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DocOctober

DocOctober

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DocOctober
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  • @NoShinyPony said:
    The Game has a super low amount of windows, therefore there need to be pallets, otherwise the areas on the map would be a dead zone from the beginning and the survivors would have no chance.

    A lot of those pallets are safe and the killer needs to destroy them. If the survivor knows how to run, the killer will often only catch up to him after 4/5 gens are done.

    Conclusion: Map design should be reworked by either swapping pallets for windows or by creating more mindgame opportunites around pallets.

    Or improve stealth. The map is too bright and staying hidden or losing line of sight is quite difficult.

  • @tt_ivi_99 said:
    The only not mindgame-able loops (which I assume you think about the "line of sight loops") are found on Autohaven and they can be mindgamed by ussing the killer's power.

    Yh some pallets can spawn pretty near to each other and I think they should get the same treatment as hooks on the 2.5.0 update but other than that I wouldnt reduce the number.

    Edit:
    About that "braindead-easy and requires no skill" comment... Try hidding your light by moonwalking, stand still facing the pallet when line of sight is broken or be decisive when ussing your killer power.
    Seriously, It aint that hard to end chases sooner if you're facing a looper.

    Don't waste your breath. Safe pallets are not mindgame-able, but fool-proof, that's the premise of them being safe ones, which is already ridiculous that it exists, considering the devs never intended for Survivors to have safe spots.

    And many loops do not have line of sight blockers, those too are not mindgame-able unless perhaps against the noob Survivors you seem to face, considering the ludicrous strategies you try to suggest to me.

  • @tt_ivi_99 said:
    Pallet looping takes skill, as killer you should try and improve your mindgames. The only problem is the infinite loops. Those are the ones which dont take skill at all and should be removed from the game.

    I'm not talking about looping here. Every Survivor just chained pallets as they were so abundant that they didn't even have to think were they were running to. They just run around and each time I caught up, there was a pallet to throw in my way.

    And most loops are not mindgame-able. There are next to no unsafe pallets left.

    Another thing too: looping is braindead-easy and requires no skill other than being able to run around stuff while looking backwards. Most Survivors are horribly bad at this game, so they resort to the easiest, cheapest "strategy" they can find in order to actually get good at the game. This becomes even more evident in late game when they run out of pallets. The actually good Survivors that don't rely on loops are still able to get away from/lose the Killer, while the "pro"-loopers that can't do anything else suddenly get their ######### handed to them.

  • @Bbbrian2013 said:

    @DocOctober said:

    @Bbbrian2013 said:

    @DocOctober said:
    People don't talk about them because they aren't nearly as strong or as much a problem as you try to claim they are.

    So a clown bottle that completely negates perks from being used in a match isn't super op and not a problem? Ok bud.

    Yup, it isn't. Wanna know why? Because 1) good Survivors do not have to rely on Sprint Burst and 2) they'll use it before the bottle hits them.

    You can't force a discussion, no matter how much you try. People don't discuss it, because it isn't a problem. That's it.

    And balanced landing? Dead hard?

    You have to get hit before using dead hard. You're going to be hit by a hatchet/bottle before you can use it.

    Balanced Landing still has the stagger reduction rate, that is often more than enough to keep the chase going depending on the Map.

    Dead Hard? Sucks, but then again, Survivors can disable some of the Killer Perks, so why shouldn't it be the other way round?

  • @Bbbrian2013 said:

    @DocOctober said:
    People don't talk about them because they aren't nearly as strong or as much a problem as you try to claim they are.

    So a clown bottle that completely negates perks from being used in a match isn't super op and not a problem? Ok bud.

    Yup, it isn't. Wanna know why? Because 1) good Survivors do not have to rely on Sprint Burst and 2) they'll use it before the bottle hits them.

    You can't force a discussion, no matter how much you try. People don't discuss it, because it isn't a problem. That's it.

  • A Perk that often gets destroyed within the first minute of the game is OP. Sure........

  • People don't talk about them because they aren't nearly as strong or as much a problem as you try to claim they are.

  • Why don't we just put shackles on the Killer from the start of the trial so he won't move at all?

  • @ad19970 said:
    It's probably intentional, though being able to block the access to one of the map's generators seems a little much to me.

    So what?

    It's not like every game has a Hag with that Add-on and a Gen that is located in an area that can be blocked off.

  • @Aven_Fallen said:

    @DocOctober said:
    "Traps have collision".

    What's there not to understand? That is literally the answer to your question. Both the Trap and the Phantasm have collision, it's intended.

    I am not asking if it is intentional that they have collision, I was asking if it is intentional to block paths with it.
    Or, to use your nice words "What's there not to understand? "....

    Really, I was just asking, not complaining.

    My reply stays the same: what's there not to understand? Collision acts as an obstacle so of course it'll block paths.

  • "Traps have collision".

    What's there not to understand? That is literally the answer to your question. Both the Trap and the Phantasm have collision, it's intended.
  • @Peanits said:
    I know it's not what anyone wants to hear, but that is latency. You can actually see the Nea leave the generator before the grab animation even starts. It's just a matter of that info not getting to the killer in time and the game flailing its arms wildly to make things work like they're supposed to. I'm sure it could be smoothed over so it looks a little better, but gameplay-wise, it's doing what it's supposed to.

    However, the devs confirmed that there was an issue with the grabs suddenly interrupting and changing to a hit under specific circumstances.

  • @rapido said:

    @Orion said:

    @rapido said:
    LOL that user is the best player in 1 rank who is everybody agree with it.
    Please don't treat me as 100+ hours easy noob.
    What kind of mind game do you mean?
    You can't do mind game when the killer is nurse.
    Mind game is basically need the factor that you can run away from killer.

    Then that player is still not that good. The Nurse is the very best Killer, if the player is also very good. That means that she requires Survivors who are equally good. If you lose to the Nurse, then you're just not as good as the player using her.

    Your logic is keep trying to say that the reason they got slaughtered is bad skill of survivors.
    You don't understand how OP nurse is.

    watch an example ( in this video, all they are highly skilled survivors. The reason they are low rank is there was recent rank refresh.) : https://www.youtube.com/watch?v=orrt2qZU_gs

    What I see are Survivors that make several mistakes and get punished for it.

    Git gud.

  • @SadonicShadow said:

    @DocOctober said:

    @Killmaster said:
    Nurse needs to be BLIND during her BLINK, this gives survivor's a chance to juke her. It's the easiest balance fix, since she technically is teleporting she shouldn't be able to see while moving.

    If you're trolling, at least put more effort into it.

    Killmaster made a dumbass suggestion like this a few months back in a different thread. I dont think he is trolling.

    I didn't think so either, but I still like to give them the chance.

  • @Killmaster said:
    Nurse needs to be BLIND during her BLINK, this gives survivor's a chance to juke her. It's the easiest balance fix, since she technically is teleporting she shouldn't be able to see while moving.

    If you're trolling, at least put more effort into it.

  • @HURRI_KAIN said:

    @DocOctober said:

    @HURRI_KAIN said:
    Weren't they supposed to include in a patch that killer BP would serverely be reduced if they were within a certain distance of a hooked survivor if they weren't in a chase? If this hasn't come through yet in a patch they need to hurry this one up to reduce camping.

    No, they weren't and it wouldn't be a solution. Bloodpoints are low on the list of reasons a Killer might camp for.

    Clearly you misunderstand, I'm not saying killers camp to get BP, but decreasing the killer's BP earnings would incentivize them to stop detrimental behavior such as camping.

    I understood you perfectly, maybe I didn't phrase it right.

    What I wanted to tell you is that most Killers don't care very much for Bloodpoints, so a penalty wouldn't necessarily stop them from camping.

  • @FoggyDownpour said:
    From a survivor stand point:
    I hated the 30 second hook timer. If you were on the other side of the map from where someone got hooked, you had to immediately start running in order to have a chance at getting to them before the next stage progressed. There wasn't any time to have a strategy, and the killer camped more often than not since it didn't take nearly as long for the survivor to die. That 15 extra seconds per stage made a world of difference and reckless altruism wasn't as rampant after it got added on.

    From a killer standpoint:
    The extra time makes the game a bit more drawn out and gives me more points in the end. Survivors aren't always the smartest and often need that extra time to go for the save. I would rather have more hooks and unhooks than a quick 4k that nets me almost nothing. 

    Overall pov:
    Don't revert the hook timers

    Now that's actually a well-formulated counter argument.

    Very much unlike all the "you are a biased Killer main" crap coming from others.

  • @MojoTheFabulous said:

    @Raptorrotas said:
    Oh no, the Killer is standing somewhere, menacingly, quick punish him for not rushing to face the backleft corner of the basement for the remainder of the sacrifice.

    It actually makes sense. Less sacrifice time means less time for rescues, thus meaning survivors have to get up instead leisurely working on generators.If the Killer camps that, hooray he still wastes enough time for 3 generators to be done instead of 4. I think its good to stress survivors into decisions with the trends currently changing this game...

    @DocOctober
    Funny how these obviously survivor biased trolls are trying to call you out on something.

    It'll just make camping more frequent because it'd be far more beneficial to do so. Camping has always been around and has always been a very common thing. Making it better isn't going to somehow make people do it less.

    Camping became more frequent when the 45 second timers were implemented. Learn your DbD history.

  • @Vietfox said:
    DocOctober said:
    And Survivor mains should be the last ones to point fingers in the exploit discussion.

    So now you admit taking sides :)
    I'm a survivor main simply cause i play a bit more as a survivor than as a killer and i never denied that, but i've spent lots of hours as a killer. Probably more than some killer mains who started to play this game 1 year ago.
    Anyway, i love how you dodged what i said about killers abusing that system.

    I do pick sides: the one that I deem to deserve it more and for the longest time, it's been the Killer side.

    Should the tables turn, I'll gladly support Survivors.

  • @HURRI_KAIN said:
    Weren't they supposed to include in a patch that killer BP would serverely be reduced if they were within a certain distance of a hooked survivor if they weren't in a chase? If this hasn't come through yet in a patch they need to hurry this one up to reduce camping.

    No, they weren't and it wouldn't be a solution. Bloodpoints are low on the list of reasons a Killer might camp for.

  • @Vietfox said:
    DocOctober said:

    @Vietfox said:

    DocOctober said:

    @Vietfox said:
    
    Wait, you are really saying it would lessen camping? Damn, either you know nothing about the DbD community or just lying.
    
    Nice try anyway!
    
    
    
    I honestly expected you to make such a reply.
    
    
    
    I'll take that as a compliment :)
    

    Let me make it simple so you can understand. Reducing hook time stages means less gens done if killer decides to camp, meaning more chances to get more kills.

    Have a nice day.

    PS: Please don't think you know everything about this game just because you copy/paste the information BHVR provides to a website.

    Let me make it simple so you can understand. Reducing Hook time stages means less pressure on the Killer so that they don't feel like they have to camp to cut down on or prevent potentially long-lasting chases for which there is no time in the current pace of the game.

    Have a nice day.

    P.S. Maintaining a Wiki is not just copy-pasting stuff as your ignorance assumes it is. As you can see quite clearly if you've ever bothered visiting the Wiki, a considerable amount of stuff cannot be anywhere in the game itself.

    Chainsaw Sprint increasing Billy's speed to 9.2m/s and Carburettor Tuning Guide decreasing charge time by 18, cool-down by 14 and penalty cool-down by 12% and reducing the noise range by 30%? Yeah good luck copy-pasting that.

    You're utterly disrespectful and your bias honestly makes me sick. I'm well aware of why I usually don't bother with you, it's really not worth it.

    Gotta admit i just read the first paragraph, and i just read that cause doesn't make any sense. Killers would abuse that system and we all know it,  please stop lying to yourself.

    Both scenarios are equally valid, whether you like it or not. I'm not lying to myself, I just understand both sides of the campfire, something you do not. And Survivor mains should be the last ones to point fingers in the exploit discussion.

  • @powerbats said:
    This would simply reward high mobility killers and encourage more camping since Billy/Spirit/Nurse could camp even harder knowing they can get killers quicker.

    It'll also encourage more hook diving thus rewarding said hook campers while also feeding the narrative it's survivors fault for hook rushing. You run into a experienced killer that down's someone within the 1st 15-30 seconds.

    Ok they sit there for a minute in which case 1-3 gens might pop, they go after someone bam and there's another person gone perhaps 1-2 more gens done. Ok the 3rd person is toast at that point since they know they're getting hard camped or they get hooked and the 4th gets hunted.

    Now even if it's not an experienced killer you'll have people who give up once they get to stage II, you've got people's hands that slip get tired. That camping killer saves 15 seconds and they get to auto sacrifice that person the next time if they get unhooked.

    Once you add secondary objectives in this just becomes why don't you go stand in front of a hook for my 4k now and save us all the time.

    Is every Killer high-mobility? No. Not an argument.

    Isn't hook-diving what Survivors do regardless of anything else? Yes, it is. Not an argument.

    Is every Killer lucky (experienced is the wrong word to use here as experience means jack-######### with loopers) and downs the first Survivor in 15-30 seconds? No. Not an argument.

    That is one particular scenario that is not representative of all games that are played. Because one scenario is bad all the others should be disregarded? Sorry, not how it works. Not an argument.

    Same goes for people who give up in stage II or slip from the spacebar and quite honestly, that's the worst argument you made so far. I could argue that having the hook stage take 45 seconds actually gives a Survivor 15 seconds more of a chance to slip.

    That should be fixed immediately /s

    Do we have mandatory secondary objectives? No, we don't. Not an argument.

    Come up with some better stuff.

  • @Vietfox said:
    DocOctober said:

    @Vietfox said:

    Wait, you are really saying it would lessen camping? Damn, either you know nothing about the DbD community or just lying.

    Nice try anyway!

    I honestly expected you to make such a reply.

    I'll take that as a compliment :)
    Let me make it simple so you can understand. Reducing hook time stages means less gens done if killer decides to camp, meaning more chances to get more kills.
    Have a nice day.
    PS: Please don't think you know everything about this game just because you copy/paste the information BHVR provides to a website.

    Let me make it simple so you can understand. Reducing Hook time stages means less pressure on the Killer so that they don't feel like they have to camp to cut down on or prevent potentially long-lasting chases for which there is no time in the current pace of the game.

    Have a nice day.

    P.S. Maintaining a Wiki is not just copy-pasting stuff as your ignorance assumes it is. As you can see quite clearly if you've ever bothered visiting the Wiki, a considerable amount of stuff cannot be anywhere in the game itself.

    Chainsaw Sprint increasing Billy's speed to 9.2m/s and Carburettor Tuning Guide decreasing charge time by 18, cool-down by 14 and penalty cool-down by 12% and reducing the noise range by 30%? Yeah good luck copy-pasting that.

    You're utterly disrespectful and your bias honestly makes me sick. I'm well aware of why I usually don't bother with you, it's really not worth it.

  • @Vietfox said:
    Wait, you are really saying it would lessen camping? Damn, either you know nothing about the DbD community or just lying.
    Nice try anyway!

    I honestly expected you to make such a reply. You're utterly unable to even consider that one reason Killers camp is the time pressure they have. I'm guessing inexperience in this case rather than ignorance.

    Less time pressure = less camping. When the devs increased the time, camping spiked, just putting that out there.

    I'm not claiming that it will work with all Killers as some just camp for fun, but then again, those shouldn't be considered in the first place.

    And one more thing and I don't care if I'm rude now or whatever: I do not talk out of bias, I never do. I've pretty much equally played both sides since the game's release and always have both sides in mind when I suggest stuff or advocate against or for a change. My interest is a balanced game, for both sides. A balance in time management is part of that as the game's pace has immensely quickened over the years. When I say that I would Hooks taking 60 seconds to sacrifice a Survivor instead of the current 90, then I do keep in mind that I will probably be on such a 60-second Hook sooner or later and not just the one who puts the Survivors on there.

    I will not stand for any bias or Killer main accusation from people like you, I just won't have it.

  • Milo said:

    Oh right. Huntress is getting the cosmetic.

    Huntress is the Meg of killers

    I mean, let's be honest here, she already rocks animal masks so it makes sense.
  • Just a small pet peeve, but please distinguish between Realms (MacMillan Estate) and Maps (Suffocation Pit, Coal Tower, etc) 
  • @Poweas said:

    @DocOctober said:
    powerbats said:

    @DocOctober said:

    Survivors really just care about points and the Hatch gives a bonus of 2,000 Bloodpoints.

    I could care less about the 2k points to be honest when all is said and done and we could turn your argument around and say the same for killers.

    I won't even start. You annoy me to no end.

    Why does everyone hate @powerbats now? Am I missing what is wrong with them? Powerbats posts reasonable stuff and they are a good asset to the community.

    To me, he is nothing but a troll.

    I know that @Orion disagrees with that, but what we both agree on is that some stuff powerbats says around here could quite well be considered trolling, even though it probably stems from a lack of game knowledge.

    I have no patience to deal with him, hence why I don't bother with him if possible.

  • powerbats said:

    @DocOctober said:
    Survivors really just care about points and the Hatch gives a bonus of 2,000 Bloodpoints.

    I could care less about the 2k points to be honest when all is said and done and we could turn your argument around and say the same for killers.

    I won't even start. You annoy me to no end.
  • @DocOctober said:

    @XxAtomicAlfiexX said:
    the trapper is from the 19th century (1800-1900) i think.

    That would make him the oldest Killer, which we know is not the case.

    there is a new comment off of me that was typed yesterday but i just posted which is my proof he is the oldest killer.

    The Journal is wrong. It's 1956 when Benedict enters the Realm of the Entity. 1856 is the wrong date. The devs have stated it as a typo long ago.
  • @tennmio said:
    DocOctober said:

    I'm talking about Survivors of course. I've been playing a couple of games tonight as Solo Survivor and I honestly have [BAD WORD] had it with my fellow Survivors.

    5 games had bad Killers who couldn't catch Survivors for #########, but still, the Killers ended up with 3-4 kills each round even though at the time of the Exit Gates becoming powered, there were still 3-4 alive.

    I don't understand how you guys have the audacity to complain about how difficult your Survivor life if you throw games as soon as you get downed, don't cleanse totems and get caught by NOED or are so immensely altruistic that instead of just getting the [BAD WORD] out and sacrifice one of your team mates, you hang around for desperate unhook attempts that more often than not end with another 1-2 dead Survivors in the end.

    I'd really prefer it if you guys could man up a bit, grow a pair, make the game more enjoyable for the Solos so that we don't have to hope "please don't be another group of idiots, please not another bunch of stupid Survivors" each and every single game we play.

    It's no surprise that the average game ends with 2.5 dead Survivors if you guys practically [BAD WORD].

    Why are you complaining. Sounds like you'd just leave the game being safe. How can you be angry about others trying to safe someone else? No need to be bothered by that it's their decision how they want to behave.

    I personally like those games in the end with trying to rescue one from the hook in the endgame. Those are usually quite fun even if everybody dies in the end.

    You haven't gotten the point at all.

  • Survivors really just care about points and the Hatch gives a bonus of 2,000 Bloodpoints.

  • @XxAtomicAlfiexX said:
    the trapper is from the 19th century (1800-1900) i think.

    That would make him the oldest Killer, which we know is not the case.

  • @The_Trapper said:

    @Orion said:

    @The_Trapper said:

    @TrueKn1ghtmar3 said:
    I feel there is a reason the entity is taking killers and survivors in the rate he is, he isn't getting the hope he needs, now currently there are 15 survivors all producing hope, this is odd because there are 2 known survivors of the last challenges, and we arent given much clue to how many more there could have been but taking a look at the universal perks they could be those of survivors in the void yet to fade or the last trial counting these perks taking in the consideration that each survivor gets 3 teachables that means other than vigo and Benedict there were 5 others so 7 survivors is low compared to our current 15, as you said it is a very old diety but why all of a sudden up your hope consumption? 17 (because vigo and benidict is still alive) survivors giving you hope that is more than double your last haul. It couldn't be because any aren't producing enough hope he could just dump them and get new survivors, So I submit that the entity can't collect hope as efficiently anymore, the Entity is dying he has reached his final millinia among us and he is trying to pull as much hope as possible to prolong and postpone his inevitable fate the void.

    I might be thinking stupid, but if the Entity can constantly pluck people into his universe why would he ever be starved of hope? We have all the playable survivors, the survivors mentioned in perks and the survivors from the original PC trailer. As far as I can tell, there are more survivors than we could ever count.

    Because it eventually dawns on Survivors that there's no way out. They lose all emotional response as the living nightmare they're in becomes the new normal for them. At that point, they're of no use to the Entity, so She casts them into the Void.

    But there will always be more people to grab right? Also I heard someone say that survivors who lose all hope sometimes become killers, a few of the playable killers had to be forced to kill before they embraced it.

    That was an early theory that changed since The Hallowed Blight expanded the Entity's lore. Survivors do not turn into Killers and the Killers have not once been Survivors. Emotionless Survivors become empty shells that get cast into the Void and the Entity carefully selects her Killers by sensing the killing potential in their human form.

    A misconception that I would like to clear up:

    "The Entity feeds on hope."
    We now know that the Entity feeds on all sorts of strong emotions, hope is just simple to incite with its trials.

    And finally, the PC trailer Survivors are just early concepts of Jake, Meg and Claudette. The devs changed their looks a couple of times.

  • @Morfedel said:
    tell me, how does it differ with the meta thing when you have killers at different tiers of capabilities, with nurse and billy rated top and, say, freddy rated bottom? they all still get played.

    Granted, they also don't have to deal with a team, though, who might be raging at you, so there's that.

    You're comparing apples with pears here. Killers are inherently different due to their unique Powers, they can't be the same by design.

  • @Jack11803 said:

    @DocOctober said:

    @Jack11803 said:

    @DocOctober said:

    @Jack11803 said:
    During howling grounds solo survivors had a rank 1 survival rate of 30%. That’s 20% too low. And before many of the survivor nerfs. Don’t you mean SWF is op? Not survivors as a global mode?

    Hallowed Blight should be disregarded in terms of statistics. Many Survivors just farmed the pustulas and then threw the game to move on as quickly as possible.

    Where did I say hallowed blight? I said howling grounds. The event where gens were prioritized THE MOST.

    My bad, I misread Howling as Hallowed.

    But then I gotta ask why you bring up statistics from almost a year ago.

    Survivors were way stronger. And it’s the only time specifically solo vs SWF was really recorded.

    And what is it that you try to imply here?

  • @Jack11803 said:

    @DocOctober said:

    @Jack11803 said:
    During howling grounds solo survivors had a rank 1 survival rate of 30%. That’s 20% too low. And before many of the survivor nerfs. Don’t you mean SWF is op? Not survivors as a global mode?

    Hallowed Blight should be disregarded in terms of statistics. Many Survivors just farmed the pustulas and then threw the game to move on as quickly as possible.

    Where did I say hallowed blight? I said howling grounds. The event where gens were prioritized THE MOST.

    My bad, I misread Howling as Hallowed.

    But then I gotta ask why you bring up statistics from almost a year ago.

  • @Jack11803 said:
    During howling grounds solo survivors had a rank 1 survival rate of 30%. That’s 20% too low. And before many of the survivor nerfs. Don’t you mean SWF is op? Not survivors as a global mode?

    Hallowed Blight should be disregarded in terms of statistics. Many Survivors just farmed the pustulas and then threw the game to move on as quickly as possible.

  • Neither is a bannable offence. Git gud.

  • @Acromio said:

    @DocOctober said:

    @Acromio said:
    The Nurse needs to be reverted to her release self.

    That would make her incredibly strong.

    I hope you're aware that she had 3 default blinks back then and could get up to 7 total with Add-ons.

    Oh, and her movement speed was slightly faster than that of Survivors.

    Of course I know. She had 3 blinks, and her movement speed was the same as the other killers. That's how the Nurse should be at base. The devs' own stated design intent for her was to stop survivors from relying on exploits to survive, and... she got uber nerfed because she did just that, and survivors did not want to adapt their playstyle to her. In a way, she is the Lysandre's Trump Card of Dead by Daylight.

    She wasn't as fast as the other Killers. She was much slower, slower even than Tier I Myers.

    Yes, she got nerfed considerably, but she is still the strongest Killer in the game and release Nurse would just be absolutely devastating even in mediocre hands.

  • Happened to me once. They shouldn't be a thing actually.

  • @twistedmonkey said:
    There is a very simple fix which BHVR should have implemented already.

    Matchmaking should go off the highest ranking member of the team as it's a choice to play in an SWF with higher ranks.

    It may also help with high rank queue's.

    That's how matchmaking used to work. I don't remember why it was changed to use the average rank.

  • @azazer said:
    First I'd like to thank the devs for their hard work. They have made a fine killer. But when they tried to balance it they lost sight of one thing, what makes the killer fun. The answer is simple, we want to use the killers ability to kill.

    Dev said in their legion stream they wanted to make this a time wasting killer, comparing it to the pigs RBT. the problem with this is the community was never thrilled with the RBT. It's not fun for the killer to use because we want the heads to pop. It's the catharsis we need as a killer to have fun.

    Well spoken

  • Middle/End of January according to the Roadmap

  • @ShyN3ko said:
    Nurse is the only killer with skill impact.
    If the killer player have more skill than the survivors, then he can win the game.
    The other 12 killers dont have this.

    Don't you think that that should be the case with all Killers instead of just the Nurse? Why should a Killer still lose the game if he plays better than the Survivors? That's absurd.

  • @Acromio said:
    The Nurse needs to be reverted to her release self.

    That would make her incredibly strong.

    I hope you're aware that she had 3 default blinks back then and could get up to 7 total with Add-ons.

    Oh, and her movement speed was slightly faster than that of Survivors.

  • @Shraar said:

    @DocOctober said:

    @Shraar said:

    @Orion said:

    @Shraar said:

    @Orion said:
    Vigo has learned how to bend the Entity's rules to his favor. Note that the characters don't know there's no escape. When they give up, they go into the Void for all eternity.

    Don't you think that's super lame? WE know that. "For every action, there is an equal and opposite reaction." there needs to be something that is the antithesis of the Entity. Maybe there is some benevolent force who has invaded the Entity's realm, instead of endless torture it is creating Generators and ways to escape while the Entity empowers the Killer so he can watch more suffering.

    Being tortured endlessly then thrown away is just the blandest most disheartening story ever. That's not something anyone can get into. The lore needs to be looked at, the Entity isn't compelling.

    Newton's third law of motion applies to physics. It's not a general statement about life.
    Most players who've taken the time to read the lore find it compelling. I'm afraid you're in the minority here.

    Yes it is. The brighter the flame the darker the shadow. The bigger they are the harder they fall. What comes up must go down. Karma comes back around. It's hard to deny there's an inherent balance to the universe, and if there is some malevolent Entity out in the cosmos abducting souls to torment, a benevolent Entity that seeks to rescue and heal them is expected.

    You can't say "most new players" enjoy the lore, you don't speak for anyone but yourself. If you think it's good writing to have Ojomo the car crusher suddenly gain a magical bell that makes him invisible, or a Nurse who gains the ability to teleport and scream when she does because I guess it's extra spooky sure, have at it, but it's objectively bad to any real criticism.

    Read first post here: https://forum.deadbydaylight.com/en/discussion/2402/every-lore-related-question-devs-answered-81-questions-and-some-answers-1#latest

    The majority of the answers are "Ohh it's a mystery!", "We don't know yet" or "Yeah that sounds cool sure", so it's clear they weren't forward thinking with the lore at first. That's why I'm not sure why you're resistant to a new idea.

    Maybe because your idea isn't what Dead by Daylight is about? If you want Survivors to fight back, go play Friday The 13th.

    The Entity is the soul ruler of her Realm, you may expect an anti-Entity, but there is absolutely no reason for why there should be one. Newton's third law applies to forces being applied to objects, not to Karma and all that other spiritual nonsense of yours.

    Right because "The brighter the flame the darker the shadow" doesn't have to be spiritual, it can be taken literally. Either way, I'm not talking about physics, the other moron got me off topic, I'm merely saying that the lore as it is right now is shallow.

    Why is it shallow? It's all doom and gloom. Only one level.

    Try to wrap your head around this analogy: If you're starving (doom and gloom and torture) when you finally get a drink of water and food, even if it's brussel sprouts or whatever, you'll think it's the best thing you've ever tasted. The point being made here is that to make a good story, to have meaning, you need to balance the good against the bad, starvation against feeding, darkness against light.

    If there was a benevolent Entity, competing against the darkness, there would be more depth introduced to the lore rather than "It sucks all the time, has always sucked, will always suck, and it ends with the Void." like no, that's not compelling. Whether you want to get spiritual about it or not is up to you, I didn't bring that up.

    Am I not getting my point across? http://lmgtfy.com/?q=analogy+definition

    You aren't. There is no need for an anti-Entity as far as I and probably most other players are concerned. I don't get why people like you are so desperately trying to put "logic" into a video game.

  • @Shraar said:

    @Orion said:

    @Shraar said:

    @Orion said:
    Vigo has learned how to bend the Entity's rules to his favor. Note that the characters don't know there's no escape. When they give up, they go into the Void for all eternity.

    Don't you think that's super lame? WE know that. "For every action, there is an equal and opposite reaction." there needs to be something that is the antithesis of the Entity. Maybe there is some benevolent force who has invaded the Entity's realm, instead of endless torture it is creating Generators and ways to escape while the Entity empowers the Killer so he can watch more suffering.

    Being tortured endlessly then thrown away is just the blandest most disheartening story ever. That's not something anyone can get into. The lore needs to be looked at, the Entity isn't compelling.

    Newton's third law of motion applies to physics. It's not a general statement about life.
    Most players who've taken the time to read the lore find it compelling. I'm afraid you're in the minority here.

    Yes it is. The brighter the flame the darker the shadow. The bigger they are the harder they fall. What comes up must go down. Karma comes back around. It's hard to deny there's an inherent balance to the universe, and if there is some malevolent Entity out in the cosmos abducting souls to torment, a benevolent Entity that seeks to rescue and heal them is expected.

    You can't say "most new players" enjoy the lore, you don't speak for anyone but yourself. If you think it's good writing to have Ojomo the car crusher suddenly gain a magical bell that makes him invisible, or a Nurse who gains the ability to teleport and scream when she does because I guess it's extra spooky sure, have at it, but it's objectively bad to any real criticism.

    Read first post here: https://forum.deadbydaylight.com/en/discussion/2402/every-lore-related-question-devs-answered-81-questions-and-some-answers-1#latest

    The majority of the answers are "Ohh it's a mystery!", "We don't know yet" or "Yeah that sounds cool sure", so it's clear they weren't forward thinking with the lore at first. That's why I'm not sure why you're resistant to a new idea.

    Maybe because your idea isn't what Dead by Daylight is about? If you want Survivors to fight back, go play Friday The 13th.

    The Entity is the soul ruler of her Realm, you may expect an anti-Entity, but there is absolutely no reason for why there should be one. Newton's third law applies to forces being applied to objects, not to Karma and all that other spiritual nonsense of yours.

  • @Vietfox said:

    @DocOctober said:
    Vietfox said:

    I personally enjoy the salt, i mean, i find hilarious when people is pissed at me.

    Then you are part of the problem.

    Wrong. I'm not saying that i'm looking for the conflict, i mean that if i find myself involved in a situation like that at least it doesn't affect me.
    Would be better if i got affected by that? If someone insults me i rather laugh than feeling bad about it.
    I'm old enough to not be bothered by such childish reactions. If you think that's a problem well... i feel sorry for you :)

    That's not the part to which I refer to. I'm referring to you taking joy in others' misery.

  • Vietfox said:
    I personally enjoy the salt, i mean, i find hilarious when people is pissed at me.
    Then you are part of the problem.
  • They are a tad strong to be more common.

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