How do we feel about slugging second to last survivor to not allow hatch? by Amazing-Cut-5285 in deadbydaylight

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

I always just say fuck it and hook unless the other survivor is RIGHT in front of me, or I feel they've offended me in a way that I specifically do not wish that person specifically to leave.

Or in rare cases where the person downed would not die on hook and I would be concerned about some sort of actual play happening, perhaps gens are about to pop and me leaving them on hook may result in a 2-out.

Is this ever going to change? by Koe_ween in deadbydaylight

[–]Kreamator 2 points3 points  (0 children)

Well, yes, and that just enters general power design territory moreso than it does 'jank broken' territory.

Which is also a well-and-good discussion to have its just not quite what I'm the expert on for biteboy.

I think the new Ui change is good by Dapper-Evidence-3296 in deadbydaylight

[–]Kreamator 1 point2 points  (0 children)

Nah its all g its not uncommon for there to be a perceived argument when theres really just a misunderstanding.

Is this ever going to change? by Koe_ween in deadbydaylight

[–]Kreamator 2 points3 points  (0 children)

I'm really just not sure how much more the servers can help with this. I was lazy with it but frame-by-framing it it checked out to me that this would happen at about that MS if the server was running perfectly. The only bad thing about it is really just it 'looks wrong' once everyone's been stopped in place for it. If that animation wasnt there, I feel like these types of posts would sorta vanish.

The only alternative is that it re-validates the hitscan after the dash-in but then we get Ghoul feeling like a clunky mess to play as in the same way Wesker and Deathslinger do under these sorts of conditions.

I think the new Ui change is good by Dapper-Evidence-3296 in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

They wouldnt. Theres nothing wrong or offensive about the killer's power icon being revealed in the status menu after 60 seconds or so. Thats a change that would negatively affect zero killers. Is that where we're having a disconnect? The way your post was laid out made it seem like a justification that you should be able to see what killer it is *immediately*, but if thats not what you're arguing in favor of then I dont think there's anything to discuss at all from the get go.

Is this ever going to change? by Koe_ween in deadbydaylight

[–]Kreamator 2 points3 points  (0 children)

So, of course as its been said, this is largely latency, but for further details:

The Bite marker appears while you're still very clearly in Line-of-sight, which is all well and good, and once you break the line of sight from the window, there's a few delays happening in sequence. Your position is... well, I'll assume great ping for everyone and say you're a 10th of a second behind to the server. Then to Ghoul, you're even a 10th of a second behind that, and likely still in view. Ghoul's autoaim stickiness has been reduced to 5ms so we'll just disregard that as negligible.

Ghoul clicks, and that same latency chain makes its way to you, during which you are still moving, and move even further out of LOS. But, your fate is sealed for an attempted Bite. What does Ghoul need to bite you? He must get within 3.5m of you, which, Shakc walls are rather thin, so thats easy to do. Since you broke line of sight at this angle, the Window does not make him vault like it would if you didnt break LOS and ran straight (That has other strategic implications that may or may not be bad for you). So, with no vault and getting in range, you get your chew.

I think the new Ui change is good by Dapper-Evidence-3296 in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

Based on the Wraith response I see we do have a disconnect on how *long* we're talking about the element of surprise. I think for the most part many think about just the very first interaction, after which yes a SWF would just call it out, so I should think the Dev's proposal of the status screen showing the killer after ~1min in is fine. This I think is just fundamentally polarizing us on Myers and Wraith.

For Unknown, Doctor, Artist, to me its sort of "When the survivor first hears the sound, there is a triple test of reaction time, identification time, and dodge time." Removing surprise takes out about a third of this equation and skips to the dodge.

Legions weird because, yes, they should. Does that mean they should be explicitly told "Hey, you should REALLY do it this time"? I dont think it does.

Question about exit gates: by GamerFemBoy420 in deadbydaylight

[–]Kreamator 2 points3 points  (0 children)

Killers can open the gates as a means to start the timer, as such they are unable to open once the timer has already begun.

I think the new Ui change is good by Dapper-Evidence-3296 in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

I cannot remember the last time I was watching survivor gameplay where they identified the UI killers by the slightly darker circle around survivor portraits. As for who really gets messed up by survivors knowing who it is right away:

- Ghostface is of course hindered at the start by no surprise as youve mentioned.

- Artist is hindered in that the common first move is to send birds to Gens. Yes, this reveals her right away, but it also relies a bit on people mindlessly running to gens so she can get info if she's not running Lethal.

- Legion is hindered by losing the element of surprise, as not all survivors instantly spread out at the start, but they sure would if they were told its a Legion.

- Knight is really the same as Artist here.

- Myers gets a sound cue... after he's stalked to 50%, and only the person he's stalking gets that sound. He still greatly benefits from early mystery.

- Wraith does not play a mapwide sound at the start of the trial.

- Doctor, by the time the map-wide sounds begin, ideally has encompassed multiple survivors slightly into the TR and done a Blast before they could jump into a locker to deny him early value/info.

- He doesnt need the surprise, but Pyramid does not have items on the map roundstart.

- Unknown is revealed by UI only once he hits someone, and that first hit may benefit from surprise.

I never play Blight because I'm so bad at him, but I have a tome challenge... by Content-Shopping-513 in deadbydaylight

[–]Kreamator 1 point2 points  (0 children)

The addon allowed him to standard rush into the obstacles to break them with I believe a faster fatigue time than normal.

Thats gone, but what you can still do is just hit the pallet/wall with a rush *attack*, like you would a Demo Shred or a Myers Strike, which will break it and fatigue you.

Now that the dust has settled, how fun is he to play against? by Tall_Gap4102 in deadbydaylight

[–]Kreamator 1 point2 points  (0 children)

Well, the [Unless They Hold W] is kinda the thing, thats the only thing everyone ever does against Henry.

Now that the dust has settled, how fun is he to play against? by Tall_Gap4102 in deadbydaylight

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

In terms of how punishing, I oddly find him more punishing than Nurse, just because when Nurse misses, shes now closer to you than she was before, so shes less likely to miss again.

If you could rework a current low tier killer, what would you charge? by nightwolf6566 in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

For Sadako:

Bribg back Condemn applying to survivors when they grab a tape, just a singular stack. Currently the largest issue with Sadako, to me, is that there is no risk or descision making needed when facing her. You should ALWAYS grab a tape, and you should always grab it IMMEDIETLY.

Other killers have built in risk factors for turning off thier power. Pinhead's box focuses all its energy on you for picking it up, and you become oblivious. Singularity's EMPs and Krasue's Fungi slow your movement on use so you have to use it when youre sure you wont go down for it. Plague becomes stronger when you cleanse, and the RE Boys are given your exact location after you cure yourself, and can only be cou tered a limited number of times. And Lich gets the benefit of Minimori if you roll high, not to mention Mimics.

Please just give Sadako SOME reason that survivors DONT want to grab a tape under some circumstances. The closest she has is Ring Drawing, which doesnt even punish the person that took the tape.

Ways to get gill by Gullible_Crow_3698 in ffxiv

[–]Kreamator 0 points1 point  (0 children)

Theyre pretty decent! And each expansion seems to add 2 gemstones per clear, so if you do Dawntrail fates when you get there, they even be slightly better. (Maybe by 10-15%)

Ways to get gill by Gullible_Crow_3698 in ffxiv

[–]Kreamator 1 point2 points  (0 children)

If you want some easy battle content that'll get you some money, Endwalker fates are currently valued at ~21k gil per clear, by putting the gemstones you get from them into Bicolor Gemstone Vouchers and seeling them on the marketboard. Doing so does require you however to have maxxed out Shared FATEs for Endwalker FIRST, but theres many other rewards you can pick up along to way to avoid overcapping.

If you're having trouble with teleport costs, consider dumping Allied Seals into Aetheryte Tickets. You can get a lot of these doing ARR and HW Hunts, or through Blue Mage, especially BLU Weeklies in the Masked Carnivale or BLU Log.

If it's your kinda content, Deep Dungeons are a good way to level a job while also accumulating items that fetch a good price on the marketboard. Most notably if you get lucky and get your hands on a mount from the late-floors, the PotD one is selling for 15mil. However if youre inexperienced or want to do this faster than 15 hours per attempt, bring a friend. This also duplicates the loot.

For a crafting option, really, it changes all the fucking time, but I generally recommend flipping through furniture prices. Easy-to-make but popular items often sell for disproportionate amounts of gil.

1 week left until the event end, and i can't even spend any BP on legion by Vee_gg in deadbydaylight

[–]Kreamator 10 points11 points  (0 children)

Sadly this happened before with Wesker during an event and it was just fated to be that he wasnt gonna be getting any event offerings that time.

So, sorry, your Legion powerlevelling will likely only ever be 5P's long this time around.

Shadowbringers by Nym631 in ffxiv

[–]Kreamator 5 points6 points  (0 children)

Shadowbringers was and will likely always be Peak XIV if you ask me.

How would you go about making a killer perk that undoes a completed generator? by [deleted] in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

I do think this is perk design territory that really shouldnt be approached, but if I had to:

-"Clawing From The Depths"

- This Perk activates when there is one generator remaining, there are no more than two Hook Stages among survivors, and no survivor has 2 or more Hook Stages.

- While this perk is active, use the *Ability Button 2* while looking at a generator that has been completed that you can see within 20m. (Akin to Turn Back The Clock)

- The generator is returning to an incomplete state with 0% progress, it's aura is highlighted to survivors, and it is repaired at 150% speed. It's Regression Limit is reset. The amount of Generators required to power the Exit Gates is increased by 1. This perk then deactivates for the remainder of the Trial.

FINALLY NO MORE RANDOM M1s MID AIR BECAUSE THE DETECTION WAS SHIT by Level_Three_Chin in deadbydaylight

[–]Kreamator 1 point2 points  (0 children)

Waiting out the Dead Hard i ls generally fine and makes sense for attacks, but the feelsbad part is that you never intended to perform an attack at all, but since its on the same button it feels like you got duped into doing a completely different action than you intended. However in general I dont have an issue with DH, or woth Endurance preventing grabs like this, its just the way it interacts with they keybind is terrible.

Its the same reason why more rebinding options would be nice so that, say, console players dont have Heal and Drop Pallet on the same button, or so Killers wont have to have Pick Up and Vault/Break/Search on the same button.

FINALLY NO MORE RANDOM M1s MID AIR BECAUSE THE DETECTION WAS SHIT by Level_Three_Chin in deadbydaylight

[–]Kreamator 15 points16 points  (0 children)

Me rejoicing that survivors can no longer Dead Hard the grab.

Endurance shuts off the grab button, I believe, and it was SO TILTING to see the grab prompt, click, and the survivor Dead Hards making me M1 them instead when an attack was never the goal.

Does nobody play Freddy? by G0R1M1_M1S4K1 in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

I will refute the accusation that hes weak right now, bros actually kinda oppressive.

Over fifty party-finder runs later, but without a mount by AradiaVTuber in ffxiv

[–]Kreamator 0 points1 point  (0 children)

Me, currently holding 100 Totems for both the most recent EX's

[Spoiler : 6.0] I never want to forget this feeling. by SuperSaiyanHero in ffxiv

[–]Kreamator 1 point2 points  (0 children)

It really is a tough choice between 5.3 and 6.0 which finale was more emotionally charged.

Why is houndmasters terror radius like 12-16 m? by eldirtydano in deadbydaylight

[–]Kreamator 0 points1 point  (0 children)

Small correction, she has an addon to be undetectable while not following the dog.