SpaceCoconut
SpaceCoconut
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- SpaceCoconut
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Comments
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@Fibijean said:
Because some people like to play both sides, and it's good for you to try new things. Also I expect the reason why there are more survivor challenges is to encourage people to play survivor, cause we need that 4:1 ratio for good queue times.
While it's good for people to try new things, people who have been playing this game for awhile already know what they like.
Taking away a player's choice in this particular matter to artificially inflate the numbers of a particular role isn't good design.
More battle passes would be sold if the archives could be completely completed by one role or the other, instead of being forced to play a role they don't enjoy to complete content they paid for hardly sounds like fun.
Players would be able to play the game with the role they want and make the same progress.
If the devs want players to play more of a particular role, maybe they should make better balance decisions.
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I was wondering how long it would be until someone noticed.
They're absolutely ignoring the comments for now and waiting for everything to blow over. Additionally, now that the patch has dropped they're probably going to start dropping teases for the next killer in order to start distracting whoever they can.
And you'll see tons of lemmings excited for the new dlc even in light of what they've done with all of the recent ones.
Just watch.
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I wouldn't feel a thing since I'd be playing something else by then.
I really really miss Final Fantasy XI though. I was really invested in my group and the friends I had there. I'm really looking forward to Pantheon: Rise of the Fallen, hoping that I can relive the good MMO days.
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@[Deleted User] said:
Will if the survivors derank it is going to benefit them because they will go up against baby killer and post a montage on YouTube to get easy views so they are dealing with it alright lol
Also the videos about multiple escapes in a row lol
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Come sit with us by the Campfire! We saved you a spot.
Pick one.
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With wonky matchmaking, a poor ranking system, a poor balance philosophy, and a fast and ineffective rank reset...
There is no point to having ranks at all.
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At it's very core, it takes something that was originally meant to be a desperate hiding place for survivors into a weapon.
Design-wise it's fun to give survivors more things to use and give things like lockers more use, but in practice it opens up a path for players to deliberately create a negative game experience for killers.
This is where the frustration comes, not just from Head On, but from the game in general. The killer is not a fearful entity to be avoided, but a player that can be toyed with by the "weaker" role in the game through the various mechanics available to that role.
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It's an optical illusion.
I'm using fake numbers for this example.
If the lunge range for every killer is 5m then that means that if a killer starts a lunge, they will travel that amount of distance for the swing.
If one character is 3m wide they already cover 1.5m of the 5m distance because of their size and look like they travel 3-4 m for their lunge.
If another character is 1m wide they only cover .5m of the 5m distance because of their size and appear to travel 4-5m for their lunge.
This is why smaller characters look like they travel so far for their lunges.
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Deliberately trying to ruin the experience of other players through the use of in-game mechanics and bugs.
Flashlight teams, head on teams, deliberate slugging, blocking, teabagging, and other antics players use that are outside of the normal gameplay loop.
The intention behind those antics are what dictate toxicity. Normal use of those tactics aren't themselves toxic.
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@Almo said:
I'll just repeat that when we say we wish to "reduce frustration" against X, that does not mean "make X easier to play against." Less frustrating is not necessarily easier. Often it means shifting the focus from a mechanic to a strategy.
Notably new Ruin is actually really hard on new Survivors. They have no idea what's happening.
What's the effect on veteran survivors and the resultant effect on killers against those veteran survivors?
No need to respond. We all know the answer you choose to ignore.
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In tandem with the rank reset changes everyone with enough playtime will be "red ranks".
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"We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it."
"Keeping an eye on it" is not the same thing as "Looking into fixing gen times"
We're facing several months if not years of unbearably fast gen times. I'm basing this off of how long it took them to fix the hatch standoff.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1001508#Comment_1001508
One of the devs said it here on the forums.
I think we'd all appreciate a link to the quote.
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Something everyone is either forgetting or hasn't thought about is the impact that dedicated servers have had on her performance.
Depending on the lag, it's possible for a survivor to trigger a trap and move away while you get a late teleport prompt and the survivor is further away after you teleport than they would be without lag.
The servers have a stronger effect on the hag than any other killer which may drop her viability even more since even a small mistake will cost you the match.
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@DocFabron said:
They're looking in to fixing the gen times now that Ruin is getting nerfed. I wasn't quite on board until I heard this. Now I think the game can move forward in a healthier direction.
Where did you hear this?
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This is how I felt after my few matches last night.
The majority of them had 3 gens done in 2 minutes with my normal non-ruin setup. I record all my matches and it was pretty ridiculous.
It really drained my will to play the game and as a tiny DbD content creator, I'm not sure what to do about it.
I'm not good enough to make Tarkov content lol
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Feedback would be heard and acted on just as it has with all other PTBs...
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/120585/why-i-will-now-be-using-noed
According to devs 4 man swf has just under 50% escape rate. So you think it should be balanced for 25% survival rate? "Survivors have had it so easy for ages"
We've had this debate before, but since you don't seem to understand I'll just make a point based on the flawed data as well.
According to this graph, the majority of SWF groups are 2-mans with solo players making up more than half of the playerbase. 3 and 4 man groups making up the very small minority of groups in the game.
This data shows that splitting up the playerbase by only allowing a maximum of 2 players in a SWF group would have little effect on the game overall since so few players are even playing in 3 and 4 man groups.
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DS only needs to be changed to 45-55 seconds after being unhooked to still serve it's intended purpose and not punish a killer from being too good at downing survivors if they down and hook someone else before running into the DS user again.
NoED is fine since the counter is the fact that it's a hex perk.
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You can be the first...
Unfortunately, killer main streams are harder to find since survivor is easier to play. It's easier for survivor streamers to interact with chat since they don't have to focus as much as killers to do well.
As for Demogorgon, he's an iffy killer on top of being relatively new. It might be up to you to discover his best tactics and then create a guide yourself.
I did that with Hag :)
Good luck and I'm sorry that advice isn't too helpful lol
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Weak bait.
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@jordirex said:
I double dare every cocky hag player to play vs my swf.
Not the first time I do this but always nobody shows up. All of this big mouths saying they are unbeatable with this killer but then nobody shows up. What could be the reason?
It's already been established that a coordinated group will win against every killer.
Add to this the fact that you would know which killer you're going against and it's a non-challenge.
You want to sound tough? You can't do it by bringing your friends along lol
On topic:
Unfortunately, she's not the best killer against skilled opponents. I'd say the Spirit is better along with anti-heal Ghost.
She's definitely the most rewarding to play well though. You can pull off some pretty crazy plays with the right circumstances.
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@Camxing said:
https://forum.deadbydaylight.com/en/discussion/comment/996742#Comment_996742
What map did this happen on ?
All maps.
It was an audio bug like we currently have. All music everywhere for killer at least was much quieter.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/996533#Comment_996533
Wouldn't it depend if you were using it as an insult, tho? Developmentally delayed is a medical term but depending on the context can be insulting. Are you claiming that you were having a discussion about the law with somebody? Or did you use a legal term as an insult?
While I'd love to talk about it and share the deleted post since I have an image of it, that's against the rules.
Let's just say that the context of the post was ignored just like our calls for balance lol
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There was a period of time where the sound was messed up...
The chase music was quiet and creepy, the ambient music was almost non-existent and you could hear survivor footsteps, grass shuffling, and breathing as they tried to hide too close to you. The ambient effects were audible and it enhanced the environment very well.
The atmosphere was creepy and more immersive even after how long I've been playing. It was a really enjoyable time.
I have damaged hearing from my time in the USMC with a side of heavy tinnitus and this "bug" was absolutely amazing while it lasted.
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As a PSA the term "Willful Ignorance" is deemed as an insult "You're saying so and so is ignorant" even "though the term was originally—and still is—used in legal contexts, the phrase "willful ignorance" has come to mean any situation in which people intentionally turn their attention away from an ethical problem that is believed to be important by those using the phrase (for instance, because the problem is too disturbing for people to want it dominating their thoughts, or from the knowledge that solving the problem would require extensive effort)."
https://en.wikipedia.org/wiki/Willful_blindness
Whom do we blame more, the willfully ignorant or the self-deceived?I expect to be banned before March lol
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@SpaceCoconut said:
Your pauses...
Are too short...
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Soon you won't be able to tell because the ranks will be hidden.
"What matchmaking problem?" ~Devs after the mid-chapter patch.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988789#Comment_988789
Doesn't really make a difference why. The result is the devs ran stats and found their survival rate was not even at the 50% mark. Yet killer mains would have us believe they are basically auto aim hackers in call of duty.
The stats aren't accurate.
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Your pauses...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/988756#Comment_988756
You surely realize there is a difference between "not drawing conclusion" and "use caution when drawing conclusion". Reading comprehension is not a strong skill on this forum unfortunately.
You're splitting hairs and ignoring the main point that the data isn't accurate by the dev's own admission.
You've lost this debate.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988732#Comment_988732
Feel free to provide a screenshot of where the devs said that. It's the best data there is out there about survival rates.
Here's the link to the original thread: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest
Here's the first paragraph:
Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:
- This data does not include the recent PTB.
- Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
- These are very general statistics, so use caution before drawing any conclusions.
Pay particular attention to the very last sentence.
These are very general statistics, so use caution before drawing any conclusions.
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@VincentRedfield said:
1. Killers complain endlessly about SWF being overrated and survivors OP.
2. Devs showed 4 man SWF does not even hit 50%.
Ergo, killers feel 40% survival for solos and 49% for 4 SWF is OP.
The devs themselves said not to draw any conclusions from that data since it's not completely accurate. It was meant to be entertaining.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985064#Comment_985064
No. The devs SAY it's made for 2 kills, 2 escapes, but the emblem system they created contradicts that completely. You can kill all 4, and still not get a pip. Not that most of us care about pips, but if we're going to talk about what was made for what, pips DO define victory.
But yeah, as @SpaceCoconut said, you provided a strawman argument that has no basis in this debate.
PSA: Using the legal term "Willfully ignorant" to describe a poster's post is enough to get the post deleted and jailbars for being disrespectful and insulting other players lol
Willful blindness (sometimes called ignorance of law,[1]:761willful ignorance or contrived ignorance or Nelsonian knowledge) is a term used in law to describe a situation in which a person seeks to avoid civil or criminal liability for a wrongful act by intentionally keeping himself or herself unaware of facts that would render him or her liable or implicated. In United States v."Although the term was originally—and still is—used in legal contexts, the phrase "willful ignorance" has come to mean any situation in which people intentionally turn their attention away from an ethical problem that is believed to be important by those using the phrase (for instance, because the problem is too disturbing for people to want it dominating their thoughts, or from the knowledge that solving the problem would require extensive effort)."
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/983700#Comment_983700
"3 Generators located farthest from you are blocked by The Entity for several seconds at the start of the Trial."
This means that they start the game only able to work close to you. That helps.
Until it doesn't.
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Sometimes I play Hag when I shouldn't lol
I get a lobby with 2 flashlights and a content creator (obvious 4-man) and I think I'll be ok... 3rd survivor last second switches to a flashlight and unfortunately I don't get disconnected from the match and proceed to have a quite unfun match.
In general, sometimes I chase a survivor for too long or just miss swings because I'm bad.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/119070/the-question-were-not-asking-about-gens
That's not about gen speed there, it's about map design :
Ormond almost always puts you at the polar opposite of the survivors, and it usually ends up meaning you will lose the first gen if someone brought either Prove Thyself or a Commodious toolbox
Same for some spawns of Red Forest, Rotten Fields, Fractured Cowshed and Temple of Purgation.
The gen speed is fine, really, but the maps make it terrifying. Also, toolboxes should be adressed asap after Ruin gets reworked, I hope it can be reworked for the 15th Chapter.
This is a fair point.
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Fix the problem Ruin addresses at the same time you nerf Ruin.
Take care of Gen speed and an early game that a killer can't realistically do anything about.
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With the rank reset change soon the majority of red ranks won't be able to hit great skill checks either.
Survivors with red rank skill are going to be matched up with rank 20-5 skill... at red ranks.
I wish we could vote out devs and change up the leadership lol
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@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/984513#Comment_984513
You know you can earn the cells you spent on it?
You know this only happens if you complete the battlepass right? And that not everyone has the time to play DbD that much?
You also know that you only earn cells if you pay for the battlepass too right?
@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/984513#Comment_984513
That’s why you should buy the season pass only because it gives you back your cells. Otherwise hundreds of shards, bland recolours and few good skins aren’t worth 10€.
See above.
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Any recolor as a PAID cosmetic is a lazy cash grab lol.
Whether an item looks better than the original is purely personal preference and shouldn't be used as an argument.
But the Rift is literally a cash grab so if people buy it good for them I guess lol.
"A fool and their money are soon parted." ~Thomas Tusser
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@PoisonN said:
They always avoid these questions. I wonder why...
Me too.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/980615#Comment_980615
Good killers will end the game before NOED can be used.
Or will just win the endgame without NOED, or will use Devour Hope instead
Against weaker survivors.
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I haven't purchased a dlc with cash since before Spirit (She was gifted... thanks Lauri)
I've only purchased the killer in Licensed DLC's with appreciation to the creators of those licenses. Only killer because I don't play survivor.
I only purchase skins with shards and even then rarely.
I won't pay for the battlepass out of disdain for that monetization system and against the devs implementing it.
In all honesty, I'm just waiting for the straw to break. I seem to be spending more time looking at other games and just picked up Escape from Tarkov.
Even with all this, the devs will continue to ignore the outrage and make bank off the people who don't care.
Such is the reality of today's gaming industry... Profits over people.
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@Archimedes5000 said:
Except NOED is a crutch, not fun, easily avoided and only works endgame. To to mention DS, Unbreakable and BT escapes
Except with the Ruin change it's no longer a crutch.
Ruin's original use was to slow the gen progression so a killer could play the game.
With the loss of Ruin, gen progression is no longer slowed down.
Since the killer has fewer options to slow the gen progression, the option for an endgame setup becomes more appealing.
NoED is an endgame perk becoming available when all gens are finished.
While yes, newer killers can utilize this perk to get a kill or two if they're bad, experienced players can plan for the Endgame scenario with this perk in mind and deliberately allow survivors to work through gens quickly.
Bad killers using NoED will have to deal with BT, DS, Unbreakable and such since they didn't get rid of them during the course of the match.
Good killers using NoED are going to force you to use those second chances before you finish the last gen... and then suffer the consequences of not cleansing every dull totem.. and still be able to pip since Gatekeeper was changed.
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EVERY SINGLE VETERAN PLAYER WAS A NEWBIE WHEN THEY STARTED.
With that obvious statement out of the way...
Some people know that through perseverance they can become skilled at a difficult game.
Some people believe that difficult things should be toned down so everyone can enjoy them.
If you can't find enjoyment in improving yourself through practice and challenge then you should play a game that doesn't require it.
The devs seem to be of the mindset that the difficult things in the game shouldn't be difficult... for the Survivor.
Playing Killer is hard mode and you clearly haven't played enough to reach that skill level if you don't understand the impact this change is going to have on the game as a whole if it's implemented without compensation.
I'm a newb survivor and I don't like this ruin change.
The problem of new players going against killers with this perk unlocked or many perks unlocked is a matchmaking problem. Not a balance problem.
This shortsighted change is going to have a strong negative effect on the higher spectrum of skilled play because of what it represents.
Survivor sided gameplay changes.
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This is going to be interesting lol

