Aven_Fallen
Aven_Fallen
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@q6iha34x1r69psli7pg said:
https://forum.deadbydaylight.com/en/discussion/comment/2858960#Comment_2858960
If i'm against a bully squad and i'm not a nurse/blight, i will just afk in a corner. Never give them the satisfaction of seeing me dc.
Going afk will not give them any satisfaction, nono...
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2857667#Comment_2857667
I mean true but she's still very fun yet people don't want to realize it.
I mean, fun is subjective, but I would agree that she is one of the more interesting Killers to play and for me she was more fun to play after the Nerf, because it actually felt rewarding to outplay a Survivor.
And as I said, I am pretty sure that at some point we will see more Spirits, because she is still good. But not "I stand still and get free Hits"-good anymore.
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@GannTM said:
She’s still an amazing and fun killer but everyone neglected her because of one nerf that barely impacted anything 😭😭😭
"Barely impacted anything" is not entirely correct. She stopped being easy to play, but she is still one of the strongest Killers.
@Topic:
As @GoodBoyKaru mentioned it, this often happens if a Killer gets Nerfs. When Spirit first got nerfed (mainly her Add Ons and removal of Collision), you did not see any Spirits for a few weeks until people realized that she is still good.
I would guess that she will have a return at some point, because she is still a strong Killer, but now you have to actually outplay the Survivor. That being said, I have run into a Spirit lately who tried the Stand still-mindgame, I think someone did not get the Memo...
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Either Hag or Freddy.
Freddy is just super-boring to play.
Hag is unfun because you cannot chase with her.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2856724#Comment_2856724
I think it was last years anniversary stream they even said BHVR has 900 employees and the team for DBD is 300.
But still, this does not mean that 300 of those people actually work ON the game and especially on the part to bring Updates.
You will have people who work for DBD who never touched it (lawyers for example).
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2855232#Comment_2855232
Yet they add the blair witch copycat? My guess is Billy just has ######### all players so they didn't want to put on of the least popular killers in the main artworker.
Then they should not put Hag in either.
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@dugman said:
Clown’s red add-on was seriously overpowered, it deserved its nerf. Whether they should buff Clown’s base kit is a separate question.
Yes, his Pinky Finger deserved the Nerf. However, the Add On is as bad to go against as it was before (the core problem was not adressed) AND Clown did not get anything in return.
Meanwhile, Blight gets buffed every Midchapter-Patch.
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@Mandy said:
Killswitch is there for extreme circumstances only, it's not something that's to be used randomly. Wake Up for example was crashing games completely and therefore needed to be switched off. This is a Live game, bugs are going to happen...not all of them are going to be considered as game breaking or warrant switching off.
Personally, I think that more things should be killswitched and not only when they are gamebreaking. The Nurse Add Ons are one example, it becomes very, very hard to play against a Nurse with bugged Range Add Ons, way harder than usual. Another example would have been Badham, the Map is a lot more difficult for Killer if the Doors (at least the one closer to the Fence-Window) are open.
So if one side has a big advantage due to something bugged, it should be killswitched. This would increase the number of killswitched things, but I dont think it would be too much to a point that some things are not playable anymore (e.g. even with Badham killswitched, more than enough Maps to play on, even if Range Add Ons are killswitched, Nurse has other good Add Ons and works totally fine without Add Ons).
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/314596/stop-complaining-about-dead-hard-every-day
https://forum.deadbydaylight.com/en/discussion/comment/2854252#Comment_2854252
https://forum.deadbydaylight.com/en/discussion/comment/2854324#Comment_2854324
I don't see any of you dismissing in the 5 nurse thread in 2nd days or the 10th blight thread in a week or the 50th tunneling/camping thread this month (number exaggerated).
But that's probably because those are "valid" complaines and not just the other side of the coin whining just as much 😜 /s
Honestly, Survivors are not posting in such a frequency as Killers. Mainly because this Forum is full of Killer players.
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854320#Comment_2854320
I mean the devs seem to agree dh has overstayed its welcome when it comes to its power. Mainly with the distance part. It allows you to greed pallets and windows and when youd actually go down extend the chase by a press of a button. I don't personally like it because as someone who loves m1 killers like sadako it sucks to have to deal with a extra healthstate/loop extender on 4 survivors some games. Also someone who plays trapper i thought they wanted to "remove perks countering powers" yet i still see people dhing over my traps reversing basically the trap on me on certain loops.
Using DH over a Trap is BS, I agree on that one.
But removing the Distance without giving anything to DH would just make the Perk useless, since the i-Frames alone dont really help at all. They would just be a little bit annoying for Nurse, but thats about it.
Personally, I dont mind if they nerf it or not. I am not using DH, so for me, it would just be a win, since it is a Perk I play against when playing Killer, but which will not affect me when I play Survivor. But it would be a shame if another good Perk is kicked out of the Meta. Especially because Killers are complaining that all Survivors run the same Perks, yet they are asking for even less variety on a constant basis (at some point, only Sprint Burst will be a really good Exhaustion-Perk) and also complain immediatly when a Perk is released on the PTB which might be good (which is rare enough).
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2854252#Comment_2854252
The thing with SB is that it actually requires some sort of "skill", being the fact that you need it to be able to activate at the right time. The only thing Dead Hard requires you to do is failing in a chase and get injured, and a working finger ready to press "E".
But Sprint Burst is the better Perk. I guess most people simply dont want to bother with walking instead of running sometimes, but it is not hard at all to keep your Sprint Burst at 99 or be off Exhaustion when you are at a Gen. And Sprint Burst makes every area a safe area. This does not apply to DH, if you are not near a Pallet or Window when you use DH, it is useless, because the i-Frames extend the chase only by 1 second. But with Sprint Burst, you can have nothing nearby or sit on a Gen until the very last second and the Killer is basically right on top of you and you will get away.
Also, people really need to stop thinking that players fail when they use DH. When I used DH, I did not cover up any mistakes, I played greedy because the Perk allowed me to do so. If a Survivor runs an extra Loop due to DH, this is because DH allows them to do this, not because they miscalculated.
The Survivors who make mistakes are those who use DH in an open field or DH against a wall, those are not an issue, despite using DH. But the good Survivors dont make mistakes with DH, they make plays because DH enables them.
@ElmosPayPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2854304#Comment_2854304
no exhaustion perk requires any sort if skill except for maybe smash hit.
No Perk in the game requires Skill.
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They wont until it is nerfed. And then they go for Sprint Burst, because they realize that it is far more annoying than DH, especially if more players are running it due to the lack of options.
But yeah, I would also wish that every snowflake would stop thinking that THEIR Thread about DH is special and needs to be posted...
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I hate Glyph-Challenges with a passion. Especially the blue ones, since those require to escape as Survivor.
Glyph-Challenges are just boring, they are just "Play at least X amount of games"-Challenges.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2853549#Comment_2853549
OP is having a discussion about nurse, not survivors. Stop trying to change the subject.
He should know that Nurse is a BS-Design. But he does not want to admit it, so he does Whataboutism.
@Topic:
I completely agree. Especially currently since every Nurse is running at least one Range Add-On.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2850604#Comment_2850604
No. Because it's not one
It is a Bug.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2849607#Comment_2849607
Yes, Solo Q is horrible.
It is, which is the reason why I play Killer when I play DBD alone. I probably did not touch the game as Solo Survivor for over a year.
However, I think this is the reason why the queue times flip in the evening (again, talking about EU here). If someone like me plays Killer over the day and then switches to Survivor with a friend, there is one Killer less in the Pool, but two Survivors more. Meaning, additional 1 1/2 Killers are needed to fill this gap. And this will be happening a lot, because many players have time during the evening, so many Survivors will start playing DBD at this time, because they can play with friends.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2849588#Comment_2849588
You just made my point for me. Que times for one side are terrible. Because it feels terrible to play that side. Because of awful decisions by devs, and terrible map designs
It is not as terrible as you make it out.
And currently, at least on EU, you will have instant queues as Survivor and longer Queues as Killer. So yeah, Survivor is terrible according to you?
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@Bryan said:
https://forum.deadbydaylight.com/en/discussion/comment/2848185#Comment_2848185
My OG post was taking down a day ago and this was a re-post stuck in my drafts then never got posted until now
Yeah, but why do you post it again, when the first post was taken down?
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2848264#Comment_2848264
See, the difference is.. in medicine, lives are at stake.. This is a video game. They'll get to it when they get to it.
Exactly. I mean, it is a meme at this point, but people can play something else, if they dont want to play DBD. If they are getting bad games due to a Bug, they should not play Killer, if they get bothered by it. I played a game, got a person with those two Perks in my game and only played one game afterwards, because I wanted to finish my Daily. And thats about it.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2848227#Comment_2848227
One that cares for it's employees. Which I have to begrudgingly respect them for, even if it leads to situations like this.
Gotta love content creators knowing this and purposefully releasing a video to their massive audience which then gets spread further on a weekend.
"Gotta love content creators knowing this and purposefully releasing a video to their massive audience which then gets spread further on a weekend."
Honestly, I was not surprised at all.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2848213#Comment_2848213
What businesses in 2022 close on weekends?
And working from home or overtime is not a thing?
Do you really need an explanation how ridiculous this sounds or do you see it yourself?
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There is already a Bug Report. There is 0 reason to open more threads about it, especially if you are reposting it (probably your own Thread?).
But hey, at least you make sure that even the last person knows of this Bug.
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Yes. There is a Bug and the Devs are aware about it. There is also a Thread in the Bug Report Section.
But now is the time where everyone needs to write about it, because every Thread is really special and it is absolutely needed to open one.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2848032#Comment_2848032
Yeah. No. Boil over was busted and remained busted for weeks before they fixed it. It wasn't just broken on RPD. It was broken on a metric ton of maps.
It was nerfed after two weeks, basically the earliest possible.
And you cannot compare a Perk which was intented (Boil Over) to a Perk Combo which is obviously bugged.
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Classic, the one time I actually would like to have those BPs, they are coming late.
Sigh.
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@Mr_Madness said:
Whats funny is if it does get added people will just complain about it for a week and move on lol.
Not like adding a character out of 27 other killers is gonna ruin your game.
I think only a small amount of players would be unhappy about Springtrap (or any FNAF-Character) being added to the game. Personally, I dont even hate the games, they were a fun concept before they added 33 parts of it.
However, more annoying are the Fans of this franchise, because they see a FNAF-Teaser in basically everything.
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What the ######### is wrong with you FNAF Fans?
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He needs Nerfs to his Add Ons, mainly:
- Alchemist Ring (obvious one)
- Speed Add Ons (Blightet Crow and Blighted Rat)... IMO Blight should never be faster than his Basekit Speed.
- Compound 33
- Adrenaline Vial
At the very least, Speed Add Ons should not stack with each other (so no Blighted Rat and Blighted Crow or either of those with Adrenaline Vial). But Alchemist Ring is the Add On which 100% needs a Nerf.
Personally, I think you can nerf all 5 of his Add Ons and he will still remain S-Tier.
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From what I read, you mean farming Killers. And honestly, the last time I have seen a Killer who wants to farm is long ago. So I doubt that it will happen on a regular basis for you up to the point that it gets annoying.
And as others have said, it does not take 20 minutes to complete all Gens. All Gens take 400 seconds, which is not even 7 minutes, even if you do them solo. And even if the other 3 Survivors and the Killer farm together, they will do Gens eventually.
If they want to force you into farming, this is actually reportable.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2844599#Comment_2844599
https://mobile.twitter.com/DeadByBHVR/status/1438940868044595206
Unsurprisingly, BHVR has done the same for both sides in the past.
Well, I stand corrected. I honestly completely missed that one, I did not even know that there was an uncleansable Totem on Dead Dawg, I only know of those at Coldwind Farm.
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2843380#Comment_2843380
Wasn´t it because a totum can´t be cleansed?
P.S. two Badham offerings in 1 match.
Not cleansed, snuffed out. It never happened that a Map got killswitched because of uncleansable Totems, but several Maps got killswitched for Totems which cannot be snuffed out (so the Killer had no way of getting rid of a Boon-Totem). This happened shortly after the Boons have been introduced.
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Do you all grab the same picture for those kind of Threads?
There was a statistiscal outlier - the RE-Chapter. This statistical outlier is about to be corrected, the player numbers are dropping to a normal state.
If you only focus on the dropping part, it looks like DBD is losing players. If you focus on more, the player numbers are not bad. Let alone that currently around 44k players are playing (which is the 24 hour-Peak as well).
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2842879#Comment_2842879
Did you try her without it and how much of an advantage did it give you
I dont think that Shadowborn gives any advantage. But it feels odd to play her without Shadowborn for me.
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Because players in DBD are unable to focus on their own mistakes. Obviously Killers only lose because the Survivor had Dead Hard. And Survivors only die because the Killer tunneled them. That the Killer was overcommiting to a Chase in a strong area or the Survivor was running into Deadzones the whole time is not important, nono.
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Personally, I dont think that Nurse has to think much about Perks. She is basically my go to-Killer for those "Finish the Trial with at max 1 Survivor escaping while using 3 teachable Perks of the Killer in the Archives"-Challenges.
If you want to go for the absolute strongest, either purple Range and green Recharge or double Recharge would be a great start. I think either Dead Mans Switch and Pain Resonance would be great or Starstruck/Agitation/Infectious Fright. You can also run 4 Hexes (Haunted Grounds, Ruin, Undying, Retribution), to get some Aura Read (and potentially Instadown) to end the game quickly.
Personally, I run BBQ, Shadowborn, Whispers and Corrupt Intervention, even tho I am thinking about switching out Corrupt Intervention for Infectious Fright.
When it comes to Nurse, since you are also running Shadowborn, you either want to stick to it OR try to learn her without Shadowborn. I only played her with Shadowborn and I cannot really take it off, so which whatever build you come up with, it either has to use Shadowborn or you learn early enough to not rely on it.
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Because the reason for her being killswitched was solved. She had a serious Bug, got disabled because of it, this Bug was fixed, so she is enabled again.
(Some strange people here would say she got buffed, because some think that Bugfixes equal Buffs...)
That being said, Nurse still needs a full Rework and should not exist like that, but this is a whole different topic.
But fixing Bugs and enabling those things which got disabled due to said Bugs is the right way to do.
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Nothing is wrong with holding W. It is just less interaction between Survivor and Killer, which makes it boring, but it is the most effective way to play. Same when Killers say that tunneling is a strategy, holding W is a strategy as well.
And with more and more Anti-Loop Killers being released, it will become even more prominent, because players realize that it also works against Killers who actually can be looped.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2842290#Comment_2842290
No, SBMM is not what makes something like this happen, this is caused by que imbalance and the fact this community is toxic as #########.
Things like this has happening all the time, since general consensus is that killers are extremely scarce, matchmaking always prioritize que speed over balanced matches.
My instant Survivor Queue during this evening shows that right now Survivors are scarce.
But the rest is correct.
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@egg_ said:
This is the first time I play against a forum member and it was @Aven_Fallen
Even though they probably hated me because I was playing nurse :( But still I didn't want to lobby dodge, I was hoping for some friendly egc but it didn't happen
https://us.v-cdn.net/6030815/uploads/BUDXPOGTCNFK/immagine.png
Ah, I remember it. Yeah, I did not watch until the end, I did 3 Gens on my own and when I died only one other Gen was done. I did not want to see the slaughter until the end...
(I dont hate to go against Nurse tho, so everything is fine. :) )
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2842014#Comment_2842014
Sanctions that only hurt the regular citizens who don't get to decide anything? Yes, this is definitely going to stop the war.
Are you Russian, by any chance?
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2842002#Comment_2842002
People are not going to be unhappy about the war, people are only getting unhappy about the West, even more rapidly now than they did under the state propaganda in the USSR. Russians don't care about the war anymore since they are busy figuring out how to keep their savings and thinking about which western company is going to pull the plug next.
Yeah, maybe the Russian Dictator should not have started a war on another country then...
Sanctions are the only way for the west to react to it, if they dont want to start a Nuclear War.
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@Grandpa_Crack_Pipe said:
I understand that you gotta do whatever little thing you can to help, but i'm not sure how many russian soldiers are playing DBD.
Russian civilians play DBD. And go to certain stores which also closed in Russia. The more people are unhappy with the war, the better. Especially because Russia does not even call it a war...
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2841042#Comment_2841042
So he can beat any team in his current state, and can't be beat by classic gen rush? If not, why did he get nerfed?
You dont need to beat any team with any Killer. If you can beat any team, this means you can beat 4 man SWFs with perfect communication, all 4 very good players. Aka tournament teams.
But if Killers would be able to beat those on a constant basis, they get OP for everything else. This is why you dont balance around groups you will never see in random games anyway (seriously, you wont encounter tournament teams in Publics).
IMO Nemesis is as good as he was before, the Nerf did not do too much. He was and is still a solid Killer which can win against the majority of teams you encounter in regular gameplay.
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It is not really needed IMO.
Also, straight Killer Buffs are a nightmare to think about, because the same Buff which helps Clown or Trapper will be way too much on Nurse or Blight.
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@danielmaster87 said:
They ruined him with that nerf. They knew what they were doing. Make him almost decent for a while, and then after the hype of the chapter release has died down, unleash the nerfs.
Nemesis is far from ruined, lol.
The Nerf to Marvins Blood was fair, it is still a good Add On and I am still running it all the time (together with a Mutation Rate-Add On for Zombies).
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2839931#Comment_2839931
Ah so what would you suggest if they made it so it at least didn't have stacking potential? I'd hope more then 2% would be fair?
The thing is, if you dont make it stackable it will be even weaker. Not saying it is strong when stacked with Blood Pact, but nobody will do that, because you would have two people running together.
However, I also dont think it can be buffed on its own if it is not able to stack with other Haste-Perks. Blood Pact is 7%, but it requires two Survivors to run together, which removes half of the team from doing the Objective AND can cause problems at Loops. Hope is also 7% and only works in Endgame for 2 minutes. So both Perks are very specific.
Dark Theory is not as specific AND it affects the whole team. There is no way they can buff it. Regardless if it is stackable or not.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2839874#Comment_2839874
The only thing i think they could do. Which might be good or bad i don't really know. Make it so hastes don't stack and and the largest is instead applied overriding any lower. Then buff this boon to 5 percent maybe? Then it's good on its own id feel while also removing that annoying "faster than killer" combo. That's the only way i see this perk becoming useful.
The thing is, 5% is too much. This would equal the difference of a Survivor to Tier 1-Myers, when it comes to 110%-Killers.
While those have abilities to make up for their lack of Movement Speed, if they cannot use them, it will be very hard for them to get hits.
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Shelter Woods with 4 Pallets, lets gooo.
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I think you need to download the full game. They said something like this:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/0ERF0P98HDK8/announcement.png
Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.
https://us.v-cdn.net/6030815/uploads/G7427991HROQ/performance.png
Future: Patch Optimization Plans
Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.
First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.
So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.
Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
https://us.v-cdn.net/6030815/uploads/H4VK1AGDPFQQ/matchmaking.png
Future: Matchmaking Optimization Plans
We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.
The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.
Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:
Backfill Improvements
If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.
Disconnection Handling
Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.
Extended Breaks
When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.
General Improvements
This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.
As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.
https://us.v-cdn.net/6030815/uploads/JW8CDFZPQFJZ/lonelysurvivor.png
Future: Solo Survivor Experience
If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.
Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.
This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.
We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.
We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.
One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.
Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.
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New Betas Tab
Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!
Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!
The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.
Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!
So, the only question is, what’s the first beta going to be? How about…
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Wiggle Update
Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.
Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!
This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.
This update will first appear in the betas tab, allowing you to opt in as you please.
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Toggle Interactions
On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.
To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.
Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)
If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!
The Dead by Daylight team
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2839848#Comment_2839848
Yeah i wish theyd move away from movement speed perks. Because besides the niche ones like maybe blood pact (in some builds) and breakout (and of course exhaustion perks) you gotta make them so low because of stacking potential. This boon was probably made with such a low number because of stacking fear. If they are that afraid of this+hope+bloodpact (the faster than killer build) they should never make more in the first place. Let the few have their niche uses but we don't need more. Because then the perk is so halariously bad. Good with a swf mess with the killer for 2 minutes build. (Like we needed that)
I dont think that such a niche build will even be used. You would need to have so many specific requirements, and honestly, you dont need the Boon for it anyway, because with Hope and Bloodpact you get 114% Movement Speed, no Killer will be able to catch a Survivor anyway, despite them being a little bit faster.
But this Perk is just designed in a way which says "I have to be weak and I can never be strong". I get that they want to bring Boon-Perks with different effects, because it is a new mechanic, but I just dislike that they make super-weak Perks which will not be able to be buffed.
But overall, I guess the Pickrate of Circle of Healing will go up now. Because there is an achievement to increase the Movement Speed of other Survivors, so you will need the Boon for that and at this point, you can run CoH as well, to have an actual useful effect on your Boon when you set it up.
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Maybe it is your Download-Speed? Because for me, Updates are faster. Not as fast as I would like them to be, but they are clearly faster.
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This is the thing with stuff that affects Movement Speed. You cannot ######### around with that too much, because it becomes imbalanced. So something which affects Movement Speed (and is not NOED, lel) has to be weak.
So, yeah. You get 2%. The Perk is crap. It should have never been created because it will always be a weak Perk and cannot be made a strong Perk by any means. Terrible gamedesign.
And to be honest, if someone like myself can get to this conclusion within minutes, I guess the designer of this Perk did not think about it at all.