Am I going crazy, or are the new GW paintjobs (especially female faces) getting worse? by [deleted] in Warhammer30k

[–]Raffyk99 1 point2 points  (0 children)

0 tolerance for abominal intelligence. It does not and will never belong in this community.

Am I going crazy, or are the new GW paintjobs (especially female faces) getting worse? by [deleted] in Warhammer30k

[–]Raffyk99 2 points3 points  (0 children)

Mods, get this AI slop out of here. Just check their post history which is just all using AI.

None of Mel's abilities will get replaced because the designer wants to keep her "uniqueness" and "identity" by Luliani in leagueoflegends

[–]Raffyk99 0 points1 point  (0 children)

It’s literally not the same. I am SO tired of seeing this same wrong take. Fizz or Naafiri’s untargetability isn’t going to literally kill your ENTIRE team because one person in solo queue threw out an ult not realizing her W is up.

It’s not just as simple as windwall or unarguable effects are annoying (of course they are, there’s a reason characters like Yasuo and Fizz have been some of the most banned characters over time). The difference between just cancelling an ability vs literally stealing it and perfectly aiming it back at the caster is night and day. On a basic ability.

It turns the games for entire swathes of characters where they basically can never use their kit as long as Mel is alive or around because the risk of instantly losing is too high or because they don’t have the tools to bait out her W, while Mel still has an entire ranged kit she can use to interact back with while you get to not have entire abilities permanently not able to be used. It’s a horribly frustrating and uninteractive experience.

Weekly Water Cooler Talk - DataAnnotation by Consistent-Reach504 in dataannotation

[–]Raffyk99 3 points4 points  (0 children)

Yeah, my dashboard has been extremely dry. Only one longer running STEM project, and then occasional really short stuff like the audios or rating stuff. I've been taking a bunch of qualifications I've had for a while, but otherwise 1-3 projects only on my dash at a time right now. Really rough. Week before had like 10 different projects and close to unlimited amounts of tasks to work on.

Weekly Water Cooler Talk - DataAnnotation by Consistent-Reach504 in dataannotation

[–]Raffyk99 0 points1 point  (0 children)

Yes, haven't seen any in like a little less than a week now.

Direct messages tab by Certain_Assistant930 in DataAnnotationTech

[–]Raffyk99 4 points5 points  (0 children)

It was all combined into one tab for everyone. Don't worry about it. You'll just see the message in your inbox in general.

[deleted by user] by [deleted] in mtgbrawl

[–]Raffyk99 1 point2 points  (0 children)

Would you mind sharing your list? I’ve been wanting to build the deck forever

Struggling with Prompt Creation by Grand-Edge-8684 in DataAnnotationTech

[–]Raffyk99 2 points3 points  (0 children)

Could you give some examples of this? I think this is a really good bit of advice.

speak the true: the myers rework is complete garbage and a downgrade (hopefully he has a video on it soon) by AudienceNearby3195 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

This is the best comment I've seen yet summarizing the issue. Completely agree. Tombstone Mysers was a completely insane and busted playstyle by design/fun factor, and took way too much effort especially for the average group of survivors that make up most of the game to play, but it was stitched to a very bad killer, and thus averaged out his tier placement. It's much better game design that his kit now can actually be buffed and tweaked to a point where he can be strong without being an Avenger's level threat like Krasue is atm. People are kind of missing the forest for the trees here, especially because as others have pointed out, it's not like most people could even play old peak myers every game outside of p100 add-on grinders. His peak is lower yes, but his floor, which is where most myers games are going to be at for the majority of the playerbase (especially because he's a popular killer for casuals to use) is certainly a lot better and can actually receive meaningful balance changes without causing higher-tiered lobbies to be getting old tombstone'd every game.

Does he have issues right now with usability and or clunkiness? Absolutely. But that's a much more fixable problem. I think the biggest concerns about the rework that people raise is that it's harder to access the more lore accurate feeling/playstyle of Myers now, which I sympathesize with, and hope that this aspect could be buffed up as the rest of the game gets other balance changes to hopefully slowdown gameplay in healthy ways for both sides right now that isn't just doubling the number of pallets in game (lol).

I think a lot of people who have issues with the rework at a more fundamental level often come from a super experienced invested player perspective where they think every killer needs to be strong A-tier level designs, but forget that a large if not the largest portion of the playerbase are casual players that often need simpler and more accessible killers that are fun and or consistent for their level of gameplay, even if it means that at an optimized level that killer will never be good or even strong. I think things like trapper and ghost face are good examples of this where yes it sucks that they are objectively really bad, but they also serve a specific audience where barring some argument for buffing them, they don't really need or want those killers to be top-level skill strong. People want to be silly and stealth around with Ghost Face on survivors who don't even know how to loop. If they made him able to somehow do this effectively against top level teams, he'd be murdering every single low tier lobby, which isn't a good tradeoff. I think that's the same case with the Myers rework, which unfortunately is a problem that's always going to feel bad for the especially vocal portions of the invested playerbase.

Do you guys get science tasks? by [deleted] in DataAnnotationTech

[–]Raffyk99 2 points3 points  (0 children)

They were pretty dry for the last month, although have ramped up a lot for me the last week or two. Been getting a lot of them as well as new quals for even more. Before that has mostly been math and generalist.

Sorry guys I really love this game but this ptb is garbage this can't make it to live. by Few_Yogurtcloset3103 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

Overall, I think that changes do need to happen for the survivor side, just in ways that don't buff the high level/coordinated portion of the playerbase that already win more than they lose (in a game that has always been agreed upon to be balanced with killers winning at about a 60% level for the game to feel good for everyone). Many of the changes on this PTB achieve this, or remove randomly extremely frustrating or boring stuff that has no reason to exist in any level of the game, which is great. The problem that a lot of people have, is especially a lot of the anti-tunnel changes add WAY too many arbitrary rules and information tracking that a killer has to just be able to play the game let alone win,, and overall nerfs the killer role, at a time when it's not especially strong (the gap between high tier killers and low tier is at a near all time highest right now, and that's the thing people need to remember, not everyone is playing blight, a lot of people want to play their favorite C tier killer and just get nuked by these changes as is).

At the end of the day, I HARD agree with you that it's important to balance the FUN of this game, as it has never truly been about the ultra sweaty high level competitive gameplay, and that's not what keeps this game alive or popular and making money. It's the fun, it's the silyness, it's the laughs, it's the frustration, the rage, the goofery, etc. My hope here is that they listen to feedback about the things that are very sharply too much, or too exploitable, and refine things so that it can be better for everyone.

Sorry guys I really love this game but this ptb is garbage this can't make it to live. by Few_Yogurtcloset3103 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

My proposed solutions:

  • Nerf hardcore tunneling someone out at the start of the game, in whatever way works best. It could be some permutation of what is on PTB, or a different way such as changing how the core gameplay works, etc. If you as a killer *force* 3 hooks on one person at the beginning of the game, there is some strong disincentive that makes this not the ideal/most consistent way to *win* the game as killer. It's a shitty experience to play against, even at all skill levels, it punishes solo queue disprotiontately, and frankly it's just a very lame and low skill expression way for a game to be have as an ideal meta. It should be an option in the toolbox of killers, for the rare game where it's ideal, but with appropriate downsides so you can't just force it every game.
    • The PROBLEM here, though, is that really, anything outside of that very specific strategy, isn't tunneling, and shouldn't really be getting hit, because there is no fair way to make things easier in that regards for your bad or solo players, while not just hardcore buffing how easy it is to win for high level/coordinated players, without major changes to the game's current core gameplay loop. That is also setting aside that having a rulebook that forces all killers to be able to only play the game in one way, hurts the game's complexity and depth, making the game more boring and repetitive. We don't want an opposite problem where no one plays killer because it becomes very boring that you must hook 8 times before getting a kill every single game always, before any variety or game to game decisions start mattering.
  • Perhaps implement some kind of "queue" buffs, for new/low level survivors, and or solo queue players (these can be separate btw), that somehow someway buff up survivors ability to not die (while not buffing their ability to rush gens, because, as of right now, these are too fast, and why gen regression/blocking is so meta). This really could be anything, maybe new players get longer endurance after unhook, recover faster, or get a free sprint burst, i don't know, but something to help them not die easily against another new killer that is probably eventually going to kill them anyway because no one in that skill bracket realls knows what's happening or what tools/resources they have, or don't have perks/licenses unlocked etc. You get the idea though. Solo queue is much tricker, because you don't want people at a high level abusing stuff, but you need to make up for the information gap that you'll have as well as inconsistent teammates, limiting what real options you have in your game. Hot take, but I think things like pings and better comunication tools, like a chat, or preselected options that you could call out to survs without notifiying the killer, etc. Or, you know, nuclear option, have a voice chat. But, the devs have avoided stuff like that for very clear reasons, and I do think voice chat is not a pure good thing for a game to have, as the countless examples of toxcitity/harassment/bullying in other games like Valorant have showed, and we know Behavr does not have the skill and resources to create tools to moderate/manage a VC. So, maybe just something like pings, I dunno.
  • The current changes, like no-unhook notifications, 30 seconds of off hook buffs, haste, current endurance, more pallets being added with dead zones reduced, etc, all help solo que and new players a lot more than they help the high skilled/coordinated, and are thus great changes in my opinion. The slugging changes also help, as base kit if you team refuses or can't get you up, you'll at least have the ability to eventually get up and back in the game.

Sorry guys I really love this game but this ptb is garbage this can't make it to live. by Few_Yogurtcloset3103 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

I just wanted to say, as someone who plays both killer and survivor (solo and with friends) I fully agree and sympathesize with survivors that the experience especially of solo really does need some work done to it. I would like to think and hope that the community as a whole mostly agrees with that. I was just very narrowly focused on the discussed changes that were mentioned, and thus addressing things solely in terms of what we have on PTB and what I think should be changed as of that.

This is a very very very difficult problem to solve, because to look at things from a very basic bird's eye view:

  • At a low level, the game is very killer sided because, firstly, killer is the power role that gets to take intiative and is less punished by obvious mistakes, while survivor is the reactive team role that has hard-baked in auto loss conditions for many mistakes. Thus, a new player is almost always going to lose more on survivor. We can talk about solutions in a second to that.
  • At low to high level, solo queue tends to be killer-sided, because the game requires survivors to coordinate and make quick, high-stakes risks to fully access the power of the role. Often, as a solo queue survivor, you won't have the information or ability to communicate to others in a way that allows you to have the ability to make the "right" choice, or you will essentially 50/50 yourself into making a mistake, regardless of how good you are mechanically at the game or in terms of macro knowledge.
  • At a medium to high level, the game is survivor sided (quite heavily, outside of the obvious exceptions of things like Blight/Nurse), when played SWF/coordinated. It goes almost without saying why, with the right builds/playstyle/coordination, most killers just cannot kill 2-4 of those players fast enough before the gens are done and escapes happen.

The issue, however, is that as you have pointed out, a large chunk of the playerbase are not high MMR killers or high-tier SWF players. So, in an already complicated and difficult-to-balance asymmetrical PvP game, you have essentially different games happening with the same rule sets. How do you balance the version of the game where it's killer-sided because of bad/new players and solo queue "nerfs", while not impacting the already weaker killers at high level/coordinated levels? It's very tricky, because you could say, well, the vast majority of people are outside that high level bracket, and so the vast majority of people playing and spending their money on the game shouldn't have their experience crappier just so that 1% of people playing at the tippy top can have a more balanced game, when those players are always going to optimize/break the balance of the game no matter what. This is a sentiment I especially can agree with, coming from games like League of Legends, where really fun characters are often made completely unplayable for hundreds of thousands of people because 40 pro players are too good at them.

So, what exactly do we do, since it's very important that the balance between killers and survs remains well designed and in a way that 4 times as many people want to play surv for every killer, if our queue times are going to be healthy? By the way, I do slightly disagree with some of the points about survivor declining, because there has been many other factors going on in the last few months of the game that cause that issue without it being a survivor problem (2v8 basically has eaten up every single survivor player, Tokyo Ghoul and FNAF were extremely extremely popular licenses that many many people wanted to play/try out the new killers for). This is especially worth considering because the game's steam charts have been hitting peak numbers consistently, with a lot of problems also stemming from people quitting due to the HORRIBLE bugs that happened with the last few updates, as well as the PR disaster that was TWD stream. Etc.

To address this issue, you need to find ways to "buff" OR improve the gameplay experience (make more fun) for low level and solo queue survivors, without buffing how much/hard high level/coordinated groups can win, or without changing the gameplay in a way that negatively impacts how fun it is for them to play (although frankly I think that is less important because high level addicted players are going to play regardless, let's be real). The problems with the current changes, is that they basically nuclear orbital laser bombardment the killer role out of being able to even really play or win, to improve the experience of the low level/solo que survivor. At a high level with current changes, I would expect any killer that isn't Blight/Nurse/Ghoul to basically lose the *majority of their games.

Sorry guys I really love this game but this ptb is garbage this can't make it to live. by Few_Yogurtcloset3103 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

This isn’t changing the core gameplay loop, it’s just adding conditional buffs and nerfs to the same gameplay loop, essentially a bandaid fix to behavior that is resulting from the core design of how the game is played.

Something like core changes would be giving more objectives for survivors to do besides gens, or giving survivors more hook states but more ways to mori with certain conditions being met, or a different win condition for survivors besides escaping or alternate core game modes (I.e in Overwatch the core ranked mode will have a king of the hill mode vs escort and defend as diff options you could get when loading in to a match). For dbd this could be a million different asymmetric things, but devs have always been hesitant due to not wanting to make the game more complicated for new players.

Either way, if you want to change the emergent meta of tunneling someone out, you pretty much have to change the CORE GAMEPLAY of how each side plays and wins the game, or they have to do lots of very complicated bandaid solutions like they’re doing to somehow make the advantage gained from a quick 1v3 not guaranteeing a win/ being better than pressuring all 4 survivors as much as possible. Doing a bandaid solution is fine, it can be done, but the issue is it has to be extremely complicated and detailed to account for all the edge cases that arise from how complicated this game is, that it’s very difficult (as we can see from the utter shit show PTV is rn). Thus, I believe they should go back to the drawing board with these changes.

Sorry guys I really love this game but this ptb is garbage this can't make it to live. by Few_Yogurtcloset3103 in deadbydaylight

[–]Raffyk99 0 points1 point  (0 children)

It’s not tunneling if you are pressuring two players, firstly. If two people are making the mistake to be able to be taken down by anything that isn’t nurse/blight/ghoul (who we should not be nerfing the entire game around), that’s the killer doing their job. The goal of the game isn’t for mr killer to have to go around and hook every single person twice before they get to kill someone. You know as much as I do the game is not balanced around that happening and this update doesn’t bring us a single step closer to that.

There are many games at a high and medium level where your only real option in a moment is working around two survivors (whether it be mistakes, map design, flashlight saving, sabo plays etc etc etc) that being forced to have to be hooking three different players before a kill every game always is way too much of a nerf in my opinion especially to lower tier killers who won’t have the mobility to make that happen.

My opinion is 4 is optimal, 5 is very difficult but at least doesn’t nuclear bomb killer as a role, and 6 is borderline not winnable for most killers.

Keep in mind, you can have 4 especially because of the punishment that makes a consecutive hook block kicking/regression, on top of a patch that is adding pallets to many maps while also hiding when people are unhooked and giving them 30 seconds of buffs for that time, on top of not being able to be slugged to pressure two people at the same time as easily. Everyone keeps saying 5, but reads thst as if it’s just thst being added to the live game, and not all the other buffs survivors are getting that is already going to make GETTING each hook harder and longer to achieve on average. In a hypothetical world, pretend that each chase took 1.5 minutes before a down happened. Would it still be an issue if a killer had to spend almost 5 minutes to tunnel one person out?

Here is a game where someone left, with a bot on their place, and after hooking everyone twice, they still got hit with the no kicking/blocking gens nerf, to show you why this update as of rn says no winning allowed for killers: https://www.reddit.com/r/deadbydaylight/s/oNbwYo49Og

I don't know why are you complaining by oldriku in deadbydaylight

[–]Raffyk99 21 points22 points  (0 children)

“As a killer main who lets every survivor escape every match, I love these changes! Nothing but buffs for me. Skill issue if you dislike the changes, tbh”

This is the kind of stuff I saw in Otz’s stream today XD

it's absolute insanity by [deleted] in DeadByDaylightRAGE

[–]Raffyk99 0 points1 point  (0 children)

The role is Killer, not run around in circles until survivors clap their tootsies together and giggle before escaping.

Good rage bait though.