LastShoe
LastShoe
About
- Username
- LastShoe
- Joined
- Visits
- 1,159
- Last Active
Comments
-
Ok, before you suggest new killers, you should really play for some time to find out how the game works. Making perks that are part of the killer's power wont work.
Also, disguise ability will be always trash in DbD.
-
Won't happen because devs wont be able to hit it.
-
Devs don't care to such a degree, that they will just reccomend you to play something else, while waiting for a ban to lift...
-
When i doubt ask yourself this question:
Does it give you an adventage over a person that is not using it?
If the answer is yes, it is bannable.
-
Once we had a situation, a person on the ground killer standing on this person. It was clear he has bloodwarden... the 2nd survivor opened the gate as soon as i left it... so yeah...
-
Guys... could you state which one when it comes to the twins. Don't they have 2 mori animations?
-
@TheWarNung said:
Yeah. Old BNPs would do that. Old insta-heals would do that as well. You could instantly gain back a health state in the middle of a chase.
This was 4 years back when the game looked very VERY different. And even then the devs nerfed them pretty quickly. As I recall back in those days the killer shack had 2 windows and when people called it an infinite loop they were not speaking metaphorically. If a survivor ran there and played it well you literally could not catch them unless you were playing Trapper.
"Played well" You mean standing near the window and just press spacebar once in a while?
-
If you master the trianglenoggin you can score hits througth walls by understanding, where survivor will be at the moment.
Also, get im all ears for the pyramid head, it's amazing.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1957897#Comment_1957897
He was buffed lol, you're not wrong. Clown now has a faster reload and an additional bottle type that speeds up any player that goes through it. He can use this to traverse the map more quickly, bait survivors into unsafe areas, mindgame them into thinking he's coming from a different direction than he actually is, etc. His add-ons are still extremely good, and I wouldn't even say they were nerfed on the whole. He lost his exhaustion add-on, but his add-ons are better over the whole range now and he has some cool new ones, such as getting aura reading on people who run through his clouds. He still has Redhead's Pinky Finger too, somehow.
As for OoO, someone else might answer this, but the devs have proposed changes for it - it hasn't been changed yet. Here are some details: https://forum.deadbydaylight.com/en/discussion/224303/feedback-on-proposal-for-object-of-obsession/p1
The only good thing about him is faster reload, which isn't really important because you never reload unless survivor is cornered or he is on the hook.
New yellow gas, it's bad. Not because it's bad in itself, but because it doesen't adress any of the clown issues. You can't really use it for map traversal becaue of its long activation time and it still have a cost of one bottle.
So it's the best used on the loop to get this 10% speed, while slowing down survivor with normal tonic. Thanks to that you can force survivors to throw pallets faster... excatly the same thing that clown always done, but with a twist. Now you need 2 bottles because he lost one of his best cheap addons (vol 10%), that increased hindered status duration... now you are only left with vol 15% (purple :/) and bleach.
They also butchered make up kit.
Cigar box was changed from an addon that allows you to spread gas on a whole loop, to an aura reading of 16m, that is good only against survivors, who sneak hard... but 1, you already have to know they are there, 2 they usually either hide terribly or use sprint burst... exhaustion addons could be useful in that scenario.
And because of an old buff, that changed how throw cooldown works (buff) now he only has a few addons that do much.
"He still has Redhead's Pinky Finger too, somehow."
If they removed it, he would lost everything that makes him viable on better ranks
TL:DR
- Reload speed increased +
- Addons nerfed -
- New tonic that you really shouldn't use
If they make antidote use separate bottles, that are reloaded together with the main power, it will be better, but still not great. They should really remove an activation time, they added it to avoid using it on loops... but quess what... it's the best use that you have with them thanks to exactly that.
-
Survivors have new buggy and bad animations.
New hud is terrible when you are playing killer.
Clown was nerfed (very minor buff with bottles and terrible nerf with addons)
OoO is going to be changed, same with DS
They added a new tile (greenhouse), oryginally it didn't have collision for the killer.
Game has a terrible desync right now
-
Huntress and Pat... you should know why.
-
Well, it would be amazing... but hud and animations are what people will see on steam store page, so they are more important.
-
@Shaped said:
She is just dead inside.
Soon entity will throw her in the void, where all the empty husks go.
-
@scenekiller said:
Struggle phase definitely needs to be reworked, but
"Ideally, anyone who dies within the first few minutes of the game would receive the same punishment as someone who disconnects"
This would be beyond abuseable on the killer's end and is just not a productive idea lol
No, we have enough threads about the tunneling and hook farming without BT, it will only escalate... not to mention an uprising of countless trolls sandbagging their teammates so they will get banned...
-
@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1953920#Comment_1953920
If suddenly, 4 survivors are searching for totems to cleanse because of Devour Hope (because if the surv are solo, everyone will search), if they have the same information than SWF, totems are flying I was and am a fan of Undying/Ruin/Retribution, or Undying/Devour/Retribution/Haunted Grounds, and I had several games facing SWF where the team, in a minute, cleanse 4 totems, that's crazy.
And making solo survivors as effective as swf will force Behaviour to buff hexes/totems in some way. Just as build in voice comm, that will make survivors way more powerful at first, but will force killer buffs
-
"I think itd be pretty cool to have an alt universe type of thing with surviving killers or murderous survivors"
Isn't it already happening with full head on, flashlights squads?
-
@DoomedMind said:
Yeah that's true, but I admit as a killer main (even if I play a lot survivor), I'm not sure if I want survivor perks which would bring SWF advantages to exist, because SWF is actually painful to face :/
They are painflu to face because game is more balanced around solo survivors, if solos get the adventages of swf, that means killers will be more powerful against swf
@DoomedMind said:
It won't be aggravating, but there I'm sure it would be too powerful, 16m aura reading to see broken totems aura is sooo much !
If you see directly every broken auras, it's a little bit brain dead, you juste have to go to zone where you don't see any aura and the sound cues from Small Game would do the rest, too powerful because you gain an immense amount of time just because you have that perk, without doing anything. Hexes are supposed to be super strong, even when the killer faces maps and Detective Hunch (detective hunch requires to do objective, and the aura reading isn't permanent, and the map you use it in exchange of map consumption, always with range, so Small Game showing broken totems in the entire map would totally override the map and Detective Hunch).
Or, for each totem you cleanse, you gain 4 meters, or 8 I don't know, of aura reading ! That could be an idea !
SWF does exactly that and still... it won't be too powerful when compared to: sprint burst/dead hard, ds, bt, spine chill, soul guard, medkits, toolboxes, red maps, detectives hunch.
Yea, it sounds powerful, but what does it do? It informs you that in certain place there was a totem and now think... how often survivors cleanse totems? Not really often and if they do, it's usually one person running around or nancy charging inner strength. So most of the time this will have no effect and when it will, it will be as powerful as someone saying on voice comms: ive cleansed the totem by the shack.
-
@DoomedMind said:
That's damn good really, but keep the current effect PLUS that would be crazy. I don't want to carry maps to search totems and Detective Hunch is a teachable perk from a licensed survivor, and I want so much something efficient to search totems !
Maybe it would be broken so reduced aura reading by 4 (so you see auras from 12 meters) is a nice idea, and adding to it Open-Handed from Ace (which was just buffed) would be amazing, and probably changing the meta
Man... it wouldn't be broken at all. I would even argue that map wide broken totem aura reading wouldn't be broken.
-
@En3ermost said:
[This comment will appear after it is approved by a moderator]
[This comment isn't available in your country]
-
@DontNerf said:
As the title says im wandering what everyone's hopes are for the next chapter original or licensed.
Personally i really hope we get a Xenomorph but i sadly doubt that will ever happen.
For long time i wanted a pirate or a viking... now i only hope for a killer, that won't be broken as hell...
-
While weare at it maybe also give some bonuses to prestiging? Like increased bp gain (like 10% per prestige lvl more on prestiged character or 1% overall for each prestige lvl on any character) or cheaper things in bloodweb, like -500 bp price per prestige lvl.
-
Remove this effect of notifying the survivor ]:)... it will be better than throwing stones at them.
-
@GrimReaperJr1232 said:
Having more than 1 Legion would mean completely reworking Legion's entire customization system, as well as changing currently existing cosmetics, some of which were paid for.
Furthermore, trying to swap between 4 people would be a nightmare. I mean, can you imagine how much of a hassle that would be to track, not to mention the button configuration.
Even then, this change doesn't really address any of Legion's issues. That being a poor 1v1 chase when it comes to downing survivors. It's very gimmicky, and would mean transforming Legion into an entirely different killer, something that was only done to Freddy, and many Old Freddy mains hate the New Freddy because it's not the killer they spent countless hours into. A similar thing would happen to current fans of Legion, something that should be avoided however possible.
I wouldn't say poor 1v1 chase, i mean... you will be almost always chasing an injured person, so it's a better chase than clown or pig (yep, she is stealth killer, but let's face it... you won't get a hit with her power as often as with legion)... so i would say, his chase is medium... standard 115% killer, that needs only 1 hit for a down.
-
Let's face it, they nerfed him... who is going to be nerfed next? Pig?
-
Yea, remove all the difference between good and bad survivors... its soo good in competetive games to do so.
Imagine chess, where both players have an AI, that gives them the best move... then it's truly a fair game.
-
@JetTheWaffleCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1946234#Comment_1946234
I remember seeing comments about desync since the PTB but it was all assumed to just be dedicated servers. It's something that completely that went under the radar.
So much stuff managed to get more bugged after a week of extra work. I hope the hotfixes start coming hella soon.
Give them a month or two... and give them a moment to post a notice that crawling on unreachable spots while downed is bannable.
-
@galeonline said:
Background: I've played off and on for several years, killer main, branching out to survivor in recent months. My killer rank is 1-2 when pushing and I find that it is very easy to achieve and maintain those ranks without intentional tunneling or camping. My survivor rank peaked at 11 and has been slowly decaying as a result of solo queues and the extreme amount of killers that tunnel and camp.
Issue 1: A generous estimate is that 4 out of 5 of my matches involve a killer that tunnels and camps. Often this is done very intentionally via face camping, passing other survivors to hit the freshly unhooked survivor, and even attempting to body block the basement entrance and down everyone possible after camping/tunneling. So many games are decided in the first 1-2 minutes that often it is difficult to enjoy survivor gameplay at all.
Issue 2: The proposed solution is survivors must use their 4 perk slots to counter camping/tunneling. As the issue is so extreme you are going to need 3-4 staple perks just to have a chance against the campers/tunnelers. The grim reality however is that even doing that you are likely still unable to enjoy the game with randoms because many of them do not possess the required perks or the skill level required to break past these extremely toxic killers. Additionally, what is the point of even having perks if we're forced to use them to counter gameplay that is largely deemed toxic and completely ruins the fun of the game? The choice is made for us.
Suggestion 1: Hire someone to fix this. It is not the community's job to fix your game. This needs to be taken seriously and if the dev team does not currently have solutions or hesitates to act on the issue they need to find someone who will. If you value your game, your creation, at all and feel any sense of passion or interest in the longevity of the game I cannot fathom how you would not want to quickly and decisively deal with toxicity and promote enjoyable gameplay for all players for years to come.
Suggestion 2: Stop forcing survivors to pick perks to counter gameplay that shouldn't even be allowed to begin with. Pull some of the perks out and make them passives that all survivors have in order to counter this sort of gameplay. Continue balancing from there as you do now but avoid making perks that counter unacceptable gameplay.
Suggestion 3: Stop awarding killers so many points for killing survivors. The matches where a killer tunnels and face camps all match long ends with them ranking up and receiving a ton of blood points. You are sending the wrong message so of course this sort of gameplay will continue for the foreseeable future.
Suggestion 4: Implement voice chat, its time, stop pretending that it isn't a thing or isn't needed. The gap between solo and group survivor play needs to be removed as much as possible so that you no longer need to factor in SWF when making changes/updates to the game. Doing this now will make your work easier in the long run.
Longevity: If I'm having this much trouble and finding that most solo survivor games are unenjoyable how must other new survivors feel? If they spend 5-10 minutes in queue only to be tunneled and face camped for 3 straight games, do you think they will leave you a positive review? Do you think they will purchase Auric Cells or DLC? Do you think they will keep playing? Even if you don't give a crap about us, from a business perspective, surely you can see how this cannot be allowed to continue, right?
Suggestion 1: They are too lazy to do so, so they are like "It's not an issue"
Suggestion 2: There are so many things on both sides that needs changes... but it's easier to give a bandage perks on new killers/survivors.
Suggestion 3: It doesent work like that if killer runs B&C, good perk as initiative to prevent tunneling... behind a paywall.
Suggestion 4: It requires work... and testing... easier to say that the game is not intented for a voicechat.
https://www.youtube.com/watch?v=x8wjE_Eo2Kg -
@JetTheWaffleCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1946218#Comment_1946218
Yeah I think you're right, but still, I don't think it would've hurt to put a few maze tiles upstairs or something. Mindgaming on this map isn't really an option since a lot of the god loops, plus some of them can been seen over now.
Just wish they put more mindgame potential on the map that doesn't have a lot of mindgaming to begin with. : (
Eeeeh, too much work that actually needs thinking, better to just make new UI and animations.
I bet they wanted to have a certain number of pallets, but something didnt work and they didnt bother to test it, too much work.
I just can't believe they test stuff with new desync, lack of collision in new greenhouse, lack of some animations, broken bus and so much more.
-
@Lukeishness said:
Yes, there are a lot of issues with this patch that need to be addressed, but I gotta ask why the changes to hair physics? The pink hair for Nea was basically the last one that had movement to it and now with this latest patch its been taken out and looks unnaturally stiff. This happened to the same green hair for her and our boy Jeff's hair as well. I kinda want to get a refund on those cosmetics cuz they just look awful now.
Probably forgot to includee that in new animations... too much work.
-
@JetTheWaffleCat said:
They really missed an opportunity to put more window play upstairs by making that big middle room. I would've taken that over the 25+ safe pallets (Don't forget the excessive amount of walls) that can spawn on the map. Breakable walls also completely cuck hooking and be dead ends for survivors.
You know how MIdwich is Hold W Simulator? Well The Game is Press Spacebar Simulator.
Honestly, this is probably the worst map rework that they've done so far.
Well... putting pallets down is easier than making vault loops...
-
@Skaels said:
https://forum.deadbydaylight.com/en/discussion/comment/1944605#Comment_1944605
Uhm... that's the point
Okay, I think we need to define the definition of meta then before we continue. For me, this is how I see the word "meta". A meta is a strict adherence to a certain pattern of gameplay, usually derived from the community via external 3rd party websites, simulations, guides, or from watching pro play.
The example of a game that had this problem to a ridiculous degree is overwatch, where dive was so powerful, that there was no point of doing anything else, so games were a constant mirror matches.
The "meta" for a given time for OW for example could be said like this. The beginning seasons in OWL, dive was the "meta" because it performed the best and it was easier to copy the meta than to try and counter. This is more present in pro play, because we are talking maxed skill levels, however it also bled into the ranked modes because players emulate the pro scene. Then there was Brigitte, who directly hard countered dive, the meta shifted towards snipers and eventually grew into GOATS. This is an over simplification and I may have the timeline wrong but it's a hypothetical. So yes you're right OW is a better example than League for having a meta, but there is a reason. OW does not have a draft, limit each hero to 1 player, or stop players from swapping mid game.
there are multiple characters on each lane and there is such thing as counterpick. Not one defined meta THAT OUTSHINES EVERYTHING.
League does however, still have a meta. If there was no meta, we would not have ten different websites telling players what items to use and which champions are S tier for that patch. There are champions with less than 1% played, while others are banned 75% of the time. In this recent tournament alone, Kai'sa had 100% participation in games, meaning she was either picked or banned for every game of the LEC tournament. Their system has more checks and balances to stop a meta, due to bans and counterpicks, it's not near as bad or stale as OW but I disagree that there isn't a meta.
meta THAT OUTSHINES EVERYTHING.
edit: I would like to be clear here. I'm not defining meta as something that is 100% replicated all the time and is better than everything. There are degrees this and to simplify it to being OP is imo not correct. You are describing a broken system, where there is no real choice. Sure this is the ultimate version of a meta, but meta is not simply OP or broken. Some metas are worse than others and some do outshine everything (GOATS for example).
Ok, my definition of meta is the same, but indeed, i was talking exclusively on ultimate version of meta, which is the case (at least in my opinion) in DbD and that should change.
-
@Skaels said:
https://forum.deadbydaylight.com/en/discussion/comment/1943788#Comment_1943788
"But in good games there is not a 1 defined meta that completely outshines everything.
Also, if you want to give an example of LoL, this game has this nice trick of metaswitch. All the time multiple buffs, nerfs and new heroes makeit so meta switches from favoring certain characters to favor the others."
Are you really trying to use LoL as an example of a game that does not have defined meta?
Sure it switches with patches, but it does not mean there is not a defined meta. Look at the tournaments, where you see the same 3 top laners. This time it was Gnar, Renek, Camille, and Gragas. That is one small example, then look at sites like op.gg which have defined metrics and percentages for what are the best runes and items. This entire game is defined by a meta.
Based on your argument if DBD nerfed and changed perks enough to where the meta changed every patch it would not have a defined meta. There would still be a meta though. The only way to not have a meta is to have perfect balance, please find a game where there is perfect balance and no "best way" to choose builds.
Uhm... that's the point, there are multiple characters on each lane and there is such thing as counterpick. Not one defined meta THAT OUTSHINES EVERYTHING. The example of a game that had this problem to a ridiculous degree is overwatch, where dive was so powerful, that there was no point of doing anything else, so games were a constant mirror matches.
-
It's so much more aesthetically appealing and a lot more readable. I only would reduce the hight on the progress bar.
Still, i don't know why this hook counter even exists...
-
@Skaels said:
Unfortunately, meta is going to be in every game you play. Devs have a hard job to make sure everything is balanced. If they simply nerf the meta into the ground, another one will form. It's present in all games, Magic the gathering, Yugioh, CoD, WoW, LoL, there are literally entire websites devoted to defining the meta. This is not just a DBD problem, it's a gaming problem. The sphere of information is such that we find the best way to do anything in games.
But in good games there is not a 1 defined meta that completely outshines everything.
Also, if you want to give an example of LoL, this game has this nice trick of metaswitch. All the time multiple buffs, nerfs and new heroes makeit so meta switches from favoring certain characters to favor the others.
The problem is this meta switch makes some characters underpowered and some unpowered for some time, behaviour won't do this because they want to see only perfect 50/50 statistics for all.
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1943483#Comment_1943483
the people that abused the good will of Behavior are the ones to talk about here. they are the ones that made it necessary for the DC penalties to be put in! as it is they put in the thing that would discourage any kind of disconnection. it is on you to maintain your computer, games and connection to the ISP. out side of that you have no control over it if the network interupts but how is the system supposed to know any of this when there are people that spoof anything on the internet is well known, and it is well known that people use programs already to disconnect from multiplayer games to gain advantage. these are not what if's but more when it happens. So think of it this way, if people did not take advantage of out of match functionality which is at minimum an exploit or hacking to get advantage or just punish others or to do what ever, then it would not have been necessary.
@Freki said:
https://forum.deadbydaylight.com/en/discussion/227232/error-logic-not-found
how long before people figured a way to crash their game on purpose? Game crashes do not happen all that often, and if it's happening a great deal I would recomend you submit a ticket to have the information looked at and see what can be done as game crashes usually are windows or other programs on your pc causing issues, and even submitting the information can be augmented by a ticket. but also submitting a ticket under the guise of having them look at things and perhaps do something about that crash because of the penalty is possible I won't say they will but it's in the ticket options. but if you only crash once in a blue moon you won't have a problem getting back into the game after 5 minutes.
If they find a way to do so, it should be fixed as soon as possible and people abusing this crash should be heavily banned because it will be an exploit.
Right now, the things stands that developers punish players for their mistake in the code. Do you know for how long game would crash if you get an infection score event as plague at the end of the game?
-
@Phasmamain said:
I quite like them honestly. The standing animation could use some work but running and injured running both look better. Slug animations are much better too
Running is weird as well. It looks like you are jogging in the park, not run away from the killer... The only character whom new animations fit is david...
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1942473#Comment_1942473
Not sure why they're ripping on the new hatch crawl animation, it's one of the few animation changes that isn't offensive and makes more sense than the old one.
Good video though, The Game map is an abomination. It's just ultra safe pallet after ultra safe pallet and not being able to hook survivors because doors aren't open is infuriating. I didn't think they could top Hawkins or Midwich and yet here we are. I'm not trying to be mean but someone needs to be held to account now. Whoever is leading map design perhaps should be reassigned because the maps are now getting so bad they're really hurting the overrall experience.
7:12 the fat shame tree outside groaning storehouse that extends the loop - I saw this the other day. Why is it even a thing?
Because this hatch animation is so bad, it's just bending the torso downwards and then legs up...and that's the whole animation.
-
@Babawizwiz said:
3-4 hrs in playing new dbd and i already got used to both ui and animation, sure the status effect timers are way too small and survivors standing up straight seems kinda off, but its not something thats worth bitching and making countless videos on.
Yes hitboxes/ vsync got way worse with this patch, the game is now god pallet simulator, but everything else is good
New UI is lazy and unthougthful (like, do you really really need anything written at the top?), bad placement for some things, they didn't touched perks in any way, which makes them look completely out of place.
New animations are as well lazy and unpolished. They are janky, they don't really fit characters or the whole context (they look like they are jogging), they lowered skill ceiling for survivors, making it impossible to 360, or just look at the hatch escape animation when downed? It's just bad... or even better, an animation of escaping with a key... this animation is missing.
When it comes to map reworks... well game is just bad, breakable walls are so bad there and pallets... they feel like they put spawnable spots, but forgot to not make all pallets spawn (not to mention almost all pallets are safe and non mindgameable)
And well, a new tile (greenhouse looks nice), there is just one problem... there is no ######### collision.
And on top of that there is a new skin of demo... i can't even say what it is without getting banned...
So it's not only that the changes are bad, the more important thing, at least in my opinion, is that they are changing stuff for worse, instead of gametesting literally anything. Like really, if they tested anything, they would notice that something is wrong with new changes and it breaks hit perspective, but instead they are like: should we test stuff? Nah, we have PTB. Should we fix stuff from PTB? Nah, we can do it, while its live.
-
@alaenyia said:
I always play fair killer, sometimes straight up "good guy" killer if it is just for a daily. But I still see a lot of ridiculous behavior even when my intentions are clear. Like clearly letting them go and they are teabagging hard all the way out, like they were good or something. The other day I was playing survivor and my a 2 man SWF in my group went out of their way to get me killed, so the point the killer tried to stop them but I still died to the entity. So some survivors are just pricks, but know it isn't everyone and try not to let it get you down. Survs put up with a lot of toxic behavior and get jaded by it too. Good luck in the fog.
If they do so it can count as griefing, which is bannable and you can report this.
-
@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1936589#Comment_1936589
So far 3 out of 4 times I've been told it's toxic to stop people from playing the maps they want
I would answer that its toxic to force players to play on maps they dont want. XD
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1936572#Comment_1936572
Survivors throw a fit about franklin's and lightborn because the killer takes it when they feel they may need it in lobby.
Basically they want the perks to be 100% useless all or most of the time.
By this logic im waiting for survivors complaining that someone took offering that nullifies the effect of map offerings XD
-
@LegionGhostface said:
player movement shouldn't have been changed at all. the devs decided to change the one thing no one actually cared about, so they valued making movement more realistic rather than prioritizing our own experience & feedback. def agree w this
Realistic... yeah... let me stand straight up, when avoidding the killer in fear... it's not like a person in this scenario will be hunched.
-
No, don't do it. Follow the way of Otz and see that it is possible to play fair and still win.
-
Player
@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1936519#Comment_1936519
More like SAD chapter.
Players: We want the friday chapter!
BHVR: Wait, i can't hear you, did you said the sadday chapter?
-
Otzdarva: Lightborn might be worth using if you see 2 or more flashlights.
These people just got really salty, that only 2 of them escaped because they got baited by the offmeta perk. Which have proven that they lack very important skill for high lvl players, skill to adapt. You can be sure they will be whining if one of their meta perk gets nerfed.
-
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1935380#Comment_1935380
I don't play fortnite. Its very sad that people assume a post giving positive feedback for this game is assumed to be a troll without clarification. The dancing animation is just an idea to ease tensions in the game where often times people get super frustrated and toxic with each other. I think it would be a fun thing for survivors to interact with each other and with the killer in certain situations.
Ok, so let me explain why objectively you are wrong.
Hud: It's all over the place, it doesent matter if it's more aesthetic or not. Short timed informations (bp score events) are further away from the center of the screen, informations about current pressure (state of survivors) and gens left are not in the same spot on the screen. Number of charges on killers' powers is less readable due the icon size change. Progress bar on survivors status is too small. Action progress is too close to the center of the screen. Because status effects and perks were not changed in any way, they seems like they are out of the place. Including faces in hud forces your brain to focus more on them.
Animations: Camera is falling down together with a survivor, players should have option to turn something like this off because it can cause anxiety or even motion sickness for some people with the way its done. Ability to do 360 for survivors was removed, which reduces skill ceiling for survivors and that is bad for a competitive game.
Map redesigns are terrible in the way, how balanced they are. Game for example has so many safe pallets that it is just dumb because it makes so there is almost no differenc between good and bad player. Just drop the pallet and run, while killer is forced to break it.
Your idea of including dance: simply, for #########? Do you really think that it will be really different from t-bagging, when done on hatch or in exit gate? Either way both will mean: "HaHa, i won, suck it looser"
You need to understand, t-bagging isn't bad in itself (damn, sometimes its done as a sign that survivor wants to farm), but the message behind it.
And still, why waste resources on something that is not a problem in any way (animations, hud), instead of, i don't know, fixing current problem with hackers?
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1935605#Comment_1935605
Crouch spamming in a horror game. Flashlight flicking spam in a horror game. Head nodding in a horror game. All of which are often done for fun. But adding a dance animation for the survivors oh no... I personally think dancing at the exit gate or on the hatch would be hilarious and I think killers would find it funny too.
Crouch spamming and flashlight spamming is done often to get attention form the killer and yep, flashlight flicking does fit horror genre for the character that for some reason wants to get attention of the killer.
Why head nodding does not fit horror genre? It's a way of communicating without the words, so it actually fits this genre more than saying yes/no.
And again, killer's wont find it funny for the reason i already had given.
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1935380#Comment_1935380
I don't play fortnite. Its very sad that people assume a post giving positive feedback for this game is assumed to be a troll without clarification. The dancing animation is just an idea to ease tensions in the game where often times people get super frustrated and toxic with each other. I think it would be a fun thing for survivors to interact with each other and with the killer in certain situations.
Because of the way this positive feedback is given.
It sounds like: "Hey, you did an amazing work", while everyone is complaining
Instead of: "Hey, i know that there is negative feedback, but personally i find the new changes to be quite good"
Plus of course the finish with the dancing animations. Like for #########? Especially in a game, where you constantly are doing something, so IT WILL BE equal to t-bagging.
-
I thought it was a troll at first, but then i looked at the rest of your comments... and i will say that if you like dancing characters, go back to playing fortnite.
-
Can there be a week of not a "big brain" posting a simple solution that was already tried and failed?
-
I would swap survivors heads and survivors status icons.
-
Ruthless Strength:
Uhm... still better than no mither...
Lockdown:
With certain maps, with certain killers, with addition of hex thrill of the hunt you can win the game, by just having them and kicking 3 gens...
Chilling presence:
Seems like an old ruing with TR requirement... and not being a hex... good luck with that on the game... and god forbids... impossible skill check doctor.
Soul wrench:
Interesting, but increasing the frequency will make it worthless... unless using this with... god forbids... impossible skill check doctor.
Mortality:
Hey, not bad survivor perk (also, maximum penalty is actually 36%), good to pair with dying light.
Gashes:
Uhm... they will just get healed after the duration... making t1 so much better than t3... unless they run selfcare...
Hex: Ressurection:
No... just no... I don't want to even imagine this with ruin and undying.
Shrouded and Bound... i dont want to even talk about, how many things are wrong with this one...
Thank you... i think i got a cancer.