Watery
Watery
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- Watery
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Middle. If you do those you can prevent three gen.
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I run Poised, so it’s a must have. Plus, Sprint Control exists— so it’s got some extra utility.
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@StupidPallets said:
https://forum.deadbydaylight.com/en/discussion/comment/752016#Comment_752016
Their own team allocates money to each dept. I just can't stand this, "Different dept." ... argument that is perfunctory among you rabble. BHVR is a corporation, thus, acts as it's own totalitarian agency — without external pressure from regulations that mandate how the DBD team, in particular, allocate their resources. Stop this "Different dept." nonsense.
No, I’m not planning to. No matter how you run a business, you can’t simply cut off people’s jobs. You can’t. There’s no reason to do so. Money is a thing you can’t just take away without reason; and cosmetics are because DBD has a ART team who’s majors are likely in graphic design and or, just art. You put people who major in art in sound design and they wouldn’t know what to do unless one of them had a minor in music, but that can only go so far.
Resources are limited, you can’t change that. This is also not the only thing BHVR puts their time into. They provide assets, and they make their own music. While notification sounds are annoying you need to understand the visual aspect of it. Notifications shouldn’t matter, visuals should. BHVR is a corporation but they have 600 employees and they all have different objectives. BHVR as a company has a right to put more money into a certain team than another for budgeting, but if BHVR wants money, cosmetics do the trick. BHVR regardless of how you put it needs to have enough money to support its workers, pay for licensing, support their health insurance, pay for EVERYTHING they need. Notification noises are so arbitrary in the grand scheme of things— there’s no reason to when there’s no issue to begin with. I can understand the frustration but even if BHVR makes money they still can do however they want with the gross funds from it, not to mention the other things their workplace has to keep up with.
TLDR: No matter how you put it, BHVR still has to live up to paying workers livable wages, and this isn’t the only thing they focus on. They are allowed to put more money into cosmetics if they get more in return (which, they do), and budgeting and overall objective in the company is handled INTERNALLY. There’s so many external factors I feel like you ignored.
I simply can’t change your mind for you, nor am I too qualified to speak because I have maybe a few business classes underneath my belt, but that’s as far as my ray of knowledge goes. I just don’t understand what the issue is when it already is so minor.
Personally, I think notification noises don’t need to be addressed— colorblind settings do. Visual updates should take priority over something that is fine as it already is, however, I think you’re right in some aspects, yes, but I think that at the end of the day there’s only so much you can expect from a company. No matter how much a workplace can sugarcoat it, the goal of it is to make money. It’s only natural BHVR would push for such, they need to support all the costs they have to manage.
EDIT: I just want to provide feedback at the post at hand. I’m not attacking you, your ideologies or anything of the such, but rather, debate things in a polite manner where we can bring other topics to the conversation that may be relative to it— but simply put, I came here with an open mind (but bias will always exist), and I just want to know what you think of the issue.
I’m not affiliated with BHVR in the slightest but they what I’m trying to say is that they still have their own priorities and objectives.
While consumer satisfaction is important, I haven’t seen anyone have issues with the notification system as how it is now.
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Old Nurse was a good killer in the wrong game.
She ignored the main mechanics of chase and once you got her down, you usually always lost.
This nerf for her was totally justified. She’s still extremely strong even after the changes.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/752044#Comment_752044
A bit?
I think you mean "alot"
Yeah... that sounds about right. Not gonna kink-shame of course, but it’s just... weird to me. I don’t like it.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/751564#Comment_751564
You really wanna know!
Look up dbdgonewild or r34 susie and you will be traumatized!
Looked once... and it’s... well, it’s, bad.
Not like the drawings and stuff, but...
Let’s just say all of the aforementioned “drawings” left me a bit scarred.
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@StupidPallets said:
Much as I hate to sound as a toff what with my little git brain, it'd be fabulous that you take a non-deciduous idea of not allowing strange explosions occur throughout the map when other options can be included.
What is your crime?
- Fast vault = explosion sound to Killer. Yes, the person vaulted so fast they exploded. Perhaps another loud sound effect with the visual notification of a reddish vault-silhouette (similar to that of Doctor's notification) last for 1.5 seconds over said vault.
- You have Iron Maiden. Someone leaves a locker, so they explode. Bloody hell. Booming locker opening sound would be preferable, with same silhouette.
- Someone missed a healing skill check, so they explode. How about ... well, ... you know, ... use your imagination.
- etc.
Adding the diversification of sound alerts will allow immersion into the game and personify it, rather then it's opposite ... BOOM! You made the change to the Ravens, you can do it here.
I have no hopes for you. I don't think you have the time, nor money, but at your next meeting, at least confabulate it some so it can be dismissed appropriately by saying, "Well then we can't add more cosmetics."
Thank you for your consideration.
Art Team is different from sound and design.
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@darktrix said:
I'm glad they changed it back even if she does slouch too much.
Who stands like that anyway?
Dancers. Just a thought y’all... just a thought.
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@Mikeadatrix said:
BHVR's excuse was that it gets offended by the mere fact you're trying to blind an eyeless, primordial horror from a mosntrous and cruel dimension ruled by a Lovecraftian Horror. You're hurting its feelings.
#Demogorgonshavefeelingstoo
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Because flowers always react to light.
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Not yet.
I would expect a sale between the 22 and the first of November.
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If you think that a battle pass is just from Fortnite and Apex, you’re wrong.
The origins from this system can date back to Dota 2 and TF2. This isn’t anything new.
The rift is also just cosmetics. You can still do the challenges.
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@Nekoo said:
Evan Macmillan is not a killer either,
it probably just have something to do with the story
Evan MacMillan is the trapper.
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I don’t understand why they gave her corn rows. Meg needs longer flowier hair. She keeps it braided, it should be a little more curly and wavy with some straightened options.
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@GrootDude said:
You don’t need spirit or nurse to kill survivors
If you can play a killer just right, they’re all viable.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/741127#Comment_741127
Very well explained. It just makes me giggle when you think about how the perks works in relation to that explanation.
*Jake gets hurt* "Oh God, they are going to kill Jake!"
*Jake gets sacrificed* "Ah, Jake is dead now, who cares? Never liked him anyway."
“Oh my god! Jake is dying!” Says the Jane as she quietly works on a generator.
Two minutes later....
Jake has been sacrificed to the love-craftian beast known as the entity. “Never liked him much anyway... he reeked! We know you ran away from the forest, couldn’t you at least taken a stick of deodorant?” As she quietly opens the door, and walks out the trial.
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Every killer perk is counterable by survivor perks.
No, not really. Most survivor perks cater to a specific playstyle and aren’t that good. They can be easily countered. DS can be countered by slugging. BT can be countered by leaving hook before they come back.
One major issue with your argument is the “don’t count in this discussion” statement.
Ruin isn’t the only perk you can slow the game down with. PGTW, CI, HL, are all pretty good perks. Totem spots are being worked on to be harder to find.
Just because a killers power relies on survivors doesn’t necessarily mean it’s a bad one. Set up killers like hag have huge payoffs and hard learning curves that can really be good for you.
Small game itself is a perk that’s primarily ran if you’re using totems. It gives you a notification if you’re looking toward one and is on cooldown after. You don’t know exactly where it is, but it also could be something totally different. If you run that perk just solely for the purpose of countering the setup killers, that completely ignores all other killers and is a statement that is a victim of Hasty Generalization.
The main issue I’m finding with this argument is bias. There are plenty of ways counter perks, but it seems you haven’t looked into finding and counterplay/tips to go against them. If we’re going into the detail, stealth killers now have the undetectable status effect that won’t activate counter stealth perks. If we’re talking Spies from the Shadows, that’s countered by Calm Spirit— a perk that’s pretty niche and not worth running.
BBQ is a the aura perk that has four tokens that not only majorly increases the amount of BP you get, but also helps you make better decisions on what you’re going to do next.
Killer perks are just as good as survivor perks, if not in some cases (talking meta) they can be better, but it must be said that not all perks are intended to be meta.
I’m not trying to be rude by any means, but after reading it over there’s a lot of things you said that I personally don’t agree with. By no means am I implying that you are bad or bad at the game, but rather, I feel as if you could utilize constructive criticism to overall make you play to your own satisfactory goals/terms.
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Thanatophobia. (than-Uh-ta-foe-be-Uh): noun. The fear of dying.
Thana- (Greek root): death, dead.
phobia-(Greek root): derived from Greek word Phobos, it means irrational fear.
There’s your Greek Root lesson for today!
EDIT: Let’s extend on this.
So, when the perk only activates when a survivor is injured. The survivor(s) are now in a state of panic— they fear the killer because they believe that said killer will, kill them. The stress of the situation affects all survivors. Stress is shown to cause issues with concentration, hence, the slower action speed.
Why do survivors outside of those injured experience this same factor? Human Empathy. By knowing someone is injured, they know someone is going to die— which is something they’re afraid of. Hence they experience the same feelings to some extent— worrying about the other survivors will cause stress upon themselves, and make them focus less.
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Bouquets made map development ALOT harder. You needed to make three version of each map, and you’d have to make sure all the shadows, lighting, everything made sense— which is a huge investment in resources.
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I panic enough when playing doctor— this is a whole new ball game that I am not for.
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Without a really good reason, I’d doubt it.
DBD’s style of game development is similar to most other major games- they update it with new content and stuff.
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I’ve been playing as it a lot. I just haven’t played the game as frequently due to real life getting in the way. He’s pretty fun IMO— but it’s definitely not the best. Not the worst.
I really only play just to enjoy myself, so pipping to me is irrelevant in the grand scheme of thing. So that way I can play whoever or however I want and have fun regardless.
EDIT: Forgot something, and basic grammar.
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Totems give good points, and give some to your team mates (if one is being chased). I don’t understand what the issue is since it’s so counterable and takes a little bit of time between each gen to do.
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Dedicated Servers are nowhere near ready.
The reason for them being released is for testing. It’s not the final product.
90% of perks are useless.
That’s subjective. Let it also be said not all perks are intended to be meta, but rather, fit into a certain build or encourage an alternative playstyle.
Killers have the same powers.
I don’t agree with this one either; just because LF and Hillbilly have a chainsaw, doesn’t make them the same. Similar to how Demogorgon and Hag are set up killers that involve teleporting. Hag requires survivors to step on a trap (excluding the mint rag add on), and Demogorgon’s ability lets it get good map pressure, while having an alternative lunge intended to punish longer loops.
DC’s haven’t been addressed.
They have, but you don’t see much of it. I agree with you totally, and the reportable offense for disconnecting is bannable. However, I personally haven’t seen much action in that regard, but it is open to interpretation.
Genrush hasn’t been addressed.
It has been addressed— but there’s a lot of ways to go about said situation. I think there’s no such thing as gen rush, but rather, bad map pressure. An alternative objective would be (in my opinion), good for this. Killers with bad map pressure such as Clown however could use tweaks to make them better. There’s also the ability to run perks that can slow the game down just a lil bit.
Hook camping hasn’t been addressed.
Yes, it has. Camping is a legit strategy with major downfalls to it. Simply put, a survivor on hook for the first time has to stay on hook for approximately 120 seconds in order to be sacrificed, extended by 34 seconds if ran with Camaraderie Tier Three, and it’s condition is filled. A generator, takes 80 seconds to repair on ones own— meaning three generators can be done during that time period.
Continuous delivery pipeline that has holes everywhere with constant regressions.
If we’re talking cosmetics, that’s completely untrue. BHVR Interactive has a dedicated Art Team, and Game Developers/Bug Fixers are on a completely different side of it.
Learning Curve is same as always.
Depends on what side you’re talking about. Killer is much more difficult than survivor in most cases.
I’m not here to say that BHVR is a perfect company— nor am I totally advocating for them. However, it must be said that your argument has a few issues with it’s points, but I completely understand what you’re saying. It’s a bit frustrating sometimes considering how new bugs release with every update, but, feedback is completely appreciated and has its own section of the forums for. So does bug reports. However, saying to simply “fix your game” when there’s so much to go through is so arbitrary considering how many of lines of code the devs have to go through.
Let it also be said that this is not BHVR’s only project— while it is a major part of their company’s success as of now, they still don’t dedicate themselves completely to this game.
Let me state one thing; this, is my opinion. My opinion may be based off of facts that are also not completely true— and corrections are totally necessary and understandable. All I wish is to provide feedback at the forum post at hand.
Edit: Grammar is hard. :/
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/732041#Comment_732041
It's okay, it's a joke.
The end is near. I’m running out of red twine and tin-foil.
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An add-on rework doesn’t make it a nerf.
You don’t need add-on’s on nurse for her to be good.
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Que times would suffer.
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This happened last week with BHVR following Stephen King.
It can be really anything, I don’t think it’s relevant.
Anyone ever consider it was a red herring?
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There’s a lot of entitlement in this community, which is a product of bias and who you play. Not all people feel the same way, but I feel like the community’s definition of constructive feedback is blurred, at best. Feedback is good, but they need to know how it happened, so saying “Fix your game” can only go so far when there’s probably thousands of lines of code to go through. If they knew how it happened, that would help them narrow the results done themselves.
Despite all of that, I have met a lot of good people through this game. Discord is a super recommend on my part— there’s stuff there for everyone. If you do join or have and still didn’t like it, that’s totally fine. Despite how cold the entity’s realm is, the campfire can provide you enough warmth.
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The sole point of it is to make trips to the basement tricky, or longer hook trips more punishable. With decent decision making, that shouldn’t be an issue.
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Hag is pretty short yes, but she’s also hunched over. If you’d remove the slouch, she’d stand decently tall; 5’10 at minimum. She’s short— yeah, but 4’4 is a blatant understatement.
Also for those in the thread, please consider that killers are supposed to be strong, taller, and larger than survivors. So adding killers like Chucky would be contradictory to this.
EDIT: Forgot a point! Added in.
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The only argument for this would be sounds. Other than that, you’re right. I don’t see anyone disagreeing with you either.
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Here’s a GIF of said image also.
She also has worn a purple dress, and a white dress with blue patterns on it. She has her hair in a perm during this season since it is the 80’s, and she also wears some makeup. Primarily lipstick, blush, and some eyeliner. There’s a scene at the start of the season that shows all of this pretty well. It’s meant to show pride in her appearance, but due to the stress of that night she hasn’t had time to fix how she’s looking.
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Nurse. Her relentless pursuit despite the pain she is in would scare me. Plus... she’s floating. You don’t see that everyday.
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^This.
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@Science_Guy said:
I don't know about having Jane in her own tier. None of her cosmetics change up her look very much.
I main her, so there’s obvious bias on where’s she is placed LOL
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@ElementoDeus said:
Sorry one chapter per source
One can dream, though.
Robin at the campfire would just call everyone a dingus.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/709461#Comment_709461
The ponytail isn't a reflection of her actual hair. Most of the survivors cosmetics change the length of their hair pretty frequently.
Even then, I’d like it to be a bit longer. It’s way too short as it is right now.
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The official DBD school provides classes and other info that may be useful to you. You’d have to find #dbd-school in there, be sure to read the instructions and you’ll be all set!
I’d post the invite code, but forums on the phone are being a bit tricky. You can find it attached to various DBD social media.
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I read this like an infomercial. Made it so much better.
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Where’s Head On? :(
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Verified by Mandy
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I just like to wash my face. Fountains are the only way to do so :(
/s.
I sometimes cleanse if I coordinate it so we can get all of the fountains cleansed at once so it resets.
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Legacy isn’t coming back. Let it rest.
Plus, it’s not even that good. You just get some glowy stuff on your characters default outfit.
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It’s a two way street. Drop a GG and leave, that’s what I do.
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This isn’t a good business model. People shouldn’t be penalized for playing together, that’s just bad game design in my opinion. As the games current status is much better than it was awhile ago.
Removing the bloodpoint gain (and rank gain) would cause cue times to extend, due to survivors likely trying to leave the lobby after lobby to match with their friend.
SWF is fine— Solo-Play should be touched upon all else, since they contribute to 50% of players in said matches.
A four man SWF is fairly rare. Please refer to the data from the data from the community requested stats.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/714458#Comment_714458
I was about to say, I'm pretty sure BT applies based on the rescuer. I'm pretty sure that's why they added oblivious.
Not the sole reason oblivious was added, yes: it’s based on the rescuer. If the rescuer is asleep, BT will NOT trigger due to the oblivious status effect being applied to said survivor.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/709019#Comment_709019
Then the perk is bugged. Bc as of rn it is not working the way ur saying Peanits descibed
Was the RESCUING survivor asleep?
Also, just to clarify- I was wrong.
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Never ran it, never really wanted to. I do just fine with CI and PGTW.


