Comments
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Like I said this is what I wished for, not what I expected.
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While yes its basically impossible that the Devs will revers there decision (at least on the smartface cosmetic) right or wrong because the negative PR from all those news sources jumping on it saying "Dead by daylight keeps blackface in game" would be massive. that video makes a pretty bad argument, it basically boils…
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While I disagree with the removal of a cosmetic that isn't inherently racist (through lore or by definition of what blackface is), instead of continuing to to ban those that are racist regardless of whether they're wearing the mask or not and improving the reporting/banning systems. Note: This is not an impossible problem…
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i'd be okay with that, people only seem to be taking issue with the smartface cosmetic so it make more sense to just edit/remove just that one.
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considering leatherface is a paid only DLC the compensation for removing his masks should be 400 auric cells so you can go buy a single cosmetic of your choice. but realistically behaviour are too money grubbing for that to be likely.
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I'd just like to add to this, this is not an impossible problem to moderate, a few banhammers where hateful activity crops up and possibly some better reporting tools would be a massively successful. If someone has there account banned they not only have to rebuy the game and the leatherface DLC but also have to not only…
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thing is the smartface cosmetic in of itself isn't the problem as it really isn't blackface, the Devs themselves have even voiced that in the past. leatherface doesn't discriminate in who he kills eats and wears the face of, it entirely fits in his law to have these cosmetics. the real problem is how people are behaving…
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I mean, while its understandable that an artist doesn't want his name associated with racism it doesn't mean its the right decision to remove the cosmetics rather than properly moderating the game to ensure the small minority of players being hateful while using the cosmetics are banned.
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I'm not saying it didn't happen full stop but from what I can tell from the posts around this removal what's been documented is an amount of isolated incidents you could count on your hand that blew up on socials, an easily manageable quantity of incidents that could be dealt with through bans. the LGBT charm was being…
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the masks aren't free at all, they're part and package of a paid only DLC that requires a large time sink to unlock.
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Care to explain your disagreement? or just give a one word response with no explanation or evidence?
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while I think you're overstating the scale of killers not "playing fair", As I've said, killers that want to tunnel easily do it anyway, the separated hook counter wouldn't make it any easier. But a killer that wants to avoid tunnelling would have an easier time avoiding doing it accidently.
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Thing is that works both ways, the Survivors having the individual hook counter encourages focus, either to body block for survivors on a higher amount of hook stages or not bother starting run for a save for someone on death hook when they're picked up and instead focusing a generator. That level of information is beyond…
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Feels that way some times..
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Speed boost Wraith's invisibility + speed boost is his entire power, its what makes him strong, removing his speed boost would be the equivalent of removing ghost face's ability to mark people with exposed. Invisibility Wraith's got 2 tell's that he's approaching you, as he gets closer you can see distortions around him…
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I'm not sure what your trying to imply here, that a new player would be encouraged to not chase the first person they find roaming the map because they're not first on the list? because I feel like even the dumbest player would quickly realize that's a bad idea.
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fingers crossed this gets patched soon but with how long blight has been sliding off objects rather than bouncing I wouldn't count on it. I'm convinced if there even is a QA team non of them play Blight.
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Killers having the separated hook UI would just be a good quality of life addition. Letting them avoid accidentally tunnelling and ending up eating a decisive strike and preventing Killers wasting they're perk tokens or powers (e.g. Pig putting a reverse bear trap on a death hook Survivor)
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A better hook counter wouldn't have any negative effect in regard to tunnelling, A Killer that's purposely tunnelling can easily remember who it is they've chosen to target and a better hook counter wouldn't benefit them any. But for a Killer that isn't purposely tunnelling and would rather spread the hooks out to be…
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I know, I've pretty much given up on the Dev's listening to reason, just saw those patch notes and knew this meme had to be made.
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Only reasons I can think of are.. 1) the forum mods are hiding the original categories but forgetting to copy it across to the archive. (derp) 2) -tinfoil hat time- the Devs are purposely having certain PTB's feedback not archived because they don't like the negative feedback.
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no one is saying that every Survivor is playing in a SWF. but It's generally accepted that SWF levels of communication do imbalance the game. As necessary quality of life adjustments are made to improve solo Survivor communication, logical corresponding counterbalances need to be made for killers to keep SWF's in check…
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this Issue is still present in the full release of patch 4.6.0 despite the adjustments to The Blights animations.
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Back to one of my original points it wouldn't make it any easier to tunnel, they're already told the Survivor they are hooking is dead on they're next hook by them beginning to struggle and the "entity summoned" score event, if they're inclined to tunnel they'll still do exactly what they do now and go back to the hook as…
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Sounds like you're definition of tunneling is off. Being solely focused off of hook is tunneling. The killer hooking you, then hooking someone else, then choosing to chase you over someone that hasn't been hooked isn't tunneling, its just good prioritization, which unlike tunneling is perfectly reasonable and shouldn't be…
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Again, I see a hook counter making very little difference to player attitudes as far as tunnelling/camping even if they are new, Chances are if they're new and haven't seen any gameplay before they will tunnel and camp, regardless of counter or not, simply because this game's tutorial is a joke and only barely touches on…
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Ah yes, Rule 1 of the Survivor rule book, "Killers aren't allowed to kill Survivors because its not fun for the Survivors"
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hard agree with you there.
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Everyone's memory works differently but I still think my point stands that Killers have more information to focus on than the Survivors and if both are trying to keep track of hooks mentally it's easier for the Survivors. killers have to focus on: Rough locations of 4 opponents Different generators progress 16 different…
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That's terrible reasoning, they've changed they're mind on too many features to keep count of due to player feedback. those things 100% did promote unhealthy playstyles for the game, they encouraged Survivors to play around killer shack or other loops with windows and just non stop god loop them safe in the knowledge the…
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Everyone's memory works differently and Killers have a lot of information they need to be keeping track of, much more than Survivors do, So even If memory of hook states is going to be lorded as part of a killer's general skill ceiling why shouldn't that also apply to survivors?
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fingers crossed it doesn't go unnoticed.
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The point is you shouldn't have to do the mental gymnastics.
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please could you give an example where this even could be used "from the start" Because it sounds like your envisioning killer's choosing to tunnel one person from the start, which as I've explained a killer so inclined is already given all the information they could possibly need to do that, the hook counter would not…
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In no world do hooks concern the Survivors more than the Killer. The Survivors objective in the trial is to repair generators and avoid being hooked so they don't die. The Killers objective in the trial is to prevent the generators being repaired and hook survivors to kill them. Saying giving Survivors the hook counter but…
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Agreed, I just wish the Dev's would have the insight to see it this way.
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Realistically the Dev's aren't going to take away the hook information from the Survivors now they've given it, with they're goal of bring solo play up to SWF level, so if they're going to provide the information to Survivors they should be doing the same to Killers. And i'd argue that its harder for Killers to remember…
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Killers having the separated hook UI would be a good quality of life addition. letting them avoid accidentally tunneling and ending up eating a decisive strike, prioritize who to chase later in the game and to prevent Killers wasting they're perk tokens or powers (e.g. Pig putting a reverse bear trap on a death hook…
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No, Generator aura's aren't shown to Survivors by default for the same reason Survivor auras aren't shown to Killers by default, because finding those things are part of they're objective and would make they're objective too easy. (and hook aura's are more hidden just to prevent visual clutter) hook counts is information…
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Unless the dev's plan to overhaul many of the core game mechanics, like Gen speeds, exit gates being 99'd, etc, which they haven't made any statements suggesting so, expecting killers to 12 hook every game especially in red ranks is unreasonable. In most well match made games the killer choosing to chase someone with no…
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Its not a massive thing and Killers can live without it but its just silly that a nice quality of life feature was given to Survivors but then purposely not given to Killers without valid reasoning.
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Been making a case for this for a while.
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1) It is very easy to miss information about hook state while playing killer. There's a lot to focus on and I'm sure most people aren't focusing closely on that. Plus, if you're going to argue that things like "Entity Summoned" BPs are enough for killers to track hook states, why are you also complaining about the HUD not…
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Since features to bring solo play up to SWF level could take months or years to implement its unreasonable to take the mindset of adding those features piece by piece and then re-balancing for killers after, logical corresponding counterbalances need to be made for killers at the same time, and for this feature what makes…
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exactly, chances are the separated hook counter would somewhat reduce tunneling.
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Been making a case for this for a while.
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the separated hook counter docent explicitly encourage tunneling. certainly not any more than currently provided information does, If a less experienced Killer is of the mindset to tunnel one Survivor and ignore all the others, the addition of the separated hook counter wont make any difference they are already told the…
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While i wouldn't trust stats from small sample sizes (especially since yours are just based around who you specifically are matched against and how you play), since even the Dev's stats often are meaningless like the ones that showed nurse was the worst killer in the game with pig being forth best. This is a horror…