Kind_Lemon
Kind_Lemon
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@TAG said:
He very much is and the chart above confirms it.
Didn't BHVR say not to draw any conclusions based on the chart?
BHVR said to be careful (i.e. don't misinterpret things).
Not being able to draw any conclusions means that the data set is worthless and should never have been published, so using data from the graph to back up an argument should not be frowned upon.
I mean, I look at the Doctor's kill rate and go, "yeah, that's because (among other things revolving around how his power interacts with the game mechanics) I kill myself on hook immediately when playing against Doctor, so that fits in with what I already know". That doesn't mean he should be purely nerfed.
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@Deadeye said:
Regarding balance, they should totally not listen to the player base. I hear enough stupid requests that are totally subjective and don't consider more than the own personal experience.
Also people complain too much about small things just for comfy reasons.
I'm going to reply the same thing to you that I did Sonzaishinai:
"But take Minecraft for example. The community wanted lava boats for the Nether Update. Mojang took the general concept of "crossing lava" and introduced the Strider, something better for the game than "lava boats".
I'm pretty sure if the devs took more feedback from the forums and acted upon it with more vigor, it would lead to a flourishing game. The only way that games die from player feedback is if the developers aren't fulfilling their roles as the conduits.
When developers really listen to the community's needs and don't just rely on their own "gut feeling[s]" to make (imo faulty) design decisions, and when developers then take the time to really think about how they can use their knowledge as developers to fulfill those needs in ways the community hadn't considered before, then a game prospers. Gamers are often not too great at articulating what it is that drives them to want the change, but that's the developers' job, and ignoring those drives and factors leads to a lot of frustration from everyone in a playerbase."
and I'll add something else. Taking feedback to just add more and more ores into vanilla Minecraft would be a bad idea even though that's what many players desired. Adding more and more ways to go about getting ore and using it or more things to do in the underground while getting ore is what Mojang did (save a few occasions where another ore was justified), and this solution appeased the players asking for more ores who continued enjoying the game for what it was. The devs' job is to take criticism and feedback and interpret it into a better solution for all, something the DbD devs are mediocre at (at best). If the devs actually listened to all the feedback being given, they would be able to come up with a better game. Just removing NOED or removing DS is a stupid thing to do, and even if some of the community is begging for it, actually doing so would mean the DbD devs are not listening to the community--not understanding, something very lacking rn in light of the Clown comments and the comment on the health patch among other comments.
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@Sonzaishinai said:
I'm pretty sure it would lead to a dead game.
If there is one thing i learned it's that gamers make for terrible designers.
But take Minecraft for example. The community wanted lava boats for the Nether Update. Mojang took the general concept of "crossing lava" and introduced the Strider, something better for the game than "lava boats".
I'm pretty sure if the devs took more feedback from the forums and acted upon it with more vigor, it would lead to a flourishing game. The only way that games die from player feedback is if the developers aren't fulfilling their roles as the conduits.
When developers really listen to the community's needs and don't just rely on their own "gut feeling[s]" to make (imo faulty) design decisions, and when developers then take the time to really think about how they can use their knowledge as developers to fulfill those needs in ways the community hadn't considered before, then a game prospers. Gamers are often not too great at articulating what it is that drives them to want the change, but that's the developers' job, and ignoring those drives and factors leads to a lot of frustration from everyone in a playerbase.
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Not really surprised, but I didn't know Huntress's pick rate was that high. I was surprised, however, by the fact that Pyramid Head is so popular overall.
But about the model; I'm surprised more people don't know about this. To be fair, tho, I've only gotten to see what the first person perspective looks like from a third person perspective once, and that was from an O****o (not sure if I can write his name on the forums...) published video that included a clip with a strange load-in for The Hillbilly.
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@BowlOfSoup said:
https://forum.deadbydaylight.com/en/discussion/comment/1700271#Comment_1700271
Looking at twitch numbers alone, the popularity of the game caps at about 35k +/- viewership.
I would assess that maybe 10% of that even know about crouch pointing.
I think it would be a losing battle.
sure, but maybe miracles happen ;D
i.e. tell your friends who don't play DbD to just sign something quickly and not to worry about what it is.
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@hagling said:
since my question was ignored and the popular twitter question was also ignored during the q&a livestream (and previous livestreams), i'll just leave this sentiment here: we still expect yall to keep your word and bring us LGBTQ+ rep as stated during pride month in the tweet below. i hoped for greater transparency and a willingness to discuss particulars, but since the subject is being skirted for fear of backlash i'll keep looking for opportunities to ask and wait patiently for an answer.
thank you! 💜
if you wanna know why rep matters, read some of the comments in this thread.
So, instead of BHVR unlearning how to write super specific fanfic-style lore, BHVR is doubling down on forcing a "true" version of the story on all of us. Whoop-de-doo.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1700256#Comment_1700256
Naw. Just her basics. also, from a mindboggling match today:
You're up against hag: He has someone hooked in the basement, and trapped the stairs with about 5 or more traps. due to kindred you saw where they are. she has not noticed you and there's obviously no way she will if you don't trigger the traps. Do you run in activating them all or do you sneak in?
If she has STBFL, do not trigger the traps. You could be downed before you even get the unhook off. If she doesn't go ahead and pop them all if you are planning on being bold / she is around. Otherwise, crouch into the basement and force her to walk all the way back. If you can heal quickly, do it. If you cannot heal quickly enough, make the judgement if both of you can get out in time or if the injured survivor should hide in a locker.
ofc, teammates who don't understand any of this often mess everything up and bring the Hag at the worst possible times and/or get themselves downed while you are still in the basement with them (instead of forcing The Hag to pull someone out of a locker).
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QoL would be much appreciated. It was a real shame that the devs basically ignored the point of the question and basically said, "No, thank you. We're good."
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@BowlOfSoup said:
Peanits said to me if I can get 50,000 signatures on change.org we might be able to get it back.
make a change.org petition and see what happens is my suggestion.
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It really does feel like that somet-- no -- all the time, doesn't it?
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@MeltingPenguins said:
Alright, question:
You are up against trapper: do you run past a pallet trying to stun him?
You are up against clown: do you run him into a narrow area/gym corridor?
You are up against hag: do you run towards a hook/a glowing totem? Do you ignore totems?
You are up against Plague: Do you cleanse?
You are up against Pig: Do you rush gens?
I sense an implied "Hags use NOED" here...
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- This still happens with Huntress, and every time I chuck a hatchet over a small dip in a loop, more often than not, the survivor takes a hit of damage and then wheels around, confused. So, it's not a Deathslinger exclusive thing, and people don't complain that Huntress can do it too.
- ignorance sure makes playing against a power less fun, but many survivors still don't know the intricacies of other killer powers (such as some kinds of curving on Billy or places where Myers can stalk through a hole in the wall) and survivors don't complain about those.
So, the questions you have can be answered by noting that all killers have these and that they are not the issues people have with Deathslinger. Getting better at both points is not going to make Deathslinger any more fun to play against.
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don't we all have a lot of ideas...
...and the devs (as a whole) just prioritize other things than listening to detailed player feedback like this.
I don't think anyone has any criticism about the people coding the game or brainstorming about coding the game. However, for the people (and often there is overlap) who make decisions about design and are in charge of patch releases, there is not one person who doesn't find issue with the results or nature of their actions in some aspect or another, and that statement comes from the knowledge that there is no one who would unironically say that DbD is a game well designed, structured, and is in a good place in the vast majority of its aspects right now.
Halloween
Couldn't agree more. This patch was incredibly disappointing. Minecraft's patches are significantly more exciting, and honestly has a lot more horror going for it in 1.17 than DbD.
Cosmetics
I agree. I have no issue with selling incredibly expensive cosmetics that are optional and have had no precedent for being free in the past, but when a time to celebrate horror and spookiness previously accompanied by celebratory free cosmetics is suddenly bringing cosmetics locked behind what is a paywall with no other option than a ludicrous grind leaves a sour taste in everybody's mouth. Moreover, the way that all of these are continually advertised to prey on people's fomo leaves me disappointed with the devs' interaction with and perspective on the community. Same for the charms.
Gameplay
Survivors can't sabo event hooks. This was made the case after all survivors did was sabo hooks during the Hound event for Chinese New Year. I personally don't like the idea that this event is all based around getting specific offerings from the bloodweb because of the exact issue you bring up with the pustula petals. I would support a different functionality, but I don't know what that would be. I'm honestly not even burning the petals I have because just getting extra bloodpoints isn't fun. It's not worth it.
I personally loved the Moonrise event, and I particularly enjoyed the interaction between killers destroying lanterns and survivors needing to collect them. Of course it could be improved, but I really liked the idea and the feeling of the mechanics behind them, and while the original separation between killer-only and survivor-only points was the wrong choice because there wasn't enough reason to not try and get every last coin, I would like to see the event make a return. This whole 2020 blight mess is not doing it for anyone.
Future Event
I think the Moonrise event should be reviewed for ideas (my opinions about the event are in the paragraph above).
Bloodpoints
I actually have thought about this a lot and am an advocate for a very specific solution. I don't think bloodpoints should be so easy to come by because they directly influence the acquisition of add-ons and allow for players to use ultra rares at frequencies unimaginable when they were first introduced. It's why the devs have made ultra rares so lackluster and unattractive nowadays. The perk grind issue should be separated from the bloodweb to allow for the devs to properly balance add-ons, and with that being done, the acquisition of bloodpoints can be adjusted to prevent common add-ons from piling up infinitely where players will gain more add-ons than they will ever be able to use before the player maxes out on bps again. It's a neverending feedback circle. See below for the suggestion I make:
@Kind_Lemon said:
(for bloodweb and perk leveling, skip past the spoiler/italics)
First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.
About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.
Perks and Bloodweb leveling
As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.
The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.
How it functions:
- The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
- In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
- Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.
I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.
https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png
https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png
(ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)
(P.S. This also brings back Ultra Rare and Common perks)
QoL Update
It's a thing that needs to happen. The announcement that the dev team made on one of these past Q&A streams about having enough people to work on balance and push out new content missed the point of the question by more than a mile, and that was disappointing, because it meant that the developers were unable to view their game through the eyes of much of the community.
Conclusion
I think you articulated things very well :D
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umm, place traps better? idk
What I would suggest as a change is to have a 1 second delay before the prompt comes up to disarm a trap when a survivor approaches a trap. This lessens the survivors' ability to disarm traps they can't see.
Also, it would be cool if there was a reverse Spine Chill for killers. Whether this is a mechanic or a perk, this would be very helpful for many killers.
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Iron Grasp should, in addition to its current effects, lessen the wiggling boost given to dropped survivors, allowing the killer to play around more with switching targets even while transporting a survivor to the hook.
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never seems like a good sign.
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@[Deleted User] said:
Overall downhill.
Game play has been improved slightly (overall), but there's still many missteps, like gutting Nurse and Billy to make them so frustrating to play that they are just literally not fun to play as for the "solution" to fix them (y'know, fun -- the reason anyone plays a video game).
And obviously the amount of performance and bugs have gotten just worse and worse with literally every chapter patch.
And then the monetization and grind has become worse and worse since then too. They were already starting to become a problem, then here comes a battle pass which makes both problems far worse while trying to mask itself as a solution to the problems and just... yeah, I'm not stupid and can see what they've been trying to pull. If this event itself was not obvious enough already for those who couldn't see it a year ago.
If Covid-19 never hit, I do wonder what the player numbers would actually be right now. The player base nearly doubled during the initial wave of the pandemic. Now they're back to "pre-covid" numbers during a period of time when the second wave is happening, which makes it hard to gauge.
I'm curious as to how DbD would have fared if the pandemic hadn't forced everyone to computers in numbers considerably greater than previously. I also wonder if the coincidental influx of players caused the dev team to affirm some of their own biases about the value and "correctness" of their decisions without any actual evidence.
I really would love for this game to be something enjoyable for its own sake, but I just don't see that happening given the way things have been done. I...I grow tired of so much of the decisions and comments the devs make seemingly out of the blue only to be visible in hindsight as part of an encroaching trend of "would-rather-not"s. And none of this is really in any way a criticism of any programmer's or artist's ability but of the structure behind it all.
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@GhostMaceNotCrusty said:
This wasn't really a nerf. They did this so that tier 3 is better than one.
but it was a nerf. Giving a reason doesn't stop it from being a nerf.
I don't even support Discordance being as powerful as it was or is rn anyway, and I'm still acknowledging it as the nerf it is.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1692987#Comment_1692987
really damn, I've had it come up as that instantly before.
I'm pretty sure you're right: I'm fairly certain that it's the automatic censor of this forum and that no mods have to edit posts for it to happen. idk what @Grum_P is talking about, since I've seen no evidence (personally) that that's the case.
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it definitely is clear that the developers have done a 180 on exclusivity.
Although they stated that the twitch exclusives from the past would stay that way for some reasonable reason (don't remember what it was), they said that they would do no more of any of that in the future. DbD was going to be united across platforms and - [DbD announcement commences] "We're doing exclusives again".
Really makes me trust what the devs' say, especially since they gave so many valid reasons to the playerbase about their decision making....oh, wait....
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I feel bad for the art team too. I don't like the aesthetic, and I would like to at least appreciate it, but (game balance and) the communication from the entirety of the dev team and people in managerial positions ruins it for me at the very least.
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Yeah, the kinds of things the devs say about balance would be funny to me too if they didn't actually implement them into the game.
But now, I just laugh once and then sigh.
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Wasn't this already posted on the forums?
I still find it incredibly funny tho. I would truthfully bring this perk into games just because sometimes, Dead Harding to death in a killer's face is the right move.
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@Mikerotch said:
Also, Haddonfield wasn't spruced up for Halloween. Wasted opportunity.
The bad negatives are so overpowering, that anything positive that the devs could have done past fixing what they've done incorrectly flew by me.
Missed opportunity indeed :,(
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it's always been this way, and apparently they give no ****s.
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No one calls it TTS. No one, and this is mainly because "the" isn't included in acronyms if the person is following convention (no articles).
I use Third Seal, and I would never call it TTS. I might call it TS after specifying earlier in a post what it was, but not before.
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@JustAnotherAnon said:
The problem is there's not really an event. They just put some extra stuff in the bloodwebs. There's nothing to work for, as you harvest 3 plants and then you're basically done, you get 15 rift shards and nothing else. The previous Halloween events had their problems, but removing a majority of the event doesn't solve that problem. This event is boring, there's nothing to do.
I support this.
The issue is that the "event" is a non-event. As in: it doesn't exist. It's like any other period of time except that some things have changed in the background, because keep in mind that "defining" things such as the challenges involving the pustula plants are most likely going to be there for as long as that tome is available to complete (in the Compendium or live), and I'm not planning on doing any of those until probably some time after December.
Not really interested in positively impacting the next one because I have no hope of anything I say being taken seriously or even seen by the dev team. It would be cool if the rift (or at least the pop up that appears in all menu screens) didn't exist tho. It detracts so much attention away from any other developments the game requires.
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@Buttercake said:
I know the devs said they were bringing LGBT our way but havent admitted to who yet.
But I feel Yui was made lesbian from the start. She has the closest ties to seemingly enjoying company of woman.
Theres a lot more here I just cant express in words. Maybe someone else can help?
Anywho, I look forward to her rift cause I feel her lore will be the day to celebrate. ❤️
I'm sorry, why are we projecting sexuality on Yui?
and is there no reason to celebrate other things in life on any other day?
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got locked out of matchmaking twice yesterday because the servers just decided to boot me. No message about having unstable internet or anything. Just poof and I'm out of the match back to where I would ready up again, and if it really was an internet problem, the game would at that point tell me that "To access this content, a network connection is required", but it didn't.
Sorry to hear about the 30 day ban.
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I'm loving that this bug exists. Best QoL bug there has ever been.
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Jeff. He huffs too much.
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The value of the PTB has fallen to become nothing more than marketing. They say, "Look! New graphics and balance!" or "Look! New killer!" and then are able to do it again once the patch goes live.
The last time the PTB actually had any apparent impact on game decisions was with the PTB involving Self-Care and Prove Thyself, which was loooong ago.
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tier III Myers has a longer lunge than Spirit. Edit: idk if you're talking about tier II or tier III Myers tho.
But yeah, your issue is with the animations, which I completely agree with. The devs haven't done anything about it in ages tho (save what they did during the change to dedicated servers. I still notice how I get sucked forward after hitting a survivor at the tip of my lunge to make it look like a hit that shouldn't have hit but did should have hit all along).
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684080#Comment_1684080
its not as long or as slowing as clown's
but the first line is objectively false if you don't include those qualifiers (which you haven't).
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I mean, a sliding scale always always allows for more accurate balancing (which is why the hard "formula" for add-ons is not conducive to good balance)...
@selflessnea said:
That sounds terrible. Also what amount of extra/less time are we talking. I also wouldn't go as far to say some killers need tons of gen regression perks. All killers can win ( however you want to define that) without a single gen regression perk most games.
...but like this person who posted, I think it won't work. And perhaps differently from this person, I think the devs will just be unable to do it properly if at all given their poor history of balancing.
Edit: If I had more confidence in the devs, I would be all for it!
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@MauriceMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/1686165#Comment_1686165
are you really trying to blame a companie that wants to sell its product for acting like a companie that wants to sell its product?
it's a reminder to not misrepresent the company. There's no implicit judgement in that statement.
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lol indeed
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@MeltingPenguins said:
see the first sentence of my initial post
you have only two sentences in your post. Your first sentence is also the the sentence that includes everything you said pertaining to the issue, so I don't know why you refer readers at the bottom of the comments section to the first sentence.
What is the "work-around" you mention, since it seems to pertain to something someone wrote in response to the thread.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/195138/mcmillan-feedback
That is what they are wanting - more 'realistic' art styles between different maps of similar styles instead of each map having its own art style/color palette. Outdoor maps should all look roughly similar; indoor maps should only vary by lighting design.
And I disagree. Different places outdoors have different lighting irl because of light reflecting off of the surroundings or because of molecules in the air. Remember that these places are not technically anywhere solidly near one another. Each realm is fashioned from the memories of killers and survivors from around the world, and that includes places with chemicals from mining in the sky that tint the light or a junkyard filled with pollution or a farm field that has more yellow light due to the fact that kicking up dust and running around endlessly in a corn field is bound to release particles that change the tint.
But in terms of art and the lore of the game, tints are a great way to change the perspective of viewers on a subject and often people remember things in lighting not 100% accurately to what they actually were at the time (again, everything tactile is made from the characters' minds).
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@Deficient_Artist said:
Nobody bought this game cause mcmillan was blue or cornfields being yellow or especially autohaven being green, NOBODY did that
@Deficient_Artist said:
God forbid the maps look good lmfao
I bought the game because I liked the graphics it had. Your nobody seems to be a little faulty, because I've noted my views on this forum are not an anomaly.
The maps we have rn look godawful. I have no idea why you think the cartoony, blurry mess that is Yamaoka is in any way better than the ugly, bland, strangely shiny failure of a map that is Ormond. I would love the maps to look better, particularly for players using low graphics and resolution, and what DbD did with tints and baked textures when it first released did that. What really bugs me is that they seem to just be chucking their art style right out the window without any restraint or thanks, and that applies to add-on and killer icons along with the design of killers like Blight.
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@Deficient_Artist said:
I hate the tints, makes the game look too cartoony, specially the green
graphics we're getting now are too cartoony. What we had before was less so. I don't want the game to have the same aesthectics as Fortnite.
So, yes, I support the tints. Love the blue when done right. Note how in 2016 DbD, default Dwight could hide against the shack and not be seen by an inattentive killer because the color pallet and material were similar enough. I would like that back.
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I want all killers to be able to perform a sweeping attack that pushes all survivors in the cone in the direction of the swing, dealing no damage. Preferably testing in a PTB before it goes live.
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For your Buckle Up, ew.
Buckle up should just increase other dying survivors' recovery rate by 20/30/40% when the user is nearby (in any health state).
Flip Flop:
- any recovery progression in the dying state is converted by 100% into wiggle progress for a max of 30/40/50%.
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I wonder how none of the artists designing these thought to think about accessibility to players.
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@TheClownIsKing said:
It’s funny. Dragon’s Grip has netted me some insta-downs, but not as many as I anticipated.
The perk sounds great on paper, addressing a regularly expressed community concern: “drive by tapping”. I myself would experience that frequently. But now that we have Dragons Grip as an option I’ve stopped seeing this survivor behaviour. Not anywhere near as often anyway. I suppose that in itself is a good thing even if I’m not getting regular direct use out of the perk.
If I were to change it i’d get rid of the 30 second window. Have it indefinite similar to Overcharge till that particular gen is touched again, BUT for ONE gen at a time only. Once it procs and exposes a survivor, THEN the cooldown starts, to keep it balanced and stop it from becoming overbearing and too frequent.
I will forever stand by the fact that issues with game mechanics should not be "solved" by perks. That's just the devs decisively being unwilling to balance their game with any kind of proper update.
To the original post:
Dragon's Grip:
Any generator you kick has the following effects applied for the remainder of the trial:
- any survivor who fails a skill check has a 33% chance to receive the Exposed status effect for 15 seconds, and if this effect is applied, the survivor receives a noise notification
- any survivor who succeeds a great skill check has a 75% chance to deal 5% damage to the generator instead of progress, receiving a noise notification as this happens.
This is a healthier perk in comparison to what we have currently.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1665900#Comment_1665900
it's in the PTB patch notes as a fix, apparently they never intended it to reveal on first skill check to begin with and it's just taken them a very long time to get around to fixing it, but I still believe that it falls short of the mark on when it should be revealed via notifications. Also they are updating (read "Nerfing") Huntress Lullaby to only affect Healing and Repair Skill checks, all others like Struggle (Cage struggle phase), Jigsaw Boxes, Madness (snap out of it), and apparently even Overcharge (which I always thought counted as a repair skill check) will be unaffected by it's reduced timings and 6% greater penalty effects.
Here's the PTB patch notes link:
https://forum.deadbydaylight.com/en/kb/articles/243-4-3-0-ptb
@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1665935#Comment_1665935
Thank you! I'm stoked they're changing the notification timing but you're right it should be as you suggested. Nerfing the overcharge skill check regression really ruins the main reason it was a favorite perk of mine. I always used it with OC because they'd ignore it til 3 tokens, then progress would nearly stop til it was found. It was like ruin but interactive rather than passive.
wait...it doesn't affect Overcharge anymore?
Man, it feels like every DbD patch makes the game more and more bland and tasteless.
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That's what Sole Survivor was changed to do a few patches ago.
Then the devs broke it.
But that's what it's supposed to do according to the patch notes. So, this change would be redundant and unnecessary.
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@Joelwino said:
I don't care about the overheat, all I want is the old billy animations back. I hate being forced to look at the floor every ten seconds
I wouldn't say I don't care at all about the overheat because I do care very slightly. However, I despise the sounds and camera effects so much that the overheat mechanic is currently not on my radar.
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about people not saying gg, console players don't have the chat.
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I just think the fade out and in should be removed and replaced with a new transition piece (i.e. new 5 seconds or so composed).