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Freudentrauma

Freudentrauma

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Freudentrauma
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  • I would relook into her general blink mechanic. Her minimum blink speed should take a little bit longer, maybe her blink lunge a little bit shorter and more important try to enhance the window nurse can be stunned when coming out of a blink. Currently she can only be stunned during the lunge I think. I think it would be fairer if a stun also works when you throw the pallet close before she appears.

    I also think her tells should be a little bit looked at. In theory survivors hear how long she charges her blinks, where she looks etc. But sometimes high ping nurses are way harder to read etc. That should be looked at. Maybe even add a little sound queu where she would land during a blink, the moment she releases, opening a window to react.
    That would be small adjustments which would make it a little bit easier to deal with her. I personally like nurse, because she is a game changer killer, with a different chase style. Though I understand the frustration.

    Blindness during her blink charge might be also worth to look at, but I think making adjustments to her blink mechanik is a little bit more important overall.

    EDIT: I also forgot to add, that stuns should do something to her as well, like slow down her blink recharge or stop it during the stun.

  • Yeah, I personally would also prefer it, if they would change it in a way which doesn't require slugging for the 4k. It's time wasting for everybody involved and makes it an unnecessary hussle.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079717#Comment_4079717

    Sure. But the queues in 1v4 when I play are 5s, and the queues in 2v8 are 25+ mins. Bit of a disparity there. As much as killers complain about things like Escapist or less gens or the speed increase, they play the mode quite a bit.

    Yeah, but when you use Play while you wait. It only takes two survivor matches before you can play killer. Which is less then the 1 to 4 ratio you would expect. The mode is also time limited and a unique experience. It's expected that people play it more than they actually desiree because of this fact.

    Besides that it's also not good for survivors if there is only one class that overshadows every other one. It lacks variety.

  • @Cetren said:

    The way you can have fun is by queueing as survivor while you wait for your killer games. There's no reason you and your friend can't benefit in half your games from all the things you're complaining about.

    Survivor is intentionally stronger because 2v8 requires a far higher number of survivor players. If survivor wasnt easy to use in this gamemode your killer queues would be even longer.

    Legion was removed because he was ass to play against in 2v8.

    With play while you wait, I wouldn't mind longer queue times as a killer, if the experiences wouldn't be too frustrating. SB on demand is as frustrating to go against as Legion was at this point.

    in 2v8 Comment by Freudentrauma
  • Haven't experienced much slugging recently except facing twins. Though it really looks like content creators are kinda pushing into it lately. Though the narrative that "Slugging to circumvent survivor perks" isn't new though. Pretty sure I read that quite often a year ago.
    Though I don't see it become meta yet. Maybe just a temporarly trend.

  • @OneNineTwoNine said:

    Sprint burst on demand means jack when you've got two killers on each side of you about to two-tap you.

    Double tapping comes with the cost of map pressure

  • For me it was summer 2018. The pallet vacuum was just removed, while the killer variety increased. We got a in-game shop, a summer event.
    Everything felt suddenly very relaxing for both sides and "fair", even though the game would have it's issues, but really the way people played the game back then was way more relaxing overall then current DbD.

  • @jesterkind said:

    If I remember right (it was a while ago and soon after I started playing in general) Blight was noticeably weaker on release because of the lower camera, so probably it's more fair to start counting after that update for this comparison?

    Either way, it is kind of interesting to think about.

    Not sure, old DH in 2017 also wasn't the same on release either. It's dodge mechanic was quite wonky and often let to cases were people just were exhausted on the ground back then. That only was fixed in 2021. It also took quite some time until DH for distance was a thing. Most DH for distance discussion really came out in late 2018/2019, if I remember correctly. Only a couple of month after they gave the perk it's own animation.
    I would really say that was the time it really became a meta perk. Before that you only saw it ocassionaly and only used by people as intended. To be exhausted on the ground after trying to dodge with it….

  • I doubt it's possible to get rid of it completely without overhauling the entire hooking and elimination mechanic of the game. And that would be a very big change I could only seen done properly when you start fresh from scatch of designing the game.
    Though I think it's possible to reduce it in a way to make it a less reliable strategy and not turn it into a weapon.
    That's why I think that endurance is the wrong approach to counter it. Making survivors untouchable but not beeing able to interact with the killer during their protection phase would probably way more reliable.

    It definitvely though would require a reconsider the early game advantage survivors currently have. Something like locked pallets and windows, which somebody has to open/unlock, before it can be used in chase.

  • It definitvely would have caused a meta shift. Hard to say in which direction though. Killers who play for quick elimination might switch from tunneling to ping ponging between two survivors or try to find a way to brutefource through the tunneling punishments. It's hard to say or predict though.

    Also the system would have gone though through several adjustments, some additional killer buffs to compensate, while their would be a constant uproar against the system, clips shared of stuff getting abused etc.
    Honestly the longer I think about it, it's pretty hard to predict.

  • My guess it wasn't tested during the PTB, because it wasn't ready. Though adressing pallet densitity was an urgent change, though it was pushed live as quick as possible. I wouldn't be surprised if we see some adjustments within the next hotfix patches.

  • Maybe the One, as that is another name his referred in the show and it would fit

  • @Mr_K said:

    Nothing has been cancelled it is still being worked on. The game survived for a decade with tunneling and camping, it will survive until the new system is ready.

    Based on the this segment on the live stream, they are priotizing different changes first and see then if and how it affects tunneling and slugging. The wording is quite clear that it's not worked on for the near future. Basicly cancelled.

  • I wouldn't say so yet. We haven't seen the state the upcoming licenced chapter will have. Maybe we will get less problems with perks and killer power.
    Also it kinda allowed the game to breath a bit. Not having to deal with something new for a bit is kinda refreshing tbh.

  • @OrangeBear said:

    With the haste and endurance you could go inside the survivor, making protecting the unhooker even easier.

    https://www.reddit.com/r/deadbydaylight/comments/1n89tcp/you_can_no_longer_punish_survivors_for_making/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

    Sadly the solution made the problem worse so reverting it is all they could do.

    I find that clip is kinda a bad example. It's a hook trade situation, where the killer decided to leech the unhooked first instead of taking the trade during the animation. And most likely it would have been possible for the unhooked to body block to protect as it's already possible.


    Though I saw a better example back then, when a survivor after beeing unhooked used the aura reading to get into the chase and mess with it. The combination of aura reading, passing through and endurance overall is just too much. One thing had to go.

  • @ILikeTurtles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019357#Comment_4019357

    If they recognize killer issues then why did they made M1 killers worse by adding more pallets on every map?

    They literally asked for feedback for this and are reconsidering the changes. They didn't went through with the first iteration of anti-tunnel and anti-slug. fog vials were also adjusted quickly to adress killer issues. Also planning to give people an option to change scratch mark color.

    Not every decision is perfect or the best solution for the game, but claiming that they don't care about killer players is just wrong. Behaviour adress stuff all the time.

  • Just because they didn't mentioned it during the stream it doesn't meant they don't recognize killer issues.
    They focused about stuff which are about to be tested in the upcoming PTB and that's why they talked about it.

  • @Wolf65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456535/honestly-i-am-done-for-now-and-i-hope-you-are-too

    Have you already played during the killer shortage? Killer got the short end of the stick literally every patch for years. And guess what? Killer mains either quit or switched to survivor. Lobby times for survivor skyrocketed. Killer got insta lobbies and dodged lobbies with unwanted items in it. You want to go back there? I am a returning killer main from that days, because friends told me the gamebalance got better. That "anti-tunnel/slug" mechanic would be a mace to the face to every killer player who is maining a non S tier or pay to win killer. So, right now I have 3 more month to play and triy out, if the new balance is actually balanced.

    I remember those days. I remember beeing instablinded and how much sweat it took me to get rank 1 killer back in january 2018. I admit in the end I pulled out iridiscent huntress to achieve it. And also playing red rank survivors meant quite some waiting time and hear billy's chainsaw at the start of most matches. Wasn't the best time and everyone was happy when improvements came for killers. Especially when the pallet vacuum was removed. Suddenly we had killer lobby times which took quite some time for a while.

    But as someone who remembers I know that the proposed changed wouldn't have brought DbD even near those days. So much has changed and adjusted since then. There was problematic stuff in it, worthy to discuss and it was important to catch it on the PTB and consider adjustments. Definitively. But I wouldn't use the hyperbole, that it would have killed killer gameplay completely. As some claim. It would be a big shake up. But that it's supposed to be. You can't adress slugging and tunneling without shaking up the entire game.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999773#Comment_3999773

    I completely agree. My favourite thing about this madness:
    People who understand this game reading Devs Notes:
    - Yeah, it's absolutely gamebreaking, with no doubt
    - Guys let's wait for patch note, it can be fine

    People reading patch:
    - Yeah, no difference at all, this changes will ruin the game completely, like we said before
    - But let's play with it, test it, maybe it's not that awful
    - We like have eyes and brain, but ok

    People after playing PTB:
    - We even more sure that this will be disaster for the game after testing it
    - STINKY KILLER MAINS DOOMPOSTING AND ALWAYS GET WHAT THEY WANT HOW DARE YOU BHVR
    Literally all 50/50 players: - Ok buddy

    What about scenarios: right now i'm writing a big post in hope to reach devs about slugging, because I don't believe it can be fair in any way implemented, no matter what number will be, simply because game is designed around slugging a lot. Killer powers, perks on both sides, risk and reward play, overall game balance, all these things tied to slugging so much, that I don't understand how it's possible to add this mechanic without destroying a lot of macro plays and eliminate skill and decision making on both sides with unfair rewards for mistakes for one side and unfair punishment for good play for other side.

    Anti-tunnel, yeah, it has potential to be good for the game with right numbers and lead to win-win for both sides, but anti-slugging, I believe, will ruin a lot of stuff I love about this game.

    I'm sorry, it's kinda fun how you are presenting the events like there was only a civil discussion and constructive criticism around the changes. Nobody was talking like it would kill the entire game, or spamming the subreddit with doomposts.

    Yeah it's getting a little bit whiny now. But not near as much what I saw during the ptb.

  • I'm not sure. Making stuff more killer specific kinda takes consistency from the gameplay loop. On the other hand that's kinda already the case with movement speed and terror radius, which every killer has, but with different values.

    And I guess that helps to give at least some form of consistency while adjusting for different killers.
    And honestly Hag is quite specific overall. She is a territorial killer and even if you give her the ability to teleport towards other survivors for free after a hook it wouldn't benefit her playstyle.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999476#Comment_3999476

    Being unable to hit the unhooker while having your chase interfered with by the unhooked who also had 30s of endurance/no collision/haste to interfere with your hits/powers, drop pallets, block vault hits, etc was certainly something.

    In most hook trade scenarios the unhooker gets hit while they are looked in animation during the unhook. You need quite a distance to safely unhook in front of the killer. One very popular clip regarding those scenarios the killer decided to regurgitate the freshly unhooked instead of hitting the unhooker e.g.

    Also the changes are designed to make hook trades less likely except the killer proxy camps or the the unhooker leads him towards the hook on purpose.

    It is already kinda common for survivors to bodyblock after an unhook to prevent the hook trade if possible. It's quite important counter to proxy camping sometimes, but a very risky one.

    This kind of behaviour we saw during the PTB was to be expected. Some PTB scenarios I saw the unhooked would have been able to body block as well. The changes would have made it easier though. But it's wasn't that problematic. The only thing questionable thing I saw was, when the unhooked used the aura reading to run specificly towards the chase.
    But that is something else and a problem we already saw in the past with OTR and DS as well and yes, it was good that we catched up about it during the ptb to adress this potential issue.

    Still this didn't justify the overall doomposting and the lack of constructive criticism regarding the changes.

  • What could also be said, is that we also saw a complete community meltdown and doomposting on reddit and other social media, when this system was presented, which completely overshadowed the actually critcism and mad it look like that Behaviours statement was about listenting and catering to "whiny killer mains".

    This compared what everything else was already said (fog vials beeing nerfed, slugging and tunneling being a long time issues, anti go-next issues, anti-facecamp bearly doing something against proxycamping, kaneki release and clown changes). It just adds and gives a very pessimistic taste overall.

    I'm uncertain and not positive, when I think about where the system might go just based on how the "discussion" felt.

  • @ShanoaLegendaryPlz said:

    Every online game has their 1 faction players. Even mmos like world of warcraft. I know people that wont play the other side ever (even tho they are exactly the same with just different quest areas).

    But dbd is like playing 1 of 2 completely different games. So the seperation of factions is even stronger as killers only see survivors as the worst of what they can be (swf teams), and survivors see killers as tunnelers and campers and team sluggers.

    So the killers do what they do because swf teams bully them and break the balance of the game, while the majority of solo que survivors end up hating killers for treating them like they were a swf team.

    This level of seperation makes players that enjoy both sides rather rare.

    So besides all the anti slugging and anti camping and anti slugging, i think one of the primary reasons both sides hate eachother is the existence of the 3rd faction (swf teams) who pull at the strings on both sides and keep them hating eachother.

    Yeah that's true. It's totally normal that 1 faction players exist. Though I kinda disagree with seperating solo q and SWF, considering them as a 3rd fraction. SWF is way more pluralistic as you can think, from those who play just casully with friends and those specific groups.

    Though I wouldn't call this fractions. It's different player agendas. You can find the same, when you look at killer players as well.

  • @ThatRyanB said:

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

    Understandable, but after this change I feel no desire to "test" them now or pick them up. Maybe when I get one from a chest, if I have even time to open one.

  • I say yes, it would be a nice quality of life tool for those who like doing randomize challenges in general. Yeah, I know mostly content creators, but those are an important part of the community as well.

  • Well, I'm not really a big fan of the masquerade and only play until I've done all my quests. Though I wasn't much excited for Chaos shuffle either. So I don't mind that much.
    Happy for those who find enjoyment for it.

  • I'm fine how currently abandon works, when everybody is slugged. Giving an additional abandon option or faster bleedout, would just open another potential go-next problem or give killers another incentive to go for that option.

    Normal basekit Unbreakable would be kinda abusable or might even counter certain ranged down situations. Also there are situations, where a killer needs to slug survivors. The problem is, when somebody excessivly strategly slugs. And I think the best approach to prevent such situations without messing with tactical slugging too much would be, to add an additional timer for survivors, after reaching maximum recovery, which isn't influenced by perks.
    If that timer is gone up, they can recover to stand up. Yeah, that is kinda basekit Unbreakable, but isn't. The timer needs to be long enough so it's not beneficial for survivors to abuse, but also prevents extrem scenarios of strategical slugging, which drags out matches.

  • The go next epidemic must have started some time, when I was playing dbd barely ( 2021-2023), because I was kinda surprised how often people killed themselfs on the hook, when I returned.

    Yeah DC were an issue back then in the early games, but after the DC penalties were introduced, it got way better. And that stayed for a while. So yeah I think it is a general mindshare shift which must have started some time during that time.
    Though I think it's still the better way forward to adress it. Because soona mindshare shift has started it won't go away otherwise.

  • @Nazzzak said:

    Could they get away with something like this? Apparently the depiction of a jorogumo differs, and honestly this pic kind of reminds me of the MCU's Spider-Man in the Iron Spider suit lol I'm not arachnophobic though so not sure how it would be perceived

    https://us.v-cdn.net/6030815/uploads/3IZ6SD9CGGRY/1000009391.jpg

    It was said that there no plans in the future for something with spider legs to be added in the near future. They didn't say that it was because arachnophobia. Just also mentioned that accesibility options for certain phobias are feedback they would listen to.
    That's why speculation is back on ground zero for the asian folklore killer, the arcade machine on the upcoming map is probably a coincidence.

    @topic
    Honestly, it's hard to speculate. Very gory can mean a lot of things. Are the killer's action gory or the characters action? E.g. a Gumiho itself wouldn't look quite gory, but their desire for human flesh could. On the other stuff like the slith mouth woman or Manananggal are definitively gory, by design itself. I'm really curios what they are going for to be honest. But without clues it's hard to predict.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936705#Comment_3936705

    But why don't they type gg before leaving? Your argument no longer works because of the endgame chat change where old chats are saved.

    Habits don't change that quick. The way it used to work for almost nine years was that it wasn't safed and the killer couldn't see it. Give people time and you will see that it becomes more common for people to comment before they move on.

  • I think it's a mix of different things. The repair speed bonus is nice and it gives important information regarding gen positions. So the perk overall is quite useful. 3 gen scenarios also are a little bit hard to handle, when you can't coordinate with theammates, so solo or duo survivors have an extra reason to run with is.
    On the other hand maps have been reduced in size, which also opened some opportunities for killers to defend three gens.

    Though I don't think I would call it an issue.

  • Yeah, I agree. Faster Bleedout combined with selfsacrifice, while it would helps to adress slugging for the 4k scenario, it would probably encourage killers to slug more overall. On the other hand a basekit unbreakable might be too abusable in certain situations, when killer players are required to tactical slug.
    I personally think what is necessary is a mechanic that is not influenced by perks too much. And that would be a timer which starts as soon as the survivor has maximal recovered. When the timer is up they can either pick themselves up or sacrifize themselves.
    This would make slugging limited, but still tactical usable for killers, open survivors a way out in dragged out slugging for the 4k scenarios. Of course such a suggestion is quicker said than actually done. Hitting the right spot for the timer would be hard.

    Honestly, I don't share the argument too much, that killers, who go in with a slug strategy do it, because hooks aren't that much rewarding. But even though, if it's the case, then I don't think that making hooks more rewarding would make people slug less. As soon as people get used to a game strategy and it's effectiveness they have no reason to change it. I remember, when the "No heal" meta came up. After nerfing healing, survivors started to use a strategy which would have worked well before that nerf.
    And it only became less popular, after the strategy became less efficient, not because other strategies became more reliable.

  • I'm personally against reworking nurse, because I like the game changing design of hers, but she definitively needs some tweaks lately. Adjusting her blink time for example. I think midcharged blinks should be slower. Currently they feel way too close to deadly short blinks. Also because her blink attack is considered a special atack, maybe shorten her lunge range. So Nurse players need to be way more accurate with their blinks e.g.
    Giving survivors a sound queue for the exact blink target poit, no aura-reading during a charge or adding a short additional time window at the end of a blink to stun her, if she blinks to a pallet, might be also worth to look at.

    Blight on the other hand I haven't played actually often enough with or against to know what kind of tweaks might be interesting. But I agree, that these two feel to intimitating lately.

  • @AmpersandUnderscore said:

    To play devil's advocate, are you saying there's nothing the devs could do to ruin the game? Or that every item in the patch notes can only bring more fun and enjoyment to players? Because that's also not true.

    Look up Deathgarden. It's an asymmetric 1v5 FPS game that was similar to Dead by Daylight, and was made by BHVR. That game didn't survive in large part due to balance changes that made the game less fun.

    Deathgarden like many other unsuccesfull multiplayer games just didn't manage to catch a large enough audience to build up a healthy playerbase. Many balancing changes were done hoping to safe and adress issues with the game. But overall it didn't work out.

    DbD on the other hand has hidden the critical mass to sustain itself a long time ago. In most cases it would decline rather slowly over the years by more people burning out than new ones/returning coming into the game. A big change causing many to quit suddenly has to be something way more extrem than this balance change like a forced strange account system or something or the game breaking completely for a large playerbase through a patch. All scenarios that are quite unlikely to happen.

  • Looking at steamcharts, player numbers haven't changed at all compare the week before or after the chat. Maybe even slightly increase two or three day after the patch. But really it didn't affect much in numbers.

  • @RatbasterdJr said:

    Here’s a solution… here me out… don’t give the killer a 3 gen… so many survivors just jump gen to closest gen. You create a 3 gen this way. Skip over gens, go to the over side of the map, etc. A 3 gen can be influenced by the killer, but ultimately decided by the survivors.

    That really depends. Some killers might just accept other gens popping and not hooking for a while, by playing overdefensive right from the start, hoping to only destroy ressources close to those gens, to make chases outside of them unlikely. It kinda depends on the killer, but a 100% planned 3 gen tactic is definitively possible, when the killer truely wants it.

  • Let's wait until they've adjusted the animation before rebalancing the numbers. Those milliseconds could really be only an issue, because the animation doesn't fit 100% the action yet.

  • In their current form, they are too strong. But range addons wouldn't be so bad, if they let all the other aspects of her power consistent, which means, that she would need to charge longer and take more time to travel those high ranges. If I remember correctly the first part is what they adressed back with the rework but the second one currently isn't. And that's a huge problem, because they mess with blink speed on all ranges right now.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076504#Comment_3076504

    im not sure if you play the game but there is this thing called counterplay, where if a killer is camping, you have both perks to tell you the killer is camping and you and your team mates not being camped can get 3 generators done well before he is camped out and thus punishes camping, where as everyone running right around a hook where a killer is camping can take out a whole team because they made a stupid play and rewarded the camping. thats whats called as "playing dumb"

    Sounds good, doesn't work and it's still stale gameplay and problematic. When the killer is really motivated, then they will go for a perk build that allows them to camp more efficiently or use NOED to make sure, that they will get at least another survivor.

    Camping doesn't have really a good counter in the game except that it's kinda boring for everyone involved including the killer.

  • We have to wait, when it hits life to see how well it works. 0.5s isn't a short time period and works on current DH quite well, since they've made the I-frames server sides. So if endurance activation and hit detection is the same, I don't see an issue. But if not we might see a good amount of beeing people complain of beeing enduranced on the ground.

  • @Phasmamain said:

    Didn’t David already have a girlfriend in the lore? I’ll have to read the time to see if they did it well

    Yeah Memory 342 from the secont Tome mentioned an ex as a she.

    He meets with Tommy. Tommy has no room for him in his apartment. Wishes he did, but he doesn't. Mick wants to help but his old lady won't let him. Same with Bill and Harry. His ex has moved on and she doesn't want to see his face. Something about being a shithead. He can't live in a hotel room forever, it drains the account. He remembers a face he recently spotted in a crowd at his last scrap. They were friends since they were toddlers. He was a genuine friend even if they went separate ways. King looks him up. Castledrive. He hails a taxi.

    But to be fair, that can easily be either retconned with gendering the ex differently or just saying that he tried to date women in the past while he was struggling with his sexuality. Sadly not uncommon in our society.

  • Honestly, when I've read the title my thought went to harassment and stream sniping in general.

    And in that regard: DbD has a huge streaming support and viewer numbers other game could only dream of. It's kinda saddening, that the game doesn't provide much for them to protect themselfs from beeing targeted like other games, with much less of an audience.

    But with insta-banning, I think that would sound good first, but it's hard to pull off. DbD has lots of streamers worldwide and stream during outsides of Behaviours working hours. You can't expect them to ban people during that time. Also it might cause a certain uncertainty. I remember, when a couple of years ago a streamer got people banned they faced, because they claimed that these people must have been cheating.

    The playerbase was very vocal against giving streamers "so much" power. Honestly the current system makes more sense. I mean, people who cheat against a streamer already know that they will most likely banned for it. It's already calculated.

    It makes more sense focusing improving anti-cheat in general and give players tools to protect themselfs from harassment.

  • Understandable, keeping certain masks in the game meant to keep a tool that allowed people to live out their racism. It won't solve the issues of course, but it will definitively limit the experience for those who are victims.

    Still I'm not 100% behind it how Behaviour deals with it. They are removing all masks, not just the problematic ones, and not calling it directly enough what's the issue. There is nothing wrong calling out racism. It's really not their fault that it happened.

    And like others said, removing all of them is kinda unnecessary and really dishearting. The masks had kinda that unique thing to them. They allowed you to unlock something ingame more like in an oldschool-way. The game never told you how, it wasn't a big grind and just happened at some point. And I really like that.

    But maybe the Devs might come up with something similar at some point. Wouldn't mind that.

  • @th3 said:

    You cannot abuse Video Tape to gain an unfair advantage, the killswitch is to stop people from abusing something to gain an unfair advantage.

    True, but it does negatively impact the game for those who are using it, without knowing the bug exist. I personally don't know why they wouldn't turn it off as well.

  • If nothing changes to their usual schedule, the next chapter should be sometime in december. Of coures there should be ptb with chapter teasers and reveal a couple of weeks before. So maybe we will see some teasers and PTB sometime around calendar week 45/46/47, with the later two dates beeing more likely.

  • I told them that I seem to care less and less about the game.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553761#Comment_2553761

    How about the fact that they say they're going to implement NFTs with books?

    Sorry, but this is just obviously fake.

    NFTs for physical assets like books are actually a thing. They are first and foremost meant to be a proof of ownership afterall.

    Sorry, but looking at the reactions, how the information spread, it's not that obviously fake as you think. Maybe for you, for me etc. But not for everybody and the majority of people beeing confronted with information.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553709#Comment_2553709

    Why is it on BHVR? I can understand why they'd want to do it, but it's not on them to dispel every obviously fake rumor just because people might believe it. Otherwise, that's all they'd be doing.

    Again, five seconds of reading was all it took to discern this is 100% fake. Even if you didn't already know the Chatterer was purchasable via the in-game store, it'd take you maybe a minute to open the in-game store and check.

    The chatterer part only appears on their website, while the egmnow article doesn't have it. That makes it difficult for people for figuring out the information beeing fake than you think. Not everybody will take a close look on the website.

    But I'm with you. Normally you don't comment false news/leaks/rumours.Not just Behaviour, I rarely see that happening with other companies as well. The only thing, which might be differently is here, that it might be even more, a scam targeting DbD players. And by my experience in cases like these companies tend to make a vage warning statement.

    Still it's the weekend. Stuff takes time. Especially with something like this. The fact this is fake is spreading quite fast as well within the community. And it's still possible that it's only a fake.

  • @Aven_Fallen said:

    IMO Moris needed the immediate Nerf way more than Keys. Killers are more likely to burn through their "soon-to-be-nerfed"-Stuff. Let alone that Moris were way more common than Keys (which is logical, given that the Ebony Mori is the most common one and Killers get so many BPs).

    When it comes to Keys, I have the feeling (to make sure - only a feeling, I have no information at all) that this is more like a pushed-through Nerf instead of what they actually planned. Same like "Keys dont open the Hatch without Charges", which was just a reaction of the mechanic change of Franklins Demise.

    So I guess their initial plan to nerf Keys was a different one.

    Survivors burn as much their "soon-to-be-nerfed" stuff as killers. We saw it with Instaheals back then. That's normal player behaviour and not tied to a role.

  • @Mr_K said:

    Because it would divide the player base and cause longer queue times.

    DbD's playerbase is quite big in comparison to other less succesfull multiplayer games with several game modes. And those don't have too big queue times either.

    I think the main issue is that everything in DbD is designed around one specific gameplay. perks, killer powers, addons items. It would be pretty hard to consider how all of this would work in another mode. How they would effect different game objectives etc. And definitively stuff might be coded only with that one mode in mind.

    Would probably take a good amount of work for something that wouldn't get them much compared to graphic updates, qol content, balancing and new chapters.

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