Hex_BoopTheSnoot
Hex_BoopTheSnoot
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- Hex_BoopTheSnoot
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378532#Comment_3378532
Yeah, I had the red packet loss icon the other day, but my ping was like 35. The two things can be mutually exclusive, though they often aren't.
Funny enough this just helped me on my search to figure out my lag issue. Thank you!
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Version I need without background:
chaser_icon.pngWhat I found that is very close:
chaser_icon_bronze.png -
@Ketrab2703 Oh, wow. I was told it wasn't that way.
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Yall are so damn dramatic
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Its been happening to me too. It's really annoying.
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Yes. Please.
BT is clearly intended as an anti-camping perk, there's literally mo reason for it not to be distance based.
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yes.
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OMG I have made several posts about this on Reddit and they all have gotten shot down. I am so happy to see other people with the same opinion as me.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1345972#Comment_1345972
"Prematurely removes survivors from the game"
No, it doesn't. You are not entitled to a certain amount of play time per trial before the killer can kill you. You could bleed out in 4 minutes if the killer slugged you and nobody came to your rescue. You could die on the hook in 10 seconds if you tried to break free and then didn't struggle. You die when you die. That's all.
If you die 10 seconds from being on hook the game is either already over or you killed yourself. Not a good comparison.
I've been playing DBD for years and I've literally never died from bleeding out on the ground without a Survivor at least attempting to save me once. Nor a good comparison.
A good comparison? KEYS. Not only are they a free escape, but they're very luck based. Just like how Ebony is a fee kill.
Both should be nerfed.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1314177#Comment_1314177
I know you were hoping that this would save your hide, but even after seeing what Heather looks like outside from pre-rendered cinematics, DBD’s in-game model STILL looks worse than the in-game model from almost two decades ago.
Bruh moment.
Are you slow? They're the same model, just the one in DBD live intentionally has reduced detail so that the game can run properly.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/149647/hook-suicides-should-count-as-a-disconnect
I know where you're coming from. I understand totally. But think about it, the difference between a disconnect and a hook suicide, is a few mere bloodpoints for the survivor. They aren't having fun killing themselves, so leave them to it. But where would the line be? Like killing yourself as the first survivor hooked straight away, that would count as a dc right? But at what point in the game, would it not count as a dc? Say the survivors all do a great job at doing gens and chases, and say there's 1 gen left and someone suicides on hook? Would that count as a dc? And if not, at what point does it not?
It's hard to say because while I want it to be at any point in the Trial, I could see a situation were someone kills themself at the end of a game so I don't know.
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@KingFrost said:
How would you even count a hook suicide? How long do you have to struggle before it counts as suicide? What happens if the game doesn't register you struggling? It happens way more often than it should.
There's already coding in the game that does this. For example, all players don't loose Benevolent when a player suicides.
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@Ihatelife said:
You can't force someone to play the game.
They're not forced to play the game. They can still disconnect.
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@Bovinity said:
But it's not the same as a disconnect at all.
It's entirely within the intended and allowed gameplay mechanics. It's simply poor play - and poor sportsmanship perhaps - but it's perfectly legal within the rules of the game and there's no reason it should not be.
Purposely killing yourself to circumvent the DC Penalty doesn't sound like intended gameplay, but exploiting.
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I like some of these ideas, while I'm not a fan of others...
I really like what you did with Status Icons and Power/Items and their Add-Ons.
But like others have said, moving everything to one aide of the screen is not it. I also personally would leave Perks and progress bars where they are, but I definitely think a spin on your idea would be really cool.
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@xenotimebong said:
I really don’t think you want to penalise survivors for stacking two on a gen too much, or you’ll open an entirely new can of worms. Which feels worse: losing one gen to three/four survivors early game, or losing three gens because the survivors knew to split up?
That's a good point.
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@rubixscube said:
you can't count, and your suggestion is silly.
wat?
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1186295#Comment_1186295
As a PC user, I have never needed to uncheck that again. Definitely a bug.
So how do I report a bug like this?
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@lynelmane said:
- give me back the button to switch directly between survivor and killer!! (should only work when in a lobby by yourself)
that's my only point lmao
THIS
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@Fibijean said:
I'll add a few of my own:
- Ability to search for perks by name, or at least have them properly alphabetically ordered
- Ability to save custom outfits and loadouts
- "Equip to all" option when customising charms, so that I don't have to manually equip my favourite three charms to all of my characters individually
LOL The equip all was one of my points.
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@Xzan said:
- Show SWF in Lobby (for both sides)
- Show Perks of other Survivors in Lobby
- Rematch-Option (1x time use, to prevent farming)
- Show some Stats at the end of the Match (Pallets broken, longest/shortest chase etc.)
- KYF should have an solo option to explore maps
I think these are cool too. Not sure about the SWF thing since that's more balance than QOL.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1186295#Comment_1186295
It's strange that it does that for you, because I don't think that's actually intended functionality. I only had to uncheck the box once for it to never autoplay again. What platform are you on? It might be worth filing a bug report about it.
PS4
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@Fibijean said:
I'm on board with all of these, if only because for once a thread advertising QOL changes is talking about actual QOL changes and not straight buffs.
I mostly made this post because I'm tried of going to look at my Tome collection and it starts playing an entry, even after I've unchecked the box billions of times.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1185399#Comment_1185399
I don’t think killers need OP ad ons. They have an OP offering called ebony Mori 😂 in my
honest opinion I think killers have too much :/
I know killers want to have fun too, but it’s just not fun for survivors to stare at a progress bar and die for you every game. This is what solo feels like. Which snowballs into why killers complain about swf. Well that’s the only way. Even then swf isn’t guaranteed to work. Some killers have way too much at their disposal 🤷♂️ As long as you have a half a brain and a little bit of common sense anyone can be a killer. It’s too easy imo.
Why can't Ghost Face's just be buffed (Not OP) and have Ebony Mori be nerfed?
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@drimmalor said:
Deathgarden is currently free on Steam. Add it to your library (and maybe launch it), and you should get the masks in DBD (unless they've changed how it works)
Console Player: I'll go and do that right away :(
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@CHARMED69TAURUS said:
Recall how when Deathgarden came out they got DBD exclusives and the same way around for DBD? Well, the dev's gave up. No one can get the Meg and Trapper mask anymore, unless, you guys can allow us to have them. PLEASE! Another thing, remember the Claudette hair in the game opening cutscene? Can we have that hair for Claudette? Please, you managed to give us SOME exclusives, in fact you promised no more! Please dev's. Give us moving beret and default Claudette hair, and please give us the Deathgarden exclusives.
Agreed, except the hair Claudette has in the opening cutscene is her base hair.
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Pallets for sure. Even if Survivors don't fall for the pallets, the tend to just avoid all pallets in fear >:)
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Ah yes. A token "DBD is dying" post.
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The new general Survivor Item changes are such a cool QoL change.
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Ah yes. Another token Survivor vs Killer post.
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The Pig. Especially if you use her Box Add-Ons.
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Okay thanks :).
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@Yung_Slug said:
Looks like they aren't easily accessible through the game's files, so you might have to replace a few customization icons with blank pngs and take screenshots of those items.
Damn I don't play on PC so I can't access the game files. Do you know if anyone else has already done this?
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Another generic "Ruin nerf bad, Killer unplayable" post.
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Boo hoo.
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@UncannyLuck said:
Then the clown anti heal perk will be weird though, since survivors will be able to tell they're in your terror radius by healing
If a Survivor was Oblivious, they'd be affected by Caulrophobia no matter how far away they are from the Killer.
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When was it nerfed?
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@pemberley said:
Spawning it when gens still have to be completed by 2 survivors makes it really unfair for 1 of them, because as it stands currently, scaredy cats will hide or hold hostage and force the other survivor to effectively kill themselves to end the match. You know, instead of the last survivors trying to get out alive together.
It also just feels really cheap as the killer. If I am able to, I would much rather kill the guy not participating than the one actually trying to do the objective.
Now what about OP Key's!
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While FNAF has a bad stigma, so does DBD, and I think introducing a whole new fanbase to DBD is never a bad idea. But it could only be a paragraph and I feel Springtrap would be the only animatronic that could fit as a Killer in DBD.
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@Zixology said:
I didn't see the stream. But it better be a rework INSTEAD of a buff.
If he just straight up gets buffed to levels somehow more annoying than Plague, then idc about penalties, I'm DCing. Those two killers delete fun from the game entirely.
It's an Update, not a rework.
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@Waffleyumboy said:
These ideas are great!
Thanks.
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@prismalorg said:
Before Dead by Daylight, I played a lot of Rainbow Six Siege. I liked the large diversity between the casual and ranked game modes. In a casual type game mode, you can experience playing with different (both higher and lower) rank survivors and killers. And in the ranked game mode, you will play against and progress with people of similar rank, just like it is now. It could provide people with a new experience in the game and give them insight on whether or not they want to grind out ranks. I feel though that placement matches would have to be a must for this, so I'd imagine that the rank you get is equal to the amount of pips you get in a certain amount of placement matches. I think the game is very fun, however I would like to relax and have a bit more of a laid-back play style and not be trying to de pip every match I play. What are your thoughts on having set ranked and casual game modes?
Agreed. I really hope the Dev's add an Unranked gamemode.
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Ah yes, another "every change is bad and the Dev's hate us post".
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@bgbomb said:
80 SEC-> 83.2 SEC
i guess it is worth for one add-on slot right?
i mean 9% must be too strong so DEV need to NERF 56% of it right?
Even though you can just wake up to counter it but NVM who care.
i think we should just get over it again right?
Well the speed decrease Stack with other Dream Demon Add-Ons, Thanatophobia, Dying Light, etc.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/904953#Comment_904953
That's more of a fix to the issue of 2nd storey vaults not working with Lithe at all, it's still something that would only trigger with the sprint effect once.
The issue is that ANY exhaustion perk is already a significant perk that extends chases. None of them need passive effects as well to basically double the value of the perk. It'd be like if Nurse's Calling and Sloppy Butcher were merged into one perk. Dealing with 4 exhaustion perks on a team is enough without them also affecting the game outside of their initial sprints.
I'm not saying every Haste perk needs a passive, but Lithe could use it, Balanced Landing clearly needed the reduced stagger, but it doesn't need the reduced noise caused by falls. That's fine that it doesn't, but ideally if Exhausted just cause Haste not to trigger, than I could see the reduced noise just being a passive.
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@anarchy753 said:
It is a buff to the perk to compensate for the lack of a constant passive ability.
It also opens up new avenues for stealthier play to break into a sprint without the killer even knowing you're there yet.
The goal was to bring it into line with other exhaustion perks by removing the constant passive effect, (along with un-breaking a tonne of maps) so what possible reason would there be to give it a NEW constant passive that no other exhaustion perk has?
They already do their job as one-off chase extenders, they don't need an additional effect at all times as well.
Well personality I wish Exhausted just prevented Haste from triggering, and I personally don't care if different Haste perks have passives. Like I wish Lithe made Haste duration gauges pause while falling.
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Yes it's a genuine glitch. I've faced it on PS4 myself when playing Killer. I attacked a Survivor as The Demogrogon and somehow it broke them.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/904884#Comment_904884
Yeah, kinda like Myers don't just stop synergising with perks when he hits T3.
Facts.
Though I understand why the Dev's have added distinctions between Basic and other attacks, because Feral Frenzy and Hunting Hatchet attacks are very different from Basic attacks, but Ambush and Pounce attacks are much more similar to Basic attacks than something like a Chainsaw attack. I just feel like a simple line in perk descriptions specifying the exceptions would work fine.
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@LemeTheMeme said:
I do like some of the changes here, but the the crouch and dash doesn't need a change really. It makes her second ability to be ghostfaces but with a dash, survs can't break you out, and increased movement speed. The addon changes look alright, but the ruleset one is just going to be not viable since anyone knowing you're running it will just immediately take off the helmet without worrying of it blowing they're heads off.
I thought about the Night Shroud similarities to Skulking too, but I didn't change it because I feel the whole Reveal aspect of Night Shroud mostly exists to counteract Ghost Face's Stalk. With the movement speed increases I gave Skulking, it's actually mechanicly more similar to Wailing Bells cloak than Night Shroud, except she isn't almost completely invisible.
Also Rule Set No. 2, just like the Reverse Bear Traps, ia a lot less about actually killing Survivors, but wasting their time. But with Rule Set No. 2, not only can you never see Jigsaw Box auras, but you also are never sure exactly how close to death you are, which could add another level of fear.
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@FriendlyGuy said:
I agree with everything, except the ambush token synergy. No STBFL on Pig? No fun.
Ya I understand, I like being able to keep my 8 Token by Ambush attacking too, but I figure if I'm going to rope Ambush attacks with Basic attacks, I kinda need to be fair and include all perks, not just the ones that IMO are unfairly excluded from Ambush attacks like Franklin's Demise and Sloppy Butcher.