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Gottlos

Gottlos

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Gottlos
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  • I am running a very similar rig, and after the last update, my PC goes from the normal 75FPS down to 20 and back and forth. Meanwhile, other games still run great, my GPU/CPU temps never get high, and memory/CPU utilization stays normal - it's just DBD, and I am only commenting in hopes that BHVR actually does something about it.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030978#Comment_3030978

    What about the distance they don't get from not getting hit?

    As they are invincible for 1 second it is actually about the same, they just don't dash and get the distance immediately, they instead walk/run at normal speed for the distance. Then if they do get hit they get additional distance from the speed boost after getting hit. Assuming the hit comes at the end of that 1 second it actually ends up being a buff giving more distance.


    Additionally, if the killer does hit you during the animation then they now are slightly penalized as they have to do the post-hit animation of cleaning their weapon, slowing them slightly, while the survivor runs off with their free speed boost.

  • Dead Hard is still as strong as it ever was, this version just makes it easier for their servers to handle. You didn't think they would actually nurf the number 1 survivor perk did you lol? If anything it is a small buff with the distance they get from the hit.

  • Just adding my name to the hat for people that would love Steamdeck support, DBD would definitely be one of the games I would love to play on it.

  • So now those toxic Bubbas will continue their behavior and the rest of us are needlessly punished.

    This has no effect on the individuals that were doing this. It just removes a cool horror-movie-relevant feature and does nothing to address the actual toxicity.

    This change, of course, only affects killers and there is no way they would do something like this if it affected a paid survivor skin. Another move that shows the people running the show isn't the same horror movie-loving people as before as this just diminishes the horror movie 'coolness' without sacrificing the new style of gameplay as that's all that matters now.

  • It's a cool perk idea but with the boon meta, it is rarely useful.

    If it kept its current status of can only rekindle broken bones once but could rekindle boons infinitely it would make the survivor have to choose to boon or break and give it some viability.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463751#Comment_2463751

    While they were developing Nemmy they had an iri add-on that spawned in a third zombie, but three of them tanked game performance so badly they scrapped the add-on and changed it.

    Supposing they use top-notch PC's during development, how do you think mid- and lower-end PC's would have handled the strain, let alone the various consoles?

    Well, there are games that somehow manage to spawn literally hundreds of detailed zombies in open-world environments. I know it's a big ask but perhaps they could clean up the spaghetti code enough to manage more than 8 character models in a controlled area lol

  • I definitely agree this is how it should work.

    They could spawn them at the exit gates when you kill them instead of all at once at the end, thus not needing to melt your computer. There could also be a max number that could spawn.

    It would be a much cooler moment for survivors and would still be a weak add-on, just a cool one.

  • @drpynz said:

    I suppose I misread it.

    Who will save them now? There is something about this ink ribbon being dry that energises zombies.

    • Moderately reduces Zombie Respawn time.
    • Moderately increases Zombie Movement speed.
    • Once all 5 Generators are completed, any destroyed Zombies respawn in an Exit Gate

    It's not going to spawn "all" the zombies you killed during the match to spawn at one of the gates. If you kill the zombies at the end of the match they will appear at one of the gates..... 2 of the slow zombies will appear at their repsawn time which you reduced with the addon anyway. What a waste. I feel dumb thinking all the zombies i killed would be there. I guess i missed the context and the absurdity. Thanks for clarifying!

    Came here after a match where I assumed this was how it worked. It would be such a cooler add-on and wouldn't even be strong, obviously just for the laughs. If they felt like it might actually be too strong they could say for every 2 zombies you kill they appear at the exit gates or something. Would be such a cooler moment for survivors if you open it to a wave of zombies (perhaps with a max?).

  • @Kelmat said:

    What difference does it make to you as a killer if a survivor has no medkit vs the survivor having a medkit with 0 charges? I agree that this means a problem if survivors have a key. An easy fix would be not allowing survivors to open hatch if the key has no charges (or a minimum required amount of charges). They anounced changes for keys anyways so hopefully we don't have to wait long.

    But besides keys, it's actually a buff, because before the change, if a survivor managed to come back for the item they would recover it intact, but now when you go back for the item (if you manage to come back in time) you will lose charges every time. So it actually does more damage to survivors than before. And i think being able to take the item with you to the next match if you survive is nice and a good qol change.

    The issue is that it removes the pressure Franklin's use to apply. If a survivor knows they aren't going to lose their item, they will just come back for it later. It is so rare that an item makes it very long at all with its charges nowadays that having Franklin's reducing them is only useful for like the first 60 seconds of a match.

    The whole value it brought was that it put pressure on the survivor and forced them to make a decision, add in the incidental buff to keys and this perk becomes useless again while actually buffing survivor gameplay.

  • Also, to add to the convo, I didn't use Franklin's with keys in mind. Having it on helps in those situations but I primarily used it for adding pressure. Survivors can't help but go back for their items, even if they are injured, especially when they know they will disappear; it can be a grey medkit and they still want it.

    I use it with Blight because it allows me to apply map pressure in an RP type of way. Blight is all about greed. gluttony, addiction and so my build is Franklins (to draw out the survivor's inner golem), Hex Ruin(to motivate them to look for pretty totems), and Retribution, Undying (because they can't resist the shiny bones but the bps come at a price). I can knock an item out of someone's hand run to a gen, hit someone, run back to that item and surprise there is a survivor I originally hit. Repeating this allows me to pull survivors in more and more, all the while if they just did gens and left their items my whole plan falls apart.

    Everyone makes good points from a balance perspective and the vaccine reasoning is WEAK and lazy sounding.

    I am most upset about these changes from a fun/lore perspective.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/257217/revert-franklins-nerf

    It is ridiculous and delusional to think that the killer should be able to take survivors' items in the first place. Survivors do not have perks to affect or take away a killer's add-ons. Killers have so many broken perks at their disposal but we are not allowed to bring in medkits, toolboxes, keys? Far too many instances are survivors presented with killers of astounding caliber, running multiple regression perks and busted add-ons. Items provide a marginal advantage against an overpowered opponent; sometimes even, keys are our only hope of escaping.

    Furthermore, it has always been absurd that Franklin's can destroy an item that a survivor brought in with a White Ward. Franklin's Demise was NEVER a fair perk.

    Soo uhh.. hmm.. what about.. Hex perks?? Survivors can literally take away entire perks but ya call other people delusional lol. This isn't even considering the fact that the killer loses their add-ons EVERY game if they don't use a very rare offering lol

  • It is crazy! They changed it to destroy because of how pointless it is when items have so few charges. I am really surprised to see them giving it any attention at all, let alone a nerf!?

    The one value it has is that it makes survivors want to go back for their item before it is destroyed. This nerf removes the pressure and consequently buffs keys.

  • Ignore this comment.

  • mvp:

    Each time you are unhooked by a survivor that survivor heals you `x\x\x %` faster for the next 20 seconds with more difficult skill checks. If you are healed during that time you gain MVP status.

    A survivor with MVP status gains the following aura effect for the next 60 seconds, all effects are applied to the MVP and any other survivor working on the same generator.

    • Increases repair speed by x/x/x %
    • Causes skill checks to beslightly/moderately/tremendouslymore difficult and frequent
    • The regression penalty for missing a skill check is increased slightly/moderately/tremendously

    "I stay on top by hanging with the best of the best." - Cocky Survivor


    ----------------

    NOTE: Edited the perk description to be something the survivor has to equip on themselves. Previously it was a status that the unhooking survivor could apply to the hooked survivor. This might still be a valid approach but it seems a bit fairer and has less potential for toxicity if it is a perk chosen by you and not forcibly applied to you.


    Gameplay Impact

    This perk is meant to promote teamwork with the trade-off of more intense repair actions and I could see it scaling based on the number of survivors(skill checks are harder with more survivors). This would potentially give survivors an edge in gen speed but with the risk of zoning in and losing focus on anything else but hitting skill checks and potentially causes more regression than what they gain by missing skill checks.

    If the perk was meta enough the killer perks below would go really well against it and would hopefully stack in some way. If the skill checks were too difficult for the survivor (such as against the doctor) the survivors would then need to wait a few seconds before healing to avoid activating MVP or wait out the 60-second timer.

    Perk Synergy

    Synergizes with other altruism and skill check perks such as Leader, Prove Thyself, Desperate Measures, and We'll Make it and potentially Stake Out, Technician, and This is Not Happening.

    This also promotes the use of skill check and anti-teamwork killer perks such as Discodance, Distressing, Gear Head, Huntress Lullaby, Overcharge, Oppression, and Unnerving. When possible these perk effects would stack on MVP, causing skill checks to be extremely difficult but potentially very rewarding.

  • @JHondo said:

    Clarifying question, are you playing just one role or both Survivor and Killer? Finishing the challenges for both roles and playing roughly two hours a day got me to 70 before even finishing level 4 of the challenges. Personally I do feel it is a bit of a grind but with the amount of time given it's something that is fairly easily accomplished. Just grinding out some of the challenges has been enough to get a tier.

    The rewards from the rift are all cosmetics that don't affect gameplay and are entirely optional. If you don't know if you can finish the rift don't buy in. You don't need to spend the money at the beginning, you can spend it at the end when you've finished or know you can finish and get all of the rewards at that time.

    Also, you get your Auric cells back for finishing the rift so that's the incentive to play more and finish, in fact, that's the business model for something like this. Get a lot of players to spend $10, give that money back as in game currency to the ones that finished, if they didn't get the $10 back they may be likely to spend it again on the next one. Or they'll spend the cells they got back on other cosmetics and pay for the next rift again.

    I typically play more survivor than killer but I play both enough that they are always in red rank. I also always finish all challenges.

    I don't really mind the basic approach of motivating players to play and trying to make money in the process, I buy all dlcs with money even though I have enough with shards because I want to support the devs. My issue is more with the fun factor of playing (what I feel like is) more than the average amount of time and still not being able to complete the rift. I feel like it is just too much in too little time, even just extending the time that the rift is open would be a simple adjustment to make it more enjoyable.


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669773#Comment_1669773

    I 100% agree with this. The Rift is a nice treat for playing the game and doing specific rewards for charms and skins, but it shouldn't be a burden upon those who're seeking other things to do or the things they're doing within their life at the moment.

    I for one love The Rift and what it can offer, but I don't enjoy feeling paranoid about losing out on those rewards due to the grindy aspect of The Rift itself, which a lot of people forget a key aspect of when it comes to how you gain Tiers in The Rift itself. What is that you might ask? The passive shards that you gain for 800 EXP each, which you can get by playing the game or even doing challenges to gain other Rift Shards.

    Now some of you might not realize that the challenges themselves only make up about half or so of the Tiers you need, while the other half is gained passively through EXP gains. It's nice that you gain these while doing the challenges themselves, but after those challenges are done it takes a REALLY long time to get the rest of the Tiers you need, especially if you're busy with school, work, life, etc.

    The Rift itself shouldn't be made easier, it should just be made more realistic for the average player. It's nice that the devs made a system that rewards dedicated players, but it shouldn't be something that requires you to play the game for hours on end, which is also something people forget as well. On average, a match could take 20 - 30 minutes each. You might not even GAIN 800 EXP from that match, which requires you to continue waiting for more matches, playing those matches, getting 1 shard per 800 EXP, etc. It's a long grind that really should be toned down in my opinion, at least to a more reasonable degree.

    Also I should mention the frequency the rift comes out

    While it's nice to have a new Rift show up soon after one closes, it isn't realistic either in terms of how certain players hours work or what they're able to play at a given time. There should honestly be a few weeks or (if it really needs to be) a month before a new Rift opens, this'll give people enough time to prepare or see if they can even do The Rift at all.

    Now of course The Rift lasts for about 70 days (if my memory is correct) which is usually enough time for some players to complete it, but again, some players forget that not everyone plays DBD everyday, some of us have other things we want to play or do in the meantime. So those 70 days can really disappear quickly before you even know it.

    I don't personally think it's the days or the frequency that The Rift comes out that's the main issue though, I think it's just the EXP requirement for the passive shards, if it was 600 or 700 than it'd be a lot more reasonable for players to complete. Since again, queue times and match times really do play a factor in how long someone can even play the game at a given time.

    Your points about not making the rift easier and also allowing more time in between made me think of perhaps a smaller change to the rift system. If we leave the archive and rift as it is now but simply extend the time it is open, this should still be satisfying for people who play more than average and makes the rift more approachable for average players. I would vote at least a week more, preferably two.

    I don't personally mind that a new rift opens so quickly as I like to feel like I am making progress on something but I can see how it could cause fatigue and/or makes 'normal/pre-rift' gameplay kind of rare since everyone is more focused on their challenge than trying to just kill/survive. Perhaps if we didn't feel like we were under the gun to get the rift completed the fatigue wouldn't set it and the willingness to just have normal fun in-game would be more frequent, so having a rift always active wouldn't really be a problem.

  • @lucid4444 said:

    The rift is perfect if you DON'T care about the cosmetic rewards. If you do or you buy the pass (like I did), you'll feel obligated to grind for those rewards, and make it "worth your while". But it'll end up feeling like a chore, and games where you don't achieve your challenge feel like a waste of time.

    It's so much better when you don't care, and just treat these like sidequests or free bloodpoints every few games. It gives you something different to do during the game so it doesn't feel too same-y.

    I play every now and then and couldn't complete all 70 tiers. I'm sure if i was unemployed + single I'd get it done no sweat.

    I think I play a lot for someone who has a job and partner and I know it is due to the archvies/rift. I am not one to really care that much about cosmetics but it is more the sense of progression/completion that pulls me in.

    I enjoy having a reason to grind again, the fun archive challenges, and the lore additions. However, it feelsbadman to put in a decent amount of effort and still lose out on the payoff of completing the rift.

    I actually didn't even buy the rift until the last day because I knew I wouldn't be able to complete it but I got close enough that I decided to. I opted to not pay the extra couple hundred cells to get the remaining rewards because that doesn't feel good to have to pay for levels that, even though I played a lot and completed all archives, I wasn't able to get.

  • @Deadeye said:

    To your ideas:

    • seems fine, many active players should know about their average progress now and be able to guess if the early battle pass will help them. Just not sure about the "pay2win" feeling some people might get about that
    • seems bad, I think the idea of returning all cells is motivation and reward for above-average players that support the game anyway for a long time and keep it alive. otherwise it would not make sense to me why BHVR would make the premium pass possibly free
    • not sure what that idea would fix or target
    • again, this is about balancing to the average DBD player. it is like that on purpose

    @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669372#Comment_1669372

    Thanks for the grown up response... I said nothing about newbie or entitlement or whatever, I just said what the rift is designed about and why I think it fits perfectly.

    This is not meant personally, there are just thousands of threads about it. What do you mean with the rest of us? Average players? Below average? Everyone except me? Everyone except those that got tier 70?

    You keep saying that this is somehow balanced for the average DBD player but meanwhile you are also saying there are thousands of threads where players are saying they can't complete it.

  • @Zender said:

    It’s a chore, the challenges give you around 8-10 tiers but you need 17-18 at each rift stage to keep up.

    This equates to grinding out the rest, spending typically 2-3 per day and playing every day.

    I guesstimate its 175-250 hours each rift if you do all the challenges to max it out.

    Right, by the end of the rift it starts to feel like a chore which isn't exactly fun. I like the difficulty of the archive challenges but the slow gain of rift fragments takes away from some of the satisfaction.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669372#Comment_1669372

    Thanks for the grown up response... I said nothing about newbie or entitlement or whatever, I just said what the rift is designed about and why I think it fits perfectly.

    This is not meant personally, there are just thousands of threads about it. What do you mean with the rest of us? Average players? Below average? Everyone except me? Everyone except those that got tier 70?

    Starting out something with "For the 100th time" is really a great way to start a 'grown-up' conversation.

  • @Deadeye said:

    For the 100th time: The rift is designed for the average player across all players they have. I got all tomes to rift 70 without problems and also downcalculating was always looking fine to get tier 70 done within the 2h/day average.

    In detail for this tome: I needed 138 hours (including queue times etc) and I had 6 complete rifts of rewards left in lv4 when I reached tier 70. I think the tomes have always been fine

    For the 2nd time: "Inb4 gEht GuD nEwb I diD iT JuSt FinE. --> This convo is for the rest of us. <--"

  • @Mikeasaurus said:

    Just going to put this out there as a PS4 player. Full PC lobby as Killer (I know because of the Steam names) and each DC'd. Oh, wait. Does that mean PC DC just as much as console?! Gasp! Who knew?

    Actually it doesn't mean that, you described one game. I have experienced this consistently since crossplay was enabled, dcs have gone up and the trend seems to be crossplay people. Further, I asked if others had experienced this, meaning I am aware I don't have all the data. Take your passive aggressive stuff elsewhere.

  • @Unicorn said:

    DC penalties have been turned off for EVERYONE. Its been a little while now.

    I am sad to hear that. I honestly had not noticed (because I don't DC) before the crossplay was enabled, now it is painfully consistent.

  • I really like this idea and I was coming here to post about something BHVR just sent out... this image:

    106508830_3085279008187317_4511051893678211321_n.png

    I think Killers and Survivors could both use this type of thing. The individual survivors and killers could have offerings or add-ons that are relevant to them. The add-ons/offerings would be similar to this where it is a very reduced version of a perk. Doing it this way would make it so that everyone could still use everyone else's perks but each killer and survivor would feel a little unique as well.

    example:

    • Dwight could have Bond - but it would have a range of 15 meters, 5 less than the lowest perk value.

    I like the idea of them being offerings so that they are still kind of rare and only one-use.

  • Have to bump this as well.

    The anniversary event seems to punish your P3 players instead of reward them for their continued support. The frequency of the items needs to increase as their rarity classification seems to make them show up waayyy less for your loyal survivors.

    I have dumped over 2 million into the bloodweb and been running only plunderers and I am sitting at like 10(a few even from dead drops and not chests)... that is crazy.

  • I have to agree.

    As a survivor I only choose DS as an anti-tunneling (but honestly more so an anti-bad save perk)... 60 seconds of invincibility is too long though.

    As killer, being able to do do literally every single killer action (chase, down, hook, kick gen, break pallet) and then down the same survivor and they still have DS?? That is insane... especially when there are only 2 or 3 survivors left, who else am I supposed to go for?

    Also, an additional goal would be to make slugging less necessary. How are survivor mains saying to 'just slug'.. how boring.


    The below is a simple change that still prevents tunneling, allows you to still make risky plays to try and save a mate, heal yourself and others, and also helps against tunneling. The trade off is that you either spend 60 seconds not doing objectives or you lose your free escape.


    A better version of DS:

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    If another survivor is hooked, while you are NOT in the downed state, Decisive Strike deactivates.

    Completing any Objective Actions will deactivate Decisive Strike.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

    Succeeding or failing the Skill Check will disable Decisive Strike.

    Successfully stunning the Killer will result in you becoming the Obsession.

    Increases your chances of being the Obsession.

  • Ok one more thing to add while I still have my tinfoil hat on:

    Terra Primus is a French book (which many devs speak) and I have only been able to find an excerpt from it, which I Google translated:

    "Excerpt from the speech of Ardal de Strop guardian of the Sanctuary: 'The dark times have arrived. It is time to start your mission in the greatest secrecy. As in all life, the evolution of our world has begun. The Earth is freed from the cancer that eats away at it Man as we know it will gradually disappear. We are not superior beings but the evolution of an organism living on this planet ... Beware of mirrors of power no one should sink into the song of corruption where vile unscrupulous beings seek to remove you from your mission ... 'Within the Sanctuary of Terra Primus a group of men and women carrying within them the hope of Humanity will have to fight in the face of unsuspected forces. At the same time in the Universe other powers clash."

    31sfLAo56mL._SX327_BO1,204,203,200_.jpg


    Seems creepy enough to fit in with typical DBD lore and the book is titled Terra Primus. This basically proves nothing, but is interesting and if anyone knows anything about this book perhaps they can draw some better conclusions.

  • So I was curious if Terra Primus existed within some other movie lore I was unaware of. As far as I can tell it is only a not very well known book series and more interestingly a magic card.

    Why is the magic the gather card more interesting, you ask?

    To me, it resembles a certain sci-fi monster... remind you of anyone (aside form the laughing eel)?

    I know it's a stretch but it's kind of funny considering all of the Alien talk I have seen lately, would love to see Alien in DBD.

    Terra Primus.jpg


  • I was just pondering this myself.

    I like the idea of a time traveler, perhaps the next survivor/killer found a way to manipulate the entity and its realms to travel between worlds?

    I could also see it being an outsider(not already in the fog) who found out about the entity and started figuring out ways to harness its power for time travel.

    Either way, it appears the traveler left an impact on the people of Terra Primus, either by staying as a false god or simply due to the people seeing him and assuming he is a god because of his 'powers'. The image of the fabled traveler lives on even though this traveler mysteriously disappeared one day. Of course, his disappearance was due to the entity finally being able to trap him in one of their realms.

    I could see the traveler being either the killer or the survivor. As a killer the kit would probably be a bit more interesting. Perhaps manipulating the entity for so long twisted his mind and this is what led him to destroy the entire civilization of Terra Primus? This act left him vulnerable to the entity and that's how he was trapped. Or perhaps he is the traveler who just finally got caught and is a survivor who knew too much and is forced into the trials, either way it could be an interesting story with more thought.


    Also, could just be a survivor/killer combo from another planet and that's it. No tie in to the entity they just have other world backstory which would be equally neat.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044200#Comment_1044200

    Why have the hatch exist in the first place then?

    Soon as the third survivor is hooked, you could beeline straight for it, leaving the fourth survivor literally no chance.

    The killer is already faster then the survivors by default, and don't have to move even slower then normal to avoid discovery. If they beat you to the hatch, that's on you.

    The hatch is 1 of 3 options for the survivors to get a free escape. It should exist as a choice, not a free escape for doing nothing. Although the killer is faster, if you are a survivor that is aware of where the hatch is you can decide to either go for it or go for the door that is the furthest away.

    If the killer hooks someone far away, you know you may have a chance at it. Or if you believe the killer hasn't passed by it to know where it is. Otherwise you know you should probably plan on using the door. Remember, you are in this situation because you lost, you didn't complete all gens.

    It gives just a tiny bit of strategy to what is otherwise a freebie.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044202#Comment_1044202

    Zanshin Tactics.

    Oni perk.

    Shows auras of Pallets & Vaults within a certain range to help plan where NOT to steer survivors, and to help avoid pallet stuns from those you can’t see around corners.

    Oh ok, seeing the aura would make that perk much more useful, I never use it.

    My original idea was not to make aura visible just the hatch itself. Why not have the hatch visible?

  • @[Deleted User] said:

    I’d be happy if it were a perk, such as if Zanshin were buffed to include reading the hatch aura once the hatch appears.

    But having this feature at base? No.

    Zanshin?

  • @Archimedes5000 said:

    Thats a terrible idea lol

    Id like a key nerf, but this? Just no.

    Why?

  • I definitely agree about wanting more of an actual campaign, but I think the archives will be the most we see for a long time.

    It actually does a pretty good job of exploring the different characters but it is too bad they didn't do a cohesive story and just put sort of random logs in.

  • @Carpemortum said:

    I actually prefer the same old gameplay. The game from BBQ event is when I started, and I love the tense cat and mouse chases. Hiding, trying to outsmart the killer, etc. Its why i even still play it.

    Now days it's either super fast hooks, getting sandbagged by my teammates, or gens pop before I can start to enjoy the hunt.

    Regardless of which side I play, I always find the salty ass toxic players. Teammates that spam unhook you and dont actually do it, people who teabag then DC when caught, etc.

    Endgame however, needed to happen. A good match is one thing, but 45 mins of someone refusing to do work or leave after gates are open? Absolutely no reason for that to happen.

    I agree with most everything you said and agree with liking same old gameplay but + something not minus effort/fun. I also agree with Endgame being necessary, it makes matches so much better for both killer and survivor. However, with Endgame, 'balancing', and new perk mechanics the cost seems to be worse/quicker overall gameplay in the long run.

  • With the ruin changes, any chance of adding another objective to make gameplay a bit more dynamic, perhaps a mutual one, for survivors/killer?

    ie: An objective that speeds up or slows down progression depending on who controls it.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/852866#Comment_852866

    Isn’t new Freddy a mix of clown and hag?

    Demo a mix of Hag and Huntress?

    You can find relations if you want to on lots of killers

    I think that's the point of this post. They are recycling abilities and the more they do it the more underwhelming new abilities are.

  • I mostly agree with OP. It was immediately apparent that Oni was a blend of Billy and legion (ability power up over time)

    While it is underwhelming to not see any really new abilities come to the game the real issue to me are the perks. They could make new killer abilities, they aren't really, but each time they pump out 3-6 perks they are lucky to add one that has any real value. Getting buried in perk options is no fun either and it will only get worse.

    I agree with others that a new game mode or objective is becoming more and more necessary.

  • @Okapi said:

    The only nerf Keys need is that it should take 5-10 seconds for the survivor to unlock and open the hatch. That way survivors couldn't just open the hatch with a click of a button during a chase.

    Moris should be changed so they can only be used once every survivor has been hooked at least once.

    This is the most reasonable solution I have seen around reworks for these items. I would still vote for ~5 seconds for keys because keys are so rare but requiring some time is reasonable.

  • I think it could possibly be for lore reasons. Perhaps Jake is administering the serum( or whatever it was called) and if only one survivor getting a skin is a result of some decent cutscenes/lore content, Sign. Me. Up.

  • I think a zombie killer could work.


    First idea:

    It would be cool if it's ability caused other survivors to crawl or walk around the map as a zombie upon death. Like slow and mindless but as more survivors fall the more of a problem it becomes. Perhaps with an infection style bite attack the slowly gets worse, think legion+plague.


    Second idea:

    The killer is multiple zombies and can swap between controlling them(pretty much reuse Freddy/demog teleport). When not being controlled they stand idle and require a loud noise to attract them (missing a skill check, fast vault, sabo, being too close), with add ons that make them more sensitive to quiet sounds as well or increase the hearing range.


    No I don't want to go play DayZ , wwz, or twd game. I like playing dbd

  • I have to agree, I have nearly 1k hours and that seems to be the games life expectancy imo. I'm really holding out hope that the archive adds at least a bit of a feeling of progression but who knows when/if that will come.

    I'd love something else for survivors to do but I know the devs won't do it, so here's hoping the archives is worthwhile.

  • Can you give an ETA for the archive/library feature being added to the game?

  • I would just like the return of proper audio.. The update had wrecked it for a lot of people. After that, I'm just waiting for the archive feature to be added 😀

  • @se05239 said:
    Considering Legion's backstory and lore, I guess its safe to guess that they've been fired or moved to another department of the company. Perhaps they're helping to produce more Store fodder?

    Hopefully that isn't the case. They just announced the 'Moonrise Event' so hopefully that brings along some more story. I was really hoping the lore stuff would be more frequent and not just tied to an event but we shall see!

  • @DemonDaddy said:
    Hooks seem pretty well spaced and proper Sabo on them takes commitment both in loadout & ingame. Getting off the shoulder is about coordination and timing. Most chases end with at least one gen close to done, the wiggle phase is a "narrow" window to have teammates attempt a save, not (although rarely) save yourself. To pressure a killer during that time is a team effort and reliant on your performance prior to being downed. Avoid looping near hooks and plan your down for open areas where teammates can have the best opportunity to interfere. 

    I agree with having the narrow window for escape but when all of your allies can take a hit and there literally isn't a distance the killer can be from a hook that will allow you to wiggle out, that is broken. The escape has to be possible at all and then slightly easier (or harder for killer) with perks. If the killer can travel the distance of three hooks and hit a survivor and still not be enough time, that isn't a narrow window, that needs fixed.

  • Worst killers in the game, Freddy and bubba, have normal movement speed
    I did not realize this lol, I'm mostly a Freddy main as well, cannibal isn't payable imo though. 

    Honestly, with The Spirit, her perks alone seem the most op.
    Rancor is essentially super buffed BBQ and chili, see all survivors regardless of distance, don't have to actually do anything to see them, comes with noed light.
    Haunted ground is the easy trap for low levels and an annoyance if you also bring another hex perk.
    Spirit Fury is the chase ender almighty with only needing to break 2 pallets. This is her most balanced, at least the stun still happens.

    Mix all of that with a nurse/bingBong level of invisibility and mobility and you have a killer that, as a survivor, is not at all fun to play against and is straight up op.

    The thing that gets me with her is that she doesn't have any real balance, no risk reward like most others.
  • Boss said:

    @not_Queen said:
    Hello! Yes we are aware of the connection issues. I am waiting on an official word to be able to communicate about it. I think a lot of you are trying to get in game :)

    Maybe some budget can go into preventing this in the future. :)

    Perhaps if the community didn't threaten to burn the place down every time they tried to get some money... Hmmmmm
  • While I appreciate free stuff as much as the next guy I also understand it costs time and money to do cool events like this, and I hope it doesn't sway the decision to do future events. Thanks devs for the hard work, it is definitely worth money!
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