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Fibijean

Fibijean

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Fibijean
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  • They may have changed it, but last I saw it's impossible for the hatch to spawn in the basement or on the upper level of a house. I believe The Game is an exception and it can spawn on either floor, but I'm not certain. It can also spawn underground on Badham Preschool, and on the lower floors of houses in Lampkin Lane. It can't spawn on the upper level of Crotus Prenn Asylum, or the upper level of any of the buildings in the Macmillian Estate, Autohaven Wreckers or Coldwind Farm maps.

  • @SuperRavenSn1per how could survivors take advantage of something that is totally within the killer's control? No one forces killers to camp. Also, most survivors aren't going to care how many points the killer gets. They care about their own points, they're not going to make the killer lose points for the sake of it unless it benefits them in some way.

  • The way to stop camping is to give killers incentives not to camp. So taking points from the killer might be a solution, but awarding them to survivors is not. Survivors getting points doesn't directly impact the killer in any way, so unless the killer is just salty and sadistic they're not going to care if the survivor gets points if it doesn't impact them. What I mean is if in the current system a killer facecamps and survivors get no points, and in the new system they facecamp and the survivor gets points, all else being equal, it's not going to make a difference to them.

  • I'm guessing it's because she's the one featured in the original film.

  • @mcNuggets I'm confused. I didn't mention perks.

  • @thatcarbonfox lore friendly doesn't mean balanced or permitted, it means that within the universe of the game it makes sense. In the context of the game lore, the killer and the survivors are solid objects so it makes sense that they can block each others' path.
    Also, I know the ingame report system guidelines are pretty unclear, but actually the only kind of body blocking that's considered griefing is survivors blocking other survivors.

  • It's almost certainly because of traffic, not actual issues with the ptb just the servers.

  • @Adeloo cannibal isn't fit or muscular. Have you seen that beer belly? xD

  • And now we start the downloading process...

  • Well in theory it should be out any second, assuming the 11am thing is true. Guess we'll wait and see.

  • Not_Queen's post doesn't mention a code. Where did you get that from, @Cat ?

  • @Feng They confirmed they're not going to reset people's shards when they implement the new features.

  • @ZeBee same man, it's already 11pm for me lol

  • Based on previous chapter/beta releases people are speculating it'll be up in about 2 hours.

  • @Tsulan said:

    @Fibijean said:
    Lullaby is okay honestly. Especially at lower ranks, not so much at higher ranks. Everyone knows that third seal is a pretty garbage perk, but garbage perks certainly aren't limited to hexes. I'm not saying they're all amazing perks, just that your logic is flawed in suggesting that the solution is to remove the hex mechanic altogether.

    We have very powerful survivor perks, that are way more powerful than Lullaby or Third Seal. They can´t be rendered useless by cleansing a totem or anything. They can´t be eliminated 30 seconds after the match started.

    The worst survivor perks are as bad as the worst killer perks, and tbh none of the hex perks are even among the worst killer perks. If you're going to compare the best survivor perks to some mediocre killer ones, of course your data is going to be skewed. Once again, the hex mechanic is not what is wrong with those perks.

  • @Mc_Harty I've honestly never experimented with third seal very much, but most perks that are bad on their own can do great things with the right loadout. Totally agree on the lullaby thing, seems more like a bug than anything else really.

  • Lullaby is okay honestly. Especially at lower ranks, not so much at higher ranks. Everyone knows that third seal is a pretty garbage perk, but garbage perks certainly aren't limited to hexes. I'm not saying they're all amazing perks, just that your logic is flawed in suggesting that the solution is to remove the hex mechanic altogether.

  • Side note - don't know where this 4k thing came from, but it's really not a good indicator of performance.

    But also as I mentioned, body blocking is a valid, realistic and lore-friendly strategy. Sure, it's annoying. And it feels unfair, which is the main problem with it. But there are other solutions. For example, being able to push people out of the way by walking into them. Or allowing the killer to hook a survivor from any angle, similarly to how survivors can now unhook from any angle to combat facecamping.

  • I disagree, but if that's really the case they should be buffed, not removed altogether.

  • Would be great, and probably not that hard to implement. But considering how long it took to make it so that you didn't have to click ready again every ten seconds and just waited until they found a match (ie. implementing a decent match-finding system), or the ping indicator... I guess we'll see, but don't hold your breath. They've got a lot on their agenda already.

  • 60 seconds is actually a pretty long time. The tide of the game can turn completely in that time. Blood Warden needs to maintain a balance between time for the killer and not so much time that the survivors are essentially trapped. It's not supposed to trap everyone until you can get them all, it's supposed to give you extra time so everyone doesn't just escape. If you're a good killer, you can use that time very effectively.

  • I think it would be cool to be able to view our own stats, but if this were to be implemented there should be options to choose how much other players can see. Honestly the list of stats you mentioned is bordering on stalker territory lol (do we really need to know what time they last played?). Perhaps it would be useful to have some sort of customisable label, either selected by the player or by the game based on the player's stats, that identifies what style of player they are (although not that useful, thinking about it, since you should be able to tell that from their perk setup). Thinking about it a bit more, I really think the best solution would be a) the ability to view your own stats and b) the ability to view other players' perk setups and equipped items/offerings in the lobby.

  • Usually a bug is reported by a lot of people, it's not just one person who reported it and then it was fixed. As @Angie implied above, bug reports are about fixing the game and making it better for everyone, not getting credit. I don't intend for this to sound mean or disrespectful, but the way you phrased your request makes it sound like you're just fishing for compliments or recognition from the higher-ups.

  • I'm sure we'll get more information when the player test build is released. It's only about six hours away! (Probably)

  • AI is very complicated and hard to code well. While it would be a good idea, it would also be a lot of work, time and energy that could be put to better use improving the features they already have. If you wanted to practice against a killer who won't be unsportsmanlike or troll you, you're not going to get that with single player right away. It would take a long time and lots of experimentation to get the ai to a point where it could stand in for a human player. For now, I would recommend either playing the tutorial or finding a friend to help you practice in KYF.

  • The main reason survivors ignore dull totems is because they net no reward except bloodpoints under the new emblem system. If you want to rank up, cleansing dull totems simply isn't an effective use of time. If anything this is a bonus for the killers as it makes NOED more likely to activate.

    My personal opinion, which I already posted on a different thread about hex perks (copied and pasted from my reply there), is this:

    I do think it's a good idea that the killer should be able to choose which hex totem to apply their hex perk to, because otherwise it's just random and you can get a really good, hidden spot or a really bad one right in the open. Perhaps the perk doesn't come into effect until the killer has placed it, kind of like the trapper's/hag's traps having to be set before they do anything. Or maybe they can choose whether to place it themselves (and take up extra time ingame) or let it be placed randomly (and risk getting a bad spot).

  • 1) I see your point about self-care, but I don't think changing the way it works so fundamentally is the solution. Since you don't get emblem points for healing yourself but you do for healing others, I've been trying to let other people heal me as much as possible since the emblems were introduced. Of course, some survivors don't care about other people's points. Perhaps instead of affecting self-care directly, they could make it so that you earn benevolence points by allowing others to heal you, which would discourage use of self-care and make it more of a last resort.

    2) I think your idea for alert is very interesting and potentially great, but you'd have to be very careful about balance when implementing it. Maybe reduce it to 3 seconds rather than 6 if you're going to let them see killer powers as well. Alternately, I saw someone in another thread suggest that they simply lower the trigger cooldown (or not have one at all!) to make the perk more viable for use during a chase.

    3) I like your idea for left behind. Perhaps they could even make it so that your generator repairs after everyone else is dead don't give a visual notification, or only do so 50% of the time.

    4) 100% in agreement with no mither. That has always been my main issue with that perk and why I never use it. Other survivors should still be able to see the status icon, but the killer shouldn't.

    5) I actually think sloppy butcher is pretty good for finding survivors injured during a chase, especially on indoor maps like lehry's or the game where the blood stains are so obvious. Finding survivors through bleeding has no counter other than no mither, which is a double-edged sword of a perk, unlike trying to find them through sound (countered by iron will). It just makes it that much harder for survivors to escape after they've been injured. Also, I don't think it's necessarily true that they get healed soon after you lose them. Most survivors will wait to heal a teammate until the killer is well and truly gone, from fear of nurse's calling, and as you said earlier self-healing during a chase is rarely a viable option.

    6) The only issue I have with NOED is that you don't know they have it until they hit someone and the status icon appears. That's why it feels unfair. If it were simply changed so that the NOED icon appears as soon as the exit gates are powered, survivors know what's going on and know that if they get hit they'll be downed, rather than taking a gamble on being hit not knowing whether NOED is active or not.

    7) I don't know about making basement-hooked survivors a detriment to the team, but I do like the idea of turning monstrous shrine into either a bonus bloodpoints perk like BBQ and chilli or a token-based perk like fire up.

  • This sounds super cool! I think the team is focusing on other things for now, but perhaps different game modes like this is something they'd consider implementing in the future. (Fingers crossed, yeah?)

  • The rituals used to be longer and more rewarding. The reason they changed it was to make the ritual system more accessible for casual players. Personally I preferred the old system, but I can see why they changed it. Rituals aren't meant to be the main way of earning bloodpoints.

  • This would be really cool to have. You can find all the lore on the official website or on the wiki, but having it accessible ingame would be a nice touch. The only drawback I can think of is that it would probably be a lot of work and it seems like they're focusing on other things for the moment.

  • Unless you're referring to a bug in which it triggers as you're being picked up and not after (in which case you should report it to the developers as such), the way adrenaline is supposed to work is that when the exit gates are powered, if you're on the hook or on the killer's shoulder, the heal and speed boost come into effect as soon as you're back on the ground (ie. when you're unhooked or maybe - I'm not sure about this so don't quote me on it - if the killer drops you).

  • Not to mention the killers who intentionally stream videos or download things in the background to make the survivors lag.

    I would assume that the reason DBD doesn't have dedicated servers is financial, because I can't see any other explanation. Having killers host games is like having cost-free regional servers. Perhaps Deathgarden has a bigger budget.

  • As noted above, it would be a bit of a framerate killer. Also the title of your post seems to suggest that you want this implemented as an offering, not just an across-the-board enabled thing. I can't see the devs implementing that for the same reason they removed the moon boquets which affected lighting - namely, that it interferes with the balance and intended design of the map.

  • I think it's a really cool idea. I've often wished I could see scratch marks as a survivor. Perhaps to differenciate, your scratch marks could appear a different colour to other survivors'?

    On the other hand, it would be something of a disadvantage for the killer, since the ability to see scratch marks is one of their main tracking mechanics. It's the tradeoff you get for sprinting as a survivor, that the killer might be able to track you. Not knowing exactly where or for how long you're leaving a trail is part of the risk. All I'm saying is it might be overpowered. Unless it's somehow less powerful than the killer's ability? Like maybe you don't see the marks as long as the killer does, or they're not as bright.

  • Yep, those tips actually only trigger once per killer, the first time you face them. (Or, if you haven't played in a while, the first time you face them since that feature was introduced.)

    It's so that new players who don't know anything about the killers get a tip on how to play to counter them before entering the match. Honestly, most new players don't even realise that the tip has any correlation to the killer they're facing anyway, so it doesn't damage the surprise factor too much regardless.

  • @Nightmare247 Punishing SWF or trying to rebalance it is pretty useless. If they did implement something like that, survivors would just work around it by trying to get into the same lobby individually. Then all that's accomplished is the survivors are annoyed. Nothing changes for the killer, and they still get the SWF communication advantage. (Which isn't a given anyway - not everyone who uses SWF is communicating with each other while they play).

    Otherwise, I was going to say what the above commentor already did - that hex perks are meant to be a double-edged sword. They are more powerful than regular perks, in exchange for being vulnerable to destruction. Although I do think it's a good idea that the killer should be able to choose which hex totem to apply their hex perk to, because otherwise it's just random and you can get a really good, hidden spot or a really bad one right in the open. Perhaps the perk doesn't come into effect until the killer has placed it, kind of like the trapper's/hag's traps having to be set before they do anything. Or maybe they can choose whether to place it themselves (and take up extra time ingame) or let it be placed randomly (and risk getting a bad spot).

  • It depends what you mean by tunnelling. Going after a recently unhooked survivor, especially when they were unhooked when you were right there (ie. an unsafe hook, the fault of their teammate playing badly and not the person who was on the hook, and who had no say in the matter) is rather unsportsmanlike, but as you say, a reasonable course of action considering the killer's goal and purpose. So it sucks, but it's okay.

    However, the kind of tunnelling where the killer hard-focuses one person, continuing to chase them even when there are more viable targets and ignoring other survivors even when they're literally right in front of the killer, is just unsportsmanlike. There's no strategic or practical reason for doing it, it's just being merciless for the sake of it. I don't agree that that kind is okay, and a killer who does that deserves a reprimand in post-game chat.

    On the other hand, it occurs to me as I'm writing this that there may be one good reason for the second kind which is that under the new system, killers are punished for being in a chase that doesn't end in the survivor being downed. I don't know if this is the case if the chase ends because the killer enters a chase with a different survivor. If the killer is punished for that, they shouldn't be, and it's not unreasonable for them to tunnel in that case. If they're not, see paragraph 2.

  • Killers are also guilty of bodyblocking, and survivors of blocking other survivors. As someone who plays both, I can assure you that if the survivors almost always escape it's because the killer is not playing well, not because the game is horribly unbalanced. While I do agree in principle that bodyblocking is annoying and frequently abused (both by killers and survivors), it's rather unrealistic and immersion-breaking to just be able to walk through people. Perhaps an alternate solution would be improving routing so that bodyblocking is harder to pull off, or making it possible to push people out of the way by walking into them.

  • I'm guessing they wouldn't implement something like that, cool as it may be, for the same reason they removed the customisable hooks (for those who don't know, the hooks used to look different depending on the killer, for example if playing against the nurse all the hooks would look like those we currently see on the Crotus Prenn Asylum map). I don't know if it's been directly addressed by the devs, but I would guess that that reason is either because they decided it was unfair to the killer to let the survivors know who they were against right off the bat, or because they felt that having hooks from one killer in another killer's map either clashed too much aesthetically or wasn't in keeping with lore/immersion.

  • I agree, survivors should definitely receive quitter bonuses the same as killers, because it's a huge disadvantage to those remaining. Even if the person is about to die, the least they can do is keep the killer's attention for a few extra seconds for the sake of their teammates.