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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903522#Comment_1903522

    The thing is the chances they made were very good to other hex totems. I genuinely believe we will see more lullaby and devour hope games because of this change.

    I would agree the nerf isn't what I would've done but the change they made was actually a healthy one for the game. The games where 4/5 totems needed to be cleansed were stupid and pretty much a guaranteed lose while playing solo q. If they made Undying two totems I wouldn't have been against it.

    I will say though the probability thing can't be used to judge escapes. Other factors like how long it takes you to find and cleanse totems, whether ruin lasts the whole game, the map and who the killer is effects all the escape rates.

    Exactly. Undying was used for 1 Hex-Perk and thats it. And Hex-Perks are not meant to stay up all game, if the Devs would want to have it like that, they would remove the Hex-Part.

    I had games where I cleansed 4 Hex-Totems and still Ruin was up, because on some Maps, the Totem Spots are really good. IMO Undying came too late, if it would have been around before where most Maps (aside from The Game) had really bad Totem Spots, it would have been more healthy and could have gotten nerfed once there were more Maps with good Totem Spots.

    And especially in Soloqueue (or 2 man SWF), you cannot really afford to run around and only do Totems, because there might be other players who do the same, the regular gameplay is going on (Chases, Unhooks, etc.) AND there will always be the occasional people who dont do anything.

    I am looking forward to see Undying with more Hex-Perks.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903592#Comment_1903592

    Suffo pit is large and survivor spawns are almost always split, making it hard for them to group up unless they get overly desperate for unhooks which good players wont do. The main building is a semi infinite with a breakable wall, shack is surrounded by safe filler pallets.

    The main thing which makes it survivor sided is that the centre of the map has about 5 or 6 chained tiles which can make some insane setups where you cannot be caught. This consists of jungle gyms, tls, and c wall pallets.

    Gas heaven has 3 almost inaccessable gens, one in main and 2 at the edges of the stacked cars. Not only are these hard to access but herding survivors at the stacked cars to prevent W gaming is impossible. Object makes the stacked cars even worse like the upstairs on widwich.

    Main has a semi infinite window when garage gen is done or a normal window, but also has a forced breakable wall spawn that you have to break.

    If you look at how some survivors can use these maps it really isn't balanced. Id argue that suffo pit in particular is in the top 5 worst klller maps in the game.

    EDIT: Also saying badham is balanced is a joke when it has 3 god buildings with gens inaccessible locations.

    Suffocation Pit has the 7th big size of all realms:

    The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. 1 Overview 2 Lore 3 Realms & Maps 3.1 The MacMillan Estate 3.2 Autohaven Wreckers 3.3 Coldwind Farm 3.4 Crotus Prenn Asylum 3.5 Haddonfield 3.6 Backwater Swamp 3.7 Léry's Memorial Institute 3.8 Red Forest 3.9 Springwood 3.10 Gideon Meat Plant 3.11 Yamaoka Estate 3.12 Ormond 3.13 Hawkins National Laboratory 3.1

    Tied with e.g. Ironworks, where I never hear complaints that it is too big. In fact, it is only a little bit above average. But yeah "too big".

    While the middle area is indeed probably the strongest Part of this Map, it is not like this area is too strong. The Building is also fine, yes, it has a breakable Wall, but honestly, just break it. People always try to use those as the worst thing that ever happened, but Breakable Walls are completely fine, they waste a little bit of time but the structure is incredible weak afterwards.

    And well, looking how some Survivors run those... Yeah, sorry that good Survivors can outplay a bad Killer. :(

    When it comes to Badham, only the Pallets inside Buildings are save, e.g. I mostly ignore the School and the House with the Basement. And all the outside Pallets are unsafe, its not like you cannot play on this Map as Killer.

    But like I said, KIllers want to balance around Top Level-play, but also want Maps to be super-weak.

    @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903528#Comment_1903528

    I love when people change my argument so they have an easier position in the debate.

    I never said disable map offerings, I said disable them for swfs of a certain size.

    The map offerings are designed to be played my multiple players since they don't guarantee anything and multiple ones can be played by different survivors and the killer. In a swf lobby it's all too easy to game the system and just have one member of the lobby play the offering each time, and the team as a whole gets to play that map again and again and again.

    Yeah, but like he said, you can burn an Offering yourself. But you refuse to do it, because you want your sweet BPs, but obviously Map Offerings are a problem then. The only thing that is more ridiculous is people saying that the Killer should be able to choose the Map (which was an idea which came up multiple times on this Forum).

    And the problem currently are the Maps, not the Offerings for them. If Maps like Haddonfield or Coldwind (even tho, I only consider Cowshed a problem, but I dont have much issue looking through Corn) are reworked, they will also be more fair to play on.

    The only change to Map Offerings should be that if the Map was not picked (due to another Offering), the Offering should not be burned.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902829#Comment_1902829

    Many of the reworked maps are still incredibly survivor sided. Suffocation pit, Gas heaven and all badham maps come to mind. From the looks of things disturbed ward is still gonna be unbalanced and the issue of too many god pallets on game still hasn't been resolved.

    Sorry, if you really think that Suffocation Pit or Gas Heaven are survivor-sided, then you should try to search the problem in your own gameplay and not blame the Maps. Badham is also pretty balanced.

    Killers always want to balance around the Top Levels, but call balanced Maps like Suffocation Pit survivor-sided... You cannot imagine the stuff they come up with.

  • @Mugombo said:

    Did you know that killers can burn map offerings too?

    He probably does not want to do that, because he has so many Perks to unlock.

    So please, disable Map Offerings so that Killers can get more BPs and dont need to burn Map Offerings themselves. /s

  • Did you only check inside the Saloon? Or also outside, next to it? If you use a Hatch-Offering for Shack, it can also spawn outside, so I guess it just spawns in the Tile where the structure is located.

  • If they teabagged you, they probably wanted your attention. And they got it, no need to feel sorry for that. Personally, I would say you should ignore teabagging, because in the end, you can have the most damage from tunneling a Survivor, if they are actually good.

    But often enough, they are not, and you get them quickly. They watch some Youtube-Videos of some Survivor Main and do what they do, but skip the step of getting good at the game before getting cocky.

    You should at least not be tunneling if the Survivor is really good at the game, because that just hurts you.

  • I doubt that those were "stupid reasons"; if they get a permanent Ban.

    But Bans should not be discussed in Public, so I dont think that this Thread will be alive for long.

  • The Bus is fine. Not every strong Loop needs to be nerfed into Oblivion. Its not like playing Killer is hard in general, if there are some strong Loops it is ok. Even with the good window the Bus is not as strong as the Loops which were in the game before (or are still in the game on the Live Version (Disturbed Ward)).

    Let alone that burning an Autohaven-Offering does not really guarantee a pretty survivor-sided Map, especially with all those Deadzones added to them.

  • Map Offerings are fine. Once the Maps are reworked, nobody will care for them anyway.

  • So you reported the Survivors for playing the game? Using flashlights is not an reportable offense.

  • Why are the Ranks not shown at the end?

  • @Trashmaster said:

    No that's totally fine, just like slugging at any other phase of the game

    I would not say that it is fine, most likely those players are the same that are like "Moooom, he is teabagging me in a videogame!!!".

    But it is not reportable.

  • The thing is, what should this third Killer do?

    First, it needs to be clarified how his Chainsaw should work - should it down only one person or multiple Persons?

    If multiple persons, there is Bubba. So the Killer has to be either better or worse than Bubba, if worse, why even create him? If better, why powercreep Bubba?

    Same for Billy, if the Killer can down one person with his Chainsaw, they would need to come up with something that is not insane Mobility to make him an alternative to Billy.

    So I dont think they should implement a third Chainsaw-Killer.

  • Not really into that one. A Legion killed me after I helped him with his Frenzy Hits during their Tome, so I dont think I will be nice again for Archive-Challenges.

    I guess they will be quite easy, even for Players who are not good with Nurse. Devs know that she is hard to play/learn. So I dont expect anything really hard from those Challenges.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1901570#Comment_1901570

    Mimimi just get gud, Jeezes. Nobody need Undying, hope Corrupt Intervention get a Nerf soon as well.

    While I agree that Ruin/Undying is not needed, I dont think that Corrupt Intervention deserves any Nerf. IMO it is one of the best designed Perks in the game, the Killer has guaranteed value out of it without any chance that the Perk will be oppressive, since it lasts a limited duration.


    @Topic:

    I have an idea who this Streamer might be. But everytime something on the Killer-Side gets nerfed (which is most of the time justified, even tho Killers like to say that things got "gutted"), they say "Yeah, Killers will do more tunneling and camping". And no, they dont, bad Killers do that anyway.

  • @JPA said:

    No because perks like BT render his camping largely useless.

    If Bubba hooks a single survivor, the remaining 3 can repair most if not all gens before someone dies off a first hook. Camping Bubba is only so effective because of people going for unsafe hooks.

    Not at all, since it will at least be a trade. Bubba might even be able to catch up to the Survivor who has BT with his Chainsaw.


    @Topic:

    Not at all. Bubba has the easiest Onehit-Ability in the game, but this is only applied if you are out of position. If not, you can do something about the Chainsaw.

    The only thing that is annoying on Bubba is his camping potential, but thats about it. I would not consider Bubba unfair.

  • Cant he make his game a little bit brighter? I bet there is some corner where he does not see 100% clearly and only 98% clearly.

    Anyway, regarding the Bugs - I dont experience them that much with Nurse. The last time I had Bugs, it was in one game (not being able to blink through some Rocks, not being able to hit after Blink, stuck at 1 Blink...All the matches before that one match were fine and then I got basically every Bug in existence), but overall, Bugs on Nurse are a rare occasion.

    Of course they should not happen at all, but my guess is that the Bugs are linked to Dedicated Servers, since the Nurse-Rework and Dedicated Servers happened ot go live around the same time. And if it is a Dedicated Servers-Issue, it will take a while. If we look at Dead Hard, this is bugged since Dedicated Servers went live, and this is only 1 Perk to care for and still they have not done it. I cannot imagine how much harder it must be to fix the Bugs with Nurse.

    So I am very sure that this is not a case of "BHVR does not want to fix it", but more of a case "BHVR will need a lot of time to fix this" (and I hope it is not: "BHVR is unable to fix it").

  • Only if they misbehave in pregame-Chat. I dont want to play with idiots if I can avoid it.

  • My guess:

    Those 3 were in an SWF and they waited long for a Match, because grey/brown Ranks are pretty empty when everyone does not get set back that much. They were clearly new players, when looking at the Perks. And because they had to wait so long, the Matchmaker just mixes something together so that there is a game.

  • @bjorksnas said:

    Its a glitch, groaning store house can randomly spawn with double pallets in its filler tiles

    Thats not really a Glitch, this is how Maps are generated. If the minimum number of Pallets is not reached, Double-Pallets will spawn (or Pallets will spawn closer to each other than they normally would do).

    But this also means that the Map will a) have not many Jungle Gyms and b) that there is only the minimum number of Pallets on the Map.

    E.g. I had one Groaning Storehouse which only had T/L-Walls as Structures, but next to the Building 4 Pallets (2 Double Pallets back to back).

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1897794#Comment_1897794

    https://forum.deadbydaylight.com/en/discussion/comment/1897801#Comment_1897801

    Perhaps and you are entitled to your opinion about spirit, but you can't assume the opinion of others about spirit or the intent of the player who chooses to play her.

    I for one don't mind facing her as I enjoy the guesswork element of her power, it mixes the game up a bit from the very very repetitive loop this guy around the same rock till pallet drop then rinse and repeat play. Which makes up 90% of this game.

    Sometimes you outsmart her, sometimes she outsmarts you, but that element of the unknown creates the tension that should be present in a survival horror game. To bemoan it is to undermine the game's very theme.

    If you enjoy it, fair enough. There are a lot of strange things which people like, so no surprise that "going against Spirit" is one of those.

    And well, if you think that outsmarting her when she has Stridor is cool or just shows that the Spirit is most likely pretty inexperienced...yeah, whatever.

    I am not saying that someone picks Spirit to say "Wohohoho, lets ruin the day of some Survivovrs!". But when someone picks Spirit, they know that the majority of the playerbase will not have fun against her. Same like Survivors burning Haddonfield, there might be that masochist that enjoys to play on Haddonfield as Killer, but most of the time it is to make sure that the Killer does not have fun.

    But everyone can play what they like, they just should not expect others to like it.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1897299#Comment_1897299

    "The killer does not want me to have fun"

    That is a really presumptuous and detrimental mindset to have based solely on the killer choice.

    If you play Spirit you know that the Survivors will not have fun. Easy as that is. When I play Spirit, I also know that they will hate me.

  • Evening hours increase the number of SWFs because more people have time to play. E.g. I play only Survivor in a 2 man SWF in the evening, when I play alone, I play Killer. So if I play Killer first and then join my friend to play SWF, there is 1 less Killer and 2 more Survivors.

    From my experience, playing Killer in the evening is also fine, deep into the night it can be a nightmare in EU. If you play Killer during the day, you get really easy games, will be a bit harder in the evening, but during the night you get the really good teams, from my experience (but it is long ago that I played during nighttime).

  • @Jay_Whyask said:

    Took me a second to realize what the screen shot was showing me. This is the classic brain dead strat of doing gens and being immersed when spine chill lights up. Turns the game into an electrician/walking simulator, also has the additional bonus of embarrassing yourself when the scoreboard pops up. The survivors left through the gates with 11k, 7k, 4k, and 3k blood points, then they received 5k for escaping.

    Can you imagine doing so little as a survivor you escape with less than the amount of blood points most people die with?

    Also shoutout to the mega mind using an escape cake, not sure why you'd use any point related offering when doing this strat. Hiding from the point pinata is not how you get points.

    "Also shoutout to the mega mind using an escape cake, not sure why you'd use any point related offering when doing this strat. Hiding from the point pinata is not how you get points."

    I mean, they dont know that they will go against a Spirit. If I play against a Spirit, I will also just stick on Gens. The Killer does not want me to have fun, so I will try to get done with the game as fast as possible.

    And if the Spirit is not really good (like seen in the Screenshot, no offense, but 6k BPs really is not much), this results in a super-fast game.

  • The Movement-Speed Perk would be way too strong. You would basically turn 4,6m/s-Killers into 4,4m/s-Killer. This would be like playing against a Huntress without the ability to throw Hatchets. If you have something like Hope in the Endgame, you would be uncatchable for 2 minutes, until Bloodlust kicks in.

    There is a reason why Perks that affect Movement Speed are made quite weak (and why Bloodlust is a flawed mechanic these days). Those Perks have restrictions to make the Movement Speed hard to get, because the whole game is balanced around 4,0m/s for Survivors and 4,4/4,6m/s for Killers.

    Drop Dead would be a Perk which will probably not be used, you can have Spine Chill/Resilience which both provide vaulting Speed AND have other effects (even tho you have to be injured for Resilience), nobody would add another Vault-Perk into this Kit, this would just be "win more". And I doubt anyone would give up the action speed increase of resilience for 1% more Vault Speed or the Stealth-Counter of Spine Chill against 4% more Vault Speed (and the loss of Action Speed when the Killer is looking at you).

    The last Perk will probably be too strong as well. We Will Make It does something similar and has a restriction, Botany Knowledge does the same (except for Unhook-Speed which most of the time will not matter), and only grants a third of healing. Twisted on this one, but I would say that 100% more Healing and Unhook-Speed for just equipping a Perk Slot would be too much.

  • This has nothing to do with SWF, this also happens when Solos play with each other or to other SWFs who are not "mismatching" Ranks. E.g. two days ago, my friend and myself (both Rank 1) were matched with another SWF of Rank 12 and Rank 17 (Rank 17 had 9 hours in total) against a Rank 10 Killer. You can explain with SWF why the Rank 17 was matched with the Rank 10, but now how my friend and I got into this match.

    I see that quite often, it is something with the Matchmaker. If I had to guess, I would say that the Matchmaker throws something together if at least 1 player is waiting for a longer time.

  • First of all, this sounds like Matchmaking is working as intended. If you are Red Rank yourself, you should get Red Rank-Killers, this includes Rank 1 as well. Getting purple or let alone green Rank Killers on a regular basis is wrong as Red Rank Survivor.

    Second, that someone is Rank 1 as Killer does not mean that they are really good. It is so easy to Rank up on both sides, being Rank 1 does not mean that much.

  • https://clips.twitch.tv/AdorableIntelligentJackalArgieB8

    Tofu explains it great.

    Also, I really dislike the Hook gameplay of Hag. If someone is in the Basement, this person is basically dead, if the Hag-player is not playing super-nice. I usually only put one Trap if I hook someone in the Basement, but if the Hag-player wants, they can put like two Traps into the Basement and multiple Traps above it, and nobody can save that guy safely, because either you have to run (aka trigger Traps) or you have to crouch back, which allows the Hag to return.

    Saving someone out of the Basement should be more difficult than "normal" Hooks, but not a basically guaranteed death.

  • I had one crash quite recently, the last crash before that was months ago.

    Did you try to verify your game files? Or do a new installation? Maybe you were on the PTB and when switching back something was not installed correctly.

  • @Kirkylad said:

    The problem with meta perks is a lot of them can be subjective as to if you get any use of them or not. Like if a survivor brings ds unbreakable but they go against a decent killer who's winning and doesn't have the need to tunnel then they don't get use out of ds and don't get slugged so no unbreakable either. Same for ruin undying or other hexes some matches survivors just don't go for totems and others they get them all.

    I would not consider that a problem, at least not when talking about the Perks you mentioned. I am not running Unbreakable, but I run DS and the games were I am not able to use it are usually good games, even when I die. Because the Killer was not tunneling during those games and it is fun to go against a decent Killer who does not need to tunnel the first person out of the game ASAP.

    For Ruin/Undying, I never see that Survivors dont go for Totems, you only have the luxury of ignoring the Totems when the Killer is bad, which means that he cannot force people off Gens, which results in Ruin doing nothing.


    @Topic:

    Well, regarding the Tombstone, this just highlights the problem if this Add On. You did the best you could to avoid it, the others were happily giving him Stalk.... Great.

    Regarding Perks, the Meta Perks are usually what is expected. Like, I am surprised if a Deathslinger does not have M&A. But I think at least on the stronger Killers, you dont need Meta-Perks. And I also think that no Killer needs to stack more than 1 Slowdown-Perk.

    And that you can win without Meta-Perks, good players like Otz are showing that. But it is nice if people actually acknowledge it when the other side plays well, always happy to see that.

  • So, this Clown got pallet-slammed out of existence?

  • @[Deleted User] said:

    Survivors often crouch and do absolutely nothing when Kindred is up anyway. It's not a SWF vs solo issue. It's a decent vs bad player issue. DbD as a whole has an issue the vast majority of the player base has a very low skillset. It makes balancing the game extremely difficult. It's not that SWF is inherently making players better. I refuse to play solo for the most part anymore because most players seem to eat paint chips. Like, everyone spawns in, sees Corrupt Intervention, and the first chase goes not to the Corrupted side, but to where the gens can actually be worked on. Why? Stuff like that.

    Well said. If a Survivor is semi-competent, they will be more useful than a Potato-Survivor in an SWF, even when the semi-competent Survivor is Solo.

    I never understand the thought of "SWFs tell their mates what to do". Somewhat decent Survivors dont need that, they know where to chase or when to do Gens.

    If anything, playing in an SWF with other decent Survivors lowers the chance of getting bad Survivors in the team. I mostly play Survivor with a friend, so we both know that there is at least one other Survivor where we know that they know what they are doing. And often enough, when I am on the Hook, I see only my friend on a Gen, its not like the other players are coming for the rescue, sometimes they are just crouching somewhere.

    And as Killer, I have won against SWFs even with weaker Killers like Pig (without Add Ons and Slowdown Perks), Demo (just Corrupt Intervention as Slowdown) or old Bubba. And I also got my butt beaten by Solos as Hag or Pyramid Head, which are strong Killers.

  • Two days ago. Seemed like a Killer who relied on them a lot before the Nerf.

  • @Huge_Bush said:

    I'd rather it be bloody coil so survivors can actually have some risk when countering the killers power, but I guess it would make getting out of the basement near impossible.

    I really wish they would just hurry up and increase his base trap carry count and setting speed.

    While I also dont think that Iridescent Stone should be Basekit, Bloody Coil Basekit would be horrible for Trapper. People would never heal against him, meaning one way to let the Survivors spend time off Gens would be gone. There would be really no point in healing anymore, because either you get injured when removing a Trap (and you have to do that most of the time) or you run into a Trap in a chase and then it does not matter if healthy or injured.

    IMO yellow Bag Basekit and the remaining Traps more to the center of the Map and Trapper will have a way better time.

  • The Cosmetics released today were from the very first Rift which launched during Halloween 2019. So you had them exclusive for longer than they said (original announcement was "at least 6 months", so personally I expect that I will have them 6 months exclusive and everything above that is "bonus").

    And if you bought the Rift Pass AND wanted multiple Cosmetic Sets, you got them cheaper than they are now in the Store. If you completed the Rift, you got your Auric Cells back.

    So its not like that you wasted money, that those cosmetics will not remain exclusive forever was known from the start.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890371#Comment_1890371

    It was said on yesterday's camp-fire stream that the HUD will be worked on for the mid chapter release. They specifically talked about the colorblind issue in the beginning of the stream.

    Thank you for that information! I did not watch the Stream, because the Around the Campfire-Streams are more of a hanghout and I dont expect information to be passed in them.

  • @Gay Myers (Luzi) said:

    It has been mentioned in this context as a priority as there has been the announcement about the colorblind mode. They hear the feedback from the players, all kind.

    They're not ignoring the constructive criticism, but this issue specifically excludes players from being able to see the same things as someone does who is not colorblind.

    Again, considering the colorblind mode announcement, it has been announced together.

    They do hear feedback, I can assure you that.

    Thank you for the answer. The thing is that this line basically confirms that the new HUD will be implemented, despite most of the players disliking it.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889733#Comment_1889733

    I just assumed they could easily raise those too without any need for animation changes.

    But damn that sucks, the PoV really kills the character for me :'(

    I personally like the low PoV, but I also got used to it. Maybe the higher PoV will be even better for me.

    Just as a sidenote, during a quite recent stream they said that the PoV-Fix will be released rather sooner than later, so they seem to be close to finish, but they were not able to give a Date yet.

  • Aside from what @JHondo wrote, just imagine: How would the first person look if you only raise the POV, but would do nothing to his hands or weapon? Those would be pretty low.

  • @ASpazNamedSteve said:

    I'm right in thinking it isn't intended right?

    And if so, how has such a small (yet important) problem not been fixed in 4 months?

    "And if so, how has such a small (yet important) problem not been fixed in 4 months?"

    They need to do new animations, which take time. Its not just a simple number change.

  • Those are rare edge cases. Also, this would increase Matchmaking time (for Survivors and popular Killers), which should always be avoided.

    I also got 3 Doctors in a row yesterday, but like I said, those are edge cases, it does not really happen often.

  • @EvilJoshy said:

    I'm not sure. If the 2 Claudettes were deliberately hiding and refusing to do the objective then I think that would be considered "Holding the game hostage". Thing is, how can you prove they were neglecting to play and just hoping the other would be found first so they could find the hatch?

    I mean, if there is no progress on any Gen, this should be proof enough. At this point they are not advancing the game, which means they hold the game hostage by not doing anything and just evading the Killer the whole time.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889098#Comment_1889098

    Not the same thing. I'm not a dev who is making things less colorblind-friendly.

    To be fair, the same applies to Almo. He is not resposible for the new UI.

    I am probably biased here since I am also a person who gives direct responses and have no problem to receive those responses myself, but I can understand your point.

  • You can report this because they are holding the game hostage, which is a bannable offense. You should record the game (does not have to be the full game, it is enough if you start recording at some point so that you can show what they are doing (or better: not doing)) and report them AND send a Support-Ticket.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889080#Comment_1889080

    That does not excuse the response. You don't respond to disability concerns with "We're getting bored hearing about it."

    I mean, I can tag you daily with the same thing here on the Forums, if you like. Maybe every 4 hours or so, I tag you and ask you always the same question.

    I guarantee that you will be annoyed (and I will be banned).

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889056#Comment_1889056

    I don't think colorblind people asking devs when they will be disability friendly is comparable to kids asking their parents when they will arrive. It does legitimately sound like being dismissive of the issue.

    Dont get me wrong, a Colorblind Mode should have been implemented years ago. Maybe not from the start, because the success of DBD was certainly a surprise, but it should have come long ago. (And it is a big oof that the new UI has features which make it harder for colorblind people (injured state))

    But asking for the same thing over and over again will not speed up the process. It is not that this topic (and other topics) need to be brought to the Devs attention, they were aware of it.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889056#Comment_1889056

    I agree to cause even though Almo can say some questionable things he is not in control he doesn’t control what he works on he needs permission from the head of BHVR he’s just a game designer he’s not the boss

    This is another big point, even if he knows that the Team are working on it, he is probably not allowed to communicate it. Especially not on Twitch where it can be clipped and distributed.

  • @Adriang14 said:

    It sucks that they had to show us this just because almo decided to be fussy when they literally could have just told us they were working on it and avoided the whole mess

    The Devs dont really communicate things until they are basically done. This WIP does not mean that the Colorblind Mode will come anytime soon, and the Community will now ask every two days "When is the Colorblind Mode ready?!".

    Personally, I would love to see more WIPs, but I know that even if they show super-early designs of stuff that people will be really disappointed if it takes long until it is implemented or will be scrapped at some point in development (not referring directly to Colorblind-Settings here).

  • IMO Almo is correct here. Asking multiple times for something where the Devs already said they are aware of it and there is put work into will not speed up the process.

    Thats like kids asking their parents on a long car ride "When do we arrive?!" every 10 minutes.

    It is quite ironic that the community, who throws ######### at the Devs whenever they get the opportunity to do so complains about a more direct answer.

  • "So why make the map even lighter?"

    It is interesting, but whenever it comes to brightness, the Maps should not be dark. But the game should become "scarier". And Horrorgames are dark. But well...

    I also dont think that the new The Game was too bright. Before the Map Reworks most Maps were too bright, e.g. on MacMillan it was possible to look so far that you can see half of the Map.

    When it comes to The Game, the lower Floor on the current Live Version was sometimes too dark in some areas and the upper floor was too bright. IMO the brightness of the PTB-Version looked fine.

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