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  • she looks better wdym

  • @Altima9619 said:

    5 games in a row I had a SWF who went around rushing gens everywhere and then just left their teammate on the hook. The next 3 games after that the SWF I faced all gen rushed, ignoring survivors on hooks all game. Survivors are intentionally trying to ruin games to make people quit right now and the devs do nothing about it. Something needs to be done

    10 vote ups huh? Well now I know about forum more

  • I like this. Now the perk can be used not only in combination with flip-flop.

  • @Macymj6 said:

    This community is so toxic. I can't even share an opinion without people getting mad. It seems like some of you just like to argue. I just wish this was a fun and safe community for everyone.

    I feel you, mate.

    This forum is clearly not the place to express opinions.

  • A quite good idea ngl

  • @Waldbeere said:

    Hello BHVR and community,

    today I thought it would be nice as a survivor to have an item that works like iron will for a short time Something like:

    Rotten Bite wood

    A bite wood made of an old rotten branch.

    During the trial you are able to use the bite wood once to suppress grunts of pain caused by injuries by 100% for 10s.

    Something in this direction, I think.

    Best regards,

    Waldbeerlein

    I think it would be cool if rotten bite wood completely muffled the grunts of pain cuz it would make much more sense to grab this item over a perk, since it will counter stridor.

  • lmao that title

  • I don't know if this is a bug, but now it looks more atmospheric than before

  • @DoomedMind said:

    Actually it's totally okay-tier when paired with Hope and friends. Okay you have to survive till the end, you chose two perks only for the end of the game, but hell yeah, it's a super fun combo when you want to do weird perks things and combo.

    Every perk doesn't need to be powerful, or actually useful. Juste gameplay changing perks are good for players that want to play a different way.

    My suggestion doesn't make the perk more powerful, it makes it more usable. In my personal experience in soloQ it turns out to use the speed effect 1 time in 10 games and this is purely due to the fact that I lose another survivor or another survivor loses me.

  • @GoshJosh said:

    Still a garbage perk mate.

    I don't think it is a garbage cuz we have Babisitter, Camaraderie, Poised and Solidarity, Buckle Up etc.

  • @kamisen said:

    He instantly respawns and zooms across any map. The crush can also be cancelled by Victor leaving you vulnerable. Being close to Victor is, in my experience, a guaranteed hit for him. Why should you even bother kicking him in a chase?

    cuz he is cute

  • Probably best buffs Premonition can get

  • Elodie is a pretty nice character, I love her voice acting and her looks.

    Nancy and Steve are also pretty cool.

  • I also noticed this back in PTB, the game felt much better and smoother especially with new animations, but hitboxes spoil everything

  • @Dyaxtra said:

    *** MOVEMENT / ANIMATIONS ***

    1. Standing animation is horrible especially for females. Why does it seem like everybody has bigger and wider shoulders?

    2. Normal running is not good.

    3. The movement when running left to right or vice-versa is very slow, stiff & even pauses for a second making killer hits unavoidable.

    4. 180s & 360s were the most funnest and most satisfying thing to do in the game to avoid being hit by the large hit boxes in this game. Now you're forced to run in a straight line because like I said before, you can't move left or right, or even turn without feeling like your playing the game in slow motion mode. You better hope you find a pallet or a window & pray that you don't get hit right through it. Yes, there is looping but having the ability to actually avoid a killers hit while out in the open is good.

    5. There is no reason for a survivor to readjust themselves when crouching. This happens when you stand up and crouch right after. They move slightly forward & it just looks weird and unnecessary.

    6. When opening a chest your character literally just stands there for a whole 2 seconds without moving (can easily be fixed but honestly the previous animations were fine).

    7. The transition going from the dying state to the healthy state is slow and stiff (being downed & getting back up).

    8. AND FINALLY hitboxes. Hitboxes are worse than ever before. The hits don't even seem to connect at all, they manage to get me when they aren't even close to me at all. Not being able to move left and right to try and avoid the hit when running without it stopping me a bit or slowing down makes it even worse.

    *** THE HUD ***

    1. I don't need to see a whole portrait of the character being played. Especially when it's too big.

    2. I don't want a big medkit or toolbox taking up a big chunk of space from my screen. Same goes for my perks.

    3. The hook timer/hook bar is very small and barely visible. Especially for people with visibility problems or people who are colorblind. Red on on top of light red is not good. Same goes for the exhaustion effect and other effects on the right side of the screen. I can hardly tell when the effect will go away.

    4. Why is everything so separated?

    5. Not being able to adjust, move, or resize everything is going to be a problem overall. I would prefer some things on the screen to be smaller or bigger than others.

    FYI, there is a very good HUD made by a fan going around that is better than the one you guys came out with, and everyone loves it, just saying. :)

    The only positives in my opinion:

    1. Knowing how many times you've been hooked & who's been hooked.

    2. A sound when the killer has been blinded.

    3. Hatch escape animation.

    4. Crawling animation isn't too bad.

    In conclusion, if some of these things can't be fixed without causing even more problems, you guys should simply revert the changes and take it one step at a time not all at once. Focus on remaking the maps first and improving those graphics along with trying to fix the hit boxes and finally character graphical updates. We can worry about whether or not the game truly needs new animations or not. Perhaps in some areas but not all. I prefer quality over something fresh. The game was perfectly fine the way it was before besides some buffs/nerfs to killers/survivors & like mentioned before, THE HITBOXES. Thank you. Feel free to screenshot this and share it over Social Media guys.

    It feels pretty smooth to me, except horrible hitboxes. I'm already used to new animations and they seem to me very smooth and more realistic than before. But they clearly need to be polished and idle one needs to be changed.

  • @Nataniellegion said:

    I realy want legion this time

    Demo, cuz devs missed a lot of opportunities to make him one of the most unique killers and they didn't even add a normal upside down as in the series, which is very disappointing.

  • @PGJSF said:

    I disagree. Devs need to see the rage, or they’ll never understand how big they messed up.

    this rage looks very pathetic imo

  • The main reason why the skin was not released is negative feedbacks on Twitter, so it is logical that they wanted to make the skin more normal-looking, especially the hair that they showed was really bad.

  • @MedicSpirit7 said:

    Why did the claudette community skin get delayed again? It was supposed to be in the last rift and now it’s not in this coming rift either. Is it ever going to come out??

    I think this is due to the graphic update that will affect the models and faces of the survivors, on the DBD website about the current graphic update someone wrote that he had already seen some new faces and he called them "promising". Maybe we will already see new faces in the PTB of the next chapter or mid-chapter.

  • didnt know realistic movements meant "robots"

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/225838/about-the-new-ui-movement-and-hex-undying

    Nope the movement is bad, the UI is something in the middle and Undying is with DHope no problem. But we are ignoring the bugs this time ok. (But the fat shame spots are realy funny to Loop)

    Nope the movement is cool and fresh. Only idle animation is weird.

  • @BaldursGate2 said:

    1. I hope that with unbroken is a mistake, because if you don't survive the trial, it doesn't provide any points at all. Meaning, you need at least 3 gold in the other categories to NOT depip in red ranks. Easy enough in SWF, but not with random players and hard camping / tunneling killers.
    2. The hit detection is aweful. The killer was twice as far away than usual and still hit me. My ping was ok.
    3. The run animations look bad, compared to the old ones. I don't know what was the point to change them, if the old ones allready looked good and no one was complaining about it.

    I like new running animations more. They feel more "alive". And if no one complained, this does not mean that it should not be changed. They already explained that they were trying to make the survivors more alive and realistic, well, they almost succeeded

  • Yeah it annoys me so much

  • @sensovsky said:

    my suggestion is just straight up don't open dbd for 2-3 days, let them see what they've done to their own game, make them lose playerbase cuz it's not normal that they are silent about all this *bad word* happening. new update is abysmal, it's so obvious

    Why? I still want to play. New animations are cool except idle one. Don't care about UI, I'm already used to it and already feel as if it has always been like that. But hitboxes are REALLY bad

  • If something does not need to be changed then this does not mean that it does not need to be changed

  • Yeah I agree, now it looks like... a regular map with references to the saw? The lighting made this map stand out a lot and it looked amazing, but now... I realized a long time ago that the game's community is actually ruining it. Devs trying to satisfy whiners and because of this it only gets worse, I would like them to listen to less people like that.

  • They are not horrible, you'll just get used to it over time.

    Anyway, DBD can't just stand still due to the transition to next consoles generation.

  • @Casanova09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927970#Comment_1927970

    I need a build that helps with gens, and allow me to get good teammates

    There are no perks which allows you to get good teammates, but I can advise you to try this:

    Better Together, Prove Thyself, Iron Will, Exhaustion Perk or Inner Strength.

  • New hud looks more fresh and useful.

    Don't care about colors, placement and portraits. The only thing I don't like is that in PTB it was impossible to determine when a dying survivor is being healed or unhooked (flashing red bar), but this will most likely be fixed by release. Everyone will get used to it and everything will be the same anyway.

  • Fully agree, in the developer update about the second wind buff devs just said "Another simple one" and I was like: why? why didn't they go deep into the perk's problems and didn't fixed them?

    With your changes the perk would be MUCH better and more viable. And Second Wind needs a completely different condition for activation imo, it just does not suit it because if the killer finds you first then we can say that the perk slot is wasted. The effect of the perk is not strong enough to make it so situational and difficult to activate.

  • Fixated + Lucky Break + Iron Will is so fun

  • On Tuesday a mid-chapter patch will be released which will affect some perks, so I would advise you to use: Fixated, Lucky Break, Iron Will, Exhaustion Perk or Inner Strength.

    New Fixated now works while injured so new interesting combinations appear.

  • to play with new stuff before it is officially released.

  • I actually like this idea a lot, it would be very fun to use

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/985AXDZ4E4UA/crctk9y-5b1-5d.png

    As shown in the recent Q&A stream, we have a proposed rework for Object of Obsession and we really want to hear the Community's Feedback on this.

    Please comment your thoughts, ideas etc onto this thread for us to gain as much information as we can with regard to the above proposal.

    Keep it civil please and be as constructive as possible, otherwise your comments will be removed and your feedback then not heard!

    {disclaimer - remember this is just a proposal for a change, not a guarantee that it will change or will take this form}

    Now it is a good perk for solo queue, ofc I like it!

  • @Lexilogo said:

    This is definitely a LOT of mechanical complexity just for breakable walls.

    If I was going to suggest Survivors get breakable wall interactivity, I would probably say allow them to sabotage breakable walls by knocking out a hole through the bottom of them, and implement a new animation (like vaulting) for moving underneath through the hole. Crouching under for slow action, sliding for fast action.

    Props for putting effort in for the graphics, though!

    Breakable walls deserve at least some love. Your ideas are cool actually.

    Thanks for feedback!

  • @RayrafLPP said:

    Phew.

    I like the Idea of survivors being able to do something else then Gens, but I dont like this Idea.

    1. breakable walls were a poorly designed implementation (Imo) so why even build on it further?
    2. Its just not worth it. 10% - movement speed just to rebuild a wall? thats just so bad, nobody would ever do this.
    3. Its not worth it, games go by like 5-10 minutes, this would take so long for like nothing. why rebuild a wall if you could do a gen?

    Nice Idea, but not for the current state of the game.

    1. To correct mistakes. Do you suggest we just leave it as it is? Removing the walls is also not an option, it is no matter how, the work done.
    2. This was done in order for the runners not to do everything, if they want to run from the killer, then let them run. In any moment they can just throw planks. If it is really that punishing, then I can just remove it.
    3. This is another goal - to slow down the game with interesting mechanics. Although, maybe I really did not take into account the fact that the survivors should be given more reason to break and build walls.

    Thanks for feedback!

  • @The_Arr_Red said:

    So I used Repressed Alliance to try and counter Pop Goes the Weasel and buy some time in general. And my experience with it, besides not being able to charge the Perk with two Survivors on a gen because gens are too fast, that Killer with Pop will just stand in front of the gen until they can kick the gen with it. It is pretty sad to watch at and makes it not really worth to play in my opinion even though it is a fun an interesting Perk.

    Maybe there is like another type of play you can make with Red Herring to distract the Killer with a gen he can't kick? But that probably would require SwF or just luck.

    when I take this perk into a match, then either: not a good opportunity to use it since the killer does not come to my generator when I repair it, or the perk is not activated yet.

  • @billax_ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912473#Comment_1912473

    the fact that they make them darker does not mean "horror", it is the atmosphere itself that makes it, sounds... interactions on the map etc ... but certainly making them darker makes it much more impossible killer gameplay (I play both sides )

    I've never complained about "darkness" while playing killers (Ultra settings), I even like to play with it, it's more interesting and atmospheric.

    And you're right, but darkness is the main and most important aspect of horror and it must be present in the DBD. If DBD will contain everything except the more or less realistic brightness, it will look very strange imo.

  • @billax_ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912436#Comment_1912436

    Compare for example the old autoheaven and the new one, much darker.

    Autoheaven is not much darker, they just increased the contrast.

    Do you really not like the fact that devs are trying to bring the game closer to the horror genre by AT LEAST making it more atmospheric? Bright maps looks ugly (except for the new Ormond).

  • Why is there no option: nothing above?

  • @skinu said:

    Are you happy with Dead by Daylights current animations, or would you rather have the new, upcoming animations in the game?

    everything new is better than old anyway. They should just polish new animations and they would be awesome

  • It should be buffed, because now on many maps hooks are too close to each other, so the perk is quite situational, I think making at least 30% will make the perk great, and almost will not affect the SWF, because additional 10% is not as much to abuse it. Also, to make it easier for solo survivors, a new function can be added so that survivor could see the wiggling progress of the survivor on the killer's shoulder like the Buckle Up perk, this would be very useful.

  • @Ryuzaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893772#Comment_1893772

    I suggested a modular HUD similar to what you see in MMOs.

    Oh sorry, I said about reverting changes cuz almost anybody want to just reverse changes and it annoys me. Your suggestion sounds cool anyway

  • @Ryuzaki said:

    Why is a new HUD needed when the current one is perfectly fine? I've been asking myself this question ever since the 4.5.0 PTB. I think the new HUD looks like it belongs in a mobile game and it's placement takes up too much of the screen. I think BHVR should implement a modular HUD so you can move the different elements around.

    If something is current fine then it does not mean that it does not need to be updated. If devs want to make the game always relevant, then let them do so, the new HUD has problems, but this does not mean that we have to go back to the old one and live the old, devs just need to correct the mistakes.

  • @Yords said:

    Mine is a consistent 49-53 while sometimes dropping to 30 for a second. So they are pretty bad most of the time on all maps that have been updated.

    Also, this is with low graphics.

    It may sound strange, but on new and updated maps I have more FPS than on old ones (RTX 2070). And on the last PTB I had 120 FPS on all maps with ultra settings. They do a pretty good job so far ngl

  • I want Nancy's down scream from PTB. Why did they remove it?

  • The lower floor is really dark, but I even like it because it is more atmospheric

  • fixated because it's fun stealth perk and combines very well with exhaustion perks

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