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Rydog

Rydog

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Rydog
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  • @Onionthing said:

    Quentin had the unfortunate curse of not being Nancy.

    For real. How do you choose Quentin to be your representative character from Nightmare on Elm Street instead of Nancy, the main protagonist? It would be like having Lynda instead of Laurie for Halloween, or something.

  • @Zertix All good! I do usually try to be decent, even in the relative anonymity of an Internet forum. We're still people here, after all.

    As a Spirit main, I feel like a lot of the character's success hinges on good game sense, to a greater degree than most other killers. Not being able to see survivors is a big handicap, and the ability to quickly course-correct based on audio cues and scratch marks is a major player skill (as this game goes), and should be rewarded. Spirit does have to capitalize on a lot of "best guess" scenarios during her haunt, and if she guesses wrong, she loses a lot of ground due to her slow run speed.

    This time I will acknowledge upfront that this is anecdotal, but I have been in a lot of scenarios where survivors double back or otherwise try to muddle their scratch marks and confuse me, which I have felt is pretty effective counterplay. I've also been in scenarios where I will tactically stand still to try to trick and catch someone. Sometimes it works, but when it doesn't, I squarely lose the chase. It's a calculated risk on the killer's part.

    It could be that Spirit takes a lot of killer-specific knowledge and behavior to counter (a la old Freddy, which is essentially why he was remade), but from the killer perspective, she has downsides, even if the survivor feels helpless in the moment.

    tl;dr would maybe be something like: Survivors might feel a bit helpless, and that their fate vs. Spirit in a chase boils down to the killer making mistakes. But this is the gamewide sentiment that killers have to play around constantly (relying on survivors making mistakes).

  • @DemonDaddy said:

    @Rydog

    I get that, but I'm talking about just having the bubble cues like when a survivor is hooked or gates when gens are just finished. I don't want the health states, hex effects, or even gen count.

    But why? I mean, I get the idea of playing a game where you're immersed in the world -- a lot of open-world games do exactly what you're describing for that reason.

    But in this game, all it would do is create a weird unintended handicap for your whole team, not just you. By design, this wouldn't really function right. Some perks would be literally useless (Spine Chill comes to mind), and you would have very little information to base sound decisions off of.

  • @Milo said:

    @Rydog Didn't it actually got reduced in size one time?

    I dunno, but it's still giant.

  • @Mushwin said:

    Ah okay sorry, i missread, yes of course it takes skill to mke real digital art but a lot c/p from sites and paint it to their liking.

    Ah, it's all good. And yeah people who plagiarize others' work are awful.

  • @Mushwin said:

    @Rydog are you fricken serious, have you seen some of the art in the real world????

    I don't know what you're asking. Yes, I have seen hand-drawn art in the real world. But this guy is saying that it takes no skill or talent whatsoever to make digital art. That's just not true.

  • You're positively insane if you think that any random person with no training or talent can make high-quality digital art.

  • @Zertix said:

    @Rydog

    "I'm pretty sure this should be taken to mean more killers who are consistently viable".

    Hillbilly is arguably the second strongest killer in the game but still has some counter play. The hag which has the highest kill rate in red ranks is viable but still does not make you feel helpless in a chase. The spirit though is a completely different story. 

    "Survivors wind up mindgaming me as Spirit a lot, doubling back when I'm phase walking etc."

    I think your personal experience with the spirit should not be taken as a basis to asses her strength/potential in a chase. It is like saying I can't 4k when playing omega blink nurse, so she must be fine the way she is. 

    The problem with the spirit is that the chase turn into coin flipping, but the odds are heavily in the favour of the spirit. Even the shack pallet is no longer the god pallet when going against the spirit.

    "Where are all these perfect Spirit players you're encountering who never miss anything?"

    I never said that. To tell you the truth, I run into more bad to mediocre spirits than very good spirits. She has a very high skill gap but still this does not change the fact that she has no reliable counter play.

    I apologize, I know that citing anecdotal evidence is a pretty awful thing to do. My experience is, obviously, not representative of the whole.

    Big-picture, I think it's probably for the best that the odds ARE heavily in favor of the killer in specific, individual circumstances like chases, because the larger game -- i.e. power gens and escape -- is a ticking clock that heavily favors the survivors as a group.

  • The HUD is full of visual cues (survivor health states, perk activations, skill check boxes).

  • @Zertix said:

    @Shaped

    Do you mean adding more killers that have no reliable counterplay? This would be the fastest way to make killer queue times jump to +5 hours.

    I'm pretty sure this should be taken to mean more killers who are consistently viable. Survivors wind up mindgaming me as Spirit a lot, doubling back when I'm phase walking etc. Where are all these perfect Spirit players you're encountering who never miss anything?

  • Swamp is way, way, waaaaaaaay too big.

  • Nobody even uses most of the stuff you mentioned, like Insidious and Object of Obsession. If anything, the issue is that there are a bunch of perks with no appealing use case.

    Red add-ons are what they are, and I'd say they need to be strong. I could see, say, swapping Prayer Bead rarity with another of Spirit's current red add-ons.

    The risk of dealing with, say, an instant heal or BNP can already be mitigated in the lobby (Franklin's Demise, Tinkerer, etc. if you see certain items getting stacked). Killers have an advantage of being able to leverage these kinds of counterpicks, while survivors do not. I rarely see people pick up on this fact.

  • Man, imagine a world where developers of games take "When is X going to be deleted from the game entirely" complaints seriously. Is there any multiplayer game that these dumb posts don't happen for?

  • @JoannaVO said:

    The game is full of immature people who do not find their real life entertaining which they're well aware of and abreact their anger in a game by acting toxic. Best is to just ignore it for as much as you can rather than giving them the thought that they pissed you off. Talking about both survivors ánd killers.

    Heh, when I complain about people being toxic, my wife likes to remind me "Remember, they're acting this way because this video game is all they have in life."

  • Players who just stand in a corner and act like cowards all game are dumb. But if I'm playing a stealth build and I unhook everyone and do a bunch of gens while everyone else is looping like a pro, and then I escape without a scratch, I shouldn't get punished for not having a confrontation with the killer.

    You can be a valuable stealth player if you are actually rotating generators and accomplishing stuff while staying out of the killer's path. It shouldn't mean you have to miss out on an entire emblem category.

  • #2 sounds like you want to start mithering!

  • I really think that the prevalence and particular kind of toxicity is a genre problem, on some level.

    It's a very adversarial asymmetrical game where each side is given "dirty" mechanics to weaponize against their opponents. Our human instinct is to, broadly, look for faults in the system rather than immediately blame our own shortcomings when something goes wrong. So it's easy to take out anger and frustration on the other side, even if they were playing the game as intended.

  • Financial insecurity. Failing at or otherwise not fully meeting my commitments. Giving my friends or family a reason to be upset with me. Normal adult stuff!

  • It's idiotic that you get no emblems for completely avoiding the killer all game. I have had games where I haven't been in a chase at all, and it's just an empty emblem. This makes no sense.

  • People suck sometimes.

    I went against a super-toxic group of survivors the other day who spam-clicked their flashlights like maniacs, and swarmed the hook literally the second I hooked someone (like, they were immediately crouching right behind me). I killed three of them and the last disconnected. When I asked them in chat what their problem was, one of them just said "im autistic."

    There's another guy, a killer player (and streamer) who I have been matched against a few times. He will hook someone and then face camp them, not moving a centimeter no matter what else happens, until they die.

  • Broadly, I do not think survivors need any meaningful buffs.

  • On survivors, I run Bond and Spine Chill 100% of the time, but I am otherwise frequently experimenting to see what I do well with.

    Same thing for killers (I currently main Spirit), but with Whispers and BBQ.

  • This is a cool idea.

  • Did you just throw darts at a wall?

    Trapper has to pick his power up off the ground, decide where to put it, walk there, put it down, and hope survivors step on it, all while not being able to devote his full attention to what is happening around him it otherwise apply pressure. He's like playing a killer who is crippled.

  • Bond is a way better Self Care as well.

  • @FrenziedRoach said:

    I'm not buying the "We can't prove it line".

    I think if the same person consistantly shows up in the same stream and ALWAYS has the appropriate counter perks for that person's build, that's pretty flippin' blatant.

    But I'm not surprised - how long did it take them to ban "he who must not be named?"

    Haha, man, imagine Behaviour going on a tear, banning people based entirely on this kind of super-loose, anecdotal evidence. I sincerely hope you never have to prove wrongdoing in a real-life court of law if this is how you think, lol.

  • Lullabies somehow do not count as being a terror radius for the purposes of perks that affect them, which has never made sense to me.

    They are static and directionless. Huntress too.

  • @Detective_Jonathan said:

    Wish I could relate, but I left simply because I needed to get a handle on IRL matters, leaving because you’re not having fun is a bit...dare I say...childish.

    In the 25 years since I first subscribed to Prodigy, this might be the single strangest counterargument that I've ever seen deployed at someone in an Internet comment.

    You really don't understand why someone would stop playing a video game that they aren't enjoying?

  • I didn't understand much about the basic game flow, or why it was a bad idea to attempt to unhook myself (and I still think that's an awful, awful trap for new players). I also didn't understand quite what the hell was going on, broadly, against Doctor or Freddy. I initially felt that the gameplay was too thin (I came from Friday the 13th), and only after giving it a couple chances did I understand more of the nuance.

    From a killer POV, as a newbie, I didn't understand why I could not find a single survivor for an entire match, and why I didn't have built-in detection powers (to be fair, I STILL don't understand this, and I think the perk grind makes this way too oppressive for new players and creates a bad experience).

  • They should just remove the entire concept of having three perk ranks. 125 teachables is way more than the 21 teachables at launch.

  • Survivors who freak out about Hex: Ruin are the DBD equivalent of people who forget how to drive as soon as it starts raining.

    Power through the skill checks, or gen tap. Ruin is not the issue you think it is, and there's no reason to abandon gens if Ruin is active. The biggest problem my buddy and I have with this perk is that most teammates we get matched with don't know how to handle it, and spend the match running around in a panic while we do everything.

  • You have a counter to Spine Chill, it's patrolling and Whispers, the best killer perk in the game. You're faster than survivors.

    Alert...I dunno, you're usually busy chasing someone when Alert is being useful to a survivor who has it. Catch the person you're chasing, and BBQ will tell you where the stealthy Alert user went.

  • I think Sprint Burst and Lithe are the most broadly useful ones on-demand. Getting the most out of Balanced Landing requires more map knowledge and better positioning than those two, and is likely to leave you in the lurch more often (but it's great when it works, and it has a second additional effect that helps with fall recovery).

    Dead Hard is a "fool me once" perk; any killer who's paying attention is only going to fall for it once at most, and zero times if you're playing as David King.

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/572367#Comment_572367

    Sorry, wrong comment. Isn't there a program you can code into the game to disable mic and chat and detect if people are using them and possibly punish them? I mean, you can't tell me that's a fair tactic they use...

    Your PC has a word for what you're describing, and it's "virus." Behaviour cannot police your hardware or outside software (outside of anti-cheat to prevent game client tampering). Voice comms are what they are. If anything, the solution is to either a) try to arbitrarily limit SWF via rank restrictions and/or smaller group sizes, or b) add voice comms into the game and just be honest with everyone about where things realistically stand.

  • You're crazy if you think the primary use case for this would NOT be to dodge killers for entirely petty, subjective, and toxic reasons. Give me a break.

  • Survivors don't need innate buffs, they are already very strong.

    If anything, maybe each survivor should have a specific one of their teachable perks that only they can use.

  • I never play survivors without Bond and Spine Chill, they are too useful.

    I've been having a lot of success with those plus Alert and Distortion. Alert is SUPER undervalued (it gives a mapwide no-cooldown aura notification every time the killer performs a common action, that's SO useful), and Distortion is constantly feeding you information whether it is losing charges or not (and makes clear what actions are safe and how aggressive you can be in specific circumstances).

    I sometimes do feel the pain of not having an exhaustion perk, but this build lets me get away with a lot of risky plays, and stay on-point with gen repairs when the killer is chasing someone.

  • It sucks that the new Freddy doesn't get global aura reading on sleeping survivors. That's what made him unique and fun.

  • He looks like a swamp monster.

  • This broken accessibility factor is by far the most urgent problem in the game, and yet somehow the answer to your question is still "no" after 3 full years of this game existing, unfortunately.

  • My guideline tends to be: 2 gens, 2 unhooks, try to survive for at least 9 minutes, and hope I can lose the killer in a chase or two. If I'm doing at least this (at green ranks), I'll usually safety pip or better.

  • He's plenty fun to play as-is.

  • The big issue with the grind is that it forces you to commit overwhelmingly to a specific thing before you can even grasp how it plays at a functional level, and whether you are really gonna enjoy it or not. For example, I took a risk on Spirit, and found that she's enjoyable once I've gotten a few good perks unlocked for her that help with tracking. Most characters' base kits are not reflective of what their "real" play experience is, and you have to dig way too deep to actually find that.

  • The filmmakers do not hold the rights to the mask, which was licensed from the company that owns it. Dead by Daylight's arrangement was with that company; notice that the Ghost Face DLC makes no mention of the Scream franchise or anything around it.

  • lol at people finger-wagging hard internal data with their anecdotal evidence. I have some reading material for you: https://en.wikipedia.org/wiki/Cherry_picking


  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/563309#Comment_563309

    So there is no problem buffing Nurse since she only performs well in edge cases? @Rydog

    This is a dumb strawman reply, and I'm not sure what point you're trying to make.

    Anecdotally, I've seen a handful of really proficient Nurses from low to medium ranks. Overall, she has the opposite problem (shaky at low ranks, very strong at high ranks) of old Freddy (powerful at low ranks, underpowered at high ranks). On balance, Nurse's is a way better problem to have in an asymmetrical roulette-wheel game like this.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/563309#Comment_563309

    Many other games use high-level gameplay as a benchmark for balance.

    They do, and that's useful when it's a competitive game like Street Fighter or something, but DBD has never had an actual competitive structure that would benefit from this.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/563247#Comment_563247

    It may be non-representative of the typical game, but I would not call it non-representative of the typical match between skilled players (though sometimes it can be).

    High-rank games are all edge cases in the grand scheme of how a DBD game goes. You cannot use those as a yardstick for Dead by Daylight overall.


  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/563212#Comment_563212

    Three is somewhat of an exaggeration. Two is a standard Rank 1 game.

    https://forum.deadbydaylight.com/en/discussion/comment/563144#Comment_563144

    Good thing you'll know not to worry about them if you see a single snare.

    Rank 1 games are extraordinarily non-representative of what a typical match looks like.

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