Visionmaker
Visionmaker
About
- Username
- Visionmaker
- Joined
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Comments
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Take me to your basement, Mr. MacMillan.Why? Tall, dark, and handsome. I'll get at least two out of three, and that's fine by me. Plus he's rich, what a STEAL.
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Nos37 said:
@Visionmaker said:
Dissuading players from playing together kills the game.Dissuading players from ever playing the killer also kills the game.
Right... Hence the work they've been putting in to buff killers and nerf survivors.Let's not confuse balancing the game and killing it with dumbass ideas, okay? -
I think Small Game might be too effective with aura reading. Maybe make it a hot and cold game, like it being louder or quieter depending on how far away a detected totem/killer belonging it is?I don't think Iron Grasp needs a buff. I think it's already incredibly difficult to wiggle off without 2-3 bodyblocks with an IG killer, unless they get super greedy.I don't think Pop Goes The Weasel should have a higher duration, since it's supposed to pressure the killer to leave the hook. I'd instead buff Surveillance to highlight gens at 75 or higher percent, so it can pair with PGTW and the new Tinkerer.
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Dissuading players from playing together kills the game.People need to stop suggesting such idiotic things.
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Runiver said:
Not sure why you want to nerf a perk that do not require a nerf in the first place.
It needs a change. No perk should be near mandatory. BBQC is undeniably one of them.Anyone who wants BP has no reason not to equip it. It is the only BP perk with no drawback. I am 99% sure BBQC is the top used killer perk among those who own it (whether thru Shrine or Dlc).The fact that the strongest progression perk and arguably one of the strongest killer perks in the game is gatekept by Dlc is also distasteful. -
I don’t think it’s always SWF either...
Ive been queued in versus killers many ranks lower and higher despite a 4-stack SWF with a close distribution of ranks.
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The only concern is that it only makes SWF that much stronger.
However, I do think that removing all indication of hexes outside of tutorials (maybe like an advanced level tutorial) would be a very needed buff and adds a level of skill.
I think only NOED should keep its indicator.
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Orion said:
@Visionmaker said:
85% of the people with ttv at the end of their name has been toxic and/or dcers for me.So I agree with you, anecdotally. It's obvious that very few streamers build their following from being wholesome.
Because "being wholesome" doesn't net you anything. After 2 years of "wholesome" streaming, I had exactly one regular viewer out of over 100 followers, whom I then lost when I stopped streaming for a while due to real-life issues. Being toxic is what most people find amusing. "Being wholesome" is what most people find boring.
I figured. Hence why I absolutely loathe queuing in the streamers.Whether it be ######### survivor streamers that taunt and clicky clicky and DC after getting caught, or the ######### killer streamers that get a rise out of facecamping and bodyblocking survivors in the basement.Id say most of the top streamers are decent though, but the bottom feeders are all I ever run into it seems. -
85% of the people with ttv at the end of their name has been toxic and/or dcers for me.So I agree with you, anecdotally. It's obvious that very few streamers build their following from being wholesome.
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Nickenzie said:
@Visionmaker I do agree with the Self Care nerf but I don't think it should remove all of your progress.Visionmaker said:+1 I highly doubt anyone would take self care off despite the proposed nerf.I can get behind keeping the progress for a few seconds because of the teammate issue Jack brought up, but it should fall to zero quickly thus after.Why not? Not that I don't like your suggestion, I am just curious as to why there needs to be any more of a compromise (beyond a few seconds leeway) to begin with. -
Runiver said:
The incoming possible nerf is far from making the perk useless. It will even be probably still meta and the most used perk in game even post-nerf.
+1 I highly doubt anyone would take self care off despite the proposed nerf.I can get behind keeping the progress for a few seconds because of the teammate issue Jack brought up, but it should fall to zero quickly thus after. -
There was a ban wave a while ago.
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Eh, for a Chinese gamer who is apparently homeless and holes herself up in gaming cafes, I highly doubt she'd be wearing Japanese shinjuku styled clothing or any sort of Hip fashion.Aari_Piggy66 said:Visionmaker you still got a remember Min is still pretty young and into trends her age roughly being between 20 to 23. So it doesn't surprise me too much that she would enjoy this fashion trend and fashion seem to be used interchangeably throughout asian countries especially by the younger generation
I don't know where you get that she's into trends. She's a homeless gaming addict that suffers from anxiety, so a glamorous fashion that draws attention to her doesn't that much sense. Did they add that as new flavor text or something?
Then again, they did turn Nea into Lady Gaga. 🤷♂️ -
The facemask is part of Japanese fashion/culture. It's not related to nurses or hospitals.
Practically, it's used so that the wearer doesn't spread around germs. However, younger people stylized these masks and wear it as a fashion statement.
It wouldn't really make sense to give Feng a nurse outfit, but then again, it doesn't make sense that she dresses in Japanese pop fashion either.
edit: Read about it here if you're curious.
https://kotaku.com/lets-talk-about-japan-and-sickness-masks-1740939773
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+1
Dead Hard is skill-based, restricted use, and has counterplay. Balanced Landing is niche, restricted use, and is heavily map dependent. Lithe has counterplay/bugs and is situational.
Honestly, the change hurts SB the least and that's kinda silly. While I'm okay with exhaustion perks getting nerfed overall (because they are almost mandatory), this still lets SB sit at the top as the best and easiest perk.
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@StickyCheese said:
That's a poor philosophy to go by. Most of Freddy's perk are ''better than nothing'' but that means jack when there are FAR better choices to pick from.
I don't think bloating the perk with several effects from other already existing ones is the way to go, especially when my main issue is that the perk's mere concept, not it's numbers and parameters, but the concept of it.
No mither aims to make the Injured state your healthy state and the downed state your new injured state from which you can recover yourself. But killers in 9/10 cases pick you up right away when downed, so why go with this perk when you can run self-care, and optionally not heal yourself if you have any perks that require you to be injured.Buffing something incrementally until it is viable is a poor philosophy? That's pretty much the simplest way to do it without bludgeoning the game's balance.
I am not a fan of its concept either. However, I am open to any direction that chooses to buff weaker perks over obsessing over the overpowered ones. Buffs to weaker perks have been far and few in between, and if changing numbers will deliver these much needed changes without having to wait two more years, I think everyone should be on board.
A different forum member suggested additions to No Mither that increase survivability for chases, and obviously everyone has already suggested to remove indications of No Mither to the killer as it stands. While I much prefer a redesign, I think any step in the right direction should be made.
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@Coriander said:
Not all perks are entirely beneficial, but exist as gameplay alternatives.It's so damn wonderful that over half of the perks in the game are near worthless and we have an endless meta of the same handful every single game outside of Rank 15-20.
We can't buff Wraith and Freddy because they are "GaMePLaY ALterNAtIvEs". Now imagine that.
I can't believe people ######### and moan about DS, SC, and SB and then clutch their pearls when anyone suggests buffs to any of the twenty or so crap tier perks in the game.
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@StickyCheese said:
The buffs you suggested (recover while crawling, faster recover, full noise surpression, faster crawl) all exist already as seperate perks.I don't see how that's problematic.
Even then having all of those perks combined into one still doesn't seem worth being down one healthstate.
No one said it was necessary to combine all the perks. Iron Will, Tenacity, and Unbreakable are perfectly fine to exist standalone. If it still isn't worth it, then more can be suggested. Again, not problematic. These changes would make No Mither more viable and less pointless than it is now.
And there's still the issue of the gameflow having Killers pick up immediate downed targets, making the self recovery for the most part absolutely useless, unless you meet that one once in a blue moon killer that actually leaves you alone.
So? It's far better than the buttload of nothing it does right now.
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Love the idea for the jigsaw aura reading. Altho if survivors don't have the trap, I don't think they should see the auras at all.Think she should only roar when within a few meters of a survivor. But it might be too good.Not a fan of giving her more base traps, seems cheap. Add ons are nice, but they should be fine tuned. Some combinations might be overly oppressive.
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We won't lose them.They'll be worth less later in comparison to now, so exchange them for BP if that's your primary use for them.
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YaNestea said:
yes! you’re right, ugh why did people complain ;(Visionmaker said:Honestly the original was probably the most realistic scream in the game. It's highly unpleasant.. Like it should be!I gotta tell you though, the memes have been SPICY.Who wouldn't love this masterpiece?
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Eh. This forum is new and moldable.The problem with both the steam forum and reddit is that mods never set a standard for acceptable behavior until it was too late.What should happen is that we call each other out on unacceptable and hostile behavior. (E.g. Stuff like "You're a killer main so ######### off", "You're an obnoxious twat", "All survivors are entitled trash".) The point is that we don't shame/attack people, regardless of the opinions they hold (to a reasonable extent), what they play, etc. There's a line between passionate and toxic, and the mods need to find and enforce it.This forum _could_ be the gold standard compared to the two, but we're not going to be any better by saying "well, we're not _as bad_ so let's leave it."
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Honestly the original was probably the most realistic scream in the game. It's highly unpleasant.. Like it should be!I gotta tell you though, the memes have been SPICY.
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+1
It's so weird people start frothing at the mouths over nothing. Talking about DBD is like talking about fantasy football.
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+1
They're alphabetical until they're in different 'rarity' categories...
It makes no sense to break alphabetical order by COLOR too.
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@SovererignKingI made my judgment on the data they tracked. The onus is on the 'experimenter' to report relevant data, and I literally pointed out that it would have been useful to track any measure of skill (or experience). Again, I suggest that they face people like Blinky Bill and King Dime 100 times rather than rely on a random queue that can spit out killers of subpar ability.Exactly my point. You won’t watch the videos, just assume your correct. How cute, ignoring anything that may discredit you. You call Tru3 and Marth outliers, then what do you call Blinky Bill and King Dime? Marth’s squad still soundly beat them as well. Is that not representative of the top “cream of the crop” to you? Or are you just going to write them off as well? You consistently ignore anything that contradicts your argument. Bravo to you as well.Again, this was not tracked...Also, if you think Marth Squad is “top tier Survivors” your wholly mistaken. They aren’t even top tier, the entire squad has said as much. All they did was focus the gens and let the mechanics of Looping do most of the work for them.Please, it’s literally every game. Just hop on YouTube and find any video of some Survivor Looping a Killer. Watch as some Survivor with 100 hours Loops a Killer that has 1000’s of Hours with little effort.Again, I never disagreed that the survivor skill cap is easier and faster to reach than a Killer's skill cap.Again, your little “Random” is you going “whataboutism”. You think that just because you don’t know very Killer they all suck?No... I just know how easy it is to pip and reach Rank 1 and know that most Rank 1s do not share the same level of skill players like Marth and Tru3 do. I don't think whataboutism is what you think it is.
Here's an example of whataboutism:
A: Survivors are so toxic.B: Well Killers face camp!This is done to insinuate the other person is a hypocrite. Which.. I am not doing. If you would like further reading, then you can look at this forum that discusses "whataboutism": https://www.logicallyfallacious.com/tools/qa/Bo/LogicalFallacies/9AbfTGBm/Official_term_for_whataboutism
Again, no... I did not say that unnamed Rank 1s are bad. You can stop putting words in my mouth now. I am pointing out that the flaws of matchmaking and the performance scale, as it is will not be able to give us an accurate representation of equal skill vs skill.
That's.. Not whataboutism. Also not the argument I'm making. I'll say it for you one more time, since you clearly cannot grasp it: Making conclusions about how ANY killers will lose versus (YOUR WORDS, NOT MINE) based off of Marth's experiment is absurd. It is a set of showboat games. It is food for thought at best, entertainment at worst. I did not say it had no value, I said it did not support the conclusions drawn.Calling Tru3 and Marth “outliers” exactly is “Whataboutism”. You’re literally saying “They are special, so they don’t count. What about the rest of the players who are casual?”
No.. They're not the same... They're related, they're not the same, as you point out yourself. I don't think you know what "result" means... When speaking about an experiment, result is the data you collect through the trials you conduct. The results, in this case, would be pipping/depipping, which, the game already decides is a measurement of performance. What you think I am criticizing is what is called the implications and conclusions. You can refer to what I've already written to see why I have take issue, since I think you spent quite a lot of time responding to a misunderstanding. Actually, my entire criticism hinges on the method of which the experiment was conducted, and the fact that the conclusion drawn is not supported.Barely mentioned game mechanics myself? Game mechanics and Skill are one in the same. Again, Skill is highly dependent on how well you use game mechanics to your advantage. You’re the one who insist on separating the two. The “product” you speak of is exactly that. You don’t get to sit there and berate the result without taking into consideration the means to which that result was achieved. This whole discussion you’ve done nothing but try to discredit the result without even so much as considering the means to which the result was achievedIf you can’t handle being told you’re acting childish and ignorant, maybe you shouldn’t be posting.Let me just stop you because you are confusing yourself as to what I am referring to. You are apparently getting a large amount of information from a few misinterpreted sentences of mine, and I find it very pathetic that you're spending more time describing what you think I am saying and how I am 'acting' rather than addressing the points I am making.The goal of the experiment was to depip Killers by showing how easily abusable the game mechanics are. Do you even know what the experiment was about at all? Or are you just blathering on about the results without even knowing why the experiment was performed in the first place?"Abusable"... That's a real stretch... You can go ahead and ######### and moan about the mechanics of the game and how the level of skill necessary for the received results are unequal. I have never disagreed with that. I am challenging the notion Marth's experiment proves that the killer's skill is an irrelevant factor in the outcome of a game versus SWF. Simply put, I think Marth's method does not speak for killer's at the highest skills because the reliance on the game's matchmaking skews the results.Can Marth's experiment support the idea that the game's stripped down mechanics need work? Sure. Can it support your snipped sentence here:Too easy to Loop for extended periods of time, Gens being too quick and easy to repair, you name it.Sure. Is it evidence that a killer, no matter how good they are, plays no role in the outcome of the match? I don't think that is valid. Again, you may refer to above as to why I believe that is, instead of attempting to dismiss it by labeling it as "whataboutism" (which, quite frankly, you cannot even recognize to begin with.)That is literally the one and only thing I have been commenting on, and it is dreadfully sad that you have go so far as to attack your perception of my behavior, move goal posts, change the topic, claim a moral highground, gatekeep on who gets to criticize an "experiment", and spend so much time ranting about positions that you clearly do not understand.Maybe you should start quoting so that you can actually respond to what I've written, rather than the going off on image of me that you're creating in your head. -
@SovererignKing said:
You literally just talked in giant circle. Marth and Tru3 play at a higher level, therefore they represent the higher level of skill. Again, your argument is nothing more that a “whataboutism” based upon players not having equal skill."Whataboutism" has nothing to do with the argument. Pointing outs in conclusions drawn by Marth's games is not "whataboutism". Marth and Tru3 play at a higher level of skill, and because they are outliers, they will consistently outperform those who are delivered to them by matchmaking. Calling a match between the cream of the crop vs random Rank 1 players representative of the highest level of skill is willful ignorance. It's the equivalent watching an adult slapping around children at a playground. Bravo.
Drawing any conclusion aside from "top tier survivors in SWF without perks will consistently depip/beat random Rank 1 killers" is unsupported. Marths games do not speak for the balance of the game beyond that.
Here is a snip of your original post:
However it has nothing to do with how well I play, or any Killer plays. If the Survivors don’t screw up, and don’t screw around you will lose 95% of the time
The assertion that a killer's skill has no part in the outcome is unsupported by Marth's games.
However, the game mechanics Survivors have at thier disposal allows for even Casuals to stand on a balanced footing with a Harcore Killer. Swap out those Casual Survivors with Hardcore Killers, they run the show.
This is an opinion and unsupported, and easily testable.
Your proclamation about the disparity of Skill of the Killer was rendered invalid anyway. If you watched the Marth Experiment you would know they faced the best of the best. Including King Dime, Blinky Bill, ect. Even thier Skill as Killers was rendered paltry in the face of the De-pip Squad. Skill absolutely does have an impact, however that’s not the argument being made.
I'm not watching a hundred games just to see how often a name pops up. Random is random, and will select players who are exceptional, I am sure. Great, now take that and make that into an experiment. Then you'll have something more useful to say. Please read above for your own words.
The argument being made is that the Skill cap for Killers and the Skill cap for Survivors is massively disproportionate
If you read above, I also said this. Furthermore, that wasn't the argument being made, but feel free to back track. I don't mind.
Once a Killer hits the cap, it’s STILL only effective vs. casual Survivor play. Once Survivors reach the cap, the Skill cap of the Killer is null and void as game mechanics prevent any sort of Skill based counter play.
Opinion, but I'll leave you to it.
Do not try to “beat around the bush” and dodge the issue of game mechanics. Skill is tied HIGHLY to how well you use game mechanics to your advantage. You do not get to cite Skill and ignore the largest factor of skill, using game mechanics to your advantage, because it doesn’t support your argument.
Love, you've barely mentioned game mechanics yourself. I've been addressing Marth's games because I take issue with the conclusions drawn from it. I have as many concerns regarding the mechanics as anyone else does. Skill means nothing without a metric tied to it, and considering the asymmetrical nature of the game, it's natural to try to compare results of "skill". I am not mentioning mastery over mechanics because what matters is the product: survival/depipping the killer.
Though I can already tell I’m talking to someone who will ignore anything that doesn’t support thier argument at this point. You see only half the equation as you see fit. It doesn’t matter what parameters you set forth in your own experiment, you’ll find something to nit pick if it doesn’t conform to your argument. You blatantly ignore variables such a game mechanics in your thought process because it hinders your argument.
The issue is not perspective. The issue is what basic game mechanics allow and disallow for. Continue to ignore this and I will no longer further discuss this with you. I will not try to discuss game balance with someone who believes game mechanics have nothing to do with Skill.
It's cute that you misrepresent arguments, backtrack, and then use attacks on character as a substitute for a rational response. If you can't handle someone poking holes in your post, then maybe you shouldn't be posting. Go ahead, don't respond. You aren't gracing me with anything special. I don't need to follow you while you move the goal posts.
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@SovererignKing said:
Your total disregard of the Marth Experiment, as well as your excuse of “disparity among the high ranks”, let’s me know you believe the game should be balanced for casual play and “screwing around” on the Survivors behalf. Which is folly. In any PvP you always balance for the top level play. The best of what’s possible. If one side is not up to par, they lose. Simple as, in layman’s term “Git Gud”. If you do not, once they do “Git Gud”, the potential to abuse game mechanics that are meant to be forgiving to those who are not skilled enough is astronomical.You seem to think the “whataboutism” of the casual player base justifies broken high rank gameplay. “Who cares if high ranks can abuse the balance intended for casual play.” You are using the casual player base as a shield to protect and justify broken/overpowered game mechanics that are easily abused by high ranks.
Um, actually no, I wasn't saying anything about the casual players. I am referring to players ignoring the fact that Marth and Tru3 play at a level higher than normal players that they queue versus. A random queue against random players does not allow for players of equal skill vs equal skill to be demonstrated. Unfortunately, I did not see Marth tracking Killer Rank and hours played by killers and survivors in the data. This does not tell us the balance at high level of play. This tells us the performance of a high level team versus 100 random players. This isn't gameplay at the peak of skill. This is gameplay at, presumably, mostly Rank 1, which suffers from obvious skill disparities.
I find that it is ridiculous that people come to the conclusion that even top tier killers like Tru3 have no impact on the result of the match. We have yet to seen him doing his own cute perkless experiment, and I am sure, due to his skill, we may find similar results with him versus 100 random survivor games. As it stands, the devs indicate that they do track stats, and to compare oneself to a killer that was considered one of the top Nurse/killer players in the game and it is ridiculous to conclude that a) his skill has no bearing on the result of a match and b) his experience is representative of those who share that opinion. Realistically, if he were to actually track his kill ratio while he's tryharding, it would put a clearer lens on his perspective on balance.
And I had no comment on overpowered game mechanics. The ultimatum made was by players who proclaim that survivors hold all of the chips to a game, which is easily wrong.
You dont do that in PvP titles. You don’t balance for one side’s casual player base, and let the hard cores run amok nearly unchallenged and unbeatable. You ALWAYS balance from the hard cores. If you’re not good enough, you lose. Plain and simple. You don’t give one side the option to just say “Screw it, lets absue the casual balance of the game, and just faceroll the opponent.”
And we don't know what "tip of the top" looks like without an accurate performance and rating scale. As it stands, high level killers and survivors are all across the board. Even at the highest rank, you have people between 50 hours and 2000 hours. There is no further metric beyond pips and many of them hardly care about them. Heck, metrics are even more skewed due to playstyle (as some people participate in letting survivors go or letting killers get free kills at the end.)
Similarly, people always mention that because we're an asymmetrical game, the killer should always be feared. That is also wrong. Why should a group of survivors with over 500 hours be fearful of a killer that has played for less than 2 months? If you suck in comparison to your enemy, you will be decimated. That is balance. Skill plays a part, and people on the losing side refuse to see it. The issue is how hard it is to get good at each role, which no one can deny is easier for survivor than killer, at a certain point.
It is my proof the game is unbalanced. McLean literally admitted that Marth’s experiment proved the game is unbalanced. They know it’s unbalanced. Stop sticking your head in the sand and using the casual player base as a shield to justify unbalanced and broken gameplay at hardcore level.
I fully disagree with him, because of the reasons above. Whether he believes that a strong survivor group absolutely needs perks to stomp random killers, that's up to him. I am uninterested in showboat content. I am interested in hard data, which the developers possess. Marth's experiment is not reliable and it lacks the validity to proclaim anything outside of its set parameters.
The issue is based on perspective, more than if not equal to balance..
If you want a real conclusion, based off of an actual experiment, based off of an actual level of play, here's what needs to happen:
The SWF group that has the highest survival rate in the game versus the Killer who has the highest kill ratio against SWF groups. SWF group plays to depip the killer, Killer works to pip.
- Ideally all players with minimum required number of hours, and all players have a similar number of hours.
- Conditions of: x games with SWF no perks, x games with killer no perks, x games both no perks, x games with both full perks.
- Track pips and depips.
- Perks should be meta/have the highest winrates.
Although I'm not saying that players need to accomplish this sort of unrealistic experiment to have a point. The problem is that people are using Marth's games to reach conclusions that are not possible with that his set up, e.g. the state of balance at the "highest" level, and then use these erroneous conclusions to fuel their frustration.
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@ASpazNamedSteve said:
Although it does also depend if you care about bloodpoints more, or cosmetics more.I'm saving mine to get a head start on the cosmetics. I wouldn't be spending IS for BP in the new store anyway.
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Think that's the wrong video, mate.
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@SovererignKing said:
For all his faults, Tru3 is right though. Once a team of Survivors hits a certain level, you can’t win unless they screw up many, many times. It gets to the point your Skill as Killer is irrelevant. Just like him, I can 4K. However it has nothing to do with how well I play, or any Killer plays. If the Survivors don’t screw up, and don’t screw around you will lose 95% of the time (Marth Depip Squad shows this).I can't tell if you've formed that own conclusion or are just parroting streamer's opinions. If you watched any of his games, you can see that he has incredible mechanical and technical skill that he uses to outsmart survivors. He also sacrifices many opportunities by making bad decisions in periods of his gameplay.
Constantly, he whines about being "optimal", at the same time making terrible strategic choices, trying to outsmart perks that they don't have, missing blinks, hatchets, losing survivors, allowing a pallet to be used multiple times etc.
Thinking that Marth's depip squad justifies externalizing the killer's role in the game is a joke and an excuse to make people feel better. There is massive disparity in Rank 1s, and there's a bigger ego and perception issue. Again, I think you should watch his stream. The fact that he takes people down consistently should let you know that you cannot base your conclusions off of his spiels.
Anyone can see that Marth's experiment is far from representational. At most, it is food for thought, and at worst, it is entertainment. It is not your proof that the game is unbalanced, and not your shield against responsibility in games you lose or do not enjoy.
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@BOSS242 said:
Man who dropped the ball on that one?S O N Y - M I C R O S O F T
https://www.reddit.com/r/Games/comments/4pwedj/why_do_console_patches_take_so_much_time_and/
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@FSB75 said:
I believe people are becoming too focused on outcomes.This is the real takeaway. Honestly, seeing killers complain after consistently getting 4ks (I'm looking at you, tru3), it's clear that it's less of a "impossible to win" sort of deal, and more of a perception issue.
As a survivor, I could not care less if I die. It's about having fun. Being chased is fun, doing jukes is fun, narrowly dodging is fun, and blowing up gennies to ######### with friends is fun. And I die/lose pretty ######### often.
But the ultimate problem is that being killer is not fun for many people. I think the devs need to look at veteran player style of play (once they fix ranking distribution and true performance checks), and find out how to make it more thrilling and fun. I can list off complaints, but I think we are all aware of the main glaring issues in gameplay.
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@Zanfer said:
True. You could say the same for the objective category though. The progression to survive is to complete objectives. One of those objectives is trying to get the helmet off. The boxes are considered objectives to your survival.But surviving is the only real objective we have....

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@Setsune said:
Have you tried it? I dunno for an Alpha it looked good to me, only watched youtube videos tho.
Last Year is in production for so long, i dunno... sounds shady. Being able to attack the Killer scares me a bit, F13 had that and it was full on #########.No, I've only watched videos too. Maybe, I know alphas are stripped down, but I was really turned off by it. But the trailer videos recently released look amazing...
I agree. I'm kinda iffed because of how little they've shown the entire time. With such a ... unique... style of survival horror, you'd think they'd share more about how it works. But the graphics are excellent, so we'll see I guess.
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Being able to kill the killer shack window is such a boon, so it'll be useful regardless of which map is rolled.
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@Techn0 said:
I wouldn't be able to go on strike, this is my main game. The only ways I would end up playing less is if- A. Monster Hunter Worlds PC port is good
They're gonna nerf LBG/HBG so hard.
@Setsune said:
Yep. Not so sure about Last Year but Hide or Die looks promissing, keeping an eye out for that one.I'mma be honest, Hide or Die's alpha gameplay looked ######### awful. But it has some of the cool stealth elements DBD doesn't have.
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Like it was said before, killers are able to see survivor name, and they dodge any survivor that didnt play nice and let them win.
The act to clean up would be to let killers win or never play.
Looper? dodged. Flashlight? dodged. Play survivor i dont like? Dodged. Use perk i dont like like SB? Dodged. Dont respect exit gate ettiquette? Dodged.
Killers will keep dodging, then complain when they couldnt find a game.🤔FYI high rank killers have been complaining about the queue for a while now.. I don't think you need to look that far to figure out why.
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🤷♂️Sorry but if there's a douchbag that makes your game a living hell as Survivor, I think it's okay for the Survivor to be able to see their names so that they can dodge that douche. If that douche is tired of being dodged, then he should clean up his act and play Killer as intended instead of being a dick.
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Dev stream summary on reddit by our awesome ms_claymore
https://www.reddit.com/r/deadbydaylight/comments/8pcevt/developer_stream_102/
Summary - Beware of spoilers!
Panel: Creation of Chapter 8
For this DLC, they wanted to revisit the ranged attacks mechanic They had a prototype for a killer power throwing balloons but without a special ability attached to it At the beginning, they didn't exactly know which effect the gas in the bottles had They made lots of addons that did different things (add damage to the gas, hinder the survivors etc) Adding damage to the gas was too strong because of the area effect, so they dropped the idea Movies were mainly used as references for the visual design; not the power There's no connection between the new killer design and John Wayne Gacy as the community speculated They look a lot at suggestions from the community, "it's really helpful"; "Keep doing it!" - J. Neveu It gives them an idea what the community wants, but sometimes they're too survivor- or killer-sided Process of creating the teachable perks of new characters: They have a backlog of ~300 different perk concepts (community suggestions included) 15-20 perks from that backlog are picked and discussed in a meeting of the design team The choice gets narrowed down to 10-ish possible perks A survey is then created and forwarded to the whole team to comment on the perks, suggest changes and rate the perks Taking the internal feedback into consideration, they try to trim the perks down to 4-5 These 4-5 perk concepts will be discussed in another meeting (design team-only) At this point, they look at the new characters and try to base the perks on the lore of the characters After making sure that the chosen perk concepts work technically, they start prototype-ing (names etc) If a survivor stays in the individual parts of the gas cloud, they will breathe it in and that part disappears Fear of clowns "didn't stop them", "it's a fear like other fears, sometimes it's time to face your fear" "We know we're making a game that's supposed to be scary, so there's stuff in there that's disconcerning for some people more than others." - M. Cote "We couldn't avoid the concept of a clown killer any longer [...] and it was highly requested" They want him to be 100% believable; nothing supernatural (magic) or funny "Ringmaster" and a "medicine man" were other references in the early concept stages The horse, named Maurice, got partially burnt by the Entity, it's blind and the Entity gave him the third eye The map was set in the Asylum theme "because it was time to add another map to that realm" They want to revisit other realms with only one mapTinkerer
Add-ons that currently work with Tinkerer will be reworked to be more attractive without the perk Possible perk rework: When a generator is repaired to 90%, the killer gets a notification and your terror radius will be reduced to 0 for X seconds Please give constructive feedback about the aforementioned idea and suggest other changes!
Perk concepts
IMPORTANT! Those are just concepts! The perks didn't make it because they didn't fit the lore of the new chapter Killer: Every time you break a pallet, you get a token. Once you have 4/3/2 tokens, the next pallet you destroy will break instantly Survivor: While in the dying state, 55/65/75% of your recovering progress is added to your wiggle progress once the killer picks you up
Sidenotes
They acknowledge that the blind effects by flashlights is causing frustration and they want to revisit that mechanic at some point Q&A's will only be held on reddit and for the Youtube videos, not on stream anymore A community survey about the contents of the PTB will be released "soon" No official release date, they will tell us as soon as it's set in stone Next week: Second anniversary stream!
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@not_Queen said:
As for pantless David, that's not an option.
How many Auric Cells do we have to buy for it to be a not not-an-option?
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weirdkid5 said:
@Visionmaker said:
@RagingCalm said:
@Visionmaker Who is it? I haven't seen anyone writing in bright blue here...This deadly blue!!
I dont know what shade of purple to use now. I tried to pick one that was bright enough but honestly my secondary color is pretty much the shade of blue you just posted in lmao
Here's what it looks like... : (
Wow this image is HuuUuUge in desktop mode. -
@RagingCalm said:
@Visionmaker Who is it? I haven't seen anyone writing in bright blue here...This deadly blue!!
This blue is bad too.
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@RagingCalm said:
@weirdkid5 yes. I basically am just making this comment to say, I love that you stopped writing in that purple. It burned my eyes!Some people write in bright blue. Kills my eyes on mobile.
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@CakeDuty said:
Those 2.5 seconds tier 3 removes sure is really strong.It's actually game-breaking. It's been meta for like 4 years and it's been absolutely oppressive. Every player and their mother uses it. I even saw a Wraith with using it before and he got a 6k.
I started using it recently and now I have a girlfriend. Really overpowered.
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@Master said:
Aiming the bottle at a running survivor is more difficult than hitting a stationary target during animation lock, addons for blind effect? whut?
He runs out of bottles indeed and needs to refill, btw survivors can bring enough flashlights to stun you at every pallet and still have enough battery for flashlight saves
Drop flashlight, thats a point for you yeahUm, you mean toward obvious looping locations with reloadable bottles that you can throw willy nilly five times in a row? With gas clouds that persist and spread out over an area?
Equivalent to bringing flashlights with duration add ons.. Since a killer's ability is innate, unlike having flashlights.
Oh no... reloading that can be done on the spot... Waiting five seconds.. What a tragedy..
Shame survivor can't whack you twice and kill you while you're blinded, right?
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If he had to aim at survivors during animation locks, had to bring add-ons for the blind effect, ran out after 20 seconds of use, could drop the add-ons when hit, and couldn't actually kill survivors, sure.
Asymmetrical game, remember?
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Not really sure why you should be able to see survivor names if that was the problem. It's a huge leap to presume that some players should be allowed to dodge certain players, while others can't.
You know, the same as creeping onto profiles and only accepting players with sub 50 hours to play against.
There should be an "Avoid Player" function nonetheless. Played against a pure-slugging billy three games late night and honestly it was a waste of time.
https://www.youtube.com/watch?v=qKOdvydicA8