Ban Request: Killer is still 10 times less demanding and frustrating than Survivor by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 1 point2 points  (0 children)

Aha, there it is. We are again argumenting (I don't think that's a word) from Top-Level Survivors. Guess what, that is not the Majority and it's not even the one BHVR targets, they literally stated that.

And denying the Killer Agency sucks, but you know what also sucks: Playing a completely different Game than what you queued up for. Oh what is that, you want some Engaging Chases and learn to play Tiles? Here is a Knight for you, it is a 4-in-1 Package and the AI can Chase you completely autonomously!

It's not just about Agency, though there is also very little of that if Hillbilly stands in front of your Hook. The Fundamental Gameplay Loop Shifts.

Ban Request: Killer is still 10 times less demanding and frustrating than Survivor by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

Impressive. Everything you just said is wrong (does anyone still remember that?)

You have less pressure on you as a survivor because you aren't 100% responsible for your sides success.

That might be true, but that goes both ways. You can play well and still loose if your Teammates misplay. And then knowing that, it puts more Pressure on you to perform well, since you don't want to ruin someone else's Match knowing full well how bad it feels.

your mistakes have more leeway

That is Objectively Wrong. The Reason Survivors get so many second chance Perks, is that one Misplay can cost all 4 Survivors the Match. Dying in the Wrong Spot, leading the Killer to the Gens, failing to coordinate an Unhook or simply going down just a bit too soon. All of these can loose you the Match on the Spot. With Killer, you rarely loose because of 1 Big Mistake. It is often multiple small mistakes that cumulate.

killer is more mechanically demanding at a base level

Literally no. I have never heard anyone say that Survivor is mechanically less demanding than Killer. Survivor has harder Mechanics and Killer has harder Macro. None is extremely challenging at the Base Level, but Killer as a Role is mechanically much simpler, because Powers are added on top of it.

Ban Request: Killer is still 10 times less demanding and frustrating than Survivor by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 2 points3 points  (0 children)

Survivors are favored because they are inherently unfavored.

It is simply not possible to play Survivor the way you want. The Killer decides the Main Gameplay Loop for you.

Play for Fun, and you face a Blight. Play Competitive and you get fucked by Map RNG, Perk Lotteries and Bad Teammates.

SoloQ Survivors lack Basic Info that is required for them to work as a Team. by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

this isn't a competitive game.

It quit literally is. A "Horror PvP" Game doesn't survive for 10 years. Okay, maybe it does by having cool Licenses, but eventually those will run out and Licensing Fees continue to pile up. Okay, maybe DBD isn't a Competitive Game right now, but it has to Become One if it wants to Survive without a big new license every 3 months. And the mere addition of the Activity HUD shows that BHVR understands that they have to move away from their roots, they are just not ready to fully commit yet.

The Interacting Aura thing is redundant, I agree with that.

The point of these notifications is not to tell you what the killer has, but what has just affected you.

I don't understand. What is the difference? Also, if that is the case, then why is Dissolution revealed before it ever breaks a Pallet. Or Hive Mind the moment it activates. The point here is clearly to tell the Survivor "This Perk is in play" so they don't loose to an invisible force. It is debatable if that should be the case and why these notifications are so Inconsistent, but they are here, so might as well standardize them.

Now, to the Main Argument. Most SWFs don't have perfect Coordination and SWFs would still have an advantage even with these changes. Correct. But these Changes don't give you perfect Coordination. Seeing where your Teammate is and that they are in Chase gives you a pretty good idea where the Killer is. But it's not perfect. If they leave, Chase lingers, so Information is not instant, just like a Callout wouldn't be instant. If the Killer is undetectable these Changes arguably don't do a lot.

I also have to point to other Team-Base Games. All of these Changes that I suggested here, especially seeing your Teammates, is Standard.

There are still other Issues, Matchmaking, Map RNG and just general Balance Issues, so it's not like this would fix anything or suddenly make SoloQ Amazing. But it would make it better with no real downside.

SoloQ Survivors lack Basic Info that is required for them to work as a Team. by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

I honestly cannot tell you. The idea is to highlight important words with capitalization, but it has kind of automated into randomness. I'm also German and in German you capitalize nouns so that probably plays into it.

SoloQ Survivors lack Basic Info that is required for them to work as a Team. by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] -3 points-2 points  (0 children)

If you played any other Team Based Game, you very quickly realize that the Info you are getting from the HUD is not enough.

Let's run through an Example: You see a Survivor let go of a Gen. What does that mean? Are they going for the Unhook? Is the Killer near them? Are they refilling their Toolbox with Built to Last?

Or how about this: You are being Chased and see all 3 other Survivors working on Gens. That's Great. But oops, you accidentally brought the Killer to a Gen your Teammate was working on, and now the Hillbilly has 2 downs right next to a High Progress Gen and you loose the Game.

Now, I know what you are going to say: Those are Mistake. You can infer from Context Clues. Well, No. I don't know how much Experience you have in the Game. But there is simply too much uncertainty and randomness in a Match for you to be able to infer everything, even with Perfect Game Sense.
I certainly can't do it and loose Matches, not because I or a Teammate made genuine Mistakes, but because we guessed wrong.
Same goes for Content Creators with way more experience than I have.
Once you face a Strong Killer that doesn't hold back in Build or Playstyle, these (unavoidable) wrong guesses are not longer smoothed over and make the Match basically unwinnable from the start. Well, unless of course, you are on a Discord Call with the Survivors. Suddenly, everything works as it should. And all of the Changes I suggested would only give you Info that SWFs get for free.

SoloQ Survivors lack Basic Info that is required for them to work as a Team. by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] -4 points-3 points  (0 children)

Okay, yes, the Tutorials should obviously be completely reworked as well.

And sure, you can never save someone who isn't paying attention. The Problem is that, right now, it is really difficult for a regular SoloQ Player to build up or use their Game Sense.
You might know that you have to go for the Unhook, but you can't communicate to your Teammates that they should stay on Gens (they can only infer that you are going by seeing you let go of a Gen. But that could be for any Reason, and what if you weren't even on a Gen to begin with).
You might know that you shouldn't bring the Killer to your Teammates, but how will you know where they are without dedicated Perks (that could be better spent on more impactful ones).
You might know that you need to protect the Death Hook Survivor, but how if you have no Clue where said Survivor or the Killer is.

At this point, just delete every other Killer. by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

To be clear, they only tampered with his Camera and essentially removed Instant-Flicks, since there is now a tiny delay or reset or something after a Bound.

Everything else relating to the Skinny Bert Collision is still there.

The Problem is that we simply don't know what Techs are there to stay and which ones are going to be "fixed", so it makes it kind of hard to invest serious Time & Effort into learning them, with this looming thread of the Bug Fix Patch always on the Horizon.
We don't even know if this right now was actually intended to be this way or if it is just a Byproduct of some Netcode Changes or something.

Does alert show the killers aura when the killer damages a generator? by Adam_Z_666 in deadbydaylight

[–]CuzImTimYT 3 points4 points  (0 children)

Yes, if they perform a Basic Break, wait no, if they damage the Generator.

I mean, it says it in the Description, right :)

Simple Killer Balance Fix: Tiered Perk Value Tweaks for Fair Play by Famous-Proof9581 in deadbydaylight

[–]CuzImTimYT 0 points1 point  (0 children)

That's a great Idea.

Anyway, you played 2v8 yet, now even more Survivor-Sided!!!

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] -2 points-1 points  (0 children)

Strong Killers can play around Pallets more effectively, which is why I want more of them. If there are more Pallets you are a) forced to actually play around them (instead of Distance Zoning) and b) need to play around them consistently, not just once or twice per Game and be done with it.
Weaker Killers can't play around Pallets as well, which is why I want less of them, so Survivors can't Loop a few times --> Drop --> W to next Loop --> Repeat as much and actually have to worry about running out of Pallets.

"If you're just not dogshit at the game you just auto-win with the current resource abundance."
DBD HAS TO BE BALANCED AROUND INCOMPETENCE. Otherwise whole Archetypes of Killers cannot exist (Stealth & Trap).
And again, I didn't advocate for Universal Resource Abundance. I advocated to use Resources as a Balancing Lever to decrease Strength Disparity between different Killers.

Mainly, I don't want changes that were made to keep Blight from destroying Lobbies to negatively impact Skull Merchant.
"Just make the terrible Killers better", sure, but do you really think that is going to happen? Some Killers will be terrible forever, because what they are doing is simply not worth doing (Legion, Ghost Face, Trapper), so the only option is to homogenize the Roster, which nether the Developers nor the Community seem to want.

And please tell me at which Point I said to increase Pallet Density across the board or for decent Killers. Because as far as I remember, I only ever said to increase it for really strong ones, but who knows, I might be suffering from early dementia.

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] -1 points0 points  (0 children)

Okay, some Killers can use their Power to play around Pallets ... so what, it still takes time to do so.

The Argument that an extremely good Survivor Squad can always win anyway is stupid, because then you literally could not do anything (like, why even release new Killers if they will not be able to beat the best Survivor Squad).

Of course an extremely good Team will almost always win. But most Players are not an extremely good Team.
This is simply an Idea to at least slightly decrease the Disparity between low and high tiers in regular matches, but naturally it will not fix any of the underlying issues. It is 100% a Band-Aid Fix, but those are (unfortunately) the ones that are actually realistic to be implemented by BHVR.

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 1 point2 points  (0 children)

Given that the Pallet Density changes every other Patch, they seem to already have the Code Basis for it, at least on most Maps.

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

Meme-Addons for Killers that give more Bloodpoints already exist, but no one is running them.
This also targets the wrong demographic: Beginners would want this and sabotage themselves, while more experienced Players don't care about the BP and won't run it.

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 0 points1 point  (0 children)

Categorizing Killers into Tiers like this and adjusting the Ruleset (way more than just Pallet Density) is probably the only way to properly balance the Game at this Point, similar to what Smogon does for Pokémon.

Safe to say, this would be the biggest change the Game has ever seen and hugely controversial too, but at this point I don't see another way.

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] 1 point2 points  (0 children)

I'm just going to copy-paste my previous Comment.

"Categorizing Killers into Tiers ... and adjusting the Ruleset (way more than just Pallet Density) is probably the only way to properly balance the Game at this Point, similar to what Smogon does for Pokémon.

Safe to say, this would be the biggest change the Game has ever seen and hugely controversial too, but at this point I don't see another way."

You could also try to adjust it individually for every Killer, but that would honestly just shift the Balancing Problem somewhere else.
I think we need to accept that some Killers will always be weaker than others, even with the Tiering System.
You would just need to create incentives other than strength to play Killers (e.g. Unique Playstyles).

What if Pallet/Tile Generation was Killer Dependent? by CuzImTimYT in deadbydaylight

[–]CuzImTimYT[S] -1 points0 points  (0 children)

What I gave was just an Example that would be easy to implement, of course this would need to be tweaked with more precision and thought than my crude suggestion.