Cymer
Cymer
About
- Username
- Cymer
- Joined
- Visits
- 1,548
- Last Active
Comments
-
@Peanits said:
It's almost midnight and I'm off the clock, but I'm still taking the time to respond because we do care about that game. We have always done our best to explain why things are changing. The Ghost Face changes, for example, were planned alongside the other changes in the PTB. With a deadline coming up, not all of the changes made it into the initial release and had to be saved for a hotfix. We made sure to announce this the same day so everybody knew what to expect. Feedback goes two ways; while your feedback might get implemented, feedback from people on the other side gets considered too. Inconsistent detection is also something we'd like to address. As far as viability goes, Ghost Face is currently one of the deadliest killers at rank 1 by a fair margin.
As for the Freddy rework, I would suggest waiting to try it before jumping to conclusions. You do not want to underestimate dream traps. Dream pallets alone are a guaranteed hit if you are asleep. I won't go into extensive details here because you have not had the chance to try it yet so there's no point debating.
The "hitboxes" are working as intended and have been for quite some time. There are two main factors that contribute to this; latency, and animation. In 3.0.0, we reviewed all attack animations and made sure they matched the size of the hitbox. Now they will more accurately reflect their range (smaller weapons in particular didn't look like they could reach that far before). With dedicated servers, we will be addressing the latency side of things. It's not forgotten, it is actively been worked on as is evident by the changes just two weeks ago.
Regarding exploits: Nobody who used a bugged perk or add-on from 3.0.0 was banned. I'm not sure who told you that people were being banned for it but it was not the case. We opted to fix them with a hotfix as soon as possible instead.
DC bans have been in place for a long time now and a stronger DC ban system has been requested many times by the community. While it may not be a priority for you specifically, there are plenty of people who are fed up with people leaving matches and want to see stricter punishments. We know where they're coming from and we're working on a new system right now. We'll have more info to share soon.
Prestige is meant to be purely optional. It's not necessary. It is there to give you something to do if you play the game a lot and need a goal to work towards. If there were actual rewards tied to prestige, you would be excluding a good portion of the players who don't have as much time to invest into the game.
As for rank, rank is used for matchmaking purposes at the moment. We would like to have rank rewards down the line, but they have taken a backseat to more pressing issues.
We do not make changes for no reason. All of the things you have mentioned are being looked at in some way, and we always explain why changes are happening. I would suggest taking a look through the patch notes and news section if you're ever unsure, we spend a lot of time making our communication as clear and transparent as possible.
I have directly written to you multiple occasions that it would be cool to get some insight in how the devs are thinking when they are creating a killer or a change.
I asked about insight for the Legion rework, asked about the lead devs opinion, vision and plans behind his rework and mechanic. Why? We can collaborate as a community, understand how you think and maybe, with dialog, finding new creative solutions.
Same on Plague and Ghostface.
As it is now, we just only see the facade and without the option to look behind, we all left with assumptions.
It is no wonder that you get perceived as careless uninterested.
I know for a fact, that some, if not all of you are really passionate about the game. That you try your best, to make things right and improve your idea of the game.
That's why I love the game, because I can see it's potential and can feel that you are in not just for the money.
-
He is a burned child.
He clearly hates SWFs.
There are some purists who see SWFs as an unfair advantage you could get by using 3th party programs and faced some SWFs who abused this to their max.
The issue is, as a killer you don't know before hand what kind of SWF you're facing and the fact that you are playing as SWF with your girlfriend cancels some of the killers perk by default.
And it just sucks when someone takes your stuff away from you.
By chosing to play SWF you prohibit the killer to run certain perks.
Both is not nice but I can understand both parties.
You are in your full rights to want have some fun with your girlfriend and the killer is in his full right to be pissed about his viable options getting limited and altered by someone else's choice outside of his control.
-
@indieeden7 said:
Pretty easy to do so IMO, I understand tunnelling at red ranks when using a weaker killer but I've never been able to figure out why people don't just play a different killer at red ranks. I understand that people will want to play their favourite character but you don't HAVE to play that character. To get back on topic with stronger killers this challenge isn't all too difficult.
Clip it or it didn't happen.
-
A Wendigo with build in Devour Hope as his power. 6 hooks for exposed and 8 for killing and each hook increases his movement speed +1% to a max of 4-6%.
He would be a sucky m1 killer for the first 6 hooks, then suddenly he transforms into a monster.
-
@LordGlint said:
This sounds pretty aweful... I can understand not tunneling off the hook and lettin the guy get more than 3 feet away, but not being able to hook the brightly colored Nea who insists on flashlight clicky clicky, just because you havent found the Claudette who is currently one with a bush...
That's why it's called a challenge.
-
Just invite the ones how like to use/abuse voice in pregame chat to your discord.
Problem solved.
Voice is already here.
-
@[Deleted User] said:
“A lot of killers lack the map and gen pressure and rely on the slow down of Ruin to get a chance.”
incorrect. A lot of PLAYERS lack the SKILLS to apply map/gen pressure, and lack the ability to make good judgement calls on when a chase is “safe” or when to resume pressure. Hence why Ruin is popular. It doesn’t matter which killer on the roster a player chooses.
Tell me about the high variety of killers at high ranks.
There are 16 killers in the game.
Maybe you know something we all don't so please enlighten us.
Could you do me a favor and go through each killer and teach me how to make them all constantly viable at high ranks independent of add-ons?
How do you play them at high rank?
-
I think you are just trolling, but for the off chance you really mean it.
A lot of killers lack the map and gen pressure and rely on the slow down of Ruin to get a chance.
It either slows down the genrush a little bit or occupies survivors by letting them searching for the totem and waste some of their time this way.
For a killer these 16s can make a difference.
NOED is like Ruin a strategical perk. It either forces the survivors to cleanse all the totems (secondary objective beside gens) and buying the killer some time or punishes the survivors for genrushing by exposing them.
Those are valid perks and offer different playstyles and are no crutches.
If you want crutches there are:
Dead Hard, you can save yourself from a misplay by pressing a button.
MoM shields you from one hit after stacking it.
Adrenaline, gives you a free health state after powering the gates.
-
The entire game concept at the moment is schizophrenic.
If this game should be a fun, interactive horror game it needs some changes in the gameplay and would lean into "Last Year"
If it wants to be a competitive horror game, with competitive gameplay at it's core it needs to be balanced at the top with separate queues for SWFs and casual play. If they don't want to support 3 gamemodes and throw it all into one pot, we need to balance the game around SWFs/voice.
But right now we have small cashcow ready to be slaughtered.
-
Let's analysis him, is he op?
He can Shroud himself to mask his TR, like Pig, Wraith, Tier 1 Myers, nothing special here.
He can stalk you and expose you. That's nice, but you can actively cancel that process by looking at him. You can even hide behind obstacles and use the 3th person camera to your advantage. And MYC, Hex Devour Hope and Haunted Grounds are a thing we are used to as well. Him stalking is even easier to avoid.
So can he shorten loops? No.
Does he have mobility like a Spirit, Billy or Nurse? No.
No traps.
No way of slowing the game down.
He is loopable like every other m1 so he relies to some extent on Enduring and Spirit Fury as well some perks like Ruin to slow down the game. By throwing pallets sooner you can negate half of his perks and in chase of Ruin it will buy him some seconds of time to start snowballing if he gets lucky but realistically after a minute you negated 3/4 Perks.
He has snowballing potential against oblivious Rockie survivors, but besides that I wouldn't call him op.
-
The tail of ruin and slowing the game down.
Yes PGTW is a great perk now, but it still eats up your time account. You need to hook strategically and have some mobility.
Full genprotector builds are fun, but most killers rely on Enduring and Spirit Fury to shorten loops.
Hex Totems in general are in of a buff. Maybe make it so, that the totem starts to spawn 5-20s into the game and out of sight of the survivors. So they really have to search for them.
-
Try Spine Chill and Iron Will against a Spirit.
See how much fun you can have.
She is a good killer and the only thing that makes her op are survivors unwilling to adjust or trying some non meta perks.
-
I love the scares, that's why I play the hag. With her traps, MoM and her small frame she really can spooks the survivors. Shackles and Ear add-ons let her become extra sneaky.
And she is still viable on most maps and mid to high rank. <3
-
@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/552653#Comment_552653
I've always wanted to limit what SWF could bring into the match. In my opinion SWF groups of all size should be limited to a max of 1 of each item type per group so no full toolbox/flashligh/instaheal squads. Groups of 3 or more shouldn't be allowed to use killer aura reveal perks cause then essentially everybody gets use out of it and only one person needs to bring it meaning they could just combo them all into the game and almost always know where the killer is. Groups of 4 should probly be restricted from using ultra rare (or maybe even just rare) items and addons.
How would you prevent that the SWFs just stop using the group lobby and start queuing up like before SWFs to get no penalties?
I certainly understand why you would like such a thing, but unfortunately those things can be circumvented and just increases lobby-dodgers.
-
In my experience you should better play hag with MYC at those ranks than Ghostface (or any high mobility killer) you get more from the exposed status from the perks then Ghostface's actual power. Sadly but true.
-
Thanks to everyone for the constructive input.
Instead of different queues, how would you like the game be adjusted?
I read a lot of gen or action speed reduction, but in general I strongly believe that nerfing isn't fun for anyone and if the pain becomes too great the SWFs either leave the game or just queue up simultaneously until they are together, like before SWFs were a thing.
A killer buff would be cool, but the issue are the other solo survivors.
A killer on steroid would be fun for the killer and a challenge for the SWFs (hopefully fun too) but for the solo it would be a nightmare.
Different queues with BP incentive is the only way I can see right now, that could be somewhat implemented in the game.
Yes we could go down the fantasy route and buff solos to the level of SWFs and by doing so truly overpower the survivors and every killer and most of the perks would need a rework to adjust to the new power level.
Maybe in a DBD2, where the game revolves around surviving as a team of 4 but not in the current game.
I really wish someone comes up with a better solution that would fit everyone better.
To all those comments about SWFs aren't op, you just need to git gud.
Survivors in red ranks are usually really good and strong and you need to bring your A game if you face a motivated pure red rank SWFs team.
That's maybe a flaw of the game balance but this is debatable.
The majority of players and SWFs aren't top rank players and I agree with you, a yellow or green rank killer facing SWFs teams with yellow and purple/red rank survivors often lose due to their inexperience, but there is a reason they are on low to mid rank. If you face a team of 2x2 team of SWFs you could face up to 2 red rank survivors, way above your skill level and if you are unlucky and run into them first you just get looped for ages, because a green rank killer usually don't know how to mindgame or run certain loops. This experience frustrates beyond belief and is the source of most anti-swf posts.
One solution we could test out is matching those SWFs against more experienced killers instead of the average.
-
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/551416#Comment_551416
I'm sorry but, what a ridiculous thing to say.
I play with my friend because I enjoy the experience of playing this game with my friend. Nothing more, nothing less. We don't play to 'bully the killer' - so you can keep those assumptions to yourself.
9/10 I don't even see my friend in a match as she always seems to be on the opposite side of the map to me.
I agree with you, but tell me, how often did you face a salty killer because they got bullied before by another team?
You may play the game for fun, but I am pretty sure you and your friends fell victims of some killer bias towards SWFs.
-
Voice chat option is already in the game.
Thou it's outsourced at a 3th party platform.
You can easily create a voice chat on discord, there is even the official DBD discord with separate voice chats to use while gaming.
Just use the pregame chat to invite the players to the discord server and everyone can decide on an individual basis to join or play without voice.
-
Do I understand you correctly: you complain that the activation of a power is in killers hand and that sucks?
Like that Plague and Ghostface need the mercy of the survivors to use the full scope of their powers?
I think, I can understand your frustration and the desire to own your perk/power.
MoM is still a strong Perk. It now require some effort from the survivors but simultaneously it promotes team play, what I love. Help out your team, stop being a selfish m1 simulator and interact with the other players (survivors and killer alike).
-
Use the report system ingame after the match.
If you have evidence you can submit it here at the proper section to the support.
Cooperation with the killer is a bannable offense.
-
Change it so, that vs swf is fun for killers, so they seek them out.
Raise MS 3-5% for killers as example, so they get a better map pressure so they battle the coordinations or trigger Bloodlust faster and lasting longer.
Free Corrupt Intervention to buy the killer some time?
Or let them flash all survivors aura by standing still for 3-6s but your aura gets revealed too.
Faster window blocks?
Free Mori on the last hook for the fun and looks cool for both parties.
If it gets too tunnels just give them BT.
There are plenty of ways with the existing mechanics that can make facing a SWF exciting.
-
How long was DS a thing?
-
Ranking for killers, oh I see, you face a survivor team and you curbstombed so you are clearly facing Survivors beneath your skill level, let's give you a pip and let you rank up, so you can face survivors closer to your actual level and stop frustrating the newbies.
A wait no!
I daydreamed again!
You actual black pip!
And dear Lord if someone DC's during the match you could even lose pips and face even more easy survivors.
That's a great idea....
-
I think instaheals are ok.
Yes, they seam unfair and they are powerful, but they are also very rare add-ons. Like Iri-Head huntress.
As long we encounter them once in a blue moon, let them have it, but if it becomes standard it needs to be tweaked.
Like works only once per survivor, need to meet a prerequisite like a number of safe unhooks or only usable after 1./2. hook.
There are options to tone them down, if they become too oppressive.
Maybe even limit the amount of Syringes you can store in your survivor inventory.
-
Your proposal would just buff instaheals and what about No Mither? Just out of luck?
-
@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/546471#Comment_546471
That's not fake, you can see that yourself here https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests
Like the 80% survival rate at rank 1 on PC?
Later it was clarified that the system got the numbers wrong and we never got an update with the real numbers.
Or is it still 80% at top rank?
-
Adrenaline does the same thing as NOED but without counterplay or skill requirements. Just don't die until all gates are powered/EGC.
Not only does it heal you one health state and it screws over Freddy by waking you up.
It nullifies all the effort from the killer.
Just imagine a perk that hits all survivors when the gates are powered.
In high ranks you can almost always count on Adrenaline and with that in mind is manageable.
It's super effective, but I personally don't like the perk, not because all the above, but that it promotes a non heal and gen rush meta.
-
Well, it would make them level up faster and less grindy, but to be honest, they are thinking to remove them completely.
-
Did you ever played as the nurse?
Tips against nurse:
Break line of sight.
Run Iron Will, good killers, especially on Nurse, are using their ears. Urban Evasion could help too as well Quick and Quiet.
Use the fatigue to your advantage to stun, blind or sneak away. You can even hide in her blindspots.
Mindgame her Blinks.
Don't roam the map carelessly. It just helps her to snowball.
Learn, adapt, overcome.
-
@BadMrFrosty said:
Problem is, this information is pointless unless they're taking steps to act on it. And that's assuming they're using acceptable parameters to determine what actually -needs- to be acted on.
It always depends on what you do with the information.
But at least we would have some.
It could help survivors and killers alike to prepare themselves better and would give a good visualisation of which perks and killers are underperforming.
It would also open a field for theory crafting and would stop bias perception.
-
@Awakey said:
I agree. Nice information to have.
I don't see any harm in open and transparent communication and facts to clear misconceptions.
-
@GrootDude said:
I’m mainly seeing him.
That's exactly the issue, you see him and rob his power.
-
Ghostface is not viable at red ranks/against competent survivors.
-
@Jago said:
It's not a problem for swf that can go on gen and handle the situation.
But its very frustrative when you're playing solo since a team can sometimes be good and sometimes terrible.
On the survivor side I think solo survivors should have a native Kindred or Borrowed time, this could help a little bit against campers.
Killer side maybed they'll have a malus for staying for too long in the hook radius they'd have their movement speed reduced for an amount of time proportional to the time they've spent camping with no other surv around.
JAGO you DESTROY THE NARRATIVE!
If you start telling the survivors they simply could run an anti-camping build with kindred, BT, what should they complain?
Really JAGO!
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/539970#Comment_539970
A built-in incentive is not the same thing as a perk you have to buy a DLC for, unlock the teachable, and then get it on every single killer you play.
Ok, let's talk this through.
What "punish" do you think would prevent a "camper"?
No Emblem Points?
Less Blood Points?
Do you really believe that points matters at that points?
The ultra competitive killers don't camp in the first place, because it is inefficient to rank up, unless the other 3 survivors dances around the hook like strippers around a pole.
So the casual happy camper will camp you no matter what.
If you have a camper just do gens and force him of the hook. otherwise be happy that he wasted all his time on one hook.
And if you are the one on the hook.
You misplayed on the first place and now just take one for the team and buy them some time.
But I am open for creative solutions.
-
@malloymk said:
I didn't even notice it. But if people hate it so much I'm glad they're removing it.
It was not hate, some of us just getting nauseous from the effect, some even with worse effects and because the VFX is not necessary our kind Patricia managed to convince the devs on our behalf to remove it.
-
How to counter Ghostface:
Let's see, he is a stealthy killer that can expose you for the onehit.
How to counter it?
Spine Chill is almost the perfect Perk against Ghostface. You know, when he is looking at you and is in general helpful against all killers, so no big loss if you not face a Ghostface.
An other perk that could work good against Ghostface is the good old Dead Hard it lets you bait that one exposed hit and by a miss, Ghostface's stealth gets canceled.
One other option is to learn where to look at to deny Ghostface his powers by training where exactly to aim your camera to get him out of his shroud (shouldn't be a problem with so many Ghostfaces to train with.
Without his powers Ghostface is just a m1 killer and a half decent survivor should have no big trouble against a regular m1 killer who cannot use his powers.
So stop crying on the forum, analyze the killer for yourself, figure out how he works and what counters him (god forbids maybe playing him once yourself to see what are his strength and weaknesses) and enjoy to get better at the game instead of crying that 2 days after new content gets released the community for once like to test it and have fun with it...
-
@PatBrutal said:
Great news everyone!
We are going to remove completely the weird stun VFX <3
share the information because I think a lot of people are going to be happy.
Have a great day/evening ^^
Thank you very much!
-
@PatBrutal said:
Hello everyone,
We have discussed this at our morning live sync and we have given your concerns/feedback to the team and that the comments were mostly negative We do not know what was discussed afterwards. We will keep you posted when we have more information.
Thank you Patricia for your open answer.
We really appreciate your work and we definitely need more such sort of confirmation.
Without you telling us such details, we only can assume you don't relay our concerns and inputs.
We really like the game you have created her and it hurts if such minor things like (in our eyes unnecessary) VFX feature is causing us such dizziness, that some of us are unable to further enjoy your product.
I feel sorry for the devs who were in charge to design, program, implement and test it, only to get rejected.
I can only speak for myself, but such an open feedback, like you did right now, helps me to get insight into your process. And with insight come understanding and less rage.
I am looking forward to a more transparent, frequent and open exchange of occurrences and ideas.
Wish you the best.
-
What is the reason for the including the red flash, despise our feedback that it causes great discomfort, headache and nausea?
Do you actively like to hurt us?
-
I just hope you are trolling or sarcastic.
This VFX cause real discomfort and sickness within me and others. I really want to turn it off.
-
BTW just out of curiosity:
At the pitch meeting for the new VFX for getting stunned by a pallet where was the guy who asked, should we add the same VFX for the survivors to? Like when they are getting hit?
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/532527#Comment_532527
I've gotta' clarify some things here because there seems to be a lot of confuison.
The range to break him out of stealth is unchanged. The detection area refers to the area on your screen that the killer needs to be in to start revealing him. That will be made about 8% larger. This does not make him easier or harder to reveal, it's just a little QOL change for those that aren't perfectly accurate (particularly helpful for those playing on a controller who are having a hard time keeping their camera right on him during a chase).
The pallet stun is something we got a lot of feedback for. A survivor is meant to be reveal you once they've seen you. If they threw a pallet down on you, they've definitely seen you. (That, or they're just running around the map throwing pallets down for fun and just won the lottery.)
Most of his add-ons are not being changed. His stalk rate add-ons are being decreased due to how powerful they were. It was possible to reduce the stalk time to under 1 second while leaning. The killer instinct add-ons are being reduced to compensate for his base killer instinct duration being increased. The rest of the add-ons remain unchanged.
If the add-ons were too powerful, why just don't increase their rarity?
We have Iri-Hatchets Huntress, insta-saw Billy, Omegablink Nurse, Prayerbeads Spirit.
Why all of a sudden you start nerfing add-ons with hotfixes?
-
@ClogWench said:
It's really dumb. Trust me I'm already aware when I get hit by a pallet, I don't need the red border to rub it in.
I cannot by the life of me come up for a reason for a company to use resources and create such an VFX that isn't necessary, wanted and can cause physical discomfort to nausea to the players.
I know, that I am not the only one who suffers from that red flash.
It don't add any depth are exciting new features to the game and yes devs, we know when we get hit with a pallet over our head.
No wonder everything at DBD takes so long for them to fix, if they get sidetracked by such stuff. (Unless it is nerfing a not even a week old killer...)
-
The Billy only seams op in comparison with the other weak killers.
Billy isn't op. He is balanced.
Let's real talk, what should a killer accomplish in your opinion?
How many kills/hooks/downs should he get during a game / per generator done?
There are 12 hooks in the lifetime of a match and 5 gens, what ratio would you think is reasonable?
We are not talking about potatoes on both sides, just assume serious and competent players on the same level.
-
Survivors: NOED is OP plz NERF!
also Survivors: I am broken because of the Plag, just let's genrush the entire game while broken. ez pz gg!
-
He has quasi invis, you can see him if you know what to look for.
His shimmering outline, footsteps, moving grass.
OoO, Spine Chill, Alert.
How many counterplay options do you need?
-
Well, I get more toxicity from survivors.
Survivors not only are toxic to the killer, but also to their teammates.
If I play solo most killers are neutral to friendly.
-
So let me paraphrase it:
A doc, who plays a specific build, even put on an offering, outplayed your favorite stream by successfully pulling of a 3 gen strat.
The survivors mindlessly let themselves cornered by not spreading the gens and don't know how to play against it.
There are 3 gens and at least 2 survivors, otherwise there would be the EGC.
So, all they needed to do is picking each the farthest gen and start working on it, the doc lacks of mobility so eventually you would get the gens done.
So there is no hostage taking the game, but simply a lack in game knowledge and skill.