Animator
Animator
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@Satsui said:
OK BHVR,
So you ignored everyone's criticism about your bad decision to ruin Hex: Ruin, and you rekt it anyway.
As usually, just like with the Nurse's base kit nerf, which made her really unfun to play as, even when your decision to nerf something gets a HUGE amount of criticism - you go with it anyway instead of listening to your community.
So yeah, it's less frustrating to play as a survivor with ruin REKT.
BUT. YOU IGNORED THE VERY PROBLEM THAT RUIN WAS A BAND AID FOR - GEN TIME AND LACK OF OTHER OBJECTIVES.
What is the result we see these days?
Red rank survivor queue times are THROUGH THE ROOF.
When it finally finds a lobby, it's a POOR RANK 14 KILLER THAT GETS ROFLSTOMPED.
Game times are 4-5 minutes, because there is nothing to slow down instagens.
Killers feel forced to camp, mori, tunnel and use cheap tactics. Killers are SALTY THAN EVER.
You are ruining YOUR OWN GAME WITH POOR DECISIONS! WAKE UP!
You CAN and SHOULD listen to feedback from your community. DO IT!
And this is coming from someone who plays a lot of BOTH sides. Heck, I play more survivor these days.
Bottom line is - Shame on you for being so pig headed. No pun intended!
Regards,
a veteran player.
Do not mind it. They will ignore you, as well as me. They ignore my rather interesting ideas. I have never seen(and indeed, in principle, I have not seen) in my post that someone from KM wrote, in the style of "Hello! We heard you. Your idea is quite interesting and we see other people supported you. We sent your idea to the developers for consideration.".
They are usually very eager to respond to dumb posts in the style of "what is your favorite killer / survivor." And they do not pay attention to any important problems with animations or the same interesting ideas. (I suggested giving the GF an animation where it peeks from the bottom up from the window). They also ignore all other similar posts from other users. I have long ago understood this.
I have been very upset lately with the feedback from developers to the community. Very upset.
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@Huntress_Lullaby said:
i dont think anything on their kit needs to be touched, just need addon adjustments
Bubba needs 100% rework power. Or at least add a secondary ability.
For example, something like this:
You start the game with a muffled chainsaw. Press and hold M2 for 3 seconds to start the chainsaw. At this moment, Bubba pulls the chainsaw starter 2-3 times, after which the chainsaw starts, and Bubba removes the hammer. Now you can beat with a chainsaw just like with a hammer.It's really not a complete idea, but you can come up with something like that (I mean with the animation how Bubba starts a chainsaw pulling a starter).
That would be closer to him by his lore. In the film, he did about the same. Also change the animation of breaking pallets. So that he does not break it with his foot, but with a chainsaw. But not so much that he simply started a chainsaw, drove off and broke, but that there was a full-fledged animation where he cuts this pallets. Like in a movie.
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@coppersly said:
Luckily for you they said both chainsaw bois are getting an "addon pass" so that almost certainly means half of the addons will turn into memes and they'll both get a cooldown on their powers and call it a day.
OMG. Cooldown chainsaw for Bubba? Seriously? OMG. It seemed to him on the contrary that he needed a buff, not a wild nerf.
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Fire Up and DS.
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Hey devs, what do you think about this? @Peanits @not_Queen
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@Cheers said:
This would actually be interesting to see in game, and would definitely help on most maps, although many survivors would cause an outrage about how he’s too strong...
Well, whether a strong GF is a moot point. Survivors reveal me very often, even when I hid behind the wall. Yes, and it is quite easy to detect when he sneaks up on you, just turning the camera.
Even when I look behind them from around the corner, they still often reveal me. :(
Although, when he was given immunity against the "Object of Obsession", this undoubtedly made his gameplay much more enjoyable.
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I would have Devour Hope as a passive perk, but would have raised the stakes. For a noed, 4(or 5) tokens would be needed, and for a memento, 6 tokens, for example. A completely balanced change.
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Yeah, this is a really great idea. If the developers introduce a similar perk, then I hope that they will introduce the dismemberment into the game.
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@Oicimau said:
No HUD during Mori is a nice idea for screen shots.
Optional HUD in the game will make others survivors game more hard, cause there is one survivor with no idea of what is going on with his peers. I think this cant be.
But the killer with no HUD will just harm himself and make things easier to survivors. GF wont know about how goes a mark. Freddy will have no idea whos sleeping. Pig wont know if a surv had take off the trap. And so goes on... data that makes difference in the choices you make.
When activating a mark, the player behind the GF will receive a sound notification. Freddy laughs when someone falls asleep and in general by the model of the survivor it is visible. A sound notification could also be added to the Pig, but death from its traps is as rare as the second coming of Jesus Christ.
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@RuinNerfCamper said:
Yes, I'm protesting the ruin change.
Yes, I'm going to facecamp you.
But no, it's not holding the game hostage and no I'm not going to get banned.
Do gens and get out. Stop feeding me kills LOL.
Yeah, I started using Bubba and facecamp too. To hell with these fairplay games, in which you have a generator or two generators in 30-40 seconds right at the beginning of the match.
Why should I get constant negativity from the game? No thanks. I'd rather stand near the hook for a couple of minutes with a chainsaw, but keep my nerves.
Not only did the developers kill the Ruin, but they still did not offer any alternative in return. No compromise. I expected at least to return the old values for the stage on the hook (before it was 45 seconds to stage 1, now 60).
By the way, who uses toolboxes (to repair a generator) after a nerf ruin - animals.
Sorry.
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And why? Remember the recent stream of developers. They justified the nerf of the Ruin by saying that the killers take the same build every time. But you probably noticed that they did not say a word about the survivors, from whom I observe 16 identical perks from game to game (DS, BT, DH, IW, etc.). So is this normal? Does that suit them? Well, I understood their position.
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@Ivaldi said:
Ever since Ruin was nerfed, Killers in red ranks have become more and more Toxic. The use of Mori's have been increased, and Killers are tunneling survivors and face camping more than ever before. Something really needs to be done about this.
Yes this is true. Now I play as Bubba, take Noed, Insidious and stand near the victim with the chainsaw turned on. I just don’t see the point of playing otherwise. If I play differently, then the game only brings me disappointment. But I would like to play differently, but I just can’t.
Judging from the latest news, the developers do not see what is going on in their game at all. They don’t understand the meta, they don’t understand on whose side the balance is now.
If that, I do not play on the BP, I do not play on the rank and emblems. I don’t care for them for a long time.
If the developers wanted a quick game and wanted to nerf the Ruin, then they had to return the old values for the stage on the hook, as one of the many compromises. But they did not want to do this. Let the survivors puff and suffer for the decision of the developers.
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@jlavaplays said:
Okay, so we know that The Clown is kinda good at chases, but has extremely little to no map pressure, right? So I have an idea. It might sound crazy, but bear with me and please be nice, hahaha!
The Clown now has a secondary power called "The Act" (name can be improved).
When standing in front of a locker, pressing and holding the M2 button will now initiate the "smear" action instead of a bottle throw - allowing the Clown to smear and mark a locker, up to 6 lockers. The Clown will take one of his bottles, remove the cork, and splash it onto the locker. Smearing after the 6th will automatically vaporize the earliest smear. Auras of smeared lockers will be shown to the Clown, while Survivors will see a faint pink cloud above/around the locker (need to look carefully in order to see).
Press and hold the secondary action button (Ctrl) while looking at a smeared locker to begin performing The Act. The Clown throws a bottle in the air (or just holds it above his head), smashes it with his weapon, and a thick gas cloud pours on him. Once the cloud dissipates, the Clown is no longer there, but teleports to the selected smeared locker, breaking out of it - similar to a survivor's rushed action. While The Clown is performing The Act, survivors hear a jack-in-the-box sound effect. The Clown continues at a regular 115% speed upon exiting a locker, while his terror radius instantly sets at 32m (not gradually starting from 0 to 32.) If a survivor happens to be inside the smeared locker when the Clown performs The Act, the survivor is pushed outside of the locker by The Clown and is immediately put into the Dying State.
The Act has a cooldown of 45 seconds and its effects can be modified by add-ons. The duration of The Act is 3 seconds and can also be modified by add-ons.
ADD-ONS:
Oxalic Acid (Rare)
- A substance stolen from a drugstore that increases the volume of a solution, without increasing its toxicity due to its weak nature.
- Increases the amount of lockers The Clown can smear by 1.
Methylphenidate (Rare)
- Stimulates euphoria in the user, giving a surge of energy.
- Reduces The Act's cooldown to 30 seconds.
Street Uppers (Very Rare)
- Induces uncontrollable hyperactivity upon the user. Use sparingly.
- Speeds up the jack-in-the-box music and reduces The Act duration to 2 seconds.
Phenolphthalein (Very Rare)
- A liquid added to make some solutions colorless.
- Smeared lockers no longer show pink cloud.
Tainted Robe (Ultra Rare)
- A robe that gives wearers a mysterious look - intensifying cinematic effect and garnering more suspenseful reactions from the audience.
- Survivors no longer hear the jack-in-the-box music.
- Reduces the amount of lockers The Clown can smear by 3.
NOTES:
- The concept of the animation is based on him being a clown. Majority of clowns perform magic tricks, and perform stuff meant to "surprise" audiences, and catch them off-guard, so this served as the inspiration for that.
- The Jack-in-the-box effect is meant to be a jump scare for survivors as The Clown is most likely to smear lockers near generators. The Clown will break out as soon as the music finishes, so survivors can choose to hide, or risk being attacked by staying on the generator.
PROBABLE ISSUES:
- The Clown is bigger than a locker, so clever animations or considerations are needed to make his break-out animation creepy and scary and avoid making it comical.
- Some maps have few lockers. But I think this is very minor.
- Since there will be an abundance of add-ons for the clown, maybe some of the existing green and yellow add-ons can be downgraded one level to make way for this one? The current brown add-ons don't feel like any help anyway as they are too weak.
So that's it. Any thoughts guys? :)
Then we need bigger lockers, otherwise the Clown will just get stuck in them :D
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@Fibijean said:
The devs said in their most recent livestream that characters in future Tomes will always be available for shards, for accessibility reasons. So even though they haven't explicitly confirmed that they will never include licensed characters in the Tomes, it seems like that's the case. It makes sense, really, from a logistical point of view, because there's not much they can do to expand on the lore of the licensed characters, since we can find out all there is to know about their backstories just from watching their films.
I personally would like a simple cinematic about the same Bubba or Ghostface.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1024652#Comment_1024652
Technically it also means you can bleed them out, I guess.
I do not think so. The survivor bleeds by himself. If the killer could contribute to this, for example, once again hitting the lying survivor, then yes.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1024559#Comment_1024559
Usually, if a Mori is involved, it reads as "by your own hands".
It doesn't matter what you use to kill. You just need to kill and no matter how.
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@Aven_Fallen said:
You dont need to use a Mori in the first place for this. Just sacrifice them.
Why shouldn't I use Mori? On what basis?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1021607#Comment_1021607
Yes. Again, there are other factors that go into it, and we don't balance based around those numbers alone. There's some good Pig players out there who use her power very effectively as is.
And who is next after the Doctor? I hope this is Bubba and Billy?
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@Some_Dood64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1024036#Comment_1024036
I get that much, but a majority of the time in a chase, you want to be hearing a survivor's grunts and such, not head banging to a sweet theme.
Also, would you care to tell me how to muffle it? I'd love to muffle Doc starting up an old Jeep.
Well, about the ability to make the sound quieter - this should be regulated by the developers themselves (From this, by the way, it follows that if the chase music is quieter, then the survivors will be better heard. I think this can be resolved.). I remember there was once a theme here, users asked for the opportunity to regulate the sound of the chase themselves, but the developers said that it was an integral part of the game.
And so I agree with you. At PTB, the Doctor’s chase music was better. It feels like someone is beating tin cans)
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@Some_Dood64 said:
It's a great theme, don't get me wrong. I feel like it would get in the way of concentrating on noises around you, to be honest.
But aren't you focused on the survivor during the chase? In any case, you can muffle the chase music a little.
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Actually, I still can’t understand why the developers have not yet corrected this shame, because they are literally on public display.🙄🤔
Understand that I am not doing this for myself, I ask for it on behalf of the entire community. I want everyone to enjoy playing this game, and this effect can be achieved only if all the animations look beautiful, high-quality (old animations can serve as an example). So that the picture pleases the eyes.
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@Raven014 said:
I would rather have it as a rare one, because it looks like it would take more time, which in a match, time is everything.
Also a good option. Yet it is better than nothing.
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@SunderMun said:
I do love the original animations having watched a bunch of old footage a few months back.
I wonder if the reason for the change was simply the timing of the grab? It seemed to take so long, whereas now, it's pretty fast.
I dont know. The developers did not explain this change. Although no, it seems that they argued that the animation that was before was difficult to fix. I want to draw your attention to the fact that the animation shown in the GIF animation is a beta version. On the release, she was different, less spectacular and crooked. I don’t know why they replaced the beta version of the animation with the one on the game release. A rash move.
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How I would like for this post to be read by some main animator of the game and to return these animations with pure enthusiasm so that the players would be happy....
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1013497#Comment_1013497
Unfortunately I don't think tagging them more frequently will help you, but I do want to add I wish the animations were back, the old atmosphere is what drew me to the game 3 years ago.
As an aside I've played for 2300 hours and never once been blinded during a vault grab
I have been writing this to developers for the past 3 years, but they stubbornly ignore such posts. Why is it so difficult to answer a similar post as follows:
Hello. We reviewed your offer and accepted it. Soon this and other old animations will appear in the game. Thank you for improving the gameplay!
But why? Why? Why? Whyyyyyy?😭
But people do not even want to think about how they can be optimized, they immediately refuse that the animation is too long. But look, in the comments, people themselves suggested great compromises for such animations!
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1013497#Comment_1013497
Unfortunately I don't think tagging them more frequently will help you, but I do want to add I wish the animations were back, the old atmosphere is what drew me to the game 3 years ago.
As an aside I've played for 2300 hours and never once been blinded during a vault grab
Yes it is! For my 3,500 hours, too, I was never blinded during such an animation. I do not understand why everyone is talking about its duration. She is normal. With all the desire, it can be reduced even by 1 or 1.5 seconds. What a pity that people like to play an empty, gray game (I'm not talking about content).
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@Peanits @not_Queen Are you here? Why are you ignoring me?🙁
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@Almo Hi, maybe you can help us? Please.
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@Peanits @not_Queen @MandyTalk So, you can please convey to the animators our request for the return of old animations. Well, if you do not want to return them in the form in which they are shown in the GIF animation, then why not trim them for 1 second? As people wrote above, let the killer grab the survivor by the leg, the survivor resists, but the killer pulls him anyway and instead of throwing him to the floor immediately throws him on his shoulder. Or you can go the other way and not allow the killer to go blind from the flashlight during the animation.
I'm sure developers will like this idea. In the end, everyone will be happy: the killer will not suffer from flashlights, and all players will be happy with the animation.
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Listen to your community! They bring you great, compromise ideas that everyone can enjoy! Here is a great idea from @VoodooChild ! Great compromise!
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@VoodooChild said:
https://forum.deadbydaylight.com/en/discussion/comment/1010475#Comment_1010475
true but the problem is that they made survivors too strong in general, i know at this point itll never happened but from game design to lore its clear balance should be in favor of killers. It would allow for slower stuff like this and darker maps. Easy fix for this specifically would be to make it so you just cant be blinded during the animation
Yeah, great idea! Killers cannot be blinded during grab animation!
@MandyTalk @Peanits @not_Queen Do you hear? Here's a great idea on how you can bring back old animations in full and not suffer from flashlight dazzling!
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In extreme cases, they can be cut, as many players have suggested here. Instead of throwing the survivor to the floor, the killer will immediately throw him on the shoulder, BUT the animation will play the same as that played in that GIF animation. That is, the killer grabs the survivor by the leg, he resists, and then goes on the killer’s shoulder.
The same goes for the lobby lighting, by the way! Why did the developers suddenly decide to change it? No one, absolutely no one complained about the old lighting in the lobby! I don’t understand why no one agrees on such decisions with the community ?! Why no one arranges a poll on the forum "Do we need to change this animation / lighting in the lobby?" ??? I am deeply indignant at this behavior of the developers!
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Most people here like old animations and they would gladly return them. So what is the problem of releasing PTB with all the old animations so that ALL players try them and express their opinion in a poll on the forum? These animations didn’t bother anyone, nobody complained about them and Suddenly the developers suddenly decided to take them and mutilate them for no reason! What an absurdity?!
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@Mandy said:
The old grabs will not come back, they are way too slow for today's game where every second counts.
The animations couldn't just be sped up it would look silly, which is why they had to be reworked into something more fitting for the game.
I don't think any killer would want to waste a further 1-2 seconds being locked in the grab animation than they had to - due to efficiency reasons and also more chance for someone to jump in and get a flashlight save.
And you didn’t even try, you didn’t do a community survey. How do you know that people would not like these animations? Release the PTB with all the old animations, and then release the survey (live poll on the forum), where there would be answer options for each animation. Then we'll see. But to say that they are too long and that you can save someone with a flashlight is all nonsense. How often can you capture a survivor with dedicated servers? 1 time in 10 games? 2 times? The same thing. The community must decide whether they need these animations or not.
Why don't you give players a choice? Why do you decide everything for them?
Changing these animations was the worst decision of the developers for the last 3 years.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1010980#Comment_1010980
Same. There is a lot of the years that DBD has changed that I personally didnt like.
But now, developers must hear us. So many people spoke out in favor of bringing back the old animations, as well as the old lighting in the lobby!
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1010963#Comment_1010963
https://us.v-cdn.net/6030815/uploads/284/AMV40TAL1UBL.jpg
https://us.v-cdn.net/6030815/uploads/749/Z72FGDKF0FQV.jpeg
https://us.v-cdn.net/6030815/uploads/515/0TRZBFZ07TAE.jpg
We want these graphics back!!!!!!
These old graphics really gave the game that Horror/Dread feel to it. Especially as it's meant to be the Entity's realm, it should be dark and haunting
🤤🤤🤤
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@Peanits @not_Queen As you can see, many players want to bring back old animations. I believe that this is quite an occasion to convey this to the animators of the game, so that they return the old animations in the best possible way.
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@Peanits @not_Queen Hey, are you here?
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@MysterTal said:
https://forum.deadbydaylight.com/en/discussion/comment/1010773#Comment_1010773
Just bring back 2016 DBD as its own game mode. ;)
I do not know. Maybe. But I would just like to return all the old animations and that's it. And the old lighting in the lobby )
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@MysterTal said:
I do miss the old animations on a lot of things like the grab animations, but there's a reason why they were changed. They're so long and overdrawn.
No argument about how cool they look, they were 100% better-looking and very cinematic and fluid.
I miss the old Trapper animation for when you put down a trap. Back when I started playing, his full animation when you pressed and held M2 to put a trap down was like this: stop, look down, put a trap down, put your foot on the trap to hold down one jaw while pulling the other one open.
It was very slow, but very realistic.
Something about the new trap-setting animation just looks so... off.
The new animations are still better for gameplay - the old ones are better-looking. Oddly enough.
Also, the old sounds for when you hit a Survivor.
I believe that all the old animations would fit perfectly into the current gameplay of the game. You just have to try and everyone will like it. For the sake of interest, the developers should make a PTB with all the old animations and old lighting in the lobby and then have a poll. Live poll on the forum.
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@NICK714 said:
uh i like it :D
Yeah, they are really good :)
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@BlueFang said:
Just bring back the old survivor running animations at least, those actually look better in my opinion
Almost all of the old animations look much better, juicier and more attractive than the crap that the developers slipped us.🤢
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@Peanits @not_Queen Hey, are you here? Can you convey the request to the animators? To return the old animation and correct the animation when the killer breaks the pallet?
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@DwightOP said:
BHVR removed and changed so many cool animations for crappy ones. No freaking clue why, but they also ignored EVERY SINGLE POST I saw about this topic. A team which cares about the community would at least respond and explain why they changed it (and eventually if they want to bring them back or not).
But they dont care. It's a classic move from bhvr at this point. Just ignoring.
Yeah, of course. I totally agree with you. I have been ignored for 2 years. And all this ignore is directed towards posts with a request to return the old animations.
And I do not understand why I (and not only me) deserve such an attitude.
Is it really so difficult to answer such a post:
Hello, "nickname". We heard you and reported to the animators about this problem and received an answer that everything will be fixed soon. Thank you for helping us improve the gameplay!
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The same goes for lobby lighting. It is enough to compare the 2016 lobby and the current lobby and understand that everything is only getting worse. Yes, new content is not bad, but it’s not at all what the game needs at the moment. Few understand this.
I hope that someday the developers will come to their senses and begin to fix the game visually.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010576#Comment_1010576
The game has evolved to be more fast paced instead of a slow stealthy game of hide and seek which is why the animations have changed.
I prefer the older animation from a pure atmospheric point of view but I understand why they changed the animations. It’s more convenient and time saving for the killer if the animations are quicker.
Hide and seek is still effective in the game, albeit boring. And the fact that the game has become faster, more active is not a reason to make animations wretched. Yes, they are fast, but they are wretched. I do not understand this logic simply. They do not interfere with anything, what is the point of "destroying" them?
The game, first of all, should attract with its beauty, elegance. To make it pleasant for a person to play it. And all this can be achieved only with high-quality animations and models. And since 2016, the game has undergone such a downgrade of the entire visual one that I can’t even find the words how terrible this is.
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@MegMain98 said:
That animation is nice but it won’t be right for DBD in 2020.
Matches are MUCH faster paced now and everything has sped up. Killers hook faster, break generators and pallets faster, grab survivors faster, etc...
The game was super slow back then, that animation would never fit in the much faster more fluent DBD of 2020.
Right. For this reason, all the animations in the game look ultra wretched. Therefore, they do not need to be changed. Nothing bad would have happened if this animation was in the game right now. Absolutely nothing bad would happen. On the contrary, such animations color the game. Make her better. And the fact that now in the game is squalor, at the sight of which I want to "punch my forehead with my hand."
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010517#Comment_1010517
How often do you earn a window/pallet grab? With dedicated servers Iv had countless on top of countless grabs fail after the animation starts. Gen, totem, window, pallet, any/all grabs are getting rarer and rarer and when I do manage to get one it has NEVER given another Survivor a chance to blind me. So why not make them special?
I do agree that drawn out animations cause balance problems, but this isn't one of those cases. Besides. You can make animations good while keeping them short.
When someone vault into the Killer, he grabs them by the neck and tosses them on a shoulder. Looks good and is fast. To shorten the OP animation you could have the Killer still grab the foot to keep better looks. But instead of the Survivor hitting the ground then picked up, have the Killer just sling that poor fool onto his shoulder like a backpack. That would isntantly cut the animation in half while keeping how the Survivor looks back and being forcibly ripped from the vault.
Perfectly! Best comment! Am I not the only one worried about this?! Thank you!
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Moreover, for the animation that makes the game only better. Remember at last: not the content makes the game better, but such trifles as this animation.