Egonic
Egonic
About
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- Egonic
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Just came back after months of not playing, besides the dread of getting placed in rank 20 which is ridiculously boring, and getting timeouts for leaving when the killer is afk/farms.....
A clown swings through windows long after I cleared it, getting grabbed after entering a locker, the game is not in a fun state, and the servers doesn't seem to have improved quality much.
Guess I can try again in another 6 months :/
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For me this question goes into a lot of changes I would like to see, adding secondary objectives, shifting some focus from pallet looping, more mind games, less dumbed down tracking etc...
Personally when I play killer catching a survivor doesn't feel rewarding as is, buggy hitboxes, and pallet looping isn't what I consider rewarding killer gameplay, what would have been fun; imagine a T-wall where going the wrong way had real impact, a survivor could actually escape, where you have to play well and line of sight was doing something.
Since I doubt they will ever balance the game around longer games, with the necessary effort put into it, I don't think removing a hook state would work out.
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Just played a couple of games, holy hell... it's so obnoxious.
I'm getting slightly tired of them breaking the game with every update they release, especially so since they break the game, and then won't fix anything before they have more paid content ready.
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Is your idea of game balance that 4 is a larger number so killers should have buffed perks?
You want to explain why you have an issue with Deliverance? Why do you think 60 seconds isn't enough and why should it apparently be nerfed, judging by your critique.
How many do you usually heal with We'll Make It? Since you think the ability to heal others faster for 90 seconds is overwhelmingly good.
Is Franklin's a bad perk because 10% is lower than 90 seconds, or because the range of Empathy has a larger number than an item modifier? How does your thought process work, and how do you make the comparisons?
It should be quite clear that I think your post is bizarre, you compare completely different perks arbitrarily, and somehow thinks that is valid reasoning for balance.
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I think DbD has some work to do with improving the games logic when it comes to totem placement.
I'm not really in the camp that find ruin OP, it's actually quite fun to face so I can get better at skillchecks! The perk is also quite needed when the game is balanced around fairly quick games.
(Me and 2 others spawning around Ruin, 2 days ago)
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I don't like the multiple token part, but I would be in favour of the timer being doubled or being removed, effectively storing 1 token until you regress a generator. I would also not rule out the need to lower the % regressed if it ends up applying too much pressure.
There's a significant amount of time you could gain from this perk, you seem to take that part very lightly, because you want a band-aid against organised teams, the ones who aren't well organised are not going to have a good time if you make a perk that by your suggestion extends the game by 1-2 generators worth of time.
It's also a bit weird that you refer to saying that your idea is good because then other "toxic" perks won't be used, especially considering your idea of balance is really backwards when you want to buff it to a stronger version of Ruin that will only work by hooking a lot of survivors, meaning you are likely doing well in the first place.
From my point of view this will simply make solo playing a lot harder, with some potentially obnoxious strategies, where you tunnel hard to get stacks, then you use those stacks and continue tunnelling, saving you a fair amount of time to just face camp and get away with 3 kills.
I can't follow how you are thinking with this helping against genrushing, the time gained would likely be quite small if they are genrushing, and very big if they aren't, proportionally it makes no sense.
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@Dehitay said:
@HavelmomDaS1 said:
And basically every solo group
This is the one "nerf" I would think is completely fair for NOED. An on screen counter to tell how many totems are left on the map regardless of whether the killer is using hex perks or not.
Even though I am not a big fan of NOED, I don't like when too much information is given out for free.
The best idea I have seen is to give that ability to Small Game, much like Thrill of the Hunt, that would be quite decent.
Time for them to introduce a 5h perk slot! -
@Caretaker said:
@ToxicFengM1n said:
@Caretaker said:
@Aven_Fallen said:
@White_Owl said:
Buff? Can you guys read?He cant.
He seems like a person who only thinks that removing that Perk or making it completely useless is the only thing to do. And he is not understanding that both is not really an option.
The change is fine, a good redesign.
Ah yes, putting words in my mouth cuz you're too stupid to understand how this is a huge buff, and extremely unhealthy. We had easy fixes to the perk that they ignored to just buff it instead.
You know what, EXPLAIN, EXPLAIN HOW THIS IS A BUFF, please I would love to know, is it because you tunnel?
Once again, I don't tunnel. I know it's hard for you to understand that, but I don't tunnel since that's all you're spamming cuz you're desperate to prove I'm just a toxic killer. Also, tunneling doesn't exist. My job is to kill survivors, not be their imaginary friend.
Gen tapping? Totally fine. Dribbling? Removed. Slug them 4head! They start running Unbreakabill, and slugging got nerfed so they just got to 95% and get picked up before 60s passes while other survivors do gens/waste the killers time. Down someone that got hooked end-game? Hope you like eating DS and losing champ. :^) Also, the super easy to hit skillcheck is now even easier to hit. 4 people can now reliably run DS without any penalty or worry.
How is this not a buff?
You could argue that the behavior the concept tunnelling defines doesn't happen in the game (even if that's obviously wrong), but you can't say the concept magically disappears just because you like it. Words don't change meaning when you feel like it, even a loosely defined one like tunnelling.
Don't you also find it really disingenuous to paint up a very specific scenario where you always tunnel a person and then either leave them on the ground with them having a specific perk to counter that, or immediately pick them up and that somehow results in you losing the game? The definition of losing doesn't even exist in the game outside of rank.
Why do you care if a super easy skillcheck is made easier? The definition of super easy is trivial...OP, trying to follow your reasoning requires some mental gymnastics that is beyond my capabilties.
I like the new DS change, it now only works in a very specific scenario, and from my gameplay it's not often I would have a use for it, making it more in line with everything else, situational with clear drawbacks.
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I'm very glad the devs so far don't agree with you.
Personally my enjoyment comes from good games, which most of the time doesn't end up with me surviving or me killing everyone in the game.Your suggestion is terrible and would definitely decrease my enjoyment of the game, as a survivor it would be impossible to escape, so I would just run around the killer until I die, and as a killer be forced to afk until a single immersed survivor spends a long time doing the remaining objectives.
That would be the worst part, you place 1 survivor in a position where they know they are dead, and since there is really no incentive to do gens at that point, you will likely end up with more trolling and forcing me to quit the game as killer, just so you can feel good about a 4 kill.
That you are also resorting to slugging to achieve this, you are the type of player I am glad I don't play with often. -
Introducing new players to DbD.
https://i.imgur.com/8nMwaOL.mp4 -
@Dokta_Carter said:
Egonic said:Mostly this is my experience
Not only because of the event and all the dc's the moment they go down, but also due to the massive amount of bugs, crashes and the like that make my games fairly unplayable.
All we can do is put in reports about the problems.
Though why the hell dc? Are they(survivors that get downed once or twice)... That desperate to have a 45 point match?(other then crashes)
Possibly, if they put out an event that forces grinding, it will definitely make people frustrated and quit games where things look like wasted time. Might also be just that, people who don't play much come back to grind the event, and just abuse the lack of dc punishment.
Guessing the current state of the game also triggers more dc's than usual, there are so many bugs that cheapen matches, hits clips through walls and objects, vaulting is messy, etc.. etc..
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Mostly this is my experience

Not only because of the event and all the dc's the moment they go down, but also due to the massive amount of bugs, crashes and the like that make my games fairly unplayable.
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@TerminalEntropy said:
@Egonic said:
What would you prefer the survivors do instead? Let's say they follow through with your change and completely destroy the act of looping, and since pallets have to be used faster, you can now reach a state where survivors have no protection at all.
I can't draw any other conclusion than you wanting the game made easier, not more fun, not more challenging, but simply reach a state where all you do is walk after survivors that have no protection. I would definitely not want to see such changes, and I strongly believe all it would do is make the game worse for everyone who don't need instant gratification when they play poorly, which I find very backwards.That would be quite reasonable station BUT there is one problem - nobody knows how the game would look like if loops were never there. Surely though we would see totally different habits, while right now every tweak of enough influence to change the current ones is met by big opposition from survivors side. Maybe some styles of distractions would appear, or game were slower 'cause people would be leaving the gens after some time just to be sure, 'cause Killer wasn't appearing for some time meaning he can come soon. Or who knows what else.
Another thing is throwing your argumentation about gratification for low skill back at you, I know that survivors invented this phrase "looping skills" but b**ch please xD
That being said I acknowledge that options of vanishing from Killers sight are too limited which is something that should be taken into account while planning any changes.
Me personally don't care much about what this "opposition" says, I only know what I like, and how I prefer my killer and survivor gameplay, which might come as a surprise, but it does not involve M1 simulator, running around the map looking for players that should instantly die the moment I see them, nor does it involve chasing someone around pallets until I kill them.
Do you think the game will be slower because you nerf survivors ability to do anything but gens? And now instead of doing gens you want them to go sit in a bush somewhere doing absolutely nothing, because a killer might show up at some point... If that's how you wanna play, by all means, not for me!
I have no idea how "throwing something right back at me" makes the least sense. What are you throwing back at me? That someone else have said looping was skillful?
Since you are forcing me to guess what your weird comment refer to, I will make the assumption that you are under the impression that I am part of some sort of hive mind where anything anyone has ever said on this forum somehow reflects on me, well in particular survivors, which further leads me to believe that you are trying to make what I said into some sort of "survivor vs killer" thing, which is laughable.
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What would you prefer the survivors do instead? Let's say they follow through with your change and completely destroy the act of looping, and since pallets have to be used faster, you can now reach a state where survivors have no protection at all.
I can't draw any other conclusion than you wanting the game made easier, not more fun, not more challenging, but simply reach a state where all you do is walk after survivors that have no protection. I would definitely not want to see such changes, and I strongly believe all it would do is make the game worse for everyone who don't need instant gratification when they play poorly, which I find very backwards.Your hook camping "fix" is something I find very confusing, it's obviously utterly pointless, how does giving % chance to escape the hook help you escape someone who camps?
I don't know how you play killer, but if I camp and the person escapes, he will be back on the hook very quickly, and if the person tries to escape it just gives more reason to camp. -
@projecteulogy said:
@Jukable said:
I've been playing dead by daylight since May of 2018 and mostly killer at that but ever since I started no matter what I do if someone is good at 360'ing I cannot hit them without missing at least 5 times. At this point I think I'm just ######### in some way.360ing is taking advantage of the lag between killer and survivor. Anticipate and hold back when you Lunge or don't lunge, just quick attack. most of the time, you will hit them.
You don't know what you are talking about, high ping or lag only hurts the survivor, the killer as the host decides everything, if survivors didn't always have to play with the added delays then it would be easier to juke, well it would solve some of the problem, the very inaccurate hitboxes doesn't make things visually easier to understand.
If you miss that much you are not very good. It's quite simple, practice more and you will get better, since killers can also 360 and hit in a very large circle, all you really have to do is follow their movement, they 360 you move the same direction, you can't just click attack and hope the game is going to auto aim for you, even if you are used to that on console!
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This is quite a frustrating problem, I have lost count on the number of times a killer has hit me after the swing is completed, but then again DbD is a bit of a mess with bad animations, hitboxes and being p2p, you just have to be lucky and hope the game plays properly in your match.
I don't think the lobby ping check works properly either, or perhaps the killer is manipulating his ping in game, but for me it doesn't matter much if the ping is stable 60 or 180, I get phantom hit in both.
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Just came to the forum to see if others had the same issue, it seem worse since either the Spirit patch or the hotfix today, pretty much every game I have had now I get hit a long time after vaulting a pallet or window, even had leatherface chainsaw me after I had vaulted.
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I think any reasonable person can agree that there are imbalances on both sides, I do agree with the sentiment that the gameplay can be frustrating, though I believe both sides suffer from it.
My biggest problem with pallets as a survivor is getting hit through them, which they are already going to fix, I have never personally felt that I need teleportation skills to drop a pallet, though I get a bit annoyed as sometimes I can't drop a pallet which seems quite buggy.
Very long pickup times where the killer can't do anything but get flashlighted, as a killer that's so very unrewarding, it was a nice change by the devs.The fact that you "need" multiple exhaustion uses is a problem in the first place, and I don't see any easy fix for it, I think games are too fast with competent survivors, even with not so competent survivors, but in a 1v1 scenario that survivor is pretty much screwed, I have had countless of games as a killer where I play terribly and the survivor can't escape me, I miss swings, go the wrong way, get stunned, and still catch them due to the limited options of breaking line of sight in such a way that I can't track their trails and there are more than one way to go.
Since you only want to focus on killers, my biggest complaints against killers are hitboxes and how hitting works, hitboxes everyone knows are bad, even if you remove ping as a factor, you hit through solid objects, I chainsaw halfway through trees and kill survivors, hatchets are horrible, they get stuck where they shouldn't get stuck, they hit where they shouldn't hit.... it's ######### for both players.
I also very much dislike that I can do a 360 degree turn with a killer mid lunge, when competent players juke me and the only reason I hit is because this game has arcady physics, and bad hitboxes, it does feel quite unrewarding.
With that said, survivors have too many lives, so the killer needs enough power to counter much more, I think that's a big issue, and I'd be very happy to see survivors die on their second hook in exchange for various killer nerfs that make sense, maybe even have survivors gain a % repair boost after the first survivor dies to avoid tunneling.
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@Esheon said:
Egonic said:Where in the game is her power explained in such a way that a survivor should be aware of mechanics that I consider hidden, and non intuitive?
While I believe it is mentioned in the tips you get the first few times you face a given killer, you can also learn this intuitively by observing other survivors.
The simplest way is when you're hooked, you watched the Hag place a trap, and you see a smart survivor crouch-walking to the hook without setting off the trap. Or you run past a crouching survivor and set off the trap they're trying to avoid. OR you run past a crouching survivor to beat them to the unhook and set off the trap they were crouching to avoid. OOOR you run to a gen another survivor is already on and set off the trap they crouched to avoid.
There's a pattern there, I just can't put my finger on it...

I don't remember seeing those tips, got an example?
As for the rest of your post, I definitely don't consider painting up possible scenarios where a player who pay attention might have had the opportunity to draw parallels between their actions and actions of their teammates as very good reasoning to explain why survivors don't know about a mechanic, or actually it's a very good way to explain why some survivors don't know about it.
I disagree with you calling that intuitive as well.
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Where in the game is her power explained in such a way that a survivor should be aware of mechanics that I consider hidden, and non intuitive?
