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drimmalor

drimmalor

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drimmalor
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  • You won't be banned for farming alone as long as everyone wants to participate, however forcing survivors to farm against their will can be considered griefing. For example, sandbagging a survivor that doesn't want to farm so they get hooked can fall under griefing.

  • Survivor Pudding, Escape Cakes, and Bloody Party Streamers were added for the 1-year anniversary of the game. BPS were even common at first, but were moved up to Rare after it was decided that they would be permanent additions. Hollow Shells/Envelopes are just a relic from before then, but they have the versatility to apply to all categories unlike the single-category offerings that were also in the game before.

  • I had one friend who had played it, and he was telling me all about it. Before then I had no interest in horror movies, games, etc. I briefly watched him streaming it at one point, and then many months later I saw it on sale and bought it to try out - I was hooked. Literally. A lot of times.

    I remember playing with him soon after I got it and refusing to save him from the basement because, and I quote, "I'll die". Nearly 3 years later and here I am, and I only refuse to go in the basement against Hags πŸ˜…

  • @K1LLR0CKNR0LL said:

    Just had this conversation with someone else on another post. His real power lies in his ability to end chases quickly. If he was buffed in any way the devs would have to be careful not to buff him to much or he could easily become the next Nurse. So in order for him to be balanced he has to be heavily skill based. That's why the small hitbox and 110 speed and lots of slow actions. Granted he could use a small buff or two and some QOL improvements like an ADS sens slider but there are certain things that just shouldn't be changed.

    Absolutely this. Any killer that can essentially ignore pallets can be too strong if overtuned - that's why Huntress has a windup time and slower speed, as well as why Legion has gone through so many changes. I definitely prefer a conservative initial version that gets buffed later if there are areas that are lacking, rather than an overtuned beginning.

    Deathslinger is just a different take on the ranged killer that we've seen in Huntress, Clown, and even Plague.

  • I'm holed up in my room playing games. So pretty much business as usual. Although I did decide to order the new Animal Crossing game on Amazon rather than going to the store to get it 😁

  • There's a lot of legal overhead that goes with community-created content, not to mention that it takes a lot of time to make cosmetics. It took about 6 months for the anniversary contest cosmetics to be made - and they look great! But I think it's good for the art team to have the freedom to make what they want for characters and not to be constantly locked into community content as they would be with monthly/bi-monthly contests.

  • Please remember to keep discussions civil, and to be respectful of the sensitive nature of the topic.

  • Congrats! That's one of the more difficult achievements 😁

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159770#Comment_1159770

    If this is their test run, then it needs some serious revising. The architecture around the walls we’ve seen is absolutely horrendous, and if the old maps get edited to fit this architecture, then the walls will absolutely be a straight Killer nerf.

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

  • If you have concepts you want to share, you can post them here: https://forum.deadbydaylight.com/en/categories/Creations

    You can also give feedback and suggestions here: https://forum.deadbydaylight.com/en/categories/suggestions

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159718#Comment_1159718

    Will have to see how breakable walls are implemented into already existing maps. If they add extra windows to jungle gyms and buildings etc then I'll agree with you.

    Exactly this, imo - the new map is a test for breakable walls and how they want to be implemented into the game. They want to see exactly how they differ from just putting pallets in similar spots - and ultimately, breakable walls can essentially be worse pallets, since a survivor can't choose to conserve it.

    It also opens up new tile possibilities, as walls can be placed much closer to windows than pallets. This is what's being tested, and the fact that you can deny a tile almost instantly by breaking the wall makes looping weaker, as you'd normally need to wait for the survivor to drop the pallet first.

  • I really liked Surge when I went for Adept Demogorgon. It's one of those perks that I never expect killers to run, and it can actually give a ton of info, like you mentioned. Using it as a pseudo-Infectious Fright is awesome, because you get value even if nobody is nearby!

  • @BenZ0 said:

    He should come as a charm!

    That'd be really cool!

  • @RobMeister88 said:

    You know, despite being odd, this is the most positive thread I've seen today. No demands for survivor/killer nerfs or buffs, just AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA. as all things should be.

    Sometimes you just need a good AAAAAAAAAAAAA

    in Aaa Comment by drimmalor
  • It was always inconsistent with the other perk like it - Head On. Head On waited until you were fully in the locker, while Inner Strength started when you began entering. Consistency with these kinds of perks is key for people to understand and expect exactly how it'll work.

    Inner Strength is still a really good perk, and if you want to combine it with Head On, Quick & Quiet becomes an even better perk to start the timer almost immediately!

  • I assume it's for balancing how quickly you can shoot anyways, but I normally play a higher sensitivity in FPS games so it's really weird for me πŸ˜…

  • I hate the fact that I can't aim to save my life. Does that count?

  • Reports do matter. The ACMs (Associate Community Managers) handle in-game bans, and they can't do their job effectively without reports. Keep in mind that some reports are not acted upon for any number of reasons - it could be a report that is not a bannable offense, or a troll report, or any number of things. When all reports are taken seriously, it takes time for a person to process it (we're not robots here on the forums, they're definitely not robots either!)

    As far as people saying they've not been banned despite being reported - that's what they want you to believe. They want you to think they don't get banned, that reports don't matter, so you don't report people in the future.

    Keep reporting people that break the game rules!

    Disclaimer: I have no involvement with in-game bans, and do not know how their process works.

  • I've always wanted it to lock survivors at around 15 seconds so killers can swap situational perks like Franklin's Demise to deal with items. Last-second swapping definitely makes it harder to effectively use those kinds of tech perks.

  • The thing about season pass models like the Rift is that you can get a lot of value for a low price, at the cost of playing a decent amount in a certain time frame. The challenges help keep it interesting, and it's nice that you can do those any time even if you miss them.

    Luckily, the cosmetics that are in the Rift will be available in the shop at a later date if you miss them. The FOMO is a lot lower in the Rift than comparable models that I've seen, since there's always the chance to get the outfits later.

  • There's a subforum made for sharing character ideas! https://forum.deadbydaylight.com/en/categories/Creations

    I look forward to seeing them 😁

  • I prefer the snares. Pallets never feel like they actually have an effect for me, and are more "for fun", since most of the time the survivor would be hit anyways if they were in an area with no pallets to begin with.

  • Pig's Ambush has to be partially balanced by having crouch time, or else you could crouch and charge it up really quickly before survivors could even react.

    Ultimately, the crouching mechanic for him is to help him sneak up - like Pig - and also hide his body from being revealed as easily.

  • @WRussoW said:

    You, guys, are allowed to use calculators during the Math???

    Statistics allowed calculators all the time, pretty much. Half the class was learning how to properly navigate the calculator.

    My calculus class also covered some types of problems that would be very difficult to solve by hand, so it allowed calculators only for doing those specific problems. Up until those courses, though, I pretty much never used a calculator in school.

  • From what I saw, yes, other survivors are considered objects.

  • In a game with a wide cast of characters with special abilities, I definitely think a "basic" killer, even with higher stats, would just be boring in the long run. There's nothing interesting about the character - you don't really need to learn how to best utilize that particular killer. People spend thousands of hours mastering Huntress, for example. There's not that same kind of drive to play a killer without an ability. It'd also be fairly uninteresting to play against, since it'd all just come down to "where is the killer", rather than playing around their ability.

  • If you suspect a player is cheating, make sure you report them post-game. You can submit additional evidence through support: https://support.deadbydaylight.com/

  • @Dehitay said:

    I think they said they would eventually put some of the rift cosmetics into the store, but I don't know how long after the rift closing that would take.

    The general time frame they gave originally was 6 months if I'm remembering correctly, although some may be later if they would make sense at a later date (for example, Nurse's Hallowed Blight skin becoming available around Halloween)

  • The best explanation I've seen is that the entries are like someone quickly taking notes on the memories. So in a way, I'd say there's definitely some influence of modernism since we're reading about someone else's memories as viewed by the Observer.

  • I had something like a Tamagotchi that was Neopets-themed. I think it had an Aisha as the pet.

  • This post brought back too many bad memories of calculus.

  • Nickeleye is right about what most people mean when they say "bots", however there are some rudimentary bots being utilized on the mobile version (although the mobile version is handled by a different team).

  • If you suspect a player is cheating, report them post-game and send additional evidence to support: https://support.deadbydaylight.com/

  • I usually think I hear footsteps randomly. More often than not it's a fire barrel.

  • It's not about the number of kicks - it's about how fast the kicks are done. You still get two "kicks", but they're 20% faster overall.

  • Lithe is my favorite of those, since it's fairly easy to use and helps you make distance safely, rather than Sprint Burst which can be easily wasted and not make distance, or Balanced Landing which usually means you're not in a good position.

    (Head On is still my favorite exhaustion perk, though)

  • Submit ban appeals to support - they're the only ones who can answer that question for you.

  • I want a nice sun dress with a big floppy hat for Jane. Or for Demogorgon. Either works.

  • A lot of perks can be used similarly - I don't think interesting designs should be excluded due to a potential for causing problems. Bond, for example, can be used to know where your teammates are - should that perk not exist just because people can use it to sandbag? It's a difficult decision to make, but I think that most people tend to play the game as intended, so Red Herring causing an explosion could result in accidental sandbagging just as much as tossing Diversion pebble could, but likely more believable.

  • There was a similar issue, if not the same, fixed in the PTB:

    "Treatment Theatre: Fixed an issue in Lery's long shower room that caused aΒ hatch to not allow Survivors to open it with a Key"

    https://forum.deadbydaylight.com/en/discussion/130907/patch-notes-3-6-0-ptb

  • I've had so many games with 7900 points in Sacrifice, ending up with 31900 points at the end. Guess I should try to hook in Endgame more often 😁

  • The original state that Freddy was in was tuned in a way that created unfun gameplay, and I even said back then that the nerfs were justified. Here's a list of the original infamous changes and why I think they were reasonable:

    • 16m Terror Radius --> 24m Terror Radius. This made it very difficult to reasonably escape Freddy, as he could see the aura of any asleep survivor outside his Terror Radius. Combined with Monitor & Abuse, it didn't feel rewarding or good to escape a chase.
    • Slugged survivors had to be woken up first before healing. They also did not wake up if healed up while still asleep (Unbreakable, or by another sleeping survivor). This made Freddy's slug potential very strong, which could lead to slugging as a predominant strategy.

    There may be some other things I'm forgetting, but it was more from maintaining a fun and interactive experience playing against him more so than his strength. Some may equate this to a character being OP, which is a valid opinion. Even after his changes, playing against a Freddy that knew how to make good use of the information from his aura reading could lead to an experience that dragged on and felt like there wasn't much you could do. The problems mentioned above with his original numbers also showed up in the nerfed version, but to less an oppressive extent.

  • It's okay to get burnt out on a game, and it's okay to realize when you aren't having fun anymore. Playing more into the frustration definitely doesn't help, and crashing definitely kills my mood when it happens (albeit infrequently for myself). Realizing your feelings about a game and why you play it is something that took me a long time to get used to.

    I've found that most PvP games result in frequent steamrolls on either side - those games are really unsatisfying, because playing for the challenging games and still coming out on top are the moments that feel good. In DBD, those 2 kill/2 escape games when you feel like the game could go either way are those moments.

    I've taken breaks myself, and I can say they helped a lot to curb the burnout. If you do decide to take a break, I hope that when you come back, you can find the enjoyment of the game again for yourself.

  • You need to be using all three of the character's unique perks - no more, no less.

  • I like that Breakdown will have more of a niche now, since it'll keep the hook broken for 3 minutes. It's like an homage to old mechanics now 😁

  • One of the most interesting things about chases, to me, is chase manipulation - walking in certain loops to break bloodlust for killers. I'm still working on it a lot, but it's definitely a really cool thing that most people don't even think to do!

  • It's definitely a build I want to try - 16 meter TR is nasty on any killer, especially ones that can easily close that distance. I don't know how good Dark Devotion would be on it though, since a small TR is close to no TR to begin with.

  • Surveys typically come out towards the end of the PTB, so people have sufficient time to play it.

  • Glad you like it!

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