Coriander
Coriander
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- Coriander
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Comments
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@FSB75 said:
He has a ranged attack...I want to LOL this, but only because it's true, not because I'm laughing at you =D
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Please fix his model. He seems to be stuck at about 50% size, even smaller than the female survivors. Though the Freddy here is based on the questionable remake, the Freddy we all know and love was played by Robert Englund, a man of some height and stature. Would it really be inappropriate to make him as tall as the other killers, say the Huntress or the Wraith?
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Mine does too, sometimes to the desktop, as if the entire game just shut down. It's weird, or you get the missing survivors that fail to load in, like they were lost in the ether during transmission.
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@Aari_Piggy66 said:
If we getting school girl anyone it needs to be Min meg already has a tennis outfit in the files not to mention the death garden mask hell we haven't even gotten our Bunny Min.I'd take Bunny Min over just about anything. It would have to be super-amazing to replace the top spot on my wishlist, unless it was a beloved video game character outfit or something. Actually I'd love to see a bunch of classic outfits on the survivors, but I kind of feel it doesn't make much sense in the lore.
A Bunny Min, however, makes perfect sense, since she might have been taken on the night of some performance. That's the excuse the Entity will use for why she's here like that.

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This is super-awesome!
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I never liked Wraith's thumb-flick. I adored the old animation, identical to the Trapper, where he dragged the vertebrae along his arm, you could almost hear the little sounds as he did it. Then they changed it, and it makes no sense.
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School Girl Meg (she's already got the pig tails)
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No one deserves to be fired over a "delay," I think we're dipping a little too far into first-world problems. Remember it's a small company and losing a member or two would be significant, not to mention any new person involved wouldn't know what's going on. It's likely one of the consoles, at least, will get the update soon, and it won't be their fault the other team doesn't have it yet. They know you want it, and they're trying to get it to you. Please be patient and know that you will be getting it at some point, don't worry!
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Something that allows her to chase survivors on solid ground.
Although, a water map would be killer.
*Edit: A half-sunken pirate ship!
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@popoles said:
@Coriander
Yes, but there is a difference between the excitement of being scared and being really scared (I even have humanoid nightmares sometimes).Ah, that's a good point. I don't want people to outright panic during the game, it should be scary because you're being chased by a killer, not what the killer actually is. Maybe they can implement some sort of skin-change for killers where you, as the survivor, can choose what it looks like (some sort of generic placeholder) so you don't see a [frightening image].
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Sneaking/hiding from a terrifying killer.
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The point of a horror game is to be scared... right?
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Ohh, I was kind of hoping female survivors could get female killer outfits (at least nurse/huntress) and then men get the male killers outfits, maybe the trapper apron or something.
*Edit: Still chuckling at that 'Nea gets Nea' idea XD -
Visually, the new Huntress Bear head. That thing is frightening.
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Survivors running around as little killers? I'd buy those too =D
But who would get what?
@GhostEuant said:
-Nea and NeaL-O-L
Really, everyone would have their own opinions or wishes on which survivor gets which killer's outfit, or similar ones. Would it be hard to implement a universal outfit, like how the same shirt is for all girls and all boys? -
Nurse Min? I'd buy it. Of course, I and many others are still waiting for Bunny Min.
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It sounds to be an exploit of gameplay mechanics, especially so since it's done with a third-party program/modification. I've seen people perma-banned from other games for much less, but that's only if the devs see this as an exploit or simply assistance in doing something that's already allowed. Even if others are doing it, however, I wouldn't do it.
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DBD is pretty unique and a great concept, I think we're all hoping it gets ironed out to the game we all want it to be (more or less) so there's a general consensus of balance vs. fun. They still have lots planned for us down the line and I wan't wait to see what's in store.
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Usual problems, same with the forever-load and someone mysteriously gone when the game fades in.
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I'm willing to support a game I enjoy beyond the initial cost, so I love this idea. Personally I feel keeping to the horror thematic would be better, but I don't mind if things get a little silly (since that's what people like, and such things usually sell). I always thought the item graphics were placeholders, so you'd eventually be able to tell the quality of the item when they're holding it. Common toolboxes would be old and rusty, while better ones would be new, larger, or detailed so you know it's a nice one. Maybe instead of Brand New Part, a new toolbox is implemented so you can tell it's cheating on sight (haha).
I have some silly ideas that deal with Trapper's bear jaws but I want the game to stay scary for the most part.
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@Zombiella said:
The reason survivors sometimes don't gen rush when someone is being camped is that it's really hard to accept 2 things:
1. That your gameplay experience is just going to be AFK gen rushing---no altruism, hardly any chase, etc.-it's VERY boring. Not to mention, literally pointless. As in, you get fewer points---everyone gets fewer points with this method.
2. One of your teammates (whoever was hooked first) just doesn't get to play the game. Sometimes I'll let someone sit on the hook until the last part and take their place so they have a chance to get some points.Anyway, my person opinion on tunneling/camping:
Tunneling is a strategy I understand---especially when the game is going too fast and you're trying to secure some points/pip/rank or you're just not good at catching and hooking people, so you know you probably won't get a kill otherwise.
Camping is kinda lazy and pretty boring excepting a few situations:
1. if you know there are people right there, waiting for you to step 2ft away so they can save,
2. if it's endgame and you gotta make a play and hope to catch 1 more,
3. if they are the Dying Light obsession, etc.,
4. if they were toxic towards you,
5. if the game is going incredibly fast [stupid BNP(s)],
6. and for the memes, ok?
Personally, I make it a rule to not camp when I play killer and I try not to hook the same person twice in a row (but I will down them if I catch them), and I absolutely won't hook the same person in a row if it's their death hook.
I PIP in probably half or more of my games but I'll admit that it's very difficult sometimes, playing with these personal rules, and I still get hate messages occasionally.
But, as someone who plays a lot of survivor: it's REALLY not fun VSing a camping killer. Even tunneling can suck if you're unlucky, or the killer is massively more skillful than you are, OR (as is the case a lot) you have a toxic SWF team being useless---or just bad/newb teammates in general and nothing is getting done while you're out there getting fk'd on.I guess at the end of the day, what I really want to say is:
_1. Slow down gen progress
2. Give a little nerf to SC
3. destroy remove balance DS
4. Deincentivise camping---slower death progress when killer is in x meter range? or make chasing people give more points? not sure tbh> 5. make the game scary again for survivors
- maybe reward methods of play that extend the game or even offer extra bp if the game lasts longer than a certain time, idfk_
I may not have the perfect solution but there's an abundance of complaints on both sides and they are all pretty valid tbh. I just think you can't expect players to play a certain way unless you address the main issues forcing them to play that way...
I probably don't have good answers, I'm just a player that experiences a lot of frustration with this game on a regular basis. But, I do love it. Soooo much. :')This is one of the best posts I've seen on this forum. Kudos

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So that's what he did before the Entity took him...
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Hmm, there's some interesting things to consider about your ideas. On one hand, they negate the changes that were planned, which might make some killers unhappy and some survivors happy. On the other, it would require specific perk choices in order to stay that way, taking out space for some others people find 'irritating.' I wonder if there will be any modifications after it goes into testing a while. Who knows?
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I hope so, I heard the company bought the game for themselves so they could make the changes they wanted, without catering to business-only models that a publisher would like. This would allow them to do all sorts of great things with the game, and be able to share their plans with players instead of keeping everything secret.
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@Canextro said:
I do like this new emblem system, but in my opinion, it has thrown off the balance of the game completely. Unless a killer plays unfairly, it is significantly harder to get kills with this new system.
(Sorry I kinda broke away a bit from the original topic. Been on my mind and I thought I'd rant)
I play pretty "fair" too, a lot of self-imposed rules and regulations on what I will and will not do regarding the survivors (I main survivor as I love the tense, hide&seek aspect). Usually this means four escape, and I'm a bad killer, and other killers laugh but their reputations are all in the negative (at least on one platform I play). I don't mind this, as I still get bloodpoints, and think I'm an excellent first-killer for new players. I show them the ropes and they get a good feel for how the game plays, without being focused or learning the hard way (on a hook).
The point is that I have fun, and they have fun (I give them a good chase, don't get me wrong) and I think the point of video games is that win or lose we're all having a good time. It's fun to win, certainly; but if I have to win by abusing shady tactics or making other players angry, I don't care to win. You might be a killer whose purpose is to sacrifice, but you're playing against people, not NPCs. I get some "eager" players with flashlights or teabags, but once they realize I'm not a camper (or a threat, really ~_~) they lighten up and I get some Thank You's after the match.
Players on both sides have strings of bad games, and sometimes it can affect your behavior in the next match, even if the opposing side doesn't deserve the animosity. As long as we can relax a little, have a good time in a game, and we're all getting progress toward more levels/clothes/items it should be okay.

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@Runiver said:
I disliked a few things.
Aka the "SB" nerf, that is more of an exhaustion nerf, that is not adressing the issues of sprint burst a single bit, and giving a penalty to all exhaustion perks even when it's not deserved.With Sprint Burst, it won't refresh while you're in a chase. So if they can loop you for what, 40 seconds, they won't get another burst to continue the chase. While ambushes might still get left behind with sharp-eyed survivors, I think it will still have an effect on continuing to evade the killer. It's at least a step in a good direction, right?
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@Runiver said:
Deja vu has become a meme at this point. Not sure it deserves to be changed, as it seems to give more by being the most terrible perk in the game.I agree, but what would be the new joke perk if it were buffed? Nothing else seems geared exclusively for brand new players the way that one was.
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The hard skillchecks can be tricky enough for users without smooth 60FPS (which includes anyone on consoles). It would be better to make the mechanics of a game more challenging, rather than the controls.
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I like the swamp maps, they're creepy and thematically different than the forests.
*I grew up in a house surrounded by woods, so to me I guess they aren't as scary as for others. The scariest thing we have are bears. -
It's not pointless if they're giving us information about the game and upcoming changes they plan on testing...
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I'd try that mode if they removed scratches. In Lery's Memorial

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The games should be taking longer, not finished in 5 minutes. I wish it was more of a hunt for the killer, rather than just finding people right away. Imagine sneaking through areas, fearful of the killer finding you at any moment, knowing you have little to no way of fighting back. A tense game like that would be a lot of fun, I think. I already throw myself at the killer to let others escape; it's the greatest joy I have playing this. I know other people feel differently, and that quickly healing up means you can throw yourself in front of a hit for a rescue, but it all seems more arcade-like instead of horror. A hide-and-seek like version would be great, but not the battle royal style that all the games are going these days. I don't want to be the last and only survivor, I want to help lots of others escape.
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Form before Function, amirite? =D
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I hear what you're saying, but I feel a lot of the initial design was placed around health states. You're stuck injured, and you can either risk it by continuing on as normal, getting downed in one hit if you're found, or spend time seeking out teammates for help. Many of the games I do well on killer-side is because the survivors aren't healing each other; no one goes for help, no one seeks out injured teammates. It's a strong aspect of the game and I think it adds a level of strategy to the match.
As far as Self Care goes, it certainly is a strong addition, although not mandatory. The survivors could bring, or find, health kits to heal themselves, freeing up the Self Care perk slot for something else. Since only one survivor has the Self Care perk at start (and that must be unlocked, in addition) I don't think they're meant to heal up immediately every time. Part of the game is that you can get injured, and escaping the killer means you have to figure out what to do next. It's one of the examples of how survivors should work together to help each other and escape, especially since it goes faster if you have help.
I've thought about the innate self-healing before, but it would essentially remove a good bit of depth out of the game, making the killer less-frightening by getting caught and attacked. You should be afraid of the killer, and do everything you can to hide first and foremost; failing that, run for your life because your survival depends on it. If everyone can naturally heal up after every hit (given time, at least) the whole process isn't as thrilling or desperate, which is what a game of this nature is supposed to portray.
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It helps the team a lot more to stay on the hook as long as possible against a camper. This allows your teammates to complete generators and facilitate their escape. When they consistently gain only one sacrifice, they will learn that this is not a productive method of gameplay, and go on to chase other survivors instead of camping.
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I highly doubt the survivors have such thoughts on their minds. Remember, they are not in reality (or even alive, really) but trapped in a realm beyond their understanding. They are not their normal selves, but limited constructs created by the Entity. They do not have their full faculties in regards to actions; they can't speak, fight back, etc. They're weakened and, in all likelihood, frightened and scared constantly. The brief moments of rest they have at the campfire, before the dread of getting thrown back into the arena. I don't imagine they're spending great amounts of time out of the killer's realm, as they might simply fall asleep and wake up inside one.
I'm sure they bond as 'fellow survivors in this madness' but there's no time or need to do normal things, like shower, relax, discuss tactics... Even old journal entries seem hastily written and fragmented, as if they're perpetually harried and on the run. It's a horrible fate of constant danger and fear. I don't believe the Entity allows them the full range of emotions, save for fear and hope, plus other negative emotions it can either feed from or use against them. It's still a game, however, so who knows; I like to think of them forming attachments and taking comfort in each other to get through the hard times, as anyone might

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The realm we play in is created by the Entity in a nightmare-like fashion. Alternatively, the Entity lives in a space outside of our reality. The Entity cannot be affected either from our world, or from the realm in which we play the game of escape. To even observe the Entity, you would need to somehow find a way to its realm, and whether or not it can be killed or even injured is another matter; we don't even know if the Entity is a physical being or simply a consciousness.
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If you buff that character's perks, you're making it even worse than the killers have it now. A Claudette with faster self-care would be just as powerful at the other perks as she is now, but with the added benefit of self-healing faster as well. You would have to reduce the effectiveness of another character's perks, which would make a lot of people very unhappy, and be difficult to balance on top of the other balance changes they're already trying to consider. It is not easy to balance a game such as this, though I do appreciate that people are coming up with constructive ideas rather than simply griping and quitting. I want to see more people coming into DBD, not more leaving in frustration.
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I see your point, but perhaps that's just an added level of challenge for him? What if they add a survivor with three perks that do different things, and don't worth with each other (or, actually, prevent the use of each other?) You could get three different play styles from one survivor, although I feel they would better save that for three separate survivors, using ideas down the line instead of all at once.
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It's a dirty maneuver, even if you get hooked first/soon after match. You could get rescued. You could help the others, and yourself, escape. Now, you're giving them a full game with less players to pull it off. It's not fair to the other survivors, and they don't seem to care at all. It sucks getting found right off the bat, but that happens sometimes. You play a lot of games and encounter a lot of situations.
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I always play stealth, if able. That's kind of what this game should be about, not leading psychotic death machines on merry chases through the level. I know you're trying to get away, and it should be like that, but hide-and-seek can be fun too. Sneaking around when the killer is right nearby is the greatest thrill.
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It can be hard enough to get rescued the way most killers play in attempting to gain rank. The extended hook time was a necessary change, and one that supports teamwork, especially when you solo-queue. Now add in unhook-farming and you kill one player off right away, preventing them from gaining any meaningful points and ending their match prematurely. I fear that while you are trying to give killers an edge against powerful survivors, this change would create more strife and bitterness when players are unable to get in a decent game, or are killed off right from the start because some teammate farmed them in front of the killer.
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Not all perks are entirely beneficial, but exist as gameplay alternatives. Laurie gets a risk-vs-reward in being able to see the killer, but can be seen in exchange. That's why her other perk can limit the killer's vision on her, granting her a significant advantage in certain situations. No Mither is also such a perk, in that you get a few benefits at the cost of some great penalties. I love that other options like this exist in the game, and wish more people would consider using them as they seem to have it pretty easy with their friends/strong perks/etc. If you're really good, adjust the challenge so you can feel an accomplishment at winning.
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As a fellow Golden Lion, I also support Bunny Ming

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I like some of the changes, as well as making things more intense for survivors (as it should be) but I fear that with some, people only have an easy time when they have all the information, so they would de-rank on purpose or maybe even quit. Realistically, as a survivor you wouldn't have any information, especially with the Entity keeping you in the dark and subdued, so it would make sense from that standpoint... though new players would be oppressed the most with this change.
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Perhaps a game mode/map where the Entity is asleep, and cannot fully create the arena, so everything is dark or absent. That could be interesting! It might be annoying to players and/or hurt their eyes if not done right, though. Still, something to think about.
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An update that involves marketplace with RMT is going to need a lot of scrutiny from both systems before they let it pass: they don't get lazy when money is involved, and Sony or Microsoft don't want any problems. Patch-wise it's always been like this for consoles; remember when new heroes get released on Overwatch? PC gets it first, then consoles often a great deal later. Be patient and start saving up items for combating the new killer/survivor.
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I suggest staying with it. It's a very unique game and there isn't anything else like it, not to mention a few bad games can ruin your experience but they aren't all like that. Sometimes the killer is just playing to have fun/relax as well, and doesn't resort to negative behavior just to kill you/ruin your experience. (Yes, I understand they need to get kills too, but as people have shown it isn't difficult to do decently without camping/tunneling). There's new stuff out now, with lots more planned for the future. It will be exciting to see what comes out next!
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Something to encourage playing, or to work toward, would be great. I don't like the idea of timed exclusives because schedules and game-time don't often allow, but to see a reward waiting at the end of a long path is always great incentive. Think of the campaign rewards in Neverwinter... does anyone here play Neverwinter? Anyway, you do a quest/spend some resources once a day, and see the meter go up a bit. Along the way, you can see the items you'll get as you progress, to keep you coming back to the game and putting effort into the campaigns. Well, I think it's useful in maintaining a playerbase, at any rate.