Boss
Boss
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- Boss
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/937293#Comment_937293
Wasn't this a process that required 4 full years @Peanits?
Idk if they're still in a process or not, but the name Starbreeze is already gone from multiple things like the intro cutscene, and the devs themselves said Starbreeze isn't making any decisions anymore.
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Play both sides, main Killer.
Wraith.
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Well i got all outfits on Wraith, and some can't be bought with ISs.
Also got the Rift pass.
50?
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Hm?
They already separated.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/936736#Comment_936736
Yes, that's basically what the devs admitted secretly. That's why killers NEED to buffed on swf level to be balanced. But making this game balanced around swf in CURRENT state would make many (me including) quit playing solo Q, cuz they would be so much left behind that it can't be fun anymore.
Sooooo....
- Buff solos some
- Buff Killers some
- Buff solos some more
😅
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The one that was bugged, standing right in the middle of the passage, blocking the Killer but not the Survivor.
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Meta's gonna happen.
You might see a Perk or 2 crawl their way in every now and then, but after a while, people will find out which are meta and tadaa: Nothing changes again for a while.
And with how Perks work, no matter how much you buff or nerf all of them, there'll be Perks that will be considered meta.
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The way you wrote it makes it sound like they acknowledged that SWF has a power they find to be too powerful.
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To not punish people who don't deserve it, the system needs more work.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/936051#Comment_936051
I don't know what I'm denying but okay.
Never said that any other real developers have to do anything with us, I'm just saying if they were to read what you said they would laugh at it and laugh even harder at behavior. So I don't know what part of that makes it irrelevant
And I didn't say that you said that, just mentioning that them laughing will have 0% impact as they have nothing to do with us.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/933594#Comment_933594
Im pretty sure if real developers read what you said they will be laughing right now, and laughing even harder at behavior
https://forum.deadbydaylight.com/en/discussion/comment/934235#Comment_934235
Yes we got Christmas cosmetics, but there's nothing to celebrate with it, no Christmas event to really be in theme. So it really feels out of themed.
It's like making a cake when no one has a birthday party going on
But you're not denying it.
Whether they'd laugh at me or not is irrelevant, since they have nothing to do with us.
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@FireHazard said:
If a set doesn't include another piece in it, than that's the entire set.
That's why the Bile Beldam outfit set is missing the head piece, it doesn't have one and only comes with those two pieces...
For future outfits, this might be the same case. If you suddenly get the outfit on a Killer that's missing a piece, than that means there isn't another piece that comes with that outfit.
In this case, the Bile Beldam Outfit is that outfit.
God, that really triggers my completionist brain.
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Barbecue & Chili and Make Your Choice.
The setup is getting that first hook.
Just go away unless you find someone nearby, it's fine.
Cause you'll either apply pressure on someone else like usual, or you go far away enough to trigger MYC, so you can go back and slap the unhooker down.
Having someone on the hook all the time sounds good on paper, but you can do some serious pressure as any Killer with that 1 slap.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/935160#Comment_935160
Totally agree. I think in view of other issues in the current game this is something minor. Ofc there will be always extremes that are unfair and sometimes need to be adressed, but looking at the grand picture the gate issue is ok imo. I appreciate the time and thoughts you put in our little discussion. Thank you and have fun in the fog :)
No problem, this doesn't hurt my play anyway, it was just something i thought of while it occurred.
I think me writing the discussion was triggered simply because i don't like standing still.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/935115#Comment_935115
Even with that bug a lot of people are playing him because Tru and Otz had their back and forth especially. Once he gets that post uncloak lunge back it'll be gross
Ahh, right, the popularity reason.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/935103#Comment_935103
I think when it comes to the spawn of the gates rng is fine here. But thats not only based on the one survivor alive scenario. One time you get good rng as killer and have a strong gate play, another time you get got rng as survivor and pressure the killer more.
For example if you have always a close gate spawn it will get unfair for survivors. you could hook someone between the gates and still be able to pressure both. With certain killers you would have an enormous advantage every game. You could even play only on defenting the gates.
Well i wouldn't like seeing just 1 of the 2 extremes, that's for sure.
But that doesn't make me like both extremes either.
A necessary evil, i may name it.
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Btw, though we start from scratch, our experience wouldn't.
Poor low ranks. 😝
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Wait, Wraith's having a surge?
With his currently bugged, weak asf super-lunge?
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Get Wraith up to max. Perk slots, level Cannibal up until Barbecue & Chili unlocks, put it on Wraith and never take it off, level Hillbilly until Enduring's unlocked, level Spirit until Spirit Fury's unlocked, level Pig until Make Your Choice's unlocked, level Hag until Hex: Devour Hope's unlocked, then unlock all other Teachables.
I would probably do those in an order as well, for example i'd get Save The Best For Last & Pop Goes The Weasel before Beast of Prey & Unnerving Presence.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/934995#Comment_934995
Maybe lets try to see it with a change. So if the gates are further away and/or out of los you would increase the escape chance for a single survivor drastically. How would that be ok? The "gate game" versus one survivor is hard as it is. First you need to find the hatch or the last survivor and be lucky enough that he doesnt get to the hatch while in chase. Also he could have a key, be already at the hatch camping it or know where it is. If you manage to close the hatch the survivor still could have a key. If he doesnt you need to decide which gate you check first. And the surv could already be at it because he just waited for you to close the hatch. 50/50 you go to the right gate and the hatch is close to the exit gates. If the two gates are close by to each other its at least a little advantage. If not well then its a total get lucky thing. So in theory preventing close gate spawns will add to all the advantages a single survivor already has in this scenario. He has always a chance to escape. I wouldnt raise this chance even higher
Would you then argue it's always better to have them closer, since there's already a lot of advantages?
Or do you not mind RNG sometimes giving them an extra (dis)advantage?
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/114375/so-heres-something-i-really-dont-agree-with
Well ofc this situation is killer sided. And I think thats totally fine. By then the survivors had several opportunities to escape via hatch or gens completition. And the gate locations are rng. Cant count the times the gates were so far away from each other and out of los so the last one had an easy time escaping. And you also said it yourself, the survivor has always a chance to escape. He could have found a key or opened an exit gate. Only because you stood in the middle of the two gates decreased the chance to escape via gate. If you think its unfair, why didnt you look around for the last survivor instead of camping there?
Cause that would then only apply to me, one of thousands of Killers.
Also, i technically did do my "Find the last Survivor", just like everyone always does during the entire match: You can often find them near their primary objectives.
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Just came back from completing them, and i say "No" even moreso than before.
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@supersonic853 said:
And then theres the game where the hatch can be downstairs on the other side of the map and theres no way youd get to the gate in 15 seconds and even if you did theyd be almost done so you just get to see them leave.
I'm not ignoring such situations, i just wanted to focus on this for now.
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@MegMain98 said:
It’s all RNG based. If you get any indoor map, survivors can easily escape if they time it right.
Sometimes you get a HUGE map like Red Forest or Rotten Fields and the gates are clear across the map.
Sometimes you can stand on a hill and see both gates leading to a killer easily guarding both gates.
Sometimes the survivor has a key and it doesn’t matter.
It’s not always killer sided. The survivors had many chances of escape and failed at all of them. If they get unlucky with exit gate RNG then that’s tough.
I know this, they mentioned before they want to keep the RNG.
And i'm not here to change that.
All i'm doing is expressing my dissatisfaction with this specific RNG.
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I was playing another game at first, but i finally got to it.
Got through it legitimately in a day.
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@xEa said:
They mentioned Survivors should have a chance, but a chance is always relative. I like the random factor, it keeps the game fresh, even tho it is sometimes frustrating.
Often you get something like this, which is a free escape for the Survivors, but i dont really mind.
I didn't mention what should or shouldn't, i only mean that i like their statement on always giving hope, and that this RNG feels like it can go against it, or be way in their favor.
Whether i like it or not is irrelevant, i'm only making this because of their statement.
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Bloody Good - 2 trials
Mechanical Obsession - 1 trial
Got You - 1 trial
Brutal Breaker - 2 trials
Darkly Obsessed - 2 trials (Thank you Furtive Chase)
Agitated Advantage - 1 trial
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Wraith, because bing bong super lunge 1-hit no chase hook immediately, thanks Make Your Choice.
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I'm not asking for anything btw, i just find this situation to be very much against their statement.
Especially the "there's still hope" part.
You know what that last Survivor did? Give up.
Now you can say: "Well just because she gave up doesn't mean others would."
And that's true, but this example sure didn't help me feel that way.
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I agree Dead Hard should take priority, but i somewhat disagree with the reasoning.
I think Dead Hard should take priority because it's an ability that's on a cooldown that won't recover while running.
Killer main weapon hits are on a very small cooldown, whether they hit or miss, and can be used whenever they please, plus they're basekit.
Of course, if they time the Dead Hard wrong (and it's a pretty small window), the hit should land.
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That's pretty awesome.
Anyway, i got pretty much all DLCs, so i won't be hunting.
GOOD LUCK ALL!
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Like with the Unnerving Presence challenge, we're probably gonna get something like: "Using Iron Will, cleanse 2 Totems."
wat
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That's pretty subjective.
Nightmare was changed mainly because feedback said he was generally unfun to both play as & against.
Whether you think that feedback was legitimate or not is something we can discuss elsewhere.
Anyway, they remade him, and reception is apparently a lot better.
Yet i saw enough discussions pass by here stating, while he's definitely a lot stronger now, some still preferred his older self, sometimes even requesting a way to choose the older version.
If you'll find the new Doctor to be not fun at all, but reception is generally good, then...too bad?
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I theorize we'd see a Killer completely made by the Entity itself, probably a Killer made of Auric Cells.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/934454#Comment_934454
Anyways, I like this idea, but do you think the time could be increased to 1/1.5/2 seconds?
Would that be OP? 🤗😁
Hah, i really wouldn't be able to tell you, i'd have to use it in practice to determine that.
I simply wrote what i thought was best, considering an average of 20 Pallets on a map.
But i'll bump the numbers up, cause OP stuff gets nerfed before UP stuff gets buffed. 😜
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/106947/pressure-perk
Survivors interacting with these objects are forced to stop until the Entity Blockers wear off.
I just though I'd mention this, but this already happens with the EGC.
Sometimes, when the Exit Gates spawn in LoS to each other, I'll just repair generators to get more points. When the killer closes the hatch, the game automatically forces me off the generator with a cool animation!
Through, the could add some clarification to the newer players. 😁🤗
I knew that.
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Killing all with Devour Hope really fast.
Sometimes Entity will go BOOOOO, but i go YAY!
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I'd put BP rewards on the empty spaces of the free Rift track.
And more than Daily/Tome BP rewards.
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@Boss said:
Halt
A deep bond with the Entity pressures them, regardless of your presence.
After breaking a Pallet, gain a Token.
Every time Halt gains a Token, Entity Blockers appear on Generators, Exit Gate Switches, Totems & Chests for 0.5 seconds / 0.75 seconds / 1 second per Token.
When Halt activates, Survivors interacting with these objects are forced to stop until the Entity Blockers wear off.
Numbers can be changed of course, these just seem alright for now.
EDIT: Btw, i'm not sure on "Totems & Chests".
I put that in simply to question the idea of blocking these.
My preference actually is to replace it with "Hex Totems".
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Obviously I want a Wailing Bell Charm.
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Except trolling is intentional.
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Maybe cause the best Survivors generally can escape?
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Make up for it?
Did they state that?
From what i heard while watching, they acknowledged that there'll be nothing here now because they're preparing for other things.
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We did with DeathGarden, right?
Plus we got Bill & some Survivors have Left 4 Dead skins.
Of course, that's not to say i wouldn't enjoy more.
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Not really, i have music turned off in the menus.
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This sounds too...epic.
If he can change, then that'd be fine, but i feel a theme here.
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Cursed: The success zone spins instead of the line and you must press the button when it's on the line.
Exposed: Two Skill Checks appear, the 2nd activating after the first one ends, regardless of how well the first one went.
Idk.
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Nothing.
I actually used to dodge SWF 3 years ago, but searching for mostly solos became too annoying, so I sucked it up.
I also used to dodge red pings, but once my lobby searches started taking longer than 10 seconds on average, I just thought: "You know what? You're the one staying here, so enjoy my teleporting and massive range."
Nowadays, I literally don't look at the lobby: I hit ready the moment I see my ping is fine, then browse these forums until the match starts.
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It's not like they can't do both.
There was just not enough punishment in the first place, so they focus on it.
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Nurse, both versions.