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  • @SeeAndWait said:

    I feel that no mither is more like a challenge perk.

    Definitely, but a lot of people say the "you can pick yourself up an unlimited number of times" part of it is useless, which is simply not the case.

  • Made me laugh, but is that a real challenge?

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729789#Comment_1729789

    That's... not rocket science? All the perks do it in one way or another.

    And yet, that's ignored by a lot of people, which is why this thread exists.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729734#Comment_1729734

    It is not an in-depth analysis of any sort. All the presented information is rather basic, and the assumptions he makes basing on this data are at the very least questionable.

    This post overall stands on the same level as "do bones to counter noed" kind of threads: green ranks (no offense) perception of the game.

    In short:

    -No mither is far more harmful than beneficial under any circumstances.

    -Thana is viable for obvious reasons but just on two killers; all the others slightly benefit from it but not nearly enough to make this perk an optimal choice for any sort of a build, the numbers on it are just insufficient;

    -Wiggling-oriented perks are generally not working outside of memeing SWFs against weaker killers; suggested scenarios are far too rare (most of the times you are just hooked at the closest spot avilable) to even consider equipping this stuff as long as you are playing ftw.

    Again, my point is not that these perks and mechanics are amazing. In fact, it's not about them at all. It's about the fact that the existence of certain effects by itself will change the way people play.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729661#Comment_1729661

    Good grief...

    Players like yourself just make me shake my head, and wonder how many other things these players are closed minded about.

    What was most surprising to me is that they agreed with what I said about wiggling being there to, among other things, prevent you from being hooked in the basement, yet managed to miss the point entirely.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729658#Comment_1729658

    Yeah, people seem to think that it is hard to get 12 Kills without a Mori.

    It's definitely easier with them and most people would rather use the easier method of accomplishing the same goal.

  • @DaKnight said:

    No mither is crap. Are you really trying to say it's anything other than a meme perk?

    Given the current meta, soulguard gives the benefit of no mither without having to be a 1 shot all game. I was actually trying to slug for the 4k earlier and realized the guy I was slugging had soul guard and I had to hook him and play the hatch game because it was going to be impossible.

    Thantaphobia is trash on anyone who isn't legion or plague. The majority of other killers punish you not healing by downing you easily. Maybe you could argue it for Bubba or Billy but they have much better perks to run.

    Wiggling is also useless 99% of the time unless you are in a SWF who are going to bodyblock for you. It's only there to keep yourself from getting put into the basement.

    I'm saying that just because you may not get to trigger a specific effect doesn't mean the effect itself is worthless. The threat of the effect is sometimes the goal, like in the case of wiggling, which you somehow discard as useless while simultaneously agreeing with what I said.

    I only used No Mither, Thanatophobia, and wiggling as examples to make an overall larger point, not to say "these perks are fine as they are". I'm not sure how to get that idea across.

    @TripleSteal said:

    Thats extremely superficial and sometimes just wrong.

    Superficial is looking at an effect and going "I never triggered this, so it's useless". What I'm doing is looking at how the very existence of the effect impacts the game.

    @DanielJ said:

    I'd say people understand the effect of deterrence very well, in case you forgot DS can be effective on a whole team as long as there's at least one obsession perk in the game, doesn't even need to be DS. As far as no mother is concerned, sure you are technically forcing the killer to pick you up but which isn't necessarily a bad thing for your or the team however you being permanently broken means that you will go down in most cases less then half the time of a usual survivor, its not a matter of maybe the benefits of the perk have always and will always, unless they make it so that you start the trial full health, be severely out weighed by its downsides. I've run into a few no mither gamers and they always die early unless I let them go, and I've never had a team get through the exit gates with someone running no mither, not even a team hatch escape. As the saying goes you're only as strong as your weakest link. As for thana your forgetting one important detail, having survivors stay injured for longer is of a far larger benefit then the few extra percent they tacked onto it. Old thana combined with sloppy made healing take quite a bit of time, to the point where healing wasn't even worth it really, so now sure survivors are just gonna do gens but your chases will also be shortened by at least half most times, on most killers since you don't have to double hit survivors, and even if they do decide to heal then the amount of extra time it would take to heal far outweighs its current for.

    Sorry, but you need to use some paragraphs.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729577#Comment_1729577

    There is an incentive to be found first, assuming you are the strongest looper on the team. That's why people run object. It means you get to use all the pallets how you want while your team hammers the gens.

    Your baby claud teammate can hold M1 just as good as anyone, but when it comes to looping they will camp the shack pallet. Better you doing the running than them, assuming the killer is foolish enough to follow you around all game if they are not playing a killer that ignores looping.

    But for solo Q? Screw it, just run left behind and a key. If you don't have a key run wake up and stand on a door. Or plunders and left behind.

    Yeah, that's not an incentive so much as it is a strategy. Those people don't DC when found first because they want to be found first and chased as part of their strategy. The people who DC don't want to be found first because reasons. The situations are not comparable in the slightest.

    For solo queue you could try running information perks to get a better idea of where your teammates are (and vice-versa), or stealth perks to avoid being found first, or just learn to play better. Regardless, solo queue requires learning to play the game without having a ton of information.

    @MikaKim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729577#Comment_1729577

    @DaKnight rebuffed part of your question.

    The rest is just low hanging fruit.

    I've seen the sports analogy before and it's tired because the comparison is a team you train with during the week and are invested to win with when you play a game. You might have that with swf, but that analogy with the current state of soloq is bad, you need to do better. My point still stands.

    The sports analogy fits just fine, but I'll be more direct: you want to incentivize giving your opponent the upper hand. That's not how games work.

  • @MikaKim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729445#Comment_1729445

    A better question would be how to you incentivise being found first, or the incentive of sticking around after you've been found.

    But that means giving survivors something, which this forum regularly loses its collective nerd rage over.

    There can be no incentive for survivors to be found first without breaking the game's balance. That's like asking for an incentive to let your opponent's team score in football, it's not how competition works.

    The incentive for sticking around after you've been found is that you can play the game. It's built-in.

  • @MikaKim said:

    D/C rates are down, we've been told as such.

    The stupidity of the entire situation is that it fails to:

    1) Deal with the issue as to why the d/c happens, which leads to 2)

    2) People suicide on hook now.

    If you're first found you're usually first to leave. Dealing with that concept is too hard though apparently.

    So how to you prevent every survivor from being found first?

  • The thing is that neither of those directly affect survivors, they affect things that survivors interact with. Ruin showing the "Cursed" status effect is a relic from when it used to affect your skill checks, as opposed to what it does not.

  • That's because you fell into the mental trap that there's such a thing as "playing cleanly" beyond just following the rules set by the developers. There is not. Play however you want, as long as you don't break the real rules, and you're good.

  • @Seanibhoy93 said:

    Doesn't seem to stop them unfortunately. Too many times in recent weeks I've tried to unhook survivors and the killer doesn't leave them. Nightmare.

    So don't feed the campers and instead go repair gens.

  • If you just downed or hooked a survivor next to a gen and are ahead, sure. Otherwise, probably not - assuming you're not running any generator-related perks. The generator would have to remain untouched for over 8 seconds to compensate for the time you lost kicking it.

    EDIT: Fixed the time. I thought it took 3 seconds to kick a gen, but it only takes 2.

  • @GrimmReaper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727994#Comment_1727994

    News flash: The Horror genre is supposed to make people uncomfortable and disturbed otherwise it wouldn't be horror. Nobody wants rainbows and sunshine in their horror games, movies etc.

    Nobody wants rainbows and sunshine in their horror games, movies etc.

    Bioshock (well, one part of it) and We Happy Few contain sunshine and rainbows, just FYI.

    On a side note, I wouldn't be surprised if we saw something like that coming out this decade. I'd kill for a game/movie that managed to incorporate rainbows and sunshine in the main scenery while also making them utterly horrifying. I'm bored of all the games and movies that think making everything look like you're wearing ten pairs of sunglasses is the same as being scary.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723067#Comment_1723067

    Let's not forget Pig's Razor Wires MODERATELY increase the chance of triggering skill checks while searching Jigsaw Boxes by AMAZING 2%

    And let's not forget that Rat Tail SLIGHTLY increase Demogorgon's setting portal speed by 50%

    Let's not forget Pig's Razor Wires MODERATELY increase the chance of triggering skill checks while searching Jigsaw Boxes by AMAZING 2%

    This is actually the perfect example for why the devs keep the descriptors as they are.

    Do you know how often the game rolls the dice to decide whether or not to give you a skill check? Once per second. If you're repairing a generator, the odds of you getting a skill check are 8%, following a binomial distribution.

    That means that over the course of 80 seconds (base generator repair time), the odds of getting, say, exactly 10 skill checks is about 5%. With a simple 2% increase, the odds of you getting exactly 10 skill checks over the same period of time are doubled to around 10%.

    Now, Jigsaw Boxes have an 80% chance to trigger a skill check (again, still once per second and following a binomial distribution) and the interaction takes 12 seconds by default. The odds of you getting 10 or more skill checks (assuming you never miss any, that's 10, 11, or 12 skill checks) with that chance are about 56%. At 82%, however, the odds for the same thing increase to about 63%. That's a fairly moderate increase, IMO.

    I used this handy binomial probability calculator, in case anyone wants to double-check my math: https://stattrek.com/online-calculator/binomial.aspx

    I don't always agree with the words they choose to describe the effects of add-ons (I mean, 0.6 seconds is "considerably"? Really?) and agree the descriptions need a rework, but there's a reason they use words instead of the actual numbers. It's far easier for someone to understand "moderately" than to understand a 2% increase.

  • Portals would require either a considerably longer cooldown or decreased travel speed, but I think it could work, yes.

  • Most people didn't know about or use broken exploits like infinite loops. Once those became mainstream, everything went to #########.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727096#Comment_1727096

    Or, they can just show that they are mature and force the Survivors out so that they go into the next game as well. I will never understand why some Killers are so upset about a Survivor spamming the Crouch-Button.

    Did you seriously just say that the killers are the immature ones for not letting survivors teabag them?

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727143#Comment_1727143

    The thing is, heterosexuality has already been introduced in this game with the Nurse, Frank and Julie, as well as David. People just want equal representation. If they want to leave sexuality out of the game, fine. But they've already ruined that with the characters I mentioned above.

    I get the feeling people saying "I hope they leave sexuality out of the game" have never actually read the lore, and thus would be unaffected by any LGBT characters being confirmed.

  • @Angelicus23 said:

    Jesus they just get some last points before scaping for blinding you what kind of seizures does that cause?

    you didn't mention they click you, so is not the toxic way of triggering, they are just blinding you for points. The blinding FX got updated months ago not to be dangerous and if anything the game itself warns you for this stuff

    Seizures can be triggered by flashing lights on someone. It's literally the main way to trigger seizures.

    EDIT: Also, I find it quite funny that you imply OP is the one at fault for not letting those poor, poor survivors "get some last points" at the risk of having a seizure.

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726091#Comment_1726091

    Never a good thing tbh, DBD needs competition. Like desperately

    DbD has competition. The competition just sucks.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725899#Comment_1725899

    I'm wondering it it's because it's getting a Launch Title on the PS5, kinda bringing it back into the main stream.

    That could be it. Even if it's not an astroturfing campaign, it'd make sense that a new game would spark some interest in having FNAF characters in a MP game, and DbD is the "go-to" for horror nowadays.

  • @BadMrFrosty said:

    Gotta tick off those diversity boxes, I guess. This kind of stuff is a huge meme every time it comes up. I'm just here to cut people up and get camped, not think about whether or not the character I'm playing swings every, opposite, or conventional way.

    So don't think about it. It's going to be buried deep in the lore, you'd have to actively go out looking for it.

  • @Moundshroud said:

    Springtrap was a non-entity to me until I heard about him over here. So either I'm completely out of the horror loop (unlikely) or he doesn't reach the same iconic status of the Killers everyone knows. My own conspiracy theory is that the people who own the rights to Springtrap are always on this site trying to stir up support for the idea and create pressure on the company to try and acquire him. Think of it as the same kind of campaign studios do to try and win Academy Awards.

    The bigger the perception of the demand, the more they can charge for the license. Me, I'd rather they spend that kind of money and attention on a Chucky or getting the rights to Jason, or Pinhead and the rest of the Cenobites.

    It does feel like an astroturfing campaign, doesn't it? All of a sudden we're getting regularly flooded with threads like this when there was no interest in FNAF for years.

  • @OniKobayashi said:

    Is orientation confirmation necessary in any way to play or enjoy the game?

    No, although the way some people are rallying against having confirmed LGBT characters despite not doing the same for non-LGBT characters, it sure seems that way.

  • @BubbaMain64 said:

    I honestly think bhvr is going to keep the whole "make your own headcanons" sort of route. I don't think we'll see any LGBT characters confirmed anytime soon. I prefer it because really it is a horror game and, while the lore of the character may be an appeal, it shouldn't be the sole focus of a character.

    They haven't been on that route since the Nurse and have already confirmed they're going to confirm LGBT characters in the lore.

  • @itsaconehead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725500#Comment_1725500

    Not escaping from LGBT people, I use games to escape life which is usually full of homophobic abuse for me living in a small town with small minded creeps. I'd rather not have it on a game like DbD I love games like life is strange, but they have a story. Games with a story yeah I love LGBT characters in those games, but to me dead by daylight is an online game with challenges to complete so I'm not really interested in a characters sexuality as a background. Don't get me wrong, the lore is cool and I'll look up a characters lore but that's it.

    Homophobes are playing the game as we speak. Confirming LGBT characters would just prompt them to out themselves (because they can't leave people alone), which would prompt them to be banned, which would reduce the number of homophobes in the game and make it better for everyone.

    Adding/Confirming LGBT characters to a multiplayer game with proper moderation doesn't make it worse, that's just propaganda. Indeed, it makes it much better by banning a significant source of toxicity.

  • @Skittlesthehusky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725513#Comment_1725513

    fair point! i'm just more-so thinking in terms of respect as to why people possibly wouldn't want to get their universe involved with LGBTQ+ topics and identities. i'm glad to hear the devs want to confirm who's part of the community though! that makes me a little excited. :0

    No respect is owed to people who complain about LGBT "topics and identities", but didn't complain about the same things when applied to non-LGBT, at least IMO.

  • @Skittlesthehusky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725490#Comment_1725490

    oh i'm not saying "absolutely no lgbt rep!!!"! nor is it a bad thing, i just say we shouldn't (personally) push it because it really comes up to the dev's decisions, and sometimes some people don't want to misrepresent something they aren't too knowledgeable about or don't know how to incorporate into a character without stereotyping.

    i'm not saying that the devs don't know, though, because i don't know where their stance is on this and all, it's just one of the many reasons!

    and this is coming from an lgbtq+ member myself (trans ftm and pan, hello fellow trans+pan individuals <3), so i can understand that some people may not be as keen or feel like such a thing could be just easily slapped onto a character if they're going for a sexuality or identity that requires some research.

    also, you have to take into consideration the community too. i don't know exactly how received that sort of thing would be, and i personally wouldn't risk it if i were a dev, so maybe the devs also might see that as a potential issue too.

    there's a lot that can go into this aside from just saying "hey this character is mlm/wlw/trans/ace/etc."

    The devs have already decided they want to confirm which characters are LGBT (because, according to the devs, there's at least one in the game, they just haven't been confirmed.), as opposed to just the non-LGBT ones. Nobody's pushing anything.

    Personally, I don't care what people think about this unless they also complained when non-LGBT characters were outed. Anyone who didn't complain about non-LGBT characters lost the right to complain about LGBT characters as far as I'm concerned.

    There isn't more to it than putting a specific pronoun here or there in a character's lore, or saying "boyfriend" instead of "girlfriend" (or vice-versa). This is all lore, which apparently nobody ever reads, yet everyone claims to care deeply about when it comes to LGBT representation.

  • @itsaconehead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725305#Comment_1725305

    As an LGBT person, I agree. Like I said in a previous comment here I used to be that LGBT person screaming for all things to have LGBT people in it, now I'm like eh. This is a game that I use to get away from life's bull that it likes to throw. Like gaming is my escape from stress and I don't care about a pixelated character liking someone or not.

    As an LGBT person, I disagree. There's no reason to exclude LGBT people when non-LGBT people are already in the game and have been in the game for years without anyone making a big deal out of it. I also don't see how excluding LGBT people serves as escapism, unless what you're trying to escape from is the existence of LGBT people, which seems weird for someone claiming to be LGBT.

  • It's OK to lose your cool every once in a while, you're only human. It's also important that you recognize why it happened and can learn from it, just like you did.

    On a personal note, I don't think you did anything wrong here. You were being trolled and responded proportionately and appropriately. It's unfortunate but true that, sometimes, trolls need to be taught a lesson, or they won't learn to be better people.

  • @Skittlesthehusky said:

    yui can be anything and everything we want her to be.

    lesbian rights? hell yeah

    trans rights? hell yeah

    nonbinary rights? hell yeah

    while we shouldn't push lgbt rep into everything, its good to have personal headcanons!

    Given that the game already has heterosexual representation, why not LGBT representation as well?

  • @HittingOnHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725380#Comment_1725380

    I understand how the abstract fantasy works but arguing and spending energy about the sexuality n such is useless, although you give a lot of importance to the gender identity since defined urself as bisex

    I don't give it any importance, which is why I didn't raise a fuss when the Nurse's lore included mentions of her husband. In fact, nobody raised any issues over that mention of sexuality. I also didn't raise a fuss about LGBT representation, but the same can't be said for people who claim not to care.

    I recommend you don't assume things about me. It never goes well.

  • Because many survivors don't take killers into account in their decision-making process. They want to do something, so they go do it. The killer's presence is irrelevant.

  • @HittingOnHook said:

    https://forum.deadbydaylight.com/en/discussion/200158/yui-is-lesbian-right

    if u wanna call a bunch of millions of polygons a lesbian, go ahead, do it

    It's a fictional character with certain characteristics, no different from Harry Potter or Gimli. Saying she's "a bunch of millions of polygons" completely ignores how fiction works.

  • As long as you're not forcing other people to farm with you, it's OK.

  • @DanielPaint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725279#Comment_1725279

    There is no counter... Pallets, windows, loops, everything a Survivor has doesn't work.

    Stealth? LoS blockers? The Nurse is not unbeatable, she just requires a different type of play that most survivors are unwilling to use.

  • @Yamaoka said:

    As @Orion said: The reason is balance. If 3 survivors were able to heal at the same time they could easily just pick each others up in the killer's face during the killer's hit cooldown - especially with the new WGLF buff.

    As a result the devs would have to reduce the individual healing speed dramatically causing slugging to become too strong as it would take forever for 1 survivor to pick another survivor up. So basically limiting healing to a maximum 2 survivors is for the better for both sides.

    Balance is always better for both sides.

  • @jotaro said:

    Why do you have to bring sexualities and all this LGBT stuff into a video game like DbD? 😒 At least leave it out from here #########

    Too late for that, the Nurse was released years ago. Curious how nobody complained about her, though...

  • Balance. If three survivors could heal a fourth they'd heal too quickly, so healing time would have to be increased.

  • It would definitely allow for a better separation of skill levels, but I'm not sure if players would like it. Too many people in ranked games (not just DbD) think they should be able to climb in ranks indefinitely, regardless of their skill, and that it's always someone else's fault when they can't.

  • Monstrous Shrine. There is no way to make this perk both worth using and balanced, given the way it works.

  • @cindlemain said:

    https://forum.deadbydaylight.com/en/discussion/202677/disconnect-penalty-is-a-joke

    Don't argue with the people on the forum. They don't care why your having issues in their mind this is a case of someone ruining their game and therefore you shouldn't be allowed to play DBD or any other game. They don't care why.

    We will ignore the fact that if this was happening to them they would be screaming at the top of their lungs. It's not happening to them so they don't care.

    I'm sorry this is happening to you and I hope everything gets sorted out soon

    I care if OP is having issues, just like most people on the forum. However:

    • There is no way to differentiate "true disconnects" from "someone pulled the ethernet cord", it just can't be done.
    • When people like OP, who have Internet issues, join multiplayer games and (predictably) disconnect, they're forcibly making their problems our problems. They believe their right to ruin our trials supersedes our right to play the game normally. This is not acceptable. If OP can't play the game due to their issues, then they shouldn't be allowed to ruin our trials. A stable connection is as much of a requirement for online multiplayer games as any piece of hardware.

    Just because I care about their issues doesn't mean I believe they should be allowed to ruin everyone else's trials.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721071#Comment_1721071

    So the killer just lets u sit on a gen for over a minute and doesn’t apply any form of pressure. What rank r u at again?

    Could be literally any rank, since killers don't know where all the survivors are.

  • Yes, they are. What you experienced was latency.

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