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I've always liked the idea of having Bloodwaren trigger as soon as the first gate is open if you managed to hook a Survivor before a gate is opened.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/3012508#Comment_3012508
I still think Bubba is a terrible killer but realistically the solution has been there this whole time and BHVR even tried a half assed version of it (No offense BHVR I get why) with the whole you lose rank while camping nonsense. I feel the issue doesn't even need to be resolved with punishing camping but more so not making use out of your killers kit. Bubba is a killer that engages in chases therefore if he's not chasing he's not able to use his power - Pretty straight forward.
I would like buffs for Bubba overall but not ones that reward camping.
I mean, I totally get it. I just think that that's not a bad way to handle the camping thing in a way that doesn't impact his chase or can't be abused by Survivors.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/3012499#Comment_3012499
The only way you'll ever stop camping with him without fully changing his power is making it so he slowly loses his chainsaw charges if he's not engaging in a chase - So if he's camping by the time a survivor goes for an unhook he'll have no power to chainsaw camp.
However while in chase I feel he should rapidly get those charges back in the theme of he is ready to throw a tantrum or is hunting like the movies.
That's...not a terrible idea, ngl. :o
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I like the theory that Tinkerer is going to get fully reworked with a name change.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3011408#Comment_3011408
Bringing more Spaghettis into the already large pile of spaghetti code does not make it any better. And adding a special rule for pig traps in EGC is exactly that. No auto-activation of traps in endgame does also solve the problem, it's just not the solution you like. That it's still possible to have active traps in end game is not an issue, btw, since they are independent from another code-vise. On the contrary, it would be bad to add some checks to actively disable them. Again, the goal should always be to REDUCE code dependencies.
About the "git-gud", we are talking about downing 4 ppl. Thats not a hell of task to do. And if you struggle hard to do that 4 downs, why should you be any more effective with auto-active traps in endgame? If the survivors are hard to catch when doing gens, they will also be hard to catch during end game.
Adding anything to the game is contributing to bad spaghetti code. You may as well say "adding the EGC is a bad design choice because it adds to the spaghetti code." If we're going to be adding something to the game, we're going to make sure that we're actually doing it well. Randomly screwing over one Killer while not fully dealing with the problem is the opposite of that. And no, if the problem they were trying to solve was "we don't want RBTs to be active during the EGC," then they did not actually solve the problem. Obviously, we don't want to be doing things overly inefficiently when it comes to programming, but that doesn't mean "don't make a minor tweak to for the sake of a small accomodation." Otherwise, we wouldn't have to, for example, have a list of things that AREN'T affected by Blindness. You claim that making that small change to the EGC is "adding more spaghetti." I see no reason to believe that it would result in coding problems beyond the worn-out non-argument "it's BHVR; expect the worst from them."
Like I said before, "git gud" is not an excuse for not taking the sensible route.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3011136#Comment_3011136
It's still not a clean solution. "We will introduce this new mechanic called EGC, but for Pig we introduce this exception." That's no good design, it creates a dependancy between a killers power and a game mechanic, and every additional dependency makes the code more fragile and error prone. We always complain about the seemingly poor code quality of the game, but doing what you propose would actively reduce said code quality. That's what mean with clean solution: EGC behaves the same for all killers, there's no interaction with a killers power. We should always aim to decrease dependancys and harmonize mechanics. That's the reason why Tinkerer was reworked to its current version, btw, bc. the previous effect (increasing the effect of killer addons) was a nightmare to maintain.
Edit: About the "zero compensation", an effective Pig should and will use all her traps before EGC starts. So if anything, it's a nerf to Pig players struggling to get four downs before all gens get done. But luckily there's a solution for this: getting better / being more effective with Pig, as cliche as this may sound (the git-gud argument).
I don't see why that's bad design. If anything, I would call that GOOD design because it solves the problem of the RBTs during the EGC in a way that allows both to still do their job. A bad solution to a problem is one that solves a self-made problem through unnecessary collateral damage while also NOT EVEN SOLVING THE PROBLEM ENTIRELY (because right now, you can STILL put Survivors in a position where they have to deal with an active Trap while the EGC timer is running). You talk about how the EGC should behave the same for all Killers, but the Pig was the ONLY Killer in the entire game (at the time, though even still now) who was actively made worse off as a result of the EGC.
"Git gud" is not a good answer to nerfing an aspect of a weak Killer that was not problematic until someone chose to introduce something that makes it problematic, no matter how you slice it.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3011099#Comment_3011099
I'm not a fan of pausing the EGC. It is meant to run out, thats its purpose. Let's keep that simple. As sad as it may be to the pigs end game potential, I think removing the auto-active ability in end game was the cleanest, easiest solution to do.
There will still be an end to the game because the RBTs will eventually either come off or kill the Survivors, which causes the EGC clock to start ticking again. The EGC will still be doing the job. The nerf that BHVR gave to the Pig for EGC was the WORST solution because it nerfed a weak Killer for absolutely zero compensation when there was a perfectly viable alternative that kept the best of both worlds.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3010980#Comment_3010980
Stalling as in bothering the survs with an additional objective that is to be done besides the main objective. Not to be confused with gen defense / gen regression perks, they just mkae it harder to finish the main objective. So pig traps are stallling, bc they force the survivors to get rid of their trap, which is time not spent on gens. During end game there are no gens to be done anymore. Only the gates, but they are finished fast, and progress cannot be reverted. So I would argue there's no real stalling in end game. Only some hindering factors (end game perks).
Since you meantioned end game perks: That ones would make auto-active traps in endgame even more disgusting, bc it would give the killer more time to down survivors and utilize the auto-active traps more vigorously.
I'm talking about Remember Me, No Way Out, and Bloodwarden.
Plus, all those issues you mentioned go away if you just pause the EGC timer when someone is wearing a Reverse Bear Trap.
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@Seraphor said:
Yeah you already did this. I'm assuming it got deleted for some reason, along with your first account...
Ban evasion, perhaps?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3010328#Comment_3010328
Traps are meant to stall the game, not to get kills out of it reliably. If the gates are powered, stalling is no longer required. Also having to remove a trap when EGC is active is a near automatic death sentence. If that occasionally happens (killer closes hatch with the last surv. having an active trap), thats already pretty bad. But giving the killer the ability to enforce this situation on a survivor (placing a trap thats automatically active and then activating EGC by opening a gate) doesn't sound very healthy.
"If the gates are powered, stalling is no longer required."
That is in no way true. Otherwise, we wouldn't have perks that slow down the process of opening the Exit Gates or actively stop Survivors from escaping.
As far as EGC, just pause the EGC timer as long as someone is wearing an active RBT.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010772#Comment_3010772
I mean I've stopped caring about winning few posts ago, so okay.
Fine by me. I just want someone to show me where it says that a hatch escape is a loss for killer.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010766#Comment_3010766
They really shouldn't value consistency over balance.
Correct, but that doesn't change the fact that the achievements are not an indication of winning.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010754#Comment_3010754
You know even new killers has such required condition?
It's either fix the game or fix the achievement, if they can't fix the achievement, they should fix the game.
New Killers have the same achievement for consistency's sake. Doesn't mean anything.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010742#Comment_3010742
Just look at adept, and compare two.
We already know that achievements cannot be changed once they are set up unless a change in the game literally renders them impossible. So the fact that they are what they currently are means little because the devs are unable to change the parameters despite having a change in opinion over the relevance of a "Merciless Killer" with regards to the results of a match.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010734#Comment_3010734
Not really, if we think from how current game is, it's clear they thought emblem can not be used for matchmaking purpose but still working as common "win condition" for most challenges and achievement.
It's clear from browsing them that challenges and achievements are not indicative of winning/losing.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010724#Comment_3010724
Who said anything about player skill?
When game require you to get best score in "bad metric" for the sake of achievement/challenge, and survivor counterpart of that is "escape", it's crystal clear that the dev meant "win".
It's clear that the devs no longer believe this to be the case, as evidenced by the fact that your definition of "winning" no longer affects your ranking. ;)
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010702#Comment_3010702
3k is NOT a win in anywhere in the game, doesn't matter how you think.
https://forum.deadbydaylight.com/en/discussion/comment/3010704#Comment_3010704
I'm stating fixing either one can work, but in current game that "bad metric" is used anywhere.
Thus "literally everywhere", when game is actually using merciless as metric, you can't deny it.
That bad metric is not used for anything related to player ranking anymore specifically because it is a bad metric for determining player skill.
@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010681#Comment_3010681
https://forum.deadbydaylight.com/en/discussion/comment/3010685#Comment_3010685
THANK YOU ONE GUY THAT IS NOT SURVIVOR MEANNIE . GOD BLESS YOU!
I play almost exclusively Killer, so you're welcome.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010688#Comment_3010688
Just low grade thing, that's only until gold or something, at red grade you need four iri emblems to get merciless.
So that means that merciless isn't considered a good metric for a win/loss because that changes from rank to rank. :P
So where does it say that a hatch escape is a loss? Show me.
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010681#Comment_3010681
In my book. What serial killer want to let 1 ,2 people escape? Let me ask ask Myers....... what he said he doesnt like when someone escape? Ok let me ask Leatherface........bro you wont believe he also said he would like more to wear their faces at dinner then to let them escape.....ok ok but what about demogorgon im sure he likes when someone escapee........ YOU WILL NEVER BELIEVE WHAT HE JUST SAID BRO.
What your book says doesn't matter, so oh well.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010678#Comment_3010678
Where is "free" part when killer killed all three survivors?
That's like "remove the hatch while giving killer hatch equivalent", doesn't makes sense at all.
https://forum.deadbydaylight.com/en/discussion/comment/3010681#Comment_3010681
Literally everywhere, hatch escape doesn't counts as hook or kill, thus everything that needs merciless/4k will count it as lose.
I've gotten merciless despite a hatch escape.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010652#Comment_3010652
It's classed as lose for killers though, you can fix all the emblems/achievements/tomes but it IS like that.
on top of that some survivors loves wasting killers time as much as possible, to the point somehow they wait on top of hatches, if the point of it is commiseration, there is no point in hatch mechanics.
"It's classed as lose for killers though"
Where?
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010584#Comment_3010584
Yee yee i know miss type
Not a mistype. You actively belittled someone because of information you believed was correct but turned out to be wrong.
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There are seven gens.
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Anti-synergize with my taxi build.
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https://www.youtube.com/watch?v=GdNI0_cx22s@Chocolate_Cosmos said:
You are talking about people crying by crying about people who are crying.
- Body is 1 character too short.
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I just bring in bloodpoint items for a little extra boost to my bloodpoints. No sweat off my back if it goes to waste.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3008261#Comment_3008261
I respect that your opinion is consistent, even if I disagree. Fair enough!
My view is that if two still-going (at the time) online games are going to have a joint collaboration, giving one of those games a big event and the other game a small reminder that the community of the first game got a big event feels like the community of the second game is just not cared about.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3008245#Comment_3008245
But if it had been the other way around - DBD had a full chapter dedicated to For Honor, and For Honor acknowledged/commemorated that with a small cosmetic item - would it seem like 'no effort' went into that cosmetic? There was never any expectation that DBD would do anything because it wasn't an event that went both ways, the charm was just to promote and remember the event by.
Genuine madness that people read it any other way.
Then it would seem like no effort went into the For Honor half of the collab, and the For Honor community would have a right to feel like they were glossed over in the same way.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3008215#Comment_3008215
I never understood why people were mad about that. The charm was pretty obviously only to commemorate the event, no other crossover DBD has ever done went both ways so I don't get why people expected that one to.
I wasn't mad, but it was pretty obvious that between the two communities, way more effort was put into the collab for one of the communities than for the other. It makes the other side feel like they're not cared for nearly as much.
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This reminds me of when DBD had a crossover with For Honor. For Honor had a big special event where players could do gens and stuff and teamed up to fight the Trapper as a super boss. DBD had a charm.
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Wanting Bloodpoints is indeed not entitled. Demanding that the opponent let you all live instead of only the last Survivor IS entitled, however.
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@Jaxton2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3006369#Comment_3006369
Then they could still win, letting one go is just frustrating to me as they didn't give they just plopped everyone in basement but one, and camped it.
If they want to both win and let someone go, then only way to do it is to let the last person go. That's a perfectly reasonable thing to do.
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What if they want to actually still win while also letting the last Survivor go?
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@xfireturtlex said:
Still worth it 😁
Glad we both walk away satisfied.
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I have no problem hooking you for attempting it.
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@Mozic said:
I'm really just guessing that DS will now also deactivate when interacting with killer objects and the exit gate to really emphasize that when DS is active, you are "out of play"
Until it runs out of ways where it can be used on the offense, it's probably going to keep getting jabbed with needles.
There's no way they're going to turn it off when interacting with Killer objects as long as the Pig is a thing.
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I mained Jake because of the Blight cosmetic.
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Something about this situation I find amusing in a sad way.
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As long as "Tunnel to force DS" and "Don't tunnel to avoid triggering DS" are unironic pieces of advice simultaneously offered to me by different people, I can't say that DS doesn't need some sort of change. :P
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3004294#Comment_3004294
How about they do the same for Dredge's perk "Dissolution"? It's absolute dogwater, the inherent 3 second activation delay as well as the blatant notification for survivors make it pretty much unusable.
I could be wrong, but I think the numbers for Overzealous actively make it so using the perk is worse than going vanilla.
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@Canas said:
I don't get why one of Haddie's perks is on that list, though. Or am I misunderstanding something?
From my understanding, the perk is trash, so they are prolly gonna buff it a bit (or maybe rework it?)
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3004215#Comment_3004215
Unlikely, it's already considered a bad perk despite its popularity. These changes aren't solely aimed at nerfing perks, they're also meant to buff some. It's more likely that Self-Care will receive a buff of sorts.
Would be weird to buff a perk they called meta, but what do I know.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3004259#Comment_3004259
Remember, just because a perk is there, it doesn't mean it's getting nerfed.
All the ones you want nerfed will get buffed. All the ones you want buffed will get nerfed. All the ones you want untouched will be deleted from the game. ;)
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To be fair, I won't be playing any different from normal regardless of how many flans there are. I always treat flans, cakes, and BPS as thought they are puddings.
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The only video games worth your time are the ones where you play-to-earn. :)
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3002197#Comment_3002197
Curious to know, on the topic of going for kills instead of hooks, how've you been feeling about the pig changes now that it's been a bit? We've had some back-and-forth evaluating the box changes leading up to the implementation of it.
I won't make that into a whole discussion here to avoid derailment, but I've gotten five RBT kills in about eleven or so Pig games the last two days I played, plus a sixth person who suicided on 2nd hook because they had no chance of getting the trap off with the remaining time they had left. Make of that what you will.
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Considering that my favorite thing to do in DBD is have Survivors die to the Reverse Bear Trap, that's a no from me dawg.
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I don't understand. What is the purpose of turning into Uroboros?
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@agonizing said:
https://forum.deadbydaylight.com/en/discussion/comment/3002047#Comment_3002047
Not just licensed killers, I have a couple of Wooden Splinter Offerings that let you play as Hag.
Because they are the same people who complain about the grind but only further contribute to it. The cakes wouldn't have to be used until the next cakes arrive.
"Because they are the same people who complain about the grind but only further contribute to it."
Source please.
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I'm just gonna play to try and win.