Kind_Lemon
Kind_Lemon
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depends on how it was created. If it's DS Unbreakable, there's always the option of camping each survivor and preventing the situation from arising (far from a solution, but it's a possibility for a killer caused response). If it's Thanatophobia and Sloppy Butcher, not getting hit often isn't an option for many survivors and so is not being found but still progressing the game (negligible survivor input).
The devs have created so many stupid, unavoidable (from one survivor's actions) lose/lose situations for both killer and survivor, and I hate playing survivor because of it. Playing killer is a little more bearable just because of how I play.
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@Saitamfed said:
My brother is main billy and he never overheats. Just because you need to modify a bit your playstyle doesn't mean it's bad. You can't go sprinting like a madman forever and ever without being punished in some way.
Sure it does. I don't play efficiently and I love trying crazy things to catch survivors at loops. It's what I find fun. 95% of the time, it doesn't work, and the survivors get away uninjured. The change was basically, "No more fun for you. Be efficient." I stopped playing Billy.
And regardless, that's not the main reason I stopped playing him. The sounds and animations are what made me abandon him.
You only seem to address the last point in the post (which I think is the weakest in its support), and I'm not sure if that's because you agreed with the other points or ignored them.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1667632#Comment_1667632
*Distortion only activates from the Killer's Aura revealing Perks and Add-Ons.
How it's coded currently is if the killer can see a survivor's aura, Distortion activates (Babysitter, OoO, BBQ, etc). The dev's aren't going to go through and add each applicable perk to a specific Distortion list and also give Distortion all the information about activation requirements and such. Look at how they did away with that for Tinkerer.
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oh, wow! Apparently I got double bugs! I had this one and then I had the survivor-on-shoulder one shortly after in the same trial. I'm super lucky, it seems.
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really? I was playing with this just yesterday and I thought I was able to tombstone injured survivors. You can't tombstone dying survivors. That's always been the case, and it's stated in the description (I think).
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rubber banding has been a serious problem since the devs fiddled with the servers.
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oh, heeeeeey, this happened to me too <3
I was Wraith tho, so I couldn't swing, and I was bugged even before I ended up getting survivor on my shoulder. That was a bonkers game. She d/cd for me, the trooper.
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@bjorksnas said:
Could you time stamp it I don't think anyone here will go through the effort of looking through a 20 minute vid just to see a bug
timestamped
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@BigTimeGamer said:
um, Looping is the only sign of skill and fun to be found in this game
hiding and holding M1 oh man im shaking with excitement
Hiding and holding M1 in a tense situation where I'll die immediately if found because DH is at five stacks and it's a good Nurse gets my heart rate going. That's what I live for.
@op the act of looping is pretty boring. Going around in circles to abuse the killer's larger hitbox can be tiresome at times, but I find fun in chases when I get to know what the survivors want to do so I can then try some crazy shenanigans to catch them off guard. This really only applies in jungle gyms or loops with solid, high walls. Also, I play a lot of Huntress, so even when there are low walls, I can do stuff.
But I feel you. I've played no-cloak Wraith before with no perks on an open map with good survivors, and it was extremely tiresome to participate in chases around any sort of structures. Reminds me of what it was like when infinites were a thing (just feeling-wise. It's obv not the same. Don't jump on me).
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If you don't max out on deviousness or chase with Nurse, feel free to bring Distressing (preferably the first level of it) and Thrill of the Hunt.
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Unless you're Huntress and want to try to get crazy shots through jungle gyms windows and over pallets in the same throw or if you're a killer that wants to give yourself a hard time for fun, keep the pallets up.
Otherwise, kick every single one unless the survivor immediately abandons the area.
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We're Going to Live Forever is now almost this idea. Probs means this change won't ever make it to fruition.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/1488397#Comment_1488397
Yeah, true. They should take this on consideration too. They could just remove it, no one asked for it.
They definitely should just remove it. I encountered other threads about Billy recently, and in each one's comments, there was mention of how the roar pushed them away from the killer.
BHVR, it's unwanted, unneeded, and makes the entire experience worse.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1665497#Comment_1665497
chuckles Third Seal and new ToT lmao
I...I don't know why I hadn't thought of this. I love Third Seal. This would be something to fear on maps with copious walls...
I still am not a fan of ToT's design tho.
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@Adeloo said:
I mean on the picture i saw him instantly. In the video i didn't even see him ahah
this is why most of my hunting is based around sound and not visual even tho crows are one of the best tools in this game
Sound is so important, which is why it's disappointing when survivors just stop making sounds.
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@MadLordJack said:
There was this time that DS was bugged and I watched a killer yank all 3 of my teammates from lockers, eat it, and down their "fair and balanced" arses.
the ds bug was fun to watch.
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@Volfawott said:
I would agree but torment as a status condition and inflicting it is already a pain in the ass as it is I don't think it needs s nerf. ( or sidegrade whatever you want to call it)
it certainly is a pain to inflict. I certainly think it needs this sidegrade or at least add-on buff to be at least somewhat more useful in a trial. Pyramid Head is one of the killers whose playstyle doesn't completely change based on add-ons but is only made flat out better or worse (which I would argue is indisputably incorrect add-on design when applied to all killers).
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@VicThor said:
Blindness status effect will stop survivors to see which gen was kicked?
blindness would do that, yes
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Bring back Jenner's Last Breath and Anxious Gasp combo!
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I mean, yeah. This is what should have been done, but the balance team makes stupid decisions all the time, so I'm not surprised.
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A single hook per survivor was just as intended (if not significantly more intended) than more than two hooks per survivor. I, personally, hate having twelve hook games as survivor because I know I should have been dead long ago. I'm not a match for the killer, and not dying sooner is nothing short of deception of the worth of your skill.
Edit: but slugging all four survivors for the win without performing any hooks in the interim is not intended.
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There is an underground network of wires, and once five are powered, all power is restored and electricity goes back along the wires to jump start the other two gens.
It was done to prevent survivors from point farming off of the last two, unrepaired gens.
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dedicated servers did this to her. One of the many reasons I still find issue with them.
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McCote needs to watch the Minecraft Live section on game design with Jeb. In it, Jeb explains how Minecraft minimizes the exact kind of frustrations pervasive in DbD. McCote sure could learn a thing or two.
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@katoptris said:
I find that funny especially when you could easily jump over a pallet. A huntress is alot more annoying to deal with especially the hixboxes. The only other killer that I know causes disconnection is doctor. The problem is you down the Kate quickly. You're not supposed to down her that fast. You're suppose to let them escape and do bad in game. I'm gonna assume they don't like going up against a pro slinger.
no way. Huntress over Deathslinger in a million years. For every reason possible.
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I know that this post is just about distinguishing between icons, but I wanted to comment that I think the artwork on new icons added into the game has severely devolved over the years.
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@bm33 said:
I enjoy reworked doctor way more than original doctor. My only issue with the doctor, which I have same with Freddy, is you'll get ones that manage to drag out the game in an unfun way. Gens are taking forever to finish (if they get finished) and you're just nonstop healing - usually because they'll slug more than hook, especially Doctor with people in tier3 madness. Just gets to a point where your bored with match not progressing so you either get the killer to hook you/bleed out or DC to move onto the next match. A long match is only fun if you feel like there's a chance of escape, if you're not making any progress it just feels like a waste of time after awhile.
loved original doctor (was my first ever killer) on both sides. Hate "reworked" Doctor.
@op The terror radius music stinks, the chase music is just as bad if not worse, and he's all about preventing survivors from doing things and has had anything else previously in his kit removed, so now he just stalls and stops survivors from showing off their skills. There's no option of micromanaging madness like there was before, his static electricity still gives big fps drops to groups of players, and more.
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The whole aspect of forcing the rift onto players, no matter how new they may be, through the obnoxious pop ups that appear constantly, adds to how predatory this whole thing is.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1657079#Comment_1657079
It doesn't take you 2m30s to run from one door to another.
You have obv not tried to go from one door to the other and then back again without being seen by the killer on any somewhat open map. It takes time. Which is why I hate the EGC. I'd much rather do the gens than have the stupid timer above my head saying, "hurry up! the devs can't balance the game to make killer-survivor interaction happen because of the killer when the survivor is hiding at the end of the game, so we're just going to kill you after a really short time, reward people who are super aggressive while punishing people who enjoy the planning aspect, make it more stressful for killers at times who are looking to secure a final kill, and call it a day. We did a pretty good job!"
One amazing game I had was before EGC when I was trying for the left behind achievement and had four gens to go against Huntress on Wrecker's Yard. I kept doing gens, she kept trying to find me (eventually found me), but the important thing in that case was that I was always progressing the game and giving the killer information on whereabouts I generally was. That's the kind of gameplay I like for the final survivor, not this stupid EGC hatch-closing stuff. Hatch closing on its own (I liked the idea that gens reopened it) is fine. The EGC is not.
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I said this in another post, but as Deathslinger, you never think, "oh, wow, that survivor really showed off his/her skill there". You think, "oof, I missed," or, "it's a shame there are these obstacles here. Nothing I can do about that."
That thought process should in and of itself tell you what's very, very wrong with The Deathslinger.
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Survivors always seem to lose a few braincells after being hooked by The Hag. Nearly every time, someone decides to just start running. Never underestimate stupidity.
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Players expect camera positions that have the center of the screen 5 degrees below the horizon because that's how our brain functions and feels comfortable with the game world. One of the reasons GhostFace's reveal is so reviled is that it forces the player to look above that "sweet spot" of down by 5 degrees, and so the reveal mechanic is really unintuitive and uncomfortable in the normal flow of gameplay.
To get around it, I've put cross hairs at the center of my screen and align GhostFace with it when I'm trying to reveal him. It usually results in the opposite problem (for the killer) of being revealed behind walls and from incredibly far away. It's annoying and slightly tedious to keep my camera that much higher when facing GhostFace, but it results in long distance detection because of the noise that immediately comes when you look at him for even less than a second.
In other words,
The mechanic is **** and is poorly designed in large part because it doesn't take into account how human brains work in regards to camera position. plz fix.
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I'm pretty sure they can't do that since it's not currently coded that way, and I have little faith that they'll be able to change it since I'm under the impression the core of the game is still made with blueprint-esque code.
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#3 Speaks to me the most, and while I would be inclined to write a long reply, I've already written a post to that extent before, so I'll just link that.
@Kind_Lemon said:
Totems
Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.
The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).
These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.
What this means for NOED
All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.
For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.
Design
Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.
Hexes currently are far too out of the killer's control, and no matter what changes the developers implement to change hex totems, as long as they spawn in the trial pre-chosen and pre-placed, Hexes will never feel as "right" as they could. Take what the Minecraft Live segment on design said about making sure that things don't "just happen" to the player. There's always a reason and the reason must be player caused, either by inattentiveness, poor planning, or falling for a trap*. In every scenario, in all games and in real life, when there are intense feelings being simulated, leaving negative things up to chance (and having a totem broken in DbD is essentially that at base) always breeds frustration. It's why killers get mad at "genrush" or their totems breaking in the first five seconds. Expectations are everything when it comes to satisfaction, and when the expectation is that the player will at least have a chance (from their perspective), things that seem to deny that breed immense frustration and dissatisfaction.
*it's why I hate the Undying Ruin combo because the survivors have no control over which totems get broken first since it all depends just on how the survivors happen to path (this is accelerated by perks but not made extensibly different).
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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I disagree. Escaping should be a flat incentive for all survivors. Bloodpoints are already being rewarded differently over the course of the match between survivors who do many interactions and between survivors who do very little. There's no need to make escape points that complex.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1662260#Comment_1662260
I mean, that was just a bad play on his part if he used Red Herring while being near the tagged generator. That's not the perk's fault, he just didn't think about what he was doing.
With that said, the issue is that if you actually do need to get into a locker (for example, to hide or for Inner Strength), you can be drawing the killer to a gen you left at 99%, or even your teammates, who are working on that same generator or just healing nearby. This goes beyond risk management and is just bad design, IMO.
I'm reading my comment again, and I think what I was trying to say is that it's too easy to activate accidentally while being stealthy.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1662256#Comment_1662256
It wouldn't create after-images that do actions because that's not running.
I took your wording of "running" to mean any action that produces scratch marks, and vaulting over a window while holding the sprint key produces scratch marks. So does jumping in and out of lockers.
I now see that you would have it coded separately from the scratch mark mechanic but still have them over lap.
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Last time someone used red herring on me (I think it was Puppers, but there might have been others I didn't catch since then), I immediately went toward his locker, knowing he had to have gotten in one around me in the past x number of seconds. He seemed shocked when I watched his perspective.
I don't know if that was super topical, but I think my point was that simply because the perk has set times on it, I know when (and sometimes which) lockers to check nearby if something is fishy.
So, yes, I agree (I think?).
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omg this would be so confusing. Can you imagine how great this would be for survivors that love to fake actions? They could have two different poses at the same time when vaulting a window, one looking at the killer and one not, and the killer would have to take extra time to decipher which action was going to be taken by the survivor.
This is even WORSE than current predator.
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see this post:
@Kind_Lemon said:
I'm pretty sure it's because your mouse is going off screen (probs the right side). You may find that if you jerk your mouse to the left when that's happening that you should be able to click. What I've heard is that full screen mode is just a large, border-less windowed mode, and that's why the mouse can leave. Test to see what is happening with your mouse by playing a game in windowed mode.
I have this problem myself, and changing computer scaling to 100% will solve the problem, but I can't do that because my game would be unplayable (that setting change inadvertently increases resolution, making it super laggy).
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How about:
[Insert perk name]
- You have a hard time staying awake but you also have a hard time falling asleep
- You receive 40/40/30 seconds of Exhaustion upon entering a locker. Exhaustion recovery speed while in lockers is increased by 50/70/70%.
just because I can
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Things that currently can help you locate survivors:
Mechanics
- crow disturbances when survivors move around
- breathing and other survivor sounds
- your eyes on most maps (Yamaoka is stupid and so is Badham along with Hawkins and Lery's and somewhat Swamp when survivors decide to do nothing, but since Swamp has the crow bombs, that one gets a pass for now).
Perks
- Spies from the Shadows except that the devs nerfed it to practically worthless on any map other than Hawkins or Lery's. The cooldown was unnecessary and so was the reduction in range.
- Whispers. This is by far your best option for pinpointing survivors who are trying to hide somewhat nearby.
- All aura-reading perks. Lockers can be an annoyance, but usually aura reading perks get to be used without interruption.
- Stridor
- Insidious. Yes, believe it or not, going to an alcove without being seen and letting your heartbeat fade away is a great way to spot survivors emerging from their hiding spots.
Do we need more right now? Not really, and it would probably hurt far more than it would help (but I 100% support breakable sticks on the ground as single-use, more accurate crows).
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Or,
Poised:
scratch marks left within 20 meters of a completed generator disappear 2/3/4 seconds faster.
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Each time I gave props was a memorable moment. I also usually tell the person I gave props. I have nothing else to add to this discussion as of right now.
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@CharlieChatBox said:
@Kind_Lemon Killers like Hag and Trapper don't like OoO users because they make them unable to play. Having effectively free information to spread to teammates is a major issue of OoO, and why I mention how it has shown its age over time. While having 7% slowdown could be interesting, on principle, you should not be messing with speed, and it makes it so while you're a sleep against Freddy, trying to loop him, you're just constantly slowed by 7% due to the obliviousness. This change is because of SWF, while still keeping it useful. (I get that you said ignoring SWF, but it is simply too ingrained in standard play to ignore it.) I understand wanting to evade the killer, but there are other perks for that, and the potential for abuse, even with your changes, are greater than the potential uses for solo players. Also, Sole Survivor definitely needs a comprehensive rework at the moment, as it is useless unless you're going all in with Object and Sole Survivor.
Thank you for your suggestions, but I do not think they will make the perk fair. Fairer, maybe, but not fair, and not fix its biggest issues.
I understand where you are coming from (I play a lot of Hag and Trapper and OoO is especially annoying with STBFL because the OoO is usually the one popping the traps :/), but I disagree that survivor perks should be changed on the basis of the external benefits one part of the survivor playerbase has. Solo survivors and SWF should be made as close to equal in balance as possible outside of perk balance before any perks should get drastically changed on account of SWF. Only when the bases are equal can balance changes on top of that be fair and/or equal.
P.S. Regarding Freddy in the dream world, OoO only activates when looking at the killer, so avoid looking at him as much as possible when in a dream world chase to avoid the 7% penalty, then? Touching movement speed is fine as long as its the player's own choice to decrease his/her movement speed for the sake of a different benefit. If people don't want the debuff associated with OoO's active state, then they shouldn't bring the perk (see No Mither).
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@then4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659521#Comment_1659521
Because of your latency, she was actually not where you saw her.
How the system worked before, it favors what the killer sees, so it makes since, on your end, when you get a hit. With the server side hit validation, it meets what the killer sees and what the survivor sees, halfway.
So with this new system, if you are laggy as hell, on your end it might look like you should be hitting them, but the server will not grant you a hit, because the survivor is not actually within your hit zone. Unfortunately, with this new system, killers that live far from servers will see hits that look good, not actually hit.
It's because of players abusing the old system, by purposefully using a VPN to gain a lag advantage, that we need a server side hit validation to make it fair for all players.
well, yes, I understand that, but just from the server side, she must have passed through the space through which I lunged even if I didn't see her at the time. I would have expected the hit to land but not where it appeared to land for me but rather either under the pallet or somewhere even closer.
Halfway between what we each saw would be me getting a hit on a survivor that was closer than I saw and the survivor getting hit sooner in the lunge than she expected. That's how it should have worked. But that didn't happen, and so I'm saying that the coding for verification happening only after the hit leads to ridiculous scenarios. It should happen as the hit is taking place.
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I only support things that keep things between the Obsession and the killer and do not involve other survivors.
Counter suggestion:
- OoO reduces movement speed by 7% when activated
- When the killer looks in a 90 degree angle at an activated OoO, the survivor's camera is frozen in place for a few seconds, and the survivor hears the killer's terror radius.
Killers don't like OoO users because they get a free headstart in chases most of the time. It's the movement speed and positioning of the survivor that causes most of the issues (ignoring SWF for the moment because that's a whole different problem) as most clearly evidenced by OoO users on Midwich. My solution addresses that directly without changing the spirit of OoO and without making it worthless for survivors who want to evade the killer. Additionally, this keeps its synergy with Sole Survivor.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1660057#Comment_1660057
I don't know. I don't see the changes as terrible and I prefer most of them so far - especially the changes to how completed generators light up the immediate area. If anything needs changed though, the Game map on Killer-POV is way too dark.
I'm torn on low graphics - if your computer can only run low graphics, then okay I understand; if you're abusing low graphics setting to make it easier to see things, then I have little to no sympathy for those people.
This is what my game looks like on live on the current Macmillan maps.
https://youtu.be/CWDV3MOMcdk?t=444This is what my game looks like on Badham. Actually, bad video. I don't know why most of it is so stutter-y. My game only had 1/3 of that. The part I started the embedded video at below accurately reflects what I saw on my end.
https://youtu.be/d4GtWUMXDRg?t=1388I'll try to find an image to display. I have around 6-13 fps on the "updated" maps, and they look just as ugly.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1659824#Comment_1659824
Also take into consideration a lot of the graphics changes are to disrupt how well Survivors blend into the environment (because... they're just incapable.. of removing or brightening cosmetics or some reason). That last map looks god awful for any killer going against a Claudette or dark, blue-toned clothing Survivor.
To be fair though - this game really does have subpar graphics for an Unreal 4 game, compared to other games on the market using the same engine. A lot of it, I think, has to do with it being split between consoles - they can't use purely high-res textures and such that the normal PS4's cannot render, for example, but Pros would be able to. Situations like that.
It unfortunately isn't where they can go full-ham on the graphics and have truly immersive realism because some systems just can't handle it - so they compromise.
it wasn't actually all that bad going against Claudettes, at least any more than it is today. Rather, all the other characters (Dwight in his white shirt, Meg, etc.) all blended in better so that is was less impossible to hide as those characters as compared to Claudette.
This screenshot clearly isn't from me, but it highlights how Dwight's texture blends in better with the material of the environment, and when Dwight's put up against the shack wall, it's even clearer that in 2016 DbD, hiding was expected from all survivors and made easier because killers could miss each survivor if they weren't paying close enough attention.
Even if they are compromising due to different platforms (my computer probably couldn't handle the full force of UE4), there's no reason it has to look as ugly as it does now on low graphics or that they have to abandon the art style they've been working with for so long in favor of something more cartoony. I sincerely do not agree with their decisions.
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@DoctorMadness said:
It needs to be changed to iri
I certainly could get behind that.
