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Hex_Llama

Hex_Llama

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Hex_Llama
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  • If you eat cereal without any liquid, it's still considered cereal. If you eat the ingredients in a soup without any liquid, it's not considered soup.

  • I would play casual, but what I've seen in other games is that "casual" becomes a place that's casual sometimes and other times it's where you get stomped by competitive players who want an easy win.

  • I think the problem with a lot of events is that the survivor players get something fun to do and the killer players either get a chore or nothing. Running around in a snowman sounds super fun. Chasing someone in a snowman sounds like there's an extra step you have to do and it's annoying.

  • I would just open the gate, knowing the killer was probably going to down me. But that also doesn't bother me too much. If it bothers you a lot, you can run away and refuse to do it -- or run to a hook.

  • I was always told it meant the killer was camping, so I wave when the killer camps, but, if I'm honest, I also start flapping my arms if I feel like everyone's ignoring me.

  • I agree -- almost every outcome feels like a loss as killer. Partly because the other players treat you like you lost no matter what you did and partly because the game constantly tells you it's "displeased" and gives you other cues that your performance isn't good enough.

  • I think it's okay to give the mask to everyone, and, in general, I like it when things become less exclusive, not more.

    However, I do understand why people get frustrated if they spent more money than they wanted to because they had FOMO deliberately created by the marketing and then it turned out there was nothing to miss out on because they thing wasn't really there for a limited time.

    In that case, I don't think the answer is to keep things exclusive -- I think the answer is to stop trying to pressure players into buying more than they want to by making it seem like they're running out of time.

  • Yes -- lots of circumstances where everyone who's still in the game can get injured or slugged. I 99 the gates due to peer pressure, but I think it's really a coin toss whether it hurts or helps.

  • Well... this explains why you're all so far ahead of me in the rift. I usually play 0-4.

  • I think it's pretty balanced, because it makes the traps a lot weaker for the trade-off of helping your stealth. But, if i have to choose, I'd say it slightly makes her stronger, since the traps don't always do much for you anyway.

  • I take it as written that whoever did the original portraits either doesn't work there anymore, or they don't want to pay that person to make a whole new set. Fine. But if you decide to do it over again, why not try to make it cool? Set up some nice lighting, have the character make an expression, do a good render. The characters always look way cooler in the trailers than in the game -- why not make the portraits look like that?

    Why take a screenshot of the model in a neutral pose with their mouth open? Why apply an emboss filter? Why give it an ugly background?

    All I see when I look at this is, "Here's a task no one had time to do; now it's done."

  • I don't think it's fair to be mad at people for trying to play the game normally, but I understand how it would be frustrating if you keep trying to leave and they keep bringing you back.

  • Yes. I've had perfectly normal survivor matches where nothing weird happened from my POV and I thought we all had a nice time, and then one of the other survivors goes off in the chat because, IDK, I touched the door when he wanted to touch it. People are weird.

  • To me the issue is less that it's harder and more that it's less fun. I lose about the same percentage of matches as killer and survivor, but the matches I lose as survivor usually don't feel super frustrating, and they're over pretty fast, whereas the matches I lose as killer (and, honestly, a lot of the matches I win) are a long, horrible slog where I have to fight tooth and nail for every point.

  • If I had to choose between them, I'd take Botany, since the healing boost is useful for lots of different builds and situations. Empathy is also pretty good, though, since you can always see where the chase is happening.

  • A few months from now, this will become, "Remember when BHVR lied about Patch 7."

  • I've had the same thing -- survivors swarming body blocks and then fast-healing to do it again. It's not fun.

  • I don't see a reason to restrict them. The devs said it was weird for killers to have cute survivor charms on their hooks, but, like, it's weird that there's a charm economy in the Entity's realm. We're willing to suspend our disbelief on that because we know it's just players expressing themselves, so why not let them use any charm they want?

  • Honestly, my experience has been that MMR sometimes gives me better matches than I used to get before, often gives me matches that are just as bad, and hasn't really given me matches that are worse. So, there are higher highs, and the lows are still the same.

    The one thing I agree with, though, is that my experience was much better during the first couple of weeks after the MMR launched, and then it gradually got worse.

    I am kind of curious about whether the system is polarizing people by rapidly moving them up or down instead of spreading them out across the whole scope of the MMR. Like, I wonder if everyone is clustered at either the top or the bottom.

  • I got disconnected tonight, too. I think maybe it's the thing where Steam acts weird on Tuesdays, but I don't know. It was really frustrating, either way.

  • I don't like most of them, TBH, and the ones I do like are for characters I almost never play, so it seems like a waste of money.

  • You don't actually have to agree with or understand why someone is offended in order to take their feelings seriously and try to make a space more welcoming for them.

  • If they sabo all the hooks, that means they want you to drop them on the ground and camp them.

  • No one has to touch the totems if the don't want to. But the consequences are different. If you leave the totems alone as survivor, then there's a chance that the other team gets a buff in the last minutes of the match, and a chance that nothing happens. If you leave the boon totems as killer, the other team automatically gets a buff for the whole match.

    I think the boon totems would be more balanced if they benefited the killer in some way, or if survivors had more of a risk/reward choice about using them. Currently, from the killer player's POV, hexes are just as easily destroyed as ever, and now there's another downside, too.

  • I think the perks and killer powers are getting too fussy, but the core gameplay loop is probably still too simple and repetitive. The new content doesn't really revitalize the game -- it just adds increasingly complicated particulars to an experience that stays mostly the same.

  • Party Streamers can be contextual. Sometimes I play them because I'm in a good mood; sometimes I play them because it's an event; sometimes I play them because I know I'm about to do something really annoying for a challenge and I want people to at least get some points. In the last case, it might look to everyone else like I used BPS and then played really aggressively for no reason.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/295748/the-devs-need-to-address-how-disgusting-swf-is

    I agree with you at least in spirit.

    On one hand, it gives just too many advantages and has created an impossible balance situation.

    On the other hand, I'm completely sympathetic to people preferring to play with their pals.

    The big problem is that there's a really easy fix, which I and others have suggested on occasion.

    When people queue up as an SWF, assign them a temporary artificial MMR inflation. Say, 1.1x for a 2man, 1.3x for a 3man and 1.6x for a 4man. This means that they'll be put against a more skilled opponent to compensate, which removes that problem of stompcomps in less skilled MMRs.

    That said, here's a trick I've discovered to deal with toxic SWFs.

    Turn your killer to face a wall, then go and get a coffee. Enjoy your coffee. Watch an episode of Futurama. Then come back to the game.

    You're wasting more time of theirs than they are of yours.

    https://forum.deadbydaylight.com/en/discussion/comment/2649994#Comment_2649994

    Must...not...make...obvious...dirty...joke...

    https://forum.deadbydaylight.com/en/discussion/comment/2649850#Comment_2649850

    The issue isn't 'playing with friends'. That's totally understandable.

    The problem is just how much of an advantage SWF confers and how that makes it impossible to balance a game in a manner that's fun for both solos, SWFs and killers. One always loses out and it sucks.

    https://forum.deadbydaylight.com/en/discussion/comment/2649881#Comment_2649881

    See my first post. It's what a lot of other games do, and it tends to work decently well.

    https://forum.deadbydaylight.com/en/discussion/comment/2649892#Comment_2649892

    Having 1 toxic survivor in your match and having 4 toxic survivors coordinating to make your life miserable are very different things.

    I agree with this -- I think that, if queuing up with a group gave you higher MMR to compensate for the advantages you got from doing that, it would be a lot more fair.

  • The current hit validation with Dead Hard sucks (the old system where people were exhausted on the ground sucked, too).

    I'm ambivalent about it otherwise. In the hands of a really good looper, it can buy a lot of extra chase time, but maybe it should if you're good at looping. In the hands of a bad looper, it's a free mistake you get to make, which feels annoying to the killer, but it doesn't buy that much extra time.

  • I think sometimes you can actually be too close. It doesn't make logical sense, but I think you have to have a medium amount of distance to get it to work.

  • I definitely think it's the worst map. It's way too big, and the whole thing's a maze. Whenever I play as either Killer or Survivor, half of my time is spent trying to go from point A to point B and just not being able to do it because I keep getting re-routed in a different direction. It's gotten a tiny bit easier now that I've played more, but it's still super hard.

    Like, yes, you have the advantage that the other side can't find anything either, but it's just all five of you lost and walking around in the dark.

  • One of the devs said it did, and asked us to please rate our matches because it helps them see trends. I don't know if it actually does anything, but I try to rate them.

  • This was my favourite indoor map because it was brightly lit and I didn't get lost. I could also usually find a gen.

  • You know, I haven't thought about it before but I actually don't think I like chase that much. I prefer stealth and setting traps. Every now and then I have a really fun chase with someone, but, most of the time, people play the tiles exactly the way they're "supposed" to and it's just about how long it takes to do the different steps.

  • @psionic said:

    This is why I don't watch people playing survivor on streams. They always trashtalk the killer (even main killers playing survivor). It makes me sad when I play against a streamer and after watching the VOD it's the entire squad trashtalking me. Like why? Serious...

    Same. In every group, it seems like there's one person who has a high-stress personality and invents the feeling that they're being hassled even when they're not. There's just this constant commentary about how they hate everything the killer player does, and it's stupid, and it's not how you're supposed to play, etc, etc, and meanwhile everyone else is being calm and nothing's actually happening.

  • I wouldn't say it seems like a way to get a lot of kills -- maybe one or two, if you're lucky. I wouldn't want to play that way, but they're kind of ruining the game for themselves as much as anyone else.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639385#Comment_2639385

    The issue with DH is the animation bug showing blood a hit and a scream. That one bug screws up most chases because when a player sees it they will look around for the survivor.

    This. If the game is telling me I got the hit, obviously I think I got the hit -- it takes a second to realize it didn't actually count and, in that time, they run away.

  • I think the kills/escapes metric is decent at matching individual survivors with killers most of the time, but it doesn't really account for what would make four survivors stronger or weaker as a group. But, even as I say that, I also don't know how to account for what makes four survivors stronger or weaker as a group.

  • Yes, because my memory would be gone. I wouldn't know all of the reasons not to -- I'd have the exact same impression I had when I started.

    However, I think I'd probably bail before investing so much money in DLCs and cosmetics. I've found other multiplayer games since DBD that I have more fun with so, if I was picking it up for the first time, now, I'd say, "This is okay, but probably not my favourite," and leave it at that.

  • I don't know why we're using the term "mental pokes" to refer to rudeness. But, yes, if people are rude to me, it bothers me.

  • I like the aesthetic, but the power doesn't seem all that exciting to me.

  • Honestly, I think it's mostly a question of scale. When the game first launched, the devs made decisions that were appropriate to a small title that might or might not succeed, but those decisions aren't appropriate to a large title that has to sustain itself for years. So, now, they're constantly trying to renovate a building that has the wrong kind of foundation and, no matter what they do, unless they were going to redesign the game from the ground up, it's always going to be kind of broken.

    I actually think that if there were a Dead by Daylight 2, it would probably address most of the problems and provide a better experience. But now we've all gone so deep on paying for DBD 1 that I don't see how that would work.

  • @Hoodied said:

    like I have said several times, this would only cause issues where people would flat out not use his power, he doesn’t need buffs he needs a complete overhaul

    You're probably right -- the thing I want most is to play Trickster without using his power, and just walk at normal speed and hit people with a bat. If they gave him an add-on like Huntress where he could go normal speed at 0 knives, I'd just throw all of my knives away and be happy.

  • Since the Dead Hard validation, I've had instances where I have to hit a survivor three times from my POV before they get downed. I think it's because their Dead Hard is going off at the same time as I swing -- I get the blood and the scream, but they don't go down.

  • It bugs me, too. It totally breaks my suspension of disbelief, and it's also just weird and annoying that someone can dodge hits that should have connected by spinning in a circle and forcing the auto-aim to aim away from them. The FOV on killer is really hard.

  • I like having a challenge to do, and it keeps me more interested in the game. That said, I really, really wish you didn't have to do one at a time. It would be a lot more fun if you could work on several at once and take advantage of opportunities that come up in the match instead of trying to force something to happen. Also, if you lock into a challenge and fail it, it basically feels like you wasted a match because you didn't make progress on anything.

  • I'm not good at killer, and the new system at least sometimes gives me opponents who aren't good at survivor, so it feels better than the old system.

  • I don't have a specific solution for how to do it, but I don't think the current solution is good enough.

  • @Shroompy said:

    As much as I like Pixelbush, this video is mostly wrong, why you may ask?

    Because all of these situations would of resulted in the survivor being exhausted on the ground last patch, all of these interactions make sense youre just not getting a hit that you didnt deserve in the first place

    The only situation here that is unfair is Nemesis, if the server does reject a hit it shouldnt completely ignore a pallet

    The problem with the word "deserve" is that I don't think only the player with the fastest internet connection deserves to see the game. People have to play based on what's on their screen, and the game should account for that somehow rather than deciding that the person with the fastest connection always has priority.

  • I think it would be good if there were some way to cancel the match without penalty when somebody DCs early on. But, like @ChurchofPig said, I can see issues with trolly SWF. In addition to the issue where they all ditch the match in the first 30 seconds, there's a chance that they could wait until the killer's about to win and then one of them could DC and the other three could vote to quit to stop the killer from getting their kills / MMR / extra points / challenge / achievement, etc.

    So, I think a straight-up majority vote might not be the way -- or maybe a four-stake SWF just doesn't get to vote.

  • I generally like this event, though everything that's frustrating about the archives is still frustrating (eg, you have to do one challenge at a time, and your challenge is often dependent on someone else doing something that they might or might not do). But I like getting free cosmetics, and I like that it helps boost your numbers in the Rift. And I like kicking the pumpkins whether or not I have a reason.

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