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alphralphralphr

alphralphralphr

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alphralphralphr
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  • @CosmicParagon said:

    As a follow-up, if you REALLY hate that happening, run NOED and Blood Warden together. They LOVE that

    I know that last part is sarcastic but as a survivor main, Blood Warden alone has made for some of the most fun gameplay this game has given me. It's so god damn stressful & I feel outplayed every time.


    I feel like it's similar to Diversion, in that it's not super meta, and a lot of games it feels sort of like a wasted perk slot, but when it -does- work out, it's a really good time.

  • I know there's a lot of bm at exit gates regarding taunting, but I'll usually stand at the end so the killer can get an extra hit. We both get extra bloodpoints for it, right? Or is it taken as a gloat when I do that? I'm never sure.

  • Looking into it, there are 3 different types of colorblindness that are the most common, and a lot of people have issues seeing the difference between green/brown and red/green.

    I think the balance issue here is that a lot of this game has to do with green/brown blending. I think that tinting everything that's green a slightly blue color would make it all stand out -a lot- more to the eye of someone who isn't colorblind. It's probably really hard to retint things in this way to make it fair for people playing both ways.

    I would have to guess that the reason they don't do it is because it -would- become meta to play with a specific colorblind mode on, and that mode would take away from the -realism- (for non-colorblind folks) from the game.

    That is to say- accessibility options are very complicated and I'm not educated in field, so take that with a grain of salt. It's just an assumption I came to after looking into it for five minutes.

  • I didn't know this game didn't have colorblind options!

    If they don't add colorblind options because "people might use it to gain an unfair advantage" what they're actually doing is putting colorblind people at disadvantage.

    If you have an option in settings that -anyone- can enable or disable, it's not giving anyone an unfair advantage. Everyone can enable it if they choose, right?

    I'm usually on the Devs side for balance issues here, but come on.

  • is this a remix?

  • As a newer player I love dead end spots like this, and I don't have any of the maps memorized so I'm definitely going to fall for it a few times.

    Every time I run into one it's such a brick in the face moment and I can't help but laugh about it. I feel like they probably make for good hiding places though if the killer never expects you to be there.

  • Correct me if I'm wrong, but I always thought waiting at the edge to take a hit was polite? The killer gets points for the down and you still get your escape points as a survivor. Doesn't everybody win?

    Or since the killer "Lost" the chase, does it reflect more negatively on them than the bloodpoints are worth?


    Aside from that, there's a lot of value game-theory wise in sitting in the exit gate sometimes. Let's say someone's getting hooked and you're injured. You have another teammate that is more well suited to go for the save. You can use your proximity to the gate to bait a killer return to buy more time, pushing you out the gate. It doesn't seem like bm to me to effectively strategize here.

  • I considered getting OoO so I could get into more chases/learn how to get chased better, but I didn't know it was such a heavily despised perk. I can see why it wouldn't be fair in swf, but I don't really see the issue with solo survivors.

  • I'll check it out after next game, thank you!

  • I feel like wiggling is really boring as it is, and I really like this idea

    I really don't understand how folks see this as a survivor buff outright? The post mentioned that wiggling in a specific direction would have less effect on your wiggle progress unless you took Boil Over (A generally out of meta perk). The OP didn't include specific numbers so the tradeoff could definitely be balanceable.

    It caught my attention when you used the word "Mini-game". It's 4:30AM here and my mind immediately jumped to a THPS Grinding style minigame where you have to hold an arrow in a semicircle back and forth, without making it hit one side completely.

    Say, for instance, the closer to the edges you get, the more progress you make, but if you go off the end you lose your wiggle progress and have to start over.

    It'd never actually work but I can dream.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238634#Comment_1238634

    For some reason whenever I play against a ttv swf duo/trio/squad the streamer has around 30-50 viewers, while it ain't much some people really seem to enjoy their content

    There's a lot of dbd streamers. From what I've seen the higher rank ones tend to have a lot more viewers. If you're playing in high ranks that probably makes sense. Also there's a lot of variety streamers that pop in and out in green ranks that have followings.

  • Cuddle w/ a flashlight you'll be safe trust me.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238657#Comment_1238657

    I was kind of thinking that with new maps being shrunk down, and pallets being reduced in number on them, that it might be reasonable.

    Well, if maps shrink then pallet number kind of has to as well.

    I imagine balancing this is really hard, because a lot of survivors use pallets to stall chases, so fewer pallets means fewer long chases.

    On the flip side, though, if you have the same number of pallets on a smaller map, the -distance between pallets- is shorter, meaning it becomes much easier for a survivor to chain one pallet loop into another. At a certain point, killers are kind of forced to either walk away or eat stuns (losing the chase). It's not just un-fun for them, it's game breaking. Their time is worth more than a single survivors time. They're supposed to be able to eventually win a chase unless the survivor pulls off a slick getaway or a sneaky hide. Infinite loops aren't fun.

    I think that on its face, dynamic pallet numbers seem like they'd add an extra bit of spice to the game, but balancing that mechanic would be a nightmare.

  • Go back to sleep homie.

    Hope your dreams get better!

  • @JediWithASniper said:

    I guess I didn’t explain this well. I meant that it can only stack between survivors to a total of 5. I thought it made sense. I guess not. I think 5 is reasonable.

    Nah you explained it fine. I just think they read it wrong.


    That being said, this would be an absolute nightmare for killers at high level play.

    If killers had an offering that could increase the distance between pallets (Kind of the same way the hook distance works) that might be cool.

    I feel like giving survivors an option for more pallets at all is kind of a hard bargain to drive. Pallets are a pretty big source of stress for Killer players, -especially- new Killer players.

  • @myersismydaddy said:

    I don't like people who advertise their Twitch or YouTube page in their name. It's dumb. Just do your thing, and if you're good at it the viewers will come to you. No need to point 1000 flashy signs at yourself to point out that you're a streamer. Plus that causes a lot of problems for your teammates, which brings me to my next point.

    If I stumble upon a teammate with ttv in his name when I'm playing survivor, I honestly think about dodging it most of the time. That person is either going to get moried 1 minute into the game or we're all going to get streamsniped.

    Idk, having ttv in my name has gotten me a lot of viewers from my games and made me a few friends. It's not like it takes up any more space than other usernames. I can see why advertising in game chat would be annoying I suppose. I still do it if it's relevant to my gimmick though.

    I can see why you wouldn't want to play with someone if they might get streamsniped, I wouldn't hold it against you to just dodge.

  • @The_Daydreamer said:

    tbh I think we should all take a look at how we can have more fun.

    Sure camping is not fun as a survivor, but if we want it to be changed then we need to give killers a valuable objective. Something that let them leave the hook and give them a reward for it. We don't need to always punish something.

    Maybe something like gain 25% movement speed for 5 seconds outside of a chase, that tremendously reduces to 3%, while beeing 32 meters away from the hooked person and gain 300 Bloodpoints? BP + better mobility to get to a gen could be nice.

    I think this way survivors get what they want and the killer is not getting punished for playing fair.

    This is actually a really good point. Or even just a speed boost that curves up the further you are from a hooked survivor (when not in chase). This would heavily incentiveize distant patrol and also help fight against gen rushing after first hook.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238565#Comment_1238565

    If I see that they are streaming, I do go watch them, apologize then follow, if they are cool with it, if the streamer is a cool guy/gal l bring bps next time I see them, but yeah some viewers are just crazy and will call you anything because you were mean to the streamer

    That seems like a pretty positive trade-off.

    When watching other streamers there's a lot of toxic streamers on both sides. I guess that's just the nature of some content for 'ya though.

    @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238561#Comment_1238561

    Ah yes fight toxicity with toxicity, that leads only to more hatemail, good job

    Hate mail is toxic, bringing a Mori for a specific survivor isn't.

    If I was playing Killer and noticed particular survivor was playing well or flashlighting the heck out of me I'd absolutely Mori them if I could. I don't want to deal with those things and if I could make quick work of them sooner rather than later I absolutely would. Moris are part of the game and the goal of the game is to win.

    If you're a streamer, you're a player first, and if you're a player, you shouldn't let getting Mori'd get you down. It's just part of the game. Is it lopsided? Sure. This game is a lopsided game, and the items and add-ons each side chooses sways which side it lops to. That's just part of the fun.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/146730/potential-camping-nerf-idea

    Honestly, I still think the camped survivor should receive a boost in bps, because everyone has the idea that camping is countered by gen rushing. But if I'm being face camped, and everyone is just doing gens, I'm quickening the hook phases to leave the match and play another. I play the game to, you know, play the game. I'm not really playing if I'm just on the hook, so I have no reason to stay unless I'm in swf.

    I'm a survivor main and I agree that survivors should get a bloodpoint boost for getting camped, at least to the point where they zero out. *But only on the condition that most of these points are awarded for struggling in the 2nd phase*

    I don't think the gameplay needs to be changed in any way, just the rank system. If the killer generally de-pips for face camping first hook, then it's working as intended.

    That is to say, I also don't think it's necessarily fair to your team to let yourself die when stage 2 hits if you're being facecamped. If you're playing a team game you can spare a minute of your time for the rest of your team to stand a -much better- chance, right? It just seems like the right thing to do. Though I guess if you're running Kindred and they're not co-ordinating to help you, they're probably not being great teammates either. If you're not running Kindred though there's no way for them to know any better unless they're all together.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/147047/whats-the-deal-with-the-twitch-hate

    As far as I know, you shouldn't use "ttv" on your name, some killers like myself, if I see a ttv/p3 claudette, I bring a mori dedicated to them, some people dislike getting hatemail from viewers of X streamer, I've gotten hatemail from viewers for not letting the ttv live and it grew on me to the point of wanting to mori ttv players, not a real excuse to be a douche towards ttv(username) but I have plenty of hatemail from viewers not even from the ttv guy/gal

    Wow, really? That's absolutely wild. I definitely see where you're coming from if you do it more to spite toxic viewers rather than the streamer. Some folks are nuts I guess.

  • I'm not sure if mobile plays a lot different from PC, but people in my ranks complain about facecamping a lot as well- fortunately, it's very counterable.

    If one player is getting facecamped, they'll rest on the hook for 120 seconds before they finally die. A generator takes (without items) about 80 seconds to get.

    If each of 3 survivors is on a gen when the 4th one gets caught, they can each complete a gen with 40 remaining seconds. (They can each use this time to find another gen)

    2 gens left for 3 survivors shouldn't be a problem.


    Aside from that if you're dedicated to saving the solo survivor, you can pull a bait and switch for a save. If they're very dedicated, you can run Borrowed Time and both run separate directions.

    This is all definitely counting on your team to help you, but this is a team game. Sometimes you have to lose a pip for the team!

  • I'm not sure if mobile plays a lot different from PC, but people in my ranks complain about facecamping a lot as well- fortunately, it's very counterable.

    If one player is getting facecamped, they'll rest on the hook for 120 seconds before they finally die. A generator takes (without items) about 80 seconds to get.

    If each of 3 survivors is on a gen when the 4th one gets caught, they can each complete a gen with 40 remaining seconds. (They can each use this time to find another gen)

    2 gens left for 3 survivors shouldn't be a problem.


    Aside from that if you're dedicated to saving the solo survivor, you can pull a bait and switch for a save. If they're very dedicated, you can run Borrowed Time and both run separate directions.

    This is all definitely counting on your team to help you, but this is a team game. Sometimes you have to lose a pip for the team!

  • @PyroGL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237766#Comment_1237766

    This might be a dumb question, but why do the Devs classify DBD as "casual"? You have the power to label the game whatever you want, but I think it is disingenuous to label DBD as casual simply because you don't want the be labeled as competetive (and therefore have balance scrutinized even more than it already is). To me, a "casual" game is a pick up/party game like Mario Party. DBD has too much depth, skill and time commitment (grind) required to label the game as casual.

    I'm obviously not a Dev, but from a player standpoint I'd think that -general- balance issues aren't the only problem here. This game is casual because most people like to play it with their friends, and they generally have a voice chat or other communication that gives them an advantage. Sometimes they do, sometimes they don't. Some games you'll go into absolutely lopsided. Killer brought a 4 Mori? Lopsided. Survivors are swf on Discord and they all brought flashlights? Lopsided. It's hard hard enough to balance the game without items and offerings, but with them?


    If anything, I'd say that the -current- mode would be the casual mode, and if they wanted to add in a competitive mode, it should be solo queue only. You always have the same loadout options (You don't have to earn them, you just have them permanently), and those loudout options are severely cut down from the current possibilities (for both sides). Also, survivors should have to lock in before killers, so if the killer sees a 4 Toolbox or 4 flashlight team they can prepare for it.


    Maybe also do a SWF competitive mode, where you go in as a 4 person SWF and the killer gets wider loadout options (and maybe the survivors get diminished ones).

    That is to say, there doesn't seem to be enough killer players to keep one game mode going, much less 3 separate ones. I'm perfectly fine with the game the way it is, but I don't take it seriously in a competitive aspect at all.

  • @Huff said:

    TBH I'd like it as a game mode. Similar to how Overwatch has their Arcade or whatever they called it, with special modes (some rotating).

    If they made a roulette perk mode I'd play the hell out of it. Especially if it included perks that I don't have unlocked yet, so sometimes it throws you a perk you aren't familiar with and you'll have to roll with it!

    Maybe intentionally prevent the system from giving you counterproductive perks (Like No Mither and Self-Care)


    @yobuddd said:

    Give us a killer who's special attack "perk roulettes" a random perk slot on the survivor. Take 4 hits and you may end up with a completely different loadout than what you started with!

    This would be a hilarious mix-up for casual players and a very upsetting mechanic for competitive players. Like I'd have 10x more fun as a survivor but I could see a lot of people getting mad over it.

  • Ah, yeah, that makes sense. I'll still give it a shot!

  • @Dwigtht said:

    Unfortunately no mither reveals itself to the killer as a "broken" icon, so as a Killer I know I have 

    to hook a person with no mither ASAP. Would be great if a person with no mither would show healt icon as "healthy" to killer, 

    to confuse killer and them explore if I have this perk or not.

    @Nurgling7 said:

    "No mither* you gain the broken status effect for the entire game, but you don't leave pools of blood or scratchmarks, grunts of pain are reduced by 75%, you recover from exhaustion 50% faster, grants the ability to fully recover from dying state.."

    Combine with Sprint Burst, Spine Chill, and Resilience to make a gen rusher the killer will never find?

    Yeah... no.

    I don't play red ranks, so I'm not going to touch the unbreakable/ds argument. I'm definitely not qualified to speak there. I do like to mess around with weird builds though, and I hate the place No Mither is in.

    Regarding No Mither though, Dwigtht is right here, I really hate running No Mither because they can immediately tell I'm running it.

    Perhaps if prior to your first hit, you -look- healthy (but you aren't, you still get downed in one hit) it would be a lot more fun to run.


    And all of the bonuses in the second post is -way- too much coupled with Resilience for sure. Scratch marks are pretty crucial for killers. I really like the idea of exhaustion recovering faster, but maybe not 50% faster, that seems like a lot. Balanced landing loops could get -wild-. It would be really hard to balance. Maybe instead exhaustion perks get slight bonuses? Like, Sprint Burst/Lithe/Balanced Landing speed stays active for an extra half second, Head On activates a little quicker (3 seconds feels pretty long as it is), Dead Hard strafes a little farther.

  • Wow I'm dumb. You're right, thanks. 😅

  • @Aven_Fallen said:

    To be fair, if Killers would not have dodged so many Lobbies, Survivors would not have started with doing that Crap...

    Putting blame on killers here isn't a good way to solve the issue. Both sides of the game are hurt here.

    I think it would be a fair trade off to do two things:

    Survivors lock in their items 30 seconds before the killer to give the killer prep time

    Killer dodges after the lock-in are penalized via rank or timer

  • I'm still pretty new to the game, and I only have about 250 hours in (I play in purple ranks survivor) so take what I say with a grain of salt:


    I feel like the totem reveals would definitely have a rancor- like effect, but I think that also makes it a little too survivor-sided. It takes away from the surprise of no-ed during the endgame. I feel like if I knew the killer had No-ed after first gen I'd just hunt down all of the totems early, and killers get extra points for having totems up at the end, right? I feel like it's a pretty big disincentive. Maybe if the revealed totem was -also- revealed to the killer, so they could keep an eye on the area? I think it would definitely reduce survivor complaints about it though. And I -definitely- like that it doesn't activate on hatch-close for the last survivor. I feel like against most killers that's a very powerless situation to be in even without no-ed.

    I don't mind no-ed so much, but if I had to do a quick fix on it, I would make it not function on survivors within a relatively short distance to a hooked survivor (with a short lingering time afterwards). All too often at my rank you see a killer no-ed somebody on the way to the gate and then face camp them. It's just not a fun endgame. You only have one real option- go for the door and leave your friend behind. I'm not sure what effects it would have on high level and low level players though.