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Orion

Orion

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Orion
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  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/196188/is-cheating-still-a-thing-in-this-game-my-guess-is-of-course-yes

    Yes, it's rampant, and there's nothing we can do about it until the devs bother to do something about it, and they won't.

    It's definitely not rampant and there are things we can do about it. At the same time, the report system needs many improvements.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662913#Comment_1662913

    I did and even if Starbreeze got a cut of those 42 millions they had to pay 18, I dont really think they needed to get into debt for that operation, especially if we take on account it was a fragmented payment.

    How did you take into account salaries, advertisement, and other running costs? As far as I know, this is not publicly available information.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662735#Comment_1662735

    Suggestions #1-3 all place the hex placement in the hands of the killer and each take little to no time on the killer's end and in fact front load the power of the hex in #3. Only suggestions #4-6 put resource management on the table, with #5 specifically making hexed-totems immune to destruction, only being disabled for a limited time before reactivating. The only change given to help survivors was a small 1m terror radius as a general tuning, while the killer got the full auras of all totems for a minute at the beginning of the map. Calling these nerfs when the upside for each suggestion was not losing a hex immediately, keeping power within the killer and forcing survivors to constantly deal with the threat of a hex is mildly absurd. It's especially absurd on the grounds of time, given #1-3.

    That said, there's nothing stopping the combining of any of these into one full mechanism or simply adopting suggestion #1. Whatever promotes balanced play and leads to more fun, decision heavy matches is what matters.

    Having the killer place his own totem is already taking away precious time away that could be better spent finding survivors.

    Take suggestion 2, for instance. The killer would have to roam the map, see each totem spot to find an appropriate one, then attach their hex perk to the totem they want. Meanwhile, survivors see all the totem spots (because killers literally alert survivors to their presence via the TR) and know exactly where the killer placed the perk. Alternatively - and the most likely scenario, given how the game is played - the killer would place the hex on the nearest totem to save time, even if the placement was crappy, meaning this is effectively the current mechanic, but the killer wastes more time.

    Suggestion 3 has another major flaw. You literally want killer perks to be actively detrimental to killers if survivors counter them. That'd be like if OoO injured survivors if they were going up against a stealth killer or whatever. Having your perk countered (i.e.: having no benefit from using the perk) is enough of a detriment in and of itself. Nobody who's playing seriously would run a perk that actively hinders you if your opponent happens to counter it.

    Suggestion 4 would either result in more genrushing, or survivors just hiding for several minutes until the hex perks expired. Probably the latter, since that's what happened after the first NOED nerf.

    Suggestions 5 and 6 have the same problems as 2.

    Overall, your suggestions (again, apart from the first one) are also needlessly complicated for both players and developers.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662910#Comment_1662910

    It's still missed xp gains. Also they nerfed overall xp and stuffed it into events. It was lame.

    Oh, did I also mention that literally everything you did tipped off Jason? Repair something? Jason teleports right on top of you. Try hiding? You have 3 seconds of holding your breath before he walks right over to your bed or closet for an instant kill.

    Then there's survivors. Imagine that someone had 4 Decisive Strikes and that you could never catch up to someone if they crouch for a second. That was high level survivor gameplay against Jason. Then he resorts to the equivalent of slugging by spamming the chop till they're stunlocked and die.

    It's still missed xp gains.

    Yes, in the same sense that you "miss" BP in DbD by not performing certain actions. My point is, there was no penalty for leaving, there was a reward for staying. Those are two different things.

    Also they nerfed overall xp and stuffed it into events. It was lame.

    Yeah, that sounds like a bad design choice.

    Oh, did I also mention that literally everything you did tipped off Jason? Repair something? Jason teleports right on top of you. Try hiding? You have 3 seconds of holding your breath before he walks right over to your bed or closet for an instant kill.

    For the majority of the vocal DbD playerbase this would be a plus, since "hiding is boring" and "the fun is in the chase".

    Then there's survivors. Imagine that someone had 4 Decisive Strikes and that you could never catch up to someone if they crouch for a second. That was high level survivor gameplay against Jason. Then he resorts to the equivalent of slugging by spamming the chop till they're stunlocked and die.

    See above.

  • @HectorBrando said:

    According to the article Goodboykaru posted "which resulted in three million copies sold with $42 million in net sales", I dont know much about how corporations work and invest their money but I suppose BHVR had more than enough money to pay Starbreeze and do not incur in any kind of debt.

    You're not taking into account salaries, advertisement, and other running costs.

  • @Tactless_Ninja said:

    People actually think Friday the 13th is the superior game? I thought it was a great concept, but fell flat on its face.

    For one the gameplay loop was board up house, Jason spots you using wall hacks, then crawl out a window to board up another house. Repeat.

    Jason was teleport then instant kill. Repeat.

    Swf was even more heinous. You could have a group where one of their own becomes Jason. Guess who gets ######### over in those scenarios?

    And the worst thing? If you left to do another match, you got an xp punishment. You have to stay the whole 20 minute match even if you died within the dirst minute to get all your experience.

    Oh and the perk system was ######### awful. You think the bloodweb doesn't give you anything good? What the ######### am I supposed to do with an epic rarity perk that reduces tent breathing by 15%? What a ######### joke.

    And then there's Resistance. It was mismanaged so horribly which is a crime since the game is actually very fun.

    And the worst thing? If you left to do another match, you got an xp punishment. You have to stay the whole 20 minute match even if you died within the dirst minute to get all your experience.

    What I heard is that you received a bonus for staying, not that you were penalized for leaving.

  • Survivor main here, DS needs to become an anti-tunnel perk instead of an anti-momentum perk. It's not reasonable that you can be unhooked, heal, work on gens, etc., and the killer gets stunned because they downed you "too soon".

  • @Kind_Lemon said:

    Last time someone used red herring on me (I think it was Puppers, but there might have been others I didn't catch since then), I immediately went toward his locker, knowing he had to have gotten in one around me in the past x number of seconds. He seemed shocked when I watched his perspective.

    I don't know if that was super topical, but I think my point was that simply because the perk has set times on it, I know when (and sometimes which) lockers to check nearby if something is fishy.

    So, yes, I agree (I think?).

    I mean, that was just a bad play on his part if he used Red Herring while being near the tagged generator. That's not the perk's fault, he just didn't think about what he was doing.

    With that said, the issue is that if you actually do need to get into a locker (for example, to hide or for Inner Strength), you can be drawing the killer to a gen you left at 99%, or even your teammates, who are working on that same generator or just healing nearby. This goes beyond risk management and is just bad design, IMO.

  • Most of these suggestions just push more risk onto the killers, who are always pressured to be as efficient with their time as possible, while making it even easier for survivors to deny killers their hex perks. By the time killers are no longer under pressure, the trial is over, and the perks become irrelevant. In other words, these suggestions (except the first one) are just straight nerfs to hex perks, because killers simply do not have time to go around lighting totems or desecrating altars or whatever.

    The only suggestion I could see myself supporting would be the first one, and only for specific hex perks as they exist now.

  • @Darkskies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661715#Comment_1661715

    I have ould swap out alert for repressed alliance for a true gen defense build. No offence or anything.

    The goal is not gen defense, but rather distraction - pulling the killer away from important areas and into dead zones. Like I said, it's a stealth distraction build.

    @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661715#Comment_1661715

    How Is using red herring? I'm thinking about using jt but I don't know how helpful it will be. I'm afraid of getting someone killed because I lead the killer to the gen.

    It's very complicated because it will activate the instant you step into a locker, which can lead to the problem you mentioned. I suggested a change to the perk that would allow you to activate it on a whim once you're inside a locker, hopefully the devs will go with it.

    Basically, you'll want to work on a gen in some far corner a little bit, make your way to the actual gen that you want (preferably far away), get into a locker there, and then you can have quite some alone time with that gen. The more hiding places (lockers included) near the Red Herring gen, the better, since most killers will search every nook and cranny. You can easily get a solid minute of free time, depending on how thorough your killer is. Furthermore, even if your killer isn't one to search lockers, they will definitely start searching lockers by the second or third time the perk activates, which gives you more time.

    I know that sounds like too much work since you can also get a solid minute of free time just by the killer chasing someone else, but this way there's no risk to anyone.

  • @CrowFoxy said:

    So, a sprint burst that negates insta down, and lasts for 5 seconds?

    Pass. Please, hard pass. That's too strong.

    It's oddly similar to Adrenaline, isn't it?

    • Alert
    • Diversion
    • Red Herring
    • Urban Evasion

    The goal is to draw the killer away from important generators and teammates with Diversion and Red Herring. Meanwhile, Alert tells you whether or not the killer fell for Red Herring and Urban Evasion helps you (re)charge Diversion. It's a stealth distraction build.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661680#Comment_1661680

    Yeah I misunderstood what you said. However explaining how it works is irrelevant to this post when op is simply complaining about how bugged his power is.

    I don't think it's irrelevant at all. How will you know what's a bug and what's not if you don't even know how it's supposed to work? To quote my previous comment:

    For example, until today, I didn't know about the distance requirement. I thought it was a bug that I had been unable to reveal Ghostface in certain situations, but it was just that he was too far away.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661680#Comment_1661680

    I mean it is still kinda dumb, the way it works, but that's just my opinion! Everyone is entitled to have their own opinion, and they're free to share it!

    Naturally, I just thought that it'd be helpful to know how it's supposed to work so that you also know if something is a bug or just game design.

    @HungTop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661379#Comment_1661379

    I don’t think you understand.... we DO THIS. Idk how much more center I can get and he doesn’t get exposed. The mechanic is buggy and flawed why can’t u accept it

    I do understand. I never said it wasn't bugged, I just explained how it's supposed to work. What I don't understand is why I have people getting upset over me explaining how it's supposed to work so that they can know whether something is a bug or not.

    For example, until today, I didn't know about the distance requirement. I thought it was a bug that I had been unable to reveal Ghostface in certain situations, but it was just that he was too far away.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661672#Comment_1661672

    How it works is irrelevant when its bugged to all hell. Also he didnt explain how it worked he simply stated it was dumb.

    No, I explained how it's supposed to work. He replied to that by saying that (the way it's supposed to work) was dumb. No mention of bugs in my comment nor his reply.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661388#Comment_1661388

    Hey orion if you didnt catch on the mechanic is bugged. You cant reveal him when staring directly at him even with your characters model looking at him. Other times you can get him behind a wall. OPs complaint stems from the fact it is inconsistent.

    OP was replying to my comment succinctly explaining how it works and didn't mention bugs at all in that reply. I extrapolated that they meant the way it's supposed to work is dumb. If you didn't catch on, I am aware of the issues with the mechanic, I just said how it's supposed to work.

  • @greekfire774 said:

    @Orion that's cool but, on xbox yet again I can guaranteed find a lobby quicker than dbd any day of the week, any time of the day. It's not a dead game by any means.

    Depends on your definition of "dead", I suppose. I can find some older games that still have a small playerbase (myself included), but I consider those to be dead regardless, because a few hundred players (and decreasing) is not an active game by any means.

  • @greekfire774 said:

    @MandyTalk that's a bold statement claiming Friday the 13th died and didn't last as long as you. They just recently had an update to the game. I can log on there any day and guaranteed be in a lobby quicker than dead by daylight. I enjoy both games thoroughly but that's just simply a bold claim on your behalf.

    You can literally just check the Steam player count for yourself and see that it dropped precipitously after launch.

  • The wiki's power trivia section on the Ghostface article explains how to reveal him.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661379#Comment_1661379

    That's the dumbest thing I've ever heard in my life. At this point they should just rework him and give him a power that's actually ENJOYABLE to go against (and to use). We already have Myers for stalking and exposing!

    Why is it dumb? It prevents you from revealing him when he's just a tiny speck in the corner of your screen, which would be dumb.

  • @tacohoonter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661351#Comment_1661351

    Just letting your teammate die on hook isn't fun for the person being camped or the other survivors. I think slowing hook progress while the killers within a certain radius would help encourage killers to not camp. I play this game pretty casually with friends and I think it's pretty lame when you just have to watch your friends die to a face-camping tunneller

    I think slowing hook progress while the killers within a certain radius would help encourage killers to not camp.

    That was already tried and survivors abused it. How, you ask? By forcing the killer to remain around the hook by looping. No, disabling the penalty while survivors are near wouldn't (and didn't) work because they can (and did) just show up in pairs and force the killer into a lose-lose situation, which survivors should never be able to do.

    in Camping Comment by Orion
  • He needs to be in the middle of your screen for 2.5 seconds or something like that, and a certain percentage of his body needs to be visible.

  • @CountVampyr said:

    I get crapped on sometimes by people when they ask why I am cleansing totems when I don’t use Inner Strength. It’s like, really? If that is the only reason people see in cleansing then it’s no wonder why we always seem to have to deal with NOED in the endgame. Can’t believe that I hear this from red and purple rankers, too.

    Always cleanse totems. Getting hit with NOED is much more annoying than having to meet up with someone to heal.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660996#Comment_1660996

    If they ever made a survivor perk that showed aura's lockers to you in a certain range, although useless itself, it'd have great synergy with Inner Strength.

    I doubt anyone would run it, outside of meme builds.

    @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660996#Comment_1660996

    True but if there's a row of lockers a lil Quick n Quiet action can help.

    And Entity help them if you happen to have Head On equipped as well...

    True.

  • Also counters A Nurse's Calling and BBQ (in the sense that your aura cannot be read while you're in a locker, so you can heal without any worries). The only drawback is that, on some maps, it can be difficult to find a healing chamber (that's what I've started calling lockers when I run this perk) before the killer finds you.

  • It's a great perk, I always get at least one use out of it during trials.

  • From what I understand, there were some issues with Blight early on where he'd hit objects you didn't intend to hit, so the devs tinkered with him a bit to allow for this sliding. Seems they overdid it, but if you post a thread in the feedback section I'm sure they'll take notice of it.

  • @Sonzaishinai said:

    The trick is to not mash. A gentle tap once every second or so is actually enough. If you do it too fast it sometimes doesn't register.

    Either that or bind it to your mouse wheel

    It's one tap every 0.4 seconds, Almo confirmed that in a thread a while back. Do not tap once every second or you will die.

  • For me, it's the fact that their powers require me to hold M1 for a prolonged period of time to get rid of their effects. It's not difficult, it's just dull.

  • @PlayerLUE said:

    @Orion

    You keep mixing things...

    That i value originality is my taste. Subjective.

    That you can determine if a game is better at originality, or more original it's objective.

    What if it's financial success is due to a better monetization strategy or better overall resources or more questionable goal grinding features but the game is lacking effort in every other department? Have you never experience something like this happening in the industry?

    Is the Indie side of the industry worse than their AAA competitors? Do you find your metric coherent in a financial comparison between those?

    Search the history for Battleforge or Dawngate.

    EDIT: Also, i never implied that player preference is not related to popularity or financial success. What i'm implying is that financial success is not going to determine if a game is better than another due to lacking every other single objective factor that is involved in game design.

    As you said if player preferences or tastes are subjective why should we take them into account in an objective comparison?

    I never asked for an objective comparison, that was you who pulled "originality" out of thin air when I was asking how we could determine which game most players prefer. And you did imply player preference is unrelated to popularity and financial success, that was literally why you (and others) were mocking my statement to that effect.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659788#Comment_1659788

    You offered no evidence, nothing.

    • You aren't a dev
    • A wiki is not a source, ask any college professor
    • Your 16k post count is irrelevant

    Then, a dev comes in, you know, someone who works on the game, has access to the code, and is the actual damn person who is able to answer with certainty. They back up your point. I concede that i was wrong about how it worked, but i'm not about to blindly believe some random person on the internet who makes claims with no way to back them up and when you ask for proof starts complaining and talking about "but muh post count"

    If you DID provide a screenshot of the code i'd believe you, assuming the source was real and actually accurate, but you didn't do that did you? You just talked about how high your post count is, as if that means i should believe you.

    I offered evidence that you dismissed because you didn't trust my sources.

    • No, I'm not, but I do know programming. I don't need to be a dev to know that doing things the way you said is inefficient and that no programmer worth their salt would do it like that.
    • My college professors say Wikipedia is a very reliable source, provided their statements come accompanied by sources, since Wikipedia is essentially an aggregate and summary of reliable sources. The "can be edited by anyone" thing is a fallacy, as was mentioned by @GoodBoyKaru.
    • I already explained that I was just referring to the fact that I'd expect people to have a little trust in me after 16k comments.

    If I did provide a screenshot of the code and said it'd come from my admin friend (which would've been the truth, he did send me screenshots), you would've dismissed it because you don't trust him, even though I literally told you how you could see for yourself. And, again, I only spoke of my post count in reference to the fact that people should have gotten to know me, that's literally what I said:

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659424#Comment_1659424

    Also. I don't care if you have a million posts. Using your post count as if you are some authority figure is a logical fallacy. Appealing to your false authority doesn't make your argument or your lack of evidence any better.

    My point is that people have gotten to know me and know I don't talk out of my ass. If I'm not sure about something, I say so. If I am sure, it's because I've done the research.

    To reiterate what I said before, it looks like you just wanted to cast doubt for its own sake. Believe me, I won't be bothering a dev again any time soon just because you don't trust my sources. They have better things to do than drop in on random threads to explain the inner workings of the game.

    @Volfawott said:

    Always being informative and helpful huh Orion.

    This is why you always managed to be my one of favourite people on the forums.

    Thank you. It's nice to be appreciated.

  • @PlayerLUE said:

    When i used the word "better" here it has an underlying objective criteria that is quantificable. Again, there's no subjectiveness involved.

    With Originiality you can count how many features two games have in comparison to the history of the industry or it's genre. Then you can conclude that one is better than the other by a higher quantity metric.

    Determining players' opinions regarding a comparison between two games? Do a survey with common objective metrics between both?

    "Better" is 100% subjective because different people value different things. Your tastes and opinions are not objective.

    Let's try this another way, then. Why do you believe gamers would rather play a worse game if there's a better alternative? Because that is, in fact, what you're implying when you say that the game with the most players and that has withstood the test of time (DbD) is not actually preferred by the majority of players. So, what's your thinking?

    This goes for everyone who disagrees with my stance that the game with the most players is the one most people prefer, FYI.

  • Do you have any idea how much Nintendo would charge for that?

  • I explained why it'd make no sense to do it the way you said from a programming perspective and you ignored me. I explained what the percentages (110% and 115%) mean and you ignored that too. I even told you how you could read the game's actual code and you dismissed it. I would've provided a literal screenshot of said code, but you would've tossed it aside as well. Point is, I provided evidence and even told you how you could find it for yourself. In all honesty, it just seemed like you wanted to cast doubt for the sake of casting doubt.

  • @Kind_Lemon said:

    Completely. I know only a little about psychology, but from what I do know, your statement is entirely correct. Something to note is that several of the people making decisions about the game are also aware of what psychological tricks they can pull to be addictive and breed an unhealthy mental state while getting your involvement (and hopefully money). Such things include the rift pop ups, the banners for cosmetics, and all the other visual and textual updates players constantly get when not being actively in a match.

    It honestly lowers my opinion of the moral integrity of those aforementioned decision-makers regardless of whether that opinion is accurate or not.

    Honestly, I find the pop-up to be incredibly annoying. I don't like pop-up ads, much less in games I paid for.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659597#Comment_1659597

    It's not a cap, the effects are just not stackable. It is the same sort of thing as Sheep Block. When a survivor runs through a puddle, they get 30s of Blindness. If they run through another puddle 10s later, the timer just resets to 30s instead of going to 50s. Because you can stack the speed buff of Hope with something like Sprint Burst to move at 157%.

    Also you said...

    "If I'm not mistaken, healing speed is capped at +100% for each individual healer (that part is very important)."

    Which is not true. If it were than it would be impossible to solo heal another survivor in under 8 seconds. However you can prove this is possible with an Emergency Medkit, needle, abdominal dressing, Resil, Botany, Desperate Measures, Spine Chill, and the survivor you are healing having Leader. When you needle them, the heal will be done in something like 5 seconds.

    It's not a cap, the effects are just not stackable.

    Alright.

    Also you said...

    And I was later corrected, which you can see further down.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653725#Comment_1653725

    Buffs are additive.

    Debuffs are multiplicative.

    So to find out how long it takes to heal with Sloppy Butcher (20% debuff), 2 stacks of Thana (4% debuff each stack) and Botany Knowledge (33% buff) and Resilience (9% buff) the formula looks like this...

    16 / (((1 - 0.2) * (1 - (0.04 * 2))) + 0.33 + 0.09) = 13.84083045 seconds

    From my own personal testing, it seems that the game doesn't round up or down after the first decimal it merely drops all the numbers after it. So the above value is simplified as just 13.8s. Even if the second digit was 5 it would be the same. However this is testing on Xbox which is 30fps, so accurate measurements are more difficult.

    Also @Orion there is no cap for survivor actions. The only cap is We'll Make It which doesn't cap overall heal speed, it just caps the max bonus of WMI to +100%. So instead of getting 300% for saving 3 people in 60 seconds, you just stay at 100%.

    From my own personal testing, it seems that the game doesn't round up or down after the first decimal it merely drops all the numbers after it.

    That's truncation, ubiquitous in programming.

    Also @Orion there is no cap for survivor actions. The only cap is We'll Make It which doesn't cap overall heal speed, it just caps the max bonus of WMI to +100%. So instead of getting 300% for saving 3 people in 60 seconds, you just stay at 100%.

    I didn't say actions were capped, I said buffs were. I confirmed that the Haste bonuses from Blood Pact and Hope, for example, don't stack, meaning they're capped at 7%. However, it could also just be that the biggest buff is applied.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659434#Comment_1659434

    PWYF % is based on the Killer's "normal" movement speed. If they're 4.6 m/s and get a 10% buff, that's 5.06 m/s.

    Thank you very much, Almo.

    @Reinami I hope this can spark a little bit of trust in me when I make a claim next time.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659421#Comment_1659421

    That's not how that works. The game code is compiled. You can't just decompile it and have it work perfectly. Unless the game leaked at some point and if that's the case there's no telling when it was or what version.

    Also. I don't care if you have a million posts. Using your post count as if you are some authority figure is a logical fallacy. Appealing to your false authority doesn't make your argument or your lack of evidence any better.

    Also. I don't care if you have a million posts. Using your post count as if you are some authority figure is a logical fallacy. Appealing to your false authority doesn't make your argument or your lack of evidence any better.

    My point is that people have gotten to know me and know I don't talk out of my ass. If I'm not sure about something, I say so. If I am sure, it's because I've done the research.

  • @Almo Can you do me a favor and confirm whether PWYF has its buff applied to the killers' respective base movement speed (either 4.4 m/s or 4.6 m/s) or if it's based on the survivors' base movement speed?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658369#Comment_1658369

    The point is. You can't just come in here and make blanket claims with no proof other than "a wiki anyone can edit" and "don't worry I have a friend"

    You sound like the guy who says "my uncle works for nintendo, trust me".

    If you can provide some kind of actual proof for your claims or if devs want to comment sure, but you can't expect people to just take your word.

    I mean, I do expect that after 16 thousand comments, people have a little trust in what I say, but if you're skeptical, you can just import the game to the Unreal Engine (it's free) and check for yourself. I'm not 100% sure how you actually do that, but there are tons of guides on it.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659332#Comment_1659332

    So do you blindly believe all of what the devs say even though they constantly go back on what they say?

    The example sticks. Flashlights nerfed. Lightborn buffed even though flashlights were already nerfed. Enduring nerfed DS buffed even though enduring was nerfed. The actions speak louder than words especially with BVHR but you seem to be on their side 100% regarding things.

    So do you blindly believe all of what the devs say even though they constantly go back on what they say?

    No, I'm presenting you with the evidence. If you don't think the devs are trustworthy, then there's no point in us having a discussion. You can project literally any reasoning onto them and dismiss what they actually say as a lie.

    The actions speak louder than words especially with BVHR but you seem to be on their side 100% regarding things.

    I am literally speaking out against BHVR in this thread, but that doesn't fit your narrative, I suppose.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659219#Comment_1659219

    the stun wasn't 3 seconds the animation ate most of it up. The reason for the buff isn't gone. Enduring made DS a 1 second stun and even with 5 seconds it would be more like 2. Why do you think they removed the red square that would indicate how much stun you had left? You could move before it was over. It isn't bias it's just making the perk do what it does well.

    I could say the same about lightborn. Lightborn was here to combat flashlights. OP flashlights got nerfed. Pickup animation got reduced and yet Lightborn gets a buff? Could I say that is bias towards killers? Seriously you need to cut it out.

    The explicit reason for the buff was Enduring. That's what the devs said.

    No, you couldn't say that unless flashlights had been nerfed because of Lightborn.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659096#Comment_1659096

    You did mention how killer perms being changed could be applied to survivor perks and I gave a reason to why they can't using DS as an example.

    You know have to be hooked. Which IMHO is the biggest nerf of them all. You could avoid hooks with old DS. This one you cant.

    And I gave you a good reason as to why they can, with the devs' own reasons. If you think it's unbiased for the devs to say "We're buffing DS because of Enduring", then saying "We're nerfing Enduring because it's impossible to balance stun perks with it, but we're leaving DS buffed even though the reason for its buff is gone", I don't know what to tell you.

    Again, I am not even referring to the current situation, this is older than that.

  • @PlayerLUE said:

    What players prefer?

    This was about an objective metric to know if a game was better than other...

    Yes, better in the players' opinions, because "better" is 100% subjective. So, how would you determine that, if not by player numbers?

  • @PlayerLUE said:

    Are you assuming the majority of players don't value originality?

    No, I'm asking you how you would determine what the majority of players prefer. Stay on-topic, please.

  • @PlayerLUE said:

    Anyone can tell if a game is being original in comparison to the history of it's genre. This is not subjective.

    It was more that you value originality. I'm asking you how you would determine what the majority of players consider a better game. You said financial success (backed by the number of owners and players) is not a good metric, so what is? How do you determine if the majority of players prefers game A, B, or C?

  • @PlayerLUE said:

    @Orion

    I would rather value originality, per example.

    Then you're getting into your individual opinion. I'm talking about the general opinion of players.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659067#Comment_1659067

    Orion DS is gonna get a full scale rework I'd say let's forget about it for the time being. If you apply the reason pop was nerfed to DS it still wouldnt stop the complaints of getting but outside of tunneling. It isnt faith to compare the two.

    On the topic of enduring and when DS got its first full scale rework. 3 second stuns arent short. The devs have also said things and gone back on their words. For example they claim they want no more exclusives yet have an event crown exclusive. You see they constantly go back on their word this is no different. Same thing can be said about legacy no more exclusive yet that remains locked. The 5 second stun is give survivors enough time to make it to another tile.

    Your noed thing can be compared to DS currently. It's been nerfed multiple times due to killers complaints and hopefully it should be nerfed 1 last time.

    I still find it hard to believe they are biased when they have been getting nerfed for 2 years straight. If they truly were some stuff would still be in the game.

    Like I said before if you want to nerf tbe survivor perks they need to be actually like full scale reworked. They are different from killer perks and therefore shouldnt be treated the same unless they are bbq and wglf which are the same.

    I didn't even mention the current situation, both my examples are old. The Enduring one is the most egregious, IMO.

    DS was nerfed multiple times, yes, but then all the nerfs were reversed, with the exception of the timer.

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