oxygen
oxygen
About
- Username
- oxygen
- Joined
- Visits
- 8,170
- Last Active
Comments
-
A lot of the perks they did mention can be greatly improved and be more attractive with simple changes to numbers. A lot of other perks like Monstruous Shrine and Territorial Imperative might need more considerable changes or straight up reworks for the same effect. Like Cruel Limits for example could be given a longer duration and suddenly it actually does its job as the survivor can't just walk away from the gen for a few seconds as the killer approaches and get out of exhaustion.
It's like what McLean said, if they're still early on in the changing process of something it's often better to not even mention they're working on changing it. When they mention it people might think it's gonna get changed soon, and then they might decide what they had in mind doesn't work and go back to the drawing board - disappointing people that assumed the change was right around the corner.
-
Whispers, no doubt.
Then I realized that even the instances where the perk isn't active gives me valuable information. Checked a gen with plenty of progress and Whispers isn't on? I immediately know there's no sneaky survivors hiding nearby waiting to get back on to finish it. Especially handy early game to get in a chase ASAP and to "check" on a totem without sticking your nose up to it and making it painfully obvious you went to that spot for a reason to any survivor watching you.
And then I learned that at times you can basically "triangulate" a survivor's position once you get a feel for how far the range is from the killer's perspective, especially if you walk in and out of the radius from a few different angles.
-
People can dodge if they want. Can always just last second switch if you really want to.
Depending on how DC penalties get implemented "dodging" last seconds switches might even end up leading to a penalty if ALT+F4 during the loading screen leads to a matchmaking timeout.
-
Some people do this in general no matter what they play, excuse "their side" while demonizing "the other side".
It's honestly pathetic either way. Nothing wrong with playing in unpopular or "controversial" ways, but doing so and then complaining when the opponents do the same is just peak crybaby.
-
@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1028484#Comment_1028484
Yes exactly, just because DS...
Which from what you said was working just as intended, the survivor that used it didn't even "go out of their way" to use it by running in front of your or anything. They got unhooked, you slugged the savior and then downed them and picked them up. From how you explained it the exact same result could've happened if the unhooker had Borrowed Time, if everything happened as fast as you make it sound like it did.
You're not entitled to a kill until the survivor in question is dead. That's no better than survivors that go on about how they "would've escaped" if they didn't get hit by NOED or something.
-
@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1027887#Comment_1027887
This isn't quite true tho. Yesterday in the EGC two survivors were left in the game (the other two escaped). The injured survivor managed to unhook the other survivor. Downed her and chased the unhooked survivor who opened the exit gate in the meantime. I downed her too. I had no other option than to risk DS, otherwise she would have crawled out the exit gate. She had stopped right at the end to T-bag a bit.
I didn't have any option. This is a very similar situation like it was killer body blocking in the basement. These are the second chances what some of the killers complain about.
That's the exact same result as if the injured survivor just escaped though, 1 kill (as I assume you got the person you downed first after the unhooked survivor escaped). If anything it's better as you got some extra BP and chasing for emblems in at the end.
-
If it's underused and overall weak perks I honestly don't see the issue unless one views balancing as some sort of zero-sum game.
Would you rather have 4 survivors using more specialized perks that got a buff or 4 survivors with DS/BT/DH/Unbreakable or something?
-
Seriously thank you for these threads. I might still end up watching it if I get the time but for now this gives me a nice quick rundown.
-
Maps and toolboxes are a better place to look first.
Generators are the timer of a match. Changing the time it takes to complete them means the devs would have to be very careful to change action speed bonuses, penalties, hook stage timers, as well as the aforementioned maps. And that's without mentioning how adding more "hold m1" would be boring.
If anything it almost sounds like less of a headache to change maps and toolboxes before anything else. They already seem to revisit some map pretty much at all times (even if it takes a while for us to get our hands on the result) and toolboxes could be reworked into something else than a boring "you do the thing faster π" item of some sort.
-
It's pretty much a full build but I usually bring Bond, Iron Will and Unbreakable.
The last slot can be whatever, quite often it's Borrowed Time. But Quick and Quiet, Plunderer's, some sort of exhaustion perk, DS and Tenacity are all commonly put there.
Sometimes I swap Bond for Kindred as well, but I feel very naked without IW and Unbreakable.
-
@ADP123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1023664#Comment_1023664
Positive as agreeing with me.
... so you're specifically asking for a straight up echo chamber thread?
Regardless of someone's opinion on Ruin or anything else that's just... lol π
-
@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1017283#Comment_1017283
the killer is entitled to play this game against survivors who don't use any external communication device, yet it's pretty common
But they're not though, not at all. The use of VOIP applications is not only explicitly allowed, it's straight up endorsed as well. There's even rooms people can use for it on the official DBD Discord last I checked.
It's also totally allowed for killers to dodge lobbies if they want of course.
And while it has already been stated in this thread, any form of mechanical nerfs/handicaps applied to SWF parties will quite simply never happen.
-
Because they want to and there's nothing stopping them.
If the killer wants to they can just alt+F4/the console equivalent during the loading to dodge it. I wonder if the revamped DC penalty system will punish that sort of disconnects like the initial testing version did or not to be honest.
-
It's a confirmed bug, it'll be fixed.
If anything I'm just curious what exactly made it a thing in the first place. What is it about madness 3 in the code in particular that has that effect? π.
-
Because if the other survivors respond correctly sticking it out can actually let them do what they're supposed to do when someone's camping - do gens.
And on the off chance the killer is genuinely "playing for salt" it denies them the "satisfaction" of a rage-quit suicide on hook as well I guess.
-
A lot of the time, most of the time even.
But keep in mind I'm a person that don't view plays aided by perks as "undeserved" or anything like that. If someone gets away because of DS or gets a kill because of NOED, they simply used something in the game to their advantage.
It's completely irrelevant if I feel whatever was involved should be changed, if they hard camped 1 survivor and got another with NOED or they used DS aggressively instead of anti-tunnel. It's how it works in the game at the moment and in my opinion it's scrubby to think "They didn't really beat me!" for reason like that.
-
I'd say it's more horror-themed than anything else.
Besides, play a horror game or watch a horror movie enough times and it won't be as "scary", be it through spooks or a solid atmosphere - both lose their "bite" over time even though you can still certainly appreciate them, especially the atmosphere. And unlike a lot of singleplayer horror games this is a game that people play for thousands of hours as opposed to dozens at most.
-
You can talk about this sort of topic without using language like "oppressed class", you know. That's silly at best and straight up offensive as hell to people that experience actual oppression in their lives. Unlike them, if you truly feel "oppressed" you can just... stop playing? Take a break? I'm sure they would love to be able to just take a break from being oppressed whenever they want π
And to some extent the same goes for bullying. If you mean genuine post-game harassment and messages then fair enough, that garbage is inexcusable and pointless. But if you mean in-game stuff like tbagging, flashlight clicking, SWF and so on then that's not really "bullying" at all.
-
I don't let stuff others do influence how I play like that. I guess I don't really tunnel much at all, but I will probably camp at endgame. Not in their face to actually kill them, but to make sure I can get hits, downs and more hooks if possible.
-
If his intention was to block you so you died by EGC it's an iffy but not technically bannable thing to do.
But considering he didn't hit anyone else even if everyone was there, even a no mither as you said, it only makes it weirder π€
-
You forgot the magic words, no matter if it's true or not a player can always type "swf -.-" or "camper tunneler -.-" post-game to immediately invalidate their loss π
-
@LordGlint said:
I only say it when the match is immediately canceled due to someone DCing while loading in. Might also include how much I did some non-existent 360s or something. Beyond that, I normally just end a game with "GGs" whether I won by a landslide or lost horrendously.
When the match get cancelled I always say "gg close game" to be honest.
-
Not at all.
If you mean just standing over the slug for 60 seconds before hooking them that's often a bad idea as it's basically the same as hard camping pressure wise.
-
At the moment sound issues make her pretty annoying to play, which is probably the biggest reason if you ask me.
-
The point of DC penalties isn't to stop people from ever disconnecting. It's to punish the people that disconnect a lot, as the punishment grows larger if someone simply can't keep themselves from disconnecting multiple times a day.
-
That's some heavy assumptions and generalization right there.
Totally agree on the point about being tunneled every game though, way too many people eagerly embrace their own negativity bias. The people that claim to be tunneled/camped """every""" game as well as the people that claim they """only""" go against cracked military grade SWF squads. Both spread misinformation at best, and willingly spread disinformation at worst.
-
I have genuinely never seen anyone complain about T3 myers, besides people not knowing he has a more juicy lunge thinking they get bullshit/"dedicated" hit as a result.
Even infinite T3 and tombstones, one is basically playing injured from the moment he gets T3 (+ extra lunge and vault speed of course) and the latter has significant downsides no matter the form.
-
Even if we ignore all the "is it ever ok to DC?" questions I will never understand people that DC right before their match is over. Killers DCing at endgame, survivors DCing while being carried to their third hook or being mori'd. Just wait a little bit longer and take your points.
If someone is so bothered by tbagging and stuff that they'd rather DC than spend 30 seconds or whatever chasing people out then I'm sorry but that's a them problem more than anything else. If anything they can just afk for at most the duration of EGC.
-
It's accusing the thread of being a form of trolling. A thread which only exists to start arguements and "bait" people into responding.
Some people also declare threads where they disagree with the first post to be bait as well, because obviously anyone that disagrees with them has to be trolling π
-
In-game actions aren't really toxic at all unless it involves knowingly abusing exploits or something. As annoying as some people might find it, if someone gets the killer's attention by tbagging/clicking or whatever and then occupies them effectively they made a good play for the team. If they go down immediately then they're just a clown and it's pretty funny.
My opinion of course, and it's certainly shaped by the games I've played throughout the years. A lot of it comes down to opinion and it really doesn't hurt anyone if someone finds tbagging toxic or whatever, as long as it doesn't go into scrub mindset territory where people start whining about "toxic" players in situations where they should blame the game if anything.
-
Huntress because she's sorta different from many others, and she can keep you guessing a bit.
Good Billy players too, as they usually mindgame a lot. Which I enjoy to do and go against alike.
-
My favorite is when people that are clearly "playing for salt" don't get what they're after.
More related to the postgame chat, but I'm sure you've all seen it. One player sitting there going gg ez or whatever while everyone else just says gg and doesn't give them what they want, but also applies to someone trying their best to be "annoying" in game and everything goes wrong for them in one way or another.
I've seen people like that stop the act and join in on the GGs, even seen them apologize. But I've also seen them desperately escalate from just being unpleasant to straight up breaking the rules (racism, threats and so on).
-
Well I really hope this isn't a no-compromises stance of yours, because in that case you're better off uninstalling and never looking back. There will never be mechanical nerfs or handicaps applied to SWF parties, and especially no attempts of removing it or the use of VOIP applications.
This is why most discussion about the topic is about alternative ideas. Be it indicators in the lobby, changing base survivors and killers (this is the "buff solo efficiency and killers that need it" approach) and so on. They actually have a non-zero probability of ever happening.
It's also not "bullying" for people to use things in the game.
-
If you gotta go anyway because of some unexpected IRL thing that's fine of course. At that point any punishment you get once DC punishments are implemented doesn't matter anyway, as you're not looking to immediately re-queue anyway. If people have an issue with others answering the door or picking up their phone they really gotta chill.
And also if someone is genuinely being held hostage. Gather the evidence required for a report and beyond that no one should be expected to stick around in a match with no way out besides disconnecting.
-
When reworking Ruin, did you try and discard any other versions of it before deciding on the one you've announced? And if so, could you tell us about some of the alternative versions?
-
Kinda rude to not let the old thread rest π
But even if we ignore the strength of items there's a lot of things in the game that sorta depend on the killer being able to prepare. There's several perks specifically intended to be brought out in certain situations that are brought up by items. If the survivors really want to they can just last second switch anyway.
Seeing profiles is completely pointless anyway if making any assumptions about totally/partially private profiles is involved. A lot of people have their profiles on "Friends Only" for all sorts of legitimate reasons, it might even be the default setting nowadays but I'm not 100% sure on that one.
-
@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003600#Comment_1003600
Yea again where's ur facts? look I don't care how many of you say I'm wrong it's written on screen as one of 3 examples of griefing just cause you all are "interpretating" what the devs mean that's on you until u have facts proving what your saying then I'll shut up n apologize till then it's written in game on screen under griefing and trolling as for the achievement that says take a hit while carrying someone this can be achieved without body blocking. Ty GG #ProveMeWrongWithFacts
If you go read the thread about game rules and punishment on this very forum, you'll see that bodyblocking is under the section "DISCARDED REPORT REASONS". With the caption "The follwing are not considered bannable offenses - Please do not report" in all caps. So just know that if you report for it the reports are straight up discarded.
The bodyblocking that is considered griefing is stuff like taking the game hostage with it (which is griefing) and survivors blocking eachother in corners to get eachother killed. Not survivors bodyblocking for eachother against the killer.
I fully agree that the in-game report reasons need to be more clear and probably rewritten though. They can lead to a lot of misunderstandings, and this is one of them.
EDIT: Here's the thread I'm talking about
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
-
I had what I can only describe as a near death experience after almost drowning as a child. Luckily I've forgotten a lot of it but I'll never forget regaining consciousness just to start coughing up water.
But hey, it didn't leave me with any big fears or phobias long term. Nowadays I'm actually really into scuba diving. Not really my thing to do it in the cold waters where I live, but any time I travel anywhere warmer I always check if there's any nice sites with trips I can join π
-
@Threxi0n said:
Regardless of the state of balance 1-2 years ago, I strongly disagree that the game is balanced right now, at least not for every killer. Again, any killer that relies on slower play is basically SOL currently. Also the spotting mechanic on ghostface is broken. How easily he's spotted severely needs to be evaluated. Anyway, While you're half correct on your reasoning with toxicity, 8 times out of 10 survivors are grouped together, and regularly are equally toxic, and that can be backed up with evidence. Then, there's the double standard survivors tend to have, where they complain to no end if a killer even appears to camp, slug, etc, even though those are both mechanics that survivors have answers to with perks, yet they feel it's perfectly acceptable to abuse game elements that are NOT mechanics, such as using their bodies to prevent hooking. There's a reason hooks can be disabled via tools, and body blocking hooks is abuse of game elements and is bannable by definition via the game's own rules put in place by the developers. A lot of survivor toxicity stems from a double standard that's fundamentally wrong.
There's perks that encourage or reward taking hits for someone else though. We're Gonna Live Forever gives stacks for protection hits, Breakout encourages running with the killer while they're carrying someone and makes bodyblocking more impactful. It's an intended thing, survivors trading a health state to either intercept a chase or delay a hook.
Claiming it's against the rules is like claiming a Hillbilly catching someone in a corner can't keep them there while chainsawing them. It specifically refers to taking the game hostage by bodyblocking. While it's an unpopular move even blocking someone in a corner to kill them with EGC isn't technically against any rules.
EDIT: Taking the game hostage or blatant griefing. Like a survivor blocking another survivor until the killer comes or something.
-
The addons for Leatherface and Hillbilly probably, and try to give Leatherface more of his own addons as well in the process.
Legion, whatever that might mean. I really don't see any way the current DW mechanic can be worked to bring back moonwalking and the like, so they can actually tweak it without worrying about something they obviously never want in the game again coming back.
There's also Clown and I don't know what to do for him honestly. And please let trapper have at least the brown trapper bag as basekit as well π
-
It's by nature a competitive game as people play against eachother and there's winners and losers.
A lot of the disagreement when it comes to this is because "competitive video game" can mean different things to different people. To some it's as simple as a game where people well, compete against eachother. But nowadays the term makes quite a few people think of games that are more "esports games" than simply "competitive games".
You know, games often designed and balanced for tournament play and even the spectator experience. A game like CS:GO, many MOBA games and Overwatch. DBD is quite simple not a game like that and expecting it to behave and be balanced like one is a mindset that in my opinion is straight up incompatible with the game and will only lead to pointless frustration.
-
Because if you convince yourself that the people playing "the others" are inherently worse people it justifies your own potentially bad behavior. Accepting that people in general range from super nice people to people exclusively hunting their next fix of schadenfreude isn't as convenient.
-
All I really want is for his reveal mechanic to actually work properly, it can be frustrating for both sides.
You can stare into his soul and he just looks back and slowly reveals you as if nothing's happening, and sometimes you play as him and the survivors open a network of wormholes or something and reveal you through time and space.
-
If the killer is actually going for them, obviously it's better to get hit than risk the Endurance effect running out.
If not it can prevent what can happen with BT saves, especially against defensive killers wary of DS - hook trades. In that case it can make perfect sense to try to bodyblock with Endurance if the savior is injured and the killer is trying to get them, as 0 survivors on the ground is better than 1. And obviously if the player has something safe within reach and/or DS it makes even more sense.
EDIT: Obviously doing the latter makes it incredibly obvious your savior has BT, you have DS or both. Unless neither is the case and you're going for some galaxy brain unbreakable play I guess, I've certainly seen it work π.
-
Obviously more people will "cross the line" when controversial changes get announced and people are passionate about what's happening.
From fairly understandable heated arguements going a little too far when people are passionate enough, to legitimately ascended garbage like justifying/encouraging review bombing or just mindlessly attacking BHVR in a way that's far from constructive.
-
I honestly don't get why disconnects don't count as a sacrfice for emblems, BP and achievements/challenges alike. Seems a lot simpler to fix how survivor DCs can screw killers than how they screw other survivors.
-
It's just a different way to call people "tryhards" which is a complete non-arguement to begin with when it's exclusively about in-match behavior and doesn't include a genuinely unhealthy and entitled attitude on top of it.
-
I use it quite a lot, mostly because I'm the kind of player that likes to sacrifice myself for others at endgame so they can escape π
I don't see why I'd feel bad for using it.
-
David isn't as bad as it could be. Sure he has No Mither, but he also has Dead Hard.
Laurie was harder for me because I went for it when I had no clue how to use OOO in a smart way, and I missed my pre-rework DS a fair bit as well because I rarely used it and couldn't handle the "pressure" π
-
@ALostPuppy said:
I honestly think they can add the regression back, but make it so it doesn't pause the gen for 3 seconds before you can progress it more, make it resume gen progress instantly.
Or...they fix some of the maps to not be the size of 4 continents but that's definitely not gonna happen. Every map should be between Chapel and Haddonfield in terms of size imo
This is honestly what I would've liked to see when it comes to a Ruin change. It's a nerf, but it still works in a similar way to before by depending on great skillchecks or the totem's destruction to be mitigated.