oxygen
oxygen
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I feel like there should be some sort of failsafe/emblem system override that ensures at least safety pips in certain situations, as the emblem system kinda breaks at times if one side gives up or dominates really hard. Escaping should always be a safety pip (pretty much is outside of AFK matches already though), and something similar for killers but not too sure exactly where to place it for killers or if it should be based on kills, hooks or something else.
And this is coming from someone who personally doesn't really care too much about their rank, full disclosure there.
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I personally tend to run it but for the longest time I didn't really like it.
And I get it. It's similar to why quite a few people don't like running stuff like Adrenaline, Deliverance, NOED and all the perks that require some other specific condition - a lot of people prefer perks that they'll get use out of in every match or at the very least the vast majority of matches. I used to be like this, I used to really dislike situational and "specialist" perks.
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I'm sure there's more interesting reworky suggestions out there but I'd probably just make it so the other survivors are informed the person on the hook has the perk. People playing together can already plan around the perk before actually seeing it activate, let everyone do so.
That or just making it activate on both hook hooks.
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Accessibility options rank pretty high up there on my list.
Good colourblind support, ways for players to do less button mashing/holding, that sorta thing. And while it's a lot more work I'm still gonna dream about a revamped and more in-depth tutorial with little video examples of things being explained as well.
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I like it, but it sorta looks either unfinished or like a bug. There's absolutely no movement for the knife while it's raised, it's completely stiff and locked in place until you lunge.
If it's intentional I hope it gets a little cosmetic touch-up. If it's a bug... please touch it up and make it intentional, because it's really cool despite everything I've said in this post ๐
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I'm just curious how not only escape-from-killer-grasp stuns in particular got bugged, but only for certain killers on top of that. It's just such a bizarre and specific bug that doesn't seem related to any mentioned changes in the update. Not even mad just genuinely curious ๐
Bug yeah, obviously a bug.
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Stop caring about if people think you're "toxic" for what you're running. If they can't seperate their opinion on a perk (or anything else like killer, survivor, offering, item, add-on...) from the players using it they're just scrub crybabies. If you feel like something will help you out just use it if you want.
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I like him. Fun to zoom around at very high speeds and it feels cool when you ping-pong just right and get a nice hit. But I mostly just love the feeling of speed that his power offers.
No clue how strong or weak I'd call him but at the moment I don't really care, I'm just having a good time.
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If they don't wiggle out, what happens then? Does the killer ever finish spazzing out and get them on the hook or are they frozen there forever?
Because if that's the case wiggling out is 100% the right thing to do.
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The Styptic and Syringe has always destroyed the medkit on use, even after they made it so items brought to 0 charges through normal means are kept intact but inactive. You can restore charges on greyed out inactive items, but not on items that are completely destroyed.
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Knockout is a pretty uncommon perk, but slugging in that particular situation is to prevent the hatch from opening and is pretty common.
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@Brokenbones said:
I believe he's taken the video down
Gonna hazard a guess it's because of many of the more heated comments. I know I saw a couple when I was reading and it's no secret Otz reads his comments more than people prolly think he does.
As someone who saw the match live, If I were in Otz's position to be brutally honest, I likely would have just quit to save myself further frustration. DBD can be tilting when people aren't going out of their way to be annoying afterall.
Wouldn't be surprised if the absolute clownfest that was the comments to his pinned comment about not seeking out and harassing the streamer in the video had something to with it.
I peeked and it was pretty much exactly what I expected. People honestly believing it was 100% justified to harass someone outside of the game for something they did in the game, and arguing with others to try to convince them of that. That's not something a streamer wants to be associated with.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1603825#Comment_1603825
Not really. Survivor isn't challenging and frustrating enough for killers to really add fuel to the fire. I play survivor at high red ranks solo and most of my games I'm mad at the other survivors rather than the killer. My last 100 games at rank 1 have had 5 moris and 3 tunnelers / campers. I very rarely run into toxic killers, and if they are being toxic, they are ruining their game. You just don't get killers that want to intentionally ruin their game at the highest ranks. It's part of my point. Survivors can be toxic while also easily escaping. Not saying there's absolutely none, but they're few and far inbetween that the few games per 100 that I get aren't that big of a deal.
Meanwhile, like I said, within the first 2-3 killer games I get toxic survivors at rank 1. When I was in green and purple ranks I did run into quite a few toxic killers, though. It just gets rarer as you go up the ranks, the inverse is true with survivors. I don't start my killer sessions wanting to be a jerk to survivors, but survivors quickly change my mood. I imagine this is true for many killers.
If you consider bodyblocking and flashlight blinding to be "toxic" that's not really surprising to begin with.
Bodyblocking is directly encouraged by the game by protection hits and all the perks that involve them, and the entire purpose of flashlights is to blind the killer.
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If people say "gen rush" there can be discussion about all sorts of things. From gens themselves to chase duration, map sizes, tiles, map generation and all sorts of other things that might be varying degrees of... imperfect, to put it that way. As it's all part of what determines how a match plays out, and changing one can have effects on many or all of the others.
If people say "gen rushER(S)" then it's just scrub whining, someone directing their grievances with the game onto players instead of the relevant parts of the game and no better than the at times rampant player shaming based on the perks, killer or whatever else they're using. Ignore and do not engage with.
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It's probably just someone not loading into the match in a particular way, in which case the match is cancelled once the game realizes it.
If a killer genuinely disconnects after the match loads it's most of the time because they didn't want to play on that map, in which case they lose everything they brought in (add-ons, offerings) just like survivors do with their items and offerings. If they want to avoid the survivors/items they'd just leave the lobby before the match starts.
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As anecdotal as it is, my experiences with him has given me a pretty weird stereotype for... Quentin of all people.
Rather rare for starters, but Quentin players pretty much always seem to either be confused and not that great or really good. Very rarely average or just "meh", so in one way or another the Quentins I do run into end up being memorable for one reason or another a lot of the time ๐
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If I have to go or if I get sent to a void lobby where everyone has sky-high latency.
That's pretty much the only thing I check before I tab out and wait for the game to start, don't really care what they bring or who they are.
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@Tricks said:
Because they didn't balance voice coms into the game as it's OP and gives unfair advantage to Survivors.
Yet they allow Survivors to use 3rd party programs to do exactly that which I find hilarious and extremely hipocritical.
Even if they wanted to stop people from using voip apps it would be either a waste of time or reputation suicide to even try. The method would either be easy to circumvent or unacceptably intrusive to many gamers.
And on consoles they probably wouldn't even be allowed to prevent people from using party chat in the first place.
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I'd love to just snap perfect performance on all platforms into existence of course, same with accessibility options like colourblind support and less button mashing/holding as well.
And if I could just make people realize some ideas are just... incompatible with DBD or multiplayer gaming in general that'd be great too. And by that I mean the threads where OP absolutely insists on stuff like "remove SWF"/"use tech magic to block voice comms" or "make camping mechanically impossible to do". Complete waste of keystrokes.
EDIT: And oh I'd absolutely love to delete the pathetic scrub mentality that makes people shame others for their choice of perks, killer, preferred role or whatever else.
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If moris get changed like that they should double down on the idea of using them for fun and to have a "flashier" finish for a survivor than a hook, substantial BP bonuses and such. They've said they're working on moris (and keys) and while it's possible they change them to be on death hook, I honestly find it more likely they'll do the "hook all survivors once" change or something entirely different that's more like a rework than a change.
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For the same reason people think anyone on planet earth cares about the -rep they left on the profile of whoever did something they don't like.
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The graphics update involves re-modeling, retexturing and all of that stuff. The graphics upgrade talked about for next-gen consoles is probably more like turning the graphics quality setting on PC up from low to high or something, which is very different. Better graphical fidelity and hopefully better performance as well.
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Ace.
I just like his cosmetics and his little smile.
Dwight and Kate are solid runner-ups for me though, for similar cosmetic reasons.
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No. No perk (or anything else like add-on, killer, item, survivor...) is somehow magically inherently toxic.
People might not like it, and if they can seperate their dislike of the perk from people that use it that's fine, they can discuss the perk itself. People that can't do that and shame players for what they're using are just scrubs, ignore them.
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The devs and Easy Anti Cheat is trying to do something about it, but anti-cheat is a very tricky business. It's a neverending arms race where there will never be a "decisive victory" for anyone.
But yes, most cheaters will be on PC as you can't exactly run epic_cheats.exe on a PS4 or something. I'm still confused about how people see so many cheaters, in my 3200 PC hours I can count the amount of blatant cheaters I've seen on two hands. My hands and feet if we include pre-dedicated server lagswitchers. Compared to most other games I've played that's very low.
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Hatch isn't going anywhere, so if you object to its very existence so hard that you're gonna keep making carbon copy threads about it I'd recommend finding another game to play to save yourself the frustration.
Not saying there aren't things that could and should be changed about the hatch. The way disconnects interact with it should change, and I'd like it if the killer got at the very least partial kill credit for hatch escapes to make it less punishing emblem-wise. 3k + hatch escape should feel like a win for the killer in all circumstances BP and emblem-wise. For me it already does, but a lot of this comes down to the emblem system being a bit silly in certain situations than anything else.
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I don't know if it counts as a "hot take" or not, but I'd say the vast majority of people play SWF because they want to, not because they "need" to.
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You can. Just click the little arrows by the chatbox and it'll close and stay closed until you click it again.
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They might not have imagined looping would be a thing when they made the game, but it's pretty obvious it's a fully embraced form of emergent gameplay at this point. Tiles are straight up designed with looping in mind, why else would they talk so much about "tile safety" when they discuss map design/generation?
I do agree that truly braindead loops/tiles with no LOS blockers and mindgame potential are just straight up boring for both players. There should be less of those and more actually proper tiles where players can mindgame and outplay eachother, as to me that's the heart of DBD chases right there. Not the unsafe "stun the killer or get hit immediately" pallets, and not the "break the safe pallet or lose the match" pallets. There should be some of those too, but most tiles should be designed so there's more room for outplays.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1583408#Comment_1583408
Doesn't getting hit give you a sprint burst? The other sprint burst adds 1 extra second and feels redundant
Pretty sure the speed boosts stack? So you go at lightspeed and make mad distance.
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Because it's boring to crawl around on the ground. It's not that deep.
And I'm by no means saying this makes slugging bad, wrong, "toxic", evil or anything like that. I do find it pretty lame if someone lets someone bleed out for no other reason than "haha lets make this guy mad" but it's rare I run into that personally, and that has less to do with slugging than the general "play for salt" attitude itself.
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Some people might say stuff like that, but they're just the same kinda scrub babies as the people saying stuff like "tryhard sweaty killers".
Ignore them. If they can't seperate their dislike of perks from players using them they can keep screeching into the void for all eternity for all I care.
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Threads that shame players for daring to use stuff that's in the game. Don't care if it's about "sweaty killers" or "small pp crutch survivors", it's distilled scrub whining no matter what. By all means discuss the actual disliked parts of the game, but just yelling at people for using stuff they don't like is just pathetic.
And while it's far less common seeing people make threads where they go full no-compromises on some stance that they should be able to realize is a waste of keystrokes to even propose. Examples are stuff like straight up removing SWF, using tech magic to somehow stop people from talking to eachother, making camping 100% mechanically impossible and so on. Luckily it's pretty rare and the people making such threads seem really good at getting jailed and then banned in like... 48 hours at most ๐
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It's fine to discuss perks and whatever else, even argue about them (as long as it's remotely constructive)
But I really wish people stopped the "if you use thing you're BAD!" garbage. I guess they're completely unaware that it makes them look like a little scrub baby throwing a tantrum when they can't seperate their opinion on game elements from players using them. There's plenty of things I dislike (like the always popular keys and moris combo pack) but trying to shame players away from using them just because I don't like them is just plain pathetic.
@PigMainClaudette said:
And sadly this is true. Then when you point this all out in other threads you get called an entitled [other side] for disagreeing with them.
It is literally why my name is my two mains, or my main killer and my former main survivor, form my forum name. People can't pull the entitlement card on me.
That's not how it works though, that just puts you in a superposition between survivor main and killer main. People can call you either whenever it benefits them to immediately avoid having to actually read what you said and keep screeching into the void instead! ๐
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And how many times did people try and they didn't get off? Or they got off and it didn't change anything because they jumped off right in your face or while you were nearby? Far more often than the times when someone actually jumps off the hook and it matters, it's just way easier to remember the times it did make a difference. The game isn't over until it's over, the mindset of "i deserved that kill/escape but then <thing> took it from me!" is nothing but a one-way ticket to pointless frustration.
No one deserves anything until the survivor in question is dead or they've actually escaped the trial respectively. The game already has measures in place to speed up a match that's actually already over, like how people insta-die once everyone is on the hook and in struggle phase - at that point the only trajectory for the game to take is for the survivors to die.
DBD has all sorts of things that come down to "luck". Map generation can make super strong areas or deadzones, gates can spawn on opposite sides of the map or on the same wall not far from eachother, chests are pure luck unless a survivor has Pharmacy, totem placements, trapper traps sometimes letting people go 1st try and sometimes 8th try, Piggy RBTs sometimes making a survivor check 4-5 boxes while sometimes coming off on the 1st, skillchecks (run autodidact for a day and you'll get very intimate with this one ๐)... the list goes on. It's not a game that has any interest whatsoever in eliminating randomness.
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It's certainly a pet peeve of mine. People seem to think balancing is some completely interconnected zero-sum game where a finite amount of BalanceTokensโข has to be shuffled around in a certain way. That's one way to do balancing and sometimes the right way, but it's by no means the One True Way for every single circumstance.
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But EGC does matter and it does exactly what it's supposed to do: providing a way to put a hard cap on how long the match can last that's available to both sides. Survivors have to activate it to escape through the gate, killers can open a gate if they want to as well.
That's its entire purpose. Making sure there's a way to stop matches from going on forever with a fancy coat of glowy paint on top of it that can be activated by players in the match.
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Pretty much the same as what I find fun about playing killer: outplaying my opponent(s).
My absolute favorite thing in DBD is the interaction between killer and survivor at actually good tiles where there's room for mindgames and predictions. Doesn't matter if it's making it so a survivor runs into me because they thought I'd go the other way around the tile, or if it's hearing a killer swing at a pallet thinking I'm still playing the tile when I made the call to abandon it alltogether.
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So you're surprised a modern multiplayer game allows and facilitates party play? There's no nicer way to put this so... for exactly how long have you been living under a rock?
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@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1572371#Comment_1572371
Example, please.
The best example is if they get themselves 3-genned. That's one situation where even one survivor's mistake can screw over the entire team. And of course it can be avoided, that's why it's a mistake when people make it happen (especially when the killer doesn't even try to force it).
And technically someone using Dead Hard to make up for a mistake is also getting punished. If they didn't have to use it to make up for a mistake, they could have used it on their own terms later in the chase, intentionally going for an extra loop that they can only make because they have Dead Hard. By getting mindgamed in your example they were forced to use a resource they could have saved for later if they didn't get mindgamed and exhausted the loop normally.
And I'm not saying it's all fine and dandy the way it is. Personally I have no good idea of what they could do about it (removing is sorta out of the question though, they don't straight up remove perks) so I'm not gonna pretend I have some perfect solution up my sleeve. For many other "controversial" things like moris, keys, DS, NOED and whatever else people come up with all sorts of ideas but for Dead Hard I mostly just see "delete it" and "It's fine as it is".
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Well yes, for a long long time now gaming has become more and more of a social thing. Especially during the 7th console generation multiplayer was made way more accessible and important on the industry level.
You have the choice to not play with others yourself, seek out games with solo queue options or stick to singleplayer games, the facilitation of social play in gaming isn't going anywhere. The newest hot thing in this ongoing process is the implementation of crossplay in a lot of games to connect even more gamers to play with eachother. There's really no nicer way to put it, as it's not going anywhere, ever.
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If you're not the guy on the floor, don't feel obligated to try to pick them up. Especially not since a surprising amount of killers just stick near the slug wanting to quickly re-down them when they get picked up and then chase the rescuer. Just look for hatch, if you feel the killer knows where it is get ready near the gate furthest from the hatch and if it hasn't spawned yet see if you get lucky or just wait at a gate.
You're in no way obligated to go for the player on the ground, no matter what they say (or the killer. I've had killers call me "coward" and "antimate" for doing this when they just ran in circles around the slug until they bled out and I insta-hatched afterwards ๐). If they actually down them and try to find you, you can either sneak in to pick them up or try to avoid the killer while they bleed out.
If you're the guy on the floor just recover and crawl around. The other survivor might pick you up, or they might not (which as already said can be the right play at times). Sure it's boring but it doesn't take that long.
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If you want to make streamsniping really inconvenient you'd have to do more. Even with blanked out names they could just spam switch survivors/items in a certain order in the lobby, check the stream and see if the same switch spam happens there. You'd have to completely blank out the survivors and even the items in the lobby to make it harder to confirm if they're in the streamer's lobby.
But I do believe every game should have a name-anonymizing "streamer mode" sorta thing exactly because of the spectators you mention. No matter how nice a streamer and their general community is, there might be some absolute clowns silently watching that decide they want to dish out some vigilante justice. Either because they genuinely think a player did something wrong and they think they """deserve""" it, or specifically to try to get the streamer in trouble by association by claiming they ordered it or something. Removing names would make that very, very difficult indeed.
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I see no reason why it shouldn't at least be an option, unless there's funky technical issues I'm unaware of. On-screen keyboard obviously won't be as fast, but better than nothing.
Sure people might be jerks. If they break rules, report them, otherwise it's up to every player if they want to hide the chatbox or not. The best way to deal with people being annoying but not breaking any rules would be persistent player mutes if you ask me. So if you run into some jerk and mute them, they'll still be muted when you run into them a week later as well.
More tools for players to moderate their own chat experience is far better than trying to deal with all the stuff that doesn't break any rules but some players might find obnoxious. At least in my opinion.
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I get what you mean, but it's not too different from someone getting a red bar if they try to heal someone/themselves with a medkit vs something that slows down healing speed. I'm not sure if it's explained anywhere (loading tips, tutorial or anything else) that red = you're working at below base speed.
If not, it really should be explained. Especially for co-op actions where individual speeds are slowed down, but the overall speed is faster than base.
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Downing/hooking them is fine if you ask me. Moves the game along with minimal time wasted for everyone.
Leaving them there until you've killed all the others.. yeah, that's pretty cheesy if you ask me. Hitting them is just doing what you'd normally do if you get close to a survivor, knowingly leaving them there because you know they'll stay there is actively taking advantage of the bug.
Probably not punishable though unless someone uses it to take the game hostage, killing everyone else and then refusing to start EGC or killing the stuck survivor in some other way. That's obviously against the rules.
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No matter what role you're playing, ignore people that try to shame you for what you're using. Crybaby scrubs like that don't deserve even a second's attention, when they grow up and can seperate their dislike of a part of the game from players using said parts you can take them seriously.
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I'd be very surprised if the changes they have confirmed they are working on for moris won't specifically target 1st hook moris to be honest. Until then they are what they are, if you're gonna get so mad about them that you false report killers over it I'd recommend you just crash your game client on a hidden killer offering instead until then for your own good.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1565120#Comment_1565120
The previous ruin state needs to be brought back along with better totem spawns. If you play killer why are you battling my idea and bare in mind it's only an idea.
Sorry but this is a really bad mindset. Killers/survivors aren't hiveminds that have to toe the party line to be "real" <role> mains, there's plenty of people with mixed opinions where some lean in one direction and some in the other.
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People in general do this way too much, and it doesn't matter who they are: they're scrubs that can't seperate their dislike of stuff in the game from people using said stuff.
"I think <thing> is lame/too strong" is fine, "<thing> is lame and you suck if you use it" is worthless scrub whining.