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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • @GodDamn_Angela said:

    "Another"? I have literally never seen a thread specifically discussing PGtW ever (since its buff over a year ago). Pretty sure most of us think Pop is fine as it is.

    Besides it not like you can always capitalize on ever hook to kick gens. It just doesn't happen. If you hook someone before you use it its a wasted use, but it what needs to be done sometimes. Acting like the Killer just gets free Gen kicks with every hook is ludicrous. It provides pressure, and pressure is important.

    Also: "Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong." Is hilarious. If you don't see anything wrong with this statement I don't even know what to tell you.

    I mean, yes, it implies that survivors are all of those things to a lesser degree (and don't get me wrong because survivors can sometimes be brutal), but that's not really the main point of the whole post (even though I do support taking things as hilarious lol).

    And anyway, I can't exactly direct you to the numerous posts on Pop (similarly I can't direct you to the posts about changing the term Exposed to Vulnerable) because THE SEARCH FUNCTION IS BROKEN GAAAAAAAAAAAAAAAAAAAAAAH.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619835#Comment_1619835

    I wish I could play as if I was the survivors I was facing, but that would require 3 more killers to group up with me over Discord :)

    In all seriousness though, I get what you are saying - but if I have the chance to take out a high priority target right off the bat, then so be it.

    I mean, I get tunneling and camping complaints all the time :P. The amount of salt in my chats is REAL (especially from SWF groups). The way I play survivor is a little different from most others (i.e. leave everyone else to die and sacrifice whomever I need as long as they don't look new to the game), so I feel pretty confident in saying what I said in my previous comment.

    --

    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

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619788#Comment_1619788

    Exactly, when the trial warmup or a secondary objective is added, then we can nerf pop.

    and I'm arguing that it should be done at the same time or after Pop is changed, mainly because killers could manage for around two months with no "big" slowdown perk (but I'm more of an advocate for same time changes).

    You just seemed to think that objectively, without any qualifiers, that Pop was well designed, and I felt that that was incorrect and was leading people less informed about the game astray. I was here to provide the counterargument to your view.

  • the act of you ignoring other survivors to go after a survivor who is injured and has been recently hooked who you are aiming to continue hooking in quick succession until the survivor is dead and out of the game is traditionally considered "tunneling".

    Feel free to ignore most complaints and play as if you were the survivors you were facing. That should tell you what you should be doing and what you shouldn't.

    --

    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

  • @Thund3rstruck57 said:

    @Kind_Lemon Eww... No offense, but that idea sounds terrible from a balance and logic perspective. Do you have any comments on or critiques of my idea?

    Basic hits shouldn't exist and all things that injure survivors and apply affects should be balanced around that to compensate. That's my comment.

    Ghost hatchets that take a long time to wind-up (50% increase might be too little but w/e; that can be solved later) but reward Huntress for knowing where survivors stand while giving her the ability to not worry about *****y collision sounds cool to me. It would be like every map becomes as good for cross-map snipes as Rotten Fields.

    I mean, if you really wanted, the hatchets could collide with gens too, if that's a balance issue, but that would take way more coding.

    Edit: and I don't like the Broken status effect because it's a pain to deal with as an immersed survivor and doesn't actually affect survivors who like being chased.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619622#Comment_1619622

    20 seconds of extra gen time with one survivor working on a gen isn't an extra gen. It rewards the killer with gen regression for hooking someone, and we all know how imbalanced gen speeds and map sizes are in dbd. Pop is a fair and balanced perk, that killers use to patch the gen times in dbd, because kicking gens in dbd is inefficient without pop.

    short reply: perks shouldn't be patching core gameplay mechanics. It's a problem when they are.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619622#Comment_1619622

    20 seconds of extra gen time with one survivor working on a gen isn't an extra gen. It rewards the killer with gen regression for hooking someone, and we all know how imbalanced gen speeds and map sizes are in dbd. Pop is a fair and balanced perk, that killers use to patch the gen times in dbd, because kicking gens in dbd is inefficient without pop.

    20 seconds x 2 hooks maximum for a survivor without dying x 4 survivors = 160 additional seconds, or 2 more generators. That's without killing people. It's at least another half of a generator if two survivors die. That's not including gen regression because survivors don't want to let the killer Pop the same generator twice or just generator regression in general. Those seconds could very well mean the difference between all survivors dying and 3 or more getting out of the match alive.

    It's the more hooks a killer gets, the more gens the killer gets and the less likely the killer will every be challenged by a group of survivors that doesn't tryhard on gens and only plays to enjoy the atmosphere. How does that kind of reward in this kind of ranking system make sense? If the community wants survivors to stop "genrushing", then perks like Pop need to not be a thing. How in the world are the devs supposed to balance their game by adding extra time to some survivor action when Pop exists?

    Additionally, you speak like Overcharge isn't a perk you can use to trip up survivors who aren't paying attention, punishing survivors in a different way than Pop does. You also speak like Surveillance isn't a perk or that just in general a generator that has suddenly stopped regressing means a survivor is nearby.

    Yes, it's true that kicking generators is not a reliable way for you to stop the progress of a survivor who is looping around a generator, but that's not what the mechanic is for, I should point out. It's to prevent survivors from bringing all gens to 99% before finishing the last one. It's to give killers some way of avoiding the frustrating scenario of running around, trying to find a survivor, when all the gens can be popped at one touch. Gen regression has grown to do a lot more than that, and I'm not sure that's such a good thing, especially since it moved from just forcing the game to move forward to actually impacting balance over the course of the match. There are good points about that, but I'm not sure the bad points are less influential.

    Regardless, it's not solely a question of map sizes and gen speeds (sounds like you are regurgitating a number of streamers rn); it's a question of what survivors have to do in the match other than gens to ensure their survival.

    If you think of the generator mechanic in its most simplest form, it is an advanced timer. It serves as the time the killer has to kill all survivors until they escape. A killer can elongate this timer by intimidating survivors into hiding, by forcing all survivors to abandon their objective to be altruistic, or through applying many injuries that either incapacitate survivors or require healing to reduce danger levels. All the interesting parts of the game revolve outside of the generator: chases, planning tactics on how to save other survivors, evading the killer, etc.

    Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong. Getting hooks is something that just happens over the course of the game. When hooks don't happen, the survivors are stomping the killer, and in that case, extra time IS needed, but Pop doesn't do that. Pop only adds time to games where the killer already has the upper hand and doesn't need Pop to win. If survivors shorten the timer by being efficient (i.e. having chases where gens aren't, splitting up on separate generators, forcing hooks to happen where generators are already finished, etc.), again, Pop doesn't come into play. Pop only comes into play when a survivor isn't "genrushing" or try-harding, and so Pop inherently punishes survivors who are already being punished. It's the ultimate salt in the wounds for survivors facing any decent killer that knows how to pressure the map. You don't NEED Pop if you're doing well (and you shouldn't be pushing close matches over the edge into your favor just by bringing in one perk; that's stupid), and you CAN'T use Pop when you NEED its effects.

    Old Ruin was a better designed perk than Pop if only because it made sure survivors were at the peak of their game but NOT directly related to pumping out generators; only on hitting skill checks. Yes, that affected gen speed, but in a different (and healthier) way than Pop does. The only issue with Ruin was the condition for the hex to be applied (which could have been solved through place-able totems or a percentage-based token system that gained tokens the more gens were done). It did not need a rework, and the developers didn't even solve the issue of a lack of optional survivor actions (because survivors can survive in some cases without using any pallets*). All that they did was move the brunt of dealing with the issue from one perk to the next.

    Spoiler Spoiler Warning ▲▼

    The reason that this is in spoilers is to prevent it from coloring my post, but I want you to know that this is coming from a Rank 1 killer with over 2,000 hours in the game who didn't like using Hex: Ruin even though this killer started out as a Hag main and still doesn't like using any slowdown (or instadown**) perks that require no effort on my part. That means no: 1. Pop 2. Thanatophobia 3. Ruin 4. Corrupt Intervention 5. Thrilling Temors 6. NOED 7. Sloppy Butcher. I camp, slug, and patrol whenever necessary, and I will greed every single last survivor to their deaths. The perks that bug me when used by survivors (because I don't use "slowdown" perks) are Deliverance, Soul Guard, and Borrowed Time (because BT shouldn't use the Deep Wounds mechanic, and it's too often used for extremely aggressive plays instead of defensive ones). I used to use Knockout primarily on Huntress due to how her hatchets could put dying survivors into the injured state nowhere near me (survivors had less info to go off of where a dying survivor was) until the devs made Knockout unappealing and worthless imo (they shouldn't have touched Knockout). I also think additional hook offerings are underrated, usually get 2+ kills per game, and loved playing survivor until the more recent patches (which just make immersed fun NOT fun, and that's mainly due to slowdown perks and unusual killer hit detection along with sound design and survivors farming me off of hooks even in red ranks). So, please understand that I have significant experience in the world where Pop does not exist, and it feels pretty balanced to me when a killer uses every last thing at his/her disposal (this is an issue for another post because this one's too long already).

    Didn't want to write this (but I did :/) because the posts already exist; I just can't access them.

    P.S. if you think an additional two generators makes the game balanced, then you should not be advocating for Pop to stay as it is and instead be advocating for two more generators. Don't you want perk diversity??

    *see: [insert pallet post about untethering before use because search function is broken]

    ** Devour Hope is an exception because it's too good to pass up. It's seen above 7% usage in all of my games this summer.

  • @Bulbasaur2008 said:

    I'm sorry if we should read it whole (i only read bullet points) but i totally agree - perks should be tierless. Beside, only instance of perk that somewhat is better on lower tier is Discordance. Every other perks is either better or must have on tier III.

    :(

    ...and what about Distressing on stealthier killers? Or tier II Whispers on Pig? Or MYC I on Hag? (or Devour Hope tier I until the devs RUINED IT?)

  • 100% do not agree. Why be boring when you can do something more interesting that allows for people to decide what effects they want and when?

    Reason:

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    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)


  • What you are describing are the effects of NOED and a mori during EGC.

    I get most of my kills after all the gens are done without either, and your suggestion would force even more survivors out than the EGC does. No. Stop stealing kills from me when I'm preying on altruism.

  • no; hatchets don't have collision with anything but survivors and the realm borders. Increases wind-up time by 50%. That's it. Short and simple with tons of possibilities for interesting builds.

  • Only issue is when a killer has a high enough ping to where a survivor is already several meters away by the time a killer grabs the survivor. They could try to implement a server-sided distance calculator between the killer and survivor, but I doubt they'd want to do because I don't think they care.

  • Yeesssss....join the club of people who've done it once.

  • @MusicNerd_TC said:

    I think it's a fair second chance perk, it rewards the survivors for doing their objective, and punishes a killer for overcommitting to a chase when a generator is nearly done. Why do people hate a perk that rewards the survivors for doing well? Same can apply to BBQ and pop on the killer side, they reward the killer for doing their objective and are balanced perks overall.

    I am very triggered by the fact that you said Pop is one of the perks that "are balanced perks overall".

    How the **** is a perk that basically adds more gens to the game because the developers can't figure out how to give survivors more ways to help themselves* survive beside doing gens an overall balanced perk??? I would link you to Pop threads, but the search function is critically not functional (same goes for finding past comments), so I'm left here just fuming in this post unable to find the backup that exists just out of my reach.

    *(can't find the post about giving pallets an un-tethering interaction either. In summary: chase resources can't be used without a little prep time from the survivors. It also prevents survivors from wasting valuable pallets (eg. shack pallet) if the survivor hadn't set them up beforehand.)

  • That's when survivors are stupid, yeah. And I don't mean to be rude, but you're implying that all survivors with flashlights gain a stupid bone in their body.

    Flashlights for other uses are shown here in this video (note that dedicated servers and the blind visual changes have made niche uses such as these more impossible as the devs continue to limit flashlight usage that requires "higher skill" in some sense):

    https://youtu.be/6f2crezN9pg?t=177

    This is the only video I could find about this.

  • @Inji said:

    Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.

    Its becoming more important to cleanse dulls and less optional with undying.

    While dull totems were traditionally ignored for the most part (until the increase in points for dull totems, whereupon I started seeing very few totems left un-cleansed by the end of the match), the addition of Hex:Undying to the roster doesn't actually have the effect or implications you say it does.

    Most notably: the first totem a survivor sees is cleansed (because the survivor suspects it's Devour Hope). It's haunted grounds, and another totem on the map gets lit up somewhere. No survivors have come across any dull totems yet. The next totem someone comes across is the dull totem turned into Haunted Grounds. That gets cleansed. Same thing happens for the next totem. The killer still has Devour Hope (now five stacks) and Undying up. The survivors were unable to cleanse dull totems just by the fact that all the totems they encountered were Hex totems. Devour Hope is a very dangerous perk, and if the survivor hadn't cleansed the first totem, the survivor would have been kicking him/herself for letting the perk get as many stacks as it did.

    Haunted Grounds is a special case (because I think it's a badly designed perk, but that's a different discussion), but generally for all other totems: cleansing the hex first and then the dull totem that turned into the hex is no different from cleansing the dull totem first and then cleansing the hex. Additionally, who knows when you'll find your next totem if you're not running a specific build for finding them, and letting a hex totem sit up for all that time is potentially very dangerous.

    Inherently, Hex: Undying does nothing more than amplify the effects of all other hex totems with no downside other than it being a hex totem itself (and the killer has no clue which hex totem is which). TotH is a great example of a perk that affects other hexes in a manageable way (hasn't aged super well, but still). Undying is a bad example in that sense, but a perfect example for perk usage to "fix" core gameplay issues with totems*. ToTH additionally makes the benefits of running Inner Strength that much less.

    TL;DR: I disagree. Hex: Undying does not make cleansing dull totems "More important" and does not imply survivor laziness (I am interpreting your intention when you say "nobody cleansed any dulls", because otherwise its a statement that means nothing) when the worst possible outcome happens to survivors.

    *see:

    @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.


  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619182#Comment_1619182

    I think it selects 2 new totems.

    If haunted triggers 3 times in one game that's your own fault. There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems.

    Haunted + Undying= 3 totems, 2 dulls remain.

    Haunted trigger 1, 1 dull remains

    Haunted trigger 2, no dulls remain (no reason to cleanse anymore totems)

    The likely hood that they're another a THIRD hex perk is very low at that point because haunted works poorly with undying AND another hex perk

    Haunted + Undying + any other totem = 1 dull remains

    first totem break is 50/50 between haunted or non haunted. If you hit non haunted, haunted can no longer respawn because undying is gone or the only dull is gone.

    If you hit haunted first, you now have ANOTHER 50/50 on totems. haunted or non haunted totem. Haunted totem = haunted doesn't repsawn because there's only 1 dull not 2. Non haunted no matter which totem it is, doesn't spawn due to all dulls taken.

    so you should never cleanse hexes after hitting haunted for a second time because the odds are conisderably in favor of only totems being undying and haunted at that point. If you happen to see a dull totem at this point it means haunted is no longer in play and remaining totems are free to be cleansed, but keep in mind you should cleanse that 1 dull to prevent a potential respawn on the hex you cleanse.

    when the killer also has ruin and keeps pushing survivors off of gens, or the killer also has third seal and keeps slugging everybody, or the killer has lullaby and you can see how all of your teammates are failing all of their skill checks because of the shortened warning throwing them off, or the killer has NOED at the end of the game, and you want to get rid of the lit totem you think is NOED? There are numerous reasons you'd want to cleanse totems, so saying, "There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems" shows that you think very little of the larger impact of design decisions or of circumstances where cleansing is necessary to prevent failure.

    Designing perks that encourage survivors to not cleanse totems is inherently stupid. This:

    @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.


    should be happening more than anything else involving using perks to solve core gameplay issues.

  • @TKTK said:

    PUSH THAT DLC OUT, WE'LL FIX IT LATER.

    One of many reasons to sigh.

  • I support this, mainly because it looks like the survivor is lazy from the killer's POV. Like, why are you shining it from your stomach if you want to hit my eyes? I also support it because ease of use should be prioritized.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619473#Comment_1619473

    That would be... beautiful... and punish sprinty-run everywhere without caring players XD

    I've always wanted this since I first saw the cinematic trailer, where Dwight is given away.

  • oh, forgot to add this one, and since adding all this to the main post isn't probably the best thing, I'm giving it its own comment: The new generator model has parts that stick out that allow for the camera to be placed directly inside the large beam protruding from the top, giving the player a great view of a black bar covering around 1/3 of the screen. Same goes for some bamboo leaves on Yamaoka, and it's been this way since the PTB.

    Why put out an unfinished product if not for monetary gains??

  • @SquirrelKnight said:

    As long as the placement is forgiving for totems this is an amazing idea, bravo 👍👏

    Just as forgiving as Trapper traps, I would hope.

  • I was hoping this post would be about adding sticks on the ground that survivors and killers can step on to alert any other players nearby. eg. a one-use crow that is a precise location indicator.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613388#Comment_1613388

    pop and other slowdown perks isnt my issue with hag.

    my issue with hag is the fact that her traps jerk your camera around, basically forcing a mistake.

    Secondly, i hate her basement camping potential.

    Last: i fking hate mint rag MYC hag

    Well, they're MY issues with Hag (and should objectively be issues, but that's a conversation for another time).

    Camera flicks don't matter unless you have no idea where a Hag has placed her trap, and in that case, the Hag should be landing a hit due to her placing her trap somewhere you didn't expect. The trap camera flick only ensures you'll get hit and that dedicated servers or something else doesn't **** her over.

    Basment against Hag is always tense. Requires a lot of stealth and sacrifice for maybe only forcing the Hag to return and only re-secure one person on the hook (which can be very impactful).

    You should bring flashlights more often. I too, am not a fan as a survivor, but I think MYC should just remove the unhook loud noise bubble for the killer. Hag shouldn't be made to suffer because of bad perk design.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613143#Comment_1613143

    They should just remove lightburn all together imho. There's no reason a item should hard counter an entire Killer.

    you get hard countered by lightburn? Lol. Survivors trying to Lightburn me has gotten me more hits than if the survivor had kept running. Git gud.

    Troll Face.jpg


    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612998#Comment_1612998

    Wraith should be able to either attack from cloak while they're attempting the lightburn, or be immune to lightburning altogether. The fact that he has both restrictions at this point is absurd, up there with trapper being able to step in (and not over) his own traps.

    Hag should be able to teleport to any trap within her radius within a few seconds of a trap being burned, or maybe the next closest trap to the one that got burned. Using the flashlight already illuminates the traps before they're even destroyed, she really needs SOMETHING to help her power stay viable when they're in play.

    Ignoring the huge troll face above, flashlights just need to not highlight traps within such a large radius (flashlights show auras of traps when the light beam is shone directly in the center of the trap). That's it. She needs something like the flashlight mechanic to force her hand at times. Otherwise, she can be unstoppable.

  • Hag is not fun to play against when you get Hags that love using Pop or other game slow-down perks. They're overkill for most matches and make games unfun to play and don't actually affect the matches where a Hag is getting destroyed because of SWF or just a really good group of solo survivors that know how to play against Hag.

    Otherwise, I love playing against Hag. I think she's a blast (except for lunge connections, then it's NOT a blast).

    Things like Sprint Burst also work well against Hag, who uses her power to get herself to stationary spots.

  • @KingFrost said:

    Had to update my PS4 which took 12 hours. Eventually was able to play.

    First game as survivor didn't go well. We had a Hag, and I hate going against Hag. Game mostly ran smoothly, but did have a bad frame rate drop when a skill check popped up causing me to miss. Got hooked last, when everyone else was already dead.

    Then I played a game of killer, and managed to beat a full red rank team for the first time since crossplay. Of course one of them was going for his adept, but I was also playing Pig, not exactly an OP killer (and with only one brown add-on). The game just felt better than it has in a while.

    Also DS is apparently a really short stun now. It won't last, and will probably be patched tomorrow morning. But it's nice while it lasts. (They really should probably shorten the stun a little)

    I feel you for the first two paragraphs (although I've had many good games against Hags in the past), but I was surprised about the third paragraph. I don't have any motive other than curiosity when I ask, "What made the game feel better?" As in, survivors or gens or player input or etc.

    And for your last paragraph, yeah, all wiggle outs have shortened stun durations for the killer (if the survivor stun was shortened too, I don't think this would be a bad thing).

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607943#Comment_1607943

    We saw these offerings before when they announced the major update when it was still in planning hand why didn't anybody say anything about them until now?

    I'm not trying to sound rude or have any mean intent on saying this either I'm just curious.

    People did say things; the developers just went ahead with it anyway. The search function is broken still, so I can't actually point out comments/posts, but regardless, this is a pattern that the developers show again and again. When the Nurse fun-nerf PTB came out, people pointed out that this wouldn't actually solve the problems Nurse has (and some weirdly focused on small numbers like distances caused by the new blink cooldown, which really muddied the waters), and the developers went ahead anyway. Even now, McLean acknowledges that Nurse still has the potential to be the deadliest killer but that she's unpopular and most people don't play her to be that inescapable killing machine, so all the nerf did was make her appear in less games so that survivors would stop complaining. Same thing with Hillbilly. People said, "overheat is bad, go back to the drawing board", and the devs said, "nah, we've already decided to do this regardless of what you think".

    It's just over, and over, and over again that when people give feedback about upcoming changes, if it's not just a number tweak, the devs flat out ignore the feedback and plow on.

    Then (and this is said without any offense or mean spirit meant) people (such as the devs) start saying, "Why didn't anybody complain about it, then?" when clearly there had been feedback all along (which is why we need posts on this forum to NOT be sorted only by most recent).

  • @delilahsupastar said:

    I think he was red rank with a full loadout @Inji. @zoozoom6 @Clevite @tactic @GhostMaceNotCrusty @Momentosis @Kind_Lemon That all makes sense, thank you. @Kind_Lemon He was on console (or at least said he was), so if you play console then it could have possibly been you, since this happened yesterday or the day before. lol. Also, the terror was real ngl... but it was also a fun round. After 3 were dead he found me at the door and decided to let me live. If that sounds familiar then tyvm. XD OH, and he got Lery's just out of sheer luck. Couldn't have been more perfect for Myers.

    nah, PC, and I despise Lery's :/.

  • update: here are my second and third games. The amount of teleportation you see was non-existent a few days ago, and nothing's changed on my end (no unstable connection sign in the top left). I fail to see how this patch was an improvement in any way.

    https://youtu.be/UUsdHr2LWGs


  • @[Deleted User] said:

    These offerings were really unnecessary and unasked for. Just more pointless ######### on my bloodweb that I'll never use.

    couldn't have said it better

  • To me, it's not disappointing (because I wasn't expecting something great) but disheartening knowing that the design trend in terms of animations and graphics in addition to gameplay style is going to continue. I don't agree with your evaluation on the killer (I actually think he's fine other than the ungodly lack of appropriate animation), and the perks are generally well made (excluding the two hexes on the killer's side and the issues with Felix's item perk (wut.)).

  • I'm not liking it, mainly because of the graphics, but also because of the chase music and the bad collision on maps like Lery's that have these kinds of aesthetics (one of the ugliest maps imo with no taste for realism or simplicity).

  • Many things they should have left untouched, but no; they went and touched them all, and much of those changes turned out for the worst (i.e. lockers aesthetics, gen aesthetics, pallets disappearing once broken, etc.)

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606933#Comment_1606933

    Until your post, no one else has complained about the graphical changes. We asked for optimization and we instead got a graphic change AND optimization. My only guess is that you're playing on either an original Xbox One or an original PS4.

    uhh, I've been criticizing and disliking the graphics changes since they were released. 2016 Moonbeams were the best, and now we have ****** AA, inconsistent color themes on the same map (look at Macmillan and see how brown the ground can be compared to the blue distance fog), and clashing art styles (gens on old maps look very much out of place), and the new graphics are as if Fortnite made a fake horror game.

    1/10 from me for the patch. The one point is because Not_Queen and others exist.

  • hmm, seems like yet another dev oversight to me.

  • All wiggling free results in a shortened killer stun time for whatever reason.

  • @tactic said:

    You're not wrong, but this thread probably didn't need bumping

    @ZtarShot said:

    Who's been bumping threads again?

    bumping implies that there is no new information that was added and the comment was just made to bring the post to the forefront of the forums.

    Dead (ugh) ...dawg Saloon is definitely a survivor sided map depending on the generator spawns. If the killer gets lucky (three gens on the ground near each other), it's definitely a killer sided map because the loops generally suck. Also, pressuring a hook as killer is super easy on this map, I thought I'd add.

  • last time this happened, I teleported around 5 meters backwards when the survivor wiggled off.

  • I feel like you played against me before this (ugh) patch. I use it because it's the only other perk besides DH and PWYF that gives killers additional movement speed (I use PWYF too for a whopping 19% additional movement speed -- that's a grand total of 5.36 m/s on a 115% killer). Now, with Judith's Tombstone, that slows down (by 7%?), but do you realize the terror of a killer with an instant mori who's moving at crazy speeds?

  • @EldritchElise87 said:

    The pallet breaking animation at 5fps is disgusting to look at though.

    and the pallets still disappear after being broken, which in addition to not being all that aesthetically pleasing has gameplay ramifications (not knowing locations were pallets were one up).

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607191#Comment_1607191

    how dare some people like what the devs make instead of harshly judging it.

    how dare some people voice concerns about a game and not put a disclaimer that they speak for themselves and not for those who enjoy it! The nerve.😑

    The sarcasm is real these posts of ours.

  • ew, no. Hag is not interested.

  • Good graphics. Moonlight in 2016 DbD was amazing.

  • I won't lobby dodge keys, mainly because I consider slugging everyone before killing anyone is a viable strategy sometimes against key users, but yes,

    THE OFFERINGS ARE STUPID. THE COMMUNITY TOLD YOU AS MUCH.

  • You have to trigger the stumble animation and be locked in place. Any height that only stops you briefly and doesn't kill all of your momentum doesn't count.

  • @Auron471 said:

    everything used to look like a literal potato. i kinda miss the good ole taters.

    Everything definitely still looks like a potato; with the jarring clash of artstyles, colors, lighting, fog, and everything in between, it honestly looks and plays like a game in beta.

    @ringwinning said:

    I have to agree, every map I'm on my mouth just drops.

    My mouth drops, oh, yes. And then I proceed to think, "What the **** is this trash?" Please be aware that AA continues to ruin the experience of the jarring visuals.

    --

    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

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606424#Comment_1606424

    It is really cool and I feel it fits the tragic vibe of the character.

    no offense, but by tragic, do you mean chuunibyou? For a story to be tragic, it has to have signs of hope in the beginning or anywhere, in fact. Then, it needs to turn that hope into despair. His story doesn't do that.

    The devs have gotten significantly worse at story telling, and The Blight's story oozes badly written from every character in the paragraphs.

    @Kind_Lemon said:

    This is a great video to explain the differences between how DbD's story is being told now and how it could have been told (i.e. before things like the archives and before Kate's introduction into the game etc.)

    https://youtu.be/gcyrrTud3x4

    DbD's story is falling into the Hard World building category, and not in a good way imo. I used to be interested in the DbD lore, particularly in Dwight's and Claudette's stories, with all of their untold details all leading to being put into the Entity's realm. Now, they've become decidedly uninteresting to me (also in part because the writing syle for the archives is not the greatest. It's a mix between "narrator" and no-narrator while keeping a loose approach to syntax, grammar, and punctuation, which does NOT go over so hotly for those in it to have the experience of absorbing an interesting story). What drove me to make this post was the inclusion of "Mother's Helpers" and "good ol' country boys" in Hillbilly's add-ons, both of which narrow down a much broader and interesting interpretation of his story.

    Please look more at how you tell the stories rather than just shoving facts down our throat and driving out any imagination from the playerbase about the experiences of the character.

    And anyway, it's not a matter of objectively liking the music, it's a matter of does it fit in terms of gameplay (lore is secondary, always). When it's melodic and has a beat that is not frantic, not human-in-panic enough, it doesn't function in the correct way. Some people will still like it for what it is, but others will point out its flaws in usage.

    It's also a matter of: "Would you be happier with something more in line with the style already established and with the feeling of the game?"

    Some answer, "It doesn't really matter, it's cool as it is," and others answer, "Yes." It would make more people content with the game if choices were made to maximize satisfaction from people who would be happy with something else because other people are going to be happy regardless, and you can't maximize that.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606070#Comment_1606070

    Why change something when people were happy with the way it was?

    Why give nurse a cd to her blinks? Why give billys chainsaw an overheat mechanic? Why adjust auras for the color blind? I stopped asking why the devs do what they do and instead I ask "When" will they fix it?

    yeah...it's disheartening and demotivates me to actually give feedback when none of it is taken since the devs have already made up their minds. There have been hundreds of examples throughout the years of just bad design and lack of listening, and I'm not getting the impressions that's changing any time soon.

    --

    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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