Dehitay
Dehitay
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- Dehitay
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Comments
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I don't think these devs actually understand what a PTB is for at times. Smart devs will actually update the PTB as fixes come in to continue testing on improved versions.
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I wouldn't buy them with cash or cells, but if you have enough spare shards, then there's not as much of a reason not to buy them.
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Oh crap, I always get my timing wrong. I just blew through 800K bloodpoints, then open up the forums and read this.
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I want to say that "only heal when you need to" is a horrible tip. However now that I think about it, since you always need to when you're injured if you don't want to be an easy kill, I guess it's not inaccurate.
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I didn't hear about the changes. Does anybody have a link? Or can they say what the changes are?
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They could just remove the need for bloodlust entirely by making killers and survivors have the same size collision boxes at all times instead of only when it's convenient to survivors. Then 110 movespeed killers can't get infinite looped in so many locations.
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@SalemTheCat said:
You're not alone. Best feature this game have is the option to hide chat lol.
on console? or is it available on PC as well?
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This would be the equivalent of making Infectious Fright basekit for killers. This is way too huge a buff for survivors on its own without doing anything else to balance it out
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@Mandy said:
We believed that the previous name for this particular weapon might be upsetting or otherwise harmful to some of our playerbase and made the decision to change the name.
Lol, y'all are gonna freak out when you realize how many people think that murder is worse than suicide.
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@Hoodied said:
FNaF does not fit inside of DBD...at all, and I'll shut down any usage of "But Silent Hill is in the game"
FNaF is a game that is only scary from jumpscares, and it'll get you twice before its not scary anymore
Silent Hill is a game built off of Psychological Horror, it messes with your head the entire time and does not try to jumpscare you whenever it can.
FNaF's story is so random that I am pretty sure nobody knows the lore of the game properly, while Silent Hill is straight forward
Along with what was already mentioned, how the animatronics in FNaF move is very...weird and not scary at all...kinda funny actually
And he is NOTHING like Freddy Krueger
If your primary complaint is that the original material is different from Dead by Daylight. Literally every other licensed character other than Pyramid Head's source material is way different than Springtrap's. Hell, there's not even any gameplay at all in those.
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@Maperson said:
You shouldn't compare Springtrap to legends like Chucky, Freddy and Candyman
Lol, Chucky was a poor choice. His lore is actually somewhat similar to Springtrap's. And in today's age, I honestly wouldn't be too surprised if Springtrap was more popular than him.
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I'm disappointed with how only one person so far remembered the most important use for bots: replacing disconnects. How can any of you say bots wouldn't be worth it when they're the best solution so far to one of the biggest problems with the game?
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@Leo said:
I did it with Quentin (my main), but I think it's more about whether you used an objective BP offering for survivors. I've also heard that Prove Thyself breaks it, but the bonus points from We're Gonna Live Forever don't break it. Neither do Bloody Party Streamers.
It broke for me when the killer played an anniversary cake but I don't know if that's the reason why it bugged that particular round.
Since it was which killer you used for Deadly Deceit. I kind of figured it would be which survivor you use for Productive Day.
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The survivor version for objectives also seems to be messed up.
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It's because events and new releases bring back a lot of veterans who had stopped playing for a while cause things got stale for them.
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Clown and Huntress supposedly aren't bugged. Most of the killers are though. There are some (maybe only 2) that you can progress on that challenge regularly though. Hell, kind of forced to considering how long it would take with bugged killers.
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@GoodBoyKaru said:
Huntress and Clown aren't bugged with this challenge guys! If you can play either of them you'll get it a hell of a lot faster than anyone else, even Leg and Doc. Trust me
That's helpful. I've been mostly trying with Legion, Doc, and Wraith. Even Myers gave me crap for progress when I had a daily to do with him. If there's killers that aren't bugged, I should be able to get this over with a lot sooner.
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Trail of Torment kind of shadow nerfed Better Together.
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I think an idea that would help and make the game more interesting to play is that when you finish all the challenges available in a tome, then the game starts generating random challenges for you to do. It would help give more challenges to help finish the tome and give a way to spice up gameplay by suggesting random playstyles.
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@MadLordJack said:
Basic Blighting: Use your power for mobility. It is the best mobility power in the game. When you find a survivor, loop them normally. When they drop the pallet, break it and use Rush to catch up. Most of the time you will have enough speed to prevent them from reaching another pallet, and with practice you will be able to hit them in the open with your Lethal Rush and/or zone them away from the nearby loop. When using Lethal Rush, remember to pre-turn before you initiate the attack.
Advanced Blighting: You can play windows. Shack and LT walls are your strong areas: In shack, slam the doorframe and Rush them down. It is tricky but effective. LT walls: "missplay" them. Let them go for an infinite, but slam and Rush them down. Long-wall jungle gyms are decent, short-wall gyms are acceptable. 4-walls are almsot entirely dependant on having other nearby tiles, but you can still get them in occasion by slamming the end of a wall and Rushing them down.
Junk tiles and path pallets are borderline unplayable if the survivor knows what they are doing, but there's usually something you can bounce off of to get less experienced players, and if they try looping the long side of a path pallet or long wall/short wall you can quickly slam the pallet and Rush them down.
Shack I can kind of understand if you force them to loop to the window from the inside. The setup is ok for rushing into something and then at them, but that will be incredibly obvious if they know how to dodge.
But how do you use LT walls? The outside out them would be entirely dependent on what's around. The inside of them would require massively telegraphing what you're going to do after using a significant amount of time to position which would be even easier than shack to dodge.
Is there some kind of trick to catching them inside of a vaulting animation that's counter intuitive until you do it?
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The wiki actually says this? It's definitely not the case and hasn't been for years. They removed that when they reworked prestige
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@BabyDweetMain said:
You can't force someone to play a match they don't enjoy. This post kinda screams crybaby entitlement.
Yep, there's nothing more entitled than expecting somebody to follow the rules of the game. Intentional disconnecting for rage baby reasons is a punishable offense, but that doesn't mean we should expect people not to rage quit. Oh, how entitled we've gotten for thinking people should play out the game like they're supposed to.
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@JPLongstreet said:
Didnt they do a pass on all of Claudette's clothes like a year ago and lighten everything?
Every now and then they fix some problematic clothing. The black L4D shirt had red stripes added to it. The brown variation of the basic shirt was lightened. They may have made more pink visible on her P3 shirt. But that doesn't change the fact that everything is still too dark on her.
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We really should be putting the blame here where the blame actually belongs: On the devs. It's been 4 freaking years and they haven't installed a husk or bot system in place for disconnecting players. Meanwhile DbD Mobile has been out for some short amount of time and already has the solution in place on their platform. Literally all they have to do is copy the solution from DbD Mobile which they have the full rights to do and then problem solved. But no, why solve the problem when you can't just make it as annoying as ever?
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1600214#Comment_1600214
Yeah dude it’s crazy you should of seen these forums the 1st week cross-play came out nothing but trash talk to console players from PC players.
I was on the forums the first week crossplay came out so I know you're full of crap. The forum was littered with posts by console players complaining about how difficult it was to play against PC players and how they're going to disable crossplay or demanding that the devs only allow crossplay between consoles. The only insults from PC players came when they started making some stupid arguments and got called out on their stupidity. For example: you're lying about there being some common trend about PC players insulting console players so I'm going to call you a liar who's full of crap.
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While I think WGLF stacks should be as easy to get as BBQ stacks just to make it fair, I can see why the devs don't do it. If it was as easy to get bloodpoints as survivor as it is for killer, then the amount of people playing killer would drop massively and significantly increase queue times for survivors.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600134#Comment_1600134
Timing and dodging doesn't really work. If he misses you once, he is up fast enough to grab you, and also he just has a 1s charge time while unhooking takes 1.2 seconds, so he can easily just interrupt you again. So the only counter to this crap is swarm unhooking? Which gives the killer possibly like multiple survivors on madness 3 for free?
I think this needs some tweaking
What makes you think he can recover fast enough after a dodged shock to grab you? I've never seen that before unless somebody did something wrong.
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There was some implication during the 4 year anniversary that they would be adding to the prestige system but nothing ever came out of it
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1584486#Comment_1584486
Ok, but imagine if you already said your looping skill is bad, and the other 3 are bad as well. Do you honestly believe you are all going to be buying each other time? At that point you'll have created and endless loop of unhooking-going down-unhooking... rinse-repeat. Without anyone actually doing gens or working on objectives at all.
Looping is the only interaction you have with a killer, not when you are holding M1 on a gen. I think that is what the OP is referring to. I understand how you can still be reckless as a good looper, but for the most part I have found good loopers to also make conscious decisions because as mentioned before in order to be a good looper you have to have good coordination, tile knowledge etc, which pretty much asserts that they will make conscious decisions during saving as well.
If nobody's doing gens with 4 people alive, it's more than just their looping skills being bad. They're just bad as survivors. And if you're on a team with 3 bad survivors, it honestly doesn't matter how good your looping skills are. True, you might avoid the fate of being the first to die, but you're probly not gonna get all that much accomplished.
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@Johnny_XMan said:
I agree.
If you don't know how to loop you will most likely die if you are the first one found. Because you are not giving your team enough time to do gens.
Many people that immerse most of the game and want to claim they did something worthy, don't realize they just got lucky they weren't found.
Of course all this also depends on the skill of the killer.
Not really. Sure if you're a rage quitter who just gives up immediately if he gets downed, you'll die. But it's still rather easy to come back after being the first hook as long as you play intelligently and your team isn't that bad. My looping skill is bad, but my decision making is excellent. One of the most important things you can do is know where to go down. If you're the kind of survivor who can loop the killer for 2 minutes but does it right next to the hooked survivor, you're far more of a handicap to your team than I am when I decide to actively avoid strong loops to run to the other side of the map from the critical gen being worked on and go down much faster as a result.
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@Primalux135 said:
Does they stack I wonder... So will hook spawn on each corner of the map or how?
There's a minimum number of hooks per map so at least that many will spawn regardless of offerings. But they do stack. Each one increases the distance that hooks will be from each other unless it would cause less than the minimum number of hooks.
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Why would they use so many oak offerings without either sabotage abilities or perks that can pick them off the ground?
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You don't have to be good at looping to do better at survivor than killer. I'm a prime example of that. My looping is mediocre at best. However, I know what I should be doing at any given time and that's far more important in the long run.
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What blows my mind is the fact that they still haven't introduced either a husk or bot system to replace disconnected characters. It's been years. DbD Mobile managed to pull that much off in the short amount of time they've been out. Yet our main development team is somehow unable to implement code that is ALREADY AVAILABLE!
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I'm in favor of surrender options if done correctly rather than in a way that would screw over other players. I'd say the game needs to have gone on for at least 5 minutes to force at least some effort. If the survivors are surrendering, it needs to be unanimous amongst all the survivors who are currently left. The side that isn't surrendering gets all their addons and offerings back, and they get max bloodpoints for each category to ensure they don't miss out on any bloodpoints they could have gotten. And the surrendering team doesn't get any bloodpoints for failing to finish the match.
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How did you get slugged for 4 minutes from the beginning of the game? You said the killer left you down to chase somebody else and then came back to down you after you used Unbreakable. Did they then proceed to just throw the rest of the game standing next to you for 4 minutes so you couldn't be picked back up again? I don't see how you don't get picked back up in this scenario unless that's the case.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1575851#Comment_1575851
Well if you reached high devotion you gained way more than that
@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1575851#Comment_1575851
Didn't you get perks and items and offerings too, though? Why does it only go towards costume piece now? How about x amount of blood webs per character gets you a piece, top, pants then head.
Like each 50 blood webs finished gets you a piece. (This amount is just example.)
Y'all are forgetting that prestige makes you lose all the items you gained in the bloodweb. Btw, I actually took into account the items that you generally use before prestiging. The actual cost of 50 old school bloodwebs is closer to 5 million bloodpoints, so the 4 million I suggested assumes you used around 1 million bloodpoints worth of items.
Devotion is nothing more than a hundreds place for your player level. I honestly don't understand why this is so hard for people to comprehend. Devotion/player level already has a reward, iridescent shards. There is nothing sacrificed by going up a devotion level like there is when you prestige something.
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The legacy was a reward meant to compensate people for grinding bloodwebs at a time when grinding bloodwebs was a nightmare. The real equivalent would be having forcing players to sacrifice bloodpoints into a legacy piece bank and once they get 4 million bloodpoints in that bank, they can unlock one legacy piece.
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@BigTimeGamer said:
if you think they have Spine chill, you already figured out the counter;
look away
Did you even read the original post? How exactly are you supposed to stalk while looking away?
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It requires more than one line of code, but personally, I think something that causes you to use a highly valued resource should require extra steps. Imagine if all you had to do was click on the portrait of a killer you didn't have once and then you unlocked it. That would cause thousands of accidental purchases. Keeping purchases limited to the store makes more sense in my opinion.
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But that would make it difficult for them to secretly switch it back on without telling anybody.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1555370#Comment_1555370
It's called lying by omission. I encourage you to google it.
@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1555370#Comment_1555370
Lying via omission is a thing.
Can I get your credit card number, expiration date, CVV, and name as it appears on the card? Or are you a bunch of liars?
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Am I missing something? Huntress is the only killer I can think of that has both a musical terror radius and a heartbeat one, but her humming doesn't seem like a musical masterpiece.
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None of that really sounds like an improvement. At best, it just makes it easier to get some things. If you truly want to motivate people beyond what's available, leaderboards would be the way to go at this point.
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Nah, it's even worse than that. They're all just the original Trapper but with small tweaks.
Wraith is just Trapper but without the traps and the ability to go invisible
Hillbilly is just Trapper but without the traps and the ability to go fast and insta down
Nurse is just Trapper but without the traps and the ability to teleport through objects.
Huntress is just Trapper but without the traps and a ranged attack
Meh, all killers are the same.
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Deathslinger fit a highly requested trope. A lot of people like Silent Hill. And there's been hype for Vigo ever since that first blight event. It's pretty self centered to assume your personal opinions are so important that it's enough to dictate staffing decisions.
@Kilmeran said:
From my understanding, they did hire a bunch of new devs. The issue lies somewhere between the need to hire and the actual hiring. Maybe the interview process? 🤣
Where did you get that information from? I've heard they don't like hiring new staff that much. Are you talking about the dbd mobile team? Or is there actually new staff for the main version of the game?
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@TMCalypso said:
Personally, I'd just like it if the hatch NEVER spawns/opens if there is a disconnect at any point. Could reduce the DCs by at least half imo.
That definitely doesn't make up half the disconnects. Most of them are rage quits because people aren't mature enough to handle challenge. I've had 6 games today so far and survivors disconnected in 4 of them quite near the beginning. 3 of them were obviously rage quits because I was playing killer during those 3 and they all disconnected as soon as I either hit them or interrupted what they were doing.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1548219#Comment_1548219
That just means theyre playing on a platform different from yours, but doesnt tell you which of the other 3 platforms theyre on.
True, but if you're a console player and somebody with a crossplay icon says you're good for a console player, you can make a pretty safe bet that they're a PC player.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1548159#Comment_1548159
Just curious, how do you know which platform theyre playing on?
In the post game screen, there's a globe style icon that indicates a crossplay player.
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Have you not seen the standard theme of threads recently? It's not PC players hating console players but rather the exact opposite. I knew that PC players were going to have an advantage because of keyboards and fps, but I didn't think so many console players would be crying so hard once crossplay was introduced. Those advantages were obvious from the very beginning and crossplay had an opt out option. I figured people would be smart enough to know ahead of time to opt out if they didn't want to deal with it. But god the amount of idiots that didn't and have started crying.