JacksonWise
JacksonWise
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- JacksonWise
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Comments
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@AstroLive8333 said:
https://forum.deadbydaylight.com/en/discussion/comment/2780815#Comment_2780815
oh, hell no
i just got that dlc
But the maps are free for everyone. That only thing you got with the DLC are the characters, which you wouldn't lose.
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Honestly, I haven't missed it one bit but I would take it back in a heartbeat to remove RPD instead.
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Same. If they get downed trying to loop normally, I'll try to take them to the nearest hook. If they intentionally keep running to a spot where they know they can't get hooked I'll leave them to rot. I think the survivors are figuring out pretty quick that getting slugged for 4 minutes is not exactly exhilarating gameplay for them.
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Why do I feel like the devs are just gonna add hooks to all these abusable spots before they change this perk to something that promotes healthier gameplay?
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I refuse to play on the map. I'll take the penalty. It's not worth my time.
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I won't go out of my way to slug you with Boil Over unless you are clearly abusing it by going same place over and over to prevent yourself from getting hooked.
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Not a bad suggestion! Would be much better than the current iteration. Here is an idea I was thinking of:
Whenever the killer bumps into an object while carrying the survivor, it grants 1/2/3% bonus wiggle progression (not for the rest of the wiggle, just for the moments of collision).
This way it is still stronger than the previous version, but doesn't encourage the survivor to run to the same spot over and over like the current version. This would also make the perk balanced by being more useful on some maps (like Midwich) and not so much on others (like Rotten fields). Teammates could also aid the carried survivor through bodyblocking, but the killer still has the choice to hit the bodyblockers, try to move around them, or drop the survivor.
Let me know what you think!
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2778335#Comment_2778335
https://forum.deadbydaylight.com/en/discussion/comment/2778342#Comment_2778342
https://forum.deadbydaylight.com/en/discussion/comment/2778347#Comment_2778347
I had a match where two survivors didn't like that I wasn't interested in chasing them around the Eyrie, so they ran at my zombies to go down and wouldn't let any survivors pick them up because they wanted me to pick them up so they could use either Power Struggle or Boil Over. That's not really "playing the game" when you force yourself to stay on the ground and refuse to actually do anything all match.
"Abuse" is the shortest way to describe that kind of behavior that most people can think of. If you have a more succinct way to say "the survivor is equipping Boil Over and burning a map offering so they can run to a high area where the killer has no choice but to slug, meaning they're playing without attempting to win but instead just to drag the game out for as long as possible," then I'm sure people would be willing to say that word or phrase, instead.
You said it much better than me!
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@Devotion said:
Survivor using perks and/or map offerings = Abuse?
The same survivors kept running up to the exact same spot on the main building of Eyrie of Crows to get downed. They continued to do this even after I had them slugged for long periods of time because it was clear they would wiggle out if I tried to hook them. If that isn't abuse, I don't know what is.
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Twins easily. You're already basically forced to slug with them to make up for the time it takes to switch from Victor to Charlotte, walk possibly half a 5K to a downed survivor, and then hook them. Between CoH and Exponential, the survivor will be up and fully healed before the player is halfway there.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2777642#Comment_2777642
Yeah they really love Trickster a lot for some reason.
I'm sure he's much easier to design for, but the disparity between the two still really shows. It almost seems purposeful since Twins are these outcasts who survive on scraps while Trickster just eats up the spotlight.
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I really want Oni to have something other than a kanabo for his minotaur skin. It just really doesn't fit the way it currently is.
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I wish BHVR would show Twins more love, especially the art team. Twins have gotten 2 whole outfits since their release. Trickster came out 3 months later and has like 2 or 3 times as many already. The lack of Twins love really shows. With some tweaks, they could be a lot better.
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I don't necessarily mind charms. They're cute and offer another way to provide some backstory for characters and give players a chance to show off. What I DO mind is all those repetitive icon ones you get for each tome entry. There's 5 each per featured killer and survivor per tome. That's 100+ charms clogging up the customization menu that are all basically the same thing.
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@Mandy said:
I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.
@MandyTalk I have not received mine either. Would you like me to message you my Cloud ID on the forums?
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I went up against a squad that all had Boil Over and used an Eyrie of Crows offering. I killed them all. So satisfying.
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I believe they said next would be Twins after Legion and Ghostface in the Q&A. Sorry, bud.
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Chris by a mile.
They gave Claire permanent duck face and squinty eyes and I hate it.
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And if for some reason this wouldn't be possible because the game has to load in at least one survivor and generators to complete, then just put in 1 AFK bot to fill the role.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305334/man-rpd-is-going-to-give-me-a-stroke
Yeah, it's a miserable map.
It's also miserable for survivors.
Honestly, if I could veto one map, it would be Haddonfield...but #2 would probably be RPD.
I would gladly play only Haddonfield for months if it meant I never had to play on RPD in DBD again.
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I'm not playing very much at the moment, mostly because I'm super busy with school right now. But even when I do have some game time, I am usually playing other games. I used to play every day. Now, I'm playing 1-2 times a week just to get my dailies. Really hope they address SBMM. People clearly aren't happy about it and the numbers are showing. More BP every month just isn't going to cut it.
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The problem is people aren't having fun because of SBMM so the new content doesn't keep people playing for long. The numbers will only continue to decline until the core issues with the game are addressed.
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The ice shards in the face are really cool though! And I love the ice cane! Might be my new favorite Blight weapon other than the broken oar.
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@bm33 said:
They were free cosmetics you earned through playtime (sacrificing survivors) so it makes sense you'd be compensated with currency you'd earn through playtime (iridescent shards). If the masks were available to purchase for auric cells in store instead of just spending the time playing the game then it would make sense to give out auric cells.
I 100% agree. You earned those cosmetics through play time, it makes sense they would try to compensate with currency earned through playtime.
Let's also keep in mind this isn't something they even HAVE to do in the first place. They could just remove the cosmetics outright. They couldn't be bought so there is not even a financial obligation.
6,000 Iri shards is VERY generous, especially when they already gave away several thousand through last month. Do the players on this forum who disagree even realize how many hours of grinding 6,000 free Iri shards saves you? And they're giving these away to people who have just PLAYED Cannibal. You don't even have to have earned all the faces like some people have.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2735872#Comment_2735872
Which again brings us back to the situation of things that we're working on not making the light of day, the community get hyped about something that just doesn't work in practice or expects to have it instantly - we've been there before with so many things and the results keep happening the same way - every time we try to give transparency it's thrown back at us. In the past something has been mentioned where it's in the idea phase, something we're looking at - early game collapse for example, and then for whatever reason that doesn't come to fruition do you really think the community is accepting of it? Because that's not what we see from our point of view at all.
Every time we try to be transparent it goes the same way, it's not even an historical thing - as the whole Legion/Ghostface issue that happened shows that. We did try with this Dev Update and explain things that we're looking into with bridging the gap between solo's and swf, and looking into the MMR to improve that system....I'm honestly expecting the discussions to start in a few weeks "devs said this will be in the game, it's still not there, devs lied" etc etc etc. When we've not said when something will be implemented or even that it for certain will be implemented, but that we're looking into it - but many people will run with it and say "yes this is coming" so we tend to not give too much advance notice of things anymore and not say what's being worked on.
I feel for you and everyone else on the dev and management team. The DBD community is growing larger and larger; it's impossible to manage everyone's different expectations. Some want to know absolutely everything you're potentially doing, others would rather not get their hopes up unless it's coming for sure. Having either thrown back in your face sucks a lot and I'm sure leads to lots of internal frustration. Just know that you all are loved and appreciated for trying to appease such a wild and sometimes chaotic fanbase. I know it's not easy, and i'm sure fans don't say this enough. <3
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I think it would be more accurate to say Hellraiser is almost everything a License for the game should be (solely focusing on content, not NFTs or any other sort). I agree with that much; Pinhead has a cool power, good perks, awesome voice lines (as of this PTB), and a good variety of add-ons with many references to the Hellraiser movie (though it sucks they recently got a bit gutted).
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If you don't enjoy killer atm, then don't play. If all the players who complain about playing killer stopped playing, survivor queues would go up drastically and devs will have to do something about it. That simple.
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Honestly, I dread getting Badham more than Haddonfield now as killer.
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Agreed. I'd rather have 2K, 2 escape where there are plenty of fun chases and all survivors are unhooking, healing, doing gens rather than a one-sided stomp for either role.
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No because I can still hear footsteps. If it masked footsteps then it would be significantly stronger, but arguably a bit OP.
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Please dear god no. I gave up on Friday the 13th early on because I wanted to play Jason, not the counselors. That would easily be the fastest way to kill this game. Let people play what they want to play when they want to play it.
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If they refuse to do the last gen, that may be reportable as taking the game hostage. Not 100% sure though. You may be forced to DC in that situation.
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I'm just super happy they are giving away some shards! The BP and RF are always welcome too.
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I used to like playing them occasionally but CoH destroys them now.
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Priority-setting goals.
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My ranking:
1. Twisted Demogorgon
2. Geo Mutation
3. Full Prestige
4. Chains Demo
5. Default Demo
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I thought this post was about the sound Yun-Jin makes when wiggling.
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Until they get over themselves and allow some killer powers to be customizable, her cosmetic potential will be very limited. Like, how are they going to make a good Halloween/Blight skin for them if they leave Victor the exact same? It wouldn't look right at all.
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Not sure why they made a perk that will make the game incredibly unfun for both sides. I get that holding W is the best way to counter The Artist because she shuts down any loop, so they wanted to give a perk to help counter her. But why not just make her not as oppressive in 1v1 and give her better 4v1, like more sniping potential?
Like usual, it will probably be OK in solo queue. If a SWF group decide to all run Overcome with CoH? Not sure what a killer is supposed to do against that.
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Visually stunning, as usual. Their best map yet in that regard and I'm glad they took a break from the Realm Beyond to give us a new, original map since Dead Dawg Saloon. Not sure how bad it is gonna be gameplay-wise.
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@GannTM said:
Honestly I’d mainly focus on making him a 4v1 threat and less oppressive in 1v1.
Buff: Laceration meter doesn’t passively go down and survivors have to complete skill check actions to remove the knives. This will cut gen time but it can be risky to keep the knives in to spend time on gens.
Nerf: It takes 8 knives again to damage. 6 is too little and makes his 1v1 way too oppressive.
Buff: You can use Main Event whenever you want after it activates.
I don’t think he’d be more fun to face but he’ll certainly be stronger while not being as bad to face before. I would like the risk factor of leaving knives in you as it creates map pressure.
I do like that idea a lot. That way if he hits a survivor with a few knives and decides to leave chase it isn't a complete waste and can make him more of a threat from longer distances. Better 4v1 and less oppressive 1v1 is healthier for the game IMO.
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Remove the 30 second window he has to use Main Event. It just ends up going to waste more than half the time and feels really bad.
Also, remove the spread and recoil on his knives. Or at least give console players more options so that it's not so dreadful trying to aim with them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2627900#Comment_2627900
Tell me you didn't read the post without telling me you didn't read the post.
I actually did read the whole thing, I just have that little faith in the devs keeping a strong killer strong right now.
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Why have new strong killers when you can just have the same old strong killers?
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2627725#Comment_2627725
With enough feedback, we have a better chance of getting the dev team to make changes to poorly received maps
People have been complaining about maps like Gideon and Midwich for ages and nothing was changed.
That's true. However, since "I'd rather lose a license than deal with a ######### map" is becoming a popular topic, I suspect more people will start DCing, going AFK, or suiciding on hook on those maps. That seems to be the most effective way to get the devs attention to make changes. Don't like something? Just DC until you get your way. This is all just speculation obviously.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2627683#Comment_2627683
I hope this inspires the devs to make healthier changes where they can.
You seriously think it will "inspire" them after all the feedback they ignored and how people reacted to the NFT situation?
With enough feedback, we have a better chance of getting the dev team to make changes to poorly received maps than comment on an NFT situation that A) They can't comment on and B) likely goes way above the level of the dev team since it's a business deal, not a part of the game they can do anything about.
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I think he would be significantly weaker. There are still a lot of loops, especially small ones, that he can't use his power in. So he would be forced to chase many loops at 110% with no power which is awful. I think it's the same reason why Hillbilly and Artist are 115% despite having mobility or range. Hillbilly can't use his power at every loop and survivors can just hold w against The Artist so it would take forever for her to catch up.
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She's really cool! I love her design and the amount of detail they out into her background, especially with her surrealist art. I'm happy she seems like a strong killer and her being a female is just icing on the cake. Video games can always use more strong, female characters. I'm crossing my fingers she won't get nerfed like Pinhead or Twins. One can hope...
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It's kind of sad this is becoming a popular thought on the threads. It really shows that, while licenses are initially exciting, the maps that accompany them are bad for the game and players would probably br happier without them. I hope this inspires the devs to make healthier changes where they can.
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No, they are new.
