ShamelessPigMain
ShamelessPigMain
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Thematic dissonance. The main appeal of FNAF is the inability to move, and the lack of control over the animatronics' movements (Which you can't even see; they literally just teleport). It's jump scares and tension from silence.
Meanwhile, DBD is a slasher game where you can pallet stun bloodthirsty murderers, loop killers, and watch from afar while your teammate is being chased by a fat clown. Gone is the inability to move, and gone is the element of mystery. Sure, ghost face and pig can be stealthy, but you don't really get jumpscared by them. You get caught off guard and run away.
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It's thematically fitting. The term "Borrowed time" carries a sense of urgency and immediacy. The end will always be the same, you're just trying to postpone it. As such, the terror radius, which is supposed to signal the presence of the killer (from a game standpoint), is what will cause this sense of urgency (terror is in its name, after all). When a character is oblivious (where the in-game lore insinuates that when they're oblivious, they will literally be completely oblivious to the presence of the killer), or if the killer is far away, there is no need for such urgency.
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I think that the majority of the criticism about adding a non-heterosexual character isn't necessarily about a bunch of homophobes running around gay pride parades with bibles and crucifixes, but the issue of netflix-esque forced diversity, much like the titular "diversity hire." There is nuance to creating a non-heterosexual character, as if you make them too "normal" a character, people will feel as if the label of gay or lesbian was tacked on for good PR. On the other hand, if you assign them tropes that one would associate with LGBTQ etc. peoples, most of which are terrifically offensive or misrepresentative (effeminacy, butch lesbians, "yas queen,"), people will feel as if you're being homophobic. It's a catch-22.
Another stipulation of that postulate is that, despite all the fan fiction, most people wouldn't care about whose pants the new survivor wants to get into. Again, if you get a character that's pretty much just meg with blue hair, who happens to be lesbian, it feels forced and stilted. You get criticized for a diversity hire. If you go out of your way to make them "recognizably" LGBTQ, meaning their personality is based off of their sexuality, then you will get criticized for insinuating that LGBTQ peoples are somehow "different" than their straight counterparts.
So, from the perspective of BHVR, it doesn't make sense to add an LGTBQ character. Not because some old book from thousands of years ago says X, Y, and Z (where x is gay marriage bad, y is stone adulterers, and z is slavery is a-ok with the big man in the sky), but because of the societal implications of creating such a characters.
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I especially agree with spring trap. FNAF is a stagnant game where the horror comes from you being unable to take action; you're stuck in a room. Meanwhile, in DBD, you can flashlight click and t-bag. It's thematic dissonance at its finest.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1976331#Comment_1976331
I don't blame them, but I do wonder why they don't realize the only ones they screw over with a dc is their own team. I mean, the killer is still good, counts almost as much as a sacrifice for them, meanwhile the survivors are down a person with nothing to show for it, and the one that disconnected doesn't even get the pity bp they would had they died on first hook.
Well, it's just that nobody wants to play against iridescent head huntress, so at that point it's really not even worth thinking about your team.
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I think it's a tenuous link. First off, I'm pretty sure the tweeter in question isn't a dev, and moreover, unless their lore (or archetype) is going to heavily emphasize their sexuality, which it probably won't, their sexuality won't be their emphasis.
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Flashlight clicking is going to be the least of your concerns if you're an epileptic. Actually being blinded itself is much worse because the animation itself has flashing lights, while the clicking is gradual or rather small.
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It's not toxic, it's just ridiculously powerful. As such, I can't blame survivors for DC-ing whenever I bring it. Of course, when I do bring it, I usually bring it with the intent of being toxic, but that's just a correlation.
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@BoiBoi123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965597#Comment_1965597
While I have to agree for the most part, there are just some that are useless regardless of the situation. Take Deathslinger for example. You’d screen is fixed in place when a survivor is speared, so the Hellshire Iron can never be useful, and the coin can never be useful because of just how easily a survivor will get off the spear at that range.
Well, I can give them credit for changing up your game style (meaning you lose).
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1965611#Comment_1965611
What do you suggest? I always use the Crows for a start. They have helped quit a bit.
Corrupt intervention is a must; save the best for last can also be helpful (as trapper is a basic m1 killer), as with ruin/pop goes the weasel (One or the other; ruin is higher risk and requires you to maintain constant map presence but pop requires you to go out of your way to use it), and NOED is useful if games are too difficult.
Another big thing about trapper is that since he's a basic m1 killer who doesn't have any astounding chase ability, you really have to be strategic about traps. Place them in smart places early, and guide survivors to them, zoning them to trapped areas. Don't be too obvious, but still put them places where survivors would go. He has massive snowball potential, but is extremely temperamental.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1965584#Comment_1965584
I love Huntress but I’m not too good at her. I mostly play as Trapper and do decent.
What's your build? Trapper has a very narrow path to success.
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It's supposed to be a crutch, for games that don't go well. Good players won't use it because of its limited use.
However, even better players know how to setup for it and absolutely destroy teams in the end. I really think it's an awful perk, in terms of design, since it's just brute forcing your way to victory (which can feel very cheap), but if it were to be reworked, I would have it only apply in the endgame collapse. If the survivors are good enough to have outlasted you this long, you shouldn't be rewarded for playing badly.
It would also be appreciated if it limited how much you could pip as well. I got to rank 5 with NOED, but the moment I took it off, I sank all the way back to rank 12. Maybe a bloodpoint bonus for survivors sacrificed in the endgame as well; imagine what would happen if survivors had a perk that gave them complete immunity after all gens are done until you go around the map looking for totems.
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That's the thing with iridescents. They're mostly either painful to look at or OP.
There are some good ones though; Spirits' iridescents are pretty decent, although father's glasses doesn't really change their gameplay style. That's the thing about ultra rares; they're not supposed to be powerful, they're supposed to shift your gameplay style. Bloody Glove does a good job for Oni, since it incentivizes him to not collect blood and turn him into a wallhacks m1 killer. His other one, though, just gets him to slam occasionally as mediocre tracking. Same applies with pig's ultra rares. Amanda's letter helps her focus on stealth, while rule set no. 2 lets her preemptively set traps. They're not supposed to be brute forcedly strong, like iridescent king and queen. They're supposed to shake things up.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1962844#Comment_1962844
I’m a rank 13 killer. Constantly getting matched with red ranks. They mow me down with ease and two or three gens pop before I can barely walk around. How is that fun? That right off the bat you have to start off frantic? Or just to get decent enough perks you have to buy and use dlc characters perks otherwise you won’t win at all
You can thank MMR for that. Playing killer is even more of a gamble than playing survivor.
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You're faster than survivors and have bloodlust.
Judging by your profile pic, I'm guessing you're a huntress. Keep in mind that she's a 110% speed killer and relies heavily on her hatchets to compensate for her corporeal speed.
If not, there really are few infinites in DBD anymore. The window in rancid abattoir is a rare example, but most killers abilities circumvent that. If you feel like you're running an infinite, you're doing something wrong. Take a break and play survivor to understand the survivor mindset; that certainly helped my experience with killer, just as how playing killer helped me understand survivor gameplay.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1948323#Comment_1948323
We don't need a "while" anymore to know if a map is unbalanced, we know how the game is played and what's good and bad. The Game already was incredibly survivor sided and they made it even worse.
The game was ambiguous. If you had incredible prediction and map knowledge, it gave credence to whoever held that knowledge. Despite the fact that it is rather survivor sided at the moment, we should still give it time to prove itself. People thought spirit would be weak, after all.
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@milwaukee354 said:
https://forum.deadbydaylight.com/en/discussion/comment/1947632#Comment_1947632
Yeah you're right but it's hard to level you with these tank resets every month I was at a rank 4 tank reset level ten this game is actually giving me a headache fun to play though irritating nonetheless
Yeah, the unfortunate thing about rank reset for survivors is that it literally sets back your skill, since survivors are all dependent on each other.
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Spirit. I don't think she's necessarily easy, because higher ranked survivors can outplay mediocre spirits, but once you become a good spirit (or if you're a mediocre survivor like me), there is less counterplay than to nurse. Nurse gives you information that you can act upon, but spirit denies that information, which is why she feels "cheap" when you get hit out of nowhere.
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I don't think it's completely useless, but the post-update lag is making it frustrating, as usual.
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It's a new map, give it a while and then pass judgement.
Even then, it's incredibly presumptuous of you to even question if they play their game. Of course they do. But they are themselves, with their own special insights, not the game's base.
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It only sounds OP at low ranks, where it's more in the favor of killers. Remember that as survivor rank up, they begin to understand the value of teamwork, and put their four heads into one for synergy. Remember, it's a 4 v. 1, and while spirit excels in 1 v. 1, she's hopeless in a 4 v. 1 with efficient survivors.
Survivors get more perks than the killer. Not only do survivors get 16 per match, they have more to choose from. Really, get out of low ranks and see how it becomes a much more balanced playing field.
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@baron said:
https://forum.deadbydaylight.com/en/discussion/comment/1946386#Comment_1946386
Only if you give thesame financial blind loyalty and accept every design and creative decision without question while purchasing all dlc regardless how well the game runs.
Only if you quit the game since you can do nothing but nag and moan about it apparently.
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@baron said:
https://forum.deadbydaylight.com/en/discussion/comment/1946386#Comment_1946386
I will as long as you promise to support every single creative and design decision I make with said game and blindly support it with purchasing all downloadable content as soon as it drops regardless of how the game runs, looks, or functions.
I would be more inclined to think you were being sarcastic if that's exactly what your ilk would say.
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1945872#Comment_1945872
well changing the new ui to the wip one is that easy but everything else takes a lot of time which they aren't using because of how little they work.
Exactly what I'm talking about. Try developing a game yourself with financial, temporal, and practical considerations they have to deal with.
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Appreciation. The amount of idiots here who think game development is as easy as pressing "e" is ridiculous.
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Cigar box is just discount compound 21. You're supposed to use it for yourself, but as it's a mobility buff and not a chase buff, it's not a very good one.
VHS porn is another one of those "screw you" perks, like lo-pro chains getting people through pallets. Always fun to bamboozle some unsuspecting victims.
Couldn't agree more on the pinkie finger. #CancelRedhead'sPinkieFinger
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They actually disable maps quite often, when updates come. Even if they didn't touch the map, things can get screwed over unintentionally.
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The lag is certainly not a fun experience. The new postures make it harder to predict what survivors will do, too, so once they fix that, it'll be more or less equal.
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Every time we have an update, the servers usually have some issues. They eventually resolve themselves, though.
Another factor is that while survivors' postures have changed, their hitboxes haven't. That can make some hits look absolutely ridiculous, even after the server lag is fixed.
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Meta perks are annoying, but the solution has to be a little more nuanced; people would kill themselves on hook until their perk cooldowns finished, and only actually try on those games where they can run meta perks, which wouldn't solve the problem at all.
A more advisable suggestion would be to make more meta perks. Diversion, autodidact, deathbound, huntress' lullaby, etc. are all really, really fun, but aren't meta. Buffing these perks to the ranks of meta perks would let people run interesting and creative builds that aren't repetitive and old.
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It's a tough question; people like to complain about how DS can be "abused," but that relies on the assumption that it's an anti-tunnel perk, which it is not. If anything, getting decisive striked will encourage tunneling, for now you know that they don't have it anymore.
With that in mind, I don't think that there is anything gamebreakingly strong about DS; it's a one-time activation perk that can be countered by slugging, or just going for another survivor, which is perfectly in line for its second chance capabilities. Hell, you can go an entire match without having it even proc. 5 seconds is a bit long for a stun, but consider that even though it can ruin your momentum, any decent killer can chase them down and then down them again. Better than that, don't pick up recently hooked survivors.
However, the issue is that DS is stronger than many of its peers; it's as ubiquitous as BBQ and Chili, which makes it plain uninteresting. I would love to see people using power struggle instead of DS, mostly because it's so much more creative; you feel genuinely outplayed, since picking up DS left and right makes it feel "cheap." However, it's just not as reliable as DS, and so it won't be seen nearly as often. The same thing applies with flip flop vs. unbreakable. Getting up through flip-flop feels like an outplay, while unbreakable feels "cheap," even though the killers have to go out of their way to allow unbreakable by slugging.
This gets to the issue of meta perks getting on peoples' nerves because they feel "cheap", which then causes them to rationalize some sort of inane drivel of an excuse why X should be nerfed into the ground. That's generally why I believe all perks should be made equal; more diversity means that you can't call everything cheap.
This is coming from a killer main, by the way. For my personal view, I don't like DS, but I'm fine with it.
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Unfortunately, if you don't have servers in your area or if you just have bad service in the area, there's nothing you can do. Ethernet and limiting other uses can help, but can't solve a lack of servers.
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DBD is a more toxic environment than Chernobyl, probably because of a lack of understanding by one side for the other.
DBD is a complicated game to play; there are nuances, and when you fail to use those nuances, it's easy to get frustrated, which one relieves by being toxic, which causes other people to become frustrated, etc. Toxicity is inextricably linked to the nature of this game, which is a shame. It really is a wonderful game, but the player base is just so awful.
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It's not pride, it's that they put a lot of money and effort into it, and it's difficult for anybody to let that effort go down the drain.
People really have no appreciation for the devs and how difficult it is to maintain a game, and then get so self-righteous about blaming them for sin x, y, and z. The devs are just as human as all of us and have to deal with the same problems as all of us. Getting vitriolic over well-intentioned changes and attacking their intentions is a completely useless assertion, and if that's really how one will contribute to the community, they ought to leave.
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I understand; his instadown makes him incredibly simple to play. However, that means he has some simple counters.
The counter to him is the typical suspect for good looping; always know where you're going next. If you can chain loops together, you're safe. Another important thing is to always keep your distance from him; if you see him coming to your generator, don't stealth, just run to a loop (This is where windows of opportunity becomes a decent perk). Most Bubbas will always go for chainsaws, so finding tight loops with safe windows is key. Getting anything between you and the killer, whether a wall, window, pallet, or just distance, is crucial.
Another important thing is to always know where he is; because his chainsaw doesn't allow him to cancel easily, and penalizes him for bad judgements, his mindgames are severely limited. Looking behind you becomes especially important here.
Running tight loops is a bit more risky, but yields a much greater reward. Most bubbas will know the nuances of hitboxes, but eventually they'll get screwed over by janky boxes. Don't try smooth objects like trees, but janky objects with sharp edges and curves. Do this as a last resort, though. If they can curve decently, you're screwed.
By denying him of his chainsaw, which can be achieved by simple gameplay modifications, he's just an m1 killer who keeps trying to rev-up behind you.
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It does require some skill of prediction; you need to know what they're going to do in order to pre-empt it. At high ranks, they just won't approach your husk, so it fails in that regard too. But, I understand that it is still annoying. I would enjoy it if her location gave off a noise and direction warning, even while in the terror radius. That way, you can actually track her while phasing as well as tell that she's phasing.
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It's pretty powerful, both from an in-game and out-of-game standpoint. The auras are nice for giving you a general idea of where survivors are, in order to help you keep up momentum instead of wandering around without direction. It's also a pretty well-designed perk; it gives you information of faraway survivors to discourage camping, encourages you to rotate survivors to discourage tunneling, and encourages you to hook to discourage slugging. The real kicker, however, is bloodpoints. That's the real reason people bring this perk, and because of it, you can bet that it's going to be ubiquitous in red ranks. Thankfully, that means that there's one less spot for NOED, and it's pretty say to counter; lockers are literally everywhere.
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There's nuance that you clearly haven't gotten. Billy has incredible map mobility on demand, which demogorgon lacks. He also has the instadown capability, the opportunities to use occur much more often than you'd think.
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This entire argument relies on DS being intended to be an anti-tunnel perk. It isn't; ever since its conception, it was meant to be a second chance perk, but was nerfed into having some anti-tunnel capabilities. Even after the changes, DS is a horrible anti-tunnel perk.
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@Fenril said:
@ShamelessPigMain We're talking about icons, not textures. I'm sure Behavior would know if someone would turn a character completely black, like "Noob Saibot", to avoid being seen by the killer the whole match, or simply turn your character "transparent", etc, etc, etc.
Plus, messing with those .pak files seems like trouble. It's nothing compared to messing with a .jpg.
Anyway. I miss my beautiful icons. :-( I want them back.
The issue is that changing icons is the same concept as changing textures. Moreover, it gets into the issue of modifying one's copy of the game in general. It's easy to identify that a program has been tampered with, but not what specifically has been tampered. It's easier to just mandate uniformity and deal with it, since nobody wants to deal with getting 50 emails a day about how somebody got automatically banned for supposedly only changing perk icons.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1927851#Comment_1927851
How is having a custom perk icon in your match an advantage?
Not the perk icons necessarily, but the precedent of meddling with texture files.
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@Fenril said:
https://forum.deadbydaylight.com/en/discussion/comment/1927851#Comment_1927851
What on Earth are you talking about? Custom icons does not provide any advantage at all. It's just a custom icon. It's just a "Green Spine Chill" instead of a "Purple Spine Chill". How is that an advantage? I can now increase the size of the hud as I wish. If I wasn't able to pay attention to my "spine chill" because it was "too small" or "too dark", now I can. Isn't that an advantage?
Put something in your head: custom icons does not provide any advantage. And it won't provide any advantage whatsoever. It's an image after all. Behavior may not "approve them", but you can't disapprove something that is cosmetic. That won't hurt the game rules and provide you any extra advantage.
As I mentioned, it sets a precedent. You can't allow people to start changing textures, since you can't always tell what specifically has been tampered.
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It's ######### and scummy, but it's not bannable.
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It had to do with a different UI, and it was a questionable practice anyways; they wouldn't repeal bans for custom icon packs.
The issue is that it set a bad precedent; they can't let players make their own textures, which could be used to give them an advantage. It's the same reason they took away moon bouquets.
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A lot of perks are held back from being viable by unfortunate cool downs: Thrilling Tremors, Surge, Dragon's Grip, Blood Favour, I'm All Ears, etc. However, cutting off the cool downs would make them even more ridiculous. Oppression would let a combination of a wen-tapping survivor and constant gen-kicking killer give literally everybody constant difficult skillchecks in a disgusting three gen, Thrilling would let you block off generators literally forever by dribbling, surge is the exception in that it's not possible to get that many downs that quickly, Dragon's Grip would allow you to get everybody exposed very quickly, Blood Favour is so bad that no cooldown wouldn't even make it decent, and I'm All Ears would be insane on certain killers.
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Bloodborne was not particularly scary, but the aesthetic was absolutely magnificent. It encompasses everything lovecraftian, from the gothic beasts of Frankensteinian literature to the medieval, arcane, eldritch cosmic horror of Lovecraft, while putting its own twist on it. Byrgenwerth is an absolutely beautiful location, the Hunter's Dream is literally what I want my bedroom to me, upper cathedral ward is majestic, the Fishing Hamlet is the most harrowingly stunning thing I've ever seen, the Orphanage and Mergo's Loft are just something else, and the Research Hall should be a DBD map.
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The issue with clown is that his power is completely dependent on survivors looping. However, his power is really underwhelming in most cases, since they can hold out for the pallet and then scram. However, shooting up the hindered effect with steroids would make him as unfun as death slinger.
As for the fun factor, survivors don't really like killers who excel at loops and chase; they feel "cheap". Spirit, deathslinger, and clown all take away from the most interactive part of the game. Nurse gets an exception because you an juke her out and she's difficult enough to make her a contest of actual skill. But spirit gives you no actable information, deathslinger requires you to do ridiculous jukes, and clown is just plain boring.
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PTB's have some benefits:
- They allow developers to test features without having to worry about them being buggy, since they can just go play on live servers if something goes wrong.
- It's a good way to find bugs without them being in the actual game. However, since they usually don't fix the bugs on the PTB, there is the possibility that the fixes may not actually work.
Think about it like this: when scientists want to recreate something, or experiment with something, they create a model or a simulation. If they wanted to test the effects of a drug on the human body, they don't just go ahead and inject people full of it. They first experiment with a model, usually being cell samples. Even car makers use dummies to test the safety of their cars in a a car crash, before putting humans in. It's just an easy and safe way to experiment without harming the intended target.
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That's not an exploit, that's barely even a bug. Keep in mind that the reason that the hatch opens slowly after a normal hook is because the sacrifice takes a lot of time to complete. A DC is instant.
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She makes a very loud breathing noise too; don't forget about that too.