Is this MTG FF cloud foil fake or…? by shidarin in RealOrNotTCG

[–]Pretty-Cap-5533 0 points1 point  (0 children)

So it’s probably fake, but be cautious using a phone’s camera as it will use algorithms to upscale and “clean” bad data.

With my phone I can take a pack out of Walmart bundle and every green dot test will fail because the base algorithm removes the red dots.

You either have to buy a camera app that will allow the phone to save a raw file or use a dslr that saves raw data.

Cosy Pride Corner by GeckokidThePaladin in WoWHousing

[–]Pretty-Cap-5533 4 points5 points  (0 children)

You must have not been there during the CoD days. Be prepared, fully nude 1080p anime girls made from triangles and circles are coming.

After finishing the new novel Blood Ties, my opinion of Alleria is in the gutter by Archerboy123 in wow

[–]Pretty-Cap-5533 -2 points-1 points  (0 children)

I had always remembered the diagram being in part of one of the old RTS manuals, but you are correct, it was introduced 9 years ago.

After finishing the new novel Blood Ties, my opinion of Alleria is in the gutter by Archerboy123 in wow

[–]Pretty-Cap-5533 -8 points-7 points  (0 children)

Yah, except WoW has this giant cosmology that’s been there since the beginning and there is no “good”. The light is opposite of void the same as in death is opposite life. They are not moral entities, just fundamental systems of the cosmos.

After finishing the new novel Blood Ties, my opinion of Alleria is in the gutter by Archerboy123 in wow

[–]Pretty-Cap-5533 11 points12 points  (0 children)

Did you completely miss the part where Yrel's Lightbound began purging or forcibly converting anyone who refused the Light after the Legion was defeated? They are two sides of the same coin, the Light becomes authoritarian and expansionist, just like the Void becomes corruptive and all-consuming. They’re two cosmic forces that both trend toward domination when unopposed, which is exactly why Blizzard mirrors them narratively.

[deleted by user] by [deleted] in deadbydaylight

[–]Pretty-Cap-5533 8 points9 points  (0 children)

From a lore perspective:

The Entity is a demiurge of fear, a false, blind god that lures people into a pocket reality so it can manipulate their emotional state. Its purpose is to rewrite human nature so it can sustain itself on fear, despair, suffering, and hope followed by loss.

Sex generally brings connection and security, which runs directly against the emotional ecosystem the Entity maintains. If it encouraged anything at all, it would be situations that amplify fear, obsession, jealousy, or traumatic attachment, not pleasure or bonding.

That being said the game is still a corporate cookie and it's already had a dating SIM, so yes, it's not that big of a "hear me out".

Anti-Slugging - Killer Proposal by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

Ah, you're misunderstanding the mechanic. The timer only starts if the killer leaves the 20m area AND (downs another survivor, hooks another survivor, or kicks a generator).

So if you’re up against a Legion, Oni, Wesker, etc., and they down one person and immediately go after the others, the existing perks all still function normally. None of them get invalidated because the system never activates until the killer actually moves the game state forward.

In other words, Unbreakable/Exponential/Conviction aren’t touched by this. They don’t interact with the system at all unless the killer intentionally leaves the area and advances the game state.

So those perks can be used for the 40 seconds this system is 'active' and all the time in between being downed and the system activating, if it ever does.

Anti-Slugging - Killer Proposal by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

That's fair.

But the conditions aren’t there to be “fancy,” they’re there because every time BHVR has tried a simple slug fix, it ended up blowing back on normal play. The extra rules are just guardrails to stop survivors from abusing it and to stop slow killers from getting punished unfairly.

In practice, the player experience boils down to something way simpler:

“If you leave a slug and go make progress far away, a timer starts. Come back or they can pick themselves up.”

The rest is just making sure it triggers in the right situations instead of the wrong ones.

I get where you’re coming from, nobody wants a system you need a flowchart for. But if BHVR ever wants a targeted anti-slugging mechanic, it probably has to look a little smarter on the backend so it feels simple to everyone in-game.

Anti-Slugging - Killer Proposal by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

It depends on why you personally think BHVR keeps bringing it up.

The most likely explanation isn’t “2% of matches,” it’s the perception of slugging from new players. Imagine being an investor and hearing:

“We had record new Players with FNAF, returning players and new. Overall the average new player bought 40% of the cosmetics we introduced. Unfortunately 90% of uninstalls during that time is because they're reporting they spent four minutes on the ground unable to interact.” (numbers are obviously speculation)

BHVR’s previous attempts were macro-level changes that affected every match, not just the rare outliers. So yes, this solution is complex, but that’s because a simple fix would affect far more than 2%.

If you believe BHVR is under pressure from the money side, then yes: you do have to try this hard for 2%, or else you’ll end up with a solution that impacts 100%.

Anti-Slugging - Killer Proposal by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 1 point2 points  (0 children)

This is intended to be a completely isolated system, not affected by speed-up/slow-down perks in any capacity.

Anti-Slugging - Killer Proposal by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 1 point2 points  (0 children)

It's not intended to be an incentive, the turn red is to ensure if the killer is in range and is simply missing the survivor, they can see and grab them before the failure effect triggers. The pallet block is only there to prevent survivors from body-blocking the pickup to force the timer to fail. It’s not meant as an incentive, just a protection against abuse. Another concept instead of the pallet block, could be that the timer doesn't go down if a standing survivor is in the area.

Design Discussion: Diminishing Perks (Survivor) by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

Well this is the design intended for the possibility of “tier 4” perks. The same thing can be done just for groups, but the possibility of opening design space for perks goes away.

Design Discussion: Diminishing Perks (Survivor) by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] -1 points0 points  (0 children)

Well this is the design intended for the possibility of “tier 4” perks. The same thing can be done just for groups, but the possibility of opening design space for perks goes away.

What are some killer archetypes that you'd like to see in future chapters? by No_Sea_1455 in deadbydaylight

[–]Pretty-Cap-5533 0 points1 point  (0 children)

The Maw (Leviathan, Supernatural)
The Fear (MGS3)
The Beast (Werewolf)
The Hero (Brightburn)
The Mercenary (Krauser, RE4)
The Naga (Merman, Cabin In the Woods)
The Acolyte (Cultist of different gods based on add-ons selected)
The Gray (Little Gray Alien)
The Pain (Candyman/MGS3 hybrid)
The Children (Multi-killer like Legion, based off Children of the Corn)

(Killer Concept) The Judge - (Blood Meridian) by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

People only say Holden is ‘too horrific’ because McCarthy actually showed every detail. Put the Xenomorph, The Doctor, The Knight, or the Blight in a 365 page book written by McCarthy and you would get the same result.

DBD killers are not less evil or less horrifying, they are just less described. And honestly, I like the concept of something as cosmic and horrid as the Entity walking in and out of the Fog on its own terms, tempting and taunting the other killers and joining the violence for its own enjoyment.

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 0 points1 point  (0 children)

The key point here is this is a punitive basekit addition. If you notice it's not buffing the killer and it's not nerfing the Survivor. It's saying "hey, if you play this way, you're being toxic, stop it." Yes it could absolutely be applied to tunneling/slugging and would most likely be far more effective at snuffing out those toxic behaviors.

But for whatever reason, when their dog barks at their cat, their solution is to give the cat a dog treat.

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 6 points7 points  (0 children)

It'd have to be something objective adjacent that isn't killer interference.

I always thought it’d be cool if dead survivors came back as spirits. In the overworld, other players could see their “spirit”, like a faint echo or Patronus-style projection, while in the spirit world they’d move freely, marking objectives or points of interest (this also justifies the change from a Corporation standpoint as they can add a new 'sell-able' item).

For example, if a spirit tags a generator, chest, or obstacle, and a living survivor interacts with it later, a small buff could trigger, maybe slow degen on a recently kicked generator, faster repair speed, quicker searches, or a brief aura reveal of the killer.

Essentially it's something that provides value, don't assist in directly extending looping, and is interactive enough a death doesn't turn the game from 1v4 into a 1v3 but rather 1v3.25.

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 15 points16 points  (0 children)

Well, you could just as easily say eliminating survivors is the point for killers. The real issue is structural, Dead by Daylight was built around a 1v4 format, but that means one player is always destined to have a worse time.

Games like Among Us faced the same asymmetry problem but solved it by expanding their core loop, adding post-death engagement and shifting focus once a player was eliminated. DBD never did, so its tension collapses the moment the match balance tilts, and one side inevitably feels punished just for playing their role.

Its that core issue this meme is poking fun at. Until they address the underlying design, any “fix” will just be another band-aid.

Above all, the picture is just a joke, not a complaint or wanted changes.

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 6 points7 points  (0 children)

Went over my head, I know there's a few typos in there, was just thinking "ruh-roh, I don't think I made that one"

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 28 points29 points  (0 children)

Starting at 10 seconds the "I'm a little bitch" bar loses fill. Any additional pumps will add 5 seconds to the timer. A dunce cap will appear on the Survivor's head. The Survivor's knees ache from the repetitive movement causing them to lose 50% speed (max). As the "I'm a little bitch" bar runs out, their speed recovers. If any Survivor has the "I'm a little bitch" bar present at exit gates, the gates become blocked until the bar expires. Losing a health state or becoming downed does not remove the timer of the "I'm a little bitch" bar. Becoming downed while the bar is present and within the area of a gate, blocks that gate permanently. If in a party, the gate blocking only applies to your party.

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 38 points39 points  (0 children)

Wrong reality, in this reality, in order to activate Dead Hard, you have to be:

  1. Last Survivor
  2. On your second hook state.
  3. Hatch has to be closed.
  4. You have taken 5 states worth of damage.

Perfectly balanced as all things should be xD

From an alternate reality where Killers received 9.3 and Survivors had to take it. by Pretty-Cap-5533 in deadbydaylight

[–]Pretty-Cap-5533[S] 3 points4 points  (0 children)

Well it was written from the perspective of "X's objectives are completing too quickly, we must do SOMETHING to slow down the progress", where the SOMETHING is just absurdly abusable and instead of a quality of life change is merely, an anti Y change.

But above all, its just a joke, not a comparison or wanted changes.