Avatar

Cancan71

Cancan71

About

Username
Cancan71
Joined
Visits
7,989
Last Active

Comments

  • I just hope when they say the reduce the graphic fidelity on Switch, it doesn't mean "We made the maps even darker than they already are." Some maps on Switch are so dark that it's difficult to see whats in front of you.

  • https://www.youtube.com/watch?v=3wyKMdwRaSk&t=10s

    Here's the Ardetha video I mentioned in case this wasn't posted before. A nice gift to celebrate 60 pages.

  • From my experience on Switch, at least the crashes have stopped. The frame drops and the very dark maps are still there.

    Does anyone else play on Switch? If so you must know that some maps are so dark you can barely see anything. I saw Ardetha's video on Switch and he did a comparison between PC and Switch. The difference between them was literally night and day. :p

  • @Pior_Morte said:

    They can't implement PTB on console

    Maybe when they first started PTBs, but since then Overwatch has their experimental cards open to all platforms, which is their equivalent to PTBs as I said in my post.

    So unless there's a special reason that I'm not aware of then I dont see why consoles can't participate in PTBs.

  • So now that the bugfix is out, are you going to reach out to media outlets about optimization or is that off the table?

  • @[Deleted User] said:

    One has to wonder: if this were a higher profile game, would it get pulled from the Playstation Store like Cyberpunk did? It's actually ridiculous how poor the quality control is. And even after this hotfix they still haven't enabled the map that people paid for in the DLC.

    I think the main reason Cyberpunk was pulled was because they offered refunds on PlayStation without informing Sony, so they pulled Cyberpunk as punishment. So I wouldn't say that the same would happen with DBD.

  • With old Franklin's, the item disappeared in 90 seconds, but if the survivor picked it up then they still have 100% of the charges left. So the survivor can pick it up and use the item fully, which then makes Franklin's pointless unless the survivor really wants to keep the item.

    With new Franklin's, let us assume that an item fully depletes in 100 seconds. If a survivor picks up the item 50 seconds in, they only have 50% of the charges, compared to 100% of the charges they would have with old Franklin's. This is a hard counter to medkits as if you lose the item and retrieve it, you might not be able to get a full heal out of the medkit. Survivors can still pick up the empty item, but by that point the item is useless same as before, with the exception of keys opening hatch.

    With this change, although it doesn't prevent key escapes like it used to, it works better against every other item.

  • I like the actual content of the chapter and the perks seem useful all round. However I had 4 crashes in one day and got a 30 minute dc penalty. They need to make sure the console players are not left out and optimize the game like they have been promising the past few years.

  • I had at least 4 crashes today with this patch, which gave me a 30 minute dc penalty. Also Nemesis is a hard killer to learn as well so all these technical issues just compound the problem.

    Playing on Switch is pain.

  • @Pulsar said:

    Welcome to DBD, where the Devs shadily change cosmetic sets and don't care about your experience so long as you buy #########.

    At this point it's getting ridiculous. You can't release an update that causes crashes every half hour and expect to receive no backlash.

  • Same for me. Happened 3 times now regardless of map. I have a 15 minute dc penalty because of this.

  • Also happens on Switch.

  • Seems like everyone is in consensus so they probably can open hatch. I'll run a test on the new patch so I can see for myself. I always assumed the opposite.

  • I just want to link some of the devs to this post so they can comment on this if they want and so the idea doesn't get buried in the feedback section.

    I get why this post was moved to the feedback section, but not as many people come to this section therefore not a lot of people see this and there's less discussion, which is a bit disappointing considering how many comments there were when this post was in general, which were fun to read.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269894#Comment_2269894

    Yeah if they go the competition route, it would be very weird to just test it but not bring it to live.

    i meant that they should just experiment more from all the suggestions that are already there, without limiting themselves to one perk per role in a competition. Just use every midchapter PTB to test 5-10 reasonable suggestions and see how they work.

    Of course they should experiment more in the ptb during the entire year, they are lots of suggestions for perk changes in this section that they can use for inspiration.

    I just think a competition would be a good way to celebrate the anniversary and to bring the forums together. Something fun to participate in that benefits everyone in game with two new perks. :)

    Maybe they can even awarded the winners with a charm or auric cells if they wanted to go the extra mile.

    Speaking of the feedback section look where this post got moved to. Lol :p

  • @Mooks said:

    We have enough feedback and suggestions on perk changes on the forums already. I think the devs should just start to be more open to test those things in PTBs, especially mid-chapter PTBs.

    Just make it clear those are just up for testing and no guarantee to get implemented as such in live version.

    I know about the feedback section, and I don't doubt that the devs read our feedback, but I think what they did with STBFL was really cool. It was nice seeing a change that was attributed to a person in the community.

    If the devs decide to go with this competition, I feel like they have the right to slightly change the winning perks if need be for balancing reasons, although since they are choosing the winning perks in the competition and not the community, it would be weird if the perks never made it to live after the ptb.

  • @supersonic853 said:

    Id love to see this! Stbfl was a amazing idea!

    I know right! STBFL is one of my favorite perks on M1 killers, and before the change it was useless.

    It goes to show that some community members have great suggestions for perk reworks.

  • Poised: Should also hide grunts of pain and pools of blood. Also if you are in the dying or hooked state while a gen is completed, Poised is held until you are able to move again, similar to Adrenaline.

    Sole Survivor: Every time another survivor is hooked you gain a token. Each token gives you 6/7/8 meter stackable radius of aura protection. The perk lights up if your aura is being actively blocked (how it used to work before they changed it).

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259858#Comment_2259858

    GF's reveal mechanic is broken. I don't think it should be a baseline for a mechanic

    It's broken because the area of detection of the screen is very small/central and you have to look at him for 1.5 seconds continuously to reveal him.

    If you remember how the reveal mechanic worked in the PTB that would actually be perfect for Premonition. It was unfair for Ghostface since he was revealed out of nowhere when in stealth and from survivors looking at him from 32 meters away out of the corner of their screens due to the massive detection area on the survivor's screen. However, since Premonition works within 16 meters survivors would already know where the killer is there due to the terror radius, while stealthy killers have Undetectable to counter it, so the massive detection area on the screen wouldn't be a problem.

    Plus the perk activates instantly when losing LOS of the killer, unlike needing to look at Ghostface for 1.5 seconds.

  • Another dbd clone called Identity V has this and I feel like it would work well here for games where the killer is not picking anyone up. However it should have the following conditions:

    Everyone must be in the dying state.

    One person can propose to surrender, and all survivors must agree. If one person rejects the vote then it fails (to allow for Unbreakable).

    Killers should get bloodpoints and BBQ stacks when survivors surrender.

  • @Saltjar34 said:

    Problem is, what is a survivor's line of sight? Remember, survivors are on third person. I would suggest just making a visible 45 degree cone in front of the survivor for simplicity

    Maybe they could do something similar to the Ghost face reveal mechanic, only more generous. Once you see the killer within 16 meters, it checks if at least 10% percent of the killer is visible on your screen, similar to Ghostface yet again. Once the check fails the perk activates.

    You are right though that the third person camera complicates this idea, but I think the perk still works. If the survivor is looking at the killer they can either look away to activate the perk or keep on looking to save it. The perk has a cooldown so they would have to be smart about when they use it and not waste it when they're in an open field. Plus it the killer goes behind cover the perk activates as it should.

  • It needs the Dying Light treatment. Instead of giving tokens when survivors die, it should give tokens when survivors are hooked. Like for example give 8 meter radius of aura protection per token.

    Basically then need to make it like Fast Track, but for auras.

  • I think Q&A are usually after chapter releases so if we get one then it'll happen then.

    Did we have one after All-Kill?

  • It needs the Dying light treatment. Instead of getting tokens for every survivor sacrificed, you should get tokens every time a survivor other than you is hooked, like how Fast Track works.

    So you can have every token give you a stackable 8 meter radius where your aura is hidden, so that 9 tokens gives you 72 meters as the perk does now.

    There was a reason Dying Light was changed as unless you were using a mori, the perk would activate too late to be any use. Sole Survivor needs the same treatment.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252246#Comment_2252246

    agreed also to be honest who actually uses vigil for anything besides the exhaustion

    True since exhaustion is the only status effect that you can count on to be timed and not permanent.

    If you used my suggestion, you can use the perk for many different things like mangled, oblivious or even broken. It would be a much more useful perk.

  • To be honest, its outdated because many status effects are permanent nowadays.

    It should be change so that performing cooperative actions gives you tokens, which you can use to instantly get rid off any status effect you or another survivor has. Just make it so it can't remove status effects given by killer powers and there you have a decent perk.

  • @GoodBoyKaru said:

    If it tells you to wait a minute it means your connection has done a die and you've changed network. Copy your post, refresh the page, paste and post

    Yeah I thought that might be the case. Although by the time that message appears it's usually too late. I'll just have to pre-emptively copy my posts from now on.

    Its weird that it would just delete your post once you try submitting it. Why not just cancel submitting and tell you to wait a second?

  • I've been using Lightweight with Fixated and I noticed that the scratch marks don't fade away as they normally do when I play killer but instead just disappear suddenly. I do play on Switch but scratch marks seem to work normally when playing killer. Is this a bug or a Switch only problem?

  • I don't like it at all. The bad thing about this new logo is that it doesn't mean anything.

    Pretend you never heard of dbd before and you look at this logo, what does it mean? It's just a plain tally mark of 5. There's nothing to tell you what the game is about. It could mean Overwatch's new 5 player teams for all we know as there's nothing to indicate horror or asymmetrical gameplay. It is just bland and meaningless. I suppose that one upside is that it is easier to draw, but the old one isn't that difficult anyways.

    Now we look at the old logo, which immediately tells you that it's all about horror, due to the skulls and overall grittiness. The tally mark also cleverly clues you in to the number of players (5 players) as well as its asymmetrical nature (4 skulls being crossed out by 1 line representing the killer). Without even the title the logo tells you what type of game you are expecting, something that the new one lacks.

    I hope they go back to the old one as the new logo has no identity of its own and has to be carried by the title. If you show the new logo to someone unfamiliar with dbd they'll just see a tally mark, while the old logo has enough uniqueness to make people take notice.

  • I posted in the feedback section that Small Game should increase totem cleansing speed and I was wondering why they didn't do that. Now I see why.

    Poor Small Game, it was already overshadowed by Detective's Hunch and now Counterforce has kicked it into the grave.

  • This has been an issue in DBD before as I remember them fixing a bug where characters would move slower if a control stick was pushed in certain directions. Maybe the bug came back?

    I wouldn't be able to tell you though as I haven't played since the update due to exams.

  • @Saltjar34 said:

    Everyone, OP said that the entire team can only break one hook. Just one hook out of all the hooks for the entire game can be broken (Because you know, the hook that was broken previously regenerates after another Breakdown). It's less detrimental than an entire team burning petrified oak offerings and it's certainly a lot better than old sabo. Did any of you even read the post?

    Thanks for this, I feel like people saw the words Breakdown and didn't bother reading the post. I had to change the title because most of the comments were "you can do this if killers can do xyz", which shouldn't be how balance works, or one line/word comments saying no.

    I don't mind people disagreeing, as long as they give reasons why this change to Breakdown breaking only one hook indefinitely is bad. I did post in the feedback section because I wanted, you know, feedback.

  • @Kirkylad said:

    It could still be pretty abusable though by a team that all go to one corner of the map.

    There aren't that many places that only have only one hook in range and if they do then thats the fault of the map. 14 seconds of struggle gives killers a distance of 50meters to reach a hook. Nowadays in DBD a killer can usually reach 2 or 3 hooks when carrying a survivor, barring extreme scenarios.

    If all the team are slugged in a corner than you pretty much won the game. Even if they all have No Mither you can still stay near them and knocked them down. If they are all in the corner then they're not doing any gens. Plus the chance of running into a team doing that strat is miniscule for something that's not very effective.

    I don't see any big change in trolling due to this new version of Breakdown. 180 seconds of no hook is very long for a DBD match and yet no one used until until the bug. This is more a quality of life change than anything.

  • Yeah even after the buffs Trickster is still bad to play on console. Maybe I'm just bad but it's very difficult for me to aim well with a controller with the Trickster, speaking as someone who loves Plague. I think the recoil really hampers the console experience even if they reduced it recently.

  • Yeah the rift grind is what puts me off doing it. I haven't bothered with the previous 3 tomes they released.

    Hopefully next season makes the rift pass fairer, as it seems they're reducing the grind a bit according to some, umm, "forbidden knowledge" on certain dbd subreddits.

  • Sorry to bump this again but I picked a bad time to post this just before the new chapter so it got quickly buried underneath Trickster posts. I just want to get people's thoughts on it.

  • Besides the obvious downsides of aiming with a controller, I think the main two killers that suffer from controller are Blight and Trickster.

    Blight for his attack that can barely go past 45° on console.

    Trickster for his ridiculous autoaim that while manageable on PC, is a nightmare on console.

    Seriously it feels like I have joy con drift while playing Trickster, if joy con drift made your cursor snap from side to side. It's almost impossible to hit someone running in a straight line consistently.

  • Yeah the recoil on Switch is a nightmare. It feels like the I'm moving all over the place.

    Not to complain, but this should have been caught before the live release, especially as the PTB was only on PC. We can't manage the recoil as well as they can on PC.

  • Bumping this as it has gotten buried under all the Trickster posts.

  • Yes on removing basic attack requirements, no to lowering the cooldown.

    I feel like if you lower the cooldown in addition to removing basic attack requirements, most killers would run it as it's passive gen defense. It would also muscle in on Oppression's niche since it would have a lower cooldown as well as 8% regression.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041099#Comment_2041099

    Honestly, if they would communicate it and then delay it, they would get ######### on by people as well. Surely it should be normal that delays happen, but not with the DBD-Community.

    The Devs cannot win, no matter what they do.

    I understand the position they're in, but they're still people upset about the delay even with them not giving a definite date.

    If they're going to anger people anyways, I would prefer them to be more open about it than the approach that they're taking now.

  • @Nosferatu3145 said:

    It's better a delay than a broken update

    I agree with that, I said so in my post. What I wish they would do is communicate with us better about the upcoming patch dates even if they have to delay it.

  • I would agree with everyone else about keeping the perks original function because I want the perk to have its own identity instead of doing loads of functions poorly.

    If I were to change it, I would lower the exhaustion to 30 seconds but get rid of the cooldown to compensate. Now killers are rewarded for keeping survivors injured and getting quick hooks while survivors are encouraged to heal and not slam gens all the time.

  • Alright I'll give it a shot.

    Hag: When a survivor is rescued, all traps within 8 meters of the hooked survivor are destroyed.

    Blood Echo: Reduced the duration of the exhaustion status effect to 20/25/30 seconds. In return, the cooldown has been removed.

    Remember Me: Revert the perk back to a maximum of 6 tokens that increases the gate opening time by 5 seconds per token. When there is only one survivor remaining in the trial the perk deactivates.

    Hex: The Third Seal: Now afflicts Oblivious in addition to the Blindness status effect.

    Franklin's Demise: Every time an item is taken by the entity gain a token. Each token rewards 25% bonus bloodpoints in the Brutality category post trial.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2031300#Comment_2031300

    Yeah, I don't have the exact details on how protection hits work.

    It could be a proximity to your unhooker thing instead, sort of like Blood Pact, I dunno. A lot of people have better ideas than me to make this defensive perk actually defensive.

    A quick look on the wiki says that protection hits happen if you are within 10 meters of an injured survivor, with a lasting effect of a few seconds (I don't know how long exactly) after leaving that radius. If both survivors starting sprinting directly away from each other at normal speeds it takes 1.25 seconds to get 10 meters distance between them. If protection hits has a lasting effect of 5 seconds that's 6.25 seconds that the rescuee can be downed. Even assuming it's 3 seconds still gives us 4.25 seconds at a minimum, which tunneling killers can take advantage of through no fault of the survivors.

    I say the better change would be the one suggested by multiple people above saying that the rescuee loses collision. It fixes the annoying aspects without punishing the survivor.

    Honestly, I would prefer some perks buffs before nerfing more perks. I feel like BT is not as annoying as current DS is and I think we are due for another round of perk buffs.

  • The thing is, I'm pretty sure that protection hits can be obtained for at least 5 seconds after you leave your teammate, so you could split up from your teammate straight away and still be knocked down because you're technically taking a protection hit, even though you are not body blocking. The survivor might as well not have BT for at least 5 seconds after being unhooked.

    Plus, the rescuee can't prevent the rescuer from running the same way as them, so the rescuee would be punished through no fault of their own.

    Additionally, protection hits only activate if you are protecting an injured survivor, so as long as the rescuer is full health the rescuee can bodyblock no problem.

    It's a nice idea in theory but it wouldn't work with the games protection mechanics.

  • @Mat_Sella said:

    Considering how Niche Poised generally is, I dont see why not.

    can we also include Distortion for point number one. It currently does not remove grunts of pain or blood, leaving the loudest survivor (Jeff Johansen, the owner of said perk) still vulnerable when near the killer.

    I forgot about Distortion. It could be a good buff for it since as it is it's pretty underutilized.

  • I just read the changes, what exactly is the trickster nerf? Is it the main event activating automatically and not being able to cancel it, because I don't think it's that big of a nerf. I know his addon got nerfed but it's only 1 addon. I think the Trickster is going to perform the same as he did in the PTB.

    I like that they buffed 4 of the new perks and didn't nerf any of them.

    I'm going to wait until he comes live before making judgements on him and see what changes and bug fixes he gets. I remember during the PTB the Blight and the Twins were ranked very low by the community when compared to how they are ranked now.

    By the way, can Poised work the same way as the new Self Preservation? I would love if that happened.

  • I played Identity V for a while back when I didn't have access to DBD while away from home. I thought it was a fine enough game and I did enjoy it although it did have some bad problems with balancing.

    The biggest one is that there is a huge camping problem in the game. Since the ciphers (gens in this game) are decoded so fast the best hope for a killer is to camp one survivor until death then get the remaining survivors with NOED. There's no such thing as creating pressure since every survivor has unique attributes like being able to decode faster but vault slower or rescuing better but decoding slower so everyone knows if they're supposed to be rescuing or decoding when a survivor is downed. There's no point leaving the fast coding survivor alone so you can go chase the rescuing character so might as well camp the decoding character so they can't do ciphers fast. Every survivor also has the old Borrowed Time (both rescuer and rescuee are protected after saving) as well as Adrenaline, so a killer's only hope is to camp and tunnel one survivor and get 2 more after the ciphers are done.

    There are some things I like about the game above DBD. I like the quick chat in the game so playing by yourself wasn't as infuriating as in DBD as you can tell people to rescue you when safe to do so. I also like the surrender option when all survivors are downed so you don't have to wait for the killer to pick you all up or let you bleed out, which is something I want in DBD.

    All in all, I think Identity V is a fine game, but it takes DBD's problems and magnifies them. It makes me more appreciative of DBD's balance at least.

  • In their 4.6.0 dev update they said that the map reworks weren't ready yet so they've been delayed until mid chapter.

    I do wish that they go back and add maps that relate to the new killers. It's weird when a original killer doesn't have a map to add to the game. Even Clown had Father Campbell's Church released with him.

    Plus, isn't it 9 months since we had a new map? I thought the last map was Midwich in June 2020 with Blight, Twins and now Trickster being skipped.

1 2 3 4 … 10