jezebelthenun
jezebelthenun
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I'm trying hard not to judge until it's in action, but if people want to slug, they're gonna slug regardless of dead zones. I don't expect much of a difference in slugging numbers, but I hope the people making this point are right.
Now, tell me it'll remedy tunneling off hook and I'm all ears. -
It's happening as killer with aura reads, too. They look so funny I almost don't wanna kill 'em. Almost.
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The only male survivor cosmetics people care about are Dweet and Silver Daddy, though I feel like if there were quality cosmetics for males in the first place, this would change. Give me stripper pole Jeff god damn it! Work that dad bod, you bearded stallion!
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@ReverseVelocity said:
Running at an instadown killer while they're camping is not advisable. You just have to do gens and let them hang until his Tier 3 runs out.
I'll never understand people running at the killer, instadown or not. In rare cases, hook trading is a decent move, but whole squads rushing in like lemmings is just suicide, and they have to know it.
Same goes for flashlight squads all "hiding" around a downed survivor, waiting for the pickup. Had a team like this yesterday. 2 injured flashlight survivors waiting for me to pick up, moaning and grunting around me. Am I supposed to not down them? Did they think I would just let it happen?
People are weird. -
Yes, especially playing killer. It's been brutal.
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I. . . But. . .
We're reporting people for having silly fun now? Is that how absolutely malicious and gross the community is getting.
Tunnel is the only way! Flashlight SWF or GTFO! REPORT FUN AT ALL COSTS!
yikes man.
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Crouchwalk through his spaghet. Easy peasy.
Cages are not hooks. They are an ability of 1 single killer. No changes necessary.
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As someone with 3 asd kids and who works as an RBT in home and in school, I fully understand this concern, and while an absolutely valid frustration, it's not something that can be stopped. This game is always changing and evolving, and so not the best option for rigid thinking. My advice is to give yourself (or someone you care about who loves the game) ample opportunities to digest and process upcoming changes. Make sure you opt into the PTB to prime yourself before it goes live. Read changelogs and roadmaps often. Make visuals to remind yourself that change is going to happen, and that's ok. "It might look/feel different, and it's ok if I don't like it." And reward yourself for trying it, even if it's different. If you find you just don't like the change and can't play with enjoyment, it's ok to take a break and come back with fresh eyes later.
I hope everyone can do this, and either enjoy the game as it evolves, or find something else that brings joy. <3
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761284#Comment_3761284
And yet when we try to get these QoL balances, it's always people wanting stuff to be unusable/horrible to play for the sake of 'well I don't like that character anyway'
You can make an argument for content fatigue, but it has nothing to do with balance changes and altercations to kits that are clearly negative.
Definitely not arguing there, more just saying that the more content we get, the harder it'll be to actually balance anything meaningfully or on a way that appeases a larger overall demographic. And let's be real, if you play something and you love it because it feels easy, it's probably too easy. That's for survivor and killer alike. We'll hate any change that removes an effortless victory. (Knight being one of the easier victories once he was mastered, survivors being fairly peeved when BNP was nerfed, etc)
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761106#Comment_3761106
I'm not going to say they're trolling, considering I've seen the same opinion said about SM, Sadako, Blight, Nurse, Wesker, Xeno, Trickster and Billy.
There's no reason we should celebrate content being put in a terrible state. For example, I dislike SM for her visuals and lore, but I'd never celebrate if they nerfed her to a state where it's an uphill battle to even do the basic function of a killer. I think it needs to be said, regardless of trolls or not, because I know people think that way.
There's no reason we should celebrate content being put in a terrible state.
The entire game is in a horrible state of content fatigue, though. And it's only going to get worse and worse. There's such a thing as too many killers, survivors, and perks, and that the biggest problem the game already faces. Too much cosmetic and "new" content and not enough actual whole game qol/balance focus. Cash cows, though, amirite?
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Dang ol' survivors. . . Survivin' an' such.
The nerve of 'em. Hauk tuah
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Distortion is fine, people are terrible.
Most things in the game could swap in for "Distortion" and this statement would remain true and correct.
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@Nazzzak said:
We definitely need more creature killers so I'd be down. Also Maximus, he's my favourite.
Im legitimately baffled at Maximus being anyone's favorite. He was awful.
Literally every single side character cameo > Maximus.
\Fallout rant
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Kiki or Kai Kai if you're nasty
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And I was soloq! 4 cobblers, 4 p100s, soloq. Hell of a game to get server screwed.
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This is hilarious. The joke being it was a 4 p100 game and survivors were almost certainly going to win. We were at 2 gens with 3 hooks total. The title was tongue in cheek.
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@Aven_Fallen said:
You know that everyone (including the Killer) DCed here? The Server crashed and all of the players will be out of the game.
Yes, the dedicated server crashed. It was garbage.
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@For_The_People said:
“Come on, come get your TS!”
( 。•-• )🔪 ( •ᴗ•。U ) 三 三 ( •ᴗ•。U ) 三 三”on our way!”
Very accurate haha
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It was mostly in that moment I was going WHAT ARE YOU GUYS DOING?!?!
Tombstone really didn't make any difference in this match, trust me. It was suicide lemmings off a cliff. I'll play more matches without TS and see how it goes.
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@Tzimiscelord said:
Bring an automori addon.
Say he wanst trying.
Yes, they did terribly.
But you dont bring that if you want long, fund and engaging matches imho.
To be fair, I only mori'd 1 guy. By "try" I meant effort. Like, I basically stood there and they ran into my knife.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757187#Comment_3757187
I could say the same about many killer perks, and if people would hear me out I'm sure they'd agree.
Like Ultimate Weapon, right. It kind of power crept Darkness Revealed, it had a short cooldown, and it made people scream which countered aura hiding. I don't think any one of those things makes a killer perk OP, but even together, what good is it really? Like all killer info perks, I rate them very low because while it's important to have maybe 1, seeing a survivor does not at all mean that you get them. I feel that the people complaining about the perk could not handle being found by the killer, because they couldn't hold their own in chase, similar to why they complain of Doctor and his screams. I never really used the perk, because I've always had the opinion that seeing auras for a couple seconds beats seeing a scream for 1 second any day of the week, hence why I still used Darkness Revealed instead. "We're screaming all match!" Yes, but did that stop you from doing gens, unhooking, healing, anything? The killer probably could have found you on their own with a little intuition. And it has synergy with Dead Man's Switch, but so does Hex: Face The Darkness, which also activates every 30 sec, minus the time waste of having to walk to a locker and open it (another reason I could never get down with the perk). And to give the killer DMS value constantly means you were getting hooked constantly, which means you'd have lost the match anyway.
It's these little details that I think limits many people's understanding on balance, especially perk buffs and nerfs. Like you and I said, this Weave Attunement perk combo is aura reading and item depletion, 2 slight nuisances which are nice for the killer, but aren't anything to write home about.
I agree for the most part with what you're saying. There really aren't too many perks that I'm ever just flat out pissed about, other than NOED, but even then it's an eyeroll and me muttering "gross" under my breath in the endgame.
I have calm spirit equipped nearly 100% of the time now, just because the screams are annoying to me and bother my ears. Kind of like how I'll equip lightborn if there's a single flashlight in the lobby because the effect actually hurts my eyes. But the thing is, those counters exist to be used, and as a player, we can use them literally anytime we want. Like almost every aspect of the game, there's a decent counter for the annoyances that are often labeled OP. And similar to what you're saying, if people feel like perks/abilities are OP, or counters to perks or abilities are unfair, it's probably because they're using certain aspects of the game as a crutch and can't play effectively without them. (You can pry my Bond from my cold, dead hands!) -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757169#Comment_3757169
I'm no stranger to tunneling, but I've never done it to someone who took too long to ready up. It never even occurred to me. We just readied up when or if we could.
Yeah, it was a short-lived meta. It definitely wasn't nice, so I'm glad it ended quickly. It definitely happened, though, and if you messed up and didn't ready in time, you almost expected to be tunneled and accepted it haha.
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@danielmaster87 said:
The only thing that's gonna fix solo is better, stricter matchmaking. Yes, even at the cost of longer queues. Solos literally have free info, BT/Haste, and anti-camp, and I've never seen the average player play worse. They didn't improve because they figured the survivor buffs/killer nerfs would have them covered. All that's happened is that killers got mad at the balance changes, and left the role/game or became super elite. It's reverse domino theory: the more who are 'defeated', the greater the threat becomes. And so now on top of survivors being way worse, the average killer is the strongest they've ever been.
The only thing that's gonna fix solo is better, stricter matchmaking.
Literally this. There is 100% nothing else that can be done on the game side of things.
Bigger issue is that nobody can control what the other survivors do, so it's not ever likely to be a problem that gets "solved", honestly. If you're soloq, and your other 3 teammates are a swf, you're likely going to be a meat shield to them and nothing more. Of course that's not always the case, and some swfs will bring you in like one of their own and even sacrifice so you can survive, but that's pretty rare. And killers being extra sweaty and alphachad about the game isn't going to change for me or any other soloq.
I play soloq almost exclusively now when I play survivor, and it's pretty rough. I've decided to put my energy into being the best teammate I can be, and playing every game as a soloq as though I'm trying to be a swf, just without comms. I'll stealth unhook and heal you every chance I get. I'll take chases in the later game as much as possible. I'll die so you can escape or grab hatch. And if I accidentally sandbag you or mess you up somehow, I'm going to do everything I can to make it right. It's a much more fulfilling process with this mindset. I used to get pretty PdO at teammates who left me on hook or who sandbagged me, but it didn't effect anyone but me, so I try to see everything differently and be as casual as possible.
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Nea. She's got great perks and cosmetic and her voice is the least annoying of the females
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Finally, DBD is a true horror game lol
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757352#Comment_3757352
Killers don't have an option to leave the game early without a DC penalty. Survivors do.
This is pretty true, though going afk is as close as they can get, and I've seen it more than a few times. They still lose, of course, but so do survivors who unalive themselves on hooks, technically.
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Id argue that killer power has no comparable survivor aspect because that's inherently the asymmetry of the game. The killer innately has a leg up or "power role" as some might say. Our items/addons might be roughly equivalent to their add ons, but we have nothing that's equal to their power, except that we outnumber them.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757562#Comment_3757562
survivor can't pick up items on the ground if they're holding a tape.
I haven't experienced this but holy crap that's pretty broken, honestly.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757252#Comment_3757252
I don't think you have a good grasp of what a direct counter does in the context of an asymmetrical title. When a survivor directly counters a killer it is more impactful because each survivor has the opportunity to do that. They have a force multiplier the killer does not. It's not my opinion, it's basic game design. So yes, soft counters for survivors on the killer are much better than hard ones. I can't think of any other way to walk you through it. You either accept reality or choose fiction.
This stuff isn't "counterplay" because there's no play involved. It's a thing that gives you immunity to another thing. You're not dodging hatchets or earning your reward. You just have to equip it.
Finally a hell of a lot of people who play this game profess to hate it. Those people should definitely take a break for a while. Your statements as a whole make it seem like you're not enjoying it. You call playing survivor hopeless and miserable. Do you play survivor? If so, why are you engaging with something hopeless and miserable? It doesn't sound like you're having fun.
I just wish you would actually read what I'm writing instead of pushing this narrative that I'm talking about myself at all. It would really help a lot. It's super simple.
Me not talking about me, me talking about general game mechanics and all of players. Me play both survivor and killer. Me like game. Me think having direct counters make game healthy for everyone. Me know direct counters already exist for both sides and think they should continue to be added for health of game.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757232#Comment_3757232
I just gave you a soft counter. Built to last. Gamesense.
If a single perk is hamstringing your fun that badly you are likely not enjoying the game as a whole. Play something else. I play whatever the incentive is and I almost always have fun.
Again, you've missed the entire point of what I'm saying. I'm not singling anything out as "hamstringing my fun". I'm talking about the game, in general, and how counter-play on both sides is integral to player satisfaction. Apparently there's only one way counter-play should work in your opinion, and it's "softly" lol. For some reason, you keep trying to make it personal, as though I'm talking about my own enjoyment and experiences, but I'm not talking about me specifically at all. Like homie, context is key.
but seeing someone say "play something else if you don't like it" is always indicative of some things. So I hope you have a good time, and I'll do the same. -
Hello lllllladies. . .
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757163#Comment_3757163
You're wrong. Sorry. Why do you think survivors don't have a perk that progresses a gen by 20% instantly when someone is hooked? Why they don't have a perk that gives 5% haste around a completed generator?
The answer is simple: survivors take 16 perks, the killer 4. The power of survivor perks is distributed across those slots. Any of the above ideas is probably okay in a vacuum, but not when multiplied by four. Having a single survivor perk flat out disable a killer perk is unfair in a way a killer perk disabling a survivor perk or item will never be, because every survivor may not have that thing that gets disabled. It's only 1/4th as unfair in the grand scheme of things. Get it?
It's got absolutely nothing to do with "enjoyment". Anything you opponent does in a PVP title is not going to be something you enjoy. You're trying to do stuff. They're trying to stop you. It's naturally frictional.
Finally if Franklin's fills you with uncontrollable rage you do have a soft counter- built to last combined with your brain. Remember where your item was. Pick it up and refill it. Also if you see items littered around the killer probably has Franklin's. Use your items ASAP. If you see items littered around and the flashing neon sign that says WEAVE ATTUNEMENT then you should definitely do that and just ditch them in a corner.
It's got absolutely nothing to do with "enjoyment". Anything you opponent does in a PVP title is not going to be something you enjoy. You're trying to do stuff. They're trying to stop you. It's naturally frictional.
If devs want people to play the game, it has everything to do with enjoyment, and that's what I'm talking about. The game, above all else, is supposed to be enjoyable. In order for people to want to play the game, it has to have a degree of balance and counter-play. That's the only reason to play survivor in this game. Of course there's friction, but if it feels pointless to play as a survivor because it's hopeless and miserable and you have no chance of countering the killer, then there's going to be a shortage of players playing survivor. The killer is already stronger, faster, and faces very few consequences within the scope of the game. This is the inherent power imbalance or asymmetry. Each survivor's perks are their own, and equipping a perk that negates a possible killer perk or ability a) is entirely a gamble since you have absolutely no way of knowing if you'll get any value out of it or what anyone else is running, and b) only effects that one survivor, so the killer's perk or ability still has the function of working on 3 other potential survivors. Coordinated SWFs are an entirely different conversation, but probably the only way any single perk is multiplied by 4.
I'm not sure what a lot of what you said has to do with what I said, honestly.
Also, there's no rage involved in any of what I said. My entire point is counter-play is healthy for the game.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757167#Comment_3757167
I kind of feel like it's not a buff issue so much as a learning to play them efficiently issue?
Playing Legion efficiently? Or playing against survivors who are not efficient enough to counter Legion? Unless all the survivors in my match brought Bond, feel confident in repairing gens while injured, and can last a decent time in chase while injured… I don't see the match going well at all.
But hey, on the bright side, if they buff Legion and Legion becomes more popular/prevalent then I can dust off my autodidact build. Haven't needed to use it as often since the Sloppy Butcher nerf. Killers just return-to-hook now so no one gets to heal. 🤷♂️
*Anticipation of buffed Resurgence intensifies*
Oddly enough, I guess both haha, but I meant learning to play Legion efficiently when I typed it.
And I said it elsewhere today, but I think the only thing legion needs to be back in good graces is a minor rework to update for the most recent game build, taking newer perks and qol changes into effect. Nothing major needs to be done to "buff" them. -
@DrBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757176#Comment_3757176
cope and seethe posts will be ignored. Corrupt intervention being base kit at this point is an absolute necessity for Killers just like when you survivor mains demanded borrowed time base kit.
I personally never demanded anything. And my post wasn't seething, just facetious.
My issue is that there are plenty of ways to counter swift gens. Simply throwing discordance on gives you immediate info on multiple people on a gen, which seems to be what you're upset about. Apply pressure as needed per the notification. Chase and pressure balance are a necessity to be skillful killer.
The bigger issue is that people seem to want to play DBD like a comp speed trial game, and that's not what it is. That's never what is was, and I hope it never turns into that. Nobody ever said matches had to be short due to the killer taking everyone out as fast as possible. Speed is not the objective. It's ok that matches take a while if it gets your actual objective accomplished, and by applying appropriate pressure to "gen-rushing" teams, you're countering the problem described. Removing the ability for survivors to do the only thing they can do in the early game is the exact opposite of how you balance a game. -
@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757176#Comment_3757176
Stop being dramatic. My goodness. Gen speeds are broken, play some killer for a change.
I do play killer, friend. Probably 30% of the time, and more lately because soloq survivor is actually broken. Gen speeds are not nearly as bad as people pretend. Just stop expecting an easy 4k and maybe be willing to play the game as designed. There's a weird expectation that if any gens get done, survivor should be nerfed and killer should be buffed. I'm just hoping people get realistic about how the game is supposed to work.
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As someone who plays survivor more than killer, but enjoys both, WA+Franklin's being such a hot topic kind of cracks me up. I was ready to jump on the hate wagon at first. The hype of it made it look ridiculously OP and uncounterable. Then I played against it a few times. Real talk, it's a nuisance at worst. It can be kind of annoying to have to jump off a gen, pick up my toolbox, and walk it to the map edges. It wastes a little time, sure. Getting hit with franklins is decidedly more annoying because I probably will lose my item charges and possibly a BNP if I'm lucky enough to have one. If I get hooked, hopefully a teammate picks up my box and carries it to the map edges. They waste a little time. Not a huge deal.
The real villains in this perk combo are other survivors who refuse to pick up and move items when they see them. Like, c'mon guys. It's not that big a deal. And if you know WA is in effect, STOP OPENING CHESTS FOR NEW OBJECTS.
All in all, a lot of hate hype for no reason.
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Survivor should just lose the ability to move while we're at it. And they should just scream constantly with crows spawning immediately around their heads until the killer finally gets to them and does them the generous service of killing them, which should also be instant and require no work on the killers part at all.
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The ready button is something I've wondered about for as long as I've been playing. Maybe they have to pee? Maybe they're getting a snack? Maybe they have no respect for others' time. Who knows. Used to be, if you didn't ready up as a survivor before it auto blocked at 15 seconds, you could expect to be tunneled for wasting everyone's time.
The other two, along with why do killers bleed out survivors when there's a hook nearby?, Or, why do killers make you think they're going to let you get hatch or open the gate only to slam it in your face or down you at the gate switch when you're almost done opening it?
It's because people think they're the main character of life and they need to be seen being "better than others" or they need to bully others in order to feel validated. It's sad, and I feel sorry for them. -
I've noticed a definite change in how people are playing Legion as opposed to, say, a year or two ago. People aren't chaining hits as much as they used to. I've seen several Legion players, literally over the last few days, frenzy hitting a survivor, then just. . . chasing the same survivor, losing frenzy, and going for the chase/hook, then they either slug for their kills in the late game or end up in a 0-1k situation. Like 40% of my recent Legion experiences have been played like an M1 killer. The other 60% (obviously I'm making up numbers, but it seems a little more than half of the time) people play Legion as it's meant to be played, by chaining hits and optimizing the ability, and they end up with a 3-4k.
I kind of feel like it's not a buff issue so much as a learning to play them efficiently issue? I could be wrong, without a doubt, and I haven't played a legit, non-farming adorable cat Susie Legion game in a long time, so I can only speak to what I see as a survivor. -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756963#Comment_3756963
Why do you think a survivor perk slot is worth the same as a killers slot?
The game is asymmetrical. It's not a seesaw.
But in order for the game to be enjoyable and worth playing, it needs to feel balanced in the way that was referenced. Having the option to counter an ability through a perk, but not basekit, is a good solution. And perks slots are absolutely equal in value across killer and survivor, I believe. The asymmetry exists elsewhere, in places like speed and power. I think there's a lot of confusion over the fact that asymmetry doesn't mean the survivors should have no shot lol. It should be challenging, not impossible, and the best way to make it challenging but not impossible is to give options to avoid potential disaster. The rest is up to skill of the player. A skilled killer is going to do well regardless of what the survivor can counter. A skilled survivor is going to maximize their ability to counter killer abilities and do objectives. Both should require effort and consideration of loadout.
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@k3ijus said:
her iri addon which allows her to teleport to traps should be basekit while still maintaining the ability to teleport to traps. This effectively solves 2 of her problems with one stone
-encourages hag to spread traps out
-encourages hag to chase
-nulls the need for a hit and run
obviously, add a sound cue and a cooldown before hags can teleport to their traps again. But would be a good implementation tbh.
I think this is probably the most elegant solution. And 100% doable using existing code. Strange that this hasn't been done already, honestly.
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I never really thought of it as a good perk, but I recently played against a killer who used it to turn a 0k into a 2k after the last gen was popped. The obsession stuck around to try to unhook instead of being on the gate and letting someone else unhook. Like a lot of perks, it requires a very specific set of circumstances to be useful, and there are other perks that do similar things better.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757113#Comment_3757113
Except, knowing how bright the devs like to make survivor cosemtics, I'm sure that survivors would get the white set and killers would get black.
That's why I specified black for survivors, haha. Don't get it twisted, devs! Do us a solid!
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@nat1stillfun said:
The real answer is a perk that prevents you from dropping your item under any circumstance unless you drop it. Costs the same in resources (perk slot) and much like lightborn is a choice to remove an annoying part of the game for one side.
This, on the other hand, is a viable and awesome suggestion. Counter-play options like this should be built in to most game altering mechanics. I also think there should be a perk to negate killer instinct reads. It might be a wasted perk in 80% of games, similar to power struggle actually getting value .03% of the time, but the option should be there.
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OP literally said they don't think it would be a healthy implementation. So many people are acting like it's a real suggestions. It's a funny concept that could never actually be done. It's ok to have some speculative fun, guys.
I think we should give survivors the ability to fly for Valentine's Day next year! -
@BillsCigarette said:
Executioner set.
Crystal set.
Stone set.
Battle mage set.
Electricity set.
Cardboard set.
Knight set. (Chess piece)
Cardboard set.
Knight set. (Chess piece)
The cardboard one would be amazing as a knight one off cosmetic!
The chess set one, though, would be so crazy awesome as a full chess set of various characters! Like specific OCs get a specific piece. They could even do a survivor set (black) and a killer set (white)!
BHVR, make this happen and take my money! -
Behead him and remove him from the game.
Serious answer: I think I'd like a comically large morning star. I'd like to see a cartoony cosmetic set in general for him. Like Looney Tunes style, with the green pom pom on the helmet and the ridiculous joints. And a jester motley (A la Pocket from Christopher Moore's "Fool") for Silver Daddy, er, Vittorio. . .
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@TheArbiter said:
I think this could be a cool idea, no idea how you would get that to run well on a switch though
Literally good luck getting MS Paint to run well on switch lol
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@Kjøttkaker said:
Not sure if it could work but wouldn't it be neat to have a smoke grenade?
As a survivor AND a killer, I'd prefer smoke bombs to flashbangs. The light related mechanics in the game are the most annoying things possible. Make the smoke bombs only cover a specific area, and disorient rather than cause a stun animation sequence. And give them to both killers and survivors! That could be fun chaos!
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756660#Comment_3756660
We weren't strictly speaking definitions. Things such as respecting the 4% swing, lightening up, generally just playing the game like a game instead of like there's actual lives on the line (not talking about choosing to play nice either, talking about how people are taking a video game with no stakes in it seriously enough to curse out, make threats, etc to others).
We really don't remember if there were agreed upon definitions other than in the loosest terms. For example for hooking someone, chasing and hooking another, hooking them, going back to the hook, the unhook happened, and we chase the unhooked because the healthy one ran to pallet central without the rescuee, guess who was called a tunneler.~ Think we call that tunnel? Some might of. Honestly, whatever you saw when cross play hit, we havent seen. Like ever. Its pretty much been a slow grind to here in our eyes as the community and game keeps growing and changing. Its kinda natural as (we believe) its ingrained human nature to try and make things efficient so we can't really blame anything, but still little sad the more we think on it (so we wont and eat cookies till we're happy again).
Gaming communities are real communities but as HaunterofShadows above said:
"The difference between real communities and gaming communities, is that one consists of people who know or support each other on a basic level, while the other is just a massive crowd of strangers with no reason to care about each other."
This is a fact. We're all anonymous masks and don't have much of a true reason to care about one another. A majority care about the game (atleast in some form or another) but as we've seen with the average "im leaving DBD" post, we as a generalized community (there are exceptions of course as there are wholesome people out here) are apathetic to each other unless we build some kinda connection with each other. The average connection we've (Rulebreakers) witnessed in game?…Take a guess (again, exceptions exist). First prize is a cookie. In fairness to the younger (…feeling fking old saying that…) members, we feel like they're just as likely to be apathetic, not more. Its more on how they grew up (atleast we hope most players aren't actual children, it would explain too much).
Oh sure, I was just kind of using your post as a jumping off point for my own opinion.
I think I'm just not wired to see people on the internet as just masks or anonymous strangers. I'm definitely in the older crowd, where the first, integral parts of my life were before the internet, and it wasn't until my mid-teens that it became even common place in households. It was all AIM chat communities where people actually felt kinship and cared about each other. That extended well into social media and gaming communities, both for video games and online tabletop/board/social deception. Just having a love of the same game or topic was enough to bond people to a degree. I'm not sure when that transitioned to actively NOT caring about other people, but it's a sad, unpleasant symptom of anonymity and a lack of consequences. Honestly, trying so hard not to care seems like a lot more effort. And it's definitely a choice people can make, but why choose that over the alternative?
I don't mean to throw anyone under the bus, and I apologize if this is uncool (I'll delete this portion of the post if it makes anyone angry or uncomfortable), but take the case of HaunterofShadows who posted above. I find it sort of paradoxical that they say they don't care about the community at all, but have over 4k posts here. And not just them, but others as well. That's a lot of time and effort to put into something that means nothing to you. Not judging, but really curious as to how those can be seen as mutually exclusive things and not tie into one another.