White_Owl
White_Owl
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- White_Owl
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/628332#Comment_628332
Grasping at straws... Maybe the clues we think we have are not as big as what we think but I still wonder why this thread in particular would make you feel like you should dismiss the legitimacy of a stranger things chapter directly.
Clutching at straws is exactly what someone who knows "omg they're onto us" would say, in my opinion.
I mean until I find out any other hint I'm still gonna thing that it has to be Stranger Things.
Not to be that guy but this scenario happened with almost every chapter, and not once the community got it right. Devs are very careful to not give important clues.
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I mostly use the Recent Discussions, I don't like much browsing categories so this way I tend to see every kind of new/active thread
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Survivors are skins, I highly doubt people play them for their teachables. Most people have a few favourites they invested more BPs in, so unless they really like the new survivor they will use him for a while and then switch back to their usual.
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@AWesley91 said:
Why not just give killer mains what they want and remove adrenaline and sprint burst along with tool boxes? They they can gripe about whatever becomes meta next. Maybe make it so all hits are instadown.
After all, can't have perks that reward survivor players for success.
The only reason adrenaline is so popular is killer mains got their way and destroyed self care.
Oh yeah, the good ol' "don't give constructive criticism and just complain for the sake of it", 'cause a suggestion cannot not be turned into a killer vs survivor debate...
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For a short period I had a couple friends I played with occasionally, but aside that I play 100% solo.
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That's likely because there are many
rareuncommon items that dilute the chances of getting the Ivory mori, while ultra rares are few so the "relative" chance is actually higher. -
Not a "main", but honestly I tend to laugh when people tbag or emote, and I shake my head or dance (on the killers who allow it) in response. People getting offended over a game gesture should really stop taking it so seriously.
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Personally I like this idea, but applied only on the Ebony mori. The other ones are ok as they are imo.
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I don't think it is intended, since it's a relatively recent thing and it wasn't mentioned in patchnotes or by devs or anyone actually. I think it's a bug that nobody complains about because they're not sure it's a bug, but it's very annoying.
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Because they're too scared of them to touch them, obviously.
On a serious note though, it's simply because they have to follow the Entity's rules, and the Entity gave survivors pallets as their main way of defense.
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@Jesya said:
Do you (or anyone) have pictures of all the old hooks? I remember reading that you could tell who the killer was by looking at the hooks. I'd love to see that.
They were the same hooks you now see in different maps, except they weren't tied to the map but the killer. For example Wraith had the hooks that are now on Autohaven, Trapper the hooks in McMillan etc
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624911#Comment_624911
Feedback is defined as someone providing information about a product, their reactions to it, and ideas on how to improve upon that basis.
Backlash defines as a strong, generally negative reaction by a large number of people.
MoM got nerfed because of the overwhelming backlash of people complaining about the perk so much that for once survivor queues could literally take up to five minutes because nobody wanted to play killer because the perk was that bullshit.
Pallet stun VFX and screen shake got removed after the overwhelming backlash of people complaining about the effects being absolutely unnecessary, treating the players as stupid, and legitimately getting motion sick, despite saying this on the PTB and how they wanted the effects to be removed, of which players strongly complained that BHVR was not taking their feedback that they gave on the PTB seriously or at all.
Huntress hatchet hitboxes got removed after the very strong outcry of every Huntress player under the sun complaining that their hatchets were going through people and not hitting anybody and even having video evidence of this and complaining to BHVR if they even tested this change for more than 10 minutes.
Then remember that change about how survivors could stun killers at any point of time during the pick up animation?
Feedback is called feedback, and backlash is called backlash, because while they are similar, they are still two different things. You may define a potato as a vegetable, but calling the backlash as "feedback" is like calling the potato a fruit instead.
Let's call it what it was and not pretend it was anything different. Calling the devs stupid or insulting them is not any kind of feedback. Review bombing to express ''outrage" at a change or product alone with little to no context is not feedback. All of that is 'backlash'.
This isn't to say backlash CAN'T be constructive -- but in the case of MoM, or all the other changes I mentioned, it's been pretty clear-cut.
Feedback is defined as someone providing information about a product, their reactions to it, and ideas on how to improve upon that basis.
Backlash defines as a strong, generally negative reaction by a large number of people.
Didn't you notice your definition of backlash is included in your definition of feedback, aside the part about giving ideas (but that's reserved to constructive feedback)? Unless you consider feedback given by a large amount of people something different.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624852#Comment_624852
If you have to ask that question, then I don't think you should be criticizing me if I know what feedback is or not.
You said devs don't listen to feedback but only to backlash, I said backlash is a form of feedback, and then you said I think MoM's feedback wasn't negative... I mean, where did you even take that from?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624806#Comment_624806
You don't think the outcry of MoM was negative feedback?
Because I can assure you, 95% of the (warranted) complaining was not very constructive.
How is this relevant to what I just wrote?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624736#Comment_624736
Uh, no.
If they had been listening to feedback, MoM wouldn't have been released in the state it was in at all.
What they listened to was the backlash as a result to MoM being released in the state it was in.
When Pallet stun VFX was put in the PTB, most people gave the feedback that it was unnecessary.
Instead of listening to the feedback, they put it into the game anyways, with reduced effects, but still in the game. Nobody said they wanted the VFX reduced; they said they want it removed.
They only removed it because of the backlash when people were still pissed off and annoyed that BHVR again, wasn't listening.
There's a lot of examples of this starting even back in 2016. It's a very regular pattern.
I think you don't know well what a feedback is. Just to be clear, a backlash is a form of negative feedback.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/624736#Comment_624736
Really? Who asked for the specific change that happened to MoM? People arguing against something does not imply they are in favour of it's exact opposite and it should never be interpreted as such. MoM had to change, but who asked for the change that was implemented? Have the devs explained why they chose it?
Many people suggested that exact change on this very forum.
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Kinda ok, but needs tweaks imo. His vault is now a joke though, vaulting during FF means you'll loose track of the survivor most of the times.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/624721#Comment_624721
Which should mean two things matter a lot:
- The end-user feedback is extremely important
- It's a two-way street; they require information from us and should respect it
How they respect it is by having clear and consistent standards for collecting and appraising it. They don't get to pick and choose what they want to hear. They also need to provide end-users with much more information, so we can better understand their design intentions and shape our feedback based on it.
None of this happens though.
First off, you're going off topic.
Second, that isn't true. Just the recent nerf to MoM proves the contrary, they basically killed the perk by following our feedback and ideas.
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He made a lot of mistakes and he even aknowledges it, why can't you guys do it?
Also stop pretending survivors can do as many mistake they want unlike killers. A survivor can miscalculate a distance/timing and die for that (and maybe get the others killed), some killers (like Nurse) can instead recover very easily from a mistake.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/624707#Comment_624707
An engineer doesn't need to know how the whole of the car works, just how it fits together. The people actually designing it will include engineers, scientists and experienced drivers, all of whom have a competent level of understanding of the others disciplines they are not specialists in.
The frustration that is often expressed is that the devs collectively do not seem to grasp how their game works. Whilst there is more dialogue between players and developers than with most games, the quality of it is very poor.
It's the same exact thing just with a different context. There are multiple people behind the project and only the final user is the one supposed to use it to its fullest.
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I suppose you also want a race car engineer to compete in F1 races...
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Bond. It's unbelievable the amount of informations that perk alone gives, and for solo players that really makes the difference.
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Those survivors could probably say "And people wonder why we run insta-heals"
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@Angelicus23 said:
guys I don't want another survivor-killer mains fight I just made a question
It was a legit question, but you know this forums...
Anyway, if I remember right the change was made because people used Dead Hard to reach rocks and other places where the killer couldn't hit them or pick them up. That affecting those niche moves was kinda a side effect.
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It's a really nice idea, bonus point for displaying informations in-game instead of using a HUD.
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If you're a killer main how can you know?
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Sometimes it happens many times in succession that someone DCs, you can't pretend that killers should be nice at the 3rd match with DCs, it gets boring and they probably want to end it soon to get soon to a decent match.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/617832#Comment_617832
The devs saying they wanted to change her addons since 2 years ago is not the same as the Nurse requiring changes due to her addons. If the devs had been honest when they first knee-jerk nerfed the Nurse, they would have quickly made changes to addons back then because they were useless, one of her achievements was impossible without them and it was already one of the hardest feat-achievements. On top of that, Kavanagh's Last Breath became a joke as it buffed chain-blinks whilst removing the ability to do any chain-blinks, unless other addons compensated for the loss of blink charges. That meant blink accuracy so poor as to be useless.
What the devs are doing now is feeding into the baseless narrative calling for Nurse changes based on a lie that addons are making her too-strong. That is being argued with a straight-face, alongside the contradictory claim that she is too-strong because 'she ignores game mechanics', something that is true with or without addons, if we ignore the dishonest framing of it.
Patch 1.9 was meant primarily to help survivors; the devs had this strange idea in their heads that making the visual cues more obvious would be useful, when survivors had already become accustomed to responding to audio cues. The audio cues were now less reliable because her blink-time was based on her charge-time afterwards, where before it was based on her distance travelled. So now a Nurse could aim lower to shorten her distance even on a max-charge, but re-appear in accordance with a longer distance.
These changes do not help the addons so much; they simply change the parameters for predicting the Nurse. My view on that is nuanced: survivors did not adapt, and I never expect them to ever adapt to anything because they have become accustomed to their main exploit-originated playstyle being catered to. When ever it is threatened by killers trying a new idea, survivors will demand and usually get a restriction imposed on killers without justification.
However, in a parallel world where survivors do learn from mistakes, remember more than a few weeks ago and think ahead more than a few minutes, they still wouldn't have been able to adapt to 1.9 changes. This is because anticipation is faster than reaction: a visual cue helps more with reactions, but no reaction is so fast it can match anticipation. Anticipation is what an audio cue helps with: the Nurse inhaling says she's started charging and the next sound out of her says she's blinking, the difference between tells both the killer and the survivor where she will go: they both have almost the exact same information. 1.9 changed that.
If there can be any argument that the Nurse needs nerfing 'because of addons', the best it can manage is a reverting of blink changes in 1.9. Every other argument in favour of nerfs, using addons as an excuse, is the same dishonest garbage that has caused the worst things in the game to be introduced.
The point is still the same, most people are fine with her base kit. Her addons where buffed by the change that allowed the Nurse to not be forced to commit to a long blink, since that allows her to basically remove the penalty of many addons: that's why many think her addons should be reworked (essentially to fit the post 1.9 Nurse) instead of her base kit.
In any case the lack of a proper addons balance after her big nerf at the beginning was due to how BHVR worked with Starbreeze at that time, with everything being rushed and sloppy.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/617848#Comment_617848
That's your problem you were too close detection us harder from that distance
All the other times I had no problem though. As others said it's incosistent.
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@feechima said:
It is insconsistent and people will deny it. I've been face to face with him, full body in view, dead center on my screen and he's still got the stalk. I fear this will just be the way he is.
Happened to me aswell, he was standing on the other side of a pallet 2 meters away from me and it took me 3-4 seconds to reveal him (with him being on the exact center of my screen).
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No Mither, Resilience, This Is Not Happening and Technician and get down with those great skillchecks!
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I'm pretty sure that without the Restraint addons he can only see them when you are in madness 3. You can also disrupt them by walking throught them and they are often placed in wierd places so they are not that good for tracking.
I agree about the new vfx though, Doc's power was already quite intrusive to the survivor, now it's a bit too much.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/616937#Comment_616937
If it's my opening-post you're responding to, then you can't say 'it makes sense' then post that 'people wanted her addons to be reworked since a long time'. The meme about her addons is a recent thing and there have been no changes that could explain how addons became the problem: they have no been changed since she was released in 2016. I explain all of this at the start of the thread: you can agree or disagree with different points, but they all build up to a case against the narrative being pushed about Nurse addons at the moment.
I can tell some people haven't even bothered reading because they want to tell me what my opinions are still.
In the rush I might have missed to say that patch 1.9 not only buffed the Nurse, but made her addons usable. So while in 2016-17 they were mostly considered a hindrance, they now are commonly used, making Nurse effectively stronger in the hands of less experienced players.
So yeah, you make sense when you say 1.9 was the big thing about the Nurse and addons weren't directly changed, but I argue that people are fine with her base kit (even after 1.9) and the fact that "the meme about her addons" is not a recent thing. Devs have been saying they wanted to change her addons since at least 2 years, but in the mean time there were other priorities so the matter got a bit lost, so no, there's nothing suspicious about it.
In any case that passive-aggressive ending wasn't really called for.
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I'm not sure it would solve anything. Sure, newer players would get a benefit from this, but I doubt experienced ones will go back to SC after seeing how good the no-healing meta is.
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What you say makes sense, but people wanted her addons to be reworked since a long time. It's just that in the mean time there were Wraith, Trapper and Freddy at the top of the list of killers in need of changes. Now that they finally reworked Freddy people have simply switched their focus on what's next, and since most people seem fine with her base kit they focus on her addons.
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Gen kicking is not only about the regression, it can give you precious informations about what survivors are doing.
The only thing I would change is gen tapping, it doesn't really make sense and it's not a skillfull play as devs once said.
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I think making it active only as long as you are injured would be enough.
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AFKing is among the reportable offenses. Obviously you don't get banned if you do it a couple times, but if you do it regularly and people report you (which they should since that prevents people from playing the game) you might face consequences.
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That is why (i'm super confident in saying this) MOST SWF's are toxic.
Bold assumption, where's the evidence?
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Probably because most people can't move away from Meg and Claudette (or their favourite in general, but I swear 90% of people use only those two)
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He only needs to be totally invisibile beyond a certain distance, but otherwise when approaching survivors you should use cover, not go in the middle of nowhere hoping they don't see you.
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Nah you're not. I think those that play that way tend to not be vocal because they're just having fun.
Personally I found myself to play mostly according to The Good Killer's Rulebook™ because I just play like I'd like a killer to play vs me and I find it more fun and engaging. This way I almost never feel I lose, because even if people escape I had fun. Usually there are still survivors who trashtalk me so I don't consider much survivors' opinions, some are just entitled twats.
On a side note, I don't agree much with the part about OP addons. I personally consider very few addons OP or simply unfun, but in general they are just part of the game. They can be changed, but until then just accept them.
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I would like new healing animations, the current ones make little sense (unless air bandaging is a thing and I didn't know it) and look a bit goofy.
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I agree that since the change to hide killers' perks/addons in the tally screen, there hasn't been any progress, but I think that the reason is that it's not black and white: the playerbase isn't divided in hopeless solos and commando SWF. Some solos can already get a lot on information through observation and can coordinate with others, many SWF groups don't use voice comm to coordinate and share informations but rather to joke around. In conclusion it's more complicated that what it might seem.
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If you know what you're doing those perks will just make you reach the cap faster, so as farming tools they are definetly underwhelming
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/611882#Comment_611882
If all pools are cleansed, you automatically gain corrupt Purge <3 and I agree with the canceling out of vile purge.
Really? Wierd how it never noticed, I should probably pay more attention to it XD
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Something I would add is to reduce the slow down when canceling the Vile Purge charge. Sometimes you realize it would be better to M1 but that slowdown is too punishing, giving survivors too much distance.
Oh, and if survivors use all the pools the killer should get something (like a free Corrupt Purge). Currently, afaik, the only thing that happens is that pools all get cleansed.
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If the killer is camping and not chasing you, what stops you from hiding until BW's effect runs out and then run for the exit?
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Lag spikes happen even with the best connections, a random accident won't get you banned.
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@Jugbox5499 said:
If you jump into a locker why can't he just drop you then Mori?
He can instakill only standing survivors, not downed ones.