Laluzi
Laluzi
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- Laluzi
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If I have a friendly game with someone, they're on PC and we have a nice chat, a friend request might get sent and I'll play games with them for the next few days.
The only lasting friendships I've made were with streamers, though. Which makes sense, since there's more of a reason to keep coming back and stay in contact.
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@Lycidas said:
Entity crowns, yes
Blood prestige on ANY cosmetic they already said that it would take too many resources, because they would have to design both the normal and the prestige version of each outfit for every character, every time they release a new outfit
It would be nice to have, but it probably won't happen
The T-Virus effect applies a splatter shader on survivors, and it works fine with every character model and outfit. Blood could be done the same way - though it probably wouldn't look quite as good as the bloody cosmetics are now, because that's deliberately painted on and has room for more detail.
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The penalty needs to come back immediately. People are getting way bolder with disconnects now that they can get away with it. I'm mainly seeing survivors do it, for increasingly petty reasons (lots of 'I don't like how the first 60 seconds of this match went, so I'm getting a new one, cya suckers' type DCs, or 'I'm dead but I'm not giving you the satisfaction of killing me' ones) - and that's a major issue, because a survivor leaving automatically dooms their teammates and screws the killer out of points, a fair game, and possible achievements and challenges. But there's also some killers that are taking advantage of the lack of a DC penalty to bring Franklin's, hit a survivor with an item, and then immediately disconnect to just spite delete people's stuff, and they can get away with this too because there is zero cost to this.
I'm seeing way more DCs on both sides, and it has nothing to do with crashes. Unless people mysteriously crash when things aren't going their way.
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@van9684 said:
Nope. Stop playing so selfish and people don’t dc. Everyone wants to have fun, it’s not just about getting a 4K.
I play like a saint - I don't camp unless someone leads me back to the hook, I don't tunnel and actively avoid the unhooked player, I only slug when I'm planning to leave the survivor there for someone to pick up or if a nearby would-be savior forces me to do it, and most of the time, I don't kill anyone and let everyone walk out after I've had my fun playing tag with them. Most of the kills I get are from survivors suiciding on hook or failing to be rescued, because usually I just swat people on death hook around.
Survivors still DC on me all the time. Get downed before a gen is done? DC. Think that window hit was bullshit? DC. Get downed on death hook and want to spit in the killer's face after a long game of ineffectually taunting them and failing to pull off clever techs? DC. The other day I got Adept Nemesis after a long and fair game and two of the survivors DCed right before I was about to hook them for the final time; wouldn't have gotten the achievement because of their shenanigans denying me iri Devout if I wasn't fresh out of rank reset. Today I had a survivor DC 5 seconds into the game. The only explanation I have is that they spawned in next to one of my fountains and went 'oh hell naw.'
People DC for everything under the sun. It can be related to the killer being an asshat, but ultimately it's the choice of the DCer and reflects more on their temperament than the killer's. I've never deliberately DCed; that doesn't mean I haven't gone up against some obnoxiously scummy killers.
I'm of the mind that DCs should count as kills if the survivor was downed or in chase when the survivor DCed. Otherwise, they shouldn't count. That way, survivors can't screw the killer out of points, challenges, and achievements by spite-quitting when they're about to die, but the killer doesn't get a 4k because steam just refreshed its servers mid-match.
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I'm an emetophobe (barely wrangled and symptomatic anxiety about getting sick, completely unable to deal with the sight or sound of anyone vomiting, and once panicked, fled across an amusement park, and hid in a corner for 30 minutes while my whole family searched for me because my brother pretended to be sick coming off a ride.) But for some reason, Plague doesn't bother me at all. I think it's because the whole thing is so cartoonish. She shoots green slime and neither she nor the survivors make convincing retching sounds; they all sound more like they're going 'bleaaagh' than puking. Changing her sounds to more realistic ones would destroy her for me in a heartbeat.
That said, everyone's got a different threshold for what they're able to tolerate and I totally sympathize for anyone she falls on the 'nope' side of. I wish survivors had a way to communicate that to me - I'd play M1 only with them if only I knew it was a request.
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I did notice a game recently where I had enough points for gold Benevolent and got only bronze. Mostly I've been noticing my pips are really borked - like I'll get a Ruthless game and -1, or Entity Displeased and safety pip.
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On the one hand, I would love being able to go "I will play any map but Raccoon City Police Department this game", or being Trapper and going "Anywhere but Hawkins, thanks", or having a hex build and going "Not Autohaven"... but oof, can you imagine the bloodweb clutter? You already never find green offerings thanks to all of the map selectors being there; this'd just double that problem or create it on a different rarity. I think most people would rather pick a map than pick one map not to go to, especially because most people hate more than one map.
Now, if there was an offering to increase/reduce the chance of getting an indoor or outdoor map? Hell yes. That's broad enough to be worth adding while being impactful enough to matter.
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I prefer having 4 perks by the 10 second mark of the match.
Besides, with what that perk shows me half the time, it may as well be renamed "Depressed Pursuer."
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The problem with shards is that shards, while a free currency, aren't exactly free. Every shard purchase is a purchase that could have been done with Auric Cells instead (the only exception being community contest outfits.) It's why the game doesn't give out shards often and why they're so hard to get in the volumes that let you do anything with them; people with an abundance of shards are less likely to buy auric cells or DLC, and BHVR doesn't want that. They also want you to keep buying new content instead of repeatedly refunding your old content to be able to get the new content for 'free', more or less.
Also, people get tons of free outfits from the rift. You could buy a rift pass for 1000 cells, grind it, get your 1000 cells back, and then get tens of thousands of shards out of the deal and use those to buy different outfits you did want instead of the random rift recolors. I just can't see this as a model that BHVR would willingly adopt when it has so much of an opportunity cost for them.
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Cornland. Even Haddonfuck is preferable. Swamp makes me cry tears of joy if it's after a Coldwind streak. Too bright, too difficult to see scratch marks or auras, too corn.
I might hate RPD more than any of them, but I haven't had a chance to get used to it, so who knows.
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I propose a Kickstarter where we provide Van with the necessary psychological encouragement and/or physical restraints to play killer for once in his life. Stretch goals can include red ranks, clicky clicky tbag squads, and worst yet, a team of survivors that is marginally competent and knows how to run most loops.
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Oof. I'm sorry that happened - players that see they got a new killer in the postgame chat and decide to taunt them for that are absolute scum. Worst of the worst. Unfortunately... this isn't the last time this is going to happen to you. Matchmaking often throws its hands up in the air and gives you whoever, especially when the queue times for the other side are long. It's one of the biggest and most enduring problems with this game. I'd suggest playing killer in the daytime; killer queues are longer then, but I get less horrible rank mismatches.
You will also find groups of high rank survivors that try to exploit matchmaking by inviting one baby ranked survivor in their team and using them to fish out baby ranked killers - so something like three rank 1-4s and a rank 16, hoping to get yellow and brown ranked killers to bully. If you're a very new killer, you should probably avoid teams where all/most of them have DLC survivors wearing paid cosmetics. Those are not going to be newbie survivors.
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2310282#Comment_2310282
so a killer is hindered because of map design, yes thanks for clarifying
Coldwind is a crap map for most killers. If you want a killer's power specifically getting screwed over by a map, look at Billy and indoor maps, or Blight on Rotten Fields, or Trapper on Hawkins. In this clip, you were mainly hindered by your addon, which kept forcing you to reload mid chase in order to have a power. However, you were taking risky shots and praying the Yui would get Huntress Hitbox'd, and you kept running straight into pallets instead of going for a shot at the right time (when the survivor would have no choice but to drop the pallet on you if you M1ed. Not foolproof, but effective. When you do start trying to predict Yui at the pallet in the jungle gym, she's too far away to fall for it; she's not going to predrop against a Huntress) or just bloodlusting and brute forcing it, which wouldn't have taken long.
DBD is not in a death spiral because you got tilted and quit because you couldn't catch a survivor fast enough for your tastes in a game you were already hard winning.
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You're playing a ranged killer who's bad against round loops and high wall loops, and playing her with an addon that only gives her one shot and blatantly hindered you for the entirety of this clip. You were overeager on all of your throws - if you had waited to get closer so they couldn't immediately turn the corner while you were charging, or waited until you could force a pallet drop and threw at that, or just stuck to her and forced the M1 instead of continually dropping chase to reload your single hatchet, you would have gotten her eventually. There were a lot of pallets in that area, but you were exhausting them, and you can play over pallets anyway.
And then you ragequit because the other survivor was able to do a gen, in a situation where there's only two survivors left, both are injured, one is running away from you, and the other still has to do another full gen? Yeah, no, this one's on you.
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@th3 said:
Or maybe just wait 10 seconds to let it close?
Doable when it's just the one survivor there, but you're put into a lose-lose if multiple survivors are in the area and diving for the hatch after the leader opened it. Either you don't close it and they get out, or you do close it and you lose your 3-gen, and you likely only nab one of them while the other opens the gates. OP is right, the way the mechanic works right now is rather stupid. Closing the hatch should only trigger the EGC if there's one survivor remaining.
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I've been bingeing Nemesis for all of my killer games and haven't noticed anything like that. Today's games haven't featured DCs, and yesterday's games' DCs were all very deliberate (right when I was about to death hook a survivor, or right after they got downed.)
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Nowhere near 90%. I like to think I'm pretty neutral and will call out bullshit wherever I see it, on whichever side that may be, and I see a bent towards the killer POV on this forum. Not extreme, but present. It may just be because the forums tend to discuss high level play and treat it as a baseline more than low or medium level play, and high level play is where power shifts away from killers.
That said, when it comes to horribly biased players that have nothing reasonable to say ever- perhaps this is just the lay of the land for the two months I've been on this forum, but I've seen way more insane survivor posters than I have insane killer posters (the type that thinks literally everything the other side can do is OP, it's a conspiracy and BHVR coddles the other side, and everyone who plays the other side is evil and bad and trying to ruin the game for poor [my side]s.) There's a few posters I've pegged as pretty bad on the killer end of things, but most of the off-the-deep-end posters I've encountered as of late are survivors.
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Agreed. So often I get players in postgame chat yelling at each other that it's their fault for cleansing when I barely used Corrupt Purge that match and kept punching out the same players that refused to cleanse with ease. Guys, if you don't want to cleanse, I am very comfortable with that fact, I enjoy you all being noisy one-taps, and I will save my fountain for when I can get several of you at once because now I do not even have to commit to a semblance of a chase, I can just knock you over like dominoes. There's times I'm happy that survivors cleanse and there's times I'm extremely frustrated when they do. "Never cleanse" is an antiquated strategy and one that will harm survivors as often as help them.
Plague's counterplay isn't static. It depends on the map, the perks, what the survivors and killer are good at, and what the survivors and killer have been doing. If the Plague has 0 fountains, sure, don't cleanse. If the Plague has 5 fountains, you run to that last one and shove your face in it posthaste. If it's Lery's, go ham on cleansing, she'll never hit you with Corrupt Purge anyway; if it's Shelter Woods or Rotten Fields, be wary. If she's got Infectious Fright and goes on the warpath with her first fountain, try not to cleanse and split the hell up. It's all about reading the situation.
Cleansing itself isn't a stupid thing to do; rather, you cleanse at stupid times or in stupid places. Cleansing and then saving a sick hooked or slugged survivor? Stupid. Touching an infected gen and running off to the nearest fountain to cleanse before you even get broken? Extremely stupid. Cleansing because everyone else did and she just activated Corrupt Purge? Smart. Cleansing in some useless fountain by the outer walls of the map so that you can mount a BT rescue on several hooked team members that she's guarding? Smart (if you wait for her Corrupt Purge to run out first.)
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2308829#Comment_2308829
We are at the point now where we have to praise them for not taking something away from us now. Lol
I'm not sure where you're getting "we have to praise them" out of BHVR doing damage control over everyone royally freaking the ######### out over a leak that showed a standard item wouldn't behave the way they were supposed to, despite the fact that we had previously seen these cakes miscoded in this exact same way and they got fixed last time, too.
BHVR never stated any intent to make the cakes personal. I see no evidence that this was ever in the plans. Some staff member bungled the coding, copied the wrong item template, or misunderstood what the cakes were supposed to do, a prominent leaker found it, and everyone collectively abandoned their critical thinking skills to go on a mass protest of how BHVR was out to steal Christmas.
There's quite a few things to be angry about at DBD in the current moment, but this was never one of them.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2306597#Comment_2306597
Malicious only takes into account one-hits if you actually hook the Survivor in question. One hit down is +1 point, them being healed is -1 point, while a New Hook Stage is +2 points.
So if you insta-down someone but slug them for one reason or another and the person is picked up off the ground you're net 0 (because going from Dying to Injured counts) and then you're actually -1 over all if they go back to Healthy before you get back to them.
So T3 Myers is kinda punished for not taking the time to hook someone he downs right away and instead trying to make the most out of his ability. Bubba and Billy are not hit as hard but if you catch two or three Survivors in a bad spot it's really tempting to down one and go for the other(s). Plague is indeed hurt a bit more in the Chaser emblem but also gets hurt in Malicious as well if she's not hooking to try and make the best use out of a Corrupt Purge.
So, yeah, the take away there is to not play any insta-down Killer of you're chasing Iridescent Emblems.
Oof, I didn't realize that was the case. I knew there was a health state skipped in the process of coming off the hook, but I was under the impression Malicious filed 2 points for instadowns/grabs, not just the one. That does explain how Malicious so often creates net negatives, though.
That just makes it all the more absurd, honestly. What is the point of Malicious when the only points you can get that won't be erased (or worse, erased and then some) are either hook states or the damage people keep on their way out the door? It's just a clone of Devout that cares more about the number of hook stages than the number of survivors killed. The amount of damage you inflict on survivors over the course of the game has very little to do with it, despite the description.
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S-tier killers need mobility. Clown's already a god in 1v1; if I wanted to make him S-tier, I'd make his bottles separate (so he has 4 yellows and 4 purples, though he reloads them all at once for the same time cost. Addons add their amount to each inventory, so gin bottle = 6 yellows and 6 purples.) Then I'd make his yellow gas give a drastically higher speed boost, like Sprint Burst speed.
This would just make him more of a god in 1v1, but you don't get in S-tier by being balanced.
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I only got to play on the map twice before it was disabled. Both games went on for ages and I didn't escape either of them; first game failed because nobody could find any of the last three gens, second failed because a player couldn't figure out how to reach some of the upstairs hooks and I and someone else died on first/second hook.
I'd be happy if I never got this achievement if that meant the map stayed disabled forever.
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Killer bot is trying his best. His best isn't very good, but he's trying his best.
(They should probably program him not to swing endlessly at a window that you're standing on the other side of. That, or change his chase music into Yakkety Sax.)
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I'm not even convinced it was ever supposed to be non-stackable. People were flipping their lids over an obvious error (probably one caused from trying to implement whatever the secret personal effect is.) It is nice that they're giving an official statement, though!
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I just resign myself to sneaking in bits and pieces per match. Maybe Midwich or Game offerings to speed it up. But I had enough of being committedly useless when there was a 60s in one match challenge back in tome 3. Getting that was hell and I am not doing it again unless I absolutely have to.
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As killer, BBQ and Ruin. I'm fine subbing BBQ's tracking effect for other perks like Discordance or Surveillance, but bloodpoints, man. I hate playing without Ruin and can't make myself like Pop as a more reliable substitute. Playing without STBFL also feels bad, but I'm a little less addicted to it.
As survivor, We'll Make It. Being able to out-heal a killer coming back to a hook is fantastic and this perk never leaves my builds.
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Knew it'd be a bug. Interested about this talk of secret effects, though! (inb4 it's 'you spawn right next to the killer, wearing gift wrap')
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She's not underpowered at all. She just requires a lot of decisionmaking. Learning how to use her shots takes some skill (shooting over structures or through gaps is the strongest and most skilled thing you can do with it; otherwise it's just learning her distance and when to wiggle the mouse), but you really need to know when to act - when to infect people, when to take your power, what to do with your power when you take it, et cetera. There are drawbacks; committing too hard to an M2 or an M1 can extend a chase when the other method would have been quicker, infecting players too much can reset your fountains, going for your power at the wrong time or wrong place can let the survivor you're chasing get away/can waste enough time to let survivors finish a gen/can waste enough time to let survivors reposition and you don't know where any of them are anymore, and Corrupt Purge gets its best use if you're harassing several survivors with it, not just one, so taking a really nicely located fountain and only getting one survivor with it isn't a good trade. Even if you down an uninfected survivor and puke on them on the hook - which is more important right now, getting a fountain or forcing the survivor to heal manually? Especially when some or most of his teammates can't heal him without getting him sick? Sometimes you're better off not doing it.
Plague's strong, but you have to be flexible and ready to deal with many different scenarios for each match depending on how the survivors play. I'd recommend Discordance for people starting out with her to get a handle on how and when you should be using Corrupt Purge.
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I mean, yeah, but on the flipside, I would have hated getting the other two rituals on that screenshot because they barely offered any reward at all. (Be chased for 2 seconds? Whuh?)
I'd be down for it if the shorter ones didn't get brought back with them, but I'm also perfectly content with the way rituals are.
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World's greatest mysteries.
With Huntress, it makes sense because she can chuck a whole health state at you from across the map. Trickster can get 1/8, 2/8 of a health state before you become very aware that he is after you and start running. He can't really do anything meaningful to you without you predicting it, so it makes no sense that he gives you the extra warning. It just serves to hamper a killer who's already really disadvantaged.
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I would have agreed that this was overly oppressive a few months ago, but Wraith is in such a good spot right now that I can't bring myself to complain about this. There aren't a lot of defenses to a Wraith uncloaking on top of you, especially when one of the things that makes Wraith oppressive is his ability to zoom straight back to you after you stun him or lose him. I'm pretty okay with it. Flashbangs do produce a distinctive sound cue, and the Wraith can avoid it by ending the uncloak and stepping back instead of continuing to advance on the survivor.
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It'd be funny using a moonlight offering now that we have sunlight maps.
I wish we had more offering variety for altering the maps, but on the other hand, I suspect most things would end up never-used like the ones we do have.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/2175181#Comment_2175181
In the old days Gatekeeper used to still give you progress as long as gens weren't done.
Like, for the entire match. This was a "problem" (Although I agree with the reasoning) because there was many games where the survivors would blow through 4 gens quickly, but the killer stiff-arms them with a nasty 3-gen at the end, (Typically, a Doctor.) and they can't pop the final gen, and the match lasts like an hour. Iri gatekeeper.
Basically gatekeeper was too easy to get iri on, but I dislike the new system because it's very heavily influenced on the early-game, where gen defense is the hardest, and once you "fall behind" the game's expectations for gen defense there's no real way to recover the emblem even if you wind up defending a 3-gen against 4 survivors while coming out on top.
Also the other emblems have issues as other people mentioned. I forgot exactly but one emblem gives you points for HITS on survivors, yet you get penalized for them healing, meaning a one-hit like BIlly's chainsaw (+1 point) and the survivor recovers and heals completely (so -2 points) docks the killer a point he can never get back. Plague is also unfairly punished since IIRC infecting survivors with vile purge and they cleanse also docks points.
I'm not 100% on this, but I believe Myers tombstoning someone also counts as them losing a chase, since the survivor "Escapes" during the tombstone animation, and I'm pretty sure the actual transition from Alive to Dead once the animation is over with doesn't count as a hit either. I know Myers can tombstone all 4 survivors and depip over it.
Huh, interesting about Gatekeeper. If I'm honest, though, the player that holds a 3gen for 30 minutes should get iri Gatekeeper. They kept those gates damn shut. It makes more sense than a Trapper barely getting gold gatekeeper even though he 4ked at one gen left because he was too busy setting up to defend the first three gens.
Malicious emblems do account for double damage states, actually; it's Chaser that suffers for instadowns because you only get half as many chases. Plague doesn't have a great Malicious game because survivors can recover health states so easily against her and killers lose more points for heals than they gain for damage, but she suffers more in Chaser because survivors being one-taps earns less points than survivors having two health states each chase. Also, yes, sickness damage doesn't count as a won chase or a damage state via Malicious. Legion has the strongest Malicious game, because deep wound hits are persistent - mending doesn't count as a heal.
Myers tombstoning people is all kinds of weird as far as interactions go - it doesn't count as a hostile interaction, no PWYF stacks lost. But you'd probably depip even if it did register properly for Chaser and Malicious. 4 chases total, 8 stages of damage, no hook states, gold Devout because you didn't 9-hook.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2306500#Comment_2306500
I.. I'm surprised. For PS4, we got Nurse, Hag, Doctor, and Huntress for absolutely free
Meanwhile, on PC, you get Nurse and Huntress but not Hag and Doctor. It's all very bizarre.
I've never understood their unwillingness to do double BP events. It's not like BP cuts into revenue in the slightest (while iridescent shards actually can.) And the grind has definitely bloated over the years.
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I'm eagerly awaiting the day she gets her own music - her, Wraith, and Huntress are the ones I'm most looking forward to.
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Same. I'll leave players freshly off the hook alone if their rescuer was foolhardy enough to lead me back to the hook or not allow me to leave, but if they get up in my face and try to prevent me from going after their unhooker... I mean. Aight then. You asked for it.
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Countering Plague depends on both your team's strengths and the killer's strengths. Both situations benefit the killer, so you have to pick the one that fits their playstyle less.
Cleanse if:
-You and most of your team are bad loopers and get caught out of position easily
-The Plague is very good at M1 chases
-The Plague has fountains and doesn't seem to be using them much
-The Plague, once she gets Corrupt Purge, tends to focus on chasing one survivor with it
-Other players have started cleansing en masse and you can reset her fountains
-You are in an indoor map where you can avoid long corridors and constantly duck around walls (Lery's, The Game, etc)
-It's endgame. Always cleanse at the endgame unless you think you can open the gate before she'll reach you.
Don't cleanse if:
-The Plague is very aggressive about using her fountains and targets multiple survivors when she has Corrupt Purge
-The Plague is very good at hitting her shots, knows how to shoot over structures, etc
-The Plague is a slugger
-The map is extremely open and most loops you can access are low-wall loops
-The Plague doesn't seem very good at M1 chases and the gens you're working on are near strong structures
-Your teammates are also not cleansing and she currently has only one or no fountains
Weigh the factors and choose which is the right strategy for this game.
In addition, unless you're trying to reset her fountains, cleanse in bad locations for her - by gens that are already done, in corners of the map or along the walls. Avoid cleansing in central areas or next to critical gens (ex, cleansing next to the chalet gen in Ormond is a prime example of a very stupid cleanse choice that will screw your team over down the line.)
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Rudimentarily, but nobody has any idea what the other players are doing or want to happen, so it's not very effective. One player's idea of helping is often another player's "oh, god, for the love of Clown's luscious man gut, stop!"
And then you get teammates that are just entirely uninterested in anyone else's survival.
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Every other game. Either survivors ragequit the first time they go down, or they ragequit right before they're about to die. Yesterday I had a David ragequit right before I was about to bring him to the gates and let him go for leading me on a merry chase. I just managed to get adept Nemesis a few minutes ago despite two survivors RQing on death hook, though they did rob me of iri Devout because of it.
Also had killers DC when running Lethal Pursuer, which I assume means they didn't like where survivors spawned.
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@MadLordJack said:
Yep. Plus, Surveillance is bugged.
I think they fixed that bug a patch or two ago, if you're talking about the one where Surveillance would turn the gen yellow when it regressed to 0%.
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All the time. Reloading at a locker and a Kate is screeching bloody murder in my face. Wandering from gen to gen and suddenly there's a pallet on my head and a Claudette taking off into the distance. Going over to kick a gen and the locker next to it explodes into a Head On Dwight yelling a war cry.
Not to mention the real fear when you follow a loud noise notification and find a crow congregation headbanging at a trash fire or the like.
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Disappointed, because I wanted to see events more like the old Howling Grounds or Summer BBQ, but I've never been around for an anniversary event before, so there's still an element of novelty for me that doesn't exist for anyone who's been here before.
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I'm a leather jacket Pig. I switch up my targets and generally ignore trapped players unless they decide to sit on boxes right in front of me; they're my lowest priority targets, but still targets. When I have two hooks on you, I'll try to get you to boop my snoot, and if you don't, I'll knock you over and then oink at you before moving on.
I play leather jacket because she's the best at sneaking, and I like jumpscares. Also because leather is cool. #endthestereotyping
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@Quake said:
I get it that all people are different.
Why should everyone treat gay people though as special snowflakes i really dont get.....
You got your recognition in the 21 century....
What more do you people want?
Most people don't want to be treated as special snowflakes. Most people want to be treated as normal. That involves having exposure in media - both to be able to relate to people like you instead of seeing an endless stream of characters that never reflect you, and for people outside the LGBTQ+ sphere to become more comfortable/normalized with the concept by seeing enough of it to the point where they don't mentally categorize it as something different and alien.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2305640#Comment_2305640
"a dozen people have come in to dispute the fact that there should be one which is reprehensible."
Language like this is the problem.
As a gay person, I do not want a flamboyant stereotype added to the game just to tick a box under the illusion that I am somehow represented by this caricature and am now satisfied.
Gay people are normal people, just like all of the existing survivors, of which many could be LGBT+ already.
Do not tell me my valid opinions are "reprehensible". Do not attempt to speak for all LGBT+ people with your narrow views.
I'm also of this school of thought, and I'd prefer that existing characters got confirmed as LGBTQ+ rather than assuming they're all cishet and then launching an overt pride character of which pride is the focus of the character. I like my representation to feel natural - identity is only an aspect of who a person is, not their entire personality and life story. I'm not opposed to a new character - I want there to be one, definitely - but I'm worried it won't be done tastefully and that they might end up being a token sort of thing. A caricature to tick a box, like you said.
OTOH, some people prefer the really loud and aggressive kind of representation and think the subtle kind isn't enough commitment. One character will never please everyone.
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Whether DBD passed or flopped on pride month, I'm a little baffled that anyone expected a LGBTQ+ character to be dropped this month. Characters are a massive workload to implement (they need 3 balanced perk ideas, voice casting, modelling, meshes and animations, and a host of clothes available), and they were already producing a chapter this month - a chapter with 2 survivors as well as the usual killer, not to mention that it was the much-vaunted Resident Evil chapter and they wouldn't exactly have any resources to spare with wanting to get this one right. (Obviously that didn't work out, but that just means all hands are on deck with bugfixes right now rather than new content.) And that's in addition to all assets they had to make for the upcoming anniversary event.
Add in that they're doubtless working on the next Rift at this point, and yeah. There was no way they would have been able to squeeze a character in there unless they had been planned and completed very far in advance.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2303188#Comment_2303188
Keys exist.
Your argument is invalid.
I don't really understand how that invalidates anything I said. I said that keys are broken and need to go. Unless you're taking umbrage to moris being worse than keys?
Moris let a killer basically end the game immediately and get a 4k as long as they could catch someone within, like, the first 2 and a half minutes of the game. That's... not asking a lot, despite your efforts to paint the contrary. The game is designed for the killer to be able to do this numerous times across the span of an average match and failing to do so indicates a massive skill disparity somewhere; getting a hook isn't that hard unless all 4 survivors are several thousand hour gods or using exploits. From there you just had to proxy and go straight back for the hooked survivor, and you had a 3-man game absurdly early on, with none of the usual tunneling protections applied. 3 survivors at 4-5 gens is a doomed game unless the killer is actually terrible.
Also, you're claiming the long mori animation is somehow significant here? You've got to be kidding me. It's the average pick-up-and-walk-to-a-hook length, with none of the Decisive Strike-ability (because DS was religiously used back when 1-hook moris were a thing.)
If a key lets all 4 survivors escape, and you didn't have a noed/bloodwarden/endgame build, you already lost that game. That means all the gens got done and you didn't manage to kill anyone; you were probably going to get a 4e anyway, maybe a 1k if you nabbed someone and managed to defend them or hook trade. The real issue with keys is 3-man escapes, because they let the survivors nope out during a 3-gen and the point in the match where the killer has the most pressure and has the smallest area to patrol. A 3-man 3-gen is a very powerful setup, and something the killer was working towards all game, and keys can turn that guaranteed 4k into a 1k3e because it's impossible for the killer to guard both the hatch and the gens with the hatch's instant activation, and the killer can't do anything to seal the hatch in advance. That's horribly busted, and I'm very frustrated that BHVR refuses to address this and keeps going "soon (tm)" when asked about a fix, but at least they break the game towards the end instead of right at the beginning, meaning a modicum more counterplay exists to them (the option of ending the game before they come into play - pull out all the stops, tunnel someone out early to slow down gens, then see if you can slug two people and go for the third. The counterplay to moris was pretty much 'don't get caught.')
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/260560/dead-by-daylight-needs-a-none-rank-mode
Killers would still play toxic without a rank. The draw to killer players is a sense of control. To feel empowered in a video game while taking out their anger on other people. There is no cure for that.
You complained earlier that people write off your posts as bait, and yet I'm unsure how you expect people to take you seriously as an unbiased, fair contributor when you make posts like this, claiming everyone who plays a side of a game has psychological issues and does it for the express purpose of venting their rage onto innocent bystanders.
Like, what?
To answer the OP, I like the idea, but I get the feeling it'd end up primarily populated by red ranks. You'd pick non-ranked matches if you wanted to escape your rank and didn't like the players it was pairing you against. For most people, that's going to be because matches are too hard, not too easy. There isn't much reason for a rank 16 to pick non-ranked matches over ranked matches when non-ranked matches are going to give him harder, more frustrating matches than ranked - unless the rank 16 is actually a rank 1 who just hasn't played for a few months and doesn't want potato games. But the number of players who want easier matches than ranking gives them is pretty drastically outweighed by the number of players who want harder matches than ranking gives them, on both sides. Survivors generally prefer killers they can fancily outplay and escape with a shitton of bloodpoints, and killers generally prefer survivors they can slaughter without having to use much of their brain.
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Yes, due to all the crashes and instability. The ensuing behavior in everyone's games is a phenomenal argument for why the DC penalty exists.
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@Mysticwarriormj said:
https://forum.deadbydaylight.com/en/discussion/comment/2303964#Comment_2303964
He never said anything about it being the basement chest.
Chest defender Bubba is when you go in the basement, usually Insidious'd, and sit there all match until a survivor inevitably comes down hoping to plunder a free item off the afk killer game.