cordonrouge
cordonrouge
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3046852#Comment_3046852
You agree that the grind for add-ons, items, and offerings has gotten worse, yes?
i don't agree that it's a grind in the first place. they're just a bonus that you get while grinding for perks, the actual thing you have to grind. they're not mandatory and they're pretty abundant. rare add-ons are meant to be rare for a reason, they're stronger but the trade off is that you have fewer of them and can't use them for every single game. that's literally the entire point.
the fact that the game got stale and people played for 6 years at p3-50, got used and entitled to having them at all times is another matter.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3046843#Comment_3046843
The fact that add-ons are temporary fundamentally makes them more of a grind than perks because you need to keep acquiring them to use them. And the new prestige changes makes that grind even worse.
"i can't play the game if i don't get to use the strongest add-ons in every single match, boo-hoo" sweaty much?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3046829#Comment_3046829
You absolutely grind them, I don't know where you are getting otherwise. That's like saying you don't grind perks.
i play with the add-ons i have, when i find a pink one i know it's gonna be a fun game because they're stronger. that's all. they wouldn't even be fun if i had them every single game.
perks are a permanent part of your build, you grind them once and then never again. they're not the same thing. by the way, prestiging doesn't get rid of your items anymore so you probably won't even run out.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3046813#Comment_3046813
The grind for all those things have gotten harder, have they not?
the grind? you don't have to "grind" them, they come to you passively as you level up. they're a bonus, not a necessity. do y'all really have this mindset? like you log in and go "ugh gotta farm bloodpoints until i find pink add-on!!"
jesus christ, do you guys even have fun and enjoy the game? when i find pink stuff i just go "oh, this one is stronger than the others. neat!"
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3046774#Comment_3046774
What about add-ons, items, and offerings?
what about it? just play the game, you don't have to have all pink/iri add-ons in every single game.
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"in the hyper specific and ancedotal scenario where a player only plays one single character out of a single role, the grind is 10% higher! in all other situations it's basically cut in half or more!! this game is now unplayable."
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@Khelendrose2020 said:
When the new prestige system hits, will I lose any perks?
If I have a p1 Trapper, Doc, Pig, Plague, Nemesis, Sadajo, Hag, Wraith, Bubba, Slinger, Shape and GF with all perks, will I find myself having to go back and prestige them to get the perks back?
I literally have all perks at T3 on all those killers, but did not prestige them. The last thing I want is to have to go back and P3 them all to get the perks again.
no, as a matter of fact you will have all the teachable perks of the killers you mentioned already T3 on the other killers too. even the ones you didn't buy yet.
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@Cybil said:
I wish they'd rework stunning in general.
Killers shouldn't get stunned 1 foot away from the pallet and certainly not 7 feet away from a head on play. IMO they should be susceptible to stuns during the entire pick up animation when it comes to pallets and head on.
this but add in blinds too and make killers able to turn their head during pick up animation. the clunkiness of this game would be improved sooo much.
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@MikaelaWantsYourBoon said:
SWF teams are stronger than solo teams for sure and they have so much advantages against killers. For example;
+Solo teams needs to use aura perks for information. SWFs can just talk in discord.
+Solo teams needs to use Small Game for totem counter. SWFs are just telling each other how many totems cleansed.
+Solo teams don't know who will go to save, who is going to solve Pinhead's box, who is in chase etc. But SWFs knows.
Balancing game around solo teams makes game unfair for killers. Balancing game around SWF teams makes game unfair for solo survivors.
So SWFs have some advantages but are those reasons enough to remove SWF from game? (except custom games) Or it will be bad decision? What are you thinking?
casual queue with swf + optional in-game voice chat for everyone; ranked solo only queue with no ingame voice chat. rework ranks and make them matter.
@GoodBoyKaru said:
Absolutely not.
Solo buff and killer buff in the same patch. Also, fix matchmaking. Both of those will help massively.
"fix matchmaking" is just as faulty as the usual "fix hitboxes" in regards to matters that have nothing to do with hitboxes, and everything to do with latency.
how is is the fault of matchmaking when as 4 premades you've effectively created your own? you could have a first time survivor + a 100 hour survivor + two 5k hour survivor. what is the matchmaking supposed to do in that chase?
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@DrDeepwound said:
only people who change their icons get stuff like this, mine are working fine and look the way always has
my game is vanilla and it happened to me.
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you find a survivor on a gen, you get close, they SB away. rinse and repeat.
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@TurboTOne said:
And that Kids, is why i think everyone should play both Sides equally to be able to discuss such topics.
Play a few hundred Hours of Killer and come back to this Post. You will find yourself cringe at your Past ideas.
Deadhard is by far One of the Worst designed Perks on the current Survivor Side. And i cant wait for the Meta Changes. I Hope they change the most Problematic Ones on Both Sides at the same time.
and that is why you should read more carefully and not make assumptions, since i said that killers are a joke and do not represent a threat in the current state of the game.
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@Blueberry said:
You essentially just said they’re the best designed perks because they’re good. That isn’t what makes well designed perks. Ironically you picked some of the worst designed perks and called them the best. Those perks generally have no downside, no cost, no skill requirement, aren’t situational and yet still completely game swinging. That’s the epitome of bad design. Well designed would be a perk like Deliverence as it has a game swinging effect but has a cost of requiring a safe rescue and the risk of not getting that save before your first hook.
no, i said they're the best perks because they're fun and visibly impactful.
@Zeon_99 said:
This has to be bait. I can't comprehend someone actually thinking like this unironically.
me when i can't phatom other people having different opinions
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@GentlemanFridge said:
There's a thing called overcomplication. DbD is in itself a relatively simple game. What you're suggesting here is adding an entire new layer of metagame over the metagame that already exists. Your perk buffs mean that, if they go unanswered by other perks, they are match-winning on their own. Therefore, they must be answered for the other to stand a chance at all. By simple virtue of there being 16 perk slots versus only 4, that would mean that the role with only 4 perk slots would need to have their perks be so absurdly strong to meet the level of the 16, or just be wiped every single game. Especially if the group is coordinated, they will have a 12 perk advantage over the killer.
Your 50% repair speed buff perk would equate to 60 seconds repairing to fixing a gen solo, without any other modifiers. That's beyond busted when "winning a chase" is as simple as running in for a quick chase proc while the killer is occupied with another survivor, and dip immediately once the 'chase' begins.
i didnt really think the numbers through, i just picked randomly as an example. i also said that both the stat stick and the proposed change could have the same value overall, but the "interactive" one would be infinitely better and healthier. also more fun = more healthy. keep in mind that this game sucks because most of the experiences it has to offer are really frustrating and therefore unfun, and therefore not. healthy.
take another look at my self care change, for example. it takes 32 seconds to self care. while with my version you could waste 26 looking for an herb, and 6 actually healing. same value, same balance, one is fun, the other is not. one has engaging gameplay, the other is looking at the screen for 32 seconds.
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@_AdamFrancis_ said:
Did you really just say COH and dead hard are goodly designed
i think that yes, a perk that is engaging and everyone can see its effects in game is infinitely better designed than a square status sticker you slap on your survivor for 10% healing speed. the problem is that it doesnt work because the base game mechanics are garbage. adrenaline is a greatly designed perk too, by the way.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2993878#Comment_2993878
So what you mean by that is active abilities and not passive abilities. Sure passive abilities are always more boring than the active ones but that doesn't mean that the active abilities are interactive or well designed perks at all.
kinda but not really. hope is a passive ability, and would still be "interactive" with the change i proposed. as in, you can see it take effect and shape your gameplay.
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@GoodBoyKaru said:
Dead Hard is interactive? Yeah when someone uses Dead Hard for Distance:tm: and there's nothing I can do except watch them chain 2 tiles they have no business ever chaining because I played correctly is so interactive, I adore having absolutely zero of my choices matter because E to Outplay.
i mean, imagine if Hope gave you 30% movespeed for 10 seconds the next time you enter chase instead of 5% movespeed over 2 minutes. imagine if self care healed you in 6 seconds, but it spawned a few healing herbs that you have to find in order to use it.
Then Self-Care would be either godtier or awful, depending on RNG, and Hope would absoluetly cripple 110 killers moreso than current. Nothing says interactive gameplay like "Your killer's base movement speed which you have no agency in controlling is simply too slow for this perk."
another thing: why is it that you try to balance the entire game around perks with a terrible design, instead of changing the game mechanics? for example you could make dead hard basekit and give killers a two combo hit. like lunge + small area slash after it, or two regular hits for when you get bodyblocked. the entire game would be more interactive with juking and whatnot. it's not possible that a game in 2022 is so clunky, that survivors can swarm you and all you can do is hit one at a time while they take turns tanking the hit and you have 2 seconds cd in between all of these.
I genuinely would prefer current DBD gameplay to this. Absolutely, without a doubt. Bodyblocking is easy to deal with in most, if not all, situations provided you can play it tactically, making it substantially more interactive than basekit Dead Hard which can be used for distance and a two-combo lunge rewarding players who can't aim and doing nothing to compensate for the fact you've made the most commonly used surivivor perk in the game base kit with no nerfs whatsoever.
Not a great idea.
arent killers supposed to be a threat? the real threat here is a table between the killer and the survivor or simply standing still in group. it's honesly pathetic.
So you think looping and bodyblocking is unhealthy for the game, but Dead Hard and COH (perks which famously create very fun gameplay experiences for killers everywhere and have no complaints about them at all) are perfectly healthy for the game and encourage interactive gameplay? Because I don't see it.
also let me be more clear: i dont think all the perks i mentioned are meta because they're the best (some of them are, but not all), they're meta because they're designed in a way that they're fun to use and you notice their value. what i mean is, that dead hard isn't necessarily that much stronger than any other exhaustion perk. if spint burst was the interactive one instead, like requiring you to QTE shift, it would be the meta one. however there are also good designed perks that aren't meta like deception.
Head On is common cited as one of the most fun and interactive perks in the game, offering ample counterplay on both sides and giving survivors a very good reward (3 second stun) for succeeding in using it, but rewarding killers with a free hit if they play around it. It's very well designed IMHO, and yet it isn't meta because it isn't strong.
META is an acronym and it stands for "Most Efficient Tactics Available" or "Most Effective Tactics Available" depending on who you ask. In DBD, efficiency is effectiveness so it doesn't really matter. Perks are meta because of their efficiency in gameplay and effectiveness in allowing one to win.
So yes, perks are meta because they're the strongest in the game.
anyway, i guess the moral of the story is that i really have low if nonexistant expectations for the upcoming perk rework, especially considering that just now they released haddie+yoichi with the most useless, niche, and boring perks ever made. the people who created those perks are the same working on the reworked ones, keep in mind.
They also released Sadako with 2 excellently designed perks (Call Of Brine and Scourge Hook: Floods of Rage) and Dredge with 2 very strong perks (locker reveal and pallet break).
Overall, I think I put it best in a previous comment of mine:
"I didn't think I'd see Dead Hard being healthy for the game as a take today but here we are."
I didn't think I'd see Dead Hard being healthy for the game as a take today but here we are.
see, you missed my point entirely. of course dead hard is not healthy in the current state of the game. im saying that it's the game's flawed base mechanics that make this perk broken where it wouldn't have been so in a normally designed game. it's not the perk itself being broken.
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@Nameless said:
Mind explaining what's so interactive about being able to press the E key to get to a pallet? Because I don't see the interaction between the killer and survivor there. You didn't outplay them or so, you just happened to press a button that granted you the distance you needed to get to a safe space and the killer can't really do anything about it.
i mean interactive in the literal gameplay sense, not interaction between killer and survivor. it's an added gameplay mechanic. you literally get a dodge button. perks that are just free stats stickers like 10% healing speed are not really interactive.
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they're gonna close this thread by citing some bullshit rule or maybe telling you "for reporting issues speak to the support". which in turn wont reply to you or give you automated useless responses.
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cheryl and her past reincarnations, i mean she was literally burned alive.
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@CreeRoyalty said:
https://forum.deadbydaylight.com/en/discussion/comment/2982715#Comment_2982715
No offense? haha. ok. 15,000 bp X however many useless perks the game decides to keep throwing at me VS me spending BP on addons that will actually contribute to winning. Easy decision
i dont think you're gonna use all the brown add-ons especially those like basement spawn, hatch spawn, or fog. you will either prestige him and lose them, or buy other add-ons/offerings once they're all you have left, in both cases you're pretty much deleting blood points from your account.
but anyway, one single brown add-on is 3k blood points (not to mention stuff like rpd offering) while insidious tier 2 is 5k. not buying it from level 17 (since you said it's been 13 bloodwebs and counting) to 25 (which is when you get two perks at once) implies at least 3 or 4 extra nodes per bloodweb due to the delayed appearance of entity, of which, possibly multiple useless add-ons, at a MINIMUM of 3k blood points EACH. all this to save 5k+6k bloodpoints?
don't get me wrong the system sucks but banging your head at the same wall for no reason is certainly not a very smart way of dealing with it. it's a line of code dude. you're not showing it who's boss, believe me.
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@CreeRoyalty said:
https://forum.deadbydaylight.com/en/discussion/comment/2982700#Comment_2982700
That's not a good question. Why waste bloodpoints on a killer I'm not going to main for a perk that's useless for said killer. If it was Bubba, Billy, Oni, or someone with a one shot...ok. Killers like Wraith, Ghostface, Pig...no thank you. The point is not the perk though. The point is the game is clearly programmed to force a perk on you. The last killer I leveled had Dark Devotion in 50% of the bloodwebs. Do you use that perk? Does anyone? Why force us to waste 15,000 bp on perks. I'd rather have better perks that are level 1 than a few trash perks that are level 3
no offense but math or critical thinking must not be your forte if you refuse to buy a useless perk to "not waste bp" when this course of action implies you clearing out the rest of the bloodweb, while delaying the appearance of the entity consuming nodes which, anyone with a basic pattern recognition skill would notice, appears mostly after consuming a perk.
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@DrDeepwound said:
there are perks and items to help you find gens if you are new, and big tall lights flashing above them
Thank you! i am now ready to face the diverse and unique gameplay experiences dbd has to offer. it felt a little overwhelming at first, what with all games having such distinctive set ups and turning out in pretty much an infinite number of outcomes, thanks to the players' agency.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/325417/question-why-do-people-refer-to-dredge-as-he
I've been using they/them for them.
although that's partially because I really want to be able to play as a character who uses singular they pronouns.
also, before anyone says anything, no, the dredge does use singular they, because The Dredge isn't the amalgamation of corpses, but the eldritch god summoned to possess the amalgamation of corpses, and said eldritch god uses singular they.
imagine caring that much about pronouns... to even put them into your username. yikes.
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do you even need to ask?
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survivor: surviving
killer: 3+ kills or 2 if i played really well.
doesnt mean i dont have fun when losing.
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there clearly was a change in direction because standard outfits for the original survivors were already like this. see meg's default outfit with bandages on her elbow. also they're all dirty and ripped etc... new survivors look like mannequins from a clothes shop.
their animations also suffer from this. they just stand still in a pose and try to look cool, while the old survivors look nervous and like they're actually just chilling at the fireplace and have no idea what's gonna happen next. looking around, holding their arms, fidgeting...
generally speaking, i have a theory that the original team working on dbd left pretty soon. because about 2 years after dbd's release (or after clown/kate chapter, i believe) you can tell all the content has a different direction, both in gameplay, character and map design, art, story (which is basically all retconned) ecc... and honestly im afraid it was a change for the worse.
another note: the characters themselves are different. the original survivors were all a bunch of losers shunned from society in a way, (not all) or at least average people. they were even sort of... ugly. now all characters try to look badass and stuff, it's really off putting.
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@TheArbiter said:
Waaah im mad that they mad a character lgbt and will bring it up even though it has nothing to do with optimization
no im mad that they embarass my community with shoehorned ######### like that.
i related to characters like yoichi and claudette because im in academia and in stem. i did not feel "unrepresented" because there's all kinds of diverse characters for everyone to relate to and who they want to have sex with is irrelevant and at most it's up to your imagination, if you really need to imagine that because you're some weirdo.
but me being represented is not based on my sexuality or not. i have a personality. and this is not a dating sim but a survival horror.
but anyway, this is off topic.
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@_NIGHTMARE_ said:
Sorry, but what does an erection have to do with Frame-rates? I fail to see the correlation, myself.
Regardless, your refund would depend upon where you brought the game from and thier own policies.
Try bringing it up with whoever sold you it and mention the frame rate and optimization issues. If you've had the game for a while, they will most likely choose not to refund you - but it's worth a shot anyway.
what do their fictional characters erection preferences have to do with the game at all? i dont know either. i wish they would "proudly announce" proper optimization instead of embarassing bs like that that makes me cringe despite being lgbt myself.
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@GentlemanFridge said:
Who would ever advertise their product as "it's laggy and may not even run at all"
someone who doesnt want to get sued. i mean, people won in court against genshin impact for nerfing a character.
but realistically, they should just put nasa's computers as recommended specs so that no one is tricked into wasting money into a game that they can't even run properly. that to me is absurd.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2922750#Comment_2922750
The files are gone, I think
I can't find any of the .ini files.
they're in "user>yourname>AppData>Local>Dead by daylight>saved>config>windows no editor"
i still have the config file with the custom antialiasing script in there. though i havent started the game to see if it still works.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2922738#Comment_2922738
It looks like with the latest patch, they've reorganised the folders and the ini files aren't where they used to be, I think?
This is likely an anti-cheating measure but I can't play the game like this. It looks like someone's smeared grease on everything - it's horrible
so, are you saying that if we copypaste the same code from before it should still work, even though it's a different location? finding it shouldn't be too hard.
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@MiriamG said:
More importantly, why isn't it an in-game option STILL? It looks terrible and hurts my eyes! Everything's blurry! Let me turn it off!
just to force -30 fps on your system to make the game more frustrating even outside of balance issues. we love to see it!
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@Peanits said:
Nope. We don't try to sneak in changes in the first place, but beyond that, it'd both be a very strange & counterproductive thing to do and very obvious. Everyone would immediately know when all Killers drop to ~5 ping.
If you are getting a peer to peer lobby, please let us know. That's very unusual and should not be happening.
funny because when boil over was exploitable you wrote in the patch notes "fixed a bug that prevented hooks from spawning in rpd library and Thompson house"
which actually meant: we handplaced new hook positions to solve an exploit after we broke a perk.
the lack of hooks there wasn't a "bug" it was intended. there was never any hook on those spots by CHOICE.
but of course, that would mean you'd have to face the fact that boil over was broken. but you can never admit mistakes.
so yeah don't talk about transparency and stuff because it's just embarrassing lol
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@YoshisWorld3 said:
Like in the title... why isn't it anymore that when you drop from a hill that it counts as great height?
Most of the time you're not even get the Stagger while landing, BL won't activate when you actually get the Stagger and it even doesn't count for archive missions...
e.g. "Drop 2 times from a great height while being chased as Kate Denson"
( just want to get this stupid quest done.. )
It's just stupid since when is it like this? I could remember it was different when I started playing dbd back in 2018 and before server connection.
i have the same problem with the same challenge. I think it may be bugged like the dead hard one was a while ago.
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@drsoontm said:
The oldest shot I have is ...
https://us.v-cdn.net/6030815/uploads/992ALL7ZP00N/first-dbd-shot-2019.jpg
For reference, the last screenshot I have made yesterday is ...
https://us.v-cdn.net/6030815/uploads/3IGA9350WW7H/last-dbd-shot-2022c.jpg
edit: removed all the names this time ...
what the hell happened to the graphics? i've never seen such a downgrade.
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@Mandy said:
Whilst I love some of those ideas, they do need to fit in with the theme of the Chapter they come out with.
do they? it seems that you guys put limitations on yourselves for no reason at all. and that goes for everything. why can't you just release new maps without a new chapter? just make more frequent patches and updates. or release it even if it doesnt fit, it doesnt have to be tied to the new characters. literally no one cares.
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@gatsby said:
A 2% haste status is basically just putting the haste icon on your screen for decorative purposes.
I legitimately struggle to see a scenario where this Boon is worth using by itself. All other similar Survivor Haste perks are 7% haste (Blood Pact, Guardian, Hope and Breakout). If the Devs were super worried about Haste stacking they could just code it out so only one Haste perk can be in effect at a time.
it could at least be 2/3/4% based on tiers. but free survivor movement speed is hard to balance, i would just change the perk entirely. perhaps something like exhaust cooling down even while running in that area. or having a shorter cooldown, idk.
it could also be something like wake up or make you immune to some status effects while in that zone. but that would probably be broken.
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@Mister_xD said:
do you like interactive gameplay? if your answer is yes to this question, you should dislike this map heavily.
the entire gameplay of Midwich boils down to holding W around the huge square in the middle, while the Killer awkwardly waddles after you slowly catching up with their 15% faster movementspeed, until they are close enough for you to run into one of the rooms and die trying to loop the pallet inside of it.
if there was a way for the Killer to cut you off when you're just holding W through the hallways this map would be significantly better.
I don't think that's necessarily true.
ranged killers like trickster, huntress, deathslinger, do not have this problem. gap closing killers like nurse, spirit, blight, demo, billy, do neither.
trapper does really well, he can close off entire rooms with his traps giving him insane information and it's also funny as hell. i once locked two people in the bahtrooms with two traps lmao. i've never seen hags but i assume they play similarly.
wraith can just find a survivor in a room and bodyblock the exit. somewhat all stealth killers can catch people in a room. the small size of the map means that your terror radius covers almost all the map and it's hard to understand if the killer is coming to you or he's just chasing another survivor, perhaps on a room directly above/below yours. meaning you either commit to a gen and take a risk or you've just pressured yourself.
some killers like sadako do bad in this map, especially with wonky tv spawn and perhaps artist too but i don't player her so i dont know.
overall, i dont think it's much different in terms of number of killers that do well or dont, all maps have similar numbers.
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@GentlemanFridge said:
It’s not that it’s hard to orient yourself, it’s hard to get around. It’s 2 floors, but you can only get to the second from the corners, one which even being blocked off by breakable walls.
there's also a room in the middle you can go up from though, the one with the library and the really obvious totem spawn.
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inconsistent? how so? the only trouble i have is when a gen spawns in the front yard, with another near the entrance doors. it's basically impossible to do those and you may end up trigenned.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2890561#Comment_2890561
I'm down for it. I wonder why we don't have a map with flowing/knee high water yet? Dead by Daylight water physics. Tubes spraying water. Splashy killers and survivors. Water balloons? Blood in the water. Squirt guns?
consoles would go up in flames and also you couldn't see slugged survivors not to mention how it would break immersion to just watch them crawl underwater without drowning.
also how would you hear their grunts while they're slugged underwater? bubbles perhaps? the idea is hilarious lmao
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2906317#Comment_2906317
Targeting someone based on gender isn't ok, it does not matter if they are a man or a woman.
There is a big difference between Nemesis saying "STARS" to Jill AND Chris, because they are part of special forces, than just targeting someone based on their identity (gender/race/etc).
being part of special forces is part of your identity, just like being a doctor is.
also, are you implying that targeting people, and murdering them is fine as long as it's not done based on personal identity?
but the real question is, could you just go back to Twitter please?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2906122#Comment_2906122
Thank you, I just literally blew coffee all over my keyboard and woke up my wife laughing.
That said:
This wouldn't work.
Let's put aside the ethics here (BHVR would never do this, they take pride in being extremely 'progressive') - it would be silly from a mechanical sense as you're talking about a killer that has a power based entirely on RNG and survivor choice. You'd just see savvy Huntress mains lobby shopping for all male matchups.
you're talking about a killer that has a power based entirely on RNG and survivor choice.
literally who said that? this is what you're all projecting onto me but I never did. I talked about small BONUSES or INTERACTIONS. also, they don't have to advantage one gender or another, just make it have different effects on each.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2906283#Comment_2906283
You're missing the point. Why is it not ok to have racist mechanics in the game but you want sexist mechanics in the game?
how is it a sexist mechanic?
if the developers said "kill all female characters, because females are inferior, and get bonus BP" THAT would be a sexist mechanic.
but you're worried about... a crazed lunatic who slaughters people with an axe's gender bias? oh no, she can't be sexist. murdering people in cold blood is fine, but she has to have no preference! everybody gets to have equal opportunities when being slaughtered mercilessly ❤️.
by the way, we already have character specific interactions with nemesis and Jill. he shouts "stars" when grabbing her.
i guess something similar with huntress would make players believe that sexism is okay.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2906268#Comment_2906268
There's a big difference between perks and gender. I'm sorry that maybe something as basic as that hasn't occurred to you, maybe you should go outside more into the real world.
By that logic, it makes sense for the character. Should racist characters, which there are some, get bonus for killing certain races? It's part of the lore, after all.
which characters are racist?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2906218#Comment_2906218
What do you not understand? Characters shouldn't be at an disadvantage because of gender. Why would anyone want to play men against huntress if they knew they would just get targeted for it so the huntress players gets a few bonus?
What is next? Killing people of certain races gives you more BP? Lmao
Why would anyone want to play men against huntress if they knew they would just get targeted for it so the huntress players gets a few bonus?
because... it would be a game mechanic like any other? "why would anyone want to use balanced landing if the killer can just offer lerys?" ???
What is next? Killing people of certain races gives you more BP? Lmao
reaching for the stars, i see. i really dont get the point of this comparison. suggesting a mechanic that makes sense for a character and their backstory is the same thing as encouraging racism for literally zero reason to you?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2906211#Comment_2906211
Being the obsession is mostly because of perks, not because of gender.
and?
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@Marigoria said:
Yes, lets make a mechanic where a killer gets bonus for singling out survivors based on gender.... what a great idea...
it doesnt have to be a bonus, just an interaction. even non-balance related (someone suggested different moris).
but even if it was a bonus, what's the problem with that? we already have mechanics like that with the obsession, where you may want to single out a survivor. it's just that it's uninteresting and random. if im playing laurie and im against a michael, i want it to matter.
killers have agency and a will by the way, they're not just walking objects. they could have whatever reason to hate certain survivors more, hell, they could even be racist for all we know.
