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philomela

philomela

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philomela
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  • I feel like we should have a straight choice what these abilities use. For example having Reassurance default to the same button as unhook is pretty useless, because you're already diving the hook just to activate the ability.. if you can unhook safely then you're not using the ability.

    So in games where your literal only active ability is Reassurance, you can change the bind to the same as Ability 1, but if you have multiple active abilities, you might not be able to change it. It's beyond the point where we need per-character or per ability binds (or even per-loadout - binds configured on the loadout screen itself), there's too many combinations for BHVR to work around.

    But I definitely feel like Reassurance using the same bind currently as unhook is stupid and needs fixing (didn't even realise there was a second bind added until seeing this post - I guess most will be the same). Maybe equipping this perk should tell people there's a bind for it.

  • I switched to killer and it completed there. So try playing the opposite role if you're still stuck.

  • Agreed, never seems to accumulate. This challenge is a rotten pumpkin. On PC, tried 2x treats per match or separately, relogging, no difference.

  • Sometimes it will give you the challenge on the second escape even if it didn't track the first. But yes it has issues.

  • @BubbleBuster said:

    noticeably as in your experience as in biased and no proof

    also killers probably know the first wiggle is not voluntary... at least I am not that stupid. Maybe you just got unlucky. Maybe killers started to sweat more. Maybe something something not related to wiggling for 0.2 seconds.

    Yes my experience playing for a long time before that change makes it fairly obvious that it has had a negative impact.

    There's not really much to say about bias since it affects everyone who is being picked up as the last survivor.

    And yes I think in the heat of the moment there's plenty of killers who will still interpret that auto wiggle as the survivor making an attempt to escape, and then just beeline to a hook. Mostly because a lot of them never play survivor so they don't realise it's a thing.

  • Agree it's not being communicated well and can almost predict it's going to be tears before bedtime when the patch hits, with people not getting anything despite grinding at 50 for what they felt was a long time. And others somehow vaulting to prestige N whilst spending comparable amounts (or less) BP to get there.

    Those at 50 but below the perk level threshhold should be auto prestiged and have their perk levels converted into levels thru P1, considering that a) they could have hit the prestige button and be granted two (?) levels b) they are only going to be maybe a dozen perk levels shy of 70. So for each perk above 50 or so they should probably grant 5 levels in P1, since that's what it ultimately comes out as.

  • Bump for this weird issue.

    If someone is spamming fast locker exits/enters anywhere near to you (doesn't even have to be next to the locker, it can be in the nearest room quite a distance away), then Built to Last just stops processing.

    Repro:

    1. Coldwind Farm Rancid Abottoir
    2. Use charges on toolbox then go into the lockers where the pigs are hanging to reset it
    3. Someone else spams locker entries/exits in the next room (with the metal barriers).
    4. Built to Last just stops, charges are not restored, have to exit to retry it.
  • I'm actively avoiding going near them because it's so annoying and a detriment to being able to see/hear things clearly. If I had unlocked Mikaela I would be sad about inflicting this on other people (and wouldn't actually be playing her). Glad I held off.

  • Agree, and on the visual effect. I consider this to be more of a debuff it's so annoying and distracting. Taking away colours is not helpful! Just give a small icon and the twinkling sounds, don't mess with the periphery of our vision which is needed! That's less of a boon and more of a hinderance!

  • I agree that Nea's and Quentin's are pretty good, but David doesn't even look like the new David, and nor does the style of the portrait fit the others. He is far too chubby, has the wrong hair/hairline and it looks like a different person. Maybe that would be fine for a new character, or if they had actually remade David to look like that... but they didn't.

  • Commonly when you run Plunderers combo build, other people will open some chests since you have Ace in the Hole. No matter because you can still Appraise them, but since the chests have now vanished, you've lost the use of your perk.

    There's no reason why Plunderer's shouldn't still show the chests aura until they have been Appraised.

    This would be a very nice QoL fix!

  • I think the biggest change with Kate really is her makeup is less heavy that it used to be on those heads, which has a huge affect on the look, but her overall face model is very similar (just higher poly, which means the lines are smoother, which they should be).

    The eyes probably have more detail now and the texture is larger meaning they're not as arresting. But the bottom two headshots you posted are clearly not very naturalistic, she is staring too hard almost like she's posessed.

    Also her eyebrows are the same position and angle. It's all just the effect of the makeup.

    I agree though that some of those heads (mostly the bottom two) should have heavier eye makeup to match the originals, since that was clearly part of the look that is now missing. Bottom left needs stronger blusher too.

  • I've always wanted a red and black check lumberjack shirt for him. Maybe with a print tee underneath. For no reasons in particular... ;) I can see Jeff getting out there in the great outdoors, working a summer gig as a lumberjack and getting creative inspiration.

    Though his new head band makes me want to make him a bit of a hippy, which is another look and theme he'd be suited for.

  • Would love a second pass over the cosmetics. Some of them are a lot better, but some of the characters got done really dirty by this update. It's really inconsistent.

    For example Nea's neon hair (Tic Tac Teal Punk Cut) from the Street Rebel set now looks like a wig when it used to look like an expensive dye job, because it has lost all the variation in the strands and the strands are really blocky.

    Also more importantly, I bought that because her glasses matched the hair, they're meant to be blue like the hair, and it looked great (it also matched her 'Doctor' vest). Now she incorrectly has pink glasses, the contrast is garish and it looks cheap.

    On the other hand her green hair from Dark and Light looks amazing, along with the purple Pixie-Bob and the punk Undercut.. that hair looks awesome, much improved.

    Her face/model is much better overall so it's a shame that she's being let down by the things people spent money on...

    edit: adding comparison: left: before, right: after update. Very ugly glasses, different colour hair. I don't mind the teal but please make them match!

    nea glasses.jpg


  • Likewise this is currently an issue with healing others using a medkit. If you're injured you will instead use the medkit on yourself, because the button/key is the same.

    This never used to be the case, so was introduced in a certain update, but I cannot say if it was recent as I stopped playing for some months recently.

    Priority is mostly pretty obvious:

    If I am next to a survivor and I use a medkit or self-care, assume I'm healing them. I'm not going to heal myself next to an injured survivor. Bonus QOL upgrade: this also prevents people from self-caring themselves when others are injured nearby and/or trying to heal them (or requesting healing).

    If I am on a hatch, open the hatch.

    If I am on an exit gate panel, open the panel! If I have time I can step away and heal myself or pick up an item after it has been opened.

    And so on.

  • It's extremely worrying. Many games have been ruined when these systems were not implemented with enough or any safeguards, and players simply brigaded others into reporting players until they got banned.

    Even in a perfectly working system, playing with the threat hanging over you that you will get dogpiled by other players if you do something they misinterpret, or even if you do absolutely nothing wrong is not something that has ever improved any game. To put it mildly. In fact it always contributes to the worst and most toxic atmospheres imaginable.

    For example, consider a match where you don't unhook another survivor because you're injured, you have no defensive perks, and you don't know where the killer is, or maybe you unhook them and they charge in the wrong direction and into the arms of the killer, or frankly even just any game where everyone doesn't make it out the gate - even if they assume the best they can still get the wrong impression.

    Even in games where you have full text and voice chat with random players in-game at all times, they still misinterpret your best intentions. They will not listen to reason. You can play like Florence Nightingale and still get a sackful of reports after the game (and in fact altruistic types will get targeted more than most).

    Players are gonna get reported for absolutely nothing, as they probably are already. Killers will get reported if a survivor screws up and dies, survivors will get reported if they are the only ones that escape. The players that will be targeted the most are those who are playing solo and therefore don't have any way to communicate their intentions during the game. That whole time, friends in chat will be making misinterpretations about the other players which have already become set in stone by the end of the game. Just imagine the end game screen: "we're all reporting you unless you explain yourself" This will happen and it will be worse than anything anyone has seen in DbD short of targeted harassment and stalking.

    The absolute minimum requirement is that in any game with SWF, any reports in that game only count for a single report. It doesn't matter if it's 2 friends with 2 randoms or 4 friends, the impact of having people in the game who can wield the threat of reports and/or convince others to vote with them in the end-game chat is extremely damaging.

    I want to hear a lot more information from BHVR about how they plan to make sure this system is not abusable by malevolent players. Honestly if they roll this out without proper details, you can be a superstar MVP, a saint, the most goodhearted killer or the most self-sacrificial survivor, but you'll still be risking your account by playing after that update.

  • It just seems like a regression of the previous bloodweb bug with repeating perks, except it's worse than before since it's practically guaranteed.

    The level 2 perks disappear for a web if you ignore them but then start showing up again. So their chance to appear is obviously far too high. Giving all random perks just felt better and made the web more interesting and led to more interesting builds on characters after prestiging or acquiring them.

    Honestly I feel like the way it should work is that we can invest BP into a perk to have it increase the chances of that perk showing up, or something like that.

    It used to be that you'd ignore any perks you don't want, then it got bugged so you had to eat them to make them stop reappearing, and now even though they are cheap to take level 1 perks, this causes the level 2 perks to appear infinitely until you also eat them (and they cost more to eat).

    Mostly I just don't want to take any perks that are not either level 3 (to remove it from showing up), or one of the four perks I want on a character. I definitely do not want to see perks repeating otherwise.

  • As my above post, this still seems to still be an issue/has started being an issue again. Sometimes, Inner Strength remains active after using For the People, you can get in a locker and heal. Other (most?) times, For the People deactivates Inner Strength until you're unbroken.

    This is not how the perk reads and it's not how the perk should function, since you had to jump through hoops and put yourself at risk to even get the perk activated, then use For the People to break yourself and put yourself at risk again, and now you get punished with a huge timer after doing all that? That's nonsense, and makes a very niche altruistic perk and playstyle far weaker than it should be.

    Sometimes things like this just make me wonder if they even want people to use anything outside the most popular half-dozen perks.

    This is one of the few cases of actually synergistic perk mechanics making cool build-around gameplay, and it would be nice if it worked better OR the perk text was corrected ("Inner strength becomes deactivated whenever it successfully triggers, and temporarily deactivates if you become broken"), and the broken timer on For the People was reduced a bit. Either or.

  • Glad to hear that it doesn't permanently deactivate the perk, as it seems to do visually.

    The perk as I read it says that you cannot 'prime it' (activate it) via a totem if you're broken. It doesn't say anything about the perk being deactivated later if you're broken (even just temporarily) or not working if you try to use it via a locker.

    Maybe the perk should be changed so that it either heals you if you're not broken or removes broken status effect if you are broken.

    Or they need to rewrite the perk text so that it says it perk is inactive whenever you're broken. And honestly, you should still be able to cleanse totems and 'prime' the perk (gain a charge basically) while broken, even if you can't get healed in a locker.

  • Broken effect actually prevents them from procing even when you've already activated the perk before becoming broken. I think this is a bug but don't know when it was introduced.

  • I think it's a bug with Broken status effect. I just played against Plague and Inner Strength did not heal me when I cleansed a totem to store a 'charge' and light the perk up before becoming broken.

    I was hoping to make this the build, part of the reason I bought the Stranger Things pack was just to use Inner Strength and For the People.

    Needs to be fixed. We have enough perks now that we actually need synergistic builds like this. Having to cleanse totems and then hide in a locker is a big enough time and playstyle investment.