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AsherFrost

AsherFrost

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AsherFrost
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  • I play console specifically to avoid post game chat (well not really, but still, I don't want that mess)

    The thing that shows this was pc first is definitely the menus. That little circle cursor you have to move? Hopefully it dies next.

  • Happened a few times, get the hit, see the hit connect, then pallet sound, and I'm on the other side with an unhurt survivor, both of us confused as hell.

  • If you are on the lower ranks, maybe they're panicking when being chased?

  • Cowgirl Kate gets me tunneled like I brought in two keys. Shame too, favorite cosmetic for her.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935166#Comment_1935166

    I mean, not going back is fine as they probably mean code-wise, but they can definitely improve the new UI to at least have a similar use to the old UI. Heck, they could even download old image files and simply move the tiles on the UI.

    If there are people who can improve the UI 100000 fold by simply moving the existing UI components with paint, then the devs can do that too. I get that the new UI has a new code that would be really messy with the old UI standard, but no one necessarily wants the old UI, we would LOVE a new UI if the new UI at least improved upon the old UI.

    Being able to know how much you hooked as a killer is great for the purposes of an emblem(those who think its useless, believe me, nothing is better than a quick confirmation on your post-game progress, altho I believe there should be an indication of who has and hasnt been hooked as 4 unique hooks also matter for emblems). Being able to know who is on deadhook as survivor and who hasnt been hooked at all is also great. Having the bottom side being relatively empty is also great for killers, because survivors cannot hide as easily in the lower corners of your vision anymore. The generator being in the top center is actually quite nice IMO as you can very quickly check it if you need to and its actually closer to the center of your screen. The survivor icons are nice, and I hope custom outfits will end up in that portrait too, and while the injured status needs getting used to, its actually quite nice and fits the style of the game. And I dont know what it is, but skillchecks as an action feel smoother, they barely lag behind anymore.

    However, as I now complimented the new additions that prevent the UI from going back, here is a list if issues that doesnt rely on the coding of the UI and should be relatively easy to improve upon:

    1. The information is EVERYWHERE, why the ######### would anyone think its fine to spread out information on a game. Let alone that the information is away from your focus as killer, because the distance between the scoring system, survivor information, ability information and perk information is seperated by a grand canyon.
    2. The text and progress bar is TINY AS #########. WHAT IS THIS, A HUD FOR ANTS?
    3. IN WHAT WORLD WOULD YOU PLACE 3 OBJECTIVE MARKERS IN 3 SEPERATE PLACES?(I guess this is just point 1, and I am sure that this will repeat, but this is by far the largest issue).
    4. WHY IS THE DESIGN OF SKILLCHECKS SO CLEAN? THEY USED TO BE GRITTY AND IN THE STYLE OF THE DBD LOGO. It's such a tiny detail, but the tiny details are what made it so great.
    5. This is the last, but WHY THE ######### DO YOU PUSH THROUGH A DESIGN THAT 95% OF THE COMMUNITY DISLIKES? WE DID LIKE THE IDEA OF A NEW HUD BUT WE VOICED CLEARLY THAT THE CURRENT DESIGN WAS MESSY AS #########. HOW THE ######### ARE YOU SO STUBBORN THAT YOU IGNORE FEEDBACK? DO WE HAVE TO MAKE A POLL? IS STATISTICS TRULY THE ONLY WAY YOU'LL LISTEN? HERE IS A ######### STATISTIC:

    Do people like the design of the new hud?

    1 no |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

    2 yes |||

    95% of the community has voted no

    THERE IS A ######### STATISTIC FOR YOU GUYS.

    Your poll is bugged, it won't let me vote. Kind of like a ui made in paint, it's completely useless and can't be interacted with.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937394#Comment_1937394

    I'm a big fan of Scott and love this videos, and while I agree he is in the right ballpark that UI is one of the easier things to fix, I just get triggered when people underestimate any sort of programming task, especially when using such a trivial example. The number one thing I think developers quickly learn is that most tasks are usually going to take longer than you initially think, and there's usually hidden work. Unless you are working on a super clean codebase which you know inside out, and your problem is very well scoped (probably not the case at BHVR, unfortunately)

    I'm the same way with programming or network tasks. Too much time at work hearing "well can't we just make x do something different before the client gets here at noon?" Or for a more real example "hey, so turns out that the client uses lotus notes, not outlook. So we need the system to pull addresses from their linux db they attached to the lotus server indirectly, instead of reading an exchange server. Anyway, go live is in 45 minutes, good luck!"

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937355#Comment_1937355

    lol his UI is literally two functions he wrote in notepad, it's a toy example. There's a huge difference between writing out some mock example code and actually writing code that compiles, runs, passes tests, and then feels right when you run the game.

    Real engineering includes design, implementation, testing, all of this takes time and the process involves multiple teams

    Also adding these changes to an existing code base comes with lots of complexity and even more time required to add and test. Scott's example is useless and betrays his ignorance and also seriously undermines my confidence in him doing any real engineering work in the past

    Damn, that's what I get for skipping through the 15 minutes of ranting looking for it. I gave him too much credit.

    At least now we know why there are so many people clinging to the "they could fix it in an hour" fantasy.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937245#Comment_1937245

    https://youtu.be/i4AYXqZyEEY

    scott was a game designer and has vast experience in unreal engine making UIs (the same engine bhvrs using) and it took him a hour to make a better UI. Also saying "its just a few people on the forums" check their twitter and Facebook sometime. This is alittle weaker then the force for colorblind settings and it was the playerbase that brought it to us sooner.

    According to his linked in, scott was a beta tester. Not a designer, not a programmer, which explains why now he's paid to play games, and not make them.

    It took him an hour to make an image of a ui, have you or anyone else actually used it? How stable is it? Does it work on every platform, or just pc?

    It looks like he made a static overlay. He's a professional streamer, so I would worry about his ability if that took him much longer than an hour, but as you sent a video link and not a link to the game he put it in, or the site to download the mod, it appears a static image is all he created.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937314#Comment_1937314

    Yeah 100% the desync issues should be the priority! Yes it is bewildering how this update has broken the game in such a major way and also somehow messed up the pipping and ranking system 😅

    If I had to guess, I would say the pip issue is likely because of some update they made to prep for the mmr system to make its (hopefully triumphant) return. They've said when that releases the rank system will serve a completely different purpose, so they probably have to prep for that.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937301#Comment_1937301

    Well, given the tweet saying they were reviewing things, and given the fact this UI should be absolutely cutting edge, given the time taken to develop it, I'm hoping it should be easy for them to move some of the new widgets into the bottom corners to alleviate peoples complaints.

    I hope so too, but I think their focus will rightly be on fixing the hitboxes and other game breaking glitches, which kind of underscore how big a change was made, (after all, the ui doesn't register hits directly, so just updating the look should not have messed that up)

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937277#Comment_1937277

    The thing is though, the old and new UI work exactly the same, apart from the hook counters. I'd be very keen to know what "system" they were working on for 6 months to power the new hook counter, and the fact UI elements have been moved to different sides of the screen.

    Absolutely, people with no engineering experience who compare it to a mock up they did in Paint is laughable, but I think it's also laughable to say the new UI took 6 months when it's literally new graphics and moving elements, as far as I can see.

    If they gave us something concrete other than "systems", that would be great.

    We know they took a single piece overlay and broke it up, which means new scripting under the hood to stop the pieces from jumbling. I'm guessing the vast majority of the work was for stability across platforms, as well as prepping for the elements they want to add in later. Also they had to teach the system to recognize and display each character, which is more difficult than just displaying 4 white busts with names under them. From the livestream they did, it seems clear they changed everything up primarily to give them freedoms down the line to add elements. It'll probably be easier to update as well, as they won't have to take down and edit the entire overlay, just the widget they want to improve. Hopefully they add the option to make them moveable, but that's a small gripe.

    IO did the same with Hitman 2 and we ended up getting the best widget to have in a stealth game (silent assasin indicator)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937245#Comment_1937245

    I'm actually taking beginning level coding for my Engineering degree right now.

    I had to design and code my own UI the other week. It was difficult for me, but I imagine not super difficult for professionals.

    I remember those courses from when I was a lad. Good luck, seriously, I hope you do well in class.

    The difference between the stuff you'll be doing in your first few years of school and the stuff you'll do in your career once you graduate is a bit like the difference between building a soap box racer and an 18 wheeler. And that's if you only have to worry about people who speak your native language and the visual language of the company you work for already as far as who you design for.

    Building a system for speakers of multiple languages to be able to play together with the same level of information, across everything from a handheld gaming device to the highest end pc, while keeping everything a base level of legible, is like building a bus, while standing on top of another bus that Keanu Reeves won't let drop below 50 mph.

    That's why I think so many of these "they could fix it, build a better one, etc in 30 minutes" troll comments are so #########.

  • For the record. I like the overall look, but have some wishes for changes. I just don't think my dislikes overrule every concern that goes into such a large system overhaul, and am actually willing to give the devs time to show what stuff they want to add in and change. They've kept the game going for years, I think that entitles them to more than 24 hours to prove the change was for the better.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937171#Comment_1937171

    Imagine being so incompetent that it took 6 months to do a HUD that a teenager in his parent's basement could have done in a single evening.

    And lol at "all the systems we had to redesign to work with the new HUD."

    LOl whatever. If you had to spend 6 months to figure out how to get the new HUD to work with your existing engine that is just sad. The real issue with BHVR is that their programmers have no idea how to program.

    You must have made some real bangers. What multiplayer game do you design and help develop for a living? Don't be shy, promote your work! I mean, unless you are just guessing and have no actual idea what work is entailed in game design, but think playing games makes you an expert regardless.

  • @TrollToll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937171#Comment_1937171

    your telling me that mess of a hud took 6 MONTHS?! people made far superior ones in 30 MINUTES...

    Tell me, which game UI have you designed? What games would we know your work from?

    I didn't realize that DbD counted so many professional game designers among their fanbase.

  • Of all the stealth based killers (who all kill me repeatedly because I am hot garbage playing against stealth based killers) pig is by far the easiest to counter. Unlike myers, she can't get 1 hit knockdowns as a reward for acting like a creepy little brother, unlike ghost face she can't expose survivors 2 at a time by peeking around the corner for a bit (with the most busted mechanic, you can look straight at him and not pop his stealth, or look the exact other way and somehow pop it from across the map)

    Her traps suck as much as getting rid of the plague sickness effect, just with rng and the knowledge that she only has 4, at most 5 times during the entire match to play that trick, so you can conceivably take all of them out in the beginning of the match.

    She's the only stealth killer I know of that announces her sneak attack, with a growl that must be from the movie, because as a gameplay mechanic it does her no favors.

  • Ah yes, the ol "why do I have to play against killers I'm not good at?"

    2nd time in a week I've seen survivor mains who want to control what killers people are allowed to play as. Played overwatch for years, never saw petitions there to make it so one team could choose what heroes the other chose to play. Played Friday 13th, didn't see people trying to ban specific Jason's. Nope, that attitude only seems to exist with DbD

  • Imagine not wanting to immediately undo the last 6 months of working on a project just because people on the forum are whining. How dare they not immediately cave to y'all who think so little of their time?

  • I like facing deathslinger. The mental game in getting him to fire his harpoon off at a bad time, missing or even hitting ms, but on the other side of an obstacle so I get away makes me laugh every time. Unlike Huntress he can't just beam you in the leg from 50 ft away with a lucky throw and wound you, so there are more mind games beyond most m1 killers.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1936582#Comment_1936582

    By this logic im waiting for survivors complaining that someone took offering that nullifies the effect of map offerings XD

    So far 3 out of 4 times I've been told it's toxic to stop people from playing the maps they want

  • Yeah, that would be much more useful, though also probably encourage tunneling, which while not against the rules, is definitely something the devs are trying not to encourage

  • @lagosta said:

    On a side note, It helps you keeping track when you have multiple survivors with the same outfit.

    How? Killer side we just have a circle with 12 marks. No idea who each one corresponds with

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1932563#Comment_1932563

    https://forum.deadbydaylight.com/en/discussion/comment/1931448#Comment_1931448

    I actually thought about this a while ago. A lot of people forget that Chucky/Charles Lee Ray was involved in voodoo stuff.

    His pick up & carry animations could be using a voodoo doll to force the survivor to pick him up and carry him in their arms, with his own arms free to slash people. The struggle animation is the survivor attempting to break free of the control, and the stun animation is the survivor breaking free of the control tossing Chucky to the ground and giving him a stomp. The hooking animation is Chucky forcing the Survivor to hook themselves. Edit: Didnt see Asherfrost had a similar idea above, but whatever.

    Yours is better stated than mine, good to see more fans of the first movies :)

  • I would love a totem counter on both sides. I don't see a downside in having one at all. Not dull or hex, just a counter of all totems remaining.

  • Chucky is a voodoo practicioner, according to the original lore (the movie where he's an ai doesn't really exist, it wasn't made by the creator, I don't count it as real)

    I could see something where when he downs a survivor he pulls a figure out, wipes blood on it and the victim marches behind him to the hook, wiggle being replaced with resist.

  • Chucky has long been my favorite slasher, so I would love to see him, the only issue I can see is how he is hooking, however what if instead of hooking he staked victims to the ground?

  • She got some graphical improvements and her tome drops tomorrow, so I figure a few people are practicing

  • If you think the changes to ds would make tunneling stronger, you probably don't understand what tunneling is. Hint, it's not just being hooked twice in the same game.

  • Seriously though. These always go the same way. I know you feel like you are bringing a fresh argument, but after 4 years I don't think there is one to be had. NOED went from a perk that couldn't be stopped, to one that could be taken out before it has a chance to activate. That's a huge change


    The argument that in solo you can't depend on your team to do the secondary objective has been brought up multiple times, hell from the threads made today it seems these days you can't even count on them to do the primary objective. Fact is, that's the best argument to make NOED hurt more if it activates, or add more dull totem based killer perks, to teach new survivors about the risks of leaving the bones untouched.

    If you don't want to cleanse each one, or feel like you don't have the time, then spot and remember, then if NOED activates you can check each spot and just clean the glowing one, once again completely taking that perk out of the match.

    A lot of people recommend small game or detective's hunch, I prefer inner strength for my totem slot as survivor, because I play solo a lot and find a free heal to be a really useful perk. The totems aren't hard to see at all in the reworked maps, so tracking them via perk is going to be less and less useful each patch.

    I understand "just do bones" sounds condescending, but after 4 years there just isn't another answer, you either cleanse the dulls, or you see NOED pop up. If it helps red ranks hardly ever use it, because they consider the game lost when 5 gens are powered up.

  • Just do bones.

    And bring inner strength. That way even if they don't have NOED, you are getting a benefit of a free heal, which is great in solo where you can't always count on one from your team.

  • I love the possibilities behind it, the real world inspiration for their original killers, but feel like they could do with hiring a professional lore master. Just one person who's whole job is putting it all together and making sure the tomes don't mess with established canon or become overly repetitive.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928566#Comment_1928566

    My point was that a killer is garunteed a kill. And if gotten soon enough, can potentially be 2. And throw in NOED and Rancor, not such a great looking 3 man escape. That was the point.

    Ok, sure. If the killer is willing to throw the match just to secure one kill, they will probably get it. Again, nothing to do with DS, so any change to DS won't make any difference to that in the slightest, it's just whataboutism.

  • Easy solution, make each survivor worth 10k

    3 get out? Each one on the team gets 30k, even if they died. It's a team game, they get the team bonus.

    3 die? Killer gets 30k, he did the work, he gets the points.


    I think it solves both issues. If you are being camped to death, your team makes it, and you still get a good amount of points. Meanwhile the points the killer missed out on will make him reconsider his losing strategy.

    I have considered the effect it may have on the swf try hard brigade and legion of sweaty killers, but honestly I think those types will exist in the same numbers regardless.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928504#Comment_1928504

    So camping Bubba, Billy, no BT Freddy, other exposure or easily able to camp tunnel killers that make it near difficult to rescue if they're face camping... we're just gonna forget those exist?

    Ok. Look at this point, it seems you're stuck of the opinion this DS isnt as big an issue as it really is. Which is fine, thats your opinion. I could argue till the sun comes about how I play more killer than survivor at rank 12 getting nothing but reds and smurf yellows with reds but i still know when something is not balanced for even sided gameplay,whatevs.

    With this change, DS will be ruined to the point people wont want to use it and if they do, itll be simply countered the same way it's always been, and new players that have their experience ruined by it will leave. Unfortunately whether peopke see that fact or not is up to them. But as sensibility goes, this perk is getting bad treatment.

    Campers definitely exist. DS does nothing against camping, so I didn't think it was relevant. (As if you are playing a real camper, you aren't getting the unhook, safe or not, while he's squatting on the hook) I don't know how many times it's been said, but the counter to face camping killers isn't a perk, it's doing gens to pressure them away, and going for the unhook when they leave. If they don't leave, it just became an easy 3 escape match. (Which is losing for the killer)

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927390#Comment_1927390

    The one thing in need to remember about this game: No matter how good a survivor you are, you will always get caught. (Bloodlust). But no matter how bad you are a killer, you are guaranteed a kill. If you get a down before a gen pops and you camp and tunnel from start (depending on character) you are guaranteed 2 kills alone. That's not even considering if 1 kills themself immediately because they know they're not getting off. Now you can have 3 potential kills. And what if you close hatch and gate spawns were on the same wall tile or relatively close which is a 7/10 for me, you've now got 4 potential kills for nothing unless they have a key. But apparently its toxic and a definite encouragement to tunnel and camp if they bring a key. So survs lose out in a big way. And if they bring Unbreakable and Borrowed to deal with the camping, it's seen as even more toxic.

    I get it, they often make reckless plays with no consequence, that needs to be addressed. But making DS turn you into a potato for 1 minute brings no benefit to anyone but killer. Sure you're not being tunneled but you're not able to interact with literally anything for a minute. The killer knows this and thinks, well, I dont have to worry about you for a minute (if they're holding the DS), if not its (oh, I can down them again with nothing they can do).

    What they are doing with this now is going back on the word that DS is not an anti tunnel perk. Now they're saying "Oh, well... it is now". But they have not come up with a solution themself, they've lazily used "popular opinion perk" instead. And that is not a good thing.

    I'm just saying, unless the other issues of slug snowball builds and all other balance wise are taken into account, you cant be making a survivor perk that brings more benefit to killer now is not a good way to go.

    I've seen plenty of streamers use the likes of Oni with Sloppy, BBQ, Infectious and Tinkerer, Snowball everyone before 2 gens are done and as soon as Unbreakable gets up it's like "Uhh, free perks, totally outplayed". Its an arrogant attitude to these perks. They shouldnt be nerfing them to the degree that discourages its use. (Which this is now), They should be tweaking them to perform slightly differently in a more balanced way while maintaining its use.

    1. No, killers are never guaranteed a kill, I've played enough matches as both surviver and killer to know that's not the case, so why are you claiming it is? As far as the first part? Yes, if the chase goes on long enough the killer should ultimately almost always be able to catch you, that's why you have 3 teammates and they just have themselves. 1 on 1 should always give advantage to the solo team in any asymmetric game.


    2. Honestly it seems like you don't play killer at all or if you do, it's in the lower ranks. Not meant as an insult, just how it comes off from the many assumptions you are making about how easy killer is. If it was as easy as your personal experience as a survivor made it out to be, there wouldn't be a killer in the rankings with under 75% kill percentage.


    3. Several quotes have been listed from the dev team where DS is described as being an anti-tunnel anti-farm perk, so I don't see how they are going back on their word now.


    4. DS changed how it is listed doesn't turn you into a potato for a minute unless you are of a mindset that is detrimental to your team. If you are safely unhooked, and are not actively being chased, refusing to do gens or totems or heal others is a choice you are making for yourself, because you want to keep ds active and not wait to see if you may actually need it. If you aren't being chased immediately off hook, you simply aren't being tunneled, and don't need the protection against tunneling.


    5. I don't care what streamers do. They aren't real players, they are performers. I don't think any game should be balanced around what streamers do or say while they are performing for their audience, any more than I believe laws around fighting should be based on pro wrestling.


    6. Personally I run WGLF, Kindred, inner strength and BT. I'm not great at loops, but have a good safe unhook percentage and rarely have to deal with NOED when playing solo survivor. Maybe if I ran DS I would be as attached to its current form, but I don't find myself tunneled enough to need it, even when I bring a key. (Though to be fair, if I'm playing with someone who is clearly better at staying off the hook, I'll give them my key)


    7. what I have noticed with DS playing solo is a lot of people will go for unsafe unhooks and other bonehead plays because they seem to count on, and overestimate the protection it offers. The changes will stop that, which would make my survivor matches much more fun. When I'm playing killer I honestly don't care about DS, as if I see you do dumb stuff right off hook, I assume you have it, knock you down and set a timer on my phone to get you after it expires if you haven't been picked up first.

  • I am not at all worried about deliverance. It makes sense for DS to activate with it, as by the design of the perk it should activate any time you are unhooked. It already doesn't work with PH's cages, that's more than fair.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926817#Comment_1926817

    It's your attitude. The whole "You wanna stick to that line, eh?...Exactly what would you have done. The (survivor main forum made) if you will" just comes across condescending and patronising. So no hard feelings if you didnt mean to come across like that.

    All I did was give a genuine reason as to why it was a bad fix and just because other survivors agree doesnt necessarily mean it's still a good change.

    That change I gave is just one of many possibly better solutions as I feel that it will at least give survivors a choice to either fully heal and keep it for next hook, use it to buy team time or just start working on a gen and disregard it. Whereas with this change its "You've got a minute to do literally nothing. Either do nothing or deliberately run to the killer... which they WILL slug you cause they know so good luck using it. Now it's the same as before but you cant do anything while you have it." Which keep in mind, survivors are meant to PROGRESS THE GAME. Why use a perk that GRINDS THEM TO A HAULT?

    Being tunneled makes no difference as you're slugged still anyway. If they paused timer to force killer to eat DS or dont tunnel. Would be better but again (Hardcore Tunneling is a legit strat). As it is, literally all the reward over risk goes to killer for that change.

    I get having it not break until fully healed, but chests and totems I disagree with. At the end of the day ds is active because you got caught and hooked. I do feel at that point as a second chance perk it is appropriate that taking actions to progress the match remove it. Especially as if you have the time to clear a totem, or start searching through chests you aren't really being tunneled.

    As far as "buying the team time" why should you being hooked ever start a situation where time is bought for your side? It's not "do nothing or get slugged" it's more "this is there if you need it, but if you are safely unhooked and able to get back to progressing the game, you don't need it, so it's gone until next hook". Breaking totems progresses the game, so why should you be able to do so without risk?

  • One other odd one from today playing as Doctor. Had 2 survivors left. Got one down and hooked him, then headed towards the gen he was working on, passing by the hatch on the way. I find the other survivor at the gen and chase him, I fully expect him to go towards his friend or the hatch, instead he goes the exact opposite way and ensures his friend goes down, I break off the chase to go close the hatch, and when I turn around he's crouched down trying to hide less than 4 ft from me, just sitting there, no key in his hand.

  • Had a match recently where someone tried to body block me on the way to the hook, but didn't have a flashlight or anything to actually save their teammate, so they just went down and got put on the next hook. He did it twice, the second time causing his own death.

  • Always a chance he could have lost you and found a key in a box, even if not, more bp, it's a grind for everyone

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926526#Comment_1926526

    Ugh, the bullies are afoot. All I did was give opinion mate, everyone is getting their knickers in a twist out of this 😅 look, this idea was generated months back, youtubers like Scott and Tru all thought it was great (cause they main killer). Sure some survivors support this, doesnt mean it's a good change. It's just opinion right now.

    It IS good they are making it less abused. What's not good is that the "Really balanced super good change" now involves the survivor wasting a perk slot on a perk that makes him do nothing for a minute. Yeah he COULD be tunneled. Can also be downed and plugged anyway. So it's so far same as before. Except now as soon as they get in any interaction, even if interrupted, it's gone. They cant save, cant cleanse, heal, interact with anything but a locker, which in return boosts Thanataphobia. Oni, Spirit. Which means killers can still effectively tunnel without worrying so much. Not to mention pig traps, bear traps, demo portals, can you interact with those? Which is NOT GOOD.

    If they made it last 45 seconds, that you cant do gens but can still do totems, search chests for a heal item or at least rescue another teammate either hooked or slugged. OR if you fully healed. It might be better. As it stands, the only way for survivors to use this perk with this change is to be tunneled or run into the killer for the team. And not to mention if you miss. But hey, just an idea.

    I dont like forum made changes because it's always too favoured to one side. Devs need to do their own ideas and stop using the forum. The people arent paid for it, it's not their job. Devs need to think these through for every scenario.

    I asked your opinion and now I'm a bully? Because I pointed out it wasn't as one sided as you want to claim? Ok. So

    45 sec duration.

    Allows totems and chests without breaking

    Breaks when fully healed.

    Breaks on gen

    Do I have that right?

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926146#Comment_1926146

    When their argument involves the word "Entitled" after I explained that it does need a change, just not a killer main forum made change. I hate the word entitled on this as everyone is just so pre judgemental.

    It's a powerful perk that needs balancing for sure. But why not take time in making the likes of Pharmacy or Deja Vu better. So many perks forgotten and unused and they're nerfing the most used down to the same forgotten state. If this nerf goes through, so many people are not gonna play, and if you think getting "New player base" is a good when they're all just gonna get tunneled and camped by Undying Ruin, Infectious, NOED (Which is free), then it's kinda sad to think that's a gg. 🙄

    "Killer main forum made change"

    That does seem to be the new argument being made, right? Looking back at the pages where this change was discussed, it seems they went with the option most of the forum thought seemed fair, and I see many survivor mains who think it's a good change, but you want to stick to that line, eh?

    So what is your change. Exactly what would you have done with DS? The "Survivor main forum made change" if you will.

  • Body blocking is only a pain at end game or when trying to tunnel. It's a team game, you gotta expect survivors to at least pretend they want their teammates to live. It's exactly as valid as unhooking or healing, and gives bloodpoints, meaning it's definitely an intended mechanic.

    Does it suck when you're at egc and they unhook the one kill you may have had that round? Yup, just like it sucks when everyone on your team is sacrificed before more than a couple gens are done and the hatch gets closed right before you reach it. That's the game. Win some, lose some.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926473#Comment_1926473

    No, you aren't entitled at all, you just don't want people to play killers you aren't good against.

    No entitlement there, lol.

    Gotta say, never saw anyone saying any particular survivor shouldn't be used, but hey, you do you.

    I'm not saying there is no entitlement on the killer side whatsoever, but come on, it's a different level when you're trying to say people shouldn't pick entire characters because you don't like them. That's just ridiculous

    Actually, I have to take that back. I have seen multiple posts saying Claudette is bad or toxic somehow. All made by survivor mains.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926444#Comment_1926444

    I'm assuming you are referring to abuse as the survivor working on the objective within the 60 sec timer. Guess what? The killer can down that person and take the DS to disable their perk or leave them on the floor. What's next? Nerfing sprint burst because they have it cocked at a gen while they are working on it? It is safe to say killers are the ones entitled here.

    No, you aren't entitled at all, you just don't want people to play killers you aren't good against.

    No entitlement there, lol.

    Gotta say, never saw anyone saying any particular survivor shouldn't be used, but hey, you do you.

    I'm not saying there is no entitlement on the killer side whatsoever, but come on, it's a different level when you're trying to say people shouldn't pick entire characters because you don't like them. That's just ridiculous

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926258#Comment_1926258

    Conversely, it can be easily said that the game will be better off without Freddy and Spirits players, or killers that use NOED and Ruin to crutch and have a significant advantage. See, it can always be turned around.

    Interesting argument.

    So on one side we have people who abuse a specific perk.

    On the other you've chosen to put people who dare play two different killers you don't like.

    That's a whole different level of entitlement there.

  • @Iosefka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925766#Comment_1925766

    If you are in chase it doesn't matter. Honestly if you are able to do gens when killer doesn't chase you, you don't need DS anymore. However 60 second is really less.

    I agree, I just don't see it working out for survivors in the long run. I think you'll get a lot of people who aren't being tunneled but are afraid to lose the protection anyway..

  • You want your teammates to spend 240 seconds afraid to touch a gen, totem, or heal anyone? Ok.

  • Honestly, I like the hatch. It stops survivors from disconnecting as soon as you sacrifice one or two of them. If the last one gets it? So what, you got 3 kills. That's a victory, the last one was running scared, that's always fun. They key out as soon as 5 gens are fixed? Great, I was obviously losing, now it's over and I can hop in the next match sooner without people refusing to just leave.

  • The things that the doctor is best at, are also the things that counter the playstyle survivors hate in their own teammates. Got a blendette that just won't do work? Doctor will find and hook her.

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