crogers271

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crogers271
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  • I've been thinking about this as well reading over the thread. Not just because being unable to find hiding survivors for 20+ minutes is really rare, but the situation of one of them getting saved, then hiding out seems borderline impossible. The double standard is that the list of "bad things that killers do" often helps…
  • I might be misreading you, but coming out over 3 months counts as 'all at once' for DbD / Live Service. To my understanding of how it usually works - changes and patches are planned well in advance. So the 6.2 bloodweb decrease was likely planned before the 6.1 patch, they might have just been thinking over the exact…
  • Bring a map instead of small game to help find the totems. Part of the problem though is, by design, 1 survivor is not meant to be able to counter the killer on their own. If you're running around the entire map doing totems, that's putting the other survivors in a situation where they need to handle all the other survivor…
  • Game concept: Perks that just put a penalty on the other side from the start just don't feel right if there isn't some action that it necessitates in response. 'I'm slowed down off the start of the match how do I change my playstyle' - 'Just keep playing normally' doesn't feel right. Balance: As written, the perk would…
  • This also happens in many other games where people win finals with off-meta or straight up terrible matchups. Sure, and that exists in DbD regardless of the larger balance concepts. Off meta perks or specializing in weaker killers still exists. Whatever the overall kill rate was, that would remain true. The point is that…
  • Didn't expect this thread to be revied. #1 and #2 are redundant. I'm not sure what you mean here because they definitely aren't redundant as they are two very different options. #2 is already how it works Yep, I say that in my post. limiting how many you can bring makes no sense Why doesn't it makes sense? As I said, and…
  • I don't get this comparison. Is there some necessity that they play that character? Because in DbD the players have to be split between two sides.
  • It's a lose/lose. And better to inconvenience someone for 4 minutes than have your time wasted for 20. How many times has this situation ever happened to you? Because I can't think of a single time its ever happened to me where there was 1: save at 2 survivors 2: they both got away 3: they managed to hide out for 20…
  • 1: This is one of those changes that if the game had been designed around it from the beginning could have worked, but can't really go back on it. 2: I'm not sure of the specifics, but something like this could work, I'm just not sure how much impact it would have. Most of the complaints about slugging are the 'slug for…
  • My favorite version of this is: I won but it was really hard!
  • maybe half the time the survivor will still sit in the gate teabagging until I chase them out which is frustrating. I've never seen quite the level of BM that some other people seem to experience, either when playing survivor or killer, but when I encounter BM it seems to come about the same from both sides. It's never…
  • Why not just give up and concede the game though? You know the killer is going to keep looking for you and all you're doing is wasting everyone's time. I'll take a different tact here then a lot of responders. So our scenario is we have two survivors, one slugged, one up, and a killer who want to find the one up, why more…
  • I think is generally true and is the way BHVR designs games (Deathgarden felt even stranger). The one thing I'd add is that from an MMR perspective the game really cares about degree of victory. 4k / 4k / 4k / 2k /1k compared to 3k / 3k / 3k / 2k / 0k - look like the same win / loss / tie ration (3, 1, and 1), but from an…
  • There's a couple of problems with this. More to do to 'fun' and 'feel' than balance. 1: Just having an uncounterable perk in the game that removes an element of gameplay is a bad idea. Protection hits are something survivors are meant to be able to do. If this was a hex perk or it had some kind of other condition, maybe,…
  • Who is the healthy survivor here? The one who was hit I take it? Why does it matter if they become exposed while injured?
  • Does anyone else share this sentiment? Yes, though some people don't, but I've gone from being 'eh, its okay' to really loving the mode, so I'm hopeful for a more permanent fixture. So sure, you wanna work on it, try new ideas and release it again. Why can't you do that and leave it up and running like you do with the rest…
  • Slugging itself isn't the problem, its the result of slugging. Just being trapped in a game for 4 minutes is really silly. If I get slugged for 40 seconds and then picked up, that's no different than being on the hook for 40 seconds. If the killer wins the game via slugging, great, good for him, no problem with that…
  • If they personally don't like something in the game Kind of crazy that they design the game but then later personally decide they don't like something. Argue about balance changes all you want, but where is the personally coming from?
  • Gen rush is an option, which has been covered. If you're going to run overzealous, once a totem is down, focus on gens. Don't run around the map, tackle totems that are nearby. It might also be worth it to drop inner healing and small game, you want perks to avoid the killer to keep that overzealous gen speed bonus. If…
  • Its just as much of an issue here as it is in fighting games requiring you to purchase characters to be able to train as or against them. The difference here, to go back to the OP's post, is that in DbD this is a one sided requirement. If in a fighting game you don't want to carefully study every character in the game, and…
  • These are literally basics of macro gameplay knowledge, if you really still keep talking about balance while missing on these out, just don't take part in balance discussions Your structure seems to presume that killers are having some massive difficulty in finding survivors. Not only are there multiple perks that make…
  • I think this is an excellent post. One thing I'd add: Games can be complex and still have large player bases that are casual if the players are evenly matched up. The difficulty for DbD, which is just increasing, is that one side has the much harder burden with all the killers. When you read any post about this killer you…
  • I don't think its a coding issue, I think there are two other problems at play when we discuss fundamental game changes: 1: The level of perk redesigns that would be necessary to accomplish it. 2: Going against the core of the game. DbD is an elimination game. A huge part of the tension is the knowledge that you could get…
  • Funny thing that just crossed my mind: remember when Prove lost its BP bonus and they nerfed the values at the same time? It's funny that the approach to Thrill has been 'of course we have to increase it for compensation'. But I think 12% should be fine.
  • Background - I really started playing the game in mid 2022. I played it once when it released, then a few years later, and both times the game had zero appeal to me. what do you think was done right or wrong? why do you believe so? Modifiers will either break the game or greatly extend its lifetime. It's going to be…
  • Others have responded, but a couple of things I noticed. The problem is that many killers As a balance issue though, when a survivor chooses a perk they don't know the killer they are going to face. Like healing perks face the risk of hitting a Plague. Even if StB is more useful against certain killers, the survivors don't…
  • You're not giving most of the necessary information, but this is likely a scam from someone who is not BHVR (the company that makes this game).
  • @HLuccaSkywalker 1: You mention gambling on a perk. That's a huge part of the game. Each induvial trial is not meant to be balanced, its meant to create a lot of variety. Sometimes the advantage is in your favor, sometimes its not. Now this can go too far. They've definitely had designs were it felt like if your brought…
  • It's just trolling. I've seen the same thing from killers to survivors, post in end game chat like a totally different game happened or as a comment on the builds that are getting run.
  • Well, there's a bunch of stuff in this post. Title - Nerfs cause people to leave 1: No evidence the game is on the decline. 2: People are always coming in and out of the game. If you have 1000s of hours its normal to move on. You're just waiting for a trigger. Survivor sided - That's not true. Meta - The goal of a live…
  • I only kind of liked the first go, really enjoyed the second. I hope it comes back soon, but it still needs improvements.
  • TLDR: A simpler wqy of looking at it... If 20% of the playerbase at the highest levels can just about handle it and the other 80% of the playerbase get smoked repeatedly by it... is it good for the life of your game? A similar thought, but related to the health of the game: If there is a build that one side of the game can…
  • There are some streamers who are hyping the Perk up, being the next MfT. And granted, if going against very, very good Survivors, it might indeed be really strong, but it still applies what I have written before - most people dont encounter those teams (and people who think they do are just worse than they think they…
  • It'd be more like transferring a bunch of gen progress from one gen to another, but then making that other gen gain double progress for a while in compensation. Does that sound like a good killer perk to you? I probably shouldn't, but I'm trying to actually think through ideas of perks that could actually kind of work like…
  • So It's whatever amount is on steam + the console players? 32,684 + X = >32,684. Plus the Epic players as well.
  • To a couple of posters: My understanding of the ratings system below Adults Only is that they are guidelines and recommendations. A M or 17+ rating means the game is recommended for those players, but if a parent/guardian is comfortable with someone below that age playing, its all fine. It's kind of like R rated movies…
  • Notes on the other games. Trickster - this might have been the weakest set of survivors, though if I understand the meta of Vecna's map, its just ignore the basement so you had a pretty open field to cut them down. There's a point where a flashbang just doesn't seem to work when I thought they hit the timing. Trapper - I…
  • So there's five questions: 1: You see three spread out the hooks offerings, a toolbox, and a flashlight - does that impact how you played the match? 2: At ~2:40 you teleport down to the bottom corner gen, any particular reason you suspected they were doing this one? 3: After the above teleport, you spend about a minute…
  • Your welcome, I had planned to do all the games but doing the Freddy one was a much longer post than I expected. I still might get to the others. The problem with analysis is only having one perspective. I have a pretty good idea what the survivors are doing the whole time, but there's a period in the middle of the game…
  • That survivors still believe after all these years that killers have to play nice or be good to them is ridiculous. No, people are done asking others to play nice. It's a broken perk, that's why we're asking the devs to fix it.
  • I dont want to pop any bubbles, but playing 20 games and getting cracked survivors 2-3 games, and only tossing them up is the only issue with these "Ill record my games and prove.' Its still very easy to manipulate. To me this is the thing I always wonder about. Some people seem to think there is an elite MMR that is even…
  • Being the Freddy game is getting talked about I decided I'd try my best to analyze it. I watched it once uninterrupted, then went back and made notes on a second viewing. The survivors here seem pretty solid and have a strategy, but you do a good job of keeping pressure on them. Game notes: (the matches time here are minus…
  • I'd like more chests by default, and generally hate the way offerings work, but two points 1: Survivor perks running into each other is an inevitable design element. Lots of perks become redundant / a waste if another survivor is also running it. 2: There's a lot about the way that perks have been coming out that makes it…
  • You do need to be publicly traded to have to do things like quarterly reports (unless there is something different in Canada) which was what your post was talking about. Obviously the company has people who have a financial interest in their outcomes, that's true for every company (and in a slightly different way true for…
  • And they can call it Meet Your Maker. No, wait, that was something else.
  • 0 counterplay implies that the rest of the game didn't happen. It's not like survivors are guaranteed endgame or have the ability to force the killer into where they are hooked. Whenever this comes up my thought is: should survivors have some counterplay in the last instant before the killer hooks them? Some little mini…
  • it seems to be the most challenging thing to implement but, I honestly think that a more successful implementation of MMR matching is probably the only solution. BHVR has said that their data shows the MMR pretty consistently matches people of the same skill level, though this is not as true during off peak hours. I think…
  • BHVR isn't a small company unless your definition of small is everyone who isn't AAA. They aren't a publicly traded company and I am not familiar with Canadian law but it does not seem like they are required to release quarterly reports. It looks like some companies (Netease) own a minority share of BHVR. Public steam…
  • Don't killers just combine number 3 with Penti? Whatever the survivor do you as killer have substantial slow down.
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