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MeltingPenguins

MeltingPenguins

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MeltingPenguins
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  • With this community? Naw.

    I mean, this is a community that can't even check for broken totem spawns on the ptb...

    Maybe if the devs clean up their code and the community gets its stuff together....

  • @ChurchofPig said:

    I've seen all the movies and when I saw what the timers said that 3:52:20 looked familiar but I could not place it.

    Movie runtime till amanda dies?

  • @MetalTD said:

    And this is done just for fun? Or do the survivors benefit somehow? I'm not exaggerating, they actually hid all game, never did one Gen. I was confused and wondering if its some strategy. When the game ended, in the chat, one said "totally worth it lol" and another said" yep lol".

    People do this trying to get the killer to disconnect. These people are scum and personally I wish them a path full of legos to step on

  • @AnnoyedAtTheGame said:

    1. Upon getting unhooked a timer activates on DS. If the survivor is hit again during that timer, DS activates for up to 60 secs.

    Survivor is injured state after being unhooked.

    So basically the survivor get 60 seconds free on a generator, then I hit them them and down them into dying state, now that survivor get another 60 seconds on the floor or I've to risk picking them up and getting a DS on me.

    If the survivor has BT, the countdown only activates when BT is either over or triggers upon a hit.

    Now they have BT for 15 seconds. So that's the 60 seconds free, the BT for 15 seconds and the 60 seconds they can lie on the floor.

    135 free seconds for the other 3 reaming survivor's to pop all the gens.

    I'm going to stop posting on this post as this has not been thought out before posting on here. Sorry.

    DS would activate for 60 secs. The timer would be shorter. So, for example 20 seconds.

  • @dspaceman20 said:

    I don't think it's best to put restrictions on perks to prevent it from pairing with other perks. It just destroys good perk combination and ultimately limits options which doesn't seem fair.

    If a combination gives an unfair advantage removing this advantage makes it fair.

    And DS in combo with Unbreakable is one of the most abused combo in the game. That the devs say different makes it seem very much as if they don't really play outside of custom matches.

    @Mister_Holdout said:

    DS needs to have deactivation conditions. Such as touching a generator or unhooking a survivor.

    If survivors want to slow the killer's momentum, then they shouldn't have DS protection.

    I didn't add a deactivation condition to account for scenarios in which someone might touch a gen to stop it from regressing or similar.

    The unhooking is tricky though:

    1. If a killer was camping, they deserve the DS
    2. If the DS user however was sneaking after the killer that's a different thing.

    but still, putting restrictions on perk combos is a necessity given the amount of perks now in the game.

  • Bubba is a very hated character because his power can easily be exploited and as it is now very much rewards camping.

    But he's not a bad character. If you play him fair he can be one of the most fun killers to face/play.

  • And then there's the chance Pennywise and the entity are the same being...

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881217#Comment_1881217

    That’s another thing ds should only proc in a chase after being unhooked or slugged

    Yeah. We have a couple of perks already that need to 'charge' (current diversion for example) and DS could have the same. like you get unhooked, a timer on it starts if you get knocked down (or hit and then knocked down with BT) withint that time, DS activates.

    I think that'd be the fairest change

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880648#Comment_1880648

    Now that’s a good change my idea was if you take a protection hit or hide in a locker it turns off and so you can’t force it being used by acting as a diversion or taking a hit deliberately

    With dynamic perks a lot of things would be 'easier' to balance I think. sure, it's be a lot of work beforehand, but at bottomline... for example:

    If you have borrowed time DS could only trigger if you took a protection hit (and get engaged in a chase.) Because DS has such a bad reputation due to people abusing it to mock the other player more often than it is actually used to punish them for unfair play (tunneling)

  • @Chchchcheryl said:

    Before I get any of the hallowed blight skins, does anyone know if there will be an opportunity to earn them with putrid serum next Halloween event?

    We're all hoping. But it's debatable if even the devs know

  • The 'best' way to overhaul DS would be having dynamic perks: perks that change their behaviour if certain other perks are attached. In DS' case this might mean:

    if you have DS + Unbreakable DS lasts shorter and you can't use UB until it runs out.

  • Does anyone really really really want to dive into the sociopsychological aspect of individualism that causes this mess?

  • Stealth.

    Honestly, I know, i know 'chases are the only fun way of playing etc', but Deathslinger is one of the killers where stealth/breaking the LOS is the counterplay (like it should be with myers and ghostface, but people will rather complain about T3 before the first gen pops than stay tf out of his los)

    Then it's knowing your environment. To loop and juke well you need to know the tiles, and it's the same against Deathslinger: get an idea for what he can shoot through/over and what not.

    Example:

    On his hometurf, he CAN shoot you from across the street at the gallows if one of you is on the balcony and the others at the gallow's gen (not counting behind the gen, of course). So many people don't know that and will complain about hacking.

    Likewise, the gallows again: if you are working on the gen there with your back to the open trapdoor, he can shoot you from below the gallows and pull you down. (again, a cause for a lot of hacking accusations)

    There's a lot of douches out there who play him BECAUSE they know many survivors don't bother to learn what Deathslinger can do. These people don't know what he can do either (case in point: going up against a survivor who I faced before with them playing a toxic slinger, only to get accused of hacking after the match cause I landed some trickshots on them they weren't aware you can pull off)

    If more people learn how a killer works, the chances to reduce the toxicity increases cause exploiting things won't be as easy anymore.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880426#Comment_1880426

    Calm Spirit isn't the Entity helping the survivor. It's the survivor able to sneak past the Entity's detection.

    If you bypass a home security system and rob the place, was the security company complicit in the robbery?

    Can we actually count full-licensed characters and their perks as lore?

  • @The_Bootie_Gorgon said:

    I've played tons of games with "Vocal" communities...One really left a bad taste... Star Wars galaxies...Companies will do what they want

    Issue here is this is something people are 'vocal' about because it is something that interferes with gameplay.

    It's basic game design:

    An UI should have vital information FOR THE PLAYER easily accessible. The new design does NOT provide this. As it's been pointed out, this is more akin to a mobile game (which doesn't work on bigger screens) or an UI optimized for a tournament judge to get info to base a score on. Not the actual player.

    Here's the thing:

    If they would just tell us what features they want to add/why this crass redesign happens we could give feedback that can lead to a good compromise/design. But they don't.

  • @Yarheeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874984#Comment_1874984

    you do realise that the Entity doesn't just search the Killers' and Survivors' memories, but also other memories that are connected and involved with the killer. so the Entity would not just look at Amanda's and Tapp's memories, but also John, Jeff, the victims of the Saw games, Adam, Hoffman and Lawrence's memories as well to give a much stronger vision of the meat plant. which explains why most of the references are from Saw 3, the Saw 1 room managed to get there because it holds a strong memory for John, Adam, Lawrence, Hoffman and Amanda.

    Evidence would be Silent Hill, where in order for the Entity to know that Pyramid Head exists, he has to look at James' memories since he's the only one who sees him.

    What if, though, the entity just brushes over the memories of the people it doesn't take?

    Like when you are out to buy something and you look for something specific and you browse through the respective aisle. you do see the other items and might acknowledge their features, but you quickly go on cause you are looking for something specific.

    If that makes sense.

    Also, with Silent Hill, here's the questions if the entity doesn't exist on a plane of existence where it can see manifestations like PH.

  • @CLAUDETTEINABUSH said:

    That's not actually that much of an unpopular opinion. But I have to say, do you know the HELL devs will have to go to balance the game with 5 perk slots? They'll have to go through every single perk in the game, rebalance every killer and aspects of the game. Figure out what will happen if you have 4 hex perks+ haunted grounds,ect.

    And then, the game could become even more unbalanced and they'll have to revert everything. Nope, not worth it imo

    They aren't balancing the game with 4 perkslots, let's be real.

    I think the answer to that is making tabula rasa and starting from scratch, combining 'too' similar perks into one etc.

  • In-universe explanation:

    The entity builds the trial fields based on the killers' and survivors' memories, so incorrect details and mix-ups are bound to happen.

    You could even argue that this is #3 due to a survivor from a reality in which the movies ARE just that, movies, would have wanted to see this

  • @druggedpug69 said:

    I was on a couple month break from dbd before the twins released. When they released, I played for a good two weeks and then I just got bored of the same stuff every match. I tried switching my build up but then I got stomped into the ground for it. Seeing the twins made me not buy them because it just wasn't worth it. That means there was nothing new for me so I quit again. I've tried to play again, but every time I tried, I would be reminded of all the things that made me quit and I stopped even trying. I really like this game and I truly do want to play, but I've completely lost all motivation to try. Can anyone give me a reason/encouragement to pick it up again?

    Honestly? Not as it currently is. Like, there's a lot of great fancontent out there, if that's your thing, but the game is just... naw, at the moment, and fewer and fewer people still have hope the devs will actually fix anything for the better (or at least try)

  • @gibblywibblywoo said:

    People have been saying this for years. I agree.

    Problem is they would rather push out another underwhelming, poorly thought out killer like Twins or redesign the HUD no one asked for than do this. It would be a good thing too as it would give the gameplay design team more time to refine a killer and make them, y'know, fun. Like Blight.

    yeah.

    I'd say by un-spaghetti-ing the code they could lay the groundwork for on thing that would make all killers more fun without massively changing them:

    dynamic maps. as in, the maps (tiles used) change slightly depending on the killer, challenging both sides to show their skills.

  • Good vid, but I think it does miss an important point: The way the community behaves plays a great part in the whole mess as well. It's not solely on the devs.

    It's on all players, how they play, how they 'demand' things must get changed and how insistent they are.

    Just look at the PTB as a whole:

    if people on the ptb play sweaty for nothing, you wonder why they are playing ptb at all. to be the best of the best and fuel their ego once something goes live, i guess. But barely anyone seems to test out mechanics, spawnpoints etc.

    That said, it is ABSOLUTELY on the devs to not fix the known bugs asap.

    People have said it before, but we NEED game health patches posthaste. all content patches ought to come second to that.

  • for everyone saying

    'but they are going to add new stuff' or 'you don't know what they are planning'

    while valid, it misses a crucial point:

    The information needed is not effectively conveyed. For a mobile game the HUD layout as it is is fine. but for your average computer/tv screen, it's not.

    You have to flick your eyes across the entire screen now to get info that before was condenced into clear areas:

    Vital info was in the lower left, semi-vital info on the lower right and situational info to the left and right of the center row, where the main attention is.

    Now it's all over the place.

  • In order to balance certain synergy perks it'd need some new mechanics or a community that gets its head out of its arse.


    Like... hey, you run DS? Unbreakable won't work until it ran out. <-- That'd be the easiest fix, cause lbr: people that run both are 9.5/10 cases toxic brats that do it to mock the killer no matter what. People who purposefully try to get knocked down after unhooking just to use ds to fuel their ego (and then DC if they missed the skillcheck)

  • @Shirokinukatsukami said:

    If you really want to escape, don't take anything the killer does for granted and always play as if you are about to die. If you let your guard up that's completely your fault.

    Oh, that's the thing:

    The scenario i was talking about is this:

    you have a 2-3 men swf, the killer pretends to be afk. the non-swf survivors try their best: try to do totems, do gens, avoid the killer if possible and then try to get out asap. Only for the swf to make fools out of themselves, prancing round the killer and then get knocked down and bloodwarden comes up JUST before the non-swf survivors can get out.

    no one should suffer from someone else's bloated ego, lbr

  • "This change to the killer will make them underpowered" is usually one week post-update away from 'this change made the killer absolutely OP'

  • Chapter 13 is up, nearly 10000 words.


    All Hell breaks loose and help comes from unexpected quarters.

    (This chapter also makes it a crossover with rdr2 officially)

  • Reading the Development Diary I'd like to voice some criticism towards the planned/in development changes to the HUD:

    1. The portraits are where the discord interface is on PC, meaning being in a call will very potentially hide the portraits and statuses.
    2. While portraits would be a good idea, but I think if it's just the standard portrait, it'd be just gobbling more resources (fps drops ahoy) without being really useful if you have various survivors playing the same character (in different outfits). Though changing the portraits to what the survivor in question looks like would only eat up more resources. So maybe have it be an optional thing whether or not one wants portraits or plain icons?

    The hook counter is a good idea. Can we get one for totems too?

  • Not something I took to long to realize, but things I encountered red rank survivors doing:

    1. Not knowing that you'll get crows in a locker
    2. Not knowing blood will pool in front of the locker
    3. not knowing bitter murmur shows auras
    4. not knowing bloodhound shows blood more clearly
    5. not knowing tinkerer hides the TR.

    I...

  • @konchok said:

    Could you please post a link.

    https://twitter.com/DeadByBHVR/status/1347211488092688385?s=20


    Usually the ptbs ain't far behind these posts.


    @[Deleted User] said:

    Apart from coldwind, what are the other maps where Totems are unreachable?

    badham still has one or two bugged spots. and iirc one of the swamp maps (pantry i think)

  • Your very first line is the reason people 99 gate, OP:

    If you want to start the egc, just open the gate yourself, it's faster as killer anyway. Don't want to 'waste' the time to let survivors go for the other gate/heal up because that'd meddle with your 'plans' of running bloodwarden and potentially noed (have you pretended to be afk as well?)? tough luck.

  • @Dwight_Fairfield said:

    Right now I find the Twins far more notorious for camping than Bubba.

    Same issue, though, their mechanics reward camping

  • @Mandy said:

    Any killer has the ability to camp/tunnel, it's the player not the character. And it's not against the game rules.

    A killer who hard camps the first hooked person should effectively lose the match anyway, it's down to the survivors going in for risky saves and not focusing on gens that leads the players to pip in these situations. Whilst I appreciate it's not fun to just focus on the gens, it really is the only way unless you are sure of making a save and know the rest of the team is doing the remaining gens.

    In Bubba's case there's the issue that his power (even compared to Leatherface-Proxy Hillbilly) is very easily exploitable and rewards camping and tunneling.

    For other killers (billy included) hardcamping often does lead to a loss. But Bubba? The way his chainsaw works etc allows him to camp people to second state, go looking for other survivors and be back knocking down a freshly unhooked survivor and the unhooker even if they are one or two tiles apart.

    To the point where some people say that the best counterplay against him is 'give up' (they phrase it differently, but it boils down to 'give up').

    If a killer's counterplay is to give up and abandon all hope ye who hearest the chainsaw then something went wrong.

    All it would need would be taking away the ability to knock down more than one survivor in one attack. Then the camping would probably cease (not stop, but cease) because it wouldn't be rewarded anymore.

  • Because so many big name streamers and other high ranks push the idea that you must best the other side as humiliatingly as you can, otherwise you are 'not playing right and should just uninstall the game'.

    i wish I was kidding.

  • @abc_9000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848161#Comment_1848161

    because its kinda like in real life with the entity if there is a heaven and hell and if the entity is a hell then the devil could be in the game

    the entity is not a realm. by your logic the entity is the devil.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848432#Comment_1848432

    The reason people think this is because in Resident Evil, there's a "Special Tactics And Rescue Service" team that works for Umbrella in the Raccoon Police Department. S.T.A.R.S.

    It's a reach, that's for sure, but if there's one thing about this community that's for definite it's that we overhype things to #########.

    I think celebrity streams are more likely at bottom line, and honestly? that'd be much cooler.

  • Also, why do people think the 'stars at the 5th anniversary' comment means RE?

    Couldn't it just as well be a stream with Jamie Le Curtis and Robert Englund?

  • Now seriously, why exactly are you so insistent on the idea of being slain by the devil himself ingame?

  • Good idea, but the issue is it is how perks are used:

    Common builds are common because they have good synergy/give an advantage. Just barring people from perks because they ran out of points etc would not balance things.

    You'd see the same scummy playing.


    I'd say the balancing issue is a different one and, yes, it would require a change from the ground up, but having to spent points doesn't strike me as the way to go.


    As for balancing as a whole, it'd be wiser to go through killer abilities and perks-synergy to see what gives whom a disadvtage or advantage and when.

  • @Blueberry said:

    People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.

    The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.

    People aren't saying NOED is unbalanced. It's just unhealthy design.

    Define 'earned the kills'.

    Because playing killer means you outwit the survivors. If survivors refuse to do cleanse totems despite nothing stopping them, it's a legit outwitting.

    Like... for example: you do have an a-hole killer who pretends to be AFK. they have noed and bloodwarden. the only kill they didn't 'earn' if survivors stick around and make fools of themselves would be the ones for survivors that TRIED to get out but fell victim to those that stuck around for extra BP despite fake-afk with noed and bloodwarden being a known thing

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846537#Comment_1846537

    You have to juke Bubba and make him bump into objects.

    Not everyone can juke, what's your advice to them? Git Gud? Uninstall and play something else? Cause those are the common advices to people who don't play the loopy-jukey way so many high ranks seem to preach as the 'sole true way of playing'.

    Also the way Bubba works 'jukeing' might not be possible even if you are the legendary masterjuker lot of people seem to think of themselves as. His hitbox is very much the same as Huntress', if Huntress' hatchets could bounce off one surv they down and hit another.


    And the idea that jukeing etc is the 'true way of playing' so many push... that is what leads to toxic crap: If a lot of killers know survivors will play one tactic come hell or high water, they can and will exploit that.

    People insist on genrushing against Pig instead of 99ing gens and wait no one's got a rbt on. so what's the best tactic for pig here? put someone in a rbt, hook them close to other surv, and then tunnel the person off the boxes when they frantically try to remove the trap. (this is the tactic that gives pig such a high killrate)

    Same with Hexes. If you see how many high ranks will complain about ruin and noed, but not bother doing totems, AND insisting that you ignore totems and just 'commit to gens', then ruin/undying/noed are a surefire combo.

    Is it scummy? sure, but as long as especially high ranks streamers don't stop this nonsense and play according to what's going on instead of enforcing the eversame tactic it won't stop.

    Just imagine how the rate for ruin/undying would go down if people would commonly do totems.

  • @Pulsar said:

    Facecamping almost guarantees a Survivor win.

    Slugging everyone guarantees a Killer de-pip.

    You could bring Unbreakable, which let's you get up off the ground.

    If this would be a 100% thing you have to wonder why so many red ranks do it, especially on killers that have no disadvantageous counter like bubba (to the point where red ranks say the counter against him is giving up (they say it more convoluted though)) or freddy...

  • Deathslinger.

    And as I'm running the Cotton Eye Joe build, I often get 'this would have been more fun if you weren't hacking to hide your TR'.... and i'm like... you high ranks do know there's more perks than noed, ruin, undying and M&A?

  • @Kind_Lemon said:

    as in: control survivor camera position?

    control the survivor. as in, the killerplayer can navigate whoever victor's latched onto until victor's thrown off.

  • more than one flashlight. like, sure i'll run lightborn, but damn, often it means this will be annoying

  • Not everyone can get the hang of looping, juking and mindgaming. and then there are killers that are meant to be 'avoided'.

    Imagine how different gameplay and metaperks would be if people would TRY to play against certain killers with stealth as it was possibly intended.

  • @abc_9000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838521#Comment_1838521

    she he is a mythological evil thing in all of the universe but he could still fit into the dbd realm as a different killer and all the others will have a skins from all the demons like Raphel could be someone and other's could fit the killer with anicent Greece and Rome and we could have god as a survivor and have skins from when it started and through the timeline

    why?

    Not even talking bout the shitstorm this would bring down over dbd, but... why?

  • @abc_9000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837590#Comment_1837590

    well yeah but we could have satan and the entity could limited the devil powers and not make him strong like that. Its not like he is going to take over the entity

    Why?

    Satan is one of many mythological evils throughout human history. He's not a character set in stone. Even in his own mythology he isn't set in stone. For all we know in-universe 'satan', 'lucifer' etc might just be one of many names given to the entity by those aware of it.

    For example: We know Plague mistakes the Entity for her god, and people like Deathslinger or Wraith might perceive it as the devil himself.

  • Caleb is around 40-45, not 60...

  • I never understand why people don't cleanse totems. Especially when the killer is 'afk'... I don't have enough fingers to count the matches where it turned out that: nope, killer's faking afk, they got noed and bloodwarden, and i'm the only one who got out cause everyone else been merrily dancing round the killer and ultimately got downed (either with noed cause i didn't find the last totem or because they panicked when the killer wasn't giving them easy points after all) and hooked and then got stuck due to bloodwarden.


    As a friend once wrote it:

    My name is Claud

    I like to hide

    And sneak around and heals provide.

    And when I crouch and, there in stones

    see candles lit: I cleanse the bones.

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