NMCKE
NMCKE
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- NMCKE
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@Peanits said:
This sounds like fun. I'm going to go ahead and pin this.
I'm really curious to see if anyone will actually get it.
The Beast
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@[Deleted User] said:
You can't stop people from wanting to leave a match.
If you penalize people for DCing, they will suicide on hook.
If you penalize people for suiciding on hook, they will just AFK instead.
That's why we report players for not participating in normal gameplay.
The developers can only go so far with punishing DCs, now we as the community should do our part by reporting players who attempt to bypass the DC penalty. π
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@McLightning said:
Does it matter? The killer will come out, and survivors will complain that he's OP, and he'll get Oni'd.
Oni is pretty good at snowballing, and if you don't believe me, I can tag an Oni main to tell you what's up: @ScottJund π
Oni in good hands, can be very powerful! :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1091792#Comment_1091792
Yeah but it shows they find humans threatening enough to use chains on which was the original point is all.
If nectar is used on them, but there isn't any signs of that going on.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1091762#Comment_1091762
It is what they used on trapper in that cinematic. Chains impaled into him just like in the new teaser.
Thanks for the edit, that really helps. π
Trapper was injected by nectar from the plants, which explains why he was able to break the chains. In the teaser, I didn't notice anything that would point to a killer getting injected by plant nectar.
I only seen blood and the killer was outside, not in a lab.
Just speculating here, I think it's fun to argue who the next killer is! π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1091762#Comment_1091762
It is what they used on trapper in that cinematic. Chains impaled into him just like in the new teaser.
Not that I don't believe you or anything, but can I see the picture to get a better context? π
It will help me see what exactly you're talking about!
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@[Deleted User] said:
The blood was red not green
The chain is restraining some kind of beast, I don't see why a human would be threatening enough to use chains on. ππ
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1091693#Comment_1091693
I myself donβt really relate to any survivor strongly, something about me is that Iβve always struggled with my motor skills and Iβve always been a very fearful person, Iβm really not hard to scare and have a lot of fears.
Perhaps, a survivor that could match you:
- Dwight Fairfield (I believe I got his entire name correct)
He's often scared, but is quite the nerd, like you (that's a compliment, nerds are awesome).
When he's in a stressful situation, it can be difficult to make the right choice because his fear makes him forget his potential. However, when he doesn't let his fear get the best of him, Dwight can be one for leadership and become pretty bold. π
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@GrootDude said:
https://us.v-cdn.net/6030815/uploads/461/3WCVTCD0TEPH.png
Here is my poorly made tier list.
S tier are the survivors with the best cosmetics, A is the survivors with above average cosmetics, B is average cosmetics, C is the people with ok cosmetics and D are the survivors I donβt wanna play.
Reported for putting Detective David Tapp in the D tier. π€¬
Jokes aside, it depends on how we're grading them and since you're doing cosmetics, I believe Tapp has some great cosmetics. However, besides him, I use to main Jake and he's pretty good on the cosmetics! π
I don't really mind the cosmetics, I just like the survivor I main because they are extremely similar to me.
Detective Tapp is strong, fast, and has a lot of perseverance. His weakness: acting too quickly β can cost him, which is also my weakness due to me having ADHD.
I don't mind saying that out loud, I believe we all have something that makes us special as a person. β€
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Well, it's official by the community, NOED is OP ππ
Get ready for a nerf soon!
Here's another one:
This happens a lot as killer :D
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1087512#Comment_1087512
You are the only person I will let call me Mandy Wandy! π
<3
Do I get a nickname? :D
I gave you one so you have to give me one! π
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1086484#Comment_1086484
Who you calling a nerd? π‘
(tee hee hee π )
Easy question:
Someone who always had faith in me, never given up on me, and helped me not only improve on the forums, but as a person. π
That's the type of nerd you are Mandy Wandy.
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Oh yeah, I forgot to tell you that I'm also a human being.
My bad, I'll edit the comment. π
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@drimmalor said:
One of the reasons I was so excited to join the mod team was because I really liked how the developers communicated and interacted with the community. It's the first online community that I got involved with, and made lots of friends, especially through Discord. I feel like if I can help people make the same connections I did, it's all worth it π
https://forum.deadbydaylight.com/en/discussion/comment/1085680#Comment_1085680
https://forum.deadbydaylight.com/en/discussion/comment/1085685#Comment_1085685
It can often be a thankless job, so it's nice to see positive words like this from time to time. It really does mean a lot to us. We do it to keep the community a safe and welcoming place for everyone! And thank you for using the forums!
https://forum.deadbydaylight.com/en/discussion/comment/1085721#Comment_1085721
Shhh, I'm hiding...
@Rizzo said:
Thank you so much for the kind words, we do appreciate positive messages like this and they make the work we do in here even more worth it.
Personally I enjoy spending time in here, reading through people's ideas and opinions, so I try my best to do my job and keep this forum a safe and welcoming place for everyone.
Thank you again for this thread, it's heartwarming! β€οΈ
@Gay Myers (Luzi) said:
Thank you for this thread and that you pinged me @Doc_W__HOLLIDAY I will always remember you as the funniest person I had to talk with due to that one incident I won't mention, but maybe you might remember me :^)
It's good to read this feedback. We do our best and I can tell you from all of us a big thank you to everyone and that we love the community. We appreciate all of you.
@Mandy said:
π thank you for this thread, we all need a bit of positivity in our lives at times.
We love the Community, and I personally enjoy spending time here reading people's thoughts on the game and the memes!
@Doc_W__HOLLIDAY thank you for this thread, your words mean a lot and it's much appreciated.
Look at these nerds, y'all are awesome! π
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As killer: Shroud of Separation.
Mainly because they think it's an Ebony Mori and they are scared. π
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1085685#Comment_1085685
Definitely, the moderators aren't on currently, but they should get the message when they get on Discord. π
Ooo, one responded, I'm excited! :D
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1085678#Comment_1085678
I enjoy pure threads like these, if I were a Dev or a Mod I would love to see these, they'd make it all worth it to me XD
Definitely, the moderators aren't on currently, but they should get the message when they get on Discord. π
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@hungryforoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1085678#Comment_1085678
Can trusted members just... do that? On a whim? Huh. Learn something new every day.
You can use Discord to contact the moderators and BHVR staff, which can be found here: That's what I use.
@Peanits said:
Community Coordinators
MandyTalk: Discord - MandyTalk#1907
Gay Myers (Luzi): Discord - Gay Myers (Luzi)#7777
They typically recognize me from the forums and respond really fast. π
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@DocFabron said:
Just a post for you to share your general thoughts with the people behind this amazing game!
Either share appreciation and praise for something, or share your criticisms (please keep it civil though. I don't want people flaming them.)
I for one, want to say thank you to the mods for keeping this forum a place where all (except trolls) can share their opinions on the game. What things need changed, their thoughts on a killer, the design of the game, and so on.
And as for the devs, I want to thank you for being as vocal and open about things as you can. Alot of developers aren't, so it makes you guys feel alot more genuine and passionate that you keep the players in the loop!
Thank you for bringing together a community of people from all over the globe who share a passion for this game. I've met some wonderful people both on these forums and in the game itself.
Keep up the hard work and I'll keep on supporting you guys!
Hold on, I'll contact them for you! π
I believe they should see this, since the developers are pretty cool and the moderators are awesome!
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085527#Comment_1085527
If the killer isn't doing anything (not even hitting you when you go for a save, which counts as a protection hit for mettle of man), how can he be camping?
Depends on the situation:
Going by memory here, so I could be wrong.
The game classifies camping when the killer doesn't put at least 16 meters of distance between themselves to the hooked survivor within 15 seconds.
If the killer fails to do so, the game then checks for survivors within 16 meters to the hooked survivor.
If there's survivors nearby, you don't suffer a camping penalty.
If there isn't a survivor nearby, you suffer a camping penalty.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1085498#Comment_1085498
Camping doesn't prevent anyone from playing the game, though. That's the thing. Borrowed time exists. Mettle exists. Insta-mettles exist.
BT will only work if the killer makes a mistake and doesn't time the grab. This is also dependent on the killer because if it's a chainsaw killer, you minus well not have BT.
Good luck getting Mettle of Man stacks against a killer who doesn't do anything.
Insta-mettles doesn't make you immune to getting grabbed while making the unhook. Maybe if it was a chainsaw killer, you could tank a hit and use BT on the saved survivor. However, the killer is just going to camp you now, all you did was switch hooks and gave your team more time to do generators.
The only true counter to camping is doing generators, which is why Insidious isn't good and No One Escapes Death is. NOED will make sure survivors take their sweet time doing totems instead of generators or make you very lethal in the end game.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1084757#Comment_1084757
How is it poorly executed? It's a perk that assists with a legitimate playstyle.
There are plenty of other perks that assist with a vast array of playstyles. Just because it doesn't assist with a playstyle you approve of doesn't mean it's poorly executed.
Just because it doesn't assist with a playstyle you approve of doesn't mean it's poorly executed.
Actually, to correct you, both me and the developers don't approve of perks that encourage players to prevent other players from playing the game.
There's a reason why camping is extremely situational and have multiple counters. That's the developers way of keeping killers who camp, just to camp, in check or suffer the consequences.
You will suffer emblem points for camping.
Survivors will genrush you once they notice you're camping.
If you make a mistake, survivors will use their second chance perks such as BT or DS to save victims from the hook.
The developers want killers to camp, just when survivors are nearby. Otherwise, they have gameplay mechanics and perks to quickly discourage camping because camping prevents someone from playing the game.
I also implied Insidious is not going to help you against a SWF, it's a perk that feasts on solo survivors.
Any perk that is good against a particular group of survivors is just not designed properly in my opinion. Shadowborn doesn't take advantage of either group of survivors, the benefit is dependent on how well the killer can use their field of view. Insidious on the other hand, takes advantage of solo survivors not having communication with their teammates.
Lastly, Insidious is poor designed camping perk to begin with. If I'm going to camp for fun, I'm just going to use No One Escapes Death because now survivors have to cleanse 5 totems upon doing all generators before the hooked survivor dies.
There you go, that's my reasoning as to why Insidious is a poorly designed perk. π
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@csandman1977 said:
....Of course they do. That's the whole point of what they are doing. This isnt a hobby. As much as they may enjoy this game and working on it, at the end of the day the most important thing is the paycheck. Is that wrong? HELL NO. Anyone with any kind of job will attest, that the paycheck is most likely the number one motivator to work.
You can argue that the number of cosmetics is a money grab. You wouldn't be wrong. Its the point. Cosmetics are a source of income. And if they werent a good source of income, they wouldnt devote the resources to making them. Truth of the matter is, behavior is a business not a charity. Not a hobby. A business. Amd businesses need to make money or they close.
"Well they are just greedy and don't care about the player base!" I say you are full of manure. If they didn't care about the game. If they didn't care about the players, how often would you see any dev on these forums? Would they do the developer q&a streams, the update streams? Would they be spending time reworking 2-3 year old killers? Would they be trying to change unhealthy aspects of the game to make it better? If they didn't care would there even be a game at this point?
Changes are made for many reasons. And everytime half the community calls for torches and pikes. And the game still goes on.
But going back to money. Does anyone know how much it costs to run a small business like behavior? Last i heard about 50 employees? Ever think how much it costs a year to pay those 50 employees? I don't know how much they make a year but lets just say 50k a year is average pay for all behavior employees. That's 2.5 million dollars a year in payroll alone. And at 7.99 for every dlc that comes out, that's 312,891.1 copies that have to sell the cover payroll alone.....how many people play this game?
Further more, what about power? How much does it cost to run their equipment. How much does the equipment cost? What about rent? Or taxes on property they own? Servers in different countries. Licenses. Legal fees. Am i missing anything?
Point is, behavior needs to make money to stay in business. Thats a fact of the world we live in. That is what businesses do. And as far as how much money, show me any business that strives to just break even all the time, and you most likely won't see that business in 5 years.
As far as fair? A one time 10 dollar buy in allows you to purchase the rift every single time it opens. AND if you dont make it to the end you can save your cells.
Cosmetics are just that. They have zero effect on gameplay, save for a couple of them being easier or harder to hide in.
You don't need to buy the chapters to play against the killer or on the map. And all perks end up in shrine anyway. Not to mention you can buy the chapters just by playing the game. I used shards on oni chapter because i just didnt like oni. I can already buy the next chapter with shards if i wanted to. And i really dont play that much.
Moral of the story, try to understand the business model of things before you start complaining about greed. That or just tell your employer that you are going to work for free because that's what many people here want behavior to do.
@MandyTalk says a lot of things I agree with when it comes to these types of discussions.
To summarize, the developers don't see the community as a money tree, they care about us and make sure everyone is happy! π
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@OrangeJack said:
This time the survivors have guns!
Decisive Shot π
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1084468#Comment_1084468
It is supposed to be one way to counter Kindred. If it is not, file a bug report. Kindred used to have a clause saying it overrode Killer stealth abilities. That clause is gone now.
While I understand that Insidious is supposed to override Kindred (and I hate to be blunt), Insidious is poorly executed perk in general.
Do you have any plans on reworking the perk? π
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1084611#Comment_1084611
Seriously.
I mean, I don't mind the current ones that much but repeat offenders will just do it a few times and time them well to not really get punished in the end. Basically just a slap on the wrist "tssk tssk don't do that!" and then looking away so they can do it again right away.
No one system will be perfect, if you ######### on the hook and bypass the system. It will be up to the report system and other players to catch you bypassing punishments.
If different people from different games pile up reports, it will be obvious to the support team that you're trying to bypass the system.
Not saying you would do this, just saying as an example how the developers would stop people from bypassing the DC penalties. π
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@goat10em said:
That is extremely disappointing honestly. Not nearly harsh enough.
I think the DC escalation system should double the punishments faster. π
1st: Warning Message About DC Penalties
2nd: 5 Minutes
3rd: 15 Minutes
4th: 30 Minutes
5th: 60 Minutes
6th: 2 Hours
7th: 4 Hours
8th: 8 Hours
9th: 16 Hours
10th: DC Ban
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@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/1082980#Comment_1082980
So DE wouldn't deactivate if it were unsuccessful? If that were the case I could see 60s being valid. If you're hit before 60s does the timer start over or just stop calculating? Would you need to be healthy for the time to accumulate?
The timer will only reset if you take damage from the killer, and it doesn't matter what your health state is β you can get it to activate healthy, injured, or deep wounds. π
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1082980#Comment_1082980
You have just made the idea/perk one-sided with that example and pretty much any survivor will know they will have a free escape some point during the match if you want to make it sound half balanced then you need to adjust it so if the killer breaks off the chase the timer will reset on it, having it stay there and pick up where it stopped makes it OP right away survivors can run into range to get a chase going build up 10 seconds then escape come back get another 10 secs and keep going till it activate's and they pretty much have a 2nd DS.
Like you said "After being chased for a total of 60 seconds without taking damage from the killer, this perk activates." a chase starts and it stops when the killer drops it or you lose the killer. if each chase counts towards the 60sec they will then need to adjust the points you get for a chase and do a total at the end off the match as each chase counts as one and no points are shown during the match or keep it the way it is which means the clock has to restart each chase.
Being as strong as your making it is there needs to be a time limit on it like DS otherwise there is no counter play for the killer apart from RNG they down you then you might have DS so they wait out the min while you crawl to a pallet they pick you up just to get hit with a pallet. Your buffing it for survivors but your not giving it any real balance for killers.
I knew someone would mention that and already thought of a solution. For the chase time to count towards Daring Escape, you must be in a chase for at least 15 seconds. π
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@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/1082958#Comment_1082958
So how would your idea work?
Here's an example
You're hiding from the killer and they caught you hiding for a hook rescue. The killer injures you and begins chasing you away from the hook.
You reach pallet loop and spend 15 seconds keeping the killer occupied before you're forced to move on to the next tile.
You reach a LT tile and the killer wasn't able to mind game you there for 25 seconds. Eventually Entity Blockers and Bloodlust forced you to quickly travel to the next pallet.
This pallet delays the killer for 10 seconds because you barely made it there and the killer immediately broke the pallet.
Killer drops the chase with you because you're taking too much time. Daring Escape needs you to be chased for 10 more seconds to activate and without taking damage.
Later, when the Exit Gates are powered, you attempt to open the Exit Gates but was seen by the killer. You was chased for 15 seconds before you was downed, Daring Escape is activated.
The killer picked you up and walked past a pallet, Daring Escape decided not to work due to RNG. You are hooked but someone hooked bomb you and the killer downed you.
The killer is worried about DS and slugs you. After 60 seconds, you're picked up by the killer and again, they walked past a pallet, Daring Escape worked you left through the Exit Gates.
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@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/1082890#Comment_1082890
I think the 60s without damage is to long. No good killer is chasing anyone for more than 20-30s if they haven't injured you in that time.
Also, what if we shortened the time, say 20s, you have the 30/40/50% chance to drop and stun. If you fail, pallet stays as is, but if you are successful, not only is the pallet dropped, but like Spirit Fury, it also breaks immediately?
I kinda liked the idea of it being anti slugging, killer trying to avoid DS gets DE instead.
By the way, I think Daring Escape would be a perfect name for this Perk.
If this perk has the potential to be used multiple times by multiple survivors, there should be a heavy price to getting it to activate β especially when this perk can really hurt the killer.
The point of this perk is to punish killers who couldn't down you within a reasonable amount of time and decided to carry you to a pallet. If you was downed at a pallet, the perk will have a short cool-down when you're picked up to prevent cheese. π
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@w_sohl said:
First, before I go into this, I know killer mains, for the most part if not 100%, will be against this, but hear me out.
What if after you were picked up after being downed, while struggling and while being carried to a hook the killer walks through a pallet opening that you had a 1% chance at kicking that pallet and stunning the killer?Β I say 1% because I was trying to think of a drawback to this like when you try to come off the hook on your own and it costs you time and potentially a phase, but couldn't.
After some thought before posting...
OK, I think I might have thought of something that would be amenable to killers.Β 10% chance of kicking pallet, dropping and stunning killer.Β Either way, fail or success, pallet drops and killer can now destroy that pallet.Β I say 10% here because we all know how important pallets are to Survivors (using them)Β and killers (getting rid of them).Β Survivors can avoid chancing pallet by not struggling, killers can avoid potential stun by not walking through pallet, and lets be honest here, the wiggle times (I'm not suggesting we change wiggle times) are long enough that most if not all killers could take a longer route to the hook to avoid the pallet.
The percentages are just a starting point and obviously can be changed if they are too strong or weak.
Not a bad idea, just need a few conditions to balance this out. Second chance perks need conditions to be balanced and fair for both roles. π
Daring Escape
You will do whatever it takes to escape from your aggressor.
After being chased for a total of 60 seconds without taking damage from the killer, this perk activates.
While Daring Escape is active and in the killer's grasp, there's a 30%/40%/50% chance when the killer carries you beside a pallet that you will drop it down and the perk deactivates.
After being freed from Daring Escape, the killer receives a 10% haste effect until a survivor is put into the dying state.
Daring Escape can be activated multiple times.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1022536#Comment_1022536
I wouldn't use the word salty. Uninformed is more accurate.
As soon as I read the phrase "Billy requires little mechanical skill", I stopped reading because that's all I needed to know from you.
It's common knowledge among veteran players that Billy is one of the few killers who requires a fair amount of mechanical skill to play optimally.
However, just because you don't agree with OP's opinion doesn't mean you can be disrespectful to OP by giving unconstructive feedback such as "Thank you. Now I don't have to read the post." β it's unnecessary and doesn't further the discussion at all.
I encourage you, as well as everyone else who's on your train, to participate and debate why OP's opinion is flawed. Perhaps something good can come from this discussion, if you let it. π
This is a forum, after all, you're supposed to debate topics.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1081989#Comment_1081989
My analogies are fine, you brought up building. Overall you are wrong and I can't fix that. If you don't have a clue how what you are designing works then you are going to end up with a bad product. A game designer can have an idea in their head of one thing but it might not work in reality. Unless they play and experience it they will never know. You are wrong if you think trades people don't have an input into the design of things.
I have to agree with @Fibijean on this one because if you are a great game designer, you probably did your research and learned from past mistakes to know if something will work out or not. You don't exactly need to play the game to know if something will work out.
Sure, the developers need to play their game to understand how the game functions, but with a developer lens, they know what exactly can fit in their game because they know complex game theory. We the community, think we know everything, which is somewhat true, but we don't have the knowledge of the developers to make key decisions.
For example: Everyone knew DS was broken before its rework and many ideas from the community just didn't work. Later, the developers came out with an amazing DS rework that left the majority of the community in awe. This happened not because they mastered the game, mastering game didn't give them the solution to pre-rework DS, this happened because the developers are great at their job and discussed complex game theory.
Therefore, I believe Fibijean is on to something when she said it's not all about playing the game, the developers just know more about handling design decisions in general. This is why playing the game alone doesn't make you the go-to person for balance, there's a reason why people don't think streamers have all the answers. It's a lot more complicated than just playing the game to see what works out.
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/1080062#Comment_1080062
20 meters still gives the general area of the totem. If it could be done across the map, then that problem would be solved. Although, that itself creates problems of potentially using Hex totems more as a tracking perk to see when and where dull totems are cleansed.
Awesome, and thank you so much for clarifying things! π
You bring up a great point through, if you see a dull totem aura disappear from your screen β that means a survivor just cleansed it and you now know someone is there.
I feel like to completely solve the issue with Hex Perk getting cleansed due to bad totem positioning, they should only be lit when their effects are first active.
- Before Devour Hope reaches two tokens, you won't be able to find a Hex Totem to deactivate the perk. Once Devour Hope hits two tokens, it's going to act like NOED by picking a random dull totem to become active on.
Through, most people argue this can be too good.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1081540#Comment_1081540
They taste their own recipes, but not every part, all the time, and usually not as a compete dish. Because they don't need to, because they know what makes food good. All they need is a small sample here and there to know they're on the right track.
Developers test the features they're developing, but they don't need to spend hours and hours mastering them to know whether they're working or not. A better analogy for the "devs have to be good at their game to balance it" argument would be to say that construction workers need to live in a house they built for a year in order to know whether it was well-built. No, they don't. They just have to be good at their job.
Going to be a nerd for a second.
In the wonderful world of Computer Science, all developers should be using some form of incremental and iterative process to develop their games. This is what you're referencing Fibi, a process all developers use to create games, including me. π
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1079990#Comment_1079990
you can still vault and drop pallets, and it takes less than 10 seconds to get out of it and drop back 1.. not that great of a hindrance unless you insist on clicking a flashlight mid chase
You're implying madness III should prevent survivors from using pallets and vaults?
Survivors need to be able to defend themselves if they are in madness III because if they couldn't, what's going to prevent Doctor from getting getting survivors to madness III and getting free downs?
That would be OP, survivors shouldn't be defenseless while in madness III. Anyways, I do agree they should increase the time it takes to Snap Out of It by 6 seconds since they made madness drop to tier I from performing that action.
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@LRGamer said:
If what you say can be trusted I will start a Mori Revolution and believe you donβt want that to happen.
Elk is Trusted π
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1080013#Comment_1080013
Alright that's fine, I said it in the original post
I clicked on the "Mod" tag and @drimmalor made it look like you said killers should be able to manually light totems.
Therefore, I responded to drimmalor's comment saying, "why make lighting totems a close range action?". Then, I was confused because you already said that in your original post. I don't know why drimmalor implied you wanted lighting totems a close ranged action, maybe drimmalor didn't have a lot of time and skimmed through your post. π
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1079997#Comment_1079997
I literally said this 2 times now but you worded it differently
My apologies, I don't read every comment in the thread, just major comments like moderator responses, trusted member responses, original post, and a few of the top comments. π
Anyways, looks like we have the same idea!
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@drimmalor said:
Manually placing hexes has two major problems:
- It wastes time. You need to set up the perk to get its effect, and then you aren't chasing survivors.
- It reveals where the totems are. Survivors could locate where killers are early into the game and find out where they're placing totems. This problem is made worse with perks like Object of Obsession, as well.
I tend to play like I don't have any Hexes early on. If they find it, they find it. Later in the game, if I know they've found it, I either decide to let it go to maintain pressure or guard it if they seem to be around it constantly.
Great point, but to play Devil's Advocate:
What if you was given the ability to look at totems from a distance and use a hotkey to light the totem from a safe distance?
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1025309#Comment_1025309
that seems like it shouldn't be a bug
make madness 3 actually mean something.. as right now it's just a way to get back to madness 1 with no downside
You can't perform actions in madness III.
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@RayrafLPP said:
Step 1: wait for 5 gens to pop
Step 2: hope they didnt cleanse totems
Step 3: use noed to down a survivor
Step 4: before hooking him open the exit gate
Step 5: hook the survivor more then 40m away from the exit gates to soo someone via bbq
Step 6: survivors freaking out because of blood warden ( thats where tjey finally get pressured)
Step 7: now you can play like normally.
Step 8: enjoy the salt if you got one or more kills :)
Switch steps 4 and 5.
Replace step 7 with: Camp and force a survivor to trade hooks.
Replace step 8 with: Wait until 50% of the EGC expires then hook the savior of the previous hooked survivor.
Step 9: Don't camp and let them get the unhook that will give you a free 4K.
Step 10: Drink water to avoid dehydration from salt post-game chat. π
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078916#Comment_1078916
If it was implemented this way, killers like Myers may as well not have this warm-up phase at all since the effect would be minimal. He can't do anything about survivors hiding 32m away from him and 10 seconds isn't a long time at all. Stealth is already an annoying playstyle to both killers and other survivors and this also just makes it more complicated than it needs to be. It should be simple imo.
A lot of players wanted stealth to be involved in this new mechanic.
I believe my idea is fair because it promotes stealth and allows survivors to bait killers. You can tap a generator and hide nearby for the killer's arrival, technically the killer found someone but couldn't find them, that survivor hiding should be rewarded for making a play.
This doesn't complicate the system at all, it just adds a different playstyle for survivors to use during the early game. π
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@Fibijean said:
Just so you know, people are more likely to take you and your ideas seriously if you can engage in constructive discussion with those that disagree with you, instead of just dismissing them as stupid survivor mains who don't know what they're talking about.
Exactly this, @Aztreonam78 try telling them why they should believe you and address common arguements from your opposing side. π
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1074694#Comment_1074694
I'll stop calling you on for bait when you admit that at least part of you was trying to bait toxicity, and it backfired.
In any case, survivors are more toxic based purely on numbers. There's more of them. Therefore, there are more toxic survivors. Therefore, more toxicity.
Actually, if a killer hardcore BMs the entire survivor team, you will have
fourplayers believing killers are toxic.If it was the other way around with the survivors hardcore BMing the killer, you will have only
oneplayer believing survivors are toxic.Therefore, it's a common majority that players will think killers are toxic. Through, whether that's true or not is a different story. π
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Decisive Strike just needs to punish tunneling more and severely weaken it when it's used to just stun the killer.
Unbreakable is fine, you slugged the survivor knowing they could potentially have Unbreakable, so I believe it's fair you pay the price for your actions.
Dead Hard is unreliable to dodge hits due to Dedicated Servers and killers baiting the Dead Hard. Most survivors use it to correct a mistake by covering distance to a pallet.
Adrenaline is fine, just remove how it wakes up survivors because it's completely unnecessary. Imagine if Adrenaline reduced your madness level, cured you from sickness, freed you from a bear trap, and so on. Perks shouldn't directly nerf a killer's power. π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1078971#Comment_1078971
Weird, I must have missed the part where OP made any reference whatsoever to their survivor build.
Don't make baseless assumptions about other people or their intentions just because you don't agree with them.
I agree with you Fibi, certain perks don't automatically make you a bad player. You shouldn't assume players are X because they used Y. π
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No problem, I'm happy to help! π
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I like the one where the Kate tbags the Blendette with you, it's like you're both on a mission here π



