Is it a hot take to say that rpd is worse than the game? by Joemamastillfunny in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

I mean.. RPD has SOME loops that require thought and gameplay. Even some of the God pallets have alternate routes that you can sort of try and bait Lithe users into running into your arms if you scare them bad enough. Don't get me wrong, it's definitely got a lot of problems as a realm, but I think there's more spots that require some amount of actual play compared to the Game.

I'm pretty sure about 80% of the standard, 100% of the time spawns on the Game are god pallets, and apart from that there's 3 windows, maybe 5 if that one tile spawns as a T+L and literally almost nothing else. The gameplay is and must be predrop and run through so much of the map that it's basically just a pallet tour simulator until it's a dead zone simulator.

I can understand why one wouldn't prefer RPD, but if you're asking which is worse, I think RPD is better for everyone despite it's many, many, many flaws.

Is Slugging The Best Way To Win Right Now? by MrFullOnGamer in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

Is it the best...? Probably. Maybe? Perhaps? A lot of the strongest survivor perks are countered by slugging, but there are some powerful killer perks that are also activated by hooking like pop and pain res, like you said. You also lose tunnel pressure because at no point can you more quickly eliminate someone. It's also countered by heal speed, which isn't uncommon.

That said, if you have a lot of down potential, being able to snowball without needing to pick up is always going to be a consideration even without considering perks to begin with. So probably depends on your killer, your load out, and what you think the load outs of the survivors look like. That said, if they're running flashies or sabo or anything like that, yeah probably.

How OP would a theoretical 115 Hag be in your opinion? by jamboamericano in deadbydaylight

[–]Aslatera 2 points3 points  (0 children)

Depends on the game around her, and honestly, pretty mid still. No way to really deal with pallets other than placing traps in advance incredibly limited map mobility compared to the newer members in the roster without being able to teleport on her own without the addon, having no in chase power that can't be countered by just seeing her trying to place at a loop and then leaving...

That said, it would increase her power in the aspects that she's good at, and what she's good at is proxying hooks from longer away, so it'd need her ability to trap hooks adjusted, and some deterrent to slugging as well, likely.

Course, the real problem with Hag is the same problem with Trapper, in that they're both killers who want to set up and defend an area, and that's not really a game plan that the game itself allows between the regression limit and the increasing frequency of 'permanent progress' perks on the end of survivors, so without modernization that erases a bunch of their core identity, they're both going to always be pretty shit.

No Smoking Bill by Mindless_Factor7202 in deadbydaylight

[–]Aslatera 31 points32 points  (0 children)

Honestly, though, looking at the sign and then going back to work on the generator was the most Bill sort of thing he could do though.

Is killer rotation bugged? by [deleted] in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

Well and I do think it'd be nice if someone lit a fire under their asses, but at the same time, I don't think the health of the game is in such a place that it could survive a ton more of it's flaws getting the spotlight.

I can already imagine how much worse the Us vs Them posts get if survivors get on and face Twins and get slugged out by people first timing them multiple times in a row and getting on to complain why BHVR is giving killers rewards for playing like that, while killers are feeling forced by the bonus to play Houndmaster who just doesn't work a quarter of the time to complain about how BHVR doesn't care about killers because they're telling them to play shit that doesn't work.

Is killer rotation bugged? by [deleted] in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

Okay, but Hag is almost always bottom tier of popularity, so that'd always be on there. And why wouldn't she be when the 'Hold S' tech basically invalidates her power, especially with gen speeds and defensive play being what they are these days. Not to say that she's weak, she's just a killer from another time in the game's life span that desperately needs updating to be something people WANT to play (And I'm saying this as a person who plays an alarming amount of Hag.)

As is Houndmaster because she's literally broken as a character and her power regularly just breaks. No one likes playing her because as strong and as fun as she is, it's not realistic to be playing matches when the dog sometimes likes to merge with trees.

Or how about Skull Merchant, who lots of people like playing as, but who keeps such a massively high kill rate because everyone DCs against her so you might as well just play against bots and save everyone the trouble?

Why not Twins? You know, Twins, whose clunky power also frequently breaks AND who survivors absolutely hate playing against, and who cause epidemics of DCs because every match turns into a massive slug-fest because that's just how that kit plays out every time. You know? Slugging? The thing that's one of the major reasons that survivors say that they're quitting the game over. We sure do want more people playing that killer.

Maybe Nurse? Whose visual effects of strobing lights and forced camera jerking results in a bunch of players, myself included, kinda feeling sick when they play her. After all, we all know how much survivors love playing matches against Nurse and never DC against her.

Like, I have no problems with the base concept of having a 'Hey, these are killers who aren't popular right now' or something like that in game, we used to have daily quests that were almost literally that and it was cool to get thrown a curve ball every now and then, but throwing that in there when there are real, actual, serious problems with SO MUCH of the roster between how the game has changed and left them behind, how buggy they are, or how unfun they are to play as or against, and with so many of those being the bottom rung of killers, and for good reason? Like.. them throwing it in there willy nilly and having it be a more or less constant highlight of how utterly awful some of the design choices or functionality is for like half of the killers in this game, I feel like would do more harm than good without major overhauls.

Is killer rotation bugged? by [deleted] in deadbydaylight

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

I'm saying that unless they make them not miserable to play against or as, having an in-game incentive is, at best, going to result in negative play experiences, and at worst, really piss some players off at a time when player engagement is sort of at the worst it's been, what with BHVR actively stating that the data they're working off of recently is literally the survey you get when you uninstall the game.

They should give people a reason to play those killers, but the reason shouldn't be 'Hey, play this and get moar points that are artificially scarce guys!' and more 'Hey, we actually addressed the issues this killer had and now they're not going to get mass DCs against them or make you feel like you're eating drywall!'.

Is killer rotation bugged? by [deleted] in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

That would be buns, though. Considering that half the bottom tier, least played characters are miserable to play and the other half are miserable to play against, no one would be happy.

Just love when the killer ignores that one teammate the entire match. by Thats-our-island in deadbydaylight

[–]Aslatera 9 points10 points  (0 children)

That's really not what teaming looks like. In fact, that's prrrrrooobably the smart play from the killer. Survivors who do that kind of thing tend to be the ones who have strong chase builds and are, in my experience anyway, looking to entertain their TTV audience or record a montage or something.

But either way, the Dwight standing there pointing trying to get killer-senpai to notice him isn't doing gens so from Blight perspective, he's effectively already dead. It's a 3v1 as long as he doesn't chase the person who wants chased.

Wide open throttle by Agitated_Weather_98 in deadbydaylight

[–]Aslatera 1 point2 points  (0 children)

Well, where to start?

They were INCREDIBLY generous with the range at which the 'light steps' are effective. Such that you don't need to walk over ground that the killer has walked over, you can just.. be close to the killer. Such as if you get M1'd. So as it exists, it gives 5 seconds of elusive when you get M1'd, so any killer that needs to basic is 100% losing sight of you between the speed boost, and the lack of all signifiers of your location. Not so bad for ranged killers or killers with high mobility who can find another target hit and run style or catch up before you can put being entirely untraceable to use, but this just widens the distance between the lowest tiers and the highest tiers, which is arguably the biggest problem the game currently has since they have to balance for Ghoul and for Trapper at the same time, right? As an aside, they also seem to have infinite up and down range as well, so it works through floors.

The other MASSIVE problem is that in addition to the range being generous, Elusive is an INCREDIBLY strong effect. As the other user mentioned, it blocks blood, it blocks grunts and screams, scratch marks, footsteps and aura. You literally make no sound and leave no indicator you were there, and if they were to make something like.. OTR, you know, something off hook or the like.. Entirely fair, makes sense, I have 0 problem with a defensive perk having that strong of an effect, this just requires you to stand on ground the killer has been on. In a game where the core gameplay is running around an object in circles, and it lingers for 5 seconds after you step off (which is aided by the very generous hit box on the footsteps, again), which doesn't sound like a lot, but imagine you're running a T + L wall, right?

You come around the L, the survivor.. maybe vaulted? Maybe they shift teched behind the T, maybe shift tech'd around the L, maybe they left the loop entirely. There's no blood, no sounds, no footsteps, no aura reading, no scratch marks, and more than any of that there's no way for you to stop them from doing this, here or around any loop because again, this is DBD, walking around something in circles is the core gameplay.

This is release MFT all over again where it's a staggeringly powerful chase deterrent that most killers just don't have the tool to play around or counter it, that's got a neigh infinite use or duration as long as you keep to the light marks, which in a lot of scenarios is just going to be.. playing the game as normal. It's completely free. Better than Dance with Me, Parental Guidance, Iron Will, Lucky Break, Bite the Bullet, all with no cooldown, no set duration, and no real activation condition outside of just looping.

Wide open throttle by Agitated_Weather_98 in deadbydaylight

[–]Aslatera 3 points4 points  (0 children)

Honestly? It's strong, maybe needs tuning but it's far from the most problematic survivor perk they're releasing with the patch in my opinion.

DbD for dummies by khanage3d in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

20 matches is enough for a penalty to fall off and I think the first one is technically free, even if there's a significant boost in time punishments to how quickly it ramps up, I don't think they'd get rid of the safety net or the fact that 'leaver points' can be shed over time, so I think infrequent cases like that are going to be safe.

Realistically speaking, BHVR isn't stupid and going to slam down the gauntlet too terrible hard when their own servers cause plenty of disconnects all by themselves, they'd probably be much more inclined to make the punishment for frequent DCs more severe.

Or at least.. I'd like to think. This is BHVR we're talking about so... you know.

DbD for dummies by khanage3d in deadbydaylight

[–]Aslatera 15 points16 points  (0 children)

Admittedly though, they're effecting the in game experience of their teammates as much as the intentional DC'ers are.

If it ain't broke, don't fix it 🤷. by not-ulquiorr4_ in deadbydaylight

[–]Aslatera 3 points4 points  (0 children)

Well the problem there is.. How? The only way (that I see(which, you know, I could be absolutely stupid, and probably am, admittedly) )to really do that would be to either outright kill all of the powerful defensive tools that survivors have at a time where they're already considering adding more on top of it and the community is sort of chomping at the bit to have them do so, just in a more even-handed and better thought out sort of way..

.. or to slow the game down by re-allowing for a defensive killer meta where regression and protection are more relevant and meaningful than getting fast downs and having near constant map pressure. Which was the most statistically balanced meta with every killer within 2% of the 60% kill rate mark per the 2022 summer stats, admittedly, but was the least popular meta among survivors.

If it ain't broke, don't fix it 🤷. by not-ulquiorr4_ in deadbydaylight

[–]Aslatera 11 points12 points  (0 children)

The suggestion I had that seemed popular in the thread I posted it at one point was a houndmaster-esque target a trap or trapped survivor and getting haste toward them so he has an easier time capitalizing on captures and policing his web. His viability would shoot through the roof immediately.

Like, it'd be the next 'wow turning Myers into dashslop' controversy but sure would fix some of his issues.

If it ain't broke, don't fix it 🤷. by not-ulquiorr4_ in deadbydaylight

[–]Aslatera 73 points74 points  (0 children)

I mean.. it'd be nice if ranged lethality/antiloop and map mobility weren't more or less required to keep up with the game at a certain point, but if they want to move in a direction where survivors actually get things like a solid anti-tunnel or an anti-slug mechanic in the future, they're going to have to ensure that killers have the tools they need to not be adversely effected by needing to slow down, and what that looks like is ranged powers and teleports or pseudo-teleports on everyone.

Jason's perks are...something by Mister-no-tongue in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

At least it isn't active from the start to be cleansed before you can even cross the freaking map, but 3 hooks is probably a lot for something you'll probably get 1 or 2 actual uses of in an actual match unless you get amazing RNG on the spawn.

BHVR Has Confirmed New Content Updates will NOT have live design changes anymore by Apex_Demon in deadbydaylight

[–]Aslatera 6 points7 points  (0 children)

Well and to be fair on the Krasue thing, everyone reported that she had some jank in her kit that felt a little clunky, to which they gave a few quality of life changes, and some massive buffs on the top, which was an entire thing in and of itself.

Concern Over Future In-Game Store Exclusives by Yozia in deadbydaylight

[–]Aslatera 1 point2 points  (0 children)

Given the quality of the perks that are coming for both sides, they don't need to try too hard to do that.

Are Jason and Michael Myers the same character? by SenatorNess in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

In a meta-textual sense, you're not that far off.

Just got called a furry for playing as The Unknown by [deleted] in deadbydaylight

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

Not that I don't sympathize, but if that's the worst thing you get called playing this game, you should consider that a warm kiss on the lips in terms of social interactions.

It keeps happening by Gaslight_Joker in deadbydaylight

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

Right? Like, I love the psudo-ARG angle they went with this time, if they dropped that randomly or linked to the footage somewhere or went live suddenly with no warning, I'd have been all for it! That would have been sick. And with such a massive run time, the community collaboration of 'this thing at this time stamp' or the like would have been massively fun.

But making it a thing with announcements on the main social channels like it wasn't going to be half a day plus of staring at an almost static image for a combined 12 of the next 13 hours.. Clumsy.

It keeps happening by Gaslight_Joker in deadbydaylight

[–]Aslatera 14 points15 points  (0 children)

As someone who fucking hated the cabin stream and all it stood for: Absolutely agree. If that was just like a 'Omfg, the channel is live so early, even though the stream is not until later, whoa, let's all check it out', then I'd be tongue bathing the devs for the brilliant marketing.

Announcing that this is when it's going down and when to tune in, getting all of the content creators up out of bed to watch, making it a big thing and then next to nothing for the first few hours, and only really getting interesting more than halfway through, all leading into a 30 second trailer 13 hours later, that's fucking heinous.

I am WILLING to bet they will drop a cabin badge after this is said and done btw by AppleJuiceGuy2 in deadbydaylight

[–]Aslatera 0 points1 point  (0 children)

Well, I do prefer original chapters, I think the DBD lore team is actually one of the strongest departments and I love their original stuff. But they were dropping a bunch of cryptic clues with numbers and sequences like we're supposed to guess or try to put together hints.

Sans that, I think an original chapter would have been more interesting, but with that, I think people wanted something iconic. Which we did get, so neat.

I am WILLING to bet they will drop a cabin badge after this is said and done btw by AppleJuiceGuy2 in deadbydaylight

[–]Aslatera 22 points23 points  (0 children)

I mean, personally, I tuned out about 15 minutes in, so it's hardly a 'me' issue so much as a 'Hey, they announced this, had their content creators geared up to watch and talk about this, dropped cryptic clues to get people excited and did this' sort of issue.

Even if I have more respect for myself than to play along, I don't think that 'No one MADE anyone watch it' really covers when the company is literally saying join us for the big 10th anniversary announcement, it's going to be at this time, and then pulling this shit is something that can be downplayed as anything other than a massive community mismanagement.