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Rydog

Rydog

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Rydog
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  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/785099#Comment_785099

    It's not fully common, but even into the purple ranks you'll find one or two imo.

    I mean, would I legitimately have an easier time surviving if I were playing someone other than Claudette? My perspective is warped, because she's my main, and I have all my perks stacked on her. I've never known any different, outside of playing other survivors for dailies (and never using optimal builds, because their perk inventories are lacking).

  • @Mochan said:

    Playing Claudette is like painting a huge target on your back and your forehead. Killers love to tunnel Claudette even if you're not the immersed type.

    It's this really that common?

  • The music balance, however annoying it is sometimes, is by design. If you could tweak individual audio settings, it would be very exploitable.

  • A lot of people have an easier time placing blame on external factors, rather than accepting and improving upon their own shortcomings.

    That said, "balance" in any heavily asymmetrical game is a pipe dream; this has been true going back to the arcade days, Street Fighter II and whatnot. Every change has unforeseeable ripple effects that then necessitate changes, which have unforeseeable ripple effects that then necessitate changes, and so on and so on for eternity.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/782659#Comment_782659

    And why I have never taken time off work to play any game and have completed all events so far while working 8-9 hours a day 😉.

    I don't personally see the need to take time off for a game but that's just my opinion. Others may feel it's the best use of their time and It's not my place to say otherwise as we all think differently.

    I see time as the one thing we can never get truly back so I keep my time off to spend with family and friends or exploring the world making amazing memories.

    Yeah. I'm not trying to belittle how people choose to spend their leisure time, but these events are structured in ways that wouldn't even remotely necessitate taking time off of work to experience what they have to offer. They exist over a period of days or weeks, and you don't need to binge it in a way that interferes with other life responsibilities.

    I'm not saying don't indulge during your off-days, but have some perspective. If you're going to use precious and finite vacation days, use them to recharge and have an actual vacation, not just to play a video game that you're probably spending hours every day playing anyway.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/779569#Comment_779569

    Thats always an issue with skins and there is always a risk of having some players not being able to play in the time of the event at all. Taking time of work is a choice and events are generally set up so you can complete them and work at the same time which I have done with every event in the past.

    An unforseen issue can pop up at anytime and if it's a game breaking bug or its simply not working most devs will work on it trying to fix it up until the last minute as postponing is always a last resort. It's not something any dev willingly wants to do but ######### happens and its something we all have to accept as it's better to be able to play an event that works than one which has issues.

    If you take time off work to schedule around a video game, you need to reevaluate your priorities.

    What in the actual hell.

  • @Peanits said:

    Sorry to hear about the messages you received. Hopefully you reported them to Sony, I know they don't tolerate stuff like that.

    There has been no official word about Spirit changes. It's purely speculation. I wouldn't count on it unless you hear it from us.

    Yay for level-headedness!

  • @TragicSolitude said:

    I've had pallets slammed on my head by survivors I didn't know were there. Makes me jump. Especially when it's to my side and I didn't even realize there was a pallet there much less a survivor.

    This, 100%.

  • "Lately there's been a ton of discussion about Steve Harrington mains being toxic (mostly thanks to Reddit) and as a result..."

    For starters, I really don't think you can read into a player's personality or mood, based on the character that they are playing. Someone might prefer a specific cosmetic, or play a survivor because they like the lore, or are a fan of the character's franchise, or prefer their breathing/injured sounds over other survivors.

    I play Claudette because she was "the meta" when I started a year ago, and now she is where all my perks are stacked and I don't want to redo that progress from scratch on someone else. That's literally it, there's nothing more to it for me.

    Second thing I want to point out is that places like Reddit and these forums are the extreme minority of the DBD player base. Just because someone reads into this stuff in the way you're describing on Reddit, it isn't going to result in some massive sea change for the player base's attitude. I think that a lot of people here think that these specific pockets of the community count for way, way more than they actually do.

  • @TerrorUnleashed said:

    https://forum.deadbydaylight.com/en/discussion/comment/765176#Comment_765176

    Again, please do not repeat past replies. Don't reproduce comments for no reason - it doesn't make you any more of a hero. Thank you.

    Didn't even realize I had replied to this thread multiple times with similar information, but that's what can happen when you keep necroing an old thread, which you seem to have done a couple of times here.

    In any case, in the reply you're taking issue with, I've just tried to provide context for the discussion topic (i.e. citing player numbers to justify why Hide or Die is not a threat to DBD), and explain why I feel the way I do about DBD's current competitors.

  • This thread is past tense, as if I ever stopped!

    I grew up with Superfriends, Transformers, G.I. Joe, Thundercats, Masters of the Universe, Jem and the Holograms, TMNT, Captain N, Batman: The Animated Series, the Disney Afternoon lineup, and all the stuff that was on Nickelodeon at the time.

    Beavis & Butt-head and South Park started up when I was in high school. Was a die-hard Justice League and Teen Titans fan later on, and Family Guy before it ran out of steam.

    These days, it's all about Venture Brothers, DuckTales, and Rick & Morty.

  • It filled the void after I got fed up with Friday the 13th's developers effectively abandoning their game on all fronts.

    Tried DBD way back when Myers came out, was immediately put off by all the usual stuff, then came back last November and gave it an honest chance after I saw that Behaviour had continued to support it with a lot of major licensing deals.

    It's got its issues, but I've enjoyed it so far!

  • How in God's name do you leave off both Spine Chill AND Bond? :P

  • If you're that triggered by flashlight clicking, you really need to get a grip.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/777590#Comment_777590

    First, I want to point out that slugging is not holding the game hostage. Holding the game hostage means the player being held hostage cannot end the game through normal means and is forced to disconnect. The bleedout timer when slugged is four minutes, after which you die. No disconnecting necessary. Holding the game hostage is a bannable offense so the term should be used correctly.

    Second, I agree that slugging is not fun for survivors. The game should give survivors the option, after being in the dying state for a certain amount of time, to "concede," leaving behind a husk and exiting the match; they get their points and are able to move on to a new match.

    LOL what? This sounds like a sanctioned, free disconnect mechanic that would just lead to a ton of Deerstalker + Knock Out builds.

    For the OP: The answer is Unbreakable, and/or your teammates picking you up.

  • People ask for some really dumb things on these forums. Like, do you even stop to consider the knock-on effects of the things you are suggesting?

  • It means "circumstances that were not foreseen."

    Who knows, maybe there was some 11th-hour issue with the Archives or something that they were not able to troubleshoot in time for a patch submission.

  • @NoMitherPlayer said:

    I thought this was obvious so I didn't even write it. Yes, the previous update was painful for killers and also unfair. Which is why inverting it didn't solve the problem but inverted the problem. The previous system was:

    3 rank 1+ 1 rank 20=rank 20~ killer

    The new system:

    1 rank 1, 3 rank 20:

    Rank 3~ killer.

    Both updates aren't balanced

    Everyone knows the previous update was painful and unfair including me. Please, that's not my point.

    Your lower-rank friends make the choice to queue with you. They take an active role in accepting the matchmaking challenge. The killer has no agency in this regard; he is stuck with who he goes up against.

    It would be less fair for a brown- or yellow-rank killer to go up against an uber-player who is carrying their team, because the killer player is entirely at the mercy of the matchmaking, while the survivors have a way of controlling their situation. Your argument suggests that you don't care about this.

  • Between these two, Pharmacy for sure.

    But the real answer is Bond, and Inner Strength would be second.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/776769#Comment_776769

    I might be able to help there. What kind of concerns are we talking about?

    Are you really just now asking this

  • If this gets you so tilted that you really feel the need to ask if banning is the solution, you need to get a grip.

  • If you won't/can't accept that you may have to deal with items you don't like, go play something else. If you are going to play Dead by Daylight, then PLAY DEAD BY DAYLIGHT.

    Seriously, I don't understand how these types of players' brains work.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/771643#Comment_771643

    If your question isn't answered, the answer is usually the one they think you don't want to hear. The point of this pass is the increase and maximize monetization, any other motives are secondary or irrelevant. It is likely not meant to be completed through gameplay for anyone except people who play this game for a job. They want you to pay for the battle pass and pay to unlock the tiers. Every tier that is accessible is one less $1 for them.

    I don't care about being told something I might not like, I just want them to be transparent and straightforward. Not answering a question because you're nervous about the answer is a pretty sure sign that you're doing something stupid. That's just, like, a life tip in general.

    I do not think it is some shocking or evil thing that they are trying to sustain profits in this game. It's a business, this is a product, and that is how the world turns. I recognize that they have the premium track as a monetization element. That's OK; they don't need to be shy about it. I just want them to directly address some of the more consistent concerns and share their perspective. It frustrates me more when they don't do that.

    And, as a result, the stream frankly came off as a sort of vacuous infomercial filled with what I interpreted as fake enthusiasm.

  • @hopefull said:

    yea it really saddens me we put the input in for them to correct things that could have been fixed by now and they just ignore it completely and keep going down the same path i never understood why they do all these community questionnaires etc when clearly they are pointless

    To me it's not an issue of "correct things based on our input," because that comes off a bit entitled (I don't mean this as a personal attack or insult; I just think a lot of forum users expect an outsized level of influence on the development of the game).

    It's more that I'm disappointed at the lack of transparency and clarification about concerns that have been raised. I want them to elaborate more on why they feel this or that is a positive direction or why they made the choices that they did. Like, what led to this system being implemented this way? Why are they confident that players shouldn't be too concerned about the things they have expressed concerns about?

  • People can't put 2 + 2 together to understand that there is no other way to do this.

  • You're not going to get a response to this from @Peanits or any other Behaviour employee. They never provide any substantive answer or timeline for a solution, for any quality of life concern like this.

    At best, expect a "well we've got to prioritize, I'll bring it up!" response.

  • Yeah, no clue what the deal is here. @Peanits reaffirmed here that the Kindred base kit change wouldn't be happening, which makes no sense since that's one of the most straightforward ways to give survivors a helpful communication tool.

    I also still think some level of "See nearby survivors' auras" should be base, with Bond extending that range.

    On some mechanics, @Peanits said earlier in this thread: "A group on voice chat could communicate this info anyway (e.g. he's camping being the hook waiting to stalk you, be careful), so it only serves to bring solo players closer to the same level."

    Seeing nearby survivor auras, or having the Kindred effect when a survivor is on the hook, falls into this same bucket. No clue why they don't add more of this into the game.

  • Seems like the firecracker would be a good candidate to add to the standard item rotation. Event firecrackers could have special event-themed effects.

  • DS is the counter to tunneling; slugging is the counter to DS; lockers are the counter to slugging. This is, as Dead by Daylight goes, is a healthy string of counterplay options.

    OP, you just don't like being slugged, and think that the killer should be forced to eat your freebie stun 100% of the time, and seem to be unwilling to accept the upside that the killer waiting out the slug means more breathing room for your teammates to do gens.

    Too many survivor players seem to think about these kinds of things in a selfish, individual way instead of putting it in terms of the net gain/loss for the full group, as they should. If you bleed out and the other three survivors pop gens and escape, that was a win. It doesn't matter one bit what happened to you, it matters what happened to everyone collectively.

  • There are map-wide audio cues that play when he goes up a tier, and when his tier 3 power ends.

  • Literally everyone I've ever introduced to the game initially assumed that "Exposed" meant "the killer can see where I am." It's a really misleading name.

  • I use Hex: Ruin, often in combination with Pop Goes the Weasel. Discordance too, sometimes.

  • @Spirez said:

    I often use Hex: Ruin and when that fails I use the good ol trusty never lets me down uninstall.

    lol :D

  • Inspired by Ultima Online's old "murder count" system:

    1) DC, and get a multiplying 15-minute "ban count" (so the second count would add 30 minutes, third count would add 1 hour, fourth count would add 2 hours, and so on).

    2) Ban counts decay at a rate of, let's say, one for every 8 real world hours.

    3) Rework the hook struggle mechanic, so that survivors simply auto-struggle on the hook without need for player input, and without any option to give up.

    Doing it this way would mean minimal impact (15 minutes) for someone who needs to DC for some urgent, unforeseen real-life reason. And it's a slap on the wrist for someone who insists on playing with bad Internet, and hopefully compels them to fix their Internet (Pro tip: Don't do your gaming on Wi-Fi, you need to hard-wire your gaming PC, I can't believe I have to say this in 2019).

    If you are going to play Dead by Daylight, then either play Dead by Daylight or go do something else. You know, before you click that Ready button, that the possibility exists that you may have to deal with an item or a mechanic that you personally do not like. If you don't accept this, I don't know why you are still choosing to play this game over something else that you might enjoy more.

  • If they've blocked you into a corner where you cannot move, and they aren't attacking you, then that's probably fair to classify as holding the game hostage.

  • @Boosted_Dwight said:

    I'd imagine they will still be able to wear charms but charms based on their series/franchise however are a different story.

    Probably this yeah. I guess we'll see, if any licensed character charms start rolling out. :D

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/767180#Comment_767180

    See, that's what worries me about them.

    No denying that Shape was made incredibly strict on this.

    They do allow AN outfit now, but that's after 3 years.

    I would like to be wrong on this, but my views on them getting these just don't look good.

    As someone who has been privy to how licensors work, I assure you that they are, by and large, extremely protective of the things that they own, and want to sign off on everything. The bigger the license, the more red tape there is.

    I am assuming that charms are something Behaviour would have worked out well ahead of announcing this system, though, for exactly this reason.

  • "And I'm pretty sure it will not be an issue to attach some tiny bling on the waist of a licensed character."

    -Someone who has definitely never dealt with a licensor

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/766827#Comment_766827

    It's not a trade-off, he was already immune to aura perks.

    I'm speaking more broadly, about what Undetectable does for stealth killers overall. Myers now just falls into the same box, which is good because it's consistent.

  • As a survivor, do I like it? No, of course not. I don't think anyone likes crawling around on the ground and not playing the game.

    But I do understand why it's in the game. I get why, if I'm one of the last two survivors in the match, the killer downs me and then leaves me there. I do it too, depending on the situation. It's just part of the game.

  • Yay for no more complete 100% free invisibility from absolutely everything for tier 1 Myers! This loophole is, almost without equal, the most aggravating thing to face.

    I understand why the stealth characters need shielding from aura perks (which is exactly the trade-off you're getting with Undetectable). But Spine Chill and Premonition are not aura perks.

  • @AhoyWolf said:

    This will make everything a lot easier. I don't know why this isn't a thing yet.

    It's because they don't understand UX.

  • You're complaining about normal intended gameplay.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/766434#Comment_766434

    You wouldn't have to do them. They would be optional "Special Tomes" that you would be able to do anytime as long as you have unlocked the character.

    Also, the Tome in the PTB made you play Claudette for at least one of the missions.

    Oh, I see what you mean. Like a special "class quest chain" for that character.

  • Perk-specific, sure. But not survivor-specific. I throw away a lot of survivor dailies as it is, because why would I play any survivor besides my main, who has all my perks? Why would anyone do this (outside of purely cosmetic reasons)?

    Killers are a different story, because they are unique. But there is literally no reason the game should ever force me to pick a certain survivor.

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