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Xbob42

Xbob42

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Xbob42
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  • How it currently works plus the person using Open Handed can see any auras that their perk is enhancing. So if someone else has Kindred, any time Open Handed is extending its range, you also see the auras the Kindred user sees.

  • @RepostRiposte said:

    Hoarder: Spawn 2 extra chests and lower the rarity of items found inside them.

    KNOWN BUGS:

    Hoarder: Does not spawn 2 extra chests

    Hoarder: Does not lower the rarity of items found inside chests

    Lmao

    That's the most BHVR thing I've ever read.

  • image.png

    Doubly so for Killer.

  • Nah, gotta add more monetization from scummy mobile games.

  • "Why do you take me doing well personally? I TAKE THAT VERY PERSONALLY!"

  • It makes sense that the killer would get more. They have to be there until the very end of every single game. There's no quick death halfway through the match and queueing into another.

    That said, the post-game cap should be doubled and both roles should earn a lot more. It's such a pointless grind right now, and the grind only gets more annoying with each new addition to the game.

  • What exactly are they supposed to do? Queue times are based on how many players are attempting to play each role. They can't "fix" that, although I guess they could offer some incentives to play killer more.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779373#Comment_1779373

    I didn't say it was free pressure for the Killer.

    The whole point of using Ruin and Undying is to help slow down the rate at which generators get done. If someone's cleansing totems, they're not doing gens and the perks are helping you.

    If the killer isn't pressuring you off of generators, then Ruin does literally nothing. It only works when you get off a generator. So you can all wipe out the totems, or you can just commit to gens and actually loop the killer for a while. There's 4 of you, and ruin regresses at 50% of the speed it takes you to repair a generator, so unless you're getting stomped, you should stay ahead just by not wasting time screwing around off of generators. Or 3-genning yourself. The killer can still only be in one place at once. Well, aside from the Twins.

    Of course, the point of all perks it to give you an advantage, so it's kind of a weird conversation to begin with. If a killer uses half of their perk slots, they get an advantage so long as they keep up relentless pressure on all 4 survivors! OP!

  • Victor can jump over some things like windows and dropped pallets without being stuck in a "normal" vault/slide animation, and uhh... I'm not really sure what else. I feel like Charlotte should be able to kick him after unbinding him and put him on the other side of the map or something. Turn him into a real scout.

  • "Exhausted and on the ground! Perk sucks!"

    Still ran by 90% of survivors

  • Wifi, unfortunately. And not Wifi 6. I imagine many of them are on subpar connections to begin with, then in their living room, which could be a fair distance from their router, on top of any number of other factors. Even if their ping is low, they can still have a poor quality connection.

    Of course, I'm sure a fair number of PC players are on laptops in similar situations, but statistically speaking I'd wager the vast majority of console players play over wifi.

  • I'm struggling to comprehend taking a perk which requires a perk slot, and then giving it to everyone for free, and how that could ever equate to being "100% balanced and fair for both killer and survivor." What does that even mean? It's just a blanket buff for survivors, there's no way to balance it "for killers" because you've opened up a free perk slot for anyone who ran it and just gave a free perk to anyone who didn't. In what world would the killer gain equal benefit to make it "100% balanced and fair?"

    Just imagine the same question with Ruin, Corrupt, etc, any meta killer perks. How would the killers getting something for free ever be fair for you?

    The only potential balance would be that it'd be weaker since it's no longer a perk, and so you never have to deal with "bad" DS again, you just have to deal with 100% of all survivors having it.

    Mind you, I'm not against anything becoming basekit, just that in doing so, the only way to make it "100% balanced and fair" is to make something for the other side basekit as well.

    So survivors can have DS, and killers can have territorial imperative.

  • I've wanted them to add this sound to Blight's rush since launch, why can't we have fun things??

    https://www.youtube.com/watch?v=XjTjerSd4IA

  • Depends on the killer, the map, the loop, perks in use, skill of both players, etc.

    There's a lot of factors going on. I main Blight, so Bloodlust is something that's embarrassing for me to get. But me feeling no difference isn't the same as there being no difference.

    I appreciate that it's an "experiment" (whatever that means... have there been prior experiments?) and so it's only temporary, but until they really nail down their map design, which they 100% have not even come close to doing, then even considering removing it seems silly. It remains a band-aid fix to their inability to properly have maps be generated that lack insane loop potential, and even some loops on their own just being too powerful. Hell, we've still got rocks spawning next to shack window and in the PTB, all the windows of one of the main buildings were all open. And that's just the more explicit shenanigans.

    While Bloodlust being gone doesn't affect me personally, the principle of the thing when they haven't addressed why it was brought into the game yet is the problem. They maps are better, yes. Good lord yes they're better. But we're not there yet.

  • @DetailedDetriment said:

    No, all survivors have the exact same movement speed. However, female survivors may look like they run faster because of a few reasons:

    1. Female survivors take smaller steps, which is compensated with them running slightly faster.

    2. Female survivors run with their arms close to their body.

    3. The female survivors are smaller than the male survivors.

    The big point is the first. Male survivors run slightly slower, but they take slightly larger steps. Female survivors run slightly faster, but they take slightly smaller steps.

    I think "runs faster" or "runs slower" confuses the point. You're 100% right, of course, but I'm just trying to think of wording it in a way that doesn't cause more confusion.

    Female survivors take more, shorter steps.

    Male survivors take less, longer steps.

    However, they both move at the same speed.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766317#Comment_1766317

    The model is not attached to the camera. The model was placed a such to align with the camera itself. If the model was raised without proper adjustment as it needs to appropriately match with the camera's placement, the killer would see Blight's hands smacking air above the pallet or not realistically grabbing a dying survivor. Not sure wether they'll only touch up the arms and hands or re-do the entire first person model.

    So raise the model and the camera by the same amount? I dunno man, not seeing the issue here.

  • While I appreciate them being willing to experiment with things like this at all... I hope they never become triage nurses. The guy with the runny nose would be getting in before the guy with five gunshot wounds.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766236#Comment_1766236

    They can't simply raise the model with the camera. If they did, all of his animations would be out of alignment. They will have to likely reanimate/reposition his arms.

    No, you don't get it. His current POV is like that because they shoved him into the ground by over a foot. When we had the killer intro bug we saw the first-person killer model from the third-person. If they didn't shove him into the ground, you'd be right. But since they did, they'd literally just lift up his model several inches and everything would stay more or less aligned unless they really have no idea what they're doing.

    What I'm saying is normally you'd be moving the actual location of the camera, which would require them to re-angle the arms. But they don't need to move the camera at all, since it's already attached to the model in the correct position, and the model just needs to be scooted up.

    Of course, their weird ass pipeline that can make this game run as poorly as it does may mean they actually do need to reposition things, which would only be a further indictment on the poor state of affairs their development pipeline is in.

  • I still wish they'd accomplish these color palettes more naturally. Like with blue lights in the level or a deep blue from strange moonlight, rather than just the ugly ass blue haze (or green, depending on realm) that I just think seemed really cheesy.

  • @[Deleted User] said:

    The map selection is not based on realms, so the chance you have to play on Haddonfield is the same that you have to play on Blood Lodge for example.

    Interesting. That's good news if accurate. Do you perhaps have a source from a dev? For some reason I can't seem to Google the issue and get any decent results.

  • That's what I meant. It's just that their idea of a lunge-improving perk is so comically bad that my mind defaults to what it should actually be.

  • @SupaSlay3r20 said:

    Wait, Really? What got nerfed about it?

    It was reduced from 100% increase to your lunge speed to just 60%.

    If they did indeed increase the actual speed of the lunge like the guy above me said, that would be a buff and make it a decent perk.

    I wouldn't rely on such a change, so until we see it in action, it's a massive nerf to a hilarious weak perk that only activates as you lose more and more, and is immediately used the second you begin a lunge.

  • Blight cares not about your puny Sprint Burst.

  • While I think the natural counter to face camping is to just do gens and ignore the person on the hook, thus making the killer get very little value (and hopefully teaching them naturally that it's not an effective strategy), this sadly doesn't seem to be viable as many survivor players are just as bad as the face camper, and will gleefully rush in to their own death, falling for the most basic of altruism traps.

    So I was thinking of making something akin to a weaker version of BBQ basekit. Not the BP gains, but maybe a few seconds of killer instinct instead of auras of everyone a certain distance from the hook, something to lead killers away from the hook and to something more interesting. Although I guess since killer instinct can trigger through lockers, this might actually be more powerful than BBQ, so... maybe just like a split second of aura or something after the killer is back in control so they don't miss it?

    I know a lot of people don't think BBQ helps killers camp less, but in reality a lack of information most likely contributes significantly to camping. If you have no idea where to go, do you just wander and hope someone's at the first gen you walk up? Remember, campers tend to be at yellow/green and maybe purple ranks, it gets more rare (though is absolutely still not unheard of, obviously) at red ranks. So I'd say a large number of those killers simply don't have access to good information perks, or know how to use them.

    It's a tough problem to solve. You don't want to heavily punish camping, because there are plenty of scenarios where it's by far the only smart play, but beyond that if you punish the killer for camping rather than reward them for seeking out more survivors, you're opening it up to abuse, where survivors might find the optimal strategy to all go hang around near the hook so the killer doesn't leave or some nonsense like that.

  • No, they should absolutely announce experiments like this and it was right of them to do so. Not quite sure why they're choosing this particular thing to experiment with out of all the issues in the game right now, but eh, gotta work on something.

  • You shouldn't have to be a master at DBD to understand the concept of paragraphs.

  • The deeper question is why do we have to rely on a nonsense RNG lotto system to spend BP on in order to have items and add-ons to begin with? What is the point? The entire system feels archaic and pointless, there only to make you grind endlessly. Toss in perks (and tiered perks at that) and it feels like trash made by F2P mobile game developers.

    If they want to have their little economy for whatever reason (despite it being a "party game" that's ranked-only matchmaking...) then just give everyone the same baseline items. Permanently, they don't vanish. Then allow them to click that item and select add-ons. The add-ons they select subtract BP once the match starts. No RNG, no nonsense. Same with upgrading the item itself. I upgraded my base medkit to a ranger medkit or whatever, and now it's that rarity for X matches.

    Ditto for killers.

    The economy would have to be adjusted to really make the good stuff cost a ton more (since you could get it whenever you wanted) but at least you wouldn't clear 5 bloodwebs and not find the single add-on or item you were looking for.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762124#Comment_1762124

    Developers rarely - if ever - reply to feedback because there's no point. However, they do read it. Just because you don't get a reply doesn't mean they don't read it, I know that for a fact.

    The fact that you keep posting this thread indicated you were not aware of that, or that you otherwise expected to be the exception to the rule. That's why I stated it.

    We assume they read it.

    I know they read this forum.

    That's a chasm of difference.

  • I don't bother with Feedback and Suggestions because in the first 11 pages there are 0 dev replies. There are multiple dev replies in the first 11 pages of general discussion, so at least I know there's a chance an actual developer will read this.

    Your second point about me wanting it not equating to them put it up is strange. Obviously they don't have to listen to me. I never said they did. Why state something so self-evident to begin with?

  • @Slay___ said:

    I am guessing its mostly because of the platform choice.

    They are correctly using the beta feature provided there.

    And having separate library item brings licencing issues for the platform in use. Would be a hassle to issue, revoke and reissue it. Not really sure how to keep it there permanently and out of the 2k games that I own in Steam I have only seen one game which have both live and test builds permanently attached in library.

    Haven't personally tested PTB build in a long time but anti-cheat and pirating could be some minor issues for having file access outside of testing period.

    Uhh. I dunno what you think a separate library entry is, but it has absolutely no relation to licensing or anything like that. What they're doing with the beta branch is exactly the same thing except is requires you to replace the files in the main game. What you're arguing would be like them having to get licensing revoked and reissued every time they applied a patch. Pure nonsense.

    A separate library entry is not the same as a new game listed in the store, it's attached to the main game, and is accessed by having access to the main game. It's the same as having a separate entry for soundtrack or map making tools or anything like that. Piracy wouldn't have any effect because it's all piggybacking off the main game to begin with. I have dozens of games in my library that do this. The beta branch feature is fine for single-player games, but generally it's the absolute wrong choice for multiplayer games for exactly the reasons I stated above.

  • It's not pride at all in my case. If I come across someone so good they can run me that long, my priority is to chase them the entire match because that person in the long term will help me get better at chases more than chasing the dopes who do down in two seconds. Rare, valuable experience like that is worth so much more than the outcome of a single match. Always go up against your betters! That's how you go from good to great.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    If I might bend your ear on this. I've made threads a few times that just kind of fade away: Why is the PTB held as a beta branch of the live game instead of having its own library entry?

    For me personally, I completely ignore the PTB because it disables my ability to play the live game without redownloading it, and then doing the same to play the PTB. It's a really big PITA to actually participate. A separate library entry would require far less downloading from the end-user, and keep the live game completely active and playable, it would be so much more painless than a beta branch.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1759534#Comment_1759534

    So you are one of the guys expecting 4k every game? That should not be the case. I feel sorry for the survivors that face you.

    Besides that, I think there is totally no reason to say someone should ignore the challenges because of his skill level. That's everyone's own decision.

    If you're trying to 4k for a challenge like this, it stands to reason you'd be using a good killer and good perks. It should not be terribly hard for decent killers to get 4k on the regular because you're being matched against mostly random survivors, who are extremely poor at teamwork even at red ranks.

  • Frankly I'd work on that before worrying about challenges.

  • No, the problem is that you think the game experience for the majority should be worse so you aren't met with the occasional minor inconvenience. People disconnecting for a million random reasons ("I don't like this map" "He used X offering" "Oh, not this killer again" "I got hit first" "I got found first" "They all brought flashlights" etc etc ad infinitum) just makes the game experience very unpleasant. The DC penalty, while it doesn't eliminate this (some folks will eat the penalty, and some will suicide on hook) you only need to compare your experience before and after the DC penalty is eliminated; it goes from being nearly every game to being a rarity.

    Yes, sometimes you'll run into a hacker or something (I have yet to see one doing anything I could say was obvious hacking, and while my 600 hours isn't the same as someone else's 4,000, zero hackers in 600 hours is pretty damn good) and the fact that you have to eat a minor penalty for that sucks, but it's a small price to pay in exchange for every other match not sucking for all the people who don't DC.

  • Wow, 5 whole minutes. You could've just went and got a drink and came back and been done with it.

  • Longtime players voicing why they're leaving can be valuable data. There's a reason they frequently run surveys.

    Threads like this on the other hand serve no purpose but to mock people for daring to hope someone might read and give a ######### why the thing they put literal thousands of hours into is no longer enjoyable to them. And then ironically this thread claims the only purpose of those threads is for attention. The unbelievable irony.

  • Yup. No reason they shouldn't. And we say "meme" but they're generally just ultra-hard-mode, each one should double your bloodpoints. If I'm running Adrenaline Vial+Placebo Tablet as Blight the game should just max out my bloodpoints because there's no way I'm hitting anyone.

  • @[Deleted User] said:

    So their failure is not providing modding tools, not necessarily making custom games themselves?

    I mean, based on how poorly they do with the main game, our best bet would definitely be tools to make our own custom games. Then maybe we could actually talk to the developers of said custom games without them hiding and throwing up stat sheets as a defense for their constant inaction.

  • I feel very out of place, haha. All my other stats are sad in comparison to everyone else.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749013#Comment_1749013

    Sure, I can even give you some pointers ingame if you want them

    heres my seal of approval btw

    https://us.v-cdn.net/6030815/uploads/UU3WP6XES55K/image.png

    (14th most lethal rush hits)

    Heres some good addons to keep in mind

    Shredded notes, Yellow addon

    decreases cooldown on tokens by 0.33 (down to 1.67 per token) and removes one token overall 33% shorter maximum cooldown

    allows for heavy power usage which is good for learning and aggressive playstyles

    Speed addons yellow + green

    yellow (4% speed per token up to 16%) (green 6% speed per token up to 24%)

    these addons scale the best with skill, the better you are able to move and play fast the better they are

    Compound 21

    see people when you bump really strong pairs well with alchemists ring

    Alchemists ring, follow up a rush hit with another one because why not

    Both iridecents, Both pair well with shredded notes for unique and fast playstyles involving either instadowns or super fast pallet breaks + short recovery

    Vigos Journal, decent but I would say his other addons above are more impactful but use it with information perks and scare people for easy hits

    Just pick and choose mix and match for some fun strong addon combinations

    Say what?? I'm 11th most lethal rush hits???

  • For new Blights I'd recommend slam duration and the monocle that lets you see where your slam will impact.

    Slam duration becomes bad the more you play Blight, but when you're new, it'll give you critical time to adjust and reorient yourself. Once you've got a few matches down with it and the monocle, remove them as you'll naturally be faster at chaining your slams quickly, and will begin to get annoyed at how long the slam duration is with add-ons. It (slam duration) is one of those great learning add-ons that helps you learn without making you reliant, you will want to take it off as you get good, without anyone having to tell you. As for the monocle, it's like the Nurse add-on that allows you to see where you're blinking, but you'll pretty much only need it for a couple matches, tops, as Blight's slam mechanic is much simpler. It can be useful for spotting weird terrain without having to slam into it, though.

    His speed add-ons are fantastic, but are generally for much higher level play. You'll be able to pull off some crazy plays with them where you catch up to survivors much more quickly than normal and leave them with far less time to respond. It's great for making sure they don't get to windows or pallets, as you can just keep increasing your speed to insane levels. He is a bit harder to controller, obviously, but not so much that you won't be able to deal with it once you've got a lot of hours in.

    Even after the "fix" to Alchemist's Ring that removes the 0.5 recovery bonus for tokens, it's still pretty much his best add-on. Landing a hit and then getting all your tokens back is huge. It means that as you get better, the ring gets better. Eventually you'll have virtually no downtime and will be incredibly oppressive to survivors who aren't at powerful anti-Blight loops.

    One of his trickier add-ons is the tag that allows you to down survivors in one hit on your final lethal rush token. If you're great at landing hits, you can just force this one out by bumping into the same spot multiple times before going in for the kill. But if you miss, you've got a healthy survivor and a looong cooldown before your next rush, which is why it pairs nicely with recovery time or the page that gives recovery + one less rush token. It also works well with Alchemist's Ring, but without the regeneration it used to have, it only rewards hits, which you might be getting less of if you're going for riskier rushes to get faster downs.

  • Not at all. Newer Blight players can simply use his power to get around, and slowly start trying to get more adventurous with his power as they understand how it works. If you know how to M1, you'll be fine.

    With Nurse, when you don't know what you're doing you'll just get ran in circles and it's one of the few times you can expect genuine pity from the survivors because new players will be lucky to land a single hit depending on how poorly they do.

  • This one honestly seems like a combo that I have to see in the hands of good survivors before I feel comfortably deciding whether it's gonna be a bad time or not. Theoretically it should be pretty decent since you can go down around a pallet, and a good squad would be ready to make a pallet save if you've planned around this build. So the killer has to scan the area, which is going to take more than 11 seconds, which means the survivor is guaranteed to be over 25% because of flip-flop.

    But it's rarely as simple as the idealized theoretical. So I'll wait and see until people have had it for a while. A lot of perks that seem really strong (or theoretically strong) at first can end up being real duds.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746242#Comment_1746242

    If you guys ever wonder why there's only one designer who interacts with the forums...

    Good to have official confirmation that other staff members, are I guess scared of being "called out" in the forums? You got people who pour thousands and thousands of hours into this game that they love, and prying any meaningful data out of BHVR's hands is both rare and even more rarely fruitful as it's often extremely narrow and comes with a big heaping helping of "well, don't use this data to extrapolate literally anything." I think people at this point might want more than just-for-fun stats.

    I'm sure it's very exhausting, and plenty of people are much more rude than they need to be, but the idea that a significant portion of the developers might avoid their community here almost entirely because they don't want to "deal with it" is very disappointing.

    To put it another way, some folks who spend thousands and thousands of hours (frankly the level of hours I've seen people put into this game was shocking when I first started getting into it, that's MMO-level hours for me) and sometimes even thousands of dollars into this game and then having their concerns and complaints get treated as a nuisance rather than as the point of view of someone very dedicated to the game is unfortunate. Again, not saying that every single person deserves all their questions answered and demands met simply because they play a lot, but as it stands the expected default response anyone making a thread has is deafening silence.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1747267#Comment_1747267

    Yeah, my potato PC with a Ryzen 5 6-core-12-thread processor clocking at 3.6ghz pre-overclock, Radeon 5500 xt 8gb card, and 16 gigs of ram that plays every single game I have ever tried to play at a bare minimum of 60 FPS at maximum settings except ######### DbD. My bad. Should have rembered I'm using a clock battery.

    I've got no doubt your machine is better, and I'm not here to measure dicks. Just pointing out that I've got the processing power to run DbD at 60fps on minimum settings and it just doesn't stop the stutter for reasons I cannot fathom.

    You misunderstand me. I'm not here to argue that the PC version is some optimized testament to BHVR's powerhouse programming skills. For how the game looks and its relatively tiny environments and limited characters/interactions, my 3080 should be getting ######### 500 FPS at 4k on Ultra, and your 5500 XT should be the one easily hitting 100+ FPS.

    However, in terms of "being better than the PC version," as was the original claim, that's simply not the case. In this instance, the PS5 just did what PC users do: brute-forced quasi-acceptable performance out of a game that massively underperforms.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744943#Comment_1744943

    Yeah, because everyone is rich and only has the best equipment

    You said "the PC version," not "my specific potato PC."

  • @MadLordJack said:

    Hey, that's great to hear. I'm a little jealous that it apparently runs better than on PC, but otherwise still great to hear.

    Say what? I've been well north of 100 FPS even before upgrading to my 3080, let alone after.

  • If they wanted to get fancy, they could even give it something like...

    "Any generators put into the regressing state by Oppression will regress at a rate of 200% if the generator is above 75% completion, 150% if between 50% and 75%, and 100% (normal regression) if the generator is less than 50% completed."

    It could get slowly weaker the more it regresses a generator, but never weaker than base regression. So still weaker than ruin, but not meme-weak.

  • @YOURFRIEND said:

    If someone kidnaps Victor, then aren't you essentially in a 1v3? The remaining survivor can't do anything with him on them. I don't really see that as that bad.

    There's a much more serious issue in this case: You no longer have a power so you're just playing a boring M1 killer. Half the fun of playing Killer is using your power actively, not just having it passively disable someone.

    As for the window thing, the OP was pretty clear in that the reason you "can't" jump through the window is that the survivor will be there ready to curbstomp you.

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