Freudentrauma
Freudentrauma
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Well you can hide in that room theoretically?^^ But really after seeing the breakable wall changes I kinda lost my trust in the mechanic....
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@GrannyonAcid said:
You honestly have to play sweaty right now. It's not an option. Killers can't take it easy and get kills. People have gotten too good at the game. It's either you try hard all the time or everyone escapes. For survivors... With how common NOED and Mori's are currently. You have to try your very hardest to survive. Otherwise you're going to get tunneled off hook and mori'd. Very bad state for both sides at the current moment. And can't blame either side for doing what they do to try and win.
Yeah that's kinda true. The way ranking up and matchmaking works currently lead people to play much more sweaty, because they feel like they need to. Otherwise they risk getting a hard time by the other side.
Of course there are people who enjoy it, but I think they are quite in a minority.
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Well, fairness can also be a feeling. So teabagging or similar "communication" can have an effect on the subjective feel of fairness. Besides that people are all 100% concentrated mental stable players. So it can have an actual outcome on the match, by making the killer enraged, nervous etc. which mostly leads to more mistakes leads to more opportunities to teabag which leads to more forum activity which might lead to balance changes.
@rglarson13 said:
They just need to enable the killer to use one-way voice chat to talk at the survivors.
I'm sure being on the receiving end of a constant stream of insults and abuse would make the game more fun for the survivors, and it's just words, so it's not like it would negatively affect the fairness of the game.
The killer equivalent for teabagging is headnodding. It already happens, even though not that often.
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It's a complicated discussion. I personally never run NOED, because I think it's most of the time not that strong, when survivor know how to deal with it during the Endgame properly. But that's mostly my personal experience.
But I have to disagree with the "Just do Bones"-mentality. Yeah, it's a way to eliminate it. But a quite unreliable one. In worst case scenario you are just make it sure that the NOED totem will end up be at the most hidden spot on the map. Especially on newer maps. And tbh. the thing with NOED and it's "Do Bones" condition is also kinda in a conflict with the general credo that Hexes should be better hidden on maps. Yeah, you can track them with perks and items. And you can try to memorize totem spots on all maps on the game. But it's not really beginner friendly and becomes quite bloated with the addition of new maps.
To be fair, I didn't watch Otz stream. So I can't judge how strong NOED was or how he even played. But I'm sure that as a killer you can "win" with a cheap playstyle with it. Still I'm personally uncertain, because I think that survivors can actually deal with it during the endgame. Don't know....
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The base idea was to kinda give a licenced realm some kind of variation like the first original ones have. Sadly they probably can't do a Springwood map which shows something else than the preschool. So doing five variations of the same map with different layout makes kinda sense. Problem is that it doesn't feel much different tbh. Yeah, main tiles and buildings are ordered differently but it's just too samey.
I would have preferred it, if some variations would come with different main tiles and general map layout that only the school seems the same. I don't think the map is boring, but I have to agree that it's not really optimal at it's current state.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1225113#Comment_1225113
I used to be like that. The first version was:
Vanity Mirror:
- Evil Within II reveals Survivors Auras within 16 metres while stalking.
- Evil Within cannot progress past Tier II.
- Get 100 % bonus Bloodpoints for the Hit score event in the Brutality category and 150 % more Bloodpoints in the Deviousness category.
Patch 1.2.1d
Nerf: Added a 7 % speed penalty to the Vanity Mirror
Don't ask me why, they did nerf an already "meh" Add-Ons to be even more garbage.
Hmm interesting. But I'm not surprised. Devs had a probably a different Design philosophy back then. It was more common for AddOns to come with a downside like like Scarred Hand. And people didn't understand the game as much as we do now. Maybe the it was too succesfull back then, because survivors couldn't adjust to it that well.
@Almo said:
When players have Tombstone Piece equipped, their success rate is lower than with any other addon. This comes straight from the statistics. Vanity Mirror is close, but it's not the lowest.
That's interesting. Wonder why. Theoretically Vanity Mirror should be the worser AddOn. The killer is taking away their Tier 3 ability and movement speed for a close range wallhack, compared to an AddOn which sarcrifices Tier 3 to eliminate a survivor out of the game quite early. The last should be the better trade-off.
Wonder if it has more to do about how people play those AddOns or if it's downsides are more crucial with the current game design. If I think about it. Vanity Mirror might lead to more straight forward chases and less incentives the Killer to waste time etc. But that's just a little bit Spekulatius from my side.
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You shouldn't save your spring burst all the time. Use it to get faster to the next gen, hook safe etc. outside of chases as well to make the most out of it.
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1224949#Comment_1224949
Exactly this.
The original SB had a 30s cooldown ans recovered while running so looping around one object it could be ready to use again. There is no way it is stronger than it was as a 3s sprint on demand once while in a chase doesn't beat being able to use over and over at every good loopable spot.
That not even mentioning how you could use SB and BL independently so you had two 3s sprints on a short cooldown along with no stagger all game.
I didn't start before Sept'17, but I can remember that BL stagger was on a cooldown as well. They only changed it with either 2.0 or shortly after it and gave BL infinite stagger in general. Before that it was an exhaustion perk with an additional effect that was on some invisible 40s cooldown. Can remember testing that out in KYF
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I think Vanity Mirror would be fine without the Movement Speed reduction. That would turn Myers to an M1 killer with the ability to watch survivor movements in loops. Not great or much exciting, but it would work, I think.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221280#Comment_1221280
I don't disagree with anything you said I don't think, at least anything worth mentioning. The whole point of that I'm trying to bash this guy upside the head with is that I just highly disagree personally that Nurse is this "pinnacle of skill" kind of character people make her out to be. You hold down a button to teleport a certain range, depending on charge, and you ignore practically all obstacles any other killer has to pay attention to. I can respect people who say that after her nerf, she might be annoying to play. Thing is, all I have to say is: then play another character. If you don't want to accept the annoying parts to take advantage of what's potentially the strongest killer in the game, then step aside for the people who will man up enough to take on that downside. I want to reiterate: I'm obviously against her being buggy. If you're annoyed over that, that's perfectly legit.
I can't comment on the add ons and stuff much because I dabbled in Nurse before, and told myself she was simply too easy mode to find fun for me. What I can say as somebody who played her then, is that it's laughable to me that somebody can tell me my own experience is a "fantasy argument" and that it's "common knowledge" that a Nurse took many hours before her nerf to "learn and not get stomped."
Side note: if you're somebody who's got experience with Nurse (as it seems like you do, with the way you talk about her add ons and stuff) do you think I should give her another shot, considering I found her too easy before? I'm not necessarily asking for the sake of winning, but just for the sake of getting into the character.
She is more than that. It's all about positioning between the Survivor and her, figuring out where she blinks, where they go etc. Pallets are even usable against her in other ways. It's a different type of mindgame compared to looping. That's why I think that they made her blinks a little bit more readable was a good change from their side. She had it a little bit to easy at shorter blinks and bad connections.
Thing is no matter how you look at her additional cooldown or not it's just undeniable that her entire new playstyle is not fun anymore. And that mostly because she has an artifical crippled momentum with two different parallel running cooldowns. The only other killer who has something like this ist Legion. And their stun plus cooldown combo works only because their power is not designed as a primary movement tool and has to recharged for a longer time, while they can move and chase with normal movement speed. Their momentum isn't hindered by the artifical cooldown. That's the issue with the Nurse now. No matter how you look at it. It's just a bad design. And shouldn't be in the game or reconsidered.
@Sunbreaker7 said:
If I were the devs, I would do a complete rework of her entire playstyle. I would remove the blinking completely and just make her into something else that is more fun and accessable to all levels of players.
I understand where you are coming from. But that would be kinda sad. She is one of the true game changers in this game. Her entire chase etc. is different because of her quite unique mechanic. Something would be truelly lost, if we lose her playstyle. No matter as annoying you think it is.
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A DbD2 would probably have a change in game mechanics, that would fix "flaws" current DbD has and other improvements:
- Perk tiers: Perk can be designed without scalability in mind.
- Hooks/Sacrifices: Probably hooks would work different to make tunneling and camping less reliable
- Gens: A slightly different Gen mechanic, which would probably be a little bit more than holding M1
- Survivor items: Definitively a rethought of any item ingame.
- Survivor difference: Making survivors more different ingame. Maybe through a class system...
- More Cosmetics: More than just the standard three cosmetic + charms choices.
- SWF vs. Solo: A rethought to make teamplay a must rather than an option in gameplay.
- Map pressure: Probably a natural map pressure mechanic for killers.
That is wishful thinking of course. But theoretical there would be a lot of space of improvements that Devs would/could come up, if starting from new. You still have to consider that DbD became much bigger than initially thought and many issues are caused with a different design philosophy in mind back then. But I don't see it happening that soon. I just hope that Behaviour will at some point consider a jump to a sequel rather to a overbloated continuation before DbD reaches it end at some point in acouple of years. But most likely we would see a Spin-Off game in another but similar genre first, if anything else.
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I honestly think that maybe a miscommunication happened. Based on what you described the support team probably just put it into "I want to refund my Iridescent Shard purchase" case and gave you the standard answer for it.
Did you report it as a bug?
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The red ranks have just become more sweaty than they already were over the past weeks. THat probably let to an increase of Moris and strong AddOns as well. Don't expect Killers to slow down though after the next patch hit. Or DbD in general. I mean survivors will just have more reason to sweat with map changes and for Killers there is no real reason to change their playstyle. Stuff will just get easier for them on changed maps.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1201399#Comment_1201399
Dead hard is the single strongest perk in the entire game, accounting for both killer and survivor perks
Imagine if killers had a super lunge perk they could use every 40 seconds to triple their lunge distance and have the hit register before they're done swinging to dumpster on survivors trying to throw pallet down at the last second.
In higher level games, one dead hard is all that you need to initiate a 5 gen chase. You get caught out of position by killer, you run to a weak tile, you throw the pallet or vault the window for a little distance, killer catches up and hits you, you gain the short burst of speed, killer catches up again, you dead hard. This is enough time for you to get to any of the strong chain tiles in the game. Actually this is enough distance to cover the entire map.
Another scenario. Killer is mind gaming you at a very strong tile, like a jungle gym, he successfully mind games you, but nope you have second chance perks, you dead hard into the pallet that he's forced to kick, then you can make your way to the next pallet which should be at least a weak pallet and on some maps it's quite strong, could even be the killer shack. If you just play this pallet, you've wasted about 1 gen of time total for the killer based off of a mistake that you made and you should have been punished for.
When killers make mistakes, they lose the game. When survivors make mistakes it's ok because they have perks to make up for it. Even the infamous noed isn't that strong as it requires you to go through most of the game with 3 perks.
The first scenario you are describing can be achieved with SB and Lithe as well. Those perk even allow you to get to a strong tile even without tanking a first hit. The second scenario is well ... how DH is supposed to work and something you as the killer has to consider as well, when mindgaming a survivor, by baiting the DH out. In some mindgame scenarios you can even block the pallet with the lunge for the survivor, while they DH.
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Thing is, that all these strategies while beeing quite reliable are core design issues. Proxy camp/facecamp e.g. is kinda the "weakest" way to secure a kill. It's basicly just trying to be protective as much, leads to almost no action and the fact that one player can't move or do anything for 2 minutes before eliminated from the game.
Similar with tunneling. When a person get's hardfocused on, so the killer gets a kill as fast as possible, it leads to similar frustration and early elimination.
Slugging is similar as well, beeing slugged is a state similar to be hooked with limited playoptions. And while tactical slugging makes a lot of sense. Strategical one is kinda frustrating as well. So Devs decided to give us perks to make it more risky to slug someone.
Killers aren't punished for doing their job. It's more that the Devs wanted to give more counterplay or fix certain game design issues/experiences with perks.
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@xenotimebong said:
Probably because this entire map needs a do-over. The building is too strong but most of the rest of the map is terrible and full of dead zones. If they just nerfed the building the map would become awful for survivors, it needs totally rebalancing so it’s interesting for both sides IMO.
Second this. Disturbed Ward might be a beast to balance out. It has weak totem spots, a hug deadzone etc. Might be that all this might adressed with a future map tweak and removing pallets from the ward is just a first to see, if things work out.
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They are also adressing Map layouts, which is also a main reason why survivors are so strong in the early game. And repairing in groups can be quite strong, when used well. Like to counter Pop or to stop three gen setups.
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@Aven_Fallen said:
I hope they are scrapping it. The Maps can be reworked without breakable Walls, so I hope they will be removed on the Saloon as well (and the Structures will be updated to compensate this).
I actually hope not. They have potential. Just need more thought put into it. Breaking a breakable wall just needs to be more of a good choice rather a chore.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1195534#Comment_1195534
so you have 2 bad map layouts compared to almost 20 for killers
but woe is me
This isn't a contest. People kinda want maps to be fun and balanced for both sides. It's understandable that they will ask for changes for other maps as well, when Devs start to adress them.
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To be fair, Shelter Woods might need more time or thought put into it. And additional issue on this map is that it doesn't have a good BL spot and is considered visual boring in general compared to other maps.
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I think Buffy the Vampire Slayer would excite me the most right now. The show has nice survivor options, my most likely candidates would be Giles and Buffy. Even though doing her right would be harder than Ash, because Ash kinda works, because he is a comedic horror hero...
As a killer the show would have a couple of bad guys. Most likely the Master, but also Angelus, Drusilla and the iconic Gentlemans would be interesting Killer options.
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Neither. I think the Moris need rather an interesting rework than a nerf. And to be honest it's something I suggest quite often. My Idea is that Moris should really be able to change the rules of the game. Make it so, that the Ebony Mori gives a killer a token based progression, which replaces the two survivor hook phases. Each hook and each survivor hook phase on hook, gives the killer one token. After Token X he can kill his first, Y the second and after Z all survivors with their own hands. That would be an interesting and funny rework of the memento mori.
I mean, if we think about it. Killer offerings are actually quite good to introduce something, which mixes things up, without making it happen too often or with a natural limit in mind...
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By my experience with P2P from Central Europe, I run on a regular base into killers with a green lobby ping who had a wonky connection during the entire trial. And I'm talking about slow/delayed window vaults, unhokings etc. And most of the time they came from specific country (Probably bad internet in general).
Since dedicated servers those issues are mostly gone. Yes, there are unfair hits, probably coming from those killers. But I don't have the burden anymore to run into a game, where I can barely act or move as a survivor. As a killer, well things just feel a little bit buggier. Not working grabs etc. Still I prefer Dedicated over P2P. They were the right move forward. I just hope most issues with the servers can be fixed.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1192855#Comment_1192855
I’m so mad, they NEED good competition for motivation to make DBD better... maybe predator?
A good competitor would have to learn and improve from DbD itself and even take inspirations by the core game loop like Identity V and Souls at Stake did e.g.
@johnmwarner said:
I would rather them just add “average queue time,” for each side then instead of random you would pick the faster. If you’re torn on what to play you could see about how long you’d wait either way
Yeah an average queue timer is something I would prefer as well. Would definitively influence, if I'm gonna try to play killer or not. The only reason why DbD might not do it is that it might incentive people to turn the game off instead of switching roles. But that probably already happen, when people experience a lobby simulator.
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Killers can't be eliminated from the game until it's finally over. That's their equivalent. They have always a chance to turn things around.
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1187307#Comment_1187307
I'm sorry but that isn't true at all. You'll get queues way faster as a survivor right now compared to killer. Survivor is near instant while killer can take more than 10 minutes.
That depends on the time and region you play as well. I'm from Central Europe and by my experience playing in the morning to early afternoon leads to long killer but short survivor queues. In the evening it's the other way around though. You have short times as a killer and survivors have to wait quite long. And that's most likely the time when most people have the time to play.
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@toxcitynacl said:
You'll find plenty of sadists in this game.
And masochist, it feels like.
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There are so many stuff still a thing. And the answer is simple. The devs can't adress everything at the same time while delivering content. Of course stuff is still playing out, because we kinda got used to live with it. And as long as it works, it works...
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It hasn't. They read feedback and might bring stuff into it based on community requests. E.G. people where asking for a way to punish survivors for doing hex totems, and they came up with Hounted Grounds and recently with Retribution. But still it's probably just their ideas/concept at the end. Thing is with a community created chapter would be that it's probably not doable.
Normally they prototype new killer powers. They might be designed with a theme in mind, but at some point that theme and power might even change, when they try to figure out. And my guess that perks are protyped and go through different states as well.
All this makes it hard to make a community designed Chapter/Killer or Perk. It's probably possible. But only to a limited degree and with a chance to disappoint, because the team would probably have to do adjustments to the concept afterwards. Stuff like Community designed cosmetics is much easier in comparison. You kinda get what you expect without disappointment.
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In his current form Charge speed(Plugs+Tuning Guide+Grease) and Chainsaw Sweep Movement speed(Beast Marks) AddOns are probably his best ones. But it kinda depends what philosophy you are following, if you prefer either to go stacking Charge speed or use Charge Speed+Beast Marks is kinda depend on playstyle and what you prefer.
I personally belong to the going full Charge speed camp. Most of the other AddOns aren't worth looking into except Speed Limiter, if you want to meme....
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1178879#Comment_1178879
Since you don't want to have a reasonable conversation and apparently loves to throw everything into the "us vs them" dynamic I think I'm done here. Bye.
Well to be fair, one of the first things you pointed out is that any discussion, if her original basekit was fine or not, is undiscussable. That limits conversations as well. Nurse after her base kit changes might still be strong, but it came with bugs and is from a game design perspective not well designed.
She is designed to move mainly using her power and has to take a stun mechanic for using it, but also get's a cooldown which happens parallel to the stun. That alone is badly designed and is litterly crippling for the sake of it. It destroys the straight forward and game feel of the character. It's just not a good solution. And no saying that it justified, because the killer is strong is not a correct answer to it. Nurse is actually the most refreshing killer in the game. Her entire chase follows different rules, because you have to use pallets, vaults and sightblockers quite differently against her. I loved to play against her back then. It can still be fun today from a survivor perspective, but it became much more easy and you win much more distance after outplaying her blink. Too much by my opinion. So no, she isn't in a really good spot. Even if experienced killer still manage to kill with her, but I think that most survivors still can barely handle her, especially since she became so rare these days...
And like said. The main issue is that the changes don't make her fun to play as anymore. As a player you feel crippled quite often. That's not a good solution.
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I personally could see a protection hit based exhaustion perk happening. Like, when you protect an injured survivor, that survivor get's a speed boost and leaves no blood or scratchmarks behind for 3 seconds. But both of you get exhausted. It only ignores the chased survivors exhaustion. That would be usefull perk without beeing too strong, I think. On other hand annoying in some situations, especially on good loopers.
Otherwise I once considered a gen related exhaustion perk a long time ago, which allows you to boost your action speed for one specific action (gens, healing, totems), when you are within the killers terror radius, but makes you shout or scream, when activated. On paper it sounds interesting, but wouldn't fit into the current state of the game.
But in general I wouldn't mind an exhaustion perk, which benefits you outside of a chase might be interesting in general. The big question would be how to make a balanced version of one.
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Huntress' AddOn rework is a one of these things on a long list of stuff which are due for a change. I remember, when Devs released Clown and mentioned that they learned from Iridescent Heads, when they designed his Pinky Finger AddOn.
But we will have to be patient, because they will probably work on other things first.
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He is stronger, but not unfun in the sense of game mechanics. Sound design on the other hand though ... uff . He is still the only killer who forces me to turn down the volume.
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@Butcher_Pete said:
Here’s an idea: what if SWFs were limited to only 2 people?
That would have similar results as removing SWF altogether. People would dodge lobbies and snipe each other. They love to play together and socialize playing the game in bigger groups than two.
Honestly the only way to deal with SWF is, to balance with survivor teamplay as a must in mind and not design it as teamplay is just optional.
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Killers can't be eliminated from the game. So as long survivors aren't safe, they have indefinitively chances to kill somebody. It's a little bit in the nature of the game that they got a second chance. I personally don't like the term to be honest. Most so called second chance perk are just perks which try to fix basic gameplay flaws like camping or tunneling. And DH is just a chase extender like other exhaustin perks. Barely stronger than the others I would say.
The closest that might come are perks which make survival harder in the late game phase like NOED or Bloodwarden. But like I said. I don't like the term.
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@LetsPlayTogether said:
He is designed to be a camper. Like Oni was designed to be a slugger. Dont even understand why devs obivously favor cheap killer play all through this game, thus its just annoying for anyone else.
Not really. His Design making him good for camping is more a side effect. Similar with Oni, who is a power up killer like Myers. The problem is that it's almos unavoidable to design a killer, who can't use his power good for camping/slugging etc., because that's stuff which naturally happen. I would even say that most killer abilities are strong in hook protecting measurements.
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I personally think DW was mostly applied for thematically reasons and to give Deathslinger something to recover, if a survivor pulls away from a hook and get lost. It's more lika bonus that kinda does something...
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1159000#Comment_1159000
by that logic outside of looping the killer is the only part of the game that is actual gameplay
You have much more choices, when not in a chase. Several Generators you can repair, survivors to heal, safe, totems chest. You aren't immobile and have true choices. That's not comparable.
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@Mo4ntus said:
why are survivors arguing for less game to play this isn't a walking simulator but somehow people are complaining about skill checks and now even struggling
Mashing a button just for the sake of doing something isn't gameplay. It's nothing skillfull, no big game choices involved, you are just forced to do it for not good reason.
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Back when they had to revert Huntress' hatchet hitboxes because of this, they even mentioned, that Survivor hitboxes aren't wellbuild for projectiles. I kinda hoped witht he instruction of Deathslinger they might finally make projectile specific hitboxes, but I guess that wasn't possible.
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@BenZ0 said:
Agree the German translation is really bad up to decent. Most of the words are simple translated and alot of words are used there that NO German would ever use in the language. If you play this game in German it feels like you are reading a instructions to a technical device. Everything sounds soo... strict and unnatural. The devs really need some natural German speakers to translate that, its necessary!
Some examples for unnatural words that no German would use:
Stufe (Level) - most of these words are really old, German has been adapted with time and many english words are now very common such es "Level".
Wahrnehmung (Perception) - sounds very weird, noone uses this word its way too informative. You would say this in instructions or informations but not a game or text xD. My suggestion: Aufmerksamkeit (Alert or keep an eye)
Talent (Actually translation is gift, flair or talent) - Its perks in english, Talent doesnt fit at all? Imo a really flawed translation without any thinking behind. My suggestion: Also a word that got common in German, should also just stay at "Perks".
Wiederherstellungsrate (Recovery rate) - Wiederherstellung is usually something that you "rebuild" or "heal" for medical themes but not recover from a fall, stun or ability. The translation is also not good and doesnt fit. My suggestion: Aufladezeit or Abklingzeit, that reffers more to a "ability".
I have to disagree with some of your points. Talent for Perk makes sense. Normally Talent is used to translate skills and skill trees in RPGs. This goes back to the big German PnP-RPG DSA (Das schwarze Auge) or the the Dark Eye in english. I personally think Talent is probably the most fitting term for perk here. Otherwise I would use something like Meisterschaft. But even though the playerbase adapted to the term perk. I wouldn't stick with the english term. Similar with Stufe for Level is a quite common translation. You might think it's oldfashioned, but it's used correctly. So why go back to Denglish? Wahrnehmung is also quite a common term in German PnP RPGs for Perception. But I would say it's a little bit unfitting, because Wahrnehmung/Perception refers more to your general ability to sense things in your surrounding. Fitting more to something more passive than this perk.
But to add something with bad translation: Spalt for the Rift is just wrong the way Rift is understood and used in context. Spalt refers more to natural rifts in landscapes or to describe general gaps, while a Riss fits more to something which opens up for a certain time. And I also heavily dislike how Myers/The Shape is referred as Der Wandler in German. A Wandler would be a shifter, which misdirects and doesn't fit to his ability. A better translation would be "Die Gestalt"
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In general I enjoy him. Just some general stuff is a little bit frustrating like when the game denies you a window hit, because the survivor went a little bit too much to the left or right. Or when I feel like I get punished for a good distance shot, because it puts the survivor in a position to wiggle free and stun me.
But besides that it feels well in general. The game is only kinda frustrating lately for different reasons.
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@Pigforever said:
Theirs also a cactus next to the map border wall by the basement that a survivor can fit between but the killer can’t. It’s impossible to get to them cause I had someone run their every time I was chasing them
That's definitively unintended and is worth a bug report. (https://forum.deadbydaylight.com/en/categories/bugs) Best with screenshots etc.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1146375#Comment_1146375
But Killers alreay have a higher killrate on that map than the others. Removing pallets makes that worse.
The problem is, that the map just doesn't feel good to play at. The safe pallets are more like automatons. When a survivor reaches it, they have to throw it. And the killer has to destroy it. It's a little bit like old Legion. It works, but it lacks play choices. On the other hand it's probably Gideons structure that give survivors a hard time, because you can't make out, if the killer is on the same level as you or not, etc.
And also navigating the map is still sometimes annoying with finding the fastest way to a hook gen etc. It's a complex map.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1146290#Comment_1146290
Which means...? More money.
It really is just about money, if it wasn't about money and simply player engagement and retention the battlepass would have one track and be free.
Yeah, but saying it's about money isn't a satisfying answer. Binding the player to the product is.
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It's not just about Money. It's also about to bind the playerbase to your product as much as possible. A strategy all live-services follows. Stuff like regular updates/releases are also part of this. I mean you see it, when the playerbase has a slight spike as soon as a new tome level releases e.g.
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@Kai6864 said:
She’s not bad now, still playable but what really kills me is that pallets are now a threat to her. You take the pallet stun, in which you are immobile, then you have a split second of immobility and your vision is going back to normal, THEN you take the fatigue, in which you have severely reduced movement speed and vision. Old nurse just blinked on through a pallet and wasn’t affected by the stun, the good old days.
The double stun you are describing is most likely a bug. And nothing has changed how stunnable a Nurse is. Even old Nurse could be stunned when finishing her blink for her strike and new Nurse can still blink through a pallet stun. Pallets where newer 100% safe for Nurse as some people thought. Even though that barely matters against experienced Nurse players, who could play around it.
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It's a horrible combination of latency issues with dedicated servers and survivor hitboxes not beeing proberly designed with projectiles in mind. I think this will the worst thing about Deathslinger. Huntress compensates that issues, with her own hitboxes beeing "unfair" or broken, but it seems likle Deathslinger's harpoon has a "fair" size, so he will suffer from it the most.
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@Yamaoka said:
It's not even an overly strong perk against smart survivors... In fact it's even risky to use unless we're talking mid/endgame. If you leave someone slugged to go for the teammate that screamed this can happen:
1) slugged survivor gets up using Unbreakable
2) the survivor that screamed already started running away the moment they screamed resulting in tons of distance
3) survivor that got up using Unbreakable pops a near-by gen
4) survivor that screamed turns out to be a decent looper
5) now the other 2 survivors pop their gens...
Not an op perk by any means. More like high risk / POTENTIALLY high reward.
It depends what Killer you play. A regular killer doesn't have much of an advantage, but those who can down really fast play it for a huge sluggerfest. Even if the first downed gets up it gives them more pressure. I wouldn't call it overpowered, but I wouldn't call it risky either. Because even when the first downed gets up again, you kept them busy for a while, while you are working on the next one. Unbreakable only works for one survivor etc.
The extremst example was Omega Blink Nurse of course, who is the only one who comes into my mind that is cabable to slug survivor after survivor in a short amount of time. Maybe Tier 3 Myers, but he is quite loopable, so ... no.
Anyway, I'm personally not a fan of this perk, because it incentives a slug strategy, a playstyle I don't like that much. But it's in the game and not the worst. I don't think a cooldown is necessary. It's not overpowered. And if so, than only a short one, so a killer is less incentived to try for a complete sluggerfest, but use it for pressure instead.
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I think we have to be patient here. My guess is that these bugs are tricky and hard to track right now.