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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • @danielmaster87 said:

    They just need to change the emblem system. If course I'm gonna get low gen contribution if I run the killer for all 5 gens. Of course I'm gonna get low chase contribution if I do 3 gens by myself. This emblem system requires you to go out of your way to do these different objectives, sometimes at the cost of overall efficiency, just to pip or 2 pip. It's almost impossible for survivor to 2 pip.

    At red ranks, this is definitely true if one survivor loops the killer for 5 gens.

    But aside from that rare occassion, the emblem system actually incentivizes and rewards great gameplay.

    If the killer is playing well, and hooking survivors left and right while you sit safely on your third gen, you need to stop ripping gens and help your team out. Not because the emblem system tells you to, but because your teammates are struggling to stay alive and you need to let them safely sit on gens (especially if they are on death hook).

    In my experience, the most overlooked skill a survivor can bring to their team is an awareness of when they need to take aggro. Survivors who have not been hooked, and run ahead of their injured teammate (who is in chase), are hurting the team. That survivor needs to recognize that his/her teammate's survival increases their own chance of escape. They need to force the protection hit, so that the teammate on death hook has more time to reach a strong loop--and hopefully have the killer drop chase.

    Far too often I see survivors who have never been hooked scatter like roaches when the killer chases someone else on deathhook in their direction. If the killer catches that survivor, you lose your man advantage, and you lower your chance of escaping.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013922#Comment_2013922

    Please break down my comment and show exactly where the outcome of every trial is down to pure RNG.

    "map was so good it was playing itself"

  • @MadLordJack said:

    If you looped a killer for five minutes, either the killer was extremely bad or the map was so good it was playing itself.

    I know survivor is easy, but you're suggesting the outcome of a game is 100% dependent on map RNG or the skill of the killer.

    Thats just not true.

  • @Kirkylad said:

    Someone's just had a rough match in good old solo queue lol. Don't worry it happens..... a lot.

    I've been playing this game for far too long to bother ranting after a rough match of survivor. Every game is a rough match.

    This post was prodded, rather, by some lingering thoughts after a game I played as Bubba yesterday. A survivor told me I "didn't deserve the 4k," after a match in which I 3k'd and watched the 4th survivor catch hatch.

    Played on Azarov's--I found a survivor relatively quickly, on the same side of the map as I. The chase consisted of me hitting tantrum off the front of funbus (I think the hitboxes on funbus are broken rn, because I collide every time I try sawing in the shrapnel side), then the Yui running me across the map and vaulting a single window. Seconds later 2 gens I never had a chance to pressure immediately pop.

    They end up 3-genning themselves and I had at least 3 hooks in the basement between the 3-gen.

    They practically gifted me the game.

    I definitely didn't have an outstanding game, but they also made no attempts to avoid a 3-gen or being hooked in basement.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923386#Comment_1923386

    Believe it or not, OOO is amazing in a stealth build. You just have to know how to use it. It takes the place of Spine Chill as your detector perk. And it's a lot better at it.

    To add, its really good with Off the Record

  • OoO + Tier I Mettle of Man is better than current OoO, once survivors hit 3 stacks and heal.

  • It is also worth noting that Mettle of Man will then be better in Tier I, because you will have wall hacks starting at 12m.

  • @Nossy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920346#Comment_1920346

    I trust you when you say your rank 1 (and I can understand why you use this kind of perk if you get keyed over and over ;)) but if you tell me this 3 survivors we see in the video was also rank 1 survs than its the most boosted surv Ive ever seen (and Ive seen a lot of them xD), cause going to neverland or not being able to use a jungle gym with long wall or shack for more than 5s, Pinky finger or not will not have made much a différence xD

    And I love Clown (must be in my top 3 with Legion and Myers, winrate wise) and I found his most OP combo is Middle finger and the add on that slow 5% more, almost unloopable and you can't escape a chase once initiated ;) Pinky finger is more map/survivors skill dependant.

    I've seen an unfortunate amount of Red Ranks play like the ones in this clip (although these survivors were all Purple). I've never been put in a lobby with all 5 Rank 1s, in my 1.5k hrs of DBD. '

    Matchmaking is in such a state that the skill of the survivors in this video is the norm for me, as a Rank 1 killer.

  • @Nossy said:

    No offense but when I see how this survivors play and your perks, I doubt this is a high lvl game.

    No offense taken. ...but I'm Rank 1 ;)

    I had just played 5 games of survivor. In 4 of those games one of my teammates brought a key and did the bare minimum to help the team.

    Then played 3 games of killer and a survivor brought a key in every match.

    7 keys in 8 games.

    I have zero respect for the survivors this game pairs me with. My perk build is a reflection of that.

  • @[Deleted User] said:

    Not sure what point you are trying to make here sorry.

    That game isn't over though, just an uphill battle. I've ended games as trapper in like a minute, that doesn't mean he is ez mode or anything.

    I didn't outplay these survivors. I just pointed the center of my screen at them, released my mouse button, and attacked. With Trapper, you are at least responsible for anticipating high-traffic areas that survivors are prone to running thru, then placing traps with the expectation it will provide you value later.

    ...thats big brain.

    this is smol brain...

    low risk. high reward.

  • To each their own.

    It is unfortunate that people take personal offense to the words of strangers.

    Cursing is a habitual response to stress for many people. In games where there are perceived winning and losing conditions, people become competitive. Competition breeds stress, and thus from time to time players feel the need to relieve that stress. In that moment, you are the target of their insults and swearing because it is a healthier alternative to punching a hole in their wall, monitor, keyboard, etc.

    Judge people all you like for choosing this as their form of relief, but you'll find it is quite common.

    The below Wired article discusses a Keele University study on the science of swearing and its relation to pain tolerance. The study looked specifically at physical pain tolerance, but it is not a stretch to assume the study's findings can be translated to psychological pain as well--i.e. stress and frustration that comes from losing a game they worked hard to win.

    Research has shown that cursing allows you to handle suffering and actually diminishes the sensation of pain.


    I will be the first to admit that I can be a dickhead in the post-game chat. Not always--but definitely when I felt I played really well, and didn't come out on top (especially if I feel the killer didn't play exceptionally well). I am competitive. This is my way of cooling down from the trial.

    Most people might walk away from these games thinking I'm the worst kind of human being. But every once and a while someone sticks around long enough for me to finish venting. When this happens I own up to being a dick, and slap 'em with the honest "gg."

  • Plague will never see a rework because BHVR's management appears to lack any ability to enforce deadlines.

    The idea that it takes months to create a new list of Add-Ons for any killer is asinine.


    This is what it looks like when a company actually wants to get something done...

    Lead Dev: "Canas, I want to see a first draft of an Add-On pass for Huntress, Plague, & Trapper in my Inbox by Wednesday morning, in addition to your other weekly responsibilities. Leachy_Jr, I want the same from you but for Myers, Wraith, and Demo."

    Canas & Leachy_Jr: "Will do."

    Lead Dev (Wednesday Morning): "Okay team, Canas and Leachy are presenting their Add-On passes today [...] anyone have any questions or concerns about the first draft? Yes? Okay, lets address those by Friday morning. Programmers, do you think you could get these changes into a PTB by next Friday? I'll reach out to our art department--they should be able to mock up some icons by then."

    Community: "We like/dislike these changes because of ____"

    Lead Dev: "Okay team, our changes were well/poorly received. Lets _____."

  • Making Iri Stone base-kit, but a reset timer of 60 seconds instead of 30 would do him well.

  • I know exactly how you feel

  • Thanks for bumping my post, everyone. I really need some more optics on this so the word gets out.

    Keys are an exploited self-serving mechanic that have no place in this game.

    ---

    When you bring a key, you are saying "I care about myself, and only myself."

    As a Killer, you open the door for me to care only about myself and my enjoyment. Which in that moment, just so happens to be ruining yours.

    As a Survivor, your key tells me you'll be willing to leave me on first hook if it means you can find the hatch. So I'll happily let you die on your first hook and take your key as my reward.

    ---

    If you need to abuse every item/perk combo/synergy just to climb, you don't belong at the rank you are trying to reach.

    Perhaps this needs to be said, because i've heard the opposite being preached on these forums, but Dead by Daylight does not become "more fun" when you reach a certain rank. Dead by Daylight becomes more enjoyable when you see improvement in areas you worked hard to learn (be it looping, stealthing, 360ing, flashlight saving, etc.) and earn that next rank as a result of your improvement.

    ---

    Dead by Daylight is a cooperative game, where escaping is dependent on the collective effort of all four survivors to power the exit gates and earn their freedom. Yet time and time again I have witnessed Claud after Claud move from one locker to the next with her bright shiny key, waiting for her team to complete enough gens for hatch to spawn. I have looped killers for 7+ minutes while Claudette, the only other living survivor, crouches in a corner of the map with her key in hand, waiting for me to die so she can find hatch. I have sat one too many times on first hook for over a minute, as the killer patrols gens, watching my teammates follow their key-holding queen thru the hatch.

    The key is a ######### stain on Dead by Daylight. Any way you slice it, it is a selfish item that incentivizes a "me first" mindset--a major design flaw in a game so blatantly centered around teamwork.

    Whether I am a killer or a survivor, I will ALWAYS respond to your key with the same self-serving attitude that drove you to bring it in the first place. You cannot escape this game alone--I damn well will make sure of it.

  • My reaction to seeing Dead Man's Switch activate on my gen:

    "oh no... what ever will I do. I hopped off this gen to go save a teammate. I sure hope a killer doesn't come over and kick this gen in the 45 seconds it takes me to go save my teammate! ...oh wait."

  • "Just do bones" is an over simplification of a complex process.

    Too many variables to claim it is a great hard and fast rule.


    "doing bones" is particularly detrimental to the newer plays who see NOED most often.

    Newer players don't know totem spawns. They're absolutely ######### if they "do bones" during the match, and can only find 4 totems. NOED is going to spawn in that hard-to-find location and will never be cleansed because new survivors have zero idea where that totem could possibly be. At least it has a 20% chance of spawning in broad daylight if no totems are cleansed during the match.


    Better advice would be to tell survivors to check on any totems they know are nearby, immediately after the last gen pops.

  • Bottom Line: Its not a healthy perk.

  • Personally, I wouldn't mind if they switched Exhaustion Add-Ons to the Broken status effect, and change Broken so that it means you can't use exhaustion perks for the next 30 seconds (in addition to preventing you from being healed).

    I think this would give Forced Penance just the buff it needs to make it viable as well, while making Deliverance a less appealing perks to activate in the killer's face.

  • ok fine.

    ...but only because if i dont, people will have to learn to actually play nurse, and that will be a lot more frustrating in the long run.

  • @steezo_de said:

    It would help if you showed 7 consecutive endgame screenshots for credibility's sake. I get yellow ranks in my lobbies too sometimes, but not all of them, and not 7 in a row either. Or maybe you just got hit with some wonky RNG.

    Here, take 18 end-game screenshots.

    @KayTwoAyy said:

    Since the release of 4.4.0, matchmaking has felt frustratingly similar to the period of time where "Skill Based Matchmaking" was live. This past month I have queued up survivor alongside 2 other rank 1s, and countless times our 4th teammate would be Rank 12 against a Rank 8 killer.

    I realize this is all anecdotal, however, so tonight I finally decided to take screenshots after each game. Tonight is my second night playing since rank reset, and I played 9 games as a solo queue survivor.

    It was brutal.

    https://us.v-cdn.net/6030815/uploads/7V7HM7TDDUYC/10matchspread-102120.jpg

    And as a bonus:

    https://streamable.com/e4iz44

    Bless this Rank 18 Claud, I know she is just learning the game. But had this not been my second match of the night, I might have reacted a little differently...


    This was from December, but nothing has changed since.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900776#Comment_1900776

    Maybe they die in 15 seconds cause you used all the pallets in a 3 minute chase

    And to wipe the smirk of your face, heres another minute of me looping the killer without throwing down a single pallet.

    https://streamable.com/97kz3h


    DBD would be a cakewalk if my teammates could match half these clips on a daily basis.

    Instead I get Slug-Me Sammys who throw themselves right at the killer without BT or DS after unhook. Hell, even before they get hooked a first time.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900776#Comment_1900776

    Maybe they die in 15 seconds cause you used all the pallets in a 3 minute chase

    That 3 minute chase happens at the end of the match. Check your reading comprehension.

    I'm pallet-concious and chain as many windows together as possible.

    But hey, keep being ignorant to the fact that there are way too many survivors in red rank matches with their heads completely up their ass.


    Here's me looping the killer for a whole minute on absolutely nothing.

    https://streamable.com/atoe0b

  • I will drop the game because i'm tired of looping the killer for 3+ minutes after he downed my entire team in under a minute. If MMR is on, the only thing its looking at is whether or not the survivor escaped. My teammates are not getting any better, and neither are my chances of escaping.

    I'm tired of running the killer for multiple minute long chases, without even losing a health state, only to have the killer leave me and down a survivor in under 15 seconds. I'm tired of looping the killer for 3 minutes at the end of the game, only to die on first hook. I'm tired of everything I do feeling meaningless, because my team can't hold a candle to impact I make on a trial.

    I'm not being challenged. I'm being tortured.

  • @MeltingPenguins said:

    Same reason people hate Deathslinger:

    Hag's a killer who takes away control of chases etc from the survivors, and generally meddles with the 'engage the killer in a chase and keep them busy while gens get done' tactic you see all too commonly.

    Hag is my least favorite killer to face, and this is not at all the reason why.

    There is nothing skillfull or interactive about facing a killer who spends 30 seconds within 16m of you after you've been hooked placing 5 traps--3 of which are within 6m of the hook. My teammates are then forced to either spend the next 30 seconds crouching towards me, or just YOLO the unhook and snowball the entire game because of a single hook.

    Like Freddy, she is a killer who compounds the issues of matchmaking and magnifies the glaring skill gap between players that somehow share the same rank.

    But even if matchmaking was perfect, she would still be boring to play against, because her winning move is to proxy camp and tunnel.

  • The timing of this post is hilarious.

    Just this morning a myers ran Franklin's against me and it actually enabled all 4 survivors to escape. He hit a toolbox out of meg's hand, which i immediately picked up and used to sabo two hooks in his face while the exit gate was open.


    I doubt he realized how much Franklin's hurt him, but if he knew I used the toolbox meg was holding I'm sure he'll never use Franklin's ever again.

  • Objectively weaker.

    Yet I am far more terrified of Pallet Freddy because my teammates will inevitably pallet loop him into oblivion, leaving me to look like a fool when I die throwing down one (fake) pallet.

  • Here is the fix:

    If a killer is within 4/8/16 meters of a hooked survivor for 3/6/12 seconds, while no other survivor is within 16 meters of the hook, all survivors receive a 9% increased Repairing, Healing, Unhooking, Cleansing speed.

    This effect persists for 6 seconds after the killer has left proximity or a survivor enters within 16 meters of the hook.

    --

    I don't run kindred because it does not counter camping--at least not with the survivors I play with. In fact, Kindred invites the whole team over to the hook to try and swarm for unhook, instead of letting me sit there while they crank out generators. Often times a camping killer will 4k simply because the entire team chooses to crouch nearby for 2 whole minutes waiting for their time to strike...which inevitably never comes.

    A buff to objectives and altruistic actions not only lets teammates know the killer is camping, but also helps them complete actions faster so that they may have the opportunity to save the poor soul who didn't get to do anything all game.

    This addition indirectly punishes the killer for camping (but does not completely negate it as a strategy), thereby discouraging killers from camping if a 1+ kill game is their goal.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894918#Comment_1894918

    I Will give you that matchmaking sucks and remember it often sucks for both sides.

    But if you are playing solo survivor you have to take accountability for how you are gonna play. You know from the first second of the match your against freddy and you have to be ready to counter what he can do. If your just not willing to do that dont complain he's OP, there are plenty of maps where other killers can do the exact same thing. Spirit , Billy, Demo, Nurse, all can see you on a gen with bbq and get there in a matter of seconds, which ironically it takes freddy several seconds to charge his teleport as well.

    Taking aggro is just as much a counterplay as hiding in a locker.

    As stated, Freddys down my teammates extremely fast. If I go hide in a locker, he will go down another survivor insanely fast and all I have to show for it is a single complete generator. This doesn't get me any closer to escaping. In fact, my decision to hide will likely lead to several teammates being tunneled out of the game and me dying on first hook at the end of the game.

    Freddy's teleport allows him to enter chase 5 seconds after hooking a survivor. This alone makes him stupid lethal against the all-too-common survivors who don't know how to loop a killer for even 15 seconds.

  • @Retox said:

    https://us.v-cdn.net/6030815/uploads/97JOH4BUXMXO/image.jpg

    ask me why I tunnel and camp survivors

    I've played against the bottom two survivors before.

    I hope it pleases you to know I let them spend 4 minutes on the floor.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894579#Comment_1894579

    You're ignoring a massive problem with the entity taking people who are renowned or famous.

    Let's say that I am the entity. I need humans, hope, to survive. When I take someone to my torture dimension I want to make sure that as few people as possible come looking for them. Because not only are lonely people most likely easier to kidnap, but if people start to notice others mysteriously disappear in a deep fog my food source is now at risk. The devs have stated in the past that escape from the trials is possible if the right ritual is performed. So having people look into what might be taking their peers is very bad for me.

    Like, say, talking an individual that's worth millions in sponsorships and will have no doubt have investigators trying to find out what happened to her. It's an extremely stupid decision to take someone like that given that I want to remain unseen. And even apart from that, if anyone actually managed to break out of the trials, they would be a massive security risk. Because if all the people I took were nobody's or loners or just people that weren't well known, the person who escaped who be hard pressed to find anyone who believes what happened to them.

    Unless of course they have valuable information pertaning to all of the celebrities I've apparently been kidnapping.

    @unsafepallet

    @KayTwoAyy

    to play devil's advocate...

    this assumption about the entity presumes that it acts only in a manner of self-preservation, and that avoiding detecting is its single greatest concern.

    the entity might not be like that at all. it might feed off fear and chaos--it might even strive to instill those things in society. Taking nobodies and outcasts in the beginning may be a way of growing/building strength. Taking somebodies and celebrities is the moment the entity begins terrorize the real world.

    If people are investigating what the entity is, then more people are going to be placing themselves in vulnerable positions to be taken.

    A powerful being like the entity might not concern itself with the behavior of mortal beings. The earth is its classroom, and the entity is the class bully. It is all-powerful, all-knowing, and nothing can bring it down.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893642#Comment_1893642

    This has nothing to do with most of your comment but on the point of Yui's hair, I absolutely hate it. Not because of your reasoning. I think it's rather smart for the developers to style the hair in way that shows a sense of speed. But I absolutely hate playing Yui with that hair because my OCD absolutely hates how the hair isn't symmetrical.

    It has a permanent curve to the side and that makes sense when racing but not when you're just walking/running, or working on a gen. Like Yui, please put away the hairspray, something is wrong with your hair. I just had to rant about that because I've always hated it and someone actually mentioned it. Lol.

    hahaha personally i'm a fan (in part for the deliberate design choice), but I can understand your disapproval!

    It feels like she just took off her helmet, and her hair is stuck in mid fluff as she is doing a hair whip

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894902#Comment_1894902

    It Sounds like hes running bbq and chili once he downs the survivor if you hide in a locker until 5 seconds after he hooks them he wont know to teleport to your generator, and you'll avoid that problem.

    im not wasting my time stepping into a locker for 15 seconds because my teammates are incompetent. my teammates should be working on gens as well, and i'm happy to take aggro if it means they can get a gen done.

    at the end of the day, matchmaking is the real issue. Freddy's kit just compounds that issue into an unejoyable match where I watch my teammates die left and right, and spend 15 minutes holding m1 on the same generator as a result.

  • As a solo survivor, my biggest complaint about Freddy is how quickly his teleport ability regenerates. All too often I watch him hook, teleport, then down one of my teammates in record time. He then hooks that survivor, teleports to me, and pops my generator at 90%.

    I then loop him for a time. Either long enough for him to leave me (and my gen to be back at zero), or not long enough for my teammates to heal the injured unhook finish a generator before he hooks me, teleports, and pops their gen.

    Ideally, I loop him long enough for him to leave me. But the sad reality is my teammates don't know enough to go stop my gen from regressing, so I return to a gen below 25%. I begin working on it, then he downs my teammate, teleports to me, and pops my gen when its above 75% again.

    All too often I work on a single generator for an entire game, because my teammates cant loop freddy and he decides to pop my gen 6 or 7 times.

  • @Rydog while Ravenloft might not have the mass audience that traditional horror films (and their icons) do, it does have potential to produce a noticeable impact on the game's growth. ...and if the price is right, it might even be great for BHVR's bottom line.

    Tabletop gaming and video gaming occupy a shared space--people who play one are more likely to play the other. The same cannot be said about people who watch horror films because film occupies a different space in pop culture. This is all conjecture, but I'm fairly confident there is correlation in my argument.

    As of a 2019 IGN article, WotC reports an estimated 40 million people to have played D&D since the late '90s. If this number is to be believed, they're nearly 4 times as popular as DBD (more or less, depending on active player count).

    Ravenloft has a cult following which, given the shared space that tabletop and video gaming occupy, would attract a large amount of new players purely in the interest of playing as or against Strahd.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893642#Comment_1893642

    Let me start by saying I appreciate you actually taking the time to write a good counter-argument. These forums are filled with childish people who don't seem to understand the difference between objectivity and subjectivity. So having someone at least try to explain their viewpoint rather than presumptuously telling me how wrong I am is refreshing. Now onto addressing your statements.

    "Cosmetics are minutiae that should seldom be used when designing characters--particularly in a game with customisation"

    You disproved your first point in the same sentence that you stated it. The characters of dbd have almost no dialogue. The most we've gotten is Plague's occasional quotes and Ash saying something in the waiting lobby. For all intents and purposes, the personality of the survivors is how they look. They can express themselves in no other way besides screaming in terror. The only other interaction that we, as players, have over these characters besides helping them survive is choosing their outfit. So how those outfits are designed is a very important part about expressing that particular character's personality. Silhouette and mannerisms are important as well. But not nearly as important as how a character looks to begin with. (When I have the time I'm going to contrast every character silhouette in the game to see how they look. I'll get back to you when I'm done)

    "At the end of the day, design is subjective, and even good design is hated by some"

    Not entirely true. In every single design in every single field, objectivity can be measured. A stick as an objectively worse weapon compared to a gun. A pile of leaves is an objectively worse shelter than a house. When it comes to creative fields such video games it certainly becomes harder to measure objectivity, but is by no means impossible. It simply requires a more thorough examination than the previous examples.

    You are entirely correct in saying that good design is hated, however. I hope that my analysis of dbd has come across as sincere and not disgruntled as I try to analyse things as objectively as possible.

    The last thing I'll address is your analysis of Yui's pose. All of which is completely correct and I agree with. (Except I'm surprised you didn't mention the ridiculous wrappings around her feet that made her look like a Sonic Boom character.) But what I will criticise is her characterisation and story and how it poorly ties to the game's narrative. (What's left of it)

    • Dwight is an anti-social nerd who's spent most of his time alone or avoiding others that would ridicule him. It makes sense that the entity would take him because less people would look for him.
    • Claudette is an anti-social nerd who's main interactions with people are online. It would make sense for the entity to take her as well.
    • Yui a renowned racer who now holds record for youngest ever woman to win the "All-Japan Moto Championship" and has thousands, if not millions, of sponsorship money backing her. Why the hell would the entity ever consider taking her?!?

    I'm fully aware that other survivors have this problem also, and that the entity has been reduced to an imitation of a bad eldritch joke at this point, but that doesn't excuse how contrived her inclusion in the game is.

    Your OP definitely comes across as sincere, rather than disgruntled, which is why I took the time to respond in the way I did.

    My statement regarding the use of cosmetics in character design is a broad character design principle. Every online art school I've ever enrolled in, and every vis dev video, podcast, or blog i've ever seen underscore the importance of a great character silhouette. It is common practice for character designers to begin with a silhouette (which may have implied cosmetic detail), and expand from there.


    To be honest, I'm not familiar with the lore of the entity, so I cannot speak towards it or its relation to the characters added to the game.

  • I appreciate what you are trying to call attention to here, but unfortunately I think part of your argument depends on willful ignorance to nuanced character design. Cosmetics are minutiae that should seldom be used when designing characters--particularly in a game with customization. While they can be used to further reveal information about a character (i.e. Jane's passion for painting), the silhouette and mannerisms are true indicators of a character's personality.


    Dwight, Claudette, Jake, Nea, Bill, David, Ace, Feng, Tapp, Jane, Nancy, Steve, Yui, Cheryl and Elodie all have silhouettes (and idle animations) that reveal a bit of their personality. Every survivor has their own set of poses and idle animations BECAUSE they are unique individuals, and BHVR is attempting to convey that through the design.

    At the end of the day, design is subjective, and even good design is hated by some. You're welcome to hate some of their design choices, but it would be wrong to claim that most of the cast lacks personality.


    Take Yui as an example...

    Her elbows hug close to her waist, making her appear smaller--an indication that she is uncomfortable or nervous. However, her shoulders are pushed back and slightly raised, which paired with her clenched fists, implies she isn't scared. In fact, she is ready to fight for herself if she needs to. It is important to note that compared to Bill or David's stances--which are blatantly confrontational--Yui's silhouette does not read as agressive. This pose is strictly defensive. Looking at her hair, it is distinctly directional--all her hair flows back to a narrow point--implying a sense of direction and/or speed.

    Her bio unsurpisingly reflects my analysis of her pose. She was raised in a traditional family, but was known as a rebel interested in racing against the local boys. She is a minority; a female racer among all boys, thus explaining the uncomfortable/nervous stance. She's headstrong tho, and determined to win, which explains the clenched fists--she is not afraid of being a woman in a man's sport. And, most obvious of her design choices, the hair is designed to reflect a sense of speed because she is a racer.

    image.png


  • The quick-read of the new HUD is abysmal. Players should be able to know how many people are injured without actively looking in the corner of their screen.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880000#Comment_1880000

    It has been for a bit, but I feel like it's gotten worse just in the last few days.

    I went from having two or three Green Ranks in my Red Rank Killer lobbies to having all White Ranks and I have no explanation as to why.

    Before, I could explain it away as a SWF, even if they denied it, but now I cannot do that.

    Either the matchmaker is really broken this time or something is up.

    And honestly, it isn't fair to those players at all. They should NOT be getting matched with me.

    Its likely worse now because of rank reset. Even when matchmaking was more consistent, I knew to expect more yellow and green ranks in my game when rank reset me to purple.

  • I posted this back in December:

    https://forum.deadbydaylight.com/en/discussion/214829/matchmaking-woes#latest

    Since 4.4.0 release, my matchmaking experiences have taken a dramatic turn for the worst. Not much has changed for me in the past few weeks, except the killers are now closer to my rank. ...the survivors, however, all have their heads so far up their ass that it would be an insult to suggest Skill-Based Matchmaking was live.


    I wait for real skill-based matchmaking with bated breath.

    My friend and I just looped a legion for 12+ minutes while our two teamates (12 ranks behind us) crouched side by side in the corner of the map. My patience for wildly incompetent teammates is running extremely thin.

    Nvidia Highlight of the moment I found out what they've been doing all game: https://streamable.com/61rb1e

  • Best advice I can offer you against a Deathslinger is to never throw a pallet until you are injured.

  • In a similar vein...

    If the killer downs your teammate, and knows you are nearby, be mindful that the killer may "proxy camp" to look for you. At some point, you may need to rear your head, just so you can kite the killer away.

    Otherwise, the killer is going to feel justified proxy camping because they just saw a survivor hiding for unhook close by--especially if they don't have BBQ or other info perks to identify survivors further away.

    All too often I see survivors immerse themselves behind a rock while a survivor goes to struggle, because the killer insists on searching every nook and cranny for the teammate they saw a second ago.

  • At the end of the day, most people (SWFs included), don't want to play DBD like they're seal team six.

    Its hard enough to ask teammates to just do gens.

  • I'm going to guess they all ran Iron Will, Self-Care, Urban Evasion & Balanced Landing

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877255#Comment_1877255

    Surprised at someone mentioning Windows of Opportunity. It's really the most underrated solo perk, because of the unjustified stigma that associates it to beginners. But in solo accidentally running to a deadzone because the meghead camped half the pallets on the map in the first 2 min is how I go down most often.

    For DS, I'd say it's still worth running up to purple ranks included to guarantee an obsession. In the red ranks, someone else will usually have it anyway.

    Totally agree with regard to DS just to reach red ranks. Teammates are also more likely to have BT by ranks 1-3.

  • Climbing to Rank 1 as a solo survivor--for the most part--relies on you assuming that your teammates are (a) in a SWF and (b) not very good at the game.

    What does this mean?

    • Don't be overly altruistic. Your teammates are on comms, and will likely be the ones going for unhook
    • Do not greed gens (even if the killer has pop). You can pip in a 4k 5gen, just as you can depip with a 4-man escape. Dying to complete a generator will not help you pip.
    • Don't hide. You need to take aggro away from your teammates, because as mentioned above they're "(b) not very good at the game." If you hide every time the killer comes over to your gen, you won't be awarded chase points, and he'll probably just go down your teammate in 5 seconds.
    • Run Windows of Opportunity. WoO is the single best solo survivor perk you can run (even if you already know the loops). Solo squads are usually less efficient than SWFs, and require you to loop the killer for significantly longer periods of time. WoO gives you the information you need to chain strong loops together, and keep the killer preoccupied long enough for your team to complete objectives.
    • Don't run Decisive Strike. Seriously, its a wasted perk slot. DS is not going to save you from a depip. If you are farmed off hook and the killer picks you up, it is tactically advantageous for them to tunnel you out of the game after eating DS. If they respect the DS, well then you didn't need DS in the first place.
    • Don't go down near basement. Being hooked in basement is a fast-track to depipping as a solo survivor. Hard chance your team is equipped to save you, and even less chance the killer lets you make it out alive. Recognize where the basement is each game and do everything in your power to avoid going down near it. ...and on that note, if a teammate is hooked in the basement--refer to my first point about being altruistic. Going for an unhook in basement will probably just get yah killed.

    These are not hard and fast rules, and situational awareness is required to recognize when you should break from this advice. But if reaching rank one is your goal, this should help you get there.

  • @WeenieDog said:

    I don't know if Claudette can compete with the raw stupidity of Nancy. The amount of times I've had a Nancy get found, then run up to unhook me in the killer's face has convinced me that all Nancy's are working with the killer.

    The Nancy stereotype is real, and I believe it is the result of BHVR's marketing and sales towards fans of Stranger Things. I suspect people who run Nancy got into DBD because of the Stranger Things DLC and play the game for the immersive experience.

    I felt as though this occured in similar effect with the Silent Hill content (more with PHead than Cheryl), but the skill floor feels slightly above the Nancy crowd--perhaps because Silent Hill is a game rather than a TV show.

  • I have two follow-up questions, for those making a case for Dead Hard.

    1. As a survivor, how often do you feel that Dead Hard has made a significant impact on your chase AND on average how long do you think your chase continues after using Dead Hard?
    2. As a killer, how long do you think your chases are before the survivor uses Dead Hard (starting from Healthy state) AND on average how long do you think your chase continues after using Dead Hard?

    I know not everyone has an excellent sense of time, so if it helps... perhaps consider defining your length of time by the amount of loops around shack, how many tiles the survivor ran you to, or how many windows/pallets the survivor used during the single chase.

  • @tippy2k2 said:

    I mean, it does suck but this feels like a survivor screwing you over rather than Deathslinger screwing you over. While it would be nice if the Deathslinger chose to go after someone else rather than you if the options are right there in front of him, he has no obligation to let your team get away with stupid decisions.

    Your teammate chose to unhook you in the face of the Deathslinger. Their choice got you killed.

    The claud had unhooked me immediately because she had BT.

    A decent perk against most killers, but utterly useless in a dead zone against a man with a gun, 3 stacks of StBFL, and a determination to kill the wounded gazelle.

    The same claud had hid in a locker for the entirety of my (sadly) short-lived chase with the slinger. I had little faith she would make meaningful contributions to the team even before I was thrown on the hook. Confirmation bias at its finest. The deathslinger did me a favor taking me out of that game so quick.

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