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Terro
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@VexTheHex said:
Horror movies have included normal or good looking people who are actually nuts and murder people. And you are ignoring we already have less flashy examples.
Legion - 4 teens wearing hoodies and masks. They edgy. They kill a guy. The end.
Pig - Not even the main antagonist or most powerful/smartest of the movie franchise. Literally just a drug addict following orders till she screws up and does stuff on her own and dies. OH BUT SHE WEARS A PIG MASK. Okay.
Ghost Face - The original Ghost Face duo was the class clown and the good looking boyfriend of the final girl. The whole serious focused on how anyone could be a horror killer.
Deathslinger - Cowboy.
Myers and Trapper are also men with masks on if you simplify them.
Clown is fat and wears make up?
Also people complained about literally every Killer. It's not new for people to cry. Twins had people complain she looked dumb and Victor being kicked was child abuse. Blight was our first big lore build up drop and most were disappointed the guy runs into things fast. Deathslinger was argued to not fit into the game alongside his map. Clown was viewed as a disappointing discount It.
None of this has much to do with what I'm talking about. I'm saying the trickster feels like a typical villain. I'm not saying that horror movies can't have normal looking or flashy people.
You can make a horror movie with a guy running around beating someone to death with a spoon for all I care. He'd still feel more like a horror movie character than the trickster.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1990428#Comment_1990428
I understand that but 1 hook for fast track is 3% where as one hook for pop is 25%, you get like 8x the benefit for killer and POP than you do as a survivor with Fast Track, and the numbers in this post only reflect all survivors having the perk.
But that's removing all the time required for the killer to get pop to work. The equivalent of pop is let's say that fast track does instantly repair 25% of a single gen but only if all survivors not on the hook become unable to progress the game for 7-20 seconds. That's only including the time it took for the killer to walk to and kick a gen with at least 25% progression and walk away since technically the killer would've had to chase and hook the survivor anyway.
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@panernaners said:
People keep saying why play trickster when huntress exist but he isn't meant to be huntress. He is much more similar to plague other than reloading his knives in a locker he has so much in common with plague. They both use their power to build up a meter than they down the survivor with a m1 and they both have to use their lesser version of the power to get into their better version of the power main event or corrupt purge. He also just plays a lot more like plague you don't go for super long shots like on huntress instead you try to do like plague and basically back rev your power like hillbillys chainsaw something you do with plague much more often as it gets them down faster and is easier to aim. So overall he just seems a lot like plague with some elements of huntress thrown in there.
I don't think it matters... If they'd rather use Huntress then trickster, then it fulfills their main point either way, even if they're not similar.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1990228#Comment_1990228
Everyone on death hook... that's 9 stacks of pop goes the weasel, that's 225% regression, gg survivors get outplayed should've just not been hooked and forced a gen.
To be fair, the killer has to find, chase, down, and hook a survivor to get pop active. Then they have to know where a gen is with at least 25% progress to get that full 25%, walk there and kick it. Then the time it takes to leave that area to go to other survivors has to be accounted for.
I don't think either perk is that strong.
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U sure it's multiplicative and not additive?
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@Snap_Tobiyume said:
Um, ok?
Yes.
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Should've called him the mad dog.
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@Hoodied said:
Penalties for playing with your friends is a bad idea, you shouldn't be punished for playing a game with your buds
I'd still report people for working with the killer, even if they wanted to play with their friend.
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I'm going to 100% get hit by this perk and think that the killer is hacking after forgetting the perk exists.
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The biggest question here is how every killer doesn't know how to stop a pallet from falling on them. Literally just stick your hand out and block it from falling or predrop pallets yourself. Then the survivors need a freakin perk to lift the pallet back up.
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@Dito175 said:
Honestly i just want more diversity in men, only a few of them are diverse the rest is all caucasian.
How about my race is not your character to play with.
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I think it's too late for that. They licensing deals bhvr has probably won't let them kill the killers they got.
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I think op is the wrong word for it. Strong is the correct word. Well it would be stronger if the devs could make it work better with dedicated servers but I get why it's a struggle to fix.
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@CriticalWeasel said:
https://forum.deadbydaylight.com/en/discussion/comment/1985476#Comment_1985476
No no I think you misread it.
There would be a 20% Repair speed penalty if a survivor hasn't been hooked yet. That way it gives breathing room for the killer at the beginning. Also allows killers like Trapper to set up knowing they got a bit of time.
But then it makes early game slugging much more viable as well.
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@CheesyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/1985460#Comment_1985460
Well techinically it is still the same time as the previous. The main goal here is to give the killer more time to chase and patrol while there are more generators at the map. Since there will be more time to finish the first 1-2 gens the killer can patrol more easily and start chases and etc... After the map is getting smaller and there will be less generators the survivor will finish easier since the killer has less gens to patrol
I think it would shift the meta to gun down the 1st Gen. Then split up and chain finish gens.
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Wouldn't this just make it so gens chain complete really really fast?
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1985212#Comment_1985212
If your talking about face camping, sure.
Tunneling and patrolling not so much.
https://forum.deadbydaylight.com/en/discussion/231297/prevelance-of-campers
To do this, killers need to feel secure enough not to patrol and tunnel
So gen time needs increasing.
Also base kicking regression would be nice.
Against good survivors , I need to tunnel and patrol if they bomb hooks.
Sorry, but if I'm pressuring two-three people then im not leaving
They could just have it so that when a killer hooks the survivor, the survivor gets sent to the entity. The other survivors can respawn that survivor by going to one of many respawn points on the map and unhooking the survivor.
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There are 3 things I think you're missing from this analysis.
1. Pointing out hypocrisy is valid as long as the other person is making some form of moral appeal. Ex: this is boring, unfun, oppressive, we need to help new killers/survivors, etc.
2. If you make a separate discussion with the topic being expressly about comparing the treatment of 2 similar perks and wanting them to be treated the same, it is not whataboutism.
3. You're supposed to use your knowledge of logical fallacies to improve your own arguments not to brandish as a weapon in discussions.
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I used to really hate noed but I just think of it as killer's equivalent to hatch.
@Venusa said:
https://forum.deadbydaylight.com/en/discussion/comment/1985111#Comment_1985111
https://forum.deadbydaylight.com/en/discussion/comment/1985148#Comment_1985148
I agree. At current state wasting time cleansing a dull totem instead of doing a gen is pointless.
https://forum.deadbydaylight.com/en/discussion/comment/1985156#Comment_1985156
Yes I agree but please don't turn this into a survivor/killer war. DS has it's issues and it's being looked at. On this discussion I wanted touch on NOED.
https://forum.deadbydaylight.com/en/discussion/comment/1985164#Comment_1985164
It just seems pretty strange that I have to equip two perks and bring a map to counter ONE perk...
https://forum.deadbydaylight.com/en/discussion/comment/1985172#Comment_1985172
I agree. Sometimes even having done most totems is worse! Because now NOED is in the corner of the map somewhere.
https://forum.deadbydaylight.com/en/discussion/comment/1985176#Comment_1985176
Are players really worried about doing totems though? Are they though? Do you think there are enough incentives to cleansing totems except for a potential NOED?
https://forum.deadbydaylight.com/en/discussion/comment/1985150#Comment_1985150
I am pretty sure NOED is WAAAAAY more useful than you make it sound.
That's just how things are. When you get hit by noed that negative experience is very fresh. When you're using noed I'm sure the times where it fails is also stuck in your head. For killer it's at most 1 extra kill and sometimes not even that, unless the survivors dive bomb the person on the hook. For survivors, it feels like an undeserved cheap death.
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The devs could just get rid of it all pretty easily. I don't think there's a way to keep it in to keep everyone happy.
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I just wanna note that the players don't know exactly how it'll work. What we do know is that survivors have a MMR separate from killers. Every killer has their own separate MMR for each individual killer so if you main trapper and switch to hag, your hag MMR is lower than trapper. I think SWF takes the average MMR of the players.
What we can assume of MMR is that it takes metrics from your past games and comes up with a number signifying your skill level. How it does that or what metrics it looks at we don't exactly know.
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Both sides:
- dbd takes mechanical skill
- trying to win is toxic
- Running certain perks/items/whatever is toxic
- playing without making absolute sure everyone is having a good time is selfish and toxic.
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They'll be higher cuz the DC penalties is up, more ppl are likely to suicide on hooks now or generally just give up and the patch 4.5 desync bug.
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@Crypticghoul said:
https://forum.deadbydaylight.com/en/discussion/comment/1984379#Comment_1984379
Couple of factors here, though I don't know if this holds true for consoles. Up until we got crossplay on PC, killer queues were very long and survivor was instant. Ever since crossplay survivor queues have been unbearably long later in the day and killer is instant. I'd be willing to bet all platforms that aren't PC have the reverse disparity where there's a lot more survivors than killers.
The other being that the playerbase is just getting better over time. I feel like killer is immensely less fun to play if you get a bunch of good players running good perks.
That wasn't true at least where I played. Just before crossplay I think it was like 30 seconds-2 minute killer queues and 2-5 minute survivor queues. Of course if you increase it to the whole year you'll see Killer queues were like 1-5 minutes. Survivor queues were 4-10 minutes. It generally depended on if there was a new killer release cuz everyone would try the new killer but generally, killer queues were shorter.
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@Shaped said:
Why killers don't get oponents close to their rank? I mean if there are a lot of survivors with different ranks why does this happen?
I am not exactly sure how does matchmaking works so I am asking.
Not everyone is available at the same time and matchmaking was changed to more prioritize finding matches, instead of equal skill levels. You get low ranked killers cuz the red ranked survivors were waiting a little too long. Then you get red ranked killers cuz the red ranked survivors were given to the low ranked killer. Rainbow ranks happen cuz whatever is left over is thrown into the mix or it tries to create a fair match. Then SWF makes things even more confusing.
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Robot/animatronic/machine/clockwork killer? Cool. Wasting it on a big walking teddy bear or other creatures designed to bring amusement for children (in more ways then one) and it brings a certain community? Nah.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1982773#Comment_1982773
I disagree, I'm not sweaty as a survivor, and rank up little by little. Even while playing chill, you still want to win, but you won't tryhard to get the longest chase in the world or be on gen during the time you aren't chased.
I'm often at the start of a game searching for middle map gen, when I'm supposed to do the first gen I see, or running in the open trying to get the killer's attention because I want chase interactions (plus I almost never bring an item, and I don't think SB/Fixated/Vigil/Spine Chill is a big meta sweaty build). And sometimes I escape, sometimes not. But hell most of the time I pip, and in MMR system I would "rank up" in the ladder until a moment when I would get the sweatier killers and only top tier killers, with team Prove Thyself, BT, DS, Unbreakable, etc etc and in end game chat "gg ez" "why you did not that" etc, you know what I mean ?
Pipping and the MMR system shouldn't be linked together or else what's the point of making an MMR system?
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1982686#Comment_1982686
It must be some truly old code then. It should be a simple matter of: "- X percent chance for Very Rare + Ultra Rare items".
If they have to make an entire new loot table just the perk function then either they had to do the same for Plunderer's, or back then changing the chance of finding items didn't shake the foundations of the games code. But either way, that is some hilariously inept coding to work with.
I can't even begin to imagine what it might be linked to. Would changing the loot tables cause every survivor to have a 2000% chance to kobe or turn every single chest item into a brown toolbox? Boggles the mind how deep this runs.
I'm just assuming that they tried putting a negative sign, since the perk was still released with the ability but it didn't do anything. They probably tried a bunch of things but couldn't figure out what was wrong.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/231070/please-get-me-out-of-red-ranks
Imagine when they'll put MMR system, you'll get the sweatier games possible if you're good at the game, even when you're chilling.
I'll probably quit when they'll set MMR without making a "Quick Game" matchmaking button.
But if you normally play chill you'll get matched with worse players. If you sweat 24/7 you'll climb enough to fight sweater survivors. Unless there's not enough of a player base.
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/1982428#Comment_1982428
But a bully SWF 4 man...doesnt break the game?
Not to the extent near 100% m1s do and super fast killers would.
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Wouldn't that just break the game if the killer stacks the right perks add-ons or is just the right killer?
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I think it highlights why I keep saying that the best buff to solo queue is good matchmaking. There's only so much good information buffs can do for these survivors. Then there's the buffs to help inexperienced survivors... Clearly these buffs helped them and now they're getting crushed at higher ranks. You can't keep nerfing and buffing things so that they reach higher ranks and then bring down the stats so you need to keep nerfing/buffing.
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Is this a kwf game?
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Easiest way to reduce toxicity in this game. Stop labeling everything toxic. You've gotten rid of 50% of the toxicity right there. Plus, as an added bonus you lose another 20% toxicity in the arguments about what they call toxic and the ego/entitlement/righteousness they get from it. Another 10% is gone just from the improvement of community atmosphere. The 20% you're left with is "normal" internet toxicity and salt.
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@Phasmamain said:
Ruin wasn’t nerfed it was made more consistent across all skill levels. Old ruin was very strong against less experienced survivors while pretty bad against good survivors
It was nerfed for the first 3 or so months. Then the survivors that couldn't climb cuz of old ruin slowly made it into red ranks. Red rank killers easily chased and gained pressure and ruin got stronger. Solo queue got worse. Ppl quit. More new ppl joined. Solo queue got worse.
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I think it would be a 0k or 1k game. I'm assuming by perfect you mean full on ai calculations and controlled for both. Both sides predict perfectly, which means it leans in favor of the survivors and they can buy lots of time even when going down.
Unless you mean human perfect than it would probably be around a 1k-2k. 3k every once and a while. The problem is gen times and strategies to waste killer time that most survivors refuse to do, since they don't care about the 1v4.
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I don't think it'll work for dbd. 1st of all there's not enough of a playerbase for it. Apparently, not enough ppl would play on the ptb outside of big patches. Secondly, BHVR doesn't want to pay to run ptb servers all the time.
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I'm so sorry you feel this way. From now on I'll make sure to spread the gens I'm doing around even if ruin is up. Like if I know a gen is almost done, I'll go to one that isn't so the poor poor killer isn't too stressed out or frustrated.
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Can we just stop with the righteous circle jerk discussions already? There's already like 7 others and hundreds in the comments of the actual LGBT discussion posts.
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@Mooks said:
There already is an existing char that was created with being LGBTQ+ in mind. But it wasn’t relevant to the story the devs wanted to tell about that character so we don’t know who it is. Chances are we will eventually find out in a future tome.
also, the devs can add characters with any traits they want. They are free to do so. And they have already stated they want to be inclusive for LGBTQ+.
this should have been the end of the story.
In before the devs either add in the wrong kind of representation, mess up the LGBT character somehow or doesn't add a lgbt character and ppl complain about the dev's freedom to do what they want with the characters.
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If the team's goal is to never be 4k'd, it's not really that hard for even a causal 4 man SWF.
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They didn't forward the report to the correct place themselves?
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Personally, I'd like to see more European ethnicities in DBD. Like there's always that American Italian in media but there's never any Italians outside of immigrants to America. How about Irish? Switzerland ppl's? I barely see Greek ppl either. Never seen anyone from Luxemburg or Belgium. No wonder there are memes saying they don't exist. Then there are the eastern Europeans that are at most shown as impoverished, superstitious folk.
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Neither are toxic. Can we just stop using toxic to mean things I don't like or find fun?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1978386#Comment_1978386
It’s about the posture/model of the teases character. And the colors used in the teasers. It would kinda fit. And as soon as one person made a thread to speculate on these fact, all the people that say they don’t care made a this go this big.
At the very least we can assume it's a Korean chapter for sure.
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Can't wait until the dbd devs invent instantaneous data read, write, transmission and calculation. I mean clearly they haven't fixed hits cuz they hate us.
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Dbd has silly dances. There's the teabag. The butt wiggle. The 360. The moon walk. And whatever other weird animations you can think of.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1976234#Comment_1976234
Remember when people said that Saw wouldn't fit DBD?
Remember when people said that Demogorgon wouldn't fit DBD?
Remember when people said that Silent Hill wouldn't fit DBD?
There's a difference between wouldn't fit and wondering how it could be implemented well enough that it wouldn't be a gimped version of the characters or if it makes sense in the lore. Of the 3 you mentioned I think only pyramid Head hit the nail on the head.
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They removed them cuz it doesn't feel as good to play. Wish that bhvr would do this for other things like the struggle mechanic and other devs could learn to do this too.
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Don't tell me what to do.