Hex_Llama
Hex_Llama
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- Hex_Llama
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My answer used to be "I can't be sure," but lately it's been more common for people to load into a match and auto-complete it (all gens done and they teleport out the door as soon as the match loads). So, now I can say, yes, I'm sure I've been in a match with a hacker.
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What if the match just ends after 30 minutes, no matter what? Nobody wins or loses -- you keep whatever points you earned, and it counts as a draw for your MMR. That way there's a time-limit on how long you can be held hostage, there's pressure to encourage people to do their objectives instead of drawing it out, and there isn't a mechanic that lets people strategically decide when to leave the match by picking the moment that hurts their opponent the most.
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I played a lot during the event, and when we had double shards, but right how it feels super slow to unlock anything + I'm not that passionate about any of the stuff to unlock. The rift only has one outfit I sort of like, and it feels like too much work to get it.
Also, if I'm being totally honest, I'm glad they're trying to rebalance the game, but I kind of don't want to have to re-memorize what all of the perks do all at once.
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It depends. In my region, it feels like the matchmaking has skewed as people flood in to play killer -- currently, I have to wait about 600 years for a killer game, where I usually get stomped by survivors who are way higher MMR than me -- so my average kills have actually gone down.
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I'm honestly surprised that Set A is so far in the lead. Set B isn't as fancy, but it's way better for mixing. With the stuff in Set A, you pretty much have to wear it all together.
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In reality, I probably fall somewhere in the middle. I think part of good character design is having a consistent feel for the character, and making cosmetics that seem like something that particular individual would wear and/or they represent something about the character's personality. I actually think they've deviated too far from that with some of the more popular characters, but reasonable people can disagree.
On the other hand, I do think that some characters get cosmetics that don't look different enough to be worth wearing. I wish the designers would take more risks with the male survivors' fashion and stop giving them all a bunch of interchangeable pants with every outfit.
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I think the charms look very nice and they make me sort of predisposed toward wanting to find something to buy, but I'm also nervous about what the actual skins will look like if BHVR is trying this hard to hype them up by way of charms. I would really like to see the skins themselves.
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Yeah, I don't like the idea of having to grind for nothing. At least when you spend your points on perks or add-ons, you're getting something in exchange that you might actually want. In this case, you're being forced to spend points to do something mandatory that you have no choice about and that makes your blood web worse for the next few turns. So it just feels like losing points you earned for no reason.
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I don't know whether it makes sense to class it as a conspicuous action, but I do think being fully healed should cancel endurance, no matter how you got it.
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@jesterkind said:
I wonder if maybe by "licensed cosmetics" they more meant legendary ones, like the Crypt TV collection?
Either way, I'm heavily against it, but it makes a degree more sense if that's what they meant.
This is how I interpreted it too, like maybe they want to do something similar to the upcoming Attack on Titan cosmetics, but with a license that only lets them sell for a limited time. I'm honestly not 100% against it, though I do think it's better not to do that if they don't have to.
This question and the "what about rewards to recruit your friends!!" questions made me worry that they're running out of money, though.
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I've generally had fun during the event, but this last stretch has felt grindy and frustrating with the event tome. There are a lot of bottlenecks, and I'm currently at one where I need two escapes. I had lots of escapes before, but now that the challenge is enabled, my whole team gets wiped every match.
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The NetEase skins always look super nice when I see them -- I think their system also has colour variations, so you can get a few different versions of the same look. I'd love to have something like that in DBD, but I think it's a different design team.
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Whether they're being toxic or trying to do a challenge, I think sometimes people load in with a really specific thing they want to do and, if it looks like they can't do it, then they bail. In the case where it's a challenge, I kind of sympathize. I play my matches normally, even if I can't do my challenge, but it does get frustrating to load into match after match and feel like you wasted your time.
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I would introduce different types of gens. Instead of having them all work the same way, I'd create a mixture of different features they can have that affect the strategy you use to repair them and make it harder to just split up and churn them out. Maybe some of them require more than one person to work on them, or some require you to go find an item before you can repair, or some take a long time to repair but they're almost impossible to regress -- you can come up with lots of conditions.
I think it would make the game more interesting for survivors and also help to negate the problem where people just mindlessly stack on gens to finish them fast.
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Yeah, I would like the hook counters to be visible for killer. There are tons of good reasons to do it: helping people who don't want to tunnel avoid doing it by accident, helping people with ADHD or similar keep better track of the progress of the match, similar access to strategic info for killer and survivor players, etc. I can't think of any reason against it, since I don't think it would actually make any difference to tunneling on purpose.
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I've definitely been having an issue where cancelling a heal leads to the failed skill check animation, even if there was no skill check on screen. It's not consistent, though.
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I'm willing to wait and see what happens once the changes are active, but, yes I am also concerned about the endurance effects being used in a trolly way. It's also kind of funny that they nerfed DS, but then gave a bunch of perks you can stack to guarantee an escape if you get unhooked in EGC.
But we'll see how it goes.
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The Artist. I thought her power would be pointless for me, but, win or lose, hitting people with birds is really fun.
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To get a mask as survivor, you have to collect the invitation and then survive for a couple of seconds after endgame collapse starts -- so, survive for a few seconds after the exit gates are open or the hatch appears.
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Yeah, I think the tracking is just too unforgiving about what it considers a hit during vaulting. I've had about 10 that feel like they should count, and only two of them have.
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I agree that I would like the masks and crowns a lot more if we could apply them to different cosmetics. I doubt that will ever happen, though. The road they've chosen to go down is baking them into a head cosmetic instead of creating a new cosmetic category, which would have been a lot more work. It's a shame, because it means I'll never use some of them, since I don't like some of the default heads.
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I'm mostly having fun, and playing more than usual, but there are parts of it that feel like a grind. I'm stuck right now on the challenge where you have to take hits while vaulting -- the conditions for a hit to count seem really narrow. I've done it about ten times and only two of them count for the challenge. :(
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I get the reasoning behind it, but I wish there were some other way. If the survivor team is winning, this works fine -- when we're losing, people stop doing saves and start to hide. I wonder if it would work if you had to score a certain number of emblems or BP in addition to finding the invitation, instead of surviving to the end? Then, at least if people bailed, they would have to be helpful first, and the people who play normally could get their reward even if they die.
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Yeah, this has always bothered me. Just in principle, it makes NO SENSE that moving closer to the killer would be the most effective way to dodge the killer.
If they don't want to change the FOV because they want people to be able to stealth, I think they should just give us aim assist and have M1 swings automatically connect if the survivor's within a certain range. It's dumb to swing and miss someone who's literally touching you, because their positioning somehow confuses your camera.
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During the first day, most killers I ran into were letting people live until EGC, but they weren't getting any kills, so I can kind of understand going back to playing aggressively. However, I agree that it's really frustrating to try to collect masks as survivor -- I'm lucky if I can even find a podium, and then, if I do, usually I die before EGC while at least one of my teammates hides.
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@xBlitzAce1989x said:
I think this "Community" event needs to be rethought in the future. I don't like that my ability to get something will depend on whether or not everyone else decides to complete their share. I don't see the first challenge being completed anytime soon simply because those numbers are outrageously high...
The point of a community challenge is to feel good when everyone contributes toward the same goal -- if it weren't dependent on other people, it wouldn't be "community" -- it would just be a personal challenge.
In this case, I also think they're trying to pace it so that a handful of the most active players can't just buzz through the challenge alone in the first few hours, which also makes sense to me.
I'm sure it'll work out okay.
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Okay -- at first, I thought it said you had to heal yourself while jumping through a window in chase 4 times, and I was like, "Yeah, typical DBD."
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IS he an M1 killer? No. Do I wish he were? Yes. I would give anything to just be able to go normal speed and hit people with a bat, because I like the character's aesthetic, but I hate trying to aim the knives.
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It bothers me in situations where it allows the survivor to deliberately make a bad play, because they know they can recover with Dead Hard. As killer, when that happens, it feels like you did everything right, but it doesn't matter because they have a perk that lets them ignore you.
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Yeah, I played a few matches, but the bonus is not enough to make it worthwhile for me. It was barely noticeable.
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I also have really bad migraines, and Nightfall was bothering me. :( I'm hoping I'll get used to it, but for today I had to find a place where I could stay still until it was over. Something about the camera movement combined with the FOV -- or maybe the way the FOV looks blurry? -- was really not hitting right.
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When I play killer, I don't feel like I have time to kick walls. When I play survivor, I run into dead ends because of them. I agree with the people who say it should have been a barrier survivors can make rather than a default obstacle killers have to remove.
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The most serious time I used it was for the No Mither challenge in the Tome, and it was interesting in that it forced me to play differently but I wouldn't run it normally unless I was doing a specific build for LOLs.
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I would like to be optimistic. In principle, I think it's a good idea. But I'm also set in my ways, and I'm worried that nerfing the perks people actually like to use will just result in an experience where we don't like using any of them.
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I kind of regret it, but it's one of those things where, once the decision is made, it gets too costly to change. When the catch-up system comes in, I'm curious to see what happens.
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Here's the weird thing -- if someone tries to unhook themselves in front of me and fails, I just unhook them and keep playing with no issue. If someone tries it and succeeds, then I hate them, and I hope the killer gets them, and I won't come to help them again.
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I'm in EST and I suck at both roles, so I assume my natural MMR is pretty low. I definitely get easier/fairer games on evenings and weekends. Middle-of-the-day games usually see me go against opponents who are way too good, I assume because there are fewer people to choose from then and maybe because sweatier players are more likely to be on during the day than casuals.
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@Gylfie said:
I'm mainly creating this thread because I need to vent. Like, I'm all for a new type of challenge in the archives but this whole experience is the opposite of fun for me.
First of all, it's entirely unclear to me when these things actually spawn. From reading the challenge, there's nothing that indicates they are in any way related to gens, but they are. I've run around entire maps without finding any glyphs only for them to be revealed in spots I had already checked after meeting the hidden gen criterion.
Secondly, to make this even more tedious, the two glyphs that spawn for you can be stolen by other people. With the gen requirement in mind, which makes you focus on gens rather than running around the map searching for glyphs, you are at risk of your glyphs being taken by someone else with the challenge.
And I just had a killer who saw me do a green glyph in the end-game and decided not to let me have it, which only adds to my frustration.
End of rant.
Saaaame. I hate these ones. I also don't think it necessarily stops you from throwing. My normal strat with glyphs is to go pick them up at the start of the match and then play normally. Now, I have to stop in the middle of the match, just as things are getting spicy, and go running around in a circle so someone doesn't take my glyph before me.
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I understand why it's tempting to use a social macro like "everyone says GG after the game no matter what happened, and that means we were good sports," but human interaction is more complicated than that. If the way you interact with people is by copying and pasting the same response no matter the context, then you're missing a lot of the nuance in what's going on. And I say this as somebody who has 100% macro'd their way through social interactions before.
It's much harder to understand how to interact with people when you can't just follow a set of rules, but it's also more meaningful.
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If we're losing and I think the killer has BBQ. If I'm getting attacked by a chainsaw, just on the off chance it works. If I'm doing a challenge where you have to hide within 10m of the killer for a certain amount of time. Otherwise, I feel like it's almost always better to hide behind an object instead.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2975633#Comment_2975633
Okay, but what if my weird playstyle involves taking you hostage? Which statement is true, the first or the second?
As long as you don't take my hostage, go ahead and play weird.
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I started out as a killer main, but I became more and more stressed about it, and now only really play killer to do rift challenges. Every time, before I switch over to killer, I brace myself like it's going to be an ordeal -- I don't look forward to it at all.
For me, the social aspect was definitely the main part of it. It really bothered me to feel like people were ganging up to bully me or like I was being ostracized or shamed for no reason except trying to play a video game. My experience has been a lot better since the new MMR but I still have this feeling like, "Oh, man. Is this match going to be normal, or is it going to be horrible?" every time I load into a killer game.
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Starstruck does the job as far as blocking the hook. For the thing where they all block for each other when running for the gate, it sucks but you've already lost at that point, if they're all still alive.
I do think it would be cool to have a perk that gives you a buff specifically if the survivors swarm you, like if three or more of them are within x meters.
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I've been having fun with The Artist. As everyone else has said, it feels really good to snipe people from across the map. I also just relish the chance to annoy people who are far from me, and constantly pelting them with birds does that.
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As long as the killer's gimmick doesn't involve taking me hostage, I don't care. If you want to play weird, play weird.
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My personal rule is that, if we can both hear the hatch when you go down and you didn't spend the last 20 minutes trolling me, you can crawl out. But I'm not going to walk around and look for it.
I would never do the thing where you carry someone to the hatch just so you can close it.
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I would just really like a witch.
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Green is the most frustrating one, IMO. Partly because the rules aren't explained very well in-game, but also because you can play the whole match and do well without ever getting your glyph. It feels like it's outside of your control.
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I was also surprised that Self-Care ranked so high, because people complain about it so much, but I run it almost every match just so I can't get in a situation where there's no way to get healed.
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My whole attitude toward Prestige has been that I don't want to have to grind for perks and add-ons over and over again. I'm kind of curious and jealous about whatever cool reward people get, but not enough to reset all of my stuff.