The Hero Dead by Daylight Needs



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41 thoughts on “The Hero Dead by Daylight Needs”

  1. the hockey analogy was always a wild one to me, because they do count shots and they also count assists, not just goals. if they only counted goals that would be absurd

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  2. There's a toxic fog whisperer who literally just camps and shit talks and was a small streamer. Not sure if he's still part of the program but it's crazy that they allowed that longer then they allowed Dowsey to have shirts lmao

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  3. This is the problem with asymmetric games is that the team that requires coordination is always going to be imbalanced, because if it isn't then the game is near impossible to win for the average player.

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  4. Back in the day when I actually played this game, I would actually just go for hooks on purpose. I would shoot for 2 hooking everyone before actually securing the kill. Because I was able to shift my philosophy it really helped my overall experience just playing the game how I wanted. Although, it kind of artificially began to put me against lower skill players sometimes because my MMR would get reduced after getting a 8 or 9 hook game for example. But tbh my lobbies were very volatile anyway due to matchmaking. Idk it was a weird thing. And I still randomly had games I felt were totally impossible.

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  5. what drives me up the wall is that the game literally gives you blood points based on how much you do, and medals based on how well you do it, and neither of these metrics are used in matchmaking at all. if i'm ending every game with 3 iri emblems and 30k bloodpoints but then dying because of noed, or dying because a teammate didn't heal me, or just dying because it's more fun to try to rescue everyone than it is to just leave, or dying for some other reason – perfectly valid reasons to die, obviously! i'm not faulting the game for that – but then the game says "oh you died? L, lose rank". then i start getting boring games with killers that i can loop until they give up and stand at the exit gate waiting to open it. which has happened, several times. that's not fun for me. that's not fun for them.

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  6. IMO kills/escapes is fine for matchmaking, and that skilled players will end up in the right games, stuff evens out with time. HOWEVER the work of dowsey & other content creators to highlight examples of effective low-skill strategies is/has been invaluable stuff, the game may be far from perfect but it's better for these things having been brought to the developers' attention.

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  7. It really feels like there's talent in the team that leadership positions are very simply suppressing. 2v8 being some of the most fun I've had because it had the bravery of touching some core gameplay elements and changing them rather than adding band-aids really gave me the impression that it's something where the talent was allowed to be creative in this otherwise stale and flawed game that could be so, so much more than it is. Bad management is just so standard in games and it sucks and breaks my heart everytime I see the glimpses of talented people shine through for only mere moments.

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  8. Yet some dbd fog whisperers will go on a power trip and threating to get players banned for no reason and remain in the program, if that isn't conduct that doesn't meet their standards then idk what is

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  9. Balancing things needs to be used as a deliberate way of encouraging interactive and diverse playstyles. A lot of obsession perks, for example, could be perfectly balanced but make the game unfun due to their incentivizing tunneling either the obsession or increasing the chance to tunnel the same survivor by ignoring the obsession. Perks like Remember me that do not affect the obsession at all practically force you to kill a certain player early, and dying due to being "marked" randomly is not fun for survivors.

    I believe Behaviour needs to keep perks that encourage interactive play and counterplay at the highest level of performance, while making other perks weak, situational to leave them as meme/variety choices for people such as the dev Almo who was shown and should have the ability to enjoy his more niche type of fun, but simply not at the expense of the general playerbase's enjoyment and health of the core gameplay. Card games do this with uninteractive decks so DbD can certainly do this with playstyles but they need to have the courage to use the dev talent in their team toward this goal rather than simple spreadsheet numbers.

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  10. First watched Dowsey's video on kills= skills, then watched Coconuts' video on Dowsey's video on kills = skills and then watched Dowsey's video about Coconuts video on Dowsey's video on kills = skills

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