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Alice_pbg

Alice_pbg

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  • @BlackRainbow said:

    Okay wow, they want animal robots as killer but my idea of an alien killer like the xenomorph out of the famous alien films is dumb and unrealistic?... Alright.

    I officially have no hope for this community anymore.

    it also surprised me when I suggested the alien... I don't get why people were/are against it. (I did suggest it before demo, so at least there was that...)

    but, the people refusing the xenomorph aren't necessarily the same people asking for fnaf. do keep that in mind


    @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/174583/why-i-think-springtrap-would-be-a-great-addition-to-this-game

    Oh, and just one more thing. FNAf books published by Scholastic. Need I say more?

    if you read the thread, you would see it was already addressed. so, yes you do need to say more.

  • Correct me if I'm wrong (I have yet to read the king in yellow) but isn't hastur BS op? like, how can the entity control him op?

    that said, Hell yeah lovecraft chapter. would love it.

    I wonder who the survivor could be... or the map... a museum maybe? (I played elder sign way too much... XD)


    @NOEDisntBad said:

    Anyone know HP Lovecraft's cat's name?

    everyone knows he was a racist piece of #########. even considering the time he lived in, he was still awful.

    no need to bring it up.

  • idk what that is... but it gives me berserk vibes... so I like it.



    on the topic... who would even be the killer and the survivor?

    I only watched the first movie, and any survivor I would pick has their head up someones ass... literally.

  • killers have too much info? that's a first...

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477104#Comment_1477104

    I know because there was no key. Really not sure how else to explain this ^.^"

    keys are sometimes hard to see, specially during the game.

    he could have found one in a chest.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475956#Comment_1475956

    Im not really referring to that, moreso maps like Midwich, Hawkins, Sanctum (to a lesser extent), even her own maps are still garbo for her

    only decent maps are the smaller ones, 60% are omega bad and against even a semi-competent team she will lose

    but you said "new good huntress map" and the salloon map is all that.

    if you wanted the old maps to be remade to be better for huntress, you should have said that instead

  • @BigTimeGamer said:

    I have yet to see a reply from Devs as to why they made it a full Set instead of selling normally

    maybe they should take the hint and just let people do what they want; pretty sure it was Puppers or someone got Bhvr upset for showing the store glitch, may be wrong but if you are mad about people making their own outfits then you shouldnt have allowed it in the first place

    the store glitch?

  • saloon is bad for huntress? seems pretty small and open to me.

    wasn't that a "new good huntress map"?

  • @tactic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475909#Comment_1475909

    Coincidentally 2 killers who are currently struggling

    admittedly halved gen speed might be boring for survivors, but getting into a first chase shouldn’t take too long (but this depends on rank)

    struggling?

    I can accept trapper struggling...( single manly tear in trapper main)

    Untitled Image

    but hag? that I just don't get. hag is fine.

  • it popped for me too. I just didn't realize it was an "old" cosmetic

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/174659/can-survivors-jump-in-hatch-during-the-closing-animation

    https://forum.deadbydaylight.com/en/discussion/comment/1473941#Comment_1473941

    So while what animalmak said is true, it can still be offset by latency issues. I have had a few moments where a survivor has jumped into a hatch that appeared closed on my end.

    So the short answer, No.

    The long answer, Sometimes.

    They could have had a key.

  • it's gonna work on it either way. so I think you're safe.


    even if the game doesn't appear on the ps5 psn for some reason, you can probably buy any new dlc on your computer

  • Do you often down someone and stare at them for a while?

    You either would hook them right away anyway, or you slug them and go do something else. And when you go do something else is when tenacity comes into play

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470217#Comment_1470217

    Basement not important as trapper? It's arguably his biggest strength. Get someone in the basement, trap all the entrances, and it's gg for that survivor. Typically more members of the team will funnel into it as well.

    I find that due to the RNG nature of traps, as well as the extensive time needed to set them up; it's best to try and use a trap to it's fullest potential. And that's killing someone outright in the basement with it. Losing 1-2 gens to set up a few traps and just getting a single hook off them isn't enough.

    Trapper can indeed defend the basement quite well. But it doesn't mean it's important. You can defend almost any hook just as well.

    Putting so many traps around a hooked person means you don't have them near the gens, where you actually want them.

    If they manage to get out 1 time, you will have wasted a lot of time and resources. Plus at least 1 perk slot for agitation. If they can't escape, it probably means you are camping the hook or they are making bad plays, and you don't need the basement for either of those.


    Losing a few gens is irrelevant if you never lose the last 2-3 because you properly set up your traps.

  • @V1V3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470819#Comment_1470819

    The point of breakable walls is to reduce the value of loops by the killer going through them. Placing traps there would only undo that. Otherwise you're better off leaving breakable walls. Try imagining how survivors will run through loops and put traps in odd places of them. You can also be cunning and place traps underneath places where survivors drop far from vaults. I did it with the floor hole and tubes in Hawkins Lab and the results were hilarious.

    There are no breakable walls in hawkins.

    But there are destroyed walls.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470371#Comment_1470371

    I find the worst maps for trapper are The Game because there is no tall grass. Every trap is out in the open.

    trap the bottom or top of the stairs, you'll be surprised how often they catch people.

    @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470436#Comment_1470436

    Indoor maps are rough on Trapper. The Game, Lery's (hit or miss based on lighting and where the loops are), most of the Underground Lab. The traps stick out and are harder to be tricky with. The Game is by far the worst. I hate the new map because aside from being colorblind and that map being one blurred pallet of color that gives me a migraine, it is a serious pain to get recover traps around the map. Who thought of this thing? It's an amazing piece of art, but functionally asinine. Between the migraine issue and the convoluted task of having to traverse that inane map to find traps, I usually just wander around in the courtyard until the match is over. Not worth the headache, literally.

    the destroyed walls on hawkins actually hide the traps quite well in the debris. try them out.

  • @Samwise444 said:

    It really is the dilemma for Trapper. You have to decide when to chase and when to set up. It's what makes the trapper a strategic killer. I would suggest looking at the map when you first start the game. Try to find the following things.

    Where is the Basement: A huge viable strategy is to play around the basement. This usually requires agitation or iron grasp in your perk list. By just trapping around basement and hooking there, you drive survivors there. Survivors then have to decide whether to play risky or cautious. If you throw in territorial imperative, you will always now when someone enters the basement to save.

    Find a cluster of gens to protect: As Trapper, you are going to lose gens. However, survivors I find are way more cautious in Trapper and Hag games due to the traps. This gives you time to set up traps at loops around important generators. When it comes down to it, find a viable three gen and protect the hell out of it. As a killer, while it is important to stall gen progress, it is essential to lock down a part of the map for the end game. Because of that, you shouldn't go out of your way to save every gen.

    If you think about it this way, it will help improve your games.

    Extra tip: Sometimes just place a trap in the open, it is surprising how many survivors I have gotten with this. Survivors are so set on traps either being in grass, pallets, or loops that they will just run through open fields.

    basement is not important. if it happens to be in your area, great. but you shouldn't waste time looking for it or defend the gens around it just because the basement is there.

    finding the cluster of generators and defending it is way more important. since they are what determines the best area to defend.

  • @CHED1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469837#Comment_1469837

    Personally it’s the saloon map for me. Trapping main building there always gives me results. But each to their own.

    Saloon is good too.

  • I down and hook them, then continue to set up.


    It's annoying to find someone too fast as trapper... but letting them leave for free is usually the worse option 🤷‍♂️



    But I have to disagree, the macmillan maps are actually amazing for trapper. So much grass.

  • people asked for FNAF.

    people complained about people asking for fnaf

    people complained about people complaining about people asking for fnaf

    people complained about billy nerf.

    billy got less nerfed

    probably some swf and Noed posts.

    something about mori and keys aswell.


    that's pretty much it

  • I don't see myself trading kindred for it, but good point

  • characters in hoodies where you can only see their glowing eyes is a common concept

    Untitled Image

    (you see her mouth in that, but point is, it's common)

    Wraith alway had horns... having the horns come out of the hoodie is something many people would consider when putting wraith in a hoodie. It's like chopper in one piece or jotaro's hair.

    this is a horror themed game, it's not special to have blood on things. pretty much every single character has at least 1 bloodied costume(at least the killers). wraith himself has some.

    wraith smokes out when he gets visible again. it's a normal thing for him



    I think this is just coincidence

  • I can see the killer with kindred, he's not leaving the hook and there's no other survivor around the hook.


    they ignore anyone else that is visible to go for the unhooked

  • yes.

    the one you should leave for last since it's harder for the killer to patrol

  • I like legion more, but spirit is the stronger killer.

  • @[Deleted User] said:

    The only thing I don’t understand is when I play killer and SB users wait till I’m super close before running.

    Like... I mean... they’d have gotten MORE distance on me running the moment they spotted me. Waiting till I’m right on top of them buys them seconds at best.

    the idea is to make you miss a swing, which does buy more distance than simply using it right away.

  • @AngeloMerte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463676#Comment_1463676

    Strawman is trying to counter an argument with a point your opponent never made. Op never claimed swf is fine. So it's a strawman.

    that's wrong

    A straw man (or strawman) is a form of argument and an informal fallacy of having the impression of refuting an argument, meanwhile the proper idea of argument under discussion was not addressed or properly refuted.[1] One who engages in this fallacy is said to be "attacking a straw man".

    The typical straw man argument creates the illusion of having completely refuted or defeated an opponent's proposition through the covert replacement of it with a different proposition (i.e., "stand up a straw man") and the subsequent refutation of that false argument ("knock down a straw man") instead of the opponent's proposition.[2][3] Straw man arguments have been used throughout history in polemical debate, particularly regarding highly charged emotional subjects.

    a strawman, involves changing the argument of someone else to make it easier to "defeat"

    I'll just use the wikipedia example

    A: We should relax the laws on beer.

    B: No, any society with unrestricted access to intoxicants loses its work ethic and goes only for immediate gratification.


    what...I forgot the name... is doing, is called whataboutism

    Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument.

    which is when someone goes "X is an issue" and someone answers "But what about Y?" but X and Y have no correlation

  • @AngeloMerte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449603#Comment_1449603

    He brings it to the topic because he can't argue against it. He knows that stridor spirit is broken so he tries to get the attention to a different broken topic. Lame strawman attempt

    That is not what a strawman is.

    Please learn your fallacies before calling people out on them. Otherwise you're just gonna look really dumb.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460551#Comment_1460551

    i would like to clarify this:

    they did NOT rework Legion for the sole purpose of that moonwalk cheese - they reworked them because they deemed the entire chase mechanic Legion has had with his FF to be very unskillfull, lacking in counterplay and extremely unfun for the survivor, hence the nerfs.

    Legion has to wait for their whole power to recharge before using it? - that was because back then Legions would just wait till their power was 10 - 15% before Frenzying repeatedly until the survivor died.

    Legion gets broken out of their power uppon missing an attack? - that was because back in the day Legion had zero punishment for getting outplayed / messing up and could just spam M1 until they hit, which made the whole power pretty much unavoidable.

    Legion can not take 30% of the Survivors mending bar off anymore with a FF hit on a deeply wounded survivor? - thats because all Legions did back then was walk behind a Survivor, get their power to 15% and FF them, which was basically unavoidable, then get stunned out of the power and rinse and repeat until the Survivor went down. If you REALLY want that back, use Franks Mixtape - that one allows you to continue doing that, buuut you cant 15% your power anymore and you cant run around spamming M1 until you hit them.

    the entirity of the Legions old chase aspect was cheesy and not ment to be used in the way it was. Legion wasnt ment to tunnel down somoene like that, they were ment to play the way they currently do - running around, spreading the damage and then hunting the Survivors down manually.

    I'd also like to add to this: from my experience, not as a Legion main, but as someone who has really gotten into the killer, ever since the nerfs didnt make me feel dirty and unskilled for playing them and played them a lot, Legion is pretty underrated.

    Legion is indeed a very lethal killer. He no longer is the most unskilled killer in the game though, instead you will actually have to pull off some skillfull plays when you do want to catch someone with them. They are not great, but they can be very freaking deadly.

    Ive killed sooo many survivors who were like "oh, pffffff, its a legion! whats he gonna do?" and started mending in my face uppon being hit with FF or disrespecting me in other ways.

    The entirety of the old chase mechanic this killer had was bad gamedesign and for the overall health of the game its the best they removed it.

    i would like to counter point some of this


    they did NOT rework Legion for the sole purpose of that moonwalk cheese - they reworked them because they deemed the entire chase mechanic Legion has had with his FF to be very unskillfull, lacking in counterplay and extremely unfun for the survivor, hence the nerfs.

    This doesn't apply anymore, so shouldn't some of the changes be reverted?


    Legion has to wait for their whole power to recharge before using it? - that was because back then Legions would just wait till their power was 10 - 15% before Frenzying repeatedly until the survivor died.

    This doesn't work anymore with current legion. and besides the 1 addon, legion can't even down anyone with their power.

    So, if we change the addon, there's no reason to have the full bar requirement is there? All we gotta do is add the line "You can only frenzy with a full power bar" on the addon, and base legion can frenzy with any amount of bar.

    wouldn't that make legion more fun?


    Legion gets broken out of their power uppon missing an attack? - that was because back in the day Legion had zero punishment for getting outplayed / messing up and could just spam M1 until they hit, which made the whole power pretty much unavoidable.

    and currently it's way too punishing, losing half a bar would be way better. You still can't just spam m1, but you have a second try (unless we do the thing I suggested above, then this becomes irrelevant)



    I think that's all I wanted to reply to...

    to summarize, the reasons they changed stuff back then isn't really important, we gotta consider what reverting those changes would mean to current legion

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461853#Comment_1461853

    It's good on paper, but notwithstanding, there are HUGE flaws with it.

    For example, a player with Spine Chill will be far, far better on average against a killer like Wraith, Myers or Ghostface. So what's going to happen is if you play say...Wraith at a high level (some of us actually do this - believe it or not, without Tru3's build), you'll go against people with Spine Chill all day, rendering his power worthless.

    survivors don't get ranked based on which killer they faced... you don't get better wraiths because you survived against a wraith.

  • if you could change killer, then individual ranks for killers doesn't work. you would just pick your worst killer and switch after you get a full lobby.


    and honestly... I kinda already choose a killer, press "find match" and watch youtube anyway... wouldn't change anything... to me at least

  • @chase131119 said:

    Gen rushing is imbalanced, but a killer killing an entire team in two minutes is "the survivors were just really bad"

    feel free to show a single case of that not being the case

  • @DeadFreakWalkn said:

    Hey guys,

    Let me start with saying I am a newer player with under 100 hours of gameplay experience. I try to play both sides evenly, and I AM a pretty weak killer, though it is fun.

    With that being said... This game is a hide and seek game. Why, so often, are people whinning that people sometimes play the game as such? I find it interesting when I have a couple survivors left hiding on me! People's comments always reads as if they have no time to play a video game, which in itself is a time waster. If every match lasted 5 - 10 mins, I would get amazingly bored with this game fast. If everyone is freaking out about games that may take longer, this game really should implement a timeframe, no different than F13 does. Make every match 20-40 mins. The Lore could justify doing such by stating if you do not escape by Daylight, you are trapped forever. You could even make this a new game ending: stalemate or To Be Continued. I would rather this approach is taken rathet than seeing people whine about a video game eating up time. Really guys? =/

    ~DFW

    That's wrong, this isn't a hide and seek game. It's more akin to tag if anything, since the gamrplay focuses on running away from the killer instead of hiding.

    The survivors objective isn't to not be found, it's to escape. And to escape, they gotta do gens.


    Also, you're new. You'll see how mindnumbly boring it is when people go full immersed eventually.

  • I think those are the most broken perks I've ever seen someone suggest... quite impressive

  • Rule Set No.2 should be base kit. its not that strong of an addon (definitely not iridescent worthy) but would arguably fit better just as base kit.

    While I would personally agree, some people enjoy her current power more and don't want it to change to RSN2.

    So the proper way of doing this is pig having 2 base powers. her current one and RSN2. you just choose which one you wanna use on the equipment screen

  • If I have.. I didn't realize it. I don't usually pay attention to user names besides "that one was the meg, he played well/terribly/"


    but, there was one person that asked me to farm (I think I was killer... not sure) and I said no.

    I don't remember if I left the lobby or if they did, or no one did (I do dodge if the killer asks me to farm so I think I was the killer)

    but, I got another game at some other point and didn't notice a msg (I usually have youtube open while I wait for a match so this is actually pretty normal)

    the message was "put noed you will need it"

    after the match she send another msg "you didn't want to farm with me"

    I do remember not killing anyone in the match (at max 1 person), but it was a normal bad match, not one of those were the survivors just bully you all game... so I laughed and said "farming is boring"


    I opened the messages on my ps4 to check, the first msg was on september last year, and the NOED one was march this year. The grudge is real...🤣

  • tbf... he could have gotten a hit or the pallet at 0:30 if he didn't double back again.


    but yeah... really strong set of tiles there

  • @DBD_Noobinoob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454201#Comment_1454201

    I hate to use addons and offerings that I personally feel are too strong :/ But I play Amanda too, guess I'm just not one of those who do anything to win ^^ But I'll try it out, can always turn it into a nice game anyway when I feel like it's too strong. Thanks for the advice.

    I don't see how playing amanda means you'll do anything to win... but that's besides the point.


    how can you know if something is trully op if you don't try it out against strong opponents? that's just a self fulfilling prophecy. you think it's too strong, so you don't use it. and because you don't use it, you always think it's op.

  • "And then no one played any of the other characters ever again..."

  • @Chatkovski said:

    A risk is something that can be reduced. A killer deciding to camp, definitively, refusing to chase an approaching survivor... definitively blocks the situation, and risk reduction is impossible for the survivors.

    Forcing everyone to no longer have interaction with the other, having a killer doing nothing, survivors who only repair without any fear, and a survivor passing the whole game on the hook... does not seem satisfactory to me.

    For various reasons, I ruled out this possibility for a long time. This is an exception (grab is possible almost everywhere, but... not there). However, there is already a tacit logic: survivors seem to be able to be grabbed when they are alone, when they perform an action alone. When someone uses a window, a pallet, a locker, opens a chest, a door, repairs a generator... But not when they perform an action with another survivor, as when they heal another survivor. Maybe I'm wrong, but I don't think I've seen this before. Maybe it's technically possible, but in reality: it never happens. And then, even if it is not a very strong argument: it is coherent, the survivor would cling to the other, so he cannot be grabbed.

    Another reason was: you have to keep the possibility of the killer being punitive in such a situation. However, it is still possible. Even without the ability to grab, the killer can still punish by hitting. Maybe I'm wrong, but if the survivor off the hook has a little moment of invulnerability during the action, it is not the case for the other survivor. He can still be hit. If not, it should be. The camping will therefore remain potentially very punitive for an injured survivor, or against a killer with the ability to instadown, otherwise the survivor will only be injured. It's still punitive, but less.

    One argument in favor of this: Make Your Choice exists. More punitive in duration, but making the equivalent of a grab impossible... if the killer is camping. So why the grab on the hook, so free?

    In short, it is an interesting idea worth considering. Very far from my usual radicality, this is a small change that can ultimately have good properties without causing too many harmful consequences.

    Ngl... that's a very big wall of nothing you wrote there. Kinda impressive, in a way.

  • what exactly are you afraid of?

    you already said you never intended to make money out of it and the movie says "fan created" or something like that.

    why not upload the movie? even if you do get a cease and desist, you just "unupload" it.


    several have done animations of dbd and nothing happened. (samination even got to do "official" animation recently)

    and if you wanna talk live actions... the "never hike alone" movie is fine and well on youtube. and it literally involves mr. Jason "I'm not sure who ownes me" Vorhees.

  • It just needs a rework... get an entirely different ability.

    Too easily exploitable. Too strong against certain killers.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443662#Comment_1443662

    I dont think this was console, otherwise OP wouldnt be able to take a picture WHILE working on the gen if they had to go through a menu. As for what I would do...Lets back track real quick. Theres 3 survivors left, 1 guy gets hooked. Lets give him the benifit of the doubt and think the first guy hooked WASNT the one with kindred so OP didnt know where his other teammate was. The moment his other teammate took damage and it became clear he was being chased, OP shouldve been moving for the save. Its real easy to wait til things are completely out of hand to stop and go "Well what else am I suppose to do NOW" when the time to act is already over. OP turned this into a hatch game by not prioritizing a save when it mattered. Since it IS a hatch game, doing that gen will only give away their position. The only smart thing to do at this point is to wait til they both die while standing away from things like gens.

    Now, I'm gonna present you a similar question. You're the Deathslinger. You down and hook one guy, then get into another chase and manage to hook another guy. You have 4 gens on the side of the map your at and 1 in the far corner. What do you do now exactly? Judging by the bars under the names, its been about 30 seconds since your last hook. Thats enough time to verify at least the gens on your side of the map are still sparking.

    Don't know about xbox. But on ps4 you just tap the share button to get a screen shot. No menus involved, no need to stop what you're doing. Even the switch has a dedicated screen shot button...

    Also, depending on the settings you have, you can hold the share button after a match, press square, and then you have the entire match and more saved in video. So you can easily look up any part you want and take a screen shot. (I think the xbox is limited to 30 seconds).


    This "it's hard on console" thing he's saying is absolute crap.

  • @bubbabrotha said:

    As someone who wants Springtrap in DBD, stop posting about it! It makes me more and more angry every time I see one because it drives people away from the idea! So just please, stop posting FNaF stuff.

    the irony of posting about fnaf, asking for others to stop doing that. XD

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435091#Comment_1435091

    I'm tired of arguing to be honest, I think there were enough examples and confused comments from others regarding numbers, so I don't know on which base you still try to defend it.

    Also, numbers can't be misleading by definition... a 10 means and is a 10.

    Not the numbers, the interpretation. I said that already. You can expect everyone to be free of faults, that doesn't make them free of faults. I said often enough that numbers CAN be misleading, depending on the context and the individual, and that you need more than the pure number for it to be precise. 10% increased recovery speed is not the same like 10% reduced stun duration. 10% increased chance of a skillcheck can mean raising it from 10% to 11% or from 10% to 20%. Context. A percentage has no unit, it describes a relation. You need to know what it refers to.

    That also relates to your second and third line. Might be that numbers are more precise, but IT DEPENDS ON THE READER! We had an example already where 1% seems like nothing but can be way more than you expect. No matter how perfect the numbers are, the reason to use words instead is to avoid misunderstanding and keep it simple! I never said words are more precise than numbers, I KNOW they are less precise. I just said words are easier to understand and prevent you from getting false expectations, when you don't have the full context. Addons and perks describe their effect in many cases in a single line. This is not possible if you use numbers, you need the full context. Base duration, calculation, how and when things stack and in which order. Bringing me to:

    "+15 damage" ... and compare to what they already have

    This is what I also repeated MULTIPLE TIMES. We don't have it in DBD! Numbers make sense when you get all the base values. Adding +15 damage instead of "slightly more damage" makes sense when you see how much damage you do. Having a single line "slightly better" is hard to misunderstand, you get what the addon should do. Percentages and numbers push you into more detail without having the detail. As I said, we had enough samples, theoretically and by responses in this thread, that numbers CAN lead to expectations based on wrong assumptions. Having false expectations from "slightly better" is pretty difficult.

    mate... this isn't an interface. this is item descriptions.

    The whole game is a huge interface XD but ok... and this is an example. To, like, get the same issue from a different angle. If you can't transfer the meaning from one example to another... well, I guess I just stop arguing.

    And we are not talking about politics here, we are talking about a game... don't know if you want the source code or what. This is not hiding information for disguise, this is, as I ALSO already said, keeping it straight for the sake of simplicity. No conspiracies here, I swear... AAAAAND again: I personally would prefer clear numbers. I'm just arguing why it is (not the worst) design decision to keep it simple!

    Btw while you take your time reading some information when sitting in your next lobby... regarding item efficiency: please give me a list of which perk levels of Botany Knowledge, Streetwise and / or Selfcare would be necessary to get 2,3,4 heals out of any medkit in combination with any charge addon, so you can optimize your medkit/addon combos. Do me the favor and try it. Just pick one single character you have with at least 2 of these perks to get a complete list of what you might be able to combine for best efficiency and most healing usages of your medkits. I give you a kickstart. Combining Botany 3 and Streetwise 2 uses 10,46 charges per heal... Just a short prediction: you need some pieces of paper and will not be finished with it after waiting for the first game. Or the second, or third. And this is a scenario about perks that actually give you the numbers. If this is the detail you want and expect everyone to handle and deal with, let me know how long it takes you to get any value out of it, that is better than knowing about "moderatly higher efficiency".

    May I repeat ALL I have said multiple times now to get to the core of what I try to say for 2 pages now? And when you want to respond again, PLEASE make sure that every criticism you bring up CLEARLY shows how my previous points are not going in line with the following points (because ALL I want to say, and ALL I tried to point at, is summarized with the below):

    • Numbers ARE more precise than words
    • Usage of words instead of numbers reduces the complexity
    • Usage of numbers needs more context to be able to correctly understand the effect
    • Usage of numbers without context has a WAY higher chance of being misunderstood
    • Even the full context of numbers will have a decent amount of players misunderstanding them, because people are not perfect
    • People not being perfect is a valid reason to say "let's keep it simple". Keeping it simple by giving less information, to prevent misunderstandings and unnecessary complex input

    (btw in a game that has 152 perks, 60 survivor items/addons and 400 killer addons related to 20 killer powers each with a unique mechanic)


    Not the numbers, the interpretation. I said that already. You can expect everyone to be free of faults, that doesn't make them free of faults. I said often enough that numbers CAN be misleading, depending on the context and the individual, and that you need more than the pure number for it to be precise. 10% increased recovery speed is not the same like 10% reduced stun duration. 10% increased chance of a skillcheck can mean raising it from 10% to 11% or from 10% to 20%. Context. A percentage has no unit, it describes a relation. You need to know what it refers to.

    That also relates to your second and third line. Might be that numbers are more precise, but IT DEPENDS ON THE READER! We had an example already where 1% seems like nothing but can be way more than you expect. No matter how perfect the numbers are, the reason to use words instead is to avoid misunderstanding and keep it simple! I never said words are more precise than numbers, I KNOW they are less precise. I just said words are easier to understand and prevent you from getting false expectations, when you don't have the full context. Addons and perks describe their effect in many cases in a single line. This is not possible if you use numbers, you need the full context. Base duration, calculation, how and when things stack and in which order. Bringing me to:

    so you agree... interpreting what's written is what confuses people and not the numbers.

    so can you stop with the "numbers can be misleading" thing? they can't.

    I already showed you how to write increases in % in a gramatically correct way, go read my previous post and pay attention.


    let me try to say this in a different way.

    if I tell you my beagle had 3 puppies, and you come visit expecting the puppies to be dalmatians. is it my fault you didn't understand what I said? Is it not on you for expecting something different than what I said?

    because that's what you're saying. just speed and time vs beagles and dalmatians.


    and just to close this part of

    Might be that numbers are more precise, but IT DEPENDS ON THE READER!

    no. the precision of the number does not depend on the reader. The number means exactly the same independant of the reader.


    This is what I also repeated MULTIPLE TIMES. We don't have it in DBD! Numbers make sense when you get all the base values. Adding +15 damage instead of "slightly more damage" makes sense when you see how much damage you do. Having a single line "slightly better" is hard to misunderstand, you get what the addon should do. Percentages and numbers push you into more detail without having the detail. As I said, we had enough samples, theoretically and by responses in this thread, that numbers CAN lead to expectations based on wrong assumptions. Having false expectations from "slightly better" is pretty difficult.

    you do know the +15 was just an example right? You know I can easily go pick an item description from diablo or team fortress 2 or DnD and they will have a lot more numbers and you'll still know exactly what they do...right? or a yugioh/magic card?

    it was just an easy example to give, don't build an entire foundation of "simple things is fine, but complex number would not work" over quick sand


    Percentages and numbers push you into more detail without having the detail.

    gonna assume you mistyped something here... otherwise this makes no sense.

    Having false expectations from "slightly better" is pretty difficult.

    au contraire. having proper expectations is the harder part. Hope I don't have to bring examples of how wide of a meaning "slightly better" can have in dbd.


    The whole game is a huge interface XD but ok... and this is an example. To, like, get the same issue from a different angle. If you can't transfer the meaning from one example to another... well, I guess I just stop arguing.

    "ThE EnTiRe GaMe Is An InTeRfAcE So ThErE!"

    I'm obviously telling you what the better comparison would be, given the content... but no... go ahead and act pretensious and ignore what I said since you can't actually argue against it.

    seriously... grow up.


    And we are not talking about politics here, we are talking about a game... don't know if you want the source code or what. This is not hiding information for disguise, this is, as I ALSO already said, keeping it straight for the sake of simplicity. No conspiracies here, I swear... AAAAAND again: I personally would prefer clear numbers. I'm just arguing why it is (not the worst) design decision to keep it simple!

    politics was an allegory, I'm not actually discussing politics.

    I obviously want the items to have a description that exactly what they do.

    I didn't say it was for disguise, I said "...hide all the information from people because the people might missinterpret it."

    and I'm arguing why it would be better with numbers... why are we going over obvious things here?


    Btw while you take your time reading some information when sitting in your next lobby... regarding item efficiency: please give me a list of which perk levels of Botany Knowledge, Streetwise and / or Selfcare would be necessary to get 2,3,4 heals out of any medkit in combination with any charge addon, so you can optimize your medkit/addon combos. Do me the favor and try it. Just pick one single character you have with at least 2 of these perks to get a complete list of what you might be able to combine for best efficiency and most healing usages of your medkits. I give you a kickstart. Combining Botany 3 and Streetwise 2 uses 10,46 charges per heal... Just a short prediction: you need some pieces of paper and will not be finished with it after waiting for the first game. Or the second, or third. And this is a scenario about perks that actually give you the numbers. If this is the detail you want and expect everyone to handle and deal with, let me know how long it takes you to get any value out of it, that is better than knowing about "moderatly higher efficiency".

    I don't see how any of this makes any points in your favor. the fact you can make these calculations just goes to show how much better having percentages is. You can know exactly which is the better combo to use.

    if it was all percentages... you would have no idea.


    the thing I think you're not getting, is that having the values doesn't mean you have to care.

    for example, there's a f* ton of lore in the items on dark souls. does that mean every person stops and reads all of them to piece together the lore? no.

    same would apply here. people would go "this improves that, and so does that. Ok, gonna use them together". But if the person does want to figure out the dark souls lore or how things interact in the most advantageous way on dbd, they have the tools to do it.



    May I repeat ALL I have said multiple times now to get to the core of what I try to say for 2 pages now? And when you want to respond again, PLEASE make sure that every criticism you bring up CLEARLY shows how my previous points are not going in line with the following points (because ALL I want to say, and ALL I tried to point at, is summarized with the below):

    -Numbers ARE more precise than words

    -Usage of words instead of numbers reduces the complexity

    -Usage of numbers needs more context to be able to correctly understand the effect

    -Usage of numbers without context has a WAY higher chance of being misunderstood

    -Even the full context of numbers will have a decent amount of players misunderstanding them, because people are not perfect

    -People not being perfect is a valid reason to say "let's keep it simple". Keeping it simple by giving less information, to prevent misunderstandings and unnecessary complex input

    (btw in a game that has 152 perks, 60 survivor items/addons and 400 killer addons related to 20 killer powers each with a unique mechanic)

    • ok
    • nope. it just removes understanding.
    • like I showed before, not really
    • random words without context and random number without context are equally useless (or do you honestly think the current descriptions don't have any context? It wouldn't require more for numbers)
    • nope. the part that is misunderstood in grammar. not the numbers
    • the words right now also have people misunderstanding them
    • it is a valid reason. But it's a valid reason to get to a worse result.
    • (so?) Diablo II has almost 400 unique itens, 7 classes each with 3 pages of spells and abilities along with 5 different types of companions each with their own skill set plus levelling up mechanics and consumables. and they have everything properly written down. League of legands has way too many characters, each with their own unique 4 abilities that interact in different ways + what feels like a billion itens on the shop. Kinda of the same for Dota 2. Fighting games literally have frame data on the game for every single possible action you can take, along with hitboxes and combo lists.

    you seriously think you have a point on the last one there? I can go on.



    this part used to be on the top, but I actually want you to read the rest first, because those are actual answers and this is a rant. so you might have stopped reading. so here we go.

    I'm tired of arguing to be honest, I think there were enough examples and confused comments from others regarding numbers, so I don't know on which base you still try to defend it.

    ok, let's just stop this right now

    1 - I never said no one would get confused. people will always get confused with anything

    2 - Do you know what anecdotal evidence is?

    3 - You know that for each person that got confused by numbers I can easily find another person that got confused by the wording right?

    4 - Do you know I don't do it because it would be as pointless as you bringing up people that got confused by numbers? (which aren't even confused by the numbers, it's all grammar)

    5 - You know saying "numbers will always give more information than vague descriptions" isn't countered by "this person thinks numbers are confusing" right?


    so... DROP IT.

    You never had a base for this one, you don't have a base for this one and you'll never have a base for this one. Learn, logic.

    this one sentence got me so angry I literally stopped myself from replying yesterday with link to all posts of people asking ######### the addons actually do... so just drop this stupid point you're trying to make with "ThEsE PeOpLe GoT CoNfUsEd". it's not relevant in the slightest.


    you bring this ######### up again, you can talk alone.

  • @FrenchCoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435666#Comment_1435666

    I agree. Against a team of communicators would render it much less effective. Who knows though. Maybe theres a way around that fact?

    most swf aren't communicating 100% of the time.

    they are ike " doing a gen", " found the killer, it's x", "got a totem", "you STILL looping that guy?"

    it would still work fine

  • I'm all for a thing chapter.

    but I don't like the travel power... it's weird on it. we never see the thing being a speedy alien.

    some sort of teleport or tentacle attack would be better.

    does the thing teleport? no. but it feeds into the "it could be anywhere and anyone" vibe it has

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