Avatar

Hex_Llama

Hex_Llama

About

Username
Hex_Llama
Joined
Visits
1,381
Last Active

Comments

  • Yeah, the invocations are not balanced right, yet. For the two specific invocations we have, it would probably be fine if they stacked, but there will be more in the future, and it would quickly get too strong. Unlike totems, the invocation also can't be removed, and I think it still stays if you die.

    In principle I get what invocations are supposed to be — you're taking a hit to help the team. Maybe, instead of being broken, you should trade a hook state to do each of your invocations (but be able to do them at once). So, you could trade one hook state to do one invocation or two hook states to do two, and then you can't do more than two. Or maybe you can die to do three — IDK; that one feels like a meme build.

    And then also the invocations could be more powerful.

  • I felt like the survey questions didn't really touch on the scenarios where it's most annoying. Which, to me, are scenarios where slugging people is a way of needlessly drawing out a match you have already won. Like slugging all four survivors and refusing to hook them, or standing over a slug until they're just about to die and then hooking them anyway so the match can't be over.

    But maybe the devs already understand why that's annoying so they were asking about more ambiguous scenarios.

  • Interesting. I was just coming here to report the same thing. Didn't notice the pattern with the number of hook states, but that makes sense. I have been so confused about why I do or don't become exposed.

  • Yeah, I was frustrated trying to find them, too. Eventually I just did a chest-opening build and ran to, like, six chests while my team got chased. One of them was winter, eventually.

  • Yeah, I have run away from that Jeff before.

  • I think, psychologically, because the survivors "die" if they lose, it's easier for the killer player to let someone go than for the survivor player to sacrifice themselves. But also I think @Seraphor is right and, if the survivor players are looking at it from a POV where they completely lose if they die, whereas the killer is looking at it from a POV where they still really won if they let someone go, that also makes it feel different.

    Weirdly, I am also much more willing to accept it if a killer lets me go vs if a survivor waves me over for a pity kill. I don't know why, but the first thing feels generous and the second thing feels insulting.

  • It depends. Ideally, I agree, Medics should be running for the unhooks and no one else should move unless the Medics are all caged, or the cage literally spawns beside them. But, if no one in the area is a Medic, having two people go to the unhook can save time because you can do a group heal.

  • I won't lie — I try really hard to stay available when I'm waiting for a match, but if the wait is too long, I tab out of the window or sometimes leave my computer to go get a snack or something. If someone's been waiting 15-20 minutes, I'm not totally surprised if they aren't staring at the screen the whole time.

  • I hope they bring everything to the store eventually, too. I won't lie — I bought the survivor bundle this week because I've been waiting for that Meg outfit for ages. It's the one they accidentally gave us for free for a week or so, and I remember it matched well with my other cosmetics. I didn't have time to play that rift but I was like, "Okay, I'll keep an eye out when it comes to the store…"

    Once they get the people who care enough to buy the rift pass, and then leftover people like me, I hope they put it in the store normally.

  • I'm having fun. I was kind of dubious about the new powers, and I still don't understand the Guide power that unlocks after you get hooked, but I like having the ability to kind of do a drive-by assist on my way somewhere else.

    Most of my Survivor matches ended with an escape last time, and most of them are ending with an escape this time, but I feel that the majority of survivors are escaping more often this time. It's quite common to hover around the exit gates until all eight survs are accounted for.

    I've had a handful of matches where the killers played really viciously and ran directly to the cages to tunnel people out, and that was less fun, but it was over quickly and the queue to the next match was instant.

  • I can hardly ever get a killer match because of the queue times but, when I do, my team does fine just playing normally. If you come into it with the idea that you need to kill all 8 of them, maybe you have to resort to something extreme, but I don't feel like that's what this game mode is for.

  • I mean — you could also just play normally and let the game balance itself in the spirit intended.

  • It's really painful. I actually like playing survivor, but I'd also like to be able to play both sides.

  • I'd like to have it on weekdays, because the matches are short enough that I can play a few on my lunch break.

  • I think that, if your leaving the match will hurt your teammates, you should DC instead of letting go on hook, because at least then they get a bot.

    There are exceptions to every rule, but I don't think that leaving a match in progress should be a casual thing.

  • My personal feeling is that it's normal and expected for a game like this to encourage players to play both roles, so I don't feel resentful about it. I agree that it would be a slightly nicer experience if all of the challenges were either/or challenges that can be completed by either killer or survivor, but I get why some of them are unique.

  • It depends how the match is going. In principle, I use a toolbox to try to rush a gen, but finding the exact right moment to rush a gen is really context-dependent. I don't see Franklin's enough to worry about it. If it happens, it happens — bad luck.

  • The worst matches for me are matches where I feel like I didn't get to really play, either because the matchmaking made it a total shut-out for one side, or because somebody chose a strategy that removed me from the game (like getting tunneled out at 5 gens).

  • I actually like that DBD tries not to objectify its characters. I feel like there might be some kind of push-and-pull about that behind the scenes, but it always seems like the character designers are thinking really hard about coming up with lore and world-building and back stories when they introduce a new character, and it often (not always) seems like the cosmetics team are trying to respect that instead of just designing something sexual that has no meaning.

    I also think they make a genuine effort to create diverse characters that represent lots of different people in the player base and make them feel seen — and it would cheapen that to be like, "LOL, you can be seen all right — seen by 20-year-old guys who want to masturbate to you!"

  • If you BM someone for four minutes, I think it's safe to say your intention isn't positive. IMO, the game should limit the opportunities people have to do stuff like that.

    I know no one liked the mori finisher, but one thing it had going for it was that the last survivor died as soon as they went down.

  • I feel like Pentimento's pretty balanced. In order for it to activate, the survivors have to have already found the totem, so there's a decent chance they know where it is/can find it again. In order to ensure it activates, the killer also has to run other hex perks with it. So, if you've dedicated half of your build to intermittently slowing down the gens, I think that's fair.

    I can remember the days of hunting Old Ruin and not being able to find it because it was hidden in some horrible corner of the swamp or something, and having to just power through it and do the gens anyway. Even the worst case of Pentimento is better than that.

  • I'm enjoying it too. I didn't play much during the last Chaos Shuffle, but this time I am, and it's fun. I like getting mystery perks and then figuring out how to get use out of them in the match. And I like getting to try perks from characters I don't own.

    The main thing I like, though, is that it feels like an equalizer. Super sweaty people can't do their favourite builds, and teams of super sweaty people can't coordinate their perks — so there's sort of an upper limit on how intense you can be.

  • The part where killers have to pick up during 2v8 was the only announcement I had negative feelings about. Part of what I liked about that mode was that a down was automatically a hook and there was no annoying back and forth around it. In a game mode where there are so many survivors and they have powers that can let them see you at all times, I think you'll have to fight way too hard for a hook now.

  • I know the feeling. I usually only run it for a stun/blind challenge, and I can't count how many times I've been carried away to a hook whispering, "Kick my gen, kick my gen…"

  • We have a really talented community. These are all nice, but I do hope Gabriel gets something, just because he has no outfits, really.

  • Yeah, I don't like it either. I didn't like the first one particularly — this one I'm finding easier as killer, because people carry a light around, but as solo survivor it feels impossible. But, even when I'm winning as killer, it can turn into a long, frustrating match because the survivors just disappear and I have to keep patrolling gens. Every match becomes a 3-gen and not because I want it to.

  • I feel like half of my games are against Wesker, and I'm tired of him for that reason. I don't like the VFX when you play against The Unknown. I don't like Deathslinger in general.

  • I'm more disappointed that the characters don't have any mix and match looks. You're locked to a whole outfit no matter what you choose. I get that it's probably a license restriction, but I get bored having the same outfit all of the time.

  • I played a lot during 2v8 and felt positive emotions 95% of the time. I was going to try to keep playing this week to get the bonus shards and finish out the rift, but my 1v4 games tonight were so annoying. I was tense and frustrated most of the time, and I remembered everything I don't like about the game normally.

    In my survivor matches, I did enjoy being able to go to a different map and not have to look for bear traps every single time. And in my killer matches I enjoyed playing killers I haven't touched in a while.

    I agree with what someone said above — the ultimate set-up would be to have 1v4 for ranked mode, 2v8 for casual, and a rotating playlist of weird/fun modifiers.

  • I agree. I greatly prefer 2v8 to 1v4, especially for killer. I honestly think that having cages instead of hooks is a really big part of it. The most annoying interactions that happen in the game revolve around hooking and unhooking, so removing that feels really good from my POV. Also, killers have a lot of time management stress, so having a partner who can multi-task with you is a huge relief.

    I also saw a video where a content creator was saying that skill differences have less of an impact in 2v8 because there are so many people and you don't have to get drawn into a 1v1, which I agree with.

  • I don't know what the cause is, but I just had this happen in two games of 2v8 on PC. Survivors would appear to crouch and open a chest as I was approaching and then they would suddenly teleport away from the chest.

  • I mean, just in general, you shouldn't go out of your way to try to make other people feel bad.

  • Yeah, this is annoying. IIRC, they changed things a while ago so that, if the choice is self-care or unhook someone, unhook takes priority. I think they should change it so that if the choice is recover or escape, escape takes priority. There's literally no situation where the player would intend to lie on top of an open hatch recovering instead of escaping through it.

  • FWIW, I've played DBD for 6 years and I've never been a Stan. I've always had other pvp games that I prefer. 2v8 is the first time I feel like this could be a game I play daily, because it's lighter and simpler and faster — more like the games I love most.

    I can see how, for the hard-core fans who do Stan DBD, they might feel differently.

  • I haven't noticed people being worse than usual. I had one Killer match where my teammate tried to slug the last person for some reason, so I sent that person to a cage. I've seen some people teabagging killers who are obviously very new, which sucks. I had one Survivor teammate who I think was blowing skill checks on purpose to sandbag people… but these are a handful of players when every match has 10, most of whom behave normally.

    TBH, I think it's harder to grief people in this mode because there are so many players and because Survivors get sent to secret cages on the other side of the map.

  • I appreciate this, too. The queue times for Killer are so bad — it was considerate to make it so you don't have to play Killer to finish.

  • I'm going to miss it, too. 2v8 is way more fun for me than 1v4 — I'm hoping that, if it's popular enough, it will eventually be a permanent game mode, but who knows?

  • This is an interesting discussion, and it helped clarify something for me. I think my preference would be for the game to be 100% about winning mind games — or as close to 100% as possible — probably because I would do a lot better if it was. The stuff that really frustrates me is what you're calling "mechanical skill expression" — or, more specifically, when I win the mind game but I lose the chase because of a difference in mechanical skill. To me, that feels like I got cheated — because the mind game is the only part I value/care about/am good at.

    So, I think what I'm realizing now is that I instinctively perceive outcomes that depend on mechanical skill rather than strategy as flaws in the game — but maybe I just don't like the mechanical part of it and I'm never going to, because that's not the type of gamer I am.

  • Yeah, I'm also having the most fun with Scout. I think because it's versatile — I can use it to hide, I can use it to help myself in a chase, I can use it to help someone else in a chase, I can use it to monitor for an approaching killer while I heal or do a gen, and no matter what I do, as long as I have LOS on the killer, I'm giving information.

    I'm also okay with playing Medic or Guide as the need arises. The one I don't like is the sprinting one, because I can't figure out the right way to use it. I had one match where I kept trying to sprint with my team when the killer approached, but none of them ever tried to make distance — they just went to the back of the tile or something.

  • I'm already queuing up as Survivor because the wait times for killer are so brutal, but I wish I were getting bonus XP for doing it. That would feel like a really good event to me.

  • Most of the groups I've played with seem satisfied to have 1 medic. Occasionally, they want 3 but I think that's because of a challenge. I started off playing medic because I like to play healer normally, but I found it exhausting. I had a few good matches where I was able to predict where the cages would spawn and put people back in the game really quickly — but I agree, if feels less like I spend my time healing people and more like I spend it running across the map.

  • It depends on how the match is going, where the killer is, etc. I've definitely had matches where people did all of the gens on one side of the map, or only the outer gens first, but I've also had matches where we all burned way too much time fighting for a gen the killer was defending — in that case, it probably would have been better if a couple of people had broken off and done far away gens.

    IMO "try not to make a 3-gen" is a more helpful rule of thumb than "never do the outside gens first."

  • Nice to know I accomplished something when I got camped to death and left the match.

  • While we're sharing memories, I remember not being able to play for a couple of weeks after Trickster came out because my frame rate was so bad.

    But my vote for worst is actually the recent bug where the whole screen would flash and give someone a seizure.

  • Yeah, I don't like it either. I also felt like it wasn't communicated well inside the game. The first time I tried to change my outfit, I literally couldn't find the menu and I was just confused.

    I have a feeling they're ultimately going to merge this with the store — in fact, maybe they said something to that effect at some point. I can't remember.

  • Supposing that they need to change the game or UI for some reason, is there a way they could go about it that would be less disruptive?

  • Yeah, I had a solo survivor game tonight that was weird. We had 3 gens left and weren't doing well. I was distracted getting chased and then when I looked again we were down to the last gen and I was kind of like, "Wait… how did we do two so fast?"

  • I like this one, too. There are a couple of skins I really like and lots that I would not buy by themselves but they're perfectly decent to get in a bundle like this and will mix well with other cosmetics. I also never thought I'd see the day when they gave iri shards away, but that's great, too.

    in Rift Comment by Hex_Llama
  • I think it's possible that any of the event mechanics would unbalance the game if they were permanent, but my personal experience with remote hooks is that I really like it as killer and it makes no difference to my game as solo survivor, since my teammates rarely go for saves anyway. 98% of the time a down was a hook in solo queue, so I notice no difference for the event.

  • I'm kind of wondering if they turned off MMR for the event queue or something, because, whether I play killer or survivor, I've been going against the sweatiest people I've seen in months and I agree it's not fun. Take me back to the queue for people who are bad and just want to wear a mask.

1 2 3 4 5 … 36