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JediWithASniper

JediWithASniper

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JediWithASniper
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  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978236#Comment_1978236

    how i this bait, i was generally wanting to have a conversation

    It’s just a joke, I know it’s not really bait. All the comments are like: Oh yeah! We need MORE MEN!!

  • @Gylfie said:

    Yeah, whenever I'm working on a gen and I see someone cleanse a dull totem right next to me, I'm internally screaming at them to come help finish my gen instead. I don't know, doing dull totems just feels like a waste of time. If they do end up having NOED, I'll look for the lit totem then and there.

    Exactly. Anyone who has enough hours in survivor almost has a 6th sense for a NOED build anyway, so you just hold the last gen and knock out all the totems and then pop it.

  • @[Deleted User] said:

    Okay well, then don't do them. Tell me preventing devour hope, noed, getting rid of ruin are not very clear and important objectives.

    Please, don't cleanse them, they are totally not important tasks for you.

    Signed, a killer main.

    Which is exactly what most of us survivor mains do. We ignore bones unless we see a lit totem, and then sometimes we ignore those. Just not enough incentive to waste 20 seconds.

  • Teabagging at exit gates is literally why killers love this game. We survivor mains hate it, but are forced to do it to keep these needy killers satisfied and wanting more.

  • Jake is all of those things and more. Why isn’t he fulfilling all of your dreams?

  • @Victor_hensley said:

    The light is coming from behind that person, so the light would go though the spaces by their neck, and would cast shadows either down below the neck, or upwards above the neck. If you know how shadows work, you can clearly tell it's a shadow, not a mustache.

    People are building up so much hype with theories with fuzzy images, that they will have their own personal ideas cloud their minds to being true, then no matter what will happen, they will be inevitably disappointed.

    I'm not against an LGBT+ character by any means, it's just don't go in expecting the character to be LGBT+ by default, as there are no direct clues about it, only guesses.

    (remember how people thought the character would be a werewolf by a shadow, but it was the blight wearing a cloak?)

    Exactly. This is how we know it’s going to be the most popular pop star.

  • Finneas CONFIRMED as new survivor!!!

  • Personally I like going against IRI, I think huntress is one of the most fun killers to vs due to her turning traditional looping on its head. Very similar with nurse. They actually require a separate skill set to play against that no other killers do. I will always enjoy playing against skilled killers, I don’t want the game to be perfectly fair, I want it hard, and difficult to win.

  • It’s fine for the most part. I don’t like the opaque blood bars, and the icon that appears after you finish gens that tells you to escape is annoying when you are trying to tell who has escaped and who is still in the match.

  • @Murfet said:

    https://us.v-cdn.net/6030815/uploads/782LQRQ22CVR/70533f43-114b-43e1-a164-032c137dde09-7e3.jpg

    Brightened with a few filters definatly a male. The person wearing the blue dress they posted is also male. You can see a bearded chin.

    Billie is definitely not a man.

  • So since the new killer will be Billie eilish, I suppose the heartbeat music will have to be,

    Bury A Friend

  • Obviously it’s a licensed chapter. The picture is the new killer, Billie Eilish.

  • Even the best killers make a mistake sometimes, and we survivors want to be there with a flashlight so we can put a spotlight on it...

    ...more exactly we want to put the spotlight right in their eyes!

  • Dead hard is not that big of a deal. It’s strong, but it’s not too strong. Yeah, is a survivor with a DH, DS, BT, and Unbreakable a bit annoying? Is a team of them more annoying? Sure, but while DH is widely used, it is widely used badly, and killers can play around it. Sure you can get that one survivor who is amazing with it, but guess what, you can get them too with a little practice.

    OP is dead on. I survivor main, and only have it on one of my builds. I play enough killer to know it’s just not that big of a deal.

  • I do think it would be cool if there were more things to do besides gens, like a wall of breakers that have to be flipped, or something. I think it would be interesting if when you repaired gens, depending on what number of players are on the gen you got a different mini game that could increase progress on gen if you have a toolbox to activate it.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962434#Comment_1962434

    I don't appreciate camping in any way. Do you realize that if the killer tunnels "bad survivors" it just makes your team weaker as well since there's less people alive?

    Survivors who hide in lockers, crouch around the outskirts of maps, and don’t do gens do not add strength to your team. They don’t unhook you if you need it, they can’t loop or even distract the killer. They miss any skill checks they might encounter. They need to experience the consequences of being that bad. The ones who bring keys and do nothing all game and then leave you when hatch appears are even worse. They throw pallets down like they are going out of style.

    Sorry, but these types of survivors need to be tunneled.

  • @Thasard said:

    I got all my survivor and killer rift tasks done so I've just been waiting for Level 2 to be released with just my daily tasks to give me purpose. Maybe I shouldn't do these tasks because they're always on my non-Prestige 3 characters with less than optimum perks.

    I've been trying to get Kate to survive to open an exit gate, but the first match had 2 survivors crouching across the map (I saw this from the start with my Bond), allowing the 4th survivor to get to the second hook stage and then left me to die on my second hook so they could get the hatch together because one of them brought a key (I didn't notice this).

    Game 2: I brought a key and decided I was going to be selfish and play like those other survivors. Except every time the killer saw me, they stopped everything they were doing and tunneled me to take the key out of the match. And the window hits have never felt worse than they did with this update with this Blight.

    I'm trying to find the point in playing this game if all I do is wait for more rift tasks. It just feels like all the good players have left the game, and all we're left with are crappy survivors who don't do crap in this game.

    I appreciate killers who tunnel bad survivors in solo queue. I wish more of them would do it.

  • So when they fix it, instead of failing to work 50% of the time it will not work 95% of the time.

  • I have been finding a lot more keys since the update. I can’t throw a percentage on it, but it’s been more than normal.

  • @Sand said:

    I have over 5k hours in this game and am rank 1 in both surv and kill but survivor is clearly drastically easier, which I'm completely fine with tbh but is there anyone that actually finds surv difficult?

    Do you play only solo queue?

  • 100%

    Terror radius is a stupid way to do it. Should absolutely be based on distance to the hook.

  • Huntress cross-map Iri-head one throw for the win.

    Match over. Deathslinger doesn’t have DS or unbreakable so he’s toast.

    Realistically, she will destroy him, not even a competition.

    This should be the new game mode the devs won’t make.

  • I like it from the survivor side. Very helpful audio queue. Killer hearing it doesn’t make sense at all.

  • I kind of like this idea, especially that you can reduce the fear level by hiding, although, it’d be nice if maybe with each level of fear, they could reduce the field of view for the survivor. They can increase it with wraith, so maybe they could do something like 3 levels of the broken state. Like the walls are closing in. Maybe each level doubles the percentage of skill checks you receive while reducing the zone by a percentage like you said.

    Great idea! I was thinking about jack as a concept the other day, but couldn’t come up with a killer power.

  • I once thought the same, but now I think it should just be a proximity quick chat with like 4-6 options.

  • @Mineguy said:

    So I have a big problem with my anger. When one simple thing doesn't work the match is basically ruined for me and I want to improve that. Any tips to get not so easily tilted, angry or toxic?

    If you view each match as a learning experience, and each failure as a stepping stone to more skill, each match as a tiny improvement over the last, (no matter how bad you or your team plays) just find one thing to improve slightly, then, over time, you will be better.

    Kudos for looking to grow personally.

  • I would think that Demogorgon would be much more deadly if he could just emerge silently and teleport more often. Shred range seems fine, but that’s from the survivor perspective, I’ve never played him.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949769#Comment_1949769

    no, it wasn't because of d strike update, and some matches i've done experiments and i think it depends on the connection at the time. Hits seem fine in one game and then another more inaccurate but it's by no means a mess every match.

    When you say hits seem fine, are you playing as a survivor? I’ve been playing both sides, and all the people saying everything looks good from the killer’s side are just flat wrong. It’s grossly wrong on killer side, and egregious on survivor side. It’s not a connection issue, although that makes it even worse.

  • Why not just fix one thing at a time?

  • There is a large consensus among both survivors and killers that NOED needs an adjustment of some sort. It seems a smaller minority think it is just fine.

    The complaint of having to search an entire map when totems have not been cleansed is legitimate. You don’t always have 4 people looking. It is not bad play to leave totems uncleansed when only one perk has a legitimate effect on leaving them.

    NOED has a stigma for rewarding bad play by killers. This is much more true than the opposite, punishing survivors for bad play. That is ridiculous. Survivors run circles around a killer, and only when he has a one hit and a speed boost can he have a fighting chance. That’s not endgame strategy, it’s pathetic.

    The perk needs some adjustment. It needs to take into account the trade of 5 totems to 1 perk that no other hex has.

    So I suggest the changes from my last comment, or this single change that follows:

    NOED lights all totems, and replaces any already lit totems with itself. If any lit totem is cleansed, NOED disappears.

  • So here’s an idea for NOED

    I think it needs a buff and a nerf to be solvent.

    Buff: The killer can see the aura of all survivors within 30 meters. (This number can be adjusted up or down guys)

    Nerf: Once the killer downs a survivor, the killer has only 30 seconds before NOED extinguishes itself. However, if the killer locates and downs another survivor in that 30 seconds, the timer resets to 30 seconds. This continues until the timer runs out. Hooking a downed survivor also resets the timer to 30 seconds.

    In this way, it is not an infinite devour hope. It can be outlasted or destroyed. It also does not reward a bad killer because at best a bad killer downs only one person. If they are camping a hook, a survivor can force a hit, but not unhook the camped survivor, in this way, NOED stops a camper. It’s still very strong, but what say you?

  • Rework idea:

    Other survivors can grab the killer’s ankles to slow him down so you can finally wiggle free. As the killer drags survivors on each ankle, he can stop, shake a leg, and shake that pesky survivor loose, but injure them at the same time. The way he will do this is with a wiggle feature for killers. I know, it’s brilliant. Luckily with three other survivors, that’s three wiggle games that the killer gets to play while you only have one. Now you are guaranteed to get free every time.

    (This has been your daily dose of satire)

    Wiggle is just fine other than it wears out joysticks if you play a lot.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947600#Comment_1947600

    Well see that's your problem right there.

    You are under the impression that this is a competitive game. It isn't. This game is way too random, too asymmetric, and way too... everything to be anything more than a fun party game. I've seen some of the Tournaments for this game. They've all been either meme fests on purpose or absolute messes.

    If you were after ESports level of competitiveness... well you are just flat out in the wrong game.

    Ok, whatever. It’s obvious you don’t agree and are just looking for things to disagree on. I play this game because it’s hard, and I don’t like players who want it to be fair and easy. I don’t like when developers lower the skill threshold to include more people. If you want a separate game mode called easy, do whatever you want to that, but standard game modes shouldn’t cater to extremely small pockets of players who can’t keep up regardless of their reasons.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947571#Comment_1947571

    What on earth does that have to do with anything we're talking about?

    I specifically said that accessibility should happen as best it can without compromising the game. Take Rock Band for example. There's sometimes long stretches of repetitive button pushing. Its there because that's how a decent chunk of songs are written. "Fixing" that would break the core of the game, so it shouldn't be fixed. For DBD on the other hand... there's no reason DbD needs repetitive button pushing, so it should get fixed.

    If most of the difficulty of a game is coming from some weird, archaic side mechanic that doesn't need to be there, then that is a terribly designed game. Luckily the struggle mechanic isn't where most of the difficulty comes from in this game. Instead it comes from the fact that there's a crazy guy with a machete after you and you need to get out before he kills you.

    In any sport or competitive game, if you make rules, or design gameplay to include anyone who is not able to compete at the same level, then you get an easier game to play. There is no way to include less skilled players, (not even talking about disabled here) without changing the skill threshold. This is why nurse, spirit, billy, probably soon wraith all get nerfs. They are catering to less skill. Now if you start changing game mechanics for those who can’t hit the right button combos or whatever, the end is that it is easier to play. You lose competition when that is the governing philosophy.

  • He has a lot of add-ins that speed up uncloaking, and disable the bell sound.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947348#Comment_1947348

    #1: Never said they should do that... even though in this instance they basically have done it.

    #2: Why the heck not? Yes there's an infinite amount of disabilities, but just because you can't include all of them doesn't mean you shouldn't try to include as many as you can. Double that if the methods of including them don't make the game worse for anyone. This isn't an all or nothing thing. Its a case by case thing, and in this particular case there's no reason to keep it the same. Also... disabled players are part of the player base so... your assertion that they wouldn't be making decisions for the player base are just flat out wrong.

    #3: Not if the Devs are careful. It is entirely possible to make the game better for a minority group without compromising the game for the majority. Besides... every time they add a new killer or buff a particular killer, they are also catering to a minority group. Unless you think the majority of players main Clown (for some reason)... that rework was 100% a change for a minority.

    If you want games that are ridiculously easy, then do it your way.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947291#Comment_1947291

    Ok then, defend your position. WHY is the answer no? In the context of a change that would not matter for the majority but be significantly better for the minority... why should that not be changed?

    The defense of the position has already been made, but here it is again.

    #1 You can’t have dual mechanics running at the same time. The reason for this is that you create an unequal playing field. So you can’t have one guy tapping x while the other just has to hold x. That is completely ridiculous as a way to build games.

    #2 You don’t alter game mechanics for disabled groups as the reason why you are altering the mechanic. The reason why is because there are an infinite amount of disabilities, and if you don’t appease them all, then you are discriminating against them. You can’t make decisions like that. You have to make decisions based on the player base, which is not disabled. The moment you start changing mechanics for the disabled group, you are no longer making decisions for the player base. Sorry, but that’s the way it is.

    Finally, I don’t care whether they keep it or get rid of it. But I do care why they do it. The moment they start catering to a minuscule group, that’s when the game gets worse, not better.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947257#Comment_1947257

    and the answer is obviously yes. If the mechanic can be changed to be more accessible without drastically altering the game, it SHOULD be changed. The 2nd stage struggle mechanic does not drastically alter the game in a particularly large way, so it should be changed.

    The game would lose nothing by changing it and it would be significantly better for some players by changing it.

    The answer to both issues is no.

    Now if you want to debate whether the mechanic is good or bad for the game, that is a separate issue.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947213#Comment_1947213

    Who cares if it has been in the game since the beginning?

    There is literally a replacement for it in the game, right this second, and getting that alternate mechanic instead does not change the game in a large way. Beyond that, there are several ways that you can go through a game and never encounter the hook struggle mechanics. Those are just the facts of how DbD is right now.

    Those facts means that that particular mechanic is not core to the game.

    Right, and nobody is debating whether the mechanic is good or bad, nor whether it should be changed. What is in debate is whether it should be changed because of someone’s disability, or whether there should be dual mechanics operating simultaneously.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947187#Comment_1947187

    If you actually knew what a "slippery slope" was, you'd know it was a logical fallacy.

    Based on what logic group’s assessment?

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947130#Comment_1947130

    You're just flat out wrong then.

    Nothing about the 2nd stage struggle mechanics are core to the game. Not even close.

    As Survivor, the core things you do are repair gens, rescue people, heal, sometimes cleanse totems, and loop the killer via pallets and windows. If any of those change as far as how they work... the game could end up being incredibly different. Maybe for the better, maybe for the worse... but different. However be honest, how much different is it to have your 2nd hook state be in a PH cage? That can already happen right now in the live game. There's a small amount of difference. However if they changed that over today... does it have the potential to completely change the flow and feel of the game? No. It absolutely does not.

    The struggle mechanic IS NOT core. It just isn't. As such, I have exactly zero qualms about changing it to be more inclusive, because changing it simply will not change the overall gameplay experience

    Besides, it is being looked at by the Devs anyway.

    You don’t get to say that a game mechanic that has been in the games since the beginning is not a core mechanic.

  • @Kenthria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946958#Comment_1946958

    People with no argument always have to jump to extremes to try and counter valid points.

    People who don’t know what a slippery slope is engage in foolish actions that end in disaster. There are thousands of games that cater to disabilities. Most games do not need to and shouldn’t.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947010#Comment_1947010

    Firstly... you are in fact indirectly defending it because that's the only mechanic getting discussed for changes in this thread. If you didn't want to defend it... you shouldn't have posted what you did in this specific thread.

    Secondly... sure there are too many disabilities to build every game around every single one. However building games around as many disabilities as possible without compromising the core mechanics is in fact a GOOD thing. The colorblind options that are coming are a good thing. Changing the struggle mechanics would be a good thing. Why wouldn't you want gaming to be accessible to as many people as possible?

    The hook struggle is as core as any other mechanic in the game. What is being discussed here is changing a game mechanic in order for someone with a disability to be able to play it. I am not in favor of that regardless of the disability. Color blindness does not change mechanics, just colors. They are not even remotely the same.

    A game mechanic should rise or fall on its own merits, not because some group wants access. That’s a ridiculous reason to change a game mechanic. The moment you start making a, “press x instead of tap x” type of setup, the game is no longer an equal playing field.

    The needs of the many outweigh the needs of the few, or the one.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945180#Comment_1945180

    I have played many MMO's.

    What I have seen on DBD in just a few days is a significant deviation from the norm. Maybe it's different in mainly english speaking games (I'm not a native English speaker) , but don't pretend this is just some kind of regular occurrence. It's not the average, which is why I took note of it.

    Play a few FPS’s.

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