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JasmineDragon

JasmineDragon

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JasmineDragon
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  • its actually not that crazy of a thing to say. A good killer game gets you 65-75k bp. If each character takes about 1.5-2mil bp to max out, and theres about 30ish characters, thats at most 60mil Bp. This would be 800 games. So an average of about 2-3 a day, not counting bp from dailies, tomes and gifts. The average daily is 30k, which would be roughly 6 mil on its own if he got every challenge since august. And each page of a tome page can offer 500k bp easily. 4 per tome, he has access to each tome thats been open previously, so about 2 mil per tome over 4 tomes for about 8 mil bp. So All of the bonuses added up would be roughly 15 Mil Bp not from games themselves. So 2 killer wins each day on average. Really doesn't seem to crazy to me.

  • @kutsurogu15 said:

    https://forum.deadbydaylight.com/en/discussion/233326/as-a-guy-who-has-a-job-the-grind-is-too-much

    Just to let you know bro there is no deadline for times you can even go back and complete the very first tome that came out a while ago

    yea but the rifts tho...

  • Would make for a nice hex perk. Decreases base repair speed by 4/6/8%. For every 10 seconds on a generator, repair speed increases by 2%. There could be a maximum on the increase, but after 40 seconds it would already be so close it would hardly make a difference. You could argue it would begin countering like thano a bit, but if you aren't pressuring enough to get them off the gen then once again, that shouldn't matter.

  • prob doing a pallet break tome

  • If someone DCs the other players should be able to vote on if they are punished. Obviously it would have to be lenient, but if all 4 people agree that the dc was clearly malicious, there should be some kind of punishment

  • I hate how there is this split in the community. A lot of people try to defend toxic behavior and then the other half wants to defend the morally good play. I will say, not only does playing "fairly" create higher scoring games, quicker pips, and a better experience, but it teaches you to be a better player. You learn sooo much more about how to pressure gens and outloop survs. These people defending the toxic play as "just a strategy" seem to have such a bad understanding of chasing and pressuring. Its kinda a shame that this is even a discussion we have to have, if the devs rewarded the more optimal play a bit more I feel like we'd have a better current game state. Like if hook proximity slowed down sacrifice time, or if EGC paused for like 10 seconds when someone is hooked. Idk it just feels like more can be done to encourage people to learn killer properly

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008203#Comment_2008203

    I have no idea what people like that are getting on with.

    It's beyond cringy.

    Always amused at the attempt to pull rank that always and literally goes nowhere every time it is used.

    :3 face was the cherry on top.

    I guess that's what it looks like when people run out of relative points...or you don't hold W after hooking someone in the basement endgame.

    what other point do you want? I already listed every relevant thing and their response was "yea but I wanna be right"

    If you can get more hook states AND more kills through a non camping-tunneling play style, how is that not objectively better for both yourself and the community? What exactly is even the argument here?

  • If the person who is getting more total hook states, more total kills, and is actively trying to give the survivors a fun game because they are also trying to have a good time is somehow worse than the person who gets 6 hooks in a game and ignores the other people playing, then you have a real weird idea of what a bad killer is :/

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008180#Comment_2008180

    Nope. I did only get a few hooks before that point, but this was all in red ranks. ;)

    Im sorry I forgot that being at higher ranks makes basement camping impressive. My bad. Im guessing what, 10k bp and a depip from your 5 hook game?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008102#Comment_2008102

    Oh, it feels pretty earned to me. As far as I can tell, they made the conscious choice to come back for their fourth, and I 100% capitalized on that.

    sounds like you got your ass kicked by some low rank survs and that was your first hook of the game :3

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008069#Comment_2008069

    I've turned losses into wins by camping the basement after the last gen was finished because Survivors were desperate to secure that 4-man escape. The salt is always delicious.

    i stand by my previous message. This is unfun, and quite frankly unearned. You've gotta learn to be at least decent if you don't want to get destroyed as by even somewhat decent survs. You'll keep losing, they'll keep getting those 4 man escapes. :/

    I said you have to take your Ls, but I never see a game where 1 or 2 people don't die on third hook. I know rank means little but if two people get out on death hook, I had a bad game and 10 total hook states. A good game is 12 hook states. If I got a 4k with 4 hooks, god Id feel like #########

  • As a killer main, and i mean this in the kindest way possible... git gud?

    Memes aside, you always have better options. If you lost that badly, try to hook them deeper, you might be able to get someone as they go for the save. And if you ARE trying to just secure that kill, push the other people out. Go to the door and MAKE them leave. Game ends faster, you dont sit there losing points to hook prox. If you lost a game, you lost a game, oh well. We can't win them all, no matter how good you are

  • @madminer95 said:

    I made the suggestion here:

    https://forum.deadbydaylight.com/en/discussion/226933/buff-the-killer-hook-ui

    But I've yet to hear a good reason against providing Killers the same hook information as Survivors.

    for the sake of preventing repeat responses please fully read the suggestion post and i'll put points and counterpoints I've seen so far below.

    Killers would use the information to tunnel.

    A Killer inclined to tunnel is already told the Survivor they are hooking is dead on they're next hook by them beginning to struggle and the "entity summoned" score event.

    Even if it wouldn't encourage tunneling it would encourage better target prioritization.

    Giving Survivors the hook state information allows them to effectively prioritize preventing the killer getting kills by body blocking and not wasting time hanging around for a save if the person being hooked is on death hook.

    If memory of hook states is going to be lorded as part of a killer's general skill ceiling why shouldn't that also apply to survivors?

    The hook counter was only made to bring solo Survivor communication more in line with SWF.

    It's generally accepted that SWF communication imbalances the game. As quality of life adjustments are made to improve solo Survivor communication, logical corresponding counterbalances need to be made for killers to prevent killers experience being made miserable, further increasing Survivor queue times as less killers play.

    X community collected statistics show killers get 4K's more often than not so should be nerfed

    While i wouldn't trust stats from small sample sizes since even the Dev's stats often are meaningless like the ones that showed nurse was the worst killer in the game with pig being fourth best.

    This is a horror franchise 1v4 game, The killers are supposed to feel powerful and even if they're power needs toning down over all this particular feature is not the place to be doing that.

    I stand by thinking no one should have this information. It isnt a skill ceiling thing, its remembering at the very most 8 pieces of information. I always felt that if I forgot what state someone was on that it was my fault. Im kinda okay with survs having it because it is sometimes harder for them to remember this information given they werent actively a part of it happening and could have been focused on something else, but it still seems kinda unnecessary

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006665#Comment_2006665

    No, it isn't. Face Camping is a very specific thing. The closest thing you could accuse a Spooky Myers of is "Proxy Camping" if that... I am not obligated to ignore you running back to the hook. I'm going to intercept you on the way or at the hook. If none of you are hanging out there, I will leave to go hunt. That is my advice, DO NOT hang around the hook against a Spooky. Make him leave to hunt... and go long around the the outside.

    If I am Face Camping or Lurking right by the Hook, you are NEVER going to make that save. However if I'm almost 30 meters away, you have a chance. If I'm even further you have MORE of a chance. Spooky is slow. The best option is to get him into a chase with one person, who loops, while you go for the rescue. But if everyone stays close, but nobody wants to engage and risk getting hit, you are dooming that person on the hook. YOU are doing it, not me.

    You completely ignored the question. Your response was "no", then you simply talked about your play style. The question is, "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"

    Lets get crazy with it. Lets say you hook someone, and are automatically teleported to 2 feet in front of the hook if anyone gets within 10 meters of it. While your model is not in fact there, is there a functional difference from face camping? The answer to me seems no, as your ability to deny an unhook with 100% assurance remains.

    Now to take that idea one step further, if you put yourself in a position that your awareness of everyone's locations prevent them from ever being able to sneak an unhook, and you always return to deny an unhook when someone is trying to make an attempt, you will be able to ALWAYS return to the hook before they are, as killer is faster and you have your intel advantages. Now Im not claiming this is your primary goal or strategy, but you eluded to doing something similar. How would this situation be functionally different to face camping, if you are always able to maintain your closer position to the hook in this way?

  • Heres the thing. If you put yourself in a position where you will always be able to prevent an unhook, due to your constant knowledge and active positioning, is that not functionally the same as face camping? Im not calling you a camper here, a tier 1 myers trying to face camp would be ridiculous, but Im playing devils advocate a bit. Like sure the nurse isnt face camping, but if she teleports back right before someone can make an attempt, every single time, she might as well be? What is mechanically different from the two situations?

  • I had no idea this was a thing. You rank up so freaking fast, what would the point be? I've seen people TRYING to derank on their mains, but like, maintaining rank means nothing anyway, so why bother with a new account? Why not derank with an old account and keep all of your unlocked perks and progress???

  • @glitchboi said:

    Does anyone have this achievement? If so, any tips on getting it? I don't really play Huntress and the achievement sounds pretty hard. Here's what it looks like:

    https://us.v-cdn.net/6030815/uploads/ROFVGE655DZ9/image.png

    I got it just by playing huntress a lot, but overall there are ways to grind it out. Like when someone is trying to trade for a hook, or if you let the last guy get a door and you can get 2-3 off him while still giving him time to open it

  • they say the entire rift should take 70 hours. I say they are ######### insane...

  • sorry thought that the rules applied to all sections, and that off topic was for things not relevant to necessarily the game itself but things surrounding or affecting is, like computer specs or business decisions

  • @Gcarrara said:

    Mind reading / Telepathy powers. Not limited to humans only of course. 😁

    why was this not removed for lack of relevance? Doesn't that break the forum rules?

  • @REL1_C said:

    It's clearly getting nerfed next patch, all I have to say is it's about time, the add-on is too easy to run, it doesn't take much experience. So to compensate that, I have an idea.

    Huntress will gain a new power called Mini Iridescent hatchet.

    Mini Iridescent hatchet.

    You start off with 1 Mini Iridescent hatchet, the hatchet will not expose the survivor anymore but it will charge and travel much faster. The hatchet will be smaller will a smaller hitbox. The hatchet you can not get back from lockers but you can pick it back up off the ground.

    If and when they eventually do it its prob just gonna be what deathslinger has and only expose if hit 20 meters away. In which case I hope she gets less of a penalty, maybe 2-3?

  • @TAG said:

    It's clearly getting nerfed next patch

    Is there something I missed, or is this just speculation? Just curious.

    complete speculation

  • @Chchchcheryl said:

    That's because it's common decency

    There's nothing wrong with slugging for the 4k and theres nothing wrong with trading hook for the 4man.

    Apparently being slugged isn't fun but it gives you more chance at survival (or trading places with the final person). At endgame when doing this as well killers tend to forget about perks like unbreakable and stuff. I've been slugged for the 4k multiple times as a no mither before, a couple of the times I managed to do last gen and get us both out

    back in like 2016-2017 I always ran unbreakable. Everyone gave me ######### for it, because unbreakable was seen as worthless as a one time use perk that would never get used anyway. But if you were ever in a situation where you were being slugging with maybe one other on hook and the last standing is in chase, you completely revamped the game. Or you got to a pallet, stood up as they came back, hit the stun and still be clear with your exhaustion perk to get to hatch. Now that its been comboed with DS unbreakable is seen as toxic, but its such a good anti slug tool, even if its already been used to stand up, because of how quickly you max your help bar

  • @Pilot said:

    Even though I do agree with you on the game map having too many pallets in this time and age

    I would like to ask you, what rank are you, what rank is your GF, how often do you guys play, who plays the most out of you. and more importantly what killer did she play ?

    Running a killer for 7:21 is a damn long time and i'm sure any competent killer would find a way to down you in at least 1 minute. No offense to your GF.

    it doesnt sound like it was super competent, no. At rank 1 as a killer main Ive been playing a lot of games as a surv for tomes. My god is it easy. I had two games yesterday where I ran the killer for 3 gens while only using two pallets. The fact that so many of these are safe pallets makes the killer need to respect them instead of playing around them, and the distance between each tile is so small already that you can sooo easily swap between tiles. I did have lithe which helped a lot but still... thats unacceptable

  • @Ivaldi said:

    Just found it funny how one week we're all outraging about how bad the hud is. They release an update making a few small tweaks that overall don't really fix how bad it truly is. But then everyone just accepted it as is?

    no one really accepted it, its def inexcusably bad. But after community managers and what are essentially HR team members tell us to ######### off and stop bitching because our opinions dont matter, its clear the do not care what we want and will not listen to us

  • @EvilJoshy said:

    I feel Devour Hope is what all hex perks should be. High risk. High reward. It doesn't start out powerful and it can be countered. The killer needs to get several hooks before it even takes effect. It also does not give a notification at the start of the match. If survivors know it's on the field before the killer even hooked someone they will never get 3 stacks because they will drop what they are doing to cleanse it. If survivors die to Devour Hope it's because they didn't look for totems or the killer was lucky they didn't stumble upon it..

    or just keep making risky saves. If a killer build is focused around devour, the value lost from letting a surv hang for a bit would be totally worth killing devour stacks. If you've managed to get 3 gens done before they have 3 stacks youve done your job

  • @BattleCast said:

    How about we wait and see how much the recent cloaked movement speed buff has helped him perform? I mean he got a MASSIVE 25% speed buff iirc in cloaked form so he may not need more.

    most of us high rank wraith mains kinda have a single conclusion. He was already fast enough to be played proficiently, the speed buff is for more casual wraith players (nothing wrong with that), but the debuff makes many of his techs and abilities very difficult or impossible to use on certain pallets

  • @M1Trapper said:

    https://us.v-cdn.net/6030815/uploads/OBZCN4SA9BYG/57a7aa04-a20f-41da-841e-03f54edfc24b.jpeg

    https://us.v-cdn.net/6030815/uploads/YNSCXFAKJDE7/33d285fb-f38a-47b6-a868-a64b64d26c4f.jpeg

    As you can see on these 2 picks, there’s 3 pallets that are few steps apart and this is why I don’t bother chasing survivors on these maps. Alone that you are forced to break 3 out of 4 walls at the saloon and a couple more on the other side of the map is 2-3 free gens for survivors and than you get these 3 pallets which makes it a teabag fiesta for survivors, altho they play like rank 20’s.

    The thing is that this happens and it’s not always “but” more and more maps are becoming like this and I’ve seen couple pallets lately spawn like this. It’s no wonder that less and less killers 4k and I barely even get hooked anymore as survivor and if I die it’s because 3 ppl can escape but we turn it into a ######### show at the end to save 1 survivor and killer 1 hooks 3 ppl. The only survivors that die on my team lately are the ones that use spine chill, dead hard or sprint burst and still get outplayed, the ones that even slightly know how to loop escape easily.

    literally none of these are safe pallets. I love these tiles because they are easy free hits as killer...

  • "700+ hours, doesn't do bones"

  • @fpschosen said:

    change my mind please

    there is no single facet of his kit that doesn't have direct counters. In the case of most killers, you are meant to put survs in an unfair position by design. Myers wants to 99 stalk to get a free down on a healthy surv who evaded getting scanned. Plague can force you to choose between stopping a gen from regressing and staying healthy. Trapper can close off every entrance into killer shack with someone in basement... which is a dick move but he has the option. A doctor who tries to overshock as someone loops a pallet will be hit with a lot of pre dropped pallets to deny a free hit. If you think hes about to use his big shock you can hop in a locker to ignore the effects. He's like plague, you have to waste a bit more of your resources during the early game than you'd normally like to to deny their snowball.

    Doctor is def one of the killers with the highest snowball potential, and if he gets that control early enough, yes you are in trouble, but he can be hard countered every step of the way.

  • @REL1_C said:

    So meta perks now seem insignificant, compared to the new perk Fast track. Fast track is a perk from a glance quite rubbish right, wrong.

    If I'm correct and this perk stacks, this game is now just been destroyed for good.

    Perk description:

    whenever another survivor is hooked, you main 3 tokens. You consume all tokens after a great skill check on a generator. Each token consumed grants a 1% bonus progression for great skill checks when repairing a generator.

    Seems bad right, what if you put this in a team

    3 Token x 3 survivors (1 on hook) = 9 tokens.

    The max amount of hooks is 11, so 9 tokens x 11 is 99 tokens. so 99% of a gen, I am stupid right, this can't be true...

    Is there any situation where being the last person and getting one more gen done would ever be a broken thing? If hatch is open you are going for hatch, if hatch is closed you HAVE to go for a door. Doing gens with 11 hooks makes no sense? And a 99% increase is essentially double speed, which granted is a lot, but eh, the point still stands? Overcharge could creep back into meta if its that bad tho, forces all skill checks to be great

  • Gotta disagree

    Ghost Soot + Bone clappers has always been his strongest build.

    Getting primary hits is always far easy for Wraith, but you get so many action interruptions when survs dont hear terror radius or see your red stain and think you are chasing someone else. It is absolutely huge in a game to get that many free downs.

    In the actual chases body blocking, positioning, zoning, are all so important for confirming downs. Im worried the unlcoaking movement speed debuff will hinder the killer's ability to maintain the techs they need to break loops and confirm those downs

  • @AChaoticKiller said:

    https://us.v-cdn.net/6030815/uploads/CLVHLC5NNJVF/wraith-buff.png

    THEY DID IT!

    Wraith got windstorm base kit and i believe this makes double windstorm stronger as it doesn't stack the uncloaking movement speed decrease!

    As a wraith main I dont really see this as a buff. Wraith's speed is great as is. I dont have any issue with traversing the map. You need to learn to play him in a specific way, but the overcompensation of more speed doesn't seem super necessary to me. The slower uncloak speed is... rough... With wraith people won't know Im there until I want them to. This is going to make it a bit harder to deal with loops and mindgames significantly harder. I personally don't think the speed buff, albeit generous, is worth the uncloak nerf.

  • because people keep bringing up a horror lite game being added to dbd. DBD has some of the most iconic horror icons of all time in it's catalogue. FNAF is really just a jump scare puzzle game, I tried, its as fun as a low quality game is gonna get ig, but thats about it? Theres no real horror, theres no fear. The lore is fun for the younger audience who still follows it, and mechanically Im sure they could make something work, but thematically, it really just isnt great...

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981856#Comment_1981856

    Like what was great about the old system was when someone had a head cannon on who was gay or straight or bi in game, that was it.

    You mean the old system that lasted 2 months and 4 days after release? Because that's how long we went without any characters having sexual orientations.

    they have always said to make your own head cannons in regards to these

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981697#Comment_1981697

    I explicitly said i don’t want only stereotypical representation.

    i just said that diverse representation would be a good thing. If you have 10 different LGBT chars and none of them would show any kind of stereotypical trait that would feel forced. I am not saying every LGBT char should have stereotypical traits. And especially not the first

    Yea but the fact that your only idea of a "stereotypical gay trait" is a "flamboyant guy who only hangs out with LGBT people", makes me think you don't know enough about the community to know what is representation. That alone is kinda really offensive. Im not trying to take jabs at you here, thats just how this seems to me. Like what was great about the old system was when someone had a head cannon on who was gay or straight or bi in game, that was it. We have enough information to think they may be that, which is that they were human people. Anyone could be anything, you don't need some rainbow leotard and a flag to be gay. If they want to start labeling people then it should be casually a part of their lore, maybe from the stuff we learn through the archives. It should just be another fact about them, there is no person who is being represented well if their only trait is a stereotype, full stop

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980549#Comment_1980549

    I definitely agree that representation that is shining a positive light on the topic is needed and should be the way they start inclusion. So their first LGBT char should be what you are describing. But down the line there might be multiple LGBT chars in DbD and I don’t see why they should restrict themselves as much. They don’t have to restrict themselves with heterosexual characters after all.

    why can’t being LGBT/some stereotype be a defining/dominant trait? There are people that define themselves like this and live in their LGBT bubble and they do have stereotypical behavior or appearance. I am not saying that every LGBT person does this or even many. But there are some. And it is not wrong to be gay and to have some kind of typical gay stereotype. And why should such a lifestyle not be represented anywhere? That doesn’t mean they wouldn’t have other personality traits either. And again, I agree this shouldn’t be the first or only available representation. (Maybe trait is the wrong word for what I am describing but I hope you get what I mean)

    i am just saying there should be diverse representation of LGBT, there is not only one way to do it, otherwise you are showing a false picture and don’t represent the reality.

    also we haven’t heard if the character is LGBT. We have some teasers that show some personality and appearance of the character but we don’t have any clue what sexuality they have.

    I explained in pretty great detail how we've been dealing with this terrible misuse of LGBT consistently. This wouldn't be "one example" this would be another misuse in a long line of token gay characters, or characters hyper exemplifying gay "stereotypes". This is like if a writer only wrote black women as a bit on the heavier side, incredibly sassy, and always sayin "oh baby lemme cook for you suga', you're thin as a rail".

    There isn't good representation of the community, and it really feels like you only see LGBT as the stereotypes...

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980491#Comment_1980491

    But why?

    if there is different kind of representation you actually represent humanity. Straight people can be represented positively and negatively as well.

    i agree that bad/negative representation should not be the only representation but why should LGBT+ representation be restricted to only ‚positive‘ representation while straight not? And who exactly defines what is actual positive and what is actual negative representation?

    Caricatures of what a gay person is will always be "bad" representation because it isnt representation. You can have LGBT characters in media who are terrible people, but you can't present them as something they aren't without being self aware. You have characters like "shore leave" from the venture brothers who fits a specific flamboyant archetype. The character is grounded, and shown to be more than just gay however. It is made clear that the purpose of the character is meant to be an extreme, an outlandish example in an environment of extremes. Even then he isn't one dimensional. While his personality is a part of everything he does, its because its his personality. The things he is capable of make him an asset in the environment and his relationships with the other characters are what define him. This is an example of how a character can be very "flamboyant" and "wear those fab clothes" and still be well rounded. But even then this character isnt just doing "gay" things. They dont only "participate in parades" and "socialize with other people of the LGBT community." I dont even know what you mean by this? You think the LGBT is like a box? That you are an outcast by design? It just seems like you don't even understand what that means, let alone the difficulty with LGBT representation in media.

    Stereotypes make LGBT one thing. They fit in their bubble, and thats it. Its just a facet of who they are. Its a piece of their sexual preference, its saying you are accepting of others who do not share the same identity as yourself. If being "gay" is a character trait why isnt being straight? What would that imply? What is a "straight" trait? Are they someone, anyone who doesn't dress nice or fix their hair? Are they bad at picking up social cues and awkward? Are they a "normal" human being? Being homosexual, or having a non-normative identity can never be the only trait of a character, because it isnt a trait. That would be like having a character whose only defining trait is they have dark hair, or that they are left handed. You can't build a character's personality off of something like this. They can need to address the issues of their identity, of course, but that isnt the same thing. That would be explorative, instead of exploitative.

    So my problem here, is that we know almost nothing about the killer. We know they are some type of Asian Technology Demon? Or something similar. Being homosexual can be a part of their backstory in some way, sure. Maybe they were killed for a forbidden romance, okay sure the "lesbians always die" trope is overdone but fine thats workable. But why is this the first thing we hear? Why is the only defining trait we have from them that shes LGBT? If they wanted representation, just treat it like its normal. Release the character, their backstory, let us see it for ourselves. I dont want to see a token character, that isnt representation. We need characters, well rounded, defined characters, who also happen to be LGBT. That is representation, that is shining a positive light on the topic

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980134#Comment_1980134

    looking at all the backstories of the characters what would make you think the devs would create a character whose only trait would be being LGBT?

    and even if it is a main trait of them: that would kind of be realistic as well, while not everybody of the LGBT community might feel the same way, there are also many who do live their life around the fact that they are queer. They may participate in parades, wear those fab clothes and only really socialize with other people of the LGBT community.

    I don’t think and i don’t hope the devs will include such a character, at least not as the first char. But why should they be restricted to not create such a char if they wanted to?

    As a trans woman whose been dealing with awful representation of LGBT in media for a long time, that sounds horrendous... Thats just really offensive and a huge problem with bad, token representation

  • @dspaceman20 said:

    It doesn't seem to make sense about why everyone is arguing. This whole LGBT thing is getting out of control. And I think I should offer my opinion on it. I'm going to say that I'm for adding in a LGBT character in the game. Sure it might not change gameplay a substantial amount but their is not really and harm in doing so.

    Like seriously if your opposed to it ask yourself what's the damage in adding a character like this in them?

    The only legitimate concerns I have seen are that they are worried about how they are going to handle the character and how it not needed for the game.

    The first concern is legitimate since their have been many time in the past where LGBT people have been portrayed as these 1 dimensional characters that have no dependable traits other then they are Gay or Trans ect. I'm concerned about this too as it's disrespectful to the community and imply we have no personality. But this is were good writing comes in and BHVR has shown to be competent writers who can handle this issue well. I'm confident that this problem will not happen.

    The second concern is that its not needed. This is also a valid concern and would be more valid if it effected gamplay, however as stated there is no realistic way adding a LGBT character can effect gameplay at all. So if it's not effecting what's important and it's not needed that means they are just doing it to be nice. If you think about it the same logic can be applied to adding a character of a different race. if it's not a detriment in doing so then what is the problem?

    Now before I end this I would like to end that saying that not wanting to add a LGBT character in the game automatically means your homophobic. If your straight or gay and don't care about representation that's completely fine, more power to you. If your straight or gay and want representation then that's also fine too.

    This is my opinion on the issue so please be respectful.

    "But this is were good writing comes in and BHVR has shown to be competent writers who can handle this issue well. " I have literally no idea what you are basing this of fof and this is personally one of my biggest fears given their awful track record. Im also worried that at this point, we know SO little about the killer, and this is up front. Im super worried its going to be a big flashy "WE SUPPORT YOU SEE" with no actual care for the character or that it is an organic part of their back story. The biggest problem with LGBT characters is that they are LGBT characters. They should just be characters who are part of the LGBT. If "GAY" is a character trait, its being done wrong. Identity and sexual preferences should be treated as mundanely as hair color or clothes preference. Obviously it means much more to them, and you can touch on that and get into that, but it is a sign of good writing that this intrinsic part of the character isnt the entirety of the character

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976684#Comment_1976684

    It's not necessarily toxic though.

    I totally get why its a cheap tactic, and isn't fun for the other side, and I try not to rely on it when I sense I'm going against under-ranked, or competitive but non-toxic survivors, but here are some strategies survivors do all the time which are not fun for me, as Killer:

    • bodyblocking the injured person on death hook to the exit gates, giving me a 0K. I get that it's good teamwork, but how is that fun if I've just spent 30 seconds chasing someone, injured them, and then the people who did gens in the meantime double back to deny the last hit (and then probably teabag too)
    • tapping a gen in my face to take a tenth of a second to undo the 3 second damage I made to the gen. Great tactic, makes sense sure, but how is that fun for me? Especially fun after they do my Ruin totem 10 seconds into the game. I mean, did you have to tunnel my totem, why not just make a note of where it is and come back to it once a few gens are done?
    • body blocking a hook when I just struggled to end a chase quickly and 1-2 gens already popped. Great move to extinguish what little pressure I have, but is this making my game more fun?
    • repeatedly returning to the same loop, knowing full well that the particular Killer I am playing is ineffective against that loop

    I could go on but already written a few examples so will keep it short.

    I fully understand how these things are frustrating. I am a killer main and they are a pain. But body blocking for a teammate to escape really is incredibly difficult, and if they can do it without trading a person, they kinda earned it. Tapping in my face is usually giving an action interupt, so not really sure what you mean by that one tbh. Body blocking a hook isn't usually super effective? If I think a team is going to be aggressive I look around before I pick up the surv, usually get a free hit, and then they are too afraid to try a body block. I dont know of any killer that can't lock down any loops once the pallet is dead or the window is locked but if its that bad gens prob need pressure. Theres def counterplay, but I understand your frustration with these

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976570#Comment_1976570

    Nice generalisation about the community, not "everyone" are dicks on each side

    just the ones who hate when people call tunneling toxic ig :/

  • dont care, Im not gonna let people try to defend needless toxicity. Deal with playing at the lower ranks if you don't want the headache. There is no reward/trophy/any reason to WANT to play at rank 1 or 2. If you can't play well enough to just stay there normally you shouldn't be there. Maybe the community wouldnt be so toxic if either side didn't need to be dicks to the other to feel good about themselves

  • @WoIfie90 said:

    I absolutely despise sorry a$$ players who give away your position when they're about to die. How about, don't suck so bad and maybe you'd survive. They should penalize players for such behavior.

    general rule of thumb

    "Did they do gen work or a lot of the running earlier?" If yes, okay the earned it, if not, Im doing whatever I can to live, because I know I sure as ######### did gen work while you were immersed as #########


    "okay we are in a ######### position and only one of us are going to get out, depending on who he can lock down to kill. Do I save them?"

    Did they already try to save me? If yes, yes, if no, no.

    Have we already done the back and fourth trading hooks? Do I go save them now anyway? Depends on the mood ig, but at least they earned it at that point.


    If this is big enough of an issue that you are posting about it, it sounds like you are cutting and running too early and giving up hoping to just take hatch, you have this coming

  • @EvanSnowWolf said:

    https://youtu.be/HXFLoCc7m-g

    Let me start by saying this not a tunneling thread, we have plenty of those already - one with plenty of pages. Disregard the video title.

    What I want to address is Spooks' larger point about the disparity between what is acceptable between Survivors in the community and what is acceptable to Killers in the community. For those of you that don't know Spooks, SpooksNJukes is a Dead By Daylight Youtuber known for unapologetically playing and then making videos with all the shrieking complaining and whining the other players get because they were angry over how the match went.

    What he does here is really highlight the massive Double Standard in behavior between Survivors and Killers, both in-game and out. Now let me get this out of the way - everyone on any side can be a jerk. We'll all faced terrible games as either side of this game. But for whatever reason we attach this expectation, this notion that the Killer exists to give the Survivors entertainment, and any edge, advantage, or tactic they have that works efficiently is to be frowned upon. On the flip side, Survivor tactics and resources are totally okay. They went after their precious Decisive Strike and Survivors lost their collective minds about how now this means tunneling will be rampant (as if that's an issue to begin with, but that's another thread). Why do Survivors think it is the Killer's job to give them an entertaining game?

    I want to highlight a comment Spooks makes at 2:45 :

    "If I see you injured and you were just on the hook and I see a healthy survivor, I am most likely going to go for the injured person. That's just what makes sense in my head. It's like if you, as Survivor, had a teammate that was on a gen that was 80% done, right? 80% done, that generator.... and then they got chased off of it. Are you gonna go complete that generator that is at 80% or are you going to go start a brand new generator at 0%? When you know that you can just finish that generator? On the Survivor side all the strategies they have are exactly that - strategies. But everything that the Killer does that they don't like? It's not a strategy. It's "You're trash, you are garbage, you are a piece of [BAD WORD]." All the Killer perks that you don't like are off-limits. But all of your crutch Survivor perks and Exhaustion perks are "just part of the game". It's totally fine."

    This highlights the previous point: why is the burden of game entertainment for everyone on the Killer? Why do these rules only apply to Killer? Why does one side get to tell the other side how to play? Point out that 360s are annoying and you get told to git gud and they are easily counterable but tunneling presently has a thread with 3 full pages that was just made 48 hours ago. Make a statement about flashlights and you get told they are just part of the game, but by god we need to do something about these dirty campers.

    And this is just highlighting the forum attitudes. It gets much, much worse out in the wild. Spooks has videos showing the mountain of hate speech get gets in the form of Playstation messages. #########. Die. One even threatened him with a gun. Because he beat them in a video game. I have never, not once, not ever, seeing that kind of a reaction sent to a Survivor from a Killer. If it does happen, it is so unbelievably small that I cannot find a data sample to support it. Meanwhile literally every single one of my friends that plays this game, and I do mean every single one, gets DAILY hate in the post-game chat when they play Killer. Without fail. Our Discord server literally has a channel dedicated to posting screenshots of the Survivor salt in post-game. And it gets new additions all the time. Meanwhile I have never once gotten hate from a Killer in post-game. Not once. Not ever. Heck, I've gotten messages like "Wow, whoever that Dwight was GG. He can run a loop."

    Why is it the faction that is supposed to be the innocent people breed this sort of behavior? Why is the more courteous side the ones actually playing the serial killer? These are people that will literally make threads crying about hitting on hook (a behavior that literally doesn't hurt your gameplay in the slightest) but will find a way to attack every single thing a killer does?

    Why does this disparity exist, and why is the difference SO extreme?

    As a high rank killer main, no its not a strategy, you're just bad at killer.

  • @GraveHunter said:

    I still don't like it. The old HUD was way better.

    Why not keep that and add only the char portraits in. That was good enough.

    honestly I hate how bright the portraits are

  • @[Deleted User] said:

    It was actually kind of nice to see the developers bring their game up to date with some more realistic animations and motions. Sure some looked a little funky but they didn't look like they were from the PS2 era like before.

    However today

    • "Changed transition animations in Survivor Locomotion to make the controls feel more responsive.

    What this translates to in game for anyone who hasn't experienced it is survivors now turn on the spot faster than ever before, they can do literal 180's at breakneck speed. One minute they're running forwards the next it's a "blink and you'll miss it" moment where they suddenly zoom to sprinting behind you. It looks absolutely ridiculous and it's sad to see that the animations look janky and PS2-esque once again all because the developers pander to entitled survivors.

    Before anyone says "just GiT gUd" yeah after the first took me by surprise I managed to get the next few but you miss the point that I shouldn't have to because I say this with no exaggeration, in no other game do I have to concentrate this much and aim my mouse so carefully in order to hit a moving target. Even first person shooters and actual combat flight sims don't have you aiming at targets that wobble and spin like this.

    yea its been a really weird one to adjust to as killer

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1970699#Comment_1970699

    My 13 year old nephew has been playing the games and reading the books since he was 9/10 along with his group of friends. No nightmares but plenty of FNAF themed bday parties. 😂

    yea no hate to anyone for what they like, but I thought everyone knew it was like a kid's horror game? No shame if you're older and like it, but its all just jump scares. And like the graphics are fine for kids, nothing gruesome. Its weird to think that people associate anything scary with adult or mature?

  • @Shaped said:

    As a killer I miss the old ruin tbh. Not really fond of the new one on killers that can't traverse the map fast.

    As a survivor old ruin was sometimes frustrating especially with old frame rate on console but other times it made the game more interesting. New one is pushover imho.

    My biggest problem is that it isnt ruin. Its a new perk. Ruin's job was to slow down objective progress. It fit into the same category of thano. The job of the perk was to slow progress. The new perk does not do this in any meaningful capacity. New ruin rewards gen pressure and aggressive play. As you noted, old ruin was used by slow killers that needed a boost. New ruin rewards faster killers who are capable of the more aggressive play. It helps an entirely different type of killer.

  • @WishIcouldmain said:

    Here's my idea. Freddy is getting changed soon. His current form is kinda dull. But in his third version will it be neat if survivors awake get the madness affect. It'd make sense if you don't get enough sleep you'll go mad. And movie wise that's what happens with Freddy the people have to stay awake but it breaks their mental health. So the first time you wake up you get madness 1. Then 2 and 3 and so forth. But if you're in the dream world enough sleeping enough you'll be able to put the madness affect back down. The madness would have the same doctor affects you see Fredd y illusions skill checks are harder. And maybe in tier 3 you have to be asleep for a while. But what do you think?

    he really REALLY doesnt need it. That would be a huge buff to an already S tier killer

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