Hex_Llama
Hex_Llama
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- Hex_Llama
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Comments
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Has anybody tried the videotape thing? Just curious how it works out in a real game.
I have an open mind about the changes, but I actually don't mind death by RNG as much as other people on the forums do -- I think it makes the game more unpredictable, which, to me, makes it more fun. So I'm kind of sorry to see the add-ons that made that more likely go. I feel like, now, the chances of actually killing someone with the traps are almost zero unless you stalk them (which is a play style I don't like).
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Game design is an iterative process, and the first iteration of an idea is never prefect. I think it's totally valid to share feedback about the update and point out what you like and don't like, but I agree with the OP in that I don't understand getting mad about it. The expectation when the PTB rolls out should always be that some stuff will be good and some stuff won't be -- the point is to test it out in real matches to see what's working and what's not.
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I don't feel any way about it, but I take it as a sign they want to end the match, so I try to finish up and leave.
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I'm reserving judgement until the PTB and the full list of add-ons. My instinct says they're nerfing the head-pop combos and maybe replacing rule set 2 with the video tape add-on, but maybe I'm wrong. My instinct also says the video tape add-on deploys all of your traps at the start of the map rather than giving you more traps, which seems like it would be terrible, since the traps benefit you most in the middle of the match. But I could be wrong about that, too.
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It's ambiguous whether or not it's a bug, but I think the chains are too aggressive on the person solving the box. Ultimately the game wants you to solve the box so that things can proceed, and right now there's a bottleneck where you can get stuck holding onto it for an indeterminate amount of time because it's impossible to interact with.
I understand that there needs to be a reason to solve the box before the chain hunt starts, but the penalty for failing to do that shouldn't be that now no one can solve it and everything just grinds to a halt indefinitely.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2519246#Comment_2519246
No, this is how it's meant to work. If the server detects a grab but the grab is not validated, the server makes the killer swing instead.
The problem is that by the time the server realises the grab is not validated, the swing doesn't do anything and the survivor is already out of range.
Yeah. When they announced it, I thought a cancelled grab was going to turn into a hit, which is what it used to do before dedicated servers. Instead it turns into a useless swing, after the grab animation already made you freeze. It's dumb and it doesn't solve the problem at all, but I think that's what they intended to do.
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Like everyone else has said -- it can take a long time, so I queue and then go get a snack, or start reading a book, etc. I only look back at the screen every few minutes to see if we're playing yet.
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It depends how new you are to the game. If you're experienced in DBD, or you've watched it a lot online, or you've read the wiki, then you can ID the killers based on this -- but if you're new, god help you, because you have no idea who it is or what you're supposed to do. And I've never understood how new people are supposed to learn except by turning off the game and searching the internet.
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I don't get it, either. I like the top, I'm not a fan of the hair -- having it linked together scratches it off the list for me. The only linked sets I really, really understand are the ones that totally transform the character -- like the Cheryl skins that turn her into a different character, or the Oni skin that turns him into a Minotaur. The other stuff just seems arbitrary.
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It's ambiguous, but there are a few moments where it looks like you're catching up with her and she just kind of hurries forward and gets distance again, which does seem kind of suspect.
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I get why you can't pick them up -- the idea is to discourage people from spamming/wasting all of their traps in one area. If you want to put them all in the basement, now you have to commit to the basement -- you can't just pick them up again and move if the survivors get away.
I want to see how it plays out in actual matches -- esp regarding the point where traps sometimes move themselves, because I've seen that as well. But, if I'm 100% honest, in a typical Trapper game, I put down half of my traps and never have the opportunity to move or reset them because I'm too busy -- I have maybe 1-2 that I keep picking up. So it might not be that big of a hardship to have to commit to where I put them down.
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@EntitySpawn said:
I hate it. Why tease about changing addons on alot of killers but dont add a link or show them....
Gonna call it alot of addons will be nerfed (the only useful ones lol)
Same. "BTW we changed some other stuff, but let's move on for now :) :) :)" is the strategy they use when they've made unpopular changes and they don't want to showcase them because they know people will get mad.
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I'm bad at this game and SBMM has mostly been helpful for me. If I play at off-peak times, I still just get matched with whoever, so there's no real change. But, if I play on peak, I have a good shot of matching with other potatoes and having a fairly relaxed game. It's not perfect but, for me, it's an improvement over the old system so far.
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The longest was 4-5 months, because I realized it was making me angry and stressed. I decided to wait until I felt like it might be fun again, and that's how long it took.
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I think part of the problem might be that you're waiting until your feelings have fully ramped up into rage before you decide to write the match off and stop playing. At that point, going AFK or walking to the other side of the map to avoid the survivors doesn't feel like enough because you're so angry.
My advice, which is going to sound counter-intuitive, is to walk away before you feel like you want to go berserk. Try to learn what your tipping point is by experimenting with walking away at earlier points -- e.g., as soon as you feel annoyed, or after you've been annoyed for the past full minute, etc -- to see if that allows you to calm down or if you just keep getting angry. If you just keep getting angry even after you've walked away from the survivors, you probably waited too long, so try earlier next time.
Once you learn where the safe zone is where you can still walk away and hold your temper, do that. Keep walking away before you hit the tipping point where you spiral into rage. You already have the right idea by trying to remove yourself from the situation by DCing -- this technique is just about removing yourself from the situation without getting penalized or continuing to ramp up once you've walked away. If you succeed in doing this for a while, it might also give you more confidence about your ability to manage how you're interacting with the game, and you may feel more resilient and less like your emotions are getting jerked around by what other people do.
I get mad about this game, too. Good luck.
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The game is designed so that you have competing priorities at any given time and part of the fun of playing survivor, IMO, is that you never know what your teammates are going to choose. You just have to watch what they're doing and try to roll with it.
There's a case you can make for sitting on the gens injured, and there are cases you can make for healing first, and it really depends on a lot of factors, including the play style of individual survivors. I get that it's frustrating when people don't do what you want them to do, but, unless they're sandbagging on purpose, they're probably doing their best.
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It depends. 300 hours is a lot closer to 96 than 2000 hours is -- if you were the closest match they had available in the pool, then this could be legit. Also, if you don't play this account very much, the MMR might not have good data on you yet.
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I'm assuming it's because they have some kind of contract where they developed the perks for the Stranger Things chapter and they're not allowed to distribute them outside the chapter unless they get renamed. It wouldn't make sense for them to change the names otherwise.
So, theoretically, sure -- I wish the perks didn't have to change at all. But I'm certain that the devs would have left the names alone if they had the option to.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2505011#Comment_2505011
What about for the teammates of the survivor?
??
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I think the best would be trying to hug Hag while she hisses and rasps in confusion. Or trying to hug Freddy while he tries to rest his scissorhands on your back without ruining your shirt.
Demo would be best in an unironic way, because he only wants love.
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The chainsaw boys are the most likely to turn on you.
Ghostface is a 50/50.
I too have never seen a Huntress who betrayed us after we farmed.
Just help the Clown with his challenge!
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Anything can be toxic if you use it to bully someone but, assuming you're not doing that, yes -- there are people who will be mad about whatever you run, no matter what it is.
For Head On, specifically, it's a special favourite of bullies, so it's possible that people could draw the wrong conclusions when they see you using it. That doesn't make it okay to tunnel you, but it could be why that happens.
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I get really bad migraines, and I also find the flashing lights in Lery's pretty bad. It depends exactly what room I'm in, but it's noticeable. Considering how many flashing lights there are in this game, I think it would be great to have an accessible option for people with epilepsy.
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If survivors have the option to die on the ground, and it scores for the killer the same as if they killed themselves on hook (which they already do), I don't think this is a terrible idea from a fairness perspective -- it sucks for their teammates, but I don't think it sucks more than if they killed themselves on hook.
The one issue I see is that this potentially becomes the new way of DCing on the ground to spite someone by denying them their stacks, only without the DC penalty.
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It's not perfect, but overall yes. I did a Huntress challenge today and was actually able to play Huntress and do my challenge because it matched me with low-rank survivors. Previously, I couldn't even attempt to learn.
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I feel like Leatherface camps most. It's virtually every match, whereas the Twins can go either way, at least in my experience.
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The two issues with SWF, if you take skewed matchmaking out of it, are that it cancels out some of the killer's abilities/add-ons/perks and that it facilitates bullying. If you match with three survivors who play normally and one who's toxic, the toxic one is a lot easier to deal with, both in terms of game play and in terms of mentally withstanding their toxicity. But, if you match with an organized group of four toxic players, that's a totally different thing, and it's the thing people usually flash back to when they complain about SWF or toxic players, IMO.
I definitely think BHVR should be trying to redesign game features that can be exploited to bully people, to try to lessen the opportunity to do that -- I don't accept the idea that we should just have to tolerate toxic players. But I also don't know exactly what the redesign should be.
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As killer, I hook them once and then don't purposely look for them again until they get crows.
As survivor, I try to find the totems and make sure I'm far from the killer when the last gen pops, just in case.
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I like the Zarina one most, but I think it's a nice collection all together.
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@Uistreel said:
If someone is experienced with the game I find killer gameplay much more entertaining. However, if they are essentially a brand new player, I find their reactions to versing new killers as survivor more enjoyable.
Good point. The funnest gameplay to watch is definitely brand new people playing survivor and constantly being surprised. That was actually how I first became aware of the game -- from watching videos of people reacting to it for the first time.
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I'm conflicted about it. I'm not sure I know the exact point where you've memed so much that it becomes socially awkward to kill the other team -- so I like to let them boop, but I also need a graceful way to transition back to playing, and I don't always see one.
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I did it with Plunderer's, too, but I'd be curious to know if it works with event items when someone tries it out.
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Question: I haven't tried this challenge yet, but the instructions make it sound like you just need the killer to drop a survivor while you have Power Struggle equipped. Does the survivor who gets dropped have to be you?
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I've gone against a lot more tunneling and facecamping since MMR. I don't know if it's because I'm playing with different people or because people are playing differently.
In most of the games where this happens, the killer tunnels and camps one person and then plays fairly normally once that person's gone (which is also new for me -- in my previous camping games, the killer usually continued to camp people for the whole match). But, it seems like they're trying to eliminate one person to make it a 3v1.
As I was watching that happen a few times today, I tried to think of a solution and I couldn't. Any measure I could think of to stop tunneling and camping would be vulnerable to abuse -- even rewarding the first person who dies is vulnerable to abuse, because people sacrifice themselves on first hook. Then I thought "Maybe the game should just be 3v1," but then I thought, "No, 2 is going to be easier than 3, so they'll tunnel someone at 3, too."
The only thing I can think of is if survivors had some way to keep participating in the match after they were dead -- in which case getting killed right away wouldn't matter as much. But that would totally change the game.
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I think the "known issues" are just issues introduced by the patch rather than issues they haven't gotten around to fixing yet. If they listed all the known issues every patch, the list would be pretty long.
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Same. Mine wasn't lit, but it was wedged in the same weird corner.
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It varies, but there's less downtime on killer, so it tends to be more lively to watch.
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I think the difficulties are maybe describing how hard it is to understand the principle of how the killer's power works, and not how hard they are to play once you understand. So, Trapper puts down traps -- easy. Pig also has traps, but there are more complicated rules about how you use them and also she has a stealth power and a dash -- intermediate. The Twins have to switch back and forth between two different characters with different abilities -- hard.
So, from the POV of letting new players know how easy it's going to be to just pick up the killer and intuit what they do, the easy/intermediate/hard thing seems fair. But it's also kind of misleading.
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Lately I've been playing at off-peak times due to my schedule, so I think that may be part of it, but it feels like a toss-up between getting a pretty good match and getting a completely random one.
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@enormous_bruh_moment said:
https://forum.deadbydaylight.com/en/discussion/comment/2496593#Comment_2496593
Speak for yourself. Viewing things in terms of group relationships is meaningless and an excuse to generalize and project a narrative based interpretation onto reality; not to mention you are fundamentally incorrect on every level.
Beautiful people are always treated better, ugly people are always treated worse. It's just human nature to associate positivity with the things we consider beautiful and attractive, as it is to associate negativity with anything that elicits disgust or repulsion.
The Nea is the entity joke about a fictional character, is just that taken to an extreme for absurdist humor.
The idea that you don't think men get treated like garbage for being ugly is laughable. Everything else you're describing is just your political/ideological viewpoint, which has no place here.
I'm not wrong. I agree with you that people get treated better if they look attractive, no matter what their gender is. The difference is that, when that happens to women, it's part of an organized system of oppression that men do not experience.
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My favourite moment playing Pyramid Head as when three injured survivors accidentally body-blocked each other in a doorway and I downed them all with my special attack. I think having the ability to do that is still pretty powerful even without the cage. However, I also think the cage is the most fun part of the power and, in certain situations -- especially endgame -- it adds a lot. So he'd still be strong, but losing the cage would hurt him.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2494966#Comment_2494966
If she was a he would that be misandry?
No, because there isn't the same cultural history of judging men's worth based primarily on how they look and then devaluing them or ascribing negative traits to them if you think they look bad. The closest analogy for men would be the way media has taught us to expect that feminine/queer-presenting male characters are sinister or villainous -- but that's still based in misogyny and homophobia rather than misandry.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2494939#Comment_2494939
Why misogynist though?
the face model was poorly done and didn’t look human at all. The same people made also fun about Quentins face after all.
Deciding a woman is evil because you don't think she's attractive is pretty much textbook misogyny. :(
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I never knew it was a misogynist meme. I just assumed it was because Neas are so aggressive. Sucks to learn the truth.
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Bodyblocking is one of those things that can either be fine or toxic, depending on the overall context. If you're aggressively body-blocking to stop someone from being able to get even one hook or one kill in the entire match, I think that's pretty mean.
On the other hand, there's social pressure to try to defend your teammates and, when I'm in that situation, I'll admit that I don't always think about whether it's the killer's only hook.
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I only really care about cosmetics, so I'm in a mode where I play to get through the Rift and that's pretty much it. If I were able to earn Iri shards more easily, I'd play more, SBMM or none.
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We're all worried. I feel bad for the devs who actually work on the code -- I've been in situations like that and it's clear that this is not a good pace. However, without knowing their finances, and how big the pile of undone tasks is, I honestly can't say whether it would make sense for them to do a "health chapter" or not. I wish they would, but I'm not the one who's gong to lose my job if the revenue stops.
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I'm undecided about the new system, but the old one was completely broken. I don't think we should ever go back to that.
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@bjorksnas said:
dodge a chain then start on the box the delay between more chains spawning should be enough to start solving the box which prevents chains from spawning
It doesn't, though. I've had several matches where I dodge the chains, start solving the box, and more spawn to interrupt me, over and over again. It's not just immediate, either -- I can be 25% of the way into the solve and chains will spawn to interrupt me.
