GentlemanFridge
GentlemanFridge
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I never understood the idea that Myers would be able to attack the Entity in any meaningful way. Yes, he's effectively immortal. Yes, he's absurdly strong both mentally and physically. Yes, he's unquestionably evil. But when it comes down to it, he's just a big guy with a penchant for murder. What's he gonna do against something he cannot even begin to grasp the scope of? What's he gonna stab a knife into? The air?
He cannot starve the Entity of survivor sacrifices, because there are FAR too many trials for him to make any meaningful impact. Besides, even if Myers could deprive the Entity of a meaningful amount of sacrifices and emotions, why would it even allow him to?
I can't say whether the same applies to Pyramid Head. I don't know whether it's suggested that Silent Hill still has influence over him (it?). If not, then the Entity could easily manipulate was the Red Pyramid Thing sees. If the town does have influence over him, the same treatment as Myers wouldn't seem like a stretch.
As for the Mind Flayer mentioned here, I have no idea. Never seen the show.
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The Doctor also had this treatment. Moreover, Oni and Demogorgon had their themes changed entirely from the Killer's perspective, though that was changed not too long ago. Blight's "very close" Terror Radius also changed somewhat recently.
More recently, Trickster's menu theme has also changed.
I can't tell you why exactly, but PHead isn't the only one that had its associated music changed.
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I've hardly ever felt robbed being smacked to the floor by an unexpected Devour. It feels like the Killer took a risk bringing in a perk that may be gone within 30 seconds of the trial starting, played decent enough to get at least 3 hooks in AND didn't camp. Devour Hope can win games, I've seen it happen from both sides. But only ONCE in my two-and-a-half years of playing has it made me go "oh sod off". I can't even remember what that match was like.
I like how the match comes to a grinding halt for the survivors, while the killer gets to capitalise on their EARNED momentum for as long as DH stands. By the time DH falls (if it indeed does), the trial could have shifted entirely into the killer's favour. And I cannot express this enough, it feels like they earned it.
Compare that to the times I got hit with a NoED that won the killer the game...
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2092378#Comment_2092378
It only matters that you are in the first phase. Your teammate can be in the sacrifice animation and you can still try to unhook yourself.
You may actually be right. Could OP's situation be a bug then?
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2092359#Comment_2092359
If another survivor is still on the hook, you dont skip the first phase.
If they are on first phase, that's true. But that's not the situation that OP described.
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What's preventing the killer from just staring at you? If they know there's still a small chance for you to escape, they will just stand nearby and smack you down the moment you get off.
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@Deathslinger said:
As a community, can we figure out something for me? Decisive Strike is DS, we don’t need two. I don’t want to see “Well today I DS a DS”.
I always just call him "Slinger".
To add to this list:
Iri Huntress / Iri Heads - Huntress bringing the Iridescent Head add-on, the one-hit down one.
Tombstone Myers - Shape bringing the Judith's Tombstome add-on, allowing him to kill survivors on the spot (if he gets to proc it)
Spooky/Jumpscare/Scratched Mirror Myers - Shape bringing the Scratched Mirror add-on, making him really slow but gives him the ability to see survivors' auras through walls. Commonly played on indoor maps.
Burger King Myers - [I actually don't know what this one means, but I've seen it mentioned a lot]
GF - Ghostface
OoO / Object - Object of Obsession, the Laurie Strode perk.
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This is intentional and was added a while back. It's basically an extension of what happens when you're the last survivor and on the hook. You die regardless of phase, since it's incredibly unlikely that you'll escape anyway. At that point it's simply a way of preventing the game to go on for longer than it needs to.
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Considering that in a recent PTB-to-Patch period it was mentioned that the devs only had 3 days of actual work time before the actual release, this seems like a very bad idea. Don’t forget how abysmal the release of the Twins was, and that was WITH 3 weeks in between.
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Maybe not any perks, but maybe add-ons? You gotta be more precise than this. What killer was it, what map was it on, who where YOU playing as, etc., etc.
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@FFirebrandd said:
I think you're missing the fact that it does both.
Of course its a worse info perk than Surveillance, Discordance, Gearhead, and Bitter Murmer. Info is all those perks do. If a combo perk was better at info than a strictly info perk, that would mean something is wrong.
Likewise, of course it is a worse regression perk than Pop and Ruin. If a combo Info/Regression perk was better at regression than a perk that only does regression, something would be wrong.
Overcharge and Oppression are probably the most similar of the perks you're looking at, since they're both Info and Regression perks. Oppression is more powerful but it also has a pretty gnarly cooldown on it that Overcharge doesn't.
Now, Overcharge may very well need a buff, but the perk does have a niche that no other perk quite fits.
I get what you're saying, but I still think Overcharge is far too weak and unreliable to warrant running it over any exclusively regression or exclusively information perks.
I agree with you that it absolutely shouldn't outshine such perks, but in its current state, Overcharge does too little in either department AND relies on the survivor not being able to hit a skillcheck that they'll see coming the second time it triggers.
I think my frustration with this perk comes down to its unreliability. It MIGHT tip the killer off to a single survivor's location. It MIGHT regress a generator somewhat further. Once the survivors catch on to you using it, it's essentially random whether you get any value out of the perk at all anymore. You can't just Overcharge a generator and leave it until you hear a kaboom, because the effect may not even have done anything. I suppose it's not the only perk that has this issue but Overcharge grants too little benefit to warrant such a chance.
As for proposed buffs, at the moment I can only think of making the explosion guaranteed, and as a drawback capping the amount of generators that can be "charged" at a time to, say, 3. I'm sure there are other ways we could think of, though.
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You can see your PTB data as another game profile entirely. Your PTB 'profile' is not the same one as the one you have on the live servers. You can buy a killer on the PTB with shards, but your purchase won't carry over to live, nor will any progress you've made with them. Your shards shouldn't disappear on the live servers either.
I think that's how it works anyway.
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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.
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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.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1988847#Comment_1988847
lol, you’re reading to hard into this.
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.
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So... Korean flamboyant psychopath = anime? That seems like a massive generalisation.
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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.
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@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)
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I think so? Just need to smack ‘em while they’re facing you.
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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.
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Had this too on Fractured Cowshed. The entire box seems to be extremely low-poly. I'm guessing it's a culling error.
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@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.
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@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).
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Had this on the Family Residence - Yamaoka Estate map too. I don't think it's map specific.
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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.
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How exactly is the new pink/purple one weaker than before? Nothing changed about it, to my knowledge.
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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.
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@anothercomplainer_10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824535#Comment_1824535
What the hell does got carried by a busted offering mean?
That it makes your game substantially easier. Not an absolutely guaranteed win, but it improves your chances by a lot.
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@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?
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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.
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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.
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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.
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The "flick" also happens sometimes when missing the attack, though that seems more rare.
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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.
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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.
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@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.
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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.
