crogers271

About

Username
crogers271
Joined
Visits
2,458
Last Active
Roles
Member
Points
259
Badges
15
Posts
1,349

Comments

  • Tier lists for killers will always be hard because is it at the killer at their best, their base, or some combination therein. With Otz its worth noting that Plague is one of his better killers, so not surprising he has a killer he happens to be really good with higher. Yeah. what I gathered from looking into Japanese DBD…
  • But you wouldn't need to make Corrupt basekit to do that. You could just add a mechanic make gens go slower for the first X amount of time of the match and/or until something happens (most likely a down). You could even structure it so that someone like Trapper gets more early game slowdown than Blight (though I don't BHVR…
  • Pretty much any perk becoming basekit would be unhealthy, there's only a handful of perks that could even be conceived of as healthy as basekit additions. I trying to think of a perk that wouldn't just unbalance the game toward one side or another., but would totally destroy the game flow. Like no way you could even…
  • I'd wait to see if there is a sale during the anniversary and you might be able to get both.
  • As jesterkind has said, its only one element of the game. The strategy element of which perks are chosen is also important. But if a perk is powerful it should have some other requirement beyond just doing the main game objective. Boons need to be set up, hexes can be cleansed, pain res requires spreading hooks and…
  • To answer OP: going off the last AMA anything and some forum posts, this is a low priority issue for BHVR. I have no idea why. I think there are multiple, simple easy solutions and that this would be one of the biggest improvements they could make to the game, but I don't think its going to get changed.
  • Easy can mean multiple things. In one sense its easy to walk 20 miles a day in the sense that it doesn't take any particular skill, in another its hard because its not fun and can be painful depending on your physical healthy. On a different note, if you're struggling to get hooks, why would you have pop in your builds?…
  • Anything you do that reduces at least 2.5% of the gen progress counts as a regression event and counts toward your total. Kicks, surge, eruption, pain res. Ruin doesn't, because its less then 2.5%. You have 8 regression events, the percent regressions doesn't matter as long as each of those events is above 2.5% (it's…
  • The fact that the killer carried you somewhere I'd think would increase the chance of unsportsmanlike/griefing, but generally speaking that's not something they penalize in any way for.
  • I really want to thank you for bringing this up. I don't know these games and have always presumed when people said they just balance around the top that was what they did. You brought this up and so I decided to look into it. It's a little dated, but here is a whole video where one of the former heads of Riot gives a…
  • Its more of a thing that none of them are as asymmetrical as DbD. If a weapon or class is overpowered, changing it changes it for everyone. So you can just look at one sector of the player base to determine if its a problem. DbD isn't like that because of the problem with the differing skill floors in the game. Killer is…
  • That's the actual logic I believe. BHVR wants a continually changing game, not something static even if it was balanced. I don't think they are surprised a meta emerges, I think they actually want that to happen, and when it becomes common change it to something else.
  • Solid update. Even the changes I disagree with are pretty minor, looks good for the game overall.
  • The benefits presume you pull it off. If you spend 50 seconds on it and the killer interrupts you, it begins to degrade (not to mention you give a free hit in the basement). Even at 1 charge at second it will wipe out. Those 50 seconds into a gen would degrade a lot slower and require the killer to spend time to kick it.…
  • Liked your posts in this thread, specifically wanted to comment on one thing: That's not relevant to your gameplan because some generator repair is always going to get done, you can't consider that wasted time because it was gonna get spent by the survivors somehow, they're players with agency. I think this is a great…
  • I really dislike Potential Energy, but it works a lot better with a team when you can keep eyes on a killer. Overzealous can be fun and if you can find a hex totem it can be cool to see the gens fly. You could drop lithe there if you're comfortable playing stealth because the idea is that you don't ever want to be in chase…
  • I presume soloq. Build 2: If I'm running Kindred I like to pair it with We'll Make It. With Kindred I go for hook rescues a lot and this also lets me know where any other injured teammates are that I can run to heal. Build 3: Potential Energy? If this is your gen focused build I'd pair it with a toolbox and either…
  • @Krazzik mentions this already but: If you don't want players to do something, just don't let them do it. You're adding a lot of things to solve a problem that doesn't need to exist in the first place. BHVR could easily penalize/stop people from hook suiciding, they've decided not to.
  • If I understand the topic, its what killer is strongest when both the survivors and killer are new? I'd go Wraith, when I started the game Wraith seemed grossly overpowered.
  • There are a ton of variables to the question, a few that cross my mind. 1: Which chase of the game is it? A quick chase early in the game swings the game massively in the killers favor, a long chase after a survivor is eliminated is not that hurtful. 2: How many pallets does the survivor burn? If a survivor has a long…
    in Chase Times Comment by crogers271 May 5
  • But I'm glad this is where the conversation has gone, because it's revealed now that the problem isn't survivors weaponising DS, the problem is that you want to punish someone for annoying you and DS stops you from doing it. That's not the same thing, at all, even a little bit. I think this is a big part of it. There seems…
  • Nice thread, liked how you defended the arguments throughout. I think the simple point is that survivors can run in and body block the killer with or without DS. Everything about whether protection hits give a lot of time or a little amount of time to the chased survivor is a moot point - the survivor can body block…
  • Broadly, it leads to tunneling. More specifically, the game already has a problem with win harder perks. To give an example using sports: imagine if in soccer when a team scored a goal they also got to bring an extra player onto the field. Scoring the goal was the objective of the game, giving a reward on top of that is…
  • Every time DBD takes a dip in player count its the end, but the fact the game saw a 10k increase in players for March is not really talked about. Not seeing a 20k player drop on steam charts, looks like 10k to me (unless you mean peak player counts, which is not really a great metric). The mass BP event looks to have been…
  • I want to leave the game, I can DC and be punished for that or I can die off hook and not be punished for that. If you remove second option, players would simply alt+tab, because why not? The devs use this logic as well, and at least based on my games I don't think its true. When I see a person trying to sacrifice…
  • If it happened during EGC you're fine. You're allowed to body block a survivor in once EGC has started to ensure a kill when the timer runs out. You're not allowed to body block survivors in corners before that. I would guess 30 seconds is not something they would take action over, but I'm not aware of any timer on the…
  • So here comes the question. Isn't Distortion a little bit too strong? Three of my perks get denied by a single Survivor perk, just like that. And if you had been a killer with no aura read perks, all of those perks would have been wasted. on the survivor side. That's the trade off with Distortion, sometimes it provides a…
  • Fake gens - way too easy too identify, and being there are eight gens the chance a survivor even uses a fake gen is pretty low. Scream of Souls - an area blast that goes through walls doesn't seem very fun. The Unknown has ways to counterplay around it, this just seems like you'd be stuck. Altar - too many steps. One…
  • Trying to hear it, but just sounds like the generator to me.
  • The other thing I'd add to this - these discussions never mention what people would be doing if they didn't have DS/Unbreakable. It's not like those perk slots just disappear. They could be running perks to speed up gens, BU+FTP to protect the survivor being chased, BP + Flashbang to rescue a down, etc.
  • Interesting question. The main thing is what build am I running? Like if I'm running We'll Make It I don't want anyone else to run that perk as I want to get the unhooks. If I have kindred, I don't need the others to run it. So if hypothetically I could build myself and others: I run - We'll Make It, Deja Vu, Deliverance,…
  • I don't get the argument either. If the perk was only anti-tunnel it would have to be way stronger. If a survivor runs over and blocks with a styptic/dead hard/health state etc it's all a normal part of game play.
  • If you're just going for super fast heals to have fun, great. As a build the heals are excessive. Instead to play healer if you're soloq you'll need perks to either help find your teammates and/or perks to keep you hidden from the killer.
  • They probably figured it out and just leave. Or they find your hex and use something like BU+FTP.
  • We do things that make money = we do things that make our customers happy. The driving force behind all companies is appealing to and expanding their customers base. They attempt to do that my releasing products they think their customers want and are willing to pay. Some companies are better at actually accomplishing that…
  • I feel like I ran into more bully squads when I was new to the game, so there might be something to the idea that there are survivor groups out there keeping their MMR low.
  • I think there would be two problems with the design. 1: What is process whereby the killer earns the points/upgrades? The obvious would be things like hooks, but that puts the killer into the 'win harder category'. Basically, if you're already beating the survivors, your success is going to turn the game into a one sided…
  • I try to bring a little bit of everything. Most of my builds have an exhaustion, an anti-tunnel, and a heal. If I rescue a survivor and am sacrificed in turn, it's more of a draw. If I rescue and we both escape, a win, if we both die a clear loss.
  • Do you think it should stay? Is it fine? Is it a problem that needs to be fixed? The potential to rescue a survivor before they get hooked is an important part of the game. If survivors could never stop a hook from happening, why even have hooks? The situation you lay out is incredibly rare, requires a 4 person SWF to be…
  • You're basically calling all forms of map mobility teleports.
  • Also "fixing a light switch can result in the elevator not working anymore, because the wires are not installed correctly". This is an analogy my friend likes to use when talking about Bugfixes. You may fix one issue but get 2 more in return. And if every time you replaced the light the elevator broke and the people in…
  • They have a skill issue and are not willing to forcibly improve themselves at the game. If they get discouraged and uninstall or leave that's shows alot Abt them. They were never worthy of improving. Others have mentioned it, but its a game. Lots of people are just going to play the game occasionally, the people who…
  • You'd need some kind of pre-map start mini scenario where the killer would set up where hexes would spawn. That would slow the game down and also tell survivors that a hex was in play. It would also allow the more defensive killers to plop all of their hexes down in the most defensible area.
  • Programming is not just "write a few lines and it will work". It is very complex and even if you only have like 60 lines of code, finding a bug there can take HOURS. Absolutely. I'll be upfront that that I don't have the most extensive knowledge of coding, and its not meant to undermine the difficulty of the task. But none…
  • It's almost like a relatively small game like dbd would benefit from just mindlessly listening to their top content creators at this point which isn't the case with every game. The thing is, its not a small game. Sure its not league, but when they hit the 60 million player mark in November they also said they had 300…
  • He means via purchasing the character with shards. Zarina is 4500. I understand the anger at the shards that are locked behind pay, but unlocking things via gameplay is a pretty normal mechanic.
  • I mean how crazy do we potentially want to go? If we're reimagining the game it can get pretty broad. On the base level, removing the 4% would be an easy solution and wish they would do it (plus the hook checks on 2nd stage). If they really think players should be allowed to leave a game, that's fine, just allow them to DC…
  • This is the first of the mods I'm looking forward too. It's going to add in even more random elements, there's no secret there. Some people won't care for it, but that's the whole idea behind the different game mods - they aren't meant to appeal to everyone. I suspect that people will find the true random a bit too much,…
  • Spreading pressure works on some killers better than others. If you can't get across the map quickly (either a teleporter, Wraith, Blight), then the survivors correct strategy is to spread you out. It just becomes a numbers game. In any game of DbD survivors have to occupy the killer long enough to get the gens done (in…
  • I forgot that as well, thank you. It's such an unnecessary bit of code because as Peanits mentions the stacking already has declining returns. Hmm, so I think that would make the fastest possible heal - 1.7 seconds instead of 1.439. Though that is a good example of how little impact the healing speed has as it get stacked,…
Default Avatar