 early on often makes it an easy win for killers.

    Insidious Bubbas usually are trolls who intentionally camp to annoy survivors.

    Nothing new here.

  • Screw keys.

    In its core key is a "Press X to win" button. Those are inherently unhealthy.

    Yes, it has conditions and sometimes can be countered, but when the conditions are met it's literally an instant win. I want that changed or removed.

    Imo it should be turned into amulets or something like that and repurposed for aura reading so most of its addons would still apply.

  • Wraith, Myers, Ghostface, Legion.

  • Lack of desire to play killer.

  • The most fair option in the situation would be to leave the same options as if that survivor wouldn't dc.

    There are 3 common outcomes:

    1) Killer picks up slugged surivvor, that survivor dies on hook, the hatch opens

    2) Slugged surivvor bleeds out, hatch opens

    3) A walking survivor picks up the slugged one.

    (P.S. there are more possible outcomes but most of them would require the slugged survivor to get back into the game and not DC, so I ignored them)

    My idea is when a survivor disconnects, some special item is left behind 🔱(a special totem for example) for the exact amount of time the dc'd slugged survivor had left (if he wasn't slugged but just DC'd the timer can be full 3 minutes) The hatch won't open until that time runs out, but there are more options^

    1) A killer can interact with the special item. The hatch will open instantly but the DC'd survivor would count as sacrificed while giving killer bp and emblem points.

    2) A survivor can interact with the special item as well. The hatch will open instantly and the survivor would get bp and emblem points for altruism.

    3) Noone interacts with the item, the time runs out and hatch opens. Pretty much the same as if a survivor DC's today but not instant.

    No idea how something like that could be implemented with more that two survivors still alive so probably it shouldn't.

  • I think it is. It is a mechanic better present than absent anyway. Because if there wouldn't be a hatch, almost any match with 2 survivors dead before gens are done would be pointless to continue for surivvors.

    Keys aren't fair though.

  • The perk is an inherently terrible idea that needs a complete rework. Both versions of it are, but the second one is better as it can be ignored.

  • Very often Self-Caring is better that looking for somebody else and distracting them from gens. Medkits are even better though.

  • Fun is a really subjective thing. Maybe they really do see camping and tunneling as fun. Or just competitively viable. Not many people do that with an intent to ruin someone's fun.

    360 rarely works against a killer who has a stable 60 fps, so relying on them is usually a bad idea.

  • Many people play competitively and have no interest to just chill around or farm.

    So if 1 guy DCs and the game no longer offers a challenge to a killer he might try to finish it asap to get to the next one.

    Nothing surprising here really. Especially if it was in purple or red ranks.

  • 524 hours, Devotion 1. Don't remember the level, it was around 60.

  • @duhffee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737335#Comment_1737335

    Again, the fact that you defend BBQ shows that you are focused on BP, but if you think about it from a gameplay perspective (meaning the effect it has on how people perform in games and win rate), it's easy to argue that it greatly gives at least half of the killers an advantage, especially the silent/fast type. To argue that it should be left alone due to the fact that it gives BP is a bad reason imo. If it only was good for BP, then I doubt everyone would be using it as much as they do.

    It seems to me that you continue to assume that change is not needed in order to fix a game that is known for it's toxicity and difficulty. And the entire idea that perks would need to be changed completely is the whole point lol. Devs would see why Ace needs changes and adjust accordingly (and within the parameters of his lore). Same with every other character, like nerfing nurse for example if needed. Changing these perks and assigning them to the characters properly is literally a version of balancing... that's how game mechanics work. When you say that we have different opinions, all I see is that you are okay with the advantages you get from the current issues, rather than hope for a better gameplay experience for the sake of the game's long-term survival. I only bring this idea to the forums because it seems like the only sensible way to integrate a balancing system that works for many other games that have unique characters. Since this game only has ranked matchmaking, using an understanding of game design and proper game balancing would show that this game's current system needs bigger changes. It's okay to like your character, but it's not okay to avoid admitting its issues just because it means big change and losing the OP perks and extra BP.

    The grand scheme of this proposed system would most definitely bring the variety you believe it wouldn't. For example - a competitive shooter like R6 Siege, which has unique abilities that are locked on each unique character, balances their game by nerfing and buffing them accordingly so that no character is ignored (but it's obvious there will always be slightly less-used ones). If they let their perks/abilities be used by all characters, it would break the game immediately and it's unique characters become pointless. If DbD wasn't treated like a competitive game with a challenging learning curve, this might be an entirely different discussion.

    Also, please don't judge people by their profile pic... that shouldn't be a judge of character.

    Do you have any examples of a killer that's fine without BBQ but is OP with it? If we take silent + quick the killers that come to mind are Wraith and Hillbilly with certain addons. Wraith still has to decloak so I can run away and generally isn't a killer anyone's afraid of. So silent Billy is the only maybe. Can't confirm though as I never played him with silent addons, in my opinion that's totally not what Billy's about. But I use Spine Chill anyway so stealth is not something I'm afraid of at all.

    Toxicity is going nowhere as it is a part of human nature. And difficulty by itself is not a bad thing at all. Also no I don't think that the game currently is in some superbroken unplayable state and needs a ton of changes. Compared to DBD 2016 it's a masterpiece of balance. The only things I consider truly OP are keys, moris and some addons like iri head. And some maps. Also DBD currently is in no jeopardy to die. The average player count is about triple of what it was in 2017 on steam alone, I'm not even counting all other platforms. But introducing that many changes and changes that definitely not everyone's gonna like is something that might hurt the game a lot and kill it in end.

    And about those advantages you speak so much of. I have no advantages unavailable to others by the game mechaincs. Do you think I'm some hacker or a glitch abuser? I'm neither. I simply use the most effective options out of what's given to me besides a few that I like or don't. And that's how most people play. I see nothing wrong with that. And if we're talking about BBQ again I'm not avoiding some issue with that perk. I truly do NOT see any issues with it.

    And how can locking unique perks not hurt variety? As of right now I have 83 surivvor perks and 75 killer perks to choose from. With your system I'll have less than 20 on each side. And that's not even considering that some will still be garbage because perferct balance is a utopia and there will always be things that are hardly useful.

    My problem with your system is that it is a ton of changes, enough to go make Dead By Daylight 2 really, aimed to achieved a virtually unachievable goal of perfect balance that it's most likely not gonna achieve while making a ton of sacrifices in the process at least in the form of aforementioned perk choice variety. Look at Hillbilly, hardly anyone plays him now because a lot of changes went through that many people disliked. With your idea every character and the literal core of the game will go through changes that many people won't like. And the result is obvious to me - a lot less people will play it.

    I didn't judge your character based on a picture or at all. All that I assumed was that if you take those particular perks your opinion on them most likely isn't nowhere near as low as mine. That and your comments about BBQ confirm that our opinions on perks are generally different. That's all that I was saying. I haven't written a single word about your character as that's not my business.

  • Never really had a problem with brightness on new maps but even if there is shouldn't it be like really easy to set the brightness higher on your monitor/TV?

  • @duhffee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737055#Comment_1737055

    Firstly, you not wanting to lose your BBQ is the exact issue that drove me to write this lol. For certain killers it just gives too much of an edge, like other perks. So the complaint that you don't want to lose it only proves my point that it gives too much power on other killers.

    Secondly, I'll ask you to read the other responses I've given as I feel they cover your numbered concerns. Variety in build is not what I ask for. I ask for variety in character choice through good balancing. What needs to be understood here is that by changing the way perks are bound to characters, devs can then buff/nerf them accordingly (including the common ones that aren't tied to characters) and bring a much more balanced experience for all. With this system, you could then see your trapper perks reworked for the sake of making him better (or worse if he becomes too good). If we see BBQ being used more because the cannibal is being chosen more as a tied perk, then all of the sudden the devs can make changes to fix that. But if you're gonna sit there and act like BBQ is balanced as it is now with every killer using it, then it's clear you favor the killer role and enjoy the advantage with it.

    1) I really fail to see your problem with BBQ. It's used that much because it gives double bp, otherwise it's a mediocre perk. Yes, it helps mobile killers more than others but it doesn't shift balance that much. Nurse is gonna be stronger than Clown with or without BBQ. Make that perk disappear and hardly anything will change balance-wise. I actually would benefit from that as I use BBQ on Trapper and it's really weak on him but those BPs are worth it for me. But if it's gone I'll replace it with something like Corrupt Intervention which will be much stronger.

    2) To get what you want, mere balancing is not enough. Some perks ideas are just bad and you're gonna have to take these perks, throw them into a trash bin and create new ones in their place. Unnerving presense is such an example because reducing skillchecks simply doesn't work on experienced survivors. They hit DS skillcheck all the time and making a gen skillcheck less that DS skillcheck is just inadequate. I see no other option than to just delete the perk and create another one. Another example is Spirit Fury - it is a good perk, but only on M1 killers paired with Enduring (another killer's perk) And it's not useful on Spirit at all. Also Hex: Haunted Grounds will be entirely useless - who's gonna bother cleansing hex totems if the only two perk available are Haunted Grounds and Trill of the Hunt.

    And there are more examples like that on both sides. You gonna have to replace like 60% of perks with new ideas entirely. That's gonna take a lot of work. And in the end Nurse is still gonna remain stronger than Clown. Because killer powers and addons affect balance much more than perks.

    But if you think I only favor killers let's look at survivors. Let's take Ace. The idea behind his perks is luck. It fits his personality and backstory very well but gameplay-wise luck is unreliable garbage. You can make it less garbage but you can't make it not unreliable - that's the whole idea of luck. Some people like that but for me lack of reliability is a dealbreaker. So right now I can play Ace with other survivors peks just fine but if your idea goes through I'll probably forget he exists.

    I've read your other responses. Honestly, I just think that we have very different opinions about what we see as OP/viable/useless. I can see that by the loadout on your screen. Technichian and This is not happening are among the perks I consider to be entirely useless and wouldn't take unless under a death threat but you probably think differently which is totally fine. But in my opinion too many perks are either completely useless of are vastly inferior compared to others, so introducing your system will not increase any kind of variety but on the contrary - decrease it to absolute minimum.

  • As I understood you want more variety in builds?

    But locking teachables will likely do the opposite. I can give an example for killers:

    1) Many characters have terrilblle teachables. They just won't use them if they have any alternative. I play Trapper, I still won't use Unnerving presense as I find it highly unreliable and just a bad perk. So for the most part people will use common perks, but...

    2) There are not that many common perks and only a few are viable. So I'd expect to see NOED and Sloppy very often, like 8 out of 10 cases often. Probably with Whispers and/or one-two character's own perks that are actually viable.

    And I'm not gonna lie - I really don't want to lose my BBQ as it's a perk that doubles my BP and has a useful effect besides that. But do you really want most of those BBQ's replaced with NOED? Because that's totally gonna happen if you idea was to go through. Although BBQ will still be used almost as frequently as before, you're just gonna see Bubba a lot more often.

    On survivors side it won't be much different, you'll just see a lot more DH Davids, BT/UB Bills (though UB won't be used much as it's gonna be utterly predictable and can no longer be paired with DS for a small pp build), DS Lauries (with DS/OoO toxic Lauries) and immersive Self-Care Claudettes. And a lot less of other characters.

  • Because camping is effective. It may not be fun but it is very much competitively viable.

  • Myers feels kinda boring to me. He has a stealthy phase 1... for less that a minute. Then you're a vanilla M1 with an ocassional NOED.

  • There is one reason to play this or any other game - you want to play this game.

    If this reason isn't present - don't play. It's really that simple.

  • Because I see a gen and probably nothing else. I myself like hunting totems with Small Game or looting chests but If there is a gen and nothing else in sight I'll just do a gen.

  • He's just less fun to play.

    Cooldowns suck and forcing yourself to limit using your power because of one sucks too.

    And a lot of addons are either pure garbage (an addon that makes Billy 4.4, who thought that was a good idea?) or just not for me (all the silent addons, stealth is not what Billy's about imo, If I wanted stealth, I'd pick Wraith)

  • I wonder how many times do you need to disconnect to even get a penalty that long?

    But the whole point of DC penaly is to not let people disconnect on a regular basis and it seems like that's exactly what you did so the penalty system does its job fine.

  • Playing with bots would be good as a practice option to get a hang of new killers/perks/items so bots could be made as an option in KYF. But I don't think they are needed in normal matchmaking.

  • Buff Nurse in removing her cooldown.

  • So you ignored a slugged and then hooked teammated and waited for them to die so you could get the hatch. And you expected the killer to just give up and let you escape. Yeah, it sounds kinda entitled.

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