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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/comment/776655#Comment_776655

    Ah, wasn't aware of that one, thanks for letting me know.

    No problem. You can see a full list of the add-ons here: https://forum.deadbydaylight.com/en/discussion/93557/

    Of course, those notes were for the PTB and may not be what goes live tomorrow, but it's all the info we have at the moment.

  • She still has an add-on for 3 blinks: it's now an Ultra Rare, and it only allows you to blink to a place in her line of sight.

  • I will teabag to say hi to survivors. I might crouch once or twice to say hi to the killer. If I'm playing as or against Ghostface... well, hopefully a teabag-off will ensue.

  • I get salt when I least expect it and don't get any messages when it seems like I should. Memeing around and the survivors basically kill themselves because they're desperate to cleanse my TotH? Nothin'. Not even a "Why would you run TotH by itself?!" I kill everyone in a match that seems perfectly fair and everyone's on death hook before the first survivor dies? Get called a garbage tunneling killer.

    Salt baffles me, sometimes.

  • Neither. Gens need to be reworked so that killers don't think Ruin is necessary. Ruin is a band-aid perk and against really good survivors it doesn't even work that well because they can easily find the totem or power through the gens/hit greats, and it's against good survivors where slowing down gen time is difficult. Against less skilled survivors, Ruin is a death sentence.

    Gens should be more interactive or something. Also, difficulty of completing gens should possibly scale with rank or devotion; we want to prevent veteran survivors from breezing through gens without providing too big a hurdle for new players. It would also be good if working on gens took a bit more concentration; stealth killers are still decently easy to evade because you don't have to really focus on a gen while working on it. You'd get more surprise/horror moments if killers had a better chance to catch survivors off guard.

    And really, I shouldn't be zenning out while playing survivor in a slasher game.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/773538#Comment_773538

    Can I just say it's nice to talk to someone so level headed as you? You can see from all sides and really put thought into your responses. It makes it rather enjoyable to talk to you.

    I have had a few of my more... steam rolling moments get me a DS to the head. It's how I play the game that gets me with it. I play fast and pick up every down for a hook. I feel like it's how Legion would work if they could play themselves. I don't like how it can be used out of a locker to ensure a huge momentum lose to the Killer. I don't like how it is almost necessary to count for everyone cause you don't know if that David over there misplayed and got in front of you or he's been holding a rock and snickering for 53 seconds.

    Also, that Mikey sounds like what I would do if that happened. I almost never burn moris (unless stream demands it or it's less than an Ebony) but whoever did that to me would be in for a very bad time. Not in a toxic way or anything, but I would be sure that they knew that it wasn't acceptable.

    I also agree with DS not working in EGC, though I'm sure many... people would disagree. I don't like overly OP things on either side, and being able to be like "Nope, I'm getting away and there is nothing you can do about it." seems rather OP. That would be as bad as Moris being base kit or something. You can be assured I'd be saying no to that too.

    Thanks, man. It's nice to know it's appreciated.

    "I also agree with DS not working in EGC, though I'm sure many... people would disagree."

    Eh, let them disagree. DS's purpose should be to prevent a survivor from being taken out of the match early. If the EGC is active, then it's too late for the survivor to be taken out early.

    When I started equipping DS for a while, it was just because I was tired of getting tunneled out of the game before the first gen had even popped. That's all I wanted DS to help with, and I think that's a perfectly reasonable utility for a perk. It doesn't need to be more powerful than preventing being tunneled out of a match early; it shouldn't be more powerful than that. Sixty seconds of immunity late in the game just 'cause the survivor screwed up and got hooked... well, that's kinda crazy.

    "That would be as bad as Moris being base kit or something."

    Cypress Mori being base kit would be kinda nice. The mori animations are more fun than the hook-death animations, players should get more chances to see them.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/773517#Comment_773517

    I suppose so. I never tunnel if I can help it, I never Slug if I can help it. I never camp at all, unless the survivors are running around the hook. I have hours of footage to show this. But I STILL get hit with DS. It's such a pain. I can't keep track of what could be 4 different timers of 60 seconds.

    I will admit I don't know how to balance it. But I can tell you it is the most annoying thing to have a guy hop on a gen cause he knows I cant do anything, then jump in a locker cause he knows I can't do anything. I've not got Head-On'ed after that yet, but I can imagine the annoyance. I already get DS'ed by my own power (Legion main, of course) and that's annoying enough. It's also rough during end game collapse cause you just have to watch people crawl out just cause I can't do anything.

    I usually go out of my way to avoid tunneling. I'll slug, because I need to do something to slow the game down, but I don't tunnel and sometimes I'll let the survivors get free unhooks, depends on my mood and how the match is going. I don't get hit with DS too often, but it does happen which is how I know it's a problem, because if it can happen to someone who plays like me then it can definitely happen to much better killers who don't tunnel.

    I witnessed a Mikey pull a Claudette out of a locker only to get hit by DS and then Head On'd. He sacrificed everyone but the Claudette normally, saving her for last and mori'ing her. He'd burned an Ebony, so he was definitely making a statement by singling her out. I'm actually kinda sad I didn't record that match, woulda been a fun one to post on YouTube in retrospect.

    DS shouldn't even activate at all during EGC. You can't tunnel during the EGC, and no perk should basically provide a guaranteed escape just by equipping it. Especially not when BT already does that, becoming OP if an exit gate is open, but at least BT has to be equipped by someone else. DS doesn't require teamwork.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/773494#Comment_773494

    As stated, I merely think 60 seconds is overkill. This is all conjecture anyway as the Devs have no plans to change DS.

    I will say I do like your Idea though. It is a good way that I had not even begun to think about.

    I agree with you, 60 seconds of immunity feels like too much as killer when gens only take 80 seconds. It also promotes really bad plays from some survivors because they know they can get away with it: survivors can do things that should get them punished and instead it punishes the killer. Or a killer can play well and not tunnel and still get DS'd because 60 seconds is a long time in this game.

    It's unfortunate, we know tunneling when we see it, but it's hard (or impossible) to create a definitive set of rules so that the game code can recognize tunneling when it occurs. Keeping it simple makes it either too powerful or too weak, but increasing the accuracy by making it complex means players will get confused by how the perk operates.

  • @UlvenDagoth said:

    I merely think 60 seconds is too long. It should disable after someone else is hooked.

    There's a legitimate concern that killers could abuse that (survivor gets unhooked, killer slugs them, hooks someone else, and now boom, the slugged survivor's DS is deactivated).

    The best would be: if there are 4 survivors left and 2 are hooked, DS deactivates; if there are 3 survivors left and 1 is hooked, DS deactivates; if there are 2 or fewer survivors left, tunneling is not a thing and DS doesn't activate at all. However, that's probably too complicated; I mean, some survivors have trouble understanding that BT activates based on TR and not proximity.

  • I had this problem, though getting hooked first when I brought Deliverance was a bigger problem than a survivor interrupting me when trying to use it, but it did happen.

    I finally got the achievement by equipping Slippery Meat and burning chalk pouch offerings. If you make sure you get hooked in the basement or at the top of the Thompson House or just very far away from any other survivor, you should be able to avoid getting pulled off early.

  • I love hearing the Demogorgon in the distance as survivor. It almost makes me think I'm playing a horror game.

  • Don't forget, the biggest problem wasn't the DS you knew about but the ones you didn't. All four survivors could have DS but you'd only know about one; the others would surprise you after you already wasted a crapton of time carrying them to a hook.

  • There are a couple problems with camping and tunneling.

    The first problem is that camping and tunneling is not fun for the survivor being camped and tunneled.

    The second problem with camping and tunneling is that it's the easiest and most intuitive way to play killer. (Notice I didn't say most effective or most efficient, that depends on the survivors you face as much as anything.)

    When you look at those two things together, you realize there's a big problem. If one of those things is true, the other should not be, and yet we have both being true in this game. It should not be the case that the most intuitive way to play a game is to deny the other side a chance to play.

  • @Frosty said:

    I for one love the idea. Let's take the perks that are over used and just throw them out the window...

    This legit made me laugh.

  • @Vampirox said:

    honestly with the Nerf to the insta-heals they shouldnt use up the medkit anymore because the Purple heal would be useless if the killer saw you using it meaning hey lets ignore this guy for a measly 15 seconds.

    The killer has no idea if the survivor used a purple bottle for 15 seconds of Borrowed Time or if the survivor used a pink syringe that'll heal them. The pink syringe heals quicker than the purple bottle runs out, so if they gamble that it's a bottle and are wrong then the survivor gets healed a health state.

  • I love smooth whipped mashed potatoes. And with gravy and/or the right seasoning? Mmmmmm.

    Twice-baked potatoes are also amazing.

  • It's not bannable. If you wanna let a specific survivor live, that's not "teaming up" with them. The survivor would have to actively help you.

    Killers choose all the time to kill one survivor over another. It's just part of being killer.

  • @Satsui said:

    https://forum.deadbydaylight.com/en/discussion/comment/772806#Comment_772806

    So it's better in extremely situational cases that almost never happen?

    Gotcha. So it's just much worse overall.

    It's like Mettle of Man except without needing to meet any prerequisites or taking up a perk slot. The old purple bottle made it so you wouldn't go down after a normal hit but it didn't help against an instadown; the new one means you won't go down from a normal hit or an instadown.

  • Yes, I support these suggestions. It would be great to see these features implemented.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/772810#Comment_772810

    Unfortunately, so many have such a surface level perspective, they fail to see this.

    To be fair, cynicism and knowledge of business practices aren't things people are born with.

    I don't want to crush anyone's enthusiasm for the game. I myself have hopes for the Archive. I want new challenges to complete. I like having concrete goals to work towards. However, I don't like the time discrepancy between how long they say it'll take to complete the Rift vs how long people have calculated it will actually take.

    I also don't like that the more difficult challenges suffer from the same problems as some of the game's achievements, which people have been pointing out for years: completing the challenges isn't necessarily an accomplishment but a winning of the lottery. Something like "sacrifice four survivors in the basement in one match," well, the survivors have to allow the killer to do that. If one survivor disconnects, boom, challenge completion denied and the killer has no counter to that. If the challenges are frustrating rather than fun and rewarding, well, that would suck.

    Hmm, I went off on a tangent, there.

  • BBQ, Beast of Prey, Distressing, and Whispers.

    Being able to half-ass a match and still get a good amount of BP = best build

  • ... killers want the double BP. Tell the devs to make the BP bonus for each hook the norm for killers, so that BBQ is only a tracking perk, and killers will stop running it. Otherwise, you're going to keep seeing it, because the amount of BP a match rewards is pitiful in relation to Bloodweb expenses.

  • @Irisora said:

    Im very hyped and not dissapointed at all. I like the idea of completing challenges and the addition of the rift. I don't think theres any negative side in this, It's just additional challenges, more lore, cosmetics and most important in my opinion another incentive to play the game more and not so casually.

    Oh and they could have decided to make the rift completely paid content but they even added a free path with some rewards. So everyone can enjoy this new update, and paying is just optional is you want more cosmetics.

    Many things have free versions: it's a small taste to get people to buy the paid version. As they unlock the free stuff, they'll also keep seeing the paid stuff that they're not getting, and repeated exposure to that will make them more and more likely to dish out the money.

    I'm not saying free stuff is bad, I'm just saying it's not altruistic. It's a practical business decision. Kinda like places in mall food courts that give out free samples.

  • They've said they're looking into implementing a husk mechanic with dedicated servers that would fix this problem, allowing the killers to hook the disconnected survivor or leave them slugged.

    I honestly don't know why they're waiting to do it until after dedicated servers are finished. Unlike DC punishments, it doesn't seem like dedicated servers would be necessary for implementation of a husk mechanic. Especially with The Archive challenges coming, completion of some of those can be completely denied by a survivor disconnecting. Since they want to make money with the premium pass, which is connected to those challenges, having the husk mechanic in working order should've come first.

  • Survivors take two hits to go down and two hook states before they reach the third and die. There are four of them. Gens are easy to do. They can completely remove some killer perks from the match by taking a few seconds to cleanse a totem. If survivors work together, they can rescue someone from the killer's grasp. Maps are on their side, being large and giving them vaults, pallets, loops, and lockers. The closest maps come to helping killers is for Trapper and Hag who can set traps, but those traps can be avoided or disarmed without ever being used and the set-up time needed for them can be costly.

    ... It's kind of weird that in the Entity's realm maps don't have perils for their prey, isn't it?

  • The fun thing is, I wouldn't even say I'm a killer main. I play both sides about equally. This forum poster makes a lot of assumptions against those who disagree with him.

    DS does feel too short when I play survivor. But when I play killer, and I get hit by DS even though I go out of my way not to tunnel, or I see how powerful DS is during the end game where you have no choice but to slug and wait it out and even then the survivor may be able to crawl out the exit gate, then it becomes easy to see how any changes to DS could and would be abused. And when there are four survivors who could all be running DS... just, no.

    The devs try to make perks the answer to unfun gameplay styles/mechanics, and so then players start to think they need to rely on these perks. Ruin, DS, Unbreakable. Band-aid fixes for bigger problems that really don't address the core issues, and any nerf will make them useless and any buff will make them too strong. Perks can't truly fix the problems, but like I said, the devs have trained people to look to perks as the fix. And so we get these threads, instead of people telling the devs that there need to be huge changes made to the game itself to get rid of these elements that no one finds fun.

  • @GennyFromTheBlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/769422#Comment_769422

    Why do you care?

    You were able to hook TWO OTHER SURVIVORS.

    Don't you complain of Gen rushing?

    How do Killah Mainz cry about gen rushing, but then end trials with Solo Ques in 5 minutes.

    You can't have your cake AND eat it, too.

    What are you even talking about? No part of your response makes sense to what I said.

    The match ended quickly after that. All 4 escaped and I didn't even get a BBQ 4 stack. If I hadn't gotten DS'd, I would've been able to keep some pressure on them. They probably all still would've escaped, but maybe I at least would've hooked everyone once. That would've been nice.

  • There was no need to make this change! I love spamming the Dash attack to make that noise. It's the best thing about Pig! They can't change this!

    I just P3'd Pig! If they make this change, it kills most of the fun of memeing as her. I want my Bloodpoints back 😡

    Why do they keep messing with Pig to make her less fun?!

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/769757#Comment_769757

    I think it's the ranking honestly. Which they say they use for MM but you could have fooled me with how it works.

    Ranking is a nasty #########. I'm constantly going up and down and trying to find a place where I'm happy, but I haven't figured it out yet. It's too bad there's not more than one mode for this game, like a "I'm taking this hella serious" mode and a "ooh, what's this button do?" mode.

    Hey, remember: Killers play alone. They win alone. They lose alone. They take crap from survivors alone. And it feels even worse 'cause you're outnumbered 4 to 1. No matter how not seriously you try to take the game, it will get to you; it's inevitable. I don't really have advice or anything for it, but I can tell you that I know how you feel, man.

    It's only natural for killers and solo survivors both to come to these forums and look for others who share their pain. I don't think you're whining; I think the game is testing your breaking point and you're reaching out. I haven't even been playing the game that long and I've had to take breaks from it; I try not to take it seriously but at some point getting kicked in the teeth over and over again gets to be too much for anyone.

  • @kaeru said:

    Why do you hate Pig? I don't care about you making Pig's killing abilities worse. I guess you have a reason. But why did you nerf her oinking ability? That is one only thing making her FUN to play! Is that a personal animosity to Saw copyright holders? Or maybe to some Pig main twitch streamer? Please, bring shorter time between dash attack sounds back!

    What? Are you talking about her roar? Did they nerf her roar??

    I love spamming that! It's so much fun!

  • Whenever I'm in the mood to fool around as survivor, I get serious killers who immediately tunnel me out of the game.

    Whenever I'm in the mood to fool around as killer, I get survivors who avoid me all match and/or rush through the gens.

    It can be hard to play this game in a way that's not super serious.

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/comment/769568#Comment_769568

    We are masochistic fools. Nah, the fun times outweigh the feel bads, nothing like the adrenaline rush DBD gives you.

    lol I think the masochistic fools bit might be on the money.

    But no, you're right, this game has its moments. Every once in a while I pull off something glorious and it's like, "Woohoo! Everyone gimme a high five!"

    I think one of the most feel bad moments in the game is being an amazing teammate, cleansing four totems, and then dying to NOED. Bonus points if it's my first hook and/or I'm the only one to die that round.

  • ... god, reading that is depressing.

    Why do we play this game?

  • @Davidjzuniga said:

    https://forum.deadbydaylight.com/en/discussion/comment/769389#Comment_769389

    It only lasts 60 seconds. Just dont go after the survivor you just hooked for 60 seconds and then you wont be punished.

    Survivor 1 gets unhooked. I hook survivors 2 and 3. Find survivor 1, chase them, down them, and get hit with DS. But gee, my bad, I should've had a stop watch to keep track of how long it'd been since they got unhooked.

    And for anyone who says "You must've been doing good that match, it couldn't have made a difference," no, wrong. While I was stunned by DS survivors 2 and 3 were unhooked, so all four survivors are on their feet and the pressure I'd suddenly managed to put on them was completely lost.

    Sorry, I hate that argument. Killers do not have to tunnel to get punished by DS, and it is not as simple as "just don't go after the survivor."

  • Whispers is amazing. I'd say Sloppy Butcher is second.

    Whispers is pretty much always useful. No one has to be injured. There are no requirements for it to work. It helps you find your first survivor. It helps you find the last survivor. You know exactly which areas of the map are abandoned so you don't waste time there searching; that information is invaluable.

  • Rather than being able to bleed out faster, a survivor who's in the dying state for more than a certain amount of time, like 60 seconds, should be able to choose to "concede," exiting the match, getting their points and being able to move on, but leaving behind a husk. Killers don't lose their ability to slug for the 4k, but the downed survivor isn't forced to sit around for four minutes doing nothing while not even earning any points for their wasted time.

  • @53nation said:

    I agree it's misleading, but exposed just sounds scarier.

    "Screwed"? It's what most people in horror movies are, anyway.

    (Actually, I'd prefer "[BAD WORD]" but "Screwed" is probably the closest we'd get.)

  • @ColonGlock said:

    Do yourselves a favor and bind this action to your mouse wheel. Big QOL change.

    The problem is console players like me do not have this option.

  • I've died plenty of times from losing the rhythm. Or the joint in my thumb just didn't feel great that day.

    A terrible mechanic. Just have players hold a button down like they do on gens.

  • Vulnerable. Weakened. Endangered.

    There's gotta be a better word than Exhibitioni- I mean, Exposed.

  • @GennyFromTheBlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/767795#Comment_767795

    What does the novella you typed out have to do with Sheltered Woods being one of the blandest, non-descript maps?

    I never mentioned RNG, so why are you bringing it up?

    I don't understand you forum members, sometimes.

    Please have the game designers think of a new object that can be applied to all MacMillan Estate realm that allows Survivors with the Balanced Landing perk to be utilized. Perhaps a some crates with a piece of wood leaning on it that would create a "ramp" style effect?

    You never mention anything about the map being bland. All you said was you wanted the map to be changed so Balanced Landing could be utilized. My response was that not all perks are good on all maps; Balanced Landing isn't the only perk that has this problem.

  • Can't remember the last time I ran Self Care. I'm really bad and go down quick, and I play solo, so I probably should run it, but it just wastes so much time.

  • Hex totems spawn in bad spots, they become difficult to defend and are often quickly completely taken out of the match. Spies from the Shadows on a map without many crows doesn't provide much information. Whispers on The Game or Hawkins Lab map is damn near useless a lot of times.

    In the same vein, Small Game and Spine Chill on The Game map aren't as easily utilized as they are on other maps.

    Some perks are heavily affected by map RNG. On some maps, like Haddonfield, Balanced Landing gives survivors god-like powers. On other maps, like Sheltered Woods, it's more difficult to take advantage of Balanced Landing. That's part of the game.

  • Yes, I want this feature.

    Also, what you're trying to describe is "being able to mix and match unpurchased cosmetics within the store so you can preview outfits before buying the pieces."

  • I don't think there's any cosmetic I've regretted buying, but I also haven't bought that many. I'd buy more cosmetics if the devs would finally add the ability to mix and match pieces in the store. That's a pretty standard mechanic.

  • Getting points for recovering would definitely be nice.

  • It's missing an option: No, because I purchase all the DLC and level up all the characters, unlocking teachables that way.

    Personal preference.

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/comment/766892#Comment_766892

    Thank you. I don't understand why so many ppl are upset over ppl wanting their concerns acknowledged.

    No problem, I'm with you. I want to see this game go in the best possible direction. This recent PTB has me concerned. The game should center around being fun, and I'm not sure the devs understand what that means...

    For the challenges, some of them look unnecessarily frustrating. Challenges shouldn't be like playing BINGO where it's out of the player's hand, like rescuing two survivors during the EGC in the same match. Survivors have no control over their teammates being hooked at a specific time. Or sacrificing multiple survivors in a particular way in the same match. If one survivor disconnects, that's it, the killer has no counter to that. Challenges should be mostly within the player's control to complete: an accomplishment, not a frustrating roll of the dice.

    And completing the Rift should take about the amount of time they claimed; it shouldn't take significantly longer, but right now it looks like it does. That's an issue.

    If they want to sell the Premium Pass, they need to address these issues. Otherwise, they'll lose customers' trust and they'll lose money, two things which all companies strive to avoid.

  • @kalivooo said:

    https://forum.deadbydaylight.com/en/discussion/95819/rift-concerns-forgotten

    It's not BHVR's job to sit here reading every thread people post. You should feel privileged that they even provide a means for you to post your opinions on the official forums.

    Priveleged?

    It's in a company's best interest to listen to their customer's concerns and try to keep them happy. That's how a company makes money. Since the internet became widespread, companies started hiring people whose sole job it is to read customer feedback online.

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