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WeenieDog

WeenieDog

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WeenieDog
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  • I don't think we should be discouraging people from playing with their friends. As strong as they can be, there are some people who only play survivor if they are paired with someone else.


    I thought the plan was to bring solos up to SWF levels in respects to available info (like base kindred) and then adjust killer accordingly .

  • CAN THE ART TEAM WAKE UP AND GIVE ME A SHAVED HEAD FOR NEA!!


    I want to crab walk around and role play as smeagol to complete my loot goblin build.

  • I always hesitate when joining a lobby with obviously grouped people (similar names and matching outfits) because my mori senses usually be tingling.

  • @Kolossoni said:

    Killers such as the Nurse, Hag, Freddy and Demogorgon should not be teleporting around the map end of discussion.

    I can stand Wraith, Myers and Ghostface's abilities to hide or disguise themselves, but flying across maps is idea-wise stupid and should be prevented in a chase game.

    I can't suggest to remove the abilities from the four killers atm, but from now on, please consider again if you are going to design a killer with teleportation...

    "End of discussion"


    I mean, if you're not going to explain why I guess we should just drop it.

  • You could probably do the same thing with Bond.


    The only down side to bond is that it highlights when your teammates aren't doing jack.

  • "but it's a party game"


  • @Steel_Eyed said:

    Just remember that perks like this are additive, not multiplicative. Meaning with four injured Thana is an extra 12.8 seconds. Then Dying Light’s percentage times eighty seconds is added to the already 92.8 second gen speed.

    My main take away when playing though is playing well makes it more and more difficult. The actual math doesn’t fit into my play too much outside maybe not targeting the obsession.

    https://forum.deadbydaylight.com/en/discussion/150011/dying-light-and-thanatophobia

    With six stacks at 3% it’s +14.4 seconds and with four stacks of Thana, combined gen speed is 107.2.

    I have never really understood the math for regression. I'm not even sure if it's the same as when gen speed boost

    like, I thought it was (at the rate of one person on a gen) : 80/(1+x) where x is the rate boost. So if a brown with 10% would be 80/(1.10) = 72.72 s


    would regression be the same?

    And if it is, would max thana + max dying be x = -.16 -.33 = -.49 ? 80/(1-.49) = 156.9 s per gen be right?


    It just seem crazy, but then again, I've never seen them both at max before ( but then again, why would it even change?).

  • I wonder how people feel about Plague considering her power is just a NOED simulator.

  • @Slaughterhouse3 said:

    I'm having fun on both sides!


    Disgusting, How dare you.


    You fence-sitting surviller main!

  • @The_Horde said:

    It seems as though every time a new adjustment happens people claim that it will be the death of the game. Either the doomsday projections for the game are over dramatic, or this game is a cat with 9 lives.

    HEY!! This time I mean it! I'm going to run away and never come back! Don't come looking for me cuz I hate you mom!

  • lol If they did do this, I'd wager we'd see monster survivors walking around than "proper" ones.


    It would be fun loading into a lobby where there are 5 hags on the map.


  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236185#Comment_1236185

    The way I see it, that Survivor is doomed to die regardless. If you're able to protect the hook and the 3 gens, what are they really supposed to do other than watch that timer go down or focus a gen?

    The effect of a 3 gen can be incredibly pronounced when we look at how generator can be spawned in general. If broken early, then the survivors have an easier time completing the other gens because of the distance the killer has to travel between the them.

    A 3 gen does not halt game progression, it only delays it. A killer can make a choice between chasing survivors off a gen but guarding the hook or get another down while risking a the hooked/gen. What each side decides to do matters immensely because they have till the hooked guy is dead to commit to a decision that can have a game changing consequence.

    Giving the guy on the hook more time makes 3 gens less punishing for survivors overall.


    That's why I ask if the killer should be punished for something the survivors got themselves into.

  • I guess it depends on how big that radius is. I'm just thinking about situations where one side 3 gens themselves, then goes down and gets hooked.


    If a killer hooks a survivor in the middle of three gen and sticks around to defend both, should the killer be punished for the survivors' error?

  • That's just the risk you take when you sit in a corner hoping the killer will pass over you.


    This isn't even something specific to Plague. Hillbilly, Leather Face, Trapper, and to some extent, Huntress can do a quick take down on wall flower survivors.

  • The perk works fine

    gens done -- killer given NOED buff -- killer one shots.

  • How did you get these numbers?

    .1 seconds could be a measurement error

  • It's Pig.




    You're welcome.


  • @Boss said:

    Playing on mobile still sucks to me though, no mobile game can address that.

    Also, the more progress i make on PC, the less motivated i'll be to start all over on a new platform.

    Good for you that you enjoy it!

    I'm even jealous mobile's got bots.

    But nah, not worth it to me to start a mobile save.

    I had the same issues with the controls. Someone on their mobile forums was giving their review of the port and though I did agree with a lot of what they were saying, there were somethings about the port I found odd.

    One of the differences between the two versions that I find odd is how the huntress's humming works.

    On PC, it's non-directiontional but here you get a little indicator to where it's coming from. It could be that they used an older version of her before her humming was changed. The indicator kind of just flat out tells the survivors where she is during the session.

    The only other thing I don't like are the controls. I don't find them much of an issue on survivor. The third person camera is generous enough that I don't find myself swiping frantically while playing and the button to quickly look behind you is pretty nice as well.

    Killer though, at least to me, feels like I'm operating a crane. I'm having to spin my camera looking for survivors, faking directions/moon walking. Autorun is at times helpful, but you can't strafe while it's active and if you some how walk past a survivor, you'll have to stop and slowly turn. If you walk into a group of survivors, sometimes your camera will lock onto different ones depending on their distance. This can be jarring when your in a chase with an injured survivor and all of a sudden, your camera jumps to a Claudette (that you didn't even see) crouching in a corner. Then there are things like tapping the edges of the screen will turn your camera in that direction. The same edge where all the interaction buttons are. The killer role has always been about time management, but it feel(s) like so much of it is wasted fighting the controls.

    Over all, I think it's nice. I'm super amazed at how they were able to downsize the game. I admit that the major issues I have can't be fixed due to it's medium. It's a mobile game and controls like one, but its definitely still worth a try.

  • Honestly, It's one of her weakest addons


    They should buff it to where when she throws it, it shatters into a spread shot. ... and change the model into a shotgun ;)


    but I'm sure they know about it. Maybe they just haven't thought of anything to replace it with. I do wonder what they could add that would noticeably alter her power in an interesting way. Personally, I kind of do feel like the addon is really bad by itself. You'll get more out of 5 regular hatchets than a single instant down one. It's made dumb easy with the belt though.

  • TBF, Any tactic can get max points when the other side just gives it to you.

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217543#Comment_1217543

    this is why they should make it compatible with emulators,the playerbase gonna be really small if they wont allow this,many big android games can only be played on emulators if they wanna keep a stable playerbase.

    Like emulators for PC?


    Why not just play the base game at that point... Well, I mean, I guess for people that couldn't run the game (for what ever reason) could now. lol, I wonder if that how red ranks would be like and if they would be largely emulator gamers.

  • I feel like it would be a nightmare to play and play against.


    I'd expect with that power, they'd have some serious limitations. So it's like, your either tortured by your leash as killer or your left depressed with "I guess I'll just die" moments as survivor.

  • wouldn't that just a better version of Steve's perk "Camaraderie"?

  • I hate to harp on about it but eh man these controls!. It sucks not being able to mindgame tiles you normally can on PC. at least you don't have to hold down the ability button on hillbilly's chainsaw so you're free to aim with it.

  • @Victor_hensley said:

    I think the biggest problem with the mobile version is that you can not aim your swing as killer, so it's even worse than console version (you will NEVER hit 360s)

    Yeah, even if you don't swing. They can hug you and the mobile controls do not make tracking with the camera any easier. Its feels really spastic

  • I'm genuinely stunned at how well it runs.


    But the control scheme is a bit clunky IMO for both sides. I can't imagine playing legion with tank controls and missing a swing.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203704#Comment_1203704

    This is respectable, but sadly not everyone is like that. The only good thing for Dedicated Servers is that Survivors dont have to queue again when a Killer dodges, so Lobbydoging is not that much annoying anymore, but still, more people will dodge when they see that they are going to play vs an SWF.

    And btw. you will not know if they are a "toxic SWF". Only because people play with their friends does not mean that they are playing toxic in any way (or are even good at the game).


    yeah, honestly I'd really like them to have an indication after the game has finished in the tally screen. I don't think it would be telling to much as you'll notice when the same people jump in your lobby consistently together.

  • Give up far off generators

    Slug

    If there is a DS sometimes, if you can eat it really early, tunneling may be a smarter option. It's better to eat a DS early then let it become a free escape late game. Also, try to only eat 1 DS, tunnel them and then work on stabilizing. Eating 4 DS every time is really risky unless they were really short chases.

    Defend hooks when you need to. Some survivors will work on gens even if the killer isn't camping. Each hook state is 1 min. If they are working on bad gens, then you can camp out a hook stage and guard more critical gens. So the next time you catch that survivor, they are dead.

    Slug

    limit the amount of time you chase a survivor but try to get at least a pallet or hit out of them. And keep an eye out for weak survivors that can't loop very well.

    Slug

    ignore god loops, there's nothing you can do about them (subject to change)

    Slug

    Use your power when you can, and not every single time thoughtlessly

    and Slug because it pulls survivors off of gens, giving them another objective that isn't really optional.


  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203484#Comment_1203484

    Not quite. They can make 100's of dollars off of DLC Packs or the non Shard cosmetics. So this is definitely a logical and needed change to help with the grind.

    It's just that I'd think if we wanted something like this, we'd have to show the BHVR would gain something by changing this apart from "it would be nice". It's neat to give a things out for free but there has to be some limit.

    Its true that they still are going to be making money off DLC and cosmetics regardless. But I wonder how it would affect the value of the cosmetic in question. Would they lose money because the shard awards is enough to make grinding for shards more attractive than just buying them outright? I'm sure there are people who only use shards to buy cosmetics/killers/survivors but who can say.

    I guess they could always make shard awards only something that buyers of the rift pass would get (but I doubt people would like it or find it fair).


    I wish they'd through out a bit a shards at the end of season for reaching certain ranks (not a whole lot or anything just something as it only happens once a month). That or just make perks have only 1 level.

  • Wouldn't that just lose them money in general?

  • At least at purple rank, EST PC, my wait times is like 10 seconds or so the longest as killer.


    This game seemingly always had some 'to get games you need to rank up, but to rank up you need to get games' situation. and the new resetting doesn't really help with it.


    The only thing you can do is stay in queue and do not cancel searching. Then just grind rank. Though, I don't know if you'll get a balanced game. It feels like ranks as 12 now have red rank survivors in them. If you're learning killer, just make a note that going against people vastly outside your rank is normal.

  • Just like the mantra that was chanted when ruin was changed


    • bad [role]s will fall to their appropriate ranks


    and red ranks are already pretty over saturated with survivors.


    Lets just wait till we see the thing.

  • What I would give to have the Game Over saw theme play out during EGC while playing Pig.


  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194492#Comment_1194492

    We're gonna have to disagree there.

    Add-ons? Yes. Base changes? Well, move the roar back to the start of the dash, not charging. Increase the crouch walking speed to match GF, but not the crouch speed. Keep that one the same. That'd be it.

    But yeah, I don't hate the suggestion. Especially since Dash no longer counts as a basic attack.

    as weird as it may seem, I feel like the roar before the charge is what allows her to mindgame.

    I've had times where I've faked a charge with the roar, stood back up again and downed them them while they are out of position.

    One of the reasons why I find hitting/downing survivors with the dash so satisfying is because it's not free. Survivors know what a pig can do at a short loop and you know how they may choose to play around it. and there you have two people playing a 'will they?/won't they?' depending on what they've both seen each other do.


    @FFirebrandd said:

    Really for Pig, the one thing I want is to be able to pick which Box unlocks the RBT. Like highlight one of the boxes yellow and let Pig look at a different box and M2 to highlight that one instead. Whichever box is highlighted when she places a RBT, that's the Box that unlocks the trap.

    No more RNG letting survivors get stupidly lucky and get hooked next to a box which then ends up being the box to free them.

    That's kind of neat, but my concern is how keys can share the same boxes and what would stop a pig from defending the one box all the keys are in?

  • Personally, I love pig as she is. I think she need some better addons but not any base changes.

  • @OmegaXII said:

    Why play mobile version when i already have pc version? It's better in any way.

    Plus you need to start all over again. So.. no. I'm not excited.

    That's what I'm saying.


    And besides, People can play Identity V already. IMO, Iden V's cartoony cute art style works with it being a mobile title and it's a lot farther off in content. DBD just looks really muddy. Though, a good game can still be great even if isn't visually amazing. But the killer controls are what will probably keep me from playing.

    These come from videos I've seen and may not even be a problem when the game officially releases.

    The controls for killer seem so clunky. In Iden V, the killer has a third person camera that automatically centers to face the direction the killer is walking. Killers in DBD MB are still in first person, but have to move both the character and the view point. It feels so slow and reminded me of the tank control style of older games like Dino Crisis and Resident Evil.

    It isn't even out yet, so who knows.


    Edit: Nevermind. I just loaded it up again. It's the same thing. I guess the wide 3rd person camera made me think like it followed but I still think the first person is a bit constraining in comparison.

  • for a second I thought you were trying to say "without spirit".

  • It's not toxic.


    at its worst, it's one of those perks where one side feels like they were out played by a perk and not the person.

    Like how some people feel like they were out played by getting insta downed by NOED, having a survivor "press E to outplay" can invoke a similar feeling.


    but honestly, just use whatever you want.

  • It's not toxic.


    at its worst, it's one of those perks where one side feels like they were out played by a perk and not the person.

    Like how some people feel like they were out played by getting insta downed by NOED, having a survivor "press E to outplay" can invoke a similar feeling.


    but honestly, just use whatever you want.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187599#Comment_1187599

    They're using it to avoid being region locked so they have faster queue times.

    and breaks the game for everyone else in the process


    https://www.twitch.tv/polysypher/clip/GeniusCoyPeachJebaited?filter=clips&range=24hr&sort=time

    This freddy was VPNing from China (no meme)

  • Personally, I've only noticed that when you spawn of one side of the map, survivors usually will spawn on the other side. When you spawn in the middle, its a bit more in the air. Worst case scenario: you picked the wrong side and will lose a gen for it.


    As a survivor though, most of the time I'll try to do the middle gen or one of the three gens even if I do not spawn near them.

  • As survivor, you could probably go in perkless and still be viable. But that s only because you have other (competent) teammates.


    You could go in with just Luck perks/offerings, but why? Why stack chances to escape when you can run deliverance, fill the conditions and get off 100%? Or why not equip perks that make it harder to get you on the hook in the first place.

  • Personally, I don't have any high hopes for it. I still remember how much of a bullet sponge people were in Operation Raccoon City, and how it felt like the go to strategy was super soldier to street sweeper stun-lock-to-death only .



    If only they remade RE: Outbreak... I can still dream... Though with all these remakes they keep pulling out, it might just happen.


    but thats just like.. my opinion.


    @Chewy102 said:

    It smells like a knock off or a forced "we must have multi-player" put on the devs. Much like any other game with a forced MP mode I just don't see anything coming out of it nor it having any lasting potential. Reminds me of the PS3/360 generation where EVERY game HAD to have some kind of MP mode tossed in no matter what.

    It feels like a cheap reality TV show that belongs in the RE movie timeline.

    I miss the Assassin's Creed MP so much. Every time they made an announcement about a new installation of the series, I was always hoping they'd say it's coming back.

    But god, Dead Space 2's MP had questionable choices. Straight up grades when you rank up your level (more damage, more healing gels to group heal everyone back to full). There wasn't a team scrambler. The moment you saw multiple Marker symbols ( a sign of max rank) next a stack of names on the same team, the other side insta-quit. It was fun for the first few weeks when there were people playing, but as it emptied out... it kind of felt like a what you wrote, just tacked on because they had to.

  • My eyes hurt <|:^(

  • @Actionjacksn said:

    So this is the situation: I go with clown, cornfield map, full swf red ranks 1000+ hour when I'm purple, 300 hour, survivor pushing gens. I want to be merciless killer +2 pip. This game is perfectly balanced so it must be a way to achieve +2 pip in this situation but how? Please tell me what should i do?

    TBF , I thought they wanted overall stats to 2 escapes and 2 deaths not 2-2 per game.


    Unfortunately with how random the games is ( maps and tiles, individual players and their perks), sometimes the game decides who the better gamer is when you first spawn in.


    Sometimes the game gives you seeming no pallets and spaced out 'L' walls, and other it gives you 18 pallets and pig tree next to 2 jungle gyms plus a normal loop.


    I kind of just hit the 'upgrade' button as soon as the game ends and requeue.

  • I think that overall, That's what they are trying to do. But it's harder than it sounds

    I like Oni but there are some people that will say "there isn't anything I can do against him", " He runs too fast "," he just slides on walls then insta downs you", "infectious fright makes his power too good " and that makes them feel like options are being taken from them even if people consider him balanced.

    I'd imagine that, Introducing new and exciting powers/interactions, making those powers definitive during the session , and not making them completely frustrating, a bit hard. All while being constrained to ideas that not only fit the theme of the killer, but are also within the limit of what resources you have.

  • If it doesn't interact with the game then no. Having some cross hair overlay shouldn't get you banned.

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