xSymantha
xSymantha
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- xSymantha
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The only time I dodge lobbies is when I am trying for an adept on a killer I'm not 100% confident with
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I just wanted to say I really enjoyed reading this, very entertaining!
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@Marigoria said:
I had a claudette yesterday self care against a blight that was using sloppy. She didn’t have botany or anything, just self care.
One of the times for me was similar - someone new in my match, or I am assuming. There was a teammate who was Claudette, whose only perk was Self-Care Tier 1. We were against a Pinhead with SH: Gift of Pain - I don't blame her what-so-ever, she was new. Felt sorry for her - she probably was wondering why the healing in this game took too long
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@Nazzzak said:
People are still trying new builds and testing perk changes. The PTB wasnt accessible to people on console so most of this is new to alot of people. Ive even seen some people on social media say they weren't even aware that perk changes were happening, so i imagine a lot of casual players don't even look up DBD news etc and are just finding out as they play.
I've considered trying Self Care with Bite the Bullet - not to do a full heal because that's a waste, but just if I'm injured at a crucial stage and the killer comes past I can shut myself up until they leave. But I don't want to waste a perk slot on such a terrible perk lol
That's 100% true - I will say I didn't see (except 2 instances) where there was a Resilience + Self-Care combo, forgot to mention that in my post as well
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I'm definitely looking forward towards the new chapter - I am excited to try out Haddie and her perks; the same with the Dredge. I am also excited to explore a new map lol. As well as the patch notes, and if there is any news regarding the Anniversary event
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I really like it. It's clean and concise; I am dumb and somes when looking for one of the options on the bottom of the menu (smaller icons) I choose the wrong one lmao. Also I love what is going to (eventually) come with it: displaying the time left in the archives, the bloodpoint incentive, etc.
Also they can play around with displaying stuff moreso in the middle/the right-hand side of the screen. Not saying I want this format to come to dbd, but my s/o plays Smite and Smite's menu is vertical and to the left, which allows them to showcase skins and other content in the middle, and a small "News" section in the top right hand corner. (I will say I'm not sure I would want skins showcased in the middle, I prefer seeing the Killer and the survivors and the unique backgrounds we get with midchapters. Smite does that because it's a free-to-play game and makes its money moreso on skins, where obviously DbD isn't free to play and there's various different ways for them to make money). May have not been the best example, but it was what was on my mind when I thought of similar layouts
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2957540#Comment_2957540
In dbd lingo 'cannot accurately state a timeframe' translates to years from now if ever at all.
That has been the track record, they have mentioned things too early into development than they should have. although, when it comes to the solo queue buff - the last thing I remember is them showing a concept (showing what your teammates are doing in a match), and idk how long ago that was. They should have mentioned it in the stream, even if it were for them to simply say " we are continuing to work on it but cannot speak more about it" or something like that
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I wonder if they are still working on it but hesistant to say anything yet because it's not set into stone and cannot accurately state a timeframe (which they are seeming to be more careful with).
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I think this is great, especially as a person who is solo queuing when playing survivor pretty much any time I play survivor. I would really love this in the game!
(Sorry in advance if my wording is weird/I don't make sense) If people would think this system is on the stronger side (like in the sense of knowing what everyone's doing every second/updating the icon immediately), they can change it to where the icons update every 5 seconds/10 seconds/('x' amount of seconds) and/or even have a 20 (maybe even 30) second delay at the beginning of the match before the icons display any information.
I think the icons above are easy to understand/recognize, which is especially great when it comes to newer players. And all of the icons seem to fit DBD's overall aesthetic (some of them seem like Artworks from the game); doesn't take up much of screen space at all; and with the icons you can still clearly make out which survivor is which on the UI. Overall I am very much for a mechanic like this!
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It's slightly related and I'm sure it has been discussed before, but I'm a little surprised that iridescent shards didn't make it in the Rifts in any capacity, I think it would be cool to add especially in a few of the blank spaces on the free track or in the space of a charm or two... and it doesn't have to be an astronomical amount at all nor, I'm sure, anyone would expect it to be
And I personally think they can up the amount of shards they give us through leveling by at least a little bit
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I think it was decent, I'm glad that they are wanting to be more transparent. While not being able to hear out more details about certain things is kinda disappointing, I can understand why they don't, because of the possibility of certain things being scrapped or changed
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I really wish that they could make his knives ricochet, base kit. Base kit, they could only ricochet once and with the add-on, keep it where it ricochets twice.
I still think making that change will help set him apart from other ranged killers; gives him a sense of uniqueness.
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I like how Adam and Jeff look. For me, I feel playing Jeff puts me at an disadvantage due to how loud he is/can be; and I also don't play much of either really because I don't have the perks I like to use, on them yet. But other than that, I think both are awesome and definitely deserve more love
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For me, making the ricochet basekit (not including the additional damage), would help him be more different to our long range killers, and I think it adds more to his power and gameplay. Of course, I can't say 100% yet because I'm on Xbox, but based off of all the footage I have tried to look at, I think that would be an awesome addition.
They should definitely change the speed at which the # of hits fade away for survivor. Maybe make it last longer in Chase and fade the same the way it is now/a little quicker when outside of chase? Or maybe the # of hits can fade away to a certain number. Let's say you hit the survivor 6 times but need to let go of the chase with them or whatever. Their # of hits go down from 6 to 4 (or maybe 3), and that is the permanent number a survivor has until they escape, get M1ed, etc etc.
Sorry if it seems out of place in the discussion, but these things are suggestions to make him a little stronger and would definitely have me playing him instead of Deathslinger or Huntress (another reason is because I'm terrible at them haha)
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For the most part, yes because I have almost every character at least level 50 and have new perks and combos to try out on both sides. Also, playing all the different killers makes things more interesting for me. Sometimes I find trap-based killers to be fun, sometimes the stealthy ones, sometimes the ones focused on chase. I have been having a lot of fun trying out both Myers and Clown, more than I thought I would.
I do get burnt out on it, so I do take breaks before the archives or a major update arrives
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I think it would definitely be cool for each (or almost each) map to have it's own version of the basement. For example, Swamp's, Dead Dawg Saloon, and Ormond should all have their own touches even based off of different environments.
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I don't think I can choose only one, so here are the two or three that I use most often and like:
1: WGLF, We'll Make It, BT, and Empathy
2: Deception, Lithe, Quick and Quiet, Iron Will
3: Bond, Detective's Hunch, Inner Strength, Lithe
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As some others have said, it works excellently for stealth and breaking line of sight in chase. Some killers know exactly where you are/are going based off of sound, and it can completely catch them off guard.
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For both roles:
Swamp, Autohaven (everything is just too green for me), and The Game.
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My own playstyle, win-condition, and enjoyment vary from game to game. Sometimes I consider a win 4 stacks of BBQ; sometimes a win if I get my challenge done to progress in the rift. Other times it's to pip.
Regardless of the specifics, however, whether I want to 4k or not, I don't camp and try not to tunnel anyone. I don't think 12 hooks is a win condition for me personally, but I understand that one of the reasons it's being stated and has an emphasis on it is to help promote better gameplay. For me, it's a mixture of both 12 hooks and 4ks. Getting a 3k or 4k due to face camping is not equivalent to getting a 3k or 4k with 8 hooks or more, with chases and what not.
Statistically, one may say a 3k or 4k is a 3k or 4k regardless of how it was achieved. But I don't personally play like that. And for which is more important.... both. Everyone's play style is different in one way or another. (Sorry that this is a little all over the place)
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I'm on Xbox One. The graphically updated Autohaven maps, in my experience, are really dark and green-tinted. I don't really dig it - the green tint to a certain extent is fine, but not what it is now
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@Boosted_Dwight said:
This still looks pretty off. It's still an improvement for sure but do they HAVE to use vertical portraits? It's just so strange to look at imo. Everything in there just seems so awkwardly shoved into one spot.
Step in the right direction for sure but still needs some help. I still think this is way better:
https://us.v-cdn.net/6030815/uploads/ENNCIUPP91DG/20210212-095602.jpg
Concepts like this always look so clean and look like they belong in Dead By Daylight. The adept portraits would be best for keeping the style that dbd already has.
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I assumed many people would be running it and trying it out, so I keep on running a build with both Detective's Hunch and Inner Strength. I have yet to meet the Devour Hope and Undying combo in-game.
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@ZaKzan said:
you can avoid having to revert months of work if you're more transparent in your design choices and if you're planning on making significant changes to the game, you can also run it by your players before you spend months working on those changes.
It's just so amazing how much bad PR they get just because they are so poor at communicating with the community.
Exactly this, you have said it practically perfectly. I hope they just learn for the future; showing us the proposed change for Object of Obsession is taking a step in the right direction. I hope we see more of that, communication and listening/responding to feedback.
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I haven't come across any myself quite just yet, still been running Detective's Hunch and Inner Strength though, just in case haha
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There are a couple things I like: the hook counter, some of the perks being buffed a little, Trapper and Wraith getting small buffs, the changes Clown received... and I like how the devs are trying to get our feedback earlier on with the proposed OoO change, before they officially change it and wait to take our feedback until way after the change has officially happened.
However, there are many, many problems with this update. So many bugs; depiping when you shouldn't be; emblems breakingand not wprking properly; major hitching (at least on console), so many god pallets on the The Game map; apparently you can't buy Yui with shards; hard to tell certain effects on survivors' portraits with the new UI; some people genuinely getting eye strain/motion sickness with this new UI (I played a couple hours yesterday on a decent sized TV and got a pretty bad headache as a result... and normally I play a whole lot more than i did yesterday).
That's only to mention a few, we can list a lot more of the bugs and other negative effects this patch brought on. Also, a lot of the community's discontent could have been avoidable had they communicated with us players earlier, like what they are doing with Object of Obsession, they could have shown what their plans were for the UI a long time ago and that way there wasn't "months of work" kinda wasted in a sense. They have their new system with the new UI, all they gotta do is fix it and reposition much of the information in a better manner.
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I'm answering my own question: I'm pretty sure I only opened 4 chests, and used 3 tokens of Appraisal in my match - and it says 6/6 for my challenge.
So afaik, Appraisal/rummaging does count towards the "Unlock 6 chests" challenge in Tome 6, Level 1. :)
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@Slendy4321 said:
Not only Open Handed but they forgot to buff Diversion and Fixated
Diversion still requires 45 seconds
Fixated doesn't work when you're injured
It's like all the changes the community actually liked they purposefully didn't add them
Oh wow, I knew about Open-Handed, but they really didn't change Diversion or Fixated either?
If they forgot/postponed changing one of the perks, I would understand. More than one... well that kinda sucks. A part of why people were excited for this patch were for these perk changes and to try them out.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1932648#Comment_1932648
Hum it's really weird i checked the wiki and there is no "High Intensity" head listed Oo maybe it's a mistake and we all got it for free ?
Actually, today I just found out that Behaivour accidentally gave us the Meg skin that is in the rift, before the rift came out, for free. So my bad a 2nd/3rd time haha
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@xSymantha said:
It's hard to say, in the sense that the hair looks pretty similar to the hair in the rift on the website you linked to.
However, sometimes in the rift, they add recolors/reskins of existing skins in the game. To me, it looks like Sporty Bob, when Meg tilts her on my screen the bottom portion on her hair looks lighter, but when looking straight it looks all like one color.
Actually, I checked again, and the tier 27 reward is named "High Intensity" and I also have a head for Meg in my cosmetics named "High Intensity" - I think the rift version will be a (slight) recolor of that hair. Sorry about that, posted my comment a bit too quick
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It's hard to say, in the sense that the hair looks pretty similar to the hair in the rift on the website you linked to.
However, sometimes in the rift, they add recolors/reskins of existing skins in the game. To me, it looks like Sporty Bob, when Meg tilts her on my screen the bottom portion on her hair looks lighter, but when looking straight it looks all like one color.
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@Slendy4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1932575#Comment_1932575
I feel that way too lol. Don't even get me started on their robot standing animation. It's just so unnatural
Yeah, I really am tempted to try to jumpscare a killer somehow with that particular animation... like, standing on an end of a corner when the killer least expects it haha (if what I am saying is making sense?)
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@Slendy4321 That would be awesome as well. That way, it caters to everyone that has differing needs/preferences
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I really love that UI suggestion in your post. It looks really clean, concise, and on-brand for Dead By Daylight. If they can't revert back to the old UI, why not just use that suggestion/mock up? They already have the portraits and most of the assets to do it, but I don't have a clue about coding...
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I don't mean to be redundant, but I pretty much feel the same way/share the same points with you. Especially about the UI and the hitbox issues going on. Also, I found the running-while-injured animation to be, almost comical. I don't mean this in a disrespectful way to the people working on it, but the way I saw my survivor run injured for the first time since the update, almost reminded me of a way a kid would go crying to their parent... I don't know how else to describe it lmao.
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@Slendy4321 Thank you :) I am learning Nurse on Xbox, so hopefully over time I get better at her - but thanks again for the kind words of encouragement!
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Very difficult to tell, at least for me. I haven't played Doctor since the update, but oof.
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Survivor: been switching a lot, but I would say recently Cheryl/Felix/Elodie almost equally. I have both Cheryl and Felix P3 almost maxed, and on Elodie have been enjoying a Quick and Quiet, Lithe, Deception, and Bond build.
Killer: my go-to has been Pyramid Head recently. I also have been playing a bunch of Nurse, been enjoying learning her in preparation of the upcoming additions to the archives.
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Love the information it provides (hook counter, survivor portraits).
But I play on Xbox and on a decently-sized TV screen. I have to squint to see certain information like what is going on in the top right hand corner when you earn bloodpoints for something... some people feel like the UI is intrusive and too big, I feel like certain aspects are a bit too small. While they have scaling, they don't have scaling for the individual pieces of the info on the screen...
Also, I have seen many great designs made by the community that use the Adept drawings of the survivors as the portraits instead of what is currently being used, I feel like it would better suit Dead By Daylight and it's feel.
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One of the things I was excited about with this update was trying builds with Open Handed, like with Kindred, Bond, etc.
Afaik this isn't official, but I have seen people say it's coming with the next Chapter.
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I really like the proposed change; I have never used OoO before and have no desire to try it's current state/previous ones. However, I think this version of OoO would become one of the perks I use more often than others. Interesting concept, and it sounds fair to me (from the perspectives of how I play Killer and how I play Survivor).
I would also like to say, I really do appreciate that the devs are sharing proposed changes with us and are listening to our feedback, comments, and perspectives of it, instead of changing it, receiving feedback of it and changing it a long period of time after. I think it's a great step in the right direction and opens up more communication between us players, and the devs, so thank you, Behaviour!
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I really dislike the Swamp maps as both Killer and Survivor. The amount of times, as either or, I have smacked into the trees what we should fit through but don't, is an embarrassing amount. It's gotten me hit as survivor when I shouldn't have, and hitting that spot as killer also gives the survivor a head start. (You would think I wouldn't trust the gaps between the trees after this, but I guess sometimes I don't use my brain).
As survivor, I have had games on that map where multiple generators have open spots on all 3 sides, but you can only work on one side. Even when I don't want to work on the gen with a teammate, I still like to be able to position myself better to see if the killer is coming.
And the worst of them all is, as everyone has mentioned, the exploits some survivors use on certain parts of the map. If you aren't like Trapper, Deathslinger, and Huntress, you basically can't hurt the survivor unless they make a mistake.
I dread the Swamp maps as both survivor and killer. Too many issuea
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For survivor, I have been really enjoying For The People. I play solo queue pretty much 100% of the time, and I would rather die than my teammates. If I know a killer is coming back to the hook as I am unhooking the person, I can quickly give that person my health state and put the target on my back. Also, can be good for points, many situations, creates an obsession, and love seeing the confusion of my teammates standing there not knowing what happened and why they can't heal me lol.
For killer, I always run Overcharge in my builds. Partially because I never really care to try Ruin builds, and it works for me. Sometimes I pair it with Brutal Strength if I don't have other perks on a killer
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Well, I had a game where I was playing Hag with the Blue/Purple recolor skin from a Rift - they said my Hag was a raisin...
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I used to play Fornite: Save the World hours everyday but quit when the future of the game was basically over; killing the potential of that game. Then I got into dbd and Smite.
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It's definitely very interesting. Hope to see the cinematic expanded upon in this Tome!
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Depends on how "good" the game went, how well I scored, and sometimes if I and other teammates escape.
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I think a maze-like map would be awesome. Nothing super maze-like, but something in the setting that gives you an unsettling feeling. I think a sewer or a dungeon kind of matches what I am thinking of.
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I have been switching between two builds mainly:
- Bloodpoint Farming: WGLF, We'll Make It, Prove Thyself, and Bond.
- Solo queue build: Lithe, Quick & Quiet, Deception, Bond
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I'm on Xbox and decided to give Nurse a genuine try, to learn to play as her. Surprisingly, I have been enjoying playing her. Of course there are some frustrating moments, like trying to long blink through a hill and you go nowhere, but other than a couple of those moments it has been super fun so far (I am still a baby Nurse though haha).
Wanted to add that also playing as her has given me different perspectives of the game.