AGM
AGM
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- AGM
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2396263#Comment_2396263
Sure, it was wrong that Survivors had to deal with those issues.
It's also wrong that Killers do too.
O...kay? But the choices are: survivor's client decides, killer's client decides, or server decides. Seeing as how this is an online multiplayer game, neither/none isn't an option. The server deciding is clearly the most fair option, and is how it should have been when they released dedicated servers before people settled in to it. I feel like people are just reacting negatively because "monkey brain hear scream, but why no injure." Which I get doesn't feel good, but it's absolutely fairer than what was there before.
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No offense to anyone who likes Slenderman, but as I got older I found Slenderman to be kinda... lame. The character is nowhere near the level of horror juggernauts like Myers and Freddy. I think it'd be a bit odd if he ended up in DBD.
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Midwich is a masterpiece compared to RPD...
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They don't really announce a date ahead of time. It's usually 3-4 weeks after the PTB, though.
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Firstly, what the point of swapping one set of training wheels for another?
Second, if a survivor is good enough to run you around for a minute or longer, take the hint and move on to someone else. You don't deserve free wins for playing poorly.
Third, I don't know if you've ever tried to hit a skill check in chase (i.e from Overcharge), but that's actually very hard, not in a skill-based way, more so in a BS way. Keeping an eye on the killer and your surroundings while trying to remember where available resources are is already tough enough, and you want skill checks on top of that? No thank you. Sounds extremely frustrating.
Tripping as a mechanic does not belong in multiplayer games. Learn the lesson of Super Smash Bros. Brawl.
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The only time I've ever seen this perk used successfully is by facecamping Bubbas. And its not because they lacked "imagination." The activation timer is too long to use mid-chase against anyone who isn't bad. And Trail of Torment and even Tinkerer can be used to sit near gens (if you're into that) but without the ability to ruin someone's game by facecamping them and having a team of solos not realize it.
This is a poorly designed perk. If the team really wants to curb toxic behavior, get rid of it. There are better, more healthy stealth perks these days anyway, so at the very least rework it for the sake of not having yet another bad perk in the game.
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This is an interesting idea... but I feel like the extra slots would just be filled by more slowdown perks.
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I don't care much either way. The game is already over at that point. If I'm there then I'll take the free bp, but if they wait at the exit while I'm halfway across the map and then leave as soon as I get there, then I get slightly annoyed. Like, you really had to wait for me to watch you leave, huh? But then I'm on to the next game and I've already forgotten.
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The only nerf Bubba could use is a fraction of a second longer delay after breaking a pallet with his saw. Otherwise he's fine.
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Am I the only one who encounters toxic players at most 1 every 10 games or so? People are complaining about constant toxic endgame chat and here I am after 3k hours wondering where the toxic gamers are and why I don't see them often at all.
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This post makes no sense. If you're losing against good teams then the MMR system will eventually match you with monkeys of the appropriate skill level for you.
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Yea I'm pretty sure it's the most survivor-sided set of reworked maps and it could use some small tweaks. Maybe one less window and one less breakable wall on the bottom floor of the two story house, remove the breakable wall from the house of pain, and remove 1 or 2 filler pallets. Just my thoughts.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/2257456#Comment_2257456
You're easy to goad. Unfortunately, my wife is very real lol.
Bahaha! "Unfortunately."
But yea, that other guy is really fragile.
Victor is Charlotte's power. If Victor attacks, Charlotte's power is performing an attack, which is therefore a special attack. I don't care what kind of tea leaves you think you're reading "in the game's code," but every other killer's ability that you can perform an attack with gets classified as a special attack. Full stop. The PWYF interaction was obviously a bug (a bug, I might add, that happens with nearly every new or reworked killer with a special attack).
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Counterforce will be used once every 20 games at best. Let's stop pretending that this will be the end of the world for totems. It's hardly better than Small Game and Detective's Hunch, if it even is better, and those are barely used as is.
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I'd love a haunted mansion. And an old ship/shipyard.
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@ Antares2332 said:
Nah, you're asking for a rework of a perk that's already fine.
I agree. Maybe something like that could work as a new perk, but current Self Care is a fine perk as is.
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I'd rather that they retire them. They're hardly useful and a waste of bp.
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Why would you want to make weak perks weaker?
Thumbs down from me.
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But that would encourage tunneling, which isn't very fun...
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I'd love to see more perks that let you craft temporary items, like Leon's new perk. There are so many possibilities.
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It took me about 2 games to do this challenge. Had a team that divebombed hooks even if I had Corrupt Purge. Guess I was lucky.
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Trickster. Anything that makes him less of a bland human would be an improvement to me.
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At that point why not just run Kindred instead?
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Jeff is loud, Adam is tall. That's all, really.
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I haven't had that much of an issue with the walls on Midwich. There's what, 8 or 9 total? And none really have to be broken until a survivor loops around one or unless you need a shortcut to staircases.
I find Midwich to be an example of breakable walls done right.
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You can't fully charge your second blink unless you have the add-on to increase the blink chain window, so in general it's best to blink once when using your power to cross the map.
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Is this bait? I think this is bait.
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The Game Master.
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Yea that looked like lag to me.
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The open handed change is slated for a future patch. They accidentally included it on this PTB. Source is McLean
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An abandoned cruise ship. Like the Titanic or something.
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I wouldn't waste any more dev time on it. It's good enough; there are more important things that need changing.
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If you're on PC, Blight, Oni, and Deathslinger are imo the most fun and strong overall.
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The 100k is received once for logging in at some point over the specified period. There are no announced log in rewards after that.
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I'd give it a secondary ability function that allows the survivor to place a motion sensor, and as long as the killer is within 8m of the sensor, the owning survivor's perk icon lights up. Plus, a 90s cooldown on when the location of the sensor can be moved.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1846727#Comment_1846727
Wasn't there a Bloodhunt towards the end of the halloween event?
Yep.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1843956#Comment_1843956
Being entertaining is awesome, but you should probably try to be more clear when describing issues. Granted, I doubt these issues on swamp maps are lost on anybody. They're pretty terrible.
"Fat shames" is the term used and understood by the devs. It's not your fault if you didn't know that, but to assume they used that term to be entertaining is just wrong.
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@Mandy said:
I get the frustration of the long code, I really do - that's especially a nightmare on console.
However, Twitch drops isn't exactly a new thing and has been happening with many games on Twitch for a long time now and this is not really any different to that. So I do fail to see why there's such a big issue over this. It's purely optional, those that want the charm can watch a stream and with the amount of codes are pretty much guaranteed to get one at some point and those that don't want the charm do not have to participate.
They could easily make it 50 uses per code but didn't/don't. Instead they artificially limit it wasting everyone's time watching, typing codes, and NOT playing, since you can't be in a game or lobby to redeem it. But in typical BHVR fashion they'll either completely ignore the feedback, or take until the next ice age to change it.
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A few reasons, mostly mentioned already.
First, they're a buggy mess. Not sure how much was fixed in the hotfix patch, but I don't want to find out because...
I dislike plying killers that are unfun to play against. I generally avoid playing hag, spirit, freddy and slinger too often because I want both sides to have fun. Twins are now on that list, because the most optimal way to play is by camping hooks and/or slugging the whole team to win. Extremely boring for me, unfun for them.
Lastly, her perks are some hot garbage. Hoarder is a meme, and CdG is far too restrictive. The only half decent one is Oppression, but even that doesn't really open up any new ways to play. My blood webs are full of enough crap perks already, thanks.
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Game breaking bugs are rare. Hackers are even rarer. If you have to leave, it's only a 5 minute wait to play again unless you abuse disconnecting.
Without the penalty, survivors would dc if a strong gust of wind blew on them too hard. It was an epidemic. Now it's only every once in a while.
If you want to leave a 3v1, find the killer, get hooked, and suicide.
If you signed up to play a game of dbd you take the good with the bad. If you can't take the bad, find another game.
DC penalties aren't the end of the world nor the end of dbd. Stop pretending they are.
And just some advice: this is a video game forum, not your college dissertation. Try to be a little more concise next time.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1808771#Comment_1808771
With this community you know it wasn't going to be a happy ending any other way. Mori nerfs give survivors an indicator that key nerfs are on the way so now you're going to see people using them most of their games. Same thing happened with insta-heals before the nerf. The more annoying thing is keys will probably be in the PTB so they'll have a warning ahead of time. Mori's were changed out of the blue so they won't be spammed to use all of the backlog up. This should have been the case with keys as well.
Basically this is just going to ruin the quality of killer games instead of handling both at the same time. As killer games are ruined you'll see killers playing more toxic and survivors not using keys will suffer. Just as it's always been with updates to the game. Could have easily been avoided.
Also yes while they do operate different mechanically they are pretty comparable and always have been since early on. Each item brings one side closer to their objective quicker while skipping steps. Both should have been taken care of at the same time purely for matchmaking health reasons.
Yea, survivors using keys more now is totally a valid concern. I personally saw many more keys than normal yesterday. Hopefully their use will taper off after a bit of time.
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I'd say it's still pretty bad, because even though you may only have to get all perks on 1 survivor, killers have different powers and so you pretty much have to grind for all perks on all killers, which is excessive. I mean, you don't HAVE to, but I want access to all the perks I paid for, and feel a bit gipped if I can't pick the build I want.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1808765#Comment_1808765
The main similarity is both keys and moris end the game quicker than they should be ending for little to no trade off. I would agree with disabling both quite honestly. That or holding off on the mori change until keys were changed too. I get this is a them or us kind of thread and topic but both of these topics have the same issues and no one likes either.
Either way what's done is done and we'll have to see what the future brings for the key changes.
I get that they have a similar effect on the length/rules of games, but they're completely different mechanics from a game design perspective that would require a different amount of resources to nerf or rework. Just because two different things have similar effects doesn't mean that they have to be changed at the same time.
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Because different things are different. /thread
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@keygun said:
1 person on gen = 80 seconds
2 people on gen = 40 seconds
3 people on gen = 26.666 seconds
4 people on gen = 20 seconds.
Diminishing returns on gen speed means a smart team will only have a max of 2 people on any gen UNLESS it's last gen.
5 minute games are stupid and boring.
Shouldn't those numbers go the other way?
Why did you nerf skill checks? It's pointless to even try for great skill checks when it's only 1% additional progress even tho it's SKILL based mechanic.
Now the only mechanic to recognize is that more people on gens is slower than only 2 people on any 1 gen.
Diminishing returns means splitting up is smarter than staying together. IN A TEAM BASED GAME?
Your numbers are wrong. There's an efficiency penalty for multiple survivors on the same gen. You're allowed to be wrong, but maybe practice some humility and don't assume you couldn't possibly be wrong when someone tells you you're wrong.
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I think that they should focus on making the game better whenever they can rather than waste effort on trying to convince conspiracy crackpots that they're wrong. Idiots cry that their side is being victimized whenever something is nerfed regardless of what other changes get shipped together. It's best to just ignore people who have nothing constructive to offer.
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What you're talking about has nothing to do with your original stance. You posited a choice between unmoderated free speech and no speech. I choose the former. If you want moderated speech, that's a separate issue entirely, and is not what you originally suggested.
An argument can be made for moderation if the forum is primarily used to abuse others, but my experience is quite the opposite of that. The few abusive comments I've received I'm able to shrug off (because I'm a grown ass man) or report if it gets into racism/homophobia territory.
Not to mention that there's an option to turn it off for those that emotionally can't handle all the "gg"s. Yet you want to remove that feature for everyone because someone called you a bad name on the internet? That's just not right imo.
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People are mean on the internet. It shouldn't be that way, but it is, so either stop being so sensitive or stop using the internet. Your inability to control your emotions doesn't give you the right to dictate whether others should be allowed to communicate with each other or not.
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@Munqaxus said:
What happened to MMR? I know the Devs had put MMR in place and then they disabled it (Which I don't understand, because any MMR system is better than what we have now). What's happening with it?
The MMR they released was utterly broken, matching BRAND NEW players with players who had thousands of hours. New players were constantly dumped on and frustrated, and the veteran players were bored and frustrated that their team sucked. It was like that literally every game, no joke. No exaggeration, I think that if they hadn't reverted it, that incarnation of MMR would have killed DbD. There was no fun to be had bullying brand new perkless wraiths or bullying brand new megs that didn't know how to run let alone loop. It was such a poop show.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1782654#Comment_1782654
Under the edit of the post I wrote how it should work. Basically, it activates when you hook the obsession, just like Dead Man's Switch
I feel like that would kill the perk. The effect isn't really strong enough to warrant such a restrictive activation condition. If you want to include the obsession aspect, I'd prefer if the obsession was always under the effect (so, silent skill checks for the obsession), and for everyone else it afflicts survivors for 45 seconds when they unhook another survivor. Or something along those lines.