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anarchy753

anarchy753

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  • @NeonAlien said:

    https://forum.deadbydaylight.com/en/discussion/comment/824008#Comment_824008

    I know how it was meant and I still stand by my statement. Being fat is simply not always unhealthy, nor does being thin make you healthy, generally speaking (for some people, more body mass is healthier than the ideolized thinness). Some people also have conditions that make it hard or impossible to healthily lose weight beyond a certain point. That does not make them "unhealthy eaters". People really need to get that into their heads and stop spreading harmful nonsense that boils down every health issue to "just lose weight" and promotes an unhealthy level of dieting just to fit the surface standarts of beauty and supposed health.

    That's a nice sentiment and all but I'm not naive enough to dismiss the poor choices of the many because of the unfortunate circumstances of the few.

    You can't just demand people to find something attractive, nor expect them to be apologetic about it.

  • Not really. Fatness used to be considered much more attractive, mostly because it meant you could actually afford to eat in excess.

    In more modern times food isn't really a limited factor for the developed world, and eating unhealthily is cheaper, easier, and often the lazier way of living.

    It's not dumb for a person to associate not being fat with healthiness, and taking care of yourself which to most people translates to a level of attractiveness outside of just appearance.

  • Claudette is gross to look at.

    It isn't even to do particularly with her looks, what gets to me is the gaping mouth that never shuts. It physically irritates me to see that, like please, even just have an idle animation where that gob closes occasionally.

    That and she has these glassy fish-eyes. Look at every other survivor's character portrait and their eyes have so much clearer detail, where Claudette's look glazed over.

    She doesn't need to be "beautified" or some crap, she just needs some fixes to that damn facial expression.


    Edit: All I can see when Claudette looks at the camera:

    https://i.imgur.com/cuhrkky.jpg

  • If you removed perks that slow down the game, you'd basically have to slow down the game by default to compensate. It wouldn't remove what's passive and dull about them, only make them baseline.

    If you nerf the ######### out of other aspects to compensate then you just make it miserable for survivors. Yeah gens go quickly but where's the fun if chases start lasting 20 seconds on average?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/822137#Comment_822137

    https://www.twitch.tv/videos/505480307

    Heres a Pig main, someone who plays Pig 95% of the time, so would have no incentive to buy half the rift lvls for cosmetics that arnt for Pig...at lvl 47 as of the end of yesterday's stream. Considering how much of that must be PURELY from XP... Id say its definitely possible for the average person to do it with 4 tomes worth of fragments.

    1. Plenty of people like cosmetics even if they aren't for a character they play all the time.
    2. Charms work on EVERY killer and survivor.
    3. THAT'S A STREAMER WHO STREAMS FOR 6+ HOURS EVERY DAY.

    How could you consider someone who is basically playing the game as a job! They're already playing the game 6 times as much as what the devs estimate, and that's only considering what they stream when many streamers play off-stream as well. When streaming you also play back to back to back games with as little downtime as possible, most people with normal lives stop, browse the internet, eat on occasion.

    If anything, playing 6 times as much for a week and a half they should be nearing the end of the rift.

    Again, as you said, they're only playing Pig, or killer, which means more game time per queue as well. A survivor who is likely to die earlier in a match has significantly more queue time per hour when their matches are shorter.

    We're discussing whether the rift reflects the casual player that the devs said it was aimed for, not someone who treats the game as a job.

  • Should obviously not be considered in a system described by the devs as designed for a casual player to be able to complete. We all know there's people who don't have jobs, they're not the issue.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/822111#Comment_822111

    Why do you assume people would pay to finish half of it and not ALL of it?

    Why would you pay to get to the end of something that's going until December. Sure, people want to skip ahead but there's no point earning challenge fragments a month down the line that are going to just be excess.

  • @LordGlint said:

    Im gonna laugh when this thing is over with aton of people having completed the rift. As it stands, plenty of people are already at rift lvl 20-30 after only 10 days, with 60 days to go.

    Plenty of people ARE at 20-30, but you're ignoring that 2+ weeks of XP progress was accidentally added to everyone's accounts. You can't base conclusions of how fast the rift goes off people who started in the double digits of levels.

  • @ZephyAlurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/821698#Comment_821698

    Honestly, even with barely any queue times as survivor, trying to get a level a day is taking me closer to 3 hours a day. If i could just play an hour a day that'd be great, but i don't think that's even close to realistic.

    I think the issue is the loophole of their post saying 1 hour of GAMEPLAY*.

    If they choose to not consider all the queue times, and downtime for SWF waiting for a game to end etc, it just barely comes close to their estimate.

    Sadly so many things included in this are going to absolute extremes for perfect efficiency.

  • I got him to P3 50 after the tweet that said they'd make it happen.

    Now he's just sitting there, waiting to be used, turning people who look at him into stone.

  • Keep an eye on how many pool auras you can see. If the next cleanse is the last pool, do it no matter how sick you are. It will force her to become corrupt straight away, and reset all pools which basically loses her 5 uses of corrupt. If you're lucky others will realise this has happened and you basically have a reset on whether anyone is going to cleanse or not.

  • 18.3

    Did all the tier 1 challenges, slacked off since then because other games had patches with actual content to play.

    Since it's week 2, (excluding the accidental extra weeks that had no challenges to boost them up) I'm aiming to keep up the 7 levels a week, meaning atm I've got a 4 level buffer for if life happens.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/821559#Comment_821559

    They have stated multiple times the tier 4 challenges are placeholders and are subject to change and more than likely will. As for the "grind" i don't really find it awful as you're not forced to buy the pass at all. You can literally buy it the day before it disappears if you want. Also i think they said somewhere that you should get around 350 fragments from the rift challenges if you complete them all.

    There have been PLENTY of things that they've stated are "placeholder only and subject to change" that have come out exactly that way despite feedback, or with very minimal number tweaks. While they may change it, I still think it's important to reinforce that their current iteration is terrible until we see confirmation that they WILL be changed.

    In regards to the grind, I don't think the overall time commitment is THAT bad, considering you can buy the remaining levels, and only that would be the net cost of your pass due to the 1k auric cell refund through levels. That said, it is still a money making strategy capitalising off the predatory fear of missing out which I detest. They say the average player should reasonably be able to complete the pass, well the average player isn't playing 1-2 hours every single day, and when they are it's even less likely that they play both killer and survivor every single night. If they aren't that adds even more hours on.

    They said that their calculations are aimed at the pass being the average player playing an hour a day. They just forgot to leave out "The average player must have 0 queue times for this to be true, and they must use every available boost to XP, and complete every single challenge for this to be true."

  • @joker7997 said:

    I think it seems about right. If youre more casual than an hour a day, you really arent putting in the time to complete the grind.

    That said, I still believe they need to fix tier 4 of the rift because it's frankly disgusting.

    They SHOULD have next patch before the pass ends to correct it at the very least

  • As soon as the last survivor readies up. I like to know what I'm against and don't want to ready up just to have keys snuck into the game in the last seconds.

  • Except there's no real way to implement this that would work in game. For the husk to run like that the Spirit would have to be unable to attack for a full second or so out of her phase which completely devalues it.

  • Because it doesn't ######### matter.

    One, if someone insulting you because you won actually gets to you then you really need to toughen up, you can't take things to heart over a game.

    Two, no matter how many different words and variations they try to ban there's always a way to get the word you want to say across. It's not worth the effort of TRYING to ban a bunch of words when they're going to get around it anyway, may as well just ban the people as they do.

  • @Omans said:

    This is why the devs' jobs are so tough:

    Nurse mains: "my toy is still the strongest of all the other toys, but it is a little more punishing if I use it incorrectly now. Revert changes immediately so I can continue being the best with no downsides. Oh, and you devs are terrible and stupid for going through with these changes. Literally NO ONE thought basekit nurse was broken. LITERALLY NO ONE."

    Don't let all the negative whining get to you, devs. You are going in the right direction.

    Please look at maps next :)

    Sad how accurate that is. It's like they think a temper tantrum will suddenly make old Nurse balanced.

  • @Kotentopf said:

    https://forum.deadbydaylight.com/en/discussion/comment/816243#Comment_816243

    I don't want her nerfed. I want her counterable. Liek an simple indicator she is in phase. That would make her a lot more balanced.

    I'm not saying I want her dumpstered, but going from a killer with a lot of information while survivors guess everything to a killer with counterplay is categorically a nerf.

  • PC. 4 at the moment, higher when I'm not playing a lot of Plague who doesn't pip in most matches.

  • @AhoyWolf said:

    I like this idea, but this gives away all the combos no mither haves with other perks.

    Really it takes away every combination and synergy the perk has and JUST reduces it to a negative. As the killer you notice if someone goes down from healthy when they shouldn't and then you have all the same issues.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/816690#Comment_816690

    I mained nurse before the nerf and i'm still performing with her on red ranks. I mained her because she was the strongest killer. Now i'm maining her because i feel bad for her. What am i?

    A butthurt Spike with a little bit of Johnny.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/816763#Comment_816763

    Yes, the lowest three on PC were

    Plague: 52%

    Clown: 50%

    And no shocker, Legion: 50%

    On consoles, both XBox and PS had Huntress (52%)

    Plague(50%)

    and Nurse(40%)

    No shock there since they all have to aim very precisely for their power to work. Although its odd Nurse got changed to be harder when she's already hard enough on console.

    EDIT: Here's the link for the graphs.

    https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests

    Correct me if I'm wrong but wasn't that data pre-nerf?

  • I don't think we'd ever get unmasked for killers. (Like what, is Trapper going to wear a top hat, or are they going to sell a lack of a cosmetic.)

    If anything I think Legion would be likely to get masks that don't cover their whole face, like a bandana or one of those thin ribbon style masks with eye holes like cartoon thieves wear.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/816741#Comment_816741

    To be honest No Mither should have Iron Will built in. "No Mither" literally means "No Moaning."

    One interpretation, though in the quote on the perk it's used as "can't be bothered." It's about being a tough guy and fighting despite being injured, which doesn't really lend itself to a stealthy playstyle.

  • No challenge for me took more than 1 or 2 matches

    That said, 1 match of Trapper was too much. Especially with his fun new bugs, just in time for challenges that require suffering through playing him.

  • No Mither is intended as hard mode. It's MEANT to be difficult to play with, not have every synergistic perk built in for free.

    It does not need Iron Will completely built in, and it does not need Unbreakable built in. If you want those effects with it, use those perks.

    Buffing No Mither is bad for both sides. From the killer side, it's a cockiness perk. It's always someone running it who wants to rub it in your face that they can play with it, meanwhile they spend the match hiding in the corner because they actually can't. It doesn't need built in stealth mechanics more than it has already to allow them to play more safely with it.

    On the survivor side is SUUUUUUCKS to have a No Mithiot on your team. They die exceptionally fast and make the game difficult for you, and they'll never do anything even slightly risky as they don't have the healthy state as a cushion.

    If No Mither is buffed, it should not be in ways that affect the match. Bonus bloodpoints would be a good change, in survival or boldness, since both are what you're risking most. Removing the injured music is also a change that should happen as it really has no bearing on the match either.

    TLDR: If you want to run the Hard Mode perk, run what you want with it, don't expect everything to be built into it to hold your hand.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/816650#Comment_816650

    So i guess majority of people want to play the most broken thing in game?

    I wonder when those killers start to become survivor mains and play as full optimum SWF team with voice chat

    No, just that a large amount of people play Nurse only because she's the strongest thing in the game. Look at any competitive game, if something is considered strong it has a cult following that will drop it the second it's nerfed.

    If you've ever heard of the Johnny/Timmy/Spike theory, Nurse players (and Spirit really) are largely Spikes.

  • Nothing else in the game is as blatantly strong as Nurse and Spirit. Nurse mains still had the option to abandon ship in protest over to the next most broken thing. I reckon once she gets nerfed we'll see a healthier spread overall, including both of them.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/816393#Comment_816393

    When you played Nurse pre-nerf, were you constantly using strong add ons?

    Because a base kit Nurse is manageable (assuming all the survivors are pulling their own weight).

    The main issue with Nurse had to do with rank 1 killers playing her with over-powered add-ons. And I know that to be true because I play survivor at rank 1.

    Unfortunately, survivors used their bad experiences with Nurse as justification for wanting her base kit nerfed as well. Even though the devs provided no data indicating base kit Nurse was a problem.

    Do you see now why some of us are upset over these changes?

    No, actually, I tended to use brown add ons, or fatigue ones, mostly because I hated her whole +2 stat -1 stat thing.

    She wasn't balanced, and no, I don't sympathise at all with the people who are so unreasonably upset that her base kit got touched.

    It was a healthy change for the game.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/816243#Comment_816243

    Unfortunately, the devs only considered input from one side of the community.

    The devs were out of line with the base kit nerf.

    No, they aren't. There's plenty of us killer players that are as eager for broken killers to be nerfed as survivors are. I want a cast I can play without feeling like cheap scum.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/816285#Comment_816285

    It raises the chance of a key to 14% and you have 3% or 4% for a pink or purple key. It's not that much. And keys are not that strong anyway, unless they are a SWF team, only one person will use the key, wich means you killed 3 survivors or the EGC started. If it's the EGC then it's not much difference finding the hatch than escaping through an exist gte.

    Keys are as disgusting as moris, you aren't changing my mind on that. Nobody should get a free win and denial of massive points from the other team for 0 effort.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/816243#Comment_816243

    And plenty of people want Legion nerfed.

    Just because there's a crowd that wants something doesnt mean they should get it.

    Nope, thankfully "just because there's a crowd" isn't the only reason to want Spirit nerfed and the devs realise that.

  • @VolantConch1719 said:

    https://forum.deadbydaylight.com/en/discussion/comment/816144#Comment_816144

    As I've stated before, since Anna/Huntress was confirmed to be the oldest (until Adiris/Plague was released) and she was from 1918, this information is unfortunately irrelevant (see my response to jesterparty). I'd love if it was helpful, but it sadly isn't. We're just going to have to wait for her Archives.

    And while I'm here (this part isn't in response to you anarchy), and on the topic of the Archives, I just want to say that I'm going to wait for ALL of the Archive parts of Evan's history to come out, so I can do it all in one fell swoop (and also redesign his part).

    Even so the only notes given on Hag was that there was NO information on her, well there's at least a little.

  • @GrootDude said:

    It isn’t a 50/50 chance, plunders doesn’t need a nerf.

    It's hyperbole, but not even by much, personally I'd be happy with a key nerf, but either way really.

  • First off; nerfing Spirit won't take away any of her "spooky theme." Don't know why that's even a concern.

    Second; while it probably is possible to cut out stats of different brackets I don't know what the point is. She's overperforming overall, you can cut off the low play time players because inexperience isn't an accurate representation of killer strength, and you'll probably raise her kill rate. You can cut off the high skill players, but then you're basically saying a killer is balanced because only people who DON'T know what they're doing don't overperform, if that's even the case. Point is everyone has to play this game against people of varying skill levels, and all of it should be taken into account for balance, not just one extreme or the other.

    Third, considering the stats they did a while back, they probably do consider games with a DC in their data. You can argue how you like for whether it should or shouldn't, but if a killer is so anti-fun that players refuse to play with it then something's gonna have to happen. You punish DCs harder and people will just give up on hook or feed.

  • "######### no one asked for."

    No dear, it's just ######### you in particular aren't asking for. Plenty of people want her nerfed.

  • The 3 days of doing challenges was fun. The other 11 days of having no challenges left and watching rift fragments and levels craaaaawl by is really bad.

    Considering there's going to be basically 0-2 weeks downtime between tomes, they're basically expecting us to ALWAYS be playing DBD. It's pretty gross.

  • It wasn't noted anywhere, but Hag is definitely from somewhere after the 1830's. The Pale Rose map features a paddlesteamer, and that type was only made after 1814, popular after the 1830s.

    Since it's included in her memories of the swamp it only makes sense.

  • Most of it has been worked out here: https://forum.deadbydaylight.com/en/discussion/39075/dbd-killer-timeline/p1

    Hag isn't actually that old (timeline wise, she's still an elderly woman) as there aren't many markers in her lore, but her maps taken from her memories of the swamp include a Paddle Steamer (the Pale Rose) which puts her anywhere after the 1830's when they got popular in New Orleans.

  • Nah I love some good anit-synergy between a killer and their own perk.

  • I just think at the very least clicking the DC button has to have a consequence, even if it's only like 15 minutes for someone who almost never DCs.

    The fact that punishments might happen, or happen at a threshold, or just never happen at all, mean that people feel too happy to disconnect at any given time they choose, because there's no forseeable consequence.

    Nearly every other competitive multiplayer game already does this.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/811422#Comment_811422

    It seems like there has been talk of a second objective/new modes for years. I'd be shocked if the devs ever do something to get people off of gens.

    There was also talk of reworking the end game for a very long time before it happened.

  • There's been so much talk about adding a secondary objective, it'd be better to be prepared for survivors doing less gens more regularly in the future anyway.

  • I'm definitely going to enjoy not having to highlight the number to see whether it's a 2, 3, 6, 8 or 9

  • Fun is definitely something that can be taken into account when you hear enough people hate an aspect of the game.

    Spirit largely isn't fun for the survivor side because she's mostly guesswork. You aren't rewarded for your skill or gameplay, but instead luck that the tactic you picked wasn't the one she expected. She also gets a TONNE of feedback compared to the survivors and even when you are playing appropriately to confuse her, she can course correct in ways you can't hope to counteract, like sound, collision, and disturbing grass on the ground.

    Fun is the same reason Doctor is the next rework. He's adequate as a killer, but is he fun for either side? Not really. He's subjected to looping as much as almost any other M1 killer, and his only power in a chase is very temperamental. He also has to drag out chases early to build madness, when T3 never lasts long enough to be a useful debuff. On the other side, it's incredibly unfun to outplay a killer multiple times and escape, only for an uncounterable RNG scream to reveal you and put him right back on your ass, along with countless other revealing effects that take very little effort to trigger or use.

    Fun exists. While it's subjective, that doesn't discredit its value in changing the game.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/810597#Comment_810597

    I am just amazed that people really think that it would be a smart business move to get 10 Euros once (1000 Auric Cells) and afterwards dont get any more money from the people who bought the Rift Pass.

    And why the hell not? That's not "Ok, players spent $10 on the game, they're done!" That's $10 that came AFTER buying the base game, and after buying the many, MANY DLC packs. AND there's optional cosmetics which someone who buys a cosmetic pass is likely to have spent money on already or will in the future.

    Their is no way they aren't turning a huge profit with another source of income for the same, paid, game. Even when the pass "refunds" cells, it's not like you get your money back, you still gave them that $10.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/810570#Comment_810570

    You nailed it with the FOMO point, that's completely what this is. And that tends to historically take advantage of the people who are most easily victimized, either financially or psychologically (or both).

    The tiny, optimistic part of my brain tells me that I should remember that this is simply an extra system, layered onto what we have now. There is literally nothing that has been changed or taken away in order to accommodate the Archives, the Rift, or the Tomes. So there is potentially a "If you don't like it, you can choose not to engage with it at all, and play the same game you were playing before" argument to be made here.

    But it's a substantial new system, and it's something the developers have been talking about for a long time -- certainly for at least the full year I've been playing Dead by Daylight. I want it to be completely fun, and accessible, and to not feel predatory. Instead, I think it is gonna wind up feeling like a treadmill, and in my mind, that puts the whole thing at risk of encouraging a lot of negativity. The one saving grace for me, personally, is that I don't get especially hot and bothered about cosmetics (and the charms do absolutely nothing for me). As "saving graces" go, that is pretty defective.

    It doesn't matter how "optional" something is, it doesn't matter if the reward is purely cosmetic. It doesn't matter if player X doesn't care about the rewards as long as other people do.

    Dangling shiny things in front of players on a time limit and saying "Either give up your full time job or spend money on this or you miss out on it forever." is always predatory.

    It's exactly what they promised they wouldn't do with the cosmetic store, there was never going to be anything that wouldn't be available to all players, but apparently charms are exempt from that.

    There's just so much wrong with a battle pass in a game like this, and I really hope they open their eyes and adjust it to suit a realistic player, not someone who sleeps 2 hours a night, or a full time streamer.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/810536#Comment_810536

    That's why I'm assuming a person completes all of the level 1 and 2 Tomes. Level 4 is completely insane, and I'm assuming level 3 will be too much of a hurdle for normal people, too.

    https://forum.deadbydaylight.com/en/discussion/comment/810546#Comment_810546

    That is definitely not the average number of matches that normal, well-adjusted adult human beings with careers and families and other interests play in a day, which is the demographic that Dead by Daylight (and any game that is not outwardly targeted toward young children) should be framed around.

    There's also very little concern for burn out.

    If these launch every midchapter patch that means there's 0 downtime between them.

    Expecting players to; a. play a colossal amount permanently, b. miss out on rewards, or c. pay through the nose to unlock tiers for unrealistic expectations of playtime has been done so many times in games and it ALWAYS leads to player burnout if it's not adjusted.

    I hate that this is clearly not a reasonable battle pass, and another attempt to capitalise off FOMO.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/810501#Comment_810501

    That is an average of around 15 matches per day to get one Rift tier (10 fragments), every day, for 70 days. My quick math, after factoring the challenges in (assuming a person completes all of the level 1 and 2 Tomes) cuts this down to an average of around 10 matches per day, across 70 days. Do you guys really think that is reasonable for an average, casual player?

    There's also the matter of most of the 4th tier (at least) being completely impossible to complete by any sort of skill or planning, and relies solely on dumb luck.

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