APoipleTurtle
APoipleTurtle
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I think the main consideration was that they're a relatively generic object with a basic shape.
While you wouldn't exactly expect to find a pallet in the woods, it's not exactly super out-of-place there either (especially since DbD's pallets kinda just look like discarded scrap wood). More importantly, the whole generic-ness of them allowed pallets to remain consistent across all maps in the game, which was probably important to the devs. The bright colors probably also help new players with finding them.
Pallets also fit with the warped-industrial aesthetic that DbD uses for a lot of standardized objects too (including gens, hooks, and exit gates).
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Kinda feel like this would be a hard concept to realize without accidentally creating Twins 2.0.
Beyond Nova's concerns of how good they'd be at camping, I can see a couple other issues:
-If the idle bodies have collision, you could create unfair camping/hostage situations which guarantee the hooked/trapped survivor is unable to contribute to their objective for the remainder of the match (such as by using 3 characters to bodyblock all entrances to shack while someone is hooked or standing inside). And you'd still have another animatronic to continue pressuring the survivors while doing this.
-With so many extra characters, you could use idle animatronics to block hex totems and make them impossible to cleanse. I could see Ruin, Devour Hope, and maybe NOED quickly becoming staple perks on this killer.
They could obviously fix this by having the spare characters not have collision, but I'm not really sure how they'd get that to make sense with animatronic animals.
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@Heartbound said:
I think there needs to be more counter play. Snuffing out a totem and canceling the effect isn't really good enough. Now corrupting the totem or even reversing the effect might make it more high risk and high reward but right now it gives survivor a breathing zone, when the goal of the game is to stop survivors from breathing.
You'd think the Entity would get upset if survivor's kept blessing his victims too, or at least hungry. Nice hope you have there champ. Delicious really.
Honestly, I think boons would be so much more fun if they could "backfire" when snuffed by the killer.
Imagine if boons inflicted some kind of minor penalty on the entire survivor team (since everyone could use the effect) and a more significant effect on the boon's owner. Plus they could also build in a natural "cooldown" where the afflicted boon player couldn't bless a new totem until their debuffs from the previous snuffing wore off.
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Not really sure how Stranger Things could come back unless Netflix changes their mind about licensing it for DbD AND BHVR wants to resume paying for the license.
It'd probably make more financial sense for BHVR to just re-skin Demo and rebrand it as an original killer so that the (generally fun) gameplay mechanics of Demo's power can continue to be available for everyone.
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I can only imagine that the devs consider NOED to be in an okay spot from a balancing standpoint and don't really want to devote more time to reworking it yet again right now.
I mean, just think of how long they dragged their feet before reworking DS and mori offerings into their current state (both of which also went through multiple iterations along the way).
Or they see NOED as some kind of great tool to help underperforming killers stay closer to the golden goal of 2 kills per match (in which case nerfing/reworking NOED could risk tanking some of their kill rates below 50%).
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Probably Freddy?
I dunno, he's still sort of the one I immediately jump to when someone asks what killer I hate playing against, even if he's nowhere near as oppressive as he was prior to the devs de-tuning him a bit. His gameplay design is just soooooo boring to interact with (less interesting than Clown and Legion somehow).
I situationally hate Plague though, if just because she only ever shows up when I'm using a healing build or trying to do healing-related challenges.
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Probably Twins and Hag. Not a huge fan of their defense-oriented playstyle.
But on the bright side, apparently almost no one actually enjoys their playstyle either so I rarely ever have to see them.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2808112#Comment_2808112
What a loaded comment. Anyone commenting on this is automagically contrarian now.
tbh though they shouldn't remove the grind. They should base the price of just buying perks outright after you unlock them on how long the grind should be, imo, but I can see the complaint of a new player coming into it and noping out, and definitely shouldn't make it buy to play.
It's not really about removing the grind. SOME grind is good to create a sense of progression.
But DbD's grind feels very tedious. Especially when you consider that not only does it take a decent chunk of BP to get a character to Level 50 (let alone P3-50), but it also eats up a ton of time while you sit there and click on bloodweb nodes. And then there are 54 other characters to repeat the process on.
Even if the Devs don't want to remove perk tiers, I sincerely hope they'll at least consider making teachable perks significantly more accessible for new players (especially considering that quite a few teachables seem to have been targeted at less experienced players).
I have several friends who aren't willing to "get into" DbD because it takes a pretty big time investment just to get some of the fun perks all together on one character. And I understand where they're coming from; if I was just entering the Fog today, I don't think I would have stuck with the game as long as I have (due to being overwhelmed by the daunting grind).
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@N8dog said:
Survivors have penalty and don't need any item to deactivate a trap. Compare this to hag, cenobite and demo.
What exactly is the comparison you're going for here?
Hag I can understand, survivors cannot "deactivate" her traps without a flashlight.
But Demo's Portals can be sealed without any special items so long as they've been activated by the killer first (same concept as how Trapper has to set his traps before survivors can do anything to them).
And Cenobite doesn't have traps, so I'm not sure why he's even in considering here. Unless you're referring to his puzzle box, which is more akin to Freddy's alarm clocks or Plague's fountains.
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I could agree that Jack Torrence himself probably wouldn't make for an incredibly interesting DbD killer (besides adding one who wields a fire axe, which we don't have yet), but the Overlook Hotel would be a pretty cool set piece for a map.
Heck, they could even just add a few extra maps to the Ormond realm inspired by the hotel and its outdoor maze.
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Clown.
This is probably my bias for ranged killers shining through over trap killers, but I think its way more satisfying to land a well-placed bottle throw than it is to dump snares/pallets all around the map and hope survivors bumble into them.
For me, Freddy is the least enjoyable killer in the game due to how extraordinarily bland and boring his power feels to play with. Old Freddy was generally pretty weak, but at least he was interesting enough to be kinda fun.
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Why does it even matter if campers run BBQ and/or Ruin? If they're choosing to camp instead of initiating new chases, they are getting literally zero value from either perk (besides 1-2 stacks of BBQ for BP).
For the record, people don't like to be forced into doing something different. Encouraging variety through natural means (such as buffing less-used or underwhelming perks or adjusting game mechanics to make popular perks less necessary/desirable) is a much healthier way to go about it.
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For killer: Either Pyramid Head or Leatherface
For survivor: Bill or Leon (if legendary skins count, then James Sunderland is up there too).
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I can't argue that they should clarify the "Great Height" challenges, but you may as well just use a map offering to force optimal maps for those challenges.
In particular, Crotus Prenn and Backwater Swamp are pretty solid options since drops from the upper floors of their main buildings should always count (plus those are strong structures that you could drop from multiple times pretty easily).
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Of the killer's, I most like Pyramid Head and Trickster's lobby music. Though I have a soft spot for Clown's too, since he released shortly after I originally started playing.
From the events, I really liked the winter event which had the deep chimes (Winter 2018 or 2019 I think?)
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Yesterday I basically just played on three maps across like, 2 hours of playing: Temple (fine), Chapel (meh), and RPD (yuck).
It's bringing back a long-dormant memory of being stuck playing Pale Rose like 12 times in a row back in 2019.
I sincerely hope they'll consider overhauling the map selection system alongside the other QoL updates they're doing.
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Probably not. Each tome is usually worth about 300-400 fragments across all of their challenges. You need 690 to finish the rift.
So completing all the challenges will complete about half of the Rift by themselves (ie, not including fragments earned from games played while working on the challenges). But realistically, you'd probably be pretty close to the end of the Rift once you cashed in your last completed tome challenge. Especially with the reduced XP needed for fragments these days.
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Have you considered Quick & Quiet or Dance With Me? Not really sure where those two currently fall in the meta/off-meta spectrum, but both perks have good synergy with Lithe for breaking chases.
Inner Healing or a Boon perk could be useful in conjunction with Small Game.
And I suppose you could consider We'll Make It or Aftercare to add some extra benefits to your hook saves.
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Why just these 4? There's been plenty of other ones over the years (not to mention "Winter Solstice", "Blight Event", and "Lunar New Year" are vague and can all correspond to multiple different events).
Excluding mini-events and blood hunts, I suppose from best to worst I'd go:
Moonrise - Paper Lanterns (Lunar New Year 2019)
-My personal favorite. The lanterns were a pleasant mechanic that didn't greatly interfere with gameplay and were probably the inspiration for the Anniversary Event's Crown system.
Scorching Summer BBQ - Grill Hooks & Margarita Gens (Summer 2018)
-IMO the best of the "complete special gens and use special hooks" events. I really liked the altered assets and sound effects. I also started playing DbD during this event, so it holds strong nostalgia value for me too.
4th/5th Anniversary - Crown Pillars & Cake (Summer 2020 & 2021)
-It's basically just Moonrise turned into a summer event with cake. Offered good motivation to use all original characters for at least a little bit. Though I'll admit I wasn't a fan of the Crown re-design for 2021.
Bone Chill - Snowmen Suits (Winter Solstice 2021)
-To my knowledge, it was the first winter event to introduce a new game mechanic. Snowmen were an interesting way to mix things up in the derpiest way.
Hallowed Blight - Pustula Plants (Halloween 2018)
-Pustula Plants were a pretty interesting alternate objective for the survivors. Probably would be higher on this list if it hadn't disrupted standard gameplay to such a large extent (lots of survivors were simply collecting their vials and sacrificing themselves without really playing the game).
Gilded Stampede - Lunar Hooks/Gens, added lunar toolbox (Lunar New Year 2021)
-Updated version of Scarlet Swarm with more stuff. Haven't played Lurking Stripes yet, but it probably would rank right above this one if it's continuing the trend.
Scarlet Swarm - Lunar Hooks/Gens, re-enabled firecrackers (Lunar New Year 2020)
-A pretty generic event. But firecracker-laden assets are still neat and it brought back the firecracker item again.
Withering Blight - Pustula Gens/Hooks (Halloween 2019)
-Generic Halloween event. Kind of a bummer compared to what preceded it, but it would probably be hard to truly re-use the pustula plants without seriously disrupting normal gameplay again.
3rd Anniversary - Blood Hunt & Sale (Summer 2019)
-Does this even really count? It was basically just a blood hunt and store discount.
Advent Calendar - Daily Logins (Winter 2020)
-The one event you could earn everything from without actually playing the game.
Winter Solstice - Mystery Boxes (Winter Solstice 2018)
-Just a tweak to the lobby and the bloodweb for a little bit. Not bad by any means, but not terribly interesting.
Eternal Blight - Literally Withering Blight but somehow worse (Halloween 2020)
-Low rewards for using event gens/hooks, offerings that struggled to justify their cost (which was already low) and a generally boring event. IMO it was the weakest event DbD has ever had.
No Opinion (because I didn't play during them):
-Any 2017 event (Lunar New Year, All Hallow's Eve, Winter Solstice)
-Howling Grounds (Lunar New Year 2018)
-Midnight Grove (Halloween 2021)
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Oni and Huntress were incredibly fun to learn and are still enjoyable to play.
Plus they're strong enough to feel as though they can regularly reward you for using them well.
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1: Entertainment with a side of logic (ie, them discussing why they make certain decisions while they play). I like the glimpse into their thoughts.
2: Scott, Zubat, Demi, & Yerv
3: 5-10 minutes. Longer is okay, but I'll usually watch that stuff in spurts over several days.
4: I don't watch a lot of streams. Don't care much about the "raw" footage that you see there.
5: Both, because I play and enjoy both roles.
6: I'll defer this back to the answer for #4.
7: Scott and Demi both usually have S+ Thumbnails.
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It's just way too large. The RPD could have easily been a mutli-map realm in and of itself.
I'll grant them that it looks pretty good (minus all the glowing jell-o that Umbrella apparently spilled everywhere), but DbD was very much not the game that the RPD was created for and it shows. Just like with Midwich.
While I loved it in the REmakes, I haven't really enjoyed my time with it as either role in DbD.
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I usually revert to Leatherface when things are rough because of his extremely basic design and lack of particle effects. He's easy to play and doesn't cause an immense amount of game performance issues beyond what you'll deal with as any killer.
I also like to run stupid builds on him pretty regularly, so I find it easier to just casually mess about and enjoy the matches as Bubba without caring about the results.
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I don't have the RE content so...
Probably Smash Hit.
It's by far my least-favorite exhaustion perk, even over the current version of Balanced Landing. I've tried to use it a few times for fun, but I'm hard-pressed to pick this over Head On (which I think is more entertaining and has more options for synergy with other perks).
Though I'm not really a fan of any of Yun-Jin's perks.
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His inclusion would be a 10/10
I mean, I'd main Carl.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2330926#Comment_2330926
What console are you playing on and could you post a before and after type of video?
That would be helpful.
I'm on an original Xbox One from like, 2013 (no fancy-schmancy One S's or One X's here).
As far as a really rough before/after video:
https://youtu.be/d0--TwhSmKsQuality's a little iffy because I don't have high-end video editing software, but hopefully it conveys the difference.
The big takeaway is that I saw a near-complete disappearance of extreme stutters/freezes after moving DbD onto my external hard drive (which, to reiterate, is an SSD).
Even when Bloodlust or other statuses activated, even when lunging at survivors, even when being stunned/blinded, and even when Dead Hard was used (Feng had it, but I forgot to record my chases with her), the game just... worked.
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Hey, I found a small workaround that might help some of you with the performance issues:
If you have DbD saved to your console's internal hard drive (which is likely to be an HDD with current-gen consoles) and also have an external SSD hard drive on hand, move DbD onto the SSD. I swapped it over on to my new one yesterday evening (a Samsung T7) and noticed a drastic improvement in performance over all the jank I was dealing with that afternoon.
Did it based on a hunch which someone shared in a different post about how they think DbD isn't functioning right with HDD storage (something about choking the flow of information or whatever, I don't remember all of it) but doesn't have these issues on SSD. Next Gen consoles use SSD storage instead of HDD, so this might be an additional factor helping their experience.
Don't get me wrong, the game still doesn't run all that great, but it does run a heck of a lot more like it did prior to update 5.0.0 (the RE Chapter). At the very least, it has significantly cut down on the stuttering I was experiencing.
It's not a perfect solution, these hard drives can be a bit pricey if you don't already own one so it'd still be money to shell out for a better DbD experience that shouldn't have been this bad to begin with, but they are a lot cheaper than the next-gen consoles if you aren't ready to make that jump yet. Plus hey, more storage for other games you could play when DbD is being terrible (like Civ 5, obviously).
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I mostly just stockpile shards for a rainy day.
Sometimes I use them on cosmetics (though often really cheap ones, like the green recolor of Felix's default sport coat).
More recently I've been using them to pick up characters (I haven't bought a chapter since Silent Hill, but I have everyone except the RE characters).
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Kinda reminds me of maps built with the Source engine, especially in GMod.
Like, here's your map. And right outside is...
Space
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I can understand the frustration with Claire's squashed face (yikes)...
...but is there an issue with having RE5 Chris and his boulder-punching arms? Personally, it's my favorite version of him.
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Is expecting an event to work as intended on its release day considered a "high expectation" these days?
Especially when they'd already done almost the exact same event a year prior?
I'm admittedly more disappointed in the lack of recent improvements to game performance than I am with the event, but it did seem silly how they launched the event a day early (presumably because it was ready) and almost no part of it worked properly on that day.
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Where did you see that these are being changed?
Lucky Blade is getting reworked, but I didn't see Trick Blades mentioned in the Dev Update.
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They are suffering from a bug that can prevent you from unlocking the crown. However, it seems to be avoidable.
Just make sure you are controlling Charlotte when the trial ends and moves to the results screen. The game seems to get confused if you are controlling Victor when the match ends.
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TBH, Console DbD wasn't fixed before the anniversary either. Things just got worse from there.
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You aren't alone. A lot of people have expressed their disappointment with the event. It's basically a copy/paste of last year's event, but worse (since the event has been fraught with problems and the game itself is barely playable for many people in the community).
I can only assume that the sheer ambition of the RE Chapter's content took up a lot of the time and effort which would have otherwise gone into the Anniversary Event, so they threw together what we currently have. I don't have the energy to prove it, but I even think some of the DbD Team quotes displayed during loading screens may also be carry-overs from last year as well; at the very least some of them look extremely familiar.
I just really hope this doesn't mean that Halloween 2021 is gonna be Eternal Blight 2: Electric Bugaloo.
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My usual go-to on PH is: Ruin + I'm All Ears + STBFL + Surge
If you wanted to swap in BBQ for tracking/BP, then I'd probably drop STBFL for it. Though he does use STBFL quite well due to having a lethal special attack.
I highly recommend trying I'm All Ears on him, it's one of the best perks to use with his power.
Ruin and Surge are just nifty because kicking gens is too much of a time-cost.
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I think there are supposed to be a couple of anniversary charms that will be unlocked if the community collects enough crowns during the event.
...But with how the event/game is running and the various issues that prevent some characters from keeping the crowns, I'm not sure if we'll actually reach BHVR's goals on this one.
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The matchmaker wasn't set to favor the new map yet, so you only have like a 1 in 36 (~3%) chance of getting it.
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Nope. But it's more the game's fault than the event's.
I honestly wouldn't even be participating in the event if I wasn't trying to finish up the Rift. I don't think all the gimmicks are worth putting up with the jank-overload that DbD's been dealing with since the RE Chapter.
If you have BP saved up, it is a good time to hop on and level up and/or prestige characters. If you want the crowns, you can always do a quick run of the killer cast and nab them without much issue either. Though I personally think last year's crowns (and event) were better.
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Maybe Chains of Hate (Deathslinger & Zarina)?
I can't remember any big issues that popped up around that time. At least nothing that was so bad as to actively detract from the average match. I guess they nerfed the bajeezus out of most of the new perks and introduced breakable walls back then, but that was about it.
I think Silent Hill may have also been pretty okay, but we did have some 4th-Year Anniversary hiccups and PH had to get some balance changes shortly after his release. Plus Midwich (ugh).
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One crown pedestal at a time, but one will respawn shortly after another is found (or after a certain period of no one finding it).
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You're looking at this (4th Year):
Versus this (5th Year):
I think the only visual difference are those extra squiggles inside the crown. Personally, I preferred last year's version.
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First we had Space Billy, now we have Pogogorgon.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2321791#Comment_2321791
The Entity taking dat "bloodpoint economy" expression a little too seriously.
You'd think there'd be more BP to make in offering the survivor's health/life insurance instead.
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Maybe the Entity started applying income tax to the BP...
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I was excited for the 5th Anniversary (I enjoyed it last year, so I wasn't super bothered by them presumably copy/pasting the same thing again this year)...
...But that was before the RE Chapter and its two subsequent bugfix strangled console performance. The event will not be enjoyable for me because the game itself is not enjoyable to play with all of its massive performance problems.
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@Apollos said:
I do appreciate the fixes they added, since some of them were bothering me like the missing UI when spectating and getting disconnected when trying to join a friend's lobby. But I'd like it if my Ashy Slashy puppet that I spent money on months ago actually worked. And at this rate, we'll be lucky if we get to play the RPD map a month into the chapter.
At this rate, the RPD will probably just be the NEXT chapter's map.
"You'll be getting two new maps this year, but surprise! They're both the RPD!"
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Y'know, I finally tried out the new tutorial after they fixed that annoying "resets the build and appearance of all your characters" bug (FYI, it does still reset Dwight and Trapper).
...And it just made me really sad that they can't get the rest of the game to run like that on consoles. The bot modes were the smoothest matches I have EVER experienced in DbD. If only I were allowed to complete Rituals/Challenges/Rifts/etc using that mode instead of public matchmaking...
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Felix is my personal favorite, but I can't deny that Ace is just oozing character from his outfits.
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Guess the current (awful) performance is what we're stuck with for at least the first half of the Anniversary Event...


