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MeltingPenguins

MeltingPenguins

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MeltingPenguins
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  • @zHypnotism said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248505#Comment_3248505

    i mean not punishing people for playing badly sounds wrong: if a survivor messes up and runs into me, i shall hit him, no matter if he was the last one to be hooked - it's not like survivors are showing any mercy on my misplays as well...

    Well, think of it like this:

    Lotsa folks on suv side might follow the same logic: 'why forgive misplays, mine aren't forgiven either' so... it's a circle that won't break by itself. As cheesy as it sounds:

    Be the change you want to see: If you want more thrilling and challenging matches, you gotta see about keeping people in the community that want the same. and you won't keep them with frustrating gameplay, on either side.

  • Slugging is, by all means, only OK in retalation: If you have a group that is purposefully not doing anything (aka holding the game hostage) then it's perfectly valid to knock them down all at once (this will maybe become an issue when basekit UB hits, because unless bhvr does build in a failsafe, we might easily get matches with 'bully squads' that will continuously pick themselves up but not do anything. so reverse-slugging, if you will. Just as bad)

    All other times? It's not okay, because you are preventing people from playing the game.

    Also, as killer you are able to ignore someone who runs into you on accident if they have just been hooked and look for others first. That's Tier S skilllevel.

  • Oh woe, why won't bhvr finally give both sides their iWin buttons?!

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247315#Comment_3247315

    But did you consider your perks/addons and those of the others?

    yep. I run Small Game, Circle of Healing, Exponential and Overzealous, and I took note of others having obsession perks. so yeah 76 vs 34 is the number I got all things considered

  • Digging this up because I did some research (wrote it down and all, all scientific):

    out of 100 matches against wesker I ended up being the obsession a whooping 76 (!) as Chris. With any other character i ended up obsession 34 times against wesker (do you know how LONG this took to get 200 matches against wesker? Because we want out-in-the-field data, not custom match data)

  • I am still hoping that it'll be revealed for wraith and slinger, especially slinger that they know what's going on. Cause lbr: Last time Caleb saw Bayshore his boys were dragging the bastard off with his lower intestines trailing behind him. Caleb's a fool, not an idiot. And he's also the kind of person to swear he'd punch God or the Devil in the teeth if the bugger even has one and he can find it. So he might be biding his time... That'd be cool

  • I had issues since pinhead and dredge came out, but my machine isn't really made for gaming, still it got worse since the event.

    Platform : PC (Lenovo Laptop, IdeaPad C340)

    CPU i5-1035G1 (8 CPUs a 1Ghz)

    8gb ram

    directx12

    intel uhd 4gb graphics

    (as said, not much a gaming thing)

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244004#Comment_3244004

    Yeah, just saw that. You could bring Any Means Necessary, my son loves using that one. GL!

    thanks, but all perks that let you see/reset pallets do nothing if the killer avoids them or (worse) slugs at 5 gens.

  • Thing is, this one explicitly states 'drop 2 pallets to stun the killer'. Blastmine absolutely is a blessing for just stunning challenges, but this one is... demanding pallets.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236521#Comment_3236521

    Thanks Devs. Really helping the survivor experience with these 🙄

    The issue is on scummy killers and you, if you are impatient if you have a decent killer.

    here's how to fix the issue:

    1. make glyphs visible for killers again (they were vis for a while but now are not?)
    2. punish killers for attacking survs that are doing glyphs. (hindered, loss of bp, etc)

    will some people dc and even leave the game if bming is punished? yep, and that's what we're all hoping for.

  • It wouldn't help that much. Cause the majority of people that don't hook into egc do so to be annoying and potentially get people to ragequit. As long as playing scummy isn't actively punished by the game (the mechanics are already there) while skilled and decent behavior is rewarded, it won't get better.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226269#Comment_3226269

    well he has the syringe right, unless some Chris Redfield stabbed him in the back with it its def Talbots doing

    it says he did it himself but cosmetic descriptions are often wrong.

    still lore reasoning or not its disappointing

    maybe it has to go between the shoulderblades. he's bendy

  • let's look at it from the watsonian perspective:

    A killer somehow noped out of a trial, meaning they're depriving the entity of its meal. survivors return to the campfire, killer gets punished.

    A survivor that isn't sacrificed is the same to the entity as one bleeding out or getting mori'd: again, no nomnoms.

  • The serum is counteracting with uroboros, so we won't get anything akin to the final RE5 look.

    Also, we can argue he did NOT give himself the full dosis (as this isn't talbot's doing, going by the description). He's a megalomaniac fool, not an idiot.

    1. ambient
    2. more importantly: It's slinger's map. The intended counterplay is stealth, so the sounds are there to hide breathing etc. and on the flipside his aiming-ring stands out perfectly fine. so... there ya go
  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224609#Comment_3224609

    Realistically no one would listen to anybody saying that.

    also you people REALLY need to read up what these terms mean, good gracious. You do have basic reading comprehension, right?

  • @sickdeathfiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224593#Comment_3224593

    Meh, not really an argument. Also Art could work well as a Clown Legendary skin anyway.

    Very much an argument, if you ever tried developing something yourself. But yes, as legendary... maybe... but the purpose of the thread was a whole CHAPTER

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224544#Comment_3224544

    Respectfully, hostility is not the best way to get your message across.

    You're probably just turning people away from the idea with stuff like this....

    People are already turned away by the idea of 'Oh yeah, let's make clown 2.0, just more overpowered and disgusting than what we already have in-game'

    But I guess since fnaf is a no go people need another thing to spam the devs with and then complain that other things didn't get fixed because they drowned out the actual feedback.

    If you ever seen just the regular responses on tweets from bhvr... I can't blame them for purposefully making the game as frustrating as possible.

  • You could argue it the other way round as well, just look at every instance of killer's being sweaty.

    In some cases, yeah, it's ego, but usually those people become headless chicken the moment you stray from the playstyle they expect (on either side)

    In other cases it's lack of experience (not as in 'try-hard' but as in genuinely trying hard to do a good job), and then there's also that the game doesn't really reward plainly 'playing well'. Again, on either side.

    For killers, only hooks count, for survivors only gens and saves and escapes count, going by what the game rewards both as 'skillful' (MMR) and what gives the most bloodpoints.

  • Oh wow, a gorey clown... that is totally different from dbd's gorey clown... Oh wait, this one is THIN...

  • IMHO the issues is twofold:

    1. No real chance to actually learn. The best you can do right now is try to play both sides evenly, and do a lot of guesswork as to why something worked or not. There's certainly no real helpful tips or tutorials in the game (not sarcasm. the tutorial is fine, but so dreadfully limited)
    2. this leads to issue two: lots of people (on both sides) only play for the 4k/gate escape, regardless which side they are on. The game 'rewards' sacrifices on killer side, highest is 11-12 hooks individually. How you got these hooks doesn't matter, so there's camping and tunneling galore, slugging if people aren't even aware that you get merciless only with 11-12 hooks. and on surv side there's genrushing because... only gens and the gate (and maybe unhooks) matter, leading to survs being picked off by discordance, not healing when thana is in play, popping gens against pig when someone has a hat etc, leaving others on hook because the gen is priority. and IF they unhook, they'll do so unsafely. Oh, and people either not knowing what a boontotem is OR running ALL the way to it to heal and leading the killer there.

    I don't fully blame people, cause as said, there's no way of learning, but it's still grating. and the 'ever same' playstyle makes picking out survs easy

  • autohaven is disqualified from 'good map' due to the atrocious solar-eclipse-neon-tube like lighting that has everything blend together.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209112#Comment_3209112

    Okay.

    But slugging all 4 survivors right now is still a win unless they have unbreakable or wiggle out which is extremely unlikely.

    Or you have someone with Deliverance on first hook (or they get lucky in general with unhooking themselves), boil-over, flip-flop etc, as rare as they are, were also options.

    I had matches that started with slugging at 5 gens and ended with 3 people escaping because that one person got lucky and the killer couldn't repeat the slug. This kind of thing would be gone with this version of the mori.

    Honestly:

    Making yellow mori basekit is not a bad idea, but make it optional. Let the player decide if they are going for the kill, hook or be merciful. Keep green and yellow moris an offering as they are atm. Scrap the 'bonus bloodpoints' thing, let us instead just sell unwanted items to get more BP.

    I understand the idea is to prevent holding the game hostage, but I have seen too many killers trying to slug for the 4k when there's only two survs left, some in matches that thus lasted up to 1 hour.

  • And it's not even slugging at 5 gens/ 4 survs.

    It's the slugging for the 4k matches that will be much more common if things go live like that. If you want matches to be 41-min exercises of tediousness, be my guest.

    This change can easily manage having matches last less than 3 min, or longer than 40


    Also: 45 sec of ONE ANOTHER. You all act as if I said '45 sec since gamestart'

    but 45 sec of one another is perfectly possible for a number of killers.

  • For everyone saying 'but you can't slug within 45 sec'

    You can, it happens, AND this absolutely rewards scummy play.

    one both sides, actually, cause it's not just scummy sluggers benefiting, it's also scummy survs that will dc for s&g.

  • @The_BiggCheeze said:

    Let's forget all the times in the past that a killers power or select perks would stop working, let's look at the now. The flashlight aim on MALE survivors only is a quarter further down the screen as opposed to the middle, and I'm pretty sure you can get 2 uses out of Haunted because people were exposed twice in one match after breaking 2 hex totems.

    Are you guys even trying to unravel your nannas TERRIBLY knitted code? and if you are then that would explain random things breaking every patch. If not then I guess you guys just aren't that good at coding.

    I'm starting to think that they ARE trying to unravel the code and that that is part of the issue.

    If we assume that content update is at least 6 months in the making, this means we have the current situation:

    Pack 1 is the coming content (new chapters, events etc) that is running on one version of the code.

    Pack 2 is the current live version on which bugfixes are done.

    Pack 3 is the code that is getting overhauled to streamline it more and make things work better.

    So, when a code update from 2 might be put into 3 which is then put into 1 which might carry over some hiccups. But all in all this isn't worse than some bigger companies. it's just more frustrating as the gameplay is relatively small, so bugs are more noticable

  • Y'know, knowing how basekit BT did sorta make tunneling worse or at least not help the issue, I think basekit UB won't help much either.

    Said it elsewhere, but I have seen and been in matches with UB and/or Exponential in play that lasted 40 min and more because the killer was so intend on slugging for the 4k.

    As long as the behavior these changes are meant to counter are not punished by the game it won't get better, only worse.

  • I'd scrap the BP reward, because lbr, we don't need more sweat in this game. It's looking like a goddamn FeBreeze commercial already

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/347478/why-is-huntress-hitbox-the-size-of-a-continent-again

    Lag.

    I've been "hit" from more than 10 feet away from where the hatchet landed.

    Lag is one thing, but in this regard I was talking about hatchets flying by on the other side of a wall and still hitting

  • Can't blame him.

    Worst thing is that the game already has mechanics to counter all that stuff. There's perks, challenges and all that show that the game has the information to prevent toxicity outright.

    It would need a lot of finetuning, sure, but it's doable.

    Would it lose the game all the 'players' that only play to feel good about themselves by being complete buttweasels? yeah, maybe, but it would be for the better.

  • @OpalescentHare said:

    I like the interconnection as it is so far. To me, it's not about it having to all be interconnected, so much as why it's chosen to interconnect so many things.

    Even if there was some loose connection where "Dwight's old boss is connected" to the Black Veil (though I think that's hyperbolic), I don't think that mist inherently be a problem. If it was written for the grand purpose of the narrative and is cohesive, then it's simply a direction they chose of countless possibilities. I would have a problem if BHVR pulled a Rowling and started spouting new lore in tweets without any extrapolation, even if it added to the characters. But if we got tome entries that connected Dwight's boss to the Black Veil, and that contributes to the meaning of the lore as a whole, then great. So it could expand how we understand some aspects to the circumstances the characters ended up in, and grow our understanding of the Black Veil's presence.

    That all said, I'd be interested in hearing more about what you mean when you say "it takes something away" and what you mean by "expanding the characters." Since "something" is a vague term and there are many of ways to "expand" a character. I don't want to assume what you mean beyond my general thoughts on the Black Veil lore so far.

    By 'it takes something away' I mean that it makes things feel smaller than they could (?) be and it really bends suspension of disbelief (ymmv though).

    To me, having everything connected to these two organizations takes out some danger and intrigued. The sense that the entity could snatch up any given person because they somehow piqued its interests by pure happenstance. To have the factor that 'oh no, this prson was taken because of this org or another' makes it feels... bland. It's this 'IT IS DESTINYYYYYYY' undertone that is just... dull. Especially when seeing that there are multiple realities... so it feels like we're to believe that despite all these different timelines the characters ALWAYS had a brush with either org and that only that got the entity interested?

  • No, it's not comparable:

    A surv dcing can be done for various reasons, often enough plain frustration at the lack of chance because the killer decided to tunnel/camp/slug (at 5 gens no less) because... the killer wants to feel as if they have any skill, when they don't.

    Killer's camping/tunneling/slugging is barely done out of frustration. against a toxic swf? go ahead, go hogwild with it. But if your get go is 'lets camp/tunnel/slug' to get a quick 4k, then all the dcs are on you.

    Genuine skill in DbD reflects in how much of a fair and square game you can deliver. That the SBMM counts hookkills is just behaviour making the game frustration sided as usual

  • @TragicSolitude said:

    I know that Pinhead's voicelines are not consistent. My friend and I play in the same room, and I'll hear Pinhead say one thing over the TV speakers and another through my headphones. It's very weird.

    I cannot say for sure about other characters.

    it's strange to think that for all we know there are outright interactions between characters, yet everyone hears something different.

  • Did it no problem on deathslinger. I'd say i even did it faster than my usual matches

  • You gotta love the tantrums being thrown here al trying to sound clever by saying 'oh then THIS killer perk that does not actually counter a problem brought forth by people being unwilling to try to actually play'.


    if you genuinely wanna discuss which killer perks should be basekit:

    Killer:

    Bloodhound

    Whispers (optional)

    That's pretty much it.

    Everything else needs an overhaul to be dynamic towards a situation/combo.

    Like, as said, Insidious shouldn't work within a certain radius of a hooked survivor. Or monstrous shrine.


    The main issue with the game is that it feels intend to be as frustrating as possible. Cause let's be honest: Who is more skilled? The Huntress who can sniped you cross the map and who gets 11 hooks in without tunneling, camping and slugging and letting people heal up and let's the last person go, or the basement bubba who nevertheless slugs at 5 gens?

  • He has as much and exactly the same counterplay as Deathslinger (who according to this community still has none), with several advantages Slinger doesn't have.

  • Phone and Telephone get filtered.

    I just wanted to tell a Leon who was showing my Deathslinger all the 'modern day thingamajicks' on RPD that I (as Caleb) KNOW what a phone is.

  • I'm half inclined to just do a count of the posts right now calling for a bigger nerf cause he's too op, and posts like this.

    It's the old song, innit?

    People don't wanna learn how to play a killer, respectively play against them, so they wail and whine till things get nerfed/buffed to breaking point, aka until it's another M1/Shift-W killer.

  • Wesker is another example why the PTB needs to change drastically:

    Barely anyone ever tests stuff to begin with, and then changes happen based on lackluster feedback that in turn are not tested thoroughly

  • It was never going to stop facecamping, lbr.

    In order for that to happen with the ptb version of it you'd have needed two people near the hook, and one person on gens, making the two near the hook and easy target for the most common facecampers. So, no, it would not have stopped facecamping at all.

    if you want to stop facecamping, we ought to make that stop a fiddly mechanic, not a perk. It IS possible, but the question is if bhvr WANTS to do something to lower frustration

  • I am going to take a step in the dark and say this is what happened:

    Despite BlastMine being extremely situational and NOT a guaranteed blind, it's still an easier way to get blinds in than flashlights, flashbang or firecrakers.

    And I'd guess that a lot of people ran it to get the blinding challenges done. And bhvr OF COURSE looked at their flawless stats system, saw people use blastmine a lot and escape and figured OH CLEARLY THIS MUST BE WHY, and nerfed it into the ground, despite the fact that it's really not a make or break perk.

    Or (which I find almost more likely) they simply figured that 'oh, people found a way to make this challenge less frustrating. We can't have that'

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152279#Comment_3152279

    do you mean by 'fake blink'? do you mean looking down while blinking to stop short?

    I have no idea. I have never been able to replicate it when trying nurse, but hell knows I had it so often that people started a blink and somehow canceled it

  • is MMR still calculated by 'get gate escape'/'get hook sacrifice' and nothing else btw?

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153100#Comment_3153100

    I'm sure your entire team that could of used it for CoH to provide a winning advantage appreciates the thought.

    I'll only cleanse a dull these days for my Inner Strength if CoH isn't in play.

    there is something very satisfying about having cleansed all totems except a boon and you see that little heap of skulls in the score screen.

  • @psionic said:

    I think it's a consequence of performance issues. Maps now have no fog, less trees, less props, etc. Unfortunately.

    less trees? less props? where?! Are you being sarcastic?

    cause the new and reworked maps are CLUTTERED

  • I'd simply remove the ability to fake blink.

    You click the thing, you blink.

  • LBR:

    toxicity is a thing, but in most cases the killer's the toxic element:

    Pathetic little brats that only want their 4k, because that's the only thing that the game views as skill. Or are you going to argue that someone who gets facecamped and tunneled (if they even get unhooked) by a bubba or wraith with lethal has done anything to be toxic in that match?

  • Deathslinger, by all means, was conceptualized as an odd stealth killer. The main issue with that is that the game yet does not reward that playstyle.

    Oh sure, you can absolutely get a smooth 4k with stuff like the Cotton Eye Joe build and when done right both sides are having a blast out of the match. But the game mechanics do NOT reward this.

  • LBR:

    The game is neither survivor nor killer sided. The game is douchebag sided.

  • If it's done well, yes.

    And I don't think it IS done well exactly because pretty much ALL the newer characters and so many sidestories etc are ALL about the cult and the pariahs.

    It's an onslaught, and that takes the bite out of it. And what I worry is that bhvr thinks this approach is genius, and will just continue.

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