Seiko300
Seiko300
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- Seiko300
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@RockoRango said:
The only cosmetic Nurse got was the Hazmat Mask, and it's literally almost a cut/paste job of the WWII Gas Mask cosmetic we got a few years back except it's red and has a few bumps on the head.
???
Why would I spend money on a premium pass when all I'm getting are a few creative killer skins and then copy/paste ones lol
Because it's not Nurse's Tome??
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Funny how you can easily be found guilty of the exact same thing. I've never claimed it was good now I've always on this thread said it has the potential to be good, but we can't very well see where it goes if people get all huffy puffy over just the mere idea with very few proper examples to actually cite for reference until only just recently, and even then there still aren't that many within the game.
You haven't deconstructed anything, you've only ever said rhetoric like "no ground to stand on" and "I deconstructed yours" but that doesn't actually make it true.
I've already re-clarified my point that all I am looking for from people is them to provide BHVR the chance to provide us with something cool, which is something you have failed to address time and time again instead contorting our points to a "you like them and I don't". I brought up the fact that streamers and other players blatantly violated the terms of service and you flat out said you didn't care. You even dropped your argument about how the linked cosmetics aren't "new" features because they unmistakably are.
On top of that you've repeatedly thrown Red Herrings and completely unrelated comments around in your posts to buffer how many words are actually in them, such as calling out BHVR's slow development cycle and tweaks about perks, what does that have to do with cosmetics in the shop?? Or how you've aggrandized the entire argument into a problem of "corporate greed" and "anti-consumerism" just to distract from having to build your own argument, which isn't even your own argument your central focus this entire time has merely been to poke holes in what I'm saying and in general trying to tear me and my opinion down. Newsflash: that's not an argument.
In truth, you've proven absolutely nothing and in fact you gave up on one of the first arguments that responded to me with because it was something you couldn't prove. Repeating rhetoric that boils down to "you don't have an argument but I have created a strong one" and actually believing that makes you a strong argument or case is completely asinine.
@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/1485677#Comment_1485677
Honestly im glad that the Robbie skins are sets, imagine the abominations that people would create with them.
I wholeheartedly agree.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1485635#Comment_1485635
Please pay attention to where I said Nea, how I described neas not having ANY issue fitting with different outfits. Now point me to where I said Legion.
per Mariam Webster:
Anti consumerism: opposition or resistance to a culture or way of life emphasizing the purchase and use of consumer goods : opposition to consumerism
being restricted from using a cosmetic that does not cause any visual issues for no discernible reason. And even if it did cause clipping, it only affects the person using it and nobody else.
Take bunny feng, if this were released now then it would be a linked set, but it’s not despite causing clipping. Bhvr previously stating they wanted to find a way to make it separate and delayed releasing it for a very long time.
btw Ad hominems are not how you get your point across, it just makes you look like a fool without any ground to stand on.
It doesn't matter because you're sticking all outfit sets under the same umbrella and therefore I can mention any set to make my point of how ridiculous most of these qualms are.
Notice how you skipped over and completely ignored the fact that exploiting such an error in design was against the Eula. Which still stands, it's something all players agreed to when they first launched the game and therefore are rules all players must abide by.
As for my Ad Hominem, I called you a blockhead. Deal with it, it's a fourth grade insult that isn't meant to be taken seriously. The only fool here is you for even remotely thinking otherwise. As well as being incapable of finding a reason to justify breaking terms of service, and so immediately falling back on the classic "you have no ground" tagline.
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@SloppyKnockout said:
I know it's not typical of BHVR to do hotfixes, but the aura issue really needs a hotfix. It absolutely decapitates the experience for colorblind players, ESPECIALLY colorblind killers. This isn't something that can wait until the next patch, or even 6 patches from now or however it will take for the sound bugs to finally be fixed. It's a game breaker.
Can you guys look into this?
On top of just generally this new change being not received very well because it seems to be a general overall downgrade in quality and visibility for everyone. This is a seriously valid and relevant concern that I hadn't even thought about, is BHVR really going to alienate it's color-blind playerbase? @Peanits @not_Queen
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1485583#Comment_1485583
Its relevant topic of discussion, and 1 glance at the forums, subreddit, content creators, everywhere you look people are against it. Taking an outfit such as Nea's and locking it together and slapping a $10 pricetag is gross. The store bug showed that it doesn't need to be linked together further leading to belief it was a decision fueled by greed, as it doesn't clip and matches just as well as everything else. This is not some revolutionary idea to make the game better, its a decision to fatten their wallets.
I'd never think I would find people who are excited for anti-consumerism, blows my mind holy #########
Anti-consumerism my ass, people are angry because you can't stick a rabbit head onto a leather jacket and be "quirky, weird, and fun" and because they can't the refuse to give a chance to a feature that's been out for less than 2 months.
and I'm not even saying "be excited for it" I'm ######### saying give it a chance to see what the devs decide to do with it, to not tear it down before they have the chance to do something cool with it you stubborn, arrogant, blockhead. That is an extremely low-bar to clear and an entirely reasonable request. You guys decided you didn't like it before it even came out in the first place.
The 15$ price tag for legendary skins is gross, but the 10$ price tag for premium cosmetics is something that everybody seemed to accept as soon as the store went live 2 years ago and there's no fighting that now.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1485547#Comment_1485547
"The linked cosmetics where you're forced to use everything as a full set is entirely new and you'd be very hard pressed to prove me wrong on that. It's just a fact, linked outfit sets were introduced and are a new featured "system" of cosmetics that is why we're talking about it now and two or three years ago. That's not something an arguable point to make, nor is it worth making I don't see how that's something you could disagree with me on."
You would be hard pressed to find someone who doesn't understand the concept of a linked set. This is not some elaborate system that need testing to see the effects.
"Because such a bug and taking advantage of it was a blatant violation of End User License Agreement and terms and conditions. You shouldn't be able to mess with anything in the store on such a scale like that and regardless of whether or not you think it looks fine, it's the developers who have chosen this is a new feature and this is how they've chosen it to work and that they want to introduce and tinker around with for awhile. They're not going to shut down their whole operation because a few people think "it looks fine"."
yes, lets equate the hook tech exploit or old Legion mending stacking which were REAL exploits to changing a headpiece. Great logic there.
"They're not going to shut down their whole operation because a few people think "it looks fine"."
You have to buy the set to DO the bug, they dont lose money from me doing it. At the end i ask you this; How is your game affected by me using a Nea head outside of its set?
Spoiler, it doesnt at all
That doesn't change the fact it's new and therefore a relevant topic of discussion. Holy ######### man, I'm not trying to say BHVR just cured cancer with a brilliantly minute and complex series of medical assessment and experimentation, I'm saying they created a new way for stuff to be worn. Hello????
I have no idea why you decided to copy and paste what I wrote, you already quoted me, are you just trying to make your post look longer??
It doesn't matter because it's still a violation of the Eula, exploiting a bug to access something you couldn't previously, that something being, mixing and matching pieces of character models that are not meant to be separated. End of discussion. Why? Because the Eula is non-negotiable.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1485525#Comment_1485525
Not to be a dick, I also think its ludicrous. But 2 people have actually voted to buff it. Not having the option would force them to be unable to show how inexperienced/ignorant they are.
Two people.
Holy sh*t, pump the brakes if I had known two people would vote I would have realized the errors of my opinion long ago.
Really?
Two people out of One Hundred and Fifteen Total Votes. (As of now)
In other words: 0.01739130434% of respondents.
Less than a percent of voters
This is exactly what I'm referring to, such a ridiculously small, insignificant, inconsequential portion of respondents so as to may as well be rendered completely and utterly negligible in every sense of the term.
In any statistic, for example a pie chart: you would not even be able to see that small sliver, and people would hardly realize there was a third option in the first place. Thus making it just as pointless as were it not even there to begin with.
If anything you helped prove my point by bringing that fact up.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1483943#Comment_1483943
There is a difference between Legendary skins like Heather and Oni vs. Nea skin. One type is a full on change to character, the other is clothing on what already exists.
"Everyone is angry at a new system that has hardly seen much use yet"
It's not a new system, everyone know hows skins work, its not something with a hidden meaning or such.
- Making a linked set that thru the store bug is proven to look fine separated is not okay. The store bug that allowed people to harmlessly use the head on its own was fixed faster than it took them to fix the copy+paste Gateau offering. Faster than it took them to fix "hook tech" even.
- Bhvr apparently got upset at a certain streamer(s) for showing off the bug for people to make the outfits they want, then it was patched out without any word in patch notes (that I can see at least) and it starts to piece together.
seriously, who actually cares if my Nea has a shaved head? If you do, take a look in the shop at meg and kate's headpieces
The linked cosmetics where you're forced to use everything as a full set is entirely new and you'd be very hard pressed to prove me wrong on that. It's just a fact, linked outfit sets were introduced and are a new featured "system" of cosmetics that is why we're talking about it now and two or three years ago. That's not something an arguable point to make, nor is it worth making I don't see how that's something you could disagree with me on.
Because such a bug and taking advantage of it was a blatant violation of End User License Agreement and terms and conditions. You shouldn't be able to mess with anything in the store on such a scale like that and regardless of whether or not you think it looks fine, it's the developers who have chosen this is a new feature and this is how they've chosen it to work and that they want to introduce and tinker around with for awhile. They're not going to shut down their whole operation because a few people think "it looks fine".
Quote:
"While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:
...Modify any part of the BHVR Services that BHVR does not specifically authorize you to modify.
...Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available"
https://store.steampowered.com/eula/381210_eula_0 -
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1483509#Comment_1483509
I know, but in order to debunk an argument, you must destroy it on its merits first.
Which you didn't. The idea of buffing Decisive is ludicrous and wrong, therefore the idea of providing it as a votable option is redundant, and that still stands.
In the same way that if you created a voting poll that had three options on taxing the rich: "Should the rich be taxed just as much as every other citizen or should they be taxed more than the average citizen?" and then secret poll option number three: "should the rich be taxed LESS than everybody else". That is basically what you're asking for, and the idea that "without that third poll option the vote would be BiAsEd" that's not true, that's dumb. It's absolutely flawed logic that nobody ever asked for, and you've only made it this far because you've been scrutinizing every small detail on the most ridiculous of basis.
So cut the crap bud. You haven't proved anything, except that you have a talent for wasting my time as well as your own.
This argument is completely unnecessary as well as pointless, which is the only reason I was giving you an out, not conceding the argument as you seem to have mistaken. There are things that warrant greater attention and discussion than your ridiculous notions of which polls may "possibly hint at a bias" and which may not.
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I didn't like it at first, but I think it'll grow on me later and I'll eventually get used to it.
A lot of things that people didn't like at first like the Huntress lullaby that seemed incessant and annoying at first are really beloved now.
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Most of these ideas are too outlandish to consider
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1484043#Comment_1484043
Oh wow, he had the SAME exact reaction I had. I actually thought it was a bug and started posting a thread in the bug section. Cuz the wording was a bit confusing. LMAO
Good to know others feel the same way. I think it makes too much sense to not change it so the add on only affects sawing someone through a pallet.
A lot of others feel the same way. In fact, it makes so much sense I'm worried it might make too MUCH sense for BHVR and they decide not to do anything.
Top 10 bruh moments.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1483818#Comment_1483818
Oh I will have to look at it.
I think this add on specifically just needs some tweaks. Like I don't think it would be broken with the idea I presented. Especially when if we are generalizing his chainsaw usage has been minimized, so for me creating even more add ons where you're only injuring survivors is going to make me want to M1 more just doesn't make sense.
The essence of Billy needs to stay. That's why I hope the devs will at least re-consider some of his add ons.
Edit: Do you have a link to that or did it disappear? o.O
It's my most recent discussion. I think it's closed because it was moved to "4.1.0 PTB Feedback" and every PTB Feedback channel is closed and archived when the PTB closes. Here's the link to it though since you wanted to read:
@Seiko300 said:
"Lopro Chains" are actually way worse than I thought they'd be
I was mistakenly under the impression that the single state of damage would only ever apply if you hit a survivor after cutting through a pallet. But that's not true at all, the chainsaw deals a single state of damage regardless if you hit them normally or if you hit them after cutting through a pallet.
Check out King having a similar reaction:
https://youtu.be/_2rbgZ0WFSA?t=797
My disappointment is immeasurable and my day is ruined.
Not too much substance to it, I was just calling out the problem immediately when I saw it the day the PTB went live and brought attention to the issue is all the thread was. Although I did cite some content creators who have been playing and covering DBD for years who had similarly disappointed reactions.
Scott Jund made an analysis on how horrible the add-ons were and specifically called out the lopro chains, so that's in the comments of that thread as well.
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@ShrekTheThird69 said:
LIke some of the other posters in this thread said yeah money is part of it. Although the other part is it allows the devs to be more creative with outfit design by not needing to worry about clipping issues with other cosmetics if it was mix and match. If the devs said all cosmetics were fixed from now on that would be bullshit but by having a couple be fixed and still have the normal mix and match ones I think it is a fine balance between the two. I mean how could they have made the oni Minotaur outfit not be a fixed one, the outfit would look really silly and out of place if it was a standard outfit that was mixed with other cosmetics.
^^^ This. So much this.
Another reason that people are so miffed about the Linked cosmetics idea is purely because there's not enough content out there to make an accurate assessment of the feature with truly unbiased fair critique. Everyone is angry at a new system that has hardly seen much use yet
What I'm saying is that we've actually yet to see what the devs have planned for what they want to do with the linked cosmetic sets and we're only just now starting to see what plans they have for the feature. The Minotaur Oni is a PERFECT example of this, and I don't think anyone will deny this looks absolutely badass:
(EDIT: I'm a Goddamn Genius with these screenshots...)
This kind of thing only scratches the SURFACE of the potential linked cosmetics have, I haven't even touched on the fact that legendary linked skins open up so many doors with in terms of licenses. Characters we might never get to see as a full chapter, or just didn't have a chance to see because other characters were selected may now be perfectly viable options to get in the game.
Robin could be a legendary linked skin for Nancy, Billy could be a legendary linked skin for Steve, Detective Eric Matthews from SAW could be a legendary for Detective Tapp. Hell we may unfortunately never see an F13 chapter because of the lawsuit which concerns only the first movie, but we could very well see any of his appearances from the subsequent sequels as legendary skins for Trapper. Who knows
All I'm saying is give it a bit more time before people continue to jump hard on linked cosmetics before you've even given the devs a chance to see what they could really do with the feature. More likely than not, the best is yet to come.
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@Swiftblade131 said:
https://forum.deadbydaylight.com/en/discussion/comment/1483792#Comment_1483792
True, I feel bad for Clown, I don't play him often though unfortunately. I did like the skin he got in the Battle Pass, but yes, he has also gotten the shaft. The only time I actually grinded it out actually.
Another great killer to. Unfortunate.
Unfortunate indeed.
Thank God for whoever made that amazing elephant Clown cosmetic. It's such a great outfit and actually creeps me out a bit, but then I think about how poorly that reflects on BHVR, the one time a great outfit for a character with no outfits comes along that you can actually earn for free and it's an idea from a COMMUNITY member, not the company.
Like.... Bruh.
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@Johnny_XMan said:
So I know there is big talk about Billy's add ons, but I wanted to bring attention to this one.
For some reason I thought that the effect which only puts survivors in the injured state, was after getting hit with the chainsaw while the Hillbilly sprints through the pallet. I did not realize it was anytime they get hit. 😂
Anyway. After being confused by the concept, I thought that this idea would actually make the add on better, not to mention worthy of a Iridescent add on. It seems pretty weak atm.
I know being able to continue sprinting through a pallet is cool, but to me it isn't enough to really call this an ultra rare.
What do you guys think?
I created a post about this a couple weeks ago when the PTB first went live and I was so frustrated by the fact. It could very EASILY be a somewhat decent iridescent if it worked the way everyone thinks it should work.
I'm honestly so sick and tired of every iridescent add-on being complete garbage, I would honestly rather run COMMON ADD-ONS than iridescent add-ons for many killers and that should be a huge red flag for everyone especially the dev team.
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@Swiftblade131 said:
https://forum.deadbydaylight.com/en/discussion/comment/1483697#Comment_1483697
Well, like I said, I remember seeing a post about it from the developers, but it's lost in all the patch notes and what not.
Even if it was a leak, which I know there is a leaking site, so far all the skins from Greek Legends are on that. But I cannot confirm if it was all connected. I don't pay attention to leaks though. Since that is speculation. And as I said, the post was on the forum.
Either way. Why do they neglect Billy? Even at the launch of the cosmetics store he got the short end of the stick.
Well, I hope I can somehow find this list because now I'm really curious.
It's true though, Billy has gotten pretty shafted when it comes to cosmetics. I think all of the premium ones he has right now are all locked behind a paywall, there's no even balance between what you can earn and what you're forced to buy at all.
But I mean there are other characters who have it worse. Up until just today Clown had a total of seven cosmetics in the store, seven total. And four of them were locked behind a paywall. Almost 60% of his cosmetics locked unless you shovel a full 10$ BHVR's way
Today Clown got his first premium cosmetic that you could buy with 21,600 iridescent shards. So a few good things there, 1. the fact he got a new cosmetic at all and 2. you don't have to buy it with money. But a few negatives that hamper this: 1. It's 21,600 which is an immense grind which I've done several times myself, it takes hours upon hours upon hours to get to that much and 2. it's an outfit set, meaning you can't purchase the pieces individually you have to get the full thing.
I like outfit sets, but for a character that has virtually NO cosmetics to begin with unless you shell out some real cash, is dumb to me. Billy has it rough, but Clown has been experiencing a cycle of neglect for a long long time now and I'm sick of it.
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Only people who don't like it will boil it down like that without further consideration.
@Swiftblade131 said:
Why link everything together?
Half the fun with cosmetics is mixing and matching... Why not simply unlink, and make it, so if you have any part of the "Legendary" cosmetic attached to your character, head, body, or weapon, you have the animation change?
Because often legendary cosmetics specifically are supposed to be different characters. I don't see why you should be able to stitch Lisa Garland's head onto Cheryl's body, that's not "fun" that's just weird, grotesque, and morbid in a way.
Not to mention if they start pumping out Legendary Skins that have gender swapping, so say that Hopper was a legendary skin for Nancy for some reason just for the sake of example, you want people to be able to stick Hopper's Mustached face onto Nancy's body? Or Nancy's head on HOPPER'S body???
I get the idea is comical, I'm chuckling to myself right now, but c'mon. No.
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@Raffaell said:
I've just finished two matches of killer. I played with bbq and I was tryind SO HARD to discern the survivor's aura from the generators... Even when they were relaxing in the corner of the map, healing themselves, they were not easy to see. This new aura hurts my eyes, I actually leaned forward... imagine omg:)). And it's not like it is because of the distance, hooks which were next to me were barely visible... DEVS, pls change this, pleeeeease, as quick as possible.
^^^
It's not even like it's that great for survivors either. It just seems like an overall downgrade in quality and visibility for everyone.
So I mean, if that's what you were going for BHVR well f*ckin' done 👏
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@Swiftblade131 said:
https://forum.deadbydaylight.com/en/discussion/comment/1483620#Comment_1483620
The DEVs listed a bunch of Legendary skins they were going to release for various characters I am assuming over the rest of this year.
I would link it if I could find it, I am sure it's on the forums somewhere.
The Greek Legends outfits were just shown today. And 2 released. https://www.youtube.com/watch?v=gg5Ubv1roQc
Some of the characters that were on said list.
Yeah I've heard about and seen the Greek Legends collection they're releasing, but this is the first time I've heard about them releasing a list of characters that are going to be receiving legendary skins
Sounds a lot more like a DBD Leaks thing instead of an official message from the devs.
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@Freesham said:
Yeah I see what you mean. But also, you can choose a killer that you never play so you get matched with easier survivors, then switch to a killer you're much more experienced with, and have a much easier game. The killer you don't play remains at the same rank and you can keep doing this indefinitely.
Yeah, but that's a problem caused by the MMR system that they've switched to using now, not that you shouldn't be able to switch to other killers at all.
People have been having some serious doubts and concerns with BHVR's plan to implement an mmr system into DBD for a while now and problems like this are only adding to the pile.
Scott is one of the few content creators I've seen put it perfectly:
https://www.youtube.com/watch?v=Uhgkg6pH0Ic https://www.youtube.com/watch?v=NTuiZ4m4-ao -
Wdym?
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@Fog_King said:
I haven't played killer after the update, but the auras seems way worse than before for the survivors, so I will assume it's the same for killers.
I played both sides and it's about what you'd expect for both sides. I'm not sure if I'm really a fan of it or not but I can definitely tell you because they're less clear aura reading perks like BBQ are gonna take a huge hit in viability. Especially since most auras can be read only for a few seconds tops
It's just more noticeable and in a certain sense, worse for killers because they're stuck in that first person POV and can't see as much on their screen. On top of that killers generally see more auras on their screen than survivors because they see the auras of generators, hooks, exit gates, etc. all at base and you have to distinguish these from each other especially at long distances.
Especially since survivors are naturally smaller, a killer reading a survivor's aura all the way across the map will be harder to tell than a survivor seeing the killer's very tall and distinct figure across the map. Especially if that survivor is repairing a generator, then the colors kind of blend together and you have to make an educated guess / hunch that you think you saw somebody working on a generator over there. Usually you're probably right, but the fact that you're uncertain and you second guess yourself isn't very comfortable for killers who need to be micromanaging every single moment and every single action in order to maintain pressure.
Honestly, I don't think I like this change. I wouldn't at all be opposed to it being reverted back, even just from an aesthetic standpoint they don't look very updated and brand new, they actually low key kind of look worse because they're more grainy and faded.
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you just do lol
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Dare Devil and Blockade sound really cool. I think I'd like to see those
The first two I'm not a fan of. I don't personally like the idea of creating perks for the sole purpose of protecting other perks that just seems like a total waste imo, unless you're planning on using a full hex: loadout but that's more of a meme build than anything else so kinda of redundant in that way too.
Focus is an in-between, I'm not a huge fan of it as much as I am of the first two I mentioned, it looks kinda like a reworked Nemesis, but I don't think it's as bad as the last two I mentioned and I'd definitely prefer it over them.
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I like it, was a very welcome addition that I didn't know was going to be coming. I don't think there's much bad to say about it per-say, I don't like it when the unique themes are super jarring and really in your face and ears like the Doctor theme.
It is what it is.
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@DezzyTV said:
I have now played 14 rounds and I have never managed a 2K, 3K or 4K in any round. The charges are far too short and you cannot use them to build up pressure against the Survivor. The addons are just too weak. I don't know where that buff is supposed to be, but Bubba is definitely not stronger than before.
Btw: With SWF-Groups... its impossible to win a round with Leatherface in a Lobby with premates...
For comparison: Before the rework, I almost always got a 3K-4K with Bubba. Every Round. What are your experiences, how do you see that?
@DezzyTV said:
https://forum.deadbydaylight.com/en/discussion/comment/1483488#Comment_1483488
He was, but in the PTB, not now.
I have an incredibly difficult time believing that.
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1449108#Comment_1449108
uhu killer main!
Wrong, try again.
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1451738#Comment_1451738
Even though we agree that it should be nerfed, not having it as an option would make the poll seem biased to those who do not share our opinions. In that case, it would be, since their opinion is not seen as a legitimate opinion to have.
Bruh, it doesn't even matter at this point, I'm going to continue to laugh and chuckle at the mere thought regardless. And I know for a fact I'm not alone in acknowledging how absolutely ridiculous the notion is either.
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@jayru said:
https://forum.deadbydaylight.com/en/discussion/comment/1451746#Comment_1451746
legion is more problematic than plague tbh
I disagree, I would much rather go up against a Legion than a Plague any day of the week.
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The devs have absolutely no plans on incorporating voice chat for survivors in any way, shape, form, or fashion. Even if it was in a KYF lobby where a friend was playing killer and you're playing with randoms. It violates one of the core fundamental principles of DBD which is that survivors aren't supposed to be able to communicate with each other. If they were, these systems would have been implemented years ago seeing that DBD is a multiplayer game where teamwork is encouraged. However it never was, and by adding such a system now would only be disingenuous to the character Dead By Daylight has developed as an asymmetrical horror themed title.
Obviously the devs can't stop players from using third party programs such as discord, but at the same time this doesn't mean that they are obligated to embrace those systems and create their own voice comms within DBD. Most players do in fact play solo, Killer is by its very nature a solo experience and most survivors queue as solo randoms in random lobbies.
At the same time I would hardly think many players within the community would appreciate being tossed into a lobby of squeakers. Just in general actually speaking with another random in a game of DBD sounds absolutely horrible considering the infamous reputation the game has for toxicity. Imagine teammates yelling at each other to do this or that: save them from the hook, do gens, roasting each other during the game, venting their frustrations about the killer being "OP" etc. No, no, absolutely not. It would be a horrible idea.
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@Saitamfed said:
First of all. Wouldn't that make Ivory mori be better than Evony then? Since Ivory can kill everyone?
Second, keys do need a hatch animation process, true. But they don't need to shine or so. I don't really understand why people think keys/moris are in the same level. Keys even as bothering that they can be, they're fair. If there are two survs and 4 gens done, well even if you killed two survivors that would mean they have the upper hand, many killers start with the excuse "They escaped because they had a key. Nerf them" so yes, they can bother you if you're going for the adept killer but overall, you need to work a lot in order to use the key, yes SWF can abuse it but not everyone goes into one.
This is absolutely the most outlandishly, blatantly, false and misinformed opinion I've ever heard. Without a doubt keys and moris are not on the same level but you are completely mistaken in believing that keys are inferior to moris in any way, shape, form, or fashion. Keys are undoubtedly better and in this way far more unbalanced.
I basically wrote a thesis on the topic which I won't hesitate to straight up drop right here:
The very real problems and concerns caused by Keys
Those who say keys (and mori's but I'll be focusing on keys right now and you'll soon see why) are "fine" or "not a big deal" are very seriously understating the issues caused and created by them. Especially on the part of keys which are wildly unbalanced and cannot stay in their current state for the sake of balance.
Now one might see my disproportionate focus on keys rather than moris and immediately think "This guy is biased!!" however I have some very real concerns here that I think not only validate my opinion, but also may get a few people to change their minds here.
ITEMS VS. OFFERINGS
Biggest issue here: Keys are items, and moris are offerings. Already from the get go there are huge problems with this, and the two mechanics which are so frequently compared actually aren't as comparable as you might think. On the surface, and to many people this difference might seem negligible but I assure you it is not:
Mori's as offerings are single time use. Once they have been burned at the start of a match, they are gone, so it doesn't matter what happens in the actual trial itself nothing can change that fact. If you do too well and all the survivors begin to disconnect the match and rage quit, it's still gone, if survivors don't DC but they start killing themselves on the hook to get out of the match early it's still gone. If you stomp everyone in the match and hook them all a bunch of times until they start dying quickly in what becomes a short match, it's gone, if you get stomped so hard by an SWF team that won't allow you to get more than 2 hooks, and you never get the chance to use it it's gone. In all of these cases the mori has been completely wasted since you never really got a proper chance to use it. Mori's are one-time use and that is final, when it's gone, it's gone.
Items on the other hand do not play by those rules. Oh it doesn't matter if a survivor DCs ruining your chance to actually use a mori but if a killer DCs while you're playing survivor you get to keep your item. If you escape as a survivor, you get to keep your item.
Not to mention, items unlike offerings, also have add-ons, the key specifically has add-ons that actually prevent you from losing them! Even if you die or even if you use the key to actually escape you still. get. to. keep. the. key. This makes the weaved ring and the milky glass some of the most popular and most frequently used add-ons not just for the key, but out of every add-on survivors have access to.
Even if the weaved ring and milky glass didn't exist, there are other add-ons the key has access to. Add-ons that turn a key from just a simple tool to escape to a swiss-army-knife-multi-purpose-object that can be used for a variety of different functions that could fit into a variety of loadouts and builds. You can use it to reveal fellow survivors auras at a range, you can use it to decrease your chance to be the obsession while also revealing the obsession's aura from any range, you can even use it to reveal the killer's aura. And of course add-ons exist that either boost the range of these effects, or add time to the use of the key.
With the recent new item changes the problem is made even worse, now that items never break and never disappear you can actually use these add-ons and their effects fully depleting the key itself and still use the key to escape. Or escape with a depleted key through the exit gate to preserve it for the next match. It is nearly impossible to lose these things and you can survive on a total inventory of one or two keys and stretch those out for what seems like an infinite amount of time. Even IF you're using them, even IF you're dying with them, even IF you're getting use out of the multi-purpose add-ons the item has available to it and fully depleting the key.
By comparison, if you had one or two moris in your inventory as a killer, guess what? You've got one or two matches to make those count. And if those two matches aren't perfect environments to use a mori in where people aren't killing themselves, disconnecting, or you're just flat out doing so good that you would actually feel bad if you actually whipped out the mori, guess what? You wasted the mori
The problems don't stop there, the cherry on top of all these issues is that because keys are items, much like every other item you can find them in-game, during matches, in a chest. People will constantly compare Mori's and keys but when was the last time you saw a killer pull a Mori out of a box to win a match. Because that's exactly what survivors do, it's like a magic trick that makes all the pressure you worked for in a match disappear and not because they were actually skillful.
GAMEPLAY IMPACT - MORI VS. KEY
Now, in this section it's unavoidable to talk about why keys are unbalanced without referring to their "counterpart" as a baseline. Because of course all this hullabloo about keys being immortal simply because they're items might be all be well and good, perchance even dismissible if mori's were actually any more impactful or powerful than a key is. But guess what? They're not.
Now, albeit keys are limited by how many generators are done before the hatch can actually appear much like how a mori is limited by the hooks a killer has achieved. However, there is very little to any counterplay for a key whereas there's plenty to do against a mori, which I understand might throw some people into a fit yelling "Franklin's Demise! Franklin's Demise!"
By simply knowing that a mori is being used Survivors can and will make absolutely certain to not get caught, if they weren't immersed before they are now, and if they weren't sweating during chases to milk every loop out of every jungle gym, they are now. Whereas you have might have no idea if a key is being used because 1. it's about a pixel long and a pixel wide and it's dark color makes it even harder to see beyond it's small size and 2. You might not see it in the pre-game lobby at all because nobody is actually bringing one they just managed to "find one" during a game in a chest. And you have no way of knowing, to try and counter it.
In this way a mori can be countered by survivors appropriately reacting to the existence of one, when a survivor sees his friend was just killed and the UI displays a skull instead of a tormented soul he knows what's up. Whereas you can hardly counter a key if you aren't aware one is at play in a match because it's effect is immediate. Once one guy escapes he's gone there's nothing you can do to change that.
Here's the real difference though, where a mori only nets you whoever it is you caught, a key can facilitate the escape of multiple survivors. If it comes down close enough to the wire, a key can be the difference between getting a 4k and getting a 1k especially when survivors are on comms. It only takes 1 survivor with a key to allow the whole team to escape and again, like I mentioned before they don't even have to bring one they can just "find" one (which in my experience, is not all that difficult). That is the difference, mori's kill indviduals and end the match for one person - a key ends the match for everybody.
Running Franklin's demise as a counter is not an acceptable answer here for it's own two reasons. 1. Franklin's Demise is locked behind a paywall: it is not free at base, nor is it free to earn, you must buy the paragraph to unlock this teachable
and unfortunately the paragraph you need to buy is one that offers a one dimensional mediocre killer at best and one of the lowest low tier killers at worst.(this strikethroughed statement may or may not be out of date depending on how well the LF rework is received when it goes live) So already new players or players who simply don't own this licensed piece of content can't counter keys and 2. Why should killers have to go out of their way to counter keys and survivors don't?Killers in order to counter keys must waste one of their precious 4 perk slots in order to counter this perk. Whereas survivors don't sacrifice anything against a mori, because every perk that helps them survive, helps counter a mori. DS, Adrenaline, Unbreakable, Borrowed Time, Self-Care, Dead Hard, Inner Strength, Empathy, Iron Will, etc. Every perk that helps you survive, helps you avoid being mori'd, which is 90% of the perks, the other 10% being BP bonus perks like WGLF.
And I don't think I've mentioned it until now, though it was fairly implied: because of the item changes, because of how easy it is to preserve keys and stretch them out for multiple matches in a row, or simply "miraculously" find them, Keys are far more frequently used and far more easily accessed than a mori. Because you don't even need to be the guy who brings it or finds it to receive its benefits, if only one person brings a key you can potentially be guaranteed an escape. Putting my own personal match history of playing survivor and killer side by side I can't tell you how many more times I've seen survivors escape with keys than I have killers bring moris. Sure that statement might be somewhat anecdotal, but I have a sneaking suspicion it nonetheless rings true for a vast majority of the playerbase. Keys are in far greater circulation and thus in far greater use than moris. Plain and simple.
Not to mention, their frequency of use in matches has been greatly bolstered because of challenges in the archives. Where everyone is encouraged to bring a key and escape for that objective. BHVR: Not Cool Dudes.
The nightmare scenario is the ultima sweaty tryhard SWF scenario: Where four experienced players hop into a lobby, bring all the right perks, bring all the right items, add-ons for those items, offerings for whatever they want: increased luck or a notoriously survivor sided map IE Haddonfield, and they have 1 guy just one, bring a key. Not only is this match just genuinely difficult to overcome if you aren't playing a meta killer but even if you do overcome such an obstacle that SWF can still win because they had one guy bring a key. Even if they don't get everyone out they still at the very least cut their losses to get three, two, or even just one person to escape that wouldn't have otherwise.
But again it comes back to that serious issue, the real problem is that a single key can allow everyone in a match to escape, and while a single mori can also swing games it's also possible to just outlast and outplay that killer. Where a key can be circulated around a team for anyone, just because the guy who brought it died doesn't mean it's not still out there in the match.
The most infuriating circumstance is when you're chasing a guy, he has a key, and he stumbles across the hatch and just hops out ignoring the killer who can only stand by and watch as this dude literally hops up into the air and down a rabbit hole. This should not happen, it makes no sense why it does happen, why can you stand above a hatch and then have it suddenly open by itself via what I can only assume to be magic to jump through in the middle of a chase?
CONCLUDING
Keys are dumb.
They are in fact, more dumb than moris and that is simply a fact. I'm not saying moris aren't dumb they can be, but unlike keys they have a somewhat cultural relevance to Dead By Daylight. Much like Mortal Kombat is closely tied to its fatalities, and For Honor puts a lot of effort into the spectacle of their executions, Moris are treated the exact same way. People are always excited to see the mori for a new killer and it's a high point of interest for every new chapter. People want to know who the killer is, the map, the survivor, the perks, and the mori. With this in mind the removal of moris is quite simply not viable.
To be clear I am not saying that moris are free of guilt of causing an unbalance, but I am saying there aren't as many problems with moris as there are with keys. Does that mean moris shouldn't be changed? Maybe, maybe not.
Would I nerf moris to nerf keys? Yes, yes I would wholeheartedly. Contrary to what my paragraphs of ranting might make you think I'm not against reworking or even nerfing moris, I simply believe it is FAR more important and pertinent to rebalance keys than moris because there are far more issues with them than moris. This item is very clearly unbalanced in 2020 and has not been touched or revised since it's original incarnation and cannot realistically stay in its current state.
Clarifying my earlier statement on why Mori's can't be removed, this is not to imply that I am advocating the removal of keys because I'm not. Keys do deserve to be in the game, what I care about is fixing keys and making them much harder to abuse. Leading to changes which include but are not limited to the following:
SOLUTIONS
- Give them a quick animation to open the hatch with an audio cue
- This is an important and necessary change to prevent keys from being used haphazardly with little to no thought about how they should be used. A short animation that can be interrupted by the killer grabbing them forces survivors to be more meticulous about how they use a key to escape and it completely negates the ability to use keys off the cuff in the middle of a chase. To up the stakes, make keys function similar to BNP's in that if the action is interrupted they are destroyed.
- Rework the weaved ring and milky glass add-ons
- This prevents keys from being stretched out and extended long after they realistically should have left a survivor's possession and brings them more in line with Mori's which are true one use mechanics
- Decrease the chance that they can be found in chests by a significantly wide margin, equal to the same chance to pull yourself off a hook or make them impossible to find in chests unless you're running Ace in the Hole
- This is nowhere near as infrequent as it realistically should be and a change such as this makes it much more difficult for survivors to pull cheap wins out of the blue, while also at the same time promoting / increasing the use and viability of a lesser used perk (Ace in the Hole)
- Make them unnecessary late challenges in the archives that you don't need to do to complete a level in a tome or don't make challenges involving keys (and moris) at all
- Decreases the incentive to use keys - don't make them early challenges that you need to complete to do another one, make these challenges the ones that exist at the edges of the archive web that you have to do other challenges first to reach.
- Give them a quick animation to open the hatch with an audio cue
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Dunno why people have latched on to this 2 v 8 idea for so long, ever since DBD has been a thing in 2016 2 v 8 was suggested, I guess because it would be something new and therefore interesting but I doubt it would really work very well in practice...
Honestly, some kind of "capture the flag" mode I think would work better, similar to the premise of events in the past like the Moonrise event for the Lunar New Year where you had to grab lanterns and hold on to them and escape. I think something that keeps people moving and bouncing all over the map looking for some kind of objective that randomly generates and maybe you deliver them all to one location or several or something not sure. I think I have a more "cops and robbers" kind of fundamental basis for this idea
Of course whatever it would be would be dark, sinister, and Dead By Daylight themed. Maybe the survivors have to construct some kind of altar with ritual objects, or deconstruct an evil representation of the entity or something. Not sure, it is just an idea after all.
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Really not a bad idea at all, I can't believe this poll hasn't received more comments or attention outside of those who have responded to it so far. This is definitely something they should look to incorporate into the live build, it's certainly something I'd like to see, or maybe something similar.
I just had an idea where maybe instead of what you're suggesting go the opposite route. Depending on how long a survivor has been working on a generator determines how quick regressing a generator should take. If you only touched it for a second, the killer should be able to start regressing it again fairly quickly, maybe just m1-ing the generator regresses it again. If a survivor has been repairing a generator for 10 seconds or more, the killer must go through the full kicking animation to regress the generator.
Either of these ideas I like, and think could both realistically work.
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As a Ghostface main I generally would opt for Nurse's calling, however generally speaking on most killers I think I would take sloppy instead, especially when I'm playing Oni for example.
Thana is a good synergistic choice for either of these perks but it pales in a 1 on 1 comparison that doesn't even deserve to be a poll option tbh. It's almost cute to see it here alongside the other two.
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@Pr0p3r9 said:
Map Pressure is what wins all games. Having said that, the best form of map pressure is downs, which is a function of your ability to chase. So you're asking whether A or B is the best way to win when A is a subset of B. It'd be more appropriate to ask whether downing a singular survivor or injuring multiple survivors is a more effective form of Map Pressure.
Really well put for your first post. +1
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I've been vouching for an actual hatch opening animation for some time now, and it's something I'm extremely keen on seeing make it's way into the live build. Something that takes a bit of time and makes a bit of noise so that the killer can actually do something about it rather than just turn pale as survivors yeet into a hatch that opened by freaking magic.
(To clarify rather than seeing the auras of survivors opening the hatch, there should a decently audio cue which can be heard easily just like the exit gates opening, maybe not as loud, but very clearly distinct and easy to pick out amongst the other sounds in DBD. I think the aura idea is a bit too powerful and a bit boring and I'd like to hear the metal of the locking mechanism slowly giving way instead)
I also suggest that keys work exactly like BNP's, meaning if you are interrupted in any way during the animation, the key breaks immediately and can no longer be used. This forces survivors to be far more meticulous about how and when they decide to try to unlock the hatch, and once they start doing so it's an action they have to commit to.
The keys shining so that they're more visible rather than just being a 1x1 black pixel in the hand of the survivor is just icing on the cake. I like that.
As for mori's, as long as the ability to stab survivors with knives and take selfies, beat them into the ground with a spiky club, steal one of their fingers for a good taste testing, and thrashing around while sucking on their heads like a lollipop are an option at all and moris aren't completely deleted, I'm a-ok with whatever honestly.
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New ruin is much more interesting and interactive, it's also much more likely to stay uncleansed in a match than old ruin was, where progress would sometimes literally be halted and all survivors wouldn't rest until they found your ruin totem. At which point the game became less a battle to finish generators an escape, and more a battle to defend your totem, which wasn't fun.
It can still be that way now, but to a much less intensive degree I feel. I also just generally like using the new ruin, it was undoubtedly nerfed but at the same time much of the movement for the perk was horizontal and it just became good in different ways and is still one of the most powerful perks in the game.
At the same time people tend to forget that in highly competitive matches, old ruin could easily be ignored and gens could still be rushed and popped extremely quickly. If survivors were good at skillchecks or if they just didn't get any skillchecks they could blaze through the gens as if the perk wasn't there and because of this, though it could be extremely powerful and basically halt all forms of gen progress, it was in this way wildly inconsistent.
With new ruin this will never be the case and in a competitive match now compared to one a year ago, you will most definitely feel the pressure of ruin being applied by a good killer who is constantly pushing survivors off gens and forcing them to complete other actions than repair gens. If the killer isn't good and they can't keep the pressure up, gens get done and they lose. They did a great job with the rework even though a lot of people were outraged about it at the time, now it's balanced, as all things should be.
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How about an outright no option? Otherwise this poll is heavily biased leaning toward your idea, despite it being a horrible one.Don't mind me, I'm just blind. People don't realize that as an Ace main, wearing sunglasses all the time in the dark can be kinda rough sometimes.Dead by daylight is an asymmetric title, you don't CHOOSE anything about it, that's part of what makes it fun (and frustrating) and either way it's a core fundamental aspect of dead by daylight as a title. It's one of the core characteristics that make Dead by daylight dead by daylight, the idea that no match should ever be the same as your last with every survivor being different, every killer being different, the realm being different, the location within that realm being different, the perks being used, the offerings at play, etc. so on and so forth.
By controlling the map selection you control what parts of the asymmetry you want to see and what parts you don't, and that's quite simply not an option and something the devs would never go for, because you essentially strip away part of DBD's core philosophy.
Even if you limited the choice to realms guess what, some realms only have 1 map location at all, namely the licensed realms like Haddonfield, The Game, Hawkin's Lab, Midwhich, etc. So by limiting the choice to realms you're still technically picking and banning maps. Sure these maps aren't the most popular, but the answer is to fix those maps and make them enjoyable to play on not a pick and ban system to prevent ever going to them.
Not to mention pick and ban systems in general are for games that are completely unlike Dead By Daylight by basic principle. In Dead By Daylight, you don't control a single aspect of the game beyond your own character and a slight influence through offerings. Games that have pick and ban systems are meticulously competitively and intensely balanced to the smallest most minute detail, like League of Legends, Rainbow Six Siege, etc. While I would argue Dead By Daylight is competitive and has been heading towards competitive viability over casual mechanics for quite some time, these games quite literally are not Dead By Daylight in basic and fundamental themes and principles.
This is not something I would ever want to see come to Dead By Daylight in a million years.
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@ZFennecFox said:
I was thinking that the U.I the four survivor Icons give the Killer a bit to much info on the status of survivors. So I was thinking on the Killers side changing the four survivor Icons to 4 tally marks. When a survivor is placed on the hook the tally mark will slowly fill up red until they are fully sacrificed the tally will turn solid black.
It's a neat idea aesthetic wise, but I don't see why this is necessary.
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@KILLZalotz said:
LMAO you tripping the character is fine of course they would do better with the perks stop being salty.
No that's not what they're talking about. The guy who owns the license for Jeepers Creepers is a convicted pedophile or molester or something, someone who has been universally condemned and because of this someone BHVR would never want to give money to, do business with, or be affiliated with in any capacity.
Jeepers Creepers was suggested many times in the past but because of this information, the suggestion has never gotten far and it's why Jeepers Creepers will never make it into the game. Ever. If I remember correctly the devs actually did address the suggestion at one point a long time ago and said they would never want to work with someone so "disgusting" I faintly recall Mathieu Cote using that exact word, or something along the lines. And rightly so.
Found an article for you to read and fill you in:
Victor Salva was arrested for sexual abuse and possession of child pornography in 1988.Note: this article was only written 3 years ago in 2017.
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@Aaliyah said:
He would become deadlier against newer players, but experienced players could still loop and drop the pallets. I think that this could be a nice iri addon if you ask me, but base kit? I wouldn't think so. He would be a lot more fun to play yeah but survivors would think that he would be too strong.
Late to this thread, but I really love this idea actually. I'm not a huge fan of either of his current iridescent add-ons and I hardly ever use them, but this? This is something I would definitely use, combined with The Lasting Perfume maybe.
Specifically the outdoor security camera that I think is more the underwhelming of the two, I really don't know why the devs insist on giving killers an iridescent add-on that reveals survivors auras under extremely specific circumstances for a really short duration. The Hellshire Iron for Deathslinger, Leprose Lichen for Demogorgon, Iridescent Seal of Metatron for Pyramid Head, Tattoo's middle finger for Clown, etc. are all extremely underwhelming add-ons and generally aren't fun to use.
There are some exceptions to this rule I think, The Oni's equivalent: Renjiro's Bloody Glove, Plague's equivalent: Black incense, Pig's Equivalent: Amanda's Letter, and Wraith's equivalent: "All Seeing" - Blood (although it's not an iridescent it's a "Very Rare" I figured I'd mention it anyway) are all really good and fun to use. But this is because they aren't as restrictive or dependent on super specific conditions or circumstances, or just generally speaking aren't as useless, as the ones I mentioned previously.
To that end it's also worth mentioning that killers should in general have as unique add-ons as possible that are specific to their power and make using their power more powerful, fun, change up their playstyle etc. This repeated trend of constantly making "survivor has their aura revealed when using x power" for an iridescent add-on is completely overdone, oversaturated, and completely unnecessary.
Long story short: this should definitely replace the Outdoor Security Camera. I would love to see this as an iridescent add-on for Ghostface it would make him infinitely more surprising and scary because there are even less ways to realize he's there. Survivors would be forced to be much more aware, even more than they already are as a Ghostface and it would be absolutely incredible. Devs make it happen!
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1477952#Comment_1477952
It's not an anti-tunnel perk. It helps serve that purpose. You haven't seen abuse until it has deactivation rules. Killers will be able to tunnel when it can be easily deactivated.
It is an anti-tunnel perk. It's intended to serve that purpose. "Easily deactivated"? The changes which most people universally agree on as new conditions that deactivate the perk are anything from "easy" to deactivate the perk and they're quite simple and easily avoidable. It's basically "don't do anything you're not supposed to if you're being tunneled and chased"
That being:
Don't repair a generator, cleanse a (hex) totem, jump in a locker, save someone else off the hook, sabotage a hook, or open the exit gates.
In exchange pause the DS timer so long as you're in a chase so that you have access to DS indefinitely as long as you're being tunneled. Hell, extend the timer by 15 or 30 seconds and reduce the difficulty of the skillcheck for all I care.
In this way DS provides more than enough protection to the survivor, so long as they aren't doing anything they're not supposed to, by trying take advantage of invincibility to advance the game and complete objectives. Rather it's a perk that prevents you from being tunneled and stalling the killer from apply pressure on the same person over and over giving your teammates more time to repair generators if that killer chooses to do so. It's a perk that allows you to get away safely and then once you've been healed or decided it's safe enough to do objectives, you rejoin the effort to advance the game and complete objectives.
There is no way you could confuse that and accidentally "easily" deactivate the perk. Unless you slipped into bad habits of trying to take advantage of the perk and abuse it like people would do before the change went through.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1477988#Comment_1477988
The meta doesn't matter. Not everyone runs it.
Do you hear yourself? The meta is the meta for a reason, it's meta because it's popular and most effective, therefore being used frequently, that's why the call it meta.
That would be like saying pre-nerfed ruin wasn't used by everyone despite being meta, even though it turned out it was being used in over 80% of matches.
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I was recently having a real struggle getting one of the Kate Denson Master challenges done, the one where you needed to escape after being hooked twice and the next hook would kill you. I was either escaping my matches without getting 2 hooked or getting 4k'd with very few matches being a middle ground and if they were and I escaped I still didn't fulfill the conditions because I might have been hooked once or not at all. This went on for a few days as I bounced between attempting this challenge and completing the other ones I needed to do.
Then came along this match that I think was up against a particularly good legion and a not so good team in it, and I knew pretty early on that there was little chance I'd escape let alone finish the challenge that match. However, I never DC or kill myself to cop out of survivor games (cause that's selfish and complete booty) so I gritted my teeth, did my part for the team with due diligence, and saw the match through.
It came down to the wire (by this point I had been hooked twice) I was injured, and the last survivor alive looking for the hatch. I had combed through most of the map so I was feeling pretty confident that I could make it out and finally finish the challenge. Unfortunately for me, the guy saw me and we went through throws of an epic chase while I kept an eye out for the hatch, this lasted a decent amount of time but he was herding me away from the area I wanted to explore where I knew the hatch probably was, and eventually got me fair and square.
He picked me up and took me to the unexplored area and dropped me on top of the open hatch. I was so damn happy
I thanked him profusely and repeatedly explaining that he had allowed me to finish the challenge, and he kinda laughed and was like "yeah, you played really well you totally deserved it".
I'll never forget that man. Wherever you are, thank you.
EDIT: I just remembered a killer story I have and I figured I'd share it to make this post more complete.
I think I was playing Huntress, the map was Hawkin's Lab, from the start I was already not to excited about the match because I was a ranged killer in an indoor map with fewer sightlines and more corners. But again, I never DC, purely out of principle. The match was actually really decent and fun with a lot of good back and forth but for most of the match I had the edge and I was beginning to overpower them completely (which surprised me because I don't play huntress too often).
Towards the end of the match 2 guys dead, I was chasing this claudette around who was doing pretty well for herself in her chases. Something happened and the details get kinda hazy but long story short another survivor (who I forget but I think it might have been a meg) who hadn't been doing as well in her chases got mixed up in our chase. She was injured running behind the claudette so it would have been an easy down in the tighter corridors of Hawkins, both of them peeled off to the left into one of those bigger middle rooms in hawkins with the metal grate staircases and walkways.
Upon catching up with them the Meg was stuck and frantically trying to wiggle through the doorway unsuccessfully, and I realized it was the healthy claudette who was bodyblocking the poor injured meg in the doorway. My immediate reaction was to frown irl and think "that's kind of sh*tty" so I raised my hatchet at which point the meg was somehow able to squeeze through (I think because the claudette moved) and I let that hatchet fly straight at the claudette and she went down. Hooked her and she died, found the meg downed her and carried her around the map until I found the hatch and dropped her on top of it.
In post game chat she thanked me for going after the claudette rather than her and for letting her go. After explaining to the other two dead players in chat what had happened we all universally agreed that it was a garbage thing to do. After which point I think the Meg said that it was actually her friend playing as claudette, and I was like "oh.. well tell your friend she's garbage and mean" lol.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1477961#Comment_1477961
Not everyone runs it.
Right, because it's not a meta perk right??
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1477961#Comment_1477961
Show me 10 matches with DS being ran every, single, match by all 4 survivors.
Please, I challenge your statement.
Out of tens of thousands of matches being played every day? I am more than positive your conditions could easily be met and then some by a very large margin. However, seeing as I am neither a developer who has access to such statistics, nor a content creator who records my matches, I have absolutely no reason or obligation to go out of my way and look up that information for you.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1477952#Comment_1477952
It's also one time use. If it were both times it would be a problem. You are free to tunnel and kill them once it's gone.
1 time use but you've got 4 people running it at one time in one lobby on a regular basis (made even worse when in combination with unbreakable / adrenaline / etc.). So call it like it is, it's 4x use
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1475773#Comment_1475773
There's been a bigger movement to delete Spirit. But somehow she still exists.
Because deleting content of any kind is absolutely dumb and unrealistic, that's definitely a mob. As much as I despise decisive I don't want it to be straight up deleted and removed, it should be reworked into a comfortably balanced state for both sides that's no longer as abusable as it is, but still functions (and functions well) as an anti-tunneling tool.
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1475732#Comment_1475732
It isn't a powerful perk unless it's endgame. Its a 4 second stun. Eat it and kill them.
If it were anywhere near that simple, this thread would not be 5 pages long with over 120 comments on it. Eating the stun is precisely the problem, in too many scenarios you have no choice but to eat the stun but it's not the stun itself that's the problem it's the chase you have to go through afterward. I have no idea why people like you suggest "it's just a 4 second stun" that's absolutely absurd, it's a 4 second stun followed by something like a minimum of a 20 second chase.
Saying it's just a 4 second stun is absurd because that would imply they are standing still after they decisive which obviously: they. are. not. Taking away all factors like map, and killer and for the sake of my point assuming all killers move at 4.6m/s, even if survivors didn't do any looping or vaulting through windows at all and just ran in a straight line it would take the killer roughly 25 seconds just to catch up to a survivor in a static environment. You can get the same number from this simple equation y = 4x + 16 and y = 4.6x
y = total distance, x = time, 4 m/s is the movement speed survivors move at plus the 16 meters they moved over the 4 seconds they ran while the killer is standing still stunned. You can put this into a calculator yourself if you wanted to check 116 = 4(25) + 16 and for killer 115 = 4.6(25). Assuming lunge distance is about 1-2 meters which is me just spitballing I'm not actually sure about that number, so give or take maybe a second or two depending on how long a lunge is on your average killer.
25 seconds. Just to catch up to a survivor running in a perfectly straight line, not even considering how long that survivor manages to run a loop after they decide they finally need to drop a pallet or vault a window to prevent getting hit. 25 seconds (minimum) is more than enough time to get a large chunk of a generator done or multiple if you've got different people working on different gens all at once.
Boiling it down to the "4 second stun" as if it's hardly anything is once again, mis-labeling the issue and deliberately deceitful.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1475732#Comment_1475732
Remember, mob mentality doesn't make it right.
That doesn't make it wrong either. Especially if you've completed your own research and have done your own critical thinking / reflection and come to your own conclusions naturally.
Then that's not a mob. That's a movement.
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I assume you mean the forums.
It's pretty simple really, you've got your main four main channels that you'll probably use and then channels that appear periodically during a PTB like "PTB feedback" or if there's a Q&A coming up they'll have a thread for that too.
But there are three main discussion channels that most people use:
General discussions. Which is here, it's for your all-purpose all things dead by daylight conversations and topical discussions. Talks about balance, hopes for upcoming content, questions about this or that, it's where most stuff takes place and I would say is the most popularly used discussion thread.
Lore Discussions. If you're interested in the lore this is a great place to go to to talk to like minded players who also like talking about and discussing lore. Mysteries of the fog are discussed, Conversations about the most recent archive tomes and the stories therein, Theories about the entity and its killers and survivors, etc. As well as fun discussions like "who would win in X killer vs. Y killer" and things like that
Polls. It's not under the "discussions" tab but it's also a really popular place to have conversations. Specifically people will create polls trying to glean information from the rest of the community and you can answer them "which perk is better?" "would you like to see..." "what license are you most looking forward to?" etc.
You can create your own poll by clicking on the polls category on the right there and then when you click on the drop down menu for a new discussion click on "new poll" and it'll allow you to create poll options. You can't edit the poll / poll options itself after you've posted it but you can edit the thread itself where you provide a description for reasoning / explanation / background info. about the question you want answered. You can only create a maximum of 10 poll options.
You can click on your profile to see an entire list of all your previous comments and discussions, and you can even post on other peoples profiles though I'll be honest I don't think people get much use out of that feature.
And of course outside of this theres a news and patch notes channel which can sometimes be a bit finicky to sift through but that's where you'll find official communications from the devs and mods about upcoming content and changes.
That's about it. All the other channels are kind of extraneous and they're not exactly necessary, although the devs recommend you use the feedback channel for feedback and the "ask the community" channel is obviously to ask questions you might not know the answer to, most of these threads are dumped into general discussions anyway just for the sake of convenience. Though these channels are still there to use.
Hope this helped and answers your question, if not lemme know. (Also make sure to quote people when responding to them or @ them by using the at symbol and then their displayed name like so @doceatskids if you quote them or @ them they will receive a notification ping in the top right there. If you don't they'll have no way of knowing who's responding to them unless they re-check the thread manually, which not everybody does)




