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Rydog

Rydog

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Rydog
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  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/832846#Comment_832846

    ??? rip, then Hag will, then Billy then eventually Legion again ???

    Right? Freaking crazy.

  • Nurse got a rework in the last patch. Spirit is next.

  • They don't have the Scream movie license, otherwise I suspect Dewey or Sidney would have 100% been added to the game along with Ghostface.

  • Object of Obsession should not work through his new Undetectable status. If you're seeing this happen, it's a bug.

  • I've gone against post-patch red rank Nurse players who seem to be every bit as dominant as they were before the changes. She's still the best killer.

  • Pop Goes the Weasel is way more consistently effective than Overcharge for slowing down gen progress.

    And, as far as finding survivors, I'd take Discordance or Whispers over Bitter Murmur.

  • They should stand on each other's shoulders and pretend to be an adult, and try to get a bank loan.

  • Wow, this would be a pretty deep cut!

  • @TAG said:

    I find it funny when someone tells me post-chat that I shouldn't camp during EGC because then I won't learn anything. As if they are actually being sincere with that.

    Haha. Once gates are open and the clock is ticking down, "fair play" is out the window entirely. That's the one time I literally will just not leave a hook, because everyone else either escaspes, or they're hanging around trying to get a save.

  • Yeah, I really just want the Demogorgon's constant THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP THUMP gone. It dissuades me from playing him more.

  • @HatCreature said:

    So Freddy's ownership transferred back to the Wes Craven estate, so he's no longer owned by a studio but by his family, maybe it will be easier to get cosmetics? Might be harder, who knows?

    This, maybe. I would like to hope that Craven's estate is entertaining possibilities for the franchise moving forward. I believe this only covers the original movie and characters (as it's been 35 years since its launch), but it's a much less sticky situation than, say, the ongoing Friday the 13th litigation. I wonder how it impacts ongoing non-film licensing deals such as this one?

    In any case, I'd love to see a proper Robert Englund Freddy outfit, a New Nightmare outfit, and maybe a "Freddy without his hat" outfit.

  • @SinfulHarlot said:

    @Rydog I feel like messing with their heads would be a better way to vent than a DBD forum post. If I was them and I saw this, I'd feel pretty good.

    Eh, I'm not too concerned with their feelings one way or another. I just find this particular leap in logic so extreme. I'm assuming they're probably just kids and have no capacity for any kind of deeper consideration, so they just go "hurrrr CAMPER."

  • @SinfulHarlot said:

    Even if it was as camping, who cares? Just ignore them and take the dub.

    Yeah, I tend not to get too twisted up about anger in post-game chat. This one was a serious mental gymnastics routine, though. People will call anything they don't like camping, it baffles me.

  • @Mr_K said:

    Range camping

    ?

    Hahaha yeah I guess.

    "YOU CAMPED ME! FROM ACROSS THE MAP!!!!"

  • @Mr_K said:

    Now P3 them and start over.

    ?

    Goooooooooodddddddddddddddddddddddddddddd no.

  • @Blackburne said:

    You only need Dead Hard, Adrenaline, Decisive Strike and Borrowed Time.

    Maybe, but I'm not an epileptic firefly that wants to loop the killer all match.

  • @FluorescentLemon said:

    I'd rather some NECA figures

    Man, that would be cool. At least they made some great Freddy, Myers, and Leatherface figures. That sort of counts! ?

  • Good points, no one has ever talked about any of this stuff before in any thread on this forum. :P

    Some players just want to bully others so they can feel superior, without repercussions. I think it's as simple as that, sadly.

  • Whenever I extend any kind of nice behavior -- letting someone escape, leading them to the hatch, farming etc. -- half the time I still get the super toxic YOU'RE TRASH GG EZ garbage in chat. You just can't make some people happy.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/812085#Comment_812085

    I am 12!

    Sadly I am not that far away form the 31-40 category. So in 2 years I will be the same as 40 years old.

    :(

    Don't worry, I'm already there (and not far from the end of it). It'll be OK. :D

  • DBD is a thing that exists, so I'm sure Funko will get around to it eventually, like they do with everything.

  • "its a great solution but i wanna know why exactly its not being done."

    The forums are not a design committee.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/829492#Comment_829492

    Do you want them to do it fast, or do you want them to do it well? Good, iterative design process takes time. If you rush a change out without really thinking about it, you're much more likely to just make things worse.

    I agree with the bigger picture principle of what you're saying here, but @Drazen has a point. It was, I dunno, MONTHS between when the Freddy rework was announced and when we actually got him.

    It feels like the developers don't have a functional pipeline in place, like they literally only ever think about or work on one major balance issue at a time. We only see the end result, the fruits of their labor on the PTB. But internally, a reasonable live service developer would have multiple things they're iterating on, all at various stages at any given time. With how much time it takes for anything to get to a PTB, though, it's as if there's just one person handling all balance design or something.

    Their process perceptibly has no agility, at least to the end user. I bet if we compared the timeline of major balance changes in DBD to other multiplayer games like League of Legends or even Fortnite or something, we would be able to draw the conclusion that Behaviour moves exceptionally slowly on improving Dead by Daylight.

    Also, preemptively: No "Oh but Behaviour is some small scrappy developer" retorts please. They aren't, they employ 550+ people, and they tout themselves as Canada's largest independent game developer. People somehow still believe this "tiny lil company" thing when it's simply not accurate. They have the resources to move faster, which is why it's so frustrating when they don't.

  • @CrowFoxy said:

    Lawsuit. He literally can't be used for any media right now.

    Edit: because Victor Miller would like to own something that isn't his.

    This is a really reductive way of looking at it.

  • It's currently solving my problem of not having any coffee. ?

  • Were you hitting with basic attacks? It doesn't trigger on damage from powers like chainsaws, Huntress hatchets, etc.

  • @KillermainBTWm8 said:

    I don't need the FBI knocking on my door so my favorite drink is soda ?

    TF is your real answer if it's going to involve the FBI? Do you drink the blood of virgins or something? If you get caught underage drinking, I'm sure the local police aren't going to call the feds. ?

  • Agree, the logic that using a specific perk to counter anything you can't specifically plan for is absurd.

  • Boba tea! Or some good coffee.

  • As usual, @GrootDude gets it.

    Good list; Distortion, Quick & Quiet, Alert, and Windows of Opportunity are currently some of the most undervalued perks in the game. The only one that leaves me scratching my head is how much you value Sole Survivor.

    Also, I think that the new Detective's Hunch changes make it pretty useful.

  • @TheHoodiedOne Well anyway, my implication is that if there are equivalent rewards, all a mode like this would do is fragment queues and make them take longer, plus it wouldn't result in more equitable matches because it would still have the same spread of player behaviors.

    And, if the rewards were dialed back or eliminated, no one would play it.

    I dunno how such a mode would work, in practice. I think the real frustration here is with a lot of the players and how they approach things, and a matchmaking system can't really account for that.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/827065#Comment_827065

    I want a mode like this so I can have fun and not lose my rank when I am purple (Sitting in purple for now on), I always take every casual mode as a fun and relaxing thing

    Would this mode still offer the same experience and BP rewards? How would it decide who to match with who, would everyone just be thrown into a big pool or is their rank taken into account?

  • @Hoodied said:

    I hate ranking up, I hate being anywhere near red ranks, I just want to play a game casually and not as if the entire other team is just playing to win, not to even have fun

    I can't help but parse this kind of request as anything other than "I want a mode where I get matched against weaker players more consistently, so it is easier to win."

    I'm not actually trying to put words in your mouth or accuse you of having some sort of agenda, but, what else could such a mode possibly be for? Like how would it be materially different in a way that is satisfying?

  • @Centernova said:

    Now i havent played for about 2 months straight but i have seen the nerfs to insta heals and dont get me wrong it was needed but it doesnt make sense how you nerf instaheals

    yet keep instadowns in the game, instadowns are extremely cheap I.E. being able to "outplay" someone with a 1hit shouldnt be a thing also its practically a instaheal, i mean think about it before we could use instaheals to tech a insta down back to full HP or just same with a down although now (also ngl i do like the pink syringes new attribute, kinda balances it ngl) but anyways back to it, NOED for example, a instadown perk that needs you to lose the game to use, it seems pretty stupid how one side gets to keep an unbalanced mechanic while the other side loses ut

    You're saying this like you think both roles can -- or, more importantly, should -- approach equilibrium. That is not how asymmetry works. That isn't and shouldn't be the goal.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/824713#Comment_824713

    The speed at which balance tweaks take place is extraordinarily slow. I think part of that reason is that their balance targets seem to be set around rank 12-15. And it's why their balance changes with killers often don't make sense in the context of higher rank games. Most purple and red rank players would agree Trapper bag should be baseline. But imagine Trapper with 3 traps at rank 15.

    It doesn't matter what their baseline balance targets are, things shouldn't move so glacially.

  • It's not going to feel the same without Wes Craven. Also, the only Scream movie not written by Kevin Williamson (Scream 3) was tonally very bizarre, and sticks out from the rest of the franchise. And, as much as I enjoyed Scream 4, I think the franchise leads were mostly phoning in their performances, especially David Arquette.

    There's also the worry that there's not much for a prospective Scream 5 to even say. Scream 4 made light of reboots, remakes, etc. But I dunno what Scream 5 would be, other than "well, here's another one."

  • [Jump in the hatch] <---o x---> [Save your friends]

    NEA: gg ez babykiller lmao

    Spirit will remember that.

  • The campfire roars to life. I know what this means: It is time, again. I turn to Meg; our eyes lock in grim acknowledgement of what is about to transpire.

    I go to the "dressing room" -- our collective pile of tattered clothing. My blood-soaked shirt and pants are still there, as well as the sanguine vat with the viscera of those who have tried before. I quickly change, and apply my war paint.

    From the community chest, I select my implements of war: A flashlight the color of some Jurassic children's mascot, and a profane rune that Jeff etches into my hand, as he has many times before. I check my torch's bulb, and it is to my satisfaction -- industrial-grade brightness, and a brand new battery.

    My compatriots and I enter the fog, and begin the hunt for the broken-down generators that will save our lives, such as they are. We hear a ghastly moan and a "whoosh" before Claudette looks up from our repairs and shoots me a nervous look. She immediately collapses on the ground before my eyes.

    My fingers spasm almost involuntarily, the flashlight's clicks bringing only scant relief this time. I look skyward, furious with our captors, and shout to the heavens, as I have many times before.

    "######### dcs, Behavior fix your god damned game."

  • That is not Spirit.

  • Fair? Not remotely. The Mori is essentially an official griefing mechanic that bypasses the intended game flow to completely ruin a match for at least one person, while also damaging the killer's Sacrifice score. As a survivor, you can't plan around it or do anything different to account for it. Once you know it is in play, it's too late.

    Keys are a different story. The killer can see them in the lobby and counterpick Franklin's Demise or other slowdown perks. During the match, you can see items in survivors' hands. You know as well as they do when the hatch has spawned, and you can look for it and chase them away from it. I'm not saying this situation is remotely perfect, but there are actions you can take to account for the presence of a key in a match. You can't do this with a Mori.

  • Getting stuck with a weaker version of a character you enjoy playing is never fun, even if the character was ridiculously powerful to begin with. The power is probably what drew you to the character in the first place; I know that's true for me with Spirit. It's inevitable that I will enjoy her less if she is made less dominant, regardless of how they decide to do it.

    I want to again point out a big part of the reason why this rubs everyone the wrong way as severely as it does: The "balance timeline," as it were, comes across as extraordinarily irresponsible. Spirit has existed this way since her launch 14 months ago, and it's positively baffling that they are identifying her as a problem only now. Nurse was in the same boat, only more so. If something exists a certain way for this long, you can't just suddenly sound the alarm and not expect people to go "#########? Why is this suddenly an urgent matter?"

    In terms of the bigger picture, Behaviour can't seem to get its act together, insofar as anything resembling a rapid response to balance defects or even just quality of life issues. The other night, I read a tweet from early 2018 where McCote said "We want this too!" in response to a question about season-based rank rewards. It's now almost 2020. This illustrates the entire problem with this game.

  • You can move when someone is trying to heal you. You don't have to stay there.

  • @Poochkips said:

    I'm over here stuck doing survivor missions for the archives as I've cleared all my killer ones that I can for this tree. I now am forced to play survivor and I can see why people run DS so much. While my survivor is only rank 7-8 i can still understand why. While I'm playing killer I normally dont really notice it unless it's like a last minute exits are open save and theres nothing I can do, but for games where killers just tunnel you down or camp the heck out of you, I'm starting to understand why survivors have it in almost every game. DS is basically the NoED for survivors. Save for the fact there seems to be little cpunterplay. Enduring doesnt effect DS does it? (I dont have it so I dont know, I play pig and clown and never cared to level billy.)

    Enduring was patched a while back to only work against pallet stuns, precisely because everyone was complaining about how it made Decisive Strike less useful.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/822993#Comment_822993

    Because itll be like nurse..or like legion..watered down and weak..or strong but so stressful and with a mediocre payoff

    You're missing my point, which is that much of the frustration is handcuffed to the timeline that is in play here. Spirit has been allowed to exist this way for 14 months, so why was she not "overperforming" before? Nurse was in the same boat (and hats off to @ArecBalrin for repeatedly articulating that about Nurse way better than I can here about Spirit), and we're seeing how that is now playing out.

    The particular what of the Spirit nerfs is not the troubling thing here. It's how, when, and why the incoming nerfs got ran up the flagpole.

  • @Rinthespooki said:

    at this point, i came to conclusion the devs only care about the money you spent on rift and shop.

    The bean counters care about this. The devs care about it to the extent that it continues to fund their development. They don't sit around in smoke-filled meeting rooms, with steepled fingers, cackling about how they're going to nerf everything and make everyone unhappy. That's not how you get players excited and compel them to spend money on your cosmetics. Occam's razor says the truth is probably much simpler, and I think it's down to... I dunno, let's call them "irresponsible response times."

    Now, I should point out that I'm a Spirit player. I enjoy her kit, I do well with her, and I have sunk significant time and BP into her (she is one of only two killers that I have every perk on). I instinctively don't want to see her nerfed or changed because she's my character, but I also understand a lot of the arguments in favor of giving her more clear and less coin-flippy counterplay.

    The problem is that the devs sit on their hands with this stuff, and by the time they address it, it's been an institutionalized problem for months. Spirit came out in, what, September 2018? So she's been this way for the last 14 months, and now they're putting the screws to her. It seems arbitrary that they could let something so problematic go on for this long, and it's only now suddenly a code red alarm.

    So, because of this, it then comes across really reactionary to the player base. Reactionary to what, though? I dunno, she's suddenly "overperforming." The cynical view would be that the devs could just come out and say this at any time, to justify their actions in the wake of seeing consistent complaint threads about this killer. It never looks like there's much good faith going on with how these changes get rolled out, because there's no transparency to go along with it.

    Maybe if Behaviour released monthly statistics about character usage rates, kill/survival percentages, item usage, etc. etc., these would be easier pills to swallow, because we would be able to see trends of activity and player behaviors. Plus, those kinds of stats would just be a REALLY cool thing to have.

    But instead, all we have to go off of is that "Spirit is overperforming." That's why everyone is so frustrated with whatever is coming.

  • The only reasons I will deliberately tunnel a specific person are:

    • I have a Mori daily. This is the only time I use these items.
    • I'm in danger of falling behind, and I know someone's next hook is death hook.
    • If I know somebody's got a key or a map, and we're getting close to hatch time.

    I don't tunnel for "BM" behavior like flashlight-clicking or tea-bagging at pallets. This rolls off my back easily, because I know these people are trying to hold my attention to buy time for their friends. If I'm roundly losing a chase, against someone who is an obviously great looper, I'm going to abandon it, because I want to find easier prey.

    And beyond that, I don't specifically tunnel. If you got unhooked and I find you again in the wild, yeah, I'm still going after you, but that's just how the game goes. And the only times I'll flat out camp the hook are if I know someone is there waiting to save (because I saw them or their scratch marks), or if gens are done and doors are open (in which case all bets are off and I'm going to secure my kill).

  • The Rift is up for another 60 days. You will be able to earn Putrid Serum in that Rift for as long as it is up (the Putrid Serum is tied to the Rift itself).

    Whatever unspent serum you've earned will expire 2 weeks after the Rift closes.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/821960#Comment_821960

    I'm aware of this effect but it doesn't work if there is no obsession.

    Right, which is why I said "in Obsession games." ?

    What I'm getting at is, if there were an obsession in every game no matter what perks were in play, Laurie would get an outsized advantage from it.

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