Dehitay
Dehitay
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- Dehitay
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@Kotentopf said:
Well, at least some kidn of payback i'd expect. I start the game and it says "oh look. You bought a DLC which contains a killer you already own. Here, get your Cells/Shards back"
Actually, that's a really good idea. If it gave you the auric cells cost of a character you already bought with cells when you buy the dlc, that would be an ideal solution.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/534368#Comment_534368
Why are you acting like the fast vault on meat tree, while going the wrong way, is a common thing? Its one of the hardest fast vaults to get, and if you took the time to learn it (and get it every time) you deserve to get that vault every time. Also, these changes do absolutely nothing to fix the actual infinites in game- if anything this nerf gives survivors a reason to run infinites more, as these changes are so finicky when trying to fast vault with debris to the side of a window, or even just fast vault in general.
By the same logic, hacking in a way that gets around EAC and other anti-cheat devices is difficult. So if you took the time to code a hack that isn't detected, then you deserve to be able to hack.
NO!!! If you're not supposed to be able to do something, you're NOT supposed to be able to do it. Finding an exploit that allows you to do what is clearly stated as not intended doesn't give you special rights. The fact that you think you deserve to be able to fast vault things that were specifically designed not to be fast vaultable because you found an exploit shows just how far survivor entitlement has gone.
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The base game is $20 (currently $10 on Steam sale). It was pay to play from the very beginning. Unless you got it with either the xbox or ps deal that I forget the name of, but that's also still something you pay for.
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@NoShinyPony said:
I agree, Feng wasn't a problem. Do you guys see a noticeable difference with Claudette's clothing? I don't really see a change.
It's rather obvious if you look at her brown shirt which was the primary culprit that started off this whole change.
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@Lefurtif126 said:
https://us.v-cdn.net/6030815/uploads/605/QAGS2W59FH4H.png
Before/After/before/After update
New hair model looks better but ######### these colors, is this intended or another bug?
Are you sure that before and after are in the right order? Cause what you have labelled as after there is clearly darker than the before. And that's the exact opposite of what Behaviors changes were intended to do. Not to mention, the after clothes definitely go together better which is in disagreement with the original post.
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If you liked them because they made survivors near invisible, then you liked them for the wrong reason. If you liked them cause of how they looked, then why would you want them to be nearly invisible if you want to look at them?
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The bloodpoint grind is ridiculous enough to where they could just add bloodpoint gains to KYF. Especially since bloodpoint offerings can't even be used in that mode. So what if people want to team up to grind out bloodpoints in the most efficient way possible. At best, they'll only double the rate of bloodpoint gains from normal gameplay. And half of an insanely long grind is still an annoyingly long grind.
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It is a strong counter to Ghostface, but it will become more of a less poweful choice as the novelty of Ghostface wears off and he becomes less popular. It's kind of like Urban Evasion for Hag, or Calm Spirit for Doctor.
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People complained non stop about the music before. Though if you want it louder, a lot of people have been suggesting making music volume be a controllable variable for the longest time. That would be an awesome solution.
@thesuicidefox said:
Guys the problem isn't the chase music. It's ALL the sounds. Every sound in the game is messed up now.
I'm all for turning down the chase music (maybe not as much as it was but I digress), but the rest of the sounds have been completely ######### up because of the change. They need to change ONLY the chase music, and fix the rest of the sounds in the game now. It's awful for both survivor and killers.
I played a game as Freddy yesterday and my footsteps were SOOOOOO loud in my own ears. He was stomping around it was so incredibly loud. That doesn't need to be a thing. Yes, chase music was very loud before, but all they needed to do was turn it down by like 50%. Now you can barely hear chainsaws, blinks, Wraith's bell, etc. It's bad.
That's pretty much the exact opposite of the case for killers. They fixed a shitload of sound problems. You can actually hear footsteps and breathing for the first time in so freaking long.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/534746#Comment_534746
@AetherBytes I wonder if that gives them free roam to make cosmetics for robes and knives?
Yeah, it does. They can even make an entirely new mask without asking the license holder if it doesn't resemble the original. But ironically, they didn't advertise this incredibly useful fact cause they were too busy covering up that they couldn't get the movie license by pretending they didn't want it even though this would be the perfect reason not to get it.
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Don't worry, the devs announced that there would be a lot of stuff to make up for the fact that we're only getting a killer for this "chapter". And unless they straight up lied to us, that means it will be worth having only a killer in the end, right?
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It's been suggested time and time over again that healing other survivors should give WGLF tokens, but for some reason, I've never seen any response from the devs to that incredibly popular idea.
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They added a number of extra ways to gain emblem points for survivors so as a survivor, it should be easier to pip.
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@Vancold said:
I would never care for such a community if I was a dev^^
Unfortunately, they do care and it's painful to see how useless is to care about something that will backlash anyway because of its toxicity.
One of the definitions of toxic is the quality of making one ill. Which is exactly what this VFX is doing. Behavior's completely unwanted red stun VFX is actually toxic in the literal sense.
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I haven't read through everything, but I believe that if a survivor is a certain distance away from you, then it won't give you that white arrow to tell you which direction you're being looked at from, but it should still give you the killer instinct visual after you're been broken out of your power.
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@Vancold said:
https://forum.deadbydaylight.com/en/discussion/comment/534201#Comment_534201
Till rank 1 (and even there it's arguable, given you should specify if talking about solo or swf), the game is killer sided :)
19 ranks against 1 rank :) You could pretty much say this game is 19/20 killer sided^^
Sincerly, a killer main.
Lol, a killer main, he gets even funnier.
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Chase music was always ridiculously loud. I wouldn't be opposed to them having an option in settings that allowed players to control the volume of the chase music to their preference, but we both know what your actual goal in this post is.
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What the heck were you doing that this change actually affected the way you loop at shack? The fast vault changes only affected exploits that allowed fast vaults specifically where they were supposed to be impossible. Are survivors so good at finding exploits that they could fast fault the 90 degree turn into the window from outside shack?
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@Mochan said:
Despite what all the killer mains are telling you. The game isnt survivor-sided, it's killer-sided.
Despite what people are telling you, survivors get bloodpoints easier than killers. Wow, it's easy to blatantly lie.
There's a few reasons that killers get more bloodpoints than survivors. One of the biggest reasons is BBQ stacks are a hell of a lot easier to get than WGLF stacks. But in addition, optimal survivor gameplay is to get stuff done as quickly as possible and get out which is going to end up shorting you on bloodpoints while optimal killer gameplay is to keep the game going as long as possible which is where you get more bloodpoints. When you play at your best, that's usually when you get the most bloodpoints so the fact that the best survivor play is short games and the best killer play is long games is another major reason killers get more bloodpoints.
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@Jake_Parks_prince said:
Everybody here is so weird like a killer isnt the most broken thing in the game and suddenly hes weak and useless? Honestly whats wrong with you guys you seriously need to play this game more and understand MORE PEOPLE PLAY THEN JUST YOU! "The devs never planned on nerfing him!" Yeah they didnt PLAN on it but then he ended up being too powerful of a killer so they nerfed him like they needed too. Just because a killer isn't top tier EZ 4K doesn't mean they the game is SuRvIvOr SiDeD. New survivor perks are so garbage honestly, poised? Trash. Buckle up? Trash. Mettle of man after nerf and even before nerf wasn't even that good. You guys take things too far instead of just playing the game and getting good sorry this game isn't easy go play little big planet if you want easy.
Mettle of Man before nerf wasn't that good? Could you make your bias any more blatant?
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There's a possibility that the addition of new offerings modified the rate at which other nodes appear on the bloodweb. If it goes back to the standard 0/1 pinks, 3 purples, and 6 greens after the event bloodwebs are over, it was just the new items.
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I never saw them announce a major event in the first place, so I'm not that disappointed. I still don't know where this idea of a major event came from. Unless it was that statement trying to appease the playerbase for only releasing a paragraph as a chapter saying that they would have a lot more planned for the 3rd anniversary. But I think that was just a reference to that large effort stream rather than anything the players wanted.
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More visual feedback for stuns is not even close to a priority for the playerbase. As for more consistency, yeah, we'd like that, but having a sickness inducing stun vfx doesn't do that. Having more readable hitboxes does.
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Killers being able to hear stuff that they were intended to be able to hear is not a problem. The problem is how long that hasn't been possible and the fact that people got spoiled by it and feel entitled to have it that way.
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I've heard survivors in pain, but I have never heard a healthy survivor breathing.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/528405#Comment_528405
15-30k people isn't enough? How so?
There are games with smaller populations that have multiple game modes.
My last 3 games have taken me around 10 minutes since clicking on start to the point where I have a full lobby. You would need to multiply that time by 2 at the very minimum, but in actuality, it would probly be even longer than that. When matchmaking takes longer than the game itself, there's a problem.
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I highly doubt that anybody is truly against having a ranked and unranked option, it's just that a lot of people realize it's not currently possible with where the game is at now. Because there are no rank rewards, nobody would want to play ranked. And even if they added rank rewards, the ranking system and lack of balance in the game would make ranked queues a nightmare. Also, the limited playerbase and matchmaking system would make having 2 queues instead of one devestating for queue times.
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@Paladin_Goo said:
I feel like this is just something that many have said already. I mean, I agree with it, but we only need to hear it so many times.
True, we only need to hear it so many times. But the problem at hand is how many times the devs need to hear it before it sinks in. Especially when you consider that the MoM perk leak came out right after the DS change and the forums went red hot warning that the perk would be as problematic as old DS before it was even usable.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/528381#Comment_528381
Not..really. No, just no. You can already grab slow and medium vaulting survivors when they vault, whether they are injured or not. I don't see the issue. It's literally just a different animation if you go back and watch old DBD videos, specifically beta gameplay.
You can grab healthy vaulting survivors? That's news to me.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/528265#Comment_528265
The word "basically" doesn't negate the rest of what you said. It actually supports it. Just...stop.
No, but the word "basically" softens his 100% accurate point. The original post does indeed suggest that it should be possible to grab healthy survivors at vaults. And he was expressing rightful concern.
So "basically" he was being polite and then you came and went full moron on him
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You can't go higher than prestige 3. Also, the description that prestiging helps increases the rarity of items in your bloodweb is an outdated description describing what happened before the bloodweb revamp years back. It might still help with pre level 50 bloodwebs, but once you hit level 50, it's a preset 1 or 0 ultra rares, 3 very rares, 6 rares, and the rest random per bloodweb regardless of prestige level.
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Unless I have the wrong information, this perk only affects people that fast vault within 48 meters of the killer aka not stealthy play. If you're concerned about this perk affecting you cause you like to play stealthy, there's a possibility that you're misunderstanding either the perk or playing stealthy. This is a perk to help chases end faster and a bit of a gamble at even being useful.
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@Peanits said:
There was a change recently that changed the way that works. Before it would make a lobby right away, then you'd wait for survivors to fill it. Now, it'll look for survivors to fill it and then make the lobby once it's found a match. The overall queue time should not have changed. If you are getting a significantly longer queue time, please let me know and I'll have the team look into it.
https://forum.deadbydaylight.com/en/discussion/comment/525198#Comment_525198
That's not quite the case. It wasn't based purely on the population in different regions, it was fairly random and could happen to anyone. I would previously get instant queues while people who lived a couple blocks away would end up waiting for half an hour. We wouldn't be able to fix long queue times in low population regions with a new matchmaking system. Both systems would gradually expand their filters and accept people from further away if it could not find a lobby.
Though the intention is for it to wait till a group is found before making a lobby, it doesn't do that at the current point. It makes you wait minutes for a lobby. And then when it finally makes one, there's usually only one person in it and it makes you wait even more minutes for the lobby to fill. There's been a number of posts about this already.
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It's now easier to do than ever. Hell, you might even do it purely by accident in a single game if you're trying to slug as Legion but it's not going your way. All you have to do is down people with deep wounds on them. Which is the majority of the downs that Legion gets now, and also what happens if you run into somebody unhooked with borrowed time and can't find the unhooker or just elect to tunnel.
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@NoShinyPony said:
It takes ages for both roles to find a lobby. My guess is that BHVR's servers can't handle the high amount of inquiries well. (Due to the 2x BP event, more people than usual are playing.)
Behavior doesn't currently use their own servers for games, and matchmaking inquiries aren't that intensive unless they programmed their matchmaking system to be ridiculously complex which doesn't seem to be the case based on how lackluster matchmaking is (though I wouldn't put it past them to make it ridiculously complex and yet still somehow not rewarding).
I think the real issue is that they for some reason decided to install the portion of the dedicated server system that stops killers from making lobbies instantly and instead has them wait till a group is formed, and yet for some mind boggling reason I cannot understand didn't actually install the part that waits until a group is formed before making a lobby. Killers currently wait for minutes in order to form a lobby, and then wait even longer for the lobby to fill up. And there's a possibility that the delay in lobby forming is also causing a delay in times for survivors to get into game, but that delay isn't as noticeable.
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I haven't played the ptb, but according to the notes, they did something about it. So hopefully, it will be fixed when the next patch comes out.
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If you don't care about the bloodhunt, then just wait for the event to be over. Once the incentive to play to the best way to get bloodpoints is over, it will go back to normal.
If you do care about the double bloodpoint bonus, this is the cost of taking advantage of it.
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Perk idea is more balanced than I thought it would be from reading the thread title.
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Personally, I would like it to be made to where if a totem is broken, the killer can go to that location to pick up the broken pieces of the totem, then go to the basement to extract the hex from those pieces, and then find a dull totem and insert the hex into that totem. It would cost a lot of time, but allow powerful totems to be re-added to the game if the killer has a dull totem to use. Also gives more reason for destroying dull totems.
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When the game was designed, it was originally assumed that altruism would be a deal more important than it ended up actually being. The most effective strategy for survivors is be on a gen if you're not being chased and loop if you're being chased. This leads to short games with survivors gameplay investing into primarily either objective or boldness. The original point was for hooks not to be so extremely difficult to get so unhooking and healing to be more necessary. But still survivors were expected to get a little bit less on average when they died, but make up for it with shorter game times that allow them to make a similar amount to killers over time cause they can get into new games faster on those occassions.
Basically, the same stuff that makes the game more survivor favored at high ranks is attempted at all ranks and lessens general survivor bloodpoint gain.
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@ZamRose92 said:
Might as well change the name of the game to "killer gets what he wants". This is a joke. I dont do the fast vaults back and forth but saying its unnatural is being dumb. Realistically if the killers are supernatural the survivors should die everytime. Changes keep getting made to the survivors that are ridiculous and seriously uncalled for just because some killer thinks he deserves to get a 4k. EGC is a complete joke. And they need to change it where if the entity kills you the killer doesnt get that kill. It's a timer for us to get out and a timer for the killer to kill us. Shouldnt not be pointed in one way. Basically the killer gets a free kill now every game. Off topic a bit I apologize. It's just annoying that the killer can go back and forth every match between the exit gates every 4 seconds. It's not possible to get out unless you use plunder which your being forced to take at this point if you want to get out. So might as well say survivors gave 3 perk slots a perm plunder perk.
You think the devs patching an exploit survivors found that allowed them to fast vault windows that were not supposed to be fast vaultable is ridiculous and seriously uncalled for?
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Am I the only one who enjoys having all the survivors broken for the entirety of a match if they adopt this method? Honestly, a killer that makes every survivor only take one hit to go down for the duration of the match after using her power a certain amount is OP as hell when you think about it. Myers needs a pink addon and a ton of time to accomplish this.
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I'm still not sure why they made it to where disconnects automatically die instead of just go into perma afk mode. That seems like it would have been the more logical course of action.
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If gen rush is the initial point of a post, it's usually a plea to the devs to do something about it. However, it's also often regularly used as a counter point when survivors call killer gameplay easy and at that point is directed at survivors.
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Unfortunately, the official stance the devs have taken on this issue is "We'll deal with it later" even though it's pretty much the number one priority for the majority of the playerbase.
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The streamer honestly admits that the fast vaults in question were intentionally made to be impossible, but people could accomplish what wasn't supposed to be possible in the first place after developing a certain skillset. Admittedly, it can be annoying to put effort into learning something only to have that effort made pointless, but it's entirely clear that removing unintended gameplay is the correct course of action even if it's going to disappoint people that put effort into learning how to do it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/523096#Comment_523096
Recent thought: I wonder how much it would help console players improve with Nurse if the Plaid Flannel add-on was a Common instead of Very Rare. I imagine competent Nurses don't use it anyways.
I never did understand why her training addon was purple rarity
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To my knowledge, there's no limit on the number of forum accounts you can have if you want to change your name that badly.
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It sucks that you have such ridiculously bad luck that 90% of the time the killer knows exactly where the hatch is (either that or the much more likely scenario is that you're blatantly lying), but the game should be balanced around the average situation and not the guy with the worst luck in the world. The killer rarely knows where the hatch is unless the survivors are specifically hiding at it instead of doing generators and waiting for each other to get caught so he just eventually wanders into it and them at the same time.
You could have made a much more reasonable argument by saying that killer will find the hatch first more often cause of their speed advantage and lack of a need to hide. But that's exactly the kind of advantage the killer deserves after managing to get 3 kills before the generators are done (unless a disconnect made it ridiculously easy to accomplish, but that's another problem devs refuse to do anything about till dedicated servers).
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It's amazing how many people in this thread straight out admit they won't even look for the hatch and want their hand held at the gate instead.