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AnObserver

AnObserver

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  • Also, the question on if Daily and Archive BP should be considered "promotional" BP and added to the uncapped BP pool rather than the capped Trials pool.

    It seems strange to delay gratification on the completion of a challenge. (Looking at you, saving BP on Tomes and the Lore snippets that are supposed to be an incentive to unlock)

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748324#Comment_2748324

    Just dead hard. Sprint burst gets you to a loop safely. But after that it's all on how well you loop. You fall for a mind game ? You're hit. Sure you use Sprint burst to get to a pallet safely. But not nearly as bad as dead hard after you greeded a loop to make it to a pallet you wouldn't of.

    Hmm, but no mention of Survivors that can 99% Sprint Burst to allow themselves to more easily escape a dead-zone, or Lithe allowing some map-edge Vaults to become safe?

    More that I think about it though Dead-Hard can be used in so many more areas to essentially make a misposition a safe loop. Whereas SB and Lithe have far fewer use cases.

  • Punish bad gameplay and use The Entity as a scapegoat.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748197#Comment_2748197

    Take Plague's Audio

    Wouldn't Nemesis one fit more tho?

    Uh sure, one of those audio files that I can't recall exactly because I main basically only two Killers.

  • While I do think that people need to grow some skin, it is (and I have) overlooked that the game itself seeks to start said conversation with you by posting it in your face (Chat is enabled by default for PC and visible even if you only want to check post-Trial stats) rather than you seeking out communication and then getting #########-on (like Console).

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748294#Comment_2748294

    There shouldn't be anything in game to grant such second chance opportunities like dead hard. If you fall for a mind game. Nothing should grant you a second chance you don't deserve.

    In terms of “deserving” things, is your opinion on Survivor second chance Perks only relegated to Dead Hard and it’s implementation, or Exhaustion Perks in general?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746591#Comment_2746591

    It'd still would be the same problem. You'd take a hit and not go down. When you don't deserve to stay upright. Dead hard is problematic in every way. Both extending the chase from using it for distance. And extending the chase by erasing a hit from a mind game.

    Really it just shouldn't exist in game and needs reworked in to something else.

    In the case of Endurance applying Deep Wounds it would at least offer the Killer the option to continue chasing or drop chase and have the survivor deal with the mend action. (As well as getting rid of the IFrames which causes edge-cases with Killers whose Power deal with Hitboxes.)

    Similar to how the Killer needs to make the decision to continue a chase against someone using Lithe/Smash Hit.


    But yeah it currently is a bit overturned in how many additional scenarios it’s useful in, if not from being on-demand, literally making the Player phase through things.

  • I can't recall if crouching offered any benefits to things like breathing audio in addition to a lower character profile but requiring some kind of momentum reduction would make it more thematic, and hey if the side-effect is making it so that intentional BM has a minor detriment for the action performed it won't feel like such a free action to perform.

  • The cough effect would be cool.

    Take Plague's Audio for coughing and use that for the sound that occurs around every 40s.

    It gives an in-game tell that the Killer is using Stridor as well as allowing for a specific Audio cue for the Killer to listen out for that can also bypass Iron Will.

    Bonus points if the cough creates a visible breath cloud as to pay homage to the Perk Icon.

  • Exhaustion changes - Mechanical changes? Unneeded. Audio changes? Sure, could be more thematic.

    Blood-Echo - I like this suggestion. Ties in a visual element/minor tracking element

  • Claustrophobia - Using the mechanic implemented in the optional Pop Selection Interaction, could make an entirely new Perk that Blocks nearby Vaults/Windows when you kick a gen (on a cooldown), if you suspect that a Survivor is nearby,

    Hex:Crowd-Control - This Perk is fine as it currently is. The suggestion you placed is OP and provides too much snowball potential for Insta-down Killers at the start of the match.

  • Furtive Chase - I like this change. Can more easily pair with Nemesis. Might want to make it so your TR only shrinks and persists when chasing the Obsession, similar in manner to Dark Devotion (albeit without the added disinformation/utility of a Survivor carrying your TR)

    Coup - Seems near mandatory on M1 Killers. Not sure how I like that.

    Dead Man's Switch - Probably can make a standalone Scourge Hook Block Perk in addition to keeping the current Obsession Hook Block Perk.

  • I like this. There is no immediate tonal shift from not hearing TR after doing the stun.

    If the Survivor sees the Obsession switch, realize what it means, then stops hearing the TR, that sequence seems very thematic.

  • Shadowborn - Would a distance check or a camera check be less resource intensive? Otherwise, I like the Change and would probably use the Perk.

    Pop - The core change suggested for Pop can be used for future features as well. I like this change.

  • @ThanksForDaily said:

    I don't understand these threads. Actually they're laughable. Either you play the game or not. It's not that deep, not deep at all. You make it deep, for whatever reasons. Life issues I assume.

    Anyways, see you and all the other "quittets" in the next chapter in a few days.

    Person enjoys something.

    Enjoyment is tempered through repeat exposure. (If stagnation persists)

    Annoyances don't temper as much and stand out.

    Displeasure is communicated.


    Doesn't even mean they're dropping it; OP says as much. Having an interest in DBD's IP, though gameplay may dwindle.

  • Also yeah, I'm bored of DBD too. Haven't played in a while. But I want to see this game succeed.

  • Hmm, I do hate that they never elaborated on what was causing these perceived emotions.

    So this is my guess:

    Killer Humiliates

    1. Frustrates a survivor's ability to contribute to their team (social humiliation)
      1. Survivors don't do anything while Hooked or Slugged
      2. SoloQ you can't tell your team you're being useful
      3. If you're Dead there is nothing to do but spectate or leave the game.
    2. Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
      1. The above causes pause in action where the Survivor is unable to earn BP
    3. Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)
      1. (Omitting as I'm unsure of a gameplay mechanic cause, as it's more social)

    Survivor Humiliates

    1. Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
      1. Survivors can blame the asymmetrical aspect, Killers can only blame themselves.
    2. Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
      1. Killers only get BP from interacting with Survivors and are dependent on Survivors interacting with the Killer, there are no Totems to cleanse (Well, technically there are boons, but it's not like a Dull Totem)
    3. Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)
      1. This is a result of opt-out allowing quick spam of things like "gg ez" rather than an opt-in chat where a bad game can be easily moved on from without needing to keep in mind that a Killer has to skip post-game results entirely and immediately if they want to avoid chat. Chat (Even with the Chat setting turned on) should by default collapse chat unless the Player themself starts typing.


  • I always feel like I'm a super-sneaker when I play Ghostface.

    Then I play against Ghostface and I'm like "I can see him over the top of this Hill, he thinks he's being sneaky? Lel"

    But of course, will ######### my pants when "Okay I'm moving my camera around the Gen and checking out the area and-Why does that look like Ghost-fuq-run".

    I'd probably make Night-Shroud a bit more impactful at hiding him at a distance, so you've got to be more vigilant when against a Ghostface instead of seeing them halfway across the map and then being able to just sit back, relax, and press M1. Like Wraith. (Wraith of course having the benefit of being much more mobile and extreme invisibility)

  • So long as I find their stance childish and the subject matter irrelevant, yes, absolutely.

  • What happens if you close and re-open app?

  • @TheSubstitute said:

    From the responses, it doesn't seem I'm getting the point across. It's not a one-sided proposition; if killers kill quickly then the gens go faster. If survivors do gens too quickly the gens go slower. After a preferably short period of time, it doesn't matter. It shakes up the meta on both sides. Killers are incentivized more to spread hooks. This lengthens the game. Survivors can't just slam out gens and leave so the killer has the time to spread hooks around and still get kills. Currently, the best way to win is to play ugly and playing clean means you throw games.

    Unfortunately, just making it easier to down survivors won't, in my opinion, reduce camping and tunneling. I think it will increase it. The way to replace camping and tunneling is by providing something that makes it less efficient and effective than more fun options.

    The problem here is that gens can be done too quickly and camping and tunneling prevents a player from playing the game. Both survivors and killers have legitimate complaints about how the game is and both sides would be better off if they couldn't be prevented from playing the game.

    The game already tries to incentivize this as the most BPs and pips are gained by spreading hooks around. This would increase the incentive.

    Conversely, I don't see slugging as a bad thing. It delays the game and gives altruism points to the survivors. It also allows pressure to be put on the survivors but in a way that allows the survivors to interact with the game and gain BP.

    What I suggested wouldn't stop a snowball but it would allow survivors to actually play as long as all 4 aren't slugged at the same time (in which case nothing is different from the current game and my suggestion above).

    I do like the parts idea as a replacement but I find what is missing is how to counter facecamping and tunneling. Gen speeds are fast because survivors can be camped and tunneled. Camping and tunneling exists because gen speeds are fast. Gen rushing prevents the killer player from playing. Camping and hard tunneling prevents a survivor player from playing. It doesn't matter which came first; what matters is that it's prevalent and not fun.

    In the end, gen speeds can't be addressed without addressing camping and tunneling. The converse is also true. Right now, in my opinion, the main issue is that winning in the most efficient way possible involves doing something very unpleasant to the players on the other side.

    RE: Facecamping and Tunneling

    If Killer has not spread Hooks, give Survivors DS/BT

    "But Survivors now have open Perk slots to genrush better!"

    Implement Parts.

  • @Adjatha said:

    If you make it harder for survivors to run killers around, killers will be incentivized to chase survivors instead of guarding hooks. Camping: Solved.

    If you make it easier for killers to down survivors, killers will not be penalized so hard for not taking a player out as quickly as possible. Tunneling: Solved.

    If you make it easier for killers to injure, down, and hook survivors, it will force other survivors to get off of gens and unhook/heal their team, slowing gen progress without increasing the amount of time it takes to do each generator. Gen Rush: Solved.

    The answer to all of these problems is to weaken every loop and take away the host of second chance perks that survivors have to keep chases going for 2, 3, 4 minutes at a time.

    It may seem counterintuitive, but the game is a lot more fun and dynamic when killers actually have a chance to catch you.

    I mean that just enforces a stealth/immersion meta rather than a chase meta if chases are assured to be quickly ended. Not to mention making chases more easily hyper-lethal will increase the effectiveness of tunneling/camping if that isn't addressed in tandem.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747935#Comment_2747935

    Father Campbell's Chapel. One of the Crotus Prenn Asylum maps.

    It's the first window shown in this video near the basement (not my video)

    https://www.reddit.com/r/deadbydaylight/comments/pvjyei/how_do_i_counter_this_insane_set_up/

    Damn, they never paused. I suppose they’ll have to shift through every seed permutation to figure out what variant of Father Campbell’s Chapel is the one that has that issue.

    Wonder if that work ticket will get slapped to the backlog and forgotten about or if they have an intern/QA with a currently open schedule to check them all.

    If you can get a screenshot of the map seed name from the pause menu map title that would be awesome.

  • There any video of the tile setup/map name? (Pause menu map name)

  • @KingSlay3R2928 said:

    You can see it...after the match

    @Grandpa_Crack_Pipe

    There is also a question on if you should be able to hide names Post-Trial as well.

    Hiding them would help streamers, but also remove some aspect of “Fear of reprisal”.

  • I like being able to check out Twitch streams post-Trial and the best method of doing so is by reading the twitch-handle.

    However as has been pointed out providing it prior the Trial would make it ripe for stream-sniping.

    As suggested the best solution would be to hide all names until post trial.

    The question is if all Survivors should have each other’s names hidden too, and if there should be a method for Survivors to reveal to one another their name, or if Survivors should just be able to automatically know each other’s name.

  • Poise yourself as working on a solution and jackasses will take great fun in agitating a wound.

    Case in point those whose goal in life seem to be increasing and showcasing their ban counter rather than anything productive with their ability.

    Do what you can do at the moment but keep mum about any solution until you have solid evidence that it’s functional.

    Part of that could be observing loudmouths while they feel like they’re untouchable and more likely to be giving an honest reaction.

    I’ve heard people say there are streamers that stream hacking sessions on DBD. I wonder if there will be a content/tonal shift post the supposed mid-chapter patch.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747789#Comment_2747789

    Well it isnt only about pyramid head, I also mentioned oni, nemesis and there are also more things I can mention if requested, these are just SOME examples of how often things get changed without mentioning. Its not like it just started, it has been like this for years.

    Right, but are you just venting? Or are you actually interested in figuring out what changed and why?

  • Huh, interesting.

    I’d reword your title to be less accusatory, instead pose a question: “Was The Executioner’s Power Changed?”

    Mention how you noted the new functionality, and see if you get a bite.

  • I hit thing, it hurt, me happy.

    I hit thing, it no hurt, me sad.

  • I see. So they need to be changed.


    As you have not provided any indication as to how, or for what reason, I will assume you just want change.


    Change for the sake of Change will be the following:

    The data type used to store the action speed will instead be a Float instead of a Double.


    Pack it up boys, what a productive day.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746971#Comment_2746971

    If you're not black you don't have a say just like any other person coming from a position of privilege period

    That might be an Ideal you hold, but the Reality is that words and their meanings are social constructs and agreed upon by consensus of perspectives as a whole. Actively being hostile about it only serves to damage your case and arguably is less effective for swaying opinion.

  • @AngyKiller said:

    Also; one of the main reasons to camp, if you ignore 'just being a jerk' is to SLOW DOWN gen speeds; We want a Survivor dead so that's less Survivors on gens.

    Why would we want gens to go FASTER when Survivors die? That's basically ignoring how 1v4 games work; As the Killer kills, Survivors have less gen speed and it's harder to escape.

    If you change it so Killers are frankly punished for getting kills: Killers will just slug, so they can hunt for Survivors without giving the rest a buff to gen speeds that makes it even harder for them to find Survivors.

    Yeah, it adds a negative connotation with regards to the currently established objective of a Killer Killing to Killing a Survivor. It doesn't really align with the intent of what the Killer is attempting to accomplish.

  • I've already got my own speculation about the Power, but I'm interested in seeing what will actually happen/other ideas.

  • @Whomst said:

    To expand on this , this Feature also allows Leeway into a Basekit Anti-Camp/Tunnel Mechanic.Quick Napkin Concept for Explanation :

    As Survivor,start the Trial with 2-Inactive Glyphs that Spawn in the zTrial.

    Once discovered,the Survivor may collect and Place then between 2-Hooks within 32-Meters of Each-Other.When you are on a Placed Glyph, zPress the Active-Ability Button to Transport yourself to the other Hook.

    After this Transfer the Sacrifice Progression is Paused and the zEntity will block your Hook for the next 15-Seconds.

    The Glyphs deactivate. This can be done once or perhaps 2-Glyphs will have to be found in the Trial again.If you are downed/Hooked before Linkage occurs they will Respawn in the Trial.Glyphs can Perhaps be Placed in Lockers as well.

    The Placement encouraging strategy and timesink besides Generators with subjective risk.

    To Clarify from previous post, the Killer Belonging Teleport Interaction referred to applies to Killer but Survivors could interact similarly as suggestion. This Incentives the Survivors to Further cleanse Totems,Search Chests,and Sabotage Hooks; the Survivor can optionally enter the Basement to Progress Deactivating the Killer's Glyph and Set-Up.

    By Extension,Certain Perks like Hoarder which if Updated to Synergize with this System could be tweaked to : Places and Assigns all Survivor's Glyph in Chests at the Start of the Trial.

    Hooking a Survivor with unlinked Glyphs will Place their Glyphs in a Chest.

    Interact with Chests aaKiller to Collect all Stored Glyphs.

    This and allowing Glyphs to be set up around Chest Placement and more Glyphs around in General.

    Or a Perk like Territorial Imperative, being more of an appealing Perk option to catch out Survivors between Rotations and defend Glyphs on the Basement.

    If a Feature like this would be introduced and Balanced Properly, I could only really see it as a Win/Win for both sides.

    The glyphs you're talking about seem like they could be an interesting Survivor/Killer Perk category, but you're presenting them in a one-sided manner. Your Survivor/Killer Glyphs are distinct features that have detached loops from one another.


    For example, look at Generators/Hooks/Survivors/Pallets/Vaults/Totems/Hatch/Gate Switch

    Players press an Action Button at the same object to perform their task with different effects based on state/role.

    Repair/Break

    Hook/Rescue

    Heal/Injure

    Drop/Break

    Vault/Vault

    Bless/Snuff

    Escape/Close

    Power/Open (Although the Exit Gate Switch is more of a Survivor only interaction as the Killers interaction is to address an edge-case concede option)


    (The only outliers are Breakable Walls and Chests, as only Killers interact with Breakable Walls (Survivors cannot interact with it at all), and only Survivors interact with Chests (Killers have no incentive to patrol them as they have very little gameplay significance))


    If you want a base-game glyph it needs to be a single entity that both sides can interact with in some capacity. Look at Pinheads Puzzle box for example: Survivors look for it to prevent his Chain Hunt, Pinhead looks for it to start a Chain hunt immediately).


    So, if we have to use glyphs, potentially:

    • An invisible Roaming Glyph haunts the Trial, emitting a low hum and leaving behind a trail.
    • If the Survivor or Killer Interacts with it, it binds to that Player, creating a link where it was interacted with
    • For the next X seconds the Player can press the Active Ability Button to place another Link.
    • Interacting with either placed Link as the bound Player will transport you to the other Link.
    • Killer can remove a Survivors link if they find either of the Links.
    • A Survivor can remove a Killers Link if they find a Killer owned Link.
    • If a Survivor owns the Link, other Survivors can use that Link.
  • I don't like passive effects that players have no feeling of control over.

    It also doesn't shake up initial gameplay for Survivors as it's just "Your gameplay is the same it just takes longer".

    If you want to add an early-game collapse it should be something controlled by the Survivors rather than controlled by a timer.

    It would also be beneficial to take stock of existing features that are largely written off in the competitive scene.



    Take for example, the ideas presented about Generators requiring "Parts" to start repairing.

    Then, look at an existing Feature that might be beneficial to incorporate into the main gameplay loop.

    EG: Chests.

    Unlike Lockers which can net a time-benefit if used properly, Chests are for the most part always not worth the time to open if you don't pull a Med-kit while injured or a Key if the Hatch is closed.


    So, Take the concept of Finding Parts, and incorporate that into Chests.

  • Ruin wasn't interactive.

    Dead Hard is.

    Should DH be changed so it doesn't feel so in-your-face about taking away something from you? Probably. But people are more about nerfing the perk rather than changing its presentation.

  • Probably just rework No Mither to having something to do with Endurance/Deep Wounds rather than Broken.

    Or something like instead of suffering from Deep Wound you instead become Broken for 60/50/40s without ever having to perform the Mend Action.

  • She's hard to mindgame if she's on yo arse in a loop or in a place without a lot of LoS blockers.

    If you do have a lot of LoS blockers the mindgame is to misdirect with where you want to go at a distance. But you need to be running early.

  • Nah you're right I don't think there's a notification. Let's check

  • Cosmetics that are placed in a positive light that have significant historical ties to ######### behavior should be removed.


    Progression systems and cosmetic unlocks are an entirely different argument that would be better spent on asking for Prestige system improvements for all Characters than for only one Character.

  • So long as there is only one entrance/exit to The Basement every player needs the agency to enter/exit it in some manner to prevent “hostage” situations.


    (I can’t recall if you can still perform hostage situations with a Killer and Survivor who team together to bodyblock other Survivors)

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747087#Comment_2747087

    Because overcome is just regular speed boost which activates on hit. Your dead hard is get hit, get speed boost, get hit again, gain second speedboost, and get hit 3rd time. On 40s cooldown. That is not even close to overcome

    Good point.

    I wonder how Endurance could be worked into an on-demand Exhaustion Perk.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747057#Comment_2747057

    Survivor gain insane distance on hit. We're talking about 20s of running in straight line. Remember mettle of man disaster? It would be the same

    One thing I want to point out:


    Why did Mettle of Man come to mind and not Overcome?


    My guess is because Overcome is rarely noticed as you still get the satisfaction of landing a hit.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747057#Comment_2747057

    Survivor gain insane distance on hit. We're talking about 20s of running in straight line. Remember mettle of man disaster? It would be the same

    I’m thinking Overcome but more risk reward in some manner.

  • @landromat said:

    So instead of short dash you're getting full after hit sprint burst and 3 sec cooldown for the killer. You probably haven't think about that but it would be stronger than current dh

    Right that’s what I just then thought of after another comment. Which means you’d need to gut DH for distamce

    instead make it a gamble on seeing if you could time it so that you instead activate the endurance buff when you get hit. The move bonus is from the on-Injure speed


    However in that case it’s in a bit of a useless state in comparison to other Perks if it applies Deep Wounds because you don’t have to mend for other Exhaustion Perks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746308#Comment_2746308

    A person's placement in the MMR should be accounting for multiple facets from WITHIN the match. Right now a person can do four gens, get 6 unhooks, heal 6-8 healthstates and if they die right at the end? The MMR says loser and you go down the system to play with newbies.

    Same with a killer. You can effectively get 6-10 hooks, max out gen damage, chase points etc. But if 2 survivors escape, you go down the MMR.

    Its not skill based match making if the only thing it calculates is who ran out the gates at the end.

    It rewards toxic behavior on both sides. Survivors that hide the whole match and wait for an exit gate to open are rewarded. Killers aren't rewarded for anything other than kills so of course they are going to camp.

    Your basically punished for lengthening the match for fun right now, and its really killed some of the spirit of the game.

    The listed polls are about showing MMR through grades.

    There is absolutely criticism to be had about how MMR is calculated, but it seems the largest outcry is that people feel like if they're Ash due to lack of playtime they should be matched with Ash players and not Iri players, even if the skill is the same.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746668#Comment_2746668

    You wrote an entire essay not knowing it's just as useless as mine.

    I mean purely from a hedonistic perspective I like thought experiments. So, mine does have a use. I'm sorry you don't value your own opinions.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746218#Comment_2746218

    You don't really have to do it.

    I liked an idea of small pop like 5%, so you have reason to leave hooked survivor for gens.

    Kicking is useless anyway without a perk for it, so why not make it better.

    Kicking does have a use, but it does feel like it’s pointless if a survivor taps a gen shortly before you find them after kicking one in a jungle gym.

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