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APoipleTurtle

APoipleTurtle

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APoipleTurtle
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  • They actually do sort the perks in your loadout alphabetically, with a catch.

    They are sorted alphabetically by RARITY. As in, Very Rare (Purple) perks will appear from A-Z, then Rare (Green) from A-Z, then Common (Yellow). I saved myself so much time building loadouts once I realized that this was the trick in place.

    Though maybe it's high time that all perks were just considered Very Rare at their highest tier? Or Personal Perks should all be Very Rare and Universal Perks top out at Rare?

    At least currently, there doesn't seem to be much rhyme nor reason why certain perks got certain rarities. (Like, why is Iron Will rare, but Monstrous Shrine is very rare?)

  • @Mat_Sella said:

    You literally barely see whats going on in first person, its boring as all hell and honestly the old first person mori's should be replaced entirely.

    I actually disagree. I personally began to bore of a lot of the moris that always use a single perspective (the survivor's) because they look the same EVERY time, regardless of which role you're playing as. Plus a lot of the 3rd person ones have a nasty tendency to clip through walls because of how/where the camera zooms out.

    @CashelP14 said:

    The problem is first person mori's limit the devs ability imo. Imagine trying to show a Plague or Demogorgan mori without the 3rd person view.

    Maybe if it suits a killer it would be nice to see them again.

    And this is why I suggested that they don't remove the 3rd person version (what I'm going to call the "survivor angle"), just add back the 1st person "killer angle" for players like me who prefer it. It's also why I suggested allowing players to simply choose their preference as far as which of these angles the mori-camera snaps to for the animation.

    If people like me want to see Hag or Oni's mori from the killer's POV, we could. If other players want to see ALL the moris (including classics like Doctor or Nurse) from the 3rd person view, they could also have the option (especially since every killer already has one of those).

    It's not like the devs would need to re-create these animations either (though it could be an opportunity to update the original trio's vintage mori's), they would just need to mount and move a first person camera to work with the handful of killers that don't use it at all.

  • I don't think Devour Hope should retain its stacks after being cleansed, or really be changed at all. It is a high risk, high power perk (theoretically, the strongest killer perk in the game if it stays up). I think it is fine as it currently is.


    Personally, I want for hexes to gain lingering effects which only activate after the totem is cleansed. These would ideally be weaker than what the actual Hex did when lit, but don't leave the killer with nothing if totems are lost early from bad luck.

    For example, if Ruin was destroyed, gens would no longer auto regress, but any missed skillcheck could cause twice the progression penalty.

    Or Third Seal: It loses its super-blinding power when cleansed, but could inflict 5-10 seconds of Oblivious on a survivor hit with a basic attack.

    I do agree that Huntress Lullaby should retain its own tokens after being destroyed, but I think every gen that the survivors repair should remove one of the tokens. It also shouldn't light a totem until the killer has one stack AND the perk has cursed a survivor (also making it preventable).

    Most hexes just need to stop being All-or-Nothing perks, especially given how average most of their abilities are. They should offer a decent-to-powerful ability while lit and should have some kind of functional, but mediocre-to-average ability that remains when the Hex is gone. Exceptions would be the 'Trap Totems' (Retribution and Haunted Grounds), which probably don't need any changes.

  • Deathslinger isn't a weak killer, definitely nowhere near Clown in terms of effectiveness. I also love to use him in long-wall jungle gyms: just nail the shot when the survivor jumps through the far window and reel yourself over to boop them through it.

    He is very annoying to play against, both because he can counteract a lot of windows, and because he can fake his power to zone survivors (or bait Dead Hard) while suffering almost no movement penalty. His main weaknesses are map pressure (as was previously said) and SWF (tactical altruism interferes with his power). I've also run into problems with his Spear's hitbox "missing" on what looked like successful hits, but I usually just chalk that up to latency goofs.

    If you make him move at 115% with an empty Redeemer, you are both rewarding failure (since missed shots now make you faster) and overpowering success (the gun will still be empty after a good spear attack too). Like Spirit, he's just not a killer that deserves or really needs to move that fast without perks

    Though I do wish that attacks on speared survivors weren't considered basic attacks, both so that he could use StBfL and couldn't cheese NOED.

  • I'm all for ditching the perk tiers to just have every perk operate like its Tier III version. It would definitely streamline (and unclutter) the experience for newer players.

    I think rather than grinding BP for perks, BHVR should just continue to explore other ways that players could feel a sense of progression. Just unlocking all of the 70+ perks each role has on one character would be satisfying (and lengthy) enough if you only had to get each perk once, plus you can strive to Triple-Prestige all your characters too.

    While I'm somewhat neutral towards the Rift, I think the Archives were a great addition to the game with more challenges and lore to uncover. Looks like there's plans for at least 10 Tomes, so anyone coming in during or after most of those are released will have plenty to do beyond basic grinding.

    I also hope they might consider adding in some way for BP to be exchanged for Iridescent Shards, just so that those players who have "nothing left to strive for" could potentially save up to get some additional cosmetics or characters that they really want.

    With any luck (and enough community persuasion), we may also eventually see some form of 'rank rewards' in the form of extra BP, Shards, or other goodies too.

  • @Onyx_Blue said:

    @Rey_512 you can hide your body after Tiering up and then pop out at them. You can also stalk through gaps in walls on certain maps. And even when going from Tier1 to Tier2, the lack of a red stain gives you that added boost and you also gain in movement speed too. I'm struggling to see why this would be a worthless Ultra-Rara.

    8 seconds is a pretty short duration for Undetectable status though. Demogorgon can use one of its own UR add-ons, Red Moss, to gain about that much 'Undetectable time' after using its portals (which also have a global "use" effect just like Evil Within tier changes) and it doesn't gain much from the advantage.

    It would be an okay-ish add-on at a much lower rarity (definitely green or yellow at highest), but I think it would need to last at least 3-4 times longer to be considered strong enough to justify being Ultra Rare. Especially when the ever-popular Spine Chill would completely negate this add-on's usefulness or Tinkerer could be run to occasionally receive a better version of this effect (plus gen info).

    Honestly, all I'd really suggest that should be done with the Fragrant Tuft of Hair is make it a more extreme version of the other EW III-extender add-ons. Let Myers have a tremendous amount of time in EW III, but only need to stalk survivors a moderate amount more. Then just tweak Judith's Tombstone to not auto-end EW III when a survivor is mori'd, but instead to remove a fixed chunk of the gauge (maybe the equivalent of 25%-33% of a full gauge per survivor).

  • I don't think the perks themselves need this. But I do think it might be helpful for them to further expand upon the various status effects in the Help section and in the tutorials.

    Maybe players could hover their cursor over the name of the status to pull up a small box describing it further instead?

  • Honestly, the "taking a lot of games" thing hasn't really been that big of an issue for me. I only find it burns me when I encounter matchmaking issues (generally long queues or survivors/killers too far below my skill level to accomplish some of the challenges).

    You need to play roughly 1.3 matches to earn 1 Rift Shard (for me at least; my XP-per-match average is ~600), and the Tomes themselves are not enough to max out the Rift (I think I was at around level 55-57ish for the first Tome, and more towards 60-61 on the second). More games needed does make the challenges a lot more tedious, but it actually does help with working through these rifts (plus, these super-grindy challenges don't have lore attached to them for the players who only really care about the world-building side of things).

    Though I do agree that the "different" survivors thing (for both roles) does feel a little arbitrary. I think I'd be more okay with the numbers if I had the potential to earn more than 3-4 points of progression per match with skillful play.

    If it helps, the "hook the Obsession" challenge can also be cheesed with Furtive Chase and/or Nemesis, plus most survivors will bring DS to help you out too. Since all three perks will keep swapping around the Obsession (also means tunneling off hook isn't a necessity), you could theoretically hook the Obsession up to 12 times in one match. Realistically it will probably be less, but I still think 5-6 "Obsession Hooks" in a match isn't unlikely with some of these perks (which will only take three games).

  • The concern I have is that I don't think there are any characters from The Last of Us that would be a good fit for DbD. I liked the game and its protagonists, but TLoU is more of an apocalyptic survival game, not so much in the survival horror or slasher genres.

    I'm failing to come up with any great monsters that would come out of it either. I know TLoU has the Clickers, but I see that as the equivalent of saying a zombie from Dawn of the Dead should be a DbD killer.

    The reason that Demogorgon and Pyramid Head work is because they are iconic threats from their home series (and singular entities). Hopefully, they will open up a lot of new possibilities for other recognizable "poster" monsters from other horror games (such as Nemesis from Resident Evil, Chris Walker from Outlast, or The Keeper from The Evil Within).

  • Iridescent Head eh?

    My favorite change I've heard for this add-on was that it should only one-shot survivors when it successfully hits them from a long distance away (I think the person had suggested around 20-24m or further).

    Rewards skilled players and extremely lucky hail-mary shots, but doesn't offer anything to the jerks who go shotgunning with them. It's the only nerf that I feel this add-on really needs (and could possibly even justify a removal of its major hatchet-count penalty).

    Deathslinger has a very similar UR add-on with some additional constraints, one of which being that the survivor has to be speared from at least 15m away, that seem to make it pretty balanced (maybe even a bit underwhelming in his case).

  • Just nerding out over the instruments as a percussionist:

    -The drums are likely Taiko drums (a family/style of Japanese drums that were originally used for warfare and later for theatrical performances).

    -And that second instrument sounds like some sort of cymbal or tambourine. Just guessing, but it may be something pulled from an Indonesian Gamelan ensemble (it's Western equivalent would probably be the Marching Band or Percussion Ensemble).

  • There already is something equivalent to the Legacy cosmetics in DbD, it's called the "Prestige Sets". Y'know, the bloody cosmetics that you earn from prestiging a character 1-3 times?

    I doubt actual Legacy will ever be available to unlock again in DbD. Quite frankly, it SHOULDN'T come back out of respect for the players who earned them way back in the game's infancy.

  • The master challenges in general on Tome III Level III are just brutal. There's a few easy ones like break all the totems or kick 5 different gens (just don't accidentally bring Ruin for that one), but most of the others feel very difficult this time around. Probably gonna need a fair amount of luck to knock all these out.

    Though with the 2-grabs challenge, you could probably snag it carefully with Spirit or Ghostface. Just pray that the survivors aren't running Spine Chill (or eyeballs).

  • Definitely an interesting suggestion.

    As a thought, would this also have the potential for Nurse to regain her base third Blink?

    With the basic rundown per full meter being:

    -1 Long range blink

    -2 Mid range blinks (or 1 long-ish blink followed by a short blink)

    -3 Short blinks (from basically just tapping the button or holding it for less than a second)

    Just a consideration. Not exactly trying to restore Nurse to her original Over-9000 power level, but it seems like it could be a feasible reintroduction to her kit under this idea. Well, so long as she didn't get any add-ons to extend the total length of the meter.

  • I still very strongly believe that a mobile stun like this would be very bad for DbD (its why I would also personally like for DS to lose its own stun in favor of drastically shortening the wiggle meter). Like I said, flashlights are the only "stun" that's available anywhere at anytime, and it only blinds the killer.

    Stuns that affect (and animation lock) the killer are tied to specific objects on the map like lockers and pallets, giving killer the opportunity to try and avoid them or play around them.

    This is a very powerful stun effect that is not particularly situational (killer will usually down and pick up survivors in every match). Killer also has NO WAY to know that it is in play until it's already been used. Even as a once-per-match effect, this is basically a second (and possibly stronger) DS. I guarantee that almost no one is going to continue playing killer if they have to play against both of these perks simultaneously; I know I wouldn't.

    The whole point of Babysitter in DbD is that you are helping a teammate by drawing the monster to yourself. I think just adding a little more protection to the rescuer would be enough for it to be a viable alternative/supplement to Borrowed Time, but still counterable by Make Your Choice. Because of the dual protection that such a combo would provide, it would also allow survivors to work around a lot of forms of camping without pure "hook trading".

  • Definitely a neat concept, but I don't think it should provide the kind of information you want it to.

    With the aura reading you're suggesting, the problem I have is that it steps on other items' toes (figuratively). Maps already reveal points of interest in the trial, and keys track survivor or killer auras. Maps can already use add-ons to reveal things to other survivors, and I'm hoping that keys will be reworked to have their aura reading become a base ability (instead of opening hatch), so this would be too similar either way.

    I'm just spitballing an alternative here, but what if it instead hid auras of players (survivor and killer) standing on top of it? Sort of like a temporary on-the-go locker? Could be an interesting game mechanic not yet explored with items yet. However I do think it should be a single-use regardless and at minimum a Very Rare (purple) or higher rarity, because either ability is a strong passive item function.

  • So, who would use this? Why would the killer want to be slower than the survivor? Significantly slower at that (survivors run at 4.0 m/s, so this is less than 75% speed).

    You're gonna have to explain more of where you were going with this concept, because a smaller terror radius would not justify the massive loss in speed.

    Also, all of the killers that you listed move at 115% (4.6 m/s) speed at base, not 110%.

  • Just to make sure I'm reading your question right, you're asking if all survivors have the same movement speed?

    The answer to that is yes.

    All speeds in DbD are based around the survivor running speed of 4.0 meters/sec (treated as "100% speed"). For example, killers that are considered to move at "115% speed" travel at 4.6 m/s while walking around.

    Survivors move slower while walking or crouching (which can be sped up by perks like Fixated and Urban Evasion respectively), and can temporarily sprint at a much faster speed through many of the Exhaustion perks (Sprint Burst, Lithe, etc).

    All of the survivors can also loosely be treated as 'skins' of the same character. Aside from appearances, noises (mainly screaming / grunts of pain), and personal perks, they are effectively all the same.

  • So, while I agree that DS and Dead Hard could stand to get a little attention (with Dead Hard in particular, I believe the distance it covers needs to be limited a bit and it would be just fine), I think Soul Guard will actually be a bit more of a wait-and-see for me.

    Realistically, it exists almost entirely as an anti-slugging perk. Something to help survivors who've just come out of the dying state (or in some cases, to actually get out of it themselves). The only threat I see it truly posing is in combination with For the People (in which case, just go after the newly-broken survivor instead).

    The thing is, this perk's entire secondary ability, being able to fully recover from dying to injured infinitely, is going to be extremely situational due to the need for both a Hex perk to be present, and for it to have actually CURSED the survivor with Soul Guard. This means survivors running the perk might need to think about whether or not to remove killer's hexes. Otherwise, they'll just knock out the hex as usual (or their teammates will) and be left with a relatively situational mini-BT. It's not like every killer runs a Hex in their build anyway, so they might not even get the option.

    All of the survivors' favorite perks are originally from 2017 or earlier (including all of the ones you listed). Might be nice to finally see them trade out one of those perks for something new, at least.

  • I feel like neither of these solutions would be a good addition to the game. You'd just be adding a mobile stun feature that could be abused to make getting hooks absolutely hellish for the killer. We already have flashlights for getting saves when other forms of stun (pallets/Head On) are not available AND Sabotage is a relevant mechanic again. If none of the above worked, there's also Breakout and/or bodyblocking to try and give the survivor enough wiggle time to free themselves.

    I think it'd be fine if they just added a buff to its current ability. Way back when, Borrowed Time used to protect both the rescued AND the rescuer, what if that latter effect was given to Babysitter? I'm envisioning something like this:

    Babysitter: When you unhook a survivor, that survivor leaves no scratch marks for 6/8/10 seconds (this is a buff from its current 4/6/8 sec). Both you and the killer see each other's auras for 4 seconds. Unhooking a survivor applies the Endurance status to you for 6/8/10 seconds.

    Though I do think they should also slightly nerf the Endurance status to function like normal BT does, where 'Enduring' a hit would cause Deep Wounds.

  • Shelter woods needs less "dead" tiles in general. If survivor's are really unlucky, they'll just get the Shack with a bunch of L/T Walls and maybe a jungle gym or rock loop. It's pretty likely to have the absolute bare-minimum of pallets and vaults allowed for the map.

    I do like the idea of updating the central Tree-Area. Maybe by turning it into a new structure which has the potential for a few pallet and/or vault spawns, a potential basement location (under the tree), and some verticality (maybe with scaffolding running up the sides to a small platform where a generator could be placed.

  • @AgitatedPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311093#Comment_1311093

    CS doesn't really counter Clown and freddy since they're usually chasing you when it happens. The original point of CS was to counter spies but it's just not viable.

    Because you don't scream, it does open up some mind-game opportunities that their powers would have otherwise denied. You might not lose chase, but you may get an extra loop out of it. They'd still get BP flags for their powers going off, but many killers aren't focused on those in chase.

    I find Calm Spirit to actually be really annoying to play against as killer. Something that I feel often goes unappreciated about it is that you can occasionally confuse a killer after they land a hit if you spin around them and shoot off in a random direction (especially within corn/reeds/bamboo/bushes). Because killer can't use your character's cry of pain to immediately re-orient to your direction, you can gain extra distance and sometimes even escape chase entirely.

    It's not a perk I'd consider "meta" on par with Iron Will, but its also not weak anymore.

  • Speed isn't actually a specific reflection of a killer's power level. Otherwise Hillbilly and Oni would be much slower than they are. For Huntress and Deathslinger, they have reduced mobility because their potential attack ranges are longer than any other killer in the game. Hatchets and The Redeemer allow them to possibly snag hits on survivors up to 18+ meters away. Huntress in particular has her additional humming radius because of her long range possibilities.

    Rather than a change in speed, Spirit just needs to give out more information to survivors. People hate playing against her because all she does is create mind-games that she is completely in control of. It often feels like the only counterplay to her in chase is frequent lucky guessing while she uses her power.

    In my opinion, survivors should ALWAYS be able to know when a Spirit is phase-walking. Then the mind-game is trying to guess where she will go while phased. Adding a light colored trail that she leaves behind while phasing could also improve these mind-games to feel more fair (though I'd say tall grass should still hide it if they ever did such a thing).

    As an additional change, I'd also like for them to tweak Spirit's vaulting animation so that she appears to actually walk through vaults rather than over them (same speed as normal though). Not really as a balancing factor, more just as a unique character animation.

  • It's an unfortunate reality of playing with/against real people. Some people just suck, and there's no magic cure that you can apply to stop them from acting like jerks.

    Best method is what was said above; just ignore them and move on with your life. They aren't worth your time and energy.

  • I like the spirit here, but not the follow-through. Here's my problems:

    -If a survivor does not have a way to heal themselves (Self Care, Inner Strength, Med-kit, etc). And they aren't running anything to help with finding teammates. This means they can't continue to do much of anything without risk of being tunneled. It's especially punishing on Deliverance, as then they are also broken for 60 seconds AND may have no teammates nearby.

    -Second, this also risks killing the purpose of a lot of the self-healing-from-hook perks. While I doubt many care if it hampers Adrenaline, it would also make Second Wind into an even less desirable choice than it already is. You'd also want to avoid letting your teammates with We'll Make It help you, because they would deactivate your DS (which denies them more altruism points). It risks creating some frustration between survivors.


    I feel the easier solution would just be to implement what the community has already asked for several times: that DS should deactivate (or lose a % of its remaining timer) once another survivor has been hooked. It should be further shoe-horned into being a purely anti-tunneling perk. Not "60 seconds of Invincibility" or enabling tunneling through game progression.

    For me personally though, I think DS should be reworked entirely to not even do its signature stun-from-shoulder-escape. I'd rather it was just a more extreme version of Boil Over and Flip Flop that greatly reduced the time needed to wiggle free (and possibly also reduced the killer's movement speed while carrying you). It could still achieve an extremely similar effect, but possibly require a little intervention from your team to make the most of it, which I believe would properly balance it.

  • There is an even easier solution that would probably suffice as a reasonable band-aid fix for the problem (maybe even more long-term depending on results):

    Just have a timed delay on the hatch opening which begins as soon as the penultimate survivor has quit. The delay would last for the same amount of time as the standard sacrifice animation.

    Gives the killer the same amount of time to hunt down the last person that they would've gotten without a quitter, but also doesn't place a harsh punishment on the final survivor (who may or may not deserve it, its not exactly something that BHVR can referee). Basically, the game would play out as though the survivor had not quit.

  • Who said Nurse is a low tier killer?

    The only place I've ever seen her considered as such was on console, and that was simply due to a combination of the low/inconsistent frame rate and the lack of precision offered by a controller (Huntress suffered from similar problems on console).

    Her rework did lower her strength a little bit, but not enough to stop her from dominating when used effectively. My observation is that it seems to have made learning to play Nurse significantly harder while not fazing those who were already proficient with her. Nurse's skill floor changed, but her skill ceiling didn't.

  • @SpiderTash said:

    They have the option to leave the game right there. If they don't want people to do it, take the option away. They are penalizing people for using an option they are given. Plus if you are in a toxic game with people holding the game hostage you are penalized for wanting to get out and get into a real game.

    The option is there for the people that need it; whether to get out of a "hostage game" or to deal with real life.

    The thing is, hostage games aren't common. Plus you can save footage from it and use it to report the offending player(s), because that is a VERY bannable offense. It's also harder for survivors to take the game hostage, so if you're encountering it a lot, swap sides and enjoy the killer side of life for a bit (it's better than it used to be).

    As far as real life interruptions (maybe from some kind of health emergency or just answering the door), if its not something that you are willing to temporarily AFK for, then it will probably take the length of your 5-min penalty to finish sorting it out. No-harm, no-foul. If you're being interrupted so much as to rack up a really long penalty... well, maybe you should be playing something solo that you can pause instead.

    It's not that this is something they don't want players to use. They just don't want people to ABUSE the option to disconnect (such as with rage-quitting or these 'tactical disconnects'). And before the penalty existed, a lot of players DID abuse this power.


    Going back to the top: 'Tactical disconnecting' is basically an exploit anyway. With this tactic, survivors are abusing a game mechanic to try and get one survivor a free escape. Hopefully they'll just implement some kind of short delay (equivalent to the sacrifice animation) on the hatch opening when the penultimate survivor quits, it would probably kill off this strategy.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308799#Comment_1308799

    Idk maybe it's just me but I don't find the mori's gross at all. Deathslinger's is the most graphic, but there's just no blood or anything actually gross happening. I saw on Twitter someone hoping the Executioner's mori was them pealing the survivors skin off, and although that sounds disturbing that would be way cooler than what it actually is IMO. And yeah, I don't mean for the screen necessarily, just blood in general coming out the survivor and maybe on the hook? I mean there's literally a giant meat hook inside their body don't ya think there should be some blood dripping? :P

    And imma be honest, I have no idea what you said with all that.. file stuff.. 😂

    I'd actually say no to the blood dripping. Not from any qualms I have against things like that in horror-themed games, but rather the strain it's inevitably gonna put on the hardware.

    Remember the old Wraith + Sloppy Butcher bug where survivors would endlessly have the "blood spurt" effect coming out of their model? That absolutely trashed the frame rate of anyone who did so much as glance in that survivor's direction, and especially sucked if you were the afflicted survivor (it was almost game-breakingly bad on console, at least). Adding a 'blood drip' effect, while a boost to atmospheric immersion, treads dangerously close to that bug's territory, and leaves me concerned for my frame rate.

    Also, you say Deathslinger has the most graphic mori, but I feel obligated to mention that Clown cuts off pinkies, Oni rips out tongues, Demogorgon nearly consumes players, and Hag disembowels survivors. Deathslinger has a solidly brutal mori animation, but it's probably not the worst way to go compared with other killers'.

  • I could get behind the idea of doing this for the main menu (just definitely not for actual matches).

    Plus, every killer except for Ghostface technically has a map, so he is the only one who would need some kind of 'special hook' (based on the satire of his home-franchise, maybe he should just get the winter holiday hook). And every realm has a unique hook design (though several of them are very similar).

  • This is something I'm torn on. I don't personally run into too much trouble on most Springwood maps (either role), there are one or two of the five possible variations that are a bit too close to the old version of the map (bad), but the other three felt reasonably balanced to me.

    Its not a great set of maps, but I'm hesitant to say that these should be high-priority for redesign when there are other maps that are so much worse to play on:

    -Haddonfield should get breakable walls to help with its plentiful houses and fences. I'd personally also like for more of the houses to be open, but for less of them to have their second floors accessible.

    -Ormond needs more visible scratch marks and a tighter gen spread; it forces the killer into one of the largest patrol routes in the game (despite being a mid-sized map).

    -The Game needs more tiles with vaults and fewer with pallets, and a lot of its pallets need to become less safe. Currently, if you aren't running a killer that deals with pallets quickly (or can use them to set up hits like Huntress), then this map is painful to play.

    -Shelter Woods needs more... everything. Its the only map I find to be deeply unbalanced in killers favor, but I think the whole point of these map redesigns is to make them less one-sided.

    -And the Yamaoka maps need their bamboo checked out. Seems completely random whether the stalks have hitboxes (blocking killer) or not.

  • Works for me, but you do need to keep Killer Instinct and Aura Reading separate.

    Easy rule of thumb on what's what:

    Killer has three different forms of notification:

    -Loud Noise Indicators (the "explosions" from blown gens, screaming survivors, Spies from the Shadows, etc. Can be prevented by some perks.)

    -Aura Reading (when you can see survivor outlines as with Nurse's Calling or BBQ & Chili. Blocked by lockers and certain perks)

    -Killer Instinct (shows what I can only describe as a pulsating web/heart-thing which acts as a stronger version of the noise indicators. Only usable by some killers and cannot currently be blocked by lockers or any survivor perks).

  • @Parzivval said:

    just because your not good and go up against decent survivors due to matchmakng, doesn't mean they need to buff killers, they need to fix matchmaking not buff killers, they just ruined every map or survivors so get over it and get good lol

    They reworked maps because the utility some of those super-loops provided was way too strong (especially after Ruin was reworked, speeding up the early game). The fact that a killer might have to completely abandon a chase just because a survivor reached one of these loops was ridiculous, especially with the more notorious ones that could be reached from almost anywhere in the map.

    At this point, the only map that I feel is too unfairly in the killer's favor is Shelter Woods (just needs more structures with vaults & pallets, because it has like 6 of each), and that's not even one they touched. A lot of the new loops are still decent tools for prolonging a chase, they just aren't as overpowered as they used to be. In fact, the only one that I think they went a little overboard with was the Shop Loop in the Wretched Shop (in my opinion it only needed one of its windows closed, not one-or-both of its unsafe pallets removed too). Though this loop was one of the nastiest loops in the game for a long time and remained a potential infinite against 110% (or less) speed killers until pretty recently, so I can't complain that much about it.

    I do agree that improving the rank spread in matchmaking should be a high priority though.

  • @Branrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304610#Comment_1304610

    I thought about Chris Walker but he doesnt have a weapon. Marta's chase music is also better imo. Its really scary.

    ...Why does a weapon matter? Demogorgon AND Hag both just use their claws. Walker could probably straight up pulverize survivors with those ludicrous arms. Plus, just imagine him bursting through a breakable wall.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304513#Comment_1304513

    Fully recovered, crawled to where I want to be... why do I still need to crawl to avoid crows?

    Because no longer moving is treated the same as "going inactive" just like in any other health state. Survivor's can't just hide in a corner all game without being revealed to the killer eventually, why should the dying state be different?

    Really, if you're the last one alive and slugged, then the killer has already won. Without Unbreakable or a very lucky hatch spawn, all you can do is try to bleed out to deny killer their last few hook/sacrifice points. You gain nothing but the smallest morsel of satisfaction from it, and instead just waste 1-4 minutes of your and the killer's time.

    If you want to play out the game like that, it's fine. But you'd better be prepared to actually PLAY, even as a slug. Otherwise the game will bring the crows and put the ball back into killer's court so that THEY can progress to their next match faster.

  • What about Chris Walker from the first game?

    I feel that he is certainly more iconic given his presence in that game's title artwork and his status as the most-recurring "boss" of Outlast.

  • Lots of people asking for reworks with the keys (well, and moris). Maybe they'll actually do it eventually.

    Anyway, I have my own opinion on the keys, one which I think would actually buff them while making them less frustrating:

    I think its high time that keys had a true BASE FUNCTION (and the ability to open the hatch would be an exclusive passive bonus for the Ultra Rare Skeleton Key).

    Maps track things, Keys (with add-ons) track players. Why not just make this their default ability? They could essentially just function as a limited-use long-range Bond (or OoO with certain add-ons). This would also mean that the Broken Key, the most worthless item in the game, would actually do something when found in a chest!

    But I'm not done yet: Instead of channeling the keys like you do with maps, I think they should be something used in 'pulses' (charge and release) which activate their aura reading for 3-10 seconds (affected by rarity and add-ons). It opens up more options for tweaking their add-ons in fun ways, while also making it more transparent just how much use the Blood Amber (for tracking killer) will cost you.

    Other than that, like I said, ONLY the Skeleton (Red) Key would continue to be capable of unlocking the Hatch. I think this would still be fair given its rarity.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1302779#Comment_1302779

    I don't believe you're supposed to get crows if you're still crawling while in the dying state. It would be nice if a dev were able to confirm that, but for now, particularly if you have video footage, I'd recommend reporting that as a bug: https://forum.deadbydaylight.com/en/categories/bugs

    If you don't travel a far enough distance while crawling in Dying State, you will still get crows. However, I believe Recovering is treated as a survivor action which does not count towards the crows' 'inaction timer' (like with Self Care).

    I don't remember the crow timers off the top of my head, but I think it takes roughly half of your bleedout bar for the third crow (which causes the loud noise indicators) to appear. Or maybe it's 90 seconds (still almost half of a bleedout). That's basically the equivalent of recovering as far as you can and still just lying somewhere for like 60 seconds.

    Fill out your slug travel book, the crows will stay away.

  • There are definitely times where I wished that your survivor would just automatically struggle in the 2nd phase and the "Take Change to Escape" context would swap over to "Give Up" or something equivalent in struggle state.

    I know the reason that they have survivors button mash to struggle is for immersion's sake, but I wouldn't be very bothered if it changed.

  • So while I'm not inherently against a rejoin mechanic, how would it even work?

    Where would you reappear in the match? A random location, or would your former survivor's lifeless body suddenly reanimate? If you crashed/disconnected while on the hook (resulting in your survivor being sacrificed), then what?

    Would killer still get a bonus from your DC? Since they generally can't interact with your survivor after you've been disconnected.

    Would the rejoining survivor suffer any kind of penalty for rejoining?

    Not trying to be negative, but I fear this could open up some exploitable tactics from the survivor end (DC'ing and rejoining to get killer off your back, for example). It also goes against the DC penalty, since they'd either have to void your particular matchmaking ban for you to rejoin, or else your match would probably be over by the time it ran out.

    Honestly, I don't really think this needs to be a thing for public matches. It would be fine for Custom Game, but I'm not convinced that this wouldn't create more problems than it solves.

  • @SuperSaiyan4GT said:

    I really hate these sorts of suggestions because any sort of changes to this game have been more difficult for a survivor. It's bad enough killers are fast and overpowered and we have to worry about being chased or sacrificed.

    ...Most killers aren't overpowered. In fact, they've only occasionally been the power role of DbD since the game came out. Sure there's ones that aren't very fun to play against, but a good survivor team can beat nearly anything killer throws at them (besides Nurse).

    Skill checks aren't hard, and would make things like totems and chests more interactive for survivors. Sorry if you find purely holding M1 for 15 seconds just so exhilarating.

  • @JereBear said:

    The DC punishments are ridiculously unbalanced. Just the other day I got three or four penalties (don't remember specifically which) for people disconnecting before the match started. I ended up at a fifteen or thirty minute ban then too. Which is extremely frustrating. I'm a Switch player and I can count on one hand and have four fingers left the amount of times since release in September that I've DCd on purpose... and I've never had any problems with being DCd by the game until the end of April. After the last issue I stopped playing for four days just to lower my DC penalty timer back to give minutes because you have to go 24 hours per tier to lower it down.

    As for 'how' I'm not sure exactly how they can track it but it was mentioned by one of the Devs that mods the forums that they *could* work on making it more accurate but that basically that would take too much time away from fixing 'actual bugs'.

    Maybe it can't fully be perfect, but it could definitely be made better than it is now. There are way too many instances where it gives penalties for things that it shouldn't. Now I'm not going to say that the issue I described at the beginning of my post here happens all the time, it's only happened to me the once (being given penalties for matches being cancelled due to disconnections) but the fact that that for instance happens at all could definitely be fixed.

    You're encountering some sort of bug if other peoples' DC's (resulting in the match being stopped) are adding a penalty to you. I've been in this scenario a few times now, and they do not penalize me for these matches. If you didn't DC and were returned to the menu, you should not be receiving a matchmaking ban from the system.

    Making the system more accurate would probably involve tracking which players receive these bans and how frequently they do so in order to exact some meaner punishments on these "bad seeds". The game does lightly track banned players, that's how the penalties escalate over multiple offenses. However, I believe the system "forgets" these players after the ban and a certain amount of time has passed (when the ban-times for subsequent penalties are 'reset').

    And honestly, its only like a 3-5 minute ban at first (5 min on console, but I've seen others say 3 on PC). If you're receiving this because of a freak power surge, internet outage, or real life interfering, this is enough time for you to handle the problem and return to the game (it'll probably take that long just to reboot everything if your power went out). If this is occurring a lot in a short enough time span to escalate your ban penalties, then you really should be waiting until you can stay connected more reliably. We have these penalties to punish DC's of all forms, because they disrupt the gameplay of others in the lobby with you.

    BHVR can't realistically referee every possible instance that might force a DC unintentionally (its not like they live by your home to verify the events), so their system unfortunately has to play bad cop just to be safe. While it might seem nicer to tie the ban exclusively to the "Leave Match" button, that just opens up a whole lotta room for exploiting the system. It's probably better that it stays relatively broad to cover a wide range of possibilities.

  • I've noticed this a lot as well (also on Xbox).

    Everyone's known the matchmaker has been acting up for a while now. However, I think the idea that there aren't many high rank killers also holds water.

    Basically, my thoughts (and observations) on the matter:

    -Ruin Rework without simultaneous map changes made a LOT of killers harder to play (not enough functional ways to slow down gens).

    -Due to the recent chapter release, the console versions reverted to their really nasty unoptimized framerates.

    *The killer role as a whole became a lot less fun to play due to how underwhelming it suddenly felt. I think this drove a lot of killer players away.

    BUT

    -The mid-chapter patch later dropped bringing the much-needed map reworks, vaulting changes, (and fixing optimization again).

    So basically, both sides had their experience improved, and I think this started to bring players back in to play the killer (or drew in fresh players again). But all these people have either been rank reset enough to fall to the bottom ranks, or truly are brand new to the game.

    Hopefully they're working on some kind of plan, I can't imagine these matches are much fun for rank 20 killers with ONE perk.

  • Look, let's put it like this:

    If you drive on the road, you are expected to have a car that is up to par with current speed, safety, and emissions standards (a.k.a. 'road legal'). If you are driving some beaten jalopy with bad steering or weak brakes, you are actively jeopardizing the lives of other drivers that you are sharing the road with. It would be all too easy for a junker like that to lose control and cause an accident, possibly injuring someone else due to your own negligence.

    Online multiplayer games work in a similar way (thankfully with a much lower risk of bodily harm). If you are playing a multiplayer game over the internet, you are in effect SHARING that game with the other players in the lobby. If your internet, software, or hardware is not reliable enough to maintain the connection a reasonable majority of the time, then you are selfishly disrupting the experiences of other players.

  • So, I'm okay with the gate regression idea. To balance it, I'd say just use the lights as placeholders (literally). Currently, the first one comes on around 25%, second around 50-55%, and third around 75-80%. If a survivor lets go of the switch, have the gate's progress regress to whichever "light checkpoint" that it had reached so far.

    As far as skill checks on the gates... I couldn't suspend my disbelief that skill checks are needed to make a switch more effective. Not aus fan of this part of the idea, sorry.

    HOWEVER, I think adding skill checks to totems and chests would be a solid inclusion. Since neither take very long to do, maybe use the 'open' skill checks of portal-sealing or Autodidact. Doing skill checks could reduce the noise your character makes while cleansing/rummaging, and missing them would simply make much more noise rather than losing lots of progress.

  • Well, escapes through the gates I mean (wish they'd change the "open gate as X" rituals to that too).

    While restricting it behind emblems would help it to reward survivors who solidly contributed (often with a rough personal perk build), keep in mind that the emblem requirement is exactly what is currently frustrating killers about their own adept challenges.

    I really do think the best systems for both are the original ones they had:

    -Survivors should escape (through the gates, though it was never a strict requirement)

    -Killers sacrifice all survivors.

    Maybe rather than focusing on the adept achievements themselves, you could promote this "Adept Mode" of yours as a repeatable challenge that survivors or killers could do to earn post-match BP bonuses (maybe like a BP bonus based on each emblem they earn: 0% for nothing, 10% for Bronze, 15% for Silver, 20% for gold, 25% for Iridescent)?

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301582#Comment_1301582

    Fair Enough. Though I still think they need some sort of restriction when it comes to being hooked. How about instead of being hooked once, they can't get hooked twice? Not entering second stage, but getting hooked twice in a row. That way the Survivor can sacrifice one hook state for the team, while also still being pressed with the extra challenge to go for Adepts.

    They already have such a restriction: not getting hooked thrice. I don't think hooks are ever going to be a good way to meter this challenge. Relies far too heavily on the actions of both the killer and your teammates and might feel as though it boils down to luck more than skill.

    If you wanted to increase the challenge in what I think is a fair manner, the best way would be to limit these achievements to only being rewarded on escapes though the exit gates. If gates were an option, it means that survivors had to play well enough to finish the gens, open the gates (sometimes dodge NOED or Rancor), and escape.

    Yes survivors could be "carried" by better teammates to escape this way anyway, but that's kind of the point: they are a team. At least a gate-escape would mean that the adept player either contributed enough to help escape or had some REALLY good helpers. Or that the killer let them go, but that usually becomes a hatch escape instead.

  • Honestly, BBQ is in a balanced state and Knockout isn't great. Especially when you consider that most killers get 0-1 personal perks that are considered strong AND useful for that particular killer. Plus, most of the "best" personal perk options come on killers that are notoriously underwhelming or difficult to play (Nurse's Calling on Nurse, Ruin/Devour Hope on Hag, BBQ on Leatherface, Pop Goes the Weasel on Clown, etc).

    But the real problem I see here is that the survivor's adept requirement becomes WAY too harsh.

    Being hooked is a natural part of most matches. Even good survivors will put themselves in situations that will likely end with them getting hooked so that they can keep another teammate (who could have been sacrificed) in the match longer or utilize some of their perks. By forcing this "no-hook" constraint, survivors can now fail the challenge extremely early into the match. Survivors actively hunting these achievements could have their run 'voided' at the start through some bad luck and possibly just DC or sacrifice themselves on their first hook to try again ASAP, screwing their team.This also makes far too many perks unusable for the challenge, whereas previously only David was truly rough to adept because of the negative effects of No Mither and the post-match-only-effect of We're Gonna Live Forever (but he DID still get Dead Hard).

    Good loopers do usually get caught at least once unless the killer is a complete potato. That's why survivors get up to three hook states each. With no hooks allowed, the survivor experience would basically become the same as the killer's is currently (and definitely much harder at higher ranks where killers aren't so mindless). Or worse, it could over-incentivize hyper-stealth gameplay and create irritating experiences for everyone.

    Even if the fourth perk remains a no-go for adept challenges, the survivors' requirement really doesn't need to change from "Escape". That is their ultimate objective after all, much like sacrificing survivors is the killer's.

  • Ah, I understand. A self-adjustment that still plays in the normal player queue would probably be fine then.

    However, if you want to change the Adept Achievements themselves (and preferably revert killer's back to the old requirement), why not just tweak the ruling to only need the three personal perks WITHIN the build (not as the entire thing)? Having a free fourth perk option to play with in tandem to the personal perks would likely help create a similar result of making the achievements feel more attainable, but still a challenge. It would also encourage more variety, as you try to find that one perk which really complements the trio you're stuck with and your playstyle using them.

    ...Or just being able to have one useful perk when your character didn't come with any (*cough cough, Ace and Huntress*).

  • Honestly, I'd be fine with them allowing Madness III survivors to heal/pick-up survivors in the dying state. This would mean that Doc, just like every other killer in the game, is running a risk in slugging survivors to hunt the last one down; a well-timed save on the survivor's part could snowball them back into having a chance at escape.

    It's not a major nerf to his power, but would require him to use a little more strategy in this one particular situation. I don't think asking the Doc player to actually consider the options in this choice would be a bad change.

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