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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I agree that Autohaven has too many random obstructions currently.

  • God tier Nurse? You die unless you're extremely careful about not being found. The devs have done nothing to combat this and decided to kick the casual Nurse players by nerfing how fun she was a number of patches ago because the devs haven't yet figured out how to balance the game for all players.

    The best advice I have is:

    A. don't be found and consider leaving teammates to die if they get caught

    B. switch between acting like you're a rank 20 and a rank 1 survivor regardless of what rank you actually are. The more you make a Nurse think you're more experienced or less experienced than you really are, the more you're able to make the Nurse make the wrong moves in chases, hopefully buying you enough time to get away.

  • I mean, the memento mori is meant to just be a cool way of killing a survivor compared to sacrificing the survivor to the Entity.

    It's only become a bigger and bigger issue as survivors have expected to get more and more hook states per trial (and now most survivors expect almost max hook score events per game). It's much less of an issue when survivors are dying on first hook (i.e. why the memento mori could be used before hooking a survivor upon launch).

    So, I'm alright with the mori change itself in light of the current state of the game, but the mori change means that the devs are even more unlikely to address that expectation of survivors are guaranteed more than one hook, and I'm not so satisfied with that.

  • I've out-lunged Dead Hards before especially when I'm using PWFY. You listed that as one of the reasons Dead Hard is bugged, but that behavior was never intended to not exist.

  • just as a reminder: abusing the report system by continually reporting things the devs don't take action on is something to be wary about because BHVR has stated it may cause players who do so to lose various priveleges.

  • This game is a hate-generating machine. It draws people in with promises of fun, action, horror, or whatever BHVR can market it as, and then brings out all the worst in players.

    It preys on FOMO for boosting its playerbase and rift and store content sales. It constantly creates pop ups that people always find at least a mild nuisance at first before it becomes too habitual to care about so that players are constantly ingesting in-game marketing.

    It mandates actions like kicking Victor and encourages players to treat the opposing side poorly as if the player(s) were not human too.

    I've SEEN stuff in those chats that I've never seen before not in jest and/or not from a younger audience of players. I've been in post-game chats where there's so much hate speech (and SWF makes those times worse) that it's a river of derogatory terms and slurs, and I've had conversations where players have basically said DbD is the lowest point in their life and that it's been a parasite. Not once have I seen a chat where someone's excited about an upcoming event, update, or anything, and not once have I had a chat where there was any praise for the game itself. The only positivity I see is about players coming together to be nice despite everything the game does to make it not that way.

    It's truly horrible :/

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802225#Comment_1802225

    There's a thin line between criticize and spreading lies/hate

    ...I'm sorry? You just lumped lies and hate together immediately after saying criticism borders on lies?

  • @Pig_Is_Pog said:

    the map is too “green”

    for example macmillan use to be blue but they removed the blue tint in the rework and now it’s pleasant to look at.

    with autohaven they reworked the map but kept the green tint because everyone wanted it but look what it’s done. they should just remove the green tint and do natural lighting like macmillan. looks much better

    Macmillan is butt ugly rn. I say this because I get the map and I think, "What would a bristly, frostbitten-to-the-point-of-decay butt look like? This." I'm really not sure how they were able to have the settings with low graphics and low resolution make the map look worse than it did before, but BHVR accomplished it. And it now has more performance issues. More bland and tasteless but performing less well. Whoop-dee-doo.

    Same goes for Autohaven except that Autohaven has more of the weird plasticy-luster on everything because of all of the metal objects.

    On the other hand, Ormond's way better in terms of looks than before tho, so that's nice.


    Edit: I've chosen not to talk about lighting for good reason because that would be a fresh can of worms (this time far more subjective, I suppose).

  • @SkeletalElite said:

    Honestly the cooldown on nurse isn't that impactful, it's only a few seconds and survivors are barely faster than you.

    Nurse moves 3.85 m/s

    Survivor moves 4.00 m/s

    Without addons the nurse comes out of her fatigue .5 second away from having her 1st blink charge and an additional 3 seconds from the 2nd blink charge for a total of 3.5 seconds.

    3.85 m/s x 3.5 s = 13.475 meters

    4 m/s x 3.5 s = 14 meters

    14 - 13.475 = .525 meters

    The cooldown causes the survivor to gain a half a meter of distance on you with NO addons. That can be lessened with addons.

    Conclusion: Nurse would absolutely be weaker because of the suggested change

    The main thing the cooldown does is give the survivor a small window to attempt to break line of sight and mind game the nurse.

    Being forced to fully charge your blink would make it much harder to get hits on survivors

    The math was never the important part of the whole Nurse nerf. Survivors wiggle enough and travel around corners so many times that straight line comparisons between killer and survivor are essentially meaningless. The biggest issue is that what the devs did to Nurse just simply makes her less fun to play. They did nothing to change how lethal she could be, and they did everything to make sure killers stopped choosing her. From there, the devs stopped seeing complaints about Nurse because survivors don't play against her anymore in any significant capacity.

  • I play like every hook state is my last because I have no idea if everyone is going to be downed while I'm still hanging or if the killer simply prevents me from being unhooked by staying nearby.

    It's why as a survivor and as a killer I find 12 hook games to be depressing and boring.

  • sure does. Dopamine + bad game design + frustration practically all of the time = unhealthiness at its finest.

    And yet I'm still here :/

  • I go:

    what looks like fun to use?

    what are the survivors going to make not fun to use and what should I use to replace it?

    what's a fun perk on this killer?

    what's going to prevent me from just wandering aimlessly when I can't find anyone?

    Those four perks are then my build.

  • easy grind fix:

    @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)


  • I have not played on a single Autohaven map since the release precisely because I knew this was coming. Burned all my Autohaven offerings before the patch, and now I'm burning all of my asylum offerings to keep me from that fresh hell.

  • Victor's like Hag with Mint Rag except less so.

  • You've got to slug. It's not toxic behavior unless you actively slug in a way that means the slug has no chance of getting up and getting away. Additionally, not using slowdown perks like Pop (I would have suggested old Ruin as a better alternative, but that's gone) that don't teach you how to capitalize the most on critical points in a trial aren't in and of themselves all that great for your growth as a killer and artificially boost you into ranks not suited for you.

    I usually run both wind-up add-ons, A Nurse's Calling, STBFL, Agitation (or Devour Hope if I burn a hook offering instead), and Whispers (this build is for being able to hit as many different survivors as possible when they group up).

    However, recently I've been using the infantry belt and the purple aura add-ons along with BBQ, Whispers, Bitter Murmur, and something else (this build is for snipes). I've also been burning all of my crotus prenn offerings because edge collision on the newer maps suuuuuucks.

  • An M1 killer means:

    you use M1 to get hits. This usually comes along with an inability to do much more in chase than loop around objects without a way to prevent that, but this is not a part of the definition.

    That's all. Hag is M1 unless she makes the majority of her hits through traps (a different scoring event). Wraith is M1 unless the majority of his hits are through the stealth attack scoring event.

  • Trapper traps become an insta-kill.

    Hillbilly chainsaw hits become an insta-kill.

  • I don't use corrupt. I don't use any slowdown* perks, in fact.

    My games are very stressful.


    *but when I use Devour Hope, it sure feels like a slowdown perk

  • @bm33 said:

    Hoping it's a bug. Stunned a Huntress with a pallet (got killer stun scoring event) and she didn't get stunned. She wasn't running enduring.

    that's been in the game for ages (if I'm thinking of the right scenario; she threw a hatchet and you threw the pallet). There's a millisecond right before a killer enters the "exiting" cooldown animation on killers like Huntress, Hillbilly, etc. that make the killer immune to being stunned temporarily. It's only happened to me five different times in 3 or so years (2x Hillbilly, 3x Huntress).

  • [unverified as of yet]: Trapper cannot place traps in the basements of the "graphically updated" maps such as Macmillan or Autohaven

    Hag's POV when breaking pallets is extremely unusual and shows her arm distending beyond what it should. It seems to have been done haphazardly to allow survivors to blind her at pallets.

    Clown's bottles still make survivors scream sometimes without applying the slowdown (due to latency).

  • you've written your post as if Huntress doesn't exist and as if basekit Hillbilly wasn't a beacon of fun, balanced gameplay until the devs made him feel disgusting to play as and against.

    Your post blindly makes assumptions about the reasons survivors don't like Freddy without any basis in reality.

    I certainly can't support your post's idea.

  • I hate to get involved like this, but I was under the impression that depicting violence (and encouraging through gameplay mechanics) against a child-shaped human characterized by a telltale young mental age (inability to willfully control speech functions as evidenced through sporadic shrieking and the like) is frowned upon (even if the image of the human is only reanimated by a mysterious force).

    To be more succinct, I see Victor's child-resemblance like a speech-deprived, much more child-like-in-stature version of Lenny (Of Mice and Men), and I already have extreme doubts about portraying and encouraging game violence against a re-animated, significantly younger Lenny. I'm not sure how Victor is so different, and I'm concerned about that.

  • if it's a joke, my laughs sure sound a lot like dead silence and mute disgust.

  • Nurse's fun levels were flayed.

    Is she still crazily effective and oppressive at times? ofc, and the devs did diddly squat about that.

    Is she much fun to play for people who are casual or just play Nurse for the experience and not necessarily to win? Not really, and the devs made sure of that.


    Same with Hillbilly but worse because he....ugh....roars. Plus all the other obnoxious sounds and wonky animations that make him sound and look like a repulsive clown.

  • @Woode234 said:

    Definitely terrible ping. Idk how these killers are out here complaining. I've had one match out of the last 11 that wasn't a 4k running only two to three perks per killer (usually for daily tributes) killers are superpowered and killers are upset when out of 4 kills they only get 2? That's still a 50/50 game. Three people should be happy with those numbers, but the killer pouts about not ruining the game for 4 people.

    if the game is ruined for you when you die as survivor, you're not a particularly good survivor nor well suited for a game where the experience of the events is everything :/

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785333#Comment_1785333

    Ormond is not that big tbh.

    @Topic:

    Have to look at the Map (maybe will burn an Offering today), if there are Deadzones, it is bad. Nothing wrong with unsafe Pallets, as long as there are a bunch of them.

    My biggest issue with Ormond aside from the ugliness, fps drops, and amount of rock loops was simply how far apart the generators were along with the general spacing of objects. I enjoyed old Pale Rose (261 tiles) as killer. I do not enjoy Ormond at all.

  • so, when I say "memento mori" for the Hag and Huntress, does the above interpretation not further raise those red flags that one of this chapter's killer-survivor interactions does?

  • I've kind of tuned out from DbD for a while simply because it's gotten so unenjoyable for me compared to what originally I bought, but if what you say is accurate, I can only sigh.

    @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786697#Comment_1786697

    I already know the beam moves a bit during the beam. However it moves way too much now. Compare old footage to now. I heard the idle animation is playing during the beam.


  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/209911/why-did-you-ruin-flashlights

    There is a theory that they keep changing the flashlight to stop survivors from getting good. So they make it inconistent. I actually like it but they need to fix the bug that makes the beam move like crazy.

    The beam's slight deviation and moving during aiming it has been in the game since 2016 and is intended. There are add-ons to affect it, too. I don't mind the mechanic, but it feels like it's been left in the cupboard like the unwanted step child in several stories (much like how much of DbD's on-release design is also being abandoned).

  • @ohheyitsbobcat said:

    I like to think they fixed the PTB version of the bug and this one is a separate bug that does the same exact thing.

    Pretty hilarious though to read. Definitely some kind of miscommunication there.

    if it happens to be two separate bugs, then BHVR seems to be claiming credit for something they should not be claiming credit for (because they then broke it again).

  • @LiunUK said:

    but they only changed the models the maps themselves are the same shape and size

    but the tiles and structures are not.

  • probs because you stutter bc vfx and the game stops sensing struggling input.

  • 600+ people including marketing?

    thought this was a joke post at first because it is nowhere near indie considering its people and revenue.

  • BHVR is getting ready for a company presentation and booting up their slide show.

  • Thought you were going to say it's annoying as survivor and showcases poor design. You didn't, but that's cool too.

  • It's honestly incredibly insulting to have BHVR expect us to pretend like unfinished products are expected & commonplace and then buy it.

  • idk, I don't use bag add-ons, and I don't like deep wounds as a mechanic.

    I'm only responding to the trap count and acquisition along with the escape mechanic simply because those are the ones I've thought about most.

    Trapper has one trap per every four map tiles (or whatever). Trapper spawns with 75% of total traps for that trial. The other traps spawn within 8 tiles of the main structure on the map. The Trapper can only pick up traps one at a time (unless add-ons), so he must first place all of his traps before collecting others.

    Traps can be sabotaged. A sabotaged trap instantly spawns a new trap at the farthest spawn point from the Trapper's current location.

    When escaping a trap, a survivor can escape on every attempt after the third with the following percentages:

    1. 0
    2. 0
    3. 0
    4. 33
    5. 20
    6. 50
    7. 30
    8. 66
    9. 40
    10. 82
    11. 50
    12. 99
    13. 60
    14. 100

    the rest are all 100%. Each percentage of luck moves all of these percentages down one attempt (i.e. 13 becomes 100% with +1 luck, and with +14 luck, the first attempt is an automatic escape).

  • I like its current design. Your design seems so...needless.

    I am currently only advocating for Lullaby to have percentage chances of randomizing what delay the skill check sound has and percentage chances for the sound to play with no skill check. Honestly, it should also work on all skill checks (because hexes are meant to be scary until broken and rn there's no real threat from Lullaby), but that's probably not going to happen any time in the near future.

  • @Mandy said:

    There is no plan to revert back to P2P. Dedicated servers was the most requested feature by the Community and it took a lot of work to implement. There will be Server Sided Hit Validation implemented in due course - this has already been tested on the Live build, which will prioritise the person who has the best connection to the server for hopefully fairer play.

    are there any future plans to have an option for the kill your friends option to be player-to-player? (i.e. can choose between servers and player-to-player connection)

  • @DwightFairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782849#Comment_1782849

    They do QnA's and stuff like that, but whenever a question is asked about changes or upcoming content they always give non-answers, such as "We can't tell you about that," or "We've considered that and are still in the design phase."

    They do them, but they don't answer anything unless it's unrevealing to plans.

    @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782857#Comment_1782857

    I don't get why they can't just tell us what changes they have in the pipeline. If they tell the community what they have planned then they can get at least some feedback from it.

    At worst the community doesn't like it and they'll have to work on it more. I know community feedback isn't as good as gameplay data but still.

    and the only response (other than no response) they give as to why they don't address more issues is something along the lines of "if you knew what we were doing, you'd feel bad if something didn't go through", which is a bogus claim unless BHVR is actively choosing options that either they know the community would not want or they know are the objectively worse options for the game (in contrast to the company).

  • I want an on-demand Quick & Quiet. Then I could do cooler stuff with it.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780426#Comment_1780426

    Considering killer-sided hit validation, as long as their ping is 150+ms, it will look rather peculiar.

    https://us.v-cdn.net/6030815/uploads/3QVEW0YJWG6B/image.png

    lol too real. It's why I don't play survivor as often as I used to.

  • Efforts should really be directed at adjusting animations (and not just player positions) to make the hits not look as implausible rather than making the hits happen/not happen in the first place.

  • Huntress Lullaby? Hell naw. That was the whole issue with things like old Ruin in the first place.

  • why not just make a perk instead that removes the second stage entirely (only 30 or whatever it is seconds before you die on first hook) but gives you an entire, additional first stage when hooked for the second time (third time is still death)?

    The whole kobe while in struggle phase seems like it would be hard to implement.

  • #place-abletotems

    giving the killers control over where the totems are placed solves at least three major issues:

    1. Devs don't have to constantly update totem spawns and can instead devote resources to something else
    2. Totem spawns are not static throughout matches so survivors can't simply memorize totem locations and check without seeing them.
    3. If a totem breaks, the killer can't feel like it was just bad RNG. Since totems can be more well hidden (map-seed specific), survivors get an added benefit of knowing the killer has been at least once to the location of where the hex is to help them find it.

    Post:

    @Kind_Lemon said:

    Totems

    Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.

    The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).

    These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.

    What this means for NOED

    All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.

    For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.

    Design

    Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.

  • @TAG said:

    I don't think Obsession perks were balanced around the idea of the strongest Survivor consistently being the Obsession.

    but it would make balancing the perks easier if that was the case.

    And regardless, I do think there's some merit in the statement that the Obsession shouldn't be the weakest survivor in the lobby, since that would result in STBFL and PWFY being relatively useless or even deactivated pretty early on and old Dying Light being incredibly powerful. So, it's safe to say that the devs expected the Obsession to be a survivor that piqued the killer's interest in a certain way guided by the perks chosen for the match.

  • Nurse gameplay (as and against), Hillbilly gameplay and sounds and animations, proper rarity usage by the devs, graphics, etc.

  • @JBWarrior said:

    Why do killers complain about ds when they get ruin they get undying ruin? It’s hard to argue nerving ds and not undying

    Because people usually have some form of hypocrisy when in a game this stressful, aggravating, and (often) competitive. This is not the aspect where I am guilty of that, however. DS as it stands is stupid and so is the Ruin-Undying combo.

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