Hex_Llama
Hex_Llama
About
- Username
- Hex_Llama
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Comments
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When I play killer, I don't care that much if people have keys because I usually don't snowball fast enough for it to matter, so I don't bother with Franklins or anything just for that. It does make a mildly negative impression if someone switches to a key at the last second, because it indicates an intent to be sneaky, but even that doesn't bother me enough to remember.
On the flip side, when I play survivor, the literal only time I've used keys is when I have to take the hatch for a rift challenge and, in that case, I want to use my key! I don't switch at the last second but I've definitely had a lot of matches where I brought a key for the challenge and the killer came in and tunneled me with Franklins, and it's frustrating from that POV. So I understand people who feel like they want to have the chance to use the item they brought and try to sneak it in at the last second.
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I had a lot of this yesterday, too. Don't know why.
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The first time I ran Soul Guard I didn't remember that it gave you immunity immediately after you got picked up. During EGC, the killer had NOED and slugged me, but I was afraid that, if I got up, she would notice and come back, so I 99'ed my recovery and started crawling toward the gate. I figured I'd jump up at the last minute and try to use the element of surprise to get past her. When I was almost there, she saw me and came to pick me up. I thought, "Oh, well, I guess I'll stand up at least so I get to use my perk," but then my Soul Guard protected me from the hit and I ran out the gate.
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No, for a different reason -- Dead Hard only helps you if you're good at looping and I'm bad at looping, so I need a different perk.
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I thought it was a good survey. I'm also 100% sure they care about the answers to the merch questions, since the point of asking is to find out if we'll buy the merch and I don't think they're just pretending to want to know that.
Every time I've filled out one of these surveys, there's been a box at the end where you can leave comments about things they didn't ask about, so it's not like they're excluding feedback that doesn't fit their exact questions.
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I almost never use map offerings, because I suck at all maps, but I like this idea. It would be good for situations where the game is feeding you the same map over and over, and for situations where there's one specific map that's awful for your build. I think asking to not get the map you least want is more fair than asking to get the map you most want, since it advantages you less.
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I think Huntress has some of the nicest cosmetics in the game, and they fit her character, and she doesn't look gross (which is a thing I dislike about some of the killers).
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I like to combine it with the add-on that hides the auras of the jigsaw boxes until the timer activates.
As survivor, I feel like it's rare for me to have to go through all the boxes to get the traps off. If I get bad RNG now and then, oh well.
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I went with Ghostface because, by default, Myers' stealth will go away as the game progresses, whereas Ghostface can creep up on you forever.
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This is an interesting debate. I want to say it's different, but, the more I think about it, the harder it is to come up with a reason why.
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If we're going to say things we could realistically do in a day, I'd make a friendly, affirming post to the in-game news system, change the text killers get when they de-rank to be less judgemental, and maybe add an encouraging message to the load screen and/or end screen to try to set a positive tone and promote good sportsmanship.
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When I first started playing this game, I sometimes had to queue 15-20 minutes to get a match. I remember, because I used to read and listen to podcasts while I was waiting. Ever since cross-play, the times have been amazing. Five minutes is nothing if you queue up and then do your bloodweb and stuff while you wait.
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The main reason I'd call Survivor easier is because it's more forgiving of individual mistakes, given that you're on a team. I'd also say it's easier in terms of mastering the controls and such, because all of the survivors use the same controls whereas, if you want to play killer, you have to learn individual powers for each one. So, time spent practicing Wraith doesn't transfer to Pig in the same way time spent practicing Meg transfers to Kate.
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I don't think that 4K should be the win condition, but it's what I've been conditioned to feel.
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This just happened to me as well. Several spots on the map where, visually, the survivor should be able to fit through and it appears that nothing's blocking them, but they get stuck and can't walk between the trees.
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I like Lithe better, but, depending on your map, Balanced can give you safe zones. I think it's a decent perk -- definitely not trash.
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Nothing in this game is permanent, but my expectation is that this is going to be our new UI for at least a few months. The feeling I get is that there's a reason why they have to migrate to this new UI and, unless it's literally broken in the sense that it's glitching out, that's what's going to happen.
I'm sure it's not because they think the new UI looks good or works better than the old one.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890609#Comment_1890609
Then it should automatically hit them instead of doing literally nothing over and over and over.
I agree with this. If the grab gets cancelled because the survivor stopped the action and not because they moved out of range to take a hit, then the grab should turn into a hit. It shouldn't just be nothing.
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As survivor, it was hard to know/understand what gave the killer a loud noise notification and what didn't (including the fact that some things only give a loud noise indication if the killer's near you, while others give a loud noise notification universally).
As killer, it was hard to know that some of the killers had sound cues other than the heartbeat. So, based on the perk/power descriptions, I'd think I had perfectly silent stealth, but actually survivors would be hearing other noises to alert them.
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I think it's unsportsmanlike to crank your brightness up to max in a game where people are supposed to sneak around in the shadows, but currently there are no in-game settings to let you calibrate the brightness. So, everyone already has different visibility depending on what their monitor settings are and there's no objective way to say how they should adjust those settings so they're all seeing the same thing.
I would be okay with banning filters if we had a brightness calibration in the game, because then I'd know that what I was seeing was what was intended. Until we have that, though, brightness adjustments are on the honour system and some people will always abuse that.
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I think the issue is more that they send mixed messages about how open they're going to be. A lot of game developers don't communicate with their players at all, except for pushing announcements. I think BHVR is unusually open to feedback and interaction, from that POV, and even unusually forthcoming about work that's still in progress.
However, because they're open about a lot of stuff, and they haven't established clear, consistent boundaries around what they're willing to share, it feels weird when they suddenly pull back and don't want to talk about something. Like, "Why are you being so cagey? What are you trying to hide???"
From a marketing/PR POV, I understand that developers want to have control over when and how they release certain kinds of info, and I don't think that's wrong -- I just think that, in this case, it's confusing because it's inconsistent.
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I thought it was a well-designed survey, and I'm willing to take it for what it is. It definitely did seem more focused on marketing and, as others have said, some of the questions made me wonder if they're looking down the road to future projects, but there's always a chance it results in me getting content I want at some point.
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Oni is literally on fire.
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Complaining about other people complaining. And then complaining about complaining about other people complaining. And then complaining about complaining about...
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I don't want them, personally, and I'm still busy grinding for cosmetics. But, for people who have nothing else to go for, or people who like charms more than I do, it would be a nice option.
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Favourite:
- Pig (cute ears and annoying hats)
- Ghost Face (stealth)
- Pyramid Head (sending people to the cage)
Least Favourite:
- Nurse (vfx gives me a migraine)
- Deathslinger (has a gun)
- Either of the chainsaw boys (they make annoying noises)
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I've seen both, though getting a free hatch is a lot more common than getting a free kill. TBH, I'm also a lot more likely to give someone hatch than I am to give someone a kill. I think it's because letting someone have the hatch basically just means choosing to do nothing, whereas letting someone hook you when they otherwise wouldn't have requires more effort.
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I actually don't know how to achieve this, but I want a scenario where casual players can load into a match and have a chance to do well without needing to put in thousands of hours or act like sweatlords. However you balance for that.
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I think the counter is a combo of game awareness and positioning. When you don't know who the killer is yet, or you know it's a stealth killer, try to position yourself so you have a good view and it's hard for someone to sneak up without warning. The more more you play, the easier it is to get a sense of where the killer is or whether you should be suspicious. Pig and Wraith typically make sounds that let you know if they're about to attack you. Myers typically tiers up and loses his undetectable status after a couple minutes (if he doesn't, then he stays really slow and you can try to make distance on him). Ghostface is the one you have to be most vigilant about, but if you swivel your camera enough you can often catch him.
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I mean, I think that would be hilarious, but probably not fair.
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To be honest, I don't hate this idea. Killers lose points on their emblems or whatever for staying near the hook -- maybe there can be something that dings survivors for staying in the exit gates.
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I'll be interested to see how it goes on the PTB, but my immediate reaction is that this is weird. Why not just give the Clown a yellow gas cloud that only makes him go fast? Or why not make it so the Clown goes fast in the purple gas clouds and not have a yellow one at all?
I don't know why buffing the survivors needs to be a component of this power, but, if that was tested, and there's a reason, I'd be curious to know.
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Currently, if you use Haunted Grounds with Undying, Haunted Grounds can go off more than once. What I think will happen in the future is that it won't go off more than once -- the first totem that gets cleanses would be Undying, and then Haunted Grounds would work as normal. So, yeah, I think it would be pointless to run them together, now.
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I'll wait to see how it feels when I use it, but the version they showed on stream looked unfinished to me. Kind of like they have an item on their to-do list saying that they need to re-arrange the placement of the HUD items so that they can add stuff in the future, so they did that, but no one really paid attention to how it looks.
As others have said, I'm also not a fan of splitting everything up instead of having it in one place, but we'll see. Maybe it'll be okay.
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Dealing with mean survivors is honestly the hardest part of playing killer. The only thing that ever helped me was remembering that the point of playing a video game is to have fun and that, if it wasn't fun, there was no reason to try to "make" myself play anyway. So, going on really long breaks from either DBD as a whole or just from killer. My advice is just to always wait until you genuinely feel like it might be fun to play -- don't do it just to practice.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1855863#Comment_1855863
Yes they are in this situation. The killer is choosing to do nothing else but clearly grief one person by denying them the ability to play at all.
However the survivors should end the game and get out; so that at least the EGC can happen. Choosing to refuse to do that puts you basically in the same boat as the killer; where you would be collectively griefing this one person after it's clear you are not doing anything, and you are now all holding the game hostage together.
If they go and open the gates, at least the game will progress and things will conclude; putting at least the survivors in the innocent category for letting things end.
This. The OP is really focused on whether the survivor's going to die, but the bigger issue is whether the player's going to get held hostage in the match indefinitely. I'm sure they'd rather their character die than that they have to stay in that corner for the rest of time. The right thing to do is end the match as fast as possible so that the griefing stops.
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I think Nurse has the best ability to dodge attacks from others while also being hard to avoid attacks from.
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Hag was the first killer who really clicked for me, and I mained her for a while before switching to Pig. Part of it was just that it started to feel like a chore to have to lay down traps over and over again every match -- I like it better when there's no set-up and I can just start playing.
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I don't super dislike Legion, but I do find them monotonous sometimes. You hear the heartbeat and it's not that you're afraid -- it's more that you're like, "Oh, man. Legion's doing the thing again." And then you get stabbed and you have to pretend to run away so they don't cancel their power and stab you again, and then you have to stand there and mend. It's less deadly than being in a chase, but also less exciting.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1851685#Comment_1851685
It's designed to make it feel like you're missing out on the premium track so you spend the money, more of those spaces filled would completely defeat that purpose. Why do you think it also tells you that you've unlocked a new tier even though there was nothing on it?
I've seen other battlepasses where you get a reward at each tier of the free track -- it's just not as good as the rewards you get on the paid track. If they don't want to make more free cosmetics, I think throwing in some iri shards or extra blood points or something would at least make it feel less pointless. Though, I agree that I don't see them putting auric cells on the free track.
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This is a minor thing, but it's also frustrating that the scoring/ranking for killer currently doesn't account for the difficulty of the team you went up against. So, you might actually do really well to get one kill against people who are seven ranks above you, but it's treated the same as if you matched with people at the same skill level. It feels bad to do as well as you possibly could and have the end screen say you failed.
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I also have trouble with Doctor. For me, the other one is Plague. Which is sad because Doctor and Plague were the two characters I bought when I first got the game, and I literally never got better at judging strike distance with them.
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This is rare enough that it doesn't affect my day-to-day experience too much, but it's a good example of how the game isn't balanced for SWF. It's technically possible for four strangers to decide to do this in the lobby, but we all know that's not what happened.
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Both killers and solo survivors can be having a bad time. It's not like we have to decide whose experience is definitively worst and only complain about that.
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I would always rather everyone play respectfully and not be toxic. My worst killer games have been against teams that bullied me the whole time, and my funniest killer games have been against teams that tried to bully me and messed up -- but those are funny because they were trying to do something bad and it backfired, not because that's a fun way to play.
When it's just one person doing it, I feel kind of bad for the rest of their team. Like, once, I had a survivor follow me around the map all match spamming loud noise notifications, and they also literally never helped their team, so everyone died because they were essentially a 3-man with an annoying noise instead of a fourth player.
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If I'm getting face camped, I usually struggle as long as I can to buy time for everyone else. My reasoning is that the match is already ruined for me either way, but I have a chance to try to un-ruin it for the other three people on my team so the killer doesn't just face camp them all one by one.
If someone else is getting face camped, I make a reasonable attempt to try to save them but, if we can't make any headway, I give up and start doing gens.
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Wait, why Bitter Murmur and Rancor together?
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I agree that the matchmaking is the root of all evil. It's bad for both sides, but I think the effect gets amplified for killers, because, if they match with a team they shouldn't be going against, they can get blocked from doing pretty much all the actions in their play cycle. It's really common for new killers to finish games feeling like they didn't get to play, and it's not because they lost -- it's because they literally didn't get to do anything except get juked by that one Nea.
As a secondary thing that matters a lot less than matchmaking, I hate the breakable walls. They don't make sense to me as a game mechanic, and it places killers in a situation where they already don't have enough time to do all the tasks they have to do, and now they're being asked to kick their way through strong loops, too.
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Chain-stunning someone sucks, but I don't think that's the situation being described here. I think we're just talking about a blind after a stun, which, to me, is not a big deal. When I'm playing killer, I just kick the pallet in that situation and follow the survivor sounds.
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@The_Bootie_Gorgon said:
You have 2 choices, do totems or do not do totems.
NOED is all about uncertainty, which is something that people do not like.
It feels like ppl want dbd to be more like 5 vs 5 tdm sometimes.
I think this is a good point. Sometimes it feels like people want a 100% foolproof, ironclad way they can play to guarantee a win, and I think the game is actually a lot more fun because there are elements of chaos and chance involved. You don't know if you're going to get hit with NOED or not; you don't know if everyone else cleansed a totem or not; there's an element of chance in whether you're able to find the totems at all -- to me that's not a problem; it's part of the fun of the game.