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GentlemanFridge

GentlemanFridge

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GentlemanFridge
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  • I think the Trickster's "scariness" comes not from his looks, but his demeanor. How smug, narcissistic, and downright deranged he is, comes forth in his animations, his bat twirling when he hits a survivor, his expressions and in the sounds he makes. He giggles, he hums, he's enjoying himself immensely. He's not unlike Ghostface, who's clearly in it for the fun of it as well. Is Ghostface scary? Not really. But if you use only a bit of your imagination in combination with the lore provided, Ghostface becomes one of the most unsettling killers in the game. Same goes for this guy, imo.

  • Wasn't it mentioned in the Descend Beyond - Behind the Scenes video that the Blight was inspired by Jekyll & Hyde? Not to say that it couldn't happen, of course.

  • With that one other thread comparing them to "anime" as a whole, I quite honestly can't tell what's serious and what's not anymore.

  • So... Korean flamboyant psychopath = anime? That seems like a massive generalisation.

  • Wasn’t there a note that states that the Xbox version was not the same as all the other platforms?

    If that’s the case, then of course matchmaking is going to take a significant hit. Servers too.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/229330/how-did-old-bnp-work

    It wasn't quite instant. You would get a series of skill checks until you missed them of the gen was complete. I don't remember exactly how long they took to complete but it was ridiculously fast.

    As for why they thought it was a good idea. I have no idea. My best guess is they wanted ultra rare addons to be really powerful. Which is fair enough. They just don't think through how powerful they would be.

    In the very beginning, it WAS instant. In version 1.5.3, it was changed to the skillcheck version you described.

    (Admittedly, I did find this on the DbD wiki)

  • I think so? Just need to smack ‘em while they’re facing you.

  • I think it’s just a tell to inform the player (both the killer and the flashing survivor) that the killer has been properly blinded. “This is when the survivor is gonna be dropped.”

    Blindness has to reach a certain threshold before it ‘sticks’ for a while. If that hasn’t been reached, the blindess decays rapidly, whereas if it has been reached, the flashlight used determines for how long it stays. When it sticks, the que plays.

  • Had this too on Fractured Cowshed. The entire box seems to be extremely low-poly. I'm guessing it's a culling error.

    20210214215321_1.jpg


  • @Mysterynovus said:

    They have plans to add more features and gameplay elements, but they have yet to say what those are. Whether they'll be worth the outrage this new UI has generated has yet to be determined.

    We actually already have one of these new elements, with the new Clown. The gas cloud in the bottom left that indicates which gas you have equipped.

  • @jrinkwater said:

    Wondering the same... and where is the longer QA with additional questions answered that was said to be posted shortly after?

    Those are in the news part. I checked it's not there (unless it got updated).

  • Had this on the Family Residence - Yamaoka Estate map too. I don't think it's map specific.

  • If it says Duplicate, it means that someone else reported the same bug already. To make sure you report NEW bugs, use the search function. It saves everyone some time.

  • How exactly is the new pink/purple one weaker than before? Nothing changed about it, to my knowledge.

  • This is such an overreaction. Man made a joke referring to what's happening in their game and thousands upon thousands of other games. Quite honestly, if they did the exact opposite, removing the teabagging, I would've found them far more petty. "Now you can't hurt other's feelings anymore because you spammed an animation." Please. Teabagging is part of gaming culture. Bad sportsmanship? Maybe. Spamming "and they say" in Overwatch could also be considered bad sportsmanship, and that has remained like that for years, not to mention there's literally videos out there ranking their characters' teabagging skills. It's there, and would only create massive backlash if removed.

    I would hardly call this joke 'encouraging toxicity'. It just ackowledges something that's been part of gaming culture as a whole for as long as the crouch button has existed.

  • That it makes your game substantially easier. Not an absolutely guaranteed win, but it improves your chances by a lot.

  • @Vetrathene said:

    Playing against her is the same as anything else win a killer camps. Do gens. And while Charlotte is around, shes only a basic M1 killer so she can be looped easily. If its Victor, once he is fixed, you can just hide in a locker.

    Wasn't the whole uproar about the Twins being unfinished about the not-yet-available ability that Victor will be able to keep survivors in lockers?

  • If they're going to release any information on the results of the experiments at all, it'll be a while. The experiment ended a day ago.

  • I don't really think the Entity (canonically, anyway), selects anyone based on age. It could very well have taken, say, Michael, when he was only 15. Personally, I have yet to see any convincing canonical evidence that suggests the Entity exclusively targets 'legal adults'.

    It's simply just that some countries would ban the game if it included violence against minors. Essentially, it's the same reason why the Huntress doesn't decapitate survivors in her mori. She very well could, but BHVR can't do it, because their game will be banned in certain countries.

  • The description of the perk does mention that the afflicted survivor screams. They do, but it's not like Dragon's Grip where it the scream is heard map-wide. I'm not sure if that's intentional, but that's how it's always been for Make Your Choice, as far as I know.

  • The "flick" also happens sometimes when missing the attack, though that seems more rare.

  • You can view the overhauled graphics as the "new" maps. In that sense, there's 7 "new" maps.

    As for what you see in the main menu, that's very likely in the Crotus Prenn realm. Judging by the animated trailer, I think it's just Father Campbell's Chapel.

  • Unless they are actively chasing you or have Object, there's no way they can see you at all times.

    The standard advice would be to place traps in unexpected places. Or place some in very obvious places to give the survivor a false sense of security and have them run into a trap around a corner. Either way, Trapper is not entirely useless. Add-on dependent, sure, but useless? No.

  • @hahmraro said:

    Survivor is in a 4 man team, while the killer is alone. This means the survivor efforts are split between all the four members, while the killer has to do everything. If the effort is split up, so should the rewards. This is a fair design.

    While I do agree that it's fair from a Killer vs Survivor perspective, I don't think it's fair from a player vs player perspective. The winning player(s) should earn more than the losing player(s), regardless of role.

    If certain team members contributed less towards the victory of their team, then their score at the end should reflect that. Currently, that is the case (and if not, it should be). Whether that would be through occupying the killer to allow gens to be completed, or doing the gens, totems, what have you. If, in the end, all you did is survive, then your score should reflect that with a mere 8k, as opposed to 15k+ from your teammates.

    Either way, I'm trying to alleviate the inequality between overall BP gain from a player to player basis. A killer played well but still got no kills will still receive roughly 25k in my experience, whereas a survivor that played well but didn't survive AND wasn't the obsession will practically miss out on a whole category, leaving them with ~20k max. A winning survivor on the other hand gets roughly 25k as well.

    @SkeletalElite said:

    I think a better thing would be 250 survival/gen complete that there's still 1500 survival points to gain from other factors so they can add some other survival score events. For exmaple I think if you avoid getting hit by the killer or their power, you should some survival points. For example if the killer swings and almost hits you, but whiffs (either because of a spin or vault/pallet drop) you should get 100 points. Currently you get 100 survival points for a near miss from a death slinger shot, I think they should expand hte range of hte near-miss zone and also port this score event to other killers power. For example if a billy chainsaw sprints close to you but doesn't actually hit you, that could give a bit of survival. Or you dodge a huntress hatchet but it came pretty close, that could give a bit of survival. Same could apply to blink hits for nurse and phase lunges from spirit, as well as attacks that are from out of cloak against a wraith. Rarer miss types give more score. So a huntress miss might be less like 50 or so, since they tend use their power a lot more and have a lot more misses, compared to just whiffing an m1, since that happens a lot less.

    Basically avoiding the killers hits/power should give a bit of survival.

    This, I like. Both of your ideas seem really great to me. I thought of 600 as that rounded up nicely to 8k when escaping, but making it less than that still allows for other unique events to happen during the trial and not be redundant upon escaping. I hadn't thought of that.

    As for granting Survival points for dodging killer attacks, I like the idea, but I'm not sure whether it doesn't fit in the boldness category more.

  • Unless I am missing something, I don't see how your arguments regarding the game's balance is related to how many BPs survivors gain in a trial. My suggestion has literally 0 influence on the balance of the trial itself, it simply reduces the grind of the bloodweb, so that survivor mains and 'mixed' players can have a relatively similar BP flow as they would when playing killer, which, in my opinion, is how it should be.

    "When you escape, you should be getting just as much as the killer, if it was a balanced non-depip game for the survivors who escaped and if everyone escaped, then you would be getting more than the killer."

    Yes, that's exactly what I was thinking. But by that logic, if you don't increase survivors' BP gain, you'd need to REDUCE a good killer's BP gain if you want to achieve that. That's a no-no from me.

    I just want to see a relatively equal BP economy, where survivors that escape the trial (through the gate) should see a roughly equal amount of BP to the killer that played well. If survivors get more BPs in the long haul because of faster queues, then sobeit. They have more perks, items and add-ons to burn anyway.

    To give a hypothetical example, let's say none of the survivors make it out, but there was only 1 gen left to do. That means 4 gens were done, which means they would've gained 2400 BPs simply because they managed to stay alive for that long. That's already 2400 points in a category that would be practically empty with how it is now. On its own, it's not a lot. But combined with the things they (should) do in the trial already, that would still amount to a decent amount of points. Not to mention the "Obsession Dead" score event, which is another 1k.

    Another scenario is the hatch. With the exception of the use of keys, only 1 survivor gets to use it, max. that's 5K in the Survival category and 2.5k in the Objectives category. Chances are that not all the generators were complete when the hatch spawns, which means that they wouldn't have the full 3k in Survival, i.e., not have the full 8k when escaping through the hatch, while still gaining BP for the things they did in the trial.

    I get that it sometimes may be hard to find an incentive to play as the other side (be it survivor switches to killer or vice versa). But that issue is a different topic entirely. I do believe that would be resolved by implementing a multiplier for BPs (say, 1.2x) to incentivise playing the less played role. But, again, that's not what this topic was about.