TheDarkWall
TheDarkWall
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- TheDarkWall
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I'm in a similar boat coming from ps5. I purchased the majority of the chapters off the ps store, and any chapter I bought without aurics or iris is unavailable to me on steam. It is spotty as hell, that is certain. I'm guessing their support staff is overwhelmed, but it is sad because many of us console gamers are looking forward to having a lot of the more aiming based killers be able to be played to their fullest for the first time.
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I did, yes. I've updated it, synced it after updating it, reinstalled it, resynced the licenses for my dlc just for good measure. Synced my bhvr acct on both ends multiple times. Nothing seems to fix it.
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I do also feel that even if we ignore the above average previous patch, this patch is quite underwhelming with the quantity and nature of the changes offered. I'd also say furtive is still a trash perk because instead of making it do something useful other than change the obsession they just buffed the not useful thing it does. That being said, I think the solo changes, if implemented with this patch, will help them have a consistent vision of what the game needs to be balanced around, which will ultimately help the design of dbd for future developments.
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I really wish they'd give us cross progression so I can at least be on the platform they care about creating a functional game for
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Perhaps this chapter was meant to show us why the devs need to play looser with release dates. Rather than being like "Yo, we'd like to sell you something right now, so if you could just give us your money and we'll finish it later, that'd be great. Btw all the other stuff is broken too"
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I also would like to put time into playing blight. He looks like a fun killer. It's a shame the devs won't give us the killer playable at their full capacity on console. If they insist on being so hard headed about mouse and keyboard despite other console games allowing it, they could at least put in a little big of effort into making our control methods fully functional. It's sad that I'm going to have to wait until next patch to have a shot at playing a worthwhile killer because they don't want to finish designing him on console.
Also, I'm lost as to what all the people on pc are talking about acting like he has no flick there. It seems like it requires a strong motion to do it, but there are videos of tofu testing his flick where he can pretty much instantly turn 90 degrees. Where as on console you very slowly turn so that by the very end of your swing you've turned roughly 40 degrees. So there is a firm functionality gap between the two systems.
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I feel like you could let it trigger on both first and second hook and it would still just be okish at best tbh
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I would rather the cooldown be reduced further or the duration be increased. The rationale they have of being like "Oh man you can switch up the angle and confuse them" isn't really practical in most cases since the duration is so low it does not offer a chance to take an unconventional route more often than not. If they're intent on sticking with this low value variant, I think we should be able to do it every 40 seconds. Considering it must be done by kicking a generator that is actively being worked this is a significant time investment in the context of a chase and the warning it gives to the survivor side is huge as well.
So yeah, I'd be behind either 30 second duration with a bit of a longer cooldown if needed or shorter cooldown left as is in duration.
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I could get behind this idea if it lasted for like 15 seconds or something. Also touching a gen or being healed basically means it should instantly be turned off. Hard no on protection hits giving DS.
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Also, potentially related. Every time this happened the silent slug bug occured during the match. The game also lags when you try to use your ability. Generally speaking it seems like the bug always occurs when the game gets laggy. I hope thats all it was and the slug bug isn't in the game still beyond that
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Indeed, I outplayed myself and posted too soon in my excitement I'm afraid. Anyone who is interested in knowing what happened, here is the bug report
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It's actually a horrible game breaking glitch that I didn't account for when I first saw it. Reporting in the bugs section
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The only buff this perk should get is maybe some sort of bp bonus. Frankly it's still questionable as to if this one is going to end up being bs.
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I think while better than huntress he is still not anywhere remotely as good as his pc counterpart. This is because the quick and precise aim needed to hit a survivor at a loop is significantly harder to line up on controller. Both this character and launch oni were prime examples of why we need keyboard and mouse on console. DBD is easily one of the best primed games for this option, with the opposing side being almost the same level of strength on a controller. I sincerely don't understand why bhvr is so stubborn on this matter.
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I think that would be a bit much considering there are times where the killer has no reason to go anywhere else so it would more or less force the killer to give a free hook save to a team they'd beaten. With bs items like keys this could be especially bad. I think having it proc on first and second phase and maybe having the extra nice part of making it so you don't have to struggle in 2nd phase and instead press x to die would be cool. Although they should do that more generally tbh
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It really is a trash idea as it stands.Just being near a killer who has downed somebody gives you a very high chance to rob them of their hook. Denying a hook is huge, it should come with a massive investment, in this case the set up time or damage sustained by bodyblocking, likely multiple hits. But this is turning it into a really solid option to just casually throw out with no planning ahead and little to no investment. If this doesn't at least get doubled in sabo time required by the time it hits live I certainly foresee a lot of "######### why are survivor queues so much longer" complaints
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While personally I don't bother slugging for 4k for the most part as I simply don't care enough and still see it as a win if a survivor gets hatch, I understand why others do it. The hatch in and of itself is a win that has not been earned at any capacity. It is kept in the game to give survivors a small chance to survive even when they've not earned it so that they don't just take the game hostage and hide non stop. But none of that changes that they have not earned that escape. So the odds aren't in their favor for getting it anymore (which it shouldn't be given the nature of the hatch), but if a killer can do something to make it so that the dice roll of you getting an unearned escape never happens, then it's perfectly reasonable to do so. The same logic of saying the killer should not slug for 4k because it holds things up can be stated that the survivor should give up rather than making the killer slug for 4k. In the end, both sides will do their best to win and nothing is wrong with that.
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It's kind of sad. After Ghostface and demogorgon behavior was looking solid. But it feels like everything they've done since then has been mostly degrading the game. With these recent changes I'm really feeling like they don't even understand the problems their game has anymore. Talking about doctor being annoying to go against? He's a joke to anyone who is remotely competent at the game. But no, he gets one free location on every Survivor per game. Got to fix that bullshit for the survivors fun
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So I do have a question regarding the video below. At roughly 55 seconds in, it looks like he's still doing a 180. There is uneven sensitivity throughout the attack, but you can clearly see where it starts and where the attack ends and it's maybe just slightly shy of 180, but easily exceeding 90 degrees. I'm just confused by this since it looks like you still have more control on pc if this is any metric to go by.
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@Viracocha72 said:
https://forum.deadbydaylight.com/en/discussion/comment/912890#Comment_912890
What are you talking about? I was able to do a 90 degree flick all night since the changes.
As was I. The flick on console feels about the same as what we had. The difference that seems noticeable is the turn rate is better for the demon dash outside of the flick. So console more or less got a net buff while pc got a nerf bringing both version of the character into the same space. I do think the flick should have remained a bit stronger than it currently is however, if only to rationalize the time it takes to get the power and the fact that it was a very technical aspect of the character that made him strong enough to go vs strong teams.
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These aren't bad ideas. I think my ideas are basically around taking the existing concept and making it stronger while avoiding the things people hate about it, where as yours seems like a full redesign in many ways. Being that I like the core design angle for legion I prefer my suggestions, but yours are fun too.
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I do it rarely and usually when I update something. I don't think that is unreasonable.
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@UlvenDagoth said:
They are on the wiki, and Killer Instinct add-ons are useless cause Killer instinct doesn't tell you distance. That plus your short duration means you might run after someone you can't even get too.
Incorrect. While the situations you may run into will vary in terms of how you should pursue the chase, you can assess if they're inside or outside your TR based on if you actually hear the heartbeat sound or just see the indicator. Given that the maximum range add on is 16m + 32m TR you're talking 48m, which is within legion's travel distance. Now it is up to you to use your knowledge of the map and where exactly they are likely on it to assess if it's a worthwhile pursuit, but unless the person is located in some sort of winding structure you should be able to reach their present location. This is without duration add ons, which you should be running on legion since they're probably his most useful add on and not accounting for the increased range of frenzy due to the run speed buff.
I suppose you could argue that could happen if you doubled up on detection range add ons, and you'd be right. But I'm not suggesting that is a good idea.Considering a good portion of chaining hits are about positioning yourself so the survivor cannot see where you're coming from until you're reasonably close so that they can't run out your duration, knowing where they are before they even know you're in range of seeing them is a nice early advantage.
In terms of the iridescent pin, for the most part yes I'd agree. The detection range ones are a bit sneakier and can catch people off guard multiple times a match, compared to the iri pin which lets them know immediately that you see them and could potentially be moving for them. It also has the potential to mislead you as to the plausibility of a target. So it isn't a clear cut better in every way sorta deal, but pallet breaks being built in is quite nice as well. But it's also worth noting that it is an iridescent add on and as such not something you'd run every match.
On a separate note, I think it would be nice if legion had the option to do a slow vault that broke the pallet, similar to how demo and oni have pallet breaks that are about BS speed. Given that killers have this ability that are potentially lethal right after breaking the pallet, I think it would be reasonable to give a guy with a 4 second pause before potentially downing such an ability, and it would help him make the map unsafe quicker which is something he needs due to being only M1 downs.
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But I did also like the speed add ons as well
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I would disagree, they can be quite nice in trying to line up an approach that blocks LoS before the person catches wind that you're pursuing them and starts looking for you.
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Bump
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So, as it stands now the oni is considerably less powerful on console compared to PC. This is due to the fact that he lacks the same functionality as his pc counterpart in attacking out of demon dash. The Arc you can turn with on the console version is roughly 45 degrees on either side from the direction you are facing when you initiate the attack. However, as the clip below shows, on pc the character can hit in almost any direction. He actually turns around and then turns back before he's locked in for the attack.
https://clips.twitch.tv/BetterAntediluvianCocoaPMSTwin
Due to the nature of a controller, I feel just giving higher sensitivity options would cause issues in the other direction of not being able to fine tune the aiming when you need to. I was thinking perhaps being able to click the right stick to amp up the sensitivity in key moments may be a good fix. I really like this character, but it is frustrating for all intents and purposes playing a heavily nerfed version of him.
"https://clips.twitch.tv/BetterAntediluvianCocoaPMSTwin"
So the question is obviously, what if anything is planned to be done about this?
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How would you feel about changing the way you level perks up? Instead of making it so you have to find them more than once in the bloodweb you could make it so you unlock them once and then using them in a certain way unlocks the higher level version of that perk. For instance, to level nurse's calling you could have to down a set amount of partially healed survivors and so on. This could change the perks from a grind of blood points to a fun way of embracing that perk's capabilities. In essence it would stand to make the process of leveling them more fun and educational, which would be particularly helpful with newer players.
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I honestly think it could block pallets and vaults in 32 m and still just be decent, compared to the trash it is now.
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@Kaelum said:
@TheDarkWall if you at all knew who Space Coconut is, you would not have written at least half of what you have. It appears that you have been playing the game for less than a year, so you don’t understand how wrong you are on certain points. Maybe a year from now, if you are still playing, you will understand the frustrations that seasoned players have with the way that BHVR has handled the game. If you were to step away from the game for 4 months, and then come back, you’d realized just how broken this game is when compared to other games. You can’t treat this game as if it was in a vacuum. So, we will need to agree to disagree on almost all points.
I see nothing regarding counterpoints other than condescension. Not sure where you're getting the impression I've played for less than a year from, but I've been around a good while longer than that and while the majority of my hours are not on pc I have spent plenty of time around seasoned players. You really should try to discuss the ideas of the person you disagree with rather than talk down to them and try to degrade their experience. Weak .....Well I'd say weak point but you didn't really make a point other than "Darkwall bad, dbd bad"
I don't care what reputation this guy apparently has, I'll take him at his words and nothing more, which I did not find persuasive. Granted it was probably some random bs gameplay he had lying around, but I also did not see anything in the video that made me go "Holy ######### this guy is on another level, I should bow down and accept his word as truth"
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I don't know, some of these things feel like they're the gripes of players who don't know what they're doing or how to exert pressure effectively as killer. Specifically getting gen rushed, which is mitigated by learning to apply map pressure effectively via multiple injuries, slugging and whatever killer relative abilities you have. Your mid level and up killer does not get gen rushed unless they're failing to play effectively.
I feel the developers have indeed put quite a massive amount of time into pleasing this community as they've done several massive patches responding to their criticism and are continuing to do so, the nurse changes being a good example of them. The nurse changes both maintain the strength of the killer, still likely the best in the game, while giving survivor's a very slight measure of counterplay to her in an attempt to make it good for both sides. I do feel they try to take a reserved approach to some changes because this community is whiny as hell in two different directions, and if they did everything people saw as a crisis they'd likely end up nerfing both sides significantly. Even factoring in the more experienced players.
I do see this game as the best it's been since release. There is really no super bs scenario like it used to have remaining. The worst parts of this game currently are mori's, keys and the two best killers not allowing survivors a meaningful way of counterplay. But they're still addressing community complaints heavily. They can't do them all at once because it's a balancing act and shifting too much to one side makes things hard to track and risks overdoing it, so this is the slower but smarter way to approach said issue.
As nice as it may sound to just drop everything and make every patch, instead of every other patch, about improving game mechanics, it's naive to think that is plausible for them to do. Never ending development does not fund itself and lingering sales without an infusion of new will both bore a playerbase and dry up revenue needed to pay the staff at behavior so they can continue work on this game. The battlepass is also being handled exceptionally well and is not questionable. Purely cosmetic in nature and it allows you to earn your money back for an insane discount on cosmetics (over 8k value just accounting for cosmetics in the pass) is excessively charitable. Hell it would be a good deal even IF they did not let you earn aurics out of it. In the end it is a reasonable price for superficial content and a ton of additional free content they're putting out alongside it. For these reasons, I do not feel behavior is in need of slowing down their monetization practices and am glad they're finding further avenues for monetization.
In conclusion, I do agree the game isn't perfect and there are some matters that still need addressed. But the critique of behavior doing a poor job of improving the game and shaping it from what was likely looked at as a casual screwing around game into the most iconic title of a genre they more or less pioneered, I feel you're incorrect. And as previously noted, I feel their balance between QoL and new content to further finance their studio is well balanced and generous to the playerbase as it stands. I have never seen a development studio so responsive to the community and I look forward to continuing to see them grow as a studio and Dead by Daylight grow as a game.
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I don't agree. While I think individually a chase needs to be tilted in the killer's favor since they are meant to eventually catch one of the 4 survivors they're competing with, it is key to the game's casual competitive level of gameplay (which is why the game has such a lasting following) that both sides be able to outplay the other to one extent or the other. As it stands, spirit's ability causes the gap in information between the killer and survivor to be so large that they don't have the chance to try to outsmart you if you're playing effectively, which is not even challenging as her. Her ability needs some sort of downside to it, and with the level of audio the game offers you, not seeing the character model itself is not enough of a downside.
I don't even feel she must be outright nerfed, although she probably could stand a small one. I'd not be against giving her another buff in return for the implementation of these changes, but the main thing is whatever that buff would be would have to maintain that the survivor still have a chance of outplaying her.
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It wasn't due to the small changes from gf's power, it was a separate and noted change to legion in one of the patch notes. Personally I don't see it as a huge deal since if you're close enough to see it and have KI going off, it's not too hard to find them. Would be nice I guess but yeah, it's kinda in the meh department if you ask me.
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seems like a good idea, basically just letting people have more info about the group they went against post game.
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ye
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Yeah, I wouldn't mind looking over your ideas too
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bump
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A minor crouch m/s buff could be reasonable. He's not really weak though.
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I dislike this. This is basically an add on for players who are bad with the character and does nothing to give the character a useful ability after the learning phase. I'd go as far as to say the current rendition of the pins are better.
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Agreed. To me I can't be bothered to prestige anyone because the mentality is "Why do I care about some bloodstain when I could just use a good looking costume."
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I'd say that it would reduce farming so I'm not against the idea. But I also think that there needs to be an indicator if the person has BT or some other save perk to help you know they're not screwing you over.
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bump
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I do agree that the rework needs more work. I think that legion is however in a better place now. They're in a spot where they can be changed and improved without feeling like bs to the survivors, which I think it good. While I liked old legion, I'm also getting a lot of mileage out of new legion as well. I think while falling short, he's better than he used to be. I'll repost my list of proposed legion changes that I think would dramatically improve the character while maintaining counterplay.
" Frenzy run speed increase - Not sure how fast to make him. Maybe similar to old legion with a speed add on. This is to allow him higher levels of map coverage, therefore making him less map dependent, as well as enabling him to have a chance to more effectively apply his power against spaced out survivors on larger maps. I do not think vaulting should be changed as it gives the survivor at least a chance at breaking LoS and even running some loops vs him. I do think the detection add ons should stay as they offer up more technical approach angles to throw survivors off as well.
Pin rework - You've already discussed this so I'll keep it brief. My two ideas are either apply on first frenzy hit like you've mentioned before, or apply the status ailment AFTER the first time the survivor is returned to standard injured state. Meaning after unhook if you down and hook them, after getting picked up from dying or after mending.
Frank's and stab wound rework - These are probably the worst add ons legion has. Had a fun sounding idea for frank's mix tape though. Keep the reduction on hit, maybe lessen it a bit. But when you go into killer instinct, you have a map wide TR for 5 seconds, and then no TR at all. This does two things. Creates an interesting tracking situation that is more challenging than normal on both sides and also creates a chance to run out deep wounds for extra time on people nearby, making the eventual second hit actually relevant while still not overly good without significant perk investment. Got this idea after a meme build using dark devotion and tinkerer to make a very challenging version of old franks mixtape legion. Stab wound....eh, I mean it could just be something all together different, although if you did the frank's change it could be useful in combo.
Cooldown add on improvement - So as they stand, they're just too weak. There is no logical reason to run them because anything below cold dirt isn't even really noticeable and cold dirt is only barely useful. I get you don't want it to be an easy frenzy catch up into a short chase, but as they stand now they're painfully weak to the point where they should be either improved or changed to do something worth using.
Mending improvement - This is more just a general buff than a rework, which I think legion could use. So mending got weakened HARD in the rework, no doubt about it. Obvious reasons too. After deep wounds is applied, it functions identically to what we have now UNTIL the survivor starts to mend. Then it turns into the much scarier old deep wounds. Meaning that they lose it while mending even if they're in TR. Basically, this means that they have the easy to manage deep wounds until they've had time to get away and find a good spot to hide, but there is some tension and weight in the decision to start mending that the killer could track you down and injure you mid mend because you'll be vulnerable. Overall, this would make the ability a decent amount better while avoiding the moonwalk exploit from being used to just wound somebody and change the chase to avoid the chase from registering. It is true that you could purposefully trick the survivor into mending so you can use the moonwalk on them, but that is a far from efficient or reliable strategy over just pursuing a normal chase since the survivor is in control of when they become vulnerable. I think this change could make things more interesting on both sides though by adding tension and investment to an otherwise stale experience for survivors.
Partial meter activation - To be honest, I'm not a hundred percent sure this is needed, but it is an idea I kicked around. Basically, let legion frenzy at 50 percent. Still applies a good penalty on missed attacks and stops you from spamming the ability, but with the other changes made to his power, the ability is significantly less lethal and as such, the loosening of the activation requirement seems reasonable, even if I do like the missing penalty. "
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This and Alan Wake are the two characters I would actually buy as survivor dlc.
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It could use a buff, as it is rather weak and generally not worth a perk slot if your name isn't huntress. How about this. If in the locker for more than 10 seconds while outside the killer's terror radius you then scream to reveal your location. Also regardless of walking or running for the duration of the exposed effect you will leave scratch marks. It also maintains the current effects it has as well of exposed and revealed when exiting the locker. Makes long term hiding in a locker not an option (which is honestly just as good for your team as it is the killer if you have a dead beat doing that) and also adds a bit more tracking while not making the very lack luster exposed time frame any better.
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I don't think he's horrible, but I agree he could use some love. I think vault speed should be maintained as it keeps loops mildly viable. I actually had some suggestions for frank's mix tape to both make it unique and fun without making it bs like it used to be that I posted in my thread.
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Not sure why my post was deleted, but my tier list is pretty much. I think that anything below B tier either needs a buff or mechanical change personally.
S - Duration
A- Iri pin
B - Regen, iri tape
C - Knives, cooldown, detection range
D - non-iri pins
F - Franks and stabwound study (Which really needs changed considering they're the 2nd highest rated add on yet are both detrimental to implement into your game.)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/481463#Comment_481463
I'm just saying that I believe that's what is happening. Iri Button extends your TR but not KI. There are add-ons that extend your KI specifically, which suggests that it's not tied directly to TR. Let me ask you this, are you 100% positive that M&A also expands your KI as it did before? Because if it does then that means Iri Button is likely bugged. If not, that means that Iri Button is working as intended and TR and KI are not tied together anymore.
Yes, I am certain. I say this because I used it before the patch and I know how it worked with KI and it is identical at this time. What happens with monitor and abuse is that you'd have the expanded terror radius while in a chase. You'd go off to run somebody else down. Only because you weren't in sight of them yet and you were away from the initial person you attacked, the terror radius would shrink back down and you'd lose your visual on them for a minute while you got into the reduced terror radius range. This still happens.
For this reason, I'm inclined to believe the only divergence of KI from TR is intended to be in the instances of the expansion add ons. They are the only place at all that KI is specifically hinted at being different than TR, compared to the multiple times it is stated to be the same as TR. So to me this makes sense. Not to mention, with the seperation of TR and KI, it is entirely understandable how somebody would just forget to make the change and put in the value for a specific add on especially since the TR increase and pallet break capability get added in prehit now, hence why it is effected but nothing else is.
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Add on tier list imo, I'd say anything below B tier could use a buff or a mechanical change in some way or another.
S - Duration
A - Iri pin
B - Regen , Iri tape
C - cooldown / detection range / knives
D - Non iri- pin
F - Stab wound study, Franks (Seriously needs addressed that purple add ons are objectively the worst thing to use, to the point where they're more likely to hurt your game play by implementing them)
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You see, I think they changed it that way too to accommodate the speed add on changes. But the ability still states it shows you people inside your TR, and monitor and abuse still expands your detection range meaning that TR still overlaps with detection in some cases. So IF they are intending to separate TR and detection in cases outside the expansion from the former speed add ons, they've not communicated that anywhere and have not applied it to any other situation than the iridescent add on. Hence why I feel like we need clarification here.