Deadeye
Deadeye
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- Deadeye
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@Keezo said:
She has nice skins, and also ass. Only problem is her face, which the DG mask covers up fine.
sounds like you ask for a bag head cosmetic for her XD
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Started DBD playing Claudette, turned to a kinda Dwight main because the first Blight event gave me my first cosmetic I wanted to use, but since prestiging a lot of my characters more recently I think I found myself as a Jake main.
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Sometimes I have the feeling that I hit more great skillchecks than overcharge skillchecks :P
Roughly I would say I hit like 50-60%
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I call him Belial. A friend jokingly and without any clue predicted a "Basket Case" chapter after seeing the trailer and we actually got one. So this is Belial for me :P
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That's simply not true. There are good survivors tbaggin and bad survivors playing nice as well.
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@PanicSquid said:
Surge+Oppression might be an okay combo.
Surge hits the gens near you, then oppression gets up to 3 more regressing. So you defend your 3 gen, and make the far gens regress with oppression.
Surge explosions wouldn't trigger Oppression. Oppression needs the kicking action, same like on Pop and Overcharge
EDIT: just checked that the perk said "damage" not "kick". Is it confirmed that this works?
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@RepostRiposte said:
Whenever I see people say that Oppression is going to be meta I think of those rank 20 killers who stop to kick a gen before every chase.
Base regression does literally nothing unless you are able to completely stop survivors from working on gens, in which case you have already won.
Who said it is meta?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1744059#Comment_1744059
Oh man, yeah. I can see how Oppression will be painful on Doc. Especially with Overcharge too.
Just as note if that was your thought: Overcharge will not be applied to the randomly regressed gens. Overcharge is bound to the kicking action, not the regression state or damage. Same like Pop
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1743878#Comment_1743878
As far as I understand, yes. And that's fair. I actually haven't seen how difficult the skillcheck is yet.
It is like a tier 2 Overcharge
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1741896#Comment_1741896
Ruin undying is better and pgtw with thrilling tremors is better.
The perk have a huge cd with no synergie so forget this you will see this perk at the start because its new but after a week or so no one will run it
Your opinion. I'm much more comfortable with the information you get from Surveillance. TT can be countered easily so you get no information at all, Ruin Undying is also very luck dependend, probably leaving you with 2 perks early game. That can't happen with Opression + Surveillance. CD is always a target for change (let's see what happens after PTB), also Surge is used quite a bit at least, even though it has a cooldown and other requirements to work
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The perk could be great. Just because it does not apply 100% regression with Pop doesn't make it bad. Combine it with Surveillance if you want a strong combo. But potentially regressing 4 gens with a single kick is truly not the worst thing.
Btw "kicking" is the killer action and after a kick, the gen will regress. Opression starts regression like Ruin does, so without a kick action.
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I think it just has to be Hag :P her basekit is shocking survivors.
T1 Myers would be the follow up, maybe competing with GF.
By overall design I would say Demo or Oni because they are pretty intimidating. Even if Demo isn't the strongest killer. But when you get shredded by a Demo and you didn't see which direction he was coming from, it can be terrifying as hell
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@Chrisko said:
Part of the problem with that situation is if the killer is proxi-camping or Yo-yo camping. They move just out of the terror radius of the survivor wait a few seconds, then come straight back. Sometimes it's hard to time the saves if the killer is employing these strategies.
I would suggest running Kindred.
@HellDescent said:
But how they can justify that you camped and tunnel then?
XD
how about sticking to the gen and check the killer behavior first, before rushing to the hook? But that simply doesn't work with randoms, there is always at least one guy farming the easy BPs. I mean, it is a 1.25 sec action granting 1500 BP. That is less than 10th of the time you need for a hex totem! not even talking about gens!
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1737170#Comment_1737170
I like your deep analysis, it is true humans are now kinda toxic in society therefore it is translated into the game :)
Facing toxic survivors is way more fun cuz they are more challenging and have more funny interactions, I am sure I am not alone
I disagree. The funny interactions/memes are mostly not toxic and very rare because most killers don't join with that and simply take the free hit. And tbaggin/clicky at dropped pallets is not in any way funny to me, just repetitive
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I think it is great that survivors are all equal. They are a bit different in size and how loud they are. Bringing in game mechanics will most likely create another level of imbalance they would need to address. Unless you make it a strong passive perk and remove one of the 4 perk slots, which again would kill several builds.
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yeah, it is fun for the one who is toxic. you know, 9 of 10 people have no problems with bullying... FUNNY EH?
also, ask yourself why social media spawned a word like shitstorm but there is no word like lovestorm. at least, it is not as omnipresent as the negative version. toxicity is the same, it is just how humans are, especially when they feel untouchable
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stuff that shakes up meta, being strong but not opressive while also being fun for both sides.
Like pebbles
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I started some games on stream with less experienced players and decided to go for the Breakout/Sabo play to protect them, as I never did that before and thought it would be the time to try that.
Put an Alex toolbox to have the second attempt when I get hit while using the Sabotage perk. And it came to that situation: leftclick to start sabo, got hit early enough, hitting M1 again, and again and again thinking "WhY 1s iT N0t wORk1N6?!"
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1731111#Comment_1731111
Um, my definition of "ungodly hours" was 5+ hours a day for more than half the days in a week. The guy streams as his only source of income. I know he's not the only streamer who didn't complete it, just the only one whose number of hours I remember.
The way challenges are set up is really bad. The player has to select the challenge before playing a match; if they accidentally have a killer challenge selected when they play survivor (or vice versa) then too bad. The Battlepasses I usually see let players work on multiple challenges at the same time. But even with it limited to one at a time, DbD could at least let players choose what challenge their progress goes towards at the end of the match. It's quite annoying/disheartening to complete the requirements for one challenge but have a different challenge selected for which you gained zero progress towards. The Tome challenges are set up in an extremely player-unfriendly way that does nothing except increase the grind and frustration.
https://forum.deadbydaylight.com/en/discussion/comment/1731125#Comment_1731125
In my opinion, DbD's battlepass is more grindy and less rewarding than other games' battlepasses. Discussing whether or not it's a predatory system would be a lot of talk of marketing strategies and psychology (plus with none of the behind-the-scene documentation from the developers it'd be a lot of conjecture and assumptions, which is why I specifically said I wasn't accusing anyone of anything, just putting forth a bit of observable psychology) and would be off-topic. I also don't really have a position to argue for; my feelings here are rather ambivalent other than that I think the Rift is too grindy, which is an opinion and not something that can be proven one way or the other.
The Rift is what it is. DbD started to decrease the amount of grind required for a while by increasing the number of challenges in the Tomes, but then they quickly back-stepped and the grind required has gone back up, which to me seems really uncool because in my opinion this is the most lackluster Rift yet. I have always thought that this game does not properly reward the amount of effort put in, both for the Bloodweb and now for the RIft.
Anyway, I agree with you @Zboard that the Rift feels like a chore to complete. The amount of grinding needed for DbD has always crossed that line, going far past fun and rewarding and becoming an inevitable path to not just total burnout but in some cases animosity towards the whole thing. The Rift does not increase the fun in the game, just that feeling of being required to play past the point where you'd normally stop in order to get the game's full value.
well... I can understand a lot of the critics, but I really get the feeling that people are just used to complain and do it about everything they can find. You complain about getting no progress due to challenge selection, everyone else complains about the easiest of all challenges like "repair gens" that you progress automatically in every game, being too standard. Everyone complains about the grind, but noone ever mentions the like 500k BP you can save up for the next chapter. I really don't get the addiction you all fall for because of the rift, like you miss anything when you don't complete it, while complaining that the tome 5 cosmetics are not worth it anyway. Who th forces you to complete the rift and grind grind grind when you think that the reward is not worth it anyway? Just take the extra BP, the extra lore and forget about the rift. Like honestly, I really REALLY don't get the thought process behind that. When someone plays less than necessary to complete the rift, you shouldn't be that addicted to the game anyway imo
With your streamer example, he then plays around 15 hours a week? As I said, then he completely ignored challenges, because with 15 hours a week he should get easily to tier 40 just by playtime. That is more than "average"
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1731046#Comment_1731046
Okay, I am not saying the devs lied. I want to put that out there, I am not accusing anyone of anything. But, saying there's no reason to lie is a mistake. Psychologically, telling people that it's designed so that the "average player" can complete it gives players a false sense of security that they'll be able to complete it. It makes them more likely to purchase the Rift in anticipation of completing it, because hey, if the average player can do it, then they'll certainly be able to. It increases the likelihood that players who don't put in enough hours to complete the Rift will still buy it, and that increases the likelihood they'll put in more money to buy the tiers they didn't earn.
It would be crazy to come out and say "Only the hardest of hardcore players will be able to complete the Rift." No one would buy it, then.
(Also, the term "average" is very misleading. A few outliers can completely skew the numbers. Laypeople usually think of a number closer to the median than the mean when they hear the word "average." Just throwing that out there. Not to mention, does "two hours a day" take into account all the time waiting for a lobby? The player isn't earning XP in the lobby, but the amount of time played is still ticking afaik.)
Yeah, and that works exactly once. Then you know what you face. And from tome 1 ongoing they said, you can purchase the pass AFTER you finished and will be rewarded everything, so no need to hurry. In my opinion, they gave you everything you need to not make it a money driven feature. If you fall for any trap with this season reward system, then you set it up by yourself.
And yes, there were huge calculation threads on the first tome, 2 hours contains waiting and spending BP. Actually this is designed to spend 6 games of exactly 10 minutes per day, as 10 minutes gives you the maximum XP of 600 per game. 2 hours per day is assuming 3-4 games of around 550 XP per game
EDIT: I also did not say "there is no reason to lie", I said "I don't see a reason" which is my opinion, based on the fact that they made the pass purchaseable on day 70"
Another edit: They also said what the average amount of hours per day is, so you got a pretty clear idea of if your playing behavior will be in range of completing the rift
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1730428#Comment_1730428
I've seen streamers who put ungodly numbers of hours into this game say they've failed to complete Rifts. That's ridiculous.
The Rift isn't designed for the average player. The Rift is designed to keep people playing the game beyond the point when they would normally have stopped. It's to get people to pay extra money to buy the remaining tiers of the Rift when they're unable to complete the grind.
DbD uses the grind to keep players coming back. Unfortunately, the grind isn't fun, and the rewards are becoming less and less rewarding (the current Rift is very low quality), so it's really just going to cause a lot of burnout amongst the playerbase.
I completed the last tome IV in pretty exactly 140 hours and even had 60 fragments open with unfinished challenges of level 4. It is totally finishable with 2 hours a day.
If the streamers did not finish it, they did not complete the challenges because they don't want to build their content around the challenges. And the challenges make half of the progress. But anyway I don't know what you mean with ungodly amount. If you don't finish challenges at all, you would need 4 hours per day. And most fulltime streamers I know play the game like 7 hours per day and would have no problems to finish it
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1730428#Comment_1730428
It is not an average player btw. If you play every day at least 2 hours - you are a very devoted player.
The average is the sum of all players playtime divided by the number of players.
That's what the devs said at least, so either it is the average player, or BHVR lied. I don't see a reason why they should lie about it
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@Zboard said:
I completed all Rifts until now, and i consider myself some kind of completionist, but because real life i'm really struggling to keep up to date (1 level per day on average); i thought this was meant for casual players but i dont think it is and feels more like a chore at this point.
Isnt supposed to be fun? a tiny bit at least? I mean, if they want to encourage us to spend our auric cells and play the game, why make it so grindy, specially considering there is only one game mode, or two if you count killer and survivor separated i guess. Not to mention some challenges are just obnoxious and anti fun...
Any plans on changing the grind needed?
Few fragments each day (3-5?) for first match completed sounds good to me... I dont know but this rift i didnt even spend any auric cells because im not sure i want to do it or even if im going to be able to complete it.
Am i the only one that feels this way?
It isn't designed for casuals, it is designed for the average player, that plays 2 hours per day. It is just that there are a bunch of x-thousand hours players, that push the average, resulting in only 30% (random guess) of all players being able to finish the rift. There are more people below average than above
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@AChaoticKiller said:
i like the look of them but im more concerned about how they will be changing the maps
Ormond is a very big map with a design that lets you get to loop to loop with little skill because you can just circle around the main building to find pallets and such to waste the killers time. combined with its huge size the map is one of the worst to get as killer in the game so i hope they reduce its size at least.
as for autohaven that map is actually pretty ok but i always feel like its a waste to protect the gens to the left of the main building since thats behind the huge wall of cars because it makes it difficult to patrol if you don't have 3 gens along it. I'm not sure how they will change that map but i think i will still be ok with it even if they just update its graphics.
I think they won't rework a lot on the tiles on Autohaven, just the graphics. Because I think the maps themselves are all fine. They will just adjust slightly the tile strengths like they did to other maps (if needed) and add a bunch of useless breakable walls.
Ormond needs to be adresses though, there are only safe pallets and chainable loops
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I hope the cupboards in Autohaven don't really look like that, otherwise the gas station is a plain deathzone
@chieften333 said:
I hope they keep the green filter of autohaven
They won't, pretty sure. They removed the red from Yamaoka and the blue from MacMillan
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Alsooooo.... that one guy at only 8k points smells like tunneled. Just a guess
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Nurses/Sloppy + Silent Bell is pretty much the strongest Wraith build. I also have no problems getting 4k with that. If I run Pop + Surveillance or Tinkerer, they mostly get down to 4 or 3 gens max as well.
Try addonless for some games and show the results
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cant confirm. For me like 90% of the time they let me escape
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4th game in a week? I think this is a quote that can simply be argued with "luck", even more I think there are just killers that are pretty good at reading survivor movement/behavior. Just take FunGoose who estimates like 5 possible scenarios within 10 seconds with his high-speed-talk and then confirming one of them short after
Also I think many survivors underestimate several built-in tracking for killers. Like you don't need Spies to notice crows going off, you don't need Stridor to hear survivors' breathing or footsteps, you don't need Predator to notice scratch marks in the far...
Maybe put some video proof
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I think the majority of killers appreciate that. You can address that post to survivors that wait at the gate and tbag to leave without giving you a hit. But I think there are more players disagreeing with you. At least I do
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728932#Comment_1728932
??? There is a big difference between something that is horror and horror-themed. The main one is that one is supposed to scare you. The other is something where its first intention is not to incite horror but for something else. Rather it being entertainment, aesthetic or anything else. A good example of this is Overwatch's Jukenstein were it isn't supposed to scare you, but it's a horror themed. I really don't know how much more simpleI can get than this. And also, if it is not supposed to scare you, then how in the living ######### it is a horror game?? The point of horror games are to get you scared, and if this game doesn't do that then it is not a horror game! Sure it may be marketed that way, but that is not how the game functions. The DS change was an example as to when the devs realized that this game isn't a horror game, but an asymmetrical horror themed multiplayer game, where the main goal it to provide a game where both teams have an equal opportunity to win and outplay each other via skill and knowledge of game mechanics. It is not scary, and if you say it is not, then by definition it is not a horror game! Also when you say that "And the game doesn't capitalize on chases being scary? Like what? I cannot even argue on that because it is just so wrong by default!" Either if you meant that the chases are scary (which they aren't), or if you think that the game shouldn't be scary based upon chases (which if that is the case, then then what the actual ######### would the game have to do in order to scare you aside from killer interaction? The whole point to survivor is to interact with the killer and escape them), it doesn't change much because the chases aren't ######### scary! They do not incite fear! This game by the definition of the word horror (which is to strike fear shock or disgust), is not a horror game. Call it a Cat & Mouse game, or whatever but it is definitely not a horror game. Also the point I brought up with DS was not that the perk itself was scary, I never ever mentioned that and if I did then that is my bad. What I meant is that is that the devs recognize that the game is not meant to incite fear, shock or disgust (which by definition what a horror means), but rather an asymmetrical horror themed game where both sides deserve an equal chance of winning. If dbd was truly a horror game, no ######### would've been given about the old DS. No one would've cared as the objective that the devs focus on bringing onto their game are survivors trying to beat the killer, not be scared of them. I pointed out the fact that people grow in case you made the argument that new players should be scared. You did not and I am sorry if that caused confusion.
Alright... I just saw that you changed your title and the new title actually has nothing to do with what you initially posted...
I commented here because your first title contained something like "people are wrong when they disagree with me about boring killers and the game being no horror"
All my comments base on that title.
"God I [BAD WORD] hate it when people cannot understand what a boring killer is" - there is no definition of a boring killer, this is a purely personal thing
Also "is not meant to be scary" is more a thing the devs can state, and they clearly stated it differently. When there are people that don't get scared by the game, they simply didn't reach them.
Back to your main "idea" of the post: I wouldn't start off with "God I [BAD WORD] hate it when people cannot understand what a boring killer is" if your aim is to explain it to those people. You basically say "if you don't get it by default, I hate you" which doesn't make sense when you try to explain it
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728932#Comment_1728932
??? There is a big difference between something that is horror and horror-themed. The main one is that one is supposed to scare you. The other is something where its first intention is not to incite horror but for something else. Rather it being entertainment, aesthetic or anything else. A good example of this is Overwatch's Jukenstein were it isn't supposed to scare you, but it's a horror themed. I really don't know how much more simpleI can get than this. And also, if it is not supposed to scare you, then how in the living ######### it is a horror game?? The point of horror games are to get you scared, and if this game doesn't do that then it is not a horror game! Sure it may be marketed that way, but that is not how the game functions. The DS change was an example as to when the devs realized that this game isn't a horror game, but an asymmetrical horror themed multiplayer game, where the main goal it to provide a game where both teams have an equal opportunity to win and outplay each other via skill and knowledge of game mechanics. It is not scary, and if you say it is not, then by definition it is not a horror game! Also when you say that "And the game doesn't capitalize on chases being scary? Like what? I cannot even argue on that because it is just so wrong by default!" Either if you meant that the chases are scary (which they aren't), or if you think that the game shouldn't be scary based upon chases (which if that is the case, then then what the actual ######### would the game have to do in order to scare you aside from killer interaction? The whole point to survivor is to interact with the killer and escape them), it doesn't change much because the chases aren't ######### scary! They do not incite fear! This game by the definition of the word horror (which is to strike fear shock or disgust), is not a horror game. Call it a Cat & Mouse game, or whatever but it is definitely not a horror game. Also the point I brought up with DS was not that the perk itself was scary, I never ever mentioned that and if I did then that is my bad. What I meant is that is that the devs recognize that the game is not meant to incite fear, shock or disgust (which by definition what a horror means), but rather an asymmetrical horror themed game where both sides deserve an equal chance of winning. If dbd was truly a horror game, no ######### would've been given about the old DS. No one would've cared as the objective that the devs focus on bringing onto their game are survivors trying to beat the killer, not be scared of them. I pointed out the fact that people grow in case you made the argument that new players should be scared. You did not and I am sorry if that caused confusion.
I'm pretty sure the devs didn't suddenly realize " oh, we don't have a horror game here" and even more unlikely they said "THAT'S the reason why we need to change DS". This conclusion doesn't make sense. They were trying to balance it from the beginning.
And I tried to find anything about what you said. And came to the conclusion that this is your own personal definition, getting back to subjectivity. Or give me some good sources that explain the difference between horror and "horror themed". I didn't find some. Wikipedia quoted: "...survival horror games. These games tend to focus on the survival of the player-character in a horror setting with limited resources" which pretty much fits to DBD.
- "chases are scary (which they aren't)"
- your opinion
- "aside from killer interaction"
- what do you think why people play stealthy? either because they are simply too bad at looping, or because they are scared of the killer.
- the game giving equal chances has nothing to do with being not horror. With your words, the game needs to expect all 4 survivors to die in order to be a horror game or how should I read this?
Again, I know enough people that are getting super scared by the game when they face the killer, and not only stealth killers, and also after over 400 hours. I always get back to my main point: your opinion
EDIT: Just another little clue, not sure if you want to put your opinion above this "fact" or want to request a category change on steam because they seem to be clueless
- "chases are scary (which they aren't)"
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728427#Comment_1728427
I get what you are trying to say, but if the purpose of dead by daylight were be to scare you, then this game would've died long long ago. The devs realized that the game after some time is not supposed to scare you. That's why decisive strike was nerfed. It was originally supposed to be a perk that just let you escape outright unfairly and the devs changed it for an anti-tunneling perk. This would not have happened if the devs recognized that the game was meant to scare you. If your point is that beginners are supposed to be scared, then you would be correct. But the problem lies when those beginners do grow and get comfortable with the game. And by your logic, the once beginner would now leave the game because it is meant for people who do not want to invest time into the game. And sure the concept of being chased by a killer is scary as all hell, but this game doesn't capitalize on that. There would be much much more jumpscares and it wouldn't be an asymmetrical game anymore, only then it would truly become a horror game. In some aspects I guess it is a horror game. Like the map setting is supposed to creep you out, but it's awful at doing that. If you buy this game for the horror aspect then you are going to ask for a refund 50 hrs into playing the game.
The game doesn't have to be aiming at scaring people. I mentioned already that I don't get your point differing between horror and horror themed. This is pretty definitely a horror game. The main purpose of a game is of course entertainment in the first place, not to disturb you. But it is a horror game.
The DS change as "reason" for the game to be scary or not is kinda BS. This is a change for game health, not for "scare people more or less". Is Selfcare scary? Or Any Means Necessary? This has nothing to do with the game genre. Also the initial version of DS has nothing to do with being scary.
And I don't get where I ever said that people leave the game because they grow. You conclude stuff here from nothing.
And the game doesn't capitalize on chases being scary? Like what? I cannot even argue on that because it is just so wrong by default! And also, the game does not have to be horror like Phasmophobia to be horror. I don't get how you put your definitions. This game is a horror game. Period. This is pretty straight forward. What else should it be? Jump and Run?
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728393#Comment_1728393
Obviously boring in these terms are subjective, I don't know if I made that clear, but if the game goes into the direction of a horror game and markets itself currently as a horror game, than it is a deceptive\, unsustainable business strategy. I AM NOT saying that this game is never scary. T1 myers if ######### terrifying, but what I'm trying to say is that eventually at some point, you will not get scared at this game even against T1 myers, and that it is really really REALLY rare for people to get jumpscared. The vast majority of the games do not involve killers being undetectable and jumping you. Plus jumpscaring people in this game as killer involve you needing to get an indoor map, which is a rare cause, and so if the game is marketed around the fact that you get scared once every 10 to 15 games, then it is deceptive and unsustainable.
Still what I said before: if you get hardened/used to it by repetition, it does not change the genre. Or do you say for example the movie Sinister is a thriller/comedy/whatever after watching it 10 times? It is and stays horror. Getting thrown into a realm being chased by a killer over and over again is pretty much horror.
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728354#Comment_1728354
I respect your opinion, but how is playing against a killer like clown fun and interactive. I probably should've pointed out in the fun that the boring part is in terms of getting chased. I'm talking about the killer survivor interaction. My bad for not mentioning that. But in terms of killer-survivor interaction, fun is subjective, but not that much. Going up to a pallet over and over cannot be fun if you are looking to outplay your oppent. You running up to a pallet and dropping it immediately does not require skill. It may require knowledge, but not skill. I can make a case of the other killers but I want to talk about killer-survivor interaction of clown. There are fair guesses, and unfair guesses. A guess as to if the huntress will raise a hatchet will she approaches the pallet or run through it like a mad man is a fair guess and either side can outplay the other equally and fairly meanwhile guessing where a spirit which side of the loop where she will appear when she can hear you and know where YOU are, that is very unfair imo. I haven't talked about this issue on the forums, only on discord and youtube comments (yes im an idiot). And also the reason people enjoy getting intimidated in chase is because they don't have a full understanding of how a chase works in the first place, or they simply do not want to learn. Once you learn how to chase, it becomes more of a matter of reading your opponents, using knowledge of the maps and tiles to your advantage and taking advantage of the killer's mistakes. I have yet to find a survivor that know what they are doing in a chase and is intimidated by this game.
"Boring" is still subjective, no matter what you mention. And it is also not a fact that "DBD is not a horror game". If you don't get thrilled anymore, it doesn't change the genre. I don't even get what your point is between horror and horror themed.
The key thing about subjectivity you even mentioned yourself: "very boring to go against IMO" YOUR opinion!
"Also if you want to play dbd for the intimidating and scary aspect of the chase, this is not the game for that" - also just your opinion. I still see a lot of people getting super scared by T1 Myers, GF or other jumpscares. Just because this doesn't apply to you, you have absolutely no point of "disallowing" others to do play the game for exactly that reason.
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@FFirebrandd said:
Trapper needs a few changes.
At base he needs to be able to carry 2 traps. Trapper without a bag add on is almost unplayable.
Traps should be less random. They need to be changed to be around 10 seconds to get out, 100% chance instead of 2 seconds to get out and 25% chance to get out.
How his traps spawn on the map should probably be nicer.
Other than that though, he's fine. He is a bit inconsistent depending on how good survivors are at spotting traps, but that isn't in my opinion a flaw.
you could also just have a better logic to spawn them next to window/pallets or the attached walls, and spawn them active. there are a lot of ways to make him better without getting OP
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tbh I think this ultra game swap part is the most fun part imo
Had that as killer and survivor, and even as survivor I can't get that smile out of my face when all of a sudden everything falls apart
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I dont want the vanilla look to ruin swamp falir next :( I'm totally fine with the swamp maps. Ormond would be great, at least I can't imagine it will look like all other reworked maps. Autohaven definitely will...
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Is this thread a rant about killers or just confirmation that 80% of survivor builds are not healthy for the game?
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Especially as nurse, I would say go for him. Nurse has the power to down everybody with any skill level in every tile of the map. If you get to a good survivor, you can learn, if he is not as good as he thinks, you get the down and the game running by getting to a quick first chase. Just don't get yourself triggered by a survivor you cannot chase, and just ignore the chat right away after the game
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I think the bug is that she is actually not really charging the blink but waiting for the swing
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they are useless in any way. franks mixtape allows to play "old" legion, which everybody complained about. except that you need 5 hits instead of 4 like before. essentially making Legion weaker than basekit (if you try to get value out of the addon)
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Also can't confirm any change so far. I also think it is funny how every change apparenty brings out the worst of x. Have seen Ruin rework bring out the gen rushers, how the event brings out the moris and keys, same now for double BP, same for every tome, for the hill bug, for the hook bug...
May it be that some of you guys just use a glimpse of information and conclude everything from it?
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Botany + Desperate + Selfcare can make Selcare a bit less painful if you want slefheals as well without a medkit.
BT is also a good thing as the unhooking speed is increased as well, I think with 3 or 4 stacks you could even be able to take a hatchet hit and still unhook a person with BT.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1711434#Comment_1711434
What I mean is those 3 killers run fast Hillbilly runs fast with his chainsaw, Oni runs fast with his dash and Legion runs fast with his frenzy
If you treat it like that, put Nurse, Freddy and Demo also on the list. And saying Slinger is like Legion just because of causing the same status effect is also kinda unfair. Each killer has a pretty unique playstyle as and vs tbh. And I'd rather like having mechanics reused in a unique way rather than having new mechanics implemented that break the game in various spots with bugs and unintended side effects
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Just random basic ranting. Someone is not happy with the game or gets critics and just yells random stuff to justify. That's why discussions like that are never worth it. People won't listen. Btw same on your point "trying ... like that". You are not happy with it but there is nothing wrong with it.
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had the same, also saw it on some streamer lobbies
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1709901#Comment_1709901
well I think there’s always 1 hook and 1 generator, then for each pestula petals offerings it adds 1 more. So if all 4 survivors and 1 killer use that offering that’s +5 on top of the automatic 1 that spawns in. So 6 hooks and 6 generators
"if" is the keyword. I leveled a character from 1 to like 55 and got 14 of them. They are pretty rare, so you don't really see that much. For me it is also more likely to have none or 1, than 2 or more offerings in a game.
To the sabo, I also think it is ok, it is just for 2 weeks. They intentionally disabled sabotage on event hooks on the 2018 halloween event (or BBQ event, or any other event) because survivors intentionally started increasingly sabotaging hooks just to deny killer bonus points. So I think it is totally fine to keep it that way.
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Because the game grows and random guess half of all survivors you need to play with are totally oblivious because too new
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I can't answer because I want both to stay.
And I don't think it would be a problem regarding balance because they will be gone at some point, even though you can grind them it will not be a problem for "years" unless you play just one addon per week. And that would also not be a problem then because it is super rare. And those HC gamers that will have like 200 of them on a single character are also super rare, you won't face one of these guys over and over again
