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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1634522#Comment_1634522
He also has the ability to shock everyone around him at the same time to see where everyone is at. It's so annoying, I could be I unspotted the entire game and be doing gens but he can still find me in seconds because of that stupid power.
That doesn't matter if he has zero answers to loops. The ability to restrict certain movements by shocking them is the thing that makes Doc.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1633962#Comment_1633962
I know you're joking (I hope) - but in the context of DBD, it would be nonsense. With the amount of game breaking bugs (such as the stuck in healing animation bug that has existed for almost a year, that forces you to DC because even EGC doesn't kill you), or just random server disconnects etc.
We are talking about DBD here. A game that isn't nearly stable enough to have a system that will punish you for DCing even if it's not your fault.
For DBD specifically, it's only an issue because of the bugs, glitches, etc. Beyond that, I'm for penalties ramping up to that point.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1633922#Comment_1633922
A week ban for leaving a video game?
My god, that's nonsense.
It's not nonsense if you don't DC. :P
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@skarsguts said:
Imagine banning people for leaving a video game match they don't want to play in.
DBD has the most sensitive community I have ever encountered.
We should follow DBFZ's example.
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@Dreamnomad said:
Nothing can or should be done to punish suicide on hook. But I do think there should be a mechanic to reward survivors for sticking around. You know.. a carrot instead of a stick.
Only if the carrot on the stick is labeled "if you get this, you won't be punished." Punish the ones who don't get that reward. ;)
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Nerf Keys
Nerf Mori Offerings
Buff Pig
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Mad Grit
I love it for its ability to enable me to actually chase some Survivors while carrying other Survivors (along with Agitation + Iron Grasp).
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1631785#Comment_1631785
Alright. But iirc the artist did intend the mask to face expressions, and as it is just an image overlay the code from before is valid, and it has been shown it's perfectly possible to do what the devs denied is possible in the Q&A. that's why people are upset.
It's really just following the same pattern of code as the bits calling for certain sounds (for example, grunting when pallet-stunned. It should be a simple additional if-event calling for a change of texture to the head-piece.
"But iirc the artist did intend the mask to face expressions"
Obviously.
"the code from before is valid"
The "code from before" is just a hypothetical statement. It's not the actual code of the game.
"It should be a simple additional if-event calling for a change of texture to the head-piece."
That's an assumption.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1631054#Comment_1631054
Even if that were the reason, the fact that it'd be bloody simple to code in stands.
I mean, it's not just oni. it's the code for EVERYTHING ingame that changes appearance depending on an event:
exploding gens, lit totems etc.
code, no matter how spaghetti is always a bunch of Ifs and Elses.
Tag, if you like I can link you to a lovely little indie-publisher that offers a basic coding language for one to program their own text-based multiple-choice games. sure, it's not graphics, but to give you a feel of how programming works.
Doesn't mean it's simple to just retroactively add that in to a character who was not designed to be able to contextually change their appearance on the fly.
Also, I've already had some experience with programming in the past. Not a whole lot, but some.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1630774#Comment_1630774
If that's the only reason, then BHVR should just hire new programmers. It's not a small company anymore..
Spaghetti code doesn't get solved simply by hiring new programmers.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1629770#Comment_1629770
No, that isn't true at all. Competitive implies competition worthy. As every tournament so far has proven, that is not the case. And as the Devs have constantly shouted form the rooftops, DbD is a causal game.
PVP ≠ Competitive. It never has.
Click the link. :P
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1630588#Comment_1630588
Alright then, so maybe it's your turn now - tell me.. what possibly would NOT be simple about adding a dynamic mask? Especially for a team of experienced programmers?
Spaghetti code.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1630459#Comment_1630459
I mean, the algorithm is universal and is so simple that it would work if implemented on any programming language. They can literally just copy and paste the algorithm they use for Oni, change the variables a bit and it would work just fine. Trust me, Oni's power has nothing to do with the way the cosmetic algorithm works. It's literally just an if else statement.
And if it IS difficult to implement (or in other words, if the code is made out of literal spaghetti by a high school student), I doubt it would be much of a problem for a company that hires professional programmers, now would it?
"They can literally just copy and paste the algorithm they use for Oni, change the variables a bit and it would work just fine."
I see no reason to assume it would be that simple. "Flawless made up code" isn't going to make that convincing.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1630341#Comment_1630341
Frankly, I couldn't care less if you believe me or not since you don't care about facts. Multiple people that are programmers told you that IT IS that simple. How can you insist it isn't when you have no clue about programming is beyond me. What are you basing your opinion on? What knowledge?
That's how this discussion went:
1.Someone tells you it is extremely simple.
2.You say "but what if it isn't" without providing any arguments. Just "what if it isn't".
3.Someone else tells you it is that simple and provides pseudocode and the steps needed to do it.
4.You repeat step 2.
And so on.
Do you honestly believe we are all idiots or have some hidden agenda? Do we win a prize if we manage to trick you?
LMAO have some common sense please.
Pseudo code does not carry any merit unless it is actually based on something. Anyone can make it look simple if you present it in pseudo code.
"If (PalletStun) = True
Set (LegionFace) = x_X
Else
Set (LegionFace) = :P"
Saying "it is easy" and posting made-up code talk is the same as saying "it is easy" and presenting nothing.
@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1630341#Comment_1630341
Because it IS that simple.
Analyse the algorithm and you will see no flaws. It just works.. It's so straightforward it's stupid.
...how does one analyze an algorithm that is entirely made up for the sake of a discussion?
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1629697#Comment_1629697
Dude, with all due respect, if you have no clue what you are talking about stop contradicting people that do. The whole "functionality" you keep talking about is this:
if(power activated) SetModel(power_model)
else SetModel(regular_model)
THAT'S IT. Big functionality.
Literally all they have to do for legion is 3 lines of code. Stop acting like it's complicated, it's not. They just don't want to spend their time creating the different animations/models for the masks. It's not about programming it into the game.
Why exactly should I trust that what you are saying is that simple?
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@MadLordJack said:
No. That would imply that you can actually win without luck, or a full tryhard party. The idea reminds me of KDR in GTA Online: it isn't that kind of game, don't put it in and tell people they are rubbish because they don't have a high one when having a high one isn't actually possible without extreme luck.
DBD isn't actually competitive. Competitive elements have no real place, not without making people feel bad about themselves for no good reason, and making them mad at others for very good reasons that nonetheless do not merit the level of response they get.
If I see somebody with a high winstreak, I don't think they are a good player. Not in DBD, there's too many unaccountable variables.
As long as there are winners and losers, it's competitive. ;)
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1627757#Comment_1627757
Guys, it's a freaking model, all models function the same. Stop making excuses for the devs. They literally can make 4 different models internally(with one expression each) and switch between them at random intervals or depending on some conditions(for example if the killer misses a swing he gets a sad face).
They aren't programming the next mission into space, come on.
But they don't, though. Oni's model changes as a result of his power, so he had that functionality built into him from the start. A Killer such as Legion did not.
@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1627721#Comment_1627721
I mean, adding a mask that changes expressions is high school level programming..
The algorithm is very, VERY simple.. the game checks if the player uses said mask, and just displays a different animation on each event, like pallet stuns.
My bet is that they are just too lazy to add new mask models, especially since the skin will be free anyway.
Like I said, I doubt it's that simple. Explaining it in layman's terms doesn't actually mean it is simple.
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@[Deleted User] said:
I think this would just break Legion again. Imagine him spamming his Feral Frenzy during 4 minutes until all survivors go down.
Perhaps make it so that when you are in Deep Wound or Broken state, your timer disappears? Then it will return when you are back in the normal Injured State?
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@PB_TORCHer said:
Ever notice how EVEY post someone says NO??? this forum is unbelievably disagreeable
Are you expecting yes-men to agree with everything you say? I am explaining why I disagree with your point.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/discussion/comment/1627721#Comment_1627721
I mean it'll either could work on just that one piece or make it like that (very simple and perhaps incorrect, since I'm not a programmer):
Put in Oni's dynamic skins code in Legion
On NSS skin: When X, then change Y to Z (Y - normal expression, Z - new expression)
On any other skin: When X, then change Y to Y.
I highly doubt it's that simple since Legion does not function like Oni.
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@PB_TORCHer said:
https://forum.deadbydaylight.com/discussion/comment/1627726#Comment_1627726
I disagree w/ you. My statement is prefect solution and make a excellent point about mori's and tunneling
I disagree. Knocking someone out of the game early will make a 3-man key escape much harder, and mori is super good at doing that.
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Only if the Survivors are able to power through the gens very quickly. If you tunnel a Survivor out of the game with a mori (saving yourself an entire hook's worth of trouble), you are nipping that in the bud super hard. Not that I really like moris or keys in their current for, but I digress.
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I mean, Oni has the ability to change parts of the model and whatnot baked into his design from the start. This is just a guess with no real basis behind it, but I imagine giving a skin the power to change design contextually would be something that would require change the programming on a Killer to allow such a thing without breaking how it functions with every other skin (including default).
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RBT kill on someone who was never hooked. 😋
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@Xbob42 said:
https://forum.deadbydaylight.com/discussion/comment/1625263#Comment_1625263
Not with Surveillance. You know where they're repairing long before Tinkerer pops.
Then what's the point of TInkerer?
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I'm not sure about Tinkerer. I would imagine you'd need to be a high mobility Killer to get any real mileage out of it.
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@FambinoBambino_ said:
It hasn’t been nerfed yet, only the text got updated.
A-ha. Upon inspecting the video closely, it seems like you are indeed correct. Welp, guess I better take back what I said until we actually see it properly in action.
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@AhYesIPlayKateAndPig said:
https://forum.deadbydaylight.com/discussion/comment/1624385#Comment_1624385
i actually like the face mask and agree with the mangled but the others suck.
I think all four of them suck, but Mangled sucks slightly less than the other three.
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The video gameplay I saw still had it doing a fair bit of work. I'm not convinced it was nerfed into the ground.EDIT: It would see that the add-on currently still remains unchanged and only got a text change. So it remains to be seen whether the change kills the add-on or not.
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I'm all for dropping the stun to four seconds, but two is too little time.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1623281#Comment_1623281
Survivor does totem.
Totem is Haunted.
I hit survivor to show they are Exposed.
Waste 60 seconds.
Look around only 1 lit totem, Undying.
No other lit totems. We checked (you don't see in the clip too us a few minutes to find them all).
Doesn't work.
The video I posted very much shows a different story on Xbox specifically.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1623281#Comment_1623281
So Fox and i tested this and when haunted is cleansed it doesnt transfer to new dull totems. It just works once.
we did this 5 times btw to be sure it wasnt a one off. Its GOTTA be a bug for console although I havent seen a full video of it actually working on any platform.
My friend straight-up tested it on Xbox (see the link I posted), and it worked as intended.
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@FambinoBambino_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1623281#Comment_1623281
What else were they supposed to show? Unless I’m blind, I didn’t see their HG transfer to other totems.
All the remaining totems? I saw at least one that looked like it was still lit.
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??? I only saw a single totem fully cleansed (Haunted Grounds) followed by Plague looking at a random dull totem and then doing some other stuff.
rei meioh playing Dead by Daylight: Special Edition at XboxClips.coHere's a clip taken by my friend on Xbox. It starts right after the first Haunted Grounds was cleansed (I know this because I saw it live), and you can see them cleanse another Haunted Grounds two totems later (the first one cleansed in the clip is Undying).
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1621258#Comment_1621258
They said this back in the devstream q and a back when she released and its been re-iterated a fair few times. Its a pretty unreasonable thing to be base kit when you take solo play into account.
I don't recall this ever being mentioned by anyone other than Peanits. It wasn't even because he thought it would be too strong. It's that he believes it weakens the Pig by making to Survivors wearing Reverse Bear Traps would just do gens instead of boxes, which means the Reverse Bear Traps aren't stalling the game out.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/188603/pig-add-on-change-pwease
Rules no 2 will never be basekit. They've said this time and time again.
They have not said this time and time again, to my understanding. Peanits in particular has said that he himself is personally against Rules No. 2 being base kit.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1621006#Comment_1621006
Listen, if @thesuicidefox says it doesn't work on Xbox, I believe them. There's no reason for them to lie, they're not a cult leader trying to deceive the cultists or a pathological liar.
With that said, a video would be useful to get the devs' attention since we - and they - already know it works on PC.
I don't believe they are lying; I believe they were mistaken in what they saw.
Anyways, I just had my friend on Xbox test it out, and cleansing Haunted Grounds with Hex: Undying in play does refresh Haunted Grounds.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1620991#Comment_1620991
Sure yea no let's not at all believe the guy that's been here for 2 years and has probably second highest post count.
Tell me why I would lie.
IT.
DOES.
NOT.
WORK.
At least on Xbox.
All I can say is that the video posted shows it works, and at least one dev has come on here speaking as though it does indeed work. It doesn't matter how many posts someone has or how long they have been here; that doesn't trump video evidence and dev input. If you post a video demonstrating that it does not work, then we can show that there is an inconsistency between how it functions on Xbox and how it functions on other platforms.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1620969#Comment_1620969
Seriously. Can't just take my word for it?
We tried for over 30 minutes. Every time I got Haunted it just went away like Undying wasn't even there.
https://forum.deadbydaylight.com/en/discussion/comment/1619695#Comment_1619695
^^^^^ My witness
It is your word vs. video evidence. What sense would it make to take your word for it?
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1620931#Comment_1620931
IDGAF I did it myself it doesn't work.
Maybe a bug on Xbox.
Post a video?
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1620575#Comment_1620575
You can do that but I already tried multiple times. It didn't work. Haunted just goes like Undying doesn't even exist.
I mean, they did just post a video well before you made this comment demonstrating that cleansing a Haunted Grounds totem while Undying is in play does indeed refresh the totems.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1618782#Comment_1618782
They can be, no doubt. However they usually tend to be rather predictable, and sometimes that can be taken advantage of.
Indeed. However, good game balance focuses on what is considered problematically strong/weak, not simply what the average player is capable of. :P
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I started playing SWF with my friends only recently and have been having a blast. That said, I still believe that reasonably competent players who are SWF are still a problem from a balance standpoint.
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Kindred, though I am currently using both (with Open-Handed).
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Agreed. It's a very minor inconvenience at best.
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Stay. I like the free points, even if they are miniscule.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1615767#Comment_1615767
They didn't say on the stream, but my guess would be Myers - he has 3/6/5/4/2 of common, uncommon, rare, very rare and ultra rare add-ons respectively, instead of the standard 4/5/5/4/2.
Ah, okay. That makes sense.
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The Huntress is one of two remaining killers who still require this treatment
Who's the other, out of curioisity?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1614173#Comment_1614173
To go into the Bloodlust thing, I believe the argument is that Bloodlust was originally introduced as a workaround for maps that had literally infinite loops. With an infinite loop a killer literally couldn't catch a survivor there without something like Bloodlust to help them catch up. Since the devs have worked to eliminate actual infinite loops from the game there's now an argument that Bloodlust is no longer needed and might actually be causing some negative issues of its own. (I'm not one of those people, FYI, I'm just relaying what I seem to recall reading from posts about it.) The devs though feel that Bloodlust at this point is fairly well ingrained in the game and is beneficial to newer killers so are reluctant to remove it without a solid reason to do so. But they haven't completed discarded the idea and do discuss it behind the scenes so revamping or removing Bloodlust is not entirely out of the picture.
I am in favor of removing Bloodlust when the maps are balanced enough that it is not needed anymore. I simply don't think we are at that point yet.
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Report them to Batman so he can beat them up and give back my key.
