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Hex_Llama

Hex_Llama

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Hex_Llama
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  • It depends.

    In the Myers example, the survivor is not going out of their way to help with the achievement, and I think that's just neutral — not annoying.

    In the example where the killers kept opening the door (which is very unusual for the killer to do and almost never serves to help the killer's game), just so the survivor couldn't do it, to me that's more like going out of your way to spite someone as opposed to not going out of your way to be helpful — and I find that more annoying. Maybe a 5/10 that goes up to an 8/10 if they were taunting you about it in the chat.

  • The Ghostface one is the nicest, IMO, but I don't play Ghostface, so I didn't get it. I did get the Pig one.

  • Aw. I've had lots of matches where someone comes over to be and plays a song while I'm repairing, and I like it. I also follow that person to the next gen so I can keep benefiting from the buff.

    I will freely admit I don't know how it works, though. And I feel like the finer details of that stuff are not really explained in-game.

  • We don't have enough context to know why this decision got made or how things went down in the company — could be totally evil or not.

    I'm sorry to the 95 people who lost their jobs — it's a scary time to work in the gaming industry, and I hope they're able to find something else with the minimal amount of struggle.

  • Of all the suggestions in this thread, the one I like the most is coming up with some kind of metric that moves people to a different queue if they habitually quit. They can keep habitually quitting in that queue and the rest of us can play normally.

  • For me it's not so much the new content as the fact that they keep changing what the old content does. I no longer remember what most of the perks do or the technicalities of how they work because they've changed multiple times and I stopped following along. I also think there's poor communication when new mechanics are introduced, which makes them feel frustrating.

    Whenever there's a new event or a new power or whatnot, I find myself really wishing that the in-game description would connect the dots for me. Like for these Vecna items — don't say, "Healthy survivors can do these 86 specific, detailed things." Say, "You can't use it if you're injured."

  • I think you want to separate "actions" and "pick up item interactions." On my Xbox controller, I have Pick up set to RT, and actions set to X. RT does gen repair and healing for me, X throws pallets and vaults windows.

  • It's so crazy to me that the same devs who designed Sable and made her cosmetics collection completely cohesive followed that with a character where you have to buy their hair separately from their head, and their hair sometimes comes comes with a guitar attached.

    I fully support creating an androgynous character who can mix and match cosmetics to change their gender presentation, but this is not the way. Agree with the posters higher up who said they needed a custom skeleton.

  • Yes, spite for me, also. If you want to DC, DC and eat the penalty — at least then we get a bot. The only exception is if we've already been playing for a super long time, and it's clear we're in a war of attrition that we're losing — but, if you try to let go in the first two minutes, before anything has even happened, I literally say, "Don't you dare!" out loud and come to unhook you.

  • If you're designing a 4 v1 game, you have to make it so the 4 can't just bully the 1, and DBD is already not great at that. Unless it was extraordinarily difficult and time-consuming to kill the killer, I can't see how that would result in balanced matches.

    Although, now that we're thinking about it… I kind of wonder what would happen if there were some kind of ritual you could do where you sacrificed the other survivors in order to kill the killer, but probably that would just result in BM too.

  • I learned that I don't remember how most of the perks work just from seeing their icons.

    I also realized that, for me at least, your add-ons make a much bigger difference as Killer than your perks do. I feel much less hampered on the Killer side — I even got sent to a perkless match but, because I had my preferred add-ons, it went great.

  • One thing I love about this character is that they've made all of her cosmetics mix well together. Any time you add something, you have a bunch of new outfits to make. Unlike, say, David, where none of his clothes match.

  • Yes, this page in the tome seems dominated by killer challenges. It's pushing me to play killer more, and I wonder if that's the intent.

  • I don't know if there's a correlation between being good at the game and abusing broken features or not. I can believe that there's a correlation between being really sweaty and abusing broken features, because that's the exact thing a sweaty person would do. My prediction would be that sweaty people who are frustrated by their win/loss ratio would be the ones to do this, and I think they could be playing at any level.

  • I play both sides but mostly Survivor, and I really wish people would stop letting go on hook. Especially when they do it so quickly. I guess it's possible that some of them have lag and I just don't know about it, but it seems like a lot of them give up because the first two minutes of the match didn't go the way they wanted it to.

    And, if you immediately quit as soon as the match isn't going the way you want it to, you miss the opportunity to learn how often you can actually recover from a bad start. You just go the rest of your life believing you can perfectly predict what would have happened if you stayed, when actually you can't.

    This weekend has been especially bad for quitters — maybe because some people are having lag issues, again — and I can report that in probably 85% of the matches where two of my teammates bailed right away, the killer just farmed with the rest of us. Most of the people I've been going against don't WANT to make everyone miserable. Just saying.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712173#Comment_3712173

    I mean the hypocrisy in more of a general sense, not in a specific example of 1 individual.

    For example, the two biggest complaints I read about in the comments of this post about using DS this way is because 1 “it’s not intended to be used this way” and 2 “it punishes someone who didn’t deserve it”. I would argue that tunneling also falls into both categories, yet it’s been in the game since inception and while many don’t like it, it still persists so often that DS was not only created but recently buffed for todays game, and is still defended as a valid strategy regardless or how many may not like it.

    So why is DS deserving of nerfs when tunneling isn’t deserving of nerfs even though they have the same reasons for “being unhealthy/toxic”? You could say basekit BT is a “nerf” to tunneling, and I could say DS no longer working in endgame or after conspicuous action is a “nerf” to DS. So it’s not as if 1 has never received backlash over the other. But I typically see people defend and justify tunneling more often than people complain about it because I believe the community has accepted it, after all it’s been in the game for as long as the game has existed. So if one can stay in the game…why can’t the other? The way the community has responded to it feels very hypocritical. That’s what I mean by my post.

    Thanks for taking the time to give your perspective :)

    If what you're noticing is just that people are complaining more about DS right now than tunneling, I think that could be because the changes to DS are new and people are usually more active in talking about things that are new.

  • IMO, one of the core, fundamental issues with DBD is that it's so easy to grief people (it is possible to design a game in such a way that it's hard to grief people, but I don't think they were thinking about that early on). So, because it's easy to grief people, there are always a bunch of game mechanics that are fine as long as everyone plays normally, but horrible on occasions where somebody loads in with bad intentions.

    I think trying to get rid of dead corners on the maps is a good solution. For the chain body-blocking, I kind of feel like killers should get a buff if literally all of the survivors are right next to them.

  • I mean, sure, it's hypocritical if some hypothetical person thinks it's good to tunnel and bad to use DS offensively, but I feel like not many people actually make that argument. I think most players either hate both of those things or are equally fine with whatever.

  • Playing in SWF gives you an inherent advantage, so maybe it should give you a disadvantage as well, to even things out. Just not sure what the disadvantage should be.

  • Same. And I also wasn't able to rebind from the menu or lobby — but I was able to rebind in match. When you see people standing still for a long time after they load in today, have compassion.

  • I feel like the day Sable launched, everyone had already decided it wasn't cool to weave spiders before I even got to do it once. I went into it thinking, "Cool — we're all going to go to the basement and do this, right? Because it's the first new thing we've had in forever? We're all gonna do it, right?" And then nobody did it, and then I got griefed when I tried.

    I've stopped using it because it's boring to sit there by myself and not do anything, but when I was using it, if I organized my whole build around it, I still did all right. I don't think it's as horrible as people say.

  • I think it was 2018. First match, I got tunneled by a Legion on one of the maps with houses — maybe Haddonfield or the Preschool. I was confused about how the controls worked, and I kept getting notifications saying I escaped chase, and I was like, "I don't think I did though…" right before the Legion popped out again and stabbed me.

    Second match, I was in the meat plant, but I was unfamiliar with the idea that there could be indoors maps, so I kept trying to find a way to get outside.

  • First impression is that I love having the ability to mix and match within the store and see how everything looks. I really prefer cosmetics that mix well so being able to see the options I have right away is excellent.

    Also, props to the designers — they're really been on their game lately, and I feel like we've been getting a lot more cosmetics that fit with the characters' existing wardrobes.

  • Same. I'm on controller on PC and I couldn't rebind from the lobby or main menu/firepit screen. What worked for me was rebinding them in-match.

  • I don't hate Skull Merchant, but I wish that her drones would go back to her after you disable them a certain number of times. It's not so much that it's impossible to play against -- just that it's very annoying for her to set them in the most inconvenient places and leave them there for the entire match, regardless of what you do. IIRC, everyone else with a trap has to reset it from time to time.

  • I think Sable's the next Yun-Jin. She'll be popular at first because she has a unique look and nice default skin, but her cosmetic catalogue will never catch up to Feng.

  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647382#Comment_3647382

    So almost anyone who ever does anything competitive?

    To the OP no not really because people play games to win you're not having fun in a game if you're losing.

    Imagine cod and you aren't getting any kills and getting pub stomped. Or hell even Pokémon imagine dying to the same gym leader 1000x wouldn't be much fun.

    I wouldn't take for granted that people need to win in order to have fun. A lot of people don't -- especially in a game like DBD where you don't get any special reward for wins. I've lost this game many times and still had fun playing the match.

  • I played a few matches on both sides before realizing you could get the challenges without doing that. My first Survivor game was against the Lights-Out version of Insidious Camping Bubba, so that pretty much set the tone.

    It's no so much that it felt scary or hard or that I lost more than usual -- I usually lose a lot. It's more that it felt tedious. Like, I had to make a bunch of extra effort to do even basic things -- like staring at the floor to follow blood trails as Killer. At one point, I thought, "Maybe it's good to go back to fundamentals -- maybe my tracking will improve," but it wore me down fast.

    I get why this mode would appeal to purists, and I even agree that it's a cleaner version of the game, in some ways, but i just had a lot more fun in regular matches.

  • I think that, if all of the survivors are bots, the killer should have an option to DC without penalty, but the match shouldn't automatically end. There are circumstances where maybe you'd want to stick it out with the bots to finish whatever challenge you were trying to do and you should have a chance to do that.

  • Yeah, I hate flashlights from all sides. When I play killer, I get blinded by someone standing behind my shoulder. When I play survivor, I aim straight at the killer's face and can't get the blind to go off.

    Every time there's a challenge like this, I'm like, "This is my time. I'm going to learn flashlights." And then I end up trying to cheese it with another perk because it's so painful.

  • I don't think this has to be the rudest game ever in order for the rudeness to be unacceptable. IMO, it's a problem that DBD has so many toxic players and it's a problem that PvP games have that in general.

  • I would rather have Lunar New Year with some nice cosmetics, an extra task to do, extra points, etc than a random alternate play mode. :(

  • Same -- whenever I see a cosmetic that looks cool from the front, I'm like, "Wait, though, because there's probably something weird on the back." And 75% of the time, I'm right.

    I understand, in principle, why you would put stuff on the back of the cosmetic -- it's the part that players see the most. So, whoever came up with the first backpack must have seemed like s genius. But a lot of these feel like someone said, "What can we randomly put on their backs?" instead of having it be a natural part of the outfit.

  • 3-gens are a weakness in the game design because it's often a situation where the survivors have lost but the match can't end until they voluntarily concede the loss. I agree that making a rule that says, "Well, you have to concede at some point or else you're taking the game hostage," isn't a great solution.

    It would be better if the killer had some way to force the match to end if the survivors are absent from the generators for too long.

  • When I started playing, I thought I would only ever play Killer because it would be too triggering to play Survivor and feel that I was being chased or hunted. After a few months, it turned out that the opposite was true -- Survivor is very peaceful and doesn't bother me at all; Killer triggers all of my insecurities about being rejected and bullied by a group of people and, whenever that happened, it bothered me a lot.

    Now, I play Killer if I need to for an event or the Rift, and sometimes I have fun -- but I always kind of have to steel myself when I go into the Killer lobby. Like, instead of being excited to have fun and play a game, I'm like, "Well, this might be an ordeal..."

  • In all the time I've played, I've only had one person who was definitely a cheater and a handful of others who were suspicious. However, I can understand that, if you play this game as your full time job, you'd run into more.

  • Why do I crawl away and hide? I don't always. But when I do, it's because:

    • I don't actually know what the other survivors are running because I'm solo. I don't know if someone's going to wiggle free or unhook themselves, either.
    • I have nothing else to do.
    • I might end up next to the hatch.
    • I might find a funny place to die.
    • I want the consequence of slugging to be that everyone is bored -- not just me.
  • You can use the seasonal outfits at any time, it's true, but I get why you would want to use it during the season in question. I'm actually more annoyed by the event, because it controls the pace that you can unlock the themed cosmetics. So, by the time you have them, the season's almost over.

  • Of all of the indoor maps, I actually like this one the most, though I don't like the indoor maps in general. I think what I like about it is that it's pretty plain, and it's not, like, a bunch of random junk piles on the floor and weird, little corridors going nowhere.

  • All I've ever wanted is for the Trickster to go normal speed so I can wear a cool skin and hit stuff with a bat -- and this update gave me that, so I'm happy. For me, the character was unplayable before and now he's playable -- I understand why people who enjoyed throwing knives feel differently.

    Also, as someone on controller, the knives feel a lot better, now. But I'm still personally happier with bat as the A option and knives as the B option, rather than the reverse.

  • I watched the video -- I think Scott was trying to say that the game is a nicer experience for him when he plays against people who are a little bit worse. Which is very understandable -- I also have more fun when I go against people who are a little bit worse than me.

    The problem with applying it to matchmaking is that it isn't really fun to be on the other side and lose constantly because you keep getting matched with people higher than you. The argument he makes in the video is that, because he plays nicely, maybe it's more fun to play against him than against a lower-ranked opponent who plays oppressively -- and, again, that might be true -- but it would be even more fun to play against someone you had a chance to beat. That argument also doesn't account for the fact that, when there is no MMR, low-rank survivors don't just match with the nice high-rank killers -- they match with the super oppressive ones, too -- and that's the worst possible experience for them.

    The solution to this is the same as it's always been -- just play how you want to play and accept that, if everything's balanced, it means you'll lose half the time.

  • I think saying GG is usually fine, regardless of who says it first. I think that if you have a genuine, specific compliment on how someone played, that's also usually fine. But I wouldn't try to explain why someone lost -- even if it's just by saying, "That's a rough map."

  • Awesome. No reason something like this should be seasonal.

  • Honestly, being in third person is the part that's most exciting to me. I wish all of the killers were like that.

  • Yeah, I once got trapped in one of those weird little jungle gym pockets where the totems spawn because the killer kept standing there. I actually came out far enough to tap the gen once but still got crows. :(

  • The sad thing about this perk is that, if you're super bad at chase, it can bring you up to normal -- which I think is actually good -- and was fun for me, frankly, because I'm super bad at chase -- but if you're already good at chase, it makes you too strong.

    I get why they're nerfing it, but I wish there were some other way to even things out.

  • I've always wanted to play Trickster but it was too hard for me. I don't really care about Main Event, but I've been wishing for faster movement speed and no recoil for a long time -- excited to try it.

  • I agree that it's a problem that survivor players can leave the match early on and basically destroy their team's chances. The only argument that really moves me is the one where people can't play against one specific killer because of the VFX -- and I agree that that's a problem, too. But if the killer comes up rarely, maybe the answer is to DC against them?

  • I also got pretty lucky with this, but I feel like you do need a match where most people are putting energy into the void, because if you have to store up everything alone it's too difficult.

  • I let go in two situations:

    • We're down to 2 survivors & there's no chance that we're both going to escape if my teammate tries to save me
    • I somehow ended up in a match with red ping & I can't even play

    I've been tempted to let go just because I'm not having fun or it's clear that we're going to lose, but I don't let myself do that and because I don't let myself do that, I've had the chance to see how often the match starts off really bad but then the rest of it plays out normally and I get to do enough that it feels worthwhile.

    Now, when I feel like letting go out of frustration, I remind myself of all of those other times.

    (I have never been tempted to let go because my teammates aren't coming to save me; in that case I try to live to spite them.)

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