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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • It was changed from you automatcially getting the item because of WHO KNOWS WHY?? It should really be changed back for efficiency's sake )and to reduce survivor-survivor toxicity) when getting an item.

    But I am of little faith after seeing the clip from the Q&A about the new Pyramid Head stealth perk. Why is he in charge of balance, I ask myself.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1371451#Comment_1371451

    Who keeps his item at over 50%? Happens so extremely rarely. And again, survivors gain less bp but also have to spend much more to get what they want. Your idea isn't logical to me

    I said 50% only to make people's eyebrows raise. If it were to be implemented, I would certainly hope the value would be around 33% and there be a %chance to keep the item that decreases the less charges it has. Less use of the item means it wasn't influential on the match and should be held over until the next one. More use of the item means it had more of an impact, and there's a higher probability that the item shouldn't be kept. At least, that's in theory.

  • I'm here to say that survivors keeping items at 0% charge is a stupid change. The 1% charge was also kind of stupid. For balance, I just wanted the item and add-ons to be lost when below 50% and kept when above.

    Simple change, no rage from either side, AND it results in less items and add-ons being kept from game to game. It's an objectively better solution.

  • Conversely, the window is still useable but only guarantees medium vaults or slows down every vault speed a small percentage.

  • Scratch marks effectively last for 7 seconds, which is a little longer than the time (~6 seconds) for a 115% heartbeat killer to reach a the location from which a survivor could first hear the killer's terror radius.

    Lightweight already reduces this to about 4 seconds, which is good. I've always supported the reduction in sound of footsteps as an effect of Lightweight, but I'm possibly reconsidering that decision in light of the current sound bugs. Perhaps, a 75% reduction would still be okay.

  • Camping a survivor is playing the game, regardless of how you might feel about it. I do think the bad feelings revolving around camping should be addressed, but certainly not in the way you propose.

  • Torment is best used to kill survivors on their last hook and not worry about carrying. The cage mechanic should only be used if a survivor was downed in the exit gate or if there are only two survivors left and you don't want to slug one to chase the other.

    I'm honestly curious what kind of design thoughts went into the cages. Their animations are pitiful, but I'm sure the conversations leading up to their implementation were interesting.

  • Or instead: Instantly down the first 1/2/3 survivor(s) that are hit when you are carrying a survivor. This effect resets every time a new survivor is picked up.

    Edit: The second part is probably unnecessary. Getting three free downs is already a big deal if the perk is tier 3.

  • or just "reduces the size of good and great skill check success zones by 60%", but yeah.

  • I agree with the OP. It can happen on rare occasion that I mistake a breakable wall for a pallet from afar through aura reading if only because I see something yellow and I run at it. WoO is meant to show props that would benefit the survivor in its usage. Breakable walls don't fall under that. Breakable Walls' auras are not only pointless to see but also potentially harmful.

    It feels as if someone who didn't use WoO as a survival perk though, "Wouldn't that be neat?" and all the devs involved in implementing the change jumped on with it. To that person I say, "No. It isn't neat. Please stop changing things on a whim."

  • I dislike the EGC's existence in all of my games as killer (and survivor), and since your suggestion promotes its prevalence, I'm against your suggestion.

    A better idea would be to make it so that the EGC starts only after both doors have been opened.

  • dark fog is supposed to have an impact of gameplay; it was designed as such. I agree with everything else. My computer freezes for a little over half a second every time a Freddy hits me when I'm awake. The transition into the dream world along with the blood spray and everything else is a little too much for my computer.

  • A Macmillan map that is super small to the point of ridiculousness (eg. something like Seb's Dream or the tutorial level sizes).

    If we're talking new maps, I want a map with a large limestone cliff so that half of the map is really high up and half of the map is far down, separated by elevation (preferably difficult to transition between one side of the map and the other).

  • As a killer, I've been initiating the short attack from right behind a survivor on an obstacle in the perfect position to get a grab and I do not get a grab. Instead I hit the survivor, and I feel that if I'm close enough to stand still, click, and hit a survivor in an applicable interaction, it should be a grab.

    Most of the added frustration for me from this patch stems from me initiating grabs next to a survivor on a generator, it failing, and not getting a hit or only getting a hit.

    Additionally, I've had several matches as Myers with tombstone where I quite literally start to grab the survivor into the memento mori animation before the animation cancels and the survivor vaults away.

    The game seems to be working as intended.

  • I just want to know if the lobby is filled with SWF or solos so that I can take off Third Seal or Insidious and replace it with more boring perks that SWF comms can't cheat around.

  • Don't break breakable walls (unless it's a trap). It's almost always a bad idea. But, yes, OP, I feel your frustration when it comes to "safe" pallets on that map. They all feel like that pallet that used to be in the middle of the entranceway to Badham that was eventually removed. The design philosophy stayed, however, and hasn't evolved much with the game. Also, the filler pallets are A. boring and B. annoying. If there's a survivor right in front of me, I should be able to hit him/her. If not, then that design is poor. The more circular a loop is, the more I feel that way.

  • I like The Wraith's mori. rn, the sound's bugged tho.

  • Most poorly designed perks: Pop, Rancor, Furtive Chase


    I use Insidious outside of just camping. It just takes imagination and the willingness to look stupid. It has fueled my disgust at SWF comms, but I'm holding out hope for some future indicator of who's SWF and who's a solo player, and that has kept me mollified but not dispassionate

    P.S. about OoO. **** SWF comms players who use OoO. Props to solo players unless I'm a stealth killer. If game mechanics can be finagled to resolve those different feelings, go for it, but I like the perk's design.

  • @kingovbattle said:

    https://forum.deadbydaylight.com/en/discussion/162908/functionality-of-mori-s-are-negativity-influencing-the-gameplay-experience-in-dbd-suggestions-inc

    My two ideas:

    Extreme: Eliminate pink Mori’s. Green is the highest and you can only kill one person.

    Less extreme (and best option IMO): Pink Mori is based on how many of the survivors you hook. You receive a token per survivor you hook. If you’ve hooked all 4 survivors, you have 4 tokens, thus you can Mori each one. If you’ve only hooked one survivor and Mori them before hooking anyone else, then you cannot Mori any other survivor (it goes away). *If you have gained more than 1 token, but less than 4 they should be able to be used on anyone that has been hooked once, not necessarily on the ones you gained tokens on.

    best option imo; you can only mori survivors who have wiggled off previously (including DS). Exception is cypress.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/162001/pop-needs-a-nerf-seriously

    Until the current gen rush meta is nerfed, they simply CANNOT and SHOULD NOT nerf PGTW. It's one of the strongest perks and without it a lot of killers would simply lose due to the current meta. Gen speed is fast and just because one gen got popped/is being camped heavily does not mean you can pressure other gens. This is coming from someone who plays both sides, mainly survivor. PGTW is probably one of the most balanced perks in the game and simply levels the playing field.

    "Genrush" is a real issue, and Pop only disguises it so that people stop clamoring about it. It's a distraction from the real problem, and that's why it needs to go. The gen problem, for both high and low ranks in all of their differences, needs to be dealt with at its core and NOT through perks.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368839#Comment_1368839

    the Same thing was said about ruin and now it sucks so no thanks

    you...did not read the rest of my post? I absolutely hate the current Ruin and was pushing for it not to be changed in the way the devs were going to change it. I hate the new Ruin for the same reasons I hate Pop.

    I guess Ruin needed changes? But it would have been better to just make it a chance for skill checks to be "Ruin" (with greats suffering -2%) and have that chance increase as the number of generators completed. Not the best solution, but it is a solution, and it is far better than what we have now.

    **** Pop, **** new Ruin, and **** new tier one Devour Hope.

  • @LancerCain said:

    Maybe I am confused because of the video, but if I am correct what you are looking at are not ######### grafics, it is auto-lowered resolution.

    Whenever I hit someone with charms with "invisible" ghostface, my computer slows down, and that is how the game is seen for a while.

    I'm treating anything I can see that isn't part of an animation as "graphics" in the blanket sense of the term.

  • @FlamingkittyUmad said:

    A lot of people will be in denial over this because of how much they rely on it, but this perk in it's current form is not healthy for the game. Hooking a survivor already cripples the team, the limitless gen regression makes it way too easy to snowball. Imagine if survivors got a free BNP any time they pallet stun the killer? Yeah..

    What the perk really needs is a cooldown OR restrict how many times it can be used on one gen consecutively (less reduction after every use on one specific gen maybe)

    It's 100% bad design. I agree with changing its functionality, use, and whatever else is required to make it not the perk it is rn.

    PLZ SEE TL;DR

    People are so adamant in defending it because without it, it can often feel like killers have 0 ability to combat the pressure from survivors doing gens. The core mechanic and process of starting repairs should be addressed, but while perks like Pop exist, the devs can continue to ignore the issue because changing the core mechanic would make Pop immensely stronger than it is now. The same thing happened when Ruin was being changed. I detest the rework of Ruin, which instead of addressing the immediacy of the usage and giving it a token-based system off of hooks, gens done, etc. eviscerated the perk and made it rely on the most unfun aspect of generator repairs i.e. regression. Once Ruin no longer served its purpose, killers turned to Pop for their solution to a glaring issue being improperly addressed. The only caveat was that this new perk relied on killer action first before becoming active. That difference (a change that should have been made to old Ruin) made the developers happy for whatever reason. For many killers, the hook requirement made absolutely no difference especially after clamoring that the active timer be increased, and this was done so that Pop could more easily serve in place of old Ruin.

    1. TL;DR HERE The issue of gen completion speed/ gen repair initiation speed has not been addressed and Pop is Ruin by another name/mechanic. Many players who experience both sides do not bring up Pop as an issue (similar to Ruin's case) because they recognize the base mechanics of the game need special attention but are satisfied in using perks as bandages to staunch a festering wound. People who do bring it up are told to **** off.

    The worst part about Pop is that if a survivor wants to avoid the usage of the perk, he/she needs to be much more aggressive in completing a gen, which contributes to the "genrush" and bad feelings of gens popping in a killer's face (if not prepared for the outcome). Pop inherently encourages survivor genrushing where Ruin did not. For survivors who aren't streamers and just want to play the game for the atmosphere, repeatedly being forced to complete the same part of progress on a generator over and over again is not any part of the horror experience and forces the survivor to think about how to be most efficient rather than allowing the survivor to enjoy the experience, which is the same thing that killers face in every game. Pushing the problem from one role onto the other role when there are many players on both sides who dislike the problem is a terrible way to do game balance. While I enjoy the confetti from the new flashlight, the secrets on the new map, and the care it appears the asset developers are putting into their assets, it appears to me that core game balance changes on the level that are necessary are not currently on the developers' minds. Additionally, the effort that the developers for props and sounds are putting into the maps such as the humming around the statues on that second map in the awful Yamaoka realm and the intricate detail on the floor and corners of various, small structures are being completely ignored because of how often survivors are focused on doing gens and being in chase. The developers seem content with their atmosphere going to waste. People who might want to enjoy it are too focused on the frustrations caused by latency, poor collision, gen issues, bad animation/visual information, and heaps of bugs, many of which relate to the fact that the game does not support a three dimensional sound map, or really anything three dimensional other than props (why couldn't the nurse project a sphere instead of a circle? That would have prevented the unnecessary, but extremely consequential buffs to her in The Pig's patch. That change was the sole cause of the increase of power in the Omega blink and the subsequent nerfs that made the Nurse a species that doesn't exist anymore--I've only seen four Nurses since the changes, and they've all gotten 0 kills except for one who found a meg that was particularly awful, on Lery's no less.). I want to be able to enjoy the game, and many other players are just waiting for some change to happen to give them more of a challenge and less frustration (those are the ones who have to do cards on streams for lack of mechanics attention and care the game is apparently receiving). When people see one of their lifelines for dealing with all of the lack of core game balance come under attack for being ****** design, those players are going to react viscerally and make judgements based on their feelings, often not thinking about the need for the underlying issue to change and that Pop's ****** design enables the problem. This kind of analysis shouldn't be my job or any other player's job, but this kind of post doesn't seem to be coming out of any DbD representative's mouth, so it became important for someone to say it.

  • I too agree that there should be some way to handicap yourself against Huntress players. It would allow her to throw surprise hatchets from considerably closer if there's a large group of survivors that decide to do this (However, I do not condone a change on her lullaby radius in terms of simple size in base game, in case someone thinks I'm advocating for more close ranged surprise hatchets due to not being able to hear a lullaby because that's part of the reason I look at Deathslinger with disgust).

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367696#Comment_1367696

    Then you can attempt to do so at risk of eating a DS. An obsession should exist regardless so the sides have less information about each other

    I completely and wholeheartedly disagree. An Obsession symbolizes a special interaction between one survivor and a killer, and if there are extra effects in a game to warrant a special interaction, then there should be no Obsession.

  • @Gorgonzola said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367271#Comment_1367271

    Some of her traps don't work at all. For example traps in the shack can;t be triggered. I have peope running over it multiple times and nothing happened. I was very confused. And being looped as Hag in shack is a nightmare if you can't use a trap there.

    That answers some of my questions. Some traps still worked for me, but once I put a trap near the middle, well, it was stuck there.

  • @Sneaky6 Here's a counter suggestion that I think is better: Moris can only be used on survivors who manage to wiggle out of a killer's grasp (including a wiggle out due to DS).

    NB: The exception is still the Cypress Mori, which in niche scenarios either serves a different purpose or poses no balance issues due to no escape options being available for the last survivor.

  • Yes, I agree. I would like the option to stay still and be consumed by crows if the killer hasn't come to pick me up in a completely reasonable amount of time (no joke).

    For suggestions about solving the issue to which you allude (the bad feeling of being slugged and having no agency), see this post: https://forum.deadbydaylight.com/en/discussion/comment/1234061#Comment_1234061

  • @kylerabdcgamer10 said:

    Dude this isn't the graphics update, they are most likely experimenting with shininess of stuff and other things. but it wont be like that once it comes

    Yes, it very much looks like they were experimenting with shininess. Macmillan walls are the worst out of all of them. The reason I made this post was to say that since the graphics update seems to also hinge around the luster of objects and light, this way of going about shine, if it is used, will not look good on lower-end computers.

  • I agree; the PTB chase music was better. I'm not saying the current one is horrible (unlike Doc's *ahem* ), but it would be nice if it still sounded like the how the PTB's chase music sounded.

  • @MandyTalk Sorry, this probably should have been put in the general discussions thread.

    @everyone It's not really a feedback or a suggestion other than it's ugly and it would be nice if it wasn't this way.

  • technically not hating but....ugh, Deathslinger. I think I see the allure in playing him, but playing against him...just...no.

  • low fps, freezes, and not being able to pull down pallets from the front are the main causes of my destruction.

  • Iridescent Stone and Honing Stone are the only add-ons I need for satisfaction coupled with the possibility of a 4k. I don't enjoy simply closing off paths as The Trapper.

  • Yes because the stagger reduction never really made chasing a survivor as killer more annoying, frustrating, or vexing. To contrast, the speed boost from that perk always brings that bad, frustrated feeling into my matches (unless I'm Huntress or something, and even then...). I would like if killers had their fall mechanics adjusted to give more agency in the air. That kind of change would make me much happier and could drastically change verticality in chases.

    To end, #removeBLexhaustion #oldtiertwoBL

  • I'm a big fan of the winter menu theme music, but I'm also a big fan of clown's menu music.

  • I enjoy all of those killers' memento moris. I would be up for changing Legion's, Deathslinger's, Oni's, or Freddy's mori.

  • All the other killers have several builds that don't make their powers displeasing to face. This killer's power makes me want to d/c (I do not condone d/cs) no matter what.

    The most annoying used to be Freddy or Pig (or Corrupt Plague), but then the aforementioned killer came along.

  • I understand that many of the killers are comical and that too many of this game's scenarios suck the horror out of it, but killing the killer is a game change that would go completely against the grain of this game (according to its intended design). Most other current design changes can be disguised as appearing in line with the horror elements, but not your suggestion.

  • Yes, I agree that No Mither should not leave blood orbs for Oni. The Oni can still passively charge up his power up to 98 charges, and the final orb can easily be taken from a hooked survivor (which should still produce blood orbs even with No Mither because that could be too detrimental to Oni currently <-but this is what PTBs are for).

  • Yes, BT should activate when within 28 meters of the killer, have the previous bleed-out conditions returned that were dependent on healing, and have a 10 second cool-down between activations.

    Just imo

  • or even:

    Gearhead

    Anytime a survivor hits a Good Skill Check on a generator within 24/28/32 meters, the survivor's aura is revealed to you for 3 seconds.

  • @Meroko said:

    you can't accidentally m1 and mori. There's still a cast time, pay attention to it. The mori happens when the cast time ends. you can still cancel the cast. So if you "accidentally m1" and don't want the mori, just interrupt the cast time.

    I was surprised by how fast it was (faster than my reaction time to something unexpected), and then I was told by the survivors in the game that I couldn't have canceled it, which I hadn't thought was true until then.

  • While the thought was quaint, in implementation, it's a feelsbad moment for the survivors affected, especially for those in it just for the horror experience.

  • I would much rather have:

    If a survivor escapes with an item and add-ons in the dying state: 10% chance to keep item, 50% chance to keep each add-on.

    If a survivor escapes in the injured state: 100% chance to keep item and 75% chance to keep each add-on.

    If a survivor escapes uninjured: 100% chance to keep item and add-ons.

    Being in a chase at the time of escape reduces the chances to keep the item and add-ons by 50%.

  • I was fine with PTB Billy, but I'm not okay with live version Billy, especially with the feeling of bumping into objects.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239652#Comment_1239652

    Map offerings also just increase the chance. I actually saw it once happen that two different map offerings were burnt, and none of that was chosen.

    https://forum.deadbydaylight.com/en/discussion/comment/1240306#Comment_1240306

    You don't know how this is calculated. 100% increased efficiency means half of the charge consumption, 200% would mean 1/3.

    So if you have a base percentage of 25% per survivor, that one survivor would be increased to 125%. That would mean 3 survivors each have 1/8 chance to be the obsession (12,5%) and the object is at 5/8 (62,5%).

    I agree that, with your setup, it is definitely less than every third game being not the obsession. This is just as an example how 100% could be calculated and that 100% does not simply mean "always", as the above efficiency example also shows. No idea how obsession RNG is calculated, but when it says "increases the chances", then we simply talk about chances, and not determined outcome. Unless an official BHVR statement says something different and confirms bad wording of the perks. Which is possible, as the DS rework changed to not automatically make you the obsession, but it still has the same wording as before.

    But I'm upvoting on this one, just to get clarification :) Also when you say scenario 2 seems completely random, then there might definitely be something wrong. At least in the majority of games, survivor A should be the obsession.

    wut? Efficiency doesn't equal chance. Obsession perks shouldn't have anything to do with charge efficiency. Chance and efficiency are completely different stats...

    What I'm assuming the wedding ring actually does is increase every other survivor's chance to be an Obsession rather than decreasing the survivor's own chances (leaving the survivor using the ring at 0% chance).


    P.S. Regarding your comment about maps, the map modifier for green offerings is 9999. (yellow is 2, and brown is 1).

  • @Kamikazi said:

    It might only reduce obsession by 3%, and gain by 3%. Without numbers of percent, we really can't calculate it.

    Lets make a guess that its 3% difference for both, and create a scenario:

    Survivor A equips Object of Obsession (+ obsession chance) 37%. (25% +3+3+3+3)

    Survivors B, C and D equip the wedding ring addon. (- obsession chance) 21%, 21%, 21%. (25% -3 -1)

    Its still a great chance difference.

    The increased chance to be an obsession is 100%. It's in the code (according to the wiki).

  • Thought I'd mention that I also have noticed that the bugged Wraith (bugged from the PTB *cough*) made his way onto the live version of the build.

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