Kind_Lemon
Kind_Lemon
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- Kind_Lemon
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Comments
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1765005#Comment_1765005
You could have also just written that instead of symbols... and its all in post not sure how you're not able to figure it out but to summarize again trash teamates at rank 1 yet I de pip for being tunneled even though I maxed out boldness it's as summarized as it can be I hope u understand now.
...it's not "symbols" . It's a face with a raised eyebrow.
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Enduring, STBFL, Brutal Strength, Unrelenting, Huntress Lullaby
Stridor if you're feeling funky.
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yes. It was exactly as I had thought it would feel; no different on killers such as Huntress and Hag.
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The first 30 seconds were so painful that I had to stop watching. Why did you keep doubling back when it was clearly obvious it wasn't going to work? Just run around until Steve bonks you with the pallet and then make plans from there.
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...because Sprint Burst is an amazing perk and fun to use that can be completely negated in some areas by some killer powers?
I'm not minding it at all.
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ofc, you can tunnel all four survivors at once and face DS four times in a row because of it /s
In regards to how you play, the most important thing is to keep in mind how you would feel playing the opposing role and avoid doing (within reasonable limits) actions that you wouldn't like being done to you. The terms and definitions being thrown around in places such as these have their usages, but knowing them well so soon doesn't do too much (other than make you sound informed). Most importantly, don't let another player who may or may not be frustrated at the errors and bugs (rather than being frustrated at your playstyle) in the game override your internal guiding compass.
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The bigger issue is that BHVR have stopped using their PTB for PTB stuff and are just using the live servers for testing. The PTB has now become just a publicity stunt for the next release of content.
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Mouse and keyboard players don't have this problem ;D
But for your sake, I hope it gets addressed.
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yes. me. this survivor right here.
Blight and Oni can go stuff themselves in a sock with their animations and rigging that feel so wrong (when comparing with the killers that don't use it).
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I only get Yamaoka over and over and then Ormond and then Macmillan and Badham. Rarely do I get indoor maps.
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@Sonzaishinai said:
I love how in all of these the answer is also in the frame.
It is NOT a godloop is you can make it unsafe in 2 seconds
for killers that aren't using slowdown perks and are trying to juggle hunting down all the survivors nearby at once, even having an already dropped pallet that survivors get for free (no animation for Huntress players to use, no ways for certain killers to bait the survivor into not dropping the pallet in time, etc.) is often enough for the killer to nope right out of there because of the time wasted on breaking the walls. More importantly, breakable walls fuels frustration on the killer's side that killers have to do more and more things while survivors have to do less and less when it comes to chases.
Saying something is fine because you can make it gone in several seconds is ignoring the reasoning and evidence behind why it is bad that the problem exists in the first place.
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- gas lasts significantly longer (minutes, maybe?), and the slowdown is lessened (slightly)
- survivors do not scream when crouching into the gas
- survivors in the gas suffer from an action speed debuff
I would like to see this tested.
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I like Myers as he is now tho, and your suggestion removes a lot of what I enjoy about playing him.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1754464#Comment_1754464
Can you name one other rare add-on that has a negative consequence? How is 25% faster healing as a rare add-on OP?
never said anything about OP. Only mentioned ease of balancing.
and "Windstorm" - White.
Regardless, not having a similar case doesn't mean what you're suggesting isn't bad design.
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...you think like the devs.
Removing the downside means that the add-on has to inherently be weaker. Why not just ask for a lesser downside or a bigger upside instead of removing the mechanic that allows the devs to balance it?
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1753055#Comment_1753055
Had the spooky bells, the snow that didn't look like shiny marshmallows, and the lobby ambience that was just right.
Plus I started playing then, so I have a heavy dose of nostalgia when I hear that theme.
I do too; I started playing that December or November, and that was a time in the game where I actually had little to no frustration because of dedicated server lag or players that were rude; I actually just enjoyed myself and took all the unbalanced things with the mindset that it didn't need to be balanced--just fun.
Now... :/
but it was a great theme...
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1753029#Comment_1753029
I guess we just have to agree to disagree, Father Campbells chapel has much more enjoyable gameplay,feel and tension to me. as its not a case of, oh Im in the main building Im gonna survive, and oh Im far from the main building well better luck next time.
I suppose we just feel differently, then. The main building on Disturbed Ward is my most favorite place in the entire game to chase survivors, and the outskirts of that map are the harder parts for me. The other maps always feel terrible to chase survivors on, and I never like being chased on them or not being chased on them as survivor, probably because every killer who can see my character model knows exactly what I'm going to do next in a chase, and the disturbed ward is the one place that has interesting verticality while giving me varied, short opportunities to break LOS.
oh, well. I suppose I wrote this as a way to tell the devs that I would appreciate it if they didn't break what I really enjoyed about the map if they ever decide to touch it and change how that window functions for killers and survivors stuck in one mindset.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1752460#Comment_1752460
Yeah I still miss the 2017 christmas menu
:,( me too
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you should definitely be exposed to what leveling the bloodweb was like in 2016 DbD. It took ages.
And no, I don't support your idea.
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@FFirebrandd said:
Ok... thing is though, if you're last person the Killer has no other target. They'll just camp you until you burn through your unhook attempts. If you get off you'll just instantly go down and stay slugged until your DS runs out and get rehooked. If you get up with Unbreakable you'll just get slugged back down.
That's why the game just kills you. If it didn't it would just artificially lengthen the game in a situation where you basically have no chance.
While I agree with you, a large part of the allure of this game is being able to try your hand at winning an unwinnable scenario.
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1734679#Comment_1734679
You're not wrong, but that is 100% the scummiest use of DS ever.
but also this. And it doesn't make sense for me to exclusively not support attempts at escape for survivors using DS given the way DS currently works, so I guess I'm going to stay against the idea for the time being.
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I've recently been enlightened as to not address the team I find issue with as "the devs" but as "corporate" or "design leads", because no one here is faulting the coders, I'm assuming, but the group that seems to be behind the push for progressing forward with updates as quickly as possible; one for each fiscal quarter* of the company.
Perhaps the reason is that many posts apparently misdirect criticism or are overly aggressive toward a group that has little power. Just some thoughts that should not be taken to be any kind of solid statement.
*never thought about this before, but this seems like a very good explanation as to why the devs settled on four chapters a year as a "formula".
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1752479#Comment_1752479
I thought they unlinked it so you actually can buy the body on its own?
did they revert that!?
oh, I was just going off of this post, and I might have misinterpreted it...
thought the OP was saying it had just changed away from that, but I could be wrong.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1752525#Comment_1752525
I can say that because I like the gameplay and theming of the maps, Idk how you can say Disturbed ward looks better than those
objectively, if taken out of the game and set on the highest graphic settings, the newer maps win outright. But in terms of feel, gameplay, tension, and lack of breakable walls, Disturbed Ward comes out as the champion. I wouldn't even be hating so much on the newer maps if they felt better to play on as a killer who loves to try crazy things in chase. I don't even like the newer maps as survivor because I have no good memories of escaping or of having any kind of atmospheric tension.
But mainly, when I see Disturbed Ward, the following images immediately come into my mind:
and while these are not taken by me, they imbue nostalgia into me whenever I play the map. Don't these look nice? and the light rays....ahh...
And they look nice even without the obnoxious grass (but the new grass looks really good on PTB Ormond tho 👌) found on the newer maps.
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@JesseJH28 said:
https://forum.deadbydaylight.com/en/discussion/comment/1752489#Comment_1752489
Some people are just too hungry for that sick sabo or flashlight save. I've started using lightborn and agitation to bait the flashlight saves and hit people trying to sabo and those two perks have been more valuable than any perks considered meta lol
I tend to use fire up over Lightborn because it usually means the survivor messes up the timing anyway, but about Agitation: it comes in so much more handy than Corrupt Intervention or Ruin ever would.
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squishing something is almost always more satisfying than giving it a sharp kick.
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...by everything, you mean hard countered by a locker when using the killer's power?
idk about you, but that's not something I want for all killers.
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because bm often leads to the survivor dying especially when the killer knows exactly what the survivor has lost in terms of distance when the survivor teabags rather than runs.
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I don't recommend this game to anyone because of the reality of your brother's experience right there.
When I find new survivors, I typically toy with them a little more if the other survivors aren't making the game unfun for me (and if they are, then I start not caring what happens to the new player experience). New survivor players who are altruistic tend to be adorable, and I love them for that.
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Yes. I take all of that into consideration when I do it. I'm glad you've also begun to understand the ramifications too. I am not, however, letting any of that stop me from getting out of a game with Doctor or Deathslinger or frankly any other killer that takes the reason I play the game out of it - horror (sounds, atmosphere, the works) and reliable feedback on player interactions through good-looking animations.
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I am decent. It usually comes down to how many fps the map drops me by.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1748428#Comment_1748428
she has mastered shadow clone ninjutsu, she just can't use it on herself.
when the game stutters when she's opening a locker, you get to see a little of the magic behind the scenes, as the hatchets start to multiply in her hands.
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@mrble said:
People who hate deathslinger are bad at the game and do not know who to adapt to different game situation that he opens up.
I hate Deathslinger because of:
- his laughs and grunts and other sounds
- his animations
- his music
- his power
in that order.
@Yords said:
People don't like him because they force him to play stealthy, which is boring for many people. And no, not everyone who dislikes him sucks at the game btw.
I play stealthily, and I find playing against Deathslinger to be less fun because of it. I'm forced to play in a manner that is neither stealthy nor bold i.e. in a very simple, bot-like playstyle that ignores whatever knowledge about patterns of quiet distance gain that I have gathered over the years.
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my comment was eaten up by my browser before I could post it, so here's the shortened version:
This change would make me hate him even more vehemently. Even the idea of it already has.
If someone were to base statistics solely off how quickly I die in Doctor or Deathslinger games once I encounter the killer, then that person would have a very poor understanding of how quickly and how effectively the two killers can end games.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1752520#Comment_1752520
how coincidental that this happened whenever he was losing a chase, huh?
i cant convert a full match into a gif hence why it isn't posted here.
but if that's what dbd support seem to think then nothing will happen. if it actually was a lagswitch then he'll be banned; better safe than sorry, as they say.
true; it is always to be better safe than sorry in those kinds of situations.
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I mean, the less Deathslinger players there are that aren't self aware of his problems, the better...
but don't let anyone verbally stop you from playing how you desire. I get tons of salt for playing Huntress and liking to slug, and it really doesn't phase me. In fact, the more dcs, the more I am entertained (this is not to condone dc-ing tho).
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Keeping the baby on you is the equivalent of obtaining a pet in DbD. It's rewarding if only for that (it also comes with some entertaining animations).
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@OllieHellhunter said:
Its one of my favourite maps alongside Campbell's chapel and The Yamaoka maps
🤢Those are the maps (along with Ormond) that are at the top of my "Most hated maps because of poor aesthetics" list. I...don't know how you can say what you just said.
By contrast, my favorite map for all roles is Crotus Prenn: Disturbed Ward (Pale Rose got displaced ever since its size reduction).
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@rafajsp said:
As a Huntresses main im slowly forgetting her.
New maps are being introduced and reworked ones are another nerf to her besides recently nerfs. Just keep in mind that majority of maps are bad for her either.
The new collisions on most maps now are not that forgiving to Huntress players who work off of visuals and don't memorize the wonky nature of DbD hitboxes. Additionally, with things like Autohaven, the walls have just gotten significantly higher so that while survivors can still see the killer's head and general position, Huntress now has no way (compared to live) of threatening survivors on the other side of the loops.
It makes me sad to see this.
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seems like server-killer lag and not anything that the player is doing to purposefully cheat.
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it's considered acceptable because the devs have put this issue at the bottom of the priority list, wanting people to play and be forced into seeing all the propaganda for the store and the rift that pops up after every match than have to wait for equal matched opponents.
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100% off. I get better games with no difference in queue time.
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Whispers, Devour Hope/A Nurse's Calling, STBFL, Agitation/Stridor.
Add the two wind-up add-ons, and you can feel free to chuck hatchets willy-nilly after going in for an M1, when most survivors then decide to get themselves locked in an animation and aren't expecting a quick M2.
Whispers is simply a wonderful perk for all kinds of tracking needs, Devour Hope can halt the game in its tracks without the need for any kind of slowdown perk, A Nurse's Calling is great for finding the easiest targets, STBFL is wonderful for surprises, Agitation allows you to pressure gens that are about to be popped even while carrying a survivor or allows you to get survivors into much more advantageous hooking positions, and Stridor is to deal with pesky Iron Will users if you find yourself not wanting to deal with that survivor perk for a little while.
Note: To utilize this properly, you have to be good at capitalizing on poor survivor saves and capitalizing on your slugging capabilities. You do not have to be an expert in chases, but you have to have good game awareness.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1748750#Comment_1748750
This doesn't happen; the wiggle meter does not regress at all when you've been dropped.
it's been that way for a loooooooong time now.
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honestly, seeing survivors sabotage makes me happy (except when it's on Ormond and I'm already annoyed). The survivor usually ends up dying for it and I get two slugs out of one. From there, I can usually get all the survivors down at once.
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@OniWantsYourMacaroni said:
Yes,sabo is extremely garbage right now and not worth your time.
But i think it's fair that you need a coordinated effort in order to make it work.
The killer worked for his down so you should too for the rescue
that's assuming that you're going for a rescue and not just wanting to use the sabotage mechanic to force the killer to hook a survivor away from the gen you're working on (how I liked to use sabo).
@Chrisko that's why the sabotage should be like this:
@Kind_Lemon said:
Saboteur:
Allows you to sabotage at 60/70/80% speed without a toolbox. Increases toolbox efficiency when sabotaging by 70/75/80%.
Comes hand-in-hand with:
Sabotage
- 18 seconds
- hooks stay permanently sabotaged until a survivor wiggles free
- if no hooks within 32 meters of the incident, all hooks within 64 meters respawn after ten seconds.
- For each time a hook is sabotaged, sabotage speed for that hook is decreased by 15%.
And the sabotage mechanic is fixed.
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Don't remember my first game, but I do remember one of my first five killer games. I was playing Huntress on Lery's, and the hatchet collision with objects below my camera was confusing the heck out of me.
RIP Lery's, but I hated it as Huntress.
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hell no would I buy the full outfit. The body was the only part that was of much interest to me, and with that option taken away, I honestly see no reason to pay money for the full thing.
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I've been getting those survivor ranks and below as a purple ranked killer currently. You really shouldn't be experiencing that kind of matchmaking.
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holiday event? put spooky bell noises and snow in the lobby, and I'm happy.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1751424#Comment_1751424
What?
What I'm saying is that "Developers" is too broad a term when griping about Marketing and Gameplay (Per your question) to act as a useful catchall. You'd be just as good with using the word "Employees".
The UI/UX designer isn't responsible for dictating the Cooldowns of perks, nor is a standard coder responsible for deciding what the next Killer design is going to be. They're both developers, but they have different focuses.
The focus of a Design Lead is to be the one to dictate a general course of development, and other workers help implement this design.
I'm less knowledgeable about Marketing, but I assume that they have their own hierarchy.
Generally for public facing things, I'd just say Marketing and Design Leads.
it was a misunderstanding question mark, haha, sorry. I suppose I should be using design leads and marketing team members instead of devs from now on, to be most specific about my areas of concern.
thx for the info and help

