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Hex_Llama

Hex_Llama

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Hex_Llama
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  • Yeah, I think putting a default cosmetic item in the rift is the nadir of how lazy it can be.

  • I don't play with Spine Chill. I'd say I get grabbed very rarely -- less than 1/25 matches against a stealth killer. Mostly because, for a killer to sneak close enough to get a grab, you have to be positioned somewhere where you can't see them at any point during the approach, and those spots don't spawn as often as you'd think.

    I do, however, get hit during vaults all the time. So, take that as you will.

  • I would actually rather 4 keys than 4 people jump out the hatch with 1 key. At least that way they all had to burn an item to do it.

  • I decided early on not to prestige, so I could try to get a full perk set faster. In retrospect, I think the time it would have taken to prestige would have been a drop in the bucket compared to how long it takes to unlock all the perks but, oh well. No going back now.

  • Is recoil the thing that makes my camera drift up while I'm throwing, or is it something else?

  • I like the idea of giving survivors something special to differentiate them. What if it was as simple as the survivor getting a boost to one of their own perks, should they choose to have that perk equipped? The devs could decide which perk got the boost, so it wouldn't necessarily have to be one that made the survivor OP. It could transform some of the weaker perks into something actually useful, if you run it on the survivor it belongs to.

  • I'm not a numbers person, so it would actually be worse for me if they put raw numbers in -- and it would be a pain for them because, any time they tweaked the numbers, they'd have to update the text. If there were going to be numbers, though, I'd do better with ratios or percentages. So, if you want to say "It makes XYZ 50% faster" that's better for me than, "It subtracts two seconds from XYZ."

  • Back to the original point -- as others have said, I think the idea is that the survivor is supposed to have to choose between risking the gen or risking themselves. I don't think there was really meant to be an option where we didn't risk anything, which is why DS was changed.

    I almost never play with DS, so my normal unhook procedure is to hobble off to somewhere safe and try to get healed. If I choose instead to run to the regressing gen in front of me and start repairs, I realize that I'm taking a big risk -- the killer might come back and down me again. But that's a choice I get to make, based on what I think will ultimately help my chances to escape the most. I can also decide to tap the gen and run away, if I think I have enough time to do it. Again, the risk/reward decision is up to me.

    IMO, running DS shouldn't change the way you make those decisions -- it should just help you in a situation where you don't get to make the decision at all, because the killer's right on top of you again before you have a chance to run away.

  • I think this is a good perk, too. If you hate body blocking, now you have a weapon you can use against it. If you like meme builds, now you can get more Mad Grit/Agitation lols.

  • I'm assuming they made a lot of money on this chapter and the new cosmetics -- and I hope they did. I hope they use that money to hire more staff so they can keep up with the production schedule and work on their backlog.

  • I think that, if there were going to be an obsession in every match then, by default, being the obsession should do something. It shouldn't just be a decoy to obscure information the killer would otherwise have. So, if we came up with something that would happen by default when someone is the obsession, independent of whether people are running obsession perks, I could get on board with it.

  • I agree that right now it seems like there's no good reason to use this perk, unless you're doing a very specific build where you need to be injured for it to work. I think you should get a better advantage in exchange for being injured all game, but I don't know what.

  • I would really love to see a stream where they explain their reasoning for why Trickster is the way he is. I'm not being sarcastic at all -- I want to understand the design. I also want the character to be viable, because I love his cosmetics so much.

  • I don't think the perk itself is a problem -- the problem is more that it's vulnerable to abuse. A solo survivor using it in an honest attempt to hide or escape is fine. A survivor with a stun challenge creeping around the map to surprise-stun you all game is annoying. Toxic SWF chain-stunning you indefinitely is the thing we all remember in our nightmares.

  • The GG part, to me, is like shaking hands after you play a sport. If no one was toxic during the match, I think it's actually extra polite for the winner to say GG first, because it puts everyone on an even plane. If the winner was toxic, then it's rude, because they were disrespectful the whole time you were playing and that cancels any attempt to look respectful after.

    The WP part is more complicated. If I played really badly and someone typed GG WP, it would communicate to me that they aren't even paying attention to what they're saying, in which case it's the same as not saying anything.

  • Killer is brutally hard for new players. It's totally fair to decide you'd rather play a different game.

  • I had a few of those today. Two were with what I think were 3-man SWF, where they fell all over themselves to hook-bomb each other while I did gens and kept picking them up, and then they left me to die on my first hook. I always run Kindred, so they knew what they were doing. :(

  • At least I'm not disturbing the birds.

  • I found out what DBD was when a bunch of people from Buzzfeed started playing it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054888#Comment_2054888

    You have one gen left to do.

    It's the only gen left to do.

    Where is the Killer?

    You need to time it so you never have one left by itself.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054894#Comment_2054894

    When you Dead Hard on your screen but still go down on the killers.

    Yeah, that shouldn't happen either. I'm not sure if getting rid of exhaustion would make that better, but definitely the most frustrating thing in this game is doing the right thing at the right time from your POV and getting it cancelled by the sever.

  • @Nos37 said:

    Failed Dead Hards should not cause exhaustion

    What's a failed Dead Hard?

  • I don't think it would be impossible. I just think you'd have to change the way you play... which you could, if you were a 4-man SWF, because you'd be able to coordinate who's doing what.

  • I'm nervous about this, because I don't want them to not look like themselves. The earlier character models have personality, even if they look less polished than some of the newer ones. That said, they've come a long way in how well they model hair, and I like that the newer cosmetics are usually less grimy, so you can see the clothes. So, changes like that that don't fundamentally alter the way they look, or the vibe they give off, would be neat.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053346#Comment_2053346

    I guess I hope it’s more intensive and specific to each killer than general, it would reflect a player’s skills better especially if each killer is being measured individually anyways. Thanks

    I would almost guarantee that it's not. I don't have any more info than anyone else, but my assumption is that they game up with a measure they could apply to all of the killers rather than tailoring it to each one. And it's probably a lot simpler than whatever we'd want it to be.

  • You know what I think would be fun? If there were a killer who injured you automatically if you touched them -- like an acid monster or something. And then no one could body block them, or crouch in their blind spot, and people who get super annoyed by that stuff would have someone to play.

  • I dodge sometimes if I see that someone has a really messed-up display name and I don't want to look at it all game. Otherwise I take whatever randoms I get.

  • If you get a good Huntress, I think it's Huntress.

  • Lately I've been enjoying DyllonKG's videos. I like Tofu and Tru3 as well.

  • IDK. I think the licensed chapters create more pressure to make the killer strong and cool and something people will be excited for. I also think adapting a licensed character can push them to change up the gameplay more (e.g., Pig's traps, Pyramid Head's cage, Myers' stalking, etc).

    On the other hand, frugal person that I am, I like that the original chapters can be free, and the cosmetics for those characters can be free.

  • @FancyMrB said:

    If a 'fix' was to be made to swf I would say only focus on the full 4 man team. 3 and 2 there is no point and they are not an issue.

    I always thought it would be nice if 4 man swf was its own game mode and the killer playing that mode would get an extra something something.

    "But no killer would play that mode."

    What if:

    - Killer gets Extra blood points just for playing the mode.

    - 1 extra gen needs to be completed or the time to complete a gen is increased.

    - Killer has a 5th perk slot.

    Those are just suggestions but you get my point.

    Ultimately swf isn't really a big deal. What the real issue is the rank disparity between swf and the killer. I'm a green rank killer at best and I just play for fun, yet Im going against red ranks and their 1 brown rank smurf friend. Those games are painful since of course they are better then me -eye roll- They are skilled players and that are communicating and synergizing their perks and add-ons. The crap part is they are getting lower rank killers like me just to bully instead of going against their red killer counterparts.

    (We need a better rank system).

    I like the extra gen idea, actually. Maybe that would be enough by itself -- if there are 2 people in SWF, play as normal. If there are 3, do 6 gens. If there are 4, do all the gens.

  • I agree that people in this community spend too much time trying to punish other people, or list the offenses that "justify" being punished. But, if the specific players you match with are being really aggressive, I think it's totally fine to use a proportional amount of aggression in return.

  • I say Hag only because her traps are stored in her finger, whereas Trapper has to trudge all around the map to pick his up. If there were an easier way for Trapper to get hold of his traps, I think he would win.

  • Currently, I think you can erase them with a flashlight. I'm not sure if she'd be stronger or weaker if people had a default way of doing it in exchange for more speed.

  • This situation sucks. I'd be curious to know what people could do proactively to back up their purchases somehow. Half of my stuff was bought through Steam directly, and half with auric cells, and I get the feeling BHVR doesn't keep track of what you do with your cells after you pay for them. Makes me kind of nervous.

  • I don't think the hatch can tell if it's spawning because somebody DC'd. If it could tell, and DCing at two survivors meant the hatch couldn't spawn, then DCing would become a way to grief your teammates.

  • I think this is another value for money question. If you don't feel like the game offers good value for money, then obviously you want more stuff included for the price you paid (which is different from wanting things for free). If you do feel like it's good value for money, then you don't mind as much.

  • Wait, why do we believe the Shrine is random? I assumed there was a human picking perks.

  • I mean, I'm disappointed because I want new content, but I also want the content to be good. So, if the reason they're holding it back is because they're still working on it, that's great. If the reason is because they missed their submission deadline... maybe they missed it because they spent so long working on changes? Maybe?

  • @eric_alrasid17 said:

    It's a fair price but shard drop isn't.

    Should give 450 shard every level and it should be fair

    I don't know if 450 is the right number or not, but I do think we should be getting shards faster. I'm definitely the kind of player who's oriented toward unlocking and collecting stuff and, right now, it feels like the number of hours I have to invest to grow my collection is too high for it to be satisfying.

  • As of right now, probably yes, because they haven't come up with a legendary killer skin where the weapon couldn't be removed from it, as far as I can remember. But I think there's a pricing/marketing thing where they want you to buy all three pieces together just like the survivor skins. It's just that, because the pieces are different on killer vs survivor skins, it doesn't totally make sense.

  • Had a killer game where it got down to a Claudette and a Jake remaining with a couple of gens left. The Claudette was a really good looper and we ran around the whole map multiple times before she went down. I hooked her and went looking for the Jake, at which point I discovered that all of the remaining gens were at 0%.

    Jake rescued Claudette and then stealthed away to go do nothing again while she got on a gen injured. At that point, just on the principle of the thing, I left Claudette alone and went and killed the Jake.

  • I agree that it's frustrating when what happens in the game is different from what you would expect to happen in real life -- hits registering from really far away; cover not providing cover; when your camera turns and you hit a barrel instead of the survivor you're chasing. It breaks the immersion and it can feel like you're being randomly punished when what you did should have worked.

    I think there's realistically always going to be some kind of gap between how things look to humans and how they look to a computer and, unfortunately, the way the game works is based on how it looks to a computer. I would prefer that the devs focus on making it harder for players to exploit that gap in order to grief people vs trying to make the gap disappear so that everything always behaves how it looks like it will.

    • Nurse because the VFX give me a migraine
    • Deathslinger because I don't like shooting games
    • Twins because I hate body horror and I think they're revolting
  • Well, this turned hostile fast. I think it would be cool to have an Indian survivor!

  • The longer it goes on, the more suspicious it looks, but I've never seen anything like that, so I don't know.

    One of the things that makes it seem suspicious to me is that, once you get to the stage where you're stuck carrying the Dwight forever, no one else seems to react to that -- not even by pointing or memeing or anything. The David, in particular, just keeps trying to provoke you and get you into a chase where you can't catch him because you're at carrying speed. The David also seems to always be there when something weird starts happening, and he seems to appear at weird times and pick himself up very quickly when he's down.

  • I'm still looking forward to this, and I agree with the people who said that the drawing is so stylized that it's hard to translate to the in-game cosmetics and that the first effort they made was kind of underwhelming.

    I also noticed that the contest rules this time were super clear about how you have to sign a release form that gives BHVR license to do whatever they want with your concept, and I wonder whether the friction over this skin made them change their communication strategy.

  • I thought it was mostly good. It felt better than the usual system, anyway. I'm kinda potato myself, so playing with other potatoes makes it more fun for me.

  • I wish there were more intel on what the expected behaviour of the MMR is, because I don't really know if it's working or not. The matches I got tonight were definitely different from usual. I'd say the overall skill level of the people I matched with (both killer and survivor) was lower, though there seemed to be some variation. FWIW, I am not good at this game, so it's actually a positive for me if the system is matching me with people who are also not good at the game.

    The one thing that confused me is that, in my last survivor game, I got matched with three other survivors who seemed about the same as me (somewhere in the midrange/intermediate level) and a rank 20 killer with one perk who clearly didn't know where the hitbox was and seemed brand new. I felt like that person ideally would have matched with other new people, but I don't know if maybe we were just the worst players online so the system had to pick us.

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