Skittlesthehusky
Skittlesthehusky
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- Skittlesthehusky
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i can't comment on his strengths or weaknesses personally but i do agree that hellfire needs a distinct audio cue. for this tome i'm struggling to prepare for his power usage because i cannot hear when he uses it in comparison to other killers with specialized M2s.
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honestly if it was 3 am and i got given a trap at 4 gens i'd throw it away too π
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i don't really mind map offerings, honestly. if people want to play on a specific map, let them
i don't blame people for wanting to bring maps anyway
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flashbangs do have counterplay. the problem is with their inconsistencies due to bugs and unintended mechanics. otherwise, they're pretty telegraphed.
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honestly its unfortunate, i am one of the few people that doesnt really mind skull merchant. i think the community increasingly bandwagoning things instead of testing and giving chances for change is putting way too much stress on this game's balancing and is gonna cause some pretty awful results down the line.
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honestly i kind of wish they would stop removing these things. the game becomes a little more stale without the unexpected
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788010#Comment_3788010
Okay but making doing all of that even easier than usual is still bad and it should stop being enabled so much. This isn't about fixing all cheating, this is about not doing things that make cheating way easier for cheaters to do.
You're just arguing for the sake of arguing. No it's not a perfect end-all solution to every problem ever. Nothing is. Pointing out "but it doesn't fix everything forever" contributes nothing, it's just deflection.
i don't think i'm 'arguing for the sake of arguing', im merely contributing my thoughts to a discussion and i thought your post was an interesting talking point. i believe that no matter what system is implemented, cheating will continue to be a major issue even with the difficulties implemented. such is the nature of technology and those who choose to either use or abuse it. bad actors are everywhere and no amount of restrictions will fix that. the best thing that players can do at this point is to simply just report these people when they see them to slow them down and force them to buy copies over and over again.
it's an arms race against cheating and modding. it's not the end-all-be-all, of course, but this is something that has to be accepted as part of this age of gaming and technology. it sucks, but sadly people will do what they want and will do anything to get it done as i said. -
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787879#Comment_3787879
Of course there's always going to be cheaters. But there's going to be a lot more if they keep making it easy for cheaters to get new accounts to continue cheating with whenever they're banned. It's enabling a problem to make it much worse than it normally would be.
there's really no easy way to mitigate that though, that's the issue. even if you took away the person's ability to make a new account, they'd spoof their way into making a new one or continuing to buy accounts off of people. you cant prevent someone from making a new user account, you can't prevent someone from buying a game, and you can't really stop people sharing their credentials to allow others to play. they will find a way around it.
i'm not saying that nothing can be done, as there are some options and i do agree that changes need to be made, but the reality is that the gaming industry is plagued with cheaters and there's no real true way to remedy the issue when it comes to live service games specifically. with the amount of tools out there as well, you can only slow it down so much before it bleeds into what steps need to be taken by the end user, and at that point it can become oppressive to your regular playerbase. COD, GTA, forza horizon, and other major titles still suffer from these issues to this day.
it also doesn't help that DBD has become boring or unpleasant to a lot of people, so there's a major incentive to do things to the game that people otherwise wouldnt or is beyond the game's scope. this is the nature of today's gaming climate.
people have fun in their own ways when something gets boring and unfortunately that comes at the expense of others. and even if you somehow manage to make the gameplay more engaging, eventually that gets boring too. it's all a cycle. π
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the issue is that removing a specific copy of the game is not going to be enough to stop cheating. if you want there to be no cheaters, then you may as well not have a game at all. if it exists, its hackable.
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i don't think age rating has anything to do with the accessibility and optimization passes that were done to this game. just because the game is rated for mature players does not mean that the developers won't make changes to features with or without the player's input. personally, i agree that these features should be able to be toggled despite me being a player that does not use or like them.
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i think the wave of people giving up on hook immediately is coming from the overabundance of quickly lost games or games that put a person in such a difficult circumstance that it's super hard for them to recover from. the game is in a state where snowballing is a strong effect and it seems that the game's state is sensitive to mistakes that most players do not know how to avoid. even myself i struggle to be efficient as a survivor. with repeated circumstances such as this, people will be more inclined to assume the game is not possible to play and will move on.
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dead by daylight's community has developed a climate where most things that deviate from what is generally considered to be 'normal' from the game tends to draw very strong opinions, especially when it comes to other players. i personally don't mind SWFs and find them fun to go against even when the game is not in my favor, though once upon a time i was not as emotionally mature about it as i'd have liked to be. i found myself very easily getting frustrated over the fact that i got stomped by powerful teams.
but something i remembered was that even in games that had more rounded-out gameplay, that also just so happened to involve teams coordinating with each other, it would be the same experience. there's more power in numbers than in an individual usually and i allowed myself to accept that. sometimes that challenge is a very good teaching tool for learning how to handle pressure and applying your knowledge against the more tougher groups.sometimes, it just doesn't hurt to do a little introspection while playing these games! you learn a lot about yourself and tend to improve that way.
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i'm confused as to why we are expecting things of other people in this game. why not be satisfied with the passive bonus you're getting from the other offerings? i suppose i'm just not understanding your logic.
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i suppose it makes for an interesting change. it adds a risk factor to a 4%. i guess the devs have a notion of adding risk to everything in this game.
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i personally think that the speed of the game is fine. its in a good spot
for the type of game dead by daylight is, it can be a bit of a drag if the game lasts more than 20 minutes. dbd has turned into something similar to smash ultimate. additionally, you're dealing with a much more skilled playerbase now that the game has been out for 8 years. dead by daylight has been optimized enough by players to offer the best efficiency they can manage for their skill level.
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i think it all depends on your perspective and how the game is being played by either side.
to some, the game will appear faster because there's more efficiency being displayed by both sides at higher level play. to others, it may appear slower because of pacing, minimal activity, or lesser experience. generally, one side has the ability to dictate the pace of the other if it's either forced or accepted.
some maps enable faster gameplay as well, eg. new coal tower, new mother's dwelling, etc.
i personally think the match speeds are fine. there's a lot of variance, and most matches average between 10-15mins which is perfect. you never want a game that lasts too long or is too short!
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dbd has turned into asmr! wonderful! i get to finally relax while being skewered on a hook and ripping the heads off of survivors <3
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this post makes me so excited idek why π im probably excited for you because i understand how long this takes LOL
i should probably start hoarding addons too, just for fun
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because i play the game so much, i generally use my shards wherever i feel like it! i've recently been getting all the 900-shard cosmetic pieces for the original survivors and killers since i find the recolors to make interesting combinations. in a way, they feel very grounded and remind me of why i play the game! :)
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i thought i'd hop into this conversation because i find it interesting.
realistically speaking, i don't think there is any real way to prevent someone from finding a way to quit a match. if there's a will, there's a way. on top of that, it would be extremely unfriendly to players if people were to be held hostage in a game they wish to not play. by keeping those players in the game, it could easily hurt the experience of other players since they may resort to intentionally getting themselves killed or causing havoc in a game out of revenge.
plus, designing a system to keep these players in-game would be a tall feat since all a person has to do is disconnect the power to whatever device they're playing on. you cannot prevent someone from turning off a device they paid for. so taking away deaths on first hook is not going to do anything.
understandably, there's a variety of reasons as to why someone would ragequit or have to leave early. naturally that's part of any online experience outside of dead by daylight. whatever those reasons may be, it still makes no sense to find a way to generally punish the community when there's multiple factors that play into it.
it makes more sense for us to come to terms with the fact that disconnections, rage quits, suicides, and other means of giving up are part of the experience for any online game. you are playing against people with complex emotions or agendas, so there's always going to be someone who will do everything possible to cater to their own experience. you can lead a horse to water, but you cannot force him to drink!
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im ngl im actually gonna try this out later tonight, i'll let you know how it goes π«‘
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sorry for the post necro, i was going through some discussions and i found this post to be very interesting!
MMR is one of those things that i think a lot of people put way too much stock in when it comes to its numbers or what they consider to be 'top mmr'. technically, there is no use in raising your MMR because the matchmaking is supposed to serve as a way to follow your increase in skill and is intangible. it's not a statistic, nor is it a trait of the player. it's just the game's way of trying to cater your experience to your baseline level of play.
now that MMR has been tweaked and has been put out for a long time, i'd say it does a very good job at consistently keeping you around your baseline. it scales accordingly if you show significant growth or regression from your previous matches, but not so much in a way that you're consistently getting extremely good or extremely terrible players. in a way, it seems fairly balanced out now! i can count about 2 really good players and 2 weaker players each game on average now at the level i play at. if you want to change your experience to surround yourself with more challenges, or your playstyle enables you to raise your skill ceiling, MMR allows you to do that based on what your personal performance is like.
this is its usefulness as a function in dead by daylight. it's not meant to be any more than this.
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as useless as they are, i think they add an interesting element to the game. chests are all about chance, so it makes sense to obtain something that's complete junk because of chance. similar to any perk that has a dice roll mechanic, you're gambling for the perk's potential benefits.
gambling always has drawbacks!
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demogorgon and shadowborn
that's literally it for me π
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i came back to this thread tonight to read through all the posts and i wanted to take a second to thank y'all for discussing this with me. i was genuinely curious to see what the general consensus was.
a lot of these points are very agreeable and helps me see through the eyes of other spectators of these forums. it makes me wonder exactly what could be done to promote a better overall approach to these suggestions that could help them be more constructive and organized.
@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626601#Comment_3626601
This is probably the most constructive way to look at it. I can add a little bit from my own experiences.
You might see a suggestion to buff a Perk in one thread, then a suggestion to nerf that very same Perk in another. Both will be filled with comments arguing why the idea is right or wrong. Even if everyone on the forums agrees, people on other platforms (Reddit, Twitter, Discord, etc.) may not. And then on top of that, various regions around the world will have their own metas and discussions, so different opinions will be dominant elsewhere.
Who's right and who's wrong? Nobody. Nobody is wrong for feeling the way they do. Everyone has different experiences, and each of them perceive the game and what is fair in a different way. And for every person who takes the time to share their thoughts, there are thousands more quietly playing who feel the same way.
It's hard enough to get everyone to agree if something is too strong or too weak, fun or frustrating, fair or unfair, and so on. When people don't even feel the same way about something to begin with, it's even harder to come to an agreement on how that thing should change. Someone might propose the perfect solution for them, but rarely is that the perfect solution for everyone. It may address the issues you have with it, but it might ignore or even exacerbate the issues someone else has.
That doesn't mean that suggestions are pointless, though. Quite the opposite in fact! Suggestions and the reactions they create are incredibly helpful. The discussions help us confirm what people consider the issue(s) to be, gauge interest for or against changing something & how it should be changed, get a better understanding for conflicting POVs, and so on. Even if the suggestion itself is ripped to shreds in the comments, there are still incredibly helpful nuggets of wisdom we can pull out of it which will help the designers find a compromise. For example, people may disagree on whether X Perk is too strong or too weak, but we may find that nobody disagrees that it lacks counterplay. This is an actionable piece of feedback; we can make changes to that Perk that leave it roughly the same in terms of power, but make it feel more fair to play against. Those are what are most useful to us, and suggestions help draw them out.
If I could offer one takeaway, try not to get overly attached to any one particular suggestion. There's so many different opinions & possible solutions out there, it's very unlikely for the one you have your heart set to be chosen. We'll do our best to address the issues you have with something, but it may come in a different form!
a good statement! at the end of the day, a suggestion is exactly that its namesake is. it's not meant to be an end-all-be-all take. sometimes it's even fun to discuss the possibilities of something if its taken that route.
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@Xxjwaynexx said:
I think that it depends on the amount of time spent playing the game. To me it seems that most of the vets 6k+ posts seem to have the most informed recommendations as they should theyve been around for a while and have literally seen the best and worst points of the game. The problem is when you get people that have only been around for a short span, those recommendations seem to be more skewed towards personal bias and us vs them mentality. Some people can't be happy for one side being balanced because it takes a crutch away or makes a perk less appealing but makes the overall health of the game better, kind of like can't see the forest for the trees.
I haven't been here long maybe 2 years at this point but I mostly try and offer recommendations on things that I've used heavily in that time and stay out of things that I haven't.
your point is solid! i am one of the veterans of this game and i see precisely what you're talking about. in addition to my post above, i noticed too that the variance of personal experience tends to be a strong driving factor in a lot of these posts.
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@BlightedTrapper said:
I think the opinions are almost always very uninformed, usually stemming from a bias for which role or character they main. While their is some good feedback the community gives, like the outcry when they tried to nerf Billy's engravings a while back. Most of it is just begging for their overpowered crutches to return so they can abuse them. "Revert Circle of Healing, buff Dead Hard, buff Pain Res, buff Pop."
i can agree on the statement of opinions feeling as if they're very uninformed. i'm unsure if the same can be said for the whole 'crutch' bit, though...
personally, i feel like there's an odd situation where people are unsure how to really optimize the game since there's a huge variance in playstyles and people are making suggestions based off of what they know, more closer to how they play in particular.
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i've never really had any issues on hawkins π€·
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i'm seeing a bunch of comments that ask OP to bring perks or "leave the game" as a solution to a problem such as this. i'm in hard disagreement with those statements and here's why:
basic etiquette is something that should be practiced from the start, from all players in all games. a player should not be required to change their entire playstyle or forfeit solely because of someone else's behavior or poor decision-making. this not only is being said because of the game being extending out far longer than it needs to be, but the overall health of the community and how we treat each other.
the issue with DBD is that the game relies way too heavily on the roles to do their part in order for all players to have a fun and relatively decent game. even for me as someone who absolutely loves this game and tries to be a beacon of positivity, i am finding myself more commonly in games that involve:
- survivors leaving others, or myself, to die for unknown or very selfish reasons
- disrespectful behavior in-game that could upset a player
- players becoming vengeful and going about ruining the experience for everyone else after an incident that happened in-game
- stereotypes are created and followed for types of players, thus creating a negative outlook and less heart in their participation
and more.
but the counterargument to this is:
DBD by itself is not designed to be the terrible game that everyone makes it out to be. it's not designed to be the game that gets dragged out for 60 minutes straight because players feel like that it's necessary to do so. DBD by itself is just a game with 4 survivors and 1 killer, and we're all here to play it. with that being said, it is up to us to make sure we create an experience that we can all enjoy and stop doing some of the things that we've been doing for so many years.
it's not a matter of "well the devs need to do something!!!" about this either. this is about what us players choose to do with our time on here. the devs can only do so much before it boils down to the community being the problem. i've been saying this since the start.
WHATEVER NEGATIVE EXPERIENCE A PERSON CHOOSES TO CREATE IS NOT BHVR'S RESPONSIBLITY. BHVR can moderate games as reports come in, yes, but at the end of the day it won't do them any good to respond to reports of games being held hostage if this sort of thing is normalized and seen as acceptable to begin with. why should they act on something that we bring upon ourselves each and every time we decide to be emotional about what goes on? dead by daylight is an asymmetrical party horror game. it is not an obligation. almost every single problem (beyond certain aspects of game design) are strictly our fault, and i really want people to stop making excuses for irrational behavior.
if you are one of these people that choose to waste others' time and continue this trend of irrationality, you are the issue and it is nobody else's fault except your own.
if you are one of these people that seek revenge over something so small such as a missed skill-check or a beefy smack on the hook, you are the issue and it is nobody else's fault except your own.
if you are one of these people that are overly rude, selfish, or arrogant and aim to make a fellow player's experience as miserable as possible you are the issue and it is nobody else's fault except your own.
if you are one of these people that take aspects of the game super seriously to the point where it hurts you and others' experience, you are the issue and it is nobody else's fault except your own.
there is no way for me to soften this for anybody. everybody on this platform needs to take a deep breath and realize why we're even in this position to begin with.
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im also autistic and adhd so i 100% feel this, i've kinda managed to get around it by applying an EQ to reduce the noisiness of the notifications, but i understand that not everybody can do that
hopefully spam in-game becomes less of an occurrence and that people are kinder!
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i dont usually complain about anything about this game tbh but the one gripe i do have is that matchmaking doesn't feel.... that great?
i play demogorgon because i breathe and eat this killer, but i do not sweat or play uber-competitively unless im in a match that warrants that type of playstyle. i noticed that because of this i have a fairly equal win/loss ratio, yet i get matched with two extremes in lobbies; survivors with relatively lower hour counts or perform as expected for newer players, or veterans with over 4000 hours that play with extreme pressure or give me extremely challenging games.
i'm unsure if MMR has made lobbies better or slightly worse. given from what i remember from years ago before MMR was added, it doesn't feel any different from the way that lobbies felt back then. in fact, i think lobbies felt more consistent because it was a mixture of different skill levels.
from a logical standpoint, i can see why MMR was implemented. however i do think that the way it calculates its numbers may not be ideal for the way this game is played today and it's causing a bit of frustration for both sides, especially survivor.
on my end, my survivor playing hours make up roughly 13% of my playtime, 14% being dedicated to studying aspects of the game with both sides, and about 73% of it being dedicated to one specific killer in the roster. that being said, i'm not the most experienced survivor and play similar to a survivor with roughly 300-400hrs in the game. despite this, i personally feel like i get matched with players who outperform me significantly or i outperform the team. this experience is similar to my killer games.
it's been affecting my ability to learn or properly showcase my skills in the game as a result and i often times end up performing worse, or completely crushing the competition, the next game. i wish there was a little more consistency regarding skill levels that are present in lobbies. i don't feel like i'm progressing properly or creating an enjoyable experience when MMR is in a weird state like this
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given that its the entity's realm, i would assume that when building the worlds it drops the survivors and killers in, it takes chunks of pre-existing familiar structures and just hoshposhes it together like a really ugly collage. it'd be a fun way to explain why some buildings are structured the way they are!
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demogorgon.
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this challenge is also bugged for me, ive never been able to complete it! hopefully theres a fix soon
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i'm personally not bothered by them, i play the game as per normal despite being knocked out of crawler mode.
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if your time management is good, stealth does not matter that much in majority of the games you play. enjoy what you want to enjoy!
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hi! i have audhd, happy to see someone else who's in either spectrum too
my focus is really in how the game plays out and what type of mechanics i feel like juggling for a while tbh. for the most part, i play without perks or just 1 perk (shadowborn)
additionally, i play whichever killer im hyperfixating on the most as the time, so that just adds to it
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may i ask what the purpose of this thread is?
a quick chest opening perk sounds fun though!
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i am really confused by the way players give up the games that they play as of late. i do wish people would just try to enjoy a game for what it is.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528178#Comment_3528178
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528177#Comment_3528177
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528148#Comment_3528148
Read these two posts by @Thusly_Boned they basically summed up why I even made this thread in the first place.
the problem i have with this notion is that this is a common phenomenon with anything that goes up in price compared to what we are used to or is priced in a very unusual way.
i understand that individual's point, and there is nothing wrong with consumer advocacy. there is a reason as to why i outright stated that you should write BHVR a letter to negotiate this rather than solely using the forums (a place where people commonly air their negative responses to things) as a place for this sort of thing. what i was outlining was the fact that it is wrong to claim that a business is simply "pulling the wool over the consumer's eyes" without taking to account everything that can factor into the conditions of a price, including contractual agreements that contain conditions that are to be met by the party signing. this includes making up for the costs that come with providing a resource that's meant to fill a criteria (i.e, a requirement to meet a certain profit margin to indicate a success in a license in order to continue annual resales, or a certain percentage owed for a quarter of the first sale period, etc.).
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i personally think it is a good decision on the behalf of game design. the reason being is because dead by daylight is a time-management game, and that the mending state induced after a hit is a very useful tool in itself. it has to be used appropriately in the correct scenario for either side.
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one thing you seem to misunderstand is the fact that the pricing of DLCs may also be subject to change due to term agreements for the contracts that BHVR signs for in order to have permission to create the content in the first place. with that being said, they have to balance the costs and profits accordingly. they are a business at the end of the day, and the business' goal is to ensure that it brings in profit to continue to create and provide services for years to come.
you are not obligated to purchase the goods or be in agreement with these prices to continue to play the game. you are not obligated to pricing notifications as a consumer, and it is your responsibility to balance your own checkbook. if you're really that upset about a few dollars of an increase, personally write BHVR a letter for negotiation.
(edit: i forgot to mention that steam, epic games, windows store, xbox, etc. may also have agreements to fees charged for each sale of a product through their services. this is something BHVR also has to account for.)
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i really wish survivors had the option to equip charms as part of a cosmetic print, like the back of shirts or on certain hats or something!
they're cool on hooks but really hard to see on survivors a lot of the time! it'd be cooler to see them if they were larger
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unfortunately there has to be changes to how vaults function in order to make up for high ping. personally, i've noticed that certain killers' powers were being invalidated when trying to apply them to windows (i.e trapper's traps being ignored when the survivor lands on them after vaulting), so it made certain plays against players with ideal ping difficult to deal with, especially with synergy with certain builds.
hopefully the devs find a way to make it work! im sure there'll be a solution soon
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i do! but mainly just to suit themes i feel like going for
in this case, i tone my games to look as if i'm in the upside down because i play demo, nancy, or steve!
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hey pulsar! happy to see you again
unfortunately i too agree with your statement, but not necessarily on a negative note. games evolve over the course of their lifespan, and what can be a simplistic game can easily turn out to be one of the most competitive pieces of media in the video game world (think: super smash bros. melee) due to player innovation and discovery.
because DBD has grown to become a very technical game, it forces a much different mindset beyond the goal of just hooking/killing and escaping. parts are constantly moving in the game, and it is up to the player to decide how they want to pursue the match since it is an ever-changing battlefield, similar to real life!
notwithstanding, i do feel that player attitude is primarily what discourages people from adopting a healthier mindset to these changes. i feel like that the persistent drive to win every game has poisoned some players' ability to differentiate between when they're having fun and when they are trying too hard to make something fun. it's very easy to lose sight of what's possible.
it's why i try so hard to talk to people and let them know that it's okay to step it down a notch and enjoy the game for what it is and what it has to offer, rather than constantly pushing themselves into burnout or an unhealthy relationship with the game.
i wish people would listen to me when i say these things. not as an ego thing, but rather just for the sake of them and the sake of this community. these forums reflect the very thing you talk about, and it makes me sad to see.
i hope one day people see what i'm talking about.
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have fun playing wesker! there will always be somebody that enjoys the chapter for what it is, and thats cool too :)
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i can confirm that DBD causes my CPU to also spike to 100%. now given, i run a ryzen 5, i do not run into these issues with a lot of triple A titles! though i end up running into it commonly with DBD. i think the game is really due for an optimization pass :(
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this is like banning anybody who uses tech in a fighting game as part of their toolkit! (smash bros, for example)
you cannot just simply ban people from using, or patch out, tech
code will always have holes, there will always be something that a player discovers that gives them an advantage. that is the nature of a game that encourages having fun! that is the nature of curiosity and competition. you will be outplayed and there always will be tools available to use to add to the strength of your opponent.
you are a gladiator in the ring, learn to fight and have fun doing it!
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@Sharby said:
Hello Skittles,
My take on this topic is that most people fail to grasp what balancing actually is and what it means for a game. In truth, the best method of balancing for a PVP game is to balance through imbalance.
People don't realize that if this game was truly balanced it would die quickly because it would be boring.
The Gen-Kick meta was actually quite balanced in my opinion, which makes it a perfect example because it was miserable and got totally deleted.
Killers finally had a very strong answer to the fact that gen progression items and builds were extremely strong, borderline unbalanced, and thus the game was a balanced tug-of-war. But who enjoyed it? DBD was never meant to be played in 10-20 minute sessions of chipping away at your objective. Its supposed to be fast-paced intense gameplay from start to finish, in order to achieve that, there has to be things that heavily sway the tide of a match.
Having high-high's and low-low's is what makes the game so addicting in my opinion and contributes to its current success.
your viewpoint is in-line with mine. pretty much everything you've said is what i would've said to another person!
@Blueberry said:
Perfect balance isnβt really achievable in an asymmetrical. That said, it could still be significantly better.
@Nazzzak said:
Well player skill has to account for something. I wouldn't imagine a 100 hour killer or survivor would have the same results as a 1000 hour killer or survivor. A perfect balance seems to me to be a situation where everyone has an equal opportunity of achieving the same thing. I don't think that's possible in this game.
i agree, the act of balancing would be very hard to achieve given that this is an asymmetrical game. and honestly, i think that's what makes dead by daylight so interesting. because it's so unbalanced, anything can happen and it keeps it fresh!
