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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I disagree. Original chase music is better. This new music is like putting something gaudy and out of place on top of an already perfectly good cake. On it's own, sure, it's neat, cool, innovative, even! But in the context of everything else....ehhh, not so much.

    --

    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

  • He looks really boring to play against, and that statement should be taken in the same way as a hypothetical statement of "He looks really fun to play against!"

    He's a Hillbilly with power charges that has a speed limiter and a little more erratic travel path. And this is without the ability to break pallets by default, not that I would want The Blight to have that.

  • I don't like the chase music. Don't get me wrong. It sounds like some kind of battle scene in a movie and is unfit for a game of this type.

  • @Iceyrawr said:

    Speaking of which,

    they "acknowledge" the window 7 bug on PTB,

    but didn't fix it, now every window 7 player can't play the game

    yeah, I agree with you on this one.

    It all feels like a very big finger to everyone who plays the game and gives feedback anything other than, "This is great! You only need to tweak a few things and then it's perfect!"

    Bugs? "We'll get around to it..."

    End game issues? "Have a giant death timer so that we don't actually have to change how our game works."

    Hillbilly and Nurse too overwhelming and popular at higher ranks? "We're going to make these killers so much more unpopular and not fun that you won't be seeing them enough to complain anymore because we sure didn't fix the real problems that exist--we just made you think about it less (btw, we also added more tedium and bugs for all of you who like problems)!"

    I feel like now I can make the EA comparison, but just in the sense of the DbD dev team being arrogant and flippant (Note that this is not directed at individual members of the team, and I feel like I shouldn't have to say that, but someone's going to misinterpret that otherwise).

    Much love for creating the game back in 2016, tho <3

  • @[Deleted User] said:

    I think Lullaby is one of the strongest hex perks actually if you leave it at 4 stacks. Only 5 stacks is better if you're playing doctor.

    4 stacks messes me UP. The skill check noise basically happening as you hit the space bar is trippy.

  • you could run dark devotion against only one OoO,

    but other people's suggestions are more applicable

    --

    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

  • All hits (not M1) should be instadown when the Exposed (should be Vulnerable) effect is applied and have the game be balanced around that. It doesn't make much logical sense otherwise, and we constantly have people (such as yourself!) pointing out how it isn't intuitive.

    I mean, like, NOED not affecting chainsaws always spins me for a warped logic loop when I see it.

  • I would have been in favor of changes to Billy that affected his movement speed while in cooldown or affected the shape of the hit detection zone so that backrevs are harder to hit, but the devs went and did this.

    But the worst part about all of the changes is the sound design -- the overheating sounds, the roar, the tinny chainsaw revving, the sound of Billy hitting an obstacle-- everything. I can neither take Billy seriously when facing him nor when playing as him.

    My understanding of the people who like Billy the way he is now is that they play the game without much regard for atmosphere (tension, apprehension, power, etc. whose existence matter to some and doesn't affect others) and are extremely focused on A. bursts of novelty and B. maximum effectiveness, and while I do not think this perspective on the is wrong, feedback should always be taken from a broader group, particularly with the inclusion of more casual individuals who play Billy to have fun through playing the killer without the need to be the best at the meta (even if they happen to be). Many of the more prominent streamers find themselves playing the game in search of one specific event throughout all of their playtime rather than being challenged by different killers, survivors, and playstyles sporadically throughout all of their games. Most of what I see and hear are signs of boredom, a lack of tension, a lack of investment in a particular trial (eg. the d/c epidemic), a lack of greater goals in terms of leveling characters (made too easy because the developers can't figure out how to deal with the number of perks in their game), and immense frustration with hits, fake hits, auto-aim (aim dressing), latency, lag, hackers, campers, sluggers, survivors that use keys, killers that use moris, teabagging, flashlights, toolboxes, gen speeds, slowdown perks, and everything else under the sun (or moon because DbD lel).

    This game is a hotbed of frustration with no decisive signs of improvement coming from the developers (I'm not letting go of that clown comment the balance team head made or of the Civ VI comment by Cote) and significantly more signs of disconnection from the majority of players who regularly experience the game's successes and failures. When the developer's plans to concretely change the foundations of code, internet, and visuals on which the game runs and breathes coincide with the community's desires, the playerbase loves to assume that correlation implies causation when nothing would imply that other than the PR team.

    Tangent aside,

    I don't like Hillbilly rn. He's significantly less enjoyable than previously both as survivor as as killer.


  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598322#Comment_1598322

    Yep I'm the same. I've tried playing him a bit but Jesus Christ that stupid roar actually annoys me to the point where I don't want to play him anymore. It's a shame too because his chase music is great. And nobody else wants to play Billy because, while it isn't a big deal, nobody enjoys babysitting a stupid overheat mechanic. The need to the cooldown rate is actually kind of noticeable and I chainsaw less because of it. As for playing against Billy I can't really say because I have seen LITERALLY 0 Billy players since his rework. Almost like that overheat mechanic was the stupidest change they could've ever done to him, and removing his charge time and cooldown reduction add-ons was the easiest and only change he needed...

    Edit - oh and phantom saws are still a thing, as I found out yesterday. Really cool and interesting BHVR, that doubled tick rate sure did solve every problem with the game :)

    I've played against one, and only one. It was a rank 10 player against four survivors from 7-1. I honestly couldn't stop laughing every time he started roaring. It was the stupidest game I'd played in a long while as survivor because it felt like I was facing a giant joke. Everyone got out, and the Hillbilly seemed like he was actually trying, but he certainly didn't enjoy the experience (he told us).

  • Have you been away since Bubba got an instadown power that lets him cross several tiles with perfect steering control?

  • What caught my eye more was that comment about how "good" everything looks....and it only has 13 likes. Really seems like the whole community response to the graphics changes isn't as enthusiastic as the devs like to portray.

    I'm worried about console optimization as much as I'm worried about optimization for PC mainly because the PTB halved my framerate on Badham and Yamaoka. I am certain this isn't going to be fun, and with anti-aliasing still forcibly enabled, the game looks just as ugly as it does on live.

  • @Blueberry said:

    Well most killers were using Ruin before to fix the games early gen speeds. Devs nerfed Ruin because all the killers ran it without fixing the reason most the killers ran it. Now most of them run Corrupt Intervention just because it's the only other early game slow down that's available. So instead of fixing the problem they just made killers all swap which perk they were using as the bandaid.

    Corrupt honestly isn't even very good, it's just literally the only early slow down perk that's available.

    They all run Pop because like the first issue, gens are still too fast. Killers don't want to run Pop, but the games balance dictates that they have to.

    I agree it feels bad to face the same perks over and over, just as it feels bad as killer to not really have much options of running the perks you really want to because they're full of "mandatory" perks.

    Too many of the killer perks (just like survivor perks) are way under tuned and weak. They put so many negatives, down sides and limitations on perks with already mediocre effects.

    We fix this lack of diversity by fixing early gen speeds, correcting a lot of the poorly balanced map designs we have and finally buffing/reworking like 75% of the perk roster that are just awful and way undertuned to make them actually viable. The perk buffs/reworks are just coming way, way, way too slowly. Especially when a large portion of them can be fixed with literally number tweaks, not even new coding.

    good old devs, nerfing perks, slapping down DLC with new perks to replace the old ones, all without fixing the underlying issue, even indirectly.

    No changes to chase resource mechanics since the beginning of the game, only one change to gen mechanics

    I'm not expecting anything to change any time soon.

  • ehhh... it's okay, both in terms of looks and balance.

  • @BeardedMenace said:

    Umm they reverted back the changes people complain about... Every Billy main I watch said it's literally like no difference than he was before except over heating which NEVER happens.

    yeah, well, I used to play Billy before the rework, and now I don't. Those sound changes ruined the experience, and I can't even take him seriously when facing him. I mean, ugh. The roar makes a little part of me die every time I hear it. No one enjoys it other than the people who like the idea of him charging forth like some kind of braindead animal. That image is not scary.

    And the tank sounds....ew.

    and the chainsaw hitbox....just...hahhhhhh (Edit: on the survivor side)

    Made me only play three killers on the regular since these changes (down from 5, and since the Nurse enjoyment-of-the-experience-nerf, 6).

    I'd 100% rather have a Billy keep trying to curve on me over a Billy who doesn't because the overheat mechanic is a thing.

    I've seen no one say, "Billy is so much more fun to play now! It's such a more fulfilling experience than before! The overheat mechanic really positively impacts my use of the chainsaw!" or "Billy is so much more fun to go against! He feels so much more fair as a killer!" No. No one says that. Mainly because its objectively false, but secondarily because he's become less popular and people think about him less. That second part of the sentence there really seems to be at the heart of the developers more recent balance changes. "If we make the killer less fun to play, then less killers will play said killer in matches, and survivors will complain less about the killer!"

    Honestly, I'm so disappointed with the team doing these reworks, and yes, that includes the graphics changes.

    On a positive note, I'm really liking that the devs used Disturbed Ward for the spotlight video! Great choice of map.

  • Play Myers without stalking ever. Don't use Scratched Mirror. Another option is just using double ultra rare Michael add-ons without ever hitting anyone and derank that way. Once you hit rank 10 or so, just stop playing the game for a while. Then, either never come back because that would be best for your health and life, or come back and make the game unfun for rank 20s for many games.

    But I do not condone purposeful deranking, so cease and desist!

  • @thesuicidefox said:

    I was going to post this as a reply to another thread but realized this might actually help a lot of people understand the Spirit debate a lot better.

    ___________________________________________________________

    If you have a problem with Spirit then you have a problem with mix-up characters in fighting games.

    https://gamerant.com/ten-iconic-character-archetypes-fighting-games/

    "Instances in which a player is faced with the possibility that their opponent is going to make one of numerous potential decisions, Mix-Ups are a fundamental part of fighting games. Specific games will even feature characters that possess entire movesets that are entirely based around the utilization of mix-ups, forming the archetype of Mix-Up characters. Mix-Up characters will possess numerous moves that have a similar or even identical start up animation that are then followed up by attacks that must be blocked or dodged different ways."

    Spirit is literally this type of character, the one where you have to read and predict. Now in the FGC, it is actually VERY COMMON for strong mix-up characters to get a lot of hate from the general player base.

    https://www.youtube.com/watch?v=6OHMFsAXvFc&ab_channel=Nickopz

    I don't expect you to sit through the video, so I will just summarize this as people don't like to have to change their tactics or play re-actively to their opponent such that making the wrong read will get you seriously punished.

    This is basically what is going on with Spirit.

    The thing is, just like Spirit, these characters have counter play. It's just that, by the very nature of what how they were designed and what they do, also by the fact it can be very frustrating to play against them due to the high punishment for mistakes and the ease of making said mistakes, makes this probably the most hated character archetypes in the FGC. Which is exactly what is going on with Spirit.

    My theory is that because Spirit is the equivalent of a mix up character in a fighting game, a lot of players just don't understand what to do and/or get frustrated more easily when what they do doesn't work and they are dead for it. It actually has nothing to do with her having counter play or not, and everything to do with just what she does, period.

    If you hate Spirit, that's fine. Go ahead hate her. I hate Doc for reasons I won't get into. There is no problem with that. But don't be intellectually dishonest about it and claim she has no counter play. SHE DOES.

    Like mix up characters, I don't see Spirit going away anytime soon. You are just going to have to learn to accept her as part of the game. Yes, Prayer Beads were OP and she did get an update to balance her out more. Honestly the only way the devs can satisfy most of you at this point is either deleting her from the game, or giving her a Freddy makeover, and I neither expect nor want either of those, and I don't think you do either guy or gal reading this.

    Be honest with yourself first and we can have an actual discussion about Spirit.

    uhh...but you shouldn't be comparing the one on one survivor-killer interaction to a fighting game? ...or maybe you should. And regardless, saying "the real reason" is implying that people haven't pointed out the fact that a big issue some people have with Spirit is the whole "standing still and not phasing" thing, which is your point about starting animations.

    Disclaimer: I don't mind Spirit and I quite liked playing against Prayer bead spirits (w/o Spine Chill I would like to point out).

  • red rank, and I've turned off crossplay because the survivors were so disappointing at times (about 1.5x more disappointing than PC players).

  • I only play it because there's no current substitute, and I've already wasted so much time on it that I feel obligated to make the wasted time mean something...

    no, I don't truly enjoy it as it is. My experiences are always unfulfilling, and the updates always seem to disappoint (eg. the new graphics compared to the moonlight and textures in 2016. Not saying 2016 was objectively better, but it sure does look a lot better in screenshots and some videos).

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1588570#Comment_1588570

    Rework both of them. That post was shortly after a bad game on Haddonfield, so my negative feelings towards it were amplified there. Ormond was just collateral damage. I like the idea of a snowy map.

    Ormond makes me drop frames. I was so excited when I saw the artwork for the map, and I was extremely disappointed when the map actually came out. Like, why is the sky so bright?

    --

    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

  • no. I want the satisfaction that came with finally getting a nearly impossible achievement to remain. It would be diminished if the achievement were to be made easier for everyone else. I would much rather the hatch not trigger the EGC when closed than make this achievement change.

    --

    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

  • because they are 100% optional and people buy them with the prices they currently have. There's no incentive to change it.

  • I run OoO for stealth purposes, and I've only ever seen one survivor (I was playing as killer) do that too (it was a Laurie going for Adept Laurie).

  • I read the title and thought we were going to get several tracks on a CD of just Huntress humming.

    --

    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

  • Delete Lery's because it ugly. I liked the old version far better (also the square version was more balanced)

    Also, delete all Yamaoka maps because they have sucky collision, poor pallet density, too-good LOS, and terrible visuals. Oh, and dearth of lockers.

    --

    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

  • @Jed_Olsen said:

    If it don't exist why does your character spin in a circle when trying to hit a dead person on a hook, just as they're being sacrificed. If your looking at the hook you should swing at the hook.

    I never bought into the "aim-dressing" excuse because most of the time when this happens your looking directly at a survivor (I.e aiming at them) when you swing and the game makes you clip an object instead

    I'm pretty sure it's because the game registers the hit on the collision and then aim dressing attempts to align your character model with the survivor's. This confidence comes from the fact that the camera doesn't move significantly before your weapon connects.

    But in regards to the OP, **** aim-dressing. Along with server validation, I'm missing more hits than ever and all because of the facts that I have low frames when swinging and I like to hold down the s key while lunging.


    --

    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

  • I have 27 fps on PC. The PTB drops that to 13 fps on Badham and Yamaoka. It's not fun, and it feels like the devs are just plowing ahead without heeding the problems some customers have (off topic, but I don't even like the graphics changes. I think they're unsuited for the game atmosphere).

    --

    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

  • idk

    I had a game recently against Pyramid Head where it was just Meg and me left and there were three gens. She had a key, so we spent a while running around the map trying to find the hatch (couldn't find it on Grim Pantry because Swamp maps are terrible for finding hatch). Eventually, the Pyramid Head left his patrolling route of the three gens to try to find us, and I hopped on one of them. Meg came to join me, and we finished it just as he got back. We both escaped through the exit gates.

    If you're having issues finding survivors who are not doing gens, try equipping Whispers or looking for more crow disturbances.

    --

    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

  • And what if someone doesn't own Tapp and/or the perk? You're not telling me that I should PTW, are you?

    And on another thread, you obviously didn't come across someone using Third Seal, and you obviously didn't have any games where gens were being completed at an agonizingly slow rate (in which case, the threat of NOED's existence was already doing its job). Yes, in several cases, an aura reading perk is handy-dandy, but no one should be forced to run one perk to defeat someone else's perk. If it occurs by happenstance, then cheers, but I disagree with the "counter" design philosophy.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584616#Comment_1584616

    Nope, it's not a bug. It's just that they didn't update the description.

    Jackie Chan Meme color.jpg

    which is a bug. It's not a coding bug, and it's not a glitch (different from bug), but it is an error/oversight on their part, which is why it goes in the bug report forum.

    I...just don't understand why you're denying the most practical term to use. I mean, we could use "blunder", but there isn't a "blunder report" subsection on this forum, so we apply the next best term. Is that not how logic and language work?

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580372#Comment_1580372

    Similar to Billy, to better position yourself before you get your uncloak boost. It could also be used for mindgames too, since survivors might think you'll uncloak earlier than you actually do.

    I don't know how significant this will be in practice, but it could add some extra depth to Wraith.

    and you want to be slowed down that entire time?

    I agree that it would be cool in theory, but you're going to have to offer more in changes to make it actually feasible.

    --

    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

  • Lucky Break should work like how Sloppy Butcher affects blood and scale in the same way.

    And Ace is all about luck, and I actually like the idea of Up The Ante, so I'm a hard no on your version.

    --

    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

  • If it's unintended and is wrong, it's a bug.

    --

    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

  • Ormond is atrocious and will always be that way until the devs change the game engine again or something. If I see Ormond, I'm very inclined to just give up and go smack a survivor here and there and hurry them on out the exit gates. I never have fun on that map. <- That's a very definitive period because there are no exceptions to that statement.

    SWF is a problem all by itself, so please don't start hammering on solo survivors because SWF can break the game.

    --

    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

  • I'm in favor of changing the animation to linger more at the spot where she blinked before she zooms forward than actually shortening the lunge. My main issue with how she lunges now (from a survivor POV) is that when she blinks and swings (and this is especially due to the fact that she drifts so slowly in the chain blink window), it often looks like she moves at light speed 1.5 meters away from her blink location in a small radius around her before she starts her lunge and hits you when you should be in the clear. From there, she slows down immensely. It's all a matter of faulty animations that often times mislead onlookers. Yes, I think something should be done about it, but nerfing her lunge in terms of distance is not the way to go.

    --

    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

  • I want Jenner's Last Breath and Anxious Gasp combo back. I also want silent saw add-ons that aren't Ultra Rare. They'd been bugged for the longest time, and I was super bummed out when they never fixed them and instead only gave us the ultra rare add-on, which I think is stupid because the chainsaw should never be completely silent. I mean, how does that make any sense given the logic established so far in this game (but the devs are not the greatest at story telling, sooooo)?

    @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582372#Comment_1582372

    Waterlogged on it's own is too weak and can only really be used mixed with bodyblocking traps so I suggested just getting rid of that purple addon and make it part of the pink addon to begin with since it is a different type of trap and gameplay option. I guess that's fine to try and adjust numbers to make Waterlogged possible to teleport with but would require very clear addon texts that is how the interaction works in that way otherwise Hags will flood to the forums that "This is bugged" etc. and be unsatisfied with it.

    I use Scarred Hand without Waterlogged shoe and enjoy it. I really do think the only thing Waterlogged shoe needs is giving The Hag the ability to teleport to traps (or giving the traps either a larger trigger range and/or a longer duration time). I don't think the Mint Rag - Waterlogged Shoe combo would be crazy, just slightly more powerful than is necessarily fair.

    --

    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

  • @tactic said:

    It is BS that multiple survivors could see you at all times, but it’s also BS that you could bring a perk to a match and never use it because you’re not the obsession

    I disagree with the latter half of your statement, but I agree with the first part. Obsession perks should be very powerful and signify a special interaction between a killer and a survivor. If this effect is most balanced by having non-Obsessions be unable to use their Obsession perks, so be it.

    --

    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

  • Nurse because I like playing against good ones. I will put former Billy in here as a close second. I really didn't like any of his changes, especially the sound changes.

  • The fact that survivors are given all of their chase resources for free is the reason gens go by so quickly.

  • update: now I'm annoyed that the Jenner's Last Breath and Anxious Gasp combo no longer exist. #bringthemback

  • Used to be Nurse with her speed blink add-ons (my fave add-ons in the entire game)

  • I mean, this probably speaks badly about me, but I've played with that add-on and lost games terribly.

  • @Aven_Fallen said:

    I would be fine by dropping my Item. Because in the end, an Offering should not completely negate a Perk.

    But when using a White Ward, the Survivor should keep the Item at the end of the Trial.

    I don't agree with that philosophy (first point) mainly because offerings are one-use and perks have unlimited uses. I realize that currently add-on and offering acquisition can be pretty broken, but that's moreso for killers than survivors. I spent 500k bloodpoints on Claudette recently so that I could get more Wire Spools, but I only got one out the the many bloodwebs through which I went, and that was a sad feeling. Additionally, I got two White Wards. It's not a good feeling in the slightest to see something immediately become worthless when the killer brings one perk he/she just has sitting in his/her inventory for essentially the rest of time.

  • because the devs love making stupid perks.

    Oops, that's my inner annoyance slipping out there. In all honesty, I have no ****ing idea why they changed the perk. I started using it on Huntress when they announced the changes, and I began loving the effect when I sniped injured survivors. Now I can't do that, and it's just another example of the developers reducing the fun of non-meta playstyles.

  • @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)


  • @thelittlemonsters said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580881#Comment_1580881

    It’s not useless. BBQ on Hag requires a different play style.

    Instead of just trapping the hook, you scan, then you trap the hook.

    If everyone is in BBQ reading range you trap the path they’ll most likely take to the hook.

    It assists with precise trapping using almost real time information.

    good perk with Mint Rag, too.

  • Nurse is still the best (potential-wise), but Hag is certainly in the very competitive top five (unless you get a comms SWF which can just break the game and make her unfun to play).

  • I enjoy playing that way. I live for the moments when traps go off on three different survivors in quick succession and I get three hits out of it.

    If you want to try something new and not just make the game about filling red bars for survivors, go for:

    1. STBFL (or Dark Devotion if you're feeling spicy)
    2. Lullaby, DH, or Third Seal
    3. Unrelenting, BBQ, or Enduring
    4. A Nurse's Calling or Deerstalker

    I used to run Spies from the Shadows until the devs nerfed it to be worthless again on most maps.

  • The things that stand in the way of Hag:

    1. communication (**** SWF comms)
    2. not being able to teleport when performing an interaction
    3. Dedicated Servers (because the survivors gain an extra two meters even if you instantly teleport. It's why she's now able to lunge out of her teleport with full momentum because Dedicated Servers ***** her otherwise).


    Every triggered trap should result in a hit however it may happen, and if multiple traps are popping without any hits being given, things are not going well for The Hag.

  • @adsads123123123123 said:

    It seems a lot of people read the title but not the thread. When I read the comments, I feel as if they think I am referring to the ability to be rescued off the hook, which I am not. I am referring to the 4% chance to kobe off the hook. I have editted the title to address this misunderstanding.

    https://forum.deadbydaylight.com/en/discussion/comment/1579298#Comment_1579298

    No. The game is over. Once I slug all 4 survivors and none of them have Unbreakable, the only thing left for me to do is camp the hook until every survivor reaches struggle phase. They have 0 chance to win in this scenario.

    https://forum.deadbydaylight.com/en/discussion/comment/1579540#Comment_1579540

    Lol at the people that cannot do math. Let me make even simplier. Assume no survivors were previously hooked. Each survivor has 3 chances to kobe. There are 4 survivors, so there are 4*3= 12 chances in total. Each kobe has a 4% chance to succeed. The probablility that at least 1 kobe succeeds is 1-(1-0.04)^4*3 = 0.387 = 38.7%. Here is a video explaining this concept https://www.youtube.com/watch?v=dwjQaJ5xt1o. This is simple highschool math. If you cannot manage this, I do not want to talk to you.

    https://forum.deadbydaylight.com/en/discussion/comment/1579450#Comment_1579450

    It's a constant 4% chance every time a survivor attempts to kobe assuming no luck offerrings. The first code you wrote is what I am referring to. Every time a survivor attempts a kobe, this occurs:

    num = rand(100);

    if num<5 then escape = true

    Read my previous paragraphy for an explanation of why the odds are 38.7% for at least 1 survivor successfully kobing.

    just PSA, many consider Orion to be the forum's math wizard, so given the choice between the two of you for math, I'd choose Orion if only because of fame.

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