Archol123
Archol123
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731371#Comment_3731371
From my own personal PoV, yes most of your examples are horrific. RPG games with monsters, perpetual reincarnation with suffering, yes those things are horrific to me. Any game with killing or even violence is technically horrific to me.
So okay I see that there is a struggle in defining the line of horror from your POV. I need to ask you questions to see your position better:
- Does there exist any game that YOU personally consider to be horror?
- Do you consider the violence of dbd, hooking, the concept of never ending trials horror? Or are they just horror overlays on a wireframe textureless game? Because in that case then I guess in your POV no game can be horror since it’s all just pixels and numbers and systems.
- If the Entity took you from your bedroom tonight, would your feelings change? Would you be scared to be a Survivor in the fog? Is it the medium of the game itself that isn’t horror to you, even if the concept is?
I guess there are quite a lot of games that I would consider horror from Amensia a few of those games for example fungoose tends to play.
I don't consider that to be horror, otherwise most criminal minds episodes would be horror as well because such concepts are not that horrific in comparisson. If unlimited repetition is horror than so is Sysyphus' struggle to bring the stone up the mountain, as it has no ending and repeats itself until all eternity and so is eternal life as there is no end to it either, or is it not about eternity but about the pain? In which case existance is pain and therefore horror ^^
The themes would be horror, but the game is not. Like I said many times before I just don't think the gameplay is able to put a focus on the horror of the whole thing if it happens in real life… If that would happen it would fully depend on whether or not I'm a fit marathon runner or an unhealthy couch potato… If I am that fast that Trapper can never catch me then it does not really matter does it? Are you familiar with this goofy if then thing about the snail that tries to catch up to you and kills if it catches you, but it moves at the speed of a normal snail… If that thing can realistically never catch me, then where is the issue? Then there is just nothing to be scared of.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730782#Comment_3730782
I said, AFAIK, that it isn't scary after x time and not therefore it's not horror anymore, but I don't see the horror elements besides the characters and themes...
Even if you don't see the horror elements, those characters and themes are still a reflection of things found in the horror genre, along with all the other elements in the game.
Perhaps, but usually you don't have the creators intention openly aside from the plot, similar to when you do literature analysis, you can guess what he meant but you cannot know for sure if there is no indication in the text. People consume the medium and based on that have an opinion what the genre is, if the creator did a good job you will see his intention in the finished film/book, if not you won't and therefore it cannot be taken into account in my opinion.
I will meet you halfway on this, you're right that the content is in most cases are required to be consumed first in order to see the intention of the creator, unless it is specifically stated by the creator themselves beforehand on things like the first page of a book or on said book's cover.
However, it is not something that can be applied as easily to something like horror, because in order for something to be horror, someone needs to find it scary and because of that, horror as a whole is both determined by what people personally find scary/fear while also not being determined by what people don't find scary since someone else will find it scary/fear it instead. After all, horror is not just a genre only, it is a primal concept in of itself that have existed since humans have walked the earth, which also extends to certain animals too since they too can also feel fear.
Also because so many different types of horror subgenres exist, if means that even if you read some book or watch some movie that falls within one of those many subgenres and you don't find the theme of said subgenre scary, it is still considered horror as the subgenre exist in the first place because other people find it scary/feel fear from it.
Thats kind of ironic now, because if I tell you you're wrong that would kind of cement your verdict of me being always right and if I don't then I agree with it being true as well ^^ Puts me in the same spot regardless of what I do. Well I don't mind being wrong about stuff especially if it is for the benefit of the game. But oftentimes it seems like people don't argue along the points. When I start of by asking what is horror about the game except for character and moris I'm asking about specific elements and then I kind of expect that a counter argument leads by naming elements... For example the killer chasing his victim would be thematic to some degree... That's one point nobody mentioned and I would have to say yeah, sure that might fit. But usually what makes it horror is not that the play tag for 10 min without ever getting close, but the killer being relentless and always right behind and nothing seems to stop them, and that theme is just completely gone when the survivor knows how to play... The killer is still close by but the threat of getting caught is kind of gone, which reduces the theme as well.
The thing is, DBD is a pvp multiplayer game, which in of itself automatically means that it is bound to lose any semblance of fear much quicker compared to single player games, goes as well for other pvp horror game out there.
When you play a multiplayer game, people will try to master it and maximize how efficient they can play in order to increase their chances of winning. Had DBD been a PVE game instead where people play only as Survivors like in Outlast: Trials or Lethal Company, the feeling of fear from the game's horror would have persisted for longer as the competitive nature people get from a pvp game isn't there.
I don't think there are any examples that i could give you about the game that would satisfy you, however while you can say that the feeling of fear is gone for you, you can't really say that the theme itself is gone since it is objectively still there as part of the gameplay that reflects elements from the horror genre that it's imitating. That and because while you may not get the sense of it being scary or feeling like horror to you anymore, other people (again) will still feel said fear and their experience with it is just as valid as anyone else's and doesn't make what they think and experience any less horror.
You could say as well that horror is the fear of the unknown, which could carry the argument that when you have a few hundred hours in the game there is nothing unknown anymore and therefore this part also disappears.
Which returns us to the previous point that all things horror related stops being scary when any horror's unknown factor becomes known and have been re-experienced enough times that it just becomes trivialized and loses it's effect, it's something that applies to horror in all forms of any kinds of medias no matter what.
What stays is the visual, audio design and perhaps the characters and themes. I just feel like that's not enough to make it a horror game... Because the gameplay does not really carry that whole concept. Similar to how modern shooters tend to have skill trees aka rpg elements you could say dbd is a game with horror elements but not necessarily a horror game.
When you say ''not necessarily horror' and ''I just feel like that's not enough to make it a horror game...'', we're moving back to the previous point of horror and it's relation to what's scary, which i will repeat my previous point. Because scary is subjective, it doesn't make DBD not a horror game since there are people out there who would find the game scary instead and their fears and thoughts on horror is again, just as valid as anyone else's.
Also it kinda contradicts your previous argument "Books get categorized by their content not the intention the author had when writing them." (I know you wrote books, but other medias like video games and movies can be applied here too). DBD's content in all those areas you just mentioned from visuals, audio, characters and themes are all things found in the horror genre itself such as in elements from slasher movies like Friday the 13th, Texas Chainsaw Masacre, Halloween, etc. As well as other things like the game's lovecraftian themes inspired by the Lovecraft mytho or DBD's gameplay having clear influence from horror games like Alan Wake & Naughty Bear, therefore because the game's content and it's themes is both based on and reflects so much from the horror genre itself, the game by default would also fall within the horror genre regardless if you personally feel any fear from the game or not.
There are phobias for basically everything, if the only requirement for it being horror is that some people are afraid of it then cooking simulator is also a horror game because some of the ingredients might scare certain people that suffer from such a condition… That just makes this way too wide of a defnition.
People also feel competetive about single player games, just think about the dark souls no hit runs… I don't think it would last longer in total, but just in comparison to its runtime… When you play it again it will lose that aspect similarly fast, and I don't think it is different with any other game where you can become better and learn the stuff that otherwise might frighten you because they are unknown.
My point was that I don't think lore or themes are enough to make a game a horror game, and I don't think the aspects are visible enough in the gameplay for it to be considered a horror game, I don't think the lore, the themes and the characters matter too much when it comes to what a game truly is… I guess that just means that I don't think it is a horror game, others think it is and there is no correct opinion about whether it is or not.
A book does not have gameplay and lore divided, lets call it world building and plot for that aspect… plot is what the characters do and world building is the world around it… You could write a book, that plays in hungary, at the time of Dracula, and in this world Dracula truly exists but the plot does not care about that and it would not be a horror book for that reason, as it literally plays no other role than being there. When we look at that for dbd now then we have gameplay (the plot) that does not really have much of this horror aspect, as it is basically just a goofy game of catch, whereas the world around it might be a horror setting, but it does not really matter that much. And characters present does mean much either… I could write a comedy book about Dracula cooking dishes with garlic, would it be horror just because Dracula plays a role in it? Rather not…
I just don't feel the gameplay reflects its horror theme enough to call it a horror game, which is why I will say it has horror aspects, but it is not a horror game.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729949#Comment_3729949
Hi Archol, as a disclaimer I just want you to know that I feel nothing but respect in my heart as I type this comment.
The concepts of the Entity, what it does, the uncanny valley dreaminess of the trials, the never ending infernal punishment of both the Survivors and Killers to play out this dance in perpetual torment etc., these concepts are not horrific to you?
There are some religions that have constant reincarnation and suffering during life as it is, is that horror then as well? Just because the lore around it might seem like horror, does not mean the game is, otherwise probably every piece of literature with demons and such would automatically be horror and I think that would draw the frame way too far, at some point everything would be horror just because of some implications of pain and suffering…
Besides that infernal punishment because of the trial itself? Or is there some sort of higher hell they end up in when they get sacrificed? Because otherwise unless you go rather deep into the lore and listen to the audio files and read all that stuff it never really gets through in the gameplay does it? You could argue that those things are horror elements, just like a skill tree is a rpg element, does not necessarily mean the game is a horror game…
On a side note if you think about single player games that can end by you dying and needing to restart… Do you always question what the possible afterlife what look like and then decide on that whether or not it is horror because there is or might be some otherwordly deity mentioned in the world that might claim your soul?
I'm not disagreeing on the lore certainly being horror, but the lore is not the game… The gameplay is mostly what matters and when we look at the gameplay we have a goofy game of catch, just like I said above. Because otherwise snake is also a horror game… As this poor snake is forced to endlessly eat stuff and do it over and over when it bites its own tail, seems quite like torment as well does it not? That's basically just what the gameplay loop is… Think about it from that point, is not every RPG game truly horror because you get thrown into this world where possibly around every corner there might be monstrous enemy that will crush you and there would be nothing you could do about it? With monster roaming the world and nobody being able to feel safe because not even the mighty walls of fortified cities may prevent the monsters from getting through? But does it get reflected in the gameplay? Nah not really…
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@BbQz said:
You give players the capability to ruin each other's games they will gladly take it and embrace it. Dbd has a freedom problem that slowly being fixed since release. The devs apparently don't have a person who "plays nasty" and there test games are groups of friends with unspoken rules you can see it clearly by looking at the game from release to now.
While almost any other game has limits" like the creators predicted people will be abusive so they block off your teams spawn from the opponent dbd doesn't even consider that a issue slugging tunneling camping. They are allowed because they are "strategies" but I know a not so insignificant group of people don't care about getting a 4k as much as ruining the time of 1-2 players as being able to flex power over some one is a very killer like mind set this game is very primed and ready for groups of people on both sides of the fence going in with the only goal of making some one of as many people as possible miserable.
So yeah survivors and killers shouldn't have the power to ruin people's games remove and replace theses mechanics
I would not call it a freedom problem, because that just sounds very wrong...
The issue is by nature of the game as asymmetrical that bullying just works different than in other games, because in those games to bully people you play either optimal or very risky, which in both cases really is not an issue, whereas in dbd that is not the case. Also camping and tunneling are not toxic or bullying, does not mean they should not get addressed because they are unfun, it is just a different reason.
If someone wants to play in that way would the best thing to counteract this not just be a concede button? So once they beat you the game just ends and they cannot really bm you on the floor? I don't really see the bm as an issue but I think a concede button is a good idea in general, so while I don't agree with the reasoning I agree with the solution.
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@Shaddoll_Serpent said:
Title.
Maybe it's just me, but I think it'll still be decent especially when a base kick removes 5% in an instant nowadays and gen tapping is no longer possible, so I'll probably still use it. (I mean, what else can I use either way?)
But I'm curious what everyone else has to think.
Pop still good even with 20% of current progress removal? Yay or nay?
It is still a good perk but I haven't used pop in years now, I don't kick gens usually because on most killers stopping to kick the Gen and then going for chase again is not even worth it, which is why I don't build around kicking gens and just use different perks... Usually corrupt BBQ 1 chase perk and one slowdown on the better killer and since Distortion has been more of a thing lately I just run 3 slowdown and one chase perk on most killers...
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@Megaverse said:
It is a cringe playstyle that should not be a possibility, leaving a survivor on the ground instead of hooking them should not be rewarded. When a survivor is healed from the dying state they should recover a % of their health when knocked.
The bleed out timer exists so you cannot slug people for an hour... And it does not get rewarded, you don't get BP for it or anything... So how does it get rewarded? Because you get a kill? Like I said before, that happens so the game ends at some point.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730531#Comment_3730531
That side-step is part of the counter-play of the power which a flick bypasses. Blight's speed/bounce is what should be doing the heavy lifting by cutting survivors off and getting to survivors with good bounces, not also 90 deg flicks to hit over windows you were perpendicular to during a rush. If flicks are a necessity, then the base power needs work.
Oni's demon dash is a mobility tool used to take advantage of information quickly, cut off survivors, patrol quickly, and it has some use as an insta-down tool should a survivor be unlucky. But Demon Dash becoming a primary chase tool leveraging sliding and camera angles to prevent bumps to increase speed in LT walls while still being an instadown is frankly BS.
Billy's curve bypasses that linear motion associated with his sprint to get tight curves in areas a survivor might otherwise think that the killer wouldn't be able to hit.
All three of the above involve manipulation of the base power itself to avoid counterplay revolving around the power. Making the counter-play inconsistent with its presentation, and ultimately more esoteric and annoying to learn.
Wesker's eurobend may be a bit problematic, but the counterplay to the ability prior is mostly consistent and the throw fits with the theme of "The Mastermind". Frankly it could become basekit with a bit of polish for all I care.
What do you mean urobend could become basekit? All of those mechanics are basekit... Curving was not intended in the beginning, but at least by now when they increase the curve window and even score events for curving it is obviously an intended mechanic, same goes for flicks and urobend considering they removed it once and brought it back shortly after... Those mechanics are not exploits but intended.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730531#Comment_3730531
That side-step is part of the counter-play of the power which a flick bypasses. Blight's speed/bounce is what should be doing the heavy lifting by cutting survivors off and getting to survivors with good bounces, not also 90 deg flicks to hit over windows you were perpendicular to during a rush. If flicks are a necessity, then the base power needs work.
Oni's demon dash is a mobility tool used to take advantage of information quickly, cut off survivors, patrol quickly, and it has some use as an insta-down tool should a survivor be unlucky. But Demon Dash becoming a primary chase tool leveraging sliding and camera angles to prevent bumps to increase speed in LT walls while still being an instadown is frankly BS.
Billy's curve bypasses that linear motion associated with his sprint to get tight curves in areas a survivor might otherwise think that the killer wouldn't be able to hit.
All three of the above involve manipulation of the base power itself to avoid counterplay revolving around the power. Making the counter-play inconsistent with its presentation, and ultimately more esoteric and annoying to learn.
Wesker's eurobend may be a bit problematic, but the counterplay to the ability prior is mostly consistent and the throw fits with the theme of "The Mastermind". Frankly it could become basekit with a bit of polish for all I care.
Without those mechanics all 3 would be terrible killers because their powers would be super easy to dodge... On Blight the shoulder flick is basically required because side stepping is way to easy to do without it and it completely negates that you basically used bump logic correctly to hit them otherwise.
If Onis demon dash is not his main power to get a down then he is just like a Myers with mobility and a bigger lunge, which would also make him a terrible killer.
Curving is what enables Billy's gameplay... You want to have Billy just back revving or what?
I have to say I don't think it makes sense to remove any of those 3 as those mechanics are what gives depth to the characters and how to play them as well as play against them.
By consistent you mean that it is not a 100% guaranteed method to avoid the hit? If that was a thing that would be horrible, how are you going to outplay the survivor if they have a guaranteed way to always avoid the hit no matter what you do?
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730668#Comment_3730668
This and Wesker's hug tech needs to be removed from the game.
Sounds like cherry picking…
I think this game would be just boring, if we fixed all techs. There is simple not that much to learn without them in my opinion.Pretty fair, those techs are what gives depth to the gameplay I really don't see a reason to remove them just because they are "techs" or "not intended"…
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730783#Comment_3730783
Not talking about his increased curve window, but the 180 flicks you can do with the Lo Pro Chains add-on. Thankfully they are very rare and not as useful a lot of the time, but still should be patched out. Here's a video where the 180 flick is mentioned.
Nah man, those are great, they are not even good, they are just hillarous :D
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730853#Comment_3730853
I'm not sure what perks you brought, but Bond, Aftercare and Empathy both counter Knockout. If you're playing solo queue, I believe Bond and Empathy are decent choices. So it's no different from the killer bringing aura perks and you didn't bring distortion, am I wrong?
Like I posted above, I'm not entirely sure if they counter it, according to the wiki:
I somehow interpret this as it blocking all aura reading other survivors get, no matter if it is the given of being downed or via a perk, I would not really say those information perks counter it, because you would need to be somewhat close before they go down to have value. I guess aftercare is the exception, but the perk is not that valuable in general, same goes for Empathy but out of the 3 I would argue it is probably the best for that cause, but you would need to keep a look at their position quite regularly to somewhat know where they are and hope they are not crawling away and remember where they got downed…
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730898#Comment_3730898
Never said it was limited to one side. Not at all so no need for the “but the other side does this argument” because I get just as annoyed with survivors who stomp a killer and all stand there and teabag at exit gate instead of just leaving.
My post is about the comment that “may as well stand there and troll around a bit” by BMing the people who have clearly already lost. Why? What does that accomplish besides adding to the already toxic environment present in this game? Thats the mindset that I’m commenting on that you displayed.
Well first of all I don't think it is too bad of a behaviour and I don't really get annoyed by either side doing it. In both scenarios there is nothing to be won anymore, so I can just use my time differently, tab out and do something else, read somthing whatever. I really don't see an issue there.
For the second part, I guess people do it because it is fun? I don't see an issue with that? It is a silly behaviour that does not really accomplish anything, unless people get annoyed by it, as they apparently do like you just said… Therefore if you get annoyed the troll is winning, and otherwise nothing happens… I will say though that it always amuses me when people bm, as it just looks funny, the ws, the nodding, the gestures, the t-bagging and what not, I have to say I find them quite hillarious. It is kind of sad that the options are so limited… In dota for example people try to bm by typing "?" after a missplay or something, which sometimes ends up in a back and forth which in my mind is quite amusing for both sides ^^ So like I said, I don't see anything wrong here. And I don't understand people that when they're getting bled out fairly obviously just look at the screen for 4 min instead of doing something else… Nobody forces you to watch, you can do literally anything else, especially if it annoys you :)
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730822#Comment_3730822
Sure. May as well troll around by BMing the opponents who’ve already lost. This is exactly the attitude that brings so much toxicity to this game. Nobody knows how to be a gracefully winner, just take the W and move on.
Well it is what it is... Not like this is limited to one side... And I don't think bm is something that is possible to remove from gaming.
And on a side note I don't think that the other bahviour is more or less bm than bleeding people out for no reason...
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@Kira4401 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730870#Comment_3730870
I mean sure, you can absolutely report them (if the report system even works as it's supposed to) but the deed is already done, if this becomes a more often habit among the players it can lead to a weird chaos overall imo.
I mean that has been a thing for ages and did not really become used by more people over time. But sure it would be nice to have mechanic that prevents matches from being dragged out like that.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730853#Comment_3730853
I'm not sure what perks you brought, but Bond, Aftercare and Empathy both counter Knockout. If you're playing solo queue, I believe Bond and Empathy are decent choices. So it's no different from the killer bringing aura perks and you didn't bring distortion, am I wrong?
Does it though? From the phrasing of knock out I would assume it blocks aura reading in general, when further away than 16 m, or do you mean while they are injured and you are in range?
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@Kira4401 said:
I know it's a rare occasion to find yourself in this pitiful scenario, but even when it happens it makes your experience a nightmare.
Imagine this: You are playing as a normal m1 killer, not very strong perks, everything going well and you are fortunate enough to make 2 kills early. Now we have 2 more survivors who are unwilling to make gens or progress the game in any form or way, and besides that (not willingly giving up and letting you hook them) playing the stealth game like in prop hunt.
Now I know that if you are fortunate enough to have ultimate weapon or any perk that helps you find them without the requirement to hit or hook them it's not a big issue. But imagine you don't. And now you are forced to search every corner, every bush, multiple lockers, and go around the map trying to find at least a single clue that any life form exists anymore. But guess what, they hide so well that not even radiocarbon dating can trace the presence of their existence.
I guess you find them after a while but the process can last even 20 minutes in awful scenarios. I was wondering if there is something we can do.
If they don't progress the game that is a reportable offense, if they only do it very slowly it is not.
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@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730815#Comment_3730815
When I play as a killer, I find that the buff doesn't affect me too much unless I encounter a bully team or SWF. Ya, that's it for me, this depends on each person's feelings.
I dont really think it has something to with "feeling" whether or not you can force a one for one when doing the Sabo or even get the Sabo and get away... Either it is possible or it is not.
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@dknb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730805#Comment_3730805
i want doing gens.
Then do them in a bot game I guess? When it is not the interaction with the killer you are looking for then it does not really matter does it?
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730833#Comment_3730833
Renfield, with Nic Cage as Dracula? Definitely another horror comedy.
Yep.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730626#Comment_3730626
I like nic cages movies but i have never seen anything remotely horror from his career.
He's done some horror and horror comedies. Vampire's Kiss is one, Willy's Wonderland is another and I recommend that one. He was also in the ridiculous and hammy remake of The Wicker Man, as well as the recent modern adaptation of Lovecraft's "Color Out of Space." He's been in a few other horror films I haven't seen, Nic Cage does a lot of obscure movies. He's not super-strongly tied to the horror genre but he's definitely not a stranger to it either. He's a very unique kind of person and he is the ONLY real-life person I don't mind being included in DbD, but I hope they never do it again.
I think his recent Dracula movie was also supposed to be horror.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730822#Comment_3730822
My killer didn't have Knock Out and wasn't slugging the whole game. Once the other two survivors had died on hook, me and the Dwight for some reason got treated like that when he could have just hooked us. Most killers I've gone against with Knock Out will still come back and try hook once they've downed everyone. Slugging doesn't always mean their intent is to bleed you out.
Fair I guess, but the most reasonable thing would be to not do that, maybe just sit over the survivor that has the most time left before bleeding out... Otherwise certain perks might come into account that allow them to still wiggle free. If you want to secure the 4k at all costs at least.
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@Sandt1985 said:
The only reason Nemesis only has two zombies in his kit is because the old engine couldnt handle anymore, according to the Devs. But now that we've upgraded tp a much more powerful engine, I think it's time to add more Zombies to Nemesis' power. Anything to make him more different then the Xenomorph is a good thing, since Xeno is the much better choice to play as, currently.
Personally, I think 4 zombies should be the absolute minimum Nemesis should have basekit, but I'd be comfortable with 5 or 6, with potentially more with the use of addons. Make going against Nemesis feel like trying to escape a trial during a zombie apocalypse!
Sounds like a nightmare in indoor maps... A zombie in every corridor and all you can decide is which one gets the free hit on you... As others pointed out you would need other ways to get rid of them, maybe some quick time event or struggle event so they turn into more of a game delay mechanic and tracking instead of necessarily a way to injure. I don't think we should focus on the Zombies but on the mechanics the killer has control over... But if it had to be Zombies making them into passive gameslowdown would be Allright, but we need to take care of the issues around indoor maps and zombies as well.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729418#Comment_3729418
Again, please explain how that is different than:
- Trapper
- Hag
- Clown
- Artist
- Dredge
- Knight
- Singularity (when you don't have emp)
They work functionally the same that you said about SM. They drop their power, and you just leave the loop.
Someone else already gave roughly an explanation of what is different, but I would like to add that while those killers need to somewhat aim for proper positioning or at least work towards being that position all she does I solace the drone somewhere around the loop, because its area effect covers the whole loop anyway.
Trapper stands still, needs to position the trap in a way it cannot be ignored or walked around and survivors can still just run away.
Hag is quite similar to Trapper in that regard.
Clown needs to place his bottles properly, take pallet control beforehand and then work with both to force the survivor in a way to get a hit, and all that before the survivor just decides to leave the loop.
Artist unless played as place bird on window/pallet needs to aim her power to predict movement and mostly hit survivors twice.
Dredge gets slowed down so they can make it to the next loop.
Knight suffers similar issues as skull merchant which is why people also complain about him a lot, but at least he is visually nice and has a decent lore.
Singularity is completely different. Not only does he have to put thought and effort into placing pods and tagging survivors his overclock mode also suffers when you don't run family photo, nothing about him is free. He is one of the hardest killers in the game, whereas skull merchant just gets to press a button to get her power into activation...
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@this_aint_h00die said:
She's no where near as strong as she used to be, and if your playing as survivor, it's just Skill-Check simulator, why hate on a killer who's not even "OP".
Aside from what people already said about her not being fun to play against and even as.
Her visual design is boring and uninspired, her lore is generic at best and there is just nothing interesting about her. She is just terribly designed in every aspect of her existence.
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@Nazzzak said:
Slugging with Knock Out actually doesn't bother me. Because it tells me straight up what their strategy is (slugging) and I can try adjust my gameplay. It's harder in solo admittedly, but if the rest of my team are getting gen progress or are in good in chase, I don't mind being the designated pick up person until I go down. To me it's no different to a survivor bringing a sabo build or BGP/FB to focus on hook denial for instance. Some people go into a game with a plan of attack and you just gotta adapt. I had an Unknown earlier who slugged a Dwight and I and then proceeded to just hump our bodies until we bled out. That's not strategy, that's just trolling. Intent matters.
I mean when he is bleeding you out anyway he might as well troll around a bit... I don't see that different than just standing there doing nothing until you bleed out.
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@kittyhawk439 said:
So I have run into face camping a lot and I've thought of some things that I think would help prevent it. I noticed the bar fills up very slow and I'll often lose a hook state before it even finishes. What if when facecamping hook state doesnt decay either? I notice a lot of face camping at end game as well tho I'm not entirely sure how to fix that with this idea i still dont see it working. Maybe a longer face camp disables the killers attacks for 3 seconds? Lets someone unhook without punishment when the killer is being a jerk?
If the bar fills up slowly they are not right in your face, as the name suggests that is not face camping. The AFC effectively killed face camping outside of end game and in endgame the killer has nothing else to do but secure that hook... I don't see an issue here.
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@HEX_DEAD_BY_AI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730793#Comment_3730793
The buff is insignificant, and most survivors are soloq. I often watch Twitch, and have faced many excellent killers, this buff does not affect them. They play nice and reach 4K easily. Using this style of play to "counter" is only for noobs. The question is: what's the fun in playing like that game after game? 😶
The buff makes it so you can take a hit, Sabo and still get away without going down, I don't think it is insignificant...
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730800#Comment_3730800
Oh no, killers would have to be well designed so they are fun for the average player to go against? I see this as an absolute win personally.
Sarcasm aside stealth killers already ignore any kind of perks that would directly counter them in their basekit, what's the issue?
It would take ages to rework 20 killers and could be used to dodge strong killers as well... Matchmaking would be a nightmare, what killers could you even play the if not the weakest ones only?
What do you mean they counter perks that would directly counter them? Do you mean aura reading? The issue is that you cannot use the time you otherwise would have to sneak up on people that don't know yet that it is a stealth killer, for example Myers and Ghostface... So their early game will suffer quite a bit.
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@Nallou said:
Hi,
Can you please do something for killers who tunnel/camp players please?
It's just boring, barely off the hook, the killer returns and chases him even if someone tries to get in his way. Again and again. 90% of the games I play happen like this. The first player found does not play the game, since he cannot do ANYTHING. Which makes a lot of people rage-quit. It's understandable when you just can't play normally. (I already found myself alone with 3 bots and a killer loool)
The anti-camp system is a good idea but poorly done: The killers know how it works, so they camp right at the edge of the zone. So no one comes to help for fear of being killed as well just because the killer remains under the hook.
All this for what ? Hope to kill at least 1 out of 4 survivors lol
Even killers who can literally teleport, or do ranged attacks camp or tunnel :')
Before it was different, apart from Leatherface and a few killers trolling around, there was almost no tunnel/camp, and it was much better. More fun.The anti face camp feature does exactly what it is supposed to do, it is not supposed to prevent camping but only face camping.
What do you mean the player does not get to play the game because he gets tunneled? He gets 3 chases... He gets more gameplay than any other survivor :D I take getting tunneled over doing gens for 10 min every day of the week ^^
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@Sarrif said:
The easiest way to solve the DC problem is simple, does not require changing any in game mechanics, and would buff a ton of non meta perks and playstyles.
Simply show the killer in lobby to survivors.
I know what you are saying but before you form the lynch mob hear me out.
Most people will DC because of… problematic killers like Skull Merchant, Nurse, Blight, Spirit (she's a walking accessibility issue and I'm tired of pretending she's not) and I'm not going to blame them. These kinds of killers are horrible for the average survivor to deal with since they either promote gameplay that is mind numbingly boring like skull Merchant, or requires a 4man swf to be in the same universe as conceivably balanced.
By letting survivors know what kind of match they have ahead of time then people can just not go into a match that they would DC from. Or if they are going against a toxic killer like Nurse or Blight and they want to go through that they will know they have to bring their meta builds where as for weaker killers they don't have to and can bring non meta perks. Which brings me to my second point, buffing non meta perks.
Look at all the most common perks on survivor https://nightlight.gg/perks
They are all used because they are not removed from the game depending on what the killer has except distortion and that's in 10th place for a reason. It sucks when you want to bring some kind of empathy, super heal build and then you go against plague. Or want to bring steakout or some kind of aura reading build only to find out, oops it's a wraith or one of the several other killers that basekit essentially ignores your whole build. Or bringing a sabo build and then go against Pyramid head. You get the idea.
Yes there are a few issues though with this suggestion.
A few perks and add-ons would have to be changed.
The doctor would ignore calm spirit and scratch mirror myers would have to ignore perks like shadow step because likewise it's not fun for the killers to go against perks that essentially remove their abilities from the game.TLDR - give survivors more info in lobbies before they get into a match.
Half the killer roster would not be able to get into a match anymore and on top of that stealth killers or Oni would have a really rough early game.
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730243#Comment_3730243
You aren't really looking at the détails of the decor aren't you?
If you read my last post I mentioned the visuals... Yeah sure some maps, for example have dead bodies in the stacks of pressed automobiles... Does that make it horror? Or do you mean the maps that are from horror franchises like rpd and such?
If I have a racing game for example Mario Cart and the race is along RPD as a map with all the asthetics, does it become a horror game because of that or does it stay a racing game? My point is that the gameplay does not necessarily reflect that it is supposed to be a horror game. And that what can be argued to be horror is, as I said in the previous post:
"What stays is the visual, audio design and perhaps the characters and themes. I just feel like that's not enough to make it a horror game... Because the gameplay does not really carry that whole concept. Similar to how modern shooters tend to have skill trees aka rpg elements you could say dbd is a game with horror elements but not necessarily a horror game."
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730175#Comment_3730175
What maps have hooks too far apart? All the maps have hooks that are really close together. You're probably just not seeing the ones next to you because they aren't outlines.
Some maps have really weird spawns, indoor maps for example can mess up in the sense of a hook being in a room, but the the entrance to the room is too far away, and when it comes to the corners or gate location even on McMillan and autoheaven maps you can have issues hooking more than 1 person in that location.
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@[Deleted User] said:
Huntress didn't need any of the buffs or changes she received.
I'd say the buffs are fine, they made her less addon dependant, as her windup without at least one addon was really slow, same for additional hatchets. And I did not really perceive her as that much more oppressive now compared to before.
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730636#Comment_3730636
I'm not really cherry picking things, it's just there are many "techs", that are actually exploits, but there are things that are okay, though they are rare. Like, some people believe orbitals from Huntress are an exploit, but it makes sense that a hatchet if it's not interrupted by any collision can hit a survivor from the sky. On the other hand stuff like Wesker's hug tech, Oni's and Billy's 180 flicks, survivors using heal and point tech should be fixed.
What do you mean by Billy's 180 flick? Do you mean his increased curve window at the start of the chainsaw sprint? You cannot call that an exploit, as it was intentional, they put that in the patch notes for a reason, to counteract the nerf to the cooldown addons. How can it be an exploit if it was intentional... Like the only way to argue there is to say they did not realise this would increase the turnrate because it is based on ° per second... And that would be odd, as in that you are assuming they don't know how Billy works... Or why do you assume Billy's curve window is an exploit?
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730578#Comment_3730578
Well then it is debatable at least isn't it? Because some people are convinced it has nothing to do with horror, except the characters and the themes and others disagree.
Does something stop being horror the moment it stops being scary? I would personally say no because scary is something that's highly subjective and changes based on who you asked.
If you play the same horror game or watch the same horror movie over and over again enough times, it will all stop being scary eventually simply because you know what to expect from it, it's something that's inevitable for all things horror.
I don't personally think most- if any at all horror games are scary, not even games like Silent Hill, Amnesia, Outlast, Alien Isolation, Resident Evil, Darkwood, etc. However that doesn't mean that they aren't still horror games, their horror haven't disappeared just because i don't find them scary, because neither my own personal opinion nor anyone else's dictate horror as a whole, since horror is a vast, universal concept (and genre) shared between all people that lives, and where one person might find something not scary, another person will. DBD is no different in that regard.
I feel that whenever someone says something is not horror anymore because it's not scary to them personally, it's essentially them saying that only the things which they themselves personally think is scary or closest to be perceived as scary is the only correct type of horror, which by default also means that they're as a consequence invalidating all other people and what they would personally would find scary from the horror genre and see as scary instead.
That is my stance on the matter.
But surely it is not the intent that's relevant but what we actually got.
If we're going by Brave Browser's AI search result, then the listed things below is what's used when sorting things like video games, movies and books into genres.
- Plot and setting
- Tone and style
- Target audience
- Themes and subject matter
- Creator’s intention
Which means that we're both correct, since it's all taken into account.
That is a weird thing to assume and a bit petty at that isn't it? ^^
Call it weird and petty if you will, but it is the general vibe i've gotten from you more often than not whenever i see you argue on the forum and it's something that tends to annoy me quickly whenever i see people be like that, or at least whenever i get the impression of it from people.
Of course, i could be completely wrong in what i'm saying since i don't really know you, but it's simply just the impression that i've gotten from you purely from personal experience and observation, feel free to tell me otherwise in case it ain't actually so.
I said, AFAIK, that it isn't scary after x time and not therefore it's not horror anymore, but I don't see the horror elements besides the characters and themes...
Perhaps, but usually you don't have the creators intention openly aside from the plot, similar to when you do literature analysis, you can guess what he meant but you cannot know for sure if there is no indication in the text. People consume the medium and based on that have an opinion what the genre is, if the creator did a good job you will see his intention in the finished film/book, if not you won't and therefore it cannot be taken into account in my opinion.
Thats kind of ironic now, because if I tell you you're wrong that would kind of cement your verdict of me being always right and if I don't then I agree with it being true as well ^^ Puts me in the same spot regardless of what I do. Well I don't mind being wrong about stuff especially if it is for the benefit of the game. But oftentimes it seems like people don't argue along the points. When I start of by asking what is horror about the game except for character and moris I'm asking about specific elements and then I kind of expect that a counter argument leads by naming elements... For example the killer chasing his victim would be thematic to some degree... That's one point nobody mentioned and I would have to say yeah, sure that might fit. But usually what makes it horror is not that the play tag for 10 min without ever getting close, but the killer being relentless and always right behind and nothing seems to stop them, and that theme is just completely gone when the survivor knows how to play... The killer is still close by but the threat of getting caught is kind of gone, which reduces the theme as well.
You could say as well that horror is the fear of the unknown, which could carry the argument that when you have a few hundred hours in the game there is nothing unknown anymore and therefore this part also disappears.
What stays is the visual, audio design and perhaps the characters and themes. I just feel like that's not enough to make it a horror game... Because the gameplay does not really carry that whole concept. Similar to how modern shooters tend to have skill trees aka rpg elements you could say dbd is a game with horror elements but not necessarily a horror game.
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@Rogue11 said:
Throwing your mouse across the room is not "skill".
Depends how precise you need to be for it I guess.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730588#Comment_3730588
Its fine if you don't think its worth it, we're just again saying it's not a waste as those perks work with no mither and make it not dead weight.
No clue, hence confusion.
There's a sound for survivors, unsure about killers (we've only seen it proc once between the 3 of us as killer). The build seemed to be dip in, do the ritual, quickly dip out, and push gens stealthily. It worked out pretty well for them as it was another who screwed the team over.
I don't know, outside of the picking yourself up from the ground it really does not do anything that cannot be done otherwise.
Well I guess depending on whether the sound exists or not I guess it could work as a bit of a distraction... But if it becomes more common killers will check basement for that to happen and at point it doesn't help that much anymore. But for now maybe.
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@MechWarrior3 said:
Did he get any buffs? If so, what did I miss?
Is there a screenshot?https://www.reddit.com/r/deadbydaylight/comments/1d44rfp/developer_update_may_2024_ptb/
Yes he did.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730503#Comment_3730503
And for that one thing we said that hemorrhage makes the 99 heal impractical. You may not need it to be injured but it also comes with less risk of the killer hooking and tunneling your tail out the game as you don't need to see the killer to become injured (or an injured survivor in the case of for the people). Its can also be used for other combinations other than plot twist, such as resilience, weaving spiders, and desperate measures.
So first you said people only use it to make the game harder, but by creating Synergy you make it easier again... So do you want to have it harder or easier?
So here's were we're confused. Where did we (Rulebreaker) say this? Either you or us missed something or miscommunicated here. The point we're (Rulebreaker) trying to make is its not a waste if you build around it. The point Marc_123 is making is that it has uses that make it worth running.
And up until now I have to see a perk build with no mither that could not be done better without it, which makes it a complete waste of a perk slot.
No mither, weaving spiders, distortion, resilience. It surprisingly worked till a teammate became a coward [not even the no mither one]. Killer got paranoid and stayed by basement area for a good while which is free time for the survivors and when it finally left she went and activated weaving with no downside after.
Rather it activates those perks, but I don't think it is necessarily beneficial to run it just because you get an additional 14% healing and unhooking speed, especially because unhooking while injured is a bit risky. Resilience is either about the efficiency or about the vault speed, in the second case you would use it for a chase build which would be a weird choice, in the first one you might as well use a different perk for your toolbox like streetwise or the felix perk that refreshes charges, works just as well, but does not require you to be injured.
Possible, I think Marc mentioned the part about people only running it because they want to make it harder…
Ok, I guess it negates the immediate information the killer gets when the ritual finishes, I'm not too familiar with the perk, does it make some sort of sound or not? If it does I would probably prefer headon or something so you can get out of basement. But I guess if the only thing you want to do is get the ritual done without getting noticed it might be fine. You're effectively using 3 perks to make that happen and it is questionable if that is worth it. I do think thought you could still do the same with for the people instead… All you need is the broken status effect for some time so it does not become obvious.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730532#Comment_3730532
And yet despite that, DBD is still officially categorized as a horror game and the horror genre still have subgenres that are all different from each other, yet are all still considerd as valid parts of the horror genre and are categorized under it, or are you gonna tell me that's all wrong too because it doesn't conform to your way of thinking and your ''I can never be wrong'' mentality?
Well then it is debatable at least isn't it? Because some people are convinced it has nothing to do with horror, except the characters and the themes and others disagree. But surely it is not the intent that's relevant but what we actually got.
That is a weird thing to assume and a bit petty at that isn't it? ^^
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730493#Comment_3730493
What people intend to become and what a piece of fiction is intended as is not the same thing, what genre you intend for a piece of fiction to fall under is the genre it's part of, there can be elements of other genres mixed into the fiction alongside it's main one, but ultimately, you need to pick a main genre that the piece of fiction is aimed towards, that's how you differentiate between the genres.
The outcome is important but without the intend to begin with, you can't classify the genre that the fiction falls into.
Horror is a prime example as it has so many subgenres that you can spin it in so many different ways without it stopping being horror.
Thats not it at all my man... I can write the worst book ever intending it to be a love story, but my intention does not turn it in one but its content does... Books get categorized by their content not the intention the author had when writing them.
The intent is completely meaningless if it does not show in the results...
That just sounds like a word that is so wide that it has lost its meaning and everything falls under its definition.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729514#Comment_3729514
Blight's, Oni's, (even Wesker's) and Hillbilly's slide/flick techs are all utilizing their map traversal power in ways to be incredibly mobile and lethal at the same time while bypassing the chase design restraints on that portion of their power (bounces and turning angle, turning angle and wind-up and closeness, rev time,) with little trade-off, while also just being the same normal loop gameplay just with hit faster at loops.
Euro-bend Wesker still requires the Killer to hit with their power normally, take into account their surroundings and where to throw the survivor, is relatively easy to perform with any hardware and setup, and thematically ties into how the power is used: finding an angle.
I fail to see what you mean in the first paragraph... Blight is basically required to flick, otherwise you could easily side step his rush if he could not flick? Same goes for Oni?
And how exactly does Billy's curve bypass something? The curving is what makes out his chase potential...
Wesker might hit the survivor but it removes the survivor option to position themselves In a way where they cannot be thrown at a wall normally... So would it somewhat still count by your logic?
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730284#Comment_3730284
Ok so either we argue that the perk is decent and people use it because they think it is good, which you denied, despite at least one person in the post saying it is his go to perk, at that point I said well there are better options if you want a decent build.
We neither denied or agreed on any of that. We first argued that 99 heals with hemorrhage was hard. We then delved to argue that it's not a waste of a slot if your building around it.
Or we argue about the perk having a use when you decide to use it, at which point I still don't see why you are looking for synergy, because when your goal is to make the game harder for yourself, why are you trying to find synergy to somewhat close the gap that only exists because you decided to run that perk? At that point just use non meta perks to weaken yourself if that is your goal.
Which is sorta what we delved into. The point Marc_123 made (atleast as we understand) is that there are uses for no mither that makes things easier and put you at less risk than having the killer hit you and hope you escape chase.
Why are people looking for synergy? Because people can be creative, to prove it's possible, to show it's not a complete waste, something else, take your pick.
The 99 thing was just one of the many things that lead to everything being better than running no mither... You don't even need to 99 yourself, that's just so in case you get caught you have 2 healstates instead of just 1,where as with no mither you are always 1 hit just the option to be healed already makes this the better option. And you still don't need that perk to be injured, therefore making it a waste of a perk slot. The one thing it allows is together with plottwist to just deactivate corrupt, and even then it still sucks because you have no mither and you just wasted a second perk...
Using no mither always puts you at more of a risk than not using it... If the game goes normally you will eventually get chased and then get hooked and then you can just not heal if for whatever reason you prefer to be injured, you can even take first chase... So you have the effect for longer... But unless you have a very long lasting tome quest there is really not much of a reason for it.
So first you said people only use it to make the game harder, but by creating Synergy you make it easier again... So do you want to have it harder or easier? And up until now I have to see a perk build with no mither that could not be done better without it, which makes it a complete waste of a perk slot.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730243#Comment_3730243
The game was made with the intent to be a horror game, therefore it falls within the horror genre objectively, same way that any game that was made with the intent of being a game within any genre objectively falls within said genre it was intended for.
Whether we find DBD scary or not doesn't determine if it is a horror game or not, since scary is subjective and personal, while horror is a universal thing that encompasses all things people find scary.
Just because something is intended to be x does not mean it is x... I don't suddenly become Dirk Nowitzki just because I intend to be good at basketball. The outcome is what matters.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728814#Comment_3728814
Sorry, but this is quite boring and otherwise very ineffective. Having to use Hex and others perks to make the killer viable is not the best idea.
Hexes are very weak, specially Devour. If they break your totems (considering you are bringing Undying too) its two less perks until the end of the game.Also, smart survivors will use the "S tech" to break your web, which is slow you down (and sometimes even make it impossible) to get a down to start the snowball with Make Your Choice.
Anyway, if Hag needs perks, addons and the trigen strat to be viable, there is a problem in her kit that needs to be adressed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728697#Comment_3728697
But you still can bait Hag in chase if you trigger a trap, specially when near a pallet or a window. The issue is, if you don't get a hit after a teleport, you probably won't be getting a hit anytime soon because of her 4.4 speed. In the video the Hag a comparison between her and a 4.6m/s killer, and you can see she get a hit much more later than faster killer if she doesn't teleport instantly.
I don't think I or anyone needs to have a visual comparison of the difference in catch up time between 4.4 m/s and 4.6 m/s, as it is already written in the speed… it is a difference of 20cm/s…
I mean in chase baiting not really though, if you see the person you can just wait for him to go in too far and then get the hit, I don't really see much interaction there that does not rely on the Hag messing up.
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@Belzher said:
I don't agree with it being a meme perk. Meme perks are supposed to be fun, and No Mither is just bad in every way you look at it. Even when it says it drops no blood, Oni still gets advantage because of you using it lol
Have to say, that is actually kind of fair… But then again, most meme perks/addon function that way… The meme addons on killer only weaken them without being funny, the only "meme" perks in that sense are probably Nic Cages perks, which are hillarious, and it makes it even more sad that these are the only ones.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730185#Comment_3730185
So either you don't get the point or ignoring it.
Ok so either we argue that the perk is decent and people use it because they think it is good, which you denied, despite at least one person in the post saying it is his go to perk, at that point I said well there are better options if you want a decent build.
Or we argue about the perk having a use when you decide to use it, at which point I still don't see why you are looking for synergy, because when your goal is to make the game harder for yourself, why are you trying to find synergy to somewhat close the gap that only exists because you decided to run that perk? At that point just use non meta perks to weaken yourself if that is your goal.
Or we look at it for the special use when you need to be injured for a tome quest, where I would point out there are easier ways to get injured without having to run that trash perk.
Does that somewhat cover it?
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@Seraphor said:
I haven't seen a Huntress struggle for a long time, almost every survivor game I play against her ends in multiple kills. They also end up being pretty miserable games due to sniper shots taking me completely off guard and generally going down without entering chase most of the time. Not to mention the low-effort proxy camping.
I feel like Huntress is in a similar ballpark as Nurse. Obviously not nearly to the same extent, but in the sense that her "average" kill rate is a product of lower-mmr Huntresses struggling while higher MMR Huntresses dominate their games. Particularly in the way that a skilled PC Huntress just has to run a couple aura perks and they can essentially just click on you from across the map and score a down.
So yes, I don't understand why she was buffed at all.
Better aura perks than 4 slowdowns… Otherwise what should she run? Not like many chase perks make sense on Huntress… I don't think higher mmr huntresses dominate, many players said when asked about the buffs that she was not too good against players that know what they are doing, and orbital shots are only a thing if you don't pay attention, so at least that part is fully on the survivor.
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730213#Comment_3730213
Gore stuff for exemple
It can be scary for some people, not scary for other people
Either way, scary or not it's still horror
Unless you use a mori DBD is not really gore heavy is it? You see what I mean? It is kind ofhard to put the finger on what exactly makes this game a horror game, because except for the fact that it uses characters out of horror movies there is not really much to it…
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729949#Comment_3729949
horror doesn't mean scary after all
Imo, DBD is a horror game. Just not scary (at least not anymore, exception mirror myers)
What is the definition of horror in your opinion?
I would say jumpscares are the dumbest form of horror.
