Avatar

Watery

Watery

About

Username
Watery
Joined
Visits
2,680
Last Active

Comments

  • Coming from personal experience:

    • Static, and end game is rather unappealing and unfruitful (charms don’t feel valuable enough to be a reward).
    • Again: Static. The base game hasn’t changed a whole lot despite the games large lifespan, but this is more of a personal complaint.
    • Rift feels like a chore to do. Doing one at a time feels exhausting, leaving the menu feels like an unnecessary journey. I don’t see why it shouldn’t just be auto-claimed
    • A battle pass (something you have to pay for) feels like a band aid fix to an issue far deeper: the rewards for progression feel lackluster.
    • Not enough content mechanically to keep the game fresh, especially since Killer popularity dies after the month or so of their launch. And we’re then left with the same slate for the next 2-5 months or so until the release of another chapter.
    • No new game modes. Half of the time the event content is grab a rift and do a mini game or, just don’t die.
    • Events don’t feel meaningful.
    • Lack of characterization in survivors if at all. There’s nothing really fun going on between them, Renato and Lyra are a step on the right direction.
  • @tippy2k2 @jinx3d posted! I apologize for the inconvenience :(

  • @jinx3d said:

    excellent questions

    @tippy2k2 said:

    These are the kinds of questions that any player should be asking themselves. Finally someone willing to ask the tough questions!

    PLEEEASE i accidentally posted it instead of saving it in drafts ;-; ill tag when im finished

  • @AJStyIez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347666#Comment_3347666

    If you guys are still looking for these little cherrypicked strawmans to suggest Feng hasn’t been given special treatment along with others in comparison to the rest of the cast then idk what to say. It’s pretty blatant and thousands of people acknowledged it

    Feng gets so many cosmetics because her profit margins are so much larger than other characters since she's very popular.

    Reasons why she's popular can be debated, but you're right in saying she does get a lot of skins, primarily for the fact that they will sell well. It makes a lot of people happy, big profit margins are nice for development costs and just... having a lot of money, which in turn might allow for other characters to get new skins over time.

  • @ScarBack said:

    The visuals, the power, and the animations are a prime example of BHVR being out of touch with their community. Everyone was excited because we thought we were getting a cool cyborg but instead we got a female version of Kano from mortal kombat with a bedazzled mask that walks like a runway model.

    The biggest complaint that everyone has, though, is with her power. Scott Jund on youtube does a good job explaining why he thinks this killer takes the worst parts of the game and makes it into a power: stalling the game with a 3 gen. Her power doesn’t help you in the chase but is great for camping a 3 gen scenario and stalling the game with Call of Brine/Overcharge. BHVR took what everyone complained about with The Knight’s design and made a more annoying version of it. She’ll probably need a full rework before the majority of people actually like her.

    The animations also scream laziness. Nothing special about kicking pallets or breakable walls, picking up survivors, or anything else. The mori is just a dumbed down version of Freddy’s mori.

    BHVR obviously just didn’t try with this chapter, and to make the killer decent and actually fun for both sides they’ll need to do a full rework. Maybe something like the ability to control/move drones. Maybe drones can follow survivors under certain circumstances or instead of becoming exposed survivors become hindered after 10 seconds inside a drone radius. Maybe give her an alternate ability where you can shock survivors who have a claw trap on to help in chase. Whatever happens, I got a feeling that it’ll take a while until this killer is good. Hopefully they’ll do a full character redesign too.

    I agree with your criticisms of the chapter, but I disagree in the sense that the Devs didn't at least try.

    I think they just churned out something mediocre despite their best expectations. I don't think any dev team plans on their content to be terrible or low effort, I'd argue that they played it safe with this chapter, which sucks because the best decisions come from big risks.

    I do hope they improve her kit and provide her the desperate QoL she needs, or at least, a better more functioning rework that addresses the community's complaints. I personally would've loved to see more of the theme of technological augmentation to egregious extremes, but unfortunately, waifu bait is a go to for selling product even if in terms of overall character design, it doesn't make sense.

    I think the easiest place where this is displayed is League of Legends, for instance. A lot of the time it's a skinny waist and busty frame with petite clothes, typically meant to draw appeal to the character. That being said, I think sexualization does have place in a character design, so long as it's practically applicable and adds value to the character. Take, Evelynn, a seductress who's entire schtick is innuendos. Or, Bayonetta; who's sexual up-frontedness is part of the fact that the character radiates confidence and owns it. Here with TSM, it's misplaced and impractical.

    TLDR: I think devs do try to put out good things, it's just that this time it sucked. I hope BHVR listens to the community and gives her the QoL she needs and I think that her design was played too safe and was slightly sexualized for waifu bait which detracted value from a pretty boring design.

    E1: I think it wouldn't hurt to listen to the community more. I would've loved to see a cybernetic horror rather than some billionaire that threw on a mask and claw. Booooring!

  • I have a super hard time picking between Yunjin, & Jane.

    Yunjin is for when I’m feeling… bold, weirdly. Like after I do my skincare & stuff, playing Yunjin & or Jane really… oddly, adds to the feeling of being put together, because the survivors are too. Plus, who doesn’t love to be a stone cold producer-survivor? That’s sick.

    Jane is the survivor I found whenI was first picking up the game after a year break (I’d been playing since 2017 till that point), & mained her since.

    I wish their personalities were highlighted in game versus their text lore. I’d love to hear clashing between survivors, or just small dumb conversations or moments… something. Because I am a firm believer that survivors need some individualization.

    To spice it up, I’d add that I would love to go & play Claudette, because I love her lore & personality.

    Among other reasons, of course— mainly her lore writing being somewhat relatable to me, so I just… kinda get it? You know.


    Those are my thoughts!

    Yunjin, Jane, & hopefully Claudette. Oh, & Ada of course.

  • I love this idea, but at the same time, we have all seen Identity V, some survivors are so short of the meta, they’re practically non-existent in late game play.

    I think if we went about survivor individualization a different way, like voicelines, interactions, that would be neat.

    Like for example:

    Meg arrives at the Abbatoir: “It smells worse than the locker rooms… eugh.”

    We’ve got great basis for personality on each of them here. We can expand on it by getting some voicelines.

  • Regardless of how we all feel about dead hard, slightly meta post here; I wish that DBD did experiments like that on the main realm just a little more often. I feel like they’d prove to be very insightful.

    I’d love to see a week without dead hard. I admit I use the perk but I wouldn’t have a problem using other exhaustion perks.

  • this is such a weird topic because it makes sense, & i totally get the complaints about it, but it’s also a matter of; if you’re moaning in pain, you’re gonna be moaning & grunting😭

    i’d argue claire & sybil players have it MUCH worse.

    i get the criticism though, it’s a little… eyebrow raising, especially the first time you hear it

  • background and philosophy ARE boring. skip this one if you want.

    I play survivor, for clarity, but allow me to put some of my insight into it.

    The problem with generators may not only be the generators themselves, but it is a symptom of a much deeper problem that has been examined in multiple ways. One of which was, to make the maps smaller. If you can reduce the distance to travel between generators and the overall size of the map, it would improve map pressure for killers overall, allowing those who struggle in it to have a chance.

    Now, let this be said I have no say on how some other killers are balanced. I am merely looking at the foundation of their kit here. A lot of people find the close/densely packed maps, like Dead Dawg, dreadful to play on. (This is anecdotal. You can disagree).

    I think that the problem with the standardization of maps is that not all maps are equal in size.

    For some, it can take 30 seconds to go from one side of the map to another, while others can be 20.

    Factor in that, that is a B-Line and not going through any obstacles. And some killers can make up that difference with their abilities, but those who cannot fall behind. And they do indeed fall quite far. My point is, that there's a lot that can / is going wrong already, and pinpointing the exact cause is difficult.

    The opinion; the thing you want to read:

    I think there are two problems with DBD at the moment. Lacking killer map pressure (due to large map size or just no tools in the kit to deal), and lack of alternative objectives.

    • The problem isn't survivors doing the objective, it's the distance between everything that is.

    My idea, the thing that's incredibly rushed and not thought through (/ser):

    • Use one of those Surveymonkey surveys to poll how survivors feel about maps, for all roles, gametime, and experiences.
    • Use that data and pinpoint maps that are towards the middle. Then, use the maps that are polar ends of one another- one map that is extremely killer sided according to data, then survivor-sided to the other.
    • Compare these, and make a visual update to a map that needs it, as well as a fleshed-out redesign. Do something similar to Badham, and make three instances- one having the traits of a killer-sided map, the other survivor sided, and one that sits in the middle, and rate satisfaction.
    • If BHVR can identify a map that's 'good' by their standards, we can see more content like that. But since we don't know what their ideal perspective on each map is, (2 survivors dead minimum), it's hard to pinpoint what defines success.
    • Alternative Idea: Find an peak sq. meterage that is in line with optimal performance for both sides, and standardize that number. Maybe 100-200 meters over, sure; but the point is, we can still do fun shapes-- we just have to work around the size so it is not too overbearing.

    edit: added points and stuff. thinking is hard.

  • i love having pride charms. they’re so cute :)

    can’t wait to run this, i mean; after all— bhvr wants to tell lgbtq2s+ stories, this just solidifies the fact.

    if you’re bothered by a rainbow bird, perhaps reflect on that & think before you post, because quite honestly, people are still going to be gay, trans, bi… the community has existed throughout history. we just now get to hear our stories. us being visible is not going to hurt or erase anyone in anyway, theology or not!

    especially when the game you’re playing is literally committed to allyship as well as maintains a large queer playerbase.

    happy pride month<3 be proud of who you are & never compromise that for anyone. i hope wlw gets the same rep mlm gets :D

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985225#Comment_2985225

    The problem is that PTB not good for real testing. Even if you keep your BP for it, you will have ~1M BP at mirroring. And then you can spend it on the killer or the survivor - or you can split it up. And you will luck, or not to get good perks on it. But you do not need to get the best perks sure... But you cannot TEST it really. And who the hell will farm BP on PTB?

    PTB should work like a custom game, where you have all the perks, you have any items/addons/offerings. So you can really TEST out the killer, and all the character's new perks with other perks so you can deicide which is usefull, which could be too strong.

    So yes, as it is told one problem is that there is not good feedback, because both side will reeeeeeee about everything, and most of the time it is just cause they are unexperienced. But the other problem is that you cannot really test things out in time

    I have similar criticism for the PTB. The problem with the PTB is for an experimental state, it lacks the standardization for an experiment.

    This means that the performance of a perk is not truly able to be measured due to the content validity being too broad; based on the individual whom enters the PTB’s in game progress.

    Granted this part of experimental design is built upon having a hypothesis & needs replicability, but my point is, is that the perks true value cannot be experienced until it interacts with other perks. Some perks are strong enough to hold their own. But I think that all perks should be given to all participants in the PTB in order to standardize the results a little better. That way we can get more authentic results, similar to how they would perform on the public build.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985188#Comment_2985188

    The community already said maps are bad and oversized. Then we got the game, RCPD and eyre of crows..........

    Oh absolutely, I totally agree. I hate those maps. But, That’s also a point of my previous post: some of these are in fact, the developers fault.

    But some cases, it’s not.

    The fault here is failure to listen to feedback. The post I quoted makes a wonderful point. Thanks, Zozzy.

  • @Adjatha said:

    You cannot look at the state of Sadako, pre-PTR buffs, and say with any believability that the DbD team has at least 5 good players doing their internal balancing. The idea that they thought she was well balanced enough to release a test build in that state (or that the copious buffs she got when she was released live were enough to make up for the terrible state of her kit) is all the evidence you need that the people playing the game internally have the skill level of brand new players.

    That’s a problem with the games initial feedback phase. Prior to being shipped out to the PTB, this is usually tested in a smaller group of individuals in dedicated centers for such- Lionbridge serves as a wonderful example.

    And in these testing examples, Sadako may have performed well due to the inexperience of the players at the center. That is why the PTB exists, to cover the bases that initial phase fails to cover. The PTB is for community feedback.

  • I think one issue with the DBD balancing is a problem of not understanding how game design works.

    Fundamentally speaking, player feedback is very important- but the DBD community cannot come to a consensus due how polarized each side is from one another.

    And that doesn’t mean it’s the playerbases fault for this, either— it’s a loss of a major source on both sides. Much of the feedback DEVS use is, invisible, only by testing which is much more private.


    @ShinobuSK said:

    You know they dont need to be playing the game and in fact most game designers dont play their games, right?

    We also need to come to the understanding that a good game developer does not necessarily have to play there game to be good at balancing it. An objective perspective to these problems is mandatory, that way biased balancing problems can be avoided. A huge problem is, is that there’s not enough good feedback, either. A lot of it on this forum are people who feel they’re being persecuted for playing a certain role- going for both sides.


    This leads to a large sum of feedback being isolated because of it’s weird attachment to the games social culture. We have norms, reactions, & stuff. It’s weird. But the point is, much of the players experience could greatly improve if players did not care what the other, their experience would vastly improve. A large sum of the feedback in this forum are usually related to camping, tunneling, while far fewer address true gameplay design problems. A great example of what a community feedback loop should look like is the Onryo. People have in-depth critiques for their kit.

    PTW puts this pretty well:

    “However, these decisions must be backed up by careful consideration of the data; they can never be based on emotions. Players have the leeway to make emotional pronouncements, but developers can’t trust that input. Decisions must be supported by what the data shows the players are doing in a game, versus what they say they want. It may surprise some to learn that it’s not the volume of what players say in forums that causes changes to games, but what the data shows is happening. This discrepancy stems from the fact that players may know that they’re not having fun with a game, but they may not always know why.”

    When you provide surface level feedback, it leaves the deeper root of the problems to fester like weeds, which is also apart of the game designers responsibility. A lot of game design truly comes from statistical data that has been shown on stream a few times. This method is known as telemetrics.

    “A good forum thread can do the same progress as dozens of phone calls.”

    However, don’t get me wrong: The balance is on the devs. But the resources they use to draw judgement have their problems, which leads to problematic judgement or inaction.


    Edit 1: Acknowledgement; I’m not specialized in game design. I do have some introductory research analysis classes under my belt, however. If by chance my understanding of this subject is uninformed or incorrect, please do feel free to correct me.

  • For some it counters their playstyle.

    For some, it frustrates them.

    Not all Killer’s have the tools or range to deal with Dead Hard.

    DS & BT have forever & always been infamous due to the fact it counters tunneling, or proxying, which may be the only adequate playstyle for the character they’re playing.

    Now, I’m not saying some of the complaints towards these perks aren’t just a case “of getting good”, because in some cases, it is.

    But not all. The problem with the state of game design is that normally healthy behavior, when combined into one amalgamation of meta makes the game incredibly hard to sit through, & just all around problematic. However, there’s a point to be stated that Survivors are not at fault for the performance of these perks, they’re but utilizing the tools they have at hand.

    It’s a blameless situation. You can’t blame someone for wanting a route to victory, especially with how stressed it is on the forum. The problem lies within the fundamental, unavoidable aspects of the game’s design. Camping & Tunneling are inevitable, however the only way to respond in a proper manner to these is running the meta, or taking it on the chin.

    And the latter isn’t very fun, either. Same could be said for Killer’s.

    It’s a heavily nuanced topic that I understand the criticism for, though.

  • I main Jane. This checks out.

    I do my little wires instead. It ain’t much; but it’s honest work.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979312#Comment_2979312

    Inclusivity has such great potential for DBD's future. The more people it appeals to, the better! I think everyone can find a place in the fog for them here.

    Absolutely! I feel the same way.

    The more stories we can tell, the more people who can play-- and truth be told, this game's representation has been nothing but a blessing, as a gay man and a neurodivergent person.

    It truly does go a long way.

  • @bm33 said:

    Not sure why it wasn't in that discord post but June 10 is the Into the Fog stream with proceeds going to Streamcause.

    https://twitter.com/DeadByBHVR/status/1532014186049507335?t=CIKBsEnigO8F4RRIjUFbsA&s=19

    Tweaking OP to fit this in. Thank you!

  • @DoritoHead said:

    Thank you so much for sharing your story and providing your insight! This was incredibly heartwarming to read and I hope it gets pinned.

    Thank you!

  • I missed the last Survivor meeting. I don’t know either.

  • With today being the start of pride, I wish OP & all nothing but the best. Be sure to share the love this fine week, LGBTQIA+ individuals or allies.

    Happy Pride! Celebrate who you are. The journey here was rough, but the horizon is clear. & for those of you who aren’t safe or comfortable enough to be out yet, you don’t own a thing to anyone. Remember our roots, & celebrate love this fine month! <3

  • It was funny at first but the gimmick got real old, really fast.

    Its just annoying in my opinion. I’ll still play through the game, but without the shock or surprise of it, it’s just… really boring.

  • @toxik_survivor said:

    The background being blurry when you look into the distance. It's hard to explain. There was like a distance blur that created a super cool effect that made dbd feel scary. It got removed because of visual issues, but when? When was the blurry distance a thing? Like what chapter release. I remember a video of Monto playing in the corn against a nurse and the blurry background was a thing in the video. I can't find that video anymore cause i watched it 2 years ago :(

    I believe the term you’re looking for here is called “Depth of Field”.

    A reddit post explains what this is pretty well.

    Depth of field is used to give the video game a movie-like quality, where everything appears more like they were filmed. Depth of field is used in cinematics to help train the players eye to the area/objects the storyteller wants the player to focus on.

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977341#Comment_2977341

    So 4 dead hards every game and just Nurse and Blights every game is fine according to you? You just have to mindlessly disagree with everything i say lol, even if it is about something as bad as mmr.

    I think this says more about the state of DBD’s design than it does anything else. Hopefully the 40 perk rework gets us somewhere far, far away from where we are in the meta.

  • Nea. Her players are a little too outspoken… & they are usually loud & wrong! They’ve always got something to say about other survivors & how Nea is better. Like let me be my lady gaga / oprah rip off in peace.

    Feng: A lot of the people who main her either are- complete weirdos, or completely terrible at the game.

    Granted there are some exceptions to Feng’s case, because some of the players are really… really, sweet, & good.

  • @[Deleted User] said:

    Memory 1088

    Claudette feels things more than others. Much more. Like the shame of not being invited to any birthday parties. Not one party. Every day her parents ask her who she played with at lunch and every day she lowers her chin and tells them she doesn't want to talk.

    Her parents ask her teacher and her teacher tells them she likes to play alone. Not so much play. More like collect and observe things. Flowers. Weeds. Beetles. Worms. Rocks. Some kids are just loners. Every day her parents ask her about her friends and every day the shame returns. They want her to have friends. More than that they want a list of names for her birthday. But she doesn't have a list of names. She doesn't even have one name.

    Really resonates with me. Through my teenage years i struggled with a lot of shame of having no friends. It's considered normal to have friends and this put a lot of pressure on me because by not having friends i felt invalid and bad.

    I did have friends at one point but they bullied me for things like talking about the same video game all of the time or liking animals lead them to calling me a furry which bothered me.

    Of course this would lead to self-rejection, which lead me to feeling very apathetic throughout my years of high school. I had no idea what was wrong with me.

    It was only until i received an ASD diagnosis, and then also reading Claudette's lore this year that i realised there was nothing wrong me at all, i just didn't know that i was different.

    So yeah... i agree with you, it is written very well.

    When you see stories of your struggles, in a way... it makes you feel- less alone.

    The isolation part of it stings. It can be hard to function when you don't have an answer-- a reason. Like many others; you've come a long way. Kick butt, dude.

    <3

  • gives me more time to be a head on gamer. LETS GOOOO

    Edit 1: Jokes aside, I hope this doesn't affect the quality of your games much. I wish you the best of the luck!

  • I think personally, as a survivor main, the gen rushing complaints hold water. When all the gens are done oh so fast, it can be hard to get anything done. And when the killer has poor map pressure (in this sense due to their kit, not the player), it makes the game feel like it's just slipping through your fingers.

    It's not a survivor issue; it's a game design flaw, or so I'd like to think.

  • Personally, I'm so bored with the current state of the game changing things up sounds WONDERFUL. I cannot wait for this.

  • Here's a list of reasons why DBD HAS BECOME LESS ENJOYABLE AT LEAST IN MY OPINION.

    Meta

    The problem isn't necessarily with the community itself, it's just the unanimous frustration on both sides that can make it, truly; unbearable.

    The state of the gameplay leaves it in almost a flawed state. The unpredictability of the game is gone due to the meta washing down everyone's throats. And while sometimes you can just be unlucky it can be incredibly frustrating to want to progress. Because ultimately, most people who find success obtain the skills they have by playing along with the meta. Until they were comfortable leaning off of it.

    Stagnant; lack of evolution

    I am hoping that these perk changes set us in the right direction. The current meta may be 'healthy', but it's like eating the same meal for five years. It gets dull. There's nothing to 'spice up the meta' with the latest character's perks. Most of them are situational at best. And that's not a bad thing. But some of them are too situational, which makes them borderline unusable. The tomes are a band-aid fix to a problem that still maintains itself and continues to pile like dirty laundry.

    I want the game to evolve more. Gen-rushing is always going to be a problem because it's a matter of "survivor's doing their objective' but the lack of expansion on what to do makes optimization of one build that much easier since there's only one route you're taking, the most fun is the most efficient way-- so why bother with the scenery?

    bad feedback (This may be biased. do feel free to correct me.)

    Like all things, the 'unhealthy state' of the game cannot just be fixed on the lonesome side of the balancing team. To do that, they need feedback. But with multiple sides calling for nerfs, and group polarization consistently occurring, it explains this. To quote simply psychology,

    Group polarization is the tendency for groups to show a shift towards the extremes of decision-making when compared to decisions made by individuals.

    If this sounds familiar, it happens in political discussions, in the game content discussions. And since the game has divided itself neatly into two separate teams, receiving feedback from either is impossible due to in no particular order: Lack of proper reasoning, inability to experience both sides, lack of understanding or empathy. When trying to compile feedback, it is impossible to do so in a sea of arguments; which is why change can be so hard to do.

    Granted, this doesn't mean some of the game topics are not without nuance. But like many online communities, you can expect those sections to be flooded with "get good" "you're just bad" or other replies that don't really address the problem at hand. When you have two, very extreme varying opinions on each side, it's hard to find a middle ground.

    HOWEVER, things get better.

    The best thing you can do is, leave your honest feedback. Explain why something bothers you. When feedback becomes constructive, it becomes useful to gather, especially in terms of QoL improvements. There could be an entirely separate discussion on how the developers use feedback (if, they use it at all), but that's another conversation for another day.

    However, there's a whole other set of problems. But do know, play the games you enjoy, and play them without care. The endgame chat has always been a cesspool of toxicity. Don't bother with it. And if you truly aren't having fun, don't be shy to put down DBD and play something else.

    I hope you have a better time in the fog. I hope the changes prove invaluable, but then again; we'll just have to wait and see.

  • I don’t drink but probably Claudette.

    She’d probably be not present at all in those type of functions… & I’m one in the same.

  • The problem is, ultimately; it is a cesspool of humanity, who only look to serve their needs.

    The general outlook of this game’s community, anectdotally, is very zero sum.

    They believe that one parties gains are directly balanced by the other parties losses. Which, in retrospect, sounds fitting for game design & the versus nature of the game.

    There is no excuse for treating another human being like this and I am curious why it is so prevalent in this culture... does anyone know?

    However, this leads to a growing hostility between both sides, & thanks to a phenomenon known as deindividualization, people will jump to aggression before you can say hello.

    It’s the reason why sports fans riot, or just in general— the disconnect from accountability due to anonymity, in this case, the anonymity the internet provides results in that normally socially unacceptable behavior that is so frequent in this game’s community.

    The problem with the game’s balance is also inherently tied to the feedback the community provides. While some criticism of the balancing is valid, majority of “criticism” is just insult bashing, & if it is, it lacks expanded thinking.

    This makes identifying actual feedback much more difficult. It is easier to pick apart the statement, “I don’t like [x] killer because [x part of their kit].”, versus the usual DBD player response calling for nerfs or buffs without explanation of the rationale.

    And, in all fairness, I’ve been one of those people. I used to be, but now I try not to be.

    But the community can be quite friendly. I hope you have a better time in the fog, because I have met wonderful people through this game. I hope you do the same.

  • @ThiccBudhha said:

    Okay, so my main issue with this chapter is they set up this song and dance about shifting the meta, 40 perks will be reworked because they care, or whatever. But one look at these 6 perks contradicts that sentiment, I knew not to trust them; the only silver lining is that Wesker will have all perks for free once he launches so worthless perks do not trigger me as much as they did.

    You know what does, however? Dredge. Just because he has some minor, counterable anti loop with map mobility, he is magically better than 75% of the killers in the game. That just bothers me. This guy is already getting prenerfed heavily to the point where they are pretending they cannot code a brightness setting without it bugging out. He is probably going to be the Artist 2.0 where everyone cries about him but nobody plays him.

    Interesting.

    Do you think there’s a fundamental problem with killer design, from a general standpoint?

    Do you think some level of pressure, 1v1, 1v4, & or map should be standardized?

  • I’ve seen someone say the entirety of this is for Rachel to a killer.

    I laughed way too hard at it tbh.

  • Modernist writing style would make sense, since how continually on the rise is. I’ve read (or at least I believe) a few postmodernist books and it would make sense.

    The writing is cohesive, and flows smoothly— which, when thinking about the audience it caters to, makes sense. The ideas themselves are identifiable when you read the text, different compared to other post-modernist texts.

    But also, this argument can be held to one of my personal favorite topics; fashion. Post-Modernism has been subtly on the rise as well; with a previous pre-dominant modernist industry.

    This is mostly shown through designers like Louis Vuitton, which again have been making more simple, clothing, which also brings me to my next point. Judging by the cosmetics themselves, I would like to say that the cosmetics have modernist aesthetics as well. This is namely due to, how odd the post-modernist fashion can be.

    Post-Modernist Fashion itself, is a mix of concepts, or patterns— in this case, think of literally anything David Bowie, Lady Gaga, have worn— or anything designed by Alexander Mcqueen. In addition, it could be argued that the style of androgyny is postmodernist could fall into that as well, with Nea being able to fall into that example. Base-Nea, with a saggy tank and even saggier pants.

    Anyway: my point is, postmodernism, in terms of cosmetics, varies from person to person. I think that the memories, or tomes themselves, when put in context of this game, is more so modernist due to the summary-like nature of the entries. But, this ignores the other part of the entries I found interesting: how they tied to a realistic, and well-talked of struggle. Claudette (in my opinion) has signs of living with some sort of social/mental disability, which I myself too live with. Jane’s entries talk about the acting industries odd-racial fixation, especially with Latin-American characters. My point is; many of the entries to me, feel open to interpretation, which, judging by a little reading I’ve done may fit the postmodernist writing style.

  • Simply put, Chic ain’t cheap.

    Most people have to pay bills THEN get cosmetics.

    Some people may just like the default.

    There’s so many contributing factors to go against being able to get cosmetics, setting aside ten dollars isn’t exactly easy when you have to cover gas money, bills, and whatever else life throws at you (prescription drugs, Check Engine Light coming on, Natural Disaster), all of which are a pretty penny.

    People may also not feel like spending money on cosmetics as they are PURELY cosmetic. It’s not worth the money for some people, and that’s okay.

    I personally spend some money on cosmetics, because if I’m gonna die as survivor, I’m gonna die pretty.

  • Asymmetrical, by definition means the game can’t be balanced. There has to be some overarching thing each side does better, like the survivor camera— instead of being locked in first person like killer, they have the third person camera to compensate in some sense.

    DBD should be fair— but not balanced. They sound similar but are different.

  • As a sims player, I’m gonna disagree. My wallet hurts after playing Sims 4 for so long.

    Anyways, you hardly NEED some killers to be successful, and you spend your money how you want to. Most of the best perks in terms of survivor, are:Adrenaline, DeadHard, We’re gonna life forever for points, Borrowed Time etc. These are base game. The only counter-able argument for this is DS, but that’s only ONE. I don’t know killer well enough to distinguish the best perks, but NOED, Nurses, and Sloppy are all basegame and seem to be frequently ran.

    How about going out for gas? That can be 27-36 bucks depending on where you live. That’s 3-4 DLC’s.

    There’s also HumbleBundle and other code sites that can sell said codes for the game itself or DLC’s for a lot cheaper. Your math only contributes to buying it when there aren’t sales, which the game itself becomes SUPER cheap— same with the DLC’s.

  • I feel too guilty when I play killer. I play for the panic, not the perpetrator.

    Not to mention I think the cosmetics are cuter. Which is obvious, due to how the game is— but if it’s cute and snazzy and I feel great wearing it, I’m gonna probably stick to wearing that. Cosmetics mean a lot to me— and if I’m dying, I’m dying pretty.

  • Lightweight:

    For a perk that’s about leaving tracks, you’d think at least the running noises or footsteps wouldn’t be as loud.

    No Mither: I get it, it’s DBD on hard mode, but there’s virtually no reward for it. None. You won’t get slugged since they know you can get up.

  • I actually keep a list of these, I don’t have any drawing skills though so I just use imagery.

    I want to see a 70’s Californian style Kate with Bohemian Chic styles, a long skirt, floral cardigan, and a flower crown.

    Jane deserves a sundress with a cute floppy hat, with her hair down, blonde highlights, with some ends facing the front. A blue and white geometric patterned sundress (preferably with the color scheme of Ocean Blue and white) with a sandal and painted toes to match.

    Purple dress Nancy. That’s it, that’s the statement.

    David, but in a flashy bomber jacket with his team name on it, or a Rugby set. Call it “Pre-Season Memories”. White sleeves with a bold or deep color for the main part of jacket, with semi worn jeans and a belt, with fancy sneakers matching the jacket. The shirt underneath should be his jersey.

    I want to see more comfort wear: maybe a set of pajamas for a few survivors, and they’re all wearing slippers. For Jane, a copper-pink set with a sleeping top with her initials JR inscribed in them, with a sleeping mask with success on it: and hair loose and pulled back. For Kate I’d love to see some sort of night gown, with a white shirt that tucks into the skirt that goes down just above her knees. For Nea, I’d love a T-shirt with her old HS on it, moon pajama pants with off brown slippers.

    Dwight deserves high waisted belted business pants with loafers, and a flashy patterned tucked business shirt. His hair is styled with a gel like look with a pair of sunglasses above it.


    AND FORMAL WEAR. I would love to see more formal wear added to the game, maybe a fancy set for anniversary?


    I could go on and on, but these are my personal fave ideas. Fashion crafting is really fun, so I look into this game with an opportunity to really expand that horizon.

    I have an idea for all the survivors, not so much for the killers since they’re a different ball game. I can send the idea if anyone wants one for those I didn’t mention. Just @ Me!

  • As acting Minister of Jane’s, we don’t mind working with the flora and fauna, so long as we sort this dilemma out with a counsel of Claudette’s. Jane’s are the best at arranging for the best backdrop, and the generator lighting can make the area much easier to get relatively decent lighting.

    Going back to the Minister of Killers, I have taken her place as an Acting Guardian of Jane’s, so there was no representation on the Jane side of survivors either.

    Coldwind Farm has a relatively infinite supply of corn, so I suppose we can clear that in exchange for some new tiles and maybe a new barn.

  • ANY of the Nea cosmetics with the weird Coachella glasses with or without. The cut just isn’t... cute.

    Shirts goes to... Jake, especially the Cowboy fit. Kate deserves that cowboy hat.

    Nancy, for pants and or other accessories. You have the choice of a weird skirt, dirty pants, or off red pants. Not to mention her shoulders are super broad.

  • Still licensed, though. The character has to be buyable with shards in order to be in the Rift, so unfortunately, as it stands— Highly, highly unlikely.

  • Bold of you to assume I can loop in the first place.


    Joking. Although Doctor, he just feels a little different in regards to chase. His music makes it really hard to hear his breathing or footsteps, and his addons can make him a little brainless due to the red stain addons, but those are higher rarity and not that big of an issue for me. You just need to get a little time with it, Doctors can frequently miss shock therapy if you pathfind just right, but the pallet issue can be a bit annoying.

  • I got addicted to Fortnite by accident, so...

    Play whatever game you want homie. No shame really in what you play, after all that’s your business.

  • Not anything that could be done here, that’s Twitter job.

    Plus, your block list does exist. Just ignore them at that point.

‹ 1 2 3 … 22