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SpaceCoconut

SpaceCoconut

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SpaceCoconut
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  • I've been crashing at least once every session as well. It's annoying, but seriously, if I end up getting a really long timer I just play 7 days to die.

  • Cruel Limits should be an area around the killer lol

  • @Elk said:

    I need an example of what you mean, sorry. I use Spine Chill, Iron Will, Windows of Opportunity and some random perk so it shouldn't affect me.

    I suppose any perk that gives (without the help of another survivor) or removes a health state from survivors in the specific case of this mechanic.

    Exposed, Adrenaline, DS, Deliverance, Unbreakable etc.

    I don't think it'd work very well, but it was just a thought I decided to share :)

  • Same here, Corrupt Intervention.

    I just can't get over how it only lasts for 2 minutes, but people still say it's one of the best perks to stall the beginning of a match.

    I can see the theory behind using it for Hag or trapper, but if you run into survivors before you've set traps you're at a disadvantage anyway.

  • @Sydraen said:

    Hide or Die gamer spotted.

    Hide or Die was in beta several months ago. As far as I know they're still working on it. It was like a last man standing gameplay style though.

  • Revenue for new DLC.

    The highlight of every new killer isn't their mediocre perks, but the amazing new Mori.

  • It's probably just a soft counter since you need to be the obsession for this to work the way you want to.

    If the killer doesn't want you to be the obsession they can tunnel the others in hopes that one has DS so it'll switch andBu then the stacks will flow.

    But this would only happen if the killer figured out what you were doing by taking all the hits you could.

  • @LetsPlayTogether said:

    So its unfun to have high kill rates?

    I'd argue that good killers have always said they wanted fun matches. It was survivors who would say that all killers wanted easy 4ks.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248799#Comment_1248799

    Great response, the comparison between dead ends and infinites is eerily accurate

    It's not as accurate as you think.

    The Survivor dictates where to go during a chase. If a survivor knows about an infinite they may run to it. If a survivor knows about a dead end, they're not going to run into it.

    The killer can't lead a survivor into a dead end, but a survivor can lead a killer to an infinite.

    If they don't know about it they'll fall into the trap just like a killer could fall for an infinite, but they would learn and avoid it in the future.

    The situations are quite different.

  • Would it just punish new survivors?

    It seems like many people here have run into this dead end and had a story to tell. Some even sound entertained by their experience. Afterwards any player would pay more attention to this particular area and avoid the same mistake.

    Having more incidents like this that create stories and moments like this are only good imo.

  • Thank you for bringing light to this situation.

    I'm sure absolutely no one knew that this was an issue.

    /s

    The devs have talked about what is happening with matchmaking. For now everyone has to suck it up until they're finished.

  • @BigTimeGamer said:

    its just bad map design

    not some 400iq trap

    Is it bad design?

    I like the idea of paths that don't have exits like this. It'd be nice if there were more in other buildings as well.

  • Fire up, Territorial Imperative, Beast of Prey, Blood Echo, Cruel Limits, Gearhead, Hangman's Trick, Hex: Retribution, Iron Maiden, Mindbreaker, Monstrous Shrine, Overwhelming Presence, Zanshin Tactics.

    All of those are bad and need tweaks or reworks imho.

  • Psychological Manipulation at work folks.

  • This happens to me quite often.

    In this case, you played nice and they got an easy rescue.

    The correct play was to stand and wait for the survivor to move so you could grab them or make them move by baiting them.

    Since this 'tech" is something you can take advantage of as a killer, it's not really something that is unfair.

  • If she were a survivor in the game I would give her the hatch every time.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245727#Comment_1245727

    Yes survivor items are fine atm...

    And if its not being used at range its a single use chainsaw with no mobility... if its being used how you say how can a worse less useful version of another killers basekit possibly bother you

    Ghostface, Mike, oni 1hk. No addon

    It's an interesting point to compare a point blank iri head to billy's chainsaw.

  • Because the Huntress doesn't need as much work as other killers?

    Because they spent months reworking maps?

    Because you can dodge them?

  • @obamagaming99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243373#Comment_1243373

    never said i was surprised just wanted to rant a bit

    Chill man i just want some civil conversations here

    No need to get defensive, but if you feel the need to rant it might not be me who needs to chill ;)

  • What we see here ladies and gentlemen is a trend of decreasing quality in a battlepass system.

    Why are you surprised considering the first and second pass had low effort recolors as well?

  • Well, this only proves a previous video 100% correct.

    We as players want the game to succeed. And that's only going to happen when they address the core issues of the game. This is a wonderful start and I'm interested to see what else they do to for the other issues we as a community have with the game.

  • @USELESS said:

    I am thinking in participate on the cosmetics arts competition, but I don't know where should I draw only have the idea. So:

    1-where should I try to draw my cosmetic.

    2-any tips in general to improve my drawing and painting because at present I call they Onion cuz it makes you cry when u look at it

    I have no artistic ability, so I'm making my submission my manipulating an image of the Hag from the cosmetic shop in photoshop.

    Playing with filters and layers to try and convey the design concept and I'll clear up my abyssmal work through the text portion.

    So in my experience...

    1) Pick your character and think about their lore and core concept. The trapper is very metal as an example and the Hag is very earthy. You can start with the core concept and then build an idea from that. Look through the submissions to make sure you're not submitting something someone else has submitted already.

    2) Practice. Practice is the only thing that will make your artistic ability better. I can only copy images by looking at them, I can't create something new so practice won't help me :)

    If the quality of the artwork is part of the choosing process then none of us with pitiful artistic ability has a chance to win the contest...

    We'll know if this is the case when we see who the finalists are :)

    I really hope quality of art isn't a big factor and the focus is on the concept lol

    Good luck to us all lol

    Edit: I didn't really answer 1 very well. Use what you have. Some people have drawn their concepts out and taken photos of them.

  • Good Job OP.

    10/10 bait.

    I'm really surprised at the number of people who took this thread so seriously..

  • I know "what" it is, but what does it indicate? + or -

    I suppose it doesn't matter anymore.

  • These surveys always make me giggle.

  • @Raulillo said:

    I think killer is harder but depending which killer the skill ceiling varies.

    I think that both sides are "the same coin". You play survivor to improve as killer and you play killer to improve as survivor.

    Also killer is more about predictions, strategy and mindgames, on the other hand as a survivor the gameplay goes around reactions, resources management and team play.

    If you are new to the game killer is easier but there is a point in the learning curve as a survivor when you discover looping and chase mechanics. From there on is easier to play as a survivor. It's common for killer mains to have more rank as survivor compared to their killer rank because most survivor goals are PvE, you can be altruistic or bold without interacting with the killer. Killers on the other side need the survivors to play.

    It's an interesting angle to consider survivor pve which I would imagine means killer is pvp... and that I can really see.

    Thanks for this tidbit.

  • I'm not sure what ~ indicates. But winning isn't the topic, how difficult to play the role is.

    Also, the time for a chase isn't a static number, it's an unknown variable depending on a myriad of other factors. Sometimes it's 0, sometimes it's 120 (chase daily)

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232718#Comment_1232718

    If we're talking math, can't killers accomplish ~10% of their goal in 30 seconds?

    What are the variables in your calculation?

  • Here's my opinion on your question.

    Tldw: survivors have less pressure to work on their goal. One survivor can accomplish 20% of the team's goal in 80 seconds. I forget the rest since it's been a while.

    https://youtu.be/GNVu8Wjsg6A


  • @Joao_Bandicoot said:

    That question was a bit misleading, the whole page was talking about Community from the Devs (ie. Q&A streams, Trailers) and out of nothing something about the Community, almost like they want to confuse people.

    They've had leading questions like this in every siingle survey.

    It's hard to push it all the way to the left because like you said, there are some great and awful people in the community.

  • Kind of a Russian Roulette thing for survivors?

    It would need some rules and balance doodads, but it might be a fun mechanic if it were implemented the right way.

  • BBQ & Chili is basically a paid exp booster.

    The cost is the Leatherface DLC if you don't have shards when it's available on the shrine...

  • A random option would be interesting, but I think I'd rather be able to preset loadouts for different characters that I could change at a moment's notice in the lobby.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226295#Comment_1226295

    It feels cheap that a survivor can use their resource to put themselves in an advantageous situation. Similar statements I hear often come from "entitled mains" who despise any advantage the other "side" can receive. I think this stress is only felt as being negative because it is unexpected, you expect to remain in advantage at all times as killer but when survivors get an advantage over you it comes as a shock and your mind rejects the stress reaction. Am I missing something important here?

    You're generalizing in order to dilute the core issue, deliberately missing the point.

    In this situation it feels cheap that a survivor can get themselves up with unbreakable at no cost even though they've been outpositioned.

    I do not expect to be in advantage at all times, but I'd like it to be up to my skill as a player compared to my opponents. It would feel more fair if they successfully drew my attention and performed a heal to bring the survivor up. Having a perk do it for free regardless of my skill feels frustrating.

    Going home for the day. Good night.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226251#Comment_1226251

    A survivor each only has one Unbreakable. It is a tool and resource to use. Does it put pressure on the killer? Yes. Is it hard to play around at times? Yes. But can you counter it? Certainly. A survivor can't be saved from your grasp unless another survivor is within a certain proximity. To eliminate the chance of a survivor escaping your grasp, you may examine the proximity. You still have full control, you can pick up the survivor whenever you want. But, you also have the option of hunting down nearby survivors to prevent a save. If you fail to eliminate the threat fast enough, then the survivor will have the opportunity to use their resource to eliminate their disadvantage. If you don't take action then the survivor will escape disadvantage without using their resource. It's kind of like how exhaustion perks are, except Unbreakable is stronger and deactivates permanently.

    You're forgetting the main point and ignoring the given situation.

    I cannot pick up the survivor whenever I want because of the threat of a flashlight save or pallet stun.

    But the point is how the mechanic feels cheap and creates negative stress.

    This is also not including the possibility of more perks of a similar nature being used. As in this match, the survivor in the topic was using a full loadout of meta second chance(ish) perks.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226180#Comment_1226180

    "The feelings of frustration that many killer players feel drives them to quit the game as evidenced by many of the comments on the video."

    People who disagree with you will not watch your videos. So Comments under a Video are no Evidence.

    My statement stands true because those who do agree comment so on the video.

    The comments on the video are the topic of the statement and as such cannot be denied because someone disagrees. They're there. They exist.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226203#Comment_1226203

    How does a perk feel "cheap" when you control when it activates? I agree with your second statement. Could you point out examples of good and bad stress in video games for me? As of right now, I think good stress could be like the fear of being chased by a powerful being, while bad stress is feeling helpless or harassed.

    Did I control when Unbreakable activated or did the survivor?

    In that exact situation I was forced to leave the survivor on the ground because they were under the pallet. I couldn't pick up the survivor because of a pallet or flashlight save possibility. I spent time making the pick up safe, but thanks to unbreakable I lost the pick up anyway. This is what feels cheap.

    Slugging was necessary to prevent immediate flashlight saves or to utilize pop before hooking again.

    Good stress in dbd is having a downed survivor under a pallet and knowing one is nearby. Needing to find them to prevent a save.

    Bad stress is the downed survivor getting up anyway thanks to a perk with no chance to stop it due to immediate circumstances.

  • @Waffleyumboy said:

    Honestly he does have one or too valid points once in a while, but he burns his reputation by linking them to abstract ideas with no evidence or thought. Yes second chance perks are stressful, but how strong are they really when you can avoid them more than 50% of the time? Yes the game can be stressful as killer, but how is it more stressful than survivor and how does stress relate to good game design and balance? I have many questions to ask him but unfortunately he dodges confrontation with obscure statements, memes, and other makeshift defenses. I hope to have a long thought-out discussion with him in the future so we can establish our positions and opinions, and justify them objectively with evidence and reason.

    1) The strength of the perks isn't the question. How they create a negative game experience through how "cheap" they can feel is when they do work.

    2) The time crunch is on the killer which initially creates more stress on the killer rather than the survivor.

    3) Good stress can make a game better (Dark Souls) Bad stress drives people from playing the game. (DbD) I think developers want people to continue playing their game rather than leaving despite what Mcote has said in the past "Play Civ5"

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226048#Comment_1226048

    So please, tell me what you want in the match that doesn't just make it easier for you, I'll wait.

    All you ever do is complain about second chance perks etc, what do you want doing with these, do you want them nerfed? Because oddly enough that makes the game easier for you, not sure if you knew that but nerfs make the game easier for the opposite side.

    I'm sorry you've devoted this much time to killer and still get upset at the fact you have to earn your wins.

    You essentially killed everyone, you had everyone down, someone got lucky and crawled to the hatch.

    Your first question is loaded, but I'll pretend that you actually want a real discussion.

    Easier or more difficult isn't the focus. How cheap some mechanics feel is the focus. Try to remember that in your response.

    In the video example Unbreakable creates a feeling of unfair loss for the killer, I provide an other example from another game if you don't understand. The survivor was downed through effort on the part of the killer and unbreakable can remove that progress with no effort on the survivor's side. The risk being that the killer may just pick them up immediately and negate the perk, but the focus is when the perk works in a similar manner that many NoED discussions take. (Just do totems) isn't the answer to the issue. How it makes a survivor player feel is.

    That feeling of unfair loss is the focus.

    The hope in many of my videos is that that feeling can be addressed by the dev team in one way or another. If a change would come to the perk (it won't) the hope is that it would be a fair change that feels good for both sides. Perhaps more effort put into the perk on behalf of the survivor to compensate the effort a killer put into downing the survivor in the first place.

    The feelings of frustration that many killer players feel drives them to quit the game as evidenced by many of the comments on the video. There are fewer apparent focuses of player frustrations on the survivor side which leads to the conclusion that there are more on the killer side due to the myriad of perks and mechanics that create this feeling.

    "I'm sorry you've devoted this much time to killer and still get upset at the fact you have to earn your wins."

    And I'm sorry that you lack the capacity for empathy and succumb to the willful blindness that prevent you from coming to a conclusion that doesn't include vague attempts at personal insults.

    As with many, many times before, the focus is not the outcome of the match, but how it feels to play the entirety of the match.

    If you don't understand, no amount of explanation will help.

    Good luck.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225844#Comment_1225844

    the thing is, your idea of a better feeling killer experience is removing everything survivors have to survive so you can steam roll them, sorry that your ego is hurt by people escaping every now and again, and I'm sorry that you find a video game stressful, hopefully you'll move on and find something else to play.

    In your latest video you whine on about second changes etc but you kill them all anyway, despite it being a pretty good team with counters to your killer you still killed them all, how easy would that match have been had they not had flashlights, not had unbreakable ds etc, you cry about second chance perks and what, they got to use unbreakable like twice? lmao, you just want effortless wins, like an entitled killer.

    PSA: This is what Willful blindness looks like.

    No where did I say I wanted easy matches, I'm interested to see where I explicitly state that. Again, the outcome of the match is irrelevant (in-which I didn't kill everyone) the experience of the match as a whole is the topic of discussion.

  • @Respectfulnancymain said:

    Hes just not a good killer he would rather complain instead of actually trying to get better at the game

    image.png


  • @Seanzu said:

    There hasn't been a time in the history of DBD where killer has been easier, I'm sorry but these players who have devoted their entire DBD time into Killer and still can't compete at any level should just move on, they've never been good and never will.

    I'm often regarded as a "survivor main" but I played two and a half hours of killer at rank 5 (I haven't played dbd since the reset) and not a single game of mine was below a 3K, I'm sorry but this game is only going to be easier come the next patch and anyone who is still complaining about dbd will simply never be good at it.

    The actual topic of discussion isn't the difficulty of playing either role, but rather how it "feels" to play one role in particular.

    "players who...can't compete at any level..." is more of a personal attack and a disregard for the overall topic of discussion. But I really don't expect much else from you ;)

    100% of my matches on Sunday were 3k w/hatch or 4k but "winning" isn't the topic "how it feels to play the game" is.

    @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225704#Comment_1225704

    Having read your post, it seems to be saying "Survivors should not be able to help themselves" You mention perks, items and addons that make killer life difficult. These are of course their intended use, as are killer addons/perks and powers. You made a single example, so I can guess that your list of complaints about perks/items/addons and tactics is quite a bit longer.

    So. Say that you are offered exactly what you want. All 'second chance' perks removed. The ability for survivors to save their friends or themselves from being carried or slugged removed, or perhaps nerfed to the point where it has no 'stressful impact' upon killers. What then, will keep survivors in a game where half of their utilities are removed with no offered compensation for the fact.

    I'm interested in your solution to this. Because you see, its not as easy as saying "Just remove these things". Balance does not mean "Better for my side only" and I feel BHVR would encounter some serious financial issues when survivors realise they have been seriously crippled with no way to balance it out. That is the issue i have with such posts like this. You want something for your side and offer no sensible balancing out for the other side.

    The message i keep hearing here is "I'm not the power role, so this must go"

    Perhaps that is not your intended statement, but it's how these posts end up sounding. And no, nothing in my post history suggests I'm an 'entitled survivor main' I play both sides, I'm happy for healthy balance changes, but I am also immediately suspicious of 'balance this' posts that don't offer balance for both sides. Just their own, and do so with a tone that suggests the other side is being unfair for simply using the tools the game have provided them.

    You already answered the question.

    People keep talking about balance and how specific things affect their experience. What they're not considering is that balance should be applied in order to improve the experience for everyone.

    The things people talk about feel unfair and take away from the positive experience of the game. This is what I'd like to see change.

    I'm sure there are many things that you find frustrating in the game, and with one or two tweaks could make that thing less frustrating and more fun to go against or deal with without punishing the other side.

    People like to disregard what I say and put words in my mouth, but my goal is a more fun experience for both sides through balance.

    Whether that's what you hear from my posts and videos or not, is not within my control.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224196#Comment_1224196

    Killers who hook survivors in the basement don't go away. 😂

    Then do gens :P

  • Failed Strike or Breakable

    Once per match the perks Decisive Strike or Unbreakable will not activate. The survivor perk will be consumed and unable to be activated again.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222889#Comment_1222889

    Two gets unhooked in the basement. You being a tunneling camper downs both and rehooks them. Just because you hooked the saver first, the other two have a dead worthless perk. Don't be sneaky.

    Why are you performing unsafe unhooks in the basement while the killer is nearby instead of waiting for them to move away?

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223971#Comment_1223971

    It might be silly that they hide it. I personally don't care if they show it or not. But how big of an issue do you consider this? I feel like it's a non issue and not worth investing timing into fixing. Why do players have to be so obsessed with finding out they're playing against SWF?

    At the beginning of the game it would increase people dodging. Showing it at the end of the game isn't helping either. It's better to keep the playerbase blaming everything on SWF. You have a graph right there that shows how many more solo players there are. I'd rather just have killers that say "######### you SWF is OP!" and blame it on that. It'd just start making people even more frustrated if they started to realize they're losing to solo players over and over again. At this point just don't change anything.

    In the end, the goal is a balanced and fun experience for both sides.

    There are many issues that cause the current imbalance players feel, this is simply the topic for today.

    Tomorrow it will be NoED.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222466#Comment_1222466

    I don't consider myself a good killer and I still 3/4K consistently at rank 1 without dodging a single lobby, people on the forums really just aren't as good as they think they are.

    Conveniently forgetting the fact that matchmaking is messed up right now and your matches are probably filled with mid-rank players.

    My results are similar, because thanks to the matchmaking I'm not always facing equally skilled opponents even though I am a skilled killer.

    On Topic:

    It's silly to hide the grouping status of our opponents.

    The argument is that players would dodge the groups and split the playerbase.

    People are also forgetting that last year the grouping stats in matches was given to us and while the data is probably flawed in one way or another we can see that the smallest % of players play in 4 and 3-man groups. The playerbase wouldn't be split that badly if groups of 3-4 were shown or prevented while 2-man groups were hidden or allowed. Which means that argument isn't as good as people would think.

    image.png


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