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AetherBytes

AetherBytes

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AetherBytes
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  • @AetherBytes said:

    More DbD games. One guarenteed multiplayer in some fashion, the other is singleplayer.

    Singleplayer game is set outside of the Entity's realm.

  • More DbD games. One guarenteed multiplayer in some fashion, the other is singleplayer.

  • DBD Mobile: Adding newer characters and outfits and moris? I dont play mobile so I'm unsure what exactly this news means. New Season Dark Trials

  • Comic Book prequel focused on the legion and their origins.

  • New Feature: Player Report Feedback. Tells you if a report you made was actioned on.

  • @That_One_Friend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431586#Comment_3431586

    Cant watch the stream for a few more hours: did they mention anything about survivors killing themselves on hook?

    No

  • Player cards, with a banner and icon. Rewarded in tomes and other ways in future. They're basically CoD killcards

  • Disconnecting players will be swapped into a bot survivor

  • Item search bar in the loadout menu. Searchbar can search for name or words in the description, so searching "generator" will show all perks that mention generators

  • New Antioface-camping measures:

    Killer staying near a hooked survivor will fill a meter, which when full will allow the survivor to unhook themselves, even in second stage

    Another survivor being near by will slow it down a lot, to not punish the killer for swarming survivors

    Once the exit gates are powered, the feature is turned off, to preserve the killer's ability to protect their remaining objective, hooked survivors

  • @DBD78 said:

    LOL then a countdown for another 30 minutes. Is this a joke?

    There's always been a 30m countdown. Usually theres goodies scattered in it

  • See, it's weird, because unlike survivor who gets a loud af terror radius approaching, survivor sounds are deliberately meant to sometimes be missable. There's not even really a fine line between useless and OP here. Don't get me wrong, I want something too, but I'm not sure how it could be implemented in a balanced way.

  • @Fawiola said:

    Ok but he doesn't laugh with his charge. Wesker always laugh If he charge and I was close enough to hear that.

    I'm just confused

    It only laughs in the second half I believe, you only need the first half to look convincing.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430357#Comment_3430357

    "our team didn't break 3g so bhvr need to disable the map"

    I mean, did you see the video? Every gen was in range of Deathslinger. They could all probably be covered by 1 SM drone. That particular setup was just... what the #########.

  • killers can't hit you over pallets unless you, the survivor, are lagging hard. killers can lunge around corner, but are blind while doing so, and you can Dodge it, the hit either lands at the end of the animation or if the game detects a hit, so its normal (and again, only looks bad if you're lagging), and dead hard needed to not be so omnipresent that killers had to account for deadhard even when against teams that don't have it.


    get good, get better internet. /thread

  • you go to a restaurant with some friends, and after ordering and eating, you decided you didn't like the food and left, forcing others to pay your bill. Not right is it? same concept except for DbD, and its time and fun, not money

  • Full chapter, killer and survivor from what I've seen. I don't see any licensing attached to it so it's original.

  • Injured grabs should be possible, after all the whole point of being injured is being vulnerable. Healthy grabs should be removed.

  • If I can't confirm that other survivors are safe and will make it out I tend to hang round unless im pushed out, so I can assist if someone gets caught

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427890#Comment_3427890

    It's his only anti-loop, being able to prevent vaulting for instance. No way we should make him weaker.

    Oh, you misunderstand. They want it only to not stop a survivor unhooking. It'll still block vaulting, pallets, etc, just not unhooking survivors

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427858#Comment_3427858

    It's an argument I made related to the fact that if he couldn't interrupt, he would be too weak.

    he can still interrupt with a hit, just not with his power. He can literally stun lock survivors im pretty sure

  • because one of two things happen:

    1. Gates are open/hatch is available: Forces the killer into a situation where they just lose because of random chance, or a perk that they can't counter (Deliverance) without having tunnelled/camped earlier on, both which survivors dislike.
    2. Gates are closed/hatch is unavailable: Just extends how long it takes for the game to end.
  • Please no, for the love of god. I'm sick of bright and overly flashy cosmetics in video games. Sure DBD has some bright ones, but at least they're not blatant and in some cases are deliberately muddied and dirtied to fit the theme of horror. PUBG's tone and art was ruined by these, then Siege to an extent, and so many more.


    I'm here to kill people and avoid creatures from horror, not have a tea party with care bears.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375544/the-doctor-shock-shouldn-t-prevent-survivors-from-unhooking

    nah, the doctor's shock is fine, he barely has any mobility to speak of. Leave it alone.

    ...What? Where did the mention of mobility come from?

  • The next chapter alone wont kill it, but if it's bad, it could be where things will start dying off en masse.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424879#Comment_3424879

    Auric cells are matter that responds to memories, not memories that have been digested. It's been stated a few times before that those that understand what Auric Cells are and how they work are able to wrestle control from the entity and form them into what they want instead of the entity. It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable. Eventually though, the Entity either finds a way to get to them, or decides to allow them to exist as they please (As was the blight's case when they initially entered the realms, before becoming a killer)

    IRL we still don't know what the smallest building blocks of matter are made up of, just that it's made up of energy. So that still leaves room for DBD's Lore to have it's Auric Energy be sourced from "digested thoughtstuff", which is the angle I'm going for.

    Also the fun thing about making oneself comfortable in The Realm is that's just one more thing to fear losing! And in this case bad thoughts might literally be coming to get you. The noise you thought you heard, now is a noise you hear.

    The entity is intelligent and does think, how else would it know who to target to bring into the realm

    Think of it like an emotion, the idea of fear incarnate. The more pain/suffering/unease felt by someone or caused by something, the more The Entity's presence encroaches. But it isn't ever-present in worlds outside The Realm, as it can't freely move between realities outside of its own.

    and how to torture and/or bargain? And is even capable of very rudimentary conversation, the whispers that you hear when using the perk Whispers, affected by Madness, or when using corrupt purge as the plague, are the entity's voice, incomprehensible, but still talking.

    Memories made "reality", and memories that essentially lead to self-fulfilling prophecies by the consciousnesses that think up "what-ifs" of their current situation. Keeping in mind of course that the most "energy-efficient option" is a memory that induces fear, as that's what The Entity is all about.

    For Whispers and the like, that's a consciousness embracing The Entity's Power (Auric Energy), being flooded with diluted memories, nonsensical thoughts/sounds/voices.

    Admittedly I might have missed some lore tidbit, but the void is more of a trashbin than anything, where the husks of survivors with no hope anymore, or killers the entity was unable to convert go to. Only 2 beings have been to the void; Blight, who was allowed to by the Entity, and Vigo, who had made his own way there I think.

    It is a trashbin, where everything that has been "processed" goes.

    I don't think it's fully fleshed out, story-wise (but I am unsure). So I'm going with it essentially where everything The Entity "processes" goes, and is essentially, to our eyes, nothing but endless fog, albeit this also being the place with the most amount of Auric Energy, and as a result this is also where all Auric constructs get created.

    I don't think of it like layers, more like a galaxy, where space is Auric Energy/Fog/Void and the "stars" are memories that consciousnesses are able to see/have created through their own memories.

    For The Blight? In my opinion he's a consciousness that was "processed" by The Entity over time , diluting himself into Auric Energy by injecting himself with his Serum. Eventually by happenstance his consciousness partially reformed in The Void under the singular pursuit of the memory of a flower, and coagulating into what we know as The Blight.

    Think of it like an emotion, the idea of fear incarnate. The more pain/suffering/unease felt by someone or caused by something, the more The Entity's presence encroaches. But it isn't ever-present in worlds outside The Realm, as it can't freely move between realities outside of its own.

    Again, the entity has been explicitly described as chosing and bargaining, and capable of torture and knowing when it's broken it's target. It is capable of thought.

    For Whispers and the like, that's a consciousness embracing The Entity's Power (Auric Energy), being flooded with diluted memories, nonsensical thoughts/sounds/voices.

    This is the Entity's voice directly. The tutorial makes note of this, and correlates the perk Whispers and the Entity talking.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423723#Comment_3423723

    Except it's already been established that the trials themselves and everything in it other than the Killers & Survivors that The Entity has captured are created and controlled by The Entity itself, along with everything else in The Fog aka The Entity's Realm.

    Yep

    While it's possible for memories to manifest through thought in The Fog, the assumption that The Fog consist only of memories is incorrect, outside of Killers & Survivors who are trapped in The Fog along with the Fog Creatures created by the Entity itself, The Fog actually consist purely of Auric Cells only.

    Isn't it possible that Auric Energy/Cells is "memorystuff", after being "digested" by The Entity? Auric Energy being how it's interpreted by external consciousnesses?

    The Entity picks and chooses what does what when it looks at a memory of an area and thinks "this would work as a trial ground"

    I think this is where my viewpoint and yours diverge.

    I don't think The Entity is intelligent in any manner that we understand (Or perhaps even accept as being intelligent). It's less of a "being" and more of a "force of nature". It feeds off of and draws in memories/consciousnesses of things that cause fear, and is simply draw to potent memories/characters relating to that emotion.

    But it doesn't think. Think of it like a Black Hole.

    but it does not understand why a house needs to look like a house, hence why we had stuff like old haddonfield houses. You can think of The Entity like an AI that generates content, it can create stuff out from what it interprets it as, but it doesn't truly understand what it's creating, which is why some stuff is so off.

    Everything gets tossed into The Void, where loose memories are diluted into Auric Energy, including inaccurate ones. (These very same memories turned Auric Energy is what fuel the "Realms" created by the consciousnesses dumped into The Void, on their own tiny little islands)

    I also think that the scales we are thinking about are very different.

    The Entity doesn't "pick and choose" how an area looks. Saying that it can look one way, or look another, is inaccurate.

    It already has all possible permutations of an area setup. As soon as it's thought about, that memory now exists, floating around somewhere. As if The Realm is its own multiverse, capable of generating multiverses, like an infinite fractal.

    Which is why the trials are regulated. why pallets exist, the exit gates, etc.

    Besides, The Fog and everything within it including the trials as well as all Fog Creatures and the insects and animals like Rats & Crows are all part of The Entity itself since they're all extensions of it, so why wouldn't it control every part of how the trials looks and functions when it's already in full control of it all? (Excluding Survivors and Killers.)

    To restate my viewpoint, I don't think The Entity "controls" anything. It has no intent, by our standards. You may disagree, and on that point it'd be artistic differences.

    I can't really say the trials have anything to do with any Mad Architect because there doesn't exist one canonically, unless you're thinking of The Mad Designer aka Jezabel who gets mentioned every now and then in the tomes, however she has nothing to do with the trials themselves and are more about drawings, sketches and journals about scenes from other realities or about future events yet to happen.

    Perhaps you've looked at the Mad Designer and mistaken them for something like a Mad Architect.

    I find it fun to try and figure out a way to turn every game we've played as Players into in-universe cannon.

    So that involved coming up with the above, and subsequently realizing that it would also conveniently allow the old game lore to exist in tandem (where The Entity was more or less a madgod pitting people against one another).

    Wasn't sure if BHVR was bringing that back or not, so kinda made an assumption when I heard Mad Designer. (Though I don't know why I thought Mad Architect).

    Isn't it possible that Auric Energy/Cells is "memorystuff", after being "digested" by The Entity? Auric Energy being how it's interpreted by external consciousnesses?

    Auric cells are matter that responds to memories, not memories that have been digested. It's been stated a few times before that those that understand what Auric Cells are and how they work are able to wrestle control from the entity and form them into what they want instead of the entity. It's how some of the more prominent lore figures inside the entity's realm were able to hide away from a time, using the Entity's auric cells against it to conceal themselves and make themselves comfortable. Eventually though, the Entity either finds a way to get to them, or decides to allow them to exist as they please (As was the blight's case when they initially entered the realms, before becoming a killer)

    I don't think The Entity is intelligent in any manner that we understand (Or perhaps even accept as being intelligent). It's less of a "being" and more of a "force of nature". It feeds off of and draws in memories/consciousnesses of things that cause fear, and is simply draw to potent memories/characters relating to that emotion.


    But it doesn't think. Think of it like a Black Hole.

    The entity is intelligent and does think, how else would it know who to target to bring into the realm and how to torture and/or bargain? And is even capable of very rudimentary conversation, the whispers that you hear when using the perk Whispers, affected by Madness, or when using corrupt purge as the plague, are the entity's voice, incomprehensible, but still talking.

    Everything gets tossed into The Void, where loose memories are diluted into Auric Energy, including inaccurate ones. (These very same memories turned Auric Energy is what fuel the "Realms" created by the consciousnesses dumped into The Void, on their own tiny little islands)

    Admittedly I might have missed some lore tidbit, but the void is more of a trashbin than anything, where the husks of survivors with no hope anymore, or killers the entity was unable to convert go to. Only 2 beings have been to the void; Blight, who was allowed to by the Entity, and Vigo, who had made his own way there I think.


    Honestly, thinking on it, the amount of times the Entity has allowed someone to wander the realms as they want makes me wonder if it's curious about itself, meaning even the entity doesnt exactly know how the entity works.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422988#Comment_3422988

    This is from a worldbuilding standpoint that doesn't require the writers to shoehorn themselves into a box with having a human mind controlling every facet of the Trials (and said logic of why/how are the Trials constructed), and can allow for more explorative writing down the road.

    Except it's already been established that the trials themselves and everything in it other than the Killers & Survivors that The Entity has captured are created and controlled by The Entity itself, along with everything else in The Fog aka The Entity's Realm.

    The Entity is a "Horror Dimension Eldritch Being", where it's quite literally the idea of fear, if it weren't just an emotion. It's alive and exists because fear as a concept exists. Existing outside of, but connected to, all other realities that share fear as a concept, being fed Auric Energy by simply being in the presence of negative emotions.

    The Entity's dimension, The Realm is itself another reality, infinite in size. However, instead of physical matter, it consists of memories. Memories of how physics works, memories of what a car looks like, memories of what a Generator does, etc. The Trials themselves are memories of locations held by Killers/Survivors, etc.

    Given the above, the Trials being so "regulated" doesn't make sense.

    While it's possible for memories to manifest through thought in The Fog, the assumption that The Fog consist only of memories is incorrect, outside of Killers & Survivors who are trapped in The Fog along with the Fog Creatures created by the Entity itself, The Fog actually consist purely of Auric Cells only.

    The Entity picks and chooses what does what when it looks at a memory of an area and thinks "this would work as a trial ground" but it does not understand why a house needs to look like a house, hence why we had stuff like old haddonfield houses. You can think of The Entity like an AI that generates content, it can create stuff out from what it interprets it as, but it doesn't truly understand what it's creating, which is why some stuff is so off.

    So therefore, it makes perfect sense for the trials to be regulated. If The Entity wanted to outright KILL the Survivors, it wouldnt make it fair at all. but it needs everyone to be kept in an emotional state at all times in order to extract as much Sustenance as it can from both Killers and Survivors.

    Which is why the trials are regulated. why pallets exist, the exit gates, etc.

    Besides, The Fog and everything within it including the trials as well as all Fog Creatures and the insects and animals like Rats & Crows are all part of The Entity itself since they're all extensions of it, so why wouldn't it control every part of how the trials looks and functions when it's already in full control of it all? (Excluding Survivors and Killers.)

    You can say that the Trials we play are merely a unique selected subset of all the goings on in the Entity's Realm.

    You could also say that the Trials we play are guided by a "Mad Architect" intent on bending the Realm of the Entity for some unknown purpose.

    You could also say it's both.

    I can't really say the trials have anything to do with any Mad Architect because there doesn't exist one canonically, unless you're thinking of The Mad Designer aka Jezabel who gets mentioned every now and then in the tomes, however she has nothing to do with the trials themselves and are more about drawings, sketches and journals about scenes from other realities or about future events yet to happen.

    Perhaps you've looked at the Mad Designer and mistaken them for something like a Mad Architect.

    If I remember correctly, the crows are explicitly stated to not work for anyone. The Entity, killers, or survivors.

  • My idea was to decrease the size of 2nd/3rd phases of the terror radius with each hook

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423080#Comment_3423080

    If you hit a survivor and immediately chase them, they can run all the way across the map before you catch up as a 4.6 m/s killer.

    The pickup is not instant.

    The point isnt to catch up, its to put them far enough away that they cant return in time.

  • Map and build dependant.

  • @Bill_I_Am__Overbeck said:

    What killer would likely take over control?

    I'd say either Pinhead or Pyramid Head.

    You?

    If the Entity was choosing? Ghostface. He and the Entity are literally best buds; he is happy that the entity lets him do what he loves most all the time, and she is happy to have a killer who required no torture or bargaining and is of their own will subservant to the entity.

    By force? It's hard to say. Most of the "powerful" (in lore) killers also do not care for such a role (such as Pyramid Head. Pinhead. and myers), many of the others are just "normal" people, and some are even kept alive by the entity. I'm just gonna make a list.

    • Trapper: Weak against the entity, might die without her.
    • Hillbilly: Does not care
    • Wraith: Weak against the entity
    • Nurse: Weak against the entity, might die without her
    • Myers: Does not care
    • Hag: Does not care, might die without the entity
    • Doctor: Weak against the entity, but might care if there was an opportunity
    • Huntress: Does not care, attacks survivors in self defence
    • Cannibal: Does not care, attacks survivors in self defence
    • Freddy: Possibly weak without the entity, probably doesnt care
    • Amanda: Does not care, subservant to Entity
    • Clown: Does not care
    • Spirit: Made a deal with the Entity and does not want to break it. Will die without entity
    • Legion: Does not care, probably wants escape more than control.
    • Plague: Entirely subservant to the Entity
    • Ghostface: Entirely subservant to the entity, if anything would only try to take it's place to defend the entity from other attackers.
    • Demogorgon: Is a beast leashed by the Entity.
    • Oni: Does not care, might be subservant
    • Deathslinger: Does not care, would most likely seek escape.
    • Pyramid Head: Not his job.
    • Blight: Eligible, possibly subservant.
    • Twins: Vehemently against opposing the entity.
    • Trickster: Does not care, subservant
    • Nemisis: Not his job
    • Cenobite: Might care, but probably unable to
    • Artist: Will die without entity
    • Dredge: Not it's job, subservant?
    • Wesker: Unsure. Probably able to, but does not want to. Lore is badly written
    • Talbot: Would love to, but also loves working under the entity. Too weak to anyway.
    • Skull merchant: Probably doesnt care, would seek escape. Badly written lore.

    All up, the only ones eligible is Blight and Wesker, and ghostface to save the entity if need be.

  • @Chordyceps said:

    While I do agree that Pain Resonance needed a nerf, I still think that a "once per survivor" system was the wrong way to go about it. For one thing Scourge Hooks are already inconsistent. Before you needed to down survivors in specific portions of the map to get use out of it, but now you need to down specific survivors to get specific portions in the map. While its regression may have been nerfed to compensate, the chances of being able to even use it in the first place have been significantly lowered.

    There's also the fact that Pain Resonance is a major outlier for scourge hook perks. It is now the only Scourge Hook perk in the game where you could hook a survivor on it and nothing will happen at all. For a group of perks that require you to down someone, and then hook them on one of a small percentage of hooks in the map, something should always happen when you hook someone on one.

    I would be fine if Pain Res was nerfed to the point where it only did 10% regression or something, as long as you always benefit from hooking someone on it.

    Or maybe Pain Resonance could have a diminishing returns thing on it or something. I think a decent way to have a token system on Pain Res would be to have it start with 12 tokens (1 for each possible hook state) and whenever you hook someone on it it regresses the furthest along gen by 2% per token, and then you lose on token. This could keep it from getting out of hand with consecutive hooks, but still always provides value for hooking on a scourge hook.

    I just also want to point out it can encourage tunneling if the killer knows that no gens are progressed enough (Such as wraith with his iri), as they will want to save the survivors who still have it for when the survivors have progressed.

  • @shofarian_starfall said:

    I understand you get some when you buy the game and you get the rest from trading on the market. However, some people and websites are saying that you acquire them whilst playing them game. My question is: Are there certain requirements in order to get a card? For example, to obtain the Meg card, you must put in hours as Meg. Or, if you can get them this way, do they just magically pop into your Steam account at random?

    I have over 1.1k hours in game and I still only have the original cards I received from the game purchase. I have yet to receive one from playing.

    Thank you!!!

    If game running, get cards. Thats the extent of it once you're past 2 hours. Eventually though you stop getting them

  • @Nos37 said:

    The killer downs a survivor at the pallet and sees/hears another survivor nearby.

    • If the killer picks up, they get stunned by the pallet.
    • If the killer slugs briefly and tries to scare away the other survivor, they'll just come right back.
    • If the killer slugs and then commits to the other survivor, another survivor can pick up the slugged survivor.

    All because the survivor went down under a pallet, which takes no skill to do? This does not even take into account Flip-Flop + Power Struggle, Unbreakable, or Boon: Exponential. Meanwhile, 1 or 2 other survivors are still working on gens.

    What's the counter? You can't eat the stun with Enduring, and the Hubris expose doesn't last long enough to punish the rescuer. Hex: Blood Favor? Sure, if it's the first down, 30 seconds into the match. The hex doesn't last any longer than that since all survivors are aware of it after the first hit. Plus, it would mean that Sould Guard is now another thing the killer has to consider.

    ----

    Changes to the basekit game were made for lose-lose locker blinds. The same can be done for pallet rescues without taking away pallet rescues entirely.

    Have the Entity block the pallet if the survivor has been under it for some length of time (20 seconds? 30?). The killer can secure the pickup, but still has to sacrifice some time to do so.

    That, or the killer no longer drops the survivor when pallet stunned. Instead, they are stuck in place, vulnerable to blinds, and the carried survivor either gets a chunk of wiggle progress or has increased wiggle speed for the stun duration.

    ---

    Currently, I have to just walk away and commit to the other person. I won the chase, but cannot secure the hook because... DbD things

    • If the killer slugs briefly and tries to scare away the other survivor, they'll just come right back.

    You're not chasing them far enough then. Don't forget killer is faster than survivor, and if you chase them far enough away, they cannot pallet rescue. If you're really sick of it happening run Fire Up.

  • As long as they remember (In the Nemisis case for example) that anyone/thing that gets in the way is subject to being... removed... as well, then its usually pretty fun. If it's tunnel-like though and they just try to go around and dodge bodyblocks then yeah its dumb

  • @IWasLeft2Die said:

    Possibly myers tbh. If I remember his lore correctly the entity wasn't able to manipulate myers at all whereas all the other were submissive to the entity eventually.

    This is the in-lore reason why he has access to Mori addons. He just doesnt listen to the entity, and him hooking survivors is a happy accident that sometimes happens.

  • The translation thing does seem weird (perhaps whatever BHVR's done has made it unable to render arabic characters?)

    As for a chapter, as said before, not only are a lot of countries/regions not included, but I actually dont even know of any Arabic horror stories or inspiration for one. It makes sense that they havent tried to make one yet when you look at the big picture.

  • @Riski said:

    I will start off by saying I agree with the comment that more grass is good, and probably the most useful change one could make for trapper. Undetectable after a trap trigger sounds cool and if not a base kit change would be fun as an addon (maybe also on trap disarm then) and the trapper sack change makes complete sense, TR on traps also sounds fun but probably a nerf because once the survivors undertsand you have that addon it just gives away your trap locations.

    The issue with the base kit changes is that not having any traps set is actually very powerfull. It's ghostface but you swap mark for just perma stealth all the time, this promotes a playstyle of never using your actual power and playing a pure hit and run playstyle never commiting to chase. Wraith is encouraged to commit to chase by no being guarenteed a hit after uncloaking and ghostface has a cooldown to stealth forcing him to play for chases, this wouldn't and not particually fun to play against as the killer is encouraged to never chase. It's ultimately a change that makes the Trapper not want to use traps and I would argue is a bad design as a result. I understand "make traps better" is vague and not very useful but that mentality makes more sense than removing the insentive to use the traps completely in place of new mechanic, any new mechanics present should encourage/empower the use of traps not weaken it.

    /Perhaps having a default 8m terror radius with each trap adding 4m would be good then? or 12m with each trap adding 3.3m?

  • @WitchWalpurga said:

    Killers getting pallet hits while they get stunned and still down you feels like cheating. The survivor did everything correct but the does not get what he deserved: to continue looping.

    360 work 10% of the time. Accept it. It's a mechanic not a cheat

    Works as intended. Pallets do not stun instantly and it's to punish dropping it late. Basically its the survivors job to mindgame the killer into getting stunned, it's the killers job to time it to hit through it, or back off and not get stunned. If a survivor plays right they dont get hit.


    360ing is different. It can force a whiff from a killer, even if they play exactly right, track you, and even touch you as they swing, but its a miss because the swing is stopped from being in range, but it doesnt check fast enough to land.


    Basically, you're saying that it's bullshit that a survivor can play wrong and get hit. but think its fine a killer can play correctly and still get ######### for no reason.

  • As long as doing so doesnt force the game to never end and those who want to leave and go to a more serious game are allowed to.

  • @[Deleted User] said:

    Keep in mind that survivors dying most of the time may very well be the intended result. We could be thinking about the game very differently as players than the devs think of it. The devs might view the game as a horror experience against a powerful killer. Players often view it as a PVP game that happens to be asymmetrical and contains horror themes. There's a key difference in viewpoint there.

    IIRC 2.5-3k is considered "balanced"

  • Don't want to be my target? Don't ######### make yourself my target. Easy as that. Run off, heal, do whatever and let me chase your unhooker or I'll just put you back up there instead.

  • Even if the survivor is dropped, thats a win. If he gets camped, you get 4 minutes instead of 2 to do gens, and even if he waits for the hook to repair and picks them up again, not only is wiggle progress saved, but dropping incurs a penalty, and as long as the survivor had moved away from hooks, they can't be hooked anymore. Hell, if they're dropped too late its a free escape.


    Sabotuer is rather powerful, and a single successful sabotuer can literally change the pace of the game. You complaining about it being too weak just tells me you aren't using it correctly, or can't be ######### actually getting good and just want easy wins. /thread

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