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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • Holy heck that would be a lot of work, and that's work that just creates more work down the line. I mean, these are the devs that decided it was too much trouble to do multiple light passes on maps and that having Tinkerer affect add-ons was too much for them.

  • I'm worried about framerate on PC because the maps with changed graphics tanked my framerate by half, which really wasn't fun.

  • @Seanzu said:

    Imagine not being able to figure out why a moderator would close a thread specifically mentioning someone in the community and "whether anybody even listens to x person".

    I'm pretty sure the OP understands but is annoyed and still wants to pose the rhetorical question anyway.

  • I don't actually like watching him.

    But I watched the video just to respond.

    Memento Mori:

    You can only mori a survivor who has escaped your grasp (through wiggling or DS, not dribbling) once previously in the trial. I really dislike the idea that everyone in the match should have to be hooked before a mori can be used.

    Keys:

    The hatch needs a 15 second opening animation (like the doors). Hatches that can't be opened have a lock displayed on them. Using a key on a locked hatch consumes the key and removes the lock so the survivor can enter the opening animation. No other changes needed.

    NOED:

    Return the 8% reduced missed attack and successful attack cooldowns. Remove instadown on lower tiers. Increase speed gain to 5%. Instadown applies only within 32 meters of the exit gate. It's not a hex perk.

    or

    It is a hex perk. It stays lit all game. All tiers can instadown. Breaking the totem after the exit gates are powered stuns the killer and leaves him/her with the speed bonus.

    Again, really don't like King's thought process. It seems woefully shallow imo, and it reminds me too much of the developers' design ideas (which I increasingly have issues with :/, but it's w/e).

  • It's your mindset that determines that the game is over when the game mechanics tell you otherwise. Happiness is not given to those who constantly try to dictate what is not the case, unless you feel like being an advocate for your issue and are dedicated to that instead.

  • @Babatom said:

    Ah makes sense, the killer was wraith, he didn't slug. Does hitting straight out of stealth count as a killer power that would hide devour? Though I'm also pretty sure they hadn't hooked 5 times at this point.

    any hits other than a grab or locker pull will trigger any on-hit notifications as far as I'm aware.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578841#Comment_1578841

    No, you are wrong here. If survivor refuses to mindgame, he loses the chase. If killer refuses to mindgame, he loses the chase (wastes too much time on it, which inevitably leads to defeat). The only difference is that if survivor refuses to play mindgames, the chase ends very fast, while if killer refuses, the chase will last too long for it to be acceptable.

    Situations are reversible with taking assymetric aspect in account.

    Yes, but the issues survivors have with Spirit are not from the asymmetric perspective. The issues aren't about how Spirit is too good as an overall killer (or Deathslinger for that matter); all the issues are about a survivor's individual interaction with a killer. Additionally, long chases are not necessarily the downfall of the killer, especially if the killer can properly capitalize off of a down or a hook. I would also like to point out that a killer can mindgame without making any unsafe guesses if only by hiding his/her red stain when going around corners, and I write this from the experience of a Wraith player who plows through pallets because I don't particularly enjoy making guesses in chase with Wraith (I tend to do decently, but I acknowledge and am content with the fact that my perk choice often prevents me from doing exceptionally).

    This was all to reiterate that not making guesses (but using mindgames where it can't hurt) is a way to play killer that doesn't automatically spell defeat but that against killers like Spirit, not making guesses is severely detrimental.

  • It's because the killer always has the option to not guess and just chase the survivor without doing any double-backs. Survivors don't get that opportunity against Spirit. They will go down if they don't attempt a guess.

    In short: the situations aren't reversible

  • While, yes, this should have been some sort of base-game-thing, the devs just love using perks to pretend to solve their problems so that they don't have to spend their time fixing their base game.

  • @Johnny_XMan said:

    I know this is a hot topic that surrounds characters like Slinger, but honestly his power usage comes at a great cost, which is that if he messes up, he has to reload.

    To demonstrate, I was playing a match just now where I would have gone down in a dead zone had it not been for me reading his fake shot, AND then being quick at turning with his actual shot.

    https://media3.giphy.com/media/ekekCqx15mjMYebktE/giphy.gif

    https://media1.giphy.com/media/kz1DTAR2HsC89zR9ZI/giphy.gif

    I am not saying in certain situations he isn't almost too strong, but I think much of the complaints come from how misunderstood his power is. I rarely play as him as killer, but even I know that you can still dodge hits even when there are no LoS blockers.

    This is just my opinion.

    He's vaguely similar to Nurse in one aspect in that it's always up to the killer to err. However, with Nurse, there's significantly more input from the survivor (because there's always time between when the Nurse blinks and when she arrives at her location). With Deathslinger, it's just put stuff between you, and since the developers and the playerbase have collectively made it nigh impossible to escape from a chase, putting stuff between the killer and the survivor whenever possible (something that requires an insignificant amount of skill for most players) isn't really going to matter except in terms of wasting time in the end. It's unrewarding, and a game against a competent Deathslinger is the same as playing AI simulator, where a survivor does the same actions a robot could replicate.

  • @Rivyn said:

    If he's close enough to bluff his shots, then he's too close as it is, and you're going to get hit.

    He has counterplay. He may have more control in a 1v1 than other killers, but cover can really, really hinder him. I don't know why survivors know to duck against Huntress, but don't against Deathslinger.

    I would duck if I had time, but I don't (as any good Deathslinger would know). I feel like you haven't seen survivors duck when the Deathslinger is going to shoot and fail because the Deathslinger adjusts or because he bluffs.

    But there is some merit to crouching in chases in general; survivors shouldn't be standing while poking heads around corners with these two killers if survivors wanted to be extra safe. And you should probably always crouch after starting the fast vault animation against a Hag adept at using camera flicks. I typically just forget to do either of those things.

  • I'm seeing hatchets break on survivors and then seeing the survivor dead hard, soooooo

    also, that hit looks like an M1 tap more than a lunge, and those deal damage faster than a lunge does, which is why the Dead Hard probably didn't go through with the invincibility frames.

  • I just spun around with the crow that was above my head and popped out eventually. I thought I was going to be trapped there forever.

  • new devs, new devs (x5)

    good and bad influence

  • @Mekochi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576776#Comment_1576776

    Sorry, didn't mean for it to come off as angy, I was just stating in general, my bad

    np, all good 😁

  • I would like to state that the nurse nerf was only a nerf to her fun value for more casual players and did nothing to address the sheer deadliness of her in extremely skilled hands i.e. the nerf was worthless (just made people not want to play Nurse) and also removed my favorite add-on combo in the entire game (Jenner's Last Breath and Anxious Gasp).

  • @Mekochi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576743#Comment_1576743

    I unhooked 30 seconds after the killer left, they just proxy camped

    *puffs cheeks* well, I didn't say there were good reasons for every scenario :P

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573895#Comment_1573895

    Yeah i’d like to see some sort of base function before tokens are gained.

    Because at 1 token the perk still doesn’t block enough things to be useful.

    Don’t get me wrong. I like Sole Survivor and think it’s underrated. You don’t want team mates to die, but it can be fantastic “insurance” at times. It’s just useless at zero or 1 token.

    thought I'd throw this your way because you seem reasonable and might be cursorily interested:

    @Kind_Lemon said:

    Because I like the perk.

    Sole Survivor

    Your stacks are equal to the number of survivors in the dying state plus the number of dead survivors. You start with 4/4/8 meters of aura-reading immunity. Each stack grants 22/24/24 meters of additional aura reading immunity. Once all other survivors are dead, you are immune to all aura-reading perks.

    If you are the Obsession, gain a 5% movement speed bonus outside of chase.

    Yes, you could have 4 stacks if all survivors are slugged or dead (including yourself), but that's not really something to worry about. I wrote the post because I want to use the SS, OoO and Open Handed combo without being limited by SS.


  • Whispers, A Nurse's Calling, STBFL or Agitation (for survivors that try to sabo hooks or body block), and Devour Hope or Stridor.

    I tend to not like using slowdown perks because I think they're unhealthy for the game. I usually end up seeing the exit gates get powered in my games, but most survivors end up dying anyway because knowing how to slug well and prevent unhooks when near a stage change is the only know-how you really need.

  • probs not because kicking perks aren't applied to those gens and you don't get a slew of brutality points for destruction.

  • The killer has had a bad day? The killer feels like he/she needs to punish the unhooker for unhooking with BT in the killer's face before the killer even left?

    idk, there are a number of reasons, I guess.

  • ah, you have the mouse click issue (DbD doesn't cover a thin semi-pixel line at the right edge of your screen when in anything but 100% scaling). Check the technical support forums for an answer. It's a known problem.

    @Kind_Lemon said:

    I'm pretty sure it's because your mouse is going off screen (probs the right side). You may find that if you jerk your mouse to the left when that's happening that you should be able to click. What I've heard is that full screen mode is just a large, border-less windowed mode, and that's why the mouse can leave. Test to see what is happening with your mouse by playing a game in windowed mode.

    I have this problem myself, and changing computer scaling to 100% will solve the problem, but I can't do that because my game would be unplayable (that setting change inadvertently increases resolution, making it super laggy).


  • uhhhh no.

    You don't see the effect all that often nowadays, but things like the Ranger Med-kit, Worn-out Tools (at least it used to), and Unnerving Presence all affect the size of skill checks (with TINH only affecting Bonus Zones). The wrench toolbox add-ons used to make skill checks bigger, and I once had an overcharge skill check with a teeny "good" zone on it (couldn't hit it, so I never found out what would have happened), but these have all been around (not Overcharge) since launch. Ruin came later.

  • I had a Meg burn a Backwater Swamp offering when she had a key. No one ever found the hatch and we got out through the exit gates after the killer left one gen after he got tired of patrolling because there was no progress on any of them.

    It really depends on the map offering burned, but I can appreciate your rant regardless.

  • you need this:

    @Kind_Lemon said:

    From a comment I don't want buried on another thread:

    "Survivors in the dying state no longer have a life bar. Instead, after remaining in one place on the ground for 30 or more seconds, crows will begin to land on a dying survivor's body. A new crow will land every 10-15 seconds. After there are 4 crows on a dying survivor, a murder will descend from above to consume the survivor alive. A killer or survivor running within 4 meters of the survivor will scare all the crows off. Crows will immediately begin landing once the disturbance has left.

    Best solution imo because it fits the horror atmosphere of DbD while allowing enough time (60 seconds minimum) for killers to find a survivor that has given up."

    I propose this change to give survivors both more agency in how their gameplay progresses in the dying state and to expedite the scenarios in which multiple survivors are downed without Unbreakable or a way to escape the trial and have to wait for the killer to find and pick them all up. I wouldn't mind instead keeping the survivor life bar but shortening it drastically and replenishing it every time a survivor is downed.

  • @powerbats said:

    @Kind_Lemon said:

    What do these posts have to do with the proposed rework?

    That should be obvious since @DarkWo1f997 responded to my post and said as much as I did. But since you didn't understand why let em explain it.

    It gives people context on what the op was thinking and how they took the feedback they were given so that people don't ask and or give the same feedback as before.

    cool. Keeping people informed is always a good idea.

    (to everyone not powerbats, the saying goes: "better late than never")

  • @Boss said:

    @GoodBoyKaru 'Kay.

    @Jessbydaylight You're not in the wrong to really like "Windstorms", they're arguably his best Add-ons, or at least the best Add-on series he has.

    I wouldn't say he's impossible without Add-ons, but you're gonna feel an uphill battle if you play without.

    From my experience, there's really only 2 things i want changed on his Killer Power.

    1. Not my idea, but: Completely invisible to Survivors as long as you're far away enough. Being able to spot this almost-completely stealth-dependant Killer across the map with base Survivor abilities can just kill his play.
    2. More cloaked-speed, NOT "Windstorm"-base, that'll just give him a sucky super-lunge. Give him more speed while cloaked, then change the "Windstorm" Add-ons accordingly. Not only would i like this change cause more speed, but by also changing "Windstorm", it would make other Add-ons more appealing to a certain degree. I mean, you got Hillbilly here, Chainsawing all over the map, faster than Wraith, carrying a standard 1-hit, Wraith can still potentially be seen...Yeah, he can at least use some more speed.

    As for his Add-ons, the "Blinks" need an overhaul, they're near useless.

    The best they can do is support your other Add-on, like cloaking faster to get "Windstorm" or "Shadow Dance" faster.

    "The Serpent" is weird, it's really just a gimmick, but i can't find a good use for it, i'd rather just see it be something else, like increasing your super-lunge distance. (Which would fit the Add-on name, like how snakes practically launch at you to bite you.)

    Lastly, i don't like "Blind Warrior" - Mud, but that's of course only because of Blindness. It doesn't need a change, but as long as Blindness is what it is, i won't care for it. It can be a nice passive to block some Auras, but ehh.

    His Teachables are overall quite bad.

    I like his Shadowborn the most just to feel faster, but for functionality, Wraith doesn't really need it.

    I have no idea what to change about this Perk, best i can think of is to make the game be brighter for you only, but they removed the brightness Offerings for a reason.

    Bloodhound is okay i guess, i just never lose their trail.

    Idk, maybe leave this one as it is.

    And Predator even moreso not losing their trail, at least blood pools could be hard to see on some floors or in corn, but Scratchmarks glow.

    I've had the idea that Predator could reveal the Aura of the Survivor who made those Scratchmarks as long as you're within 1/2/3 meters of those Scratchmarks.

    This could be incredibly useful in loops, to see what they're doing, and it really fits his hunter style.

    It's gonna look weird to end this comment just like this, but this is my take on changes to him.

    2 things on him really just work for me: Successfully getting close enough to land that first hit without needing to chase (especially awesome with Exposed), and his super-lunge, especially when successfully pulled off at a vault or Pallet, or against Sprint Burst users.

    I don't want his base Power to change, and i definitely do NOT want him to have a cooldown Power, no matter how balanced it is. (Nothing wrong with it really, i just dislike being on cooldown.)

    I mean, I would support a base power change if the only change was:

    The Wraith does not suffer from a movement speed penalty when uncloaking within 12 meters of a sprinting survivor.

    seems like a pretty solid change.

  • Bleedouts have traditionally not been considered the same as other methods of death, so this is probably intended. After all, you didn't kill the survivor. The survivor keeled over on his/her own. I'm not saying it isn't worth a bug report, but I wanted to give some perspective.

  • lol. It's my second favorite activity in the game.

  • @FFabeq said:

    Shouldn't it be 4/6/8?

    because it's also 22/24/24, it shouldn't be 4/6/8, so:

    4 22

    4 24

    8 24

    the increment of 2 for stacks makes sense because it gets multiplied out, but having an increment of just 2 for the baseline doesn't make much sense because of how minimal it is. This kind of tiering was super common with things like NOED before all tiers got the insta-down (a change I still disagree with).

  • ah, the visual effect, not the effect.

    Yeah, I can get behind that. It doesn't serve much purpose other than needlessly block survivor's vision and lessen the quality of the DbD experience.

  • @Heartbound said:

    You're fine dude. This game works in mysterious ways. You can @ the mods/devs btw.

    what this guy said. I honestly don't think the devs care that much about bugs giving you extra bloodpoints (and 50k is pretty small in the grand scheme of things) once in a blue moon.

  • Ah, update: forgot to include that the Sole Survivor effects apply to both aura reading and killer instinct

  • hiding and evading the killer until I escape.

  • Sole Survivor gamers ftw? (but in order to be an actual obstacle to builds like these, Sole Survivor should gain temporary stacks for survivors in the dying state)

  • I saw his first match, and I felt bad for the survivors when I saw he was running sloppy butcher and corrupt. Seeing a fellow Hag run Sloppy Butcher makes me sad, because it can be so painful as a survivor trying to do stealthy things against Hag. I don't agree with slow down perks in general, so in addition to Sloppy, I was a little disappointed to see Otz running Corrupt. He's a good enough killer that he doesn't need it.

  • Medium vaults make you lose momentum. That's why you move slower when exiting the animation. If you didn't lose momentum, the animation wouldn't have enough time to complete before the survivor is running away.

  • @TAG said:

    They removed the ability to sabotage Bear Traps, which is a step in the right direction. I get the feeling that removing Lightburn will be more of a "when" than an "if."

    I liked sabotaging bear traps even if it got me killed. It's a step in the wrong direction to take away varying ways for players to un-optimally have fun. As Wraith, the Lightburn mechanic gets me more hits than burns if only because I know what the timing is or bring uncloak speed add-ons.

    @DTJObe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573371#Comment_1573371

    There's a difference between survivor's using defensive tools and using offensive tools. Using a flashlight at a pallet is defensive. Using a flashlight when the killer is picking up a teammate is defensive. Using a flashlight to burn a killer out of their power is offensive.

    Survivors shouldn't have offensive tools. They should always be playing the defensive game: run and hide, etc. Otherwise, they're battling the killer and not surviving them.

    Having a killer approach you out of nowhere and begin uncloaking to down you is entirely a situation where burning The Wraith is defensive. That's why it exists--NOT for people who try to bully new players (matchmaking issue).

  • Dislike it because it isn't affected by A Nurse's Calling due to the locker requirement.

  • You can't automatically use all of the chase resources on the map for free as soon as you load in. 85% of pallets on the map have a 5 second priming animation where they must be untethered from the obstacle to which they are bound.

  • It's one of my two favorite perks in the game (the other being my avatar which is AHEM THE WRONG COLOR AHEM ), and while it is situational and was better when it gave you full aura immunity at three stacks (which it still should because Open Handed SS, and OoO combo doesn't work as before), I still wholeheartedly agree with the design philosophy behind the perk. It shouldn't be changed to work per hook or something stupid like that.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571079#Comment_1571079

    Ok for the first two but the last one is fair miss, imho.

    you would have heard the SQUORSHLP sound if the hatchet had actually missed and hit the ground, so it must have hit something before then, and the only thing between the ground and the huntress was the survivor. By process of emilination (and slowing down the clip), the hatchet breaks on the survivor and deals no damage.

  • @Seanzu said:

    I think it's fine - hatchets have been hitting survivors from around corners for years now - this is balance :)

    And hatchets are still hitting survivors around corners. Don't act like the issues with Huntress as survivor have been remedied. This "**** you" to huntress hasn't fixed that "**** you" to survivors.

    Since I already have had plenty of hatchets physically go through the survivors' models before this change, all this has done is just increase the stupid **** I get from both ends (survivor and killer), making the overall situation worse.

  • I think Breakable Walls shouldn't exist, but if your suggestion ever gets implemented, I look forward to being able to run the Saloon infinite again.

  • mmmmmmmmm

    no? not to your offense or anything, but the change I want to see to Wraith is:

    He doesn't have a movement speed decrease when uncloaking behind a running survivor but has one when uncloaking behind a stationary or crouching survivor. This would remove the need for the "windstorm" effect given to the Wraith after emerging from cloak.

    What I would reaally like to see is a change that allows The Wraith to ignore obstacle collision when cloaked other than terrain (like how Nurse behaves) and be forced out of whatever collision when he begins the uncloak animation.

    Oh, and buff the uncloak speed add-ons because that'd be fun.

  • I agree with the helpless feeling when playing Clown. It's only second in my book to playing perkless Hag and having dedicated servers not be on your side (or even be impartial--I would be okay with even that).

  • If it wasn't clear, this is a post about server validation making hatchets sometimes not deal damage but still break upon survivors.

  • ah, not going along with the joke, I agree. I liked the lighting from unity in 2016 better than this *****y sheen of plastic that gets put over everything. None of it looks "realistic", and cartoon vibes don't really give me that horror feeling I'm looking for (eg. Billy's silly roar--I used to, on occasion, be scared of a good Hillbilly. Now I can never be because of the laughter that bubbles up because of his sounds).

  • yes. I feel bad in situations like that.

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