SpaceCoconut
SpaceCoconut
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Thanks DD :)
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@Dwight_Fairfield said:
Awesome. I sincerely hope a lot of the game's glitches are sorted by then.
Laughs in month/year long bugs/issues...
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/696144#Comment_696144
Next year. Its actually on the roadmap its placed after the next Chapter. So mid chapter 14 in roughly February but it extends to march and later on the map so idk.
"Rank Rework initiatives"
🤷♀️
in·i·ti·a·tive
/iˈniSH(ē)ədiv/
noun
plural noun: initiatives
3: an act or strategy intended to resolve a difficulty or improve a situation; a fresh approach to something."a new initiative against car crime"
They'll be talking about their strategy for the rank rework next year, we might expect a new system or a fix to the current system by the end of next year.
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Pay to Win at its finest.
Unfortunately yes, Paying for access to BBQ&C will accelerate your grind through the bloodwebs of killers that you actually want to play.
Leatherface is the price of this grind shortcut...
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While I personally think this is funny, it does highlight one of the bigger problems of DBD.
It's not just matchmaking by rank, but the fact that the current ranking system doesn't take player skill into account. This rank 13 person has played for enough hours to gain Devotion level 7.
If the devs want the new people they gain from the stranger things dlc to actually stay, they need to place fixing the matchmaking and ranking systems as a higher priority.
@Peanits When can we expect to hear more information about these issues and the possibility of individual killer ranks that was alluded to during the anniversary?
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It's possible that when they tweaked the hair it created a bug in the lobby music which then affected Dying Light crashing the game.
New chapter = New bugs, the lobby music will probably return when they fix grass or something.
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Why doesn't Of the Abyss have a charge bar like other similar actions?
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@somewherenear said:
https://forum.deadbydaylight.com/en/discussion/comment/685481#Comment_685481
You can disable bear traps with a toolbox
You sabotage bear traps with toolboxes.
You disable them by using the action button to set them off.
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I kind of like the idea, but if we did that I would like it if survivors had to use an item to disable the trapper's trap, losing or damaging the item in the process :)
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Since they made the detection range wider, they should have compensated by making the base distance of detection shorter.
The lag time between being detected and not should be taken care of as well.
It's upsetting when you're being detected and you duck behind a wall but still get revealed even though you've broken LoS.
He's kind of map dependent, so the detection aspect of the Ghost should be balanced with that in mind.
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The OP forgot to mention that they were swarming the hook and looping around the hook while no one ran away so a rescue could happen...
tunneling trash lul
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https://youtu.be/6a9a4bLQeGk
Another view. At work.
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I didn't forget, but I was tired of talking about it so much...
I'm over it now and tomorrow's video will be about the battlepass again :)
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Because the time crunch is controlled by the survivors. The majority of pressure is placed on killers to perform rather than it actually being balanced between both roles effectively.
In the end, it's just short sighted design and misplaced emphasis on less important aspects of the game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/664591#Comment_664591
Now, I wasn't around way back then but, wasn't "facecamping" when a Killer would stand in front of a hooked Survivor and since there was only one angle you could unhook from, prevent other Survivors from attempting the rescue?
Yup.
There was no chance of a rescue in this case. It was BS and got changed, but the people complaining about "face camping" have literally no idea what they're talking about and refuse to give up if they don't have any of the myriad of second chance perks available to them...
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*Laughs in rotating hooks*
Once upon a time face camping was actually a thing...
Now it's just camping.
Do gens.
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beat me to it :(
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I'd be onboard with Vulnerable as a status name instead of exposed... but I'd be all for removing the status notifications as warnings altogether... but that's an opinion for a different time.
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I suppose in this case survivors should slow down when running in a tight circle as well right?
Have a chance to trip or get caught on something when running directly against a wall or pile of trash?
Or be able to be healed to a healthy state after being stabbed, slashed, or smashed by a supernatural creature.
l o l
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Channel ability: A killer who can see through the eyes of crows. If survivors are within a certain radius of stationary crows, their auras are revealed if the killer channels this ability. The killer's movement is 0 while channeling. Channeling is as quick as Myer's and Ghost's stalking ability.
Activated ability: The killer can cause crows near survivors to follow them causing survivors to gain the oblivious status effect (Crows are distracting). Cumulative exposure to crows will cause the broken status for a period of time. Crows are removed through "shooing" by another survivor. "Shooing" takes progressively longer each time. Only 2 survivors can have crows at a given time. Both survivors have the oblivious status effect while "shooing" is taking place.
Passive ability: AFK crows appear more quickly and draw stationary crows to the area.
Crows can cause a failed vault or pallet drop randomly. (They're pecking at you)
Crows now return to random parts of the map after they're disturbed. Unfinished gens and hooks have a higher chance of gaining crows. Empty areas, gates, and finished gens have a lesser chance of gaining crows.
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In order of "feeling like I won"
4k v skilled survs
3k w/ dc for hatch (but feeling robbed of 4k)
3k w/ hatch (but feeling salty)
4k w/ dc or death by 1-hook (survs robbed of a good match)
4k v unskilled survs (thanks matchmaking)
Don't DC v skilled survs/swf using overpowered combinations of items, addons, and perks.
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It's not going to work unless they have more than timers in mind.
Edit: I jumped the gun. The husks might fix the dc for hatch problem...
https://youtu.be/hwGXTWp0_Ec -
I made a post in this thread: https://forum.deadbydaylight.com/en/discussion/71690/cosmetic-pricing/p1
"While everyone is talking about the cash cost, did you know it takes about 50 hours worth of matches (450 ish matches) to earn 21,700 iri shards for an ultra rare cosmetic?
I'm still grinding for the new hag skin with shards I've been saving since they've been implemented. Only spending them to buy DLC when available...
The grind is absurd."
I don't see it changing anytime soon, and only getting worse when the archives and battlepass are released.
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@Mookywolf said:
watch Spacecoconut on youtube, hes an amazing Hag. watching him is like watching a machine at times.
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/652153#Comment_652153
@SpaceCoconut figured youd get a kick out of this
*Talks in GIR voice*
I'm gonna play in the dirt now!
*Cry Screams in GIR*
STOP STEPPING ON MY DRAWINGS!
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I just had this thought yesterday :)
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Both Freddy and Spirits abilities are basically lighting changes.
The Upside down has a lot of changes to the maps that would require actual art and development.
Extra decay on every map and those weird vines everywhere in addition to lighting changes... for every map.
Of COURSE the upside down isn't going to be added to the game. It would require way too much work to implement for the ROI they'd get from implementing them.
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Every reason to DC is just poor sportsmanship and salt...
Except if they get trapped in a map element...
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/642677#Comment_642677
The point is that if a gen didn't blow up when you downed someone, the survivors are now revealed and you now know what gens being worked on perhaps!
Combining it with Surveillance might be ok, but two perks for an ok effect?
Sounds on par for the devs actually...,
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/642609#Comment_642609
Hitting a survivor automatically regresses gens and a gen being complete practically guarantees that you'll win a chase. How are they bad?
If gens couldn't be touched for a split second to stop regressing the kicking thing might be fine. It probably won't have an effect on gens a survivor is working on so what's the point?
Blocking the windows and stuff sounds good, but the trigger is in the survivor's hands. The killer can't control that so the gens could get popped at a time when it's completely useless, or survivors go into stealth mode once a gen is triggered to wait out the timer once they know what perk you're using.
Perks that are determined by survivors or their behavior are naturally worse than perks that are based on the killer's skill.
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This is a cute thread.
I bet you're always playing fair and letting the killer hook you instead of escaping after the gens get finished very quickly...
Keep your rules to yourself.
Fresh meat is coming to the Fog.
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The White Ward protects an item in your possession upon your death allowing you to keep the item at the end of the match.
Franklin's Demise forces you to drop an item in your hand.
If you die without an item in your hand the White Ward has nothing to protect.
It's design, not bad coding/limitations.
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Laughs in bugs, core mechanics, and balance issues
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In general without inserting bias as best as I can, the gen rush is this:
The feeling of how quickly gens can be done by survivors who are not being chased by the killer. The killer can only effectively stop one survivor from doing gens at a time by chasing them.
Depending on how long that chase goes on, the remaining 3 survivors can work on generators and complete them at an effective pace.
As gens are completed, the killer feels more pressure to down and hook survivors, in order to prevent them from escaping.
In most cases, if a group of survivors can effectively loop a killer while the others focus on generators and trade off as they're downed and hooked, the killer will be unable to stop them from escaping.
This places the time crunch on the killer while the survivors feel no time crunch.
This time crunch is called the "gen rush" which is also why most survivor players will tell you it doesn't exist.
They don't feel the time crunch. The ones who do, recognize how quickly the match went as they finish the last gen.
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There are things that are available to alleviate this pressure. The most popular of which is Ruin, but most players will note how soon the hex is cleansed within the match.
Then you'll have other players rattling on about map pressure and "letting" the survivors do gens, but they're deliberately ignoring the main points about the concern.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/632803#Comment_632803
Or those players are just taking what they have given by the devs to increase their surviving chances.
Re-read the last sentence in the post.
Intent is the core concept you're deliberately ignoring and making yourself look very trollish and not to be taken seriously.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/632732#Comment_632732
That's not toxic as long as exploiting isnt used. It's just unbalanced.
In your opinion.
By abusing mechanics whether exploits or not, the player is deliberately creating a negative environment for other players causing them undue stress that is not the intention of the game designers.
This is my definition of toxicity within a game
ie. SWF teams outfitted with flashlights & second chance perks intending to deliberately bully the killer and remove any fun the killer might glean from the match.
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Deliberately creating a frustrating experience for other players through the deliberate abuse of unbalanced game mechanics.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/632590#Comment_632590
P3ing back then was substantial harder than P3ing now, additionally there's been a lot more time to P3, it's not the same thing at all.
If P3'ing is harder now than it will be in the near future, then it's exactly the same thing.
We won't know for sure until we find out what the new process looks like.
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The legacy elitism is more intense than I thought lol
A cosmetic reward for people who grinded out P3 in the current system should be rewarded in some form for their dedication when the new system is implemented.
The reasoning is the same as the original legacy and would be a fair occurrence since the same situation has occurred.
The grind was bad. The grind was reduced. Players who completed the bad grind were rewarded when the grind was reduced.
The same scenario is currently playing out isn't it?
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If something jumps up out of the ground and screams at you... would you turn to see ######### just happened?
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It's among many original perks that should be reworked to fit in with the game as it is today.
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You don't need to play Survivor to be a good Killer.
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Perk lists should only be made with a particular killer in mind.
Because some perks work better on some killers than others, a general list is only a disservice to the community.
BBQ as an example is S on high mobility/Long range killers and maybe C on others just for the BP gain.
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@[Deleted User] said:
I’ve honestly thought for a long time that “Haunted Grounds” should be a base effect for the risk of cleansing hexes. Survivors get rid of the associated hex at the risk of the team always receiving Exposed for 60 seconds.
You've probably been around long enough to remember this suggestion being thrown around on the steam forums.
The same can be said for many other perks as well lol
Our ideas have always been implemented in the game through purchasable dlc perks...
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This makes me happy :)
Whatever the solution, my main point is that an equal price should be paid by the survivor. The killer is losing a perk permanently.
But if we go with the timed duration, why couldn't the totem repair itself after that duration was over?
Think of it like a respite from the curse.
Then once that break is over, the totem repairs itself like hooks do and the curse is reinstated.
The killer loses the perk for a short time, but doesn't lose it permanently. With the punishment to the survivor being time lost looking for the totems each time they want to break it.
Some perks would need to be toned down, but these are just rough ideas for a frustrating problem we currently have.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/626601#Comment_626601
If we're going purely based on those stats alone, a 4 man group has an average survival rate of just under 50%, which is the target for balance. But as we know, that doesn't paint the full picture, which is exactly why we recommend not drawing any conclusions based on stats alone.
I wasn't worried about the survival rate since it doesn't mention the number of dc's, suicide by hook, or other information that would be relevant to an accurate survival rate,
I was talking about the stat sheet that mentioned how many players participate in the match as solo, 2, 3, and 4-man groups.
Adding the option to opt out of going against 3 and 4 man groups wouldn't hurt the playerbase as a whole since there are some killer players who thrive on that kind of playstyle and the groups would still find matches without much trouble.
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@Peanits said:
I'd like to be optimistic and assume people would use that information to prepare for the match, but realistically, that's just going to make people dodge.
The safest bet is to just prepare for the worst. That way you're never caught with your pants down and worst case scenario, you do better than expected.
@Peanits with that in mind along with the stats released about groups and the % of matches they're in, why can't we opt out of going against swf groups?
The stats show that the impact of "splitting the playerbase" wouldn't be as bad as people make it out to be.
Additionally, why can't the icon be added to the tally screen at the end of a match if everyone is so scared of dodging?
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@White_Owl said:
I suppose you also want a race car engineer to compete in F1 races...
The race car engineer doesn't design the race course and set the rules of the race.
They also have no say in what the team does to the car to improve it to suit the needs of the driver.
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What's the # for this survivor rule?
That rulebook is getting pretty big.
