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Entità

Entità

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Entità
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  • @George_Soros said:

    @Entitá, you say:

    " Imagine if you waste two perk slots for Pharmacy and Ace in the Hole and your mates open all the chests..."

    I already said, tell them at start not to ######### all chests. Come on man!

    Yeah I confess: I'm a whiny killer who's scared shitless at the thought of more chests, because even with no Plunderer's it means more chance for purple keys. Those are pure evil. If those could not be found in chests, we could have a deal.

    Not that I think devs would jump as soon as we told them we've reached a decision about chests :P

    The Dull Key is watching you! XD

  • @George_Soros said:

    https://forum.deadbydaylight.com/en/discussion/comment/605009#Comment_605009

    Umm. You know, you can ask your teammates at the start of the match to leave the chests for you. If they say they also want to chest dive, you still have the option to either forget about chests and don't take Pharmacy, can use Coin offerings, or just race with your fellow survivors. Duh.

    And come one: Pharmacy is a weak perk? It sure beats Self Care... Plus, while it can help you during the game, it even provides a benefit for future games. Not a weak perk at all.

    I use it with Ace in The Hole sometimes. Was so funny to find a green medkit with an instaheal near endgame, and it did actually saved my life :)

    A survivor in a team doesn't need any healing perk: Selfcare and Pharmacy are useful for solos, who have no guarantee to find a chest in time. Imagine if you waste two perk slots for Pharmacy and Ace in the Hole and your mates open all the chests...


    Pharmacy is weaker than Selfcare. Those who use Pharmacy instead of Selfcare suffer numerous limitations:

    1) non-unlimited heals;

    2) inability to transport other objects and to maintain the ability to heal themselves;

    3) vulnerability to Franklin;

    4) need to spend time finding a chest;

    5) risk of finding already open chests.


    Chest perks are weak and situational: one extra chest would make them less Coin-dependent than now.

  • @George_Soros Actually I would like to try Pharmacy, because I don't use Selfcare, and it bothers me that a weak perk can be rendered useless by the simple misfortune that someone had fun opening all the chests before you. Having four chests increases the chances of not wasting a perk slot. There is no hope of changing the META, if the weak perks are also situational. And then the Temple of Purgation already has four chests.

  • @not_Queen @Patricia @Peanits Dear community managers, don't you think Ace In The Hole, Pharmacy and Plunderer's Instinct should be made more palatable than now, by giving four survivors four chests by default, like in the Temple of Purgation? :)

  • @Ember_Hunter Thanks for your strong support, and for your explanation! :)

  • @Hoodied said:

    I like this idea, and if it happens I can quote claptrap with the words "I am alive!"

    What does it mean? XD

  • @not_Queen @Patricia @Peanits I believe this thread contains some very interesting ideas for our beloved developers. Please, resurrect the Moonlight Offerings with a new effect! I had the honor of seeing only one burnt before the 2.3.0 patch, and it was very exciting: they are wonderful for their icons, fascinating for the conflict between rarities, and they have an immense potential if related to the visibility/audibility of the hatch, which has never been subject to the players' load-out since the game release! **

  • @Ember_Hunter Yes, it was great! I never questioned this truth, but for developers it was too demanding to balance five iterations of each map. I understand and respect their difficulties and choices.


    What I sincerely hope is that they reintroduce the Moonlight Offerings with a brand new feature! :D

  • @marching_hyena The original Moonlight Offerings imposed on the developers very intense balancing efforts, because for each new map created they had to study not only the basic brightness, but also the four variations (two increments and two reductions) related to the offerings. A bit like the old Tinkerer, it was really difficult to carry on this "immense workload of additional coding" for every innovation in the game, not to mention, I repeat, that there are also maps without the light of the moon. It was absolutely right the developers' decision to stop this extra work.


    However, the Moonlight Offerings in themselves are very cool, in design and conception, and certainly deserve to be reborn from the ashes, like the Phoenicians. Well, the hatch has never been interested in either perks or offerings or add-ons in these three years of play: it would be very useful, to revive the strategies with new variables, to introduce the changes explained in the opening post, which are consistent with the historical tradition of the Moonlight Offerings, but at the same time easy to implement (I think of add-ons to darken the Bear Traps, for example...).

  • @Atrushan88 said:

    @Entità Just seems too situational. Why would a killer use this over some of the more attractive offerings? Extra BP, or Moris which can basically guarantee you a game? Survivors maybe, but I can't see this as something I'd want to use over a Bloody Party Streamers, Envelope, or map offering to make sure I don't have to deal with terrible RNG.

    Yes, they are situational, but no more situational than the old Moonlight Offerings or the Mist Offerings, and they add some variety about the hatch mechanic. Maybe someone will enjoy them, and they are so nice... :) The game has players of all ranks, either casual or competitive ones...

  • @Atrushan88 said:

    @Entità Rainbow maps are hardly ever used. Like extremely rarely. Most people who see a key in the lobby bring Franklin's.

    My Moonlight Offerings allow a counterplay against the key, which doesn't depend on having unlocked and leveled Bubba: you don't have to be dependent on a particular character to have a fairer or more varied trial, in my opinion.


    The maps are widely underestimated and should be reconsidered: they are a free mine of points for the mere fact of exploring the arena holding them in hand, and I can easily "load" information in view of the ending, when suddenly they can become decisive.


    Furthermore, I tell you a personal anecdote. Some time ago I was in a Swamp as a solo, with some not so brilliant companions, and Hillbilly was against us: I quickly stayed the last and spent three good minutes for me to find the Hatch and win. The Hillbilly is a fast and powerful killer, but for the mechanics of the chainsaw he tends to draw wide diagonals in the arena, to take full advantage of the sprint without obstacles, moreover its noise easily covers the buzz of hatch: the hatch was exactly in the extreme corner of the map, between rocks and an unused hook, and many times he will have gone close without noticing it, while I explored the Swamp blindly... a Quarter or Full Moon Bouquet would almost certainly have guaranteed him the 4k, because I started from the opposite end of the map...

  • @Atrushan88 said:

    Both of these types of offerings benefit the killer. If the hatch is darker and reduces the distance of noise, the survivor will have a harder time finding it. The killer also will, but they have an advantage in finding the hatch. If it's lighter and louder, the killer's advantage is made even better.

    It depends on the circumstances. Like the old Moonlight Offerings and the Mist Offerings, they can be useful to both parties. For example, if the killer sees a key in the lobby, they burn a New Moon to hide the hatch. If a survivor has a Rainbow Map, the same offering can be burnt against the killer. Moreover, consider that the killer cannot waste time looking for the hatch before it opens, while the survivors, especially if two mates are dead, may urban evade to find it... It's not sure which role will enjoy such offerings: too many factors can change the outcome. Every player will choose and judge the strategy to adopt, according to their experience and build.

  • 1,230,000 BPs? How? O.o

  • Who knows, maybe with my Moonlight Offerings the maps will be back in fashion. XD I'm sorry to see unused and abandoned game resources: the variety of the playstyles should always be increased...

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/602663#Comment_602663

    Like most could block a killer's view, but most could prevent survivors from seeing the Wraith coming towards them.

    Or Ghostface, or the Pig...

    @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/602667#Comment_602667

    yeah but is it really something that would work if applied to the hatch?

    Maybe the killer sees in the lobby someone has a key and burns the New Moon to hide the hatch. Maybe you bring a Rainbow Map and do the same against the killer. Maybe a Wraith uses a Full Moon to camp, cloaked, a very visible hatch. And so on... New strategies!

  • @CoffengMin said:

    this litterally helps the killer only to either find the hatch faster or make you not find it easily

    It's not for sure. My Moonlight Offerings, like the originals and the Mist Offerings, can be useful both to the killer and to the survivors, based on a myriad of circumstances.

  • @indieeden7 Thanks for your support! The first thread I opened, back in September 2018, was exactly about the Moonlight Offerings: for me it would be a dream to see them reborn, and a divine ecstasy to see them reborn with the effect I imagined. **

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/601982#Comment_601982

    I could SO get down to a hex totem lamp. Maybe make it have fake flames flickering.

    It would be wonderful! :D

  • @DocOctober said:

    @Entità

    Care to share your idea or are you waiting on us to do the work for you?

    I dedicate you a famous quote for your distrust. XD

    • I can not believe!
    • That's why you failed...


    @bkn @indieeden7 @Bravo0413 @brokedownpalace @DocOctober @Thaznar @Xaggy @Ember_Hunter @Madjura @Carpemortum I added my idea to the opening message. :)

  • I would immediately buy a medal bearing the New Moon Bouquet and one with the Ebony Mori, a Skeleton Key to hang around the neck and a Rainbow Map to hold in my hand when I go to the countryside for a picnic. But before anything else I would buy my symbol, the icon of the Entity. XD

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/601902#Comment_601902

    Currently, The entity has to contend with a much greater evil... That being Corporate from Sony.

    Are you threatening me, Master Sony? It's treason, then... XD

  • I fully support the cross play! The number of players would increase dramatically, reducing waiting times for pairings to just a few seconds. It would be a great goad for developers, who, aware of the differences between consoles and PCs, would be motivated to accelerate optimization. It would be the perfect crowning of the Entity's wishes, unique and omnipresent, which wickedly grins to keep all its slaves under its own evil gaze, without any ghetto.

  • BBQ is really dangerous only with high speed killers in empty maps (Shelton Woods, Rotten Fields...), where it can be hard to find a locker in time. In the vast majority of cases, BBQ can be countered with a wise playstyle.

  • @Gcarrara said:

    I can see it fine. It's in general discussions. 👍️

    Thanks for your prompt intervention! :)

  • @Angelicus23 It's not a matter of brightness settings. I refer to something scary, both for video and audio effects: a place of pure evil, sinister shadows, terrible sounds, a domain of pain and death...

  • @xnes_galax Giusto per amor di chiarezza, io non tifo necessariamente per un italiano forbito e barocco (è senz'altro appropriato per la narrazione epica del Silmarillion di Tolkien, ma non sempre e dappertutto): mi contento che sia italiano puro extra vergine di Crusca, neologismi coniati per l'occasione inclusi. Gli inglesi hanno un approccio molto plastico alla lingua, creano vocaboli spesso per libere associazioni, e questa è una virtù che dovremmo importare, scatenando la fantasia.

    Per esempio, il "tbagging" deriva dal gesto di immergere ed estrarre in rapida sequenza la bustina di tè (tea bag, per l'appunto) durante l'infusione, passando attraverso una sostituzione omofona di "tea" con "t" e concludendo con l'aggiunta della desinenza verbale/sostantivale "-ing", previo raddoppiamento della "g". Si può riconoscere che è una figata pazzesca, ma, ecco, è una figata inglese. Noi non siamo da meno, se vogliamo metterci d'impegno: è solo questione di volontà creativa.


    Passiamo ora alla mia personale Legenda del Gergo Italico di Morte entro l'Alba:

    to camp = campeggiare, presidiare;

    to tunnel = accanirsi contro, vessare;

    to gentap = titillare (il gen);

    to slug = asfaltare;

    to dribble (superato dal nuovo Colpo Decisivo) = palleggiare (col sopravvissuto);

    to tbag = sculettare, scodinzolare;

    to streamsnipe = spiare;

    to bodyblock = bloccare, ostruire;

    to loop = menare (l'assassino a spasso);

    to gen rush = folgorare (il povero assassino con ancora due soli ganci). XD

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/599076#Comment_599076

    The goal of the system is to wait till all 5 players are found before creating the lobby,. Time and time and time and time and time again that does not happen.

    Maybe we must wait for the dedicated servers...

  • It's an awesome QoL change! I fully support it!

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/598823#Comment_598823

    It's in the news tab in game.

    Basically x games as a base surv or killer. No perks or add-ons.

    Very nice and interesting experiment! :)

  • @Yamaoka said:

    Has anyone tested if it works with Trapper's honing stone traps? Would be crazy if someone got put into the dying state on the other side of the map while everyone around Trapper screams reavealing their position resulting in loads of sudden pressure.

    Very interesting question... :)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/599327#Comment_599327

    I know what the wiki uses. But in game (Unless I'm derping which I very well could be) it was yellow, green, purple, red with no brown.

    I arrived to DbD a little after the 2.1.2 patch: I ignore what there was before, but if the Wiki uses five colors, I think the old perks system had five levels of rarity, like items, add-ons and offerings still have.

  • @NuclearBurrito said:

    Actually no perk was ever common tier.

    So it was a 4 tier rarity system.

    The English Wiki clearly uses five colors for the perks classification, for example:

    1) Slippery Meat: brown, yellow, green;

    2) Urban Evasion: yellow, green, purple;

    3) Spine Chill: green, purple, pink.

    In particular, every perk icon changes repeatedly its color to show the three tiers' rarity (before the 1.5.0 patch).

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/599264#Comment_599264

    I haven't touched it in quite some time. Too much hand-holding on the survivor side and too much looping on the killer side.

    This is the problem with assumptions based on absolutely no data - they tend to be faulty.

    I'm just trying to instill a bit of confidence in a community that seems desperate for the Nurse's imminent death. I don't want to make false assumptions or anything else: I simply believe that, from the passion you instill in your messages, you keep the game more than you show it. That's it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/599235#Comment_599235

    Just because I hope things will get better doesn't mean I expect them to. I hope I win the lottery, but I sure as hell don't expect to (especially since I never play it).

    But you play DbD, so you expect to have fun doing so! :P

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/599213#Comment_599213

    Sure, we just have to wait several more years. Just ignore the fact that it's wholly unrealistic and absurd to expect people to stick around for years waiting for something to happen (see every TV show that drags its plot for too long), as well as ignore the years of prior experience.

    To say that people are jumping to conclusions after three goddamned years of past experiences is like going back to an abusive boyfriend because "maybe he's changed".

    You don't really think what you write: if you really believed that the game is done, like an abusive boyfriend, why would you still be wasting time playing it and participating in the forum? Evidently, you hope that things will improve and you trust that you can contribute to this, otherwise you would have already been gone for quite a while. Furthermore, consider that the development team has significantly increased in the last year: what happened at the beginning is not so relevant...

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/599185#Comment_599185

    Because there are precedents: Legion made into a generic unfun killer, plague being nerfed despite being already average, ghostface nerfed in 3 weeks.

    Those are bad precedents and let's be honest survivors have lobbied against nurse for so long.

    Nurse is the new legion, I do expect a similar approach. If I am wrong I shall apologise to you and everyone else

    The Legion, the Plague and Ghost Face may be tweaked in any moment: there is nothing definitive in a videogame. I don't want your apologies, I hope you enjoy the game without fearing what doesn't exist yet. :)

  • @NuclearBurrito Your questions are very good. My answer is that the design team will decide the appropriate point of balance, according to statistics.

  • Maybe it will be my mental limit, but I really don't understand this opposition between rival gangs: there are no survivors and killers, instead there are players who have fun together, impersonating one or the other role. Dead by Daylight is a treasure common to all, to cherish, love, spread, improve and enrich day after day.


    What sense would it make to disappoint the expectations of a faction, producing massive abandonments of the game and consequent sudden changes in the proportions necessary for a rapid matchmaking, greater toxicity and less economic income? The developers have a gold mine on their hands, they are not stupid enough to ruin it as many fear: you are pervaded by mistrust, suspicion, a punitive conception of changes, which on the other hand have no raison d'etre. I say, instead of feeding discouragement, sinking deeper and deeper into the Void, wouldn't it be healthier to return to Campfire with enthusiasm, with determination, with healthy competition, ready for a new challenge? Balancing is a very difficult operation, they must take into account a myriad of factors (powers, add-ons, items, offerings, maps, RNG, ranks, solos/teams, players' experience...): it is natural that they proceed by trial and error, I mean... no one owns the infused science, and no test done in the development stage can capture the infinite nuances of the true game, of thousands of players scattered around the world. So I say: wouldn't it be better to lend a hand with concrete, punctual, specific suggestions, reports and motivated criticisms, instead of spreading this early anxiety towards a Nurse adjustment that nobody knows yet?

  • I'm a DbD main, because I love it! :D


    Whether I'm with friends, or I want a horror adventure, I play as a survivor.

    If I am angry, I am filled with an immense desire for blood and want to savor the pleasures of hunting, I play as a killer.

    Specifically, a reasonable estimate will be 65% / 35%, respectively.

  • @NoShinyPony I respect your opinion, but don't you believe that darker atmospheres could still be more attractive for:

    1) new players, who discover the pleasures and torments of the Entity for the first time;

    2) immersive players, who focus on living an adventure while implementing hunting or survival strategies?

  • Any news about my dream to face some very odd trials, both for fun and to experiment new balance points? :)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/561384#Comment_561384

    @Entità yes but those aren't their actual movement speeds.

    The stat itself is 110% and 96% (not sure if it's that exactly or a little more/less).

    Yes you're point is that they effectively move faster than other Killers, but the game doesn't actually know that. So in an algorithm sense that doesn't matter.

    Well, somewhere in the code those parameters must necessarily be present, otherwise the program would not allow these killers to sprint at high speeds...

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/561041#Comment_561041

    You seem to misunderstand. The current system is the one that they're testing for the dedicated servers. Even though the tests have already failed and it's still in place. By adding dedicated servers instead of killer hosted servers, it's not going to improve matchmaking at all. On the contrary, there are likely going to be some unexpected bugs that slow it down even more.

    Have the tests failed? Where did you read it? What would this failure consist of?

  • I relaunch this thread, which is particularly close to my heart. :)

  • What are you talking about? Vanilla test?

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/598712#Comment_598712

    I have more vote-ups than you. Where is my red background :(

    I imagine that moderators / community managers evaluate many factors, not just popularity. I don't know exactly the criteria for assigning the red icon, I'm sorry I can't tell you more. :(

  • @ASpazNamedSteve said:

    How is your profile pic red

    whisper me your secrets.

    I did nothing. The staff told me I'm a nice user and I deserve a red icon. :)

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