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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I don't do anything different. I'm so slow at killing people that they basically have to wait for endgame to use it.

  • I hate them. When I'm killer, I don't need another task to do. When I'm either side, I don't need to run into a dead end at random times.

  • I like the aesthetic and I think some of the perks seem interesting, but I'm worried about the killer's power. I would really like to play Trickster, but I feel like I'll just get stomped.

  • I like the concept but the current implementation doesn't seem strong.

  • I prefer the streamers who block out other players' names so that they don't get harassed. If they do that, then I don't care if they stream our games and make fun of me -- I'll never watch the video and I won't ever know.

    When I first started playing, there was part of me that felt a producer's instinct to try to make sure the video was interesting, if I knew someone was streaming it, but that went away pretty fast. Now I play exactly the same way, no matter what.

  • Different people are upset by different things, so, if a four-man slug makes you so upset you want to DC, I'm not going to tell you you're wrong. But the bargain you make when you do that is taking the penalty. You're basically saying, "I hate this so much that I'm willing to eat the penalty to get away from it." There's nothing wrong with doing that, but the penalty needs to exist to discourage people from doing it lightly.

  • This still bugs me, too. If you're tunneling someone, you don't need a display to remind you. You just go back to the hook and chase the only person you've been hooking. If you're not tunneling, a hook counter can help you avoid railroading one person or help you tell the difference between survivors who have similar skins.

    Giving the hook display to survivors encourages them to protect players who are on death hook -- that's fine, but, if you're going to do that, I think the info should be available to both sides.

  • I watched the Tru3 video, and I think the point he's making is that, when you take looping out of it and literally run in a straight line on a large map, the time it takes the killer to complete their action cycle of catching up to the survivor, downing them, hooking them, and walking to the next survivor -- if they even know where the next survivor is -- is long compared to the time it takes survivors to hammer out a gen if they team up together.

    In fairness, I've heard other streamers make negative comments about survivors "holding W" and I think it's a little unfair when they do. People aren't obligated to stay and play a pallet with you if their better option is to just run away. But I think it's valid to question whether it should be a better option to just run away or not.

  • The thing that bugs me isn't so much the random pips as the implied judgement when it tells you it's displeased. Like, the Entity didn't play that game -- it doesn't know what my options were. It can keep its spooky noises to itself.

  • I don't really get the current rank reset. If everyone drops one color block each month, aren't you playing against the exact same people anyway? I don't see how it changes anything.

  • SWF is the unholy bargain at the core of DBD. From a balance POV, no one should have ever been alllowed to use comms, but they were -- I would guess, for marketing reasons. So, now it's a thing that always happens and it would be hard to take it away.

    I get what people are saying about how proximity chat could solve the problem, but there are lots of reasons why people choose not to play games that have voice comms. One being that strangers will harass you -- particularly if your voice identifies you as a woman. Or maybe you just don't want to talk to people constantly while you play (me).

    It's sad, because I think part of what's fun about the idea of this game is NOT being able to communicate well, so that coordination is more of a guessing game/challenge.

  • Every now and then people kick around the idea of having legendary skins of existing killers when they were still human and somewhat attractive looking, and I think that could be interesting. Personally, part of the reason I get more excited about Survivor is because I like the design of their cosmetics more, so, if I could play killer with an aesthetic I liked, I might find it more fun.

  • I think it would be cool if we got new maps, but I think it would be cooler if our current maps worked properly. So, in a world where the current maps are de-bugged -- awesome. I'd love a blighted map or a cyberpunk map, etc.

  • I'm a casual and I would like to play with other casuals. If the MMR can do that for me, I'm happy. I don't think it needs to create an accurate ranking of the best players who ever were.

  • I'm not doing the rift this time. I thought the first two were the best and that was sadly before I bothered paying attention to them. Now, it's hard to find something in there I even want.

  • I don't think companies should profit by creating digital spaces where people can do and say whatever they want with no accountability. The problem of how to police community interaction in a space that large is hard to solve, but, if you're making money from hosting this stuff, it's your responsibility to come up with solutions.

  • I'm slightly more inclined to play the character with his camera in the right position, but I'm also worried the VFX will give me a headache, so...

  • I look for the totem but, if I can't find it before the survivor loses a hook state, I'll try to unhook anyway.

  • People in this community always want to punish other people for some reason. I think NOED's a perfectly fine perk, but I don't think that it or any perk should be designed with the express purpose of policing how someone else plays. I think the point of NOED is to give someone who's losing a chance to make a comeback, or at least mitigate the loss -- that's not a punishment; it's an attempt to even up the game.

  • I think this is a good point. I would find it easier to tollerate some of the annoying things about the game if I were earning more rewards for playing. But, when it takes so long to grind out one cosmetic item -- which is basically the only thing you can grind besides perks -- the ratio of frustration to reward can feel wrong. On would be nice to end each match feeling like I made progress on something (more than a drop in the bucket).

  • @CashelP14 said:

    I'm only here just to play devils advocate but wouldn't you rather face this than have all the survivors actually sweat?

    I don't know if they were doing gens or not but from the sounds of what your saying it seems like they weren't. If that's the case then it's better then doing this than all working on separate gens trying to gen rush you.

    If they got someone to create a smurf account though then that's just extremely annoying to hear. Only you will know if that rank 16 was actually good (I.e smurf) or actually a bad player but was friends with this team.

    Me personally I hate the term bully squad. Just because of the fact that if they weren't messing around then you'd probably be complaining about getting gen rushed.

    I know this question isn't address to me, but personally, I would always prefer the team that does the gens fast and leaves. It's not a very fun game, but it doesn't feel malicious.

  • I don't like the new maps, and it's hard to explain why. It doesn't really have to do with the playability -- I just feel like they're less interesting, visually. I walk around and I don't feel like I'm in a place that has character or personality -- I feel like I'm in a procedurally generated wasteland where everything looks the same and none of it (outside the main building) has any distinguishing feature. I also feel like there are a lot more fussy little corners, and low-laying piles of debris to get caught on.

  • I like this idea, but I would also be afraid that, if I walked away from a chase with the one I'm ignoring, I wouldn't find another chase fast enough.

  • When you're down to two people and you're not going to finish the gens, my philosophy is to keep playing until the game ends naturally. So, I'll always try to rescue the person on hook, and I expect the other person to rescue me. Whoever has the worst luck dies first, and then the other one tries to escape.

    In cases where the killer's being horrible, or where I can see that my teammate's trying to save me but will definitely die in the process, I'll try to unhook myself if I can and, if not, let go during struggle to try to give them a chance.

    In cases where my teammate totally could try to save me, but they camp the hatch instead, I hold on for as long as possible and hope the killer gets them.

  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1991061#Comment_1991061

    It almost seems like heterosexuality is the abnormal thing these days. Way too many people consider themselves LGBT just because that's what's popular. Its frustrating.

    That's not a thing.

    But to answer the question of why people want an LGBT character, it starts with an innocent, earnest, natural desire to see yourself represented in the media you consume and feel like you are acknowledged as being part of the community. Like, "I want to see myself in the game; it would be cool if there were a character like me."

    And then you say that out loud, and a bunch of angry boys tell you to STFU and stop trying to ruin their game for them, because their perfect world is a world where people like you don't exist, and they'll set their PS4s on fire if even a single byte of the game is designed for you and not them.

    And then you're like, "Now I want one so I don't have to feel like you've won."

    in LGBTQ Comment by Hex_Llama
  • Yeah, I think there are a lot of uncomfortable undercurrents in the criticism toward this killer. I think the art direction is different from previous chapters, and it's fair to make that observation, or to say that you prefer the style from previous chapters over this one, but the level of anger some people express about it makes me think something else is going on.

  • I wonder if they think it would be too strong for someone to save Main Event for some particular situation. Like, I guess, if you hosed everyone in the basement or something? But I agree that having it go off randomly when there's no one near you seems pointless. I'd be curious to hear from the devs what the intended gameplay is -- like, are they thinking you'd only throw your knives at a moment when it's advantageous for you for Main Event to trigger?

  • I die a lot by doing that, but I don't want to play hide and seek for the whole EGC. I'll take my chance to get it open while the killer's gone -- if it works, it works; if it doesn't, oh well.

  • I try to hook people as much as possible on the path to kills, but a 6-hook 2-kill feels better than an 8-hook 0-kill.

  • It's too early to say for sure. Right now, my first impression is that I like how he looks, but throwing knives is not "trickster," and the knife throwing doesn't seem to do a whole lot for you, especially because the lacerations heal on their own. I think it would be more interesting if survivors had to do something to heal, because then they'd have a choice to make about whether it was worth it.

  • Aesthetically, I really like the design of both the killer and survivor. Like, really a lot. But I also think they look a little different from the normal style of the game.

    I don't get what about the killer is "trickster" since his power is throwing knives and that's... not really a trick, except in the carnival sense. Their power seems like a cross between Huntress and Plague, but my very first impression is that it's a slightly worse version of both, because the survivors don't get injured on a hit, and they passively lose progress toward injury over time.

    I'm waiting to see what I think of the perks.

  • I agree that this would solve some of the problems people have with the game right now (gen rush, getting killed early in the match, etc).

    The main con I see is that the optimal strategy is for all five players to cooperate, because achieving your goal doesn't block the other side from achieving theirs in this design. Cooperative games can be fun, but you need other elements to make it interesting. If the competitive aspect of the gameplay suddenly got removed from DBD, it would be more monotonous -- just repairing as many gens as possible in 13 minutes or hooking as many people as possible with much less tension or suspense.

  • I'd be willing to do just about anything as an experiment. It would be interesting to see what happened.

  • I totally agree that they should do something to prevent flashlight strobing. I wasn't aware of how bad it could be until recently, when I went against someone who seemed like they were actually trying to give me a seizure. It's different from using a flashlight normally.

    It's really irresponsible, and bad accessibility to flash lights at a rate that can cause seizures. I don't think DBD is doing that on purpose, but they've created an opportunity for their users to do it using their technology, and they should take the opportunity away.

  • I also dislike 360s. To me, it feels like a way to cheese your way through a chase instead of using the environment. And I was generally fine with the new animations. Some of them look silly, but this is kind of a silly game.

  • He feels contempt for you, which is why he tried to bully you all game. Now he's embarrassed that he lost to someone he feels contempt for, so he tried to take the kill away from you by saying that it wasn't legitimate. It totally was a legitimate kill, and you have nothing to feel ashamed of.

  • I would like it if keys only worked for the person holding the key. I think that would be a positive change that's pretty simple to execute.

  • If the killer's dominating the match, NOED never goes off, so it's a non-issue. If it's a hotly contested match, going back and forth, then NOED's just another element of a game the killer played well. If the survivors are dominating the match, then NOED can stop it from being a total shut-out by helping the killer get someone at the end, which I think is good.

    Because it's an asymmetrical game, it's hard for a match to be a total shut-out for the survivors in the same way it can be for killers. So, in the interests of making sure all five players have a chance to get some points, I think it's a pretty good perk.

  • I'm really glad they're prioritizing this. They shouldn't be providing an environment where it's normal for people to be verbally abused and have slurs directed at them, so any steps they take to correct that are good.

  • It can be "I escape" or, if I have a specific task I'm trying to do for a daily or a rift challenge, it can be getting to do my task. If I have fun in the match, though, I don't care whether or not I won.

  • I generally like the swamp maps, but I don't like that they've gotten full of fat shaming spots lately. I also just give up on finding hatch if I load into one.

  • I'm getting bummed out about the grind. I would like more frequent rewards for playing. I was sort of excited for the rift and the event, but neither were anything special, and I don't really feel like doing the challenges again. At this point, I'm grinding for shards so I can get cosmetics, but it takes so long that it hardly feels worth it.

    The last week or so, I took a break and started playing Hades. Every time I play, I make meaningful progress toward unlocking the unlockables, even if I don't do very well. That's a lot more fun than trying to cycle through 30 matches of DBD so I can get a handful of rift shards for a skin I only sort of like.

  • It might be interesting if the person on hook didn't have collision. That would prevent a lot of cheesy unhook moves and also prevent the killer form hitting people on hook.

  • I think the reason this feature is exists is so that, when you're downed and have nothing to do, you can see what's going on and also have hope that someone's trying to save you. It makes you feel like you're still part of the game. I think taking that away would give people a much worse experience.

  • Prove Thyself -- at the start of the project, I go, "Come on guys, if we all pitch in, we can do this really fast!" and then I do the whole thing by myself.

    Breakdown -- when I get hurt, I take petty revenge that doesn't help me or anyone else.

    Fixated -- I don't run unless something's chasing me.

  • If it's a really good nurse, I don't think there's much you can do. If it's an average nurse, run out into the open, let your mind go blank, and literally don't decide which way you're going to dodge until you hear her inhale. Then turn in a random direction and, when the screech is done, turn in another random direction. Get distance while she's fatigued and repeat the process.

    1. I think the broken matchmaking makes it hard to tell what the balance is like otherwise. SWF has an advantage over everyone else, but that's all I know for sure.
    2. Rank 4/5 on both sides.
    3. ~800 hrs over the past couple years.
    4. The characters I play most frequently have the perks I want for a my standard, default build. If I want to do something fancy, I normally can't find a character who has all of the right perks unlocked.
    5. Started as 100% killer, and now split my time 70/30 with the larger part going to survivor.
  • In so far as any game anybody plays requires some amount of skill, DBD is a skilled game. But, if I looked at it in comparison to all the games in the world, would I say it requires an unusual amount of skill to do well? Or that the skills you need to do well are unusually hard to learn? Probably not.

  • OhTofu had an idea to change Hex perks that I think would solve this issue -- basically, make it so killers can only run one hex per match, but the hex starts out super strong and survivors have to weaken it gradually by destroying all five totems (or else they can choose to leave it up and take the risk). When I play survivor, I think hunting for totems is a fun alternative objective, but a lot of the time I don't do it for time efficiency. If it was the only way to disable a super strong hex effect, I'd do it more often.

    In the absence of that solution, i think the next best thing would be some other kind of scavenger hunt -- something that forces people to move around and try to gather something or activate something besides gens.

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