Hex_Llama
Hex_Llama
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296775#Comment_3296775
Eh...
Here's the thing.
Survivors start strong but get weaker as the game goes on, both losing hook states and members, and also having less to work with.
Killers start weaker, but get stronger as the game goes on.
If, as a killer, you've got 4 survivors up with 1 gen left, you've lost - if you're willing to be a bit cheesy, you can sometimes secure 1, maybe 2 kills in endgame. With your changes, there would be no endgame.
If I absolutely had to suggest a catch-up mechanic it would be something like:
- For every generator done, the killer gains a 2% stacking buff to speed and action speed. X stacks are removed for every dead or slugged survivor.
- For every dead survivor, the remaining survivors gain a 3% stacking buff to repair speed and opening speed. This bonus is removed once all generators are completed.
It's...inelegant, but the best I can do.
Agree -- if the problem we're trying to solve is "people have no incentive to keep playing once it's clear they're going to lose," I think a system where the other team gets a buff when your team's doing well is better, since it lets people feel like they still have a chance to make a comeback and do their objectives without fundamentally changing the flow of the game.
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My first survivor match, the killer and I high-fived in the snowmen and it was a beautiful moment. All of my other matches, I got tunnelled out at five gens, held in the basement by Insidious Camping Bubba, constantly stunned as killer, and trolled by my teammates as survivor.
Thankfully, the cosmetics seem easy to get, so I don't have to play that much, but it's been a rough couple of days.
Also, now that the snowmen don't give you an extra health state (which is good -- they shouldn't have before), no one is really using them. There's not a lot of jolly, whimsical frolicking.
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I know i keep saying this everywhere but I'm just so appalled by it: the onesies and the pajama sets are popular skins and they were about to be free under this new policy, so now, before that can happen, they're considered "seasonal" and getting removed from the store.
I just hate it when people do something selfish and then lie to make it sound like they're doing you a favour, you know? "Hey guys, all of the skins will be free! Except not the ones we actually want to sell. Those ones are different. Obviously."
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Also don't forget: a lot of the cosmetics they're now considering "seasonal" (like pajamas???) would have become free in the next few months when they switch to the system where non-licensed cosmetics are available for shards. This is a way of avoiding that.
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@Halloulle said:
Personally, I have three issues with it:
1) Announcing that outfits can be bought for shards after four weeks.... but then making it so that outfits are either not in store for 4 weeks or being somehow except from that announcement. I chalk that up to the notoriously poor communication and expectation management BHVR demonstrates any chance they get. (Srsly, idk how they manage to do that. It's astonishing.)
2) Having it retroactively affect items in the store.
3) It being part of business tactics that I frown upon as they target a particularly vulenrable group of people; namely those that have trouble managing money. To those defending these practises: it's not just about some people just having poor impulse control and in a normal world that just so happens to be their problem with sales and limited timed stuff and what not. It's the part where the whole sales strategy is all about taking advantage of them, exploiting them and trying to squeeze as much money out of them as possible, all the while being fully aware of and rejoicing about the vulnerability of these people. In my opinion it's - ethically - not too far off from those people who call elderly people with dementia, telling them their grandchild is in trouble and they need to send x amount of money or else something bad happens - all the while that elderly person can't even remember they don't even have grandchildren.
This is my problem also. It's not that they're selling cosmetics for money -- it's that they started off by saying, "All of the non-licensed cosmetics will be free from now on, after the first four weeks!" and now they're like, "J/k j/k most of them won't be free." Why even tell people that you're going to make it free if you're not? Just so they can be disappointed? Or (more nefariously) because you want them to pick out the ones they want and get used to the idea of having them, and then suddenly feel pressured to buy them before they disappear?
I don't get it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3285144#Comment_3285144
I've been seeing a surprising number of posts defending this kind of practice, while not really grasping what is actually happening with it. FOMO causes an irrational shift in prioritization by directly manipulating the availability of a purchase. This shift is something that your average person is able to maintain a rational perspective regarding, such as "i don't need it that much" or "I can wait for another chance later." The people it is designed to affect, are those with any form of impaired impulse control, or poor budgeting skills. There have been notorious GDC lectures outlining very specifically how to take advantage of these people and try to get as much money as possible out of them, with FOMO being one of the key methods. It is a known business practice that very specifically targets a vulnerable demographic.
Lets say you are faced with this situation, and have other more important obligations and are unable to make the purchase. A typical mind will think "oh well" and go without, but an affected person will start trying to readjust their budget to make it work, they may borrow money or even forgo financial obligations altogether as the need to commit to the purchase or lose out on it entirely outweighs their otherwise rational budgeting and prioritization. Its actually part of gambling addictions as well, as "the next bet can be the win that offsets all my losses" even after going into debt. It is a very real and well documented psychological effect.
The worst part is that, again, it has very minimal impact on most people. For many its not about losing the ability to purchase something like an ingame cosmetic, and they may not even see that as financially reasonable as it is. The problem is that it so very specifically preys on those who are vulnerable to the tactic, who are treated as whales (individuals who spend more than the average consumer, to make up for a lack of sales elsewhere) in the process.
Its an absolute shame how much this kind of practice is not only accepted, but even defended in the industry. There can literally be people bypassing anything from holiday gifts for loved ones to financial responsibilities such as paying their bills just to sell a few more ugly sweater model meshes and textures.
Yes. I don't think "use a false sense of urgency to pressure people into buying something they might not otherwise want" is an ethical business strategy to begin with, but "especially pressure neurodivergent people by taking advantage of their disability" is even worse.
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I play two PvP games regularly -- DBD and Knockout City. And lately I've been feeling bad for the studio that makes Knockout City because they went out of their way to give me all kinds of cool stuff for free, and I've hardly bought anything even though I love the game. And then, on the other side, there's DBD, where I'm ashamed of how much I've spent but it feels like the game's always greedy for more.
Like, is BHVR going bankrupt? Do they have no money? I'm pretty sure Dave gave a GDC presentation once where he talked about how they tried to monetize the game without being evil -- is that still a concern? Why do I feel like I'm constantly getting squeezed?
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Wow. So, the original announcement was that all non-licensed skins would be available for shards, but for unknown reasons they couldn't do it with all of the characters at once, so they were rolling it out slowly. Now, before cosmetics for a lot of the popular characters become available, the skins are getting bundled into limited-time packages that leave the store. Cool, cool, cool.
And also the non-licensed holiday-themed skins are "exempt" from being available for shards. Also very cool.
A lot of these things already cost money, so why lie to people and say they're going to be free if they're not? That's the part I don't get.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283570#Comment_3283570
Perhaps it has something to do with the whole "new outfits will now receive iri shard prices 4 weeks after release" announcement followed by "btw, new outfits will only be available for 4 weeks".
Many people probably saved iri shards since July or whenever they did the poll for these outfits, and now get slapped in the face with waiting another year.
Yeah, this is exactly the thing I don't like. When you say, "Good news everyone, the really good content will be free after four weeks" and then follow it up in a few months with "Unrelated news everyone, the really good content will only be available for four weeks," it kind of seems like you're trying to mislead people.
To me, it's not so much about whether the skins are free or cost money -- it's that it would have been easy to say, "We're switching to a new model where we have some limited-time skins that cost money and all-the-time skins that are free" but they deliberately didn't say that, and it's hard to think of a reason that doesn't seem manipulative.
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I use self-care a lot. I like the security of knowing that I CAN heal myself if I need to, and I usually run healer builds anyway, so it's not that slow.
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I more or less agree with everyone else -- it's not that everyone just spontaneously decided to camp with the Knight because they wanted to be jerks -- the issue is that his power is designed in such a way that the main thing it's good for is camping.
The best counter I've found as survivor is just to take the aggro from the guard as soon as possible and run away. 99% of the time they won't catch you, and you can get them stuck on a rock or something.
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Yeah, I just start spamming the button on the move and hope I eventually stand somewhere it lets me use the power. It reminds me of Demogorgon and Hag -- sometimes it really looks like nothing's blocking you, but somehow something's blocking you.
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Their noise also kind of sounds like a boon totem and it can be confusing.
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I like the visual design of Vittorio but I haven't found a ton of use for his perks. The energy one sounds interesting, but I've never been in a situation where it made sense to use it.
I like the concept of the Knight but so far I feel kind of hassled whenever I play him, like the only things I can do are fast-drop my guards at a loop or use them to camp. Also have not found a good way to use his perks.
The new map is interesting but also huge and full of pallets.
This didn't break the game as badly as some previous chapters did, but it also hasn't been smooth -- lots of new fat-shaming spots on old maps, random bugs, etc.
I give it a C+.
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Yeah, so, I get a vibe from BHVR that reminds me a a few places I've worked -- and, in some of those places, I kept getting told, "This is definitely the decision for sure and you can tell the customers" only to have it walked back a few weeks or months later, which made me look like I didn't know what was going on. I have empathy for the community managers, here.
Ultimately, I'm fine with having the cosmetics in the store, but I agree that it makes things seem chaotic when we keep getting told different messages about what's going to happen.
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I'm not normally one to camp but I tried playing the Knight for the first time today and it became clear pretty quickly that my best move was to have the guards patrol the hook. Like, it seemed like such a no-brainer to do that that I felt like I'd be stupid not to.
I agree that it's a weird choice to introduce a killer whose super power is camping/guarding stuff when the game seemed to be moving away from that play style.
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IMO there's always been a problem with this game where, if you wan to understand what's going on, you have to close the game and either read a wiki or have a streamer explain it to you. There are always a bunch of weird technicalities to everything and often you have no opportunity to know about them just from playing because it will be something like, "When you're in your power, the survivors hear an audio cue but you don't hear it."
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Yeah, it's a self-fulfilling prophecy where, if you do a weak launch for a character and don't invest in them at the beginning, they don't get popular, and then them being unpopular is an excuse not to invest in them later.
I wish that Haddie's default look had been cooler or that she had launched with cosmetics that show off different aspects of her lore and character design instead of just recolours. I also wish she looked more like the cinematic trailer in-game, because she looks great in that.
I also like the design for Vittorio and I like his launch cosmetics -- but it's kind of a bummer that whoever made this decision decided to throw a lot of resources at making one of these characters popular and not the other.
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I played a few matches tonight and tried to use the power in different ways, but:
a) it feels like the most useful thing to do with the guards is camp, which is boring
b) the second most useful thing is to send them to chase survivors off gens, which feels like a chore
I almost feel like it would be better if each guard had a unique power, and you could just tap to deploy them on the go instead of drawing out a path for them to follow or specifically selecting the object you want them to break. So, if it's Break Stuff's turn, you tap to deploy and he starts breaking stuff in a given area until his timer runs out. If it's Assassin's turn, you tap to deploy and he starts chasing whoever's in the area until his timer runs out. If it's Guard's turn, he can patrol a given area until his timer runs out.
That way you don't have to micromanage them so much but you also can't just spam them all on guarding the hook or whatever.
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I play both. I started as a killer main but mostly play survivor now. Survivor is much less aggravating/frustrating for me, and I don't have to have that worry about "What if I get trapped in a 40-minute match with bullies?" I still play killer when a new killer comes out, or there's a rift open, but I'm always a little bit cautious, like, "This could be fun, or it could be really bad."
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I mean, you should be able to see a character that's literally touching yours. It's weird that you can't.
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IMO the issue isn't about how to play pallets -- it's about overkill. If you can see that you would win the match by playing normally, it's weird to get super sweaty and scrape your face against the wall so you can squeeze 600 loops out of a pallet.
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@AJStyIez said:
Wait, you don’t wanna play against a red -bar lagging Ghostface that can hit you 5 feet away and not get revealed before you’re 99 stalked because they’re “from” Asia??
FWIW, I don't want to be a red-bar lagging Ghostface either. I would also like to see my ping to avoid that.
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In one of my early survivor matches there was a frumpy-looking Laurie called "Hey Kids Its Grandma" who ran rings around the killer and repeatedly picked the whole team up when we were slugged. Every time I saw her run toward me, I laughed.
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Undecided. I bought some characters in the Halloween sale, so this feels super soon to me. I'll probably wait a while and see what people think once the chapter's out.
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I only use it when I'm doing a challenge to hook the obsession, and I need to keep changing the obsession. You can wrap it into a build with Nemesis and Make Your Choice that's pretty powerful if you can get a snowball going.
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I've been having this happen, too. So far, it's only been when I close the game and come back again. At that point, if I unequip and re-equip the challenge, it starts counting again.
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To me, the late game DCs feel more like rage quits and the early game DCs feel more like people had a specific idea of what they needed/wanted to do and now they can't do it for some reason so they're bailing on the match (which is still inconsiderate to everyone else).
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I was taught that it meant camping, and that's how I used to use it, but over time I've started to use it to mean "I'm impatient." The thing is -- it works for "I'm impatient." If my teammates are ignoring me, they generally stop ignoring me when I flail.
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I love fashion shows -- keep posting.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256842#Comment_3256842
I'm sure more people would play her if she got more cosmetics. And also make her perks better. (They definitely need a buff)
This. I usually don't play a survivor until I have an outfit I like on them, and then I'll play a lot. (Example: I like Adam's new rift outfit and I've played Adam a lot more since I got it). Haddie's cosmetics are frustrating to me. I'd just like more variety to choose from.
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I also got that challenge by being abandoned to die on hook. It was a pleasant surprise when it completed.
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I agree with everyone. When they say that having a hook count would facilitate tunneling, I think they really mean it would facilitate strategically choosing the best person to target in endgame or something, but the point of sharing that info with survivors was to facilitate strategically protecting that person -- shouldn't both sides have access to the same strategic info?
All players have equal opportunity to know who's been hooked, so they should also have equal opportunity to use a tool that helps them remember, IMO.
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I think too many people would just farm the bots instead of playing regular matches -- but it also says something bad about the community if the idea of playing against bots is more appealing than playing with other people.
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I don't really get it. I feel like, if you like Silent Hill / Resident Evil enough to want these skins, then you also probably like it enough to buy the characters they go with. Why would you also want the skins for Feng Min? And, if you don't care about Silent Hill / Resident Evil (me), why would you care about dressing Feng Min up like the characters? I don't understand who this is for, I guess.
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I liked it. Having an extra tome with (mostly) simple challenges; free cosmetics; extra task to do that involved a little strategy but wasn't super difficult; pumpkins to kick -- I will miss it now that it's gone.
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Yes -- I don't understand why they won't show us our own ping anymore. No one wants to be in a match where they lag the whole time.
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I did it with Windows and Blast Mine, and it was a long series of matches where I would end up on the hook going, "Kick my gen! Kick my gennnnnnn!" because I knew they finally had energy from downing me.
This was definitely the worst Halloween challenge.
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Yeah, I don't like Shattered Hope either. You're bringing a perk that only exists to counter someone else's perk so, if they don't have that perk, you get no value.
If they want to keep Shattered Hope as a perk, it should do something else besides just kill boons so that you can get use out of it even if no one brings any.
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Theoretically, most of the content is free, so I'm not sure it's pay-to-win, but there's definitely a two-tiered system where the experience for "free" players (or, you know, players who only bought the base game) is deliberately a lot more tedious and draining than the experience for players who pay to accelerate the process of collecting characters, perks, and cosmetics.
There is such a thing as games where all of the abilities / character classes are unlocked by default, and you're just collecting emotes and cosmetics -- this is not like that. It's somewhere in between a system where everything's available and one where it's all behind a paywall.
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I wish I had recorded this, but I loaded into a match tonight with a pink glyph that exposed me during the opening animation. Like, while the camera was spinning around me.
Otherwise, they've been fun.
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I find it too grindy. Every time I decide I'm going to try to do it, it feels like a horrible chore that just gets worse the farther I go. This time is better than usual because of the Halloween tome and the event, but, to me, it feels bad to see how little progress I make at the end of each match, and bad to get stuck at a bottleneck in the tome where I feel like I wasted an entire match by not completing the challenge.
I'm really motivated by unlocking things, and the games I play most are ones where I feel like I'm always right on the cusp of getting a reward. The DBD rift doesn't feel that way to me -- it feels like I'm almost always super far away.
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@Purgatorian said:
The survivors that do that wiggle that messes with the aim which can cause a whiff gets me a lot. A slight wiggle can cause it to swing where I don't want it to, even when aiming towards the survivor.
Don't even know how they do it because I can't no matter how much I try lol.
Same. It's frustrating because I don't understand it.
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I found this one kind of annoying, too -- mostly because it depends on the killer having loose energy to steal. After I spent a few matches trying to do it as survivor, I actually started carrying loose energy on purpose when I played killer, so people could get their stun points.
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I don't think there's a balance issue, but I find him annoying to play against.
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Honestly, it would depend what kind of mood I was in. I have impulsively killed people and regretted it before; I have impulsively let people go and regretted it before. I have created socially awkward situations where I couldn't make up my mind. It could go any way.
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I feel you. I don't even care how they count it for bloodpoints and emblems, but, for archive challenges, if someone DCs, it should help you. I loaded into one match where all I had to do was hook each of the survivors once, and one of them DCed in the first minute. And, at that point, it's like, "Well, frak me, I guess." It was impossible to do the challenge.
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The times I most wish I had an emote as killer are when I manage to drive a chase toward the zombies and one of the zombies actually helps. I feel like I have a teammate, and I want to congratulate them... but all I can do is punch them in the face.
Also, yes, as survivor, I've had the experience where a zombie gets stuck on my gen and we finish it together. Different team feeling.
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I'm having fun. I like having an extra tome and getting free skins. I also just like the extra task of collecting energy, even after unlocking all of the things.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3236112#Comment_3236112
Wait your angry for getting a accidental grab? I love those because then I don't have to chase them down
No, the thing I hate is when it starts to do an accidental grab, but then the server decides that it shouldn't actually be a grab, so it stops the grab animation and the survivor just runs away unharmed.