ArtoTime
ArtoTime
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- ArtoTime
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It certainly hasn't ruined the game, but yes, absolutely, it is terrible design. Having to break a wall like that just to be able to play shouldn't be a part of the game...
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@CaptainOatsTV said:
Did you recently make an account on the BHVR website?
Update: I un-linked it, lost all my BP, Iri Shards, Aurics, but tbh, I don't care too much about the PC account, but the friend system works now.
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@CaptainOatsTV said:
Did you recently make an account on the BHVR website?
Oh god, how did I forget? Yes, yes I did, and that may very well be the issue. However, if that is the issue, I'm scared of un-linking it due to some other people losing progress doing so.
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Either the bug got fixed, or Oni is just another killer that works...
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@Nicholas said:
The official statement is: Behaviour will release Dead by Daylight on next-generation consoles in the Holiday 2020 launch window. The game will run at 4K and 60 fps and will benefit from the graphical update and its regular content drops, ultimately leading to an entirely remastered edition of the game.
"Holiday 2020 launch window" I guess anytime between launch and end of year? Hopefully it is a launch title. Otherwise the backwards comp version should work.
So another question is will the PS5 version support the new Trophy Tracker feature of PS5?
Most likely, considering how Steam has it, and I'm pretty sure Xbox has it as well, I don't see why it wouldn't work.
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I would love another new Legacy for current players. Maybe a bit too late now considering how many people have prestiges, but maybe make a blue legacy or something?
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SWF wouldn't change, but Solo Que certainly would, and all of a sudden, every killer game is even more of a sweat match.
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I read that title and the first thing I could think of is John's speech to the intro of their live performance of "Awake & Alive"...
https://www.youtube.com/watch?v=-vQivCUzqAo&ab_channel=SparkletronPrime
But in more seriouness, I understand you. I had a period where I just did whatever I wanted to. If I wanted to play Freddy, I played him, if I wanted to play in a scummy way, I did. But you gotta realize that survivors are here to have fun as well. Only doing what you want is not fixing the issue, it's making it worse.
However, if a survivor openly tells you what to do and what not to do, then I feel like that's just being entitled, and a person that simply doesn't care what other people want. The term "treat others how you want to be treated" may not work particuarly well here, but if more people can open themselves up to the idea of everyone having fun instead of complaint after complaint, then maybe we can get a better community.
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@Sonzaishinai said:
Would be cool to get a yamaoke survivor.
We have to many goody two shoes survivors, i wouldn't mend the spirit father being a survivor
Thing is, the Yamaoka family is an "evil family", ever since Kazan. All of them have "Samurai Blood" in them. I find it hard to believe that the Entity would waste that potential for a survivor.
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The ones where I have fun, and I feel like I also gave everyone else a chance to win. Or games where I almost lost, or even lost, where I learn a lot, I think can be extremely fun!
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People who 3 pound on generators, people who use Self-Care, especially if they hide whilst using it, and ESPECIALLY against Legion or Sloppy Butcher, Plague is arguably the worst.
Then there's the survivors who think they are really, really good at the game, y'know, *click click click*, *wave wave*, and proceeds to die in less than 30 seconds from Healthy State.
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PC exclusive. If Deathgarden is still available, it should be free, and all you need to do is to add it to your library. The game however was canceled around half a year ago.
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What I know
PS4 to PS5 if you currently own the game. With the same PSN account you get to keep your progress, DLC, Auric Cells, etc. Same with Xbox.
60 FPS 4K
3D Audio and Haptic Feedback we don't know anything about yet.
It'll most likely release close to the launch of the consoles, but probably not day one.
PS4 and Xbox One will still get supported, for how long we don't know yet, but probably another year or two.
Crossplay with PS4 and Xbox One from PS5 and Series X/S will be possible.
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My Oni build would be, ahem, strong...
Hex: Ruin, Hex: Undying, Monitor & Abuse, Infectious Fright and BBQ & Chili
Survivor? Well...
Decisive Strike, Unbreakable, Deliverance, Borrowed Time, Sprint Brust/Dead Hard, or something like that. Personally I would never use the small PP build.
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@ToxicMyers said:
ruin, undying, pop, corrupt, bbq on freddy with his slowdown add ons
*retches*
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Two things, either one, an Assassin type killer. Not like Assassin's Creed, but an Assassin with a legacy, rumors. And yes, it would be a stealth killer.
Secondly, a medieval killer. A highly praised with, a strong, high legacy, and a very talanted one, similar to Kazan Yamaoka (The Oni).
Also, if Sci-Fi we're to be a thing, a Post-Apocalypse survivor, similar to Negan from TWD would be awesome, with a make shift DIY weapon.
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@gstvslv_02 said:
i was playing blight these days, i quickly found a survivor and the chase ended for just 15 seconds (he fumbled all over hitting the walls), i put him on the hook and in less than 30 seconds i took 1 gen! during the whole game I did quick chases and even then I took gens (with extreme speed).
I was watching a video of souza (the biggest dbd youtuber in Brazil): https://www.youtube.com/watch?v=qmtv4sObFbA
and it just proves how unbalanced this game is, the developers are going to nerf one of the best perk ( pop ) to get the gen to slow down, it doesn' t make sense!!
Seriously? do you want to favor survivors like hell? nerfing things you don't need, you should smell useless perks (both killer and surv) and fix bugs, and not nerf perks that don't need nerf just because a bunch of kids complain
I'm sorry if I feel strange, my English is bad and I'm using a translator to help me. I put it in English because I want a greater reach
Well... generator speeds are never gonna get changed. There's a survivor aspect to the game, which also has to have a fun factor to it. Generators is one of the more boring aspects of the game. Simply increasing time would be lazy, and boring.
I can agree that the PGTW nerf was unnecessary, and DS should've been changed with it, and it appears that BHVR themselves don't quite know where to go right now.
I hate the term "just pressure generators", but it is sort of true. No matter how quick your chases are, a coordinated team can easily take down 5 gens, relatively quickly. Relying on hooking to slow the game down is just not enough. Push them off if possible, and use gen regression perks, or slow downs to give you more time.
Lastly, the game should never be fully balanced. It's assymetrical for a reason, and if you can't accept that, then perhaps this isn't your game. A perfectly balanced game would lead to extremely stale and generally speaking, boring gameplay since both sides are exactly equally strong, but in reality, you cannot balance this game, it's always gonna be unbalanced, one way or another.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1666350#Comment_1666350
Have you tried playing killer on console my dude? Please borrow a friend's PS4 or whatever and give it a go. Please. 15-10 frames on Lery's? Let's goooooooo good times...
Regularly restarting the game, even restarting the console can help alleviate the issue
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@shakala said:
Just had a match with a Legion. I'm the first who got hooked and literally got camped and tunneled to death. Then he slug so he can get the last two survivors on the ground. One of them unbreakable up while killer was picking up the other. So the killer literally drop that survivor just to find the unbreakable one, like, was he so afraid he's going to get hatch or something? It wasn't even spawned yet. Anyway, he got them both on the ground again and waited them to bleed out. One DC after 5 mins of the BS so the killer felt safe to pick up the last one to hook.
This is such a cancerous killer. I checked his steam profile and apparently he only have DBD, with 60ish hours. I theorized that he got a new account just so he can pull toxic BS like this.
My question is, can I or should I report him? If so, how? I have the match recorded, so I can send over with the report if need be.
You can't blame a killer for playing the game, scummy or not. And for survivors, learning to accept unfair matches is part of becoming a better survivor. Besides, the killer makes the rules, not the survivors.
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@CharlieChatBox said:
This is a verifiable wall of text. However, I will commend your effort.
Offerings: The mori changes are suitable, though I believe the visual of how many hooks are remaining should be baseline for all players.
Map changes: Ormond, sure works for me; Haddonfield, while I understand the changes, 8 meters is not that long, and upstairs generators are not that much of an issue to defend usually. The bigger issue is the balconies and the single staircases in most houses. Rest of the changes are agreeable; Azarov's, the length was not the biggest issue, the narrowness was. Making the middle section wider and making it easier to pass by makes it harder to have the 3 gen. Shortening it would simply make it easier to pressure for higher mobility killers; Mother's Dwelling, maybe not 30%, but definitely does need to be smaller; Midwhich, Yes; Shelter Woods, Yes; Rotten Fields, sure, maybe more than 15%. The other issue is having massive lines of sight on the killer, which may not be simply solved by slightly shrinking the map. Potentially more large obstructions in the field may help; Springwood, sure; Disturbed Ward, an issue with the map is also it's size and strange overall shape. Fixing that may help as well, instead of making the central building a death trap. Making only 1 entrance and exit to a location can make it so a Survivor is body blocked into a building, and because of this, buildings need multiple ways in or out.
Perks:
OoO rework proposition: As the Killer's Obsession, you and the Killer will see each other's Auras for 4 seconds at the beginning of the trial. Whenever the Killer begins to chase you, both yours and the Killer's Aura will be revealed to non-obsession Survivors for 4 seconds whenever you enter chase. Whenever you stun the Killer, all Survivors see their Aura for 3/4/5 seconds. If you are not the Obsession, you will see the Obsession's Aura whenever they are in chase. Whenever you heal or unhook the Obsession, you become the Obsession. Drastically Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
DS: Reduce timer to 20/25/30 seconds. This timer is paused while in chase. DS can be used multiple times in a trial. Beginning to cleanse or repair deactivates DS. Healing can be out of the Survivor's hands at times, and Healing is a side objective, taking away from doing main objectives. However, in your rework, you make it too finicky, which can be more harmful and make it useless at doing it's job. Do not agree the timer should be paused while on the floor, allows for abuse of Unbreakable DS still. This makes it more focused on anti-tunneling, without making it so the Survivor cannot attempt to help their team.
BT: I'm sorry but no. BT is effectively a band-aid fix to camping. As long as camping is in the game, BT needs to exist. BT also should not be a problem unless you're actively being body blocked by the unhooked or tunneling. In the former, wait the 15 seconds, and in the latter, don't. BT doesn't need changes.
Brutal Strength: Agree.
Discordance: Slight rework instead of a flipping of numbers. While 2 or more survivors are repairing a generator, the Generator's Aura is highlighted in Yellow until the number of survivor drops below 2. Receive a notification on the generator for every 30/25/20% is completed while the generator is highlighted. Same function of current Discordance, while giving more accurate information, and having the higher tiers as more valuable.
Enduring: Naw, leave it as is. Perk based stuns are fine.
NoED: I am going to need to disagree. This makes it so NoED becomes even more of a "Win because it is equipped". This is more unfair to survivors. Instead I am going to proposition that the way it activate stays the same, but instead has the effect of "2/3/4% increased movement speed for every Survivor remaining in the Trail. That is a 8/12/16% base movement speed increase for a killer that is behind, and much less so if they are not. Additionally, Survivors will not feel robbed for being instantly downed without a warning, as there is no longer an Exposed Status Effect. Additionally, the bonus speed will allow the killer to patrol the exit gates with more efficiency, and be stronger in all loops without being completely uncounterable by survivors attempting to protect one another.
Killer Powers:
Spirit: Agree with making the phasing sound a constant telegraph, even in terror radius. However, believe the whoosh should be limited to the current 24 meters of Spirit. A different stance for the Spirit while they are phasing could be interesting, but most of the other changes you suggested may not be necessary.
Myers: Allow the Shape to have their secondary ability bound to triggering the next level of Evil Within, instead of it sometimes accidentally triggering. Leave Tier 1 as slow, but even a 110% might be something to experiment. Additionally, maybe increase the speed of t3 to 120%, and have his increased vaulting speed have breaking tied to it, making it so t2 and t3 have a 5%/10% faster animation for both actions? Also, allow Evil Within to Regenerate in Survivors passively so he can't just run out of stalk.
Clown: The man does need buffs, so why not increase his base bottles to 6? Additionally, having a variable reload speed does make sense, however the numbers you have punish him for using all bottles at his disposal. Instead maybe a reload speed of 1/1.8/2.5/3.1/3.6/4/(4.3/4.5/4.6) seconds for 1/2/3/4/5/6 bottles missing (parenthesis for if the Clown is running both additional bottle add-ons). Maybe also increase duration and thickness of the bottled clouds themselves, making them more effective. Having a variable reload would make it so he does not need to have the reload upon hook effect.
Trapper: Agree with base kit carrying amount of 2 traps. However, instead of having to cross the map to pick up additional traps, giving up pressure, how about a 3.7 second channel where the Trapper assembles a new trap, up to a maximum of 8-12 traps on the map, varying due to add-ons. The time to release others can be increased, but a 1.5 may be too much of an increase. Maybe just 1 second, bumping it to 3 seconds? However, on the chance end, having a survivor escape first attempt can be infuriating, and being stuck in a trap for ages can also be disheartening. In order to being both extremes in, I suggest having the chance to escape the trap start very low, then ramp up with more attempts. Something akin to -5%/10%/25%/40%/55%/70%/85%/100%, making it so the first attempt is impossible, while the survivor will always escape by attempt 8. Additionally, having deep wounds applied to the Survivor if they escape by themselves may be beneficial as well. Maps are a bit puzzling, as they should still help with the traps, but maybe should have a smaller detection range for them.
Oni: He really doesn't need this. He does just fine with his current charge start up.
Freddy: Just get rid of the snares. I am aware that this is an unpopular opinion, but Slowdown should just be Clown's thing. I believe that Freddy should have access to more fake objects, such as fake breakable walls, chests, totems, gens, hooks, hatch, etc. This would also come with an increase in max token amount. Agree with reduced regeneration from 15% per sleeping survivor to 10%. I do believe that base sleep should be increased to 90 seconds, and the Clock should cause 120 seconds of no Sleep. The Clocks should also provide a partial insurance to Freddy as they require the Survivor to run across the map to receive them, and having them prevent an immediate sleep, and instead reduce the current remaining timer by 45 seconds, allows the Survivor to still have a BT save, even if the Freddy is camping.
Pig: I mean sure, not a fan, but got nothing else.
Wraith: Also think that his Green Shadow Dance should be made base kit. Flashlights can already be countered, so not sure why you're removing that aspect.
Demogorgon: Probably would not go and make it base kit, but instead of the current 92% speed while charging Shred, increasing it to 97%, and leaving Rat Liver at 102% speed should do fine. Similar to the changes they made with Pig and the Combat Straps.
Add-ons:
Oni: Agree with reducing Topknot, just maybe to 0.65 instead of 0.45. The Tear Soaked Tenugui is fine, as it reduces the penalty from a down by more than 50%. The passive charge is limited to 98% to make it so the Oni has to absorb blood to activate it, instead of being rewarded with one of the strongest abilities by being afk. For the last 2 add-ons, I agree that your absorption range should be increased when you have an increased detection range.
Huntress: yes to the exhaustion add-on Changes. For the Iri head, do think it can be changed to hits outside of 20 meters instantly down, and decreases maximum hatchets by 2. (A different Ultra rare can be downing a survivor with your hatchet give the Huntress 1 hatchet back, reduces your maximum hatchets by 2.)
Clown: With an increased reload speed, yes the reload add-ons can be readjusted, however, it may be better at 0.6 and 0.3 instead. Agree on the Pinky finger, disagree with the middle finger. The middle finger isn't that strong, and does not need the nerf. Agree with the Solvent Jug change.
Freddy: I just think snares are a bad idea. Disagree with making add-ons unable to stack. Together, they're only a 7% slowdown. For the chains, having them only affect sleeping survivors works just fine, and having them increase by 2% potency for every sleeping survivor works, as it's max 8%, if all 4 are sleeping, and with the strongest slowdown add-on, it's only 12%. With the changes to clocks, it'll be easier to avoid sleeping. Red Paint Brush can have it's increased time to fall asleep by 30 seconds, and keep it's current effect of everyone starts asleep with your proposed changes, and the Black Box can have 45 seconds faster for the Obsession to fall asleep, and make them unable to be woken by other survivors.
Myers: Tombstone piece, agree, but would require it to require less stalk for activation. However, do not have add-ons unable to stack. Infinite t3 is already really powerful. But t3 should move faster base kit.
Blood Amber: Agree.
Items:
Keys: Agree with a 2.5 second unlock animation, disagree with preventing more than one from escaping. The hatch won't spawn unless they already were going to escape or you've already killed someone. Skeleton Key duration can be reduced to 25, but Dull should be increased to 10.
Maps: somewhat disagree, but the range to detect traps should be heavily reduced. This is because Hooks are technically "Killer's Belongings" and can be useful to see in a sabo play.
Misc:
Hatch Grab: no.
Hook Counter: Yes.
Visual differences between items: Yes.
Jesus. I was not expecting this, so thank you!
Haddonfield, I've reconsidered from what you wrote, and yes, I agree with pretty much everything you mention.
Rotten Field, perhaps reduce size, a little less corn, but add a structure or two in the cornfield, so it doesn't become Dead Man's Land. The structures wouldn't be anything too strong, maybe just a Pallet Gym, or a T & L.
Azarov's, I had a hard time thinking of. I know it's the odd map where it can go really well, or really poorly for both sides, all depends on that 3 gen. I tried to address it, but I do agree that your suggestion handles it way better.
Asylym, perhaps add drops. The idea of it is to make it a "I can go here where safe pallets are, but getting out can be an issue." I also realized that a killer can simply ignore the Asylum building, adding a generator would make it a platform generator, which usually are gens that you want to let go of early since they're harder to patrol at the end of the game. If killers, at some point, ever get more objectives, perhaps this idea could work. In the meantime, I'd just remove the infinites with the main building, and make the pallets less safe.
Object of Obsession, although a tad bit complicated, I definetely like the idea of. But hey, OoO is already a complicated perk as is.
Decisive Strike, I mostly agree with you. Healing can still be done, and for some reason forgot about Unbreakable, so no, the timer shouldn't pause. Lockers, you didn't mention anything about, but I'd still say that it should either cancel the perk, or reduce the stun duration, amount of time could be a second less, maybe 1.5.
Going into BT, the idea was to reduce the "after I'm unhooked, I am invincible" stage, which I think is completely backwards. Being penetrated through the shoulder via a meat hook shouldn't mean that you can be chainsawed and walk it off like it's nothing. But from a gameplay stand point, I realize that it's not that smart of a decision. I do like Otz's idea, that it only triggers off of the hooked survivors TR, so that killers like Freddy still get affected by BT.
Discordance, was interesting, and I... really like it!
Enduring, I can see the point of. Either reduce it to a very small percentage, or like you said, don't change it at all. The idea was simply to give a counter to DS, but I can see it being overwhelming.
NOED, I'm not sure if you're taking the insta-down factor in or not, but considering the massive speed increase, I'm guessing it's out of the picture. And, yes, yet again, I agree, mostly. I could see it being an issue of being too fast. You can no longer loop a killer, which makes you die extremely fast, essentially still being an insta-down due to just how fast you're downing survivors. I've always thought of a NOED without the exposed status effect, just the movement speed increase, and to me, make each survivor token a 2% or 2.5 % increase. That way, I killer can more easily take care of 4 people, Adrenaline, etc, but a single survivor can still run a killer for long enough to maybe make it to the hatch. Perhaps re-add the Exposed Status Effect, but link it to the amount of total survivors remaining. 4 surviors = 4 insta-downs, after that if the totem is still up, you lose the insta-down effect, but get to keep the speed.
Spirit, I was unsure on whether or not to make it map-wide or not, but I can see it being a similar problem to Billy to where if you use your power, everyone knows about it.
Myers, I feel like you could experiment a lot with to see what fits him. I feel like he's so outdated in today's meta that he needs something for now. I feel like a 120% increase of movement speed, with insta-down, faster vault, breaking speed, etc, can quickly become overwhelming for survivors. Either cut it in the middle, 117.5%, or keep it 115%, but make Brutal Strength part of his base kit whilst in Tier 3. The idea of the faster movement speed in Tier 1, is to make it more of an option. No terror radius, but slower, or T2, but louder. Right now, T1 is more of a hinderance. Passive recharge I'm all for!
Clown, I mostly agree with
Trapper, I think sounds really cool. However, 8-12 traps can quickly become overwhelming for survivors, so maybe reduce it just 8, or slightly lower. The attempt escape sequence I like, but 8 times can be a bit, overwhelming, but due to how rare that'd be, I think it's fine.
Oni, the idea was to make the disconnect between his Scalped Topknot and his base less dramatic. Due to how massively Scalped changes his playstyle, I wanted to reduce that, but really I think the issue lies in the Topknot itself.
Freddy, bold. I personally think the old Freddy should be brought back, due to him having been so unique, and of course come with a sizably buff to his base kit. (or maybe that's just my old Freddy main talking, idk). But I do like the idea of faking more stuff. The BT I have already addressed on the perk itself in this comment.
For Wraith, the idea was that if you try to uncloak in the open against a survivor with a flashlight, there's nothing you can really do. But I rarely play him, so I can't give a full opinion on him.
Demogorgon, agreed.
Add Ons.
Oni, reduce the Scalped Topknot like you said. It changes him way too much, and is almost always overwhelming for a survivor.
Huntress, hitting such a long range shot is pretty rare, although duable. But due to the fact that you can go entire games without getting a single long-shot, I don't think you should lose hatchets. 20m from 16m isn't that huge of a difference, but I feel like it should stay 16m. For the "gain a hatchet back", I love it.
Clown... you know what, nevermind what I said about the Middle Finger...
Freddy, the idea was to simply to alleviate the whole thing where a Freddy doesn't have to do anything and people will do stuff slower. But I see what you mean. The rest, I agree with.
Myers, mostly agree with.
Items.
Keys, maybe make it so that only a Skeleton key will allows all 4 to escape, but a Dull only allows one or two.
Maps, I never really thought of hooks as a killer belonging, so yeah, what you said.
Misc.
Hatch Grab. It was simply to stop the feeling of not being able to do anything as killer, but I guess that then survivors would be the one not being able to do anything in certain cenarios.
Again, thank you for reading through everything, and the constructive critiscm. I appreciate it a lot. Have a great day!
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The way I got it (twice today) is whilst carrying a survivor, the bar automatically filled to 100%, causing the issue you just described.
The temporary solution I found to it is to swing your weapon, hit or not. Worked for me.
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This bug is really ruining the experience for me... wish they could fix it sooner...
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That's not a bug though... either that's intentional or a typo. I'm not sure where you report it, if at all, but maybe not here?
