Freudentrauma
Freudentrauma
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- Freudentrauma
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Like many said. Officially you have to report them ingame and type evidence links directly into the report box.
But to be honest: Don't bother too much with it. Doing that just eats your time.
I sometimes report with a short explaination what I experienced and go into the next round. It's not worth your time to upload a video, while beeing ingame and type the link into the report box, like they expect you to do. They might fix the report system one day. But at the moment it's just a broken system. -
Is it really necessary to discuss about Tyde in a thread about Soul at Stake? It really feels like the discussion is derailing right now.
I've watched several gameplay of this game and I must say, that I think it's kinda ok, but has still a way to go.
I think for DbD players it's a little bit hard to get into it, because this game is all about ambush than direct chase, which is kinda refreshing. On the other hand it has it's own balance issues. -
@thesuicidefox said:
He made a very amateur mistake, one that no professional gamer would EVER make, and he got all pissy when I told him that.I agree that it was a mistake done by him. But such mistakes happen even towards professionals. Whle thinking the game is over, or they already won, they do something that leads to their lost. That's a classic in sports.
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@Orion said:
From what I heard, the game isn't so much "inspired by" DbD as it is "stolen from" DbD.What did they stole? The unbalance? DbD still has it. So it can't be stolen.
Really, taking game mechanics, gameplay mechanics from other games is quite common. Just look into the online shooter genre. Or into Mobas, Soulslikes etc.
Like said. It's obviously inspired by DbD. But it isn't a blant copy like certain mobile games. Gameplay is quite different in the way kills, the gen objective work, it's gamble theme, etc. Even the base kit of killers is different. -
I haven't played it, just saw some videos and I have to say I like the idea that people take inspiration of DbD and try to make their own take on it. That's quite normal within the games industry and necessary for development.
Sadly it seems very unbalanced in it's current state. Looks like a lot of work has to be done to balance it out.@Broccoli_Jaeger said:
And TydeTyme called this game the "new Dead by Daylight" lmaoThe title had a question mark at the end. And he even talked about the flaws of the game and how obviously it's inspired by DbD. Besides that explaining it's gameplay elements
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@MagV3 said:
This is for end of the game purposes. Gates already opened. One is hooked, the other 3 are pretty much good as escaped. So now because the killer doesn't get bullied enough, gets even his last kill taken from him via borrowed time and body blocking. This isn't about camping.But the issue isn't with BT. Current BT is fine and gives survivors at least a chance to do something against camping. You should rather look why it often comes to situations like this, where you get "bullied" througout the entire trail. This game has some general balance issues, that needs to be looked at much more.
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I think somebody already reached Level 100 and got devotion 1. And From what I know, nothing happens except you gain 1 Devotion. It really seems only to be a 100 counter. Probably they might add some Achievement to Devotion, but who knows.
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@Orion said:
Probably because people who contribute to the problem started posting hacks and giving the cheaters popularity by naming and shaming. At their core, trolls want attention, and those people give it to them.So because people are warning or talking about something that happens ingame, it's their fault that others hack and cheat? That so called naming and shaming is something we have within the community since the beginning.
It's only getting worser recently and that manly because one hack/cheat, that apparently is quite easy to do, is making the rounds. That's it. And it's worth to talk about it, because it is an issue right now. -
@Chi said:
I don't think those add ons hold any value after the exhaustion nerf. A survivor is not going to regain the use of their exhaustion perk in the middle of a chase unless they are being chased the entire freaking game.It's not about regaining the Perk after I use. I'm more thinking about the fact, they won't even be able to use it. DH requires you to be injured for example. But it's quite likely that a Killer might already gave your Exhaustion with their ability, which means you won't be able to use it. Same might happen with Lithe or BL, because triggering them requires you to be in a certain situation. They kinda have the effect on these perks already. At least on weaker survivors, I think.
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I'm also wondering how strong this nerf would make Exhaustion-Addons like Solvent Jug or Venomous Concoction. Not beeing able to regen Exhaustion during a chase would significally strengthen those and could even negate perks like DH, Lithe or Balanced Landing.
So I'm not a fan of the idea and would rather like to see the Exhaustion values of SB and other perks beeing adjusted, that getting SB MidChase happens rarely. And probably SBs speedcurve adjusted, so it will be rather used to get a headstart than dodging a first strike or a close ambush. -
@Runiver said:
Being able to reveal the killer is a mistake in the first place.
It kills the scare factor that is already nearly non-existent and nearly only provided by the fact that survivors aren't fully aware of where the killer is.
Whatever tho, it will be one more mistake on top of a pile of #########.I don't think so. Dark Sense will be an useful perk after the changes, but I doubt, that experienced survivors will use it that often, because there are better perks and part of beeing an experienced survivor means to develop a certain killer awareness. Even if you run solo. If you are experienced you have already kinda an idea where the killer is. With these Changes Dark Sense will probably a good beginner perk, that helps you to develop that sense over time and which people will replace with something better as soon they realize they don't need it.
And about the scare/horror factor: It's impossible for an repetitive multiplayer horror game rely to remain on it. And I think DbD is a good example for that. At the beginning people might be scared or have that horror feel, but that wears off. And I think many are continuing playing this game, because there is still this kinda asymmetrical 1vs4 arena gameplay left. Just look at Deathgarden, that goes even farther in that direction.
Besides Freddy and EWI Myers will be most likely stay immune against Aura-reading perks and Dark Sense has it's limits only triggers when a gen gets finished. -
Well back in late march, when they did the big promise/announcement about DbD's future, they mentioned plans to reinforce their anti-cheat system. Also they are at least looking into, if switching to dedicated server might be financial possible for the far future, which would give more possibilities.
But honestly I doubt they have something in works right now, besides probably a new report system.
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A Pyromaniac with flame thrower mask like Rammstein use them for their live perfomances.

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@yeet said:
removing the slow would be problematic as there would be nothing stopping him from just holding it and running up to survivorsThat's quite true. The bigger issue is, how much he is slowed down in combination with the base speed for charging his chainsaw. He moves slower than a survivor while charging. So he has a quite limited time, when he can use it, in comparison with the Hillbilly, who only gets slowed down to survivor speed, allowing him to take his time to position himself while he charges.
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I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.
So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.
The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
We will wait for a potential DbD2 for that (If there will be one). -
We got a Youtube video last week, so it should be a stream this time, I think.
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Lag and latency is probably the thing that makes most hits look quite awkward. But I also think that certain hitboxes are kinda bad/too big. What comes also into my mind is Hillbilly's chainsaw. The hitbox registration really seems to be quite forgiving, when it comes to chainsawing a survivor around corners e.g.
Very unpredictable. -
I actually would prefer it, if they could at least lessen the grind after going P III. For example by putting more than two perks on the Bloodweeb, so you can take two from three instead one from two. And also increase the level of the unique perks, that you get right from the start. So you already have on a higher Tier.
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A Killer that could jump over certain obstacles. Could be funny.
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Camping and Tunneling doesn't exist, because the games inbalancer or SWF. It exists because the core game mechanics encourage them:
When a survivor is hooked, they become a point of interest for all the others. One with a timer attached, that brings a lot of points. It comes natural to use them as bait. Besides that, hooks can be quite close to other Points of Interests, which allows the killer to defend them as well. Of course that might cause a rescue, but you can still tunnel them or slow the game down for your favor protecting important gens or totems as well.Tunneling on the other hand comes from the nature that this games is about elimination. And getting rid off one player of the opponent team fast, while they are still quite vulnerable, helps snowballing the game in your favor.
I'm not a fan of it. But I understand, when people go with it. And yes, I know it can be contered and doesn't work against survivors rushing gens etc. But that works against every killer strategy. Those two points aren't directly related of Killer choosing this playstyle. It might be, if other playstyles got easier, that it happens more rarely. But just because they might find it boring and not because they got harder to do than other stuff.
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@SaltyKiller said:
Do you even know what sarcasm is?A rhetorical method that can easily expressed through tone while talking, but hard to pull off correctly in written form.
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I personally belong to the group, that would really love to see a DbD 2 one day, that will be designed with several game issues (camping, tunneling, loops, gens) in mind. But we won't see that for a couple of years for now.
Personally I'm not a huge fan of too much stealth in this game. Nothing is more frustrating/boring as a killer than having to look for survivors while time is running out. There are always gens to be worked on. On the other hand, I understand the frustration that comes with loops and extending chases. I think the main issue is, that the effort to loop and extend chases is just much more rewarding than breaking LoS and sneak away from a killer.
Would be interesting if chases would be short, but either end with an escape or succesfull down. But I have no idea, how the game needs to be for this to happen. I think we have to accept the game basics, how they are now. Nothing much will change about it, besides certain tweaks.@SaltyKiller said:
If anything, they might make a Switch port to grab a few extra Sheckles.I doubt they have the ressources to do so. Switch is significally weaker than the other consoles, which requires extra work to make it run on it. If you look on other Switch ports, then they hired extra teams for it. I think they will stay focused on current versions and cosmetics
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What I also don't like of this perk idea is it's controllability. You never knew what you are doing, and when the perk might trigger. How much use it the notification and the terror radius reduction, if I'm a big fat clown, getting looped around a car on Autohaven? Or, if you are just caring a survivor towards a hook? It's quite a situation perk and a gamble, that's not really worth to take as a killer.
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@Dwight_Confusion said:
I'm tired of seeing Sprint Burst and Self Care on 80% of loadouts. It's stupid.I doubt this change will do much against SB. Actually might make even more survivors choose it over DH or other exhaustion perks. Just think about it. A killer with an exhaustion AddOn just needs to keep you running after hitting you with their power to counter out your exhaustion perk. That mostly weakens the ones which are used directly within a chase(DH, Lithe Balanced Landing), while SB is mostly used at the beggining to get yourself into a better position, avoid attacks etc.
Besides that SB can also be used quite well outside of a chase.Ycu can navigate faster from one gen to another or finishing a gen before the unhook, etc.
That what makes the perk strong and not the midchase SB. That is annoying but happens quite rarely in my opinion. -
@Davivix Actually crouching isn't such a problem for the hag. A trap that wasn't triggered is still there and it still slowed survivors down. So having a negativ effect on them. Actually what's more annoying is, the fact, that survivors can destroy her map control, by just triggering all her traps once it's safe enough to do so.
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@Tsulan said:
Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
It's true that does two perks come from a time, when perk design was kinda different with BP bonuses. But the general idea to create a BP bonus perk with an additional effect, is what I wanted to talk about. NOIB is actually a good example. Gives you more points in altruism, and perform them quicker as soon as the gates are powered. It gives you an incentive to change your playstyle and it's effect helps you during a trial while performing it.
BBQ works quite similar with it's Aura reading, because it tries to help you to locate your missing stacks.
WGLF on the other hand does nothing like that. It requires to change your playstyle, but that's it. There is nothin that is helping you or those who get unhooked by you a little bit. Which allows people to handle this perk quite differently and lead me not to trust those who run his perk, because 90% of times, somebody uses it, they turn out to be the most selfish farming players in the world. Not caring if a hook is unsafe or not.
Look I'm not asking for an op meta game effect. But at least something that encourage the player to play it more safely and as intended. -
@Tsulan said:
Why do you want to buff a BP perk?I think the problem with We're gonna live forever is that it only gives you Bloodpoints and has no use during a trial in comparison to other BP perks like Distressing, BBQ, No One Left Behind. That makes it feel kinda useless or like a waste, because it's only there for points.
I personally think it would be a better perk design, if it would have another effect. The big question is what it should be, because it shouldn't be stronger than BBQ. -
I would say people just started to learn how these new pallets work. Already experience some well done stuns etc. We should just wait and see what it will be.
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@MineAntoiya said:
Top tier players already consider it a must have for a good build. That's all the encouragement I needTop tier players prefer to use high mobility killers like Nurse and Hillbilly. Those (and Wraith) don't have a problem with the timer to get as fast as they can to generator they see with BBQ people working at.
For the rest of the killers it makes the perk quite situational except they are going for a three gen strategy. It's still a good perk for them, when used. But not a must have perk. -
Hmm not sure about Sloppy Butcher. With that perk I would prefer it, if it would have the mangled effect to it.
Deja Vu on the other hand, seems fine. I think that one is mostly meant to be a perk that is good for beginners, but would be thrown away the moment newcomers realize they could do with other stuff much better.
Making it so, that they always see some generators kinda fells into it.Play With Your Food, I think, is a perk that actually doesn't need such a strong changes. Except, that probably you won't lose a token, when injuring your obsession. (Only downing it) and that missed attacks won't make you lose it either.
And Huntresst Lullaby should stay a Hex-Perk. They just need to fix the notification, have a general look over Totem spawns and probably rethink the appearance condicition of the perk as well.
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@Zanfer said:
Well if the killer couldn't catch even one survivor against all 4 than why should you be rewarded for having an easy game. Getting rewarded for having a more intense close game where all survivors are struggling to even make it to the gate is better than never seeing the killer once and leaving out the exit gate. It means the killer was playing really well against the 4 others and the 4 others should be rewarded for great team play under an intense situation.That's the wrong way of thinking, because the rank systems purpose is to categorize players by similar skill and match them. So if one killer get's completely destroyed by his lack of skill, than they should downpip and the survivors pip. Otherwise good surivors could stay rank 20 all the time and crush noobkillers.
And the problem is that, if survivors want to pip against a bad killer, the emblem system encourages them to feed the killer, which is risky and also might lead the killer towards a safety or pip as well. Which means they stay the same rank. -
@Zanfer said:
Overtime survivors overall are playing more and more hours on this game and get so great at hitting the skill checks and that is why you see gens getting done more quick overtime. Also teamwork causes the gens to get done even quicker when not doing a gen alone.Also we shouldn't forget, that Ruin actually encourages survivors to learn how to hit the great ones. I barely see people gen tapping these days everyone is powering through it.
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@onark said:
Whatever... I can afford it, I only fought for those people, like me, who felt that they were treated unjustly.Again, a simple explanation would changed everything.
The explanation is that 1 to 1 conversion is what everyone is doing and it works. If you look at other games, the all do that as well. And it works. That's why everyone is doing it.
If you want to change that, then you would have to criticize the entire game industry for doing so. Gosh not even the games industry, if I think about it. Even Netflix has a 1 to 1 conversion. -
They answered it on twitter. Their official statement is that the 1 to 1 $ to € conversion rate is in line with the market standard. Look at other games and their microtransactions and prices and you see it's unfair everywhere. That's why it is like that.
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@onark said:
On twitter they say:
Our conversion rate between USD and € are in line with the current market standards within the gaming industry.Then why the DLC costs 7USD or 5'69€?
They adjusted it. DLC costs 7€ now. It seems like 5,69€ was a mistake people could benefit from on the first day.
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Didn't found feedback about the Tinkerer rework idea besides this.
So I kinda agree with you that the suggested perk would fit better with the Surveillance theme than with Tinkerer. But I'm not much a fan of the idea. 90% is quite hight. Even though the Hillbilly is a high mobility killer, even he would have problems to arrive on the gen before it pops. We can argue that especial with the terror radius reduction would give you a good headstart arriving there, while the survivor is still there. But even then it's quite situational, when it triggers. So as a killer you lack the control to make much use of it.
That's why I wouldn't even like it to have it as a reworked surveillance.
And speaking of it. The idea behind surveillance isn't bad. The only problem is that the 16 seconds timer is way too short. I just hope that the Devs would have a second look at it and rebalance that timer to let's say 60 seconds, or something like that. Then the perk would be actually quite fine.A friend submitted to me this idea: Tinkerer lets you keep your addons (up to green rarity), like it does currently for survivors who escape the trial. To make it balanced, you can add another condition, like you need to kill 3 or 4 survivors in order to keep your addons. Here, you got a perk easier to code yet still related to addons!
I love the idea of rewarding perks like BBQ. Especially being rewarded to keep your AddOns for good play might be quite useful for AddOn-depending killers. But I thing such a perk could be quite frustrating as soon as you don't achieve the requirements for it. Then it kinda feels like a waste of a perk slot. That's why I think like BBQ it would need to have some kind or during a Trial like BBQ has it. That would make the perk much more attractive to play with. The Big question is, what it would be.
Well I actually think doing something with generators would actually fit the Tinkerer theme. Sadly with Pop Goes the Weasly we already have a perk that let a gen Regress more, by kicking. I don't know probably giving the killer a faster Kicking speed. Although we already have Fire Up for that, but that is a perk that does all, but nothing great. So I don't know.
NOTE: I think I accidently deleted my Comment, while editing. So I repost it. Sorry.
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I think a friend of mine also mentioned she couldn't click the report button anymore after she wrote an ingame report about one player.
I wouldn't assume it to be hack. It's probably a bug, it's more likely a client issue than a hack and I would try to write it as such into the bug forum. -
@sunnyariane said:
On twitter dbd says:
Our conversion rate between USD and € are in line with the current market standards within the gaming industry.Saw that quote and even though they are technical right (just looking at examples like Overwatch/Fortnite) it still saddens me that the go with the 1 to 1 rate, just because everybody else is doing it.
The only good thing about it that it's easier to see for customers in the Shop how much every cosmetic costs because 500AC ~> 5€. So I can decised for myself, if I find the cosmetics too expensive or not.I personally belong to the group that won't buy cosmetics with real money. But mostly because I'm cheap and don't care much about it. (Besides I can't afford it either). But I also kinda consider prices as quite expensive in comparison to the DLC prices, which are always kinda fair from my point of view.
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Don't know the exact formular yet. But so far it seem to me like it's always lik 15xp == 1IS. Like levels that require 2100xp give you 140 shards and earlier levels that required 1200xp gained you 80, etc.
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I think first they should give her some QoL adjustments to her teleport mechanic. The clear visual cut while teleporting, losing her momentum, makes her teleporting confusing sometimes. What might help would be a special Myers-long-launch-attack after a teleport, or something like that. But also a accelaration buff, after a teleport and making sure, that she always looks at the nearest survivor when porting.
Also the way her traps are triggerd should be rethought. It's kinda annoying, when a wildless running survivors can destroy your entire Trap placement within a short amount of time by triggering them. But don't know the best solution for that.
Besides that her AddOns need a lot of reworks and adjustments. Too many of them have penalties, her basic range should be increased (AddOns adjusted to that range). Speed AddOns probably should effect the entire setup Animation, etc.
And then her base speed should be looked at. I still think she shouldn't be a direct chaser, but needs a speedbuff. My personal solution would be that her movement speed would depend on the amount of traps she has placed. So 0 traps equals 115% and 10 110% or something like that. But making the speed change more of a curve then a linear change, so she is really fast, while she still has to setup her first 5 traps or so and get's slower afterwards. But her lunge should be always have the same (Trapper/Base) range and not be speed dependend.
That would be my thoughts.
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DbD breeds a lot toxicity. The gameplay kinda gives people a ground who like to humilate others and besides that there is a lot frustration that causes people to be very salty. Especially if something doesn't go the way they want it to be.
And there is really nothing I can say how to deal with it better. Even though I know it's just game sometimes certain things get me and I really have a bad time. It kinda helps to get more into a lesser intrigued mindset. Experiment more with different builds. Meme around and just try to stay nice, because in the end of the day I feel like people are kinda kind to you too.
And one word about the Doc. I sometimes don't like to go against him, mostly how bad a game can be as soon you hit some technical issues like lags and also he is the only killer that can cause my FPS drop in the game for me. Also Doc can unnecessary lengthen a game sometimes. But stealth is possible and you can deal with him.
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In Game Design it's not uncommon to include something which requires you to think outside of the box and use a different strategy as usual. In my opinion, nurse is like that, because she is very weak against stealth.
The only thing is, that we have so many tracking perks in this game, that stealth can be contered quite easily. And also juking a nurse is quite difficult because her blinks are hard to read since the SAW update, in my opinion. Not forget that we have also to deal with lags sometimes.So my anwer is, yes she belongs into the game, but also should be rethought a little bit. Lately it's not fun to go against her.
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The "Gen Rush" does exist. Kinda, but like you said it's not the survivors fault, because they just do the objective. It basicly is just the name for the balance issues the game is facing, because the pacing between chases and gens is off, which will already change with the pallet and bloodlust changes, I hope.