pseudechis
pseudechis
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Ugh the game map is fine, some tweaks on the pallet locations and number and it will be improved.
Its not that hard to play on it though.
Getting pissy about maps is silly and wishing for the loss of game content is really really dumb.
I'll miss Hawkins.
Some maps are better than others but seriously play it out, queue again and move on.
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Its not world ending but the "balanced around 50/50 2k-2E" kinda flies in the face of the theme.
I want a survival horror where escaping is thrilling and hard/rewarding, with monsters that are threatening, oppressively so. That way you get the real horror experience that the game's theme is trying to create.
How many horror/slasher films are there where there is 50% of the cast still alive at the end? There are some and it doesn't make them bad films, but not many. The original slasher genre coined the term "last girl" not "last pair of girls or group based on 50% of expected outcome." (yes its sexist but it was 70-80's).
To stay true to theme the game should balance around 3K-1E. Killers should be very threatening and survivors should feel threatened by the killer.
I think if the killer was a bot then players would probably accept this, but the killer is another player and people have fragile egos about loss to other people. So we want a sense of equity in game play to avoid people thinking its unfair. Problem is... ITS MEANT TO BE UNFAIR. That's the point of asymmetric play. 1 on 1 survivors should be screwed but all working together they have a chance.
So balancing 50/50, with a solo player in mind, means more evenly balanced 1v1 scenarios, meaning stronger teams, and weaker killers overall.
So you get...
Solo survivors get a bit of a boost but are still subject to high randomness in player quality, but now have an expected 50/50 outcome so get even more pissed off when not escaping.
Low and mid tier and casual killers, generally get weaker so often resort to playstyles that survivors may find unfun in order to feel viable, or they quit, or change their mindset to 50/50 which feels weak and not in theme thus reducing motivation to play.
Survivor teams get stupidly strong and either revel in it, often as highly toxic griefers, or quit the moment it goes wrong because they are used to winning, or have boring games because killers fail to catch them so they just sit on gens all game often while one gets camped.
Only high tier/high skilled killers are threatening to anyone but poorly organised survivors who make mistakes.
None of these things seem good.
Killers over preforming isn't a terrible thing, it means that things are working as they should, the killer is threatening and the players are struggling to escape from a desperate situation. As a survivor I don't want 50/50 chance of escape I want 25/75 chance of escape as that feels on theme.
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There is shark attack on steam where you can play the great white and hunt the divers.
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@[Deleted User] said:
I don't like these comments
Yeah nothing like being on the receiving end of some fetishists gross misogynistic fantasy.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2605339#Comment_2605339
To be fair, survivors wouldnt stick around to farm more bloodpoints if the survivor bloodpoint system was actually consistent across games. If I can have the choice of staying 3 minutes longer to gain almost double the amount of bloodpoints, why wouldnt I stick around?
"but you shouldnt play for bloodpoints", I would agree, if bloodpoints werent needed to refresh bloodwebs and if refreshing bloodwebs didnt cost 50-60k BP, which is 3-4 survivor games, and with BP offerings(which, due to tons of green and yellow addons and items, you barely recieve any bp offerings) and WGLF, you'd still need to play at least 3 games on average, while it is only 2-ish killer games without using anything, and with BP offerings and BBQ, it's can be as low as 2/3rds of a single game on average.
Essentially, BP needs to be reworked for survivors, then survivors wont really have a reason to stick around later as there is nothing to gain.
There is some truth to this. Survivor BP rewards really only peak if you completely stomp the killer in most cases. Even with a ######### game as killer I can usually walk away with 10-15K but when getting stomped as survivor is usually a 4-5k (A stomping as survivor doesn't happen to often though in my experience). <-edit note that sounds like bragging but its more about I'm finding survivor easier and easier and killer more tedious with each update post SBMM.
The other kicker about farming points is killer max out quicker because they have 4x the players to interact with each game. Survivors who want to farm for 10 mins often max out the killers points in 2 mins. Greater returns on the survivor end for killer interaction probably wouldn't hurt.
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@Arctic_Krampus said:
https://forum.deadbydaylight.com/en/discussion/comment/2605339#Comment_2605339
This is actually a helpful response, thank you. In that particular match, I couldn't find a noticeable weak link to tunnel and face camp. I think next time that it's obvious I'm being trolled and farmed, I'll just set down my controller, go do something else for like 10 or 15 minutes, and take the de-pip.
It helps to engage a lil, taking on teams that stomp you will make you a better player overall you can get a good idea of what good looper might do and how to counter it next time.
Once it starts to drag out though I usually break walls, kick any pallets, repeatedly snuff boons, spam my power for points, till the last gen pops then go open the doors myself.
Also I never care about pips its completely meaningless and people get to obsessed over it.
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@ImBaD said:
Killers who camp get that many points because the main thing killers get points is by hooking survivors or killing them (basically just getting them out of the trial). Me and my friend have dealt with this situation and he had a recommendation which allows the timer on the hook to stop and it not go down when the killer is in a certain range of the hooked survivor. Now in my opinion, i said this would be over powered ,but i get where he was coming from. But yes the devs should do something but they do not have many options on what to do.
This gets suggested all the time, it was trialed before and teams of survivors just looped near the hook so the timer never went down. It doesn't work.
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@R2k said:
Without any salt - git gud. U can't expect easy games if u play few times a year.
And don't come into games with mindset where u have to win 100% of your games. It doesn't happen. Sometimes u just lose and it's completely fine.
I could be assuming this, but I think its the tediousness with which the game was dragged out by the survivors morso than the loss that lead to this post.
Its very typical of players to just stop doing gens at one gen left when they completely outclass a killer player and farm for points. Sure you can farm with them but after you are maxed out on chase points its really just a waste of time.
After a while it can get tedious.
In those situations as survivor I would just smash out the last gen and leave.
I don't think the OP is looking for easy games, they are looking for how to counter coordinated survivors with boons, the phrase "git gud" is kinda useless because it obvious and offers no tangible help.
To the OP, the counter to this is a hard camp and tunnel. Body blocking should get you free hits and if they are all injured then they can't block very effectively. I'd say next time snuff the boon target the weakest link and then spread damage. If you get one on hook hard camp that person to death.
Teams like this often get so tilted by camping they make terrible plays and all end up dying.
If its not working then disengage and ignore them while you break stuff, they'll eventually get bored with your non participation and leave. Then ignore any post game chat players like this are often the saltiest win or loss and will tantrum at you no matter what happens in game.
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There is really nothing wrong with basement bubba I don't see how this is an effective protest.
The only people who get annoyed at this are the players who are annoyed by anything and everything anyway.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2602357#Comment_2602357
As is hiding behind a generator.
It can be pretty obvious when people do that and gens only allow good hiding at the right angle and 80% of people screw that up.
Distortion hides one player a limited number of times.
Shadowstep is distortion on crack. When set up right.
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if escape is the only metric to increasing sbmm then the answer is play selfish.
Stealth out let others be chased and try and hit gens up. Don’t save others just focus on gens and leave the second you can. It’ll be no blood points but you get more escapes.
once you’re out of the dumps and have more competent teammates then you can engage in the game more.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2602301#Comment_2602301
No excuse for vile comments, I’m sorry you experienced that and please report them. But as said above, it could be anything: Shadow Step, Distortion, Sole Survivor, lockers, or being within 40m of the hook. Shadow Step also has the fierce ability of hiding scratch marks, so it’s not only for the aura blocking.
never an excuse and I know there ar emany ways to hide your aura even without perks specific to it. But you usually see either one or two people moving around or hiding poorly. You don't need that to find someone but when noone pops up its kinda okay I'm gonna hang out a lil here. Shadowstep has been a big player in that.
Its been a big survior streak the last day or two and we have been taking full advantage of the boons to try em out and they feel a lil oppressive so far.
Same reason we don't really use comms as a group (outside of some laughs and banter) because we find its too easy with all the extra communication during game. Add in group wide super healing and hiding and its an escape fest that isn't really survival horror.
I'm not saying boons have to be deleted blah blah blah, but definitely a tweak or two. They are a lil nuts.
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ok so I realise that camping is a legit choice and I have no issues with doing it or being on the receiving end.
getting upset about game mechanics is silly.
But you often make the decision to camp based on info when you hook someone.
In shadow step games there is often no info so it kinda makes me want to hang out at the hook. A lot of players tell me to uninstall, get cancer or kill myself if I do that.
Maybe if camping upsets people shadowstep isn’t the boon to run. That is all.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2601868#Comment_2601868
I get what you're saying now, yeah people may say the jump scares are cheap but I'm glad they still get me coz they remind why I started playing in the first place. I usually main killer but last night had some friends wanna SWF and we tried out CoH and jeeeezzzz..... it really did dampen that "aarrggh i needa find a medkit or teammate" panicky feeling because I could just go to the boon. Killer kept snuffing it but I would literally just relight it every time I had a chance, must have done it about 4 times??? I'm not usually one to think things are too powerful in this game but man.....
Yeah that's exactly my point.
If the boon was up it just sucked any real threat out of the game. We had two team mates who set up a boon each and we just cylced one to the other for auto healing. Any real sense of threat was largely gone and it made for a lackluster game experience from a survival horror perspective.
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@lordfart said:
Oh yeah and survivors hiding behind pallets to smash them over your head when you are mindlessly patrolling, that still jumpscares me sometimes lol
Again the jumpscare goes in the wrong direction. Locker and pallet stuns can make you jump more than the killer popping out behind you.
That just feels off.
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@lordfart said:
Sorry but I don't think theres anything this game could ever bring that has me feeling like I did when I was new and inexperienced. The only thing that still gets me jumping sometimes is hags traps. You say it's not about how long you've been playing for and it's about "tension" but how am I meant to feel any tension as either killer or survivor when I've been playing this for years? Like yeah....there was a lot of tension back when I thought getting injured was a death sentence or that losing a gen meant game over. That's long gone with experience and desensitization no matter how you wanna slice it
Don't get me wrong I'm not disagreeing with the statment that the more you play the less scary it gets. That's very true and very applicable to DBD.
Ask yourself why is it hag can make you jump. It pops out at you and can be very unpredictable. Its a good jumpscare which peole always say are cheap but you inevitably get desensitized to the non-jumpscare aspects.
The more unpredictable things are the longer shelf life it has to be generally scary.
Also the point you make being injured not being a death sentence kind of plays into what I'm saying, its really not a death sentence but it really should be because that creates the fear of getting injured and the need to heal up or potentially die. Being injured isn't severe enough to make it scary.
So how does the game keep you on your toes, unpredictable high threat. Not really achievable with the very mundane m1 loop and mindgame elements that we are all desensitized to.
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@ThiccBudhha said:
We do not need to disable DC penalties. They need to add a forfeit option after 10 minutes. It would solve a lot more than just hackers holding games hostage.
Something like that wouldn't be bad.
I'm not saying there needs to be a game time cap, I personally hate that, but the ability to cut the chord after a reasonable amount of time isn't a terrible option.
What's a reasonable game time though, I know most cap at around the 15 min mark.
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@SlothGirly said:
one of the biggest killers for tension was BHVRs god awful reworks of the maps. By this I mean the damn lighting, all the maps feel like they're daytime, and coldwind literally IS daytime. Which doesn't even fit with the games own title! But seriously, I much preferred the maps back in 2018-2019 when they were way darker and the fogs colour matched the map and wasn't a generic grey dust effect. How the ######### am I supposed to get scared when it's midday? Light ruins horror.
I agree some atmosphere was lost with how lighting and fog was reworked.
I like the corn maps though, the washed out sepia colouration has a real texas chainsaw massacre feel to it. Perhaps if the shadows were made deeper/longer, more of a setting sun.
Maybe if the sun set over the course of the match making it progressively darker, that would be pretty sick.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2601819#Comment_2601819
Fair enough but for me tension != scariness. Tension is just, well, tension.
That's a fair point.
But what makes something tense, usually, not exclusively, but usually the fear of a negative outcome.
The rest sort of comes from suprise and the unknown.
Unpredictable killers with a potential to surprise you and a high threat of elimination make for a good fearful recipe. These are the elements of a good horror film.
Problem is people cry no counter play when things are unpredictable and threatening so they get watered down and the more generic the experience the easier it is to get desensitized to it. It kind of compounds the loss of scare due to familiarity.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/291242/boons-yet-again-make-the-game-seem-less-scary
Yup i found the game way less scarier the more i played it.
I love getting chased so i always make sure i know the tiles as well as possible to run the killer as long as possible, and with shadow step this can last really long as you can constantly disappear into thin air for the killer.
And yes i do use them both and can tell you that when more people use it in the match the more annoying it will get for the killer, it counters a very important aspect for the killer as tracking is much needed for them.
Was in a game with me and 2 others who were using both perks and all were placed close to strong loops, the amount of time you got away from the killer was just ridiculous.
The only thing that will scare me with this game is what the future boons are gonna be.
Yeah that's a great example of tension going in the wrong direction. Boons appear to make the game more tense for killer and much less so for survivor.
That in essence isn't great design overall. I'm not saying survivors shouldn't have strong perks but boons feel a bit of an overreach for just how much they make it possible to nearly ignore the threat of injury or being found, for the whole team.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2601809#Comment_2601809
It wasn't a bad comment at all and nor was my response a "swing"; I was agreeing with @Bwsted . What they're describing is the truth. The more you play the less scary the game will be. The presence of boon totems isn't the reason for that.
If I watched a scary film the same number of times as I played DbD matches, it wouldn't be scary anymore. That's just how it works, as multiple people (@Bwsted and @IronKnight55) have already pointed out.
That holds true for the same scary movie because its always the same. Same thing for a well played single player level, you eventually learn to predict the jumpscares and it loses its tension.
DBD is not always the same, the mechanics are similar but when the killer jumps out at you or how is different. The more unpredictable that is the more tension there is.
Boons aren't the cause but they are definitely no helping on the tension front. As two things that can add tension being injured and/or spotted by the killer are very quickly and easily overcome by them.
I think the cause is the watering down of unpredictable killers, creating tells they are using their powers etc, in the name of "balance". This kind of balance results in everyone playing the same M1 chase over and over again on the same tiles which is mostly predictable and hence un-scary.
I think it spossible to add more tension to the survivor game, and increase the scare factor, by just reducing the amount of information you have as survivor while maximising the threat of elimination. Its why I miss old moris, the threat of death was intense you really didn't want to be hooked or your game could be over very quickly. That tension creates fear.
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Custom mode bots.
Behavioural parameters maybe in the form of sliders that highlight how the bot plays.
Killer aggressive vs defensive, do they commit to chases or do they break off and defend gens/hooked survivors.
Survivors bold vs fearful, how intense does the terror radious have be before they stop working on that gen and flee, how much they run around or sneak.
Set their perks and addons or maybe even have a random set up mode where the oppoent perks are hidden from you at setup.
Some daily solo challenges for BP's.
edit- survivor skilled vs unskilled, on how well they hit skill checks.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2601790#Comment_2601790
Don't play semantics with me, I don't have the time of day for this. You know what you're doing and so do I. It was perfectly clear what I meant when I said "They're literally right", you didn't need to nitpick my word choices. Doing so is unnecessary and comes across condescending.
I was pointing out bad comments that were of topic. You didn't need to say "they're literally right though lol"
You can't go in swinging then get pissy if someone swings back.
If you want to make a comment on topic go for it, if you want to engage in tit for tat then I think there's been enough of that and as you rightly pointed out you don't have to waste you time engaing in it.
If you want to discuss how scary the game is and if boon totems undermine that, I'll welcome an opinion.
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@IronKnight55 said:
It's going to get less scary each time you play. Nothing would make this game scary to me again.
Game needs tension to be scary.
That's things that are undectable, unpredictable, good jumpscare to keep you on your toes and the constant threat of elimination. Fear comes from tension.
From people's comments and reviews, I'd say most people feel more tense playing killer than survivor and that's tension in the wrong direction for the game's theme. Boon totems don't really help with this.
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@Junylar said:
But still leave these bs hits through windows and pallets untouched. Like yeah, survivors totally have no legit reason to DC, not even after getting hit from 7 meters away after a window vault.
Getting a bad hit or even several is still not a legit reason to DC.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2601785#Comment_2601785
lol yeah I'm not engaging with this. You're being passive aggresive for literally no reason 💀
That's ok its off topic anyway.
But Its not passive aggressive, there is nothing passive about that text.
It's directly pointing out what was said and the missuse of literally, which happens a lot.
There is no unresovled conflict here to engage in and you are welcome to comment on the topic at hand.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2601774#Comment_2601774
They're literally right though lol
If you have a comment relevant to the topic that'd be great thanks.
But for clarity sake... all I said was read the edit, which addressed his first comment. I never expected him to already have read it, that's why I suggested he do so giving him the oportunity to add more to his replies. Therefore he's actually (not literally because that's a misues of the word literally in this case), incorrect in making the assumption I would expect him to have pre-read the edit.
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I like haddonfield but it definitely needs some tweaks.
Vaults/doors that line up directly between buildings and fences should never be a thing for starters.
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@ThiccBudhha said:
The only saving grace is that as powerful as boons are, most survivors cannot live without 4 second chances, and as a result, I haven't run into too many boons. When I have, it has been frustrating. But it will pass. Thankfully.
Yeah it isn't a sky falling, game breaking thing but as killer its a bit tedious and as survivor it undercuts the terror factor. Neither of which I think is that great.
I'm absolutely guilty of taking advantage of it when when its in play though, but it does feel stupidly OP once its in play.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2601759#Comment_2601759
I had already read and was writing while you were editing in the background. It's kinda foolish to go in expecting people to offer you twice their time and attention only because you don't use enough care when introducing a subject and then you need to go back to redo the whole thing.
mate I can't help you, you're just gonna have to be upset about this one and move on.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2601755#Comment_2601755
The problem is that if you end up tripping early in a chase, that's it, that's all the gameplay gone. You're immediately incapacitated and put on the hook.
Not through something you did, but just because you were deeply unlucky.
Yeah there is lots of RNG in this game that can bite you in the arse. That element build tension. Maybe its an increasing hidden stackable value it sstarts at zero and as you wrack up vaults and exhaustion perks in the same chase the chances get higher. Capped at a low percentage but a greater chance the longer things go on.
It would create a lot of great ah crap moments and wouldn't happen right at the start of a chase.
Half the time if you run to a strong tile a good killer is gonna let you go and pressure a gen instead so gameplay is over anyway.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2601756#Comment_2601756
You're overestimating my attention span.
then you probably shouldn't comment it's kinda foolish to go in uninformed.
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@Bwsted said:
Every time you experience something all over, it gets less scary. It's not due to noob totems.
read the edit...
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2601474#Comment_2601474
It would also be thematic if Valtiel came and assassinated whichever killer went up against Cheryl, but it wouldn't be very fun or fair.
I think it would be great fun to risk tripping while fleeing a killer. I would add a heap of tension to chases that is currently lacking.
If go down thematically I think its great. Some of the best games I've had are when I'm caught out of position on death hook and am basically doomed. Its a tense moment to stay alive for as long as possible, those moments are getting rarer and rarer.
Putting risk on the survivor creates extra tension making chases meaninful and gameplay truely horror. I play survival horror to fight to survive not waste someone elses time while I run around the same rock 5 times.
A mechanic like this I think would only upset those who like winning over playing but they are upset all the time so there's really no change. We all know that one tantrum kid we don't want to game with well DBD appears to be full of em.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2601431#Comment_2601431
That seems broken if it was during a chase.
Maybe but it would be thematic.
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I think there should be a trip mechanic where loud fast actions may result in a fall. That either reduces a health state, slows you down or stuns for a short time.
I would make fast vaults and exhaustion perks a lil more risk/reward.
Also creates a more horror film chase scene vibe.
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@dugman said:
Pumpkinhead DLC = confirmed 🎃
A classic scarecrow pumpkin head killer with a scythe. Maybe he could drop pumpkin traps that explode and reveal the auras of survivors and slow them down.
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Thanks all, I’m really happy with this set especially the Myers one.
Much better than last year’s.
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@Gwinty said:
I ran Vanity Mirror Myers yesterday.
Infectious Fright, Enduring, Bamboozle and Monitor and Abuse. I send myself to Haddonfield (the only time in the year where that offering has any use for a Killer!) and had tons of fun. Lucky enough I got some nice survivors who played the game with me. In the end I had 1 kill and tons of fun.
Gonna try this build.
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@Dwight_Fairfield said:
I've done quite a bit of mirror Mikey lately. Scratched and Vanity. New Vanity mirror is so good.
I've also done very low terror radius Mikey with Monitor and dead rabbit. That's really effective. Especially with infectious for tier 3.
Infinite T3 tiny terror radius Myers is great.
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@Nobody_TM said:
I don't want to rain on your parade, but all you have to do is type "gg" for a free 2k and then hit em with an "ez". I'm sure any number of filters and back breaking coding for chat algorithims could be devised to detect "commit die" but I think you see my point.
If you want to help create a shift in the community, the reality is you just need to be the change you want to see in your community.
ez is -2k.
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Add a rushed action trip mechanic.
Running while looking backwards, fast vaulting 4% chance of tripping.
Classic horror movie chase.
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It’s not unplayable. You just have to eat a mountain of complete losses to get your sbmm in the right place.
I think maybe it’s too easy for killer to rank up their sbmm. I feel like you only need one or two 3-4K matches then you get destroyed with 0 kills for the next 8-10 matches then you get easier ones again.
I think sbmm largely benefits survivor at higher rating because you will generally get paired with other good survivors if you are also good. What happens then is that one potato most killer players relied on to get the pressure going isn’t there.
I find games tend to swing between 4x elite players who basically stomp me and then 4x potato bake that I can destroy at 4 gens up.
Im not sure if this is balanced as it feels a lil more swingy than balanced compared to the old system.
It’s not unplayable though.
edit - unless you are getting the load error that is genuinely unplayable.
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@Mandy said:
Dead Hard is not buffed first of all, it's now working as intended - it hasn't worked under dedicated servers as it was still reliant on the killers connection, whereas now it's reliant on the players connection to the server, so again whoever did the action first.
Also the blade wipe animations are not present etc so no time is lost. The only thing that I can see as a possible issue is that teh player screams as if hit, whereby they are not actually hit, and that's feedback that's already been sent back to the team (it's similar to the pallet validation feedback in that instance).
Glad to hear they are working on this as I keep getting the scream hit and then aww, where’d that health state go dang it.
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I like to draw on a pattern then carve out the top and scoop it out first makes it easier.
Tricky part with the Myers one is it basically looks like nothing till you put a candle in it. So you just carve it and hope for the best.
It starts with “man this looks like crap” to “I can’t believe that worked!”
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2594408#Comment_2594408
That's some crazy good cutting precision. Great work!
The last time I carved a pumpkin was 2 years ago. I stopped for, uh... "reasons" 😅
https://us.v-cdn.net/6030815/uploads/QJR1JFN1OTDT/20191025-174732.jpg
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best part is it comes with free carving knife.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595748#Comment_2595748
Right, I’m not trying to imply a good game can’t be made where the typical result isn’t three die and one might survive. All I’m saying is that’s not apparently the design goal here. I don’t think that’s a good or bad thing either way, it just means the game is different from some people’s expectations. 🤷♂️
Yeah I get it. I'm just bummed that the focus is to balance it like that because it promotes itself as being a horror experience but its kinda not when you get to the nitty gritty of it. I can see why people expect something else.
This is why I'd like to have custom game bots. I enjoy playing multiplayer but the game feels more like a horror movie when I'm hunting the tutroial bots over, hunting very confident survivors.
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Why not ask why killers are camping?
Basically a lot of games are chase survivors and lose. The stronger survivors get 1 on 1 the less incentive there is to chase them.
The average game experience now is chase someone lose 2-3 gens doing so, chase next person lose 1-2 more gens doing so. Drop a bunch of chases to pressure gens, survivors super heal up in seconds and hop straight back on gens (or don't even heal and hop straight back on gens because adrenalin will save them).
I hit a point in a lot of games where I just think man I'm never gonna catch this person again I'm sitting here and letting the survivors come to me.
You don't punish camping its doesn't work they have tried and all that happened was survivors exploited it.
You incentivise killer players leaving the hook by making killers strong in chase. But we've seen what happens when killers have a strong chase mechanic, people cry "no counter play" and it gets nerfed into the ground.
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I always thought killers should get that extra perk slot.
Definitely would open up more interesting combos and games as a result.
You could have that all important regression perk and still run some chase combo.
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@dugman said:
Keep in mind that the devs want the game balanced so that the most common results are some survivors escape and some are killed. They want 4 kills and 0 kills to be less common. But that means that the median result has to be that the exits are opened assuming both sides play equally well. However there are a fair number of people who post that incorrectly assume the balance point is supposed to be a 50/50 shot of the generators being finished, so get upset when most of their games the survivors open the doors.
Basically if most of your games you are getting 1-3 kills then the system is working as intended for you. They’re not going to buff killers if that’s what’s happening. Now if the average is actually slanted so too many games have 3-4 people escaping against certain killers or overall then they might address that is my guess. But I have data on the current state after this last patch indicating where the medians lie so who knows?
Which is a shame because if it was true to the theme and source material it would be balanced around 3k and 1 escape.
The game pressure goes in the wrong direction, survivors should feel pressured to escape rather than killers pressured to catch them.
Otherwise its not survival horror its loopy chase tag time and that's just lame.
Put the horror back into the game, strong unpredictable killers that you have to hide from and fear.
i.e. I don't want a tell that says the huntress has loaded her hatchet, I want the hatchet to whizz past my head while I'm frantically zig zagging as the only warning that it was coming. That's scary.
The counter argument goes "but that has no counter play and I want to be able to tell if a killer is using their power to maximize my ability to avoid it"... thus undermining any horror aspect of the game.
No wonder people say survivor gameplay is boring because if you are almost guaranteed to survive a large proportion of your games then there is no threat and that is boring.


