DWolfAlpha
DWolfAlpha
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I'm surprised no one has mentioned Yuno Gasai from Mirai Nikki. So...Yuno Gasai from Mirai Nikki. As killer.
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@[Deleted User] said:
I feel like they’re going the direction of trying to have killers that have distinct passives even when their unique perks aren’t equipped.
Because contrary to popular belief, most teachables actually synergise with a killer power better than most give credit (or imagination) to.
Idk, can't imagine Zanshin Tactics fits Oni. Also not sure that Iron Maiden fits Legion all that well, either. And I know the name of Coulrophobia fits the Clown, but I'm not entirely sure that the effect does.
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@KillScreen said:
https://us.v-cdn.net/6030815/uploads/MDK6KSB0WI2W/clown-png.png
I had 39 cakes till i unlock pop. After all these matches and survivors tea bagging me i feel miserable on how bad this killer is. This dude doesn't need a buff but a total rework. Ugh.
You could just suck with Clown. And I don't mean that in a "git gud" kinda way, either. Not everyone can be good with every killer. Each killer plays differently, and certain playstyles are better for different people. For instance, like 90% of this forum talks about how bad Legion is, but I'm better with Legion than any other killer. Except scratched mirror Meyers on Lery's, but that's a completely different story. Personally, I like Clown. But, similar to Legion, I've found he works better with a slow down build, which is what I like playing anyway.
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It was never disabled. The devs said in a stream that it was a bug.
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@DustoTheOne said:
I just bought the Halloween dlc because all the videos I have watched of people playing as Michael Myers make him look super OP. But I guess you have to get him super leveled up because using just his 3 perks he is BY FAR THE WORST KILLER IN THE GAME!!! I guess his power is all in the add ons. Now I know how the stalking and stuff works but it's almost useless once the survivors know it's Mike!!! I'm usually around rank 8-10 in killer and can get a 4K with any other killer so it's not like I'm total trash. . It's all on mike!!! I played 3 games with his 3 perks and got 1 very undeserved kill!! Almost calls for a refund!!!
Yeah, his perks are better when used with other characters, and I'm not sure they work well together.
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Yeah, I want this, too. I was waiting for it to come to console. Was pretty bummed that it failed.
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I actually prefer indoor maps, and don't really like outdoor maps. Honestly, though, it depends on who you're playing. Each killer has their own strengths and weaknesses when it comes to the map. Except Coldwind. I hate Coldwind regardless what role or character I play.
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Look man, this is why toolboxes were nerfed. Sure they can get the early gen or two, but without fast toolboxes and brand new part, this isn't exactly doable throughout the entire match. Without a toolbox, it takes 2 survivors at least 40 seconds to finish one generator, and 4 about 30 seconds. Imo, mid game is the meat of the game, not early game.
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@aylawell said:
Hello fellow fog runners. I've come to a conclusion that makes me sad.. people just don't get it. Or maybe its ME that doesn't get it.. I'll explain..
I play survivor and killer mostly equally, but prefer killer. I am a huge fan of the original Texas chainsaw massacre for over 20 years so obviously main Leatherface.
After 3 years of playing, I've come to a point where literally 90 percent of my matches I find myself finding a corner to stand in so survivors can get some points so the match feels worthwhile to them.
In response to the hate mssgs I received when the game was new to me, I've learned what not to do (tunnel, camp, plank ppl for no reason, etc.) Playing survivor helped me also as I never do as killer what I hate being done to me as survivor.
This is my point I guess, I can come out of a match with 60-100k on average without actually killing anyone (I run BBQ, discordance, gearhead, and beast of prey.) And I feel good that everyone got a lot of points and had fun. I like playing games w survivors to make it interesting and have got nothing but good feedback from matches in the last couple years..
So question.. am I the only one that gets it? Cuz I'm sick to my stomach with the way killers play/act. It's attrocious the things ppl do "because they can"
Wake up killers, your not only hurting your own score by playing with no concience, keep in mind that NOBODY likes getting 3k points a match. It doesn't make you good friend, and karma will get you.
See you in the fog.
EmptyBore76
Hell, even when I'm frustrated enough to use an Ebony Mori, I still wait until 2 or 3 gens pop before offing anyone.
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I think the only reason the overheat mechanic was introduced was to prevent a camping Billy to just sit there and rev the chainsaw. Honestly, though, if that's the case, just do it like new Bubba. Make it so that the overheat is only on the single use, and have it reset immediately if you let go.
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@Respectfulnancymain said:
No arguments just yes or no
Yeah. Rev camping was the worst kind of camping.
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@Cheers said:
Wanted to spend what could potentially be my last few days on dbd playing some very fun survivor builds, however because I'm not exactly sure where to start, I decided the community would know alot.
I have every perk in the game on my Claudette, so hit me with any build and I will play it, and will post the match result if you want it.
Spine Chill, Lithe, Quick and Quiet, and Dance With Me. Know when the killer is coming and GTFO quickly. You'd be surprised how often you can get away from the killer with the ability to fast vault silently, and then sprint without leaving any scratch marks.
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Yeah, I can see it. But I think it would at least need to be from a survival setting. Like Tom Hanks' character from Cast Away. Or just a series that has killers, but not necessarily horror. Like Reed from Criminal Minds.
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@SirCracken said:
I want to start off by saying that I'm not vilifying anyone who wants a fnaf chapter. Everyone's free to have their own opinions. But I am highly not in favour for adding in Springtrap. Here are my reasons.
- He cannot be taken seriously
Say what you will about the subjectivity of horror, but the reputation of fnaf is a far cry from the likes of Halloween and Friday the 13th. What I mean by this is that someone who has never seen any movie from either franchise will instantly know that they're both horror related.
Now I will fully admit to not playing all of the fnaf games, nor reading any of the books. Maybe they've greatly improved since I dropped them and what I'm about to say is no longer correct. But fnaf is mostly known for its themepark-like jump scares and teeth-shatteringly obnoxious fanbase. The latter is not even a fault of the game's, (mostly because of content creators like Matpat
and his hilariously baseless theories),and the rabidity of the fans. But even if that information is outdated, the fact remains that fnaf's general reputation is only loosely based around horror. Which would heavily contrast dbd's tone as a horror game.2.The game does not need more licensed characters right now
This point is self explanatory. There are currently 20 killers in the game right now. 7 of them are licensed. Almost half of the entire roster! The majority of which have had lacklustre receptions and do not add much to the game besides their name. Pig and Cannibal are the main culprits. And the most recent one inclusion, Pyramid Head, has been nothing if not divisive. I believe that exploring killer ideas that haven't been thought of yet,
*cough* *cough*Egypt *cough* *cough*, would have a better chance of producing interesting killers than ones that already exist.3. Literally everything is broken right now
Survivors randomly get iron will, the End Game Collapse can happen at the start of a game, the killer can be phased through when they vault. My point is, the devs really need to stop content updates for a bit so they can add some much needed bug fixes. If you take anything away from this post, take away this:
Dbd has been long overdue for it's variation of Rainbow Six Siege's Operation Health. But ideally a version that actually fixes the game a bit.
In summary:
- Fnaf is not seen as scary by most people due to its reputation, and thus Springtrap wouldn't be taken seriously
- The game has enough licensed characters for the time being, original killers are more interesting
- The devs need to focus on fixing the mountain of bugs in the game and hold off on content updates for a bit, the game can literally end the moment it begins thanks to the End Game, the last thing dbd needs right now is content that brings more bugs
So, idk how old you are, so this may be meaningless, but the setting itself of FNAF is kinda rooted in the fear center of 90's kids. That was it's target demographic. That says nothing of the fanbase, as it ended up being more popular with kids, but still. The only thing, for me, that made it stop being scary was when my frustration exceeded my immersion. The reason people want Springtrap specifically is because it's confirmed that he was the one that was actually commiting murders in the lore of the game.
Also, as a side note, regardless of what you think about MatPat, some of his theories about FNAF were outright confirmed by the creator of the game.
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Honestly, I think Ebony Moris shouldn't activate until 2-3 gens get done. On the odd occasion I use them, I wait that long anyway so they at least have a chance. Assuming of they aren't better than me and it takes that long anyway...
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Dude, Billy is going to be fine. Only thing I don't like is that it looks like it might take a good 15 seconds to recover after overheating. Aside from that, he's getting a common add-on that increases mobility during a chainsaw sprint.
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The only issue I have with this is pricing. Like, sometimes I would buy just one piece of an outfit cuz I liked the outfit, but didn't want to spend all my auric cells in one place. I think that if the devs want to make it so that you have to buy the entire outfit to get any of it, they should lower the price another 10% compared to each piece cost for that rarity.
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@gunslingers_potatoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1406792#Comment_1406792
https://forum.deadbydaylight.com/en/discussion/comment/1406770#Comment_1406770
Yeah, soneone pointed it out after because I didn't know, but now I know of this add-on's existance.
Maybe they want to free a perk slot by using an add-on(?), that's the only reason I can think of tbh
@gunslingers_potatoe said:
I prefer to believe that there is a reason on why they decided to make such an add-on and in fact, the base kit of Leatherface will be drastically improved. If I am wrong on the other side tho, why on the moon would they make an add-on that on the core is the same as ONE OF HIS PERKS. Y'all complained about nurse, but at least she doesn't have an add-on that copies the effect of an already existing perk. Better give Bubba wings, otherwise.... remains to be seen.
There are actually 2. One that copies Nurse's Calling and one that copies Stridor.
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@gunslingers_potatoe said:
I prefer to believe that there is a reason on why they decided to make such an add-on and in fact, the base kit of Leatherface will be drastically improved. If I am wrong on the other side tho, why on the moon would they make an add-on that on the core is the same as ONE OF HIS PERKS. Y'all complained about nurse, but at least she doesn't have an add-on that copies the effect of an already existing perk. Better give Bubba wings, otherwise.... remains to be seen.
Dude, Thanatophobia is the only nurse perk not copied by one of her add-ons.
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It's the new sets mechanic. Honestly, I originally thought it was just going to be with legendary cosmetics or like one piece outfits. Lisa and Alessa outfits make sense. Robbie the Rabbit outfits make sense, aside from the weapon also being locked, but whatever. I don't see any reason for the Pyramid Head outfit to be a set. And the other sets for Heather only seem to have the benefit of the charms being linked to a different place on her hip.
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@Zeidoktor said:
An idea I'd had for the Legion, though I don't think it's feasible, is when multiple Survivors are afflicted with Deep Wounds, it summons bots of the other members of the Legion who pursue the Deep Wounded Survivor(s) the player isn't actively chasing.
They'll give chase, but their hits can only lower the Deep Wounds timer. They'll chase until one of three things happen: they down a Survivor, the Survivor manages to Mend, or a set amount of time passes.
It gives the Legion the unique ability to chase multiple Survivors, but in a way that doesn't seem too overpowered, since a bot- Legion would have to hit someone multiple times to bring them down. It might necessitate some changes to how Feral Frenzy works for balance sake, and it wouldn't answer the above issue of what if the Survivors split up.
The idea was inspired by a video describing how each Pac-Man ghost is programed to chase Pac-Man around.
The only way I can see this working is if the other Legion members also disappeared after you end FF.
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@Cheers said:
Tunnelling isn't scummy though...it's a tactic.
It's a scummy tactic.
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I think the developers have used New Killer abilities to try and shake up The Meta. Pyramid Head counters decisive strike, stealth builds on Killers or just killers that can use stealth on their own counter borrowed time, and, I guess the plague can counter dead hard since she has a continuous ranged attack. Personally, I like using Lithe alongside dance with me and quick and quiet which helps me to run away from the killer relatively consistently.
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First off, Spine Chill and Premonition are the only ways to counter stealth. I'm pretty sure that spine chill was originally meant for speeding up actions, and its main use was an unforeseen perk of the...perk. but still, it has a bit of a counter play, and, I mean, stealth already hard counters Borrowed Time, so... yeah. Be happy with that.
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@minehot said:
At this point everyone knows that this perk is run across almost everyone who either plays solo or in a group.
The perk is supposed to 'counter' tunneling, but sometimes it is used in aggresive way such as baiting a grab and stun, and I don't think it should award such playstyle.
Personally I think the perk is balanced in terms of countering the effect, but there are scenarios where I feel like the effect lasts too long, and you are sometimes forced to eat the stun.
So here are my suggestion to balancing it:
Decisive Strike:
- Now lasts 30/40/50 seconds
- Does not activate when you get grabbed off a vault or locker
- (optional) When in effect the survivor holds a piece of glass in his left hand
Thoughts? How would you tune the perk?
Honestly, I don't mind the way it is. I personally think it's a good counter balance for NoED. The only nerf I would give it is that it's disabled in the exit gate. Cuz as is, sometimes you gotta wait until the absolute last second to pick them up hoping it's ended by then.
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@NoShinyPony said:
While the idea of a killer jumping out of lockers is funny, the whole thing has a major drawback: As the killer, you don't have the time to go into a locker and wait & hope that a survivor will come near.
Yeah, I was thinking like, hiding in a locker near a generator. Not really enough lockers that overlook gens, though. What about if you had the view survivors have while in lockers? Then you could at least use lockers to look around a bit.
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@MrMisanthropy66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1399041#Comment_1399041
" A lot of people say they like the map " 😂 please tell me where I want to see a unicorn too!
I like the new map. I like the look. It's not that confusing when you get used to it. Oddly, though, it's an in door map that is survivor sided. Many obstacles to hide behind.
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Wouldn't mind something like an energy drink either being a new item or add-on that is one use and either lowers exhaustion timer by a bit or just empties it. I also think it would be cool if there was a one use hammer item that sped up totem cleansing speed.
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Lately, I've been getting paired with rank 16-20 at rank 10 with 1 person close to my rank. Luckily for many of them I've been messing around for the most part. But I feel kinda bad for the ones I played seriously against.
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The cakes are currently just better escape cakes. The event items are just celebratory yellow items. I've actually gotten a bunch of each.
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Awesome! Thanks
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Do you know which days?
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/1387844#Comment_1387844
Sure, it doesnt increase healing speed in a passive way, such as we will make it or botany, but it does increase it in average. The more severe debuffs to action speed the more value from autodidact.
The amount of heals with no skill checks is so miniscule it is not worth mentioning.
I've gone entire trials without healing skill checks while running Autodidact. Which is why I generally pair it with spine chill in hopes of final healing when the killer is on their way.
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@[Deleted User] said:
Here’s my theory.
Currently the only killer Obsession perks designed to target the Obsession or toy with them are:
- Remember Me
- Dark Devotion
- Furtive Chase
- Rancor
But were starting to see a few survivor perks that REDUCE the odds of becoming the Obsession.
I speculate that in the near future (next chapter, or one after) we’ll see a new killer Obsession perk, one like the above that make it somewhat bad/risky for a survivor to be the Obsession.
Thats my guess.
Do recall that, originally, Dying Light also punished the obsession. In fact, it encouraged the killer to tunnel the obsession, as it only activated when the obsession died.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/1385787#Comment_1385787
Tell Me that when I fully heal a slugged survivor from downed to healthy in less than 10 seconds against a killer with sloppy, thana and dying light.
It doesn't increase speed. it increases the progression bonus for your skill checks. So if you heal someone without ever getting a skill check, it does nothing. If you have 5 stacks and get a skill check, you immediately heal them by 50%. I apologise for arguing syntax.
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Should have looked for a flashlight to burn him out of cloak.
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@Zane said:
https://forum.deadbydaylight.com/en/discussion/comment/1385786#Comment_1385786
So you approve of using both?
Depends. I would if you were going to sabotage hooks. If you want to run empathy and help someone that gets chased by taking a hit or if you plan to unhook then take a hit to help them escape, I would recommend mom and WGLF. If you aim to counter slugging, then unbreakable and tenacity work great together.
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@Minibeasty said:
I rarely see it. I personally prefer autodidact though, it's unreliant on saves and give you a great healingspeed-boost at five tokens. ^^
Although I doubt that neither of the two are considered meta.
Autodidact doesn't technically increase healing speed, though.
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Mettle of Man became easier to use when they fixed protection hits. You can get them within a few seconds of each other and for a few seconds after being near someone that is injured. It works well with a sabo build. If you take a hit from the killer while they're carrying a survivor, there's one, you speed over to the hook, and if you get hit as you finish the sabo or immediately after, there's your second. Sure, you went down, and sometimes I use it alongside Unbreakable, but that is still 2/3 of the prerequisites for the perk.
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So far, I'm really only satisfied with it for killers that have a head piece that is just added to their head instead. Like Plague that wears a hat, Legion is linked to the mask, Hag's hair, etc.
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Recently, my nephew and I were actually able to rescue someone from a basement Bubba. I was bait, he had BT.
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So I can have the crown with the year of the rat hoodie? Awesome!
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So for the crown, it's tied to the head yeah? For Legion, is it tied to the mask or the hoodie?
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Personally, I love indoor maps. I love the look and feel. Gameplay wise, though, they're just like any other map to me. Some killers excel at them, others flounder.
For example, in Lery's or Hawkins, a Billy may have trouble gaining momentum due to all the angular corridors, but he excels at outdoor maps like McMillan or Autohaven. Meyers' is better at outdoor maps, but with a scratched mirror, you're kinda screwed if you end up indoors.
My only issue is Midwich. It's primarily long narrow hallways with rooms scattered about. There aren't enough ways out of each room, and I really think each hallway on the second floor should have a hole in the wall that lets you drop down to the first floor. It's not as confusing as the game, though, so I think that enough practice should help out.
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@Fibijean said:
As some of you may know, I was tossing up whether to keep doing this summary thing, but I received quite a few requests for it and a good friend of mine talked me into this one. So you can thank him for this (or blame him, as the case may be).
As always, while I have tried to remain as true to the spirit of what was said on stream as possible without conjecture or elaboration, do bear in mind that the following is official information, unofficially worded, so please don't read too far into the particular phrasing of things. The exception is if something is enclosed in quotation marks " ", in which case it is quoted directly from what was said on stream, so read into that what you will.
If you would like to watch the stream for yourself, it is available only on Twitch this time.
You can find it at this link: https://www.twitch.tv/videos/654553802
The following members of the development team were featured on this stream:
Marilou (aka @Ribanne) - Community Manager
Ethan (aka @Almo) - Live Balance Designer
Mat Walker - Level Designer
The stream opened with a screening of the Silent Hill Spotlight Trailer, followed by some announcements.
https://www.youtube.com/watch?v=nsJ5igHp1hc
Announcements
- The Silent Hill DLC is out now on PC and console. Players can purchase the characters for Auric Cells in-game, or the full DLC on the Store of their respective platforms.
- Today’s stream is a Q&A, but tomorrow the developers will be hosting another “Around the Campfire” stream, where different members of the development team play Dead by Daylight together and chat with the viewers on Twitch. This will be happening live on the official Dead by Daylight Twitch channel (https://www.twitch.tv/deadbydaylight).
- The in-game anniversary events will be commencing on June 23rd. More information will be available “when the time comes”. Starting today, anniversary raffles will be held in the official Dead by Daylight Discord server.
Q&A
These questions were selected from a thread that the developers created on the forums prior to the stream, as well as from the Dead by Daylight subreddit.
Questions About the New Chapter
Why does Trail of Torment reveal the generator’s aura? (from @Orion)
If this aura weren’t present, the survivors wouldn’t know that anything was happening. They want to give survivors an indicator that the perk is active. The aura reveal can also be used to the killer’s advantage, as survivors may become needlessly cautious, or put themselves in positions they otherwise wouldn’t and be caught off guard while focusing on the generator.
Will Pyramid Head’s perks be buffed? (Asked during the PTB by @Respectfulnancymain)
Some tweaks were made to the perks following the PTB, which mostly took the form of value adjustments. Forced Penance, for example, had its duration increased to 40/50/60 seconds, and it now grants additional bloodpoints for protection hits. Trail of Torment’s duration was increased to 16 seconds, and the cooldown reduced to 80/70/60 seconds, so that it may be activated more frequently. The duration of the Oblivious status effect on Deathbound has been increased to 60 seconds, and some improvements have been made to the way the perk’s activation status is displayed.
Are there any plans to add the cage skill checks to hooks? (from @Lycidas)
The developers aren’t sure yet, but they are considering it. They will be monitoring the mechanic’s performance – how many people fail the skill checks, how much time they lose, etc., as well as player feedback on the topic. They clarified again that they are not “dead set” on the current button-mashing mechanic, they simply want players to be interacting with the game in some way rather than doing nothing during the struggle phase.
Why did you go with Cheryl rather than Heather? (from @LordRegal)
(From Dave Richard, Creative Director): Cheryl was taken by the Entity following the events of Silent Hill 3, during which she changed her name from Heather to Cheryl.
Are there any plans to buff The Executioner? (from @geranium)
The developers were satisfied with the way the new killer operated on the PTB, and didn’t observe any major bugs or issues with his power which necessitated “dramatic” changes. However, they are closely monitoring his performance in the live game, particularly with regards to the Punishment of the Damned mechanic. From this, they will be able to determine whether his power needs adjustments and respond accordingly.
As always when a new killer is released, they received a huge amount of feedback and reactions immediately post-release, and they want to allow some time for players to get used to the new killer, learn how to play against him and level him sufficiently to be able to compare him fairly to the other killers, before they make any significant changes. Again, though, they will continue to read and process the feedback they receive.
What was the reason for picking things from multiple games in the Silent Hill franchise? (from @linoid)
(From Dave Richard, Creative Director): Those on the team involved with acquiring the license are big fans of the franchise, and as fans they wanted to be able to explore Silent Hill and its stories as much as possible. They took aspects from each Silent Hill game which they felt were most “iconic and interesting” and would fit best in Dead by Daylight.
The Creative Team felt that these selections were a good way to bring the two games together in a way that made sense.
What’s your favourite small detail on the new map? (from @Spengler)
Marilou: The corpse in the locker that pops out when you walk past.
Mat: The twitching bodies in the cages. This was a feature on which the animation, art, audio and level design teams all came together to collaborate. It’s very scary – in a freaky way, not in a jump-scare sort of way. It’s the kind of thing that you see a lot in Silent Hill, and has been “transformed” for Dead by Daylight.
Ethan: The bathroom with the girl crying inside a closed stall. It’s very creepy, and it’s in a relatively secluded part of the map, but something you encounter fairly often if you do venture in that direction.
Could the cages be changed so they are affected by Blindness? (from @zavch)
Objects related to killer powers are never affected by Blindness, because the ability to read their auras (or not) is a core part of the killer’s balance. For example, Pig has an add-on which inflicts Blindness and prevents survivors from seeing jigsaw boxes, which is part of the balance of her kit. This is why objects like these are shown in a white, rather than a red, aura, similarly to the Plague’s fountains or the Pig’s jigsaw boxes.
With the introduction of scripted events, like bodies falling out of lockers, are we going to get more of that in older maps or new maps? (from the live chat)
It’s not currently planned, but it’s a very popular feature – players like seeing it, and the developers like doing it – so they are thinking about working it into their schedule. Players can probably expect to see more of this sort of thing in the future.
Questions about the graphics update
Will characters also get their visuals updated when the graphical update arrives? (from @Jota)
Some of the visuals will be gone over, but unfortunately they can’t go into details on this.
Are there plans to update facial animations? (from @Raidirar)
Again, it’s a lot of work with the amount of characters in the game, so they can’t give details now, but there will be more information available further down the track.
What kinds of animations are being changed in the graphics update? (from @PassarinoT)
All kinds, from survivor movements to interactions with objects. More details to come.
Will the graphics update change some tiles? (from @RomeroJane)
The Art Team has been working very hard at updating the visuals and bringing the game to the “next level”. The Level Design Team are working closely with them at the same time to improve the game in terms of both fun and balance.
Will the graphics update bring breakable walls to older maps? (from u/spiritjonie)
Yes – as mentioned, the Level Design and Art Teams are working together to improve the visual quality of the maps, and as part of this, they are looking into integrating breakable walls into older maps as planned.
Will the graphics update release all at once, or over time? (from u/mewysocks)
They have received a lot of questions like this about the update. They will be communicating “properly” about it and giving all the details on what’s coming at some later point in the future.
Are there plans for more gore? (from @Flatskull)
There are no current plans along those lines, but it is still being discussed internally. So, again, more details will be coming in the future.
Miscellaneous Questions
Is The Clown getting any other changes? (from @DingDongs)
The developers have been monitoring Clown’s performance for a long time, and while they believe he is underrated in terms of strength, they acknowledge that the fact that it is not immediately obvious how to use his power most effectively is a problem. Due to time and resource constraints, they discovered that it wouldn’t be possible to make any major updates to Clown in the near future, so they found a change they could make that was simple but impactful to go into the most recent patch. They are currently looking into the possibility of improving his “viability” further, but they don’t have any concrete plans that they can announce at the moment.
Will we be able to mix and match legendary cosmetics? (from @Esskay)
This issue has been the subject of a lot of questions from players recently. For those who don’t know, legendary cosmetics are outfits in which all three pieces are linked, such that one cannot be equipped without the others. They can be identified by a unique symbol in-game.
The idea of legendary cosmetics is to represent “the fantasy of a character”, so it wouldn’t make sense to be able to mix them with pieces of what are essentially another character. They are also made differently to ordinary cosmetics, so things like clipping are not an issue as they would be if the outfits were made of separate components.
Will legendary outfits have their own voice? (from @Mooks)
This is a feature that the developers would love to implement. They haven’t been able to at this point, but if they are able to make it happen in the future, they definitely will.
Will there be a 104% Bloodpoint offering in the event? (from @TheNormalizer)
All of the event details will be revealed next Tuesday (June 23).
Will we ever see more contests like the cosmetic contest (for maps, music, charms, etc.)? (from @Inferno427)
In the case of things like maps or music, this is unlikely. There is a lot more that goes into creating these things than just the concept, which makes them difficult to construct a contest around.
Does Silent Hill mean that we could see other game characters? (from @Eris27100)
This has always been on the table – Bill, who originated from the Left 4 Dead franchise, being the other notable example. If the developers find another video game character that they feel would fit well in Dead by Daylight, licensing that character is definitely a possibility that they would consider.
Will there be legendary outfits that aren’t licensed? (from @colelema9)
This is something that’s being looked into. The team have a lot of amazing ideas along these lines, and these ideas will be brought to the game as their schedule allows.
Any update on the new matchmaking? (from @MiniPisa)
Tests with the new algorithm have already begun on certain live servers, and they are now beginning tests of the MMR system itself. If all goes well, the system will be released across all servers. There won’t be a patch required when this happens, but it will be announced on the forums.
For the past month or two, the MMR system has been running in the background calculating players’ MMRs (but not yet using these for matchmaking), so that the developers can gather data on how well the algorithm works at predicting the likely outcome of a match based on the players’ skill levels. Based on this data, they have been able to make improvements to the algorithm, and now they are doing limited practical tests using this algorithm to facilitate matchmaking. Once they are confident that the matchmaking is working as intended with the new system, they will roll it out across all servers and platforms.
Final Comments from the Developers
Ethan invites players to share their feedback on the new perks in particular, especially on how they work in combination with existing perks. The best place to do this would be here on the official forums (https://forum.deadbydaylight.com/en/categories/suggestions).
I'm probably late to the game, but it seems they finally pinned your post. Was worried they weren't paying attention to you anymore.
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I was wondering that too. It doesn't seem to happen every time, so I would assume it's a bug. Unless it's intended, and it's a bug that it doesn't always happen
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1366704#Comment_1366704
The good news about the anniversary is
a) I'm very, incredibly hyped
b) There's a head cosmetic for David :D
c) If you go into custom games (idk if you know this so sorry if you do) you can actually see the new items and they look awesome!
Someone hacked the flashlight into a regular game and just dropped it next to Monto during his stream the other day.
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@RockoRango said:
- Survivors now make no sound while doing ANYTHING unless it’s an action (such as vaulting or repairing)
- Survivors no longer turn their heads to the direction their looking, making it impossible to know if they have Dead Hard until they hit you with it.
- The new map is extremely broken and frustrating. It’s easy to win on, but it’s still extremely frustrating when I literally can’t move down a hallway because objects (like the hallway with a bunch of goo on one side of the wall) block me from blinking/moving.
- Most maps have had their sounds removed relating to survivor movement.
- No sounds while on the ground is now not just a ‘chance’, it now always happens.
- Killer lunges are broke on the survivor side, as certain killers seem to play a short lunge animation when they’re really doing a long one (causing hits that don’t look like they connect). This also applies vise-versa, where you think you hit the survivor but instead you do a short whiff.
- Grabbing is now more consistent on the Killer side, but is extremely broke on the survivor side. You can be on the other side of a pallet, hit the ground, and still be grabbed. This feels douchy.
- Clown is bugged, as his reload makes his movement speed EXTREMELY SLOW for a few seconds after.
- Survivors can, once again, get stuck inside hooks. This soft-locks the game until they D/C, as it’s reported that you cannot be killed by EGC.
- The new map has a few spots that are completely safe all of the time (specifically the corner of the courtyard where you can literally trap yourself in-between pallets as survivor), and the rest of the map is baren. Extremely boring, and especially unfun when the map’s geometry is broken.
- Btw, all survivors have Iron Will and don’t breathe.
- Billy is bugged again. It’s not as bad as before... but Billy is bugged again. His animations are wonky, and his movement has changed.
- It is REPORTED that Demogorgon does not come out of his power where he is supposed to; instead, it can be a too early or too late exit.
- It is REPORTED that Blood Warden doesn’t work on dying survivors on the new map.
- Generators generally don’t make any sounds, which is BEYOND ridiculous when the objective is generators.
- When trying to hook a survivor, the game sometimes will pull out it’s dedicated servers and force you to spam space to get the hook.
- Survivors and Killers both now have an increased tendency to literally teleport to previous locations.
- The button to Exit the Game doesn't work, and neither does Alt + F4.
- The button to Exit the Match doesn't work.
Tell me how all of this got through without at least SOME testing. Please.
I’ll still play killer, and I know a lot of others still will, but the game is INFURIATINGLY BUGGED and it coincidentally helps the survivors immensely. If I didn’t know better, I would suggest rolling back until the bugs are fixed.
I got pulled off a gen by Spirit before she even reappeared. Oh yeah, and the sound that plays when she's phasing near you never played.
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I agree. I've played on the map about 4 or 5 times, and every time, it felt like the survivors already had the layout memorized. The first time was less than an hour after it dropped, and I play on Xbox.
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Just make a sound notification on cage save. Similar to failed skill check.