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Mifian

Mifian

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Mifian
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  • 16- A pebbled, stealthed friend is a dead, stealthed friend.


    Use those diversions.

  • @Jimsalabim said:

    why are you all making such a big deal out of nothing. I don't care if they make an alien with 3 heads, an elephant with pink ears or a giant doll in a wheelchair

    I would imagine the idea behind this post was more to channel discussion and not complain about NOED or DS or whatever people are complaining about these days.

    @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/638779#Comment_638779

    I'd be super down for a Knight! I feel like they've been considering a shapeshifter for a while just on the Legion Trailer being completely opposite to his design, I really hope we get that at some point too

    Honestly yeah. I enjoyed Plague's design a lot because it wasn't anything I was expecting, especially after Legion's lackluster design (IMO). So I'm just honestly excited to be surprised more often.

  • Yeah, my first thought would be a wendigo, or maybe someone who can shapeshift and disguise themselves as other survivors in order to get close, that would be very cool.

    Also gimme a medieval knight-skeleton-killer or something really stupid and out there and I'll play him every day.

  • @Catbucket said:

    Hes pretty much smack dab in the middle of midtier, maybe a bit on the low/mid side.

    Yeah, I feel he hovers around there. In the right hands he can be downright nasty, but I find most ghostface games enjoyable to play as an against. Almost always a challenge, but a fun one.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/621979#Comment_621979

    I guess it's okay for me to DC. I should not have to face a prayer Beads Spirit and have to face punishment for it.

    Technically one is leaving before a match and one is leaving during it. So... Yeah. You should face punishment for it? As a survivor main and if you dc because of prayer bead spirit or iri head huntress I don't blame the killer, I blame you.

  • I mean I lobby dodge on both sides, mostly for ping on survivor. Only times I dodge as killer is if it's clearly an SWF with all matching names. Those tend to be more toxic than not. Bonus points if I see a lot of items (though often I'll just switch something out for franklin's instead) or if you have a VAC ban on record. But I really only dodge if everyone matches in some way (all clauds, all similar names, etc) But I don't really see the problem with lobby dodging for either side.

    As a survivor I'm not playing in anything 150+ ping, and as killer I'd rather not spend a quarter hour getting tugged around because I'm not very good. AFAIK there's nothing toxic about me wanting to play a game with (supposedly) toxic people.

  • Try red ranks. The majority of killers complaining about it are that. Survivor differences between red and purple is massive.

  • I love this idea! Small quality of life changes :D

  • My guess is every exposed status plays that sound. But hearing that frantic piano mixed with a heartbeat I can suddenly hear stresses me more.

  • Survivor main, granted I only have 400 hours or so but I'll weigh in. I've dabbled in killer (maybe 50 hours or so), used NOED and decided I didn't really care for it and stopped using it. I feel like it's a crutch to get kills, and once you hit red ranks it's pretty useless unless you know how to chase people, which, honestly? If you're using NOED it sort of caps you on your skill in chases as it makes downing people at lower ranks (when you should be learning how to end chases) much easier.

    NOED is fine as it is with the game being in it's current state. It is a counter to adrenaline, and can turn the tides of a match if you're batting 0. A counter is simply a response to another perk. If I'm running NOED because I can down someone who got adrenaline'd in the middle of a chase in order to secure the kill, it's, by definition, a counter.

    If you're part of a SWF, break dull totems, if you're not, break dull totems. There's usually one between two generators. The point value has been increased anyway so now there's even more incentive to break dull totems. Keep an eye on where totems are, memorize their spawns if you have to, and keep a dull totem or two in play until end game. 9/10 you can shut NOED down instantly if you've gotten a few totems and leave one up, which tempts the proc.

    Now. If the game were to have more balance around killer play, and have killers who can hold their own against red ranks (beyond the trifecta of nurse, billy, and spirit), then NOED can be reworked. But I have no problem with a wraith who has been whiffing the entire game getting a kill or two due to NOED and over-altruistic survivors because wraith at high ranks typically cannot keep up with the caliber of survivor I've consistently seen.

    Yes. I've gotten salty at NOED. Yes. I've gone down when I would have been able to escape if the killer hadn't brought NOED. But usually it's my ACTIONS that put me in a position where I can be downed by NOED. Or I made a mistake during a chase which allowed me to be hit. Or I wasn't paying attention to where the exit gates were and got turned around.

    I feel like people, survivors especially, often blame killers for using perks when in reality sometimes you just made a bad decision or a series of bad decisions and you feel as if you deserve your escape when in reality, you made a mistake, which the killer capitalizes on.

    Just my two cents.

  • Personally I am a fan of these ideas. Yes, as NoShinyPony mentioned the horror is gone for the majority of people, but that doesn't mean we can't have a darker atmosphere to help people sink deeper into the game. I don't see how people getting a richer experience is something to be shied away from.

    I personally enjoy the basement idea, and not everything needs to be balanced against SWF. In fact, there are a lot of design decisions regarding this game that aren't structured around SWF.

  • Quick and quiet, lithe, dance with me, and iron will.

    Turning around and running towards spirit on your same track.

    Running around a corner and stopping.

    Calling bluffs.

    Distancing yourself after she gets out of phasing (she's slow af).


    My main killer is spirit (and freddy) and it's certainly harder to counter her, but it's doable.

  • As much as I'd love having two dead hards in a chase I personally don't like this idea. Exhaustion works as is.

    Besides, pallets burn fast enough, I don't want more incentive to waste pallets when you could just take a hit and move to the next loop.

    As a baby killer I'd also like to say no thanks.


    Basically just no thanks D:

  • I was in a match recently and received some "friendly critiquing" from another survivor after they died.Basically the survivor wanted to inform me that it was my fault for "our team's" lack in performance.


    Well to be fair, I understand his frustration but he shouldn't have worried about critiquing you. You're not the only other survivor. Regardless of your actions during the game (my assumption is you urban evaded around the map or focused more on stealth/hatch game instead of doing gens/saves) it is down to how YOU want to play.


    to which I replied... "this isn't a team game".

    The way I see dead by daylight is that there is "you, them, and it". You want to survive. It wants to sacrifice you. They exist.


    Okay this is where I gotta say I believe you're wrong. By this games very definition it is a "AN ASYMMETRICAL MULTIPLAYER (4VS1) HORROR GAME WHERE ONE PLAYER TAKES ON THE ROLE OF THE SAVAGE KILLER, AND THE OTHER FOUR PLAYERS PLAY AS SURVIVORS, TRYING TO ESCAPE THE KILLER AND AVOID BEING CAUGHT AND KILLED."(Stolen directly from the front page of this website, caps and all)

    No where in that description does it mention a "you, them and it". It also lumps the four survivors in together.

    Considering the gameplay falls into 4 separate categories for survivors (boldness/avoiding or escaping killer, altruism/healing survivors OTHER than yourself/rescuing them from hooks (kinda hard to pop yourself off one of those bad boys), objective/doing gens, and survival/GTFO-ing) it's quite easy to see that one of the four pillars of survivor gameplay is entirely teambased. Three if you're REALLY altruistic (multiple survivors on one gen, body-blocking killers etc etc).


    Since it's kind of obvious that initially voice chat wasn't intended for the game it always felt odd to me that a "team" game would prevent you from organizing strategy with your teammates. Especially since F13, Evolve, and other asymmetrical versus games have had voice chat in one way or another.


    Well, yes, VOIP wasn't ORIGINALLY intended for the game, but do you honestly think for a second the dev's didn't realize that it was a possibility? That NONE of them discussed it? On top of that, discussing strategy, if you pay attention and have certain perks (which also encourage teamplay!) it's quite easy to work together, even without being able to communicate super effectively.


    So i've never really thought of DBD as a team game. Am I wrong in that thought?


    Now, I don't necessarily think you're wrong in that thought, just misguided. I'd love to know how much you've played the game, rank, etc. Playing selfishly at higher ranks almost guarantees a depip at least in my experience. But I'd argue that this game excels as a team game.


     I mean sure you do have people that you can help and can help you, but there are also killers that are designed specifically to hinder altruistic actions. 


    Which... Sort of means that the game was built around teamplay, correct? Considering there's viable builds for killers to stop altruistic actions from occurring, but I digress.


    Not to mention in order to effectively work together you have to have set your character up in a very particular way hoping that everyone else has also done the same.


    Okay, first off, I can run to a hook, unhook a survivor, and heal them in a safe spot without perks. I can do it more effectively with perks, yes, but again, that is because this is a team game with viable options to play as a team. More people run we'll make it and borrowed time than I think you'd believe, because those are perks that reward teamplay and counter killers who are trying to stop teamplay. I don't know what types of games you've had but I swear you're not being punished, perhaps you've just simply had bad teammates, which goes back to my question on rank/hours etc.


    If someone doesn't make it (or all 3) you're not punished as a survivor and instead are actually kind of rewarded for attempting to escape via hatch or at the very least you're rewarded in a sense that you're now free to exist on the map unabated for a short duration.


    I'll say this, if you are looking at hatch like it is a reward for outlasting the other three survivors, you are in fact looking at this game wrong. Hatch is not a reward, and ESPECIALLY after the rework hatch can now be countered and shut down. As for "rewarded in a sense that you're now free to exist on the map unabated for a short duration"...

    That's a pretty crap reward honestly. Surviving for another two minutes with no extra points or benefits given to me? Doesn't sound encouraging.

    Also being on your own makes it hard to get altruistic points.


    Yes, I realize that teamspeak, discord, xbox live chat, psn chat, etc. are all options, but they weren't included in the original design of the game. Often times people forget that when a game is designed without a feature such as voice chat there is usually a reason for that. A perfect example of a game designed without a feature is resident evil 7. Up until RE:7 the recent RE games had all been 3rd person view. So why was RE:7 first person? It's because the game was created with a desire to have the player feel immersed. There was also the desire to make the game work with the virtual reality software. The first person view makes the game scarier by restricting the view of the player and forcing the player to guess at distances rather than know. This allows for players to feel backed into a corner or to accidentally run into walls when scared. It also makes for intense moments visually when an npc gets close to your face.


    Whew, okay. So. If they weren't included in the original design of the game, why can you play survive with friends? The devs didn't conveniently forget that teamspeak, discord, xbox live chat, psn chat exist. Because they do. These folks made a game. I assure you they have knowledge of VOIP. Basing your entire argument on the lack of VOIP doesn't work, as, again, one of the pillars of gameplay is altruistic actions: I.E., team actions. You can only gain those BP performing an action to HELP A TEAMMATE.

    On top of that, you mention later that


    Remember - survive with friends was not an included option with the game's initial release, but instead a secondary addition that was only added because of popular demand. This further reinforces the idea that DBD is not a team game.


    The delightful thing about the games industry is that now games can change over time. In response to your RE:7 aside, let me bring up this simple fact.

    Fortnite did not start out as a battle royale, and yet arguably it's the pinnacle of it's success.

    Here's another.

    World of Warcraft didn't launch with VOIP, and yet forty-man raid groups use VOIP all the time, since the very VERY launch.

    Popular demand or not, the devs aren't stupid. When they added SWF, they knew VOIP was going to be used by SWF groups.

    I'm sorry dude, but I think you just had a ######### game with a butt-hurt survivor.

    <3 I love ya, though.

  • @Jimborini said:

    https://forum.deadbydaylight.com/en/discussion/comment/580935#Comment_580935

    Better yet, flick a 180 as killer and it is impossible for the survivor to get around in time for a save. You can literally stare right at the survivor a short-range away, 180, pick up and they can't do anything.


    Lol or just face a wall/tree/rock/weird horse creature on clowns map and listen for those clicks to go off on either side of you.


    Sounds like he just had a bad match.

  • Hello! Unskilled player here. I do think hitboxes need to be nerfed. As a huntress I have a hard time throwing over boxes and bits of the scenery, a lot of times my axes seem to hit a wall in thin air when I try to throw at an angl-

    Oh, you meant survivor hitboxes?

    I think that's more a problem of the peer to peer connection, which is getting fixed soon (hopefully)?

    As for unwillingness to play survivor... I've literally never used DS and I'm still a survivor main. I just understand what it's like on the other side of the tracks.

  • I didn't sit and read 5 pages worth of responses yet, but I will say as a survivor main and a killer dabbler I think this is the best change they could have had.

    Introduce a little counter-play. How is this even remotely seen as negative? I've literally never used DS. Ever. And I manage to have fun and secure wins both solo and SWF. And it seems like most of the negativity surrounding DS has been addressed. Dribbling will cease, since by the time the animation finishes for a killer picking up the survivor the skill check will have come and gone. Skill checks will be even easier to hit for the potatoes among us. There's a time limit to counter, which can still result in a survivor win in late game if the killer doesn't play smart.

    You know, this basically means that the survivor player base has to evolve and adapt to new strategies. Which is something most of us are (apparently) against? Some of you have over 3k hours on this game and you're upset because they're introducing a change that forces you to adapt your playstyle slightly? This is not the end of the world.

  • I have only recently gotten into higher ranks (as a survivor main) and in my experience Legion isn't too terribly difficult to deal with as long as you maintain some distance/pop SB when applicable and break line of sight. If you can be unpredictable and avoid his sight or mindgame around jungle gyms/buildings properly he really isn't too terribly difficult to avoid. Yeah of course you'll still go down but I don't think I've ever depipped in a match against legion in red ranks. Frank's mixtape is a little OP, but I don't really think that has anything to do with how Legion ACTUALLY plays, rather the addon may be a bit much.

    I only recently got into the game, so maybe I haven't been stuck working with strategies that have worked for me for 1k+ hours, but a little adaptation may be needed here. Try new things. Take a few losses til you figure out something that works. I wasn't here on the forums until tonight but a month ago every stream/video i watched on legion was lamenting that he'd be useless as a killer. Now he's viable and people are upset? Some killer players have adapted, some survivors didn't.

    Damn man, I pretty much only play survivor and I relish this change.