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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @MarbleThrone said:

    SUMMARY OF THE ISSUE:

    I think it has been a thing for a couple of patches now, but I have noticed that (some) hooks on indoor maps, such as Hawkins, Lery's and Midwich, are strangly turned so as to be parallel with a wall. This makes it impossible to save from more than 2 sides. Examples in screenshots below.

    This looks like it's not intended, and I'm sure these hooks were aligned properly before (i.e., facing away from the wall and allowing for multi-directional saves).

    PLATFORM:

    PC, Steam, Windows 11

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    Go to an indoor map.

    SCREENSHOTS:

    Example of a hook on the stairs in Hawkins

    https://us.v-cdn.net/6030815/uploads/B4ZSY2S7YW1C/20250713193147-1.jpg

    Midwich

    https://us.v-cdn.net/6030815/uploads/VRWB6W66TANQ/20250726210341-1.jpg

    https://us.v-cdn.net/6030815/uploads/N1Q7UL3SB7SM/20250726210826-1.jpg

    1000014333.jpg

    3 weeks ago, this happened to me and my friends. He claimed that it was the dev's fault for putting the hook like that, resulting in us not getting a save prompt. Definitely wasn't just exploiting but wtv.

  • @jesterkind said:

    I've had the idea for this post in mind for ages, I'm not subtweeting anyone here lol

    This is a thing you'll see people reference in passing quite a bit. If something harms lower-tier killers, it'll often be phrased as hurting M1 killers, or you'll see people say "M1 killers don't have the luxury of doing [X] thing".

    My issue with this is that it doesn't make any sense once you try and define M1 killer in any way that actually looks at how their power works and where their damage comes from.
    Now, as with most terms in DBD, there's no set definition and people's personal definition can vary by reasonable amounts. For the sake of this conversation, I define M1 killer as "A killer whose downs come exclusively from basic attacks, and whose power exists to make that easier". This also includes killers whose powers can injure but can't down, like Legion and Trapper.

    However, if your definition is slightly different to that, everything I'm saying will still apply.

    The issue effectively, summed up in a TL;DR, is this: Some M1 killers are very strong, some M1 killers are very weak, and some are in the middle. You can't make a sweeping statement about "M1 killers" because there's so much variation you can't encompass all of them.

    For examples…

    Everyone will agree, I think, that Wraith is an M1 killer. Any definition that looks at power design and where damage comes from will conclude that Wraith is constantly smacking people with basic attacks, and his power only exists to close the gap to make that easier. Regardless of how strong or weak you think Wraith might be, he's definitely an M1 killer.
    So, then, with that in mind… how do we classify Spirit? She is also constantly smacking people with basic attacks and her power only exists to close the gap and make that easier— the two killers even both have stealth/information denial as part of this. Somewhat unavoidably, Spirit is also an M1 killer… and she spent years as the game's third strongest killer. Even now, she's still very good.

    There are other examples too. Pinhead can only down with basic attacks (and can only damage with them too, without one specific addon), but he's generally quite good. Singularity is also in the same position. Hag may be on the downturn these days, but she used to be very strong, and while she's a little more arguable because her power is more transformative, it's still not a damaging M2- she's hitting people with basic attacks.

    This also works in reverse, too. You may be tempted to say that M1 killers may not be inherently weak, but M2 killers are inherently strong… but Hillbilly was weak for a long time and he's one of the poster boys for M2 killers. Similarly, Pig was a bottom of the barrel killer until relatively recently, and she's always had access to a damaging M2 that can down.

    (Personally I'd consider Pig and Demogorgon to be a third classification of "hybrid" killers, but if we're doing a binary between M1 and M2, she's an M2 killer - just a weak one.)

    I don't necessarily have a hard conclusion here, but the closest I've come is "don't dismiss killers who don't have a damaging M2, and also be more willing to just say 'weak killers' if that's who you're talking about". It ultimately doesn't matter that much, but it's been a pet peeve of mine for ages.

    There's one more thing to note, and that's to pre-emptively counter a different definition of M1 killer I've seen a handful of people present, which is "killers whose powers are weak enough that they have to run around loops for M1 attacks".
    In short, this is nothing. That's recursive. "These killers struggle because they're M1 killers, and they're M1 killers because they struggle, and they struggle because they're M1 killers…" Just wanted to comment on that before I ended here.

    You right. Singularity is an M1 killer and look at him, hes a top 10 killer easily. Same with Houndmaster, tho shes kinda buggy so it makes her appear weaker

  • @I_Cant_Loop said:

    I was watching a moderately well-known streamer the other day who was saying that Kindred should always be in your survivor build unless you’re a 4-man team on comms. The argument is that it’s so much better than any other perk you could bring because of the information it gives you.

    I’ve always considered it to be a “noob” perk and really haven’t used it at all since I was newer player, but thinking about it more, I think he has a good point but with the caveat that it’s really only valuable if your solo q teammates are running it as well and they’re experienced enough to know what to do with the information that the perk gives them.

    Curious to know if anyone strongly disagrees with this and if so, why. Convince me that it shouldn’t be in my builds from now on 😉

    A side note - I would really like to see Kindred become base kit but also some adjustments made to Killer side to compensate if kill rates dropped too much because of it. I think that would go a long ways in bringing solo queue up to the same level as SWF in terms of information advantage.

    Nah, theres alot better info perks than kindred. Then again theres way better perk choices in general than info perks

  • @TheGoon224 said:

    just curious

    Nurse, For obvious reasons

  • @Meydix said:

    In this post, I want to talk about why Oni’s new flicks on the PTB 9.1.0 are worse than in the current live version of the game. A small introduction…

    I started playing DBD in September 2016, and to this day I’ve played over 12,000 hours. Five years ago, one of the best chapters in DBD’s history was released - "Cursed Legacy", and my favorite character - Oni.

    From the moment of his release and up to today, I’ve played over 6,000 hours on him, and I’ve fully mastered this killer’s power. I’m saying this because I understand what this character is capable of and what he’s supposed to be. Now, to the point...

    For five years, Oni was able to instantly turn 180 degrees by directing his long strike backwards.
    To do this, you had to use dpi, which technically was a bug - but that doesn't change the essence.
    Over time, many survivors got used to Oni having this capability.

    In patch 8.6.0, the developers removed the ability to use dpi and added 180 flicks to his base power.
    However, those flicks were extremely slow and much weaker than what the community had used for five years - which is why many players didn’t like the change.
    Especially those who spent a lot of time mastering him.

    In patch 8.7.0, BHVR partially brought back the old one-frame flicks, like before.
    But the issue was that these flicks became extremely uncomfortable to use due to the overly high sensitivity.
    You could slightly move your mouse - and the character would instantly spin 180 degrees.
    As a result, most players found Oni very hard to control.

    All the developers needed to do was slightly lower the turning sensitivity, so the flicks would feel smoother and more manageable. But then PTB 9.1.0 came out...

    BHVR finally implemented proper flick sensitivity for Oni - but at the same time made them significantly worse.
    Now I’ll try to explain why...

    As I said earlier, since patch 8.7.0, Oni can instantly turn 180 degrees by quickly moving the mouse and directing his massive strike backwards.
    Since this flick happens instantly, the player can turn even when close to a wall or in tight spaces.

    So, what’s different about the flicks on PTB 9.1.0?

    Instead of turning instantly in one frame, Oni now rotates in an arc around himself.
    He winds up and swings behind him, doing a smooth turn.
    The biggest difference is that this turn now requires open space.
    That means if you’re close to a wall or any object, you won’t be able to flick 180 — and your hit will just go into the wall.

    This greatly interferes with many situations where you previously could land a hit.
    And because of that, this change is 100% a serious nerf.

    On top of that, if you’ve spent thousands of hours playing Oni - this change completely devalues the time you’ve invested.
    Everything you learned with this killer no longer matters (at least when we’re talking about flicks and the possibilities they give).

    What can be done to keep Oni’s flicks just as effective and comfortable?

    The developers should keep the ability to instantly flick 180 in one frame if the player quickly moves their mouse - just like it’s worked since patch 8.7.0.
    However, if the player moves the mouse smoothly, Oni should turn smoothly too. Simply put, the flick sensitivity should be slightly reduced so the flicks feel more controlled and natural.

    If done this way, Oni will retain all his potential, and flicks will feel much more comfortable in all situations.
    If the player wants to turn 90 degrees, it will look smooth.
    If they want to snap 180 degrees quickly — they’ll still be able to.

    BHVR, just give this character a bit more attention, and he’ll be in a perfect state.
    Players like me, who’ve spent thousands of hours on Oni, will be truly thankful that you didn’t limit his capabilities and potential.

    If you agree with what I said - feel free to share your thoughts.
    Maybe this post will get noticed…

    I’d like to add one more thing...
    Throughout the entire lifespan of DbD, the game has had plenty of issues. And right now, it’s far from being in its best shape. On top of that, DbD has never truly aimed to be a competitive title where every character and every mechanic works flawlessly (except for that one time :DDDDDD). So why am I bringing this up?

    As of now, there are very few killers left in DbD whose abilities have real depth and contain a lot of hidden mechanics. Simply put, these are killers that take a lot of time and effort to truly master. But if a player fully masters someone like Wesker or Oni, they’ll have the opportunity to showcase their skill and everything they’ve learned. I personally find it incredibly rewarding to invest time in such characters and work toward real improvement.

    In almost any competitive game - like The Finals, DbD, Apex, and others - if you play one character long enough, you’ll eventually get good with them. And naturally, there will be moments where you outplay your opponent just because you’ve mastered your character and know exactly how they work. That’s completely normal.

    In our case, it’s exactly the same. The only difference is that for 5 years since Oni was added to DbD, 180 flicks only worked due to high DPI settings - which was essentially a bug. The problem was that console players couldn’t take advantage of this. But since patch 8.6.0, that bug is gone, and now players across all platforms are on equal footing. And I’m definitely glad about that.

    I wrote my post because I want Oni to keep the potential for skill expression - so that players who’ve been playing him for years can still use what they’ve learned.
    For example, going for stylish plays or doing one-frame 180 turns. Things like that make Oni a very fun and interesting killer - and honestly, there are barely any killers like him left in the game.

    I really hope that when this update goes live on July 29, the developers will make a final decision and keep the flicks as they are in the current version (9.0.0). All they really need to do is slightly reduce the sensitivity, so we don’t end up in situations where a player moves their mouse a few centimeters and Oni does a full 180.

    Thanks for reading…

    The whole aim of these changes was just to give controller players the chance to do it too. Though tbh no one should be able to flick 180⁰. That just defeats the only counterplay to demon dash, that being to hide behind something like a wall.

  • @dbd900bach said:

    So when Ghoul came out, I immediately got him to prestige 6. I love Tokyo Ghoul. It was one of the first anime I watched and have quite a few a good chunk of the manga as well. Kaneki for a long time, was also one of my favorite protagonist so seeing him in Dead by Daylight and being able to play as him is a dream come true.

    At first, I had no problem playing him even after the widespread hate against him, and being considered an unfair killer. For a good bit, I haven't touched him because I do feel a bit guilty given how unfun he is to play against, but I do want to play him.

    On the one hand, I do know someone will probably tell me I should do what I want. Its a character I love and want to play, plus I obviously paid for them, but on the other hand I'll be told I shouldn't touch the character at all. That I should wait for the next set if adjustments before playing again.

    You shouldn't let other people's views on the killer tarnish your fun and willingness to play him, even if he does need to be changed.

  • @KingOfDoom55 said:

    This map has been out for awhile, and didn't & still doesn't have a map offering, although I may understand why, due to it having its own matchmaking specifically for that map itself but the fnaf map doesn't have an offering which, as far as I'm aware is the first time this has happened and curious as to why

    It should be per realm tbh. The least they can do though if all maps were like this (multiple maps per realm) is significantly increase the map chance when using an offering, since you can't garuntee the map you want

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