Pr0p3r9
Pr0p3r9
About
- Username
- Pr0p3r9
- Joined
- Visits
- 559
- Last Active
Comments
-
@PantlessMyers What you just said about not forgetting the item is the very thing my post went into detail talking about why it wouldn't work against a decent team. Keeping an eye on the item and defending it is just asking for survivors to go on gens while you defend a key that they won't need because you were defending the key instead of generating pressure.
-
Using Franklin's to protect items (and get hits while doing so) is a mistake because it relies on survivors to make an even worse mistake. If you protect the item, the survivors can just run off and do gens for 90 seconds, or do gens for 70 seconds and grab it at the last moment. All this progress happens while the killer is wasting time protecting an item that doesn't inherently generate pressure. Franklin's is not a sufficient answer to the keys especially, because keys do not primarily have value except once at the end of the game. It's alright against medkits, because dropping that prevents a self heal, even if it's picked up later. It's also effective against flashlights because it disables the item for the second half of that chase and/or prevents flashlight saves.
But maps, toolboxes, and keys, which see periodic or single use of great value--as opposed to the continual value generated by medkits and flashlights--are not threatened by Franklin's Demise, and attempting to destroy them outright results in an unacceptable loss of generator pressure. Against an intelligent survivor Franklin's either prevents a future self-heal at best, does nothing, or even becomes a liability to the killer by encouraging them to defend a pointless area. Something needs to change, if not Franklin's. Personally, I think an Overwhelming Presence rework to take on some of these responsibilities would be nice.
-
Huntress on Azarov's Resting Place. I remember wishing that I was faster, and making lots of missed shots.
-
Keep in mind that the steam dlc is actually available one full hour after release. The initial drop is only available to buy with auric cells or shards (which is kinda crummy because steam's dlc always has an exclusive cosmetic you can't get through the in-game store).
-
It'd be interesting to know if having more charges used when tantruming causes an increased number of swings or a longer animation on each swing. If it's the latter, you could feasibly count the number of swings in video or private game, and then in a live game, you wouldn't need to know any timings, just count how many times he swings the saw.
-
Michael can be heard with his heavy panting mouth breathing from a different floor and Ghost's cloak noisily billows in the wind like an anime protagonist. Wraith snarls like a dog. They're all very loud.
-
@Moundshroud said:
The title of the Thread covers it all; the problem is bad PLAYERS, not the tactic. Thus the solution, the only workable one, is for them to get better. :)
Player's needing to get better doesn't mean that that is the end of the topic, because the follow-up question to saying that a player is bad is asking "Why are they bad?" @Lexilogo has the right idea, this issue would be solved by a more robust tutorial system to start players off. Even a video series of mp4's in the tutorial menu would be an improvement over letting people figure it out on their own or through word of mouth.
-
Spinechill isn't egregiously bad, but I do think that the whole crabwalk to the gen thing is ridiculous. Truly, I'd like to see Spinechill and Premonition brought into line with each other. Spinechill would be a more general perk that doesn't work as effectively against stealth killers, while Premonition wouldn't be as consistent as Spinechill in most circumstances, but would be effective vs stealth killers.
Change Premonition to cooldown between 25 and 17 seconds (ptb feedback would be good to determine an exact optimal cooldown). Making Spinechill work at 12 meters against an Undetectable killer seems like it would still give some value while letting Premonition shine and preventing tedious crabwalks.
That said, I'd rather see changes to other perks before Spinechill.
-
What about when Susie's Mixtape and Never-Sleep Pills come into play? AFAIK, those increase your Killer Instinct detection range without increasing your terror radius. I believe that those two would increase your Killer Instinct detection even without you having a terror radius. That would give you up to 24 meters of Killer Instinct while Undetectable.
-
NOED needs some kind of sidegrade, not a nerf, like @Trashmaster said. I also think that IF is a little overtuned. It exacerbates some of the worst tendencies on the strongest killers. Nurse, Oni, and Executioner are already high tier killers, and IF makes them supercharged. I'm not sure how you could nerf IF without completely gutting it, though, and that would be worse than leaving it in a slightly too strong state.
-
Sometimes issues like this one with Hoarder make me paranoid about what other things could be broken that we would never know about. If Up the Ante actually gave 2 or 4 percent increase in luck, who would ever know? What if Plunderer's has been broken for five patches and erroneously reduces the amount of maps you get? What if the odds of getting a skillcheck glitched to 1/22, instead of 1/20? Perish the thought, what if the hook progression increase from Monstrous Shrine got applied to every hook, but only when Monstrous was equipped?
There's tons of back end information in this game that could die on us at any moment, and there'd be no way to know that there's even a problem.
-
It's strange to me that Plunder's is just fine but Hoarder isn't supported by the code. I get that code can be uncooperative sometimes, but they should have been able to work that out.
-
A time travelling killer isn't something I see talked about ever. They could cause things to revert to the state they were in 10 seconds ago for a short period of time, maybe letting them return a healed survivor to the injured state with their power before downing them with an m1, or even undoing a recently finished gen.
Also, since old Freddy got reworked, there's a slot open for map-wide locator power that Shattered Mirror only kind of fills.
-
You only actually ring the bell halfway through your uncloak progression. Standing behind a LoS blocker until that point can cause survivors to not run until they're in range of your super-lunge.
-
Killing yourself on hook is this game's built in surrender option for survivors. There's no need for survivors to have a separate surrender option in this game. Especially considering that the design of the hook is that every single survivor has a veto option for surrender that overpowers all other members of their team.
-
I've noticed this too. I asked around to see if any content creators recently made an OoO guide, but I didn't find anything. It's a concerning trend. Sometimes OoO is just a noob trap, but it can be devastating. I'm very confused by what the source of this trend is. I haven't seen any more posts about Object on the subreddits, the forum, Youtube, or /vg/ than is normal, so this change doesn't seem to be traceable to a single source, but there's definitely been a recent rise in use.
-
@CalamityJane said:
It was the devs experimenting with "lowering the gap between solo and SWF" by informing every survivor what the killer is doing at every moment. And it was ######### because instead of making it fairer, they just made basically every squad have SWF level information with no downside.
They did it to a lesser extent with Oni too, but since then they've stopped, thank god.
I don't know if I'd say they stopped. Slinger's shot is global, and PH's PoTD is global. Blight is a killer that uses a lot of sneak attacks and unexpected angles, so it would make sense that he doesn't have any global cues. Less like they stopped, and more like they toned it down to an acceptable level.
-
Depends on the killers, perks, and surrounding tiles. There's no single answer.
For example, Legion would obviously want to injure both, because they suffer no setbacks from injuring. Pig would almost always want to get the down, because she needs downs to place her rbt's. Wraith with Nurse's who injures the survivor and sees them running to a long wall jungle gym might want to go for a spread damage, while that same Wraith might want to get the down if there's only an l/t wall surrounded by a deadzone.
I don't think this is a question you can answer without context.
Didn't see @Shenochek answer before I posted. In terms of trends, he's generally correct. In most situations, you want to injure both.
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1650638#Comment_1650638
Noone ever said its anti-tunnel. Also who cares when a perk activates? Its a 5s stun, that does not counter tunneling in the slightest.
Feels disingenuous to act like it's only a 5 second stun. It's not just a five second stun, it's a five second stun into a ~20 meter distance gap which can be closed at a rate slightly greater than .6 per second (33 seconds). After that, the looping process begins, which is the real meat of the time waste, and can go on for much longer.
Or you could slug the survivor, who would likely recover to injured with ub/soulguard. If they didn't, they would still get healed by someone else. This only occurs if you down the survivor after they've been unhooked. Sounds like anti-tunnel to me (albeit with way too much leniency).
-------
As for the main thread proposal, I don't like the movespeed increase. Movespeed is something that's very powerful, and I don't support handing out indefinately timed movespeed increases without borderline crippling penalties associated with it. The reduction to action speed would have to be stupid huge in order to compensate for a strength of this magnitude. At that point, you've basically eliminated a survivor from the game, which is also unacceptable for the game's balance. I don't know how I would adjust your proposal, but movespeed increases are not the way.
-
@Yamaoka said:
I wonder if The Blight's sprint is affected by speed granting perks such as PWYF, Devour Hope (2stacks) etc.
If so he might be the fastest killer in the game if we're factoring powers as well although I don't know his % of speed yet.
I don't believe that the movement speed increase of Devour Hope is actually functioning in the game.
-
Saying that I dislike his power is an overstatement. I think that he needs some kind of adjustment to his hitbox, but I actually do like the power concept itself. It's just getting stuck on doors, narrow corners of a hitbox, and invisible hitboxes that's a problem. I'm definitely going to invest time into getting good with him once he releases. I've heard suggestions that his collision should be turned off like Oni's dash by default, and that he needs to press his secondary power button in order to turn collision back on during his rush. This would make his power more intricate while also raising the skill floor. I'd say that I like both if they made this change.
-
Being able to use bp to get new killers is an unrealistic expectation. The devs deserve to get money commensurate with their work, and allowing bp to be used to buy killers would not be fair to that ideal. 4 times a year, you get a new killer, a new survivor, at least 6 new perks, and a overhaul of some aspect of the game. Even if you can't directly purchase those things, they can still benefit you indirectly. This also doesn't count reworks and optimization efforts.
This would also discourage you from using bp on your killers, and encourage you to play the game without add-ons forever in order to stockpile Shards for the next killer. Not using add-ons on any of your killers would significantly negatively impact your ability to enjoy the game in its entirety.
Iridescent Shards let you get a portion of paid content (perks, killers, extra bp, or cosmetics) as a loyalty program, but they're limited such that you can't reach get every single option within a category with shards. It lets you sample paid for content without giving you unreasonable amounts of free access to that content, given the amount of work they take.
Keep in mind that this game only costs $20, the dlcs are only $7 each (and you definitely don't need every one), it all goes on sale regularly, and you can use bundled Auric cells to purchase the characters associated with the side that you favor--assuming you, like most players, prefer to play one side.
-
As a solo queue, I don't cleanse dull totems because I can't trust that the rest of the team will get the rest. Instead, I memorize the location of the dulls, and run a path through all of them in the endgame if NOED does trigger. If you need to pump out gens fast with no time to cleanse, then consider making this play.
-
It does seem likely that he's going to be a "power burst" type killer in the same vein as Oni, Plague, and Myers, but it's nearly impossible to anticipate where his power up is going to come from. I'm tempted to guess that there will be certain structures around the map that act as alternate hooks, and he gets his power up from hooking someone at one of these stations. It would be very reminiscent of the old Halloween events. I have no idea what kind of increased power they could give him, though.
-
I think there's also a phenomenon in play that a lot of killer players were playing mechanically challenging killers for the explicit purpose of showing console players what those killers are capable of with a mouse. I personally mainly played Nurse and Huntress today for that very reason, because it's a bit of an honor to be a console survivor's first experience with a mouse Nurse/Huntress. It'll probably be like this for 3 days to a week before it calms down. There'll probably be more killer variety once the novelty of playing mechanical killers vs console survivors wears off.
Then again, I'm in the NA region, and I've heard that we're more laid back over here than the European and Pacific servers. I don't know what degree of an effect that might have on our view of crossplay.
-
Devour Hope is satisfying on a visceral level, but in many ways it's a "win more" perk. If you see a significant amount of Devour Hope value, there's good odds the match was already in your favor. Ruin is great because it rewards players that are able to exert pressure in multiple directions and juggle effectively, which is a great skill to develop and use. It also punishes survivors who do the optimal play of splitting up and not stacking on gens. Ruin can be devastating, just in the background instead of being in your face.
-
@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1536680#Comment_1536680
Didn't they change the Xbox username thing relatively recently to where you can just change it to whatever you want, whenever you want, like on Steam/Discord?
https://www.theverge.com/2019/6/10/18660552/microsoft-xbox-gamertag-changes-e3-2019
You seem to be right. I haven't played on Xbox in a year and some change now, so they could have changed their policy.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1536496#Comment_1536496
Yes if there's spaces in a players name they're PC because console can't have spaces it's always a underscore or a dash , right now that's the only way and that's only if they have two word names or something obviously not console
@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1536507#Comment_1536507
Uhh, I'm like 99% sure Xbox players can have spaces in their names.
Xbox does not let you create a new account with a space in the name, but there was once a time when it was allowed. Anyone that created a username with a space before the creation of the rule was grandfathered in and allowed to keep their name with a space. If you see someone with a space, they're either not an xbox player, or they were an early adopter of the console series.
-
@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/1524540#Comment_1524540
This should fix some problems
The point of this rework is to make the perk synergies with the "while injured" requirement on some perks at a cost.
Also, why does Inner Strength, a healing Perk, affect Mending, a now non-healing action,?
Because even if mending isn't a healing action, deep wounds is a health state that is distinct from the injured state. Just like how Adren will bring you from deep wounds to injured if you have deep wounds.
Also, at this point, I think your perk idea has to many conditions and clauses to be implemented into the game. Even Gearhead, Furtive Chase, and new Knockout have less clauses than your No Mither now. It's getting bloated.
-
I still don't like what it does to all the exposed perks, and it also makes you able to use Dead Hard while "healthy," which can't be understated. It would also make the small pp build an even worse terror, because then you would always be able to Unbreakable into Endurance, even better than Soulguard being in the combo because your No Mither has many other use cases. The lengthy mend timer could even be mitigated entirely by Inner Strength. Genuinely op.
All I think you need to fix No Mither is to let the survivor enter the match healthy, make the broken status effect into hidden information so the killer can't see it in the ui, and maybe reduce the groaning by 150% instead of 50%, so that even with Stridor the killer hears nothing.
-
@ManyAchievables said:
I, personally, would've chosen Bloodhound over all of these (I think it counts as Haemorrhage) but Sloppy Butcher is easily my favourite of these.
Bloodhound doesn't give Hemorrhage. It makes the puddles brighter, and it makes them last for longer, but Hemorrhage specifically means that the puddles drop with increased frequency, which Bloodhound does not do. Bloodhound does combo well with Hemorrhage effects though, and comboing it with Hemorrhage in turn is just about the only way to get any kind of value out of that perk.
-
I think it'll be a Stephen King property that is not IT or The Shining. He has a titanic bibliography, so who knows what it could be. Given that we've got another licence coming up after this, it could be that one instead. I don't have any other clue.
My biggest reason for suspecting a Stephen King property is the Deathslinger. Iirc, he was going to be called the Gunslinger originally, but they changed his name later in development. Gunslinger also happens to be the name of one of the books in King's Dark Tower series, so it seems plausible that the devs changed his name to something as goofy as Deathslinger for the specific purpose of not pissing off Stephen King. Seems logical that they would only bend over backwards like that if they did or hoped to have something in the works.
-
Ghostface's recovery is fine, especially considering that his ability to mark survivors is tied to his ability to stealth, meaning that an increased stealth recovery also means an increased mark recovery, which could quickly spiral out of control if it was overtuned. Not to mention how this very idea is stepping on the Wraith's toes.
If you did change his power to take 5 seconds less to cooldown, then I think you would need to completely change the recovery add-ons. Not just a nerf, but make them affect a completely different value. I suppose I wouldn't be completely opposed to this, but I strongly suspect that the people who propose slightly shortening his base recovery would not be in favor of outright deleting his considerable recovery add-ons while they're at it.
-
I've managed to get to tier 70 on all the previous rifts without paying a dime besides the initial auric cell buy-in. I think I can do it again.
I understood the Premium: I will go up to max tier option to mean getting that far with the initial auric cell buy-in, but I'm not sure if maybe what I was supposed to choose was Premium: Nothing, because I don't plan to buy any tiers.
-
Pig can be useful for this because you can put a trap on someone's head at one gen left, and then they can't leave until they've searched boxes. Knockout could help by making survivors not realize you're camping the slug, which is a big Bloodwarden giveaway. Maybe Rusty Attachments and Slow Release Toxin to slow down healing on your endgame hat survivor, and make them unable to Sprint Burst/Dead Hard away from you. I'm not sure about the last perk, maybe Deerstalker?
Also, it's imperative that you do not open the exit gates yourself. Doing that is a dead give away that you're running Bloodwarden. Instead you want to go to an exit that a survivor is currently at, get near enough to them to push them to open the gate, but then leave without pushing them outside the actual exit.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1488069#Comment_1488069
Stories are informed by our worldview. you are saying it yourself.
So, why should the memories etc not be taken with a grain of salt? That's all I'm asking.
Because a scientist being biased by their worldview doesn't invalidate their ability to make truthful scientific observations. It's not that hard to understand. And you're not taking the log with a grain of salt, you've been dismissing it entirely. I don't think I have much more to add to this conversation anymore, unless someone brings up a different point.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1486990#Comment_1486990
wrong.
He's not 'lying', Lying requires the intend to lie.
He's biased. That's what I'm saying. He (is it a he actually?)... They have their experience and understanding of how the world works. They're not a neutral source of information. No story from the archives is. Because every memory, every observation went through the 'filter' of a person with their own idea of things.
So saying that there's no survivors from before 1950 because 'they believed in more magic' then basing that on the understanding of things from someone for whom magic is an everyday thing, and claiming that as a 100% fact, that's what I'm wary off.
But if your world is only either-or, then i understand why you think there's any story free of politics.
Everyone's biased, but that doesn't mean that every conclusion that every person comes to is false. You need a better way of arguing that he's unreliable than "everyone's biased." At that point, I could just say that everyone in dbd is just misinterpreting the Entity, and that the Entity as actually a benevolent god trying to help people deal with their emotional trauma.
Also, I never said that stories are free of politics, nice strawman. Everything's political, it's true, but it's political in the sense that stories are informed by our worldview and ideologies. What I didn't like was you bringing up hot-button issues into what a conversation that has relatively few overt political issues being talked about.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1485411#Comment_1485411
Being a scholar doesn't equal being a relatable narrator.
Just, again, look at real life, and how often scholars are biased by their own culture, experience and upbringing.
I mean, there still ARE scholars that claim women (cis women that is) are naturally and scientifically weaker than cis men and are unable to withstand pain as much as men. There's scholars that do claim Black people are naturally less intelligent than white people. if you are autistic, you can't get a diagnosis if you grew up in a supportive environment, because scholars insist you can not be autistic if you don't have trauma. and they are dead serious about it.
At this point your argument against him is that the narrator could be lying, without establishing any reason on why he would lie except some vague, politically-charged (thanks for bringing politics into this, btw /s) declarations of how some scholars have been wrong. You can't just say "unreliable narrator" to wipe the text clean of things that you don't like. Truthfully, I can now only think that you're going to dismiss every piece of evidence you don't like.
-
@MeltingPenguins said:
Question is: Do people from 'nowadays' really struggle metaphysical shenanigans less well?
I mean, if that were the reason, why the heck would the Entity get Bill, Ash and Cheryl? sure, they are all licensed chars, but I dare say the memory and observations are all severely 'unreliable narrator'.
like, with kate... it's a memory. so, isn't it more her interpretation of things? same with the arcus. they are, for all we know, written by someone quite full of themselves. Look at the real world and how some people are certain the pyramidic structures around the world are an evidence for aliens, because 'people in that day could never have had the knowledge and technology to achieve this'
After the '50s, belief in magic definitely declined. Saying that someone with any form of atypical psychology is demon possessed is now considered backward and taboo. The belief that science can rationally explain everything that occurs in the world has never been higher, even if some people don't trust the scientists themselves, they still believe in the method.
Left 4 Dead's zombies are scientific, no magic required. He wouldn't break the no magic rule. Correct me if I'm wrong, but Ash doesn't ever actually use magic except once or twice to summon or banish things with the Necronomicon. He doesn't understand the principles of magic, he's just following the notes by rote I do believe. When it comes to actually fighting and interacting with the world, he prefers using his chainsaw, shotgun, and occasionally his car to actually achieve his goals, typically.
I haven't played Silent Hill, and it seems like Cheryl is a violation of this rule. But the devs really couldn't ever turn down having a SH survivor, the series is just too iconic. So even with licenced content, only one of them breaks my rule, and if I knew more about the series I could maybe even argue against that one. As it stands, I'll concede that Cheryl is a lone violation of my rule.
As for your unreliable narrator allegations, I don't really understand where you're coming from. The guy who writes the Arcus entries is a scholar from some kind of magi-tech Clarke tech civilization who seems to have been given the unenviable assignment to make an expedition into the Entity's realm. He's more than qualified to make observations about what's occurring in the realm.
With Kate, the allegation is a little less ridiculous, but I still strongly disagree that it's unreliable narrator. Just reading the text to me makes it clear that it's meant to be taken as a literal and truthful statement about her abilities. Throughout the entire tome, she's clearly getting visions precipitating her own abduction, almost certainly as a result of an ability to perceive the Entity's presence. Kate's not portrayed by the text as a conspiracy theorist or a lunatic, she's presented by the text as someone with a deeper connection to the supernatural than any other survivor seen thus far.
There is no basis in any of Kate's flavor text, anywhere, to allege that she has some kind of psychosis or tendency towards delusion necessary to erroneously make this kind of conclusion. If anything, she's quite humble and introspective, spending a great deal of time examining her inner motivations. If it was even someone like Ace making the memory, I'd almost understand because Ace does seem very full of himself, but there is no basis in Kate's character to say that she'd fall prey to this kind of delusion. Her worst flaws seem to be a failure to live up to her potential and greed; and neither of those flaws would instigate her to have this kind of delusion.
@Raven014 To some degree, I think the various patches of dbd represent the progression of time after the realm. I base my belief that the Plague came later in the Entity's local time than Legion partly on the Plague being released later than the Legion. When the Plague was released the devs spoke a lot in streams about the then-upcoming release about the Entity's ability to go to places and eras unbothered by the normal constraints of linear time. So partly on the kind of things the devs said during the Plague's release, and partly on the fact that the patches to the game are the only thing that seems to measure time somewhat consistently within the realms.
-
https://deadbydaylight.gamepedia.com/Tome_III_-_Escalation#Memory_3225@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1485136#Comment_1485136
haven't unlocked that one yet.
But I think you are taking things a little too literal. I don't think pre-1950s would count as 'magically literate', nor that Kate's muse isn't more metaphorical. I mean, I'm an author, and I don't think I'm actually somehow connecting to another world for my stories. (not out of the possibilities though, but unlikely)
Memory 3225 is very conclusive in saying that Kate has some kind of magical ability to perceive beyond what normal humans are able to perceive.
https://deadbydaylight.gamepedia.com/Tome_I_-_Awakening#Arcus_557Here's the citation for the Entity only grabbing people from worlds that don't have magical education.
While people from before the 1950s wouldn't have been magically literate in the sense of having applicable knowledge, they would have at least believed in the power of magic and spirituality to have a real impact on the Earth. The Entity is going to generally target people who struggle to understand "... the metaphysical relationship between their thoughts and the world they live in." People in the developed modern day would fit that bill more than any other group in history, I think. I don't think public belief in the power of the supernatural or collective unconscious over death, success, or disasters has ever been any lower.
@BigTimeGamer That is a good Doylist answer, but because this is a lore thread, I'm trying to dig into a Watsonian reason.
-
@MeltingPenguins said:
Where does it say the Entity doesn't snatch people who believe in magic? Also, Kate isn't really 'magical' either, as I don't think we ought to take the whole muse thing literal.
The text regarding the Entity snatching people only from magically illiterate socieities is in Arcus 557 of Tome I. I'd also like to correct something I said earlier. I said that Kate's families were Seers or something, but after looking that up, that's not true. Having relooked over Kate's memories, I realized that I was misremembering Kate's Memory 3255, which essentially confirms that Kate has some degree of natural magical aptitude, by describing the artists of the modern day as being people who would have been shamans in ages past.
In any event, Kate isn't magical in the sense that she understands the practice of magic, no, but Kate's connection with her muse is said to connect her to other worlds, and allow her to see things that others cannot in Memory 3255. In the hours leading up to Kate being abducted by the Entity, she begins to hear a horrific, terrifying song. Either the Entity has chosen to torment Kate with a song (the Entity has never, to my knowledge, taunted someone like that for hours before abducting them), or Kate was able to perceive the Entity's attention and interaction with the world to some small degree, which manifested in her mind as a musical tune.
Despite her talent, at the end of the day she's got no training in it beyond maybe using magic to subconsciously increase her ability to write music, on occasion. That's why I said that I think Kate represents the upper limit on how much magical knowledge a human can have to be eligible for abduction, because she's still got a near-zero amount of magical skill, but it's also a non-zero amount of magical skill.
-
For the most part, the Entity doesn't like taking survivors from worlds where magic is a widely known phenomenon. I think Kate represents the upper limit for the amount of magical knowledge in a single person that the Entity is willing to abduct. Additionally, it seems that worlds that don't grasp the power of magic are the exception, not the rule.
Societies with little technology will almost always believe in some form of magic as an explanation of the world around them. Most universes in the omniverse go on to codify those rules in their academies of magic. In order to find someone ignorant of magic throughout the omniverse, you would need to find a society that failed to codify these rules, and instead used other methods (conventional physics) to understand the world around them. Think of Kate, whose ancestors absolutely believed in the power of magic, verses Kate herself, who perceived her gift as a "Muse," a much less overtly magical understanding of her gift than the Seer classification of her ancestors.
Even in the advanced parts of our world, the complete disbelief of any kind of magic whatsoever is a recent development. If we're willing to classify religious beliefs that have metaphysical elements as magic, then it's only recently that the general public stopped believing in--for example--demonic possession as being the leading cause of severe mental illness.
It could be argued that it was only after the 1950s (or any given survivor's local techno-cultural equivalent) that people become so completely, irreparably separated from all forms of magic that they became ideal targets for the Entity. This would also be a nifty way to understand why there's no one in the Entity's realm that was born in one of the many modern day villages that still live now the same as they did 3 millennia ago.
This also implies some interesting things about the time periods the Entity grabbed the killers from. It implies that the Entity has a higher tolerance for magical knowledge in its killer servants than its survivor cattle. The Hag and Plague, in particular, explicitly knew about the existence of magic as a concrete force in the world long prior to coming to serve the Entity, and Frank strongly suspected magic's existence. In killers, does the Entity consider knowledge of magic without significant training in magic desirable, even? That's getting too speculative for me, but it's an interesting new question that my explanation raises.
@bjorksnas The Entity grabbed Plague after it grabbed Legion, despite the Plague being thousands of years earlier than the Legion. The Entity exists outside of time and is not be bound by any requirement to only grab survivors from a linear timeline which it must also travel along. In other words, the Entity could grab someone in 2007, wait 3 centuries, and then grab someone from 2004.
-
Same here. Really frustrating because I wanted to cite the Archives for a lore thread, but now I have to work off of memory instead. I hope it's fixed by tomorrow when the next Archive is released.
-
They know they all got killed. They're just trying to make you mad. Just say "rofl," and go to your next match.
-
@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480556#Comment_1480556
this comment is a contradiction "striving for balance doesn't mean nerfing and buffing both sides equally every patch, it means bringing the game closer to a 2k equilibrium" yes it does. if you nerf one side and dont touch the other it shifts the equilibrium thats what this is about
Your statement assumes that everything is currently at a perfect equilibrium. It's not, it never has been, and never will be. Infinites were removed because they disturbed balance, and you didn't have to take anything away from killers to say that Infinites needed to be removed. That's because the game itself was starting from a place of imbalance.
The game is still in a place of imbalance vis a vis moris. I don't want to live in a world where we say that moris are balanced because keys exist, and that in order to get rid of one we'd have to get rid of the other. We can say that moris are a problem and we can (seperately) agree that keys are a problem, but we don't have to treat them like they're perfectly the same, and they don't have to be nerfed in the same patch. They should each be nerfed on their own, based on their own merits for being nerfed, and not because they're inextricably linked or something.
I'm done talking about keys. You can quote me or at me, but I'm done with talking about keys in a thread about moris.
-
This seems like a really pointless way to extend the game for a painful amount of time for all involved. The survivor waits on the hook for 59 seconds if the killer doesn't leave, draining the killers Chaser all the while, just because. They jump off and then they get downed. Now they have DS, Unbreakable, and maybe Soulguard or Sprint Burst. If the killer picks them up they get ds'd, and the survivor has a 3 second head-start on finding hatch. If they don't, then the survivor crawls under a pallet and Unbreakables up.
Killer doesn't hit them, now you're pallet looping. Killer does hit them, and now the survivor has a 3 second speed burst head-start while the killer has a 3 second cooldown with near 0 m/s movement. Or else they stand up under the pallet with Sprint Burst, bang your head and run off to Neverland.
This is ridiculous. Your team lost. You lost. Let the game be over instead of forcing a killer to babysit you for 3 minutes while you burn all of your second chance perks one after the other. Sometimes you just deserve to lose--or, at least, don't deserve to win.
Maybe if you don't want to waste your Deliverance and you're about to be the last survivor alive, you can take the opportunity to bodyblock for your teammates and bait the killer to chase you, which extends the game in a way that's actually productive.
-
@zoozoom6 @andyollolloll Then you should make a thread about keys. These are separate issues, even if they're roughly equivalent, and we don't need to treat them like a tied together thing. Moris are overpowered and unfun. Keys are overpowered and unfun. In this thread we're talking about moris. They are not the same topic.
Striving for balance doesn't mean nerfing and buffing both sides equally every patch, it means bringing the game closer to a 2k equilibrium in high skill play while maintaining a healthy and fun game. Otherwise killers would have had to lose something huge when they removed the infinite loops and most of the quasi-infinite loops.
@dugman I like your idea for yellow moris. My idea of making the mori after first kill (for Ivory and Ebony) be limited to the obsession because it disincentivizes obsession perks, and it also makes most killer-side obsession useless, so there's also a trade-off there on the killer's part.
-
Spirit.
You chase after survivors and hit them (or occasionally don't). Either way, you have no power until you're off cooldown, and for now you're 4.4 killer without a power, so now you've got to wait for a recharge unless the survivor goes full pepega and lets you hit them. Then you do it again, and again, and again. Doesn't feel like there's much variety, and I don't like the way her cooldown makes me feel.
-
This isn't about keys, though. Keys are also an issue, and we also dislike them, but they aren't moris. We should be able to talk about how bad moris are without talking about how bad keys are. We also don't need to get into a competition about which is worse, they're both just bad.
-
In terms of how to nerf the mori, I think the standard option of "Just make the moris only available on Deathook," is a little boring, but coming up with an alternative that's also strong is difficult. Personally, I think that Ebony moris should be able to mori only on Deathook similar to the common vein, but I think an exception should be made that the obsession can be mori'd off of first hook.
Too often in this game, being the obsession seems like a no-risk benefit with ds being put in play. By making it so that only the obsession can be mori'd off of first hook, it introduces an element of danger to obsession perks that I think would improve the tension of the game, and would provide a danger to what is currently almost entirely positive for the survivors.