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lesgo

lesgo

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lesgo
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  • This bug still alive... so frustating. If you throw a yellow bottle very close to a palet or wall it turns purple. Fix it pls.

  • @TeabaggingGhostface said:

    Do gens in the center of the map first


    And then you find yourself in Azarov's Resting Place with a layout where there are no generators in the middle.

  • @SuzuKR said:

    Identifying and breaking a 3-gen early is part of skill. If survivors get 3-genned, it is always their fault.

    Is not fault of survivors in soloQ. This isn't league of legends, you as a survivors cant type or ping. You also dont have a minimap. The killer can follow his strategy because only depens on one persone while the survivors are impossible to coordinate.

  • @Googol said:

    https://forum.deadbydaylight.com/en/discussion/324619/este-foro-tiene-relevancia

    Buenas, Lesgo. ¿Cómo estás?

    Gracias por hacer esa pregunta.

    En mi caso, puedo responder por mí mismo por los motivos que voy a mencionar a continuación:

    Soy de Latinoamérica (nacido en Argentina). Entré en 2019, hace 3 años ya. Por lo que considero que SÍ, claramente hay interés para BHVR. Sin embargo, está muy claro que el idioma principal es el INGLÉS. Nuestra tarea no es solo la de "interactuar". También tenemos que pasar los Comentarios/Propuestas. Hay Moderadores que hablan en italiano, alemán, etc. Claramente toman varios idiomas en cuenta (lo cual está perfecto y es un punto muy a favor). En mi caso personal, hablo portugués, inglés y muy poco del idioma alemán.

    Por último, tenga en cuenta que; NO todos usan el Foro Oficial en Español o el Foro Oficial en sí. También se interactúa en los foros de Steam.

    Si usted tiene otras dudas, puede preguntar nuevamente.

    ¡Saludos y gracias de nuevo!

    Gracias por la respuesta! Me alegra saber que desde tu punto de vista sí hay interés para BHVR y de que se pasan las propuestas aquí debatidas.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962563#Comment_2962563

    But the killer still doesn’t get the hook state so he’s not denying anything. Your logic makes no sense.

    And with dead hard the survivor is still injured so he’s not denying anything, you can still catch him. Your logic makes no sense.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962545#Comment_2962545

    Not really. That progress hardly ever makes a difference.

    I am in that dropping the survivor needs more of a downside than it actually has. Its just problamatic due to sabotage, that could be the next Boil Over issue.

    Exactly, it's not about making it impossible for the killer to get hooks, but it's about dropping survivor not being as effective as it currently is.

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962563#Comment_2962563

    So what, you're saying that if a survivor sabotages a hook, the killer should just lose the hook? No counterplay at all? Just, if someone nearby has a toolbox or Saboteur, the killer should never get any value out of a down?

    That's not how an interactive game works. Both sides have opportunity to play around each others' strategies. Sometimes it works, sometimes they see it coming and it doesn't. What you're pushing is akin to saying that looking at a wall is unfair because it prevents survivors from being able to flashlight blind. Uncounterable strategies are really bad for the game.

    Between this and your last thread, I'm starting to suspect you're trolling.

    "So what, you're saying that if a survivor sabotages a hook, the killer should just lose the hook?" No, it's about dropping survivor not being as effective as it currently is.

    "Between this and your last thread, I'm starting to suspect you're trolling." You have not understood anything and my arguments are just as valid as yours, you do not have to discredit me in that way.

  • @ThatOneDemoPlayer said:

    You get wiggle progress whenever the Killer drops you, it's a fair trade off

    No, because that "trade off" only becomes active if the killer pick you back up, and that never happens, you will be slugged.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/324625/killers-shouldnt-drop-survivors

    The killer didn't make a bad play. The sabotage that the killer easily identified and had time to drop the survivor was the bad play.

    As for Boil Over. If you're about to get value out of it - and the killer drops you - congratulations, you are not on the hook and you got value out of it.

    No, pressing a button to cancel survivor perks, a toolbox and your teammate ability is not a good move, it's unfair. Then the killers complain about E for dead hard...

  • To be honest, I don't know. I just hope that BHVR is clear and concise on this topic because it can end up feeling like a scam. It reminds me of the Clash Royale "slash royale" event where they unintentionally deceived their players.

  • @loothound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959230#Comment_2959230

    Because your argument is flawed from the beginning. You argue that theyre both “too similar” and that new players can’t tell them apart based solely on their mouth and “general structure” shouldn’t that make all the humanoid killers hard to tell apart for new players? If you don’t like the dredge’s design and think it’s too similar to blight then just say that don’t bring in the new players who don’t need to be here.

    As i said before the "new players" argument was just one more addition to the criticism I am trying to explain.

    You can differentiate the identity of the trapper and the huntress easily. One is male, another female. His color palette is different. One has an axe, another a machete etc. This does not happen with Blight and Dredge. The art team has failed on basic principles. From the total freedom to create a monster they made the most basic thing, a copy.

  • @loothound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959213#Comment_2959213

    I agree that the artistic team team has been unoriginal from the start I mean look at huntress and trapper: white mask, same mouth, same structure. How are new players supposed to tell them apart? I just can’t believe bhvr would’ve fallen this far to create copy paste versions of the same killer

    You guys are so funny... Why can't a post that isn't about balance be taken seriously?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959143#Comment_2959143

    I mean... I'm sorry, but does it matter if someone who just got the game gets confused about two killers? I didn't know all the killers at first. We've got like seven different dudes in masks, a Nurse and a Doctor, a Spirit and an Onryo, two hicks with chainsaws... everything is confusing at first when you've got this much variety. But if you play the game, you learn, and that's that. I think new players have bigger "I'm confused"-related problems than mixing up the Blight and the Dredge.

    "I think new players have bigger "I'm confused"-related problems than mixing up the Blight and the Dredge." I can agree with this point, but this does not mean that the small details should not be overlooked.

    However, the "new players" argument was just one more addition to the criticism I am trying to explain. The artistic team has done a very insufficient and unoriginal job. Of all the options they had to design a monstrous assassin they based on one already present. Blight and Dredge no longer have an identity, it is something more transcendental.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959029#Comment_2959029

    Yeah, okay. It's a problem for people who can't tell the difference between hands and giant mantis scythes. Or legs versus oozing blackness crawling with Entity bits. And who also can't tell the difference in terror radii, or the killer zooming around the map versus everything turning dark and screamy.

    I'm likelier to mistake a distant Trapper for a Legion or a Doctor than I am to mix up Blight and Dredge. Dredge's silhouette is super distinct from anything else we've seen in DBD.

    You're not getting my point. I am not approaching this post in terms of balance game, but rather in artistic terms.

    I find the assassin's new design very poor and unoriginal because it is a copy of an existing one. A new player and I repeat, A NEW PLAYER, may think that they are the same character with different skin in the lobby.

  • @Laluzi said:

    That's a bit disingenuous, don't you think? The mouths and orangey color scheme are the only points of similarity at all. Blight is a hunchbacked man with glowing orange bits and blighted deformations. Dredge is an eldritch mass of mismatched limbs, bones, and skulls protruding from a churning mass of darkness. You have to selectively crop pictures in order to get two killers that could be confused for the other.

    image.png image.png

    This isnt a bait post or a joke. It's always said that the art team does a good job, but I don't think that's the case this time. Both have the same structure, mouth, range of colors and even the same hump.

  • My suggestion:

    1. Delete clocks, but add the 30s invencibility to the other forms to wake up. Survivors already have 2 easy ways to wake up. Find another teammate or fail a skillcheck (wich is even more easier because do gens is the main objective for survivors, so they are gonna stay practically always doing it). Also i find boring that so many killers have external objects in the map (plague,pig,nemesis...). Survivors will have to spend time finding another teammate or missing a skill check that will be a nice regresion mecanic.
    2. Rework snares. If a survivor step on a dream snare, that survivor wont be able to see Freddy for 3s. Delete hindered effect. That will change Freddy to be more intimidate and do more mind games.
    3. Fusion fake pallets and snares. You can put fake pallets pressing ctrl just one time (like clown switching bottles) and mantaining ctrl to teleport. Survivors will have to make a decision: stay in the dream world with the new fusion power or waste time waking up.
    4. Slightly nerf to cooldown teleport.
    5. Rework addons to be ussesfull.
  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936286#Comment_2936286

    So I just played against a legion with this combo and it was disgusting. Iridescent button: This addon breaks in pallet that he vaults over. Combined with Suzie's mixtape, which refills his power gauge when stunned. So every loop played like this.

    I drop the pallet, he vaults over it, breaking the pallet in the process and hitting me. Or I successfully stun him, once the stun wears off his power is fully restored and then vaults over it hitting me? What even is that? Not even bother going to talk about strength, just how is that even a power at that point? He vaults anything, breaks every pallet, and stunning him is useless.

    Just assume that legion is gonna put you in injured state because that's his power, and keep pallets for when he isnt in frenzy. Is so easy, just do this with that combo addons or without. Legion is so countereable if you use your brain just a little...