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NickChinchill

NickChinchill

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NickChinchill
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  • I mentioned on my thread about this that they have perfectly good all white portraits for the Adept [Survivor] achievements that would fit in far better with the designs for being hooked, being the obsession and so on - are those the ones used in the rift? I think it is :x But yeah, point remains.

    I've just ha da thought that the UI is absolutely awful for anyone who streams DbD - there's not a single corner they can use for their webcam/avatar and there's no real space for things like alerts, incoming tip notifs and the like.

  • I'm honestly a bit lost on why the UI was changed so drastically. I get they wanted to include the hook counters and change the icons to reflect who's playing who, but this is far beyond the changes required to include those elements :c

  • Ah thank you! This is pretty much what I imagined for it c: And thanks for chiming in guys, and pointing out things I hadn't yet experienced/noticed too.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929533#Comment_1929533

    Thanks. You think it'd make sense to put the item/ability where I got 'hook progression' on that? I mean, how many hooks you got as killer would be covered in the emblem progression. (which i dare say is the better way to get the information needed to go for adept. There's a proper hook counter per survivor at the portraits anyway)

    I'd say that emblem progress is something most people don't need to see during the match unless they're trying for certain achievements - otherwise you should be focusing on just doing what's required in a match rather than watching your score. While having a Hook Counter is valuable info on both sides of the coin, it does change how players approach a situation and how they might act. I'd personally pu item/ability info with Perks on your HUD idea, since then it's grouped together; your perks/abilities/item on the right, the survivors and their condition on the left. And then maybe put Hook Progression for Killers by the Gen Counter/Objective since that's their objective.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929488#Comment_1929488

    Wrong.

    If you have to flick your eyes all over the screen to get vital information, drawing your attention away from the mainfocus of action, it's simply badly designed.

    'training the brain' is one thing, but a cluttered mess as the new HUD has nothing to do with this.

    Like, I took a few min to design this:

    https://us.v-cdn.net/6030815/uploads/3OZWNEJGWL4L/newhudsuggestion1.jpg

    it's not perfect and incomplete yet (items/ability missing for example) but I dare say that this would be a better idea than what we got.

    Really digging this HUD design sketch tbh! Nicely done

  • error.png

    I've just encountered this error as well. I'm really hoping there's some kind of fix so I can keep playing :c

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329281#Comment_1329281

    Uh interesting but say if he fought like the Oni for example who would come out on top, thats what I'm trying to know

    Hard to say. He can't be killed in Silent Hill, being a creation of a horror similar to the Entity; Silent Hill itself can be seen as a conscious being that draws in troubled souls. Being a construct, he has the advantage over human killers and has shown himself capable of dominating other monsters, but how powerful he is against spirits is debatable.

  • SPOILERS AHEAD FOR AN OLD GAME

    In Silent Hill 2, he is a manifestation of the main character's guilt and need to be punished for something he's done. It's reflected in how he'll attack other monsters as well. It's pretty big spoilers so if you're interested, definitely check out the game or a playthrough!

    In terms of gameplay, he's pretty much a 'mighty glacier'. The times you are locked in combat with him he moves very slowly, since he has to drag the Great Knife after him, but cannot be defeated by any means and deals massive damage if he hits you with the blade. A 'fight' with him only ends once he decides to leave. At one point, he does roam a labyrinth area and you still cannot beat him with any weaponry. You can only avoid him and progress through the maze. It's telling that in this area, other monsters flee when he approaches them.

    The final encounter with him ends with James confronting what brought him to Silent Hill. After his confession, Pyramid Head defeats himself and leaves an item that allows James to progress to the final boss.

    Basically; Pyramid Head is a slow, unkillable and extremely deadly character in Silent Hill 2, but not quite the Executioner he is in Dead by Daylight. His purpose is to punish James and push him towards the truth, not kill or sacrifice him, and once his purpose is complete he removes himself from the game.

  • It would ultimately just waste time and extend the game. Especially if there's no visual clues about which one is fake, then a survivor will feel fed-up and aggravated that they spent time on it. Often a survivor has to leave a gen and double back to it anyhow. Or has to abandon it and do another gen entirely if the killer keeps circling it, which means the time spent working on it was non-productive. A killer could kick it and make it take longer to fix, not even taking into account killer perks that block off or degrade Gens faster.

    A fake pallet will get you hit an additional time, maybe get you hooked up, It doesn't slow the game any, even if it's annoying. A fake gen would completely drag the pacing and just frustrate and anger players.

  • It also ties into Pyramid Head's role in Silent Hill 2. His role was to torment and punish James, and force him to confront a truly horrible thing he did. If James doesn't press on and acknowledge what he's done, Pyramid Head will kill him.

    In Dead by Daylight, while he's chasing survivors and sacrificing them, his skills flavour text still suggest that he carries himself in that same role; trying to punish the survivors and force them to face their sins. As the survivors can't do that in the Entity's environments, after sending them to a cage a few times to try and hammer the lesson in, he will ultimately kill them for not confessing and confronting their inner demons.

  • Many, many games have political messages in them, even if you think they don't.

    That said, it would be better to make a statement as a company and donate directly/match employee donations rather than through offering a cosmetic item. There's paperwork involved in establishing a clear line between the purchase of the cosmetic and the money going to the charity stated. Often a charity has to check who is advertising for them and how it will reflect upon them, the cosmetic has to be designed... it takes time to set up such a thing.

    And given Dead by Daylight is a game focused on hunting and killing people / being hunted and trying to escape, it's probably not the best place to insert such statements.

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