steezo_de
steezo_de
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- steezo_de
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Well they obviously made it this small because they knew they were going to adjust the sizes of the current maps. I'm ok with the size. I'm just not ok with how the structures are laid out.
From a lore standpoint, it looks fine. It just doesn't play out that well when running through it. The flow I get with this feels forced and "inorganic". It's more guessing than mindgame.. at least to me. And it's funny that you bring up Hawkins because I get a similar vibe with it. It's just that there's so much ######### in it that I don't have time to think about it.
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Before they buff solos, they really should just tweak some things about SWF. Start with limiting the perk stacks or adjusting percentages for the combos. SWF will still be strong AND fun without meta builds for all.
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In this game? Survivors should win most of the time. I might say differently if this game wasn't so RNG dependent.
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Even if the stats were wrong, I would be interested in them running current data in the same manner to see what the chart looks like now. Rank 1 or not, it will at least give a good idea about the rest of the field.
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This is life on console. I don't envy this platform. Lol.
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I've always said that map size and tile layout is the biggest thing to make the game more fair.. not buffing killer powers or perks. So, depending on how the maps look tomorrow, we'll have a better idea of how it all balances out. I think it's better for the game overall, but god damn they should have done this a couple years ago instead of changing the smaller things first, because they just might have to adjust or revert some of they changes they've done to killers and their perks to make up for the boost this update will give them.
I also think that this will bring casual killer players to a good spot, and will bring already-good killer players to godly status. We shall see!
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PC. I sabo whenever I loot a toolbox, which is often-- but not often enough to make it very useful. It has helped on occasion though.
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I'm not a fan of the Deathslinger map when I play survivor because even though it's still new, I can tell it's one of those maps where I'll be forced to play a little more stealthy and I really hate that style. Going against a bad Deathslinger is one thing but once they find out what they can get away with, then he's pretty nuts. You can shoot through or over such small spaces. As a survivor it's pretty stupid. Playing as him.. it's hella fun. So, I'm 50/50 with the chapter.
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Well I really hope they don't go crazy with breakable walls on jungle gyms. That's a big part of the fun when playing survivor. I'd rather BHVR modify the tile algorithm so that you don't get a crazy setup where one leads to another strong loop.
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Breakable walls seem to be a good mechanic, as long as they're done to counter these exact problems. Just gotta wait for them to implement them in the new map reworks... whenever they get around to them.
It would be interesting if they also created another mechanic where windows would degrade and fully open after a few fast vaults, but it might be too much depending on how breakable walls affect the reworks.
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Well, this font isn't that bad but there was one earlier that was in some type of elegant cursive writing and I couldn't read it for #########.
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As strong as I think his power is, I have a feeling that the average player that tries him won't be as good as the minority so he will probably remain the same, for at least the immediate future.
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About 50% of the time when I play normal. That means I get a totem, chest, save, heal, and try to taunt a chase or get aggro from an unhook when I can. I do not play immersed. If I did, I could up that escape rate considerably at the cost of my teammates' lives. Boring.
I'd rather go for flashy plays and sacrifice myself for an altruistic save because what else is there unless you try when odds might be against you? For me, that's exciting-- trying to coordinate with another solo to see if they know what's up. Sometimes it works, sometimes it doesn't. I'll remember the exciting games. Escaping just to escape with minimal interaction is very forgettable.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1171060#Comment_1171060
Yeah this not why Ruin was changed. The devs literally said their rationale for changing ruin was to help "new players" because going to look for totems or hitting great skill checks was too difficult.
Even before Ruin's change, running both PGTW and Ruin was usually a killer planning for early and late game. Most killers never expected ruin to last more than 2-3 minutes and PGTW takes over as the generator regression tool once ruin is found.
The problem now is there is no early game generator slowdown, Corrupt can help but often survivors just wait out the 2 mins and hide from the killer since they know they can still easily get done five generators with no penalty if the killer doesn't find anyone in those 120 seconds.
It's almost impossible unless a killer gets very lucky to find and down a survivor, locate the generator being worked on, and kick it with PGTW in less than 80 seconds, which is the amount of time it takes for a SOLO survivor to complete a generator, doesn't even take into account pairs or triples.
Honestly the devs don't seem to realize that by breaking ruin they broke the early game for so many killers, and many killers now just have to go into every game already looking for a three gen to defend.
Oh I'm sure that it being difficult for new survivors was part of the reason too but I'm unconvinced that it was the only reason considering they could have changed it a long time ago. There had to be something that changed their thought on it. Whether it was Pop+Ruin or some other factor, it was something. As far as what Ruin is now, well that's another topic. PGTW+Ruin *was* very good and PGTW by itself is good too, better on particular killers and/or coupled with Thrilling Tremors.
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@gatsby said:
I've been running Thanataphobia Legion for a while to some success, but I finally just bought Clown for Pop Goes the Weasel. OH MY GOD. It's night and day. The Gen Pressure and synergy you can have with Legion+Discordance+Pop is phenomenal.
Now I can scare people off generators and buy time to commit to a chase without automatically losing an important generator. So strong, honestly.
I'm sure this is part of the reason why Ruin was changed. PGTW and Ruin combo could make some killer-players very oppressive in average-skill lobbies. PGTW by itself is still good and I use it frequently.
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There was a DBD survey BHVR put out not too long ago asking about toxicity in chat. I'd like to know the general response on that and if bad enough, what could they possibly do to fix that short of disabling chat.
It's obvious they're aware of it since they asked and it would be nice if they gave some kind of feedback on this kind of stuff. Not just toxic chat, but what the responses to any of the topics in those surveys mean to BHVR and what are some of their thoughts.
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@OtakuBurrito said:
I mean...I am a lady and I do love a great slasher movie/game so...why wouldn't a play a game that has all my favorite spooky boys in one place? (Along with a few new favorites) I will admit I have run into a lot of other ladies while playing. It's about the same rate as me running across other ladies on League or Overwatch. Usually my teams are an even mix of ladies and fellas with sometimes the favor being more to one or the other.
I'm just bored and curious about what your experience has been like with this. This isn't for anything serious I'm just bored and this question was on my mind. I think it's great this game appeals to everyone and seems to have a pretty evenly mixed crowd.
I think the ratio leans more towards males but maybe not by much. That's the feeling I get when I bother to check player profiles. This game is pretty casual so I wouldn't be surprised if it's 55:45 or even tighter. Games that are more competitive seem to have a higher male ratio, like Quake, Street Fighter, Starcraft or racing sims. Those are like 90:10, if that. Hahaha. That's been my experience anyway. GJ DBD.
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Sometimes achievements don't register, and not just adepts. I've had to do a handful multiple times.
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Leatherface definitely needs the pretty woman mask.
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@Coder said:
How are they going to call it? "The Coronavirus Bloodpoint Fest"? Keep in mind REAL people are dying right now.
Too soon mate.
They don't have to label it that. The idea behind 2x XP would be to keep people preoccupied while they're self-quarantining. It doesn't have to be a negative thing, and I wouldn't see it as that either.
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@Rezblaze said:
Everyone keeps talking about how "fun" Slinger is but that isn't answering a vital question; is he viable?
People had fun with every killer came out. But when that haze fades, a couple months down the line, if he isn't viable, he isn't going go be fun anymore.
Can't say yet. People are doing challenges and sometimes I think I'm winning more because of that than because of normal play. I can already tell he's not going to be as good on big maps but if I can make it work with Hag, I can do the same with Deathslinger.
Really, the conversation shouldn't be about how strong a killer is than it should be about map design because on a nasty setup, any killer can lose. Vice versa for the win, too.
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Didn't receive it on PC either.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1141340#Comment_1141340
I’m glad it’s not just happening to me then. I’m starting to think it isn’t latency though. Because my hits connect when they should, vault grabs work etc. It’s just grabbing off things that doesn’t. So that’s what makes me think it’s just broken right now. Keeping all of you Scratch Mirror Myers in my prayers.
I grabbed the same Feng three times off a gen last night as Myers. Last week when I played him, I couldn't grab for #########. Dedicated servers does stupid stuff to some games and missed grabs is one of them.
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I can't even imagine how many games I'd have to throw to stay out of red ranks. That would be like every game. Seems boring as hell and I'd rather quit than do that every month. No point in playing a game where I have to hold myself back. I'd just play something else.
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It's because playing an immersed survivor is by far the easiest way to play this game. It's about one step up from playing a walking simulator. I'm not going to say there's no skill in being stealthy, but the skill it does take is very low compared to someone that purposely hunts down the killer and knows what they need to do to score points.
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@Dreamnomad said:
You actually make a pretty good point. Gen speeds are a real problem. This game really needs secondary objectives for survivors and needs some kind of comeback mechanic for the losing side.
There already are secondary objectives- The Rift challenges. As long as those are in the game, I really can't see them adding to survivor objectives without really ######### up the flow. Not even gonna talk about the headache when it comes to balancing around that too. But hey, maybe they have some interesting stats during and in between tomes.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1027442#Comment_1027442
The only way to break up the meta is to nerf or delete current meta perks, or make other perks stronger and easier to use (MOM) then current perks.
Oh I don't disagree, except the part about deleting. I think a lot of survivor perks are too strong, especially when stacked perks synergize well with each other AND with teammates. I think the same is true for killer perks and how some combos are just way strong. I'd rather have gameplay that doesn't rely on perks and combos of perks, but that's another discussion.
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@SpaceCoconut said:
Question "Are you looking to improve some of the weaker perks"
Answer "Yes, I have a list here"
Small game
Cruel Limits
Any means necessary
Slippery Meat
Vigil
This is not happening
Technician
How many survivor perks and how many killer perks were on his list?
Yes, there is a Survivor bias.
Yeah, and I like that they're trying to get survivors to try something different than the regular meta. This isn't a good thing?
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1027311#Comment_1027311
Well let me quote the late great Colonel Sanders. He said, “I’m too drunk to taste this chicken.”
I don't know how that's related to this but it's the funniest thing I've heard all week.
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I don't want gen times adjusted at all. I make most of my BP before 15 minutes is up and I know adding to gen times will just draw out the game past that. Not worth my time and I will get bored of matches if the average game time goes up.
I would rather them adjust toolbox speed. Hell, survivors don't even need items in game... although I know some items and combos can make it fun for them. The way I would change it is that if they wanted to bring items into the game, they have to equip it in the lobby, but can't use it until they loot it from a chest.
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I'm curious if more people would buy into it if they knew they could be guaranteed to finish it within 70 hours or if there would be some kind of pushback from those that want the rift more challenging to make the rewards more valuable.
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Lower the requirements for master challenges that require more luck than skill.
Move master challenges to the center of the web so the path to the epilogue isn't blocked OR create nodes around the master challenge to give an alternate path with the same fragment rewards in total, but with reduced bloodpoints.
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You can reset the game and come back if someone has Unbreakable. Still, I don't think it's a bad idea, as long as they implement that husk feature.
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@Clinton said:
Not happening. Most of the big DBD streamers are not giving Last Year a chance which is what the game needed, a big following on twitch.
Marth seems to be the only streamer to leave DBD for Last Year but he's been negative about DBD for a long time.. He'll be back to DBD before it's over
I've been watching Marth play LY and I hope that game gets a little traction for him and others that aren't happy with DBD's direction. It's not healthy to keep playing a game you're unhappy with. At the same time some of his criticisms were fair. I just don't think his idea of balance is on line with BHVR's.
So far, he's happy with LY and I think this is a good chance for everyone to see if the balance in LY is what can help make their game more popular. Right now, they seemingly want to balance around top-tier play. I'm curious to see how that works out.
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BHVR can do something simple like let solo survivors know who is in a SWF. When I recognize a SWF, I'm a little more confident in doing my own thing since most times they will help each other. SWF won't let their homies die if they can help itt.
Or, they can even show all survivor perks being used that round. The perks don't even have to be linked to someone, it would just show up like buff icons on the top part of the screen, like in an MMO. If people don't want to share that info, they can opt out.
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I really don't think objectives like in LY will work in DBD because a lot of the DBD survivors like to do things on their own and the gameplay in LY require a lot of teamwork. BHVR might be able to get away with it by adding more challenges in the rift or dailies, that require survivors to do something different, but team-based stuff is best suited for a whole other game. IMO, it would kill the game to change up a simple "working" formula that has brought the game so much success.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/921984#Comment_921984
You have no means cuz u can't.
Ok, I get wherre you're coming from now. Good luck.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/921984#Comment_921984
You mean that initial tiny turn and last milisecond massive swipe which looks like you try to hit their ankles by spinning?
I wouldn't really count that as it doesn't seem to hit anything most of the time.
Yeah, you can pull that off from a dash. I downed a couple survivors that way either that night or the next morning. Coincidentally, it was on Lery's when they were trying to dip and hide behind #########.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/920519#Comment_920519
Can you upload some kind of clip of you doing it?
I haven't seen anyone doing it from all of the streamers, youtubers, killers in game or myself so you appear to be only one.
Just btw: If you can only do it using keyboard then that sounds like a bug that allowed Oni to turn more then intended in PTB.
No man, I have no means to record a clip but it's funny that you mentioned streamers because it was Zubat that I watched doing it a few days ago. He was talking about how crappy the flick was now and he demonstrated it on Lery's, so you can watch the video and you'll see what I mean.
And just so I'm clear, this isn't the insane turn-from-a-lunge Oni had before the nerf; this is a little different. It happens at the very end of the movement so if you turn it right, you'll get that 90 degree accelerated hit at the end of the dash. It may not be all that useful in normal use around loops, especially when comparing it to the old flick, but I try to work with what I'm given and I don't find it entirely useless,
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/920121#Comment_920121
Ok ok, I take the bait. Tell me, oh you professional e-sport gamer, tell me how to move the mouse from right/left to left/right. Please, this is some rocket science and I'm a legit 4head so please keep it as simple as just possible without using mathematical and physical terms beyond the comprehension of a human with 2 million IQ. Im excited to read your trick lol
Now who's trolling? You asked a question because you're having difficulty pulling it off. I answered your question and now you're being like this because you're put off for some reason? Brother... grow up. There's an acceleration near the end of the movement. Practice from there. I'd go into detail, but I think you're the type of gamer that needs to learn on their own.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/920121#Comment_920121
Except you can't flick 90 degrees.
I'm playing on max mouse sensitivity and it doesn't seem to go past 30~ degrees.
That's why I said to try the keyboard because if you assign the turn to keys it might make it easier. That's what I was using by default, Q and E, the mouse took a little bit longer to get right.
If you can't flick 90 degrees then I don't know what to tell you. I use a Logitech G510s keyboard and a G500s mouse and have no problems.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/919817#Comment_919817
Uhm, practise? It's just... Uhm.. Moving the mouse. Sorry, you wanna troll me or?
You said you can't do it so I said to practice so that you can. I don't troll.
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Yes, I think this is where the game is headed, as far as red ranks getting back to red ranks faster. They already made it less easy to depip by dc'ing and they'll soon implement the dc penalty to deter that ######### even more. Additionally they're going to redo the rank system that will, in all likelihood, make it easier for killers to rank up.
I'll miss the old system. I actually like the goal and it makes me play more. Once I get back to 1, I usually slow down. It was also cool to get a bigger pool of opponents. We'll see though. If they make it easy for survivors to rank up too, then it might not change much at all. Have to wait for that to happen though.
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You can definitely do 90 degree flicks. If you have trouble with the mouse, use the keyboard. Sometimes I think it even goes further than that, especially when I use both, but I bet if I were able to record it and slow down the replay, it would show I had a head start in the turn. 90 shouldn't be a problem though if you practice a little more.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/917398#Comment_917398
Maybe you got me wrong, let me clarify myself: yes, it is possible to finish the Rift pass if you play A LOT. but to me it seems impossible if you are a casual player and play like 1 hour per day om average. Look at me, I play around 2 hours on average and look where am I at.
In case you wanted a hard number-- taking into consideration the head start we all had, it took me 180 hours to finish up to Tier 71 and complete Tome 3. I finished a lot of the challenges in one try, especially for Tome 1 and 2. I highly doubt anyone can finish the Rift by playing one hour a day, even with the extra fragments from Tome 4.
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I could have sworn I saw somewhere that they were going to change some things about the ranking system after the release of Oni. I don't remember if it was a direct post from BHVR or a quote from some other means like Twitter or Discord.
Don't want to get your hopes up with what could just be a rumor, but maybe someone else recalls the post. It was within the last month.
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@Almo said:
I would just like to comment that Mettle of Man is used by many players, and the comment that "literally nobody plays MoM" isn't true.
I don't mean to derail the thread, but I found MoM to be great when doing the Bodyguard achievement. Didn't like the achievement because I saw a lot of people throw games because of it, but I did like that certain perks work better to finish a goal--whether it be challenge or achievement or whatever. I know most people don't like to use something outside of their usual setup but I would love to see more reasons to use perks that are normally off my radar.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/912637#Comment_912637
Look at her cosmetics in the store, especially ones that show her shoulders. You'll see it on her back and neck. Maybe legs too I forget
Edit: since you can't zoom in, it's most apparent on the back of her legs in her Spring Break outfit, with a few spots on her neck
I wonder how open BHVR would be to offer something in game, like acne or a birthmark, scar, or varying degrees of skin complexion or even a rash from all that hiding in the bushes. Herpes.
I'd pay for a layer that I could apply anywhere I want.
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No, I do not feel that this is bait and switch. I think it's part of a big multiplayer experience where the outcome of some new content is never fully realized until the community as a whole gets to play it.
There was a time when a game called Everquest would deliver expansions regularly and each and every time, they would need to fix/upgrade/downgrade some items and features after release because of this very thing. This is when raids could involve 100 people and even then, all issues were never caught in testing, regardless of how many uberguilds were recruited to go through the scripts on test server. Things would change for better or worse and that's just how it went. It was kind of known that content is subject to change at any time, for whatever reason. I consider this the same thing.
I'd like to think that people these days are savvy enough to read about any patches/buffs/nerfs in the many forum posts to know what they're getting into when they buy this game. Besides, I'm pretty sure it's in the EULA that BHVR can change things around at any time. That's just basic #########.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/908275#Comment_908275
Ok I'm almost certain that never made it into live, since I've never seen it and play all the time since before legion's release.
This was definitely live and was a nice setup to loop and use with Balanced Landing.