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Hex_Llama

Hex_Llama

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Hex_Llama
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  • @Falkner09 said:

    I'm pretty sure it's not coming and they just won't admit it. I love how people think BHVR could even get it to work. Notice how they never explained what skill will be judged on, even though it's supposedly different than emblems.

    I am also concerned about this, especially since they dodged addressing it in the last Q&A. Makes me think they don't want to talk about it for some reason, either because it's going really bad, or because the idea was quietly scrapped and moved to the "someday" file.

  • FWIW, I think the animations are gross and i always considered them a reason not to use a mori. If they don't even speed up the kill process anymore I extra, extra don't want to use them.

    But from the POV of playing survivor, I'm glad I don't have to die right after first hook.


  • @Awakey said:

    To make a follow-up to the hundreds of comments, rather than replying individualy:

    My point is that "representation" really isn't important. What matters in a game is whether or not the gameplay is good. It wouldn't matter if the Survivors were blank character models, as long as they work.

    I wouldn't care if every survivor was black, or white, or asian, or gay, or any trait someone can have. As long as they play well.

    And to the people saying "there's no reason not to" it's definitely an extra headache on the lore/design team to mach a gay character, not have it be their token, make correct cosmetics, AND deal with people who REALLY didn't want it.

    You're no worse off if you don't get it.

    What's important is subjective, though. So, you can totally say that representation isn't important to you, but you can also clearly see that it is important to others. So, your question is really, "Why should the game include content that isn't important to me?" and the answer is "Because it's important to other people, both on the dev team and in the player base."

    If that answer doesn't satisfy you, I think it's possible that this thread is less about you not understanding why someone would put LGBT characters in the game and more about you not wanting LGBT characters in the game, for whatever reason.

  • I think BHVR needs to make it much clearer how to report someone for stuff like this and what information, exactly, they need. If they reject a report, they should also be clear about what information was missing.

    I'm honestly surprised that they don't have a filter that automatically blocks slurs in the chat at this point.

  • As others have said, I think it's kind of selfish, but the point that doesn't get mentioned enough is it's cowardly. If you want to "take a chance to escape" do it without a spotter.

  • I haven't tried to play with Deception, but, when they announced it, I thought the idea was that if Deception is off cooldown, you can't do a rushed entry into a locker -- it has to be slow entry or Deception.

  • I personally prefer to have two health states, so I want to get healed somewhere safe, but I know people have divided feelings about it. Some streamers have made videos telling people to only heal when they absolutely have to and play injured the rest of the time -- which probably works fine if you're good at chase, but I'm not.

    My advice is to run self-care all the time. It sucks to sacrifice a perk slot, but I've had too many games where no one will heal me.

  • I like that they kept it green, but there's something about all of these updates that makes the maps look dead to me. I honestly don't know what it is. But the updated maps all feel like they're 150% bigger and the only thing added is extra grass. I find it much harder to get oriented.

  • The matchmaking sucks, and a lot of the players are mean. I get that people in this thread are trying to help by giving the OP advice to improve their game, so they can do better even if the matches aren't fair, but I think it's a lot to ask of a new player when we tell them to just tough it out while the game constantly sets them up to fail and the other players mock and insult them. The problem isn't really that the OP needs to be better at the game -- the problem is that the game needs to be more welcoming to new players.

  • I think Steam kind of named the category wrong. To me, "Labour of Love" would imply that it's a game made by a solo designer, or a small group, where they don't expect to make a profit. From what I've read, it seems like Steam defines it only as a game that keeps getting updates.

    I guess DBD isn't a bad example of a game that keeps getting updated.

  • I guess it could be lag? If you and the survivor were both mashing the buttons to close the hatch and jump in it at the same time, and somehow the server decided that the survivor got it first?

    I'm not sure. I've literally always been able to close it by hammering the action button.

  • What if, every time you block someone (for a limited amount of time or whatever), it lowers the priority that you get in matchmaking? So, the person you block can still get a super fast match with anyone who hasn't blocked them, but it takes you a little bit longer to find your next matches. That way, if you block every other person you play against, your queue time becomes riddiculous and it disincentivizes you from abusing the system, but, if you only block one or two people who you absolutely hate, the smaller hit to your matchmaking time might be worth it to avoid them.

  • I'm a former killer main who changed to survivor. I find killer much more stressful and hectic, plus there's something about getting bullied by four people in a group that bothers me more than getting bullied by one person who's doing the same thing to everyone else.

    From the POV of new players who want to focus on killer, it's a rough intake process, because the matchmaking is so bad. Around the time you hit rank 15, you start getting matched with people way above your skill level, and it feels like you don't even have a chance to learn. I think the ones who do the best are the ones who don't have any meta-knowledge about what's considered polite in the community and just clobber everyone, because that's what the game rewards.

  • I hesitate to call running Kindred, giving someone else your med kit, and letting yourself die "etiquette." I think those are options that new players might forget about, but I don't think it's, like, a social requirement of the game.

  • @[Deleted User] said:

    Hard for me to pick, honestly.

    If both survivors are in on the exploit, then yeah, blocking the hatch would be ultra satisfying... but what if only the DCer is in on it while the last survivor is just trying to play without the intention of playing dirty? The DCer would only be screwing over their teammate.

    I like the idea of blocking the hatch, but I wouldn't know how to properly execute it.

    I feel like it's more appropriate for the DC to hurt your own team as opposed to the other team, but I agree that, in a solo match, this is just shifting the damage from one innocent player to another. However, people might be less likely to do it if they know that their own team is going to be mad at them.

  • Man, I wish I could grab people when they're unhooking. All I ever do is pat them on the shoulder and stare at the hook while they run away. :(

  • I still don't have any characters with all the perks, so I always cut a path towards a perk. My order of pathing priorities is:

    • A perk I actually want
    • A perk that's on a path that has streamers/pudding/cake
    • A perk that's on a path with a good item or my favourite add-ons
    • A perk that I don't want, that isn't near anything good, but it's tier three, so this will get rid of it
    • A perk that I don't want, that isn't near anything good, and it's not tier three, but it's the only one left, so, fine
    • Cheap stuff to close out the blood web
  • Honestly, I think that if you post a video of yourself bullying people on purpose you should get banned, whether you're survivor or killer. We don't need that in the game.

  • Yeah, I don't get why, but this has happened to me the past couple of days, too. I've been on multiple teams where it feels like I'm alone doing gens and, on the other side of the map, the three teammates are swarming the hook.

    I'm trying to do the hatch challenge, because it's the only one I have left, and I think a lot of other people are also doing that one. Lots of keys, lots of hatch offerings, lots of ring-around-the-shack. I'm trying really hard to play normally and not give into the temptation to just hide somewhere until the hatch shows up, but it's frustrating.

  • Sometimes I honestly can't tell if someone's making a mistake or being a shellfish on purpose. I once saved a Nea with BT when I was also injured and, instead of taking the hit, or at least running in a different direction, she immediately cut me off on my way to the window and medium vaulted in front of me.

  • I think they're trying to do it indirectly by playing in non-toxic ways when they go on stream, or promoting streamers who mostly play in non-toxic ways, but I agree that I'd like to see them put more energy into establishing healthy community norms. There's power in saying, "Bullying someone for 30 minutes is not the intended use for our game," whether or not you make more rules.

  • I would also like more clarity about this -- for the opposite reason as most people. I was under the impression that pretty much everything would eventually show up in the store, maybe around 6 months later, so I didn't really bother with the rifts for a while.

    Based on the way they've answered questions about this in the past, it sounds to me like they don't actually have a plan for what's going to show up in the store or when -- they're just sort of reserving the right to put stuff there if they want to. Which is kind of annoying as a customer, because you don't know what bargain you're actually making when you decide whether or not to buy something.

  • Technically, I guess it's against the rules for him to collude with you and help you kill his teammates. But they also left him on the ground for three minutes while you were chasing someone else, so I get why he was mad at them.

    I think sometimes there's an awkward dynamic in this game where, if the survivors don't like each other, they look to the killer to referee what's happening and kill whoever "deserves it" the most and, when you're playing killer, you can get placed in weird situations like this where they're pointing at each other and sandbagging each other and it's hard to know the "fair" thing to do.

    As far as I'm aware, though, you didn't break any rules by letting someone who was having a rough match have a second chance or taking two free kills when they were offered to you.

  • I mean, it's not really a hardship to just enter a random day. But I agree that it's also not an effective way of keeping minors out.

  • Yeah, being Monday Morning Quarterback, I think that letting team comms be a thing is the big mistake that threw the balance off and guaranteed it could never be fixed -- but from a marketing POV, it probably also drove a lot of sales. So, I think we're in a weird zone where maybe the game wouldn't even have survived this long if BHVR hadn't tolerated external comms, but that tolerance has also created a third class of player that can't ever be balanced with the original two.

  • Brutal truth: I try to play in a way that balances my desire to score points with my desire to not ruin the game for everyone else.

  • I'm particularly suspicious of #2, where the low rank players both have full sets of tier 3 perks and good items. I would like to say that #6 shouldn't happen unless they're SWF and the system is forced to find a match for them together, but... we've all seen matchmaking do stuff like that, so IDK.

  • In the entire time I've played survivor, I had Blood Warden go off against me one time (1). My whole team died, and my reaction was, "LMAO, good for you."

  • Having read the lore that's come out so far, I would prefer a story where the survivors were more morally ambiguous. I think the way they're portrayed right now usually makes them seem like uncomplicated (generally) good people with (generally) good motivations, and my instincts say that, if you get trapped in slasher purgatory forever, maybe there's more darkness to your personality.

    So, in an imaginary world where it were up to me, I would have made the survivor back stories a little darker and maybe given them each a fatal flaw that led them to get trapped by the entity.

  • I've definitely noticed a difference. As survivor, I suddenly live about 150% longer in chase just by running forward and occasionally popping through a window. As a green/purple killer there's not a huge difference when I match with people close to my same rank -- it's clearly taking longer to go around a loop, but not so much longer that I can't catch them), but when I get fed to red rank SWF (or, you know, extremely suspiciously coordinated red rank teams that I assume are SWF) I'm toast. They just smash their faces against the scenery and run an optimal path between pallets, and I'm like, "God, I don't even know for sure I'll EVER eventually catch up."

  • Well, night one involved 7 grabs that got cancelled, and I thought, "Yeah, Bloodlust is way less satisfying than outplaying someone at a pallet and then standing still for a second while they run away unharmed."

  • This was my concern as well. When this past PTB launched, it seemed like the list of stuff that wasn't finished or wasn't working yet was more substantial than usual. Now they're basically saying they need to re-work the killer (good), but it won't be ready in time, so they'll launch anyway and... that makes me concerned for the health of the game. From the outside, it really looks like the teams are being rushed to the point where they can't keep up with the schedule.

  • I tentatively say no, because I think separating it encourages people to play different characters. There are a lot of characters I would have just dropped as soon as I hit level 40 except that they had a bunch of offerings left for me to use. I'm also a little bit worried by the idea of killers stockpiling red moris, and both sides stockpiling wards. The idea is that you're not supposed to have ultra rare stuff every game.

  • My experience going against Blight is that he's map dependent. So, if you get him in the lower level of the meat plant, where he can pinball straight toward you and you can't get out of the way, it's certain death. If you get him on a corn map, you just run to an open field and that's the end of the chase.

    So, I don't mind, overall, though it's more oppressive on some maps than others.

  • I mean, I like that they're doing an experiment instead of just changing stuff, and I like that they warned us. My first impulse was to stay away, but then I realized it's important for people who are bad at killer to play, so they can have that data, too.

  • I've spent money on both. The reasons are:

    1. I was bored and I thought getting new clothes for the dolls would make them fun to play with again.
    2. Buying cosmetics solved a problem I had with the character design (eg, I wanted the Spirit to not be naked).
    3. I wanted to show some personality by customizing the characters.
  • They won't make you better at looping per se, but Lithe and Balanced can extend a chase. I personally prefer Lithe, because there are always lots of vaults around so you have a choice about when to use it, and it can carry you to the next tile so you can keep chasing there. Balanced can do the same thing, but you have to be more mindful of running to a high point.

    Some people use Iron Will or Quick & Quiet to make it less obvious where they go if they break line of sight with the killer, but that's more about escaping chase, I think.

    I guess, if you were really bold, you could run Object so that you could always see the killer and use that to try to loop better, but it can be dangerous, too.

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754362#Comment_1754362

    You're right. These are even more niche scenarios and at this point everything else just comes down to bad game design and the hatch being a bandaid fix. The last person could still be someone who tried their absolute best and just was highly, HIGHLY unlucky to not finish one gen due to circumstances, or it could be a Blendette. But I'm not necessarily saying the last person deserves to die. It's not like the killer has them dead yet so it would be unfair if they were just guaranteed to be handed the free kill. It may sound like that's what I'm implying, which is my own fault for not being more explanatory in my original post, but I'm not. BUT it should be harder for them to escape than the 50/50 chance of hatch and then another 50/50 chance of egc doors if they still can't manage to win the first coin flip and again I say this with only the 5 gens up scenario in mind.

    So, what you're suggesting is that at least one gen has to be done in order for hatch to be visible so, in the scenario where there's one person alive and five gens up, that person should have to sneak around and do one gen before jumping in the hatch?

    If so, I don't think that's totally unreasonable, though I also don't have a problem with the way it is now.

  • I find the maps super dark. I also feel like there's weirdly extreme variation between how bright different maps are, from ones that are evenly lit with daytime lighting (corn maps) to ones where you literally smash into the wall because you can't see (lower floor of the meat plant).

    As they've been re-working maps, they've been doing more dynamic/varried lighting effects so that there's more of a range of light to dark on each individual map. This may be an opportunity to standardize how dark things are. Like, make it so that the darkest point on every map has the same brightness, and the brightest point on every map has the same brightness, and most points fall in between.

  • Just from playing it, it feels pretty balanced -- I'm not super bummed out to get it as either killer or survivor. I think the breakable walls are annoying as a killer, but that's it.

  • I've already paid over $100 for this game. That should be more than enough to have it work right. it would also just be hilariously awful if a developer sold a game for money and then said, "Hey, everyone, give me another $10 and I'll try to fix it for you."

  • If I think I can do a safe unhook, I go for it, whether or not there's a mori.

  • I never found a comprehensive answer, but it seems like you have to fall about a story to get it to trigger reliably -- so jumping off a building or falling between floors on The Game.

  • I play solo queue and I've definitely had bad streaks of matches like that. It's frustrating to spend time loading into a game and then die on your first hook because no one can bother to save you, or spend the whole time with Social No Mither. I've literally had games where I did three gens, cleansed the hex totem, and unhooked everyone else at least once, and then they jumped out the hatch without trying to save me.

    I agree with the advice that taking a break for a while really helps. That has been true for me.

  • Dude, please tell me how to tell when there's a generator nearby on indoor maps. I've been playing for almost 2 years and I don't know.

    I do agree with you, though. When I started playing I was surprised by how much info was not communicated to the player. It's partially a stealth game and, on either side, you can be making sounds that give away your position without knowing that those sounds even exist.

    I also agree that it feels like the way the game was intended to be played (or, how I presume it was intended, based on the way the features are designed), and the way it's sold to people, is different from what it's actually like. When I first started playing, there was an adjustment period of realizing that it was not really a long game of hide-and-seek where the survivors tried to evade the killer, so much as it was a fast, vicious struggle that happened out in the open and could involve a lot of aggression from both sides.

  • I was also confused about what the incentive was to do that. I would have expected people to get some kind of in-game reward or something if they weren't getting paid.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1745318#Comment_1745318

    As far as I'm concerned, characters aren't anything until proven otherwise. Straight? Gay? Bi? Pan? Asexual? Anything else I don't remember right now? We literally have no way of knowing, so why assume? That's not something you do to real people, why do it to game characters?

    I don't totally disagree, but there's a larger context in the LGBT+ community where the message for the past century has been, "You will never be explicitly included -- the closest you can come is not being explicitly excluded, so just be happy with that." And there's a really long tradition of reading into popular media and trying to invent your own queer representation in any space that isn't explicitly claimed for heterosexuals. For a lot of people, it feels like the time has come when that shouldn't be necessary and everyone should be explicitly included in the way that straight people always have been.

    In the case of DBD specifically, the message from the devs says that they intended not to explicitly identify any of the characters as gay or straight, but then they messed up and explicitly identified some of them as straight without thinking about it, which they recognize as a problem. The question people are asking themselves when they're frustrated by that isn't, "Are gay people explicitly excluded from the DBD universe?" it's "Are they explicitly included in the same way that straight people are?" And right now, they're not.

  • I think it depends on how you define what "just as bad" means.

    If we're looking at it in a binary way -- like, did you do something rude or not? -- then both things are rude, so they're "just as bad" in that sense. If we're rating the degree of impact that each thing has on someone's experience -- like, on a scale of 1-10, how much would you say this ruined the match? -- reasonable people can disagree, but I think that most people would probably say getting tunneled early on ruins the match for them more than getting teabagged at the end.

    So I think it's possible to say that both things are equally wrong in the strict sense, but that one has a bigger practical impact than the other.


  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742927#Comment_1742927

    Oh don't get me wrong, I totally see your point. When I first saw the killer I assumed mother and child. But, it's a horror game so of course certain characters are going to be distrubing. That's the whole point of horror. To shock and disgust. I mean, look at Dead Space 2 from way back. That game had Necromorphic babies in the Nursery section of the game. There was also the Questline in The Witcher 3 involving the miscaried child of the Baron's wife who became a Botchling and Geralt performs a rite to transform it. It's something done for the shock factor, not to offend someone in any way. And if someone was to be offended, then my only advice would be to maybe step away from the game.

    The Botchling is actually what this reminds me of most, in terms of the appearance. But I think, for me, the difference is that the Witcher is a narrative game and it wasn't just trying to shock us -- it was telling a story about loss and regret that had artistic merit. In Dead by Daylight, it's just a skin that you're putting on a character -- so why does it need to be this one? Victor could be a gremlin who rides in her backpack, and it would be the exact same thing, just without bringing in a bunch of complicated connotations about women's bodies, and pregnancy, and motherhood that the game isn't trying to address.


  • @Mikeasaurus said:

    I don't see how kicking a demonic spawn child from a womans chest cavity is remotely offensive to anyone. If anyone is actually offended by this, then maybe the internet is not for them? There are just far too many snowflakes in the world these days that find anything offensive.

    I mean, the part where the woman has a chest cavity at all, and then she carries this thing around like a kangaroo, and then it looks like a sickly baby... the imagery definitely invokes the idea of mother and child, regardless of what the lore says. It's gross to look at, which I don't love, but I also feel like it's kind of uncomfortable to use visuals that make people think about child birth or fetuses or whatever when there's no artistic commentary about any of those ideas.

    Like, there are probably people playing this game who've had a miscarriage before. Why not use a different visual design for the same mechanic?

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