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Dehitay

Dehitay

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Dehitay
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  • That kind of low quality picture actually just implies your computer is struggling to keep up with the game in addition to any internet lag. Is your recording software set to 400:300?

  • The majority of complains about skins recently hasn't been about pricing as much as customization. It's really sets that seem to be pissing people off. Lisa makes sense considering that's a whole new model. This minotaur might make sense if it's not using the same Oni model (not sure if it is or isn't). But there's no good reason people shouldn't be able to mix and match to their heart's content for different cosmetics if the model is the same.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492325#Comment_1492325

    How do you know that your reason for "sweat squads" being so rare doesn't also apply to the rarity of impossible to beat "sweaty" killers?

    Because of pure obvious logic. If the reason for "sweat squads" being rare is because the game is easier for survivors, then it's a logical impossibility for "sweat killers" to be rare for the same reason.

  • While you're not wrong, you're completely ignoring the other side of the coin. "Real sweat killers" should be as difficult to beat. And that's where the problem comes from. Survivor potential significantly outweighs killer potential. Survivors playing optimally will have the advantage over killers playing optimally. The reason your survivor sweat squads are so "rare" is because survivors of enough skill can be played with low effort and still come ahead against your average killers. Why try hard when you can win by just playing regularly? Meanwhile killers have to try hard in order to beat regular survivors which is why you see so many more "sweaty" killers.

  • I hate to break it to people that don't seem to understand this, but all player vs player games are competitive. I think what you might mean to ask is if we want it to be e-sports viable. This game is highly entertaining to watch so the one thing truly stop it from being e-sports viable is the balance. And I can't imagine why anybody wouldn't want this game to be better balanced.

  • I think the one thing that would make sense would be for anybody who to the prestige 3 achievement before the bloodweb rework to get all legacies for all the characters. That would allow people who lost their legacies to gain them back without issue without too much of a loss in the value of legacy skins.

  • Yep, nothing game changing about not being able to blink to certain sections of the map for a killer with less than 100 movement speed.

    Countless game changing bugs are being listed post after post and you're still playing like they're not ever common. Just yesterday I got both the false gen grab bug that gave a survivor a head start because I got stuck in place and the 10 second hook bug that allowed survivors to finish a gen at the jungle gym right in front of me because I couldn't move.

  • @PatBrutal said:

    https://forum.deadbydaylight.com/en/discussion/176873/new-auras-are-unanimously-hated-can-we-start-a-petition-to-get-the-old-auras-back

    Hello MeridianSky_ :)

    We're currently working on some changes for the auras, we do not have any ETA yet but as soon as it is ready we'll let you know.

    Thanks!

    If only BHVR had a working version of auras that people were ok with to switch back to till you get a viable new version. But alas, how we can only dream.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489532#Comment_1489532

    Really? Do you think nerfing Hillbilly was worth death threats?

    What death threats?

  • How the hell do you get BBQ & Chili to activate at a range where the auras are an actual improvement? You have to be really close (or maybe have a gigantic monitor) for that to be the case. And god help the Trapper mains with the hell they're going through right now.

  • But at least they went through the obvious step of testing it on the PTB like any competent game developer would do.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489328#Comment_1489328

    Calling me closed minded - while you're telling people they are cheating for using things like game filters.

    I never said using game filters is cheating. I said calling somebody Marth as if it's an insult is stupid.

  • I'm surprised this managed to get 6 upvotes when it's so clearly wrong.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489135#Comment_1489135

    What solid evidence? Where is this "solid" evidence? Sounds a lot like looking for a scapegoat to justify a loss, to me.

    Soon you'll be saying having surround sound headphones are cheating somehow.

    Well if 300 recorded and uploaded games isn't evidence enough for you, maybe you should try not being as close minded as possible.

  • @SloppyKnockout said:

    I suppose playing at high framerates is "tryharding" and an "unfair advantage" too, huh?

    Get off it. Who are you, Marth? KEKW

    The guy who uses solid evidence that clearly proves a point? Wow, how insulting that was.

  • I'm honestly curious what group they tested this amongst? People that enjoy pointless and inconvenient changes?

  • @Steel_Eyed said:

    DC penalties are reenabled. Sometimes these fellas are messaging because they cannot play/killing time.

    I don't think that disconnection penalties apply until the game loads in so those that disconnect because of offerings aren't hit by them.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482031#Comment_1482031

    Yeah but they did update billy and said they were going to take another look at the add ons. Not sure how much you know about coding but it should seem fairly obvious that tweaking numbers to adjust the overheat mechanic is fairly simple and straight forward while redesiging add ons, even 1 add on, would take considerably longer. So the ptb did its job, they adjusted billy and noted the add on issue. What were you expecting exactly? Had they released billy the way he was in ptb id agree with you

    You are indeed correct that tweaking numbers is easy. Which is exactly why it's so ridiculous when those tweaks aren't quickly put into the ptb for testing before going live.

  • The majority of the zeds from Killing Floor would work in DbD as well. Although maybe that's an outdated title.

  • When you say vaccuum, it sounds like you're referring to the old pallet vaccuum for those of us who were around back then. Took me a while to realize that wasn't part of this post.

  • @MeatBycicle said:

    I'm going to answer this thread with the same answer I gave the last 20. No, a character from a children's game doesn't belong in DBD.

    Yet you're ok with all the characters from children movies/games like Pig, Pyramid Head, and Ghostface?

  • I don't really understand the first one. The 2nd and 3rd would make sense. The scratchmarks disappearing on the 4th one would be too overpowered. There would have to be some different kind of survivor advantage for it to be balanced.

  • It would make sense as an addon, but I don't think it should be basekit.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469199#Comment_1469199

    Huntress is 110% and you see her raising her hatchet, giving you a chance at an escape, a dodge, or a hit.

    Deathslinger has his ADS that gives you a chance for a dodge, an escape or a hit.

    Nurse, raises her hand.

    Hag, places her traps.

    All slow speed killers, each of them you can tell in a chase what they're doing, giving you a chance to react.

    ...see how it makes it a bit unfair against Spirits? Especially with Stridor using Spirits?

    What does ADS mean?

  • I highly doubt BHVR is going to take some unique approach to MMR. I don't see any reason why they won't follow the standard. There's a baseline MMR that goes up or down based on whether you win or lose and by an amount determined by the difference in your MMR and your opponent's MMR. I guess they'll use pipping to determine win/loss conditions. If you pip, you go up by whatever amount. Double pip will probly be even more up. Safety pip will probly not affect MMR. And depipping will bring it down.

  • @Peanits said:

    I wouldn't want to see that. Being in a SWF doesn't make them any better in a chase, so changing the amount of pallets seems like a completely unrelated change just because. More importantly, that would mean that anyone playing solo with a partial SWF group in their lobby would have fewer pallets to work with.

    That, and it also assumes that all SWF groups are amazing. Most of them are pretty mediocre, completely indistinguishable from solo players. Sometimes it's a long time player playing with their new friend. Adding a blanket punishment to everyone just for those few really good teams out there (who would probably do fine even without comms of any sort) would likely not go over well.

    If that's the logic behind balancing outperforming things in the game, then why did they nerf the nurse? The average player did horribly with her. Why balance around the skilled players (besides the obvious logic that the potential of something is exactly where you should balance) instead of average players?

    I can understand that this particular suggestion isn't that great cause it hits solo players as well, but the idea that all swf groups aren't amazing so we shouldn't balance around what they're capable of at high skill is ridiculous.

    @CashelP14 said:

    I always have to say this but unfortunately when people try to think of "solutions" to swf they never get it right.

    95% of swfs are bad. They are extremely easy to bait and beat. There is only a select few groups who are actually good.

    Removing Pallets, decreasing number of perks, increasing gens, increasing repair times, tell killer they are facing a swf, 1 of each perk per person, separate ques and disabling huds all aren't solutions to fixing swf.

    Sorry it seems like I'm being harsh but I'm just sick of seeing the exact same post every single day when no one has put forward a decent solution. The main problem your post is some maps has virtually no pallets. Somebody put up a post earlier today where a map only had 8 pallets, meaning a 4 man would only have 4.

    With over 2000 posts, you've definitely seen viable swf balance suggestions. You've just chosen to ignore them or claim they're not viable

    • disabling certain perks for SWF groups (primarily Object of Obsession)
    • only allowing one of each item type per SWF group
    • limiting max rarity allowed for items and addons for an SWF group based on their size
    • adding extra objectives for SWF players while solo players can escape as normal
  • Both the title and original post are extremely unhelpful in informing people what you're attempting to say. If you want to be taken seriously, try to seriously state your point.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459330#Comment_1459330

    Dude, apologies but I thought this discussion was already dead when ussylis did that stream, I dont remember that correctly.

    So basically, he took the screenshot when ussylis was looking to the ground? LOL, how to get upvotes 101

    You thought the discussion was over when somebody proved that you can see over things in stretched rez that you can see over in normal rez? I admit it was foolish of whoever to use the haybale example when better examples exists. But it's equally stupid to assume that this cherry picked case of being able to see over a haybale in regular resolution is proof that stretched rez doesn't give an advantage.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458483#Comment_1458483

    The issue is now days there are monitors that allow people to just change their res its impossible to fix it.

    All right, allow me to try to explain this a bit more in depth.

    Stretched resolution results from the player's computer requesting graphic information from the game for something other than the standard 16:9 aspect ratio. What they're usually requesting is for a 4:3 aspect ratio which has a greater height requirement than a 16:9 ratio. In order to make it easier for the display, the game offers extra vertical information so that the graphical information sent fits more smoothly for the 4:3 ratio. However, since people request 4:3 displays are actually most often using 16:9 monitors the recieved graphical information is then modified by the computer to fit a 16:9 monitor. This is done by certain vertical pixels being ignored or mixed by the display resulting in the squished flat appearance that you can see from example pictures.

    In order to solve the issue at hand, when the player's computer requests the 4:3 aspect ratio, the game should send them the 16:9 visuals regardless. Because of how many manipulative steps stretched rez users need to get stretched rez, this would probly cause most of their displays to error out. But for the few that worked, it would comedically result in the game putting extra strain on the computer in order to compute the extra made up rows of pixels needed to be added to fit a 4:3 ratio to match default information for a 16:9 view that then gets sent to the display converter which then uses even more computation to delete/mix extra rows of pixels to be able to use 4:3 information on a 16:9 screen. And for the very rare occurences of people that are actually using 4:3 monitors, this would just make their displays look vertical stretched out; essentially the reverse of how stretched rez abusers have displays that looked vertically squished.

  • @TheRockstarKnight said:

    Everyday when I boot up Dead by Daylight, I remove an unwanted killer challenge (Hook 3 Survs in the basement in one round), just to get a new worse killer challenge (Kill x Survivors by hand with the worst killers ingame in one round)

    I get it's probably hyperbole, but 'in one round' dailies don't exist. Progress on dailies persists between games, so you'll get a daily eventually if you play enough.

    As for being able to choose which role, the devs have said that dailies exist to get people to play both sides. I doubt they'll ever just let you choose which role the daily is for.

    That said, maybe getting 1 guaranteed Survivor daily, 1 guaranteed Killer daily, and 1 randomized daily could be a nice compromise?

    That way you wouldn't get handed a 9 Killer daily streak by RNG, but it'd still help encourage people not to just play one side all the time.

    This is my same train of thought. I think you should get a survivor daily and a killer daily at every reset instead of just one. Then add a bank of 3 for each type instead of just the 3 overall that's currently in place. Adding a random daily like you suggest is a good idea too. The grind in the game has more than doubled since the game came out so increasing the amount of dailies per reset definitely makes sense.

  • @stargazer9 said:

    To those saying "wasn't it fixed?" and "they will fix it".. How do you expect them to "fix" or detect something like that?

    Again, this kind of thing is fixed by making the amount of the view displayed the same in both regular and stretched rez mode.

  • @Stehpflanze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458482#Comment_1458482

    Holy #########. When are you gonna stop talking BS. This is the last time that I'm responding. If you have anybody who plays DBD. Go in a KYF Lobby and test it for yourself. It doesn't give you a realistic advantage. Thx <3

    What kind of delusional thought process do you need to think that an extended field of view isn't an advantage? The ability to see killers over obstacles which you shouldn't be able to see killers over is an advantage no matter how blatantly ignorant you are of the obvious.

    @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458421#Comment_1458421

    What advatange gives you seeing across the map?

    Yeah, nothing, btw the survivor still can see the killer, so basically there's ZERO advatange, and you act like this is a competitive game lol.

    I can't tell if you're lacking logic or just making Fruedian slips left and right. Right off the bat you relate stretched rez to being able to see across the map which wasn't in the post you were replying to so it's your own thought process. And then you imply being able to see across the map isn't an advantage which is clearly ridiculous. Then the next statement is event worse. I'm sure you meant to type "the survivor still can't see the killer" but accidently typed out the truth with "can see" as has been proven numerous times before. Then you say there's zero advantage which again clearly isn't the case. And to sum it up, you go full Simple Jack and imply that a pvp game isn't competitive.

  • @MonsterInMyMind said:

    You guys do realize this can't be fixed right? there is no possible system in the world that is gonna be able to detect monitors that have built in res changes good luck my advice is learn to play around the advantage. Literally nothing can be done.

    In case you don't know, the fix for this kind of thing is to make stretched resolution result in an actual stretched display which will ironically be the exact same display because stretched resolutions users aren't actually playing on 3:4 screens, but just stretching for the purposes of gaining an advantage. Although you gotta love the clear bullcrap arguments they give where they say it looks better for them.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453274#Comment_1453274

    The creator is asking to remove the ability for killers to grab survivors in the middle of a hook save hence removing their ability to "instadown" survivors going for a save.

    Oh, they explained themselves in an absolutely horrible manner then. It looked like they wanted to replace hook grabs with insta downs which would have actually been more powerful.

  • ######### is going on? Why are most of the posts implying this would be a nerf to killers? Was there an edit to the original post that I missed? I can't see how insta downs at the hook would be anything but a major buff to killers.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450459#Comment_1450459

    smash bros. petitioning DISNY they allow fnaf cosplays into the parks (without a trace of sarcasm). hijacking about each and every let's player demanding they play fnaf, no matter how often the person said they are not interested/no comfortable with the idea.

    Also without a trace of easy to follow evidence. I can't find anything about smash bros petitioning disney to allow fnaf cosplay into the parks. And what's more, I'm not entirely sure what you mean by smash bros or parks. Smash bros makes me think of the game Super Smash Brother which doesn't have anything to do with FNaF, and I couldn't find any other entity called smash bros cause every link was to something about the game. I assume by parks, you mean Disney Land and Disney world but all my searches that turned up those were about petitions for other stuff or about the coronavirus. I have no idea what you're referring to and I can't find any articles that explain it.

    The phrase "hijacking about each and every let's player" is pretty ridiculous considering you're describing what happens every single time there's a popular game to be watched playing. I guess each and every let's player got hijacked when Getting Over It came out, when Undertale came out, when Jump Knight came out, when Spooky's House of Jumpscares came out, and when god knows what countless number of other popular games came out.

  • @MeltingPenguins said:

    I got the impression people are more adverse against fnaf in dbd not because of the potential killers, but because of the fandom. cross your heart, the fandom has (had) a very vocal part that rivalled the homestuck fandom in terms of how... invasive (?) they were towards other fandoms etc.

    It seems to be more a matter of bad associations in people than actual badness in the franchise.

    examples?

  • Kindred is going to be more useful most of the time. Deja Vu might be better if you're using a map, but I can't think of any other case where Kindred wouldn't be better.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/172019/can-we-have-a-recycle-crafting-system-for-unwanted-addons-items-offerings

    That system would actually be really good. To craft things would use use bloodpoints in order to craft the item?

    I guess it could use bloodpoints depending on what's needed to recycle/craft an item. While you don't want it to be so cheap that it becomes almost necessary part of the game, you don't want it to be so expensive that not enough people use it to validate making it in the first place. I guess if it's just 1 item and a certain amount of bloodpoints to reroll it, that would make sense. But if you're trading 3 items in order to get one random item, then I don't think bloodpoints would be necessary.

  • I've only seen the first season of Tokyo Ghoul, but that season didn't really have anything that would be ideal for either a survivor or killer. I guess he must have changed since the first season, but Mado doesn't really seem like he's an ideal choice for survivor from those episodes.

  • Blood Warden in my opinion. There are times when everything sets up to where its activation is hilarious.

  • @TheHentity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431753#Comment_1431753

    jeez you have some issues there man, frustrated that you are a fan of something that appeals to 12 year olds exclusively or something?

    Honestly its like a brony or however its spelled desperately trying to convince the world that My Little Pony is not for 8 year old girls.

    ANYWHO, yeah 36000 signatures, quickly on its way to surpass the average active player count for the game...nothing at all fishy about that huh?

    Stating that Five Nights at Freddy's appeals to 12 year olds exclusively is stupid for two reasons. First, for some ridiculous reason you set a very limited target that's a pratical impossibility for any game to hit let alone FNAF. Second, any actual gameplay documentation is almost always from somebody significantly older than 12. Implying MLP and FNAF have similar target age audiences is just even more proof of close minded delusion.

    Yeah, nothing fishy about that many signatures for me because I'm focused on reality rather than my close minded little world where everybody must like what I like and hate what I hate.

    @DeadHardMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431753#Comment_1431753

    And how many of those "36,000" signatures are composed of consistent players as opposed to random FNAF fans coming out of the woodworks to support their franchise?

    I'd wager it's probly around half right now, but the FNAF fans are probly going to overtake the DbD players soon if they haven't already. But that's actually all the more reason for DbD to introduce an FNAF chapter.

  • @TheHentity said:

    There is no hype, dont confuse 10 new accounts spamming nonsense with hype

    @FregglesFred said:

    This whole community really hates FNaF.

    Well, actual evidence seems to claim otherwise.

    Springtrap from Five Nights at Freddy's 3 in Dead by Daylight

    In somewhere around 2 weeks, it got over 36,000 signatures and is continuing to climb at a pretty steady rate. It's quickly on its way to surpassing the average active player count for the game. You can pretend you're right and everybody thinks what you think and anything else can't possibly be true, but reality isn't going to conform to your self centered delusions.

  • @Peace said:

    What do all people have against FNAF recently?

    I personally didnt play it, but its a interessting concept and the plot that has to be puzzled together and leaves huge room for interpretation is something i like in every franchise that has it.

    But as a new killer in dbd i have other more urgent wishes, but i just hate that "its for kids" argument. Its such a childish point of view.

    Ironically, you pretty much hit the nail on the head without realizing it. The genius of FNAF is the background lore that requires lots of deductive reasoning and even then can't be proven no matter how good your theory gets which in turn causes demand for more content and more lore reveal. Anybody who enjoys theorizing and searching for clues and data is going to love this kind of thing. Meanwhile people who don't like to think are going to hate this kind of content. It's why a significantly large amount of people so anti-FNAF have such stupid reasoning. Saying how the game is made for children when it's so blatantly obvious that's not the case. Saying the lore is stupid and thoughtless when it's more complex than the lore for pretty much every character in this game. Saying it's all about jumpscares and things with jumpscares have no place in DbD which would also mean pretty much all the licensed content in this game has no place in DbD.

    Of course, there are the people who don't want FNAF who are capable of making actual logical arguments like how there's a bunch of other licensed characters that should come into the game before FNAF or how there's no good survivor choice for a FNAF chapter. But those people are generally rather just not interesting in such a chapter rather than adamant about having it never added to the game.

  • The DS change is definitely going to cause less tunneling for survivors who play the same. It highly punishes tunneling. The only way the DS change would have increased tunneling for survivors who changed their playstyle to abuse the psuedo invulnerability period with DS by running at the killer while it's active and harassing them just so they can use it and waste the killer times. And surprise surprise. Guess what happens when you simultaneously do something to annoy the killer and get rid of the only thing protecting you from getting tunneled.

  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429369#Comment_1429369

    only 1 insta heal addons can work perk medkit you can't heal from downed to healthy with 1 medkit even if it has both insta heals addons on it , what people did was picking them up normally then insta heal

    morying someone is still way less time consuming because thats 2 hook travel and animation that you don't have to do

    Oh, wow, you're seriously doubling down on this and insisting that the old ultra rare insta heal didn't instantly heal a survivor from downed to healthy even though I explained that's wrong. I'm kind of curious what you think the very rare insta heal did in that case? Or did you just not even realize there was one?

  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428237#Comment_1428237

    no you do "math" killers mori allow them to ignore 2 potential hits on survivors on all survivors so 8 hits in total so still the double of what survivors can negate with only 4 hits negated if they all bring insta heals what is extremely unlikely and it also negate the time it take for the killer to carry the survivors to the hooks and hook them

    You've just proven you don't know what insta heals did even though you're acting as if you're an expert. The ultra rares that I specifically mentioned in that post instantly healed a survivor from downed to healthy. That's 2 health states per ultra rare. 8 health states for a full ultra rare insta heal squad.

    Btw, you probly haven't realized it, but the mori animation isn't always shorter than hooking a survivor. The mori animations were made to be somewhat time consuming. Any time saved from not doing the final hook on a survivor is negligible in comparison to the time spent downing a survivor which is where the real advantage of moris and insta heals come from.

  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426090#Comment_1426090

    tbh even insta heal isnt and wasnt as OP as mori , insta heal is just 1 health state , mori is a out of the game for good

    Just do the math. Moris allow the killer to get a survivor out of the game with one less down. Insta heals allowed survivors to negate a down for a survivor. 4 survivor ultra rares allowed 4 downs to be negated, and 1 killer ultra rare allowed 4 less downs to be needed in a 4v1 game. It's mathematically clear that they used to be the counters to each other.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426090#Comment_1426090

    Instaheals waste time but they don't give a free escape. I've lost so many more games to keys than instas.

    That's probly because you haven't played as many games when insta heals were a big thing. They were far more powerful than keys. Actually, if you're actually losing that many games to keys, that's probly your own fault. The vast majority of key escapes are going to be with 1 or 2 survivors and if you haven't set yourself up to pip by that point, it's likely going to be because of how you played it.

  • Mori's not being able to grant victory for more than one player is an utterly ridiculous argument for a 4v1 game where the mori is for the 1. The idea that keys are more broken than moris is ridiculous. Keys require more gens to be done than survivors in game for the majority of the match. Moris require a single hook.

    People who cry about keys being as bad as moris are people who never had to deal with insta heals. They have absolutely no clue what the survivor equivalent of a mori was. And insta heals got nerfed for a good reason.

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