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  • @Mat_Sella said:

    You mean like how Huntress' take Iron Maiden because it is disproportionately stronger on her and Trickster than other killers and that the fear of BBQ creates free Exposures?

    I think well be fine, even that's not an issue

    You can enter into a locker to remove Artists birds and no ones trying to "Abuse" Iron Maiden.

    You can Avoid Doctor shocks with Lockers as well

    For huntress and Trickster it's a matter of seconds.

    In combination with BBQ its strength is not that it gives exposure, but that it gives information that Survivors would hope to have suppressed. (Not like hiding your Aura for BBQ is a smart play unless you're nearly done with a gen or dead on hook anyway)

    Artist's birds are removed immediately and can be hopped out of immediately, she's still an M1 Killer with regards to having to actually catch up with the player.

    I'm talking a power design more in the realm of: "What if Doctor's Madness only reduced while hiding in a Locker, or against Legion what if you needed to Mend in a Locker?", where it's frequent attrition gameplay where you need to enter a "safe haven" to combat.

    As it is, it seems like BHVR have been making custom interactions for all the Powers like this (though Mending has moved onto other things). Not sure if that's something that's desired or not in the long run.

  • Why does he need to enter a Locker to use his Lunge?

    Why doesn’t he injure/down survivors that run into his scissors while he’s snipping them in snipping stance?

    Iron Maiden would need to be looked at (in general the question should be asked if Lockers should be a Safe Haven just in general), otherwise it would be even more mandatory on this Killer than Huntress.

    I don’t think this Killer should be a 4.4m/s Killer.

    Why not make this a Demo/Doctor Hybrid?

    While in snipping stance, you gain a lullaby that grows in size over 6s and your TR shrinks over 6s until you’re undetectable. All Survivors inside your lullaby start to hear the sound of snipping as if you were approaching them. Once it “reaches” them, they scream.

    You can do a Scissor Rush shortly after entering snipping stance.

  • I'm fine with this as is. It still hurts campers but isn't quire as powerful when a Killer travels away from Hook. Directional callouts would probably take about as long as the Bubble in most scenarios anyway with regards to SoloQ vs. SWF.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289195#Comment_3289195

    I do think there needs to be something that encourages the survivors after the threshold is met, otherwise unhooking them could be considered a liability. The one thing I really would want to avoid is leaving someone on hook.

    The reason for the range effectiveness is two fold. First is camp reduction as the passive increases more the further away but second is survivor urgency when the hook isn't being camped. Gens before friends cause a lot of survivors deaths even when no camping is occurring. Both survivors and killers are responsible many of the times a person gets out early

    I do like the idea of the of a higher incentive for first hook such as 15 points for first hook and 8 points for subsequent.

    I don't think the thing that encourages survivors to go get the Hooked survivor should be something passive that the Killer benefits from without any subsequent interaction on their part.

    Range effectiveness would have issues with mutli-floor maps. And isn't the thing that should be encouraging Survivors to unhook already above?

    Maybe give the Killer some kind of information advantage when they leave the Hook that grows in power the longer a Survivor is Hooked?

    Something like: The longer a Survivor remains on Hook, Killer Instinct is applied to Survivors outside of x meters away after an amount of points are consumed by the Survivor staying on Hook. The longer the Survivor is on the Hook, the shorter minimum range for Killer Instinct becomes.

    This would be information that the Killer needs to act upon to gain a benefit from, moving away from Hook increases the value of the information if it does proc (and the initial large range means that the information is at its best when you're far away from Hook), and the longer a Survivor is left on Hook the more likely a Survivor will be caught out or proxied with closer Killer Instinct procs.

    Or maybe have the Auras of Generators show their progress after you Hook a Survivor, so you can see what Gen has the most progress and should be the target gen to move towards. Or just highlight the Gen with the most progress to avoid information overload/stress.

  • A person being on hook is inherently slowing gens down as the maximum number of potential repair is between three people, only two if someone is going for the unhook.

    I don’t think that there needs to be gen slowdown for reaching a threshold on a single survivor.

    I also don’t think that there needs to be a range for the passive hook feed for the effectiveness of a Hooked survivor, so long as the on-hook bonus is much higher than the passive drain.

    I would add a bonus for hooking a fresh survivor (One that hasn’t been hooked yet), inherently increasing the value of the Unhooker or other non-hooked survivors to incentivize going for others, and also to act as a tool if you’re just getting stomped compared to the other survivors by being the designated Unhooker if the Killer is intent on camping, as you’ll be creating a Hooked/Unhook loop between two Survivors that’s less lucrative as both have already been Hooked before.

  • The 20$ buy-in helps curb bots and means that any bots created (or alt accounts for hacks), fund DBD instead of only being a persistent drain.

    Could the buy-in be lowered at some point? Maybe.

  • I mean, I agree, that's why I just use his regular outfit (apart from the other cosmetics for him not really being to my liking). But I'm not sure retroactive work on an old prestige cosmetic is going to be very beneficial for both parties. In that it's at a loss for BHVR and for whoever does enjoy the P3 as it is, they lose it.

    You just looking for some light gore/blood added to the smock?

  • @BarnesFlam said:

    https://us.v-cdn.net/6030815/uploads/YF7HLKCZLW57/image.png

    Conveniently omitting the time-limited part of the sale, uh?

    And yes, some replies are calling the twitter post on that.

    From this I understand you want BHVR to advocate the FOMO aspects of seasonal releases? Isn't the omission of the limited availability protecting at-risk customers?

    @BarnesFlam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287333#Comment_3287333

    Seasonal items are still FOMO, even in the long run. FOMO is FOMO, there is no exception. Twitch Prime cosmetics is FOMO, charms from previous rifts are FOMO, anniversary crowns and others cosmetics events are FOMO.

    If you're afraid of cluttering the store with the amount of cosmetics, perhaps a better idea would have to improve the store instead of cutting potential sales of those cosmetics. Kinda seems oblivious to me.

    Taking into account life expectancy, everything in life is FOMO.

    All forms of entertainment are a vice in some manner or another, chasing an emotion. How they are structured, who has access, and comparative costs are what matters.

    Monthlong windows of thematically appropriate cosmetics recurring every year does not scream BUT NOW SPEND NOW to me like a three day release that never returns.

    Yes, it ratchets up FOMO. And acts as a reason to return to the game or log on, or browse a related social avenue to see what's new.

    ...Which can be easily done simply with releasing new apparel for a given season...

    And if you want to make the FOMO seem more consumer friendly, while also appealing to those that want the option to purchase everything at any given time...

    Why not just have seasonal discounts? (Auric Cell only)

    This would capture the impulse buyer out of season at a higher price, capture the impulse buyer during the season with the notification of an available cosmetic. Potentially optically viewed as beneficial FOMO as the notification is only during the time-period when it would be cheaper to purchase anyway. And also allow joe schmoe to purchase it whenever they felt like it.



    On another topic, there's the concern of the Iri Shards having been stockpiled over the years starving the company from cosmetics revenue as players finally have something to use their Iri Shards for...

    Honestly they should probably prioritize re-using the old rifts in some manner, as they're even more FOMO and an opportunity cost for the company anyway as they utilize assets that are dead for new players or players that don't have the time or money to complete the rift.

    Halo Infinite is doing that kinda thing, being able to purchase old battlepasses. Maybe that's an avenue that could be approached as well. Auric Cell only purchase of old rifts. You can still get some of the major pieces from the rift via Iri Shards down the line.... Ugh that just seems messy though.

  • If they have a Facebook hopefully we can throw some thoughts and prayers at them to get work done as well.

  • The 20$ buy-in cost serves as a barrier to entry that means mass production of bot accounts will be costly for whoever would be inclined to do so. (And people WILL do so)

    This game is technically free to play given the sustained development model SHOULD be subscription based. But it isn’t.

    Given everyone complaining that $20 is more than enough to sustain a game indefinitely and they want to unlock everything for free because “they already paid”, I can see why they’re moving into some more on-the-nose monetization tactics.

    And hey, you want more and better maps in the game, right? Those are literally going to be the largest loss-leader the game has, to a very, very significant degree. IMO to the point that the only funding maps should receive is from cosmetic sales.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287457#Comment_3287457

    Don't take things that literally, it was an example, but as long as I don't break copyrights and I don't say that the cards are original, I'm not breaking the law. But as I said, it was an example to show how saying "Eh, it's your problem if you can't think straight or control yourself" is a dumb saying.

    People who buy skins as soon as they hit the store are not impacted at all, that's totally true, the most impacted ones are those susceptible to exactly what you said: the "TIME LIMITED ONLY, BUY IT NOW BEFORE IT LEAVES!" part.

    And no, saying "Seasonal" wouldn't solve that issue unfortunately.

    And we haven't even touched on how they chose to categorize things as "Seasonal"

    Idk about you, but a moose corpse doesn't seem "seasonal" to me

    IMO so far as I'm aware the community has done a far greater job of generating FOMO than BHVR has done with a news article line that is easily missed.

    The topic of what should or should not fit in with certain seasonal availabilities is certainly a topic to discuss. The moose was probably added because someone who canvased the store went "Oh it's a reindeer, that's Christmasy, right?". Totally understand issues with that. But I don't recall if there was any flavor text for that outfit that might suggest a seasonal association.

    I do like the idea of seasonal rotations as it can make seasonal events seem more impactful.

    However there is the question on if non-seasonal event based cosmetics should be seasonal releases (like the waterfront massacre sets), which I don't think should be seasonal unless they are tied with an in-game event.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287425#Comment_3287425

    Ok, I'm on my way to sell fake pokemon cards to small children since they have poor budgeting skill and can't tell the difference between an original and a fake card.

    That sounds like their own problem that they need to overcome themselves. I'm doing nothing wrong, am I?

    I'd say copyright infringement/violations and false advertisement fall under a different category than FOMO.

    If the kid is making their own money, then they'll need to learn to budget it. If it's not their money, the parent(s) needs to teach the kid about responsible spending prior to letting the kid access their credit card.

    And if we're talking about poor impulse control and "I want it now", I don't think it being seasonal or all-year-round will make a significant difference. New thing, me want now.

    I'd actually be interested in seeing how delayed gratification from seeing an old cosmetic being unavailable until a future date would impact those same people who would have immediately purchased it otherwise.

    Though there is something to be said about the presentation of the seasonal cosmetics. Emblazoning "LIMITED TIME ONLY, GET IT WHILE YOU CAN", is disgusting. Just mark it as seasonal. Let people learn what that means. Try to avoid words that promote a sense of urgency.

  • I think it'd work.

    Kinda like Plague:

    A Little Sister roams the Trial collecting Adam over time.

    If the Survivor gets too close to the Little Sister, the Little Sister screams, runs away, and alerts the Big Sister who then enters a Rage mode. While the Little Sister is hiding, she does not collect Adam.

    If the Little Sister collects enough Adam, the Big Sister can go to the Little Sister and collect the Adam, which empowers her Killer Power, whatever that would be.

    After collecting the Adam, the Little Sister will go into hiding for a little bit to rest.

    Gameplay loop would be the Survivors running around the Trial trying to scare the Little Sister away (if they're aggressive) and dealing with the Big Sister being enraged, and/or the Big Sister protecting the Little Sister to get the Adam powerup and subsequently hunting the Survivors with increased lethality.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286895#Comment_3286895

    If BHVR are able to make an estimated CA$300 million, open a new studio in Toronto, increase employees by roughly 30% and acquire Seattle based game development Studio Midwinter Entertainment then I don't think they're that strapped for cash that they need to turn to FOMO.

    Strapped for cash or busting at the seams, I'm a proponent of solid frameworks. If you make a bunch, instead of lowering your prices (unless your prices are absurdly priced compared to the average cost of living), reinvest that in other ventures or community endeavors. (though screw paying off shareholders interested in causing inflation through year by year acceleration of profit).

    And IMO while it may seem like FOMO from a short-term perspective, seasonal items IMO are in the long run not FOMO, and help make seasonal events more prominent with a change in the store while reducing store clutter at other times.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284670#Comment_3284670

    I prefer being able to acquire digital goods with no limits on supply and therefore no reason to not have constant access to them whenever I want to access them, yes.

    You do realize that this game is not just about purchasing cosmetics, right?

    I would agree with you if it were otherwise (and there were only auric cell purchases), but this is an online continuously maintained asymmetrical game of tag with objectives.

    Costs need to be met, and content that brings people into, and back into, the game is a priority to keep the game healthy.

    Part of doing the above successfully is by utilizing vices to bring people in.

    Part of doing it while not insulting your consumer base is also by doing the above with transparency and understanding.

    Then of course there’s morality to consider, target audience, and optics.

    As someone with disposable income, who values my time, and understands that there are those who have more time than money, I’m fine with this shift in seasonal cosmetic offerings so long as previous years cosmetics are released with an associated shard price during their seasonal release.

  • Thanks for linking the info.

    Yeah that makes sense.

    Myers/Wraith both augment the standard action input.

    Legion/Wesker both have unique action inputs/animations/conditions that would better be left for vault addon augments of their own, rather than appending more conditions to a general Perk.

  • From a maintenance point of view, it's best to sanitize Perks and Powers from one another as to not cause additional testing requirements, or to allow Perks/Powers to be strengthened without needing to follow up on gamebreaking values.

    Though I have no idea why Myers no longer gains a Vault benefit from Bamboozle...

    Is it only while in T3? Or does he just not get a vault speed boost at all?

  • Eh, my only gripe is the terminology used.

    Why say LIMITED TIME AVAILABILITY.

    When you could just say SEASONAL AVAILABILITY.

    The terminology for "LIMITED TIME" provokes a greater sense FOMO, as it doesn't hold the connotation of reoccurrence, which "SEASONAL" does.

  • DBD mobile is made with the assumption that people using phones have crap audio and spotty connectivity by default. So these were priority features.

    That being said it would absolutely great to have them in as a toggleable feature. Heartbeat for sure. Not sure if there would be a more thematic way of making the generator icon appear, probably would need to be some kind of screen border effect based on proximity.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280433#Comment_3280433

    I think at this point, with the whole p2p system changed to server sided, etc. It would be better to launch DbD2, transfer all progress/unlocks/licenses to the new clean game and start from there. We already have the basis for a relatively smooth ride. Since we can connect the accounts to bhvr accounts.

    Now the question is, if the numbers add up for bhvr to make such a move.

    A new engine is a beneficial long-term goal. But re-releasing under a new name (even if it’s just appending a 2 to the title), is a detrimental one.

    It’s a live service model, it should hold one banner to corral its player base.

  • It's strong.

    I don't think it needs a nerf (or even a cooldown), as the Killer is using a Perk slot, they must interact with the generator first as a starting point, there are some base-game methods to counter it, and even if they do bring Iron Maiden, they still need to reach you.

    Instead survivors should invest in Perks/Items/Addons if they want to have absolute confidence in their ability to hide.

    There sure is a lot of future room to expand in the area of Survivor tools to hide as Killers gain more access to Information Perks.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274733#Comment_3274733

    I am really confused. I thought this has been always the case

    Not sure what other notification the OP is seeking for

    Hmm? I'm asking if it's necessary or if it would be good for it to be removed.

    I've noticed that more often than not when I play Killer I usually end up just going back to Hook if I haven't found a Survivor yet and they Unhooked the Survivor I downed since it's kinda obvious where those guys are (doubly so for the one unhooked still bleeding).

    (Could its removal as reasoning to add in other tools for the Killer basegame that allow them a greater ability at finding other Survivors after you Hook someone.)

  • @Sycamore said:

    Right in a 1v4 asymmetrical game, we should make sure the one has even less information than the 4 people who already have more information.

    Where do I find the thread to give Killers more information, so they actually feel like a threat?

    In the thread about giving Killers a tangible mid-game goal that acts as a “checkpoint” akin to generators that isn’t as significant to gamestate as a survivor being removed from the match.

  • @Witchubtet said:

    Removing Information would be a bad thing right? Like Survivors get information when a teammate is hurt, downed, hooked, infected, bear trapped, on death hook, and deep wounded. Removing any of these from Survivor is unnecessary, so removing the one extra information tool from killers is also unnecessary.

    That being said I do wish that the loud noise notification wasn’t blocking my view of the survivors. If I’m hoofing it back there because I saw someone heading to the hook, I’d like to see the two survivors healing at the base of it, not the black void of a notification. Or maybe a perk that puts killer instinct on the unhooker? Could play Will with Make Your Choice. Kinda like how Spirit Fury Enduring got snuff with Hubris?

    I wouldn’t equate the Unhook notification to survivors getting notifications of teammates status. The Killer isn’t really on the same team after all, lol.

    You can kinda do that with Furtive + Nemesis + MYC, but that’s does take three Perk slots (and the aura is blocked by the bubble too). There probably is room for an Unhooker Aura read Perk, as A Nurse’s Calling technically already allows for reading survivors Auras if they’re sitting under hook when you return. But not sure if reading from a greater distance is a good idea or not.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275075#Comment_3275075

    It would be just as silly as the snowman event, though I can imagine it being an absolute nightmare from a logistics perspective :)

    Just remove generators and instead of Powering generators, Survivors need to interact with rifts that periodically spawn across the map or something, don’t need to use the generator models.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275068#Comment_3275068

    Where did I single you out, or even respond to any of your posts? Also thats an extremely false equivalence, gens don't move, and there literally are perks that show you gen auras (which again, are stationary around the map.)

    Ah, I misread your sarcasm.

    I wasn’t making an equivalence, but working off of you saying the survivor role was difficult with regards to map information.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274947#Comment_3274947

    All you need is 1 survivor watching the killer to immediately cleanse the hex totem. Most times I find a hex totem quickly it's not because I spawned next to it but because I saw the killer checking it for survivors. So not only do you have the kille waste time finding a totem to set the hex but you basically guarantee the survivors have an easier way to find the hex totem as well.

    Hmm, fair point. Wonder if there would be a way to allow for placement at a distance to at doesn’t provide a tell, but doesn’t clutter UI.

  • @Brimp said:

    This seems like a redundant question... they already know the general location of the hook and can see the status icon go from hooked to injured.

    Which is another thing I never quite understood, why do I know that a Survivor healed themselves across the entire map outside of my line of sight?


    I mean, yeah, I can use that info to deduce if they’re rushing objectives, staying under hook to heal, or if they’re still preoccupied with deep wounds. Just not sure why I know that.


    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275051#Comment_3275051

    You have to understand, its ok that killers need to keep a mental spreadsheet at all times of all of the info thats hidden from them, but being able to figure out things as survivor is just too much work, and very distracting from watching a bar slowly fill up while reading twitch chat.

    Do you see me advocating for Survivors to be able to see generators auras basekit like the Killer to alleviate map knowledge skills?

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274779#Comment_3274779

    Wouldn't that require time from the killer? In the time it takes the killer to find their desirable totem spawn the survivors will have done a gen and probably working on two more.

    It seems to me that it's the same issue Trapper has at the start of the game.

    It would take time from the Killer while giving them full agency on where to place their totems, which would likely increase the time it takes survivors to find said totems, increasing overall effectiveness to counterbalance the added time.

  • @Peanits said:

    I would say yes. It's not only beneficial to people who are going to return to hook, it's also very important information for the Killer to have while they're occupied somewhere else. You know that two Survivors are by the hook, and you may be chasing a third, so you can do the math and figure that only one Survivor is free to work on generators. Being able to keep track of that is incredibly important, you need that info to decide what you should do next and predict when generators are going to go off.

    Outside of a 4% or Deliverance disinformation play from Survivors, no math needs to be performed if you’re occupied elsewhere (especially in chase). Another Survivor must unhook that Hooked Survivor.

    And it’s a safe bet to assume that if you’re not in a chase with another Survivor while a Survivor is hooked, that the other Survivors are still on Gens. As if they rush to unhook and you’re not in chase, it invites tunneling because of that Notification.

    Now I will say that there is probably some comfort in knowing that “hey, the survivors were not just pounding away on their objective” as a result of the Hook notification popping, but I’m not sure if there isn’t a better way to assuage game speed fears.

  • @Peanits said:

    I would say yes. It's not only beneficial to people who are going to return to hook, it's also very important information for the Killer to have while they're occupied somewhere else. You know that two Survivors are by the hook, and you may be chasing a third, so you can do the math and figure that only one Survivor is free to work on generators. Being able to keep track of that is incredibly important, you need that info to decide what you should do next and predict when generators are going to go off.

    Outside of a 4% or Deliverance, a 3rd Survivor is always needed once you place a Survivor on Hook and are engaged with another Survivor on the map. (So removing the notification does remove some disinformation possibilities for Survivor against the Killer).

    With regards to generator efficiency, a notification just tells you how long it took survivors to get to the Hook after you left it (you will either get an Unhook notification, or a generator will pop). And it's usually a safe bet to assume Survivors are trying to be as efficient with their time as possible anyway, staying on gens for a decent amount of time before going for an unhook (2 Gen + 1 Hook + 1 Chase), as otherwise they allow the Killer to circle back around more quickly because of that notification and go for the Injured Survivor (if they have yet to find/chase someone else).

  • (Dupe from pending approval shenanigans.)

  • @Akumakaji said:

    The information game is already stacked so hard against the killer, why do you want to make the game even crueler vs really good survivors? The killer needs at least a little bit of information to work with, otherwise the role is just pure stress with hardy anything that feels good.

    The exact location of two Survivors and the exact moment that they are ontop of each other exactly when one of them is in a vulnerable state is far from "a little bit" of information.

    @jesterkind said:

    I don't think the unhook notification is necessarily a bad thing. There is the argument that it lets the killer know to circle back around and tunnel the unhooked survivor, but the equally valid counterargument is that it tells the killer to circle back around and chase the unhooker instead.

    More pressing than that, though, I think it's worth mentioning that if we did decide the unhook notification made it too easy to tunnel, it can't just be removed. It'd have to be very carefully adjusted with compensatory changes elsewhere so as to not just deprive killers of relevant information while they're going about fair and above-board games. It's a little too entrenched in how the game operates to be a fair change on its own.

    It would be nice if The Killer received Whispers for a duration after a Survivor is Hooked though (maybe with a smaller radius?), gives you an excuse to walk around, and since it triggers off of the Survivor on Hook, can't really be used unless you move away.

  • Presumably it was going to be the Red Backgrounds (how else was it that readily on hand), but then people who wanted "legacy rewards" cucked over future players.

  • Yeah, I'd like it if that jumpscare only happened in the lobby while searching for match.

    It's just annoying when putting points into the bloodweb.

  • Personally I'd like to see Hex Totems placeable by Killer, not starting out lit on Dulls without a helper Perk (EG: Thrill spawning Hexes on Totems at the start)

    Place 'em anywhere you want, akin to Pentimento across the whole map, but if placed on a Dull Totem it increases the Cleanse time.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/355892/should-killer-receive-unhoook-notifications

    Ehm okay, am i crazy or are you asking for an ACTIVE notification for the killer upon an unhook of a survivor instead of simply keeping the icons in the bottom corner in mind?

    The latter isn't that hard? Why would you need an additional notification? Most people want less camping not improvements for soft camping?

    https://forum.deadbydaylight.com/en/discussion/comment/3274719#Comment_3274719

    And how did you go from "additional unhook notification" straight to "anti camping fixes" that have nothing directly to do with this thread?

    The Killer receives a global noise and there's a black bubble centered on the Hook when a Survivor gets unhooked. They get an active notification as it stands. (Unless for whatever reason my mind has completely failed me, that's how I remember being able to circle back to Hook all the time to take advantage of Make Your Choice)

  • @Regulus47 said:

    A good fix would be making it so when the killer hooks someone they teleport to a hook far away so it's harder to camp. Like pyramid head's cages.

    IMO that's another discussion. You can certainly still go after PH's cages Unhook notifications, especially if you know how the Cage chooses its placement (farthest point away from Killer) to start heading in that direction.

    It would also kinda kill late-game for Survivors, as if a Survivor is chased away from a 3-Gen, they get teleported right back into it, which just makes that 3-Gen even easier to patrol, or makes it easier to hyper-tunnel that one Survivor as it's likely that they'll be teleported into a patrol path, overall increasing tunneling efficiency.

  • @Massquwatt said:

    I like the design and concept behind the knight but it isn't just that great in practice. You're supposed to use the guards for patrolling and area denial but they don't last long enough for a good patrol and they're just too slow/dumb to make for any meaningful area denial either. Seems like the best to use him at the moment is just a worse Artist really. Maybe there'll be good new trick that comes out that'll make him really good but I just ain't feeling it with this guy, he's just too telegraphed.

    As far as I can tell you're supposed to use the guards as a pincer attack, cutting off access to loops farther away and then closing in...

    But...

    Survivors can see the Ghost Trail of where you're going to have the Guard patrol, and you can't see Survivors to course correct even a tiny bit.

    IMO they should likely see about removing the ghost Trail

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272533#Comment_3272533

    …and? That doesn’t prevent developers from sending the bug back with the comment ‚could not reprod‘ at all…

    And depending on the severity, and if you're still able to repro it, you get that dev on a webex or something and see why they're not able to repro it but you are.

  • @[Deleted User] said:

    You can find all the bugs in existence as a QA tester, but multiple things can happen. Devs can deny the bug exists. Devs can send back "could not reprod". Management can not care about the bugs if they don't affect the launch date. Etc. This is why most QA testers keep a paper trail of bugs they find and report.

    As a QA tester it's your job to make sure you note down repro steps as part of your bug ticket, because that's how you add things to a regression suite.

  • Well, don't greed for pallet every time if they bring it. Pre-drop.

  • @Audis said:

    You can't start making the game easy for deaf players, because next you would start asking to see survivors through walls when you can hear them breathe, or to see the killer through walls when you should be able to hear their sounds (stomping, spirit ambient sound etc.).

    An Audio compass.

    Associate a waveform to an audio source, external to the user using the audio compass.

    Based on the distance to a waveform, and the waveforms maximum amplitude, you have a maximum amplitude value in relation to the player.

    Based on the angle of the camera compared to the waveform source, you have a direction.

    Using this amplitude and direction, on a sphere, increase the visual intensity of a section of the sphere based on direction and amplitude.

    You now have an visual representation of audio direction that does not add any additional information that would not be present for someone using audio to begin with.

    (The trick to this is learning the waveforms that correspond to certain survivor actions)

  • However...

    Having two conditions for a varied amount of "Rage Meter" gain from a single source, as well as one being kind of esoteric (Survivor that has reached Healthy), probably isn't intuitive.

    In addition, Injured Instances likely can play into camping, as camping enar Hook with Insidious and then getting a hit on someone (who will have to commit to the Unhook, or give even more Rage gain, but then will still be next on hook), doesn't fit at all either....

    So maybe...

    Gain "Rage" Each time you Hook a Survivor distinct from the last.

    (This general criteria is succinct and implies going for someone new even if it's possible to down the Unhooker and Unhookee and then take advantage of that scenario, though that issue is more dealing with uber-facecamp prevention)

    and

    Gain "Rage" while in chases with other Survivors.

    (Acting like a "Bloodlust bank", this can't be used in camping as camping typically does not involve chases, and this is also new player friendly and new Trial resource heavy friendly, while also not beneficial to quick-down Killers to allow them to snowball even faster)

    The more I think about this, this could be better used as a rework of the Bloodlust system, making it more active than passive...


    Bloodlust Rework:

    Bloodlust no longer grants movement speed for each tier, tier effects are not automatically applied, and Bloodlust is no longer lost when out of chase.

    Bloodlust is gained when Hooking Survivors, and while in Chase with Survivors.

    Bloodlust can be consumed at any unoccupied Hook to gain effects based on how much Bloodlust was consumed.

    T1 - Gain a 5% Haste until a Survivor is Injured.

    T2 - See all Survivors Auras for 5s.

    T3 - You're Undetectable for 60s.


    This creates a more active use for Bloodlust, acts as a reward for Killer players even if they fail chases against a Survivor, and prevents Killers from trying to just Bloodlust a loop (using old passive chase gain of bloodlust), and if they do, at least signifying they are doing so instead of it just being a timer a Survivor needs to count.

  • But doesn't this encourage tunneling off Hook, since Proxy-camping can allow for hits against Unhookers that get caught out while still having an Injured Survivor still worth the same amount of Malice on reHook?

    Probably make it so that Malice isn't gained as quickly on Survivors that haven't healed after being Unhooked, or just non-consecutive Hooks?

    But Malice is the desire to cause pain, which this would have some dissonance with.

    So maybe rename it to enmity?

    Enmity

    Gain 50% of a Tier of Enmity each time you Hook a Survivor that has reached the Healthy state, 25% otherwise.

    Gain 25% of a Tier of Enmity for each Health State a Survivor loses while another Survivor is on Hook.


    Is the Healthy state requirement too opaque a requirement?

    Is there a way to encourage going for Healthy Survivors instead of Injured Survivors, is that even necessary outside of a Perk?

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267210#Comment_3267210

    Explain better I guess ? I think DBD can dominate this genre of games in the future years :)

    https://forum.deadbydaylight.com/en/discussion/comment/3267216#Comment_3267216

    Maybe! Maybe not. I like the developers work so far. I wish the game to take a brave direction instead of some ''killer/survivor sided'' adjustments. The potential is unlimited

    I think I misread your post.

    I thought you were criticizing game balance game mechanics like an e-sport.

    Though it seems you're talking more about how people are more interested in showing off their mechanical skills at the game, than viewing the Killer as something that is best avoided.

    Which I agree with.

    But that's something you can modify with your Perk loadouts (using more Exposed applying Perks so Survivors have a reason to hide while exposed or lose out on an additional Health state)

  • I am unsure if they themselves were even fully aware of the marketing teams direction at the time (if they were gauging player reactions).

    If they were, then they were trying to play both sides with ambiguous phrasing.

    If they weren't, well, they probably could have had the same effect by saying they're uncertain if they will be FOMO based or not, dependent on players reactions. (as this itself would still instill FOMO).

    All in all, just not clear on the subject.

  • Horror in excess is simply bloodsport. (Not that I don't like horror thematics, just don't use "horror" as an excuse for unengaging gameplay)

  • IMO though if they wanted to add the red background that "legacy" players got for character portraits as a prestige 100 reward... Like how could you complain about having prestige a character effectively 6 times vs 100 times as a reason for your exclusivity.

  • @steeezo_de

    What, do you just chop wood all day?

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