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Slowpeach

Slowpeach

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Slowpeach
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  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208501#Comment_3208501

    What do you mean he inspired the whole thing? 🤔 And believe it or not, I did originally have Legion in there, but I'm not a fan of Legion so I took it out lol 😂 But yeah, I definitely can see Legion being a good option! If BHVR allowed more than ten options, Legion would've been listed (and then people could've commented specifically who they wanted).

    Because I always liked Joey and wanted to see him as a survivor as well as getting more lore in general. That lead to me making the post that led you to making those two threads about the killer to survivor topic.

    I may just post all the text things I’ve got on Joey. The perks, the tome, the script for how a short clip would go, the whole lot. I wanted to wait for the art but I could just describe the different cosmetic options. Just last time I did only text only one person responded, though it was in the creations section which is basically dead.

    I do hate that tbh. There’s minimal point posting anything anywhere aside general but it’s not ‘correct’ to do so.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208501#Comment_3208501

    If only focus on each of their own world lore, Philips could be survivor while Azarov being killer, or Rin and her father.

    For Legion, Susie & Joey could be survivors, but Frank is the only one, and pure evil in their story, which I think Frank still being the killer.

    Thank you for the commissioning : D

    Possibly. I did think a Blight infested Frank and/or Julie for Susie/Joey killer might work similar to their skin, so Susie and Joey are basically being survivors to not get absorbed into the Frank/Julie abomination but I dunno how people would feel about having the same person being a killer twice.

    It ultimately doesn't change their story, lore, background or anything, it just makes them different unless you delve deeper into the entity's realm and have Frank and Julie try to attain more and more power which results in the abomination (which would also be the killer name) but they've never done that before. All the survivors and killers stories focus on their lives before they were taken.

  • Joey and I'm disappointed you didn't put him there considering he inspired this whole thing :D. I'm still compiling things for this. Still not sure how best to present but yeah. This is what I've got thus far. I've left you waiting long enough. I just want this to be as powerful as possible when I do release the 'chapter' idea rather then be little bits in disorganized messes.

    Frank_Joey.jpg

    This was done by @es_nio_arts on twitter. At the time it was basically Joey reflecting on the actions he'd taken in the entity realm and the terrible things he did while wearing the mask not knowing the Frank already is well aware of his doubts and tasked to... 'stop' him. My version as you know now though is an alternate universe where Joey refuses to stab the cleaner.

    This is what I've got for Rin.

    Rin resize.png

    This was done by @C3Tooth. Could I honestly go to anyone else for art work on survivor Rin?

    IMO it'd be best as two chapters. First would be Rin and Joey with Rin's father as the killer. In this universe Rin gives into sorrow rather then anger and does not allow anger to consume her. The killers name would be 'The Chosen' or 'The Destined' because he was the one originally chosen by the entity and basically be a sword based killer. Haven't got much more then that.

    Why Joey together with Rin? Because I can't think of a good killer for the Legion members. I have someone working on various styles and cosmetics for Joey. For Rin that's not my strength but I know a lot of people would have no problem with this.

    Second chapter would be Philip and Susie. Killer would be Azarov.

  • Devour absolutely should. Rancor is a perk I’ve always felt is… difficult. I mean sure the target knows if they are paying attention but their team doesn’t. I guess I’m not that fussed either way on Rancor but I’ve always felt that perk needs something. Definitely not what they’ve got for it but yeah.

  • Well you put a lot of effort into this. Sounds pretty good I’ll say that much. I’m sure someone will find something to complain about now or as issues emerge from it never being implemented.

  • Expectations are low. Moris I don't care about and will only use in rare circumstances (I let someone go almost always) and bots I just get a strong feeling are going to be very bare bones. Solo queue hud changes would be excellent but I doubt that's happening. The anti-cheat thing has only blown up recently and I don't expect BHVR's reaction to be so fast.

    I hope I'm wrong and I hope I'm going to be pleasantly surprised but...

    @_kostas_pap_207 said:

    https://us.v-cdn.net/6030815/uploads/N2A1MWYSZL7Q/image.png

    One person on the forum posted this. And as someone said here if we get these , the bots , new tiles and some old stuff that I liked more I would be happy about this manner. Now for buffs nerfs and map balance and rng of course it's something very mixed up

    These are amazing. Yes please. Oh no... common sense that will be ignored and thus things to be disappointed about. Help.

  • It used to be 2 hooking all survivors. I didn't care about killing them unless they were jerks. My goal was so that everyone had fun, I gave a good challenge, they escaped, especially in a time where killers can be really unpleasant.

    That was until my rating dropped so low that I started playing against people who would never try and not do generators.

    Problem with kills rather then hooks being associated with rating growth I guess. Honestly now I'm not so sure. Gotta be honest since I ran into people who weren't trying at all I'm not having as much fun. I generally 2 hook everyone before I kill if I can and give the most deserving hatch but I don't like killing and sometimes when you 2 hook everyone and there's 3-4 generators left, they start to hide and it makes it tedious.

    Previously I could just make my non hostile intentions clear and they'd do generators and leave but if I do that, back to playing vs. people who don't try.

  • I really hope it doesn't get nerfed because it's a good solo perk. There's information you just don't have as solo which windows compensates for.

    There's a few ways to beat it.

    1. Blindness. There's quite a few slept on perks that do this and it's got other uses too.
    2. Enduring/Spirit Fury.
    3. Brutal Strength/Fire Up or other pallet negating perks/killers. You can get downs/hits with Brutal Strength that you otherwise wouldn't.

    Realistically the problem lies in the fact some maps are just pallet factories. Going up against Windows on Gideon as the previous poster pointed out with an m1 killer is immensely frustrating. In this case if I'm not prepared I simply leave chase and harass someone else and try catch the window user off guard. If they return to where they once were, there's fewer pallets for them to use.

  • Whose side are they on? The side that doesn’t care. They are playing a 1v1v1v1v1 game where only their ‘throw the game’ I.e cleanse totem challenge matters. This particular challenge needs to die a horrible death because it’s the biggest reason this sort of thing happens.

    Throw the game challenges are fine for killer but for survivor it ruins so many games.

  • Yeah it's funny there's discussion about boons and I keep thinking: Even if you combined the other three together would it get used if Circle of Healing didn't exist? Sure, Shadow Step is a nice thing to have in addition to Circle of Healing but on it's own (which you stated) or even with the other two? Not so much.

  • @WesCravenFan said:

    The developers have flat out said "We are not making Kindred basekit".

    Like they have addressed this request. Specifically. Many times.

    Stop asking for it. We already got a clear and firm NO on this.

    Playing on solo queue is like playing with at least 1 and I'd argue 2 perks less. They can change their minds and honestly it's going to keep coming up because it makes logical sense. How can they remotely balance the game when even the most casual of SWF on comms basically get Kindred and knowledge of who is in chase for free. That knowledge alone is 2 perks easy. Yes the obsession marker is a thing but that only works for one out of four players.

    Some devs have a 'vision' of the game and want people to be 'scared and isolated' and seem to put bags over their heads when it comes to balancing SWF vs. solo. There's a reason they've been so vague on SWF vs. solo stats because admitting the problem would mean being forced to destroy their out of touch vision.

    Baby Kindred as it's been called is fine. No killer aura but survivor auras. Kindred's killer aura especially with open handed is quite good. Despite that I'm really tired of putting kindred in each and every single one of my solo survivor builds knowing if I don't, there's a fairly good chance I'll be left on hook because everyone else thinks 'my generator is more then 50% I can't leave someone else will do it' or one person DOES go for it but gets chased away.

    Failing base Kindred an action icon near the survivor portrait would go along way. Simple things as 'repairing generator, healing, going for save (which you'd have to press a button to set). One that become 'chased' automatically if chased or puts the chase icon in addition to whatever you set it to. The information that someone else is in a chase cannot be understated.

    @Jangles said:

    Kindred itself doesn't have to be base, Even knowing where the other survivors are is enough. Kindred can be reworked into showing the killers aura on hook up to however many metres. This is actually a good thing for killers as it closes the gap between SWF and solo. Then you can buff killers accordingly once everyone is basically on the same page.

    And ultimately this. The easier it is to balance SWF vs. solo, the more likely more killers will be buffed to a level they can compete with both.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/347122/is-the-dead-hard-tome-challenge-in-tome-2-1-bugged-or

    At least its only 25k BP and isnt required for progression. It should be updates though

    Yeah. The 'get screams' one on the second page of the same group (2) was bugged for a while and WAS required. I still like completing them all on one page before moving on.

  • Absolutely not. The game has an imbalance towards killers at lower skill levels as it is and they are the players most likely to miss skill checks. The whole 'mark the generator yellow' deal needs to be changed for each perk to have a different colour assigned to it, or the colour based on which slot it is in your build.

    Technician and Corrective absolutely could be buffed but not like this. Technician should reduce the 'missing' penalty not increase it further in addition to not exploding. Corrective should also increase the benefit from good skill checks (from both you and anyone else on the generator) but in general generator speed should be capped to a certain level so that stacking perks isn't busted and people can choose which gen speed perk they want to use that fits their playstyle as well as perk freedom to add more gen speed perks without worrying about gen speeds being too quick.

  • Yeah this isn't a Christmas morning thing where everyone gets a present. Just like how survivors were complaining during the meta shift patch notes about how killers got given so much and survivors got very little in comparison. That was the point. Admittedly I think they did too much at once but that's neither here or there for this point.

    The point is that it's an incentive. An incentive to stop playing killer and help the queues move faster by playing the role that needs more players. It's not a 'everyone gets a present' deal. If the meta was like it was before where killer queues were near instant (at least in my region) Killer would have the incentive.

    Besides, even with 100%, if you get camped early or just have a difficult game where you can't do things to earn points you are going to earn less points then you would if you have a bad game on killer. A bad survivor game gets around 6-8 thousand, a bad killer game gets around 16-18 thousand unless you are really struggling and the killer has far more control over that experience. The point is earning bloodpoints on killer is much easier then on survivor. Which ironically means if bloodpoints are what motivate you, it's not enough to actually to stop killer mains playing killer.

    According to BHVR the incentives are working and I can agree with that despite what I just said.

  • I honestly believe there is someone at BHVR that does this on purpose just to be a troll. On killer throw the game challenges aren’t so bad because you are only hurting yourself but on survivor it’s worse. Also the challenges in general are much harder on survivor then killer.

    Some of the early ones in the killer tome were pretty difficult like the early sacrifice all survivors in the basement but I’d still argue ‘get 4 pallet stuns was harder’ which was on the same page. Getting that one in normal gameplay is near impossible, the killer basically has to let you do it.

  • Yes. Irc there’s a video somewhere of a dev saying this particular thing is canon. Kinda strange considering we know a lot about the killers and survivors before the entity’s realm but next to nothing after that. However we do know this. So Philip and Sally must have had some way to meet and have a nice dance somewhere.

  • Fairly certain this occurs when a survivor is dropped near the maximum progress but not enough to get off and then picked up again. Thought this was a fairly well known issue. It’s definitely to do with dropping survivors though.

  • Some aspects need a look at. Notably how certain killers can get blood points much more easily then others. Same applies to pips as well.

    Survivor is definitely too low and there’s too many given for mere survival. Other things probably give too many for what they are like pointless hook sabotage while other useful actions don’t give enough.

  • Gen speed should be capped (both positive and negative). This way gen repair stack builds wouldn’t be as obnoxious and you can make more gen speed perks (again both negative and positive) without worrying about balance consequences since they can be adapted for play style rather then stacking,

    Problem often is swf gets gens done efficiently while solo struggles to get them done and slowdown hurts solo more because they are divided. Doesn’t help that pentimento gets its best effect at 1 totem too.

  • Honestly I used to run circle of healing but after coming across three different people running counterforce and/or small game without any totem benefit perks just cleansing totem as fast as possible because of tome challenges? I’m running self care with desperate and botany. Hyper focus and bite the bullet may be worth a thought though.

    Sure I’ll bring a first aid kit and hope someone heals me first before I self care but sometimes that’s not realistic in solo and at least with desperate and botany you can heal others faster too.

  • Yeah definitely. The totem ones I hate with a passion because this is not just useless but actively harmful if other players are running a boon. I mean sure if they are running inner healing and other similar perks you can make an argument for it but three different people doing this ran pure totem hunter builds which do nothing but lock out boon perks for their team,

    I do think though someone at BHVR enjoys making players suffer and loves reading the pain from solo survivors. There’s very few valid explanations left for why they make the choices they do. The other one being some self obsessed artist with their ‘grand design’ without understand their own creation.

  • It can be interpreted as such. Without inner healing or other totem cleanse perks it does nothing to progress the game and if others have boons and you know that then yes it’s 100% throwing. They absolutely need to change this tome challenge to something else. Things like ‘I don’t care what my team mates think’ when you know you are doing something counter productive is also throwing the game. The fact it gives blood points also does not change the fact it can be throwing the game.

    It was never good at countering NoED before because it was always better to leave it and know where a totem was rather then cleanse 4 and it be the most asinine difficult totem to find and now it basically tells you where it is.

    However can you get away with throwing the game? Lol of course you can.

  • Like being Joey and I never use frenzy on wounded survivors. Most of the time I’ll frenzy one person and if there’s not a massive clump of healthy survivors near I’ll just continue to chase the first person, cancel frenzy when I’m closer and down them.

    Ive played against plenty of Legions though to know that most don’t do this and want ‘value’ from their power even if it’s not the optimal play. Honestly I wish two things for Legion.

    1. Feral Frenzy has another effect aside deep wound on a hit. Better yet if it doesn’t work on survivors already wounded.
    2. Failing this a meme add on that makes it so Feral Frenzy does not deep wound and will stop if you hit a wounded survivor.
  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182138#Comment_3182138

    What about the other 3 you killed in the game? Do they appreciate it, don't think so. Would be much easier to just do your job

    and Idc what BHVR says. Having heard enough of their ridiculous takes and stances, no wonder the game is in the current state it is in

    I didn’t kill anyone. I let all 4 escape after 2 hooks each. If they die because their team mates don’t save them that’s not on me, I’m not stopping them.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182115#Comment_3182115

    Refusing to kill a survivor and working with them so they can escape, is not within the rules of the game. You're not supposed to work with survivors. You're actually breaking the rules.

    Lol no. There was a message during the loading screen for the anniversary masquerade that specifically has one staff member say that people who give the other side a break while dominating are awesome. If this was really breaking the rules they would never encourage this behaviour.

    Besides with the amount of people I let go (basically everyone if I don’t need to pip and they don’t ask me to kill them) id have been banned ages ago. Many appreciate being let go. I’ll still try and 2 hook everyone, give them a challenge but ill ultimately let everyone leave.

    Don’t work for the other side means if you are part of a team, you aren’t allowed to deliberately sabotage it. The killer letting some survivors go doesn’t matter because they are only hurting themselves. Showing mercy either by allowing the killer to kill you after everyone has escaped or the killer allowing survivors to escape isn’t what this means.

  • This. Both would make it unique.

  • Also with people suiciding on hook if they are getting camped because they are having 0 fun. Well yeah. Honestly I'm stunned this hasn't been addressed meaningfully. As a team sure it doesn't matter as much because you win and lose together but if you are with three people you don't know and get camped, even if they escape it means very little to you and you don't get bloodpoints for your 'experience' either.

  • @Plsfix369 said:

    Bring Clairvoyance and Deliverance. You'll have to master "the way of the hatch."

    Apparently hatch does not raise your MMR but it doesn't lower it either. True having a hatch build may help if things go bad but you won't gain anything by relying on it.

    Honest truth though? With solo you'll never feel as though you get out of low MMR. Why? Two reasons. First is the way it matches people up, it's borderline random and picks from way too pick of a pool to honestly work based on skill level and second of all is lack of communication which means intent and who does what gets muddled and that costs precious time and in many cases hook states.

    The fact the game does not make kindred base kit or only tells you if the obsession is in chase but not anybody else gives SWF a massive advantage. Even if Kindred was base kit the fact there's no way to indicate to your fellow survivors you are going for the save is silly.

    A casual SWF that only calls out these two basic things (I'm in chase/I'm going for the save) makes a massive difference, especially if the two are put together so if someone is going for the save but is chased it's clear to everyone they can no longer do it. Even Kindred can't give this intel sometimes unless you are looking at the survivors movements.

    However communication goes against the 'grand design' of the 'vision' that the designers seem to have of the game of people having no communication and being isolated from each other. That's great and all but it simply doesn't fly in practice and when you buff killers to increase the kill rates that were largely deflated because of SWF, you get... well this...

  • Yeah they really need to try harder with the survivor challenges to make them more interesting, less frustrating and much less of trying to deliberately lose. So many of them read 'throw the game'. Especially ones that are 'do this in one trial'. There's a difference between adapting your style and outright doing things that are counter productive.

    Really ironic that they brought 4 stuns back when one of the comments in the masquerade from the team was specifically about this challenge and how much they just wanted to complete it. I honestly am beginning to believe that someone or multiple people at behaviour really enjoy the schadenfreude. Every complaint about solo, every camping and tunneling thread brings a smile to their face.

    For killers throwing the game is fine. It's just an easy escape for survivors. For survivors you can be screwing over 3 other people.

  • @GreenDemo said:

    Wait will we still get incentives when bots are applied ? Guess so, but I see so many fake bots nowadays xd.

    I don't even think we'll get blood points or anything with bots. It'll be like custom games. I'll be impressed if they can play all the killers or even a quarter of them never mind all the perks.

  • I think people honestly like hitting that report button.

    It's like the suggestion box that leads to a paper shredder. Nothing that goes in there actually comes from it but it makes people feel better that they are suggesting something to improve things. By the same token, reporting someone who has cheated or otherwise done something even though it won't actually do anything without video evidence it still makes people feel as if 'something' might be done. Taking that away makes people feel as though something has been lost even though it hasn't.

    I think a lot of people didn't know hitting report alone does nothing. Now they do.

  • I personally don't, I know I've screwed up and I own it but a lot of the time some of the things people do are... puzzling.

    People also don't tend to recall when they made a mistake or consider it minor compared to when someone else did x/y/z and screwed them over. It doesn't help that many survivor challenges basically read 'throw the game'. For example, had a game where someone cleansed totems without inner healing and was running small game and counterforce while two of us were running boons.

    The lack of communication or of intent can be unclear too and makes it difficult to give benefit of the doubt. People are way more likely to recall the time they were left on hook compared to the time someone went miles out of their way and went down themselves to prevent them going second stage.

    To be fair as well, I think the way matchmaking works simply means it grabs people at random and equals them out, so players who are more experienced are getting dragged down by newer players.

  • Mad grit backpack build. Noise levels. Immense!

    If you aren't like me and actually want to kill the survivors make your choice abuse with locker and/or remanent seem like the best play. An anti healing build such as Sloppy Butcher/Coulrophobia/A Nurse's Calling might be good too albeit it wouldn't surprise me if this gets neutered at some point.

  • @dspaceman20 said:

    I would really like another male survivor. I really want a mob boss as a survivor. That would be cool

    Interesting idea. Personally I've wanted skins more that go with that theme. When I was contemplating skins for Joey survivor, a 20s theme party was one of them.

    Rather then a mob boss I'd rather it be someone who has had to choose from a bunch of awful options in life and to protect those they cared about they had no choice but to work in organized crime and have little faith in authority who are on the take and they have no idea who they can trust. They'll rapidly move up the ranks but then it'll go too far. This way we can get a mob boss killer to go with them ;). 'Get 'em boys'.

  • Yeah it's about hoping against all reason that this game might be salvageable. Sure it might be more effective to do generators but this isn't as true as it was and its a really boring way to play. Many people get a high off making a save whether it's realistic to do so or not. It's not about win/lose to some people, it's about getting their high/having fun. Playing to win for many people is insanely boring, especially in this game and especially when the killer does a strategy like this.

    That's why tunneling and camping gets talked about so much because the best defense to it is to simply do generators which is insanely boring especially for the person on the hook. These problems are multiplied in solo where communication is non existent.

  • Yeah it’s not a great concept unfortunately. The problem is it’s either too weak like Trapper or too asinine like Hag. Primarily because one can have their traps disarmed reliably and the other cannot and requires an item. A shame because diversity is good but not at too high a cost to player enjoyment.

  • I think if they do stats now they'll find Windows usage has gone significantly up. Other perks got nerfed but Windows got left alone.

    It's a really solid perk outside of solo but with it, its exceptional.

  • Yoichi as well. Still if they come out with a male character with good variety in cosmetics I like and aren’t apathetic jerks (looking at you Dwight and Ace) then I’ll go for them.

    Of course if my dreams come true and they make an alternate universe survivor Joey and/or Philip with good cosmetics, they will get p100.

  • As someone who plays both sides and kicks gens almost constantly I was never was particularly bothered by blast mine. It was like 'oh no... anyway' *kick kick*. Perk was funny but pretty mediocre before. Now it's dog poo.

    Bug or not, it's irrelevant. I mean even if it's true and the spaghetti code forced the nerf because of Wiretap it still could have got some form of compensation. I mean sure, it's generally better to nerf something like this then risk buffing it into overpowered status but we are talking about blast mine here...

  • Ive said this a few times in response to this. Coulrophobia isn't the issue. Sloppy is. The fact if you do miss a skill check not only does the killer get notified all healing stops.

    It's not even an option to move away from the terror radius because of Sloppy. Without Sloppy Coulrophobia would be mediocre at best. Occasionally useful, but you'd have counterplay to temporarily stop healing if you are worried about missing. Not an option if Sloppy is in play which is a good perk with or without Coulrophobia.

  • There's many killers that are harder to get adept on and pip up with because they score lower for using their power then others. It's a general problem with the way the game is designed overall.

    Adept isn't that big of a deal because you can simply wait until 13th reset to get easier adepts but pips being harder to get on certain killers which means it takes longer to get to iridescent 1 and get the 1 mil blood points is a significant issue.

  • @GoshJosh said:

    I don’t think it’s too much to ask it to effect chest searches as well.

    Was going to say the same thing. Higher luck guarantees green and highest is purple or better.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172319#Comment_3172319

    https://forum.deadbydaylight.com/en/discussion/comment/3172647#Comment_3172647

    Don't bother, they're tediously boring. It's weird because the play is really high level, but is also painfully predictable. This is because really "high level" DBD is boring af, because DBD is really only exciting when people screw up. Optimal play isn't fun, and the rule sets definitely don't help.

    I know OhTofu announced one particular series of tournaments and they are available on his YT, if you're curious (and bored).

    Eh I don't mind em. It's interesting to see the game played optimally on both sides though I wouldn't take part if only because the slow in my name isn't for nothing ;). Just don't have the skills.

    The point originally was that playing the game competitively on public servers is a very dull way to play it and that place is competitive which has rules in place to make it more... y'know, competitive rather then seeing the same killer/build and same survivors with the same 4 builds each over and over and over. At least the rule set forces 'some' variety and to my knowledge doesn't play on the obviously imbalanced maps.

    It's annoying as hell loading into a game coming up against a Nurse with optimal perks, addons and all the rest of it against solo players and it's just like 'why do I even bother'. Vice versa also holds true of course with survivors running 4 identical optimal builds against a no addon Myers, Sadako or Trapper or something. Though some people get pleasure out of utterly destroying others who have no chance of fighting back which is pretty sad.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171749#Comment_3171749

    Do these exist? I keep hearing about tournaments, but I've never actually found one.

    Seen them on youtube but haven’t looked for them personally.

  • @allMadhere Yup. Should be merely about time or at least hooks and objectives, not outright win/lose.

    The other issue too is that some killers are actively punished by the system. Plague and Myers as two examples off the top of my head tend to pip less because they get fewer hits in. That’s just silly.

  • @allMadhere said:

    Pips and grades have 0 effect on matchmaking. Your SBMM / MMR rank is hidden to us lowly consumers - you have no idea what ranks you are going up against, or what level you are at personally.

    Regardless - in any multiplayer game whenever I see anyone complain about 'tryharding' I just hear 'I only have fun if other people aren't trying.' What are people supposed to do, take a stroll and enjoy the scenery? If you want a casual experience, play custom matches, learn to accept losses and de-ranking (which will lead to easier matches eventually), or play a different game.

    "Oops I'm in Iri so I have to play like a merciless sweatlord" - you do realize that if you have a match like this and let someone escape, you will actually be lowering your rank giving yourself easier matches later right? Choosing to 'sweat' because you're 'in Iri' makes your MMR rise in level... seemingly the opposite of your goals (and also means you are engaging in the very behavior that annoys you in the first place).

    It’s about blood points not mmr. At least that’s what it is for me. I prefer playing nice and letting people go for a variety of reasons but doing this while between gold 4 and iri 2 risks depipping or not pipping up which means being a jerk for longer when I don’t want to be. The sooner I get to iri 1, the sooner I can stop feeling like a jerk. I could simply not care about blood points but heaven forbid I actually want to unlock things.

    Besides it’s not like mmr is visible actually works in this game anyway. With how low I should be rated every match should be a stomp until I decide to let them go. Not the case.

  • Yeah going from gold IV to iri 2 is awful, I hate depiping. I like letting survivors live if they are obviously new and loads of other reasons but if I'm in that zone, NOPE NO FUN ALLOWED. I'll still never tunnel, camp or hook the same guy consecutively. Well at least not on purpose, if you've all got the same skins and I can't tell you apart that one is on you!

    Regardless though I still have a lot less fun at Gold 4 to iri 2. It's even worse because some killers are straight up much better at pipping then others. Extremely flawed system.

  • 100% press the button.

    Personally I think they should just start the games code from scratch and move onto DBD2 where the game is better coded and a lot of the long standing issues are dealt with but they may not have the resources, ability or desire to do these things. Of course in this reality, everyone keeps all the stuff they already have from dbd1 except for anything that doesn't transfer over.

    I agree on the poster above subjective part but I would like to think that addressing the buggy nature of the game as well as the spaghetti code may well be worth it for most.

    I think as well my 'desires' would be less on game balance and more on quality of life and stuff that makes the game more enjoyable to all. Things like proper anti cheat, bots, solid single player, possible campaign and story mode as well as other fun things could be there. Make the game more appealing and more for 'everyone' and the direction would be more about player retention and enjoyment while reducing frustration factors as much as possible. I dunno if that stuff counts but if it's just gameplay balance, map balance and all the rest of that, I'd have to think long and hard about it though if I did, I'd try to get as much input as possible on what's perfection rather then trust my own judgement.

  • Joey's atlas flint/expo cosplayer but only minorly. At the time I was very new so I wasn't sure which one was his default and thought the devil may care one was some sort of devil may cry reference I didn't get since I've never played the games.

    I don't mind it, I just simply like the default one he has more. If I knew what map I was playing on before hand I could use the Atlas Flint one on warmer maps and the default one on cooler maps but alas, I do not unless I use offerings but that means less bloodpoints.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171051#Comment_3171051

    Would make sense considering the cutscene plays out slightly differently compared to the lore. In the lore, they all take turns stabbing the clerk but in the cutscene just frank and julie kill the store clerk.

    This one actually has a valid explanation. Trauma or moments like this make people remember it differently. It’s hard to know if this is what they were going for. Doubtful considering this significant contradiction but innocent until proven guilty.

    Even if Frank’s or the base lore version didn’t exist, the video or Julies memory of the incident is incredibly weird. This was not a premeditated kill. The target was nobody special to them. Why is there all this romantic imagery and fantasy as if they had assassinated a major enemy. Simple. It’s not what actually happened. Merely how Julie wants to remember it and not her weakness.

    Franks or the base version is less questionable but also presents him favourably, very in charge and in command of the Legion. In the version I’m writing for Joey it’s different again and Susie would have a different retelling too.

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