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Mozic

Mozic

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Mozic
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  • @Laluzi said:

    Sorry, I'm a natural hoarder. When I hit P3, I stop using any items or addons for the most part so I can watch the numbers climb. Stockpiling Plague addons is my secret joy. The new lossless prestige system is going to be interesting to my habits, that's for sure - at least I was comfy using stuff when I was going to lose it anyway, and the addons served as a helpful training-wheels sort of situation while I was still learning a killer.

    (That said, you probably should use the tombstones on a different game than with the party streamers - tombstone is low BP for everyone, including you, and you would get more out of your party streamers with virtually any other Myers addons. I'm not saying keep them, that's my own quirk to deal with, but there's no reason not to optimize use of really limited resources. You can't tell what's going to happen in any given match, and I frown at people who refuse to burn party streamers because they hate the idea of rewarding someone who's going to beat them badly or whatever, but tombstone is a case where you know what's going to happen even in the best-case scenario. It's like bringing vanity mirror and tuft of hair - these things contradict each other, and at that point, you may as well have not used one of them at all.)

    That said, you probably should use the tombstones on a different game than with the party streamers - tombstone is low BP for everyone, including you, and you would get more out of your party streamers with virtually any other Myers addons

    I'm partway doing it intentionally to try and force myself out of the mindset that an offering is wasted if I bring in anything under like 24,000 points in a match.


    Also the reactions so far are worth more than bp. 😋

  • Coming here to report the same - please fix it quickly!

  • Frankly much more effective than what it took me a paragraph and a half to say. 😛

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990770#Comment_2990770

    Or try someone who is just in first year of learning at college, I know there's more stuff to that, you don't have to be a jerk about it

    I certainly don't want to discourage you from continuing your journey to better yourself! To that end I'd recommend taking some time to meditate on why framing the addition of a pride-themed cosmetic as a frivolity could incline others to assume bad intentions on your part and respond in kind. You might believe that you're just asking innocent questions, but ignoring the obvious context at hand is intellectually irresponsible on your part.

    That context, to be clear, is the general miasma of sealioning that happens regarding the topic of inclusivity in gaming spaces any time it's the topic of the day. Regardless of what convictions you hold in your heart, how you present yourself is how you are, and should be, perceived.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990687#Comment_2990687

    It would just probably be a boolean value, if clicked, then turns charms off, tada

    Lord give me the confidence of a gamer who has never developed on a distributable product.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989345#Comment_2989345

    " I'm not a therapist and wouldn't deign to speak authoritatively about the efficacy of various methods of treatment,"

    I'm not a therapist either but I've heard that this indeed works, and phobias can indeed be cured. It's not permanent, even things like arachnophobia can be overcome.

    "but offering it up as the solution to help people with audio/visual processing disorders play a videogame seems logistically fraught to me."

    But this is wasting developer resources on something that can be overcome. Helping the hard of hearing, sure, but aiding phobias specifically is not a good idea. Not to mention that TC actually says that they're sensitive to human screaming as well, which makes me wonder why they're playing DBD, a game where everyone loudly screams upon getting put on meat hooks, which is a HUGE part of the game.

    I mean, I'm almost tempted to think that they're a troll, their post might be sincere(?) but with the strange logic in place, it makes me think they haven't even played the game.

    "What I can say is that pushing the responsibility for manufacturing accessibility onto the population with accessibility needs is not a compassionate approach to the issue. More often it comes from a privileged, abled position that does not want to be burdened by a responsibility to their fellow community members."

    So, to water this down: You're basically saying I'm not being compassionate and privileged for trying to "push responsibility" onto TC and people with phobias. And having the gall to go "privileged, abled position" and comparing phobias to uncureable conditions.

    I appreciate the strength of your conviction in the idea that you are right and other people are unreasonable, but righteous indignation is a poor substitute for a structured rebuttal.


    I'm not sure if there's much for me to add without merely reiterating what I've already said, as your argument amounts to a shining confidence in the universal success rate and accessibility of behavioral therapy, anointing yourself the position to separate whose experiences are more or less worthy of accessibility assistance, accusing your peers of arguing in bad faith, and taking offense to the idea that this somehow fails to culminate in the image of a caring and considerate person, but I'll at least add that one of my friends is deaf and ultimately put the game down for absence of any support for her condition. She did not want to keep trying and failing at the game just to try unlocking Spine Chill (and did not want to be dependent on a perk just to compete in the realm of having anything resembling gamesense), and found the inability to hear sound check cues and the terror radius to be too unfair for her to play. She's never coming back to the game. Fortunately, she's got plenty of other options that do cater to her needs, so it is more our collective loss than hers.

    Is this an outcome that we can be happy with? Is Dead by Daylight a more successful game when we claim that some people are simply unfit to play it, instead of making an effort to welcome them in? Where do we set the standard for who is and isn't making an unreasonable request to be accommodated and, by extension, included? Currently, the bar is set very high.

    What would you lose by supporting the idea that everyone in the community should be able to be included?

    Or, I guess more urgently, what are you gaining by holding to the contrarian's position?

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989374#Comment_2989374

    Oh I know they exists. I exists too. And my suggestion wasn't to cut out evidence of the existence of others. My suggestion was to make it optional so the inclusion of all can continue in peace. The pride charms caused division in this community and its disheartening to see.

    As much as I'd like to help you organize your thoughts further, I've run out of my own. Instead, I'll offer a perhaps amateurish reference to John Gardner's Grendel -

    "Feel the wall: is it not hard? Hard, yes! Observe the hardness, write it down in careful runes. Now sing of walls! Sing!"

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989356#Comment_2989356

    Actually my idea was to give an option to disable the visibility of all charms, not just the pride ones. I think if players don't want to see them they should have this option. Why would you care if any individual had the option to disable charm visibility? You would be able to see them if you want to.

    Because, my friend, neither of us are islands. You and I are cut from the same organic cloth swirling around in this incomprehensible cosmos that we have the miraculous coincidence of simultaneously inhabiting. Where the fearful temptation is to close the windows and doors all around us, draw shut the blinds, and be illuminated only by that humble fire that casts flickering light upon our cavern walls, we ultimately have a mutual responsibility to each other and to all those around us who also just so happen to be attempting to reconcile our various existences with the mad arithmetic of reality.

    Which is to say, in a word, that empowering individuals to curate their experience to specifically cut out evidence of the existence of others in a bid for a selfish comfort around the isolated flame is probably unhealthy from a social standpoint.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989334#Comment_2989334

    Thats great! They should be. I think they should be optional within the matches too if players don't want to see them. But by all means for those that want to can.

    I can't think of a more destructive message to the concept of pride than introducing a selective toggle that enables users to individually hide pride-themed cosmetics from their client.

    @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989337#Comment_2989337

    why tho.

    You could also just see it as a very colourful bird.

    https://forum.deadbydaylight.com/en/discussion/comment/2989325#Comment_2989325

    It could also be a lady, or non-binary. I defaulted to he.

    I'm inclined to go with Vivian. Apparently it's a gender-neutral name and it's very vivid, if you'll excuse the pun.

    My buddy and I settled on Friendwich.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987374#Comment_2987374

    I can't tell if this was just a joke, or if you're trying to compare a proven treatment to something insane like Herman Carter.

    I'm just teasing, mostly. I'm not a therapist and wouldn't deign to speak authoritatively about the efficacy of various methods of treatment, but offering it up as the solution to help people with audio/visual processing disorders play a videogame seems logistically fraught to me.

    What I can say is that pushing the responsibility for manufacturing accessibility onto the population with accessibility needs is not a compassionate approach to the issue. More often it comes from a privileged, abled position that does not want to be burdened by a responsibility to their fellow community members.

  • Gonna make this one a mainstay on my hooks. Does it have a name?

  • @eloise said:

    Be honest nobody here will said if they will target him because it's against the law so everyone here in this comment i know you not target him but the other yes

    What you're offering up is an inherently undisprovable argument - if people say they aren't acting in a bigoted manner, then you claim it's because we're being deceitful about our intentions.

    That's certainly up to you as a matter of opinion, but where's the discussion? Like others have said, if someone makes a point to demonstrate that they're acting in a bigoted way, BHVR has grounds to action it. Beyond that, there's not much evidence to show that people commonly make a point to target survivors based on any aspect of their identity (beyond playstyle - which isn't related to the character). Arguing based on the speculative potential for it doesn't get us anywhere.

  • That's what I assumed! In that case, it certainly makes sense to me and represents some skill ceiling in the way of countering Dredge. It seems like a smart way to resolve the various cases that can happen when teleporting to a cluster. If the Dredge can grab someone out of the two, they should be awarded the grab - if not, the survivors should get the value of having locked one of the lockers.

  • So far most of my attempts to anti-loop using the remnant have left me foolishly disoriented when I warp back and by the time I know what direction to swing, the survivor's made distance again. I'm sure with practice it'll be easier but right now that thing's hard to use!

  • @squbax said:

    Idk fam, im a killer, if I see anyone who isn't fisherman Ace, they gonna be entity food.

    It pleases me to no end that various killers have their own unique codes.


    I'm a sucker for loot - survivors can trade their items to get me to stop doing just about anything.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2988857#Comment_2988857

    I have no idea what you are trying to say. Where did you get 4 seconds from? What do you mean "showcase with Empathetic Connection"?

    ---

    Empathetic Connection's 1.6 seconds less on a heal is worthless, so lets just ignore that part.

    You are basically using the perk so that other injured players can see your aura. However, since Empathetic connection does not exist in a void but exists with perks like Empathy and Bond, those perks make Empathetic Connection worthless. In fact a Key, as worthless as they are, are actually better than Empathetic Connection.

    But, if you don't believe me, then maybe you will believe the other six thousand or so games where survivors don't use the perk. It's literally used less than Solidarity and just slight above Self-Preservation (A perk another user in this thread said was worthless).

    https://us.v-cdn.net/6030815/uploads/Z5FW0KSA6ILT/image.png

    Repeatedly quoting misleading statistics and ignoring my comments to that effect only rob your arguments of their legitimacy even further.

  • Where's Space Billy when you need him??

  • Seconded! I absolutely love playing this killer, and I'm excited to see the first survivor perk that can be used to inflict a status effect on the killer. I also think the doll skin that released alongside the Dredge is amazing (and so are the beach outfits!) so across the board BHVR seems to be doing a fantastic job.

    Also BHVR's been pretty great in handling the audio issues with Legion & Ghost Face's chase music volume & style. I'm a very happy camper.


    I mean, I don't camp. But you know.

  • @BigFatAl said:

    Why is the Dredge being treated like a red herring? The Entity has killers who are especially cruel who may have moved Maurice as a prank. Behavior needs to have a talk with Frank of the Legion or Freddy.

    Top 3 Cruel Moments in the Fog:

    1. The systematic hunting, maiming, and sacrificing of some unknown number of innocent victims.
    2. Survivors demonstrating to the entity that, in the rare cases where they can wrest power in a trial from the killer, that they can be just as vicious as their tormentors.
    3. Someone moved the horse (without permission)
  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989109#Comment_2989109

    Do you think Dredge just creeped up to him and was like

    slurp

    Folks are missing the very obvious take that Maurice not only foresaw being eaten by the Dredge but that they fully intended to join the Fold are now technically a part of it and therefore a playable killer, just like Clown. ☺️

  • This will be a weird take but walk with me on a scattered collection of tangents for a moment -

    There's a post floating around out there comparing the unimaginable amount of strictly confined power that a train has to angels - that power is used for a specific purpose, but trains (and, through this association, angels) don't have much in the way of free will. Duty and purpose are their defining pillars, but lord help you if you step onto their pathway.

    Silent Hill, being both heavily rooted in the playground of gods & the divine, while also being aesthetically inspired by the film Jacob's Ladder (in particular, the uncanny designs of that film's angels being the backbone of Silent Hill's monstrosities), it's not unreasonable to frame Pyramid Head as an angel of a kind - one whose identity is framed around guilt & punishment (in response to unmitigated sexual frustration).

    All of this is to say that if we look at Pyramid Head as a duty-bound, purpose-driven force of divinity - even if the Entity has tapped into that sense of duty to recruit Pyramid Head into the Fog to continue its work, the way in which Pyramid Head can operate is almost better framed in animalistic terms like "instinct" than viewing them as a calculating, feeling thing with positive or negative opinions about anyone or anything.

    So my deduction is that Pyramid Head probably does not have an antagonistic relationship with the Entity, but the Entity probably does not have nearly as much in the way of the means to influence the way in which Pyramid Head acts within a trial as it does for other killers. Whether the Entity can be satisfied with the amount of hope & suffering a trial has produced is more incidental in these cases. It's like the Entity has adopted a force of nature and just has to hope for the best while Pyramid Head mechanically obeys the same parameters of delivering merciless punishment to the guilty that it had while tormenting James in Silent Hill.


    Overall can this be viewed as against the wishes of the Entity? Subjective, but I'd probably just say that Pyramid Head merely does not care about pleasing the Entity and that in carrying out its mission, the Entity gets what it gets.

  • The Doctor is at or near the front of the pack compared to the cast of killers in terms of being a cruel individual. His primary motivation in the lore is pushing boundaries of knowledge related to the human psyche, largely for its own sake or to please a sense of personal curiosity moreso than with an interest in producing some kind of valuable outcome for others. It seems to me like his cooperation with the CIA as an interrogator was more of a sick mutually beneficial relationship (the CIA getting information they wanted, the Doctor being permitted to indulge in the most intense, inhumane forms of torture he could concoct so long as it generated productive outcomes).

    I'm not sure if it's clear why his personal switch flipped and he went rogue at Léry's, but it's possible that he decided the relationship was no longer in his interest (most likely, too constraining)

    With these things in mind I'm inclined to think one of three things:

    * He wears it voluntarily, as a means to enhance the quality of his work for the entity

    * He wears it voluntarily, because he is now experimenting torture methods on himself in lieu of a steady supply of captive test subjects.

    * It is an ironic punishment from the Entity for some unwitnessed disobedience.


    Given that the Doctor's mori is to immediately murder the survivor via electrocution rather than try to abduct them (or take the opportunity to take a token, like Clown does) it's also possible that the Doctor's lost interest in academic pursuits and really just exists as a sadistic husk of his former self.

  • @eloise said:

    Can you nerf the power of him please, i know some people will be say he is good but because you just play him, play in survivor against him (from PC) and you will see, he is too strong and it's not the first post talk about that

    What would you change about the way they play?

    Between vaccines, the unreliable zombie AI, ability to crouch to avoid m2s over low walls, massive size of the killer, need to tier up twice to get full value out of their power, and need to injure survivors 3 times to get a down using the power, I think Nemesis has a lot of obstacles to overcome in order to win a match.

  • I think a lot of people's default fear is that the threshold would be too low and leave it open to abuse as a result - false positives in an automated system is an understandably scary prospect.

    That said - I think BHVR is intelligent enough collectively to recognize this risk.

    There's a lot of perks in this game that enable strange behaviors that the other side can understandably misinterpret as cheating (Rancor, for example, reveals the location of every survivor whenever a gen is completed [including those in lockers!] in addition to the well-known ability to mori the obsession - but many players don't know the latter effect because the perk is so rarely used) and that confusion might reasonably lead to more frequent accusations of cheating than usual.

    It's also not the hardest thing to anticipate users who will actively abuse the report system to try and intentionally ban players they dislike - adjusting the system to disregard or even punish players who submit a high number of faulty reports is also possible.


    Ultimately I think it's something that can be implemented correctly. It'd take a lot of care & consideration, but they seem to know this and I trust them to come up with a good way to implement it.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987355#Comment_2987355

    It's worthless. If survivors aren't coming to you when you equip it, it's worthless. Also, consider that it only saves you 1.6 seconds of healing speed. If the person that is hurt takes more than 1.6 secs to get to you, then it's actually worse than him just waiting until he meets someone at a generator.

    An injured survivor in chase could also see you and intentionally avoid running the killer to you so you can continue to work on objectives with this perk, too.

    Or... intentionally run the killer to you to try and trade aggro off onto you. 👀

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972573#Comment_2972573

    it's not childish, and it's not excessive. It is much better than what we have now

    I certainly respect your opinion, but even now seeing the new hag one it's just... really not for me. I thought on it more and the missing element for me is really the anticipation between actions. The mobile ones are all very quick and sudden - the intention is to shock by doing many violent things quickly. Family Guy does this all the time with their famous 1 or 2 frame punches. It's low-brow.

    The animations we have in the PC version are, for the most part, intentionally paced with anticipation in mind. When the animator gives you time to read what is about to happen, you are invited into being an accessory to the action as opposed to having it be thrown at you in a jarring way.


    What I mean to say is that the faster, more gratuitous animations that are being added to the mobile version seem overall cheaper to me. In the same way I expect my horror to build suspense and dread rather than rely on evoking the easy response through jumpscares, I want the mori animations in this game to not be interchangeable with an amateur take on a Mortal Kombat fatality.

  • Maurice missing, the Archivist missing....


    Maurice is becoming the new archivist!

  • Coming in to report - hopefully the game is smart enough to reward these retroactively 👀


    +2 pip, 4/4 iridescent emblem, Dredge perks only - no achievement! (PC btw)

  • @JaviiMii said:

    I agree, there ought to be some sfx toggles. - Toning Nightfall and the other sounds that can be triggering down is one way to go. I can however see the argument being made that some people might just use that feature to tune down a whole lot of sfx to gain some sort of advantage from hearing less background noise. - Maybe the option to replace certain sounds would make sense. For Dredge dynamic noise might be an option; just as loud, just as distracting when it comes to covering up other noises - but pretty trigger-free i imagine. Also not exactly pleasant to listen to, so if you don't have an issue with the original sfx there is little to be gained from going for the trigger-free version.

    (And on a side note: the whole "just deal with it because x" line of argument is not helpful, imho. You don't tell a colourbling person to expect there to be colours in a video game and just deal with it either; you expect that key-colours can be clearly distinguished from each other by colourblind people as well.)

    The auditory way to go with this would be introducing a set of stock, generic alert/distraction noises / tracks that are less immersive but safely bridge the need to maintain some amount of auditory coverage to protect survivors from killers but without being in this constant situation of wanting to expand their horror horizons while discomforting various subsets of the playerbase.

    From there, there would need to be some accessibility menu where players can individually swap certain SFX over to the "generic" version of that effect, with the "Immersive" version being the default.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987285#Comment_2987285

    Can't phobias be overcome though? There's something called "exposure therapy" which has been proven to work for arachnophobia...

    -Herman Carter

  • Whenever The Killer Is Within 16 Meters Of A Hooked Survivor The Timer On Hooked Is Paused Until The Killer Leaves The Area And The Timer Will Stop When They Start A New Chase With A Survivor That Is Not On The Hook.

    This is one of the most common suggestions I see and the devs even tried it in an earlier build but took it back out because they found it was ripe for abuse by other survivors.


    My overall take is that these solutions are a mix of overcomplicated (imagine explaining how option 2 works to a new player) and aimed at introducing punitive effects to the killer instead of incentives that make doing something else more valuable than hugging the hook or tunneling. Punitive measures will not make killers camp and tunnel less, it'll just make them less happy while they do it - and the players who are facecamping antagonistically will almost certainly not care.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987031#Comment_2987031

    The problem lays in consistency... there is none. They have put a extreme overlay filter over the screen with no consideration of map lighting. Doesn't take a Einstein to work that one out.

    They have adjusted the ability so it fulfils that definition on light maps at the extreme detriment of dark maps.

    Basically... they have dug a hole before planning said hole. As there is not going to be a middle ground with such a current design feature.

    Hardly seems like the first killer power to have significant variance based on map. That describes most killers, really.

  • If they make any changes, it needs to remain on the side of "Nightfall has a meaningful impact on the survivors" and not "Nightfall does not have any impact on the survivors"

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/326816/the-lack-of-survivor-perk-changes-from-the-ptb-is-disappointing

    BHVR has released 2 horrible sets of survivor perks in a row. I'm think the best thing survivor-mains can do is just not buy their content. Once BHVR starts losing money because they refuse to do any work on the survivor side of DLC, then maybe survivor-mains will start see decent perks. I honestly can't get over how BHVR could make Haddie's perks and Yoichi perks and not realize no survivor wants them in their bloodweb and won't by the DLC because the perks just sit in the bloodweb, taking up space.

    Look at Yoichi, he barely has one perk that is sitting at half a percentage of use. All combines, his perks barely are used more than 1% of the time. It's horrible. I'm betting that Haddie will have worse perk usage.

    https://us.v-cdn.net/6030815/uploads/9XBZPTBVA6P5/image.png

    You really gotta stop citing those usage statistics to support your arguments. The site you're using only collect data from players who install a software that gathers info from their matches and doesn't account for the way that perks tied behind DLC and a teachable system makes newer perks super limited by comparison to perks that have been in the game for years.

  • The Bubba would simply need to wait next to the hook and begin revving as soon as a survivor is unhooked.

    It'd also shut down Bubba when survivors are looping around the hook, which seems unnecessarily punitive.


    The way to make it so that Bubba's ability to trade around hook is diminished would be to cause his power to end once he downs someone, or if preserving the lethality would be novel, adding a check to prevent his chainsaw from downing more than 1 person at once, and adding a 0.5s-1s delay between injuries.

  • Giving it a passive immunity to mangled and hemorrhaged I think would be a great way to give it some unique power & personality.


    I dont think immunity to / the ability to remove the broken effect can work since the status effect is a crucial part of the "fully" infected part of plague's power, and it's used to counterbalance the benefit of a few perks. But strong support for the first two!

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980245#Comment_2980245

    A flash-bang does a lot more than blind someone.

    It has a chance of setting someone on fire and destroying their hearing depending on how close/if they were inside and of course damaging their sight.

    Not in DBD it doesn't!

  • Positive incentives that lure the killer away from hooks because it improves their odds of an outcome they want will be more effective than trying to punish the killer for 'bad behavior' that the game's mechanics occasionally encourage.

  • A lot of players get lured into playing killer because it appears like the game's power role, and the average person isn't introspective enough to reconcile with their expectation of being an unstoppable killing machine vs. the reality of it being a much more evenly matched competition despite the fact that the survivors don't have much in the way of "fighting back"

    That, and playing killer is a fairly lonely experience without community spaces like this forum. Killers don't have a lot of ways to compare and share notes with other killers in the way survivors can communicate with each other post-game, so the bulk of feedback that killers get tend to come from the survivors they play against. You can probably guess what kind of skewed feedback that can result in.

    It certainly doesn't justify the way some killer players engage with the game, but I can at least understand why it happens.

  • To be fair Brand New Parts remove themselves from the game every time one gets used 😃

  • Movie logic! Why would a shipping palette stop them? Why is a flashbang grenade just as impactful as a flashlight to the face?

    Mostly because the Entity wants it that way. Keep in mind that at the end of the day the killer is a scooby-doo villain whose job is to look a little bit like a fool scrambling to murder four slippery fish.

  • I don't really understand the issue. Having to run trickster differently hardly sets him apart from the multitude of killers who have to be treated as a special case in chase. I find the idea that people are out here trying to just make an off-the-cuff statement that nobody enjoys playing him even more farcical. While I know it's ultimately subjective and I want to respect their opinions, I can't help but suspect the motives of the people offering up those arguments. Maybe there's some scourge of basement tricksters out there that I've never encountered.

  • @yomamamidnite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979526#Comment_2979526

    What you mean because I put him in his place for being a dingus? That's the dbd community for you, toxic as ever.

    A piece of advice I learned a while ago - when you are engaging in a debate with another person, you're not aiming to convince your opponent, you're aiming to convince your audience. How you present yourself and your ideas matter.

    This is not the way to do it.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979335#Comment_2979335

    But would the survivors do the same to low skilled killers ease up and let them get a few hooks or a kill it's fine to ask one side to do it if the other side is willing to do the same thing, if i play a killer i haven't played or touched in ages i have yet to see survivors ease up and let me get some hooks or a kill but if im playing killer and i can tell they are new or having a hard time i'll get my bbq stacks then just have some fun after.

    I'll still chase and down them but instead of hooking them i'll let the teammates pick them up, if they are having trouble because im putting to much pressure and ruin just keeps taking the gens back to 0 ill show one of them were ruin is so the game can move along and depending on the killer i play i might meme around a bit i.e the pig ill see how many people i can get to boop the snoot.

    I certainly do! Though I think killers tend to interpret survivors actively loafing around when they're busy trying their best as some kind of insult where survivors tend to view killers actively forgiving mistakes in a more benevolent light. You're right that you're certainly not obligated to do so, and I'd back you on the notion that there's some double standards at play in this community, but I think it'd be better to embrace doing things the way you want to for its own sake and hold firm to the notion that you deserve to be respected for doing so just as much as the next player for doing things their way, than to need to bust out the abacus and calculate that survivors are, on the whole, less likely to extend those same kindnesses to you in order to justify playing the way you'd like to.

    tl;dr It's hard to form a behaviorally egalitarian model of player behavior in an asymmetrical context, just do what vibes well with you 😊

  • @yomamamidnite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979511#Comment_2979511

    Why the fu** would I turn down my volume in the middle of a match? Just because that works for you doesn't mean it works for everyone else. It's a huge hindrance which is why I even brought it up. Go be negative and ignorant on someone else's post because clearly you have no life or anything better to do besides that.

    👀 Wowie

  • There's still an element of something sinister happening when a studio audience erupts into laugher and applause when you bludgeon a survivor - plus getting thwacked by a palette could be a cause for a wave of gasps & groans.


    If not for the base skin, it'd be a great idea for an inclusion on a future legendary skin in the same way that the Huntress Baba Yaga skin has a unique lullaby!

  • It's pretty rare, coming from a killer's perspective. There's a ton that goes on in an average match between survivors that the killer is pretty oblivious to - those kinds of selfish plays feeding into a killer who independently wants to take advantage of it being a good example.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979335#Comment_2979335

    While yes, i agree that going easier against lower skilled survivors should be the norm.

    I also have to kinda disagree, because the sbmmr won´t make anyone a favor in this regard. The low skill players will get matched against better killers and the high skill killer will face worse survivors.

    For sure! I mean, when I'm playing killer I tend to have a fairly merciless reflex when it comes to punishing survivor's greed, but often times what a seasoned survivor knows is ambitiously greedy, a brand new survivor is just still learning. So for example if I've already discovered that the team I'm up against is clearly not out to play the best game of their careers against me and are making amateurish mistakes, if someone divebombs a hook in front of me and fails, Ill just leave them slugged by the hook (and not come back). The time a third survivor has to then take to unhook + pick up the slug + whatever healing they want to do tends to make up for the surrendered hookstate.

    But ya know, everyone's welcome to play how they like - I just mean to say that its like being a competitive chess player going up against their nephew. You might know they foolishly played into your checkmate in six turns, but they sure don't - and confounding them with your elite chess skills is more than likely just going to go over their head since they're busy remembering what directions the pieces are allowed to move.

  • I think Freddy's kit could use some love to make it more dynamic moreso than just more powerful. The way Freddy's power scales right now is particularly well suited for massive slowdown build/playstyles, which the devs know aren't very exciting or interesting for the average survivor to compete against.

    It's like a parallel design dilemma that the devs face when buffing any perk that can make high-mobility killers absolute monsters while only making the average killer adequately stronger. Also worth considering that Freddy's teleport power is factored into the arithmetic for how impactful the rest of his kit can be.

    I'd like to see more attention pushed onto Freddy's strength against dreaming survivors. If Freddy's antiloop vs. sleeping survivors was even more powerful, or Freddy got some additional info like hunter's instinct on survivors for a few seconds the moment they fall asleep, it'd feel a lot more dynamic. Making it imperative to survivors to wake each other up / run to alarm clocks would provide a form of slowdown more alike to Pig and Plague - something that involves risk/reward decisions on the part of the survivors and opens up Freddy to capitalize on those accepted risks. Though it'd require pulling power away from his teleportation in its current state to justify changing.

  • Maybe if you realize that you're up against low-skill survivors, ease up on the clutch a little bit?

    Today's baby survivors could use a little nurturing to develop into tomorrow's stable playerbase, after all!

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