thesuicidefox
thesuicidefox
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Yes but probably not right away.
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I'm rank 1 killer on Xbox and I find games really fast. Less than 2 minutes usually. But I'm getting mostly green/purple ranks, with occasional red or yellow rank thrown in.
I think it's a player specific thing. Like some people like myself have no wait but then people like you have a long wait. Probably from swapping back and forth between matchmaking systems.
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Wow.
2.1k views. I'm screenshotting this.
Guess I win April Fool's!
@Mandytalk Do I get a prize?
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@powerbats said:
Freddy's so op I got a 4k while I slept in real life and my game wasn't even running, now that's op NERF!!!!!!
*X-Files theme song has enter chat*
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/397651#Comment_397651
My guess is the'll take them out of the bloodweb and let you use up the ones you have until x date similar to the event items and coins. After the expire by date comes they're either gone or reworked entirely.
I honestly don't even want that LOL Like I said I don't use them, and I don't like using them. I'd rather they just change the effect and let me keep whatever I have with the new effect.
I mean if they reworked it what is most likely? He specifically said "do not invested in INSTANT DOWN Huntress" implying that it will be changed to NOT be instant down. The only reasonable options we have in the game are 1) they inflict Broken status for X time, or 2) they inflict Deep Wounds. There could be another effect that's maybe more creative, but for what's in the game that's what I see them changing it to, and either of them would keep them as very strong but not stupid OP.
But if the go the route of straight removal that would be unfair to players like me that invested a lot of BP into these add-ons, but didn't use them. Like the only reason I even take them is because it's almost fun to see how many I can collect. Don't want to lose my collection, but if they were made balanced I wouldn't have a problem using them either.
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I have a post I was going to make about changes I want for ALL emblems, and Gatekeeper is IMO a top priority for killer followed by Devout (which only needs a minor change), then both Chase/Malicious which just needs adjustments for specific killers.
The problem with both the old and new Gatekeeper is that it measures the emblem based on how many gens are done/not done. This is a BAD measurement for a lot of reasons.
First gen rush is a thing, and if you have survivors plowing through gens even if they just do 4 really fast and 3 gen themselves so that you can win, you basically automatically lost iridescent DESPITE the fact you stopped the exit gates from powering.
Second you just can't protect 7 gens at once against good survivors. Ruin, Corrupt Intervention, nothing will stop them from doing at LEAST 2 gens in the first few minutes of the game. Killer can reliably protect 4 gens at once granted the map hasn't been split, but at this point you already lost a TON of Gatekeeper points, and it will be near impossible to get iridescent.
Finally, it's basically forcing killers to micromanage survivor objectives instead of treating the objectives as a whole. Again if you stop them from getting the gates powered, that should be the focus of this emblem.
I have suggestions for it but I'm still working out the details. Will probably post it later this week and @ some devs hoping they read it and maybe reply if I'm lucky.
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@Delfador said:
I was on the Mclean's stream the other day and I believe it is getting reworked. He said that he wouldn't invest in iri heads.
The nurse addons are getting reworked too but I am pretty sure many people already know that at this point.
I am also pretty sure they are getting rid of billy's insta chainsaw, he said that he was using his charge addons while he 'could'
There is a legion rework
Leatherface's chainsaw is getting changed etc etc.
So like, I NEVER use Iri Heads on Huntress, but I do have like 30+ saved up. I hope he doesn't mean that the add-ons will straight up disappear from my inventory though. I'm fine with them changing it, they are really dumb, but at the same time I don't want to lose the like +200K I already have invested in them. Just change the effect and let me keep them all please.
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@Warlock_2020 said:
@thesuicidefox Pretty sure the Halloween event proved me right. All ranks were affected because even red ranks lost rank quickly as they were more focused on milking puss than doing gens.
Secondary objectives are the way to go. Tweak from there.
That's because they wanted their cosmetics. Most survivors including myself would just do the plants and die on the hook. It proves nothing because people weren't actually playing the game.
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@AshleyWB said:
Also to those of you who think this april fools thread is not funny. I ask you When is an Aprils joke funny? Never it's either lies or dumb.
Y'all should check out my April Fool's thread. It's lies AND dumb.
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@Acesthetiic said:
I think it's good for certain killers. It CAN work with all killers, but it's better suited for killers who can take advantage of it more consistently like Spirit. I also have found that it's pretty nice on Clown with his bottles providing a nice combo. It's pretty interesting with hag with the traps. I have to explore some timings and distance to see the real potential.
See I feel like it doesn't help as much as people think. If you have 8 tokens it's quite awesome, but on average you are going to be walking around with like 4 tokens at any given moment, unless you go out of your way to avoid the obsession until the end. Enduring/SF is a much better deal, even though it's 2 perks it is probably one of the strongest killer combos in the game if not the strongest. Enduring on its own is useful if only for the reduce pallet stun, and then it also reduces DS/Head On stun too as a big bonus. STBFL won't help you at pallets.
I also am not a fan of using obsession perks because then you ALWAYS have an obsession. Now that DS has been nerfed obsessions are less common. It might spike after Ash comes out with MoM, but once people realize that perk isn't really that good it will drop again. It just makes things more easy going IMO. You never have to guess if someone has an obsession perk.
IMO both Rancor and Remember Me are more valuable because Rancor let's you kill the obsession at end game and RM adds time to the gate which can completely change the end game of a trial. STBFL will help in those situations where you have >4 tokens and someone gets hit in a bad spot, but that's so situational.
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This is so true. I got two 5k/8 gens simultaneously playing a controller in each hand as Freddy and I didn't even need to use my power once. PLZ NERF
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I'm the kinda person to eat the whole steak first, then munch on the side dishes.
Save the best for last?! Pffffttt. Hell nah. The best is going in my mouth right now boi.
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Hey man just because Spirit and Plague are dead doesn't mean anything. Just be careful with Rin she's fragile, and double bag it with Adiris and you are set.
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TL DR can someone summarize the leak for me? ty
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/396180#Comment_396180
This is exciting to see. His design is just broken fundamentally and needs quite the rework. I wonder if we'll get a PTB or if it's just gonna be rolled out like Ash.
As much as I hate Legion, I want my Freddy rework first. THEY PROMISED HE WAS NEXT!
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@NoShinyPony "Look at my posts. I'm talking about my preferences. My personal taste, what I prefer to play against."
Yea I never said that you weren't talking about your preferences. I'm making the point that, regardless of which you prefer, there are objective ways to demonstrate whether or not something has counter play and by extension balance. Visual limitation has counter play because you can still act as you normally would. Physical effects have potential for no counter play because it can just happen and the outcome is beyond your control. Hindered status when puking randomly is one such physical effect with no counter play. If you are running from the killer to a pallet, the game can randomly screw you over by making you puke. If you do, then you are screwed over by something beyond your control and beyond your ability to counter play. If you don't then it's just luck, you did nothing special to counter the effects. By contrast, if your view was limited when you puke, you can still make the pallet. However if it's not in a straight line in front of you, and you fail to have awareness of your surroundings, you will make a mistake and walk into a wall or something and get hit. The outcome is entirely in your control, it's just harder to have that control. With Hindered, it's not just harder to have that control it's IMPOSSIBLE. This is the point I'm trying to make. You can prefer one thing over another, but at the end of the day what's healthier for the game is something balanced that offers the player control over their character so they can counter play whatever the thing is that's happening.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/396939#Comment_396939
People died as a direct result of his traps. That's murder in any civilized country.
Again that's a point made in the movie that you as the viewer have to decide on. Arguments can be made either way, read the second paragraph I wrote more clearly (I edited it a bit just before you replied BTW). If you make the argument you are making, then there are a LOT of characters in the films that are also murderers because people died as a direct result of their actions. Tapp, Matthews, Rigg. All 3 of them would be murderers by your conclusions. If you believe this to not be a case, that means somewhere between their actions and Jigsaw's actions is "the line" where it goes from not murder to murder. Now you have to ask yourself "where is this line" and for every instance you come up with someone could present a situation where things become fuzzy again.
And again, Jigsaw's actions (and the actions of other characters in the films) are directly contrasted with Amanda's, who is CLEARLY without any doubt a murderer. She cheated on her games so there was no escape, and she even straight up killed Adam herself (out of mercy but still). That's why she is the killer in DBD and not John, because John isn't exactly a murderer. He wouldn't kill even if for the Entity because he DOES NOT KILL. He teaches. Amanda kills.
Also the law is not an infallible thing either. It is created by man, and we are imperfect beings. You can't expect an imperfect being to create a perfect system. The definition of "murder" is malleable when you get situations like Jigsaw. This is why lesser degrees of murder like man slaughter are a thing, to distinguish intent to do the crime. If I get hammered and drive a car, then kill someone it's not murder because it wasn't premeditated but it is my fault, so I get man slaughter instead. Jigsaw put people into his games not with the intent to kill but with the intent to teach. If they die as a result of this, it's not because Jigsaw killed them it's because they failed to develop the drive to live. A lawyer could easily argue that what Jigsaw did was man slaughter and not murder purely because of intent.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/396910#Comment_396910
They're both killers. Just because Jigsaw didn't pull the triggers himself or whatever doesn't exonerate him.
Well that's debatable and a major point of the movie. Characters ask themselves "is he really a killer?" through at least the first film. You can make points either way, and that's the point. What constitutes murder? Jigsaw gave people a way to escape his games albeit after paying some price. This is what the third film kinda emphasizes too. Jigsaw is portrayed as a teacher or a savoir almost. Contrasted against Amanda, who is objectively definitely a murderer. It's meant to make you question these things.
Like even if you say Jigsaw is a murderer because he set up the situations that led to a person's death, then you can apply that to other characters in the film. Like Tapp from the first film, you could argue the same point that he was responsible for his partner's death and his own by breaking protocol and then going rogue to find Jigsaw himself. Had he followed the correct procedures when they learned of Jigsaw's hideout, or had he just given up looking for Jigsaw after his partner died, then those deaths would have been avoided. Same with Detective Matthews, had he just played Jigsaw's game and waited he would have found his son and not be put in a situation that led to his eventual death. Same with Officer Rigg. He had just went home he wouldn't have died AND he wouldn't have caused Matthews death or Art Blank.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/396925#Comment_396925
Basic attack means your regular M1 hit, no chainsaw, hatches or traps, I think Ambush attack doesnt count as M1 either...
Basically anything affected by Save the Best for Last.
You can get STBFL tokens on non-basic attacks. It counts hits, not just basic attacks. Corrupt Plague is one. Hatchets I think also. Remember Me is the same way.
Ambush does NOT count as a basic attack. Anything power related is not a basic attack.
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@Mc_Harty said:
@thesuicidefox oh that's what he was talking about. No I'm talking about what counts as a basic attack for the perk to count before it reaches endurance. @tt_ivi_99
Basic attack = M1, RT, or R1, with the exception of the some killer's power post states (eg. Nurse blink).
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/396901#Comment_396901
I tested in KYF and what it does is exactly what It says. Whenever you get hit 3 times by you R2 (M1 on PC) the perk activates, if you get hit and you are supposed to go down you consume the perk and you just get away, you also get some kind of bright aura around you.
That's from the Endurance status effect not the perk. What happens is that when the perk is active, you gain Endurance when you are injured. The next hit gets sponged and you glow. BT does the same thing, you have Endurance then get hit and glow, which then gives you Deep Wounds status, which is specifically stated on the card and not a base attribute of the Endurance effect. Endurance just means you can take a hit and not go into dying state.
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@Mc_Harty said:
@thesuicidefox yet according to what I've heard, Mettle of Man doesn't work with M1/RT/R1 attacks against Nurse, Spirit and Hag.
Either way we'll see when the update drops.
Only if those attacks are preceded by use of their power, and only during the post state of the power's use. If you are Hag and teleport to a trap, then chase for 5 seconds the post state has ended and when you hit them it will count towards activation. Spirit and Hag have a very fuzzy boundary for when the post state ends so it will be more useful against them, but Nurse has a very definitive post state end with fatigue.
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@TAG said:
Far as I can tell, Doctor was just a dude who became more and more obsessed with torturing people until he went crazy and started going to town on the entire facility.
As for Pig, if my research is accurate (since I have zero interest in watching any Saw movies), she was an apprentice of Jigsaw who eventually decided that she knew better than Jigsaw and started using the games as just executions than as ways to teach victims a lesson, which prompted Jigsaw to test her once more and resulted in her death (obviously retconned to have her be taken in by the Entity).
Actually Jigsaw was the one trying to teach a lesson; that you should cherish your life and appreciate being alive. Amanda diverged from that by NOT teaching lessons and just using it as a way to kill people that hurt her in the past.
Jigsaw is a teacher. Amanda is a murderer.
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@Groxiverde said:
I posted this twice by mistake and I don't know how to delete this discussion, anyone knows? :S
@MandyTalk can help you.
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@Mc_Harty said:
@thesuicidefox That's why I wanted to test it out before I start sprouting 'this is op' like numerous other threads. I have no idea how the perk works or what it means by a 'basic' attack.
M1, RT, or.... IDK what PS4 is, R1? That button is "basic attack".
Other cards say it too. Plague's Dark Devotion specifies "basic attack" so if you are say Huntress and you hit the obsession with a hatchet and they go down, it won't trigger the perk. However the bigger question is... why are you using DD on Huntress?!?
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@Hoodied said:
@thesuicidefox so literally using your power will not affect the perk, like every killer needs to do?
Yes but for some killers where they use their power then do a "normal" attack it's fuzzy. But from what someone else told me Nurse lethal blinks do not count which might mean all the fuzzy scenarios might not count as well. But I can 100% confirm that Billy's chainsaw and the like DO NOT count towards activation. At least in the current version available in KYF. There is a possibility it can change, but the card specifically states "killer's basic attack" so chances are low that will happen.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/396888#Comment_396888
@thesuicidefox Then do not slug, it can change between being a no-skill perk to an anti-slug perk, like all of his perks, tunneling can cause this to become worse, with DS will result in a no matter what activation for the perk, but like we know from the other perks that were once good or powerful, will get nerfed
Yes I understand this. I'm just making the point that they count towards activation so you need to take a few extra precautions if you expect someone is running MoM. I agree with you that there are reasonable counters and/or that the perk won't be as strong as some people think it will because it will be difficult to get those 3 hits to activate it most of the time.
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@Mc_Harty said:
Apparently any power that influences you hitting the survivors also counts as a counter. According to the rumours I've heard at least.
No it's the opposite. Killer powers that inflict a damage state DO NOT count toward activating the perk.
I forget who, and I didn't test this myself, but Nurse's lethal blinks DO NOT COUNT towards activating the perk. Meaning she would have to just float at you and swing for you to get a hit that counts. If this is true, it could also mean that Spirt's post phase attack and Hag's post teleport attack could work in the same way. Possibly even a Wraith's surprise attack. IDK I'd have to test, but there is a possibility these don't count also. If that's all true then it will indeed be difficult to get MoM to trigger against most killers in a normal game. You will have to almost go out of your way to get it to activate so you can use it.
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@Hoodied said:
@thesuicidefox tier 3 myers will result in a one down, do this 3 times and Mettle of Man will not activate, because the perk requires you actually to be hit a total of 4 times, 3 times for the charge, one time to activate, if the survivor is exposed, and they get hit with no charges, they will get to first stage with 1 charge, NOED will only work if you don't find the player the entire trial
In theory yes, but each of those hits will count to activating the perk. So if you ever slugged this person and they got up, or something happened where you had to hit them the 4th time it will trigger and they sponge the hit. NOED is in the same boat, it counts towards activation but if they are healthy it won't trigger the effect if hit. As far as not getting hit the entire trial, that's entirely possible but it's also not possible at the same time. You'd basically have to ignore this player for that to be viable, and while it's an obsession perk (so you should expect the obsession to have it) it doesn't mean someone else can't have it either.
Basically Myers/NOED can soft counter the perk through circumstance, but they still will count towards activation of the perk so you need to be careful.
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Traps, lethal blinks, Pig ambush, maybe Spirit post phase walk attack (not sure on this one but if lethal blinks don't activate it I feel like this wouldn't either), and Frenzy hits.
Also Myers and NOED will still count towards activating it because it requires you to be hit 3 times by the killer's BASIC attack. However if they are fully healed then it will bypass the perk and not trigger the effect if it's already active. You only get Endurance if the perk is active AND you are injured.
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DS, Adren, DH, and MoM can all help you if you are just constantly being chased by the killer.
Learn how to loop and how to stealth the killer when given an opportunity.
This is a sleezy thing to do, but you could equip Bond and then run the killer to other survivors. Sometimes that might be enough of a distraction for you to get away completely and heal, or the killer might just decide to let you go for another target.
Ultimately though the only thing that will help is to get better in a chase. If you can run from the killer long enough sometimes they will give up and go for someone else, or you can just flat out escape because the gates are open.
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@NoShinyPony To make a point let's look at smoke grenades and flashbangs in shooting games.
Most of the time, when someone throws a smoke grenade it merely limits your view of the battlefield. Your actions are not impaired, you can shoot and reload and do whatever you want, but without being able to see the enemy you need to have the awareness of your surroundings to take advantage of the smoke. Running into the smoke will most likely get you killed because if bullets just come flying through the smoke you get hit and die. But if you know "hey there is a wall 10 ft forward and 2 ft to the left I can use as cover" you can, in theory, run up to that wall despite not being able to see it, and in this case use the smoke to your advantage. Generally you do this if you were the one to use the smoke, because you look around and think "if I smoke this spot I can run to over here and the enemy won't know and the smoke will give me enough cover to make it there" but you can also do it reactively if the enemy smokes you and you have the awareness of your surroundings to make that play.
Now imagine if instead of a smoke we have a flashbang. Flashbangs typically remove some level of control from your character. While they also come with a visual limiter (and audio limiter) the main effect you see is a slow down action. This let's someone pop you with a flashbang and attack you, while you have very VERY few options to counter. If you get flashbanged chances are very high you will die and not be able to counter. So you are left with the option to just avoid the flashbang, but that in itself does not change the fact that IF HIT, you are left mostly helpless. It turns an encounter into something where you can't stop it once it happens. Contrast this with a smoke grenade, where you can completely counter anything the enemy does it's just harder and more risky to do. And yes, in something like COD or BF when you get flashbanged there is a level of counter play where you can still win the fight, but it's VERY minimal chances of success against a veteran player. Really it's more luck than skill where you just spray your gun and hope you hit someone before they hit you. More than likely, flashbang = death. Smoke =/= death unless you do something stupid to allow the other players to kill you (ie. running into the smoke without any awareness).
Case and point, stun effects in Overwatch have generally been a source of a lot of complaints from players. Mcree's flashbang and Brig's shield bash were things the community generally disliked, all because it took control away from the player and there was little to no counter play because of this. I haven't kept up on the game in a while, so IDK if these things are still issues, but the point here is that... removing control from the player = bad. VERY BAD. BHVR has even stated they want to avoid these types of mechanics as much as possible, which is why we will never see something like "Boil Over inverts killer controls" or some other thing.
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@NoShinyPony said:
@thesuicidefox You can't be aware of your surroundings if you don't see them. Less screen = less information
Then what does it matter? If you run into a structure without any previous knowledge of the layout that can screw you over too. If you are impaired visually, then it won't make a difference because you already have no awareness. That's what awareness is, the forethought to see what's around BEFORE something happens, not while it happens.
Not to mention that you can still totally see your surroundings, just that it's harder to do efficiently. But if you have previous knowledge of the layout of say, windows on Lery's then it shouldn't matter as much if you can't see them.
Like I'm sorry but there is no way you can sit there and say it's balanced to remove actions from the player but it's NOT balanced to limit your perspective a little bit. You can not like having your view cut off, not saying you should like it, but it's objectively the far more balanced of the two options.
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Spirit, Trapper, Pig, and Freddy. I'm getting there with Plague. Hag I feel like I suck playing but I tend to do very well with her. I just get handled by more experience survivor groups when the game starts to go south and I'm scrambling to catch up but never do. Those other killers I don't panic and can make a comeback but not Hag. I just panic and it all goes to ish. I get this sometimes with Billy also, I just start missing chainsaws left and right and bumping into stuff or taking long chases I should ignore.
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@Peasant said:
https://forum.deadbydaylight.com/en/discussion/comment/396797#Comment_396797
I'm willing to bet that everyone would accidently mass suicide on hook the first few rounds after said change.
LOL right?! Like you get put on the hook, and like a trained lab rat without thinking you mash the button and die 🤣🤣🤣
I can see the threads now. "DEVS why did you change the button I keep dying" LMFAO
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@NoShinyPony said:
@thesuicidefox If I play against a Doc, I know that I have to change how I loop a bit, for example. I prefer to deal with that instead of seeing something important too late. I could also argue that there's no counter to only seeing half of what is going on.
But there is though, you just need to be more focused. However you can't control when you will scream, and while you can play around it to an extent there will come a time where it happens and there is NOTHING you can do about it, and it will cost you the chase. Like you can be in a position where vaulting the window is your ONLY option, and even though you played to avoid the window you are forced into it by pure circumstance but then get screwed over and that is beyond your control. You can still do anything you want if your vision is limited, it's just that it's harder to do is all. You can't argue there is no counter play to that because there always is... be aware of your surroundings.
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As much as I enjoy the Aliens franchise, I feel like a xenomorph isn't a good fit for DBD.
Lore would be an issue. Unless the xenomorph somehow views The Entity as a queen, I don't see it obeying the "rules of the fog" like other killers do. It would just kill the survivor straight away. Doing the whole hooking thing is so outside of it's normal behavior, and while these things are smart that are very animalistic in the way they act.
Gameplay would be weird to say the least. Like it might be cool to move around as the xenomorph, but it is so crazy powerful you might get the feeling like "why can't I do this, why can't I do that" and it breaks the immersion and ruins the experience. IIRC, some AVP game came out with a multiplayer component with players as marines, Predator and xenomorphs, so if the gameplay doesn't match that game it might not feel that great to play.
And my last issue is just that Alien is too sci-fi for DBD. DBD is more classic or supernatural horror and doesn't have any sci-fi elements. A xenomorph would just feel out of place to me.
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@NoShinyPony said:
@thesuicidefox It's probably personal taste what each person finds more "bearable".
It's not about what is "bearable" it's about what has counter play and what is balanced. Limiting a player's action by slowing them down, preventing a vault, etc, has little to no counter play. You just get screwed over by it when it happens and there is nothing you can do. Limiting a player's view however, has counter play and is thus more balanced. You can overcome this limitation through playing well, but it increases the chance you will mess up which the killer can capitalize on. It makes looping harder but not impossible (where Hindered would make it just impossible which is a lame experience). There is also the chance that you mess up and the killer fails to capitalize on it. That can happen with the Hindered effect also, but the difference there is that the killer is actively capitalizing on something instead of RE-actively. The former rewards killers just because and the latter rewards them for good play.
Like I agree that visual limiters can be a bit lame, but action limiters are far more lame.
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@Warlock_2020 No secondary objectives are not the answer. They will have a greater impact on lower ranks than higher ranks. High rank survivors will just find a way to rush the new objective resulting in a very small net gain, while lower ranked and newer survivors will be encumbered with a more difficult experience.
Limiting gen repair speed won't affect lower ranks because they don't tend to rush gens anyway. They don't optimize enough to hit the limit, so their gameplay is unaffected. However, it would affect higher ranks and force them to slow down, which is where these sorts of changes are actually needed.
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@NoShinyPony said:
@thesuicidefox Oh god please no. I hate it when I have VFX covering my screen. I'd rather have another mechanic limiting my actions instead of getting hit simply because I can't see properly. :(
But that's the idea. It would only pop up for a second or 2 as you puke, not a permanent thing. It's to make it so you are more likely to mess up which then the killer can capitalize on. Limiting your actions is a bad decision because then the mistake is out of the hands of the player. It just happens, randomly, and there is nothing you can do to play around it.
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Yes I would agree to this. Press and hold a button to struggle to avoid accidental suicides. Alternatively, it could be made into an "opt out" option instead of an "opt in" option, where you automatically struggle and have to press and hold a button to make yourself die.
Also us console players need to rally together and get them to change wiggle from a stick thing to a button thing. Unlike buttons, analog sticks can and do get drift and have other issues caused by these sorts of controls. Not to mention, Mario Party 1 pretty much proved why "wiggle the stick" is a bad control option. My palms still have scars. It should be alternating run/crouch buttons or point/come here gesture buttons.
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@TWiXT said:
2 things that were suggested in the PTB:
- Survivors periodically suffer the Hindered Status whenever they vomit. This makes looping against the Plague more difficult due to random slowdowns while fully infected and in the broken status, but not too Oppressive for her as decent survivors can still deal with it. However it's still threatening enough that it will encourage survivors to use the fountains.
- Also when survivors vomit they gain a short term 3-4 meter AoE that infects all objects and survivors around them. This eliminates the need to directly interact with objects and other survivors to spread the disease, and slightly reduces the amount of work the plague herself has to do in order to spread it. On top of that, she will gain Contagious and Infection bloodpoints in the devious category for every time an object or survivor is passively diseased this way which will help her currently poor BP gain.
I would also add that Her overall BP gain needs major adjustments as she is currently the lowest BP scoring killer.
Make it so that generators that are currently diseased/infected gain a reduced repair rate of 10%. Sick survivors can still work on uninfected gens at the normal rate, but if they get to the point where they are fully sick and infect the gen, then the repair rate will suffer for everyone on it. This also allows her to apply better pressure herself just by vomiting on generators to not only spread the disease but slow down repair progress on them. Perhaps this is too oppressive, but on paper it sounds okay to me. Anyone else think so?
I'm also totally with you on speeding her back up like she was in the PTB, where she slowed down for charging, sped back up to normal speed while holding, and slowed down again for her cooldown period. It took some getting used to, but made her a more effective killer in chases, and I'm honestly unsure as to why they changed it since she wasn't OP that way.
Instead of Hindered I think it would be better to bring back the sickness VFX that covered the screen but make it so that when they puke the VFX covers more of the screen and maybe it's fuzzy or tilted camera (like a rocking effect though this could cause motion sickness for some people). Something that makes it more likely the survivor will make a mistake.
The problem with putting an effect like Hindered on puking is that it's random. Like it's already stupid enough when you are against a Doc and go to vault something only to randomly scream which blocks the vault action. This is pretty much in that same category. But make it something that doesn't affect the player's ability to play normally directly, make it indirect like I said above, and it becomes a lot more fair/balanced.
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NAY because then every killer will become a moonwalking Legion and abuse the speed boost.
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Gen rush isn't really a symptom of killer's not being able to move around faster, it's a symptom of the fact that when you are in a chase with 1 survivor the other 3 are relatively free to do what they want. I feel like this wouldn't do much to change anything because 1) survivors can spawn anywhere so it's kind of a moot system, and 2) gen rush can still potentially occur the moment a chase begins.
A better solution is giving the killer more tools to actually control the generators, and/or putting in "limiters" on survivor side that prevent gens from being done in less than something like 40 seconds regardless of perks, toolboxes, or number of survivors. I forget who I was watching (Puppers I think, but might have been Monto), but I saw a YT video a few days ago where 3 survivors got on a gen, at least 1 had PT and another had a toolbox. I checked the time stamps in the video. 25 seconds. Yep, they did a gen start to finish in 25 seconds. THAT just should never happen. Of course, the limiters need some exceptions, so maybe the limit would drop when a survivor dies to make it fair for survivors that NEED to do a gen super fast in some conditions, but the point is that killer's ultimately have 0 control over the gens, at least for the first 2 or 3 that get done. It's IMPOSSIBLE to protect 7 gens as killer, however it is entirely possible to protect 3 or 4 given that they aren't on complete opposite sides of the map. This is part of the reason I'm not a fan of the Gatekeeper emblem as it measures killer's success in something they don't have much control over at the start. If survivors rush 2-3 gens in your first chase, you now lost the opportunity to get iridescent emblem even if they don't do another gen and you 4k. This despite the fact that you technically did your job and stopped them from powering the gates.
I mean good effort writing this out and at least trying to solve the problem, but I don't see it making a difference in the end, sorry.
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Pig was a Jigsaw victim that survived her "game", and in doing so learned the value of life and became an apprentice of Jigsaw, only to "cheat" at games so she could ensure people that hurt her died. Jigsaw would always give you a way to survive the game. Amanda (and Jigsaw's other apprentice Hoffman) perverted the games so that there was no way to escape because they wanted vengeance, where Jigsaw wanted the victim to repent and appreciate the gift of life they have been given. Amanda also killed someone that failed a game out of mercy; Adam was left in the bathroom chained to a wall with no escape at the end of the first movie so she came back like a week later to strangle him to death to spare him the suffering of starvation. However Jigsaw knew she was cheating at the games, and set up a NEW game where she failed and died at the end.
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@Thunk said:
https://forum.deadbydaylight.com/en/discussion/comment/395329#Comment_395329
Could I still mess with their gens?
You can spook them off the gens but if you kick it they can get more Lightbringer points. I just put on Whispers and Unrelenting and swung at survivors and made them run around and stuff to be silly. Mind you I've only done this ONCE just to see if it would work like I thought and it does. I doubt the survivors cared because it was after rank reset anyway and they got free escape with free BP. But this was on the OLD system and none of them pipped (I think some got a safety but again green ranks that can happen).
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@DwightsLifeMatters said:
Using keyboard and mouse is high tier, everything else low tier.
Using a mouse is good. Keyboard is ass for anything but RTS games where you need like 500 buttons. Analog stick is way better than WASD because you can move in all directions at varying speeds. Can't do a perfect circle strafe with WASD. Can't perfectly hug a wall around a loop while looking in any direction you want with WASD either. Know that thing where survivors attempt to block the hook and killers always have to hit them out of the way? Yea that is WAY harder to do on console because analog stick let's you just push your way in, to the point where the only reliable way to body block a hook is with multiple survivors in the hook prompt zone.
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@DocOctober Do you know if it's possible to "overfill" emblems or is there a cap to the points you can earn?
@rha Thanks for the info. Rather interesting how that works, as if you get a game where survivors DC at the start you would only get +600 points which means silver maybe gold if the game went on for at least 2 minutes.

