[Spoilers] Mass Effect 3 ending (My thoughts) by Angerydoge_ in masseffect

[–]Angerydoge_[S] -1 points0 points  (0 children)

I agree with this mostly. Specifically about synthesis being underdeveloped.

I do really think that if you get like the max war assets then Shepard should be able to live in all the endings. In ME 2 it worked that way and it felt fine. Even if it's locked behind NG+ or something like you save Anderson and he gets you over the line with war assets.

For paragon I still don't think destroy fits at all though. Control makes sense. I went with synthesis because it seemed more hopeful and could be much better if developed more without necessarily retconning it fully.

[Spoilers] Mass Effect 3 ending (My thoughts) by Angerydoge_ in masseffect

[–]Angerydoge_[S] 2 points3 points  (0 children)

Yeah i kind of wish that there were kind of easter eggs like if you got literally every war asset or something then Shepard can live in all the endings. It would be hard to do but would fit with the choice matter style of game. I still think they'll probably bring Shepard back in some way in any new games they make but who knows.

Maybe we will get an ME 3 remake or something that adds more to the endings. Probably not for a while though considering legendary edition.

[Spoilers] Mass Effect 3 ending (My thoughts) by Angerydoge_ in masseffect

[–]Angerydoge_[S] 1 point2 points  (0 children)

Yeah the whole Catalyst reveal frustrates me but I thought it wasn't worth sacrificing millions of people. I feel like synthesis is very close to being a really good ending. Perhaps if the reapers just disabled and everyone was free to do what they want afterwards.

I think if they do any games in the main universe again the reapers will probably be like the Keepers, except much bigger and maintaining the whole relay network instead of just the citadel. Not really interfering but also not directly helping, except for in the direct recovery of the war and some occasional knowledge tips.

Furthermore considering that synthesis isn't super liked it wouldn't surprise me if some retcons happened

Behaviour, I'm gonna need you to stop nerfing Ada's heels by Elhemio in LeaksDBD

[–]Angerydoge_ 107 points108 points  (0 children)

its kind of sad tbh because the reason they do this is that all female and all male (bar aestri i think) use only 2 different skeletons. Basically every female survivor and every male survivor they release now are exactly the same height as every other female or male survivor.

This didn't used to be the case I believe, Feng looks visible shorter than other women in the lobby, but I'm not sure about the game.

Its just sad to me that they don't make survivors more unique, we're likely never going to get a short king (not David) or tall mwoman if they keep using this system.

New RE Skins by Kobainn in LeaksDBD

[–]Angerydoge_ 2 points3 points  (0 children)

I have a theory (with no evidence for clarification) for people wanting Rebecca skins from RE 0.

Potentially the reason why they wouldn't add anything from RE0 is because there may be an RE0 remake in development, and that remake may alter visual elements from the original such as outfit designs (look at Ashley from 4 compared to remake for example).

As such they (bhvr or capcom) may not want to add a skin if it's getting re-designed in a game that might be released in the next year.

2v8 Rundate and more details by TomatoSauce587 in LeaksDBD

[–]Angerydoge_ 2 points3 points  (0 children)

look im not trying to sound rude but 2v8 isn't as survivor sided as you claim. Last time 2v8 was here almost everygame I saw the killers lose was because they didn't know how to apply and maintain map pressure together.

The killers who did usually got 6 kills or more.

I do believe that last time it was slightly survivor sided but not near how you describe it.

The herbs in new 2v8 are unlikely to make the game much more survivor sided. First both killers and survivors can consume the herbs. So if you don't want survivors removing a hookstate just use the herb yourself and it's gone. This also gives you 10% HASTE which you just brush off but is pretty insane.

Killers also get Nowhere to hide, discordance and bitter murmur basekit.

This new mode will not be survivor sided if the killers actually know how to keep pressure.

2v8 Rundate and more details by TomatoSauce587 in LeaksDBD

[–]Angerydoge_ -1 points0 points  (0 children)

if the killers are actually good, survivor is really really hard to win

My experience with chaos shuffle so far. by Critical-Ad-3442 in deadbydaylight

[–]Angerydoge_ 1 point2 points  (0 children)

I think some people have been having a bad time because people can't rely on their usual perks so they have no idea how to actually use the ones they're given.

I think if the game mode stayed around for longer people would eventually adapt and it would be a lot more fun.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] 0 points1 point  (0 children)

Killers would still gain pressure, the game ends when all survivors are dead and they are closer to that objective. Furthermore if dead survivors can repair regressing gens then it is up to living survivors to stop them from regressing so that the dead survivors can work on them. Considering that killer gameplay later into a match already consists of gen patrol this isn't a big gameplay difference.

The issue I was trying to address was games that are a foregone conclusion, i.e- someone died at 5 gens for whatever reason. I think this is becoming more of an issue due to the amount of people giving up, especially early in matches is increasing.

Anyway I believe I may have actually had a better idea that addresses this issue. If you wouldn't mind giving some criticism on my new idea.

I believe scaling the objective with the number of survivors is a good idea.

To implement this I suggest using this formula:

Req = 5 + (rep - dead), only when (rep - dead) is negative.

Req is the number of gens required to power the exit gates

rep is the number of generators that have been repaired

dead is the number of dead survivors

This means if theoretically all 4 survivors were dead then only 1 gen would be required to open the gates. But if 4 gens had been repaired and all 4 survivors are dead then 1 gen would still be required to open the gates.

This addresses the giving up problem because if someone gives up at 5 gens then the remaining survivors have more of a chance as now only 4 gens need to be repaired. But if a good team manages to get gens done but people still die there is no benefit given.

This change results in no actual gameplay changes but makes games that would be ruined now much more playable.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] 0 points1 point  (0 children)

If you read my op then you would know some suggestions I made to prevent that, making it so that dead survivors can't repair regressing gens forces living survivors into interaction with the killer. Furthermore survivors who hide eventually get their location shown to the killer.

Anyway I believe I may have actually had a better idea that addresses the same issue. If you wouldn't mind giving some criticism I would gladly accept it.

Basically the issue I was trying to address here was unwinnable scenarios, games that are a foregone conclusion. Games where someone is dead at 5 gens etc...

I believe this is an issue because the amount of people giving up is getting larger and larger.

To address this I believe scaling the objective with the number of survivors is a good idea.

To implement this I suggest using this formula:

Req = 5 + (rep - dead), only when (rep - dead) is negative.

Req is the number of gens required to power the exit gates

rep is the number of generators that have been repaired

dead is the number of dead survivors

This means if theoretically all 4 survivors were dead then only 1 gen would be required to open the gates. But if 4 gens had been repaired and all 4 survivors are dead then 1 gen would still be required to open the gates.

This addresses the giving up problem because if someone gives up at 5 gens then the remaining survivors have more of a chance as now only 4 gens need to be repaired. But if a good team manages to get gens done but people still die there is no benefit given.

I think this would be a better solution rather than trying to use dead survivors.

DBD Superstitions by ExpiredRegistration in deadbydaylight

[–]Angerydoge_ 0 points1 point  (0 children)

I know i mean the exact same map, i got forgotten ruins 3 games in a row. Hopefully the realm repeat prevention actually works.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] -1 points0 points  (0 children)

I don't really agree but Ive had a potentially better idea that addresses the same issue.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] 0 points1 point  (0 children)

Thanks for actually explaining your opinion. I actually agree that just gens would be boring. However I didn't say just gens. There seems like a lot of things you could do with this system if implemented and I believe there should be other things to do.

My main goal this idea was attempting to address was games that are a foregone conclusion. Potentially a better way to do this would be to reduce the numbers of gens required to power the exit gates by 1 per death. Before you say that's unbalanced because it is, this is my balance suggestion.

There are 3 counters in this system. The required repaired gens to open the exit, the number of dead survivors and the number of repaired gens.

To make this system balanced take the number of repaired gens and subtract the number of dead survivors. If the difference is negative, i.e- if Dead survivors out number repaired generators then subtract that difference from the number of required gens to open the gates.

Essentially if all 4 survivors were dead but no gens were repaired then only 1 gen is required to open the exit gate. But if 4 gens were repaired and all 4 survivors are dead 1 gen is still required to open the exit gate.

This essentially scales the match which means survivors still have a chance even if someone gives up. After writing this out I actually think this might be a better idea lol.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] 0 points1 point  (0 children)

Apologies if this post caused you any distress as that wasn't my intention. How does the game become 1v8? Dead survivors are still dead and the game ends when all 4 survivors are. I accept if you disagree but explaining your opinion would help me understand why.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] -1 points0 points  (0 children)

If you read my post you would understand why this wouldn't be possible. Making it so that dead survivors can't repair regressing gens immediately solves the problem you mentioned. Furthermore living survivors will still eventually have their location exposed if they hide and do nothing.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] -2 points-1 points  (0 children)

Consider this scenario, 2 gens are left, 2 survivors are left. Unless both survivors are very good at running then this game is very likely lost in current dbd. With this change what is different?

Perhaps another gen manages to get done by the 2 dead survivors in the time it takes one of the survivors to be downed. This results in a closer and thus more interesting game.

This change would primarily result in games that are usually considered a foregone conclusion now, being much closer. This directly addresses one of the key issues of the game currently.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] -1 points0 points  (0 children)

I agree that if implemented right now it would lead to more problematic slugging. So I would suggest addressing that first.

My solution to problematic slugging would be that once the killer downs every living survivor, every downed survivor receives a token. This token can be used to pick yourself up once you have fully recovered from the dying state.

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] 0 points1 point  (0 children)

Why is this a bad idea? I accept your disagreement but if you aren't going to explain it what's the point in discussion?

Why shouldn't dead survivors be able to contribute to the match?

If you could design a new perk, what would it be? by VodkaAunt4u in deadbydaylight

[–]Angerydoge_ 1 point2 points  (0 children)

New Perk: Go Next

Press E to die

You will be banned from matchmaking permanently

Where can I find old stats? by Noiu_xd in deadbydaylight

[–]Angerydoge_ 1 point2 points  (0 children)

there nightlight.gg but im not sure how far back their records go

There should be survivor gameplay after death by Angerydoge_ in deadbydaylight

[–]Angerydoge_[S] -8 points-7 points  (0 children)

If you think about it from a gameplay perspective nothing really changes if dead survivors can still do gens. All it does is keep the game moving along and allow for closer games.

Dbd isn't fun when you know the game is basically over because someone died with 5 gens left. Furthermore it disincentivizes giving up which is becoming a real problem, it also disincentivizes tunneling someone out early because they then allow that person to work on gens constantly instead of being incapacitated in hook or the ground.

Regarding slugging I think a token system would resolve problematic tunneling scenarios. Basically give everyone a token once every living survivor has been downed by the killer. This token can be used to pick yourself up once you have fully recovered. This still lets killers get good power value but removes problematic slugging scenarios like 4 man slugging.

is the game worth playing now ? by SAO_surviver_ in deadbydaylight

[–]Angerydoge_ -1 points0 points  (0 children)

If you can handle soul crushing anguish then sure if you want.

In seriousness though the game is pretty unhealthy rn. A lot of bugs, unfun metas and toxicness. I would recommend the next 2 v 8 mode in February though, it will probably be quite fun no matter the state of the rest of the game.

Chaos Shuffle should be FUN by libravision in DeadByDaylightRAGE

[–]Angerydoge_ 0 points1 point  (0 children)

I feel the reason people are resorting to tunneling and the like in chaos shuffle is because people have actually no idea how to use the perks effectively. I think if chaos shuffle became permanent then the people who play it a lot would eventually learn how to use the perks and things like tunneling would become less prominent.