SirCracken
SirCracken
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1975239#Comment_1975239
What are the lore and art team gonna do when they can’t make new characters? Make new cosmetics so you can complain about them monetising too much?
So the game should be continuously updated and be further broken and unbalanced just so the lore and art team have something to do?
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Hey look, that's my comment at very bottom of the post!
First off, let me say that I'm thoroughly insulted for having it so close to the comments displaying outright hatred for other people because of their sexuality. My comment and theirs are clearly the same.
Second, you go on a rant about how easy it is to comprehend that lore isn't the same as programming, designing, etc. But didn't stop to think that maybe the reason why myself and others don't like your incessant need for diversity, (which the game already has in spades), is because the game is broken as hell. It doesn't need any more characters, straight or otherwise. We all know that the next update is going to break the game even more. And the fact that the character might have the arbitrary traits that you like isn't worth the cost of the game becoming even more unbalanced.
This ludicrous demand for the most superficial and surface-level parts of the human identity to be added into DBD needs to stop. Everyone should be focusing on making the devs fix their ######### game. I wouldn't be nearly as resentful towards your mental character checkbox if the game was actually decently balanced.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1974962#Comment_1974962
lmao what? people on this forum are on smth today i swear. Sorry that I pointed out that you sound like one of the people that complains about cosmetics for no reason.
Yes whilst the quality of the game is important so is social progression and inclusion. This is why more companies push for diversity hires nowadays (although its kinda disrespectful only to be hired because of your identity rather than credentials) because people who aren't outside of the predominant community (straight white men) in these situations don't feel overly comfortable in those situations. No one is asking for every single character to become gay or bi or trans or nb or whatever (or autistic seeing as you brought up the spectrum for some reason?). What we want is to be represented because especially in a world with so much discrimination its ######### nice to show that you are seen and you are respected.
Also it doesn't need to make interesting gameplay. DBD actually has tons and tons of story, shown by the tome and the lore sheets and all the cutscenes. They specifically put in time and money to write this and then later narrate it for the tome sheets. Also balancing and character design and story are not the same area of the team. If you have balance issues or bug issues take that to the balancing team and the bug fixers, not the character design team. Irdk what you mean in relation to anything else you've said with the last sentence (especially since you become about ten times more intellectual in that last sentence alone) but (assuming you are a straight cisgender person because that's certainly what you put across) you have never understood the need or want for representation in the respect of your identity but i think not wanting people not to care about what is being put across to a large community (which is that whilst up to speculation everyone is straight until explained otherwise) is a rather reductive mindset on your part.
You are on the forums as well, so that statement seems accurate. But I digress.
"Yes whilst the quality of the game is important so is social progression and inclusion"
This "Social Progression" you speak of, (which I'm genuinely inclined to ask if you just learnt of), is laughable. You mean to tell me that the wellbeing and livelihood of people in the real world is influenced by their most shallow and inconsequence traits, (their race and gender), being put onto fictional characters and is linked to their acceptance in society? Shall we solve the problem of homelessness, domestic abuse, harassment, and every other man-made problem by making dozens of ham-fisted games based on each subject?
You do not need a virtual avatar to be seen and respected. You only need confidence in yourself and the will to improve. I sure as hell don't need a collection of pixels to feel justified in my existence. And if you feel otherwise then I highly recommend you work on fixing that.
"Also it doesn't need to make interesting gameplay. DBD actually has tons and tons of story shown by the tome and lore sheets and all the cutscenes"
If a game is not interesting or fun people will not play it.
DBD has an admittedly interesting story but piss weak lore. The archives, the lore sheets and cutscenes are lore. Not part of the overall story of the game. They are backstory for the characters. And very poorly written at that. The only reason why people still play it today is because of the unique gameplay, even despite all of the terrible balance decisions. The percentage of people who stay exclusively for the story and not the gameplay are considerably smaller than those who keep playing for the gameplay. If you feel this point needs evidence, consider which action would make the game lose more players:
- A - Removing all characters, perks, and maps.
- B - Removing all lore, flavour text and cutscenes.
"If you have balance issues or bug issues take that to the balancing team and the bug fixers, not the character design team"
Funny. This implies that anyone on either team, (if DBD even has a dedicated team for fixing bugs), cares about player concerns. And is competent at their job. But that's besides the point.
I wasn't intending to get anything in the game changed with my initial comment. I was remarking how people very much like yourself don't seem to care about the core issues with the game, (that are guaranteed to be only made worse in the next patch), and instead focus on superficial aspects of the characters.
"Irdk what you mean in relation to anything else you've said with the last sentence (especially since you become about ten times more intellectual in that last sentence alone)...
I'm really not sure where you're getting anything intellectual from. I was just repeating my point again. Allow me to break it down.
To care more about the pre-written traits that your interchangeable collection of polygons possesses...
(Caring more about your characters identity...)
- rather than the quality of the gameplay they're presented in...
(Compared to how good the game you're playing is...)
is a reductive mindset.
(Is pointless.)
"but (assuming you are a straight cisgender person because that's certainly what you put across)...
Excuse me? Did I have a seizure mid-sentence and forget the part where I mention anything about my own sexuality? Who are you to assume anything about me when you claim to want acceptance? Your hypocrisy is palpable.
you have never understood the need or want for representation in the respect of your identity but i think not wanting people not to care about what is being put across to a large community (which is that whilst up to speculation everyone is straight until explained otherwise) is a rather reductive mindset on your part.
I don't play video games to fill some shallow, ego-driven hole in my heart that can only be filled by having my least valuable attributes displayed by an imaginary character. I play them to have fun. To explore ideas and scenarios that are impossible to do in real life. I'm sorry, but your mindset is just disgusting to me.
You would ignore every single fantastic aspect about every single video game, the stories, set pieces, mechanics, the music, in favour of having less straight people portrayed in them?
I genuinely don't know what to say.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1974555#Comment_1974555
that's very closed mind of you. bet you're one of the people that complains about the team (of about 300 people) bringing out cosmetics (even though its not the bug fixers making the cosmetics). you're acting like people can either only care about being represented or the state of the game. Ultra BS.
That's very presumptuous of you. I thought your community was based around "Tolerance" and "Acceptance"?
The fact of the matter is that the quality of the game matters more than the made up identity of its characters. It doesn't matter if every single character is suddenly made part of the spectrum overnight. The game's problems will persist and the gameplay experienced by the players will continue to suffer.
Because sexuality and gender don't make for interesting gameplay in a multiplayer game with little to no story. Unique and balanced mechanics do. To care more about the pre-written traits that your interchangeable collection of polygons possesses, rather than the quality of the gameplay they're presented in, is a reductive mindset.
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I find it weird that people care about this at all instead of the dozens of ways the game is going to break after the next patch.
"Sounds are still broken, the meta is still stagnant, the new maps are unbalanced and there's bugs out the ass in almost every game mechanic. But hey, the newest character might have my preferred sexuality!"
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The soon to be bug fixed in the next patch
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1967942#Comment_1967942
Okay, i know i said "monster" first, but in terms of Killer complexity in DbD, Akers (the monster's name) isn't too monstrous, he functions practically as any human being.
The least human things about him is the appearance and sounds, but he just walks and sprints, albeit not in a regular human manner.
Actually, Akers would be a pretty neat killer to add into the game. He would be the first blind killer to be added. Although I think it's a bit of a longshot to assume it's him.
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@ttvbardberd said:
From an outside perspective, it seems almost uncanny that this is the case, but I think a lot of people who play this game (And take it to seriously) forget one thing.
A lot of players especially the ones who have a lot of hours forget that at the end of the day, a lot of people play this game just for fun.
Sure it's boring at brown ranks especially when you've earned your way all the way up to red ranks, but if you go back and play against brown ranks you'll notice one thing that every player is having - fun.
Most of the time the new players will camp, sure. But I remember when I started, playing dbd with my friends, the killers would camp and it would suck, but we'd still find a way to have fun.
What brown ranks have that gets lost in the later ranks is the respectful nature for everyone in the game, especially if you turn off end game chat / play on console.
The players are so new to the game that they just play in the way they think they're supposed to, which makes the game fun. For an experienced player, yeah sure watching your teammates cower in fear everytime they hear the terror radius go off, or being camped by the killer, or watching a trapper just open traps on the spawn locations, there is a certain charm to it.
Point being, the only way to have fun in this game is to be respectful and hope that the other players are being respectful back. The best games are the ones where the killer comes to my stream, says "I'm the killer, good luck! :)" and plays fairly the entire game.
If you want to have the most fun on this game, just be respectful of whoever you play with. There are always gonna be cynical types who play the game just to be dicks, but the more players that play fairly, the better the experience will be at the end of the day.
It may be a joke, but the whole "Survivors Guide for Killers" was a joke made by the community, and honestly a lot of people and players respect it, because it's literally designed so that players can have the most fun. The actual "community rules" actually make this game more fun, like no tunnelling, camping, don't teabag, or use an instant heal and teabag, etc.
Just remember, the next time you play, try to enjoy yourself, and if someone isn't playing fairly, then don't get riled up about it. They're either a bad player or made a mistake and will get better with time.
Sorry to have to be the one to tell you, but anyone who does get angry at the game will not change their attitude if they read this. People who already didn't take the game that seriously, or who were already trying to improve their behaviour, will be the only ones who listen to this.
This game's community is beyond changing.
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Oh god where to begin? There's a mountain of poorly designed, C-Tier perks I could choose right now. I'll pick one for killer and survivor each.
Killer - Gearhead
One of the most convoluted perks to get activated and get value out of.
You need to hit a survivor twice, both times with a basic attack, hope that a survivor repairing a generator gets a skill check, and that they only get a good skill check and not a great one.
The amount of requirements is just insane for a perk that lasts for so little time and offers so little information. I still can't believe it was nerfed from the PTB.
Survivor - Vigil
A very old perk that shows it's age by the incredibly lack-lustre effect it has. Blindness and haemorrhage are very weak effects that aren't even worth reducing the time of and hindered is rarely encountered except against Clown. Ever since exhaustion was changed to not go down while running this perk has almost no use.
And now with mangled add-ons buffed to last until healed it has become even weaker. No clue why they haven't buffed it to included the exposed status effect yet.
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@Mistercookie said:
I thought that's what it always did. Give you some time to heal without leaving blood trails and punishing you for not managing it.
Then again I never used it before and just saw it here and there.
Before the latest patch the 180 second timer did not reset when you were healed. It only paused.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1944138#Comment_1944138
Victor isn't counted as a killer because he has no tr, cannot break things, cannot pick up survivors, cannot hook, cannot use perks , cannot vault , he is a power..nothing more nothing less..its not rocket science
He is literally the only part of the Twin's power. He's honestly more of a killer that Charlotte.
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@_HN_ said:
This is news to me, and shows that Behavior need to do something about the way they communicate with players.
I don't see thos changes mentioned in the ingame news feed, I don't see it in the patchnote part of the forum (one where people can't talk, because apparently getting feedbacks on patch isn't something Behavior is into), I don't see it in their tweet feed.
I don't see it anywhere, WHY?!
But on topic, being able to see Vicor's aura while he rides someones back should have been there from the start, I don't understand why that wasn't the case tbh, and having Charlotte be a bit more responsive when switching between the two is just good?
But when it comes to how good they are at camping, I'd say you are overestimating it by quite a lot. You need to set up victor under the hook first before doing said hook, and you'll be then reduced to a M1 killer, for the chance of being able to tag someone, and if you miss, welp it's a kick in the face.
If anything thats way less problematic that the strange way you can spawn Victor as Charlotte in the stairs of the basement when someone is hooked there.
Being an M1 killer doesn't matter if survivors can't do anything to remove your momentum. I've played Twins for quite a while now and having "no power" translates to having all of the map pressure in the world and hooked survivors getting downed the second they are unhooked.
Even if you're kicked in the face the moment you down them, you get Victor back within seconds and he's right on top of the survivor again. Even with WGLF you can't stop the Twins from downing and hooking the person you just saved. All you do is spend time that could otherwise be used on repairing gens, giving the killer free map pressure and downs. It's utterly broken.
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@LordVoidron said:
This isn't even a twins issue. the issue on twins is how victor is designed. He is immensely thick. and while he cant killer instinct you while your crouching he can when your crawling. (im probably the only one who has a problem with the instinct while down cause i run no mither, and tenactiy 3 cant get you out of range fast enough even when women is whole map away.)
Avoiding the killer instinct marker by crouching doesn't matter if Victor is being controlled. Just park Charlotte somewhere near a gen, switch to Victor near a hooked survivor, and enjoy your free map pressure.
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@gatsby said:
Twins isn't even that good with Devour because they need 5 stacks to get value since Victor can't insta-down with exposed. It's sort of like running Devour on Legion, Plague, Billy or Bubba because they use their powers to get a lot of their hits.
If you want a surprise Mori, maybe its alright. But in my experience getting a couple exposed hits at 3-4 stacks before the totem goes down is more consistent value than betting super heavily on the Mori from 5 stack... the odds the totem lasts that long are just so low.
Also, people DC a lot against Twins... especially if you hard camp, which doesn't help your case
They are almost completely un-beatable if they use Devour and play correctly. I cannot express enough how much you are underestimating them. Any good Twin's player knows that using Victor to injure people is one of the worst things you can do. His biggest strength, the killer's strength as a whole, is using Victor to down and slug already injured people. The comparison to the other killers you mentioned is not even remotely close to the Twins as no one but them can pressure gens, camp the hook, and still get DH tokens.
The surprise mori has been removed since the latest update. If a survivor is downed by any means once you reach 3 DH tokens everyone will get the exposed notification. Doesn't make the combo with Twins any less broken however.
People DC against every killer for every reason under the sun. How is that even relevant to what I am saying?
You do realise that Twins can just straight up win the game by camping with Victor? Unlike other killers that sacrifice gen pressure, Charlotte can keep people off gens and Victor can punish anyone going for a save. Given the right map RNG, Charlotte can even deny gen repairs by body blocked them and then switching to Victor, who can instantly down the hooked person after they are saved.
It's a frankly disgusting tactic that survivors can not play around by any means beyond rushing the gens that the killer isn't guarding. But the devs haven't decided to nerf it. So until they do, and hopefully make the Twins a more interesting killer as a whole, I'm going to tell people how broken they are.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1931744#Comment_1931744
Because it limits Clown to throwing only where he sees, and not also where he can’t.
I did point out it’s use to make accurate throws AT what he sees much easier, but it could be detrimental to commit that to muscle memory and get to used to that.
Having used the gloves for a while they do require their own muscle memory to be used efficiently. But they can still be used the same way as base Clown, they just require you to look where you're throwing. If anything it's far better than base Clown because if you compensate for the new throwing arch you can still land every single throw but much faster than normal.
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I highly disagree. The added speed that the bottles get allow for more precise throws during chases compared to the base throwing arc. I fail to see how using the gloves makes playing Clown more "beginner friendly" when it allows you to make more choices during a chase.
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@TauNkosi said:
Autodidact got a slight change. The negative skill checks are no longer red, making them easier to see which is... fine?
*Party streamer sound*
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I agree. It's like every single obstacle is coated in a thick layer of grease.
One time I slide across a piece of snow so far I ended up in the 1.0 release version of the game.
Devs please fix.
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@DwightFairfield said:
Why is it there, it's so insignificant and it impacts nothing.
It feels like it's there just so that they could slightly increase it for perk tiers, but it's not fast enough to make an impact in a chase.
Can we change it? Increase it? Anything?
Absolute bull. That 4% is huge. A lot of previously safe loops that 115% killers with weak powers cannot land a hit in, and 110% killers heavily struggle to, are now unsafe thanks to that "insignificant" speed boost.
I've been playing with Play With Your Food for a while now, and getting just a 5% speed boost makes otherwise weak killers a real threat that are very difficult to loop.
Never underestimate speed boosts.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1923773#Comment_1923773
The cow loop is actually gonna be a mechanical bull you can ride on now too. Calling it.
10K BP a ride. 20% discount for children under 5.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1923763#Comment_1923763
It may not even be corn anymore...it may be rice fields..or pumpkin patches..or grape vines..
Considering the other map reworks you may not be far off the mark.
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@darktrix said:
Cause I believe it was a quick way to just find hiding survivors...just spam you power and there they are. Since corn maps have a lot of corn, it would get stupid easy to stalk on those maps.
But wouldn't it make sense for the corn maps to favour M and GF? The one thing they are both known for is stalking people from behind various obstacles. Allowing them to stalk through the corn would make them one of the only killers that the map actually favours rather than almost completely blinds.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1921636#Comment_1921636
How dare you try to plot a way to poison speedy boi.. let him shoot up his drugs in peace will ya.
Not when said drugs make him start shooting towards me like a drunk figure skater on a greased-up motorcycle.
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If you managed to harvest vile nectar, you might be able to bribe Blight for a short time. (And for the sake of my point I'm going with the original un-retconned Blight that willingly became a killer) If you got good at alchemy, you could perhaps spike the nectar with something before giving it to him. Poisoning him and buying you valuable time to escape.
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Don't do drugs kids. Or your face will start losing polygons.
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People who confuse objective statements and subjective opinions with each other and attempt to shutdown anyone they disagree with under the false pretence that any factual statements that conflict with their opinions, are also opinions.
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The game's lack of clear creative vision and terrible coding.
I mention the former because it's responsible for the terrible changes to the games lore and the designs of some of the more recent killers, Twin's being a prime example. And I mention the latter because it stifles any potentially cool idea that the devs actually do want to implement as the game is at risk of imploding every time they tweak something.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/1911139#Comment_1911139
The Twins must have been a real let-down for you.
Very much so. You'd think having a rabid, cannibalistic infant in your back would do more to hinder you during a chase than just making you oblivious and unable to heal or repair.
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A killer that commands an ally or a pet that can be a threat on the map at the same time as they are.
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I agree. This interaction is dumb. Deadhard's highly questionable ability to deny killer's hits because the survivor pressed "e" is only exacerbated in Trapper's case since you can't even counter the Dead Hard by waiting for the survivor to use it like you can with Nurse, Blight, Huntress, or any other killer with fast attacks.
Your power is straight up turned against you because the survivor equipped a certain perk and it makes playing Trapper even more of a chore than it already is.
I really think you shouldn't be able to Dead Hard over traps.
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@danielmaster87 said:
I mean you can literally tell that just by the different cosmetics, balance changes, and survey's that word for word ask "What genre of game do you like?"
True.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1901460#Comment_1901460
A limited time gamemode every now n then would be amazing. Can I ask what you have in mind?
For a limited event game mode, I'd make something for the Hallowed Blight. Where gens are replaced with pustular flowers that they collect the nectar from and deposit at the exit gates to eventually power them, while the killer can destroy the nectar or collect it for themselves to gain buffs, all while the flowers slowly refill with nectar over time.
For a permanent game mode, 1 survivor is randomly chosen as the "hope bearer" and must stay alive for X amount of time to power the gates. When the hope bearer gets downed, they are automatically hooked on a unique "entity hook" that they cannot be traditionally saved from, and several gens will spawn in the map that will free hooked survivor and will cause someone else to become the hope bearer. For as long as the hope bearer is hooked, an extended version of the end game collapse will count down and retain it's progress between hooks.
Obviously there would be way more detail should either of them be implemented than what I have just described, but tell me what you think from the overview.
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Begin patching the game like my life depended on it and begin working on a new game mode.
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@BioX said:
pretty disgusting how you just assume all this stuff based on someone's look tbh.
Way to judge a book by its cover.....
How dare I judge fictional characters by their looks. It's not some of the best characters that are celebrated and remembered for years after their creation have a unique look that accurately displays their personality-
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@DrStone said:
https://forum.deadbydaylight.com/en/discussion/comment/1899253#Comment_1899253
Because you’re nitpicking the things that don’t need to be nitpicked.
Your complaining about PH being able to be blinded is similiar to people being able to withstand jumps from idk how many feet in the air, or people in shooters getting healed right back up after being shot at.
sometimes you have to suspend your disbelief to make things work. This after all is a horror game with fictional killers and a lot of logic thrown out the window. And right so. Because as soon as you’d put too much realism in, it wouldn’t be the same game.
It revolves around cat and mouse chase and there need to be some rules put into place to make that work.
There is zero logic in your arugments.
PH being blinded makes no sense because it heavily conflicts with his design. "Blinded" implies something that obscures sight and unless PH's eyes are his entire head there's no reason to assume that flashlights would affect him in any way. Survivors falling from great heights unscathed do make sense because there wasn't a single point in dbd's development where fall damage was a thing.
What on earth makes you think any of my problems with the game would just vanish if I chose to not believe in them? Shall I cease to believe in the game's rampant balance issues and bugs to make them disappear too? Believe it or not, a lot of movies and games disavow most of traditional logic so their stories can be told and instead follow their own logic so the story is still believable within the confines of the fictional the world the players/viewers are entering. Dbd's internal logic has grown so nonsensical it's starting to unravel itself and the flaws I mentioned with the killers are just the tip of the iceberg.
What you falsely label as "nitpicking" are legitimate problems with the game that you're choosing to ignore or simply don't care enough about to bother complaining. I, as someone who plans to actually make a game some day, am very critical of design and feel a need to point out flaws and mistakes so even if the devs don't fix them I can remember what not to do.
I find your contentment disturbing. It encourages complacency in developers and leads to boring updates within games, and boring games themselves.
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@Phasmamain said:
While I love Jane your point makes a lot of sense.
This is also why I love Jeff so much. When you look at him you think “Some kind of biker or metal head?” And you’d be right. All his cosmetic show him at different points in his life from his roadie days to him being a biker. This really adds to his story imo
I appreciate you considering my arguments despite my criticisms against a character you like.
I really wish more people had your attitude.
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@ProfoundEnding said:
I'm still upset over Kate's Tome lore. Ooh she was almost kidnapped by the Entity once before but escaped. Nice, but...that's it? Pretty lackluster.
The entire lore of dbd summarised
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@DrStone said:
I’d take more characters like Jane than Dwight. Having too many stereotypes isn’t good as well. You come into different games but are bombarded with same types of people all the time.
And tbh I just don’t get what freaking stereotypes have to do with DbD’s identity. It’s identity is a horror cat-amd-mouse game, a collaboration of different horrors.
This forum really surprises me sometimes with stupid things like this. I get that there’s a lot of things there can be improved but saying the game doesn’t have an identity because you are too bothered with characters and their skins. Skins that are meant to be just that, skins. That explore different fantasies.
And you go on a rant about killers and them not being a perfect representation. What? Maybe Pyramidhead doesn’t work exactly like in SH games but he definitely takes traits from there. And do you know that there’s plenty of pyramidhead variations in SH as well?
Ofc a character like that which is gonna be carried over to a whole other game will need to be changed a bit. Damn
Ah yes, how stupid of me. Thinking that in dbd, a game that I have mentioned multiple times now is directly inspired by classic slasher films which are know for their character architypes and villain designs that making character personalities recognisable just at a glance would be important. Like say, having characters wear different skins that express their personality in different ways, rather than take away from the horror atmosphere for the sake of cheap fan fare?
Or how about me having the sheer GALL to suggest that (Giant Metal) Pyramid (On) Head shouldn't be capable of being blinded because of basic logic, or expecting killers like Demogorgon to not use the one thing they were known for in their only iteration before being added to the game?
Clearly, you have the true master of the forums. And have graciously taught uneducated peasants, such as myself, that logic and reasoning aren't necessary to be proven correct.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1894740#Comment_1894740
That is true, but you forget that The Observer, Felix and Elodie's lore make clear there are people who investigate on the matter. That is what makes me think the Entity didn't really care and wasn't careful in its kindappings.
Besides, if the Entity was really interested only in lone people whose disappearance wouldn't be noticed, it would have a buffet made of the countless homeless people in the world. But as far as we know there aren't homeless people in the Realms, because they don't fit the Entity's strict requirements.
The people who investigate only exist as a shallow replacement for Benedict Baker. They serve the exact same narrative purpose as he did, (before he was most likely forgotten about) but instead of having the relatability of a single person stumbling across a threat bigger than they can deal with and understand, they're an entire organisation devoted to investigating the entity. Severally removing the "unseen and lurking threat" trait that the entity had before their inclusion.
There's no evidence to suggest it hasn't made a habit of stealing away the homeless. They would probably be the first to be taken out of a society because no one would miss or look for them. And just the thought of that, of being taken away to a dimension of horrors forever without any soul still in reality caring, is far more terrifying than the entity we have now, that has started collecting celebrities like they were limited edition barbie dolls.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1894981#Comment_1894981
omg yes, PvZ 2 is another great example of the quality of storytelling dropping like a lead weight. I hadn't seen your comment before, but after I had, I realized I needed to respond.
Have you seen Stromae's video that helped inspire the Entity? It's insightful as to what the devs intended for their creation to be. (I've linked it below if you haven't and were interested.)
Wow. The resemblance is uncanny. I had no idea this video was a thing! Thanks for mentioning it to me. The themes that it expresses are almost an exact copy of the original entity.
In the video the monster that, is a clear inspiration for the entity, is cancer. It is capable of taking anyone it chooses, seemingly at random. And is extremely hard to fight back against. Especially people who are caught in the addictive grasp of cigarettes. Most people that smoke know the health risks but do it anyway, giving up hope for a longer, potentially happier life in exchange for momentary stress relief. Almost exactly like how a killer in dbd has given up hope for escape and sacrifices others for a brief end to their suffering until another hunt begins.
Really highlights how promising the original vision for the game was.
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The idea of getting a permanent stat increase at cost of not using any exhaustion perks is pretty neat. But 2 out of your 3 suggestions are incredibly overpowered.
An extra 5% movement speed is huge. Not only would it absolutely translate to several extra loops during a chase if the survivor knows what they're doing, but it would be a nightmare for 110% speed killers.
And you forgot to add the "survivor healing" requirement for "Emotional Overload". Without it, Self Care allows you to heal yourself at normal survivor healing speed, ignoring how absurdly powerful the 100% extra healing speed is already.
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@crunchie said:
HOOK CAMPING IS CHEAP AND RUINS THE GAME.
Can the Devs please do more about this. I don't want to play this game anymore because of this. I know ways to counter it. But against bubba or insta down killers its a switch off.(or they pull you off while unhooking) . I've been playing for a long time and only see it in high ranks 11 and above. but I've been trying to get friends to play this game and now they don't want to because of this. I want to make this game enjoyable for both killer and survivor.( no I was never toxic and its right off the bat hook camping.)
- Can you put an automatic kindred after a few secs. (I don't want to waste a perk slot because of hook camping)
- More blood point loss because they always break even or pip up
- Stop the bleeding out while they face camp
- trapper traps cant put all of his traps in one area.( around the hook )
- If I do get hook camped I don't loose progression or blood points.
If the killer camps and wins because of it, it is entirely the survivor's fault for letting that happen. If you loop around, or near, a hooked survivor, the killer should camp. If you get downed and hooked near a 99'ed gen, the killer should camp. If the gates are 99'ed and the killer has a hook, they should camp.
It is a part of the game and something you should try to stop from happening in the first place.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1894740#Comment_1894740
to play devil's advocate...
this assumption about the entity presumes that it acts only in a manner of self-preservation, and that avoiding detecting is its single greatest concern.
the entity might not be like that at all. it might feed off fear and chaos--it might even strive to instill those things in society. Taking nobodies and outcasts in the beginning may be a way of growing/building strength. Taking somebodies and celebrities is the moment the entity begins terrorize the real world.
If people are investigating what the entity is, then more people are going to be placing themselves in vulnerable positions to be taken.
A powerful being like the entity might not concern itself with the behavior of mortal beings. The earth is its classroom, and the entity is the class bully. It is all-powerful, all-knowing, and nothing can bring it down.
The version of the entity that you described, which is also the one I sadly admit that the devs are leaning towards, is a massive leap in quality from the entity described at the game's launch.
Now it acts like a Power Rangers villain, its evil cackling almost audible as it lords over the petty mortals because of how great and powerful it is. It even has it's own fanclub for christ's sake! The equally ham-fisted "Entity Cult" that was totally there the whole time and definitely isn't a shallow replacement for Benedict Baker because the devs thought it would be cooler to have an an entire organisation know about this supposedly lurking threat. (RIP Benedict. B, Died along with this game's immersive narrative)
The entity at its inception was actually menacing. We didn't know much about aside from BB's brief descriptions. It followed the traditional eldritch god linage of being beyond humans, something that you only begin to comprehend at the corners of your mind. It sought out those who were deranged, or wounded, or alone, and tortured them into submission whilst feeding on their faint hope of escape. Its existence heavily drew upon the universal fear of loneliness and isolation, the fear that if you were taken by this thing that no one would ever come looking for you. And as you were sacrificed on the hook over and over again, and your hope dimmed even further, the desire to turn on your fellow survivors just to ease your pain would start to grow. Until you the hope dies within you and is replaced by a dogged obedience for your arachnoid master, eagerly feeding the souls of your former friends into it's abyssal maw so that your eternal pain might be eased for the moment.
There has never been such a drop in quality compared to the old entity and current entity, since PvZ 2.
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"We all mope down here"
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@Qikin said:
Let me add something I also noticed recently to this conversation. When the game launched, it had a specific way of texturing objects. You can see it, for example, on original Dwight shirt, screen from OP's post. What I mean are these quite small but noticible stains, like a drops of paint from brush or something along those lines. It's obviously stylized and I quite enjoyed it, it was consistent - the maps were like this, the game object were like this and characters and their clothing also looked like this.
The problem is, over the past year or even more, this style has been disappearing more and more, to the point that reworked gens, assets on new and reworked maps and most recent cosmetics aim for much more realism. So now, when you equip original character with vanilla cosmetics and you run around these maps, something is off. I can recommend you to try this on Coldwind Farm before it gets reworked and compare it to current MacMillan Estate.
It's this attention to detail and consistancy that should be expected from a developer with a strong vision of the game's artstyle.
I actually had a look at the older cosmetics and I see exactly what you mean.
They're clearly dated but more stylised. Now, with the reworked maps and modern characters, everything is now a shade of bland realism. Even if the textures well made, they're designed very blandly.
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@EvanSnowWolf said:
You think game design is based on attractiveness? That is a weird take coming from outfits like the Christmas Hoodie Feng.
Designing characters like that would get BHVR attacked by feminist groups. It's why there isn't a single large breasted woman in this game despite the horror trope of the "big breasted blonde" that was made fun of in the Scream franchise.
What? No! How did you reach that conclusion? I never even mentioned Feng's outfits.
In case it didn't come across, good Character Design in dbd tells the player about the personality of the character and their vested interests through just sight alone. Since most of the characters never speak, having their personality expressed through how they dress is the only form of characterisation they get besides their perks.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1893701#Comment_1893701
The Entity doesn't take people because they are loners and nobody would notice (it's an interdimentional being and I doubt it gives a #########), it takes people who have a very strong will and survival instinct, people who wouldn't give up.
You're ignoring a massive problem with the entity taking people who are renowned or famous.
Let's say that I am the entity. I need humans, hope, to survive. When I take someone to my torture dimension I want to make sure that as few people as possible come looking for them. Because not only are lonely people most likely easier to kidnap, but if people start to notice others mysteriously disappear in a deep fog my food source is now at risk. The devs have stated in the past that escape from the trials is possible if the right ritual is performed. So having people look into what might be taking their peers is very bad for me.
Like, say, talking an individual that's worth millions in sponsorships and will have no doubt have investigators trying to find out what happened to her. It's an extremely stupid decision to take someone like that given that I want to remain unseen. And even apart from that, if anyone actually managed to break out of the trials, they would be a massive security risk. Because if all the people I took were nobody's or loners or just people that weren't well known, the person who escaped who be hard pressed to find anyone who believes what happened to them.
Unless of course they have valuable information pertaning to all of the celebrities I've apparently been kidnapping.
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@BlooperReel said:
https://forum.deadbydaylight.com/en/discussion/comment/1893605#Comment_1893605
I can see that, but Lightborn consumes a perk slot forcing you to give up something potentially better. PH would just have it so he might as well be running around with 5 perks.
4 perks + 1 mediocre perk that doesn't do anything if the survivors don't have flashlights.
I still think he should be immune to blindness just because of basic logic. He has a giant ######### metal pyramid on his head. How is the light getting into his eyes!?!
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@KayTwoAyy said:
I appreciate what you are trying to call attention to here, but unfortunately I think part of your argument depends on willful ignorance to nuanced character design. Cosmetics are minutiae that should seldom be used when designing characters--particularly in a game with customization. While they can be used to further reveal information about a character (i.e. Jane's passion for painting), the silhouette and mannerisms are true indicators of a character's personality.
Dwight, Claudette, Jake, Nea, Bill, David, Ace, Feng, Tapp, Jane, Nancy, Steve, Yui, Cheryl and Elodie all have silhouettes (and idle animations) that reveal a bit of their personality. Every survivor has their own set of poses and idle animations BECAUSE they are unique individuals, and BHVR is attempting to convey that through the design.
At the end of the day, design is subjective, and even good design is hated by some. You're welcome to hate some of their design choices, but it would be wrong to claim that most of the cast lacks personality.
Take Yui as an example...
Her elbows hug close to her waist, making her appear smaller--an indication that she is uncomfortable or nervous. However, her shoulders are pushed back and slightly raised, which paired with her clenched fists, implies she isn't scared. In fact, she is ready to fight for herself if she needs to. It is important to note that compared to Bill or David's stances--which are blatantly confrontational--Yui's silhouette does not read as agressive. This pose is strictly defensive. Looking at her hair, it is distinctly directional--all her hair flows back to a narrow point--implying a sense of direction and/or speed.
Her bio unsurpisingly reflects my analysis of her pose. She was raised in a traditional family, but was known as a rebel interested in racing against the local boys. She is a minority; a female racer among all boys, thus explaining the uncomfortable/nervous stance. She's headstrong tho, and determined to win, which explains the clenched fists--she is not afraid of being a woman in a man's sport. And, most obvious of her design choices, the hair is designed to reflect a sense of speed because she is a racer.
Let me start by saying I appreciate you actually taking the time to write a good counter-argument. These forums are filled with childish people who don't seem to understand the difference between objectivity and subjectivity. So having someone at least try to explain their viewpoint rather than presumptuously telling me how wrong I am is refreshing. Now onto addressing your statements.
"Cosmetics are minutiae that should seldom be used when designing characters--particularly in a game with customisation"
You disproved your first point in the same sentence that you stated it. The characters of dbd have almost no dialogue. The most we've gotten is Plague's occasional quotes and Ash saying something in the waiting lobby. For all intents and purposes, the personality of the survivors is how they look. They can express themselves in no other way besides screaming in terror. The only other interaction that we, as players, have over these characters besides helping them survive is choosing their outfit. So how those outfits are designed is a very important part about expressing that particular character's personality. Silhouette and mannerisms are important as well. But not nearly as important as how a character looks to begin with. (When I have the time I'm going to contrast every character silhouette in the game to see how they look. I'll get back to you when I'm done)
"At the end of the day, design is subjective, and even good design is hated by some"
Not entirely true. In every single design in every single field, objectivity can be measured. A stick as an objectively worse weapon compared to a gun. A pile of leaves is an objectively worse shelter than a house. When it comes to creative fields such video games it certainly becomes harder to measure objectivity, but is by no means impossible. It simply requires a more thorough examination than the previous examples.
You are entirely correct in saying that good design is hated, however. I hope that my analysis of dbd has come across as sincere and not disgruntled as I try to analyse things as objectively as possible.
The last thing I'll address is your analysis of Yui's pose. All of which is completely correct and I agree with.
(Except I'm surprised you didn't mention the ridiculous wrappings around her feet that made her look like a Sonic Boom character.)But what I will criticise is her characterisation and story and how it poorly ties to the game's narrative.(What's left of it)- Dwight is an anti-social nerd who's spent most of his time alone or avoiding others that would ridicule him. It makes sense that the entity would take him because less people would look for him.
- Claudette is an anti-social nerd who's main interactions with people are online. It would make sense for the entity to take her as well.
- Yui a renowned racer who now holds record for youngest ever woman to win the "All-Japan Moto Championship" and has thousands, if not millions, of sponsorship money backing her. Why the hell would the entity ever consider taking her?!?
I'm fully aware that other survivors have this problem also, and that the entity has been reduced to an imitation of a bad eldritch joke at this point, but that doesn't excuse how contrived her inclusion in the game is.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1893612#Comment_1893612
In the last questionnaire they asked if we would like customizable lobbies.
I expected being able to choose the background and music from earlier releases and events. But now that I think about it, we'll probably just get charms in the sides.
I see no reason to dispute this.


