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Rydog

Rydog

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  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920922#Comment_1920922

    The grand post, mic drop point is well stated, and not really my intention. I'm just thorough when I answer people and it often comes across that way. We do fundamentally disagree on whether or not tunneling and camping are a problem. I don't see it as one, and would be bored to tears if every game played out the same way. What is worse, if Killers did not have these options, Survivors have the tools to abuse and win game after game in simple mathematical attrition.

    My point, which you did not address, is that Survivors themselves already have the ability to deter tunneling, but seem unwilling to do a proper rescue, i.e. one that includes sometime taking those protection hits. Camping likewise has in game solutions which cure the behavior just fine. In short, I believe most in game problems of "agency" require in game solutions. The DEVs can't fix this issue for us because it is something that we have to counter play. Anything they would do would just further tilt the game, and they know it.

    Not that I need to elaborate because I know you and everyone else here has been through this exact same thing and understand the frustration, but I'll use a game I played yesterday to illustrate. I get caught first by Cannibal, early in the game before any gens pop, after some decent looping. He downs me, hooks me, facecamps me with Insidious. My misplay obviously because I got downed, but I am not the best looper even at rank 3, so you can point the finger at me for making a mistake, sure.

    In any case, there I am on my first hook, Cannibal unmoving. I've got Kindred so everyone sees what's happening and does gens, which I would call the objectively correct play in this scenario. Three gens pop, I die after a full struggle phase, Cannibal repeats the routine with one more player. The other two get out. From where I'm sitting, the optimal play was that I had nothing to do from the hook onward except struggle. In any argument about player agency, you've got to acknowledge that: I could do nothing but hang, because the killer unilaterally decided "Screw my goals, I'm making sure this guy dies, it's early in the game and I am not even gonna care about gens."

    But you can see how a rescue attempt would be a huge risk, and would set the group back and risk more deaths, as opposed to just doing gens and letting me die. I don't think anyone can argue in good faith that this kind of match is in the spirit of how the game is intended to be played, and this is a behavior pattern that I feel like the game needs to actively shoot down. I know camping has its tactical uses and on this we agree, but I also think that deterring what I have just described would result in a major net positive, despite the possibility of completely nuking some of those tactical uses. I've seen the developer argument that punishing camping/tunneling would result in more boring games (this was just mentioned on this week's stream), but I have to believe that there is a strong solution that remains to be discovered here.

    I appreciate your intention for thoroughness.

  • @Moundshroud Like I said, I am just spitballing here. Maybe I am overshooting with some of the details (you are of course right to point out that 30 seconds is a LOT of time), and I did say that there are probably some holes in my thinking, so thanks for pointing out some of the ways that this could potentially be abused. The notion that this stuff can be fixed with perks is something we already know, but my idea is that these are much more fundamental issues that ought to be discouraged more by the core game mechanics, without an aggrieved player having to use their limited loadout slots to deal with them.

    That's the bigger impasse here. My position -- which I stated upfront -- is that I reject the idea that these behaviors should be encouraged, outside of specific cases where the killer has nothing better to do (i.e. gens are done, so I might as well guard my kill by any means necessary). On this we seem to disagree, so any counterargument that spawns from that is fundamentally putting us at odds, because it boils down to my "this is a problem that needs to be addressed" vs. your "this is not a problem and needs no solution, because the devs said so and hence no reason for discussion."

    Re: Some specific points -- my last tunneling point is specifically to say "last living survivor would still get sped thru the hook phases as they do now," which would mean it would continue to be a nonissue. And as far as the proposed BT effect, I'm not thinking of it as something that lengthens a BT perk, but just something that gets applied regardless of the perk. Either there is a BT effect, or there isn't. I'm not imagining this as something that would add time or extra hits to a BT user's effect.

    Also, not every post needs to be some grand attempt at a mic drop. Just saying.

  • Leaving aside the fact that this dynamic potentially exists with or without the DS nerf -- as not everyone brings DS to begin with -- you just answered your own question by pointing out that BT exists. Also, the basement is supposed to be a risky place. You're arguing an edge case over whether it's fair that the risk factor is removed, and I would say that the answer is no, that defeats the design purpose of the basement.

  • This is an irrelevant assignment of blame. Players will always use whatever options they have available to the most extreme extent possible. That is the way it is in multiplayer games, the end. It's on Behaviour for not addressing the overreach that this perk enabled. Good that they are finally taking these steps, but it should have happened a lot sooner, because this is/was an abused mechanic. Same for moris, keys, etc.

  • @Mistercookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917705#Comment_1917705

    I feel like there's a lot more perks that are useful for this new OoO user. If the killer is running any aura reading perks or add-ons you'll know about it. I'm all ears, Nurse's, BBQ, Hex Undying or Retribution, Bitter Murmur, Lightborn (this one is niche), Blood Warden, Hangman's trick (lmao), possibly deerstalker (I guess it would work heh?) and many add-ons.

    I would equip this new object for sure. It seems like a lot of fun, especially for I'm all ears in chases imo.

    EDIT: For BBQ yeah the killer is at the hook, but where are they going? It's like running Kindred with more usage, kind of.

    True, but a lot of those perks either don't get used much (Bitter Murmur) or are really niche in ways that will have limited use (Blood Warden). I have to imagine Deerstalker would cause problems because that would be a radically OP thing for SWF players vs. a slugging killer. Nurse and BBQ are still the big consistent perks that this would function around, that you would intentionally use OoO to counter.

  • @lowiq said:

    Take away the healing covenant and it would be fair.

    I am interpreting "Healing," as-written, to mean "Healing yourself or another survivor" (which is what it probably should say). I would not expect your DS to activate if another survivor heals you, because it is not an active action that you are taking, it is something passive that is being done to you.

  • As opaque as the developers tend to be around making changes to frustrating or overpowered mechanics, I really appreciate the gesture with this proposed Object of Obsession change.

    My knee-jerk feedback is that unless the killer is using BBQ or Nurse's Calling, this is functionally just gonna be a worse version of Alert. And with BBQ, you already know where the killer is -- they're at the hook. I think this is an improvement over what OoO does now, but I don't think it serves much purpose as described in this proposal (although it's not like the redesign has to be some uber meta perk or anything like that, either...).

  • What, I gotta pick "other" for Scott Jund and Umbra? Sheesh!

  • Freddy needs just a little bit of tamping down on his overly robust "does ALL the things pretty well" toolbox. I'm thinking some sort of cooldown on his snares to keep him from just plopping them down mindlessly and constantly, or a return to the "he has to hit you to put you to sleep" logic (although this would sorta turn him into an M1 killer until he sleeps people, which I don't like).

  • Wow, these are great changes! Only took them like a year to change DS in the exact way that people have been suggesting, too. We're on track for a key nerf in 2022, everyone.

    Was there an unannounced stream or something? I am not seeing any information on their news subforum, or a stickied post anywhere here.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915719#Comment_1915719

    The math on camping, i.e. the time resources show that if you get a Face Camper, and the others just do Generators that statistically three of them should escape. The problem with the Cannibal isn't camping but rather that he is too fast. :) They slow him down when he throws his tantrum, but he is a 115% the rest of the time, and isn't going to throw that tantrum until he is already on top of you which makes the offset the created entirely useless. I've always thought he should be a 110% Killer normally. Thus, Billy is the fast chainsaw maniac but has rough steering, and Leatherface is the slightly slower chainsaw maniac with great control.

    Of course all that is a tangent. Camping is just a tactic and some Killers are better at it than others. Leatherface is good at it because the Tantrum is so effective; that's it.

    Sure, but that would take pretty perfect survivor efficiency to pull off in the space of one full hook camp, and it assumes that the other survivors know it's a camper, don't dally, and are very quick to assess the situation and consider what they should do. There are a lot of variables, and different killers can obviously leverage this tactic more than others. Throw Corrupt Intervention or something into the mix with an effective killer and an intentional off-the-bat facecamping strategy, and "just do gens" is not a sure thing for 3 survivors.

    (And I know someone up above said that red rank killers probably don't pip for playing this way, and I'm sure they don't, but that also only accounts for a minority of the player base.)

    EDIT: I also want to reiterate my point about this kind of behavior creating a net negative experience for the majority of the players in the match, whether they were camping victims or not. I know I'm only speaking for myself, but it's very frustrating to deal with this no matter what my role in the situation is. On paper, this is not supposed to be an effective mode of play (since you lose points for doing it and are theoretically surrendering map pressure), but there's nothing to strongly discourage it, even though it is obviously a massively negative experience that can be forced on players with almost no effort and (in many cases) little to no downside.

  • Camping is too strong in general, because killers can camp like crazy and still pip, etc.

    Even on a team that diligently does gens while someone is getting facecamped by an Insidious Cannibal or whatever, that player is still gonna die before you get all the gens done, and the killer is going to move on to the next player. Maybe 1-2 survivors wind up getting out at the complete expense of everyone else, but that's a pretty ruinous experience for a large percentage of the players in the match. That's a high cost to pay -- everyone ends up frustrated at the end (I certainly do... whether I'm one of the camped ones or not), and the killer will probably think "well I pipped lol" like half the time anyway. And the other half doesn't care, and just wanted to intentionally play in a way that made everyone angry, which to me really ought to be a punishable offense in some way. It is the very definition of "unsportsmanlike conduct," yet they toss out any reports about this behavior pattern.

    It's a garbage dynamic that is a net negative experience for most of the people who were in that match, even when survivors are applying the optimal "just do gens" 'solution.'

  • This is one of those ideas that might sound good, but after you think it through, obviously it would be rampantly abused. Queues are already horrendous enough as it is.

  • Years of awful matchmaking logic and general apathy toward fixing it is what causes this to happen. There is just no scenario where this should happen. None whatsoever.

    Per Steamcharts (https://steamcharts.com/app/381210), there are currently more than 24,000 players in-game. It is the #21 game on Steam. That's just Steam. There's also the Windows Store, and all the various console ecosystems. Cross-platform play was supposed to solve these kinds of problems, and it seems to have just gotten worse.

  • To be fair, a competent developer that listens to every single thing its community whines about is going to have an unplayable game. The problem with DBD's developers is that they do not know how to evaluate the issues with their game in a strong and actionable way. The developers not listening to us here on the forums isn't the problem, the developers relying 100% on empirical game statistics and having no useful pipeline for comprehensive external feedback is the problem.

    Also, I keep saying this, but: Never forget that this forum community is a tiny minority of the overall DBD player base. We are, by definition, extreme outliers because we care enough to show up here at this place to talk about this specific game. We're going to have stronger, often extreme opinions about this-or-that. This forum is not representative of the normal, casual DBD player. Design-by-forum-community would be the absolute worst idea.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911934#Comment_1911934

    "Press the active ability button to instantly heal them"

    Sounds like a bad inconsistency regarding how they define terms. The healing action awards BP based on the ticks that happen as the meter fills; For the People just straight-up exchanges a health state, so there is no meter-filling and hence no reward. The under-the-hood mechanic ought to be a "fill the healing meter immediately and apply Broken to the other player" deal, but it sounds like that's not how it works.

  • @unsafepallet said:

    Thank you for responding

    https://forum.deadbydaylight.com/en/discussion/comment/1911235#Comment_1911235

    I've tried going to therapy in the past but I felt like it wasn't going anywhere, it'd become like a chore to go because it wasn't helping. The therapist was nice but I felt like he didn't understand me at all.

    https://forum.deadbydaylight.com/en/discussion/comment/1911242#Comment_1911242

    I've contemplated telling my friends how I've felt in the past but I just don't want them to think I'm needy. Even if they do notice me more after that they'll probably just hang out with me out of pity, which is a terrible feeling because then they'll just be dragging me along everywhere. I want to hang out with them as their equal, not some baggage.

    https://forum.deadbydaylight.com/en/discussion/comment/1911247#Comment_1911247

    Do you know the name of one of those websites? I think talking to someone in more detail could probably help

    I've been to doctors in the past but I've never really been diagnosed with anything. I guess I might've left details out when talking to them because my parents try to use mental illness against me. At the same time though I really don't think I have anything and I wouldn't want to self-diagnose. Just not in a great spot I guess

    Thank you again for the replies, and I'm really sorry if I seem a bit close-minded, I'm not trying to be

    Therapy and medication and whatnot can be a bit of a long road -- I've seen how it goes with close family members who initially struggled with it, couldn't find the right therapist or the right treatment, and it scared them off of it for a while. But then eventually they found someone that "got" them, and it improved their life and their outlook a lot. What I'm saying is, don't give up because something isn't the right fit -- I promise that the right fit IS out there.

    And, I don't think you are being closed-minded or whatever. It sounds like you are struggling, and that can make things hard. And if your parents are not taking the idea of mental illness seriously like you say, this isn't going to help things at all. Your feelings aren't wrong.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911228#Comment_1911228

    just because you get three kills doesn't mean you should rank up. the point of the emblems is to make sure the effort is not done in one or two areas but in all areas. do you let a cop rank up because he caught three robbers in a bank but only after letting them kill 3 innocents because he was slow on the uptake? no you don't, you talk with him, help him train harder and better and maybe next time he'll save the 3 innocents and take down the 3 robbers. that's what the emblem system is, it's a way to make sure you don't just put all your eggs in one basket. HOWEVER the system is flawed and needs work done on it, what I do not know but I think something needs to be done.

    It's not real life, it is a video game.

    I get how the emblem system works, and how it rewards different things. But all those things are in service of killing the survivors, or escaping depending on the role. I think it's positively dumb that the game is structured in such a way that you can succeed at your main goal and still get penalized. I realize that this guy safety pipped so he's really just treading water here, but if you are killing the majority of survivors and not ranking up -- especially at this green rank in the screenshots -- yeah, that just feels awful.

    I get a "oh, great, well thanks for nothing" feeling when, say, I escape as a survivor and de-pip (usually because the killer was AFK or something that prohibited diverse point scoring events). The emblem system ain't right, and it really should reward players more clearly for accomplishing their primary goals.

  • @BlueYoshi1492 said:

    He has a longer range of hit box than other killers in the game. His pointy fingers seem to give him extendo arms and still hits me when I vault anything. His dream snares are annoying and unfun to play against him in general. Being oblivious causes a lot of issues. Can’t predict where he is. He just M1’s you and then stops chase so you have to waste time healing when you could work on a gen. Not to mention gen slowdown build on Freddy is insane. Adding that to him just makes it unfun. Ruin / Undying / Freddy = GG

    I just quit when I get him because what’s the point

    Are you just here necroing every old Freddy thread or... what?

  • I'm sorry you are feeling this way.

    I don't know what your life situation is like beyond what you described here, but I have seen people who I am close to endure hardships in this wheelhouse. Have you ever considered exploring therapy? Cuz life shouldn't be this hard all the time, and you'd be astounded at how much some good treatment can help you cope and figure this stuff out.

  • The last thing we need is more perks, just generally, at all.

    Also, this isn't a problem with not getting enough for the $15. This is a problem with cosmetics being embarrassingly overpriced.

  • Dude got 3 kills, that should equal a pip in any reasonable game no matter what your rank is. The emblem system is so dumb.

  • Probably people throwing the game to get stupid tome challenges done.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909076#Comment_1909076

    Gets you more bp in general especially with faster queue times

    Yes, but the thread is about the lack of BP for survivors specifically.

  • Some more info on what kind of play style you enjoy, and what bases you think your perks need to cover, would be helpful. Are you brand new to the game? What DLC do you have?

    Just looking at the options you are specifically asking about -- it seems like you are trying to stack a lot of healing-related perks, which isn't a good idea. The best ways to heal are to either find a teammate or use a med kit. Self-Care is SUPER slow, and I'm guessing you're using Botany Knowledge to speed it up, which is a bad use of a precious perk slot (that is, to try to circumvent another perk's weaknesses). If you have Claudette, you are better of running Empathy, since that will guide you to teammates so that they can heal you. An even better option (and my opinion the best healing perk in the game) is Bond, from Dwight. And consider developing the habit of bringing a brown med kit with you if you aren't planning anything else, it helps immensely.

    Second Wind is just not good at all. Better unhook-related perks are Borrowed Time (from Bill) or We'll Make It. These kinds of altruistic perks are just as important as the ones that keep you alive. Deliverance can be helpful if you are finding it tough to avoid being hooked, but you have to be savvy at unhooking teammates in order to activate it. I personally feel like this is a bit of an edge case perk; I don't usually like running perks that require some sort of high activation cost (Adrenaline falls into this category for me, too).

    Some people swear by Dead Hard, and everyone is going to have a different opinion, but you probably should have an exhaustion perk. I like Lithe (from Feng Min), since I think it has the most consistently leverage-able activation condition, and it doesn't require being wounded the way Dead Hard does. But there are good arguments for any of the exhaustion perks.

    If you are just starting out, my advice is to begin with Feng Min, since she starts with a lot of perks that are forgiving and helpful for new players -- Lithe (already mentioned), Alert (which consistently feeds you perfect information about the killer's location), and Technician (which cuts you some slack when you fail skill checks). Try to use some mix of these perks, plus Spine Chill and Kindred (which are both in the common perk pool and can appear on any survivor's Bloodweb). We'll Make It is another good general perk.

    And, welcome to the forums. I hope you are having fun with the game. It has a bit of a steep learning curve, and there's no way around the fact that it is very intimidating, but there is a lot of fun to be found here.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906897#Comment_1906897

    You are exactly the kind of problem this post is talking about. It’s vile to get joy out of someone else’s misery and frustration.

    I'm not on the side of making people miserable, but -- the guy you're quoting is describing a situation where a killer stays in a futile chase for too long, multiple gens are completed, and the killer DCs out of frustration. That is definitely not the survivors' fault if a killer doesn't know when to give up on a bad chase.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906520#Comment_1906520

    Perhaps you misunderstand. The characters in the Scream movies undergo the concept of being ordinary people, and when you look at them, they can be anonymous af.

    They didn't need to aquire the Scream IP because Ghost Face is his own IP, albeit a cheaper and more flexible one too. Since it is simply a "generic" killer underneath the iconic mask, what difference would it really make for the killer if they had the Scream and Ghost Face licenses? Sure the map and the selection of survivors, but the killer would have no difference in appearance or concept to the original take they've given us already. BHVR going for just GF's IP was the smarter move, plus who knows? They've said if an IP isn't in the game after much request to this point, they may have not been able to get it anyway.

    Ghost Face IS his own character rather than 2 separate things, it's just what is made of the individual beneath to make them even more unique.

    Yeah, this. I get what @EvilJoshy is saying, but this character would have been functionally the same in DBD regardless of the status of the Scream license. It would have just been a lore difference. It's a guy in the Ghostface costume.

    I suppose it would have been neat to get Sidney Prescott and maybe a Woodsboro map to go with Ghostface, but I imagine this would have just been another Haddonfield reskin, at the end of the day.

  • Ah yes, that little-seen edge case perk, Decisive Strike.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906324#Comment_1906324

    Well so the camping Claudette that hid in a bush the whole game and then hopped In hatch with five gens remaining should rank up?

    A player that is this bad usually gets caught, and then cannot cope when the killer actually pressures them.

    People always want to point to this edge situation as some sort of counterargument, but this (edit: almost) never happens outside of really newbie-rank games where players don't know anything anyway.

    So, yes, an escape should equal a safety pip at minimum. If the player is being as useless as you are describing, and then really lucks out and finds the hatch (which we both know isn't remotely a guarantee), at best they are just treading water and not ranking up.

  • Leatherface's chapter got shortchanged because of development resources being allocated toward the Nightmare on Elm Street chapter that came out a month later.

    Kate Denson had originally been intended as a survivor to release alongside Leatherface; judging from her looks, I'm assuming she began life as Sally Hardesty, but they had to file the serial numbers off for whatever reason. Leatherface wound up getting released solo, and Kate got bumped to the next non-licensed chapter (Clown chapter). It's easy to assume any map concept that was intended for the Leatherface chapter also got similarly dropped.

    As has been noted previously, existing maps also covered a lot of TCM's bases (woods, gas station, etc.). I would go as far as to say that the base concept (hooks etc.) and visual theme of DBD owe mostly to TCM, so it's probably the hardest IP to "fit in" when everything already looks like it!

  • @Awrhy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906294#Comment_1906294

    tbh i wrote this really badly, but i definately think that survivors shouldnt have to depip due to an afk killer

    An escape really always ought to result in a safety pip at minimum, no matter what.

  • "Teabag" is a meaning you have applied to it. It is a crouch key. You really expect them to remove the crouch key from the game?

    "Remove X from the game" is always a myopic, thoughtless argument. I'm confident that you understand this.

  • Rework the entire Bloodweb system.

  • Speaking as someone who has mained Spirit and is in the category of "I will never ever ever be able to play Nurse properly, but have kinda-sorta gotten a handle on Blight":

    Spirit has a lower skill floor than those killers, but you still need some strong game sense to perform really well. You need to be able to do solid reads on survivors, predict what they are gonna do, and then get there first. The collision nerf definitely made her harder to play, at least to me, because I counted on bumping into survivors to get a lot of surprise phasing hits. But if you can listen to breathing, watch grass, and make some solid reads at pallets and vaults, you can do well with her. The problem is that if you screw these things up consistently, Spirit can sometimes struggle to catch up, because she is nothing but a slightly slower M1 killer while her phase is on cooldown.

    Also, trying to fake survivors out at windows so that you can grab them when they double back -- it's a gamble that really backfires and costs you time, if it doesn't work. A lot of people make this out to be some easy win, big-brain strategy, but if you stop moving and the survivor doesn't fall for it, you've given up a lot of ground for free. So don't go too crazy with this ruse, especially if a survivor clearly isn't buying it the first time you try.

  • From how the developers speak about the game, it seems that they base all of their balancing decisions 100% on empirical data. i.e. "X% of players use Object of Obsession, which results in Y% of escapes and this is within the Z% that we consider our normal threshold to be, therefore there is no issue."

    This kind of data is a sound factor obviously, and they have tons of information of this sort to help inform their decision-making process. But I have never gotten the sense that they look far beyond this. They might get some really narrow feedback from a small group of high-level content creators (which I would take with a big grain of salt but that's a whole other discussion), but they don't seem to consider the human element of why something feels bad to play against in an outsized way.

    They finally sort of did this with Memento Mori offerings, and all they had to do was make a slight tweak to fix the severe discontent that those items created. But there are tons of other things, which I see people complain about every day -- Object of Obsession, Decisive Strike, NOED, keys, etc. -- that they just don't seem to look any deeper on, presumably because XYZ% data points say those things are OK. I don't see this changing unless they have an internal top-down shift in thinking, and establish both a pipeline for effective CM feedback and stronger and more robust external feedback that goes well beyond just Fog Whisperers.

  • @Mister_xD said:

    you dont have to cleanse all 5 of them.

    actually, you should only be doing that once you located all 5 - its a lot more effective not to cleanse them and instead keeping their exact locations in mind to later quickly check for a NOED.

    doing that you dont "waste" time on them and you also dont risk NOED spawning on a totem that no one has been able to find throughout the whole game (at least you significantly reduce the chance of it doing so).

    of course, if you have perks such as Inner Strength or you just generally want to cleanse them for points, there is nothing wrong with that.

    The idea that anyone would be able to keep this mental map in their head is positively insane. I mean, maybe some people can, but damn, I think that is a minority!

  • I find survivor most fun when I am playing in a duo, which is way easier to put together than a full 4-man SWF. If I'm playing DBD alone, I'm usually playing killer.

  • Yeah. A lot of things would be better than what they are going with, but it isn't like they'll consider alternatives.

  • image.png

    BALEETED

    in delete Comment by Rydog
  • The answer is: Ongoing litigation between creators over franchise rights (between the writer and the director/producer of the original Friday the 13th). It's been going on for years at this point.

    There have been some new NECA figures this past year, and Shout Factory just put out a nice deluxe Blu-ray set of all the movies. It seems like the really big thing they currently can't do with the franchise is make a new movie. I dunno what that means in terms of other licensing options for stuff like video games; the existence of Friday the 13th: The Game might mean there are exclusive licensing stipulations that restrict the IP from being used in other properties, so who knows. I'm sure if Behaviour COULD add Jason to their game, they would in a heartbeat.

    Here's where the lawsuit currently stands (more or less), with some legal speculation: https://screenrant.com/friday-13th-action-figures-movie-lawsuit-update/

  • What if Behaviour reworked the Bloodweb system, got more generous with BP, provided a better onboarding experience, and/or addressed the game's horrid UX? What if they addressed major bugs and issues in the span of hours or days, instead of weeks or months? What if they sought actual robust external feedback instead of just the narrow feedback from the Fog Whisperers or whatever?

  • @AppeaseTheEntity said:

    I disagree, there is crows and you have the option to run locating perks, stealth is an intended game design the only thing that I have a problem with is player cosmetics. Which are absolutely horrid on Autohaven and Milfwitch.

    LOL "Milfwitch"

  • Pig tip for you, since I see so many killers screw this up: If someone's got a trap on their head, and they're running around in a panic looking for the box while it counts down, leave them alone. They are successfully pressured and not bothering with gens, leaving you free to go after someone else.

  • I will only bail if:

    • 1) The killer has NOED.
    • 2) The killer is behaving in a way that indicates they have Blood Warden (downing someone and then opening a gate themselves, etc.).
    • 3) A teammate opens the gate and starts the timer, then someone gets downed and picked up (this is an extension of the Blood Warden fear).
    • 4) If I have some annoying Tome challenge that I desperately want to get behind me, that requires escaping, I won't bail outright but I will be less likely to take big risks (very rare for this to happen, and I will always stick it out for as long as I can).

    Otherwise, I always try to go back and unhook or provide a distraction. At the very least, if the gate is already open and I'm not actively engaged in the shenanigans, I will stay in the match so the killer has to account for the fact that I have not left yet.

    EDIT: Oh, or if someone is a colossal dingus who is constantly sandbagging or doing literally nothing, I probably won't stick my neck out for them if everyone else is safe and we have a clean getaway.

  • I would imagine a tournament ruleset for a game like this would follow a Smash Bros.-esque pattern of banning and counterpicking maps (offerings can be used to force a certain realm, since it looks like they are otherwise not allowed).

  • I dunno why we wouldn't be able to speculate about future licenses here. I dunno who posted about not being able to talk about licenses, but I assume that sort of restriction would only extend to Behaviour employees, out of contractual obligations for stuff that isn't official, etc.

  • The image you used isn't even from the right Leonardo DiCaprio movie.

  • Why do people go "X class/character/whatever needs to be removed from [whatever game]"?

    I mean, I get the frustration when something is brokenly overpowered, unbalanced, whatever. But I am also confident that you understand you're suggesting something ridiculous. No, the company that has spent capital and labor to create this thing that people have purchased (on top of the license that Behaviour negotiated and paid for) is obviously not going to just remove it. This is not how anything works.

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