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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863506#Comment_1863506

    Well, I never knew that cannibalism gave you the magical ability to see people through walls.

    But have you tried cannibalism yourself?

    Untitled Image


    And regardless, gaining that ability seems to be a theme in DbD for characters who really want something (or someone). It's as if the endless desire for human flesh manifested itself for The Cannibal in an ocular fashion.

    So, BBQ and Chilli resulting in aura reading isn't so far fetched.

  • @Antrapace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711214#Comment_1711214

    I had have never seen it until now, thank you so much for sharing. How is the video not under a sticky thread already?

    I'm happy to share! I can't imagine that any thread with this video will be pinned any time soon, though. 😅

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863496#Comment_1863496

    i just don't like how it's a 2 for one, gives you a speed boost in a direction and also makes you immune to a hit. You can do great things if you time it correctly. Keep it mind it's not that hard to press a button at the right time, at least imo

    yes, that is the reason I agreed with you.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885377#Comment_1885377

    To each their own, but maybe the term "survivor" should be reimagined

    ...

    okay, so now that you've said that, I wanted to say that I've always hoped for some incredibly out of shape survivor to join the bunch. (i.e.the survivor gets stuck when vaulting over windows, flops out of lockers because he/she has no muscle to stay upright for so long, gets Exhaustion from performing any interaction, slips and falls over when making sudden turns, etc.)

    THAT would be a dream come true.

  • @brokedownpalace said:

    Lol OK. Sometimes I had fun playing against an ebony mori. Doesn't mean it's not OP.

    It seems the point of the post has sailed over your head.

    Fun is far more important than comparative power, because if everything was perfectly level in terms of power and not fun, then no one would be playing it. However, that's not to say the two are at all mutually exclusive.

  • smack a gen and farm with survivors

    then go off and stand in a corner

  • @MadLordJack said:

    Have you ever tried to run in a skirt? It's not pretty. Or particularly feasible. Because your damn legs are stuck together and you can barely move them, so it's either hike it up and show of your underwear or rip the damn thing so you can do more than a brisk walk.

    Sure, a particularly loose skirt doesn't have the same problem, but I don't think there's any loose skirts in DbD.

    Edit: Phrasing...

    What if the OP wants to constantly trip over a dress as long as he/she gets to look pretty?

  • @QwQw said:

    The overheat mechanic for Billy.

    This and his noises.

  • probs just kept it in because of their continuing strange obsession to forcefully demand survivors cleanse dull totems.

    Don't they have any more effective tactics?

  • wait...so, if I die accidentally after reaching struggle phase, someone can just come in and replace me on the hook and then die themselves once they spawn and don't press struggle fast enough? Or, do they spawn right on top of the dying survivor in the corner or anywhere else where the killer suddenly had a survivor on the hook and now has no idea where the newest survivor has appeared?

    There are plenty more questions to ask, but just from those above, it doesn't seem like your idea is incredibly feasible as of right now.

  • when was it ever fun to play against?

    I thought the original iteration was fine...

  • @MadLordJack said:

    I see no problem with its name. It's not like BBQ and Chilli has anything to do with Barbequeing or Chilli.

    But Leatherface is a cannibal (cooks humans into Chilli according to every source?), and on those last summer BBQ hooks, there was certainly some BBQ and Chilli going on there.

    He gets one hooked for the death stew, and the others are put in the same gravy boat (if I may) with their auras revealed.


    So, yes, BBQ and Chilli does in fact pertain to its killer and has some feasible relationship to its effect.

    Undying on the other hand has only the feasible relationship to its effect. Does it pertain to the killer? ehh, only if you really stretch it.

  • Dead Hard was designed to be a perk that when a survivor timed it well, a killer would miss an attack that would otherwise hit. The A Lullaby for the Dark chapter had some CRAZY survivor perk ideas in it whose like hadn't been seen before, but Dead Hard wasn't meant to be so crazy as to be a free extra few feet whenever the survivor wanted/needed it. It was designed that way because the invincibility frames for DH are shorter than a max killer's lunge (longer invincibility frames would feel really bad for the killer and requires less precise timing from survivors), and the DbD devs needed a way to make sure that killers couldn't just consistently out-lunge the perk regardless of how precise the survivor's timing was.

    The current and past* side effects are/were because of that :/

    *dashing forward in the air onto places the killer couldn't reach

  • to point out that the killer knows it's coming, I believe.

    However, it used to be the case that if the killer swung at the ground at the right time, DS would get eaten up and nothing would happen. Interesting bug.

  • @Steel_Eyed said:

    I guess this is hit validation screwing killers out of hits, but my internet is good. I just checked fast.com and its over 180 Mbs. What is going on today?

    If we're talking about lunges being cut short and the game suddenly deciding that you've both hit and not hit the survivor, that happens to me regularly.

    If not, the only teleporting I usually see is when I hit a survivor through a pallet, I get yeeted back several meters back from where I should be after the survivor teleports a little forward as the hit connects.

  • As Trapper (and basically all of the other killers too), I've been happily burning all of my map offerings to avoid every single Macmillan, Autohaven, Yamaoka (but traps on Yamaoka can be well hidden), and Ormond out there.

  • you can hear him breathing. You also could do with playing some more killer to better judge how long it takes for a tier one Myers to reach you if he's just hooked someone or revealed himself in some way.

    Other tips:

    1. basically never drop pallets; just keep looping indefinitely because he can't catch up without PWYF.
    2. Never assume he's not looking at you, so if you've put yourself in a safe spot, stay there until you're sure he's gone. Alternatively, you could pretend like you're leaving to bait him to come to you.
    3. Try perks like Bond or Empathy to track survivor movements in response to him.
    4. Pay attention to crows as survivor. If one goes off, and you're not confident it's a survivor, start moving (<- this is how I survived and enjoyed playing against Prayer Beads Spirit when that was still scary).
    5. If you're using OoO, you can always tell his general direction.
    6. If you're using Sole Survivor (which I did one match against the Myers build), start laughing.
    7. Spine Chill shouldn't work against him for balance purposes, but it does :,(


  • @Sluzzy said:

    Hag is just another example of a killer that was overbuffed. When she released, there was a short delay to her teleport which allowed a little counterplay, but now there is none.

    Until recently, she had no lunge momentum out of her trap's teleport. However, because latency ****s Hag, the devs changed that along with whatever other lunge changes were going on at the time (Wraith and Spirit issues, I think?). That change gave her significantly more control over any situation wherein a survivor triggers a trap and The Hag is free to teleport.

    @Shroompy said:

    Some Hag players, me included just start mashing the CTRL key or whatever else when they feel/know a survivor is about to trigger a trap. Some people bind the teleport to scroll wheel which makes it slightly faster. How ever I highly doubt there are many people out there if any who are experienced with Hag who use a macro, since it would more than likely screw you over more times than it would help

    I'm a CTRL masher, and I'm honestly surprised at how many people say, "Scroll Wheel Hag is basically cheating" at the end of my matches. lol

  • I always use it if I have an unusually fun game or a game that was especially unfun both despite the match's outcome.

    I use it seldom otherwise.

  • @JawsIsTheNextKiller said:

    Good players can already make use of it. They don't have to waste time finding another survivor and they don't have to waste their team mates time healing them. It's also useful if you are the last survivor.

    holy heck is it useful for being the last survivor

    I rarely bring it, but I used tier one on Bill on one of my most recent survivor games, and it was the reason I got out alive.

  • @PortaI_2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845085#Comment_1845085

    I believe standing still means being within the 5 meter range of a hook longer than 3 seconds. They can make it so you have to be in hook range for only a few seconds, so slightly moving back wont work

    How would this be reasonably coded? @Boss brings up very valid points on how we've seen mechanics that require players to be moving so far.

  • I've routinely found that when I pull back when just about to hit a survivor, the lunge "connects" and cuts short while the missed attack animation plays and no damage is dealt without me ever letting go of M1.

    Generally, it feels like hits should register around .20 of a second sooner than they do, because I now tend to get more hits through windows and such that look like they shouldn't hit (due to final survivor and killer positions across windows and the like) but end up connecting anyway.

  • as in: control survivor camera position?

  • it's fair for both sides that way, then. From both the killer's and your perspective, you were both in the right, so the game has both happen.

  • dying in a 12 hook game + bugs/glitches/servers/etc.

  • @Mandy said:

    Must admit, I don't like it either side. When I play killer I don't do it because I find it thoroughly boring as a survivor. I'd rather accept the "race to the hatch" scenario. As a survivor when it happens I normally tab out of the game, because there's not really anything else to do.

    oof, I wouldn't want you in my survivor games, haha ;D

  • easier explanation:

    if a skill check is missed by another survivor on a co-op gen, there is a 50/75/100% chance that no regression penalty is applied and that you receive the opportunity to hit the missed skill check. If successful, no regression penalty is applied. If not, bonus regression is added (which I think should be removed).

  • ...or incentivize them by making the killers more fulfilling to play?

    cough revisit the Nurse fun-nerf (which was worthless for reducing oppressiveness) cough

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839811#Comment_1839811

    I actually kinda like the stacking mechanic but I just don't know how to word it.

    But for now just assume that every time you perform a rescue, the duration of the perk resets

    Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page. Well Make It is a general Survivor Perk . 1 History 1.1 Versi

    I've linked the perk and the version histories from the wiki. Potential wording options, if you'd like.

    While I understand the desire for synergy with Jane's perk, I don't think healing buffs should be given to the unhooked survivor from the unhooker's perk. At least, not in this method; I could probably be convinced to support some other way.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834353#Comment_1834353

    Define "Spamming their blinks" for a killer who primarly moves with that ability and that had already a downside in visuals/cooldown before the changes.

    I suppose "spamming" would simply mean "using" in that case.

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834353#Comment_1834353

    Well,nobody is going to argue that her addons were absolutely busted and carried a lot of players.

    I just think that the blink recharge mechanic is pretty useless,because the original aim of this change was to make good nurses less oppressive in chase and give survivors a bit of a chance,but the thing is it didn't do anything against good nurse players.They still absolutely murder your team in seconds.

    All it did was making it harder and annoying for bad and average nurses (which were already manageable to play against).

    Yes, this ^. It did nothing to help with her oppressiveness and did everything to make her less enjoyable to play casually. (RIP Jenner's Last Breath and Anxious Gasp combo).

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), 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 #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837186#Comment_1837186

    There is now it makes noises.

    Sounds like an inhaling type sound or something like that.

    it's the sound of the braziers and lamps on maps such as Pale Rose.

  • I'd forgotten about this post, but....oh, dear lord.

  • the point of it was: the developers needed to feel like adding the effect was somehow attached to the chapter they were releasing. It's also the reason why Blood Favor is a hex (Blight has Undying, which has no connection with any of his other perks otherwise).

    It's stupid, but it doesn't seem like that design decision is going away any time soon.

  • I'm not surprised. People like shiny things, exclusives, etc., and DbD has been working hard to make sure that all the marketing techniques to prey on a consumer's weakness are being used. It's bound to make them money. Furthermore, it's different enough from other successful games that its novelty further boosts its popularity. After that, the combinations of dopamine rushes, frustrations that always seem to almost go away, and (most importantly) the grind function to suck players into the product.

    Was this post to combat with facts the individuals claiming DbD is slowly dying, @Boss? Or, perhaps simply to provide the facts for others to use?

  • macmillan looks like a butt--an ugly butt. Why would you want autohaven (which already looks just as bad imo) to also look like a butt?


    I play on low settings, and I much appreciated what DbD looked like 2 years ago, after which somehow the devs degraded the graphics to what we have on the non-reworked maps now (which I'm not saying I objectively enjoy either, but they do vaguely resemble the aesthetics on which DbD sold itself to success).

  • Sounds are for everyone (survivors know when the killer has Stridor), so if one survivor has the perk, all other survivors get the benefit without having the perk (which would not be part of the intended design as you've explained it).

    i.e. it's not that simple to implement and probs would never work for individual survivors.

  • I am a survivor who doesn't like Blight, but that mainly comes from his animations and his rigging and not his power.

  • @Deadeye said:

    When Selfcare was on 80%, everyone ran it because it was OP. You have almost no loss in time and the other survivor was free to work on gens instead. As Thanotos already said, you basically have no pressure anymore. Selfcare is still strong because you can heal whenever you need it. I'm pretty sure everyone had situations enough where he said "sorry bro, can't do anything right now". And you could, if you had Selfcare.

    Not sure about the Inner Strength change. I don't think it hits that hard, I never have problems with it and I love to run it combined with Hunch because it helps me counter NOED while having sufficient heals on top.

    And don't forget, it is not only about lost chases, this takes effect after each unhook. If it is too easy to heal yourself, the unhooker will immediately jump back on a gen.

    the self care on that one PTB was crazy good. 75% speed on everything? That was pretty useful.

  • idk, I just want cumulative stacks for multiple unhooks again.

    300% healing speed because I just unhooked three people? Yes, please!

  • it sounds like you want more people who've been slugged for several minutes to stay slugged until bleedout...

  • I would play against old Freddy over new Freddy in a heartbeat.

  • Why do you say you don't use hex perks? And why are those perks such as Lullaby, Third Seal, etc. "training wheels"?


    That aside, you could always take the most direct method and give yourself an edict to always pick up a survivor before downing another. That should make the game significantly harder against competent players.

  • @Kind_Lemon said:

    I suppose we just used him differently. I loved to use his chainsaw in spots that should never work but that once in a blue moon would net me a hit against a survivor who temporarily became a potato. The number of whips and ludicrous shots I could try allowed me to have so much fun even though I had an accuracy of about 9%. On top of that, my high mouse sensitivity means I often miss back-revs, and I was accustomed and resigned to that.

    Now, none of that is allowed. The devs didn't change how effective he could be and only made him less fun to play inefficiently. I really dislike that kind of design philosophy, and I didn't buy the game with the knowledge that that was the case. That's the main source of my discontentment: a disconnect between my expectations, what it used to be, and what it is becoming/has become.

    but the roar is still the main reason I despise him now... lol

    oops, @Johnny_XMan meant to tag you in this comment :P

  • I suppose we just used him differently. I loved to use his chainsaw in spots that should never work but that once in a blue moon would net me a hit against a survivor who temporarily became a potato. The number of whips and ludicrous shots I could try allowed me to have so much fun even though I had an accuracy of about 9%. On top of that, my high mouse sensitivity means I often miss back-revs, and I was accustomed and resigned to that.

    Now, none of that is allowed. The devs didn't change how effective he could be and only made him less fun to play inefficiently. I really dislike that kind of design philosophy, and I didn't buy the game with the knowledge that that was the case. That's the main source of my discontentment: a disconnect between my expectations, what it used to be, and what it is becoming/has become.


    but the roar is still the main reason I despise him now... lol

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832759#Comment_1832759

    "It's ridiculous that you think players should be forced to play certain killers because the devs sucked the fun out of the one they wanted to play"

    I mean, if the devs are going to suck the fun out of killers as a way of nerfing them, we owe it to them to at least tell them that.

    It used to be that when I needed a change, I'd bust out Nurse and continue trying to learn her. Oh, I'd be so ecstatic just to get a BBQ 4-stack, it was silly but rewarding. Unfortunately, the fun challenge is gone, so I don't try to play her anymore. Not gonna force myself to play one of the other killers when I don't feel like it, though. Having instant killer queues is nice, but it's not really an incentive to play. I guess the plus is that I'm not adding to the long survivor queue? I hate long queues, so I'm just not playing either role right now.

    When I needed a break from the monotony of other killers, I'd choose Nurse and throw on a one-blink, max movement speed combo.

    That was the most consistent fun I could have as killer, but as you say, playing Nurse is not going to happen in the current state of the present or future.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832736#Comment_1832736

    this is not punishment. don't do totems if you don't want to but if there is noed, undying/ruin then don't ######### complain because you didn't do totems. the game has a secondary objective for the killer AND for the survivor. killer has to defend gens and hooks (though their secondary objective is REALLY a primary one but we'll call either one the secondary. survivor has to power gens and has a secondary objective to do totems. you don't like ruin in play? or undying? then CLEANSE THE DAMN TOTEMS! if you don't give a damn and don't complain when there are hex perks in play who the ######### cares then, just keep going on about your business. I have met many a good killer and I've cleansed totems. I've seen RED RANKED survivors cleansing totems for various reasons, and you know what? they DONT COMPLAIN about noed other than to say "damn it we didn't catch a totem!" and they are not crying that noed, ruin/undying are unfair, they know to CLEANSE the totems in the red ranks and they escape as well!

    lets look at noed: Killers have 4 perks to play with and they can choose freely what to put there, if they choose noed they run with 3 perks because noed won't come into play until after the gens are done. if the survivors cleanse the totems then he never gets that perk active and lost out. if the survivors don't they get smacked with NOED and then they are scrambling to abandon the match by dc or escape through exit or hatch with no care in the world as to what the other survivors are doing. I've seen someone that I never hooked, saw or even hit DC at the end of the match because I downed someone with noed with the gate open right next to a hook (bw was NOT in my arsenal but they thought it could be). So instead of looking for the totem or trying to get out they abandoned about 20K worth of base points not to mention I put up a BPS and one other did as well. I didn't give a damn if anyone got out, I was just playing with what I had that was good.

    lets look at undying/ruin: so two totems are already lit, and if you come across one you have a 50/50 chance of getting undying first and causing ruin to not move if cleansed next. but if you remove one to three other dull totems you can nail ruin and not care in the world! and I use YOU as the collective you not the individual.

    two simple situations where the survivors come out on top by doing totems. I say again, if you don't cleanse totems as your own rule, that's fine but the next time you claim that noed isn't fair, or ruin/undying is unfair I'll say well you should have been cleansing totems as you went along because well... it happens and your complaints are invalid! lol.

    The "punishment" was from a developer standpoint, not from a player's. They want people to interact with that aspect of their game, so they are enforcing negative effects on the survivor's main objective if they don't all while making it harder for survivors to do so slowly and/or stealthily. They are also sending mixed signals that it's both good to break totems and bad, inevitably making it worthless for survivors to plan at all for the outcomes of unknown totems. It's a mess.

    You seem to hold animosity toward me, though? I'm not one to complain about totems not being broken particularly since I've seen the brunt of too many haunted grounds and since I get out more frequently when I don't do totems.

    Totems aren't really a "second objective" tho, and this is the source of a lot of the problems around totems. They exist as an optional objective--a prop that a killer can use to his/her advantage if the survivors underestimate it / don't give it due pause. That's what totems were designed to be. What they are becoming is another story. Due to the understanding that only having generators to do is not enough for competent survivors, the devs have thrown the brunt of what should be given to a new mechanic onto totems. And that's bad because now totems are overburdened.

    You seem to basically understand that point, however. "[D]on't complain when there are hex perks in play who the [BAD WORD] cares then, just keep going on about your business," is what you say, and yes, that philosophy is exactly the kind of thing totems are. Devour Hope works just like that: if you want to continue doing gens without being a totem detective, that's okay. If you want to continue doing gens and saving people when the killer can least pressure the hook? That's going to be a lot harder.

    Third Seal works similarly. You can avoid it to begin with and then play with it still active, but it could impair your ability to use your objective-locating perks and your ability to save others. Neither Third Seal nor Devour Hope directly affect generators, and neither hex causes (significant) effects if the survivor hasn't first entered into an avoidable action (chase, unhooking, etc.) with another player.

    Ruin works differently. So does Undying. Both perks are an issue because they aren't the kind of "optional objective" totems were meant to be. They force survivors to either interact with them because they can't finish the game's effective timer (gens) or ignore them because paying attention to them would mean losing further gen time. They are a lose-lose situation that the survivors have no control over than to "genrush" that the killer gets for free (other than the cost of moving from gen to gen and chasing survivors, both of which are done in the typical course of action for a decent killer).

    NOED

    but yes, let's talk about NOED. It's not really high on my list for "fix now, devs", but that doesn't mean it's a non-issue.

    Case 1: Survivors cleanse all totems before finishing gens. The killer doesn't have NOED. The survivors waste enough time so that the killer can kill everyone. The killer, by not bringing the perk, wins.

    Case 2: Survivors don't cleanse all totems before gens. The killer doesn't have NOED. The survivors have wasted some time (cleansed only 2) and barely scrape by to a victory for a few.

    Case 3: Survivors don't cleanse all totems before gens. The killer has NOED. The survivors wasted some time (cleansed only 2) and still die because of NOED.

    Case 4: Survivors cleanse all totems before gens. The killer has NOED. The survivors scrape by to a victory (wasted enough time but the killer lost his/her ace in the hole).

    1. Case 2 happens most frequently. Then (in order of decreasing frequency) it's: 1,3,4. The moral? It's more likely that a survivor will survive by not cleansing dull totems bc NOED than cleansing them. You are more likely to hurt yourself by cleansing totems than benefitting, and that kind of lottery/gambling for all games on account of one perk not brought all that often is bad design. Forcing people to be cautious is fine design, but forcing people into a set of specific, time-consuming processes for potentially no gain (and no worthwhile experience) is not.

    Personally, if I see more than one dull totem, I will cleanse until there is only one left (unless I know where all the totems are). It's better if I can go check to see if NOED spawned where I thought it might than have it for sure spawn on a totem I haven't found.


    Undying

    I see a dull totem and a hex totem. I cleanse the hex totem. The dull totem lights up. I should probably leave that totem since I know where it is and go find the other lit totem especially if the totem broken was Haunted Grounds. I see another dull totem. I know that there is now potentially only one other hex perk (or dull totem out there). I don't do gens and let my teammates all get downed and hook as I run around trying to find Undying. I find a hex totem (idk where the last dull is), but by that point, everyone else is slugged or hooked, and only one gen has been done. Was it really worth my time to not go help save or do gens to find that perk? On the other hand, was there really any significant gen progress that could get done if the other survivors were all getting downed before finishing their gens? There's no situation other than just sitting on gens where the hex's effects are avoided. This is bad design.


    TL;DR

    you don't really touch on either the practical aspect or the theoretical aspect....you don't substantiate your claim or give any valid reasons for thinking the way you do. I'm not sure how what you say is super accurate to the reality of the DbD experience for many.


    you also seem to think I haven't been a red ranked survivor, and you speak as if you aren't one yourself...

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