Hex_Llama
Hex_Llama
About
- Username
- Hex_Llama
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Comments
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I mean... I don't know if this is the shirtless Felix you guys wanted but, now that you have one, my request is just a nice shirt for Felix.
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Crap. I hadn't thought about that and, now that you say it, I'm 99% sure we're going to open the Rift tomorrow and see that we don't get our auric cells back anymore.
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IMO, a match that's fair involves fair match-making between the players so that they're at about the same skill level, and (as much as possible) what-you-see-is-what-you-get interactions between the player and the servers. Meaning, for example, if it looks like your hit should connect from your POV, then the normal result should be that your hit connects. Stuff like that.
In terms of what makes a match that's fun, I think it's a match where there's a lot of back-and-forth, and it's not clear who's going to win, and everyone gets to participate and do whatever stunt they're trying to do, or pick up their challenge tokens or whatever.
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I don't care which role someone mains, but I don't like it when people talk as though "survivors" and "killers" are two completely different groups of people -- because it usually means they're about to start talking smack about the group they don't belong to.
We're all players. We just have different preferences about which roles we enjoy more in the game.
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@Katzengott said:
Counter question: Why do players hit ready when they have a red ping?
Because, unless they changed something recently, you can't see your own ping in the lobby anymore. :(
I think people should have the opportunity to know what their ping is before they load into the match, but once they know I think it should be their choice rather than the game blocking them.
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@TragicSolitude said:
Part of me wonders, if Killers did not camp and tunnel, and the Killrates were lower a result, would Killers receive more significant buffs?
As much as I hate going against this playstyle, it's not the player's fault that these tactics work. That's BHVR's fault. The best built-in way (so not including perks) to slow down generator repair and keep the match from ending so you have more time to get kills is to take out a survivor as fast as possible. People's repair speeds aren't slower after being hooked. Survivors aren't really penalized for being hooked other than being one step closer to death, but it doesn't matter at all until they are actually dead.
Killers aren't rewarded for "spreading the love." If anything, they're penalized, because like I said, hook states don't matter, only deaths.
It doesn't help that tunneling and camping are the most intuitive ways to play. There's no tutorial that teaches to pressure gens. This game is not beginner friendly. A few weeks ago I went against a killer who did really poorly and he happened to be streaming. Turned out he was brand new and after a few games of camping hooks his chat had convinced him to spread out hooks, go after multiple survivors. Well, he not only got stomped but he earned fewer Bloodpoints than he did when he was camping. So the streamer said, "Yeah, I'm going back to camping the hook." Who's surprised by that? Who can blame him?
I agree with this. I've seen a few people play this game for the first time on stream and a lot of them think the intended strategy is to camp the first person they hook (it makes sense).
It's a flaw in the game design that the most effective and obvious strategies lead to one or more players having a boring, unfun match with no real opportunities to score points. And, TBH, I'm not sure continuously changing the perks will do much about it.
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I actually like those questions, but I think they would have driven me crazy when I was younger. It depends on how you interpret the purpose of the question.
When I was younger, I would have looked at Question 23 and thought the purpose was to find out the main reason people play Dead By Daylight, and thought that the question was structured in such a way that I was being forced to say something that wasn't true, because neither option is the main thing that draws people to DBD. And then I would have felt like I was being manipulated, and I would have gotten angry.
Now, when I read Question 23, I understand it to mean, "Between these two specific things, which do you think influences people more (regardless of whether either thing influences them most)?" And I think the motivation behind asking the question is probably that they're trying to gather data to inform marketing decisions or we don't know about. So I just click the option I think is more true to help them out.
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I liked answering the questions on this one, but there was one spooky part where I said I never play SWF and they started asking me a bunch of questions about what they could do to help me find a SWF to play with, and I don't want one! I'm afraid.
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When you hear the bong that means someone DCed.
When you see your totem right out in the open.
When you run to a gen and your first skill check comes just as a teammate gets one-shot downed across the map. (Bonus if one of your other teammates goes down while the killer's carrying.)
When you start your first chase as killer and somehow everyone is there, and they're running toward you instead of away.
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Obviously I haven't left, but when I take a long break it's because I'm bored with survivor or I'm frustrated with killer or I've had a string of really tense, unfun matches with rude people on either side that make me say, "Why am I doing this instead of something fun?"
This game is also just a weird fit for me. I tend to like games where having the correct strategy/intention is more important than standing on the exact right pixel to execute it, and a lot of DBD depends on, like, running along a wall efficiently or pushing a button a split second faster than somebody else, and when it starts to feel like that's what I would have to do to win, I feel tired.
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Straight on the hook. Preferably in a way that helps my challenge progress.
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I agree that PR shouldn't be a Scourge Hook perk if you only get four tokens. If for no other reason than that the point of a Scourge Hook perk is that something happens when you hook people on the Scourge Hook. With the new PR, you'll get to a point where nothing will happen, and a Scourge Hook will be like any other hook.
For Dead Hard, I agree that it sounds like it's useless now, but my fear of having it activate from protection hits is playing matches where the problematic survivors constantly swarm you with Dead Hard, Mettle of Man, one of those syringes that makes you invincible, etc. Personally, I don't want them to have more incentive to go for cheesy body blocks.
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It feels like this is probably a ploy to make you buy the new chapter, because it's so much easier to progress in the Tome if you have the featured characters.
Also, it obvsiously doesn't hurt me for there to be lore in the game, but I feel like the amount of info getting dumped on us about new characters is now kind of excessive? Like, revealing it through the Tome was somewhat interesting, but now it's just pages and pages of stuff as soon as the characters launch. TBH, I wish they would find a way to reveal it through gameplay. Like, maybe if you play the character more often, you unlock part of their lore, or if you collect something in-match.
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This is a good point. It got nerfed when healing was too strong overall, so now that healing's weaker overall, it make sense to change it back.
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There's a tome challenge where you have to dodge basic hits. And I'd like to know how, too, TBH. I think, in the past, I've kind of cheesed it by standing near the killer while the killer hit somebody else, but I'm not sure if that still works.
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I don't have an opinion about specific changes -- I have to wait to see how they play out in the game; I can never imagine it properly. The one thing I will say though, is that I can't keep track of what the perks even do anymore because they keep changing so often.
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There are some regression builds that are brutal and the match goes on forever. I would rather just get tunneled out than have the same gen explode in my face for the next hour.
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Double XP feels pretty good to me -- like I can make progress at a reasonable rate. Regular progression feels so slow and discouraging that I don't feel compelled to keep playing. I just look at the mountain I have to climb and I'm like, "Never mind."
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The best advice I found was to try to hit them as early as possible. It's still a pain, but if you can get into a zone where you're hitting them at the 30-40% mark instead of 50%+, it's possible. (For me, chasing the same glyph repeatedly in each match is better than trying to do the other survivor paths, but YMMV).
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@TigerSnake said:
Try hitting them as early as you can. At least that worked for me.
This was the advice that worked for me as well. I still had to go for the same one repeatedly in some matches, but I eventually got there.
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Some people always need to tell you why they didn't really really lose, because the sun was in their eyes.
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Yeah, they're broken. I guess the team thought they were fixed (?) but it's a bummer that there's a bottleneck in the new tome for yellow glyphs when they're not working.
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How about this: every time you push the crouch button, there's a +1% chance you get stuck that way.
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Same, on PC with controller. If I hit the checks exactly in the middle, it progresses to the next check, but if I hit in the 25% or 75% zone it gives me success sound but flashes red and fails.
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You know, it's a good point -- and sometimes I wonder why, if I have all of these useless brown toolboxes, I don't just bring one so at least I have something... but then I don't. It's like it doesn't even feel worth it to equip. I don't know why.
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I am also bad at both! I'm not even sure why -- I think it's a combo of slow reflexes, not playing first-person games very often, and the fact that I'd rather die than try to memorize the tiles. I'm a decent support player on a team, but you don't want me in chase.
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I was a Hag main when I started because I liked being able to anticipate where people would run and set traps there, but then it felt like a stressful chore to have to keep resetting traps, so I became a Pig main instead. I liked having stealth and a built-in slowdown, and I liked how my ears looked when I saw my shadow. Then MMR happened, and my Pig games became miserable.
I currently don't have a main killer, but I usually have fun with Artist, Nemesis, and Onryo.
For survivors, I play whoever I have a new outfit on, but Kate and Meg are the ones I play most, since they both have lots of nice cosmetics that mix well together.
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As someone who only ever plays solo, I find it useful to know when nobody is on a gen & when someone is getting chased. I'm not sure the other indicators are all that helpful, but they don't really hurt anything, either.
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It's annoying, but you at least can still play when it's Skull Merchant.
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Yeah, the rift challenges are better than they used to be, but I still hate hitting bottlenecks like this where you have a situational challenge and you're blocked from making progress on anything else while it's equipped. You have little to no control over whether the situation happens and it gets frustrating and boring.
I have much more fun with Battlepasses where all of the challenges are active at once and you feel like you can accomplish something every match, plus keep an eye out for the specific situations you need to capitalize on.
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I feel like the Skull Merchant is one of those killers whose power is to be low-key annoying all match. Kind of like when you go against a Legion who keeps stabbing everyone and it's like, "Oh, hey. Legion's doing the thing. Guess I'll mend."
I feel like maybe there's a strategy where one person's on drone duty (or maybe two people are on drone duty), but I can't work that out in solo q.
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I didn't pay attention to the PTB so I got my first look at the survivors and the killer yesterday. And my reaction was like, "Whoa -- there's more to character design than sculpting someone's butt, you guys." I'm not thrilled that this is what the game seems to be turning into.
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I will be curious to see what the plot is, since I think it's hard to adapt games that don't already have a narrative. My bets are on the OG four survivors to get chased through the woods by Trapper and maybe Huntress.
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All things considered, I go for the early game as killer. If you can find somebody quickly and get things started, you're better off. If the survivors are 4-strong during EGC, an endgame build is still pretty risky and the gameplay is a lot more hectic than I want it to be.
The only time I seriously did an endgame build was for an old-school rift challenge that forced you to kill x number of people during EGC in a single match. It's was NOED/Blood Warden, and I only killed the number I needed for the challenge, but they were still really mad. (And it still took a few tries.)
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I agree that these things aren't explained very well in the official rules, and it seems like it's pretty important for people to know. Most players don't read the forums. It would be helpful if the rules themselves explained what's meant by targeting people repeatedly or holding the game hostage.
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I feel like it's normal to be anxious when you're playing a game with a group of people who might or might not turn out to be hostile toward you.
I feel worried when I queue up for killer too -- like, "Is this going to be normal, or is it going to be terrible?" And I sometimes have to ask myself whether I'm in the right headspace to deal with it, if it's terrible. Which is not how I really want to feel when I'm playing a video game for fun.
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Prepare for summer, when all of the remaining popular collections will get yanked right before they're supposed to be free. Just like no one wears pyjamas except for Christmas, no one wears shorts except on the 4th of July.
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Eh -- the reason everyone hates SWF isn't because it's oppressive -- it's because it facilitates bullying. Not that every SWF is full of bullies but, if you ARE a bully, then SWF makes it that much easier for you (and that much worse for the target).
I personally don't think it matters whether people have wrong beliefs about why they lost, but I think having a clearer idea of who was in a group can help you understand what just happened socially. Nea and David were mean to you, but was that Claudette with them or did she just happen to be in the match?
In some cases, I think it would actually help to be able to see that, even if it felt like everyone was laughing at you, it was actually just these two people and everyone else was solo and trying to play normally.
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@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325980#Comment_3325980
That is a good point. Personally, I couldn't care less about limited-time cosmetics as a concept. Making older cosmetics seasonal doesn't bother me in the slightest. But it is quite shady to announce that all cosmetics will become freely obtainable shortly after their release, and then start removing large numbers of new cosmetics for a full year right before they're supposed to be redeemable.
Same. If they had just said, "Hey, we're going to start organizing skins into seasonal rotations," I wouldn't have loved it, but I wouldn't have been angry about it, either. I just don't understand why they went out of their way to do it like this.
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How the old system worked: Some skins are free and some cost money. Browse at your leisure and buy if you want to.
How the new system works: Some skins are free and some cost money. The ones that cost money have limited availability, so you'd better hurry up and grab them before they're gone!
How BHVR chose to explain the new system for no discernible reason: Good news, all of the skins will be free!
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I understand why we don't want to incentivize griefing the other team to make them D/C, but it's pretty miserable to try to do any kind of killer challenge that requires 4 survivors to stay in the game when so many people D/C.
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When I start to get annoyed by particular survivors, I try to be mindful of whether it's because that person actually did something wrong, or because they're good at chase and it's frustrating to go against them. But, in the heat of the moment, it can be hard to tell the difference.
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It's one of those situations where both people are choosing to deadlock themselves. Not super fun, but they have the right to do it.
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I think the scream is intended to block out other sounds for a second, but I agree that it's too loud. The volume of the screams has actually dictated what I set my headphone volume to, and my headphone volume is very, very quiet -- it makes it hard to hear other things.
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I pretty much agree.
The interaction to break/kick objects is basically useless because it takes so long that you almost always could have just done it yourself, plus you lose vision on whatever else is happening around you. It would be much stronger if you could just tap to deploy it on the go.
I also think that part of the problem is that, even though the three guards theoretically have different strengths, in practice, you end up having to use them all the same way -- to chase the survivors off of something, or camp an area so you can get notified when someone shows up. Their strengths and weaknesses in how they do that are a little different, but the task is essentially the same.
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I try to let the last survivor have hatch if I feel like the match was unfair -- so, one of their teammates DCed right away, or the matchmaking system shouldn't have put us together -- stuff like that. In that case, I'll walk around and try to find the hatch, in no particular hurry, and if I find it first I'll try to lead them there.
In other cases, if the matchmaking was fair, they played normally, and they happen to go down where we can both hear the hatch whistling, I usually let them crawl to it unless i have a challenge.
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I got it around the time the fourth page of the tome came out, mostly because I liked the Halloween event and played a lot more than usual during it -- also during weekends that gave double shards or double xp.
Usually I hate the grind on these, but this one felt okay because of the extra event tomes and the bonus shards. I also liked a lot of the stuff in the rift this time -- Adam's looking very dapper, now.
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Yeah, I remember when I started playing this game and got friend requests from random opponents -- I was like, "Hm. I bet that's not friendly," and ignored it, but it sucks that when someone from this game wants to have contact with you, you have to assume it's for a negative reason.
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Ever since they removed the ability to see your own ping in the lobby, I've had instances where I get placed in matches where I have 180-200 ping and it's unplayable. I don't understand what the point of that is -- if I could see I had bad ping in the lobby, I'd back out and everyone would be happier. How do they even benefit from putting me in a match I can't play?
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When I purposely don't walk under the pallet but I still get hit by the pallet.
When I correctly predict the survivor's going to vault and tap M1 to hit them, but then the hit turns into a grab, but then the grab cancels, and then they run away.
When the survivor wiggles very slightly side to side (without leaving my FOV) and somehow that means I can't hit them.
When we're near a corner and I turn and hit a random piece of scenery instead of the survivor.
When survivors become invisible because they're standing close to me.