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Ryuhi

Ryuhi

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Ryuhi
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  • 1) DCs are tracked, just not toward match outcome statistics. They do still see people DC in mass, and can aggregate that data with the rest about the match (killer, swf or not, map, offerings, addons, etc.)

    2) Hook suicides DO count, because bhvr has admitted they have no systems in place to differentiate them. They could have taken that opportunity to impliment some if they value the integrity of their internal stats, but something tells me its not a priority.

    People leaving games early in tantrums is nothing new in this game, on both sides. The reason it gets cited and complained about more when survivors do it is because they statistically have a higher likelihood per match (1 vs 4 inherent) as well as a faster time to get into the next match (the entire reason the DC penalty was introduced)

    It has been a weaponized thing since Legion's release, I personally started around clown's release so can't speak much for before that, but it sure as hell was a boycott at that time, and a lot of people never lost that mindset. or even picked it up since.

  • You've never felt helpless until you've played your first nurse game and gotten *the treatment*.

    At least you eventually bleed out.

  • @Lycidas said:

    That would ruin their precious, totally not made up "bloodpoint economy" since it would give bonus bloodpoints to both sides, and that would be totally 100% bad

    Won't someone think of Badham Street stock brokers? And what would the Entity Revenue Service do if people weren't paying their prestige taxes?

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109278#Comment_3109278

    How could they not understand the orange glyph being a very bad idea? Are there no second opinions at BHVR? Yeah everyone wants to play with impaired vision right, sounds fun.

    I'm convinced there are plenty of people at BHVR that have these concerns (and likely even suffer from the same issues as many of the players) but that they don't get a final say in these types of decisions. It feels like most of the people on the ground in general probably don't get a say.

  • Just to remind you of the comment in question:

    @Sparks741420 said:

    gotta love it when killers openly admit that they have to "play down" the killers role.. clearly the basekit is op af if soo many killers need to down play.

    And my response was that you're turning an unrelated topic into an us vs them about how killer is ever so op and oppressive, with no constructive input. Just ****flinging basically.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109628#Comment_3109628

    As killer do you have any idea how many times I just waited a half a sec to counter the old DH? I literally played to it against every survivor and watched them miss everytime.. the only time the old DH made a huge "play" was a DH over a trap.. or to get the distance on a loop to extend beyond a pallet.. DH off hook with BT even wasn't that great because it hardly worked. DH only greatness came from killers who were too impatient to swing...

    You're comparing a best case scenario to a worst case one. Cherrypicking doesn't go well with strawmanning, so I don't see much point in continuing. cheers.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109599#Comment_3109599

    are you saying I'm not a RR killer? lol been there done that.. I dont need dirty tricks or perk build clutches.. I am unlike most killers.. I actually respect the score for the feeling of victory/validation.. I don't need a 4k every match to feel whole.. esp when I outscore the entire team with even a 4E..

    im saying you completely missed the point i was trying to make, that your aggressive assumptions about others doesn't do conversations any favors, especially when concerning balance.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109572#Comment_3109572

    post sniping doesn't make your argument any stronger... The perk was abused because it was too powerful.. even the old DH was easily countered by simply "waiting it out" and it didnt change the entire tide of the game as much as Thanat did. Too many killers were/are running the same drawn out loadout with Thanat being almost centerpiece. Survivors running the same "free to play" perks is not the same as abusing a perk in frequency when the "free to play" perks are strong.. I mean since when was unrelenting or monsterous op? There's a major difference and not to mention.. DH was nerfed so your arguement using DH is moot.

    If you don't understand how old dead hard could change a game's outcome more than thana then you're either having a bad faith argument, or you just do not understand how much damage you could do with old dead hard. Like I suck at the game and i've single handedly gotten entire map pressure resets with a single keystroke.

  • you have to understand, there's a limited number of BP in the universe and the progression rework has depleted almost all of them, its a very serious matter.

  • @Sparks741420 said:

    gotta love it when killers openly admit that they have to "play down" the killers role.. clearly the basekit is op af if soo many killers need to down play.

    gotta love it when survivors make that kind of assumption without ever having actually played killer to get any perspective. Or when killers assume that because its the only way someone could have that opinion. its almost like theres a meme on the board about it, something about.... them? and i think us?

  • imagine all those years of Dead Hard abuse. or the dreaded hex:ruin

  • @[Deleted User] said:

    I never liked the old WGLF because I ran it and never got stacks unless I wanted to throw the game. Not unlike BBQ where they got stacks just from doing their objective.

    But I do like the current WGLF, it's very strong at heal teching at the exit gate.

    people actually frequently threw games over BBQ. The difference is that it incentivized play that benefits both sides (going for different targets) but it still encouraged the killer to be less efficient. Likewise WGLF encouraged people to go for unhooks, but also flashlight/pallet saves, as well as picking up slugs and bodyblocking (which can be an extremely good play at times.) Both perks had intentions of rewarding good play, but people instead used them to make bad plays to secure a portion of their reward.

  • Its because people refuse to run kindred, so solos never know whats going on, assume camping, and just work on their gen until the hook stage almost carries over. Then they run there and find a claudette or nea crouchwalked across the entire map and decided to sprint up and get the save just before you get there.

    Im convinced some people still don't know that kindred gives you that info every time someone is on the hook, instead of its previous effect where you have to be the one hooked (which it still does on top)

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109298#Comment_3109298

    It's because of the 10 second in crease to generators, how is this so difficult for some of you to understand?

    Pre 6.1  gen time 1 Survivor injured - 84.2 seconds

    6.1  gen time 1 Survivor injured - 95.2 seconds

    6.1.2 gen time 1 Survivor injured - 91.8 seconds

    Pre 6.1  gen time 2 Survivor injured - 88.8 seconds

    6.1  gen time 2 Survivor injured - 101.1 seconds

    6.1.2 gen time 2 Survivor injured - 93.7 seconds

    Pre 6.1  gen time 3 Survivor injured - 94.1 seconds

    6.1  gen time 3 Survivor injured - 107.7 seconds

    6.1.2 gen time 3 Survivor injured - 95.7 seconds

    Pre 6.1  gen time 4 Survivor injured - 100 seconds

    6.1  gen time 4 Survivor injured - 115.3 seconds

    6.1.2 gen time 4 Survivor injured - 112.5 seconds

    oh no 12.5 seconds at the absolute worst which, much like the +10sec base, aren't even additive since the burden is shared by 4 people and not 1.

    Nobody's going to say it wasn't stronger than it was before the buff, but the entire point of buffing it in the first place was so that it would actually be used. Instead they didn't fix what made it exploitable that people hated so much, and just gutted it for everyone else so it'll be used even less than it was before the buff. People hated seeing it every match because they saw specific killers getting disproportionate value out of it, and now that is literally the only time they will ever see it again.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109278#Comment_3109278

    The one that makes the extreme background noises that literally makes the game unplayable?

    Its why nobody ever believes them when they talk about caring about accessibility. They design things purposely to be as inaccessible as possible and then the users have to be the one to tell them how badly they got it wrong.

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108683#Comment_3108683

    Maybe if it only activates on a single gen per game, it's short, sure.

    You only need to block four gens for two minutes of total gen blocking per match, which is equal to old Corrupt - that was meta for a reason. You could, pair it with Deadlock and end up forcing gens to be blocked for at least 4 minutes of every match just by getting four hooks and forcing four people off gens.

    DMS, Pain Res, Deadlock and Pop could very well be an absolute pain to deal with.

    the reason corrupt was meta was because it weakened survivors from their strongest time in the game (early match) with preemptive damage control. They're completely different usage applications. It is more comparible to deadlock, but its the active version rather than the passive one that BHVR hates so much. Its also always important to remember that blocking a gen doesn't regress it, and even prevents the killer from doing so while its blocked, so it is nowhere near as bad. If you're afraid the killer is going to wait for the block to expire or camp out the area and then kick it, thats a good 30 seconds you could have been working on another gen to still come out as a net positive anyway. And thats not even talking about how abysmally gen blocking and gen regressing tend to synergize, with stuff like pop being both worse and still running into issues because of it.

    Just... don't try to make sense of anything they do. It's the most frustrating thing in the game by a longshot.

  • @SweetTerror said:

    The thing I can't understand is that they didn't want survivors screaming alerting the killer to which generator blew up, but if it gets protected because of dead man's switch, then they're going to know exactly which generator blew up! So why take away the scream?

    the screaming was the most healthy part about the perk, tbh. Incentivizing the killer the leave the hook is good for the game's health.

  • do you want all perks on all characters? it was reduced, with how much it was reduced by depending on your previous progress. Do you prioritize literally anything else? It was increased slightly/moderately/tremendously.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109142#Comment_3109142

    I have another thing that was missed in the 6.1.0 patch notes:

    It says that the speed of gens/pallet kicking has been increased by 10%:

    https://us.v-cdn.net/6030815/uploads/WWVAAO0BPD9O/screenshot-2022-08-02-17-02-41-570-com-android-chrome.jpg

    When actually it's the time that is being reduced by 10%, and the speed actually has been increased by 11,111111 (periodic)%, so not the time. Could you also fix that @Peanits ?

    This one i feel is more a matter of structure and consistency. Half the reason data like that gets confusing is because it keeps alternating between percentages of specific things, raw number, and "moderately/tremendously/etc." Its considered best practice to keep your information uniform to avoid confusion, but whether due to not coordinating it or just nobody adhering to it, you get a lot of stuff like that.

  • another dart board decision brought to you by BHVR, where buffing things means nerfing them to pre-buff status, and overused perks get made basekit and buffed on top

  • @TragicSolitude said:

    I don't even have hearing issues and I'm almost never able to hear footsteps in this game. I can hear my own footsteps as killer, but I can't hear survivors'. Nor are survivors trackable by their injured noises; once I lose sight of a survivor, I may hear about one second of injured noises and then it will disappear and I never hear it again. I either track visually via blood and scratch marks or I don't track survivors. TV speakers, headphones, it doesn't matter, the directional audio is awful. The sound occlusion is at least partially to blame.

    Unfortunately, I don't know how they could add visual cues for the audio that wouldn't delete stealth completely.

    Footstep icon. have it be on the side of the screen where it comes from, to simulate which side it would be stereo. Then, have it pop and fade in time with the survivor's footsteps, basically "reapplying" itself with each additional footstep. Next you just have it have a max range (say, the killer's TR, maybe a fixed lower value) and make there be 4 total rows, always populating from the top. You could then work out fine details like whether it should work in LoS and/or interpolating between the left and right sides. Also obviously the same could be done with other sound generation methods by just applying a different icon, like crows.

  • @tendyhands said:

    And why do you guys think this community is more toxic than others? You think dbd players don't play other games? They don't punish people for dcing or killing themself on hook. They allow camping/tunneling and made it even worse with the recent update. They put baby survivors with experienced survivors and baby killers with experienced survivors etc. This game just allows a lot of toxic behavior that other games wouldn't allow.

    Its a game where RNG has a disproportionate affect on match outcome, sometimes before the match even starts. Sometimes its just good old fashioned salt at people being unwilling to accept outcomes, and they carry that into their next match. Its why sportsmanship as a concept is so important, competition is supposed to be about this game and not last game.

    Granted there will always be toxic people, but the environment promotes it. BHVR themselves even encourages "trash talking" and yet they put in a filter that prevents you from even saying character's names ingame. Its a very confusing community direction but it certainly isn't a healthy one.

  • @PapiFelixPSN said:

    No, there should be an upgraded version of those that gives more Bloodpoints and promotes fun gameplay over efficient gameplay.

    For each hook that a killer gets on a survivor that wasn't unhooked last, they gain 25% bonus Bloodpoints, up to a maximum of 300%. For basically each thing survivors do that isn't gens, they gain 25% bonus Bloodpoints with a cap of 300%.

    Combats tunneling and genrushing without any balance changes, and fixed the grind

    until the game ends in 4 minutes because one side doesn't need/want the BP as much as the other. The issue with forcing inefficiency in exchange for points is that some people won't take that incentive, which will completely topple the match against the ones that do.

  • playing survivor is built around coordinating without communication. Why would they need a discord or bond villain superbase just to pollute statistics they disagree with?

    This isn't even anything new, people have been throwing games in protest for years. The reason people come to the conclusions they do is because BHVR gives them what they want in the hope they'll stop ruining other people's games in their tantrum.

  • of course not, the half baked colorblind mode was only even added because of a PR disaster surrounding it. Best they get is sounds being more likely to work properly since IW got nerfed and they still never fixed its attenuation bug thats existed for years.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103134#Comment_3103134

    "Iron will was broken. It cut off an entire one of the killer five senses for one perk slot"

    My god, what do you think dbd is? a real surviving experience where you focus your inner strengths and hone you 5 senses to your limits?

    3 out of 5 of your sense you cannot use because you are playing a PC GAME.

    The only ones you can use are sight and sound, and sound only comes as confirmation of you cannot see.

    In a normal chase you would use like 90% sight and 10%sound. if you think that sound makes the world of a difference, i invite you to play blindfolded

    considering how often you can lose LoS in a chase, I'd say sound is a lot more important than 10%.

  • @Tiufal said:

    That's the normal amount of blood points for a prestige. So what's your issue?

    +20k each time, and now mandatory, severely weakening the value of the actual contents of 41 out of every 50 webs, and with reduced acquisition potential. The amount of steps forward and steps back varies wildly from player to player, but if you were in it for anything other than "quick" perk unlocks or getting every perk on every character, you probably didn't see much improvement. Hell, people who did the last second p1 to get p3 are sometimes actually worse off if only for having to nuke their stockpiles of items/addons/offerings/etc and having them cost an extremely high amount to replace, often more than their teachable perks are even worth.

  • they removed methods to boost the rate you gain them, and literally devalued them in their own isolated "economy." Its like they put together an oversight committee but used the wrong definition.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102889#Comment_3102889

    Iron Will made perks like OTR and Self Preservation never see use, because having a perk that makes you silent unconditionally was better than perks that make you silent conditionally and for a limited duration.

    Iron Will 100% deserved the nerf it got, because a perk shouldn't just unconditionally permanently remove sound survivors make. You have alternative options you can use if you want completely silent noise now that Iron Will no longer does that.

    or just keep using it, play ace, and crouch when you need to be silent. might as well be 100% at that point.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102902#Comment_3102902

    I will say Feng and other certain ones are pretty annoying, but I don’t think the mechanic is annoying overall.

    The puking one should definitely have a local mute option. as in you can disable it on your end but it still plays normally on the server side. Vomiting as an action is a very common type of synesthesia, people are often "encouraged" to do it by other senses (smell, sound, sight, etc) when they witness it. Even if it doesn't make them spontaneously vomit everywhere, it still makes them feel sick at best.

  • 3 codes to nullify 1.5 prestige taxes. everything legitimately seems undervalued by a single pointless change.

    in 30,000 BP Comment by Ryuhi
  • whenever this happens, i'll either force a chase so the wait isn't boring, or i'll scout out the exit gates and wait near one. If the killer is slugging for the 4k, they're probably going to make a beeline through all the potential hatch spawn locations, and search them while slugging in case they suspect you're doing the same. Then they give up on it and/or the slug bleeds out, and they immediately return to patroling hatch locations. Its a matter of luck whether you'll have enough time and/or a position to 20% the gate (or even just yolo it) but it still retains a decent chance of escape. As a bonus its the gate and not the hatch so its considered a win rather than a draw :)

    Of course, it wont take long for someone to complain "thats not a guaranteed escape" or something like that, but i prefer hedging my bets and actually taking a productive stance.

  • @zgameboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098627#Comment_3098627

    Pretty sure you can still learn teachable perks can you not ?

    yep, but you also are forced to prestige (and pay 20k to do it) at level 50, when previously you could stay at 50 and get 2 perks per web. on top of having better rarity distribution for all nodes.

  • @YOURFRIEND said:

    It's literally worse for me. I had to prestige mikeala to get her perks when formerly I would have just gotten her to level 40 or whatever. Then I had to find and upgrade them in my bloodweb just like teachables. Feels awful.

    to think, the acceptable answer to that is to "just" do another 100 bloodwebs on that one character. that way they'll be level 3 for everyone else!

    The change was done to get survivors to stop p0L40ing everyone and just dumping all the teachables on a single survivor, while simultaneously crushing killer addon variety. All they had to do was remove perk tiers.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098548#Comment_3098548

    They knew it since PTB yeah. But stuff that comes to PTB is hardly scrapped as a whole. There is just too much effort in prototyping, development and internal testing, why should they throw that out? Even delaying might be more work than just releasing the current state and address the remaining issues (since you will have to remove features from the code base again, which gets more and more difficult the bigger the change is).

    Because if they never bother to organize their codebase in general, the more they pile on top, the harder it gets to fix it later. This is exactly why with an update schedule its important to make these types of considerations, or at least to keep systems as isolated as possible and keep dependencies to a minimum when initially making any type of mechanical overhaul. Its the same reason why killers were so pissed the key change took so much longer than the mori change, especially since it ended up being the simple fix people had been offering before they even considered reworking either.

  • its actually noticibly worse for some people, depending on what their priorities in the grind were. Killers who need specific addons got hurt a lot more than helped, since addons are consumables and thus require a lot more replenishment. Same with any survivors who preferred specific items/addons. At the very minimum they're spending 20k in monopoly monies every time they reach level 50, and getting rewarded with their next 41ish bloodwebs being pathetically low quality.

    Like usual, they overlooked things and people tried to warn them, but they did it anyway and said they'll fix it later. We have zero idea how many days/weeks/months/years it will take, and many are worse off than they were because of it.

  • @SweetTerror said:

    The sad truth is, is that this is just a different kind of grind to replace the previous grind that was already there. Case in point: the removal of the blood point bonuses. There's literally no reason good enough to remove the blood point bonuses from BBQ and WGLF. None. If this change was meant to reduce the grind, then there's no reason to remove the blood point bonuses.

    There's been a lot of speculation that it might have been an executive decision to cut back on the amount of reduction was had, so these types of changes were like a way to walk it back essentially. The oft touted 75% reduction is an absolute best case scenario, and thats what decisions like the BP tax were based off of.starting with 50k could very well have been a ploy just to make 20k seem more acceptable, or it could have been a glaring oversight. Its impossible to tell which is which with this game on a good day.

  • @Thusly_Boned said:

    I appreciate how you feel, but there are only two downsides to prestiging, and one is going to be addressed (the item rarity after prestiging).

    It used to be optional because doing it took everything from you, which was clearly the worst part.

    I would hold off on the ol' uninstall for a bit, to see if BHVR follow's through on buffing the rare item appearance rate.

    "going to be addressed" is the issue. They knew it was going to be an issue, yet still rolled it out as is along with all the other "reduction offsets" they put in place. You're literally being forced to sacrifice BP to ensure you regularly get worse odds.

    These types of parity changes take them ages. They simmer on the backburner for far too long.

  • @Krazzik said:

    While it's good to try and make games as accessable as possible, there are simply certain games that are not made for certain people. VHS has this issue since a LOT of the tracking in that game is sound-based, and people have criticized the game for not being accessable for hard-of-hearing individuals. I'm sorry but at a certain point you need to realise that a disability -is- going to mean certain games are not for you.

    Cool now that a system that basically gives you glaucoma-vision was added to a game that people have been playing for years has changed it from a game that people were able to work around their issues to one where they can't. You don't get to decide who can and can't play a game, but especially when its regarding an update to the game that makes it worse. Accessibility is supposed to be improved over time, but never removed unless replaced.

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097526#Comment_3097526

    True EU players lot more competitive compared to US players

    In both regions it depends on the time of day. US servers get super sweaty in the area of like 2am, and I've seen and heard a lot that EU West tends to be at its sweatiest earlier in the daytime.

  • @Carth said:

    Accessibility should always be strived towards but not at the cost of the game/killers becoming sadako tier. We could make the argument all audio cues should have a subtitle and arrow pointing to the sounds location present for deaf/hard of hearing people, but I imagine most dbd players would not like that because "footsteps" or "ghost face audio cue" with a big arrows pointing to the sounds source would butcher stealth on both sides.

    The dredges darkness falls in the same category. If you tone it down to PTB levels it literally does nothing. You might as well make it change the background color of the survivors equipped perks on their screen and you would get the same impact from the PTB levels of darkness.

    Its not as much "his power should be made worthless" but more "maybe a different power should have been thought of entirely." The majority of accessibility issues in the game are caused by oversights of very common issues. You're going to inadvertantly cause issues for fringe cases pretty much no matter what you do, but things like photosensitivity and hearing issues are extremely common, both genetically and degenerative. Its like a golden rule of game accessibility to prioritize the most common issues your game mechanics can cause, and then immediately find ways of making them optional for people who would be affected before taking them live. If you can't figure it out before you release it, then you've already removed a lot of possibilities for adjustment without requiring a full on rework.

    Despite my personal stance on it accessibility wise, its actually working as intended now vs how it was in the PTB. Its unfortunately an ability that will affect different players differently no matter what, and the only way to get around that is to completely rethink it entirely.

  • They've known Survival has been an absolute garbage category for years, they've even taken baby steps toward trying to give more ways to increase it. But it still needs a lot of work, and more "universally" and less "killer dependent." Same with brutality and deviousness being at odds with each other on some killers. Solo gens are also quite bad, with the coop rate being closer to what normal points should be (maybe a little bit lower than that, but it should be capped by the end of a 3rd gen)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097991#Comment_3097991

    You cannot cater to everything, no. What you can do is avoid the common issues as best you can and warn against others, such as with a photosensitivity disclaimer. Eye strain I thought wasn't common facing Dredge - and to the degree I suffer, it is rare - however a lot of people have complained about some form of eye strain like a lot of people complained about serious photosensitivity issues with Doctor/Sadako. If Doctor and Sadako can be toned down to accommodate, then so can Dredge.

    (Also, motion sickness can be fixed by not tying FOV to perks and instead just giving us an FOV slider. Helps accessibility and is just an overall good QOL feature to make everyone comfortable).

    Yeah accessibility has unfortunately always been a mess with this game. I'm amazed there still arent simple things like muting your own survivor's puking locally (killer still hearing it fine.) it's a simple fix for people who get synesthesia from things like that.

    As well as, you know, all the ones that have had dedicated topics get ignored.

  • As others have mentioned, the amount of info it gives you (especially when solo) is absolutely nuts. You can see when killers will have to waste time at a loop breaking a door, route windows together to change tiles without needing to use pallets, see what resources have been used up, see when and where people are in chase by seeing pallets drop, its a perk where its value is dependent on how much you can translate that info. Very well designed in that it helps new players while helping good players improve their reactions with primary and secondary info. Its up there with Kindred and Empathy as giving solos swf-tier info on whats going on around them, and pairs well with other aura perks to boot.

  • I feel like Jaws could be reimagined as a street-shark style of killer and have it work pretty well. Basically have him burrow like Demo but have it be more on demand instead of needing to set up portals, he can't see anything underground except for areas he can resurface but gets killer instinct and can only surface in areas with enough room (so not at most loops) and uses his tracking power to offset the fact he'd basically be an m1 killer. If he can get someone out in the open he can hit them while resurfacing as well, and survivors can see his fin when he's underground. No global noise but makes a local one when submerging and surfacing. Also leaves behind debris at the last few surface/submerge spots to give survivors a warning he used his power there if they didn't already see/hear it. also ofc heartbeat is replaced by the iconic music while submerged, going into a stinger as he surfaces :D

    most importantly I just love the idea of a street shark in DBD, and Jaws is our best bet :3 This would probably be a nightmare to make work on multifloor maps tho lmao

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097072#Comment_3097072

    Thats why they do it even in games without COH? And were doing it years before COH even existed?

    I never claimed that camping and tunneling as wraith didnt exist before CoH, nor that its presence in a match is what assures it. Just that its introduction as a concept made it so that every attempt at a hit and run playstyle now has a disproportionate chance of being entirely nullified due to the existence of a single perk.

  • not since CoH was introduced

  • Any game elements that change to affect sensory perception will always have varying affects on different people, and are thus best used sparingly and more subtly. Unfortunately this is just one of many times in this game, and it will continue to have many more.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096876#Comment_3096876

    Those aren't on the same level as a game-ending addon that you can't prepare for until it happens within the game. While you may not get value out of a medkit, you still play the game as normal against a Plague. If your opponent is running Franklin's Demise you can pick the item up or continue with the game. Micheal can immediately kill you without a single hook, bypassing essential game elements and making it a guessing game whether it'll happen or not.

    As an SWF, it'll be easy to tell by how long it takes and how much he's seen your teammates with callouts. In solo queue, it's nothing more than a guessing game as he can pop that at the start. Addons that alter the game that heavily shouldn't exist in the first place.

    I and others have literally said how to prepare for it in this very topic. If people are careful and prevent him from building evil within, there should be 3+ gens popping by the time he even gets there. And even then, he still has to catch you to use it, which can be directly prevented by jumping into a locker. Hell if you want to get really spicy, perks like head on can even let you BM him in the process. Then he gets a down instead of an instakill, his timer expires, and the gens get done before his next T3 is ready. Being careful beats tombstone builds because it capitalizes on the massive amount of build up by denying the adequate reward.

    If you're trying to use solo lack of information as an excuse, when thats what the game is intended to be designed around, your perspective is skewed. If anyone gets grabbed out of a locker early in a match, I always assume its myers until seeing evidence to the contrary. That in itself is information you can be using to prevent the first kill scenario without anyone needing to say a word, assuming you know to apply it.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096840#Comment_3096840

    But rare items are more likely to appear on the later levels. Like one purple add on is worth much more than 2 brown add ons.

    and then you have to pay another 20k to get dumped back down to only brown and yellow addons again. Out of every 50 webs, your chances go from near zero to low, then you pay a mandatory tax to put them back down to near zero and repeat.

    By constrast, the old system you just got up to p350 and you not only had a realistic chance to see one each web, but the odds didn't keep dropping and climbing back up. It was a more fixed rarity, not a variable one.

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