chieften333
chieften333
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- chieften333
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Comments
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Too early to tell. Though using the antidotes mid chase could be questionable, we'll just have to wait and see.
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It was a joke, but poorly said. He really should have known better than to say that.
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@Terro said:
This post came outta nowhere. A lot of people in these forums wish for a bunch of features that the mobile version has.
He's not talking dbd mobile, he's talking about Identity V
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Now survivors will complain about devour hope until it's nerfed. They always manage to find something to hate and endlessly complain about, even if it's clown.
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I call that red ranks because whenever I play killer, it seems like they know the ins and outs of my killer.
Yet when i play survivor my ( red rank) teammates can barely run five feet without getting hooked.
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@Zeus said:
WHERE IS THE DEMO BUFF?????
WHERE'S THE LAMB SAUCE?!
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Do you have jane romero?
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Yep, those are called fat shaming spots.
Those haven't been patched out for a little while now.
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He watches you sleep
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860792#Comment_1860792
Doesn't seem like one. This dude is 100% serious
Even if he's actually serious you don't need to be like that.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/218023/more-ways-killer-powers-can-assist-survivors
Imagine! You can throw Antidote bottles that way that won't let survivors use it, or not throw them at all, if you wish.
Devs reduced Reload time, buffed addons, added a new (optional) tool for you to get a survivor, if you use it SMART.
BUT YOU STILL BITCHING!
Dang dude, calm down, just a joke post.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1860664#Comment_1860664
I am not arguing against an option for color blind people, I am how ever saying that if you are wanting it because it gives an advantage to you then you are asking for an exploit. I am asking that it is something that is implemented for this does not give the advantage but lets someone color blind have the ability to play normally. IF there is an advantage then players without color blindness will use it for advantage and that is wrong. are you telling me you want an exploit to be put in the game? or are you wanting something that fixes the game colors to help you play normally? if you say the latter then you are making drama over agreeing with what I am saying.
How is changing colors an exploit? If that's true then having recolors of outfits in the store is an exploit for people to see others easily.
Do you even understand how you sound right now?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1860631#Comment_1860631
cahnge the colors of the game and it can make things stand out much more than before. there is a huge stealth component with the game so YES it can make a difference, how ever slight. it's like turning your shaders off or the contrast all the way to make it so that shadows have no effect what so ever!
So you're telling me bright orange scratch Mark's don't stick out whatsoever to you?
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This concept someone made is perfection. THIS Is what i want out of a UI, not the mobile game crap they're trying to stick us with.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1860581#Comment_1860581
again, who cares what anyone said that they wanted! the point is just because this comes out now does not mean that it is not off the drawing board. there is a great deal of work that goes into a color blind option that does not give ADVANTAGE to those that use it. You obviously didn't read it. just because no one wanted this doesn't mean they aren't going to do it. no one wanted the twins but we have them. no one wanted the doc but we have him. You see there is a great deal of want this community has but it does not realize that they are going to get everything they want nor will it happen right away. I don't deny there is a disadvantage for those with color blind aspects but it is not easy to put something like that in that will give them the advantage over someone not using them because they are not. imagine you are not color blind aspected (there is more than one version of it as i am sure you are well aware of) and then you are a survivor playing p3 quinten or claudette, you are hiding in a perfect spot and you have a hard time seeing you, but along comes the killer who's playing with the color blind settings (doesn't matter that they are or are not) and they walk right up to you and smack you as if you weren't hiding at all. this is why it takes time for it to come through so it's not advantage against those that do not use it.
https://forum.deadbydaylight.com/en/discussion/comment/1860587#Comment_1860587
most games have it? really i can say that is not true. I have a great many games that has no color blind options what so ever. and before you come back and amend your statement to most of the newer games, you did not say this so i responded properly. I never said it was not needed I just said that this option needs to be implented so it does not give advantage and I asked if the op knew what went into making sure this is done right so I ask YOU the same thing, do you know how to implement it so that it does not give someone that is using the option (face it people without being color blind will use it if it gives them an advantage) the advantage over others that do not use it? no? then stop crying because if it is put in there and someone had the advantage over you because of the option you'd be whining on the boards here just like you are now because this is not what YOU wanted.
How could that give anyone an advantage, can you tell me that?
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@Mistercookie said:
Everyone is hating on this UI but they said they changed it for features they plan on adding into the game later on.
There's a reason it's been changed and it's all a matter of getting used to the new one.
The part everyone hates is how spread out the info is, while the current UI has all you'll need to know conveniently in the bottom left.
As some people have stated, it looks like a crappy mobile game hud. I'm inclined to agree.
If they're so strapped for room in the old UI why not just put the totally new stuff in the top left like the reworked one, While keeping the old stuff in the bottom left? Instead of screwing with an already great design.
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@Freki said:
just because you didn't get your wants in this time doesn't mean it's ignored. do you know what would actually go into making color blindness options a reality? do you know how long it's been since they've been working on redoing the hud? lots of factors are around and most the players do not see.
With how some of the maps are colored it's less of a want, and more of a need for those affected.
Most every game out there has color blindness options. It's downright ridiculous how BHVR has not implemented it in the 4 years this game has been running.
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If they don't, then the real clowns will BHVR
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1860154#Comment_1860154
Does Pinky Finger really need a downside? Even with the speed up bottle, it still at best only really comparable to Leatherface.
I know, but it's mainly to make the survivor mains shut up about it
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The way they stand so tall is counterintuitive to how they should be behaving too.
The current animations show them hunching over, ready to run at any moment. The new ones look like they're purposefully trying to be seen with how tall they're standing.
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@onemind said:
While it is an interesting thought I'm not a fan of it here's why
it's a just a mess you got text on the top the bottomed icons in the bottom left and takes up a lot of your screen yea you can change your ui now (good change btw) but then you will struggle to get the information from the ui
My thoughts on how to adjust this
I keep the hook counter and survivor photos that is great change to give everyone info
2. Compact the ui like how the old ui was survivors icon's in the bottom left again Killer power just above it and to the right of it or to the left of your perks the hook counter
I'd much prefer if they blended the styles how you said.
The new UI lacks a lot of character as well. Missing the gritty theme of the old one in exchange for a cleaner, but less stylized look.
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I think they should blend the old and new UI style. Give the silhouettes the survivor portraits, keep the old UI positionioning the same, and put the hook counter next to the power icon.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1860184#Comment_1860184
https://forum.deadbydaylight.com/en/discussion/comment/1860172#Comment_1860172
I don't think that survivors would lobby dodge because of a build another person is using. I couldn't really care less about someone else's perks. it already takes a long time for survivors to find a lobby, I don't think they would leave just because someone isn't running good perks. I am pretty sure that lobby dodging would not be a problem.
I think you severely underestimate how petty people can be.
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The jack of all trades, freddy, doc, and demogorgon are this type. Though each has their specializations. They typically have multiple smaller powers that could be similar to other killers.
Demo has a chase oriented ability and a map traversal ability. Technically he has a passive debuff, but it's only applied in proximity to his portals.
Doc has an anti - loop ability, and a detection ability with an active debuff that doubles as slight slowdown. That can also be modified with add ons.
Freddy has a trap and movement based ability. With his traps leaning more towards anti loop. With a passive debuff that has a decent amount of slowdown. Which also can be modified with add ons.
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an unintended consequence of seeing other survivors loadouts would be lobby dodging. Much in the same way as killers being able to lobby dodge by seeing ranks, survivors could dodge a lobby if a teammate was using an off meta build.
Plus, if you put solo's closer to the level of SWF, you'll have to do something to compensate killers for the extra survivor coordination.
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Exhaustion addon is definitely going to get axed. Pinky finger could provide a downside of some sort, like reducing the amount of bottles or decreasing reload speed.
One thing I feel they should do is give clown an extra bottle or two to make up for the fact he'll have to reload much more often now. Especially when you use the antidote for map pressure.
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The devs have this thing where they take a ludicrous amount of time to implement or even talk about the smallest of changes.
Mori's could have been changed much earlier with how simple their change was. But it took them about 2 years to do so , god knows how long keys will take.
It also took them about 8 months to implement a numbers tweak for a handful of perks.
Don't have high expectations for the time it'll take them to fix flight's POV.
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@Sluzzy said:
He was so powerful before in chase. Instant reloads now means he can spam bottles almost all the time now with no penalty to poor use of the bottles. Bad clowns have been pampered. And high mobility on top of it all when playing in his own gas! A bad clown can win a majority of undeserved games now. Similiar to the new bubba that doesn't care when he starts his saw because he knows it can last for an eternity.
3 second reload needs to go back to 5.
Are you really complaining about clown, of all killers?
You haven't even gone against the changes yet, you can't rightly complain about a change you haven't gone against.
But jesus, clown? Really?
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It should not remove debuffs, if they don't change that it will be a detriment to use in chase.
Especially when survivors have an exhaustion perk centric meta currently.
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Plus the whole look of it just feels... uninspired
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1859512#Comment_1859512
So that means you will never be able to change it without punishment?
Yes
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1859395#Comment_1859395
Haven't you changed your profile pic from Blight to Clown just a few hours ago?
Yes, I made this post after the change.
If I ever change it back I will have to be subjected to Vigorous Tomfoolery in accordance with the rules of this post.
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Why can't they just combine MMR and ranks? They could make the MMR number tied to what rank you are, allowing the ranking system to be an actual skill rating.
But that is if MMR doesn't flop again.
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@[Deleted User] said:
Former Clown main. The changes seem....not great. I'm super underwhelmed. Obviously, we'll have to try it, but...
The faster reload is great, but if I'm using bottles for mobility, I'm going to be reloading more. We still only get 4 despite having more applications for the bottles.
Even then, 10% isn't necessarily massive from a mobility standpoint. And it buffs survivors if they run to it. So that's a massive drawback.
And theoretically at a loop, the Clown gets the speed buff, the survivor uses the pallet, and that gives the survivor time to grab the speed buff to totally negate the benefit. I guess Clown could use the speed burst out of the way, but then the survivor can W for some time.
Like I said, we'll have to see how it plays, but it seems like a rank 13 rework.
BOI WHAT DID I JUST SAY ABOUT VIGOROUS TOMFOOLERY?
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@musstang62 said:
Long live the Clown! I guess I'm... cautiously optimistic, waiting to see PTB. No matter how you look at it, it's a big buff:
- Just the fact that you have thick cork stopper basekit (2 second faster reload) is massive
- Even if you're just using the new bottle for map mobility and not using it at all in chase, that's a huge plus on its own
- Seems like throwing the new bottle right behind a survivor puts them in a lose lose situation. Since it takes a second or 2 to activate, if they stay/run back to get the speed boost, they lose distance and get hit. They keep running, Clown closes the gap. I love that
- Still seems like insta dropping pallets will be the counter to Clown. Otherwise, you could speed boost at pallet, pink bottle at opposite end of loop, and that would be a near guaranteed hit every time
But yeah, I guess I'm just waiting to see how long the speed boost lasts, how the two bottle clouds interact etc. I was kind of disappointed at first but the more I think about it, the more it seems like this could be pretty solid. All depends on some numbers we don't know yet though, so I'm waiting on PTB
Either way, sure as hell beats the Wraith buff
I'm also kinda sad that the exhaustion addon will be getting removed. it's such a relief knowing survivors don't have a second chance for everything you do against them.
But I guess it's for the better that it gets removed.
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Definitely prefer the old UI
I think they could stand to mix it in the way you said. Adding survivor portraits and hook counter to the old, allowing the positions to stay the same.
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Kind of meh on the new hud, it looks uninspired. Unlike the current gritty one we have now which matches the style of dbd much more than the new one.
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It seems like map mobility will be the primary use of it.
At least the antidote takes a second to become a buff, allowing you to buff yourself without worrying about survivors using it at first.
We'll have to wait to see how useful it is mid chase though.
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After cooling down a bit, I can see undying will still be a good perk.
But the lack of changes on the crutch combo that is DS and unbreakable is still unbelievable.
That and the new injured animation looks like someone ate at taco bell.
As for the UI I prefer the old, gritty style we have right now. I don't know why they can't just add the hook counter onto what we have now.
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Then survivors will hate devour hope, then complain about it on the forums. Which will eventually get it nerfed because "It'S sO uNfAiR"
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I want a hug
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It'll come at the same time as console optimization
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858497#Comment_1858497
If survivors wouldn't run anti totem builds for old Undying, why would they now?
What you've said makes absolutely no sense lad.
https://forum.deadbydaylight.com/en/discussion/comment/1858473#Comment_1858473
Perks like Lullaby, Devour Hope and Third Seal are all now buffed. You also still get 2 Haunted Grounds with Undying. The aura part of Undying also hurt Thrill so it being changed there makes sense.
Not all totem spots are amazing but one of the worst for it was Disturbed Ward which is now getting changed. So I assume now it'll be a lot better there and all the other maps seem decent atm (maybe except corn maps).
They've done something good here with these changes so I hope it makes the other Hex totems more viable.
Btw I will say I dislike the new HUD. Too similar to mobile imo.
They can't sacrifice a single second chance perk for an anti - totem perk?
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@Snipsnappy said:
I think they should give shards for reaching red ranks instead of bloodpoints. Like Rank 4 = 1000 shards, rank 3 = 1500 shards, rank 2 = 2000 shards, rank 1 = 2500 shards.
Would also be cool if they created some "global" rating for all red 1 rank players. So when people earn pips they contribute to that global rating instead of rank and people ending up being top 1000 for example get auric cells.
They want to protect the ever so fragile iridescent shard market. After they so generously gave us 10k, it destabilized the currency, and the economy is having hard time recovering from it. /s
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Yet no nerf to keys, or DS.
Sounds about right
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@onemind said:
They never told is what the change is for all we know it could only show the aura of a survivor when they are cleansing a totem instead of being in a 2m range or it could be any totems reset by undying are also destroyed when undying is destroyed
They outright told us what the change would be ya dingus. Look in the dev update.
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I thought it would have a damage type thing where it could give deep wounds... but this?
What were they thinking?
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@[Deleted User] said:
didn't expect it to live this far, thought it would die by blight's mid chapter. speaking of blight, where's the pov fix?
It's located right next to the console optimization
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1858437#Comment_1858437
It lacks creative direction. The current UI fits the grittiness of DbD. The new UI feels bland, tacked on, uninspired. DbD is largely known for its art direction and the new UI doesn't seem to represent that at all. It's not nearly unique enough.
Aside from that, I can foresee the portrait positions interfering with stream interfaces, discord overlays, and so on and so forth. The current setup is more than fine, though a hook counter and scaling options would 100% be nice.
They could keep the current style, but add the hook counters to it. I absolutely adore the gritty hud that we have right now.
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At least the hook counter's nice
