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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I'm not good enough at art to know how much of this is just what is underlying facial structure was like when you remove the dirt and painted-on shadows. He looks really different, but contestants on Survivor also look different once they get to take a shower, so I don't know.

    I do think crazy hair is his signature thing, so I'd like it if the new hair were messier.

  • I'm neutral on it. I like that they have more detailed textures and that they match the newer characters more. I also like that they're still recognizably themselves. But I agree with those who've said that seeing the characters with a perfectly neutral expression removes some of the personality they had.

  • My experience has bee that probably 98% of my solo games, everyone goes for saves and it's totally fine. It's just that the 2% where I get left to die are really memorable because they're so annoying.

    I like playing a healer build, so I'm really oriented toward saves and heals, but even I mess up sometimes, and I think someone else went for the save when they didn't, or I misjudge the timing, or I have a Rift challenge where I need to escape and I already failed it five times and I'm super, super sorry but I'm also on death hook and the killer's camping you. But that's the exception, and I think it's the exception for most people.

  • Tapps usually keep to themselves and melt into the scenery when everyone else runs away.

  • I wish, I wish, I wish that the Hag one didn't have nipples.

  • It makes sense though, doesn't it? If you're toxic enough to try to abuse a bug, then you're toxic enough to blame the other person in chat.

    I've been lucky -- the worst I had so far was a pair who both ran Breakdown with Unbreakable and ran to the same barren corner every time they got chased. I don't know why they didn't do No Mither, but I got them eventually.

  • From what the OP described, I agree that it was less of a hostage situation than a stalemate, and stalemates really suck. From the killer's POV, there were theoretically four survivors still on gens, so it would be hella dumb to chase the strongest one away from the 3-gen. From the POV of the survivors looking for a hatch that didn't exist, they were just confused about how to play, and doing something that would have made sense if the situation were what they thought it was.

    I do think that there should be a limit where after a match has gone on X number of minutes, there's some mechanic for both sides to force EGC, to prevent deadlocks like this.

  • I've been killed by every possible Tombstone combo, and it's fine. If the match has been going on a for a while and Myers doesn't seem to want to hook anyone, I basically conclude that he's going to tombstone us one way or another, and try to adjust my strategy.

  • What @GoodBoyKaru said. If you're grabbing someone 3 seconds after they were hooked, then, obviously that's bad. But, if the choice is try to grab them or let them go to second stage, I'll try to grab without BT.

  • I'm trying really hard not to expect anything. I got really excited for Halloween, and then that was a total bummer. I'm already probably too excited for the next rift, because it's rumored to have the Claudette community skin. My heart is like, "Wow, they spent a whole year perfecting it, and they've come a long way in how they model black hair -- I bet it's really great now" and my brain is like "I bet it's the exact same sweatsuit they already showed us, except without the stripe."

    So, in my heart -- cool bbq event with marguarita machines (that I never got to personally experience) and anniversary cake and cool free skins and the RE announcement is something awesome. In my brain -- the RE chapter doesn't make sense, there's a code you can redeem to get a charm, they don't need an "event" because the rift's already on, and you can collect a token that gives you +25% bloodpoints, but it only works over the weekend.

  • I would prefer if Carl let me exchange some of my brown items and add-ons for a yellow.

  • I don't have a favourite, but my least favourite is Freedy scraping his nails on it like a chalkboard.

  • LMAO, that would require me to have perks unlocked. It sounds fun, though.

  • This is hotly contested category.

  • I also struggle with this, and am on controller on PC. The best advice I got:

    • don't lunge for them; get right on top of them and tap m1
    • increase sensitivity on your camera as much as you can (I used to use a mouse emulator for my right stick but the Trickster update broke it)
    • angle your camera a little bit down instead of looking at them head on so that it's easier to see where they go if they move into your blind spot
    • wait longer to try to bait the spin
    • slam your camera to the side and spin with them as you lunge

    The last one is more controversial, but it works maybe 30% of the time.

  • Another Pig tip: if you have traps left over at EGC, use them anyway. They won't activate, but you still get points for putting them on and, surprisingly often, a survivor will get confused and think they have to take it off.

  • The intake for this game is super rough for all the reasons everyone else has said. I think the main fix would be to get the MMR working, if it actually works properly. Throwing new players straight into the deep end with all the sharks is probably the most harmful thing that happens overall. If they had more time to practice with other new players or gentler low-rank players, it might be a better transition.

  • This community has a weird idea of what the word "boring" means. There are definitely elements of the game that get repetitive, and it can feel boring if it seems like you're playing the same match against the same killer who uses the same strategy over and over again. If there's one clear meta strategy for how to play a character, and that's all anyone who plays that character does, then I agree that's less fun than a game where there are lots of good strategies for everyone.

    However, sometimes the reason there's one clear meta strategy for a killer is because that one way is viable and the other ways aren't. So, nerfing them when they only have one thing they do well kind of sucks. I think a better idea would be to provide more incentives for people to change up the meta by using different perks, or playing different characters. The Rift does that a little, but there could be more.

  • If it lasted 50 minutes, I vote yes. There's no valid reason why you need to drop people and pick them up again for almost an hour.

  • I think you hit the nail on the head with "this game has a lot of broken mechanics that wouldn't be a problem if the players played fair."

    I think a lot of the "made-up rules" that people have about this game are instinctive attempts to correct problems with the design. The game lets you do things -- or even encourages you to do things -- that can make the experience miserable for other players, and there's a certain amount of social judgement that comes into it where you have to be able to say, "Actually, that doesn't seem like a very sporting thing to do right now..."

    The game design in DBD is pretty loose in places, but, even more tightly-designed games necessarily have at least some mechanics that can be exploited in an unintended way. The polite thing is not to exploit them, out of consideration for others, but if I'm being totally honest, I don't know that I would have understood that when I was 15.

  • I like the idea of making the props button do something -- especially if you can't give rewards to your own team, to avoid the "All four of us will travel as a group and give each other max rewards for every match" problem.

    I don't think it works to let people directly transfer their in-game currency to someone else, though. From the dev side, you don't want to get into a situation where one super dedicated player who's had the game since it came out can just finance a bunch of other players and stop them from putting in the hours on their own.

    But, if giving someone props meant giving them 10 extra shards or something, from BHVR's pocket and not the player's, that would be swell.

  • I disagreed with how the Legion thing was handled, so I guess I'm glad if the policy has changed so that running something bugged is no longer enough, in itself, to ban someone. FWIW, one of the things that came out during the Legion incident was that the devs don't have the ability to disable specific add-ons in the live game -- I'm willing to believe they can't disable perks, either (maps would be simpler to disable, so it makes sense that they can turn off maps but not perks or add-ons).

    In the meantime, though, you should still be able to report people if you have more evidence against them than just the fact that they were running Breakdown. Just because it's not clear in every case that someone's exploiting it on purpose doesn't mean it's not clear in any case.

    1. The Plague chapter (not for the Plague chapter -- that was just the timing; but I thought it was funny that her power was puke, so I added that into my cart.)
    2. I haven't found my Survivor main yet, but I probably play Meg and Kate the most.
    3. Started as a Hag main, before finding my true calling as Pig.
  • There are two different versions of DBD. There's the casual league where I play, and being evenly matched with your opponent means that both of you make tons of mistakes and it could be anyone's game -- and then there's the sweat league where the streamers play and an even match means everyone has to optimize everything and wasting 2.5 seconds means you lose. It sucks when those two worlds meet, because whatever the sweaty side does feels like overkill.

    This is to say -- in casual land, I can absolutely win a match without camping, tunneling, slugging, etc. I'd say that, if I match with survivors who are just as bad as me, I have about a 50-50 chance, which is as it should be. But I can believe that if you're in the sweat league, or -- worst case scenario -- you are a casual killer matched with sweaty survivors -- it would be impossible.

  • @pseudechis is 100% correct about the purpose of the questions -- and I think the questions made sense as far as market research goes. However, I also found it kind of hilarious to evaluate whether a bad screencap of Plague puking on something "represents the DBD experience." Because I pretty much had to say "yes," but...

  • Pay to win is the wrong term, but the grind for in-game rewards is too steep, and seems deliberately designed to push people onto paid alternatives. BHVR needs to make money to sustain the game but, for me, the balance has swung too far in that direction. They're already using a model where some rewards (characters, skins, charms) are locked behind a paywall anyway -- why not let us get the free ones faster?

  • I'm actually not sure. I don't think they should surprise nerf keys in the next update but, when they've made controversial changes in the past, they've sometimes dropped the change on us without any notice, so... who knows.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131671#Comment_2131671

    • What most survivors complain about is when the killer intentionally keeps them on the ground when hooks are abundant just to annoy the survivor.

    This never happened. It's just survivors playing victim and trying to be the center of the world. For some reason survivors seem to have such low self esteem they think the killer cares about them on a personal level.

    https://forum.deadbydaylight.com/en/discussion/comment/2131677#Comment_2131677

    In your head 4 minutes is too much time sacrificed for a win? How... sad.

    Okay. Your story never happened. Am I a provocateur now?

  • When I first got the game, I could only play killer because survivor gave me so much anxiety. After about a year, I decided to give it another try and I discovered that knowing how the game works, and how the maps are laid out, etc, takes a lot of the fear away.

    I don't really get scared anymore, but I feel uneasy around stealth killers -- especially early in a match, when I have no idea where they are, or who they are, and they just pop out of nowhere.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130554#Comment_2130554

    This is correct. Slugging, for instance, is not holding the game hostage because the trial will end, eventually.

    This is where it's interesting, though. Because, if you slug all four people and refuse to hook them, then Team Survivor can't do anything to progress or end the game. Team Killer can, because hooking people would progress things. So, refusing to hook anyone once they're all slugged could be holding them hostage, from that point of view. I'm not sure whether the fact that the game will end on its own makes a difference.

  • @whispersenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130566#Comment_2130566

    It isn't a participation award because you need to sink a lot of time and effort into completing the rift, but if we make it so people who play 5h per week, tops, also get rewarded then what's the point?

    So, if you have to participate a lot, it stops being a reward for participation? ;)

    There's a middle ground between saying that either minimal participation has to be enough for all the rewards or that the current grind is reasonable. I think the current number of hours you have to put in is too high, but I don't know what the reasonable amount would be.

  • I generally run self-care with another healing perk so it goes faster (and because I like to do healer builds anyway), but I like the security of knowing I can heal myself if I need to and that I'm not dependent on randoms who might not care if I die. I've had social No Mither in too many games.

  • @whispersenthusiast said:

    The idea of a battle pass is to reward dedicated players, and get more casual players to spend more time playing. It's not supposed to be a participation award where you play 5 hours per week and get the same reward as someone who plays 5 hours daily.

    They're already making changes to the archives so you get more fragments for completing a web, and the rift is gonna require less XP for one fragment. This is to make it more casual friendly. In addition to that, you're also able to purchase the old rift cosmetics later down the road too so you technically don't miss out on anything but charms.

    That being said, it'd be nice if they added more stuff to the free track - but not auric cells. Getting like 4500 shards for a completed free track would be a nice gesture. That way you could buy a green rarity cosmetic in the store, or you'd be halfway to buying a non-licensed survivor/killer or a purple rarity cosmetic.

    It literally is a participation award -- the only thing you have to do to make progress is play.

    I also don't think its primary purpose is to encourage people to play more. I think the primary purpose is to get $10 from people on a semi-regular schedule, with the idea that most of them won't play enough to earn the whole $10 back, and/or they'll pay to advance through the tiers because they really want one of the rewards.

    However, if it were easier for me to complete the rift, I'd be more likely to drop $10 in, personally, and then spend the cash-back on another skin. So, they're missing out on money from people like me by making it so tedious, but they may be making more money over all. IDK.

  • What counts as holding the game hostage has always been kind of vague. IMO, there are two things that have to be true:

    • One team has the ability to progress or end the match, but refuses to do it.
    • The other team does not have the ability to progress or end the match.

    I think the debate comes in when we try to decide what "having the ability to progress or end the match" means. I would argue that, if the survivors are better at hiding than you are at finding them, then, after a certain amount of time, it's clear that you don't have the ability to progress the match, therefore, if they're refusing to do the actions they could do to progress the match (working on gens), they're holding you hostage. But at least some other people would disagree.

  • I dispute the notion that he's good at camping.

  • I also had a farming David recently. I spectated after I died, and his routine was to crouch without doing a gen, wait for someone to get hooked, run to the hook, force a heal on the person he unhooked (by interrupting every time they tried to walk away), then stealth back to his crouchy corner while the killer returned to chase the person he just healed.

    I couldn't tell if he understood that he was killing us off one by one.

  • Has this been officially acknowledged as a bug? I ask because I feel like keys have always been pretty abundant. Last time there was a hatch challenge in the rift, I literally loaded into matches empty-handed and planned to get a key from the chests, because it seemed so likely one would show up.

  • I love Starstruck. They all stay away from me while I'm carrying and (at least right now, when no one's used to it) I can sometimes get a free down on somebody who does a gen in my face.

  • I've been enjoying it with Fast Track lately, too. If you go into a match building around Stakeout (which can include taking healing items that give bonuses for great checks), it can be really useful.

  • The thing that has worked best for me is to go by the sound cues only. I rarely turn around to look at the Nurse -- I just go by the gasp and the shriek, and use that to time my pivots. The times I do worst are when I think about it too much, or run toward something on purpose (window, wall, structure, etc). The times I do best, I just empty my mind and swivel in a random direction when I hear Nurse sounds.

  • I decided early on not to sweat this rift, because I didn't like any of the prizes that much. Just playing casually, I got to tier 41, and I can't imagine grinding out the other half.

    The silliest challenge this time was definitely stunning the killer with a pallet that you already reset, but I also didn't like that some of the generic killer challenges were blocked by Nurse challenges -- meaning, if you don't/can't play Nurse, you can't get the other challenges either (I can't play Nurse because the VFX give me a migraine).

  • I'm on controller and it progresses pretty smoothly, but I still get the thing where, from my POV, it looks like I should have wiggled free just as we get to the hook, and then it doesn't happen. I always figured it was lag and, on the killer's screen, they got to the hook a little earlier.

  • @Patrick1088 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124741#Comment_2124741

    Whispers is more than just person is on same map. If it activates then that person is 32m (assuming tier 3) within range. Well obviously they're not behind you since it just went off. So if its 32m diameter circle for your TR, your semi-circle in front is 16m which a survivor is somewhere in there most likely. You can move left and right. If Whispers turns off as you move left, then move the other way. Its a compass that points you in the right direction with relative certainty until you either 1. See the person or 2. See scratch marks as they run away.

    If you can understand how to maximize Whispers you waste less time guessing and more time in chases.

    All I hear is "They're somewhere on the map. They're somewhere on the map." Because I don't know distance. It's also not obvious to me that they're not behind me because, couldn't someone just run into my radius from behind me? Like, unless I knew for sure that the behind part of the radius had covered the whole map and all possible hiding spots? Which I don't, because I don't know distances?

  • @Phasmamain said:

    Hillbilly just like his old pants so much he wanted another pair

    That's real, and I relate to it.

  • @Kate_Main_01 said:

    Unfortunately this is the result of a PvP game. A Survivor gets hit on the hook, face camped, waits 15 minutes for a lobby only to go against an ebony mori, gets tea bagged by Ghostface, or even gets a cruel message from a Killer and they decide to take out it out the next Killer. Just like Killers see tea bagging Survivors or flashlight clicking and decide to punish the next group for it. It's sad because nobody who had anything to do with it is getting 'punished'.

    I also think the fact that even red tier Survivor rates are statistically shockingly low (and dropping) has created a lot of hostility. That is a balancing issue though and not the Killer's fault, but the Survivors cannot tea bag the game devs so they target those who win a majority of their games.

    As a Survivor main I have literally never tea bagged, not even once. And I cannot flashlight to save my life or anyone else's so I just do not use them but if I did I wouldn't be rude with it. There are those of us out there, I like to think it's the minority who are toxic (Survivors and Killers alike) so hang in there! Happy gaming. <3

    I think it's a pretty sizeable minority. But, I don't BM people either (and can't use a flashlight, either). When I'm in the exit gates and I know everyone else is also okay, I just leave. When I find the hatch, I jump in. I don't understand people who hover just to be rude.

  • Yeah, I don't get this either. Limiting the snares, I can see, because people spam the snares during chase, but you don't really spam pallets and they require set-up ahead of the chase, so... was it really oppressive to have 10?

  • I don't think about physical space in terms of distances, so, when a perk tells me someone is within X meters, it may as well just say "Someone else is on the map." I have no idea how close or far that is.

    As for how I play without being able to find the last person... I just accept that the last person might escape. It's not a big deal to me if they do.

  • I don't think the goal should be to bounce into every match and do all five totems. I think there's supposed to be an element of randomness and chance. Like, maybe you get lucky and you happen across the totems -- maybe you don't. If you're really intense about it, you can bring a perk to help you out.

    At the same time, I would be interested to see an experiment where a four-man in a real game tried to do all five totems before popping the last gen, just to see if they could do it, and how long it would take.

  • It's situational. Blinding the team, or the designated rescuer on the team, does slow them down, but not as much as you'd think.

  • I literally don't care about Resident Evil. But I could get excited, if they design really cool perks and powers.

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