Hex_Llama
Hex_Llama
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- Hex_Llama
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Comments
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I sometimes avoid playing Jane because I have bad memories of getting chain stunned by Janes.
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Aw, man. There was a little pocket of time between when I saw the word "twins" and when I saw the monstrosity that is the new killer, where I pictured creepy gothic twins, or a Gemini astrology killer, or something else mysterious and beautiful that I would like to play, and then... it's a shambling peasant woman with a fleshy, carnivorous baby.
I hate it.
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There kind of already is a casual mode, in that you can do a custom game with four friends.
It might be interesting if there were a vanilla mode -- no perks, items, or add-ons for anyone, which would eliminate some of the stuff people find annoying. But I don't know if enough people would play it.
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It's a judgement call. You need to do the thing that you think gives you the best chance of surviving, based on what's happening around you. But I've had many red ranks games where I crawled away and the killer couldn't find me.
@Equus said:
I developed a fun mindgame for crawling. If a killer slugs for the 4k and you give the impression of crawling towards the last remaining survivor you can send the killer in the wrong direction. This strategy has gotten me some escapes either for myself and/or for my team mate.
I had a match where a stealth killer camped me while I was slugged, so I crawled as far away from everyone else as I could. He followed me for quite a while before he realized.
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Dude, how exactly do you propose that they make the Legion mask change expression? Like, solve the design problem and show us your steps. Because, if your answer is, "Do the same thing you do to change the size/position/rotation of a mesh," changing the size, position, or rotation of the Legion mask is not going to change the expression in the way the concept art proposed.
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I'm inching my way to level 31, and there's still some stuff I want, but it feels super slow and the next "good" reward feels super far away.
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For survivors, I think Meg is very strong, but, if I had to choose one perk set to keep above everyone else, I'd probably pick Claudette. You can heal everyone else faster, you can heal yourself, and you can see where the action is pretty much all game.
For killers, I think it's the current iteration of Hillbilly. Tinkerer is really strong, Lightborn can cancel out groups of flashlights, and Enduring is a good all-around perk to have.
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I have no opinion about whether it's Until Dawn, but in fairness to Supermassive Games -- they and their series didn't just disappear. They're releasing anthology games every year or so (similar format to Until Dawn, but different story and characters each time, kind of like American Horror Story), and the newest one just came out.
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@Mooks said:
No one says trying to Kobe is toxic.
it’s only when you are trying to do it right in a teammates face. And honestly, you have no reason to do so in that case other than being rude. If you wanted to Kobe because your points, achievement or whatever, try it before someone wasted precious time to come to you. Bring luck offerings and perks for doing so. No one considers that toxic.
This. If you want to do it, do it early, before someone wastes a bunch of time coming to get you. If it works, great -- one one's mad about that. If it doesn't work, mildly annoying, but everyone has time to realize that they have to hurry to get you.
If you wait for someone to come get you before you attempt it, then a) you're a coward, and b) you're basically asking a player to stop doing something that helps themselves or the team so that they can come and spot you while you try to do something that has zero benefit to them or the team. To me, that makes you a pretty poor teammate.
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Honestly, if someone names themselves "Mori me Myers" and I mori them as Myers, I expect them to be happy.
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I have done it by dropping between floors in The Game or dropping off the saloon or platform on the Saloon map.
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I never understood why I get a score event for dying when I'm the obsession.
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I think it's a disembodied hand that sounds like a chicken.
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I think you should have slugged them and let them bleed out, and then let the friendly survivor have hatch. They definitely created an unpleasant match for everyone by refusing to leave a dead zone, but sometimes you just have to say, "This match sucks," and try to get it over with, even if it means you lose points.
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re: giving other players kudos and rating them as toxic -- I've also thought about this. I instinctively agree that if the community had a way to reward good behaviour, it might encourage people to be less toxic, but I've never been able to think of a system for doing it that can't be abused and wouldn't get distorted by the fact that it's 4 vs 1.
For example, this thread suggests that a player would be considered toxic if 3/4 (more than 50%) of the other players in the match consistently rate them as toxic. The problem is that, because it's 4 vs 1, and because SWF exists (meaning, because people are queuing with friends they have loyalty to and not strangers) it's very easy to get 3 toxic votes against a killer, and very difficult to get 3 toxic votes against a survivor, whether or not anyone was actually toxic.
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I don't hoard them, but I have trouble using the last of something. So, if I have one purple toolbox, and one green toolbox, and one yellow toolbox, as far as my brain is concerned, I have no toolboxes, and I need to go hunting in chests. It's like I'm trying to save them for an emergency, but I can't imagine what that emergency would be.
Also, the more time goes by, the less I want to play my anniversary cakes -- which is stupid, because it's free points, but, once they're played, they'll be gone.
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The grind is pretty intense. The one thing I really appreciate about the DBD battle pass is that you can fully get your money back if you complete it and, in light of that, I understand why they don't want to make the rift easier or faster. But it does feel slow and difficult a lot of the time.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1729561#Comment_1729561
I was wrong. It was Basement Deathlinger i watched. It was long ago.
I love this.
Whenever I run into an AFK killer, I do all the totems and make sure I'm on the other side of the map when the last gen pops. I don't trust the silence.
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FWIW, I've noticed that, in the lobby, the glass part of the sunglasses doesn't show up but, in a match it seems to come back.
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If we condense the ranks, the game would currently rate me as a 5/10 killer and 9/10 survivor. I agree with the killer rating, but I'd put myself lower as survivor -- maybe 7 or 8. I perform well in some situations and absolutely terribly in others.
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Negative awareness. Sometimes a crow flies past me at a weird angle and I think it's a survivor. Sometimes I think a shrub is a survivor. Sometimes I hear someone breaking a totem and I spin all around in a circle trying to figure out where TF they are, and then it's just a fire barrel. Often, I hear genuine survivor sounds and, for some reason, I think they're on the opposite side of me from where they actually are. Often, I chase a trail of scratch marks with literally no idea who I'm following, and no ability to pick them out of the landscape at a distance. I also can't remember where I came from or which gens I've already been to and, if it's an indoor map, I don't know how to find the stairs.
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I think that, if it really bothers you for killers to mess around with you at the exit gate, it's totally reasonable and healthy to set a boundary where you refuse to engage, and just drink your drink while you wait for the match to be over.
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I found it disappointing overall. TL;DR I like the outfit I got for Feng Min, but it felt like the event added stress and tension to the community instead of giving us a chance to celebrate and have fun.
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I play a pretty clean game, but I have to agree that that's not what DBD incentivizes killers to do.
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I understand the frustration, but I also think that part of the fun of solo queue is that everyone has their own idea of what to do. So, sometimes we do my plan, and sometimes we do this random David's plan, and that's just how the game goes, even if the random David's plan is bad. I've sucked people into bad plans, too.
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I think that keys should work differently than they do but the hatch itself is a good mechanic IMO.
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There are a lot of sore winners in this game, and it's always seemed weird to me, too. I do think that when the survivors live, that's seen as more of an upset than when they die, so maybe that emboldens people? But I don't know what the stats are on how many people are rude on each side.
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I don't kill myself on hook, so this is just a theory: In a single player game it's normal to call something a mulligan and restart without finishing whatever mission or boss battle you're trying to do. You get to a stage where you're losing, or you got off to such a bad start that you'd rather just try again, so you reload and think nothing of it. It doesn't affect anyone but you, and your entire interaction with the game is -- correctly -- focused on your experience.
In a multiplayer game, there's an added social element, where you're having an interaction with other people and their experience matters, too. But, because it still feels a lot like playing a single player game, I think sometimes people don't switch contexts and, when a match isn't going the way they want it to, they're just like, "Mulligan, reload!" and that's the extent of their reasoning about it.
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I usually prefer to just play normally, but I'm okay with farming if it's voluntary. If I'm not in the mood for it, I'll just do the gens and leave to get into another match.
If the farming is forced (meaning the killer won't let you die or finish the gens), then it turns into a hostage situation, which isn't fun.
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I mean, ethically, I think being toxic to someone who was toxic to you first is better than being toxic just at random.
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I watch VOD, and almost never live streams. Also, I really, really dislike the scrambly FOMO feeling of competing with other people for something like that, so I'm happier to just decide it's not for me and sit back.
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I don't like the way the prestige cosmetics look, and the grind to get perks is insane, especially when you're just starting out. I decided as soon as I started the game that I would never prestige, and instead focus on getting a full perk set. A year and a half later, I don't have any single character who actually has a full perk set. The closest I have is Pig, who's missing 2-3 perks, now.
In retrospect it actually took even longer than I thought to get the full perks, so I probably should have prestiged up front, but then I'd also be in even worse shape than I am right now.
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I've fallen into a rut with survivor (solo) where I keep running Self Care + Desperate Measures + Lithe + Kindred. It works well for me, but, whenever I feel like I want to play something more interesting or fun, I end up getting frustrated because I'm used to being able to heal myself or pop through a window to get speed or see where the killer is when someone gets hooked, and suddenly not being able to do that feels awful.
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I found out it was alphabetized a while ago, but it does me no good, because, in my mind, the perks are their picture and function and not their actual names. So, when I'm looking for stuff, I'm like, "I want to equip See Injured People. The one with the heart. Um, um, um, um, um, um, um. um. um, oh, it's Empathy."
But maybe now I'll learn their names.
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For people who want to have community members on the balance team, what problem do you think that will solve?
It's not a sarcastic question. I'm just curious about what you believe a community rep would do for you that's different from what the devs are doing.
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As killer, I have a seriously bad habit of getting fixated on the gens. To the point that I'll abandon chases sometimes just because I hear a gen nearby. When I was first learning to play, this was a huge issue -- I was iridescent gen protector, with zero kills most games. Now, it's less of a problem, but I have to be careful not to run too many perks that give me intel on the gens, because I'll want to keep going back to them.
As survivor, I'm not sure yet, but I think my weakness is impatience. I notice that a lot of other people play more cautiously and stealthily than I do -- like, much, much more cautiously and stealthily. I start a lot of matches saying, "This time, I'm going to play a really tight, cautious game," and then, after I hide for 5 seconds, I get so restless that I run straight into danger.
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The communication around the sales was all messed-up. They just had a weird blog post that they kept silently updating, without tracking the changes they made. So, first it vaguely said the characters would go on sale in the in-game store at some point, then it sounded like the in-game sale would be the 27th, then it sounded like Steam would put the DLC on sale on the 27th, then the forum mods confirmed the DLC sale would start on the 29th, but meanwhile the in-game store sale started on the 27th with no fanfare...
I had two characters I needed to buy, and I got them for $5 during the in-game sale, and I'm fine with that, but I don't understand why the messaging about this stuff had to be so confusing.
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I like the Fog Whisperers and I'm glad all this Halloween stuff is fun for them, and that they get to play tournaments and get new viewers and such. But I also wish the Halloween stuff was fun for me.
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I love playing as Pig and I love playing against Pig. I love having a different task to do, even if it's a scavenger hunt where I run in a circle and touch four Jigsaw boxes.
Prior to EGC, Pig used to be able to put dead traps on people after all the gens were done and force them to play her Jigsaw games before they left. The current set-up feels pretty balanced.
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@TheClownIsKing might want to get in on this.
FWIW, I think, if you practice enough and raise your skill level, you can play with whatever killer you want. My personal experience with Freddy is that it's useful to fake your teleport as often as possible so that no one can tell where you're going for sure, and they might get spooked off the gens.
Also, I relate to feeling self-concious and judged by the survivors. That's how I felt when I first started playing -- it goes away with time. If you want to practice mind games, practice mind games. Look foolish for a while. In the long run, you'll have the last laugh because you'll learn how to do it.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1712151#Comment_1712151
It's almost like you don't understand how a business works.
they're chasing licenses, they either have to make the money back or die as a company.
If you have millions and millions of players vs 50 - 100 thousand players you either need to guarantee all of the people who play buy the dlc or charge a little more.
Look at it like this, i'll make it really easy for you.
Say you have 10 people playing your game (BHVR), you put out a DLC that cost you £100 to make, you can sell the DLC at £5 each, which means you'll never make your money back, or you sell it at £10 and break even.
Now look at it the other way, you have 100 people playing your game, and you put out a DLC that costs you £100 to make, you can charge £1 each and still break even, you can even charge less than other companies using the same model for a fraction of the price the smaller playerbase is paying.
Just because you're a smaller game doesn't make things cheaper to make, but it certainly impacts how many people might buy a DLC and how much needs to be charged to at least break even.
Right, but covering your costs is only part of what determines the correct price for your product -- the other part is the relative value of what you have to offer. From the company's POV, of course they want to make a profit, but, if they've extended themselves too far, then the value of what they produce can be less than the cost they incurred to produce it. I think that's essentially what the argument in the video is -- that the quality of the product people are getting is not equal to what they're being asked to pay for it, and that's worrying, because it could be a sign that BHVR extended itself too far and doesn't have enough resources to continue maintaining the game.
Essentially, DBD is bad value for money right now and, unless they find a way to add more value or lower the price, the numbers will start to drop off.
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It depends on what kind of 0K it was. If it's an 8-hook 0-kill game, then I say, "Should have camped that guy," because that's usually what would have made the difference. If it's a 1-hook 0-kill game, then something awful happened with the matchmaking, and it's time to take a break.
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Same. I played as survivor and there is debris hanging in the air like in the picture but it's impossible to jump out.
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For some reason, when I was a yellow rank killer, the matchmaking kept feeding me to red/purple teams. From reading the forums that seems like a common experience for some reason. I don't know why.
Currently, I hover around green/purple and the matchmaking is hit or miss. Mostly I seem to get groups that are two reds, a green, and a yellow.
From the survivor side, I think it's hard to judge how good the matchmaking is, because you can go through the entire match without really being in chase. The ranks match up -- I'm purple/red and the other people I match with are purple/red, but there's such a huge range of skill at that level that it's hard to tell. From my POV, most of my matches seem okay, but, from the killer POV, the matchmaking might seem off.
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If someone DCs at the start, I mentally prepare to let the last survivor go if it's convenient -- ie, if they're near the hatch or the door already when I catch up with them. I don't make a special effort walk around the map and find the hatch, though.
When I play survivor, it's a nice surprise if I get the hatch, but I don't expect it. From my POV, if I'm the last one left and I'm down, I'm already dead.
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I think matchmaking is the most urgent issue and, if that were fixed, it would make a lot of other problems feel less annoying because the match would be more balanced overall.
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I don't think the issue is Object, per se. I think the issue is comms and the game not being balanced with the expectation that the survivors are using them. That's kind of a Forever Issue with DBD.
I also think there's a secondary issue with Object in that the people who tend to run it are people who WANT the killer to see them constantly, and those people tend to be trolly. Again, not a problem with the perk on its own -- but a pattern in how it gets used.
So, I can see how, from a developer's POV, if you're just running the stats, it would look like it's balanced and fine. But, from a player's POV, every time someone has Object, you have one of the worst, most annoying matches of the day.
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The reason I say Pinhead is because I think Hellraiser has some kind of a puzzle element to it, and I'd like to see something like that show up in the game.
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This is one of those things that plays differently at different ranks/skill levels. If it were me playing against her, I'd still be totally confused but, in the videos I've seen of high-skill players, they 100% know exactly where the Spirit is and her power is basically useless.
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@SquirrelKnight said:
I dont understand people. So are killers not supposed to play the game? After all,defendingg gens is holding the game hostage cause you arent freely letting them escape by a lot of "logic" in this thread.
I find the 3-gen example a little bit weird, TBH. I've been in that situation before -- there are two survivors and three close gens. The survivors are playing super safe and not willing to take a risk; I'm not willing to chase the one who's good at running to the other side of the map just so the one who's good at hiding can creep out and do the last gen. We get locked into a stupid standoff where nothing is happening, but we're all capable of ending the standoff at any time. I could let them get the last gen -- they could let me kill one of them. If neither side is willing to do that, it sucks, but it shouldn't be considered hostage-taking IMO.