APoipleTurtle
APoipleTurtle
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GG's for GG's is my usual response.
Only exceptions are if the player in question was playing like a little jerk the whole match (abusing glitches, mori-tunneling, saying nasty things about anyone and everyone, etc), in which case I just ignore them and move on.
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I don't really think Spine Chill should get a cooldown, it would arguably be worse than Premonition at that point (wouldn't provide enough reliable info to work with and its small action boost would become useless).
It's range overall should be reduced (it's at 36m, that's larger than the average terror radius), definitely down to at least 32m, but it could maybe even be dropped to 28m or 24m.
It's range should be significantly reduced against killers who are Undetectable. As in, it shouldn't activate until they are within about 8m or so (maybe less) of your location and looking at you to give you that last-second opportunity to break away before they jump out and getcha.
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Stranger Things Event I'm guessing?
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Killers with entirely terrible personal perks:
- Huntress (Lullaby used to be pretty crazy on Doc, but now it's rather bad on all killers)
Killers with only one fun/decent personal perk:
- Wraith (Shadowborn)
- Doctor (Monitor & Abuse)
- Freddy (Blood Warden, though I guess Fire Up has a few fans too)
- Clown (PGtW, I don't consider Bamboozle to be a good perk)
- Demogorgon (Surge)
- Deathslinger (Gearhead is alright, I don't think Hex: Retribution is good)
- Pyramid Head (Deathbound, but I know Forced Penance has a little cult following)
- Blight (Hex: Undying)
Killers with more than one fun/decent personal perk:
- Everyone else
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So this is weirdly reminiscent of a short running gag that Samination did in his DbD Parody series:
Dead by Daylight Parody 6 (3:02)
Dead by Daylight Parody 7 (4:20)
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I’ll start. Here’s a new one and a buff to an old one:
Doctor: Cracked Cassette Tape -
- Shock Therapy’s Area of Effect becomes a cone extending behind the Doctor.
- This cone has a default range of 15m and is 50% wider than the standard Shock Therapy AoE.
- Grants 100% bonus BP on successful Shocks and Madness tier-ups.
Trapper: Padded Jaws -
- Traps cannot injure survivors (overrides Honing Stone and Bloody Coil).
- Traps that survivors free themselves from will reset after 3 seconds.
- Survivors take slightly longer to assist other survivors in escaping bear traps.
- Grants 100% bonus BP on trap-related score events.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1713407#Comment_1713407
Bill actually does have a backstory!
Its mentioned in "The Sacrifice" Comic!
Y'know, I'd completely forgotten about that comic. Good call!
Though it's not like they couldn't find ways to add even more.
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I would imagine Ghost Face would be the biggest candidate simply because BHVR have the greatest freedom with him (being both licensed and original, as you said).
Otherwise I think characters with more vague history would be more likely than those who've already starred in like 5+ movies.
Demogorgon is probably the next most likely, as it barely actually appears in the show and we never got to know much about it (by extension, this could also involve Steve and/or Nancy). Though I have no idea how you'd write about this monster, I don't think giving it any kind of inner monologue would sound right.
Pig is probably another good choice. I've not seen all the SAW movies (just the first few), but we could probably explore more of Amanda's history before she was first placed in a "game" or get a side story of her acting as Jigsaw's apprentice.
If Konami allows it, I could even see Pyramid Head getting an Archive. He's pretty much an enigma, plus they could honestly just create the DbD-sparknotes version of SH2 and call it his "lore".
For survivors, I think Bill and Ash would be the most likely (besides characters associated with the aforementioned killers). Bill hasn't really had a major backstory ever (just the gruff Vietnam vet surviving the zombie apocalypse) and that could be created/explored. Ash is just Ash, that path could lead just about anywhere.
I don't think we'll be likely to see any of the big slasher film characters appearing in the archives, those seem to be the ones with the trickier licensing restrictions anyway.
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If we're just going by what they'd have available in personal perk builds:
Laurie has the overall strongest perks (DS + OOO, even if Sole Survivor is mostly junk)
*Bill is a very close second with BT + Unbreakable (plus Left Behind ain't great, but it sucks less now)
**David might even be a third option now with Dead Hard and the much-improved WGLF (but then again... No Mither)
Meg probably has the most useful personal perk trio (SB + Q&Q + Adrenaline are all great)
*Dwight, Feng Min, Tapp, Kate, and Nancy would all be my honorable mentions for having pretty useful personal builds. They all get 2-3 nifty perks to work with even if most of these options aren't considered meta (though some of them also get stuff like Technician, Stake Out, and Boil Over which are all junk perks)
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Try not using any BP Offerings. The challenge started tallying correctly for me (as Felix, if that helps) once I stopped using offerings.
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I think the main problem is that waking up can be pretty time-intensive and that it is extremely easy to immediately be put back to sleep by Freddy (sometimes completely wasting all that time). Skillchecks obviously come with a regression penalty and give Freddy info, Waking Up gets slower and slower each time until it's too slow to be worth doing, and the Alarm Clocks usually spawn on the opposite side of the map from where you feel asleep. Freddy's Sleep status / Dreamworld is literally a more consistent version of Plague's Sickness / Fountains and Pig's RBTs / Jigsaw Boxes (even if it doesn't give him a ranged attack or a potential kill).
The other issue is that his powers cost him so little time to use for how surprisingly effective they are. He can place snares/pallets while moving at full speed and doesn't slow down at any point during the interaction (no other trap-using character in DbD gets this benefit). He also gets a great teleport with a pretty brief cooldown (I think it's ~45 seconds at base) which can be reduced by up to 60% (15% per sleeping survivor).
Additionally, Freddy also gets a mostly-better version of Wraith's cloak and Spirit's passive phasing with his "intermittent visibility" mechanic at no extra charge. Actually he gets a whole lot of miscellaneous benefits/bonuses for free, it's a little silly really.
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To be clear, I don't actually want Freddy to get hard nerfed back into being a terrible killer; I think it's good that he's strong and a pretty real threat now. I just wish his abilities felt more exciting to play with/against and less like "it's DbD, but slower and also no-one can see anything".
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I think they could add some "Matchmaking Lite" to the KYF mode to provide for a more casual option.
When selecting KYF, have the option to either host or find a lobby.
Hosting a lobby will put you in a private session as the host, which you can then choose to open so that "find" players can be placed within.
Choosing to find a lobby will just dump you in an empty slot within an opened KYF lobby.
If they ever introduced more settings/options that could be adjusted for KYF, this could be the exact thing to fill this more casual niche that some players want. Plus it would probably be a great opportunity to make new friends with other players and enjoy the core DbD experience at its best.
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-Carefully balanced map seeds instead of procedural generation (or significant improvements to the current procedural system). Just really not a fan of some of the extremely unbalanced maps still in the game. Additionally, I wouldn't mind a sort of "Realm Veto" that killer would control, but survivors could influence.
-Improvements to the perk grind for newer players (removal of perk tiers, Shrine of Secrets expanded to offer WAY more Teachables on rotation each week, and option to unlock specific perks on specific characters at a higher BP cost than when they randomly appear in the Bloodweb).
-WAAAAAY more settings in KYF mode. I'm talking Halo Custom Games (and/or TimeSplitters Cheats) levels of unique options. While I'm not one of those people seeking new game modes for public matchmaking, I'd still like to see just what kinds of crazy things people (or myself) might invent if they had more control over how the game could be played.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/1710605#Comment_1710605
Wouldn't someone adapt to using a controller the same way we adapt to a mouse?
Yes, but that's one of the hardware limitations. Controllers offer smoother movement due to their analog sticks at the cost of lower precision.
This is why killers like Nurse or Huntress are considered to be significantly scarier on PC than on console (Nurse used to be considered bottom tier on Console because the low precision and poor framerate made her power feel too unwieldy to be playable). Players can obviously become great with any killer regardless of input device, but at the absolute highest levels of play Mouse + Keyboard is superior to Controller in most genres (only main exceptions are racers and platformers).
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Mercy Hatches are entirely up to the killer's discretion. Survivors aren't entitled to pity-hatches any more than killers are entitled to pity-sacrifices.
I personally like to let the last survivor escape if they amused me in some way, were a less-experienced player being sandbagged/bullied by their better teammates (probably for being bad), or seemed like a pretty good player who was let down by potato teammates.
But sometimes I don't want to spend several minutes looking for the hatch on a large map or I'm just not feeling particularly charitable towards the last person left, in which case there will be-
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Survivors actually already get BP for being in the basement (without getting caught) aptly named "Basement Time".
What we really need are more ways for survivors to earn Survival BP, it's the hardest score category to build up in DbD. They added Obsession score events as an additional means to boost gains in this category, but it'd be nice if even more were added. Otherwise you're highly reliant on escaping a trial for that 5,000 BP bonus to get anywhere close to getting the elusive "perfect match" of 32k BP as survivor.
I don't think BHVR are about to add additional BP categories to either role, but your idea of an Explorer or Sightseer category could instead work well as additional score events for the Survival Category. Though it'd probably have to be once per structure, per trial so that it can't be farmed to a ridiculous degree.
Improvements to how BP-Boosting perks actually increase BP would be great too (since their BP bonuses are all worthless except for WGLF and BBQ & Chili). These perks (and various killer "meme add-ons" like Speed Limiter) could increase the category cap in addition to providing their bonuses, which might also help with the grind and make them more popular and valuable.
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Maps. I forget where I'd originally heard the suggestion at this point, but I really liked the idea of using handcrafted map seeds instead of the procedural generation system.
Though this will likely never happen; the Devs do want to stick with the possible variety-through-randomness that the procedural system has going for it. ...which would also be fine if they can continue to refine the system to not create extremely unfair (or sometimes broken) elements on some maps.
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@Hoodied said:
"Felix's new perk 'fixated'"
Nancy's new perk "Visionary"
Just joking, but Visionary is a really bad perk, however it can be earned for free as he is a character unlockable with iri shards
Well, "Free" if you mean still locked behind a pretty large grind for the necessary shards and BP to unlock all those things. By then most players probably will have toughened up and won't still feel a strong need/desire for perks like that anyway.
Having beginner-friendly teachable perks in general strikes me as a little bit silly. Though it's probably not something that could easily be changed without drastically reworking how the Teachable Perk system works, unfortunately.
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@druggedpug69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1710272#Comment_1710272
It's a joke my friend
Not a very good one then. Sarcasm translates poorly to text.
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Kinda think most of DbD's guys are automatically out of the running for 2nd; they're all just inherently bulkier than their female peers. Even if Ace does deserve the consolation prize for having the quietest survivor audio.
Of the girls, maybe Zarina? She gets a lot of brown/tan cosmetics which echo the earth-tone color palette that makes Claudette's wardrobe so effective. Think she might even get camo accents on a few of them.
Otherwise I'd give it to Kate with her Midnight Rider outfit. Black Leather unsurprisingly blends into most dark backgrounds pretty well. Plus you could always use an alternate hairstyle of a darker coloration too.
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DON'T USE BP OFFERINGS!!! THEY MESS UP THE CHALLENGE SCORING!!!
Someone made a different post to this effect earlier, and they seem to have figured out the secret to working around this bug.
When I wasn't using any offerings (just to be safe) as survivor, I noticed that the challenge would actually add the correct amount of points.
I didn't pay enough attention to this when doing the devousness challenge, but it might be a similar problem. If it helps at all, I did the killer's challenge almost entirely with just Deathslinger and Freddy (Freddy wasn't scoring correctly, but I had no issues with 'Slinger).
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Wait? Nurse, Spirit, and Freddy need buffs too? I've done a triple-take on that sentence and I'm still not seeing it.
Otherwise I agree. More bing-bong buffs would always be welcome, so long as he remains a fun killer to play against too.
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I really want to like Surge more, but I feel that the perk is still way too restrictive for me to get much value out of it. Especially since most of my favorite killers don't tend to down survivors with basic attacks.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1708995#Comment_1708995
I can't get the clip any more unfortunately, however I do remember that he was using Apex Muffler along with Tuned Carburetor, his perks were PGTW, Overcharge, Tinkerer, and BBQ (I think), and the match took place on Azarov's resting place. Hope this helps.
If Tinkerer activated, it would remove Billy's terror radius and immediately apply Apex Muffler's silent-saw effect btw. If you're in chase with an 0-terror radius killer, the chase music will often still trigger and continue playing (happens all the time with Myers and Ghost Face).
Not sure if that's what really happened to you or not, but it is a strong possibility with those perks + that add-on.
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I wouldn't be surprised if the general buggy-ness of Plague influenced her low pick rate beyond just the challenges built into her kit.
I know I went from playing Plague regularly-ish (since I bounce around between most of the killers) to abandoning her entirely. All due to major bug problems with her that made playing her feel miserable, even when you won in spite of her problems. I just can't trust Plague to actually work as intended and create a fun experience for me, so I avoid her like the plague (pun absolutely intended). I don't play a whole lot of Nurse or Ghost Face for similar reasons.
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@itsaconehead said:
https://forum.deadbydaylight.com/en/discussion/comment/1709246#Comment_1709246
Oh no, Felix mains will come for you. Let's face it though, they only like Felix because somehow they think he's hot.
I mean, I like Felix because he reminds me of, well... me. Blonde, German heritage, a classy dresser, and a strong interest in architecture. It's a series of incredible coincidences to be sure, but it's probably the closest I'll ever get to literally starring as myself in DbD (or in any game really).
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I like Huntress and Blight as far as the fun factor goes. Their skill ceilings make it extremely satisfying to land tricky hits.
By effectiveness, the best power in the game is either Nurse or Hag though. At the highest levels of play, both can effectively ignore walls/windows/pallets and cannot be looped.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1708634#Comment_1708634
On that note, have we actually ever been given an answer as to why there's multiple incarnations of that map instead of just random arrangements like others?
I'm sorry, but if Glenvale can lose its post-office and bordello depending on the RNG, while still being able to fit wells, puzzle boxes and nightstands, badham can deal with being just one map in the pool not 5
The Badham maps have some varying border sizes and shapes that would prevent them from all being variations on one map. That said, it technically could be reduced to 3 variants instead of 5 (Badham I-III, Badham IV, and Badham V).
I'd guess the I, II, and III variations all change up where the Preschool and houses are located within the map and otherwise only randomize which windows are open and which pallets are available.
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Maybe they're just trying to throwback to the 2018 Halloween event for some nostalgia? Plenty of survivors were self-sacrificing during that event too.
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They should just have quest-recycling guarantee a ritual-role-rotation (say that three times fast).
Ie, if you re-rolled a "Sabo two hooks as survivor" ritual, you'd be guaranteed to replace it with a killer ritual and vice-versa.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1707724#Comment_1707724
Depends, what kinda stew we talking? If its meat you could make some goulash but if its tomato I'm reporting you for crimes against humanity.
The kind with lovely golden chips and a nice piece of fried fish.
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@SCP_FOR_DBD said:
Boil them, add salt and butter, you just made a mean ass dinner.
Could I boil 'em, mash 'em, and stick 'em in the stew instead?
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With his new Marsh Madness skin in the Rift-
Wraith:
(The lyric I really wanted to use is at 3:56 in the video, but we're keeping the language PG-rated here)
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So here's the part that worries me: "Any survivor who has wiggled off once previously in a match can be subjected to a memento mori."
That's an easier requirement than the current single-hook condition that the Ivory/Ebony Mori's already have. Plus killer can force the issue by just dropping the survivor until they are automatically "wiggled" free.
This would make mori's more powerful and punish survivor teams that can successfully pull off risky altruistic plays without actually fixing what people don't like about these offerings. Discouraging altruism also makes survivors stay on gens and avoid both you and their teammates much more frequently (meaning fewer interactions and more gen-rushing).
Just my opinion of course, but I think this change would actually make mori's worse than they already are.
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I'm not even a big charm fan and I want this to happen.
Survivor-only charms feel like wasted effort; the way they dangle from survivor clothing isn't particularly appealing and they're far too small to be noticeable for fashion statements (or showing off). All charms should be able to be mounted on the hooks, but they may as well just be universally available so that everyone can get a little more mileage out of these low-value trinkets.
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I personally think smurfing is kind of a despicable action, whether it's for practice or not. I'm with your cousin on that one.
On the more supportive side though, check out online guides for tips and tricks. Former Huntress Main (and current Blight Main) Scott "spun" Jund has an "Ultimate Huntress Guide" on YouTube that helped me out a ton when I decided I wanted to get better at playing her.
https://www.youtube.com/watch?v=IQRDijaX5IoOtherwise, just practice practice practice at whatever rank you're at. Playing her against inexperienced gray-rank players is probably going to slow your growth at playing her (besides maybe improving on basic aim), plus there's plenty of incompetent survivors at the higher ranks too (I'm probably one of them more often than not). I used Rift 4 as an opportunity to play her exclusively for a while and got way better at landing long range shots and making good hatchet predictions (still terrible at snap-shots, but I'm on console and don't expect to ever nail those down).
If you'd like to make life a little easier off the bat, use some of her add-ons to make her power a little more wieldy and convenient. Try things that give her more hatchets (both belts), increase wind-up speed (Babuska or Manna Braid), increase reload speed (Deerskin Gloves), or even decrease cooldown between throws (hafts). Once you feel more confident in using her with some of these benefits, you can gradually challenge yourself more and more by not relying on these add-ons as often.
Oh also, Whispers, BBQ, and/or Nurse's Calling are all some of Huntresses best friends. I'd always bring at least one of those perks in any loadout (Whispers is especially great while learning her). They're another thing you could wean yourself of later if you so choose.
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I really like the idea of having a cooldown on its effects that is triggered by failing skillchecks instead of the extra regression penalty. Definitely think a 15-20 second cooldown at max tier would be fair for this effect.
- More skilled survivors could continue using Technician to reduce the range that gen repairs can be heard at.
- Less skilled survivors would get a "grace skillcheck" that would have its explosion prevented, but would need to not fail additional skillchecks until the perk was active again (incentivizing them to get better, but helping to alleviate their mistakes to a reasonable degree). I'd probably have the range reduction deactivate while Technician is on cooldown too.
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My opinions:
- Surge shouldn't have a cooldown (or at least a significantly shorter one). The regression re-phrasing on perks like this was definitely a positive improvement for it though.
- Windows of Opportunity and Zanshin Tactics should have reduced cooldowns (15 seconds max for both, maybe less).
- Make Your Choice: I'd like for it to have no cooldown, but remain unable to effect more than one survivor at a time (ie, if one person is Exposed from it, but someone else performs an unhook to activate it, MYC's effect would "pass" to the new target and stop affecting the original one).
- No real opinion on PWYF or Blood Echo. They could both probably be buffed a little.
- Dance With Me should have a slightly reduced cooldown (20-30 seconds down from 40 sec to be more equivalent to Quick & Quiet). But it definitely SHOULD keep a cooldown on its effect.
- I'm All Ears: I think its effective range should be greatly reduced to make it more of a chase-use-only perk (~16-20m instead of 48m). However I don't actually think it deserves much of a, if any, reduced cooldown. 6 seconds of wall-hacks can be pretty nuts, especially on certain killers.
- Territorial Imperative is far too weak to warrant a cooldown, considering it already has a time limit on how long it's effect is active and a range requirement for activation.
Other cooldown perks not initially mentioned:
- Hex: Blood Favor shouldn't have a cooldown. However, it should only allowed to re-activate when its effect isn't already active (ie, attacking a survivor while pallets are blocked will not refresh the block-timer).
- Any Means Necessary should probably get a reduced cooldown (30-40 sec max). Or remove its cooldown entirely and give pallets the caveat of breaking if they are used to stun the killer after being reset (their models could appear damaged from the reset).
- Trail of Torment: Until it gets buffed further or be a little more reliable, I'd kind of like its cooldown to be reduced by another 20 seconds or so across all tiers.
- Premonition should have its cooldowns reduced across the board by 10-20 seconds (Premonition I has a 60-second cooldown!)
- Thrilling Tremors: I'd like for it to be activated by carrying a survivor, not picking them up. This would allow it to activate while "escorting" a survivor to their hook without needing to wait the little extra bit for its long cooldown to finish up. It is a pretty strong perk though, so even this small buff might be more than it needs. Probably the change on my list that I feel the least strongly about.
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Probably a texture bug with the orange glow normally seen on the prestige cosmetics. Several of the survivors' sunglasses are also not displaying the correct textures (and just look like lens-less glasses).
Adrenal Gland charm (organ jar) had incorrect textures a few months ago that made it a distractingly bright white too (though they've since fixed it). At least the textures didn't bug out in a way where you'd be blinded by the light of your own weapon I guess.
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They're all great, but I'm most leaning toward Blight's "True Blight" this year (mainly because Legion already gets a new set in the free Rift and I have squat for Blight). Plus his new head cosmetic reminds me of The Flood.
I really like all of the survivor ones too, but I think Yui's is the most unique of the 3. Felix's is extremely similar to David's new one and Dwight's old one (from 2018). Feng's is somewhat reminiscent of her red dress from Moonrise. Yui's is more of a cafe-racer vibe, which they haven't really done before in DbD.
If I do pick up two this year, it'll probably be for Blight and Yui.
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If both you and them are comfortable with it, you could always befriend them and essentially be one of their "DbD buddies". If you happen to know a few people who also play the game, you could populate a KYF lobby and create a scenario that might help them to learn their role a little more effectively. I did this a couple times with people on Xbox in the past, though most of them seem to have moved on to other games by now.
If that suggestion is more commitment to a random new player than you want to take on (which is totally understandable, they are just some stranger on the internet after all), you could always tell them about various content creators and wiki pages that they might be able to use as resources for tips, tricks, and improvement instead. I know I would have been a significantly worse player (and probably had a rougher time learning the ropes) when I first started out had I not been so heavily exposed to tutorial-esque content from guys like Ussylis, Scott Jund, and even TydeTyme (way back when he still had a positive opinion of DbD) before I bought the game.
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I can't boil it down to a specific moment that I remember, but I do still quite enjoy the suspense of figuring out just which killer I'm playing against at the beginning of a match.
Like, will it be Myers/Wraith/Ghost Face sneaking up on me? Is Hillbilly, Spirit, or Nurse about to warp into proximity from out of nowhere? Do I hear a hum to imply that hatchets may start flying?
...Or is it obviously just Freddy ruining the surprise of this moment (since you immediately start falling asleep once the trial starts)?
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Just trying to make sure I understand, are you saying your friend is getting DC penalties from cancelled trials (where someone else quit during load-in and prematurely ended the match)?
As far as I currently know, a player is supposed to get DC penalties when:
- They purposefully disconnect from a match (using the in-game button).
- Their game/app closes during a match (whether due to a game crash, power outage, or manual closing).
- They lose connection to the match (due to internet outage or high/unstable latency).
If your friend is having any of these three issues, there's not much they can do about it. These are the things that the DC Penalty was intended to penalize. If they are receiving matchmaking bans from OTHER people quitting, then something's borked because only the disconnected players are intended to get the timeout.
If the game is crashing a lot for your friend on their platform (causing exponential DC Ban increases), they (or you) could create a Bug Report post or upvote an existing Bug Report so that the Devs become more aware of the issue.
There's a post from May about "Random Disconnects" that also may relate to your friend's problem: https://forum.deadbydaylight.com/en/discussion/152610/need-community-help-random-disconnect-in-game#latest
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I keep wondering which of my teammates is AFK before realizing that it's just how the crows sound now.
So yeah, it's a bit distracting. I think having the crows caw as ambience is fine, but their audio should be differentiated from the Stillness Crows.
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I like the intention behind the change (improving navigation of the perk inventory), but I don't feel that it really made things a whole lot more convenient. The system pretty much only works when all your perks are at the same tier and is just as messy (if not messier) when perk tiers/rarities vary.
Tooting my own horn a little here, but I'd made a suggestion post a couple days ago about additional things I think they could do (like removing the sort-by-rarity of this particular inventory) to further realize their goal behind this change.
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The Premium Rift provides no boost to climbing the Rift faster, it just has more cosmetics and charms to unlock. You should really only get Premium if there are cosmetics on that side which you want, or you reach Tier 70 in the Rift (where you'd get all your auric cells back immediately).
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For the most part, I don't feel like map balance has changed a crazy amount with the visual update (which is probably good, I guess).
Coal Tower: Was pretty balanced, still feels pretty balanced. Not sure if the breakable walls on the namesake structure bother me yet or not.
Ironworks of Misery: Was survivor sided, became more balanced when the God-Window changes happened, now feels slightly killer-sided due to certain breakable walls in the Factory (not biased to a degree that feels unfair though).
Groaning Storehouse: Same as Ironworks for the most part (a little survivor sided -> more balanced w/ God-Window nerfs before this latest update). Only map I haven't gotten to play since its update. The new God Window worries me, but I guess the storehouse did lose some pallets.
Suffocation Pit: Was very survivor-sided due to size, an incredible God-Window, and that crazy mid-section. Still feels survivor sided, but maybe not as badly as before (seems to allow killers to cheese gen control a little due to its layout, like with Azarov's).
Shelter Woods: Was (usually) killer-sided due to the sheer lack of just about anything for the survivors to work with. Pretty much nothing has changed except that it's easier to follow scratchmarks through the new grass, which makes stealth even harder. So probably still a very killer-sided map unless your team gets lucky with maze tile spawns. THIS is the map that I'm sad didn't receive a redesign to its actual layout, as I feel like it deserves one.
These are all just my current opinions/observations though, so take 'em with a grain of salt.
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Alright, lots to cover here:
They are aware that the update caused severe performance issues for PS4 and have a team working on finding a fix to the problem. As far as I know, there's no ETA yet unfortunately.
IF (big if for now, but we can be optimistic) PlayStation and Xbox do indeed ever get Crossprogression, your accounts' progress will merge. This means you will keep all cosmetics, auric cells, and (presumably) shards from both accounts (not sure about BP). The "highest level" version of each character will be kept, so if you have a freshly P3'd Dwight on one account and a P1 Dwight with all perks on the other, you will keep the P3 Dwight and all of his perks/items/add-ons.
Theoretically, the graphical upgrades are intended to be an optimization of sorts (cleaning up various things in the maps so that they will look nicer without greatly reducing performance). These "optimizations" seem to have had mixed results so far, as many players have noticed reduced framerate on them. I'd guess pure game optimization is probably not as high of a priority with current-gen console tech at the moment as they prepare for DbD to make the jump to next-gen hardware, which will hopefully be better equipped to handle this game.
If you're playing on both platforms, I'd highly recommend sticking to PC for the time being.
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Definitely still think that OoO needs to head into the reworkshop, but I do agree that more Blindness-inducing perks (and improvements to Blindness-inducing add-ons) would be welcome additions for messing with survivors.
With some of the more basic ideas (like a Blindness version of Sloppy Butcher), it might be better for their team to add these effects to existing mediocre perks as buffs. Knock Out, for example, could probably be buffed to apply 40 seconds of blindness on any hit, not just on downed survivors.
Otherwise they could always make a few new Universal Perks out of some of these; it's been a while since we got any non-teachable perks.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1704520#Comment_1704520
That's what I meant by the event currency. Yea it's a shame they didn't bring back the serum.
I've recently been wondering if the Rift system would be more enjoyable if they reconfigured the entire thing to work in a similar vein to the Event Currencies of old.
Imagine if you could earn Rift Fragments as a proper currency rather than a "tier up" tool and then could spend them on Rift cosmetics/charms in whatever order you wanted to. The auric cells and the Tier 70 Charm could then be rewards for unlocking everything else during that Rift.
I guess I just miss the Putrid Serum and Golden Coin currency systems where players could unlock things in the order they wanted to. It's annoying to slog through all the charms just to nab a couple of cosmetics that I liked.



