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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • The extraction from atmosphere, the lack of visibility, and the sheer annoyance from Deep Wounds' visual effects are all major reasons why it should be reviewed for change.

  • I don't agree with the design decision that the Obsession mechanic should be repurposed for all these other perks with player-specific effects such as Nemesis, For The People, Blood Pact, etc.

    And for that reason, I don't agree with the "reduction of Obsession chance" function in the first place; I think it should just be removed.

  • @JesseJH28 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675428#Comment_1675428

    I never thought I'd feel so appreciated for chasing people with a chainsaw 😂 if I ever open my own haunted house (me and some friends are just about 100% in on this idea) I'm gonna remember Buttercake from the DBD forums 🖤

    Reasonable people that do cool, scary stuff like that will probably always be appreciated on these forums! :D I've done my best to attach you in my mind to Hillbilly so that the experience is somewhat more bearable, but it's so hard to dissociate what's so wrong with Hillbilly rn and replace it with good thoughts lol.

  • I mean, yeah, it would definitely be better than what we have now.

    But speaking of locked rarities, I thought I'd link this here because I do have a picture of something perhaps like what you mean (and yes, ik it's in the context of something else):

    @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)


  • Never played Rainbow Six Siege, but what was it like having a health-only chapter? Did the whole experience feel better afterward? Asking for a friend.

  • @TheClownIsKing said:

    Isn’t that the whole point of that hook?

    To make Thompson House an extremely dangerous place to lead a chase near, or in?

    I thought that the stairs can be body blocked was 100% intentional, and survivors are meant to be aware of that, and not recklessly lead a chase near there, or be too bold about the gen upstairs if they know the killer is nearby.

    uh, no; the point of the hook is so that survivors can't hide upstairs and wiggle off before the killer can get to a hook. What you mention is a side effect.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714514#Comment_1714514

    He's literally just a better version of his old self, why?

    You didn't know him like I did.

    Untitled Image

    Don't tell me he hasn't changed for the worse...he HAS. He was my first ever killer, and he holds a special place in my heart.

    That was...until the devs got their hands on him and ripped him out of my chest cavity. They influenced him...and even though I thought I knew him, I don't recognize this...this...stranger. I thought it was just a rebellious phase--that the music would be gone eventually--that he would come back to being the killer I knew he was; loving, kind, maniacal, ruthless, mastermind Herman. He used to have more finesse and more control over himself, but now...

    now...

    sob

    HE'S GONE.

    He can't command the map like he used to, and he's lost all of his identity! He's NOTHING but an ugly bathroom sign with bad taste saying, "You can't go here, you can't use this, you have to go waste time finding another bathroom to poop in".

    I... I get emotional when I think about he once meant to me. I...sob I loved him...sob.

  • @Deficient_Artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709236#Comment_1709236

    Lets ignore badhams pink, yamoakas red and all other upcoming maps

    ...but those colors aren't evident? Those differences are akin to the differences between the yellow and red gens on maps. People generally don't see them as distinct. I don't want to invoke your name, but should you really be commenting on colors and art when your name is...Deficient_Artist? How do we know color and aesthetics aren't the main deficiencies you have? ;D

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711657#Comment_1711657

    Usage rate isn't parallel to power level. I hardly ever see iri head Huntress but guess how many complaints that one gets?

    Also, usage rate should be related to power level, but the devs really messed that one up when they didn't separate perks from the bloodweb and instead flooded the economy, devaluing the bloodpoint and all the add-ons and offerings on the bloodwebs, resulting in piles upon piles of add-ons of all tiers that will never come close to being used up on most survivors and most killers.

    It's a real issue, and no one seems to think it is.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711510#Comment_1711510

    Welp, if Myers gets to tier 3, regardless if he has the addon or not, he can insta-down you.

    The difference is without the addon getting to tier 3 is easy. With the addon, he has to waste tons of time without any pressure whatsoever, and then you can nullify the addon's effects by just jumping in a locker.

    And I agree that this is very unfun to go against, but it's not OP at all. Purple tombstone, on the other hand, is.

    I don't know about that last line. I'm pretty sure the Feng that was repeatedly farmed by a Claudette in one of my games was pretty happy when I stalked off the Feng so I could tombstone the Claudette when she farmed her for the second hook.

    It was a fun game, and the remaining survivors thanked me for the match afterward.

  • @Hydrant said:

    I would rather increase her lethality, maybe let her keep her corrupt just like Oni, and go through the channel to activate it whenever she wants.

    but Corrupt Plague sucks to play against now as a casual survivor. I really don't want to see it empowered in a way that affects casuals more than the crazy survivors.

  • again, like I said in another post, it's a known bug with the new assets on Macmillan because they apparently either don't check those kinds of things before release or think the release is more important than their dedication toward a good game or the community's opinion of the devs releasing known bugs.

  • "Shock Strike?"

    ...

    really? It's not some kind of cool move. It's just torture, and nearly literally.

    So,

    Untitled Image

    Edit: And this is meant with no offense; I wrote this with intended lightheartedness, but I realize disgust often is a much stronger feeling to invoke than lightheartedness can carry.

  • Give the Doc I loved back!

    He's just not the same person anymore, and I can't bring myself to love him past this intense dislike I feel toward him.

  • change the base game to not have slowdown perks be killer meta and not have exhaustion perks/second chance perks be survivor meta. Only then should perks like these be reviewed imo.

  • your issue seems to be that you don't see being on the hook as an actual threat and that you've been trained (by the game) to assume that you deserve more than one hook.

    We could explore changing the hook mechanics to kill survivors twice as fast and only have one stage but infinite hooks, but that would require a PTB to function like an actual PTB, and that's never going to happen.

  • ooh, this I can get behind even though I tend to like using the mori I brought only when people start sabotaging hooks, because accessibility is key for things like this.

    Still don't agree with the current sabo mechanics tho...

  • This is not directly related, but the devs could have even just made the skill check needle orange for Halloween :(

  • Edit: see (my) next comment for a refined reply

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713909#Comment_1713909

    Thanks for letting me know! But man, I really do question how some of these bugs happen lol.

    new assets usually cause issues :/

    Still haven't fixed some of the weirder collision issues for huntress on the "updated" maps.

  • @Acesthetiic said:

    Glad to hear it seems like a bug. It was on MacMillan.

    it is a confirmed bug on Macmillan maps. It affects Freddy, Hag, and Trapper. These three killers cannot place traps near exit gates or near the big tree.

  • don't think it's her who's chanting.

  • OoO as a solo survivor who isn't a god in chase is a butt ton of pain.

    Do it at least once to understand how OoO is meant to facilitate the killer-Obsession interaction. It's a good experience.

  • depends on how it happens. If it's just the survivors playing well and it felt like it was close and there were no feelsbadman mechanics abused, then I feel fine about it. If the survivors act cocky because faulty game mechanics or lag always seem to work in their favor and still escape, then that often feels not that great. However, if the survivors are incredibly cocky and aren't that way because of mechanics that are wonky/unbalanced at times, then there's no frustration apparent.

    Really, its the underserved escaping that bugs me. Same for killers getting kills.

  • I've been riding up the edges of Crotus Prenn loops recently as killer since the new patch. I'm walking around and then I'll pop up about 6 inches and then pop back down as I finish rounding the corner.

    Also, yes, I've just seemingly randomly been getting attached to Macmillan obstacles. Another one of the many, many substantial reasons I'm disliking the map changes.

  • literally no reason unless you weren't planning on burning any offerings and then decide to just slap one on just because you can.

  • @RepostRiposte said:

    The mobile market is way different than the PC market.

    Mobile games look to prey on people with addictive tendencies or fear of losing out by giving them minimal amounts of premium currency which is just not enough to buy something of value to incentivize them to buy more currency for that new shiny item they want. Once they get the ball rolling mobile games can siphon unholy amounts out of some people, especially children.

    PC games like DBD do it a little differently where they lure players in with a low base price to try and bait them into buying "just one little DLC" and then another, and then another, until they've payed the price of a $60 AAA game or more. If you want to see the pinnacle of predatory PC gaming look no further than EA or Payday 2 if you want an example of having way too much paid DLC.

    Not to mention cosmetics, which are a whole other bag of exploitative practices preying on peer pressure. After all, who wants to be the only one in a SWF without a cool shirt or pair of sunglasses?

    yeah, this ^

    It's all about which predatory tactics work best while still keeping up appearances of being a good game.

  • I hadn't been able to put it in those words ("dull and repetitive"), but that's exactly what I've been feeling about all of these graphics changes. Exactly.

    So thx for saying that. Cleared up a major reason for why I'm so opposed. I'd been burning a lot of offerings for Autohaven and Crotus Prenn (and this one is because I love Disturbed Ward) because I knew I didn't like the others for reasons from new poor collision issues and ugly temporal AA making everything incredibly distasteful to see to the inclusion of so many worthless and harmful breakable walls, but "dull and repetitive" sums up the rest of my feelings.

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • I mean, it really shouldn't be up for debate, but for some reason the devs ignored why the community was asking and essentially told us, "No, thanks" just like we had asked if the devs wanted cream with that coffee. That lack of awareness and appropriate response did nothing to address the community's concerns.

  • again, another issue with SWF comms more so than OoO (even though OoO is still an enabler of the issue).


    Honestly, I don't think solo survivor gameplay and SWF gameplay can ever be truly made similar enough in the same gamemode while still keeping the atmosphere that makes DbD what it is, which is somewhat disappointing.

    However, if somehow DbD miraculously incorporated Among-Us style rules on voice chat use, then I would be behind that mentality shift. How would this be done, when, and in what way? I have no idea. Idk if it could even make sense. This is just a stray cloud from a brainstorm.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711540#Comment_1711540

    No, no. Y'all have me convinced. I'm gonna abuse whatever broken ######### this game has and be toxic about it if I can, because it's "part of the game"! If I hate these Meyers add-ons so much, I'll just use them myself and stop complaining, because now it's something that benefits me.

    LOL

    this is me when I get annoyed and decide to use iridescent head Huntress and a mori XD

  • The graphics don't look significantly better in the slightest, yes, and the new rigs sure have some strange animation-hit-detection interactions.

    I can agree generally on some things (and disagree on others), but this post should have probably just been in general discussions because it doesn't really add anything feedback-related or suggestion-wise.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711187#Comment_1711187

    I also want those core problems changed. But that won't happen. It just won't, not with these devs. So I'm taking what I can.

    ah....

    yea, I get u.

    but like, I like the add-ons :,(

  • It wasn't shadow nerfed. It was pretty explicitly nerfed around a patch or two ago.

    But fun fact; if you rubber band while hitting a survivor, you don't lose tokens even though the survivor loses a health state.

  • the add-on is so disappointing. It also means I'm more hesitant to level up my killers because I'll be forced to waste bloodpoints for an add-on that I'll never use and can't use in a few months.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1710620#Comment_1710620

    We did get 3 gens done. But the 'counter' to his level 3 you described is a joke. In order to avoid getting insta-moried, you let him instadown you from a locker? Do you see the problem here?

    1. you've (as a group of survivors) let Myers gain an overwhelming power.
    2. You have a sure chance to mitigate its devastation by hopping in a locker when he's near.
    3. You complain about the situation you got yourself into through either A. not looking around attentively enough or B. not treating Myers as a serious threat early enough in the game.

    So, yes, I'm sure many people see the problem: you're blaming the killer and the add-ons for problems other survivors and yourself have created, and you pooh pooh the last saving grace you are given to not be killed upon being found.

    Spoiler Spoiler Warning ▲▼

    Catch 22s like these are all well and good, but catch 22s around generator completion (eg. Pop, Ruin, Trails of Torment, etc. combos) are not. This is because generators are mechanically different from chases and survival techniques.


  • @siren_sorceress said:

    Idk why but a tombstone Myers is the most fun op ability to go up against in dbd. I think we made the last two dc bc we jumped in lockers the whole game lol. It's usually obvious. Kinda hilarious when it gets you by surprise. Out of all the op bs in this game, I'd want to see this one leave the latest

    I wouldn't call it OP necessarily; most of the time I only get two kills or less with an infinite tombstone Myers, and that's in large part because the survivors only have gens to do in the meantime. It can result in some pretty amazing moment tho, both as killer and survivor.

    I had a game recently where a David kept jumping in lockers to avoid being mori'd during the hatch EGC while I kept having him wiggle off to give myself another go at it, and about 3 seconds before the end, he started clicking his flashlight while standing near a locker, but I rounded the jungle gym wall from an unexpected direction and shanked him from behind. It was very entertaining.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1710488#Comment_1710488

    Then change the achievement! It goes without saying! Put 2 and 2 together!

    Hard achievements don't change for games like these due to players already having completed them. Your 2 and 2 seem to be severely lacking, no offense.

  • we have spine chill

  • I don't want to comment here my whole positions, so I'm just going to link what I've already written:

    @Kind_Lemon said:

    Because it seems like the devs are thinking of something unknown update for it (cough that will probably be less fun cough):

    The change

    Any survivor who has wiggled off once previously in a match can be subjected to a memento mori. Cypress is an exception. Numbers of survivors stay the same. Memento mori offerings tremendously decrease the wiggle out bonus given to survivors after being dropped by the killer.

    Edit: brief explanation: the killer, after burning a mori, is severely limited in his/her ability to force a survivor to wiggle off (potentially new reason to use a mori?!). The Ebony Memento Mori has both the hooking stipulation and the wiggling off stipulation while the Ivory only has the latter. The Cypress can still only be used on the last survivor regardless of anything else.

    Why?

    A memento mori now serves to make up the difference between survivors doing over-the-top well and the killer getting hooks. A Memento mori can no longer be used to shorten the length of a match, since wiggling off inherently elongates the match (in the survivors' favor) similarly to how a hook elongates the match.

    How it affects challenges, dailies, etc.:

    Killers can still try to ensure a wiggle off isn't entirely detrimental, perhaps choosing to try a playstyle that allows the killer to chase after survivors while carrying someone or perhaps playing dumb to a flashlight or pallet save to fool survivors into hastening their own demise. This change doesn't affect the game negatively, since forcing a wiggle off without survivor interaction is made more difficult when the killer burns this offering, and that's the only scenario where this could be abused.

    #PTBplz

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709287#Comment_1709287

    Ah, yhea I would agree with that. Matheu (idk how to spell his name) only brought light to some certain issues after he got bullied by a swf as I recall.

    I love sharing this video, and I'm so glad you gave me a chance to do so, even though it seems like you've seen it already.

    https://youtu.be/R98e-Y4Lu8w


  • np; I do wish there were some more cosmetics (not necessarily so radically different, however) for licensed characters, haha.

  • @God_Prof said:

    So, as you know, it comes from the basekit of Myers is based on "stalk" but not personal stalk like ghostface. This one features that evryone of your team could influence to His power.

    So, What it mean? The basekit of this game influence each other and can't avoid blaming team's potatoes. It comes same not only Myers but also oni. Not only particular killer characters but comes all same. But it just bring bigger effect on some build, such as Tombstone.

    SO THE POINT IS , here comes the real right solution. You may have complains about your teammates, who get matched with you. So we need to adjust rank matching system, that properly evaluate skill. So it prevent you from suffering with potatoes.

    oops, hadn't realized someone else commented the same thing lol.

    I agree +1 upvote

  • @ALostPuppy said:

    You clearly don't play much Huntress because tombstone isn't even close in effectiveness to iri head and infantry belt. I'll only agree that tombstone piece needs to be nerfed or removed because that add-on is legitimately busted. You get no movement speed penalty and can insta kill up to 2 survivors in virtually no time at all if you combine in with J. Myers' memorial? Hell naw, this add-on seriously needs to be removed. The full Tombstone is fine though imo. Just take the insta Mori and move on, or let the man get the achievement. If your teammates fed him that's their fault, not the fault of the add-on. You are a team of 4 after all (emphasis on the word 'team'). Is it fun to go against? Not really. But you almost never see a tombstone Myers and frankly I'd rather be insta-killed by the big Chad himself than go against yet another Deathslinger or Freddy at this point.

    It seems like the greater problem here are the speed increase to stalking add-ons and not the tombstone, and I would argue (as perhaps would many others) that the stalking speed add-ons are the add-ons that have issues. The other add-ons (tombstone, infinite tier III) only become an issue when looping goes on for a long time and the killer has more of an incentive to get the add-ons to activate than hook survivors normally, which shows how the game has glaring issues that are not due to the add-ons and it's good that these add-ons highlight that.

    @danielmaster87 I'll direct you to what I said above to @ALostPuppy , but I'll add that your other survivors being stupid is not really a valid reason to only touch Myers' add-ons. Oni and Plague are two other killers that rely heavily on other survivors making the game harder for survivors not around them, but for all killers, survivor teammates can severely impact the fairness of the trial and the outcomes. That's an issue with matchmaking and ranks and not an issue with the add-ons.

    By doing what you're doing with this advocacy, you're ignoring the larger, more pressing issues, and encouraging the devs to not go through and do the hard work to balance the core of the game but instead change a few values on one specific add-on on one killer and call it a day.

  • @Sonzaishinai said:

    Exclusively not for you

    haha, good one. Wish I could give you a lol, but that button doesn't exist anymore, so have this comment.

  • Deathslinger's gun fire doesn't make me scared; it makes me sigh in exasperation.

    But for some reason, I, too, have noticed wonky ranks recently, with my lobbies being filled with green ranked survivors rather than the red ranks I'm used to. And that means I'm ranking up, which isn't a good thing because I'm not mentally prepared on most killers to face off against the red ranked survivors I do get.

  • @BugsGalore said:

    I can already hear the dev stream response now:

    "Statistics show that players who run this perk have a perfect balance between kills and escapes, so we see no need to make any changes to this perk."

    Their "personal gut feelings" will probably override that.

  • Missed opportunity with the discussion title, not quoting "just a little bit" (Monto).

    And also, no.

    You do realize that this encourages tunneling a single survivor to make sure that everyone else's gen progress is slowed? And also, it's already painful enough with the kinds of builds out there to slow down gens unnecessarily to have to repair the same gen over and over again. It's the whole downward spiral of doom, and we should seek to limit the extremes not create them.

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