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drimmalor

drimmalor

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drimmalor
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  • I personally like the variance in looting, although I do wish green keys had a better use - especially since there's no default way to use them without addons.

  • Low for decent FPS as well. I usually get around 50, so any higher isn't worth it.

  • Rest assured that farming is not a problem, as long as you aren't forcing people to participate in it if they didn't want to (that can be considered griefing).

    As for the harassment on other platforms, that is something that will need to be handled by the respective platforms. I believe you can close your DMs on PSN and limit comments on YouTube - I would recommend doing that until it passes over. Sorry that you're dealing with this.

  • Borrowed Time - I'm really bad at time management, but extremely good at mitigating procrastination at the last minute. (Cue the Netflix binge sessions)

    Bond - My friends mean the world to me. I don't know what I'd do without them.

    Hope - I try to be optimistic, especially because there were a few years of my life that my constant pessimism just made my life miserable. Now I try to be better.

    Wake Up! - I'm constantly tired and sleepy, and can pretty much nap at any point.

  • @ABannedCat said:

    That map is a Blendette haven. Its extremely dark, and the bushes are big enough to completely cover a female survivor crouching in them. Its even worse than Yamaoka's realm.

    @megaweenieman said:

    https://forum.deadbydaylight.com/en/discussion/131169/about-the-new-map

    Is this a real statement? Are you playing with 200% brightness on your monitor? I’d rather rip my penis off from the root than trying to find a blendette there

    There's a bug where if you load in with low/medium graphics, it's really dark. This is a known issue, and you can fix it by making sure your graphics are set to high/ultra before loading in. You can even lower the graphics after loading in, and it'll stay bright.

  • It's a problem with being a lower rank (low rank killers typically have a longer time getting games than high ranks) combined with the further imbalance of everyone wanting to play the new killer. The split playerbase between PTB and Live also causes weird matchmaking, because less players on each queue provide less chances.

    I know a lot of people also download the PTB for the first few hours, play the new content, and then swap back - so coming in late encounters less players too.

    Sorry for the wait!

  • I loved playing Clown when he came out, so I've started picking him up again just because Mr. Puddles is such a good outfit.

  • I like the red stain, especially because it opens up a whole line of mindgaming that wouldn't be possible without it. Survivors have an expectation that the red stain comes before the killer, so often they're looking out for that instead of always looking for the killer themself. Without the stain as a mechanic whatsoever, survivors might be more cautious around loops and moonwalking would not be as effective (or straight up have no point at all).

  • English, and the only word I can think of right now is hippopotamus.

  • Farming itself is not bannable. Forcing someone into farming against their will (bodyblocking other survivors so the killer can down them, etc.), however, can be considered griefing.

    Here's the post about game rules for further questions: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

  • Devotion 5 represent 😁

  • It does not.

  • I really liked the flowers on Jane's Day of the Dead outfit, so I'd love to see more flowers for everyone 😁

  • I would argue that your checklist can prove that it is a team game. You're focused on things that do help your team - unhooking survivors rather than leaving them to die, especially making sure these are safe unhooks; preventing NOED; completing the objective; healing other survivors; and distracting the killer. All of these contribute to your team being able to do the same things that you're trying to do.

    Yes, your final evaluation and "rewards" are based on your individual performance, but you wouldn't get nearly the same results if everyone disregarded their teammates for selfish purposes.

  • Statistics are nothing without interpretation, and the stat sheets they've sent out are not what they base balancing decisions on. Those were for fun and we were encouraged to not make conclusions solely based on those statistics.

    That being said, I'm certain that any statistics they use as part of evaluating how the average game is turning out are much more detailed than what we've obtained, which allows them to interpret if a survivor decided to die right when they got hooked, or if they simply didn't get saved.

  • I've been using Spine Chill more recently too because jump scares are the only thing I can't handle in horror movies and games. I initially started using it with Resilience for faster vault speeds (one of my favorite builds of all time!), but I liked that it helped out against some of the stealthier killers in the game so I didn't have to be paranoid all the time. It really improved my game experience, and I even still sometimes run into a random Ghostface or trigger Hag traps and scream from that jumpscare.

  • Definitely blursed. But also beautiful.

  • @[Deleted User] said:

    So with my work schedule it’s unlikely I can get to the required tiers to unlock this through playtime and challenges.

    How much is the pass? And then how much to bypass tiers?

    The pass is 1000 cells, and 100 additional cells per tier to purchase. Note that Mr. Puddles is all on the free track, but you can't buy additional tiers without purchasing the pass.

    The headpiece (what really matters, imo) is very early on!

  • @Heartbound said:

    I'm really looking forward to Mr. Puddles. Whoever made that did a great job.

    It was a winner of the third anniversary community design contest! Here's the links:

    Winners: https://forum.deadbydaylight.com/en/discussion/76245/community-third-anniversary-contest-winners

    Original post by kangyaku: https://forum.deadbydaylight.com/en/discussion/67636/lovery-elephant-clown-by-kangyaku

  • Bitter Murmur only gives you minimal information regarding the direction survivors go after finishing a gen, and if you can't immediately capitalize on that information, it just isn't that helpful. I've seen good use of it on Huntress, but outside of that, it's just too unreliable since you could already be in a chase or doing something else when it triggers.

  • It's probably my favorite outfit ever 😁

  • Closing this since people ignored Inji's reminder to stay civil and on topic.

  • One of the reasons I was so excited to join the mod team was because I really liked how the developers communicated and interacted with the community. It's the first online community that I got involved with, and made lots of friends, especially through Discord. I feel like if I can help people make the same connections I did, it's all worth it 😁

    @Pulsar said:

    Well, I appreciate all our lovely Devs coming to chat with us. I really appreciate that, I think that's something special we have. Not many other community's have this level of Dev interaction and I don't want to take it for granted.

    As for our Mods, they keep the Forums clean and provide reason. I cannot thank them enough.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085678#Comment_1085678

    I enjoy pure threads like these, if I were a Dev or a Mod I would love to see these, they'd make it all worth it to me XD

    It can often be a thankless job, so it's nice to see positive words like this from time to time. It really does mean a lot to us. We do it to keep the community a safe and welcoming place for everyone! And thank you for using the forums!

    Shhh, I'm hiding...

  • "We're working on this right now, trying to get it fixed as quickly as possible."

    https://forum.deadbydaylight.com/en/discussion/comment/1081165/#Comment_1081165

    Sorry for the inconvenience! πŸ˜“

  • As far as bots in DBD, it really depends on the quality of the bots. A bad bot could waste pallets, sandbag you, or just generally be a detriment to the team (giving the killer more PGTW triggers, BBQ triggers, etc). In those cases, I'd rather just not have a 4th teammate. Good bots are hard to make, though, because you can learn how AIs play and abuse that. I've done it in many other games, so the "good" bots just become bad again.

    I'll be interested to see how they turn out on mobile, and it seems perfect to test for that platform.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080046#Comment_1080046

    I clicked on the "Mod" tag and @drimmalor made it look like you said killers should be able to manually light totems.

    Therefore, I responded to drimmalor's comment saying, "why make lighting totems a close range action?". Then, I was confused because you already said that in your original post. I don't know why drimmalor implied you wanted lighting totems a close ranged action, maybe drimmalor didn't have a lot of time and skimmed through your post. 😁

    20 meters still gives the general area of the totem. If it could be done across the map, then that problem would be solved. Although, that itself creates problems of potentially using Hex totems more as a tracking perk to see when and where dull totems are cleansed.

  • Balancing decisions go beyond a lot more than a single player's experience. Many factors can have an effect on any given change: data from all players, community feedback, as well as to work towards the vision on how the devs want the game to play. Some are weighted differently than others, and no change (or lack thereof) is made lightly based on one night of playing the game.

    What @altruistic mentioned about confirmation bias also holds true - people tend to remember bad experiences more than positive experiences. For example, all else held equal, you remember losing $100 more strongly than gaining $100. This translates to remembering the games where you played poorly and didn't get 4 kills or escape more than the games where you easily killed everyone or escaped smoothly. All those "potato survivor" games you're seeing on streams is a more frequent occurrence than anecdotes would have you believe, because they're not good stories. It's why I personally prefer watching streams over curated and edited content - it provides the whole picture.

  • If you've uncapped your FPS to get more than 60, you can experience this kind of stuttering. Uncapping FPS has caused other issues in the past and I would not recommend doing it.

  • Manually placing hexes has two major problems:

    1. It wastes time. You need to set up the perk to get its effect, and then you aren't chasing survivors.
    2. It reveals where the totems are. Survivors could locate where killers are early into the game and find out where they're placing totems. This problem is made worse with perks like Object of Obsession, as well.

    I tend to play like I don't have any Hexes early on. If they find it, they find it. Later in the game, if I know they've found it, I either decide to let it go to maintain pressure or guard it if they seem to be around it constantly.

  • @AhoyWolf said:

    On Legion or Plague? Sure, I will use it on them, but on other Killers, no.

    Pretty much this. It's useful on killers that can keep survivors injured consistently, but other perks are typically more effective on most others.

  • Every character has some sort of learning curve. Luckily for Nurse, her curve is mostly just learning how to control her blinks: understanding how far they go, how to adjust their angle, etc. After that, it's mostly just predicting survivors, which comes more so from game knowledge rather than mechanical skill on Nurse.

    The problem with learning Nurse is that she relies entirely on her power, since she normally moves slower than survivors. This can make it feel discouraging to play her and to keep practicing, since you'll more often than not have difficult matches while learning her.

    I like that some characters take more practice than others to get good at them. It's something to work towards. I played Huntress exclusively for weeks after her release, and I still wouldn't say I've ever been good at her. Nurse's learning curve is just a few bad games as you get the hang of her blinks, and then smooth sailing into the fun part - predicting survivors - after that.

  • I love trying out new builds, and having a new perk to play with that actually fits my play style has been awesome. DBD has really changed a lot lately, so it's been fresh and fun with a new meta 😁

  • I actually prefer survivors to be skins, because then I can play the ones I like visually rather than feel like I have to play the survivor with the "best" extra bonus. We'd see a lot less diversity πŸ˜₯

  • Killers still have collision when a survivor uses Dead Hard. If it looks like they're going through you, they're probably going off to one side rather than straight through.

  • Only if I can drive them out the gate. David needs some new wheels!

  • I use it on killers that can capitalize on the information and push survivors off generators - Spirit, Oni, Freddy, and even Wraith are prime examples. I've tried it on others like Pig, but I feel like Corrupt would be a better choice on them.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074774#Comment_1074774

    I respectfully disagree. Killer is in a terrible spot right now. Unless you get bad survivors, your experience, blood points, and ability to get a pip aren't in your hands.

    Do you honestly feel that killer is better off with new ruin? With spirit and nurse nerfed? With the inability to pip while using core powers like a chainsaw or vile purge?

    Because I don't. I feel like I either stomp, or get stomped now. I would rather have 6 games where I 1-3k getting a single depip, two brutal, two ruthless, and one merciless; rather than 6 games where I get three depip and three merciless.

    I don't really care about pips - it's not why I play. I have horrible ranked anxiety, so I try to ignore those metrics. I play for points and to enjoy the game, and killer still gets lots of points even in bad games, at least compared to playing survivor.

    I also believe that new Ruin is much healthier for the game. If old Ruin wasn't found, it could completely carry a game for you. It created unrealistic expectations of performance, and could be very swingy rather than building for the average game experience. New Ruin allows players to see how well they're actually doing, as well as being a very useful perk for players that know how to pressure generators. Changing Ruin also allows the devs to collect more consistent data on how games go, since games can't be decided based on whether Ruin was found or not. It was a variable that made it difficult to change other aspects of the game, like toolboxes or gen times.

    As for Nurse, she was indisputably the strongest killer in the game. She needed to be changed, and I think her changes were very good, both for her addons as well as to her base kit. It makes her kit actually have some counterplay, while still being perfectly usable for those that have practiced her and know how to blink well. Spirit's nerfs were mostly for the extreme cases - either using her best addons (Prayer Beads, which had essentially no counterplay outside of Spine Chill), or colliding with survivors. I still believe she is just as strong as before, but requires more calculated predictions than simply running into survivors to check for collision.

    That feeling of "I feel like I either stomp, or get stomped now" is what changing Ruin is working towards addressing: creating an experience that you can go into a game and have a fair chance of a back-and-forth game, where you're not sure if you'll win or lose within the first minute, because anything could happen. Snowballing either direction isn't fun for anyone; challenging games are what I play for. So yes, I do think that killer is in the best spot it's ever been right now, because you can choose perks that reward you for playing well (Ruin, PGTW), or you can pick perks that plan for the worse cases (Blood Warden, NOED). Ruin is no longer a "must-pick" simply because it can win the game by itself. I started playing when double pallets were prominent, and the game has come a long way since then. Yes, there's still a lot that needs to be done, but I think the direction it's heading is exciting.

  • This game has a very high learning curve, and there are times when it feels like you can't win - and that's okay! Everyone has bad games, and you can't expect to do well right out the gate. Go into every game with the intent to learn and improve, both from your mistakes as well as survivors'.

    It may be an unpopular opinion, but I do believe that killers are in the best spot they've been in a while. We're also seeing reworks for some of the less relevant killers (like Doctor!) as well as map reworks every so often. I rarely ever feel like there's nothing I could've done to play better - I always had a chance to get more hooks.

    I go into every match trying to play my best and have really enjoyed playing for the challenges lately. Switching up play styles and trying out new tactics really spices up the game.

  • David, Claudette, and Jane are my survivors of choice.

    I don't really have any killer I "main". I usually get bursts of interest in playing one specifically. Right now I'd say it's Wraith, but I'm also a fan of Freddy and Nurse.

  • If someone drops a large, heavy object on you, you'll get moved around. Pallets push you to the side that you're closer to - usually away from the survivor, since they'll drop it before you can get through it.

  • Please remember to keep comments civil. Comments should contribute to discussion and not be directed at other users.

  • Report them in the post-game lobby. Also keep in mind that names do need to be blurred if highlighted negatively, but it's best to not post sensitive language like this on the forums anyways.

  • If the killer doesn't move away from the window, it won't work. I've blocked many survivors trying to do this by standing still after the vault.

  • I definitely agree with Freddy, since he's a demon in his own realm. You can slow him down, but ultimately he controls the dream world.

    Outside of licensed killers, I think Oni could put up a good fight.

  • Returning these cosmetics is a work in progress. Originally, after they were lost, it was going to be unlocked for everyone, however they found a way to verify people that had the cosmetics and are working to return the cosmetics to everyone that had them before they were lost.

  • I'm no good at making killer ideas myself, so I always love to see others' concepts!

  • The points are just too good to pass up. The auras are just a bonus 😁

  • I saw a good amount of it right after the rework, and I've used it a lot myself combined with Surveillance. I think the fact that it doesn't stack with other perks like Pop Goes The Weasel has made the perk slot an interesting choice, rather than just stacking all those kinds of perks together.

    Personally, I usually reserve one slot for BBQ, one for a chase perk (Enduring, STBFL, etc.), and then the other two can be "game slows" - I would use either Ruin + Surveillance, or Corrupt Intervention + Pop Goes The Weasel.

  • My preferred Legion member is Frank (love the varsity jacket), but one build I've seen work well is Blood Echo + Thanatophobia, combined with the pin that gives Broken (I think it's called Legion Pin). This combo capitalizes on being able to spread out hits and keep survivors injured, plus guarantees at least 60 seconds of value for Thanatophobia.

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