ShamelessPigMain
ShamelessPigMain
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@crogers271 said:
Isn't this what they already have? The map shrinks. They killer can get stomped pretty hard, but turn things around when the map shrinks or at the exit gates.
Also, NOED.
NOED is a perk and the shrinkage of the map won't necessarily happen without something like a three-gen. I was thinking about a built-in base game mechanic to salvage a bit of a win if you're lucky enough to come across something like the hatch.
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@Alcuin said:
The Killer equivalent is camping the hooked Survivor during endgame. Killer also sees the auras of the exit gates. That's enough opportunity for one kill like hatch is enough opportunity for one escape.
Camping requires a bit of skill on timing hook grabs, and a well coordinated team can bodyblock too coordinate a rescue. I was thinking something a little more up to chance.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303305#Comment_3303305
I totally agree and I'm not saying it should be nerfed, just that I understand there is some situations where it can seem excessive and frustrating.
Oh certainly, but I think it's more like a cherry on top to a frustrating situation than what actually enables it
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303286#Comment_3303286
Unless they are a SWF squad who also have a saboteur or two, Boiled Up, a couple of Petrified Oaks and they go to the "dead zones" on purpose the moment they got hit once. Those are the people that usually complain about the slugging at the end of the match.
It's not on paper where 180 seconds seems excessive, is excessive in the way and the context survivors use that perk.
Breakdown isn't usually the main culprit behind 4-man sabo squads, it's just an accomplice to throw salt into the would. Resorting to slugging is a perfectly reasonable response then, and no amount of hashtags in the postgame chat can invalidate that
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It's always tempting to respond to (seemingly) stupid comments, but no argument, however cogent, is going to change people's minds--they're just as convinced in their beliefs as you are. Giving up on trying to argue in the post-game chat has brought me immeasurable peace of mind, and now Katy Perry has her fame back, Sia was released from Beyonce's Beysment, and people are finally buying Artpop.
Besides, there's nothing more satisfying than responding to a paragraph-length tirade with just "ok, I'm sorry you feel that way"
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There are some programs that purport to reduce your ping by connecting you to closer servers, but that practice is already standard in most games so I doubt they'd be effective. Of course, I've never tried one, since my usual solution to bad ping is just restarting my router.
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It's just my two cents but I think you should--if it gets to a point where tunneling is too effective of a strategy and kill rates creep higher and higher, then it's more likely to be addressed.
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The punishment in a way is kind of automatic--a lack of bloodpoints and probably a reduced MMR score.
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I was expecting an indoor map of a castle built too, although for some reason I imagined it built sloped on a forested mountain face in Carpathia.
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On paper 180 seconds might seem excessive, but when you actually load into the game it's rarely too much of a nuisance. You'll get two activations max per survivor, and unless you've got two or three broken hooks close together, it's very rare for it to create hook dead zones.
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I honestly think that this is something that can only be determined experimentally. Someone could run a test where once chase begins, the killer and survivor just do nothing for a certain length of time before the survivor is hooked, and then see how that affects the outcome of the match.
That sweet spot you mentioned would also probably be affected by generator speeds too. You can really feel the difference from the killer side when a team has 4 BNPs and when it's just three Blendettes in the corner.
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(Trixie voice) *Oh honey*
SWFs cam handle eruption decently well because you know when your friends are going to go down. Old Object and even Pain Resonance (back when it made you scream) used to be like this, where you could circumvent some pretty big mechanics with good communication.
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Well the philosophy behind it is that if you DC, you ruin the game for four other people, and it's preferable to keep four people happy than just one person. The five minute timer isn't anything drastic, though, so you can choose to take the pain of that five-minute matchmaking block if the game is just that unbearable to stay in.
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What region are you playing in? I'm in US West and DC's aren't really a problem across all of the MMRs (or at least it seems), although apparently the situation in Europe is worse.
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Zombies are supposed to react to generator noises too, so I think they'd probably react to screams. It's so difficult to test things with them, though.
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What area are you playing from? Here in US West, I don't really have any major problem with premature DCs.
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Say what you want but you'll tear plaything/pentimento from my cold dead hands
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@skyllus said:
https://forum.deadbydaylight.com/en/discussion/comment/3273342#Comment_3273342
They've done model reworks before - quentin, cybil, claire etc have had major reworks to improve their facial features... theres no reason other than sheer laziness they couldn't give haddie this treatment if they wanted to
Don't be so quick to go straight for laziness, BHVR might just not have a strong reason to rework Haddie (other than to make her an aesthetic queen)
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Well map design is always a difficult, especially when we have such a variety of killers to consider and such a variety in skill levels. Plus, it's not like designers ever get much positive feedback on what maps are good--RPD was too big, Lery's is too cramped, etc. etc. Even the less-hated maps like Yamaoka don't get praise as much as they just don't get hate. Besides, it's difficult to imagine what the actual map-design process is really like, maybe we shouldn't be so quick to criticize.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3273085#Comment_3273085
QA employees do have deadlines, which are usually pretty strict. And you have to keep in mind that QA doesn't only test bugs. There are different types of QA and in some companies the QA employees are do-it-all, so that means testing code, testing if the game is running right, testing for bugs, stress testing, performance testing over different types of machines - weaker and stronger to hopefully make sure that, let's say players on weaker PCs don't crash when they open the game.
There is a lot of testing going on, and it depends on the team, how much time they have, how possible it is to fix certain things within the deadline, is it a big issue, is it game breaking, can we push the update without fixing it if we don't have enough time to fix it right now, etc.
There is so much going on there and it's impossible to catch all issues that come with updates and the simple fact that you as a player might experience something, like a bug that the QA employees didn't find during their testing, because sometimes bugs are inconsistent. They might not happen to everyone, which is why when you report a bug, you need to provide steps to reproduce and say how often it occurs, so the QA team can make the bug happen on their end as well.
That too. Plus, we don't have a second PTB to test the fixes from the first PTB, so the live version is bound to have a few problems initially.
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@Emeal said:
“adda ni ka dingir asar ku me" from the mori
was translated from Sumarian to mean: “send them to your mouth god to come lie down with me.”
I think she actually speaks Akkadian. We don't have a reasonably confident idea of what Sumerian sounded like, whereas Akkadian has a pretty well-accepted phonology today. Plus, Adiris is from Babylonia, which spoke Akkadian for most of its history.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3273107#Comment_3273107
Basically 2D Minecraft, but with a lot more focus on exploration and combat (there are a LOT of bosses). But the building part of the game has a lot of potential once you learn to combine different blocks and stuff. There are also NPCs that move into houses you make, they can sell you stuff or buy stuff off of you.
The game is also split into two segments: Pre-Hardmode (when you just start the game), Hardmode (halfway point, but basically acts like a reset in a sense because everything becomes just as difficult as starting out). Im currently in Hardmode.
It's 10 USD, well worth the price.
That does *not* sound like the game for me, I only play Minecraft because it's aesthetic.
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@Cassiopeiae said:
I'd buy it without second thoughts if it wasn't for the fact that Vittorio is an old grandpa with wrinkles and white hair.
I want more young males, we have enough "maduritos" as it is, and I feel like I'm not the only one who thinks this.
The only wrinkles I see are the chiseled abs on his adonis figure
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I have no idea how Terraria works but it's giving impenetrable fortress realness. If this is a WiP then I better glue down my wig before you get to the final product
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It might be a bit of an overreach to nerf Pinhead overall because of one potential kit/playstyle. Plus, Face the Darkness hasn't been out for too long now, so we should probably give survivors some time to find any potential workarounds before implementing a patch.
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I thought it was supposed to be kind of evocative of a warrior who's been so possessed by bloodlust and war that he never takes off his armor, so his hair just keeps growing and festering until it grows out of his helmet. It's kind of spooky, imagining what he looks like inside if he's been in there that long. Either that or he's been preparing for the My Chemical Romance concert.
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Well we really don't know what the QA testing process is like--maybe they're working on strict time deadlines, maybe there just aren't enough resources to catch every single bug, maybe they thought that a bug was intentional, however inconvenient. We shouldn't be so quick to point fingers when we just don't know that much about what goes on in BHVR.
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DBD Mobile is experimenting with new and improved moris, which you can look up on YouTube. They aren't particularly gorey but look a lot more painful and action-packed than whatever's going on in the main game, especially Doctor's. They're a lot more on-brand too: Trapper uses his traps to crush the survivor's face and Nurse uses her hacksaw.
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I wonder if they collaborated at all with the DBD mobile team--they've had bots (both survivors and killers) for quite a while now, so they probably have some experience in that department.
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@Lekitzul said:
Oh wow, I didn't think about that, but that's pretty cool. I heard the same about Trickster, he has screams hidden in his music, just like his lore.
Yeah, Trickster was the first one that actually suggested to me that chase music could have some specific lore significance, instead of just being generally associated with a killer.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3025498#Comment_3025498
Hillbilly already got unique themes.
Trapper's gone through some pretty big changes with no dedicated chase music, maybe the originals will stay with him?
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@Aven_Fallen said:
Sadly the original music will be gone at some point. For me still the best music in the game, I dont really like most of the unique TRs and Chase musics.
Have the devs already stated that? I thought that the three original killers would keep the original chase music.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025464#Comment_3025464
So she just doesn't have any weaknesses?
The curse part is pretty simple, you just have to make a copy of the videotape you watched and show it to someone else, and the curse will move from you to them. Of course we have better technology now so you can probably send them a YouTube link and be done with it.
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@Chocolate_Cosmos said:
- Trick Blandes add-on (Blades ricochet) base kit.
- 50 Blades to start with (instead of 44)
- Main Event no longer has timer window to be activated
This would buff him for sure but also made him way more interesting and unique.
Thoughts?
Main event, sure, but basekit trick blades just sounds annoying and spammy. His main problems right now are tight loops, which is a universal problem for all ranged killers. Maybe decreasing his blade drawing time and making his aim less offset would help him deal with these types of loops better than the other projectile killers.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790660#Comment_2790660
Could make it so that if you kick a boon totem it becomes an inverted "bane totem" which has an inverted effect of some kind.
Snuffing boons is pretty easy so you'd have to ensure the bane would be very, very mild.
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18.29 isn't much to sneeze at, especially considering that medkits with faster speeds, ready accessibility, and Built to Last exist. The 9.14 second heal is the bigger problem, which the personal healing penalty won't do much to solve.
The more subtle challenge is that if you drop it down to a 50% bonus, you get 10 & 2/3rds seconds for a heal, which is reasonable, but we also get an atrocious 21 & 1/3rds second personal heal. Plus, none of this is considering group heals, which at 50% healing speed bonus is a 5.3 second heal. So even if we adjust it down to 50%, we get a 10.33 altruistic heal, 21.333 personal heal, and a 5.3 second group heal. Even now that we've gotten one tolerable heal speed, we have 2 more ridiculous heal speeds. It's impossible to have three reasonable numbers in all three different scenarios.
So, we should probably work on bridging the gap between these numbers before anything. What would be much better than flat-out dropping the personal heal speed is an decrease to the personal healing speed penalty and then a general decrease to the heal speed bonus. We could also consider adding a cooperative healing progress penalty, like we do for generators. That way, we get a more reasonable spread of healing speeds so it's easier to balance.
It might be a good idea to maybe renew the idea behind boons while we're at it. Maybe let Plaything and Pentimento work against them, maybe make it so that there is a limited amount of procs you can get out of a totem, maybe make it so that they don't all stack onto one totem, etc. etc.
In the meantime, you can just play some instadown killers, and you'll be at a significant advantage now that they either waste time healing or are just plain down a critical perk slot. I got back into Ghostface, and ever since, my games have been pretty decent.
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Yeah I just hate it when I'm hunted by a axe-wielding Russian lady
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As a noob killer main I can back up your position
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Ghostface. My eyesight has been in a death spiral recently and I can't for the life of me ever see him.
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I used to have the same problem as you. My solution? NOED Spirit. It’s been a month or two and I’ve been having the time of my life.
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Have you considered VPN’ing? I know it’s expensive but it’ll let you play on any other server.
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Survivor mains will pry Eruption from my cold, dead fingers
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I mean this in the most sincere way but I have never laughed harder at anything else in my life than asking people to be sympathetic on this forum
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I guess the word of the day is hyperbole
if DBD causes you so much grief, than go ahead and leave. It’s up to you and you alone to take care of your happiness and well-being.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2718362#Comment_2718362
Well I mean, no less situational than deliverance right? Seems like it would be a similar combination to flip flop + power struggle.
I think deliverance could be a bit more consistent, since you just need to get a hook rescue before getting hooked yourself.
You’re right, it would definitely be similar to flip flop+power struggle, but I take that as a sign to change flip flop+power struggle; both perks are kind of underwhelming, and I wish they’d buff both of them so they could stand up for themselves.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2718340#Comment_2718340
Honestly if it were me I would have just added a perk that gave you endurance when being unhooked. (Like self BT.)
I like that idea too, but it seems so underwhelming; incredibly situational, don't you think?
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@BenihimeWrath said:
When you are the last survivor the first and second hook stages are bypassed entirely. This is because when you COULD kobe as the last survivor, all it led to was getting downed and slugged for 60 seconds to wait out DS. (Or until you bleed out for the audacity.) The only reason you physically see them is because the animations still have to resolve in order despite the hook stages being 'complete'.
Well, you have earned the kobe and DS is just there. Getting to that point when everybody's dead is the same as getting to the point when everybody's alive, so I don't see necessarily why it being at the end is the problem--sounds more like a critique of slugging out DS, to me
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@Barbarossa2020 said:
Does it at least summon a banjo player?
Well you can hire Deathslinger to play at your funeral
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@ImBrakingBike said:
I've always wondered the same but with the regular 4% chances, weird design I guess
I'm told that it's to prevent drawn-out games of cat-and-mouse, but it seems weird that the solution is just surprise execution
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2718250#Comment_2718250
I am sorry that I came off like I was talking about you specifically.
I meant from the dev's Point of View of the survivors in said situation and why they changed it.
As it used to work if you were the last survivor but got changed for all the reasons I mentioned(Forced a lot of bleedouts/Wasted everyone's time/Was just not needed with the multiple last chance mechanics).
Don't be sorry, we're all just people with opinions the internet--things get misconstrued all the time. I didn't really take it that you were specifically talking about me either, for what that's worth.
I can understand that it extends the game--maybe even to an trolling level. But it's the same with a lot of other perks and strategies; not least among them being slugging.