brokedownpalace
brokedownpalace
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- brokedownpalace
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@Entità said:
@NekoGamerX I suspect Sony's damn selfish policy is the culprit of the delay, the same one that could create problems for cross play. You know how it is, Left 4 Dead is a Valve product, and Valve owns Steam: there is a conflict of interests as big as the Mother's Dwelling...
I sincerely doubt that.
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I would recommend not running multiple hex totems. The only time I think this would be necessary is when running TotH. The whole point of that perk is to defend your hexes, so the aura of the TotH totem should be a different color.
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I don't understand why this is so confusing. Joey is frequently a nickname for Joe and vice versa.
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They specifically made it so he can't teleport to gens when completed or exit gates powered, so they would clearly not go a step further and allow him to teleport to exit gates.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/593822#Comment_593822
Not everyone, but I have noticed a spike in complaints on Freddy today.
Anytime anything new comes out there will be a spike in complaints about it the day of and soon after. That's far from "everyone" though. Most like him now.
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Aura reading is the cheesiest, laziest power to give a killer, come on. There are tons of aura reading and tracking perks if you're really struggling to find survivors. And now you can see where they are with BBQ or Surveillance or Discordance or Bitter Murmur or Rancor or Make Your Choice or snares or.. (I'm sure I'm missing some) and then TELEPORT to them.
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So does Haunted Grounds
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Class Photo was an incredible add on. I will miss that.
I think Freddy will be better.
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@YamiTheFurry said:
Getting really f***ing tired of seeing people complain about Nurse all of a sudden
Yes, let's go back to the endless threads about DS, MoM, OoO and NOED.
On topic, Nurse's add ons should be adjusted. I'm fortunate enough to play on PS4 though so a good Nurse is very rare in my experience. If it was good Nurses all day I'd probably delete the game.
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@Galklife said:
@brokedownpalace license holders want x $ per skin? lets be charity and make it for free :) because our ppl dont need to eat :)
its just SKIN you dont need it to play the game, if youre greedy and want every skin in the game, thats your problem xd
i never expected i would see ppl crying "mom this skin is too expensive" i cant swag on ppl with new skin, and tbh in other games there is a lot of more expensive skins and even less % of skins you can get by playtime but i guess give them a finger and they'll take an arm
I'm not even sure where to begin with this. So I'm just got going to. 🤷
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@MonsterInMyMind said:
This was not behaviors choice 100% the license holders wanted a higher cut so they had to make one higher.
What are you basing this on? And just because the license holders get a higher cut it wouldn't force the devs to increase the price. Unless the license holders specifically said "it must be this price," which I kind of doubt.
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TI graphing calculators when?!
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But my power role!
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/589127#Comment_589127
¯\_( ͡° ͜ʖ ͡°)_/¯ And yet I do anyway
😏
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@ClogWench said:
The fun thing about noed threads is knowing all the complaints go nowhere because the devs said they're not changing it.
The devs have said a lot of things. They change their mind pretty frequently. You don't have to read these posts, you know.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/583950#Comment_583950
Well tell that to adrenaline.
I guess getting 5 gens done is "free."
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@[Deleted User] said:
A perk should never reward a free health state. It never should have been in the game in the first place. It's fine as it is. It should be extremely difficult to gain a free state. It shouldn't be something you acquire through natural, normal gameplay.
What you're essentially saying is because the effect is so powerful, this perk SHOULD be buggy. Lol
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I haven't had any problems today personally.
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@LordGlint said:
@brokedownpalace Theres a spot for working with the killer in the endgame report feature.
But it's not like the devs keep recordings of each match, so how would they know for sure they're working together unless people sent videos in?
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@LordGlint said:
@brokedownpalace Since thats a bannable offense anyway, if you see someone working with the killer to farm their teammates, you should report it.
Yeah but in order to do that you need to send in video proof, including opening their profiles. Most people would just get pissed and move on or rage quit
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How about something like this? The values can be changed..
Box 1: 10% chance RBT disarms, takes 20 seconds
Box 2: 25% chance, 16 seconds
Box 3: 50% chance, 12 seconds
Box 4: 100% chance, 8 seconds
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But if someone receives a 24 hour ban then that means their next offense is a higher ban. And in extreme cases the devs will immediately escalate to a higher ban. So I'm not really sure what the complaint here is.
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Would all 4 survivors have to agree to it for there to be another match? Because otherwise a survivor working with the killer could keep rejoining until they get into each other's lobbies then simply rematch to farm more survivors.
I think if all 4 need to agree for it to work then it's a good idea!
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/585634#Comment_585634
For real. How do you choose Quentin to be your representative character from Nightmare on Elm Street instead of Nancy, the main protagonist? It would be like having Lynda instead of Laurie for Halloween, or something.
They said it was because they only got the rights to the remake and the Nancy in that wasn't memorable. But neither was Quentin. I'm guessing it was just cheaper to get his character tbh
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The way Trapper and Hag use their traps is completely different. To claim they're not unique because they both use traps is absurd.
Clown, Huntress and Plague use their projectiles completely differently as well.
Etc.
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I have to just keep trying. It usually works on the third or fourth attempt.
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She's really cool looking and the idea behind her power is great but I can't get a hang of her so I never use her anymore. :/
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They look great. Congrats to the winners!
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Imagine legitimately defending this completely unnecessary mechanic. Yikes.
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Yeah I think it's very helpful, even when they're just commenting their opinion on something. It's nice knowing you're being heard.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/579795#Comment_579795
You'd only need to get one as long as you can avoid missing Skill Checks, as you would only lose a token if you miss a Skill Check. From there, Good Skill Checks count as Great Skill Checks, which basically means it completely blanks Ruin's penalty for only hitting Good Skill Checks.
Oh never mind, I misread it. Yeah, that's too much.
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@TAG said:
Wouldn't this effectively destroy Ruin's ability to slow down the game, or am I mistaken?
How? You still need to get tokens. And for most people this still wouldn't be worth carrying.
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@Chocolate_Cosmos said:
I would prefer if Missing a Skill Check would prevent the damage and explosion sound, but it will consume 1 Token.
That's what this would do.
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July 23rd
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@MassiveToggaf unfortunately it will never be enough for some people. They aren't happy until perks are rendered useless. Just look at the latest topic on MoM activating 2 out of 50 games. People are legitimately saying that's a good thing. They don't want balance.
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They also need to remove the 10 second loading screen when you're on the results screen and the killer leaves. So obnoxious
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/578173#Comment_578173
why does every post you make have to do with legion?
i'm pretty sure original legion made more people quit than anything else in the history of the game, other than maybe the introduction of bloodlust, and i imagine legion's rework got more people to come back
That's what happens when someone is desperate to push an agenda.
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Only in certain countries.
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Most likely not.
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I find it hard to believe anyone who used to be high ranks is stuck at 12-15.
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Cool idea.
I'd have it be like 30 seconds because you're potentially going to be spending up to 14 seconds hooking the survivor.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/576806#Comment_576806
I think your reply is very reasonable, so I'll drop my usual pretenses.
I have an issue with the standards many people who play this game adopt when they try to make arguments. These standards matter because the devs do appear to listen to feedback and many changes can be read as originating from feedback; we don't know for sure though because the devs rarely talk about their design intent.
I understand exactly the frustration when you no longer are able to meaningfully participate in a match; the killer is forcing you to ######### on the hook or wait for what happens which on balance of probability means dying anyway. This is a catch-22 decision that a survivor is forced to make, so the debate becomes: is it right that a survivor can be forced to have to make it?
The problem for me is anyone arguing that it's unfair is arguing for a certain standard, but that standard is vague: do they support the same standard when applied to killers for example? My estimation is that they don't: they want to apply a double-standard, one rule for survivors who must not face an uncomfortable and unfair catch-22, a different rule for killers who by design face constant catch-22 decisions, some of which survivors expressly lobbied for.
The first idea the devs tried as an anti-camping stick was to make the first phase of being hooked indefinite in length as long as the killer was within a certain distance of the hook. So a survivor gets hooked, but their progress towards stage 2 will stop whenever the killer is within X metres.
They tested this on the PTB and it was not just a balance catastrophe, but rife with griefing of both the killer and the person on the hook, who would often be left to die having been hooked for the entire match. They still have the catch-22 of having to decide to kill themselves or see what happens. The killer has the catch-22 of having to give away a free-unhook or chase someone who loops straight back to a hooked person they might have no intention of saving.
One common scenario was when the hook got swarmed because everyone knew no hook progress would happen if the killer wouldn't leave and the killer couldn't leave without commiting to a chase and giving a free un-hook; it was no longer a consideration about map-pressure because they were all at the hook. Killer hits one of them, they run off and if the killer doesn't follow they just do a gen whilst the other two are baiting the killer. When the killer makes moves towards one, they start running away and the other starts moving towards the hook, forcing the killer to go back or let them make a save which they will wait until just before stage 2 to do.
The only people being spared a catch-22 were the other survivors, who were often SWF whilst the hooked person was a solo. However the idea got adjusted, it would be abused. Make it so it doesn't apply in a chase doesn't work because these stand-offs were happening with everyone spaced apart and popping in and out of view, tea-bagging. It would require greatly improving the game's system for deciding when a chase is happening, for times when someone is looping around near a hook, but the devs didn't even bother doing that when they implemented the suggestion to reduce killer emblem points for staying near a hook.
Thank you for explaining that. I'm on PS4 and I either wasn't around when this was tested or not as invested in the game so I didn't hear about it. That does sound like a nightmare.
I don't necessarily think camping or tunneling need to be punished anymore than they already are. But I do think the game could give players more incentives to killers not to do those things and to survivors to stick around when they are being camped or tunneled. Things like giving killers bonus BP for hooks if they hook different survivors rather than the same one two or three times in a row. Maybe make it so gens regress faster when a survivor is on the hook, giving them even more reason to patrol the map. Etc.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/576777#Comment_576777
For the devs, 'thinking an idea through' means listening to survivors, who were of course all in favour of it. Killers warning that survivors exploit every flawed design that they find was ignored; until the devs did a PTB on it and survivors did exactly what killers said they would.
This remains the case and if the devs won't listen to killers, they need to at least stop listening to survivors also.
When it dawned on the devs that punishing killers for tunnelling and camping was fruitless because of the way survivors would always try to abuse it, they turned to the carrot rather than the stick. Survivors still don't seem to realise how it was their persistent feedback on hook-camping that led to BBQ being introduced as an incentive for killers to leave the hook and to not tunnel until they had hooked everybody at least once.
Survivors screamed the house down about BBQ for well over a year, neglecting to use their own counter-part to it: WGLF, giving them the exact same benefits(save for what they already have in their base kit, aura-reading the hook) and working in conjunction with BBQ. They had asked for this feature unwittingly and then complained about it. Their inability to understand what it is they actually want is a key reason why the devs must stop listening to them. They'd get better informed feedback by shaking a magic 8-ball.
I still don't know what "it" is so I can't comment on that.
Exploiting is not a survivor vs killer thing. There are players on both sides who do it.
I don't understand why you speak as if survivors are one monolothic being. They "don't know what they want" because they're all different people with different wants.
With every change there will be some kind of reaction or adaptation to it. People will invariably complain. Either because they didn't foresee the consequences or because they didn't want the change to begin with. I don't see the point in creating some narrative and lumping all survivors or all killers into one group.
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@ClogWench said:
Any attempt to punish camping killers ended up being abused by survivors so they couldn't implement it
Then the devs didn't think those ideas through. Like they don't take affect if another survivor is within a certain area of the hook. Idk what ideas they tried though, tbh.
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@ClogWench said:
Well believe what you want. The premise is the same but apparently only acceptable for one side.
This isn't about what I believe. I never said it is acceptable for either side.
Survivors should absolutely not be spawning next to totems and it's a problem that's gone on for far too long.
That's not related to the point I was making. I'm done talking in circles here.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/576716#Comment_576716
I'm not talking about those situations, I'm talking about the situations when it does get busted immediately without the killer being able to stop it. In the same sense that you're not talking about the situations when you bring OoO and either no one else has it or you won the obsession coin toss. You're only talking about the scenario where a perk is immediately disabled because of bad luck. Which is the exact comparison I'm making.
I'm talking about the scenario because that's what you replied to.
Regardless, the developers making it so a perk is disabled if someone else is also using it .. is NOT the same thing as bad totem spawns.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/576707#Comment_576707
"You've added nothing to the discussion by making this post."
Is that supposed to be ironic?
I didn't open a thread about it. Not the same thing. Thanks for trying though.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/576706#Comment_576706
OoO has a chance to affect the game as well. It doesn't need to be cleansed because killers have enough on their hands already.
Not if it doesn't work because one other person is running it. I said nothing about killers cleansing anything.
@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/576706#Comment_576706
If it spawns immediately next to a survivor, which it often does, then no it doesn't have a chance.
Yes it still does. They might not see it. Killer might interrupt in time. He might have TotH. Etc. If OoO is removed because another survivor is running it then it literally has no chance.
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I guess people got bored of whining about DS and effectively got MoM destroyed. Now it's OoO time. There are already 2 topics about this. You've added nothing to the discussion by making this post.