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MeltingPenguins

MeltingPenguins

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MeltingPenguins
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  • @[Deleted User] said:

    There are definitely some weird invisible walls on the maps. I feel like it’s probably just another bug though. The tops of hills are really nasty. Some areas you can’t even get over. I also came across what must be a huge invisible rock on the swamp map. Actually got stuck for a bit because the shape was really weird.

    the last update really messed up a lot of graphic stuff (the hill's bug, invisble walls, walking animations of killers), and it's ridiculous. Sure, one might wanna argue that it's just two or three (maybe four) killers affected by the invisible walls (deathslinger, huntress, plague and clown), but that's still about a fifth of all killers.

    @Elena said:

    The only invisible walls I'm aware of are in the PTB. In one of the Yamaoka maps, you can get enter one of the shrines and the killer can't get to you, making the survivors hold the game hostage.

    Check the mentioned spots in a custom match with deathslinger or huntress. it's really weird

    @Acromio said:

    Were they ever not there?

    How else would I notice they are there now? Snark aside, you could pretty much shot all projectile weapons through all openings you could pass through (it was especially nice at the aforementioned gallows, when survivors felt so save up there they got co*ky and started tbagging etc.)

  • I like to do a thing called 'bloody shepherd' when I notice the players are new.

    It's a bit tricky to pull off, as there's no way to clearly signal you want to farm, but if it works, I tend to (try and) show them what pallets do, how vault points get blocked after a while, etc.

    Most often this gets me a thank you.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/185678/no-counter-play-lol

    There is no chase counterplay against, spirit,ph, and slinger. It's all guesses. I cant wrap my head around how people think they do.

    because caleb and rin are not MEANT to be engaged in chases.

    That's part of the design. Just like you have to pay MORE attention to your surroundings with Trapper or Hag or plague, just like you have to keep a distance with Clown, etc, caleb and rin are killers who by design are meant to be avoided.

    Stop trying to have every match play into your 1v1 chase fetish.

  • Why?

    You can literally check the tome, it'd take as long as checking a status bar would take.

  • Bringing this back up, because I think with 'Undying' coming into the game and general some things that make a match last longer having the aggravation meter might pan out decently.

    As for the keys: alternatively one could go that keys can only be found in a match, but killers can find them too and get more bloodpoints for it?

  • @TheButcher said:

    So let's start. The killer see's a T.TV, with a flashlight. With the word "Damnnit" in their name. Yeah that's a combination of traits that doesn't scream "Toxic T.TV". Killer's gonna Mori you.

    Then in the end game screen you're running all meta perks. With a flashlight. Kind of deserved it.

    Then you go on the forum's with all of this proof against you, as a player. To complain about Mori's ruining YOUR fun.

    You're going to make it big on twitch 🤣

    ^^^ that

    might as well have brought a key and be in an obvious swf.

    Blame the streamers that convinced a lot of players they HAVE to be toxic brats and get killers to DC out of frustration.

  • Before we answer this, allow me make an important inquiry:

    Did you sleep before or after the 10 hours of playing?

  • @DragonMasterDarren said:

    Hydra Demogorgon maybe?

    Day 65 of waiting for a black trenchcoat for Jake

    would a black duster (like the thing caleb wears) also acceptable for jake?

  • i'd argue that's more one of the titans... i mean, c'mon Heph has a bad leg too...

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564348#Comment_1564348

    I think Survivors shouldn’t have stats, but traits instead. They’re basically passive abilities that the character has built-in. They’re directed at assisting in that character’s nature without being intrusive. I personally think Urban Evasion should be Nea’s passive, and Steve’s Camaraderie should be his own passive, or something similar to that perk that buys people time on the hook. Those things are helpful, but not totally game-changing, which is the direction I believe we should be going in when we talk passives.

    Weakening/strengthening perks doesn’t sound so bad. I dunno. Same deal. This would need some field testing for a concrete answer.

    The Bloodmarket for items and add-ons like they have on mobile seems okay to me. We could definitely experiment with different game-modes or milestones or something crazy like that. Let’s just make sure it fits the theme of DbD.

    We'd have to define what the 'theme' of dbd is. because i've seen people argue against modes or things like dlcs that'd give us the roleswapped versions of the characters on account that it 'wouldn't fit the lore/theme/mood'.

    I'd argue that a 'scavenger' mode to get items would kinda fit, as it'd give the survivors a hope boost? which is what the entity feeds on?

  • hephaistos for deathslinger?

  • @Trwth said:

    These ideas are done so beautifully. I love the images you drew!

    The revamped loadout and charms are very cool. Not too sure about blessings though. They sound more like effects you’d receive through offerings instead, which is still a welcome thought.

    Speaking of offerings, having both a normal offering and map offerings separate would be amazing! My only concern would be that people would always play specific realms, namely the original three, but that’s a separate issue so no need to worry about that yet.

    For your ideas about perks, I’ve tossed this idea over many times in my head and came to the conclusion that restricting perks on certain characters is plausible, but not totally welcome. On one hand, I do think that some perks should be disabled (like Distortion on David) to encourage different playstyles depending on your character. But contrarily, this would also force people away from their favorite characters to use certain perks. And if this is done incorrectly, you may not see some characters due to their perk roster.

    Blessings sound like offerings to me, but that might just be me misunderstanding. The idea of Killers having to find Survivor-equivalents of hex totems feels off to me. I really think offerings should handle the whole blessing deal. We’re getting more offerings in the upcoming chapter, and I hope there’s plenty more where that came from to fill the empty void that is the offerings of this game.

    Giving Survivors stats is, excuse me, not a good idea. In a game where your team is counting on you to buy them time to finish the objective, your performance shouldn’t be determined by stats. Not only would that screw people over in situations where they’d normally be fine, but it’ll create a new Survivor meta that isn’t just perks, which sounds like a nightmare. Don’t feel bad about it though. We can certainly build off of this idea with something akin to passive traits or something of the like.

    The Killer stats screen looks very nice in that template. It’s pretty much the same as it is now, showing movement speed, terror radius, and power. Something the devs should definitely invest some time into is the explanation of Killer powers, because some (like Freddy’s) consist of a huge wall of text that’s super intimidating to look at if you’re a beginner.

    I’m assuming you started to get worn out by the time you hit the items section, which is totally relatable writing long posts like these. The bloodweb and bloodmarket are passable, but flawed in their own ways and need touch-ups. The progression system in this game needs to be less of a grind, which is a discussion for its own post.

    All-in-all, I like your thinking. Your ideas aren’t bad at all, but they’re not perfect either. After all, there’s always room for improvement! 😁

    Survivor stats are the thing I'm most on the edge about myself, truth be told. But I do think that having an overview on how well one does with certain objectives might be a good idea?


    As for perks: I did muse about how it would play out if teachable perks in general would be weaker on a character, think that would work (instead of disabling them entirely?)


    And as for items: No image there cause I am undecided if I'd personally prefer a separate shop/web for them, or a whole new game-mode where you can gather them.

  • I have a thread somewhere going into the ideas details, if you want to check it out.

    I'm mostly weirdest out when people declare any such idea a 'lost cause' on account on it changing the game too drastically. (Would we even need dbd2? we could very well change the mechanics bit by bit. i mean, it happened before to my knowledge)

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564069#Comment_1564069

    You obviously have difficulty with reading comprehension and read what you want to believe is written rather than what is actually written.

    Nowhere in my post have I even mentioned that my understanding of the game is better than yours.

    Again, not every thread needs to turn into an arguement nor do they all need to be sprinkled with salt.

    you're the one with reading comprehension difficulties.

    the 'my understanding' line was not directed at you, but at the general approach some people apply when naming which killer should be axed.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564055#Comment_1564055

    The subject is which Killers would you axe not what drives your decision. Not every thread on the forums needs to be an us vs them.

    If you ask such a question, you are asking for why people would do it, which comes down to what I said AND a 'my understanding of the game is better than yours' approach at bottom line, come of your high horse.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563994#Comment_1563994

    Can’t you keep that war out of this thread and just partake in the Subject? Why must we always argue or try to bring down the other side?

    it is pat of the subject, as that is what drives people's decision. If you'de want to axe killers, axe the licensed ones, put in expys of them. cheaper.

  • @Impact

    To me it's like this:

    Devour Hope: Balanced, but requires survivors to pay attention to where people get hooked

    Haunted Ground: Semi-Balanced as of now, but easily will go broken with 'Undying'

    Iron Maiden: semi-balanced, as you still need to get to the survivor within those 15 sec

    Rancor: limits Exposed to 1 survivor, and there's no guarantee the obsession won't kick the bucket beforehand.

    Make your choice: semi-balanced leaning towards broken, as the killer needs to be around the hook, aka it's a blessing to campers.

    Iri Coin: Broken, most maps can be tricky to hit a survivor from 15m away

    Pinky Finger: Semi-balanced, leaning towards broken due to the slowdown effect.

    Both Myers and GhostFace need to build up their stuff to expose a survivor, which takes time and a bit of skill...


    But dragon?

    At highest rank... let's do a bit of mathematics:

    exposed statuts lasts 60 secs. scream and aura last 4. effect on gen: 30 secs.

    How long does it take to move away from a gen to get a survivor out of one's TR? How long does it take for AFK birds to appear?

    theoretically, you can apply dragon, go away, get a survivor exposed, chase and down them, hit them, and immediately kick the next gen.

  • On paper spirit is meant to be played without stridor and phasecamping. which, lbr, would make countering her easier.

    But people don't play her 'as meant'. similar with plague. I've seen a couple of players having her be a plain M1 killer, who at best use her vomit to get a quick Broking status on survivors. No infesting gens etc, no corrupt purge at all.

  • Know what's most fascinating bout this thread:

    So many of you would cut Killers that require a slight change in your gameplay, and that says everything one needs to know about your skill as survivors.

    Amateurs.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563958#Comment_1563958

    Hence why it has a cool down, and why a survivor should simply GTFO if they scream. It’s really a stall perk when you look a little deeper: it’s meant to frighten survivors off of gens immediately

    Yeah, and Spirit is meant to be played in a way that has definite counterplay, on paper.

    What something is MEANT to be doesn't matter.

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563965#Comment_1563965

    So then the killer kills the husks off and gets points the same as if they were real players? I know a.i. has been technologically successful but wont the real player seem more noticeable than the a.i. and what if the real player survivors die off before the a.i. survivors?

    AFAIK you still see that the person disconnected before.


    also, DCs because technical stuff are incredibly rare. it's usually people don't wanting to face a certain killer, or they are outraged they actually got found and downed. So, the game against the AI might actually be more fun.

  • @Mikeasaurus said:

    They just need to do what the Mobile version did. Someone DC's, it creates a husk of the survivor controlled by the AI. At least then, the killer still gets hook points and survivors are no longer a man down.

    I think that is coming to the other platforms.

  • I don't think they are 'obsessed' with it or that it is 'overused'. it just comes across that way BECAUSE so many run things like ruin or such, making it as annoying as you state.


    But having done the 'hit 5 exposed survivors' challenge from the tome, I found it's actually pretty hard to get. Noed is more or less the only surefire way. but even that requires certain work from the killer.

    Blight, however, is a gamebreaker as it seems to be right now.

    know how one trapper tactic on high ranks is to guard a 3 gen, let the survivors have the others, and trap said 3 gen to then pick them off?

    I can see this happen with Blight, just worse.

    Every other thing that applies exposed requires some work and gives some decent chance to the survivors. Blight's thing doesn't.

  • I should mention I am literally standing at the pallet when this happens, just out of ranged for it to hit me.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561993#Comment_1561993

    They will never reward shards because that would lose them money. They want you to pay for the "free" cosmetics, that's why the grind is so slow for them.

    why exactly are you still playing if the game and devs can't do anything right and are bad news altogether?

  • @TWiXT said:

    That's exactly the situation I was discussing with my survivor friend the other night. The conversation went something like this:

    Me: "I'm a good killer, but I do play brutal. Don't get me wrong, I'm not a complete #########. I try to avoid tunneling, and I don't camp the hook; There's no point in camping... most of the time."

    Survivor Friend: (laughs) "Most of the time? You say 'I don't camp' and then follow it with 'Most of the time!' (laughs)

    Me: "Well, camping in general is a bad idea, but there are times where I'll carry a survivor to the hook only to turn around and see all 3 other survivors around me, because they followed me for that sweet insta-BT save. I know no one's on gens, everyone's already done half of my job for me by saving me time in finding them, so What am I supposed to do in that situation? It would be stupid of me to leave the hook, and just let them get a save without injuring or downing at least one of them now wouldn't it? They've essentially allowed me to apply pressure on the whole team without any of them applying any back. If you make a stupid move like that, I'ma punish you for it."

    Survivor Friend: "Fair enough, though they'll probably blast you for camping"

    Me: (Sighs) "Such is the life of a killer main."

    this this this.

    Gods, I dunno how often I've been getting complains from survivors that I 'camped/tunneled' when they almost insta unhooked (often with 'heal under the hook with NO DS') or ran straight into me...

    like, people, give me at least the time to turn AROUND.

  • In-universe... how badly does a killer have to p***-off the Entity to have to face a party of identical survivors?

  • More realistic obstacle:

    voicechat would require better servers, meaning more costs.

  • Love to: Deathslinger or plague

    But as i'm merely 5'5...

  • @MadLordJack said:

    It sounds like they are failing miserably at camping the pallet, which is pretty much the most misunderstood Deathslinger counterplay out there. News flash: drop the pallet early and rush gens, don't just stand there.

    That being said, I think a lot of survivors get coddled by latency into thinking they can always drop the pallet even a split second after they get speared. I've done that so many times, it's honestly stupid that it's even a thing that works.

    I'm no good at... quickscoping (?) (aiming and immediately firing) so I need my 2-4 seconds to aim... and they just keep standing/healing there... so, can it really be a latency thing?

  • @Zeus said:

    I dont know why they bother healing unless they have self care but staying on other side of a dropped pallet while injured is a very good tactic against deathslinger. Just pre drop pallet.

    that's the thing. they DO NOT drop the pallet. that i'd understand.

    No. they stand/heal there, waiting for me to come close enough to stun me.

    If these were low ranks that just started playing, i'd understand that they might not have faced Deathslinger yet... but these are high ranks with several hundreds of hours under their belt.

  • @xEa said:

    Never seen that ever. Sounds like you play against beginners?

    i see it more commonly on purple (or almost purple) and red ranks than on brown and yellow

  • I think they are semi random. Like, you won't get a daily for characters you don't own, i believe.


    Also: it'd be nice to get 6 dailies total, three for killer, three for surv. Might encourage people to play both sides...

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559256#Comment_1559256

    https://forum.deadbydaylight.com/en/discussion/comment/1559323#Comment_1559323

    ??????

    I'm criticizing the fact that the devs have shown no interest in improving their base game and each update is not really a way for the devs to improve their game but just tack on more killers to play and perks to get and grind to go through. I haven't said anything about too much content, if anything, there's not enough if someone wants to just play one killer, since all the "new content" is separate from everything else (except maps and offerings). That's why the implementation of kicking gens (with The Doctor) was so influential. The same for The Hag, with Totems, and Michael with Obsessions (if you didn't have an Obsession perk, someone else did, so it affected all applicable matches). Nothing past that has introduced any mechanic we haven't seen before. Breakable Walls? A slight variation on pallets. Deep Wounds? Another bleed out timer. All of the implementations mentioned either solved problems or made the game more fun for everyone. I've not seen a single person say that Deep Wounds is fun for everyone and I've not seen anyone say they enjoy (not find interesting -- enjoy) breakable walls (for their own sake). The EGC tried to solve a problem (and alleviated a few cases of frustration that could also have been solved with a simple concede button), but didn't make the game more fun or interactive for players. That's what I'm saying. Seasons = nothing new that's outside of the killer+survivor+perks+some small adjustment to what players can do in chase. That's it. Updates change things. Seasons don't tend to do that in nearly the same way.

    I'm quite happy that the developers have been able to make so much money from cosmetics. I see it as a way of donation (albeit using tactics that prey a little too much on unsuspecting psyches imo); if you want the cosmetic and feel like supporting the devs, buy it!

    Edit: parenthetical

    I kinda misread you, I apologise.


    The issue is a bit with the community:

    The devs try something new, a handful of very loud people will say its bad until everyone joins the chorus and the idea is scrapped.

    Same when the community suggests something new or provides constructive criticism. Often time this handful only echoes what the big streamers say, without looking into things themselves.

    Like, I recently made a thread about how one could overhaul skills, perks, charms to make the game a tad more strategical and matchmaking thus easier. (check it out and tell me what you think)

    Only feedback I received was complaining that it 'would make it a complete new game and is thus bad'.

    And that's the general tone.

    Like, breakable walls would be cooler if they'd break faster, AND hide the red stain adding a genuine surprise moment. But then people would complain how unfair that is.

    Someone suggested adding in a means to know how many totems still stand, and people complained that that was unfair (if it required to check out a bunch of candles on the map) while at the same time advocating that IF it's put in it should only be visible for survivors on the UI... (because that's totally fair)

    Or making the game more accessible: I've seen suggestions to bring in the visual indicators for heartbeat etc from the mobile game, and add a colorblind mode that changes red effects (scratchmarks, auras etc) to a bright blue or someone that allows colorblind people to see the things. Each time this was brought up, you'd have people loudly complain how that would be unfair (for both sides, interestingly), how that would break the games atmosphere, how no one would use it etc.

    They'll keep throwing tantrums till people (devs included) drop the idea.


    The main issue I see with the community is that a noisy number of them wants their iWin buttons for their preferred side instead of the game improving and being more fun for the majority of players.

  • @tippy2k2 said:

    Different people have different opinions.

    There's your explanation. You're welcome!

    I'm not talking about different people with different opinion. i am talking about the same individuals having both these opinions at the same time and demanding they are both taken in consideraton.

    @Khar said:

    https://forum.deadbydaylight.com/en/discussion/184874/dear-community-kindly-explain-the-following

    Let me be the first to welcome you to the INTERNET! I can see you are new here, so you're in for heck of a wild ride.

    Don't even try. I lived through animutation and the mishapocalypse

  • I think it's tricky:

    Had the kate been ratting her teammates out from the start, she'd risk a ban.

    But the zarina has refused to engage in regular gameplay, waiting for the kate to bleed out of get hooked to get the hatch, so there's that.

  • @Dead_by_Gadfly said:

    Youre complaining that theres to much content?

    they are complaining bhvr has to pay their staff and for servers somehow. I mean, I'd also rather see big cosmetic packs instead of single character stuff for example, but yeah...

  • Doc, Clown and Blight. I think Blight outdoes even the doctor, as Grimes experiments on the killers in ways worse than Carter...

  • @Aven_Fallen said:

    If you hear it every time it is probably your playstyle.

    Naw, it's entitled brats that stubbornly refuse to change their playstyle according to which killer they face. Like, if they cannot go up against Doc or Deathslinger or Freddy the same way they go up against Trapper they declare this a bad design.

    AND THEN they will turn around and complain that the devs are uncreative when it comes to killer mechanics...


    (I'm saying this as someone who thinks Doc is a little easy-mode, but damn)

  • Going by observation the main issue is that people play the game as so hyper competitive that it gets unsettling, and they'll do everything to prevent anything that would shake up the status quo significantly cause it would mess with their means to... get some sort of satisfaction... or something.

    While at the same time complaining that the game has no new ideas etc.

    I mean, I saw your thread, and I commented that maybe give the killer an item to switch places with a killer currently looking for a match. when i made a similar suggestion before, people said that'd be a complete gamebreaker, yet complained about waiting time etc.

    Or got and make suggestions on how to maybe change up perks and skills to make matchmaking and balancing easier, bam, people complain 'it would make it a complete different game' and then go into another thread to complain how the devs have no ideas and are scared to shake anything up.

    And it's exactly these people that make the devs stay away from the forum and other interactions with the community, because these 'fans' will use every chance to (beep)-talk the devs no matter what.

    The community could very well do without those brats.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556830#Comment_1556830

    New game mode: Survivors + Killers team up to kill the entity. (Represented by 4 flashlight clicking Nea's)

    let's be honest, that'd be fun

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556833#Comment_1556833

    Considering the effects the serum had on him, I doubt it would weaken them. If anything it makes them stronger, since in one of the cutscenes we see the Trapper is able to free himself after being injected.

    yeah, but he doesn't look blighted in that.

    So... what IF bringing talbot in after two blight events was finally the one misteps the entity should have never made? the thing that will set a chain-reaction in motion allowing some killers and survivors to ultimately escape?

  • @[Deleted User] said:

    Most likely, I don't see why they would give up on the event, there are still skins people want to buy with Blight Points from when Halloween comes. If they come with something new, that's also fine.

    i think one way would be that both, survivors and killers found the stuff might be a way out, and maybe they are p*ssed at talbot (and the entity by expansion)?

  • @White_Owl said:

    Actually I have the impression the Entity pulled the strings to make the alchemist become what it is now. Plus it's not like it cares about the killers' well being since we already knew it tortures many.

    yeah, but it tortures them to be effective. talbot's BS weakens them if i understood things correctly. lorewise we could argue that the entity had to spent extra energy to 'fix' the killers after their ordeal, i think.

  • I've seen several posts about someone like that by now. #########.

  • sometimes. but from what i've seen its not a guarantee.

  • Possible answer 1: it is a creation by the Entity based on demo's/steve/nancy's memories

    Possibility 2: It is an actual portal linking the entity's realm to the upside down and was needed to actually bring demo here/allow demo to us its powers

    3: the portal just happened, and the entity doesn't know what to do with it (i mean, it does keep biting off more than it can chew lately)

    4: the upside down IS the entity's realm, just a different pocket of it.

  • Killer:

    If one person disconnects upon their first down, I go soft on survivors (unless they are brats)

    Same if I notice someone's new to things/hasn't face my killer yet, then I get them to learn by doing.

    With the current hill bug, if I see a surv being stuck, I pick them up, walk them to a save distance and either let them wiggle off or drop them where another surv can see them. then i step back (let them heal in the latter case) and give them ten seconds to run. after that it's fair game.

    If someone's fresh off the hook and they run straight into me, I might ignore them (depending on how well or bad they behaved)

    If you do anything to make me laugh, I'll spare you.

  • @handfulofrain said:

    This has been brought up multiple times before. Nobody seems to understanding that doing things like this would fundamentally change the game. You're pitching something for a completely different work.

    I believe I did say it would make things more complex etc.

    But that isn't the question. Look at the forum alone, or each and every comment sections under whatever the devs post: Rows and rows and rows of complaining how unbalanced things are, how boring, how this and that and those perks, builds etc suck and so forth. How they are wailing that this and that other games is soooooo much more interesting...

    and with the current system you CAN'T really fix that. With the current mechanics, you can't balance things smoothly. you can't bring in matchmaking well.

    It does need a whole new system.

    And... would you still go around repairing gens? yes. but now there's more factors to it, that's all.


    So, you want to eat your cake (complain the game is boring and others are more interesting) and have it (not change anything about the system)?

  • @Dzeikor said:

    That's what you get for being addicted to school.

    I get the feeling english might not be their first language and they just picked an odd translation.

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