Dustin
Dustin
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/1937797#Comment_1937797
How would you feel if Smelly Inner Soles was basekit? What was once a brown add on, is now a green add on. It fixes the problem that you were mentioning of him slowing down when reloading, plus he keeps a very good close amount of distance towards the survivor he is chasing.
I've constantly suggested making his reload movement speed addons do something else and giving him at least 100 ms while reloading. It just doesn't feel like enough because his power has too much downtime. To fully utilize his power you pretty much use all your bottles and you cannot make mistakes. You'll either ignore the tonic's completely or spend twice as much time reloading. I feel the movement speed while reloading buff is even more so necessary now.
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@Ohnoes said:
Its not. They didn't listen and did it anyways. People make it sound like there weren't concepts made for how to make the UI better and what specifically are the issues with the UI. Things that are easily fixable. Me personally the animation flaws combined with the terrible UI that makes scores tiny/screen cluttered/######### hook counter for killer, and the bugs (I will NOT play with these ######### map bugs) are why I won't play. Calling it crying to criticize the way they went about it is immature. Yes people will say something if something they spent money for doesn't meet their standard. The one thing that can be said is that the UI is just a last nail in the coffin for some on top of a mountain of other issues that get sidelined or handled in a way that satisfies literally no one on the game. Just another example of being out of touch with the majority of players regardless of platform.
People make it sound like there weren't concepts made for how to make the UI better and what specifically are the issues with the UI.
Also reminds me of the people who are making it sound like there is a wave of unwarranted hate speech towards BHVR where the majority of the PTB forums were seemingly mean spirited. The majority of the post in the PTB were thoughtful and constructive and we have a bunch of people on these forums white knighting and complaining that BHVR doesn't deserve the hate they're getting and that we're ungrateful.
What hate? Yeah a good chunk of the community is frustrated but that only came after seemingly most of the feedback was ignored and BHVR stayed silent. It's also like the majority of the people doing this didn't even participate in the PTB. Even some people scolding people complaining are all like "Yeah the UI isn't great but that's no reason to complain".
No words to describe how I feel about some people defending this right now tbh. If they like it that's great but it's to a point where people are making up lies just so they look good because they're a minority.
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Just because you're a minority doesn't mean the community disapproval is exaggerated but thanks for the input.
I suppose we should also be grateful our feedback about the ui in the PTB was not only ignored but no communication was made about it before the update went live too right? We should be pretty well content it was nothing but silence in terms of communication?
Also you could say the ui wasn't the only offending thing in the patch but I feel working remotely for BHVR is causing extra issues but at this point what ever is going on doesn't matter to me. The Twins update was pretty bad and while this one is no where near that in terms of stuff breaking it's still pretty irritating to deal with on a somewhat frequent manner. If you choose to ignore the bugs and distaste for the new features made by the majority then what ever I'll just use my time on other things.
Personally - Here's why I dislike the UI if you feel it's just complaining to complain.
- Everything is too scattered about in nonlogical positions - Why is each objective and ui element on its own specific part of the screen? Everywhere you look there is a UI element eating the screen
- The survivor portraits make the UI look unfinished - First off if BHVR is going to add survivor portraits at least show what cosmetics each survivor has equipped because if you're going to add that extra noise on screen then go all the way. Personally I feel the portraits would look better in black and white so some clothing the survivors wear don't clash with UI elements too heavily. It's bad enough that the clean silhouettes BHVR used to distinguish injuries was replaced with a random red slash. It looks bad just in general.
- I can easily explain away why all the bad things are present and how BHVR could have fixed it. The generator is at the top so BHVR could add text to the objective - This looks bad because the ICON moves when a hatch appears and disappears if closed. It looked better prior at the bottom left because this wasn't an issue. It just looks sloppy this way.
3b. - This is the same reason the survivor portraits are at the top left - So usernames can be visible in larger font instead of being scrunched at the bottom left. Thing is they could have kept the portraits / names down at the bottom left and just instead of having the portraits side by side they stacked them vertically as is now. Then they could have placed the generator icon beneath all the survivor icons.
3c. - If showing text was mandatory they should have kept it hidden by default and added a button to toggle text. Pretty sure the tab button and the back button on controllers is unused and would have been fine. This could have been used for objectives, names and other things. Instead our screen has to suffer and be cluttered.
4.-- Debuffs are just harder to read in general
5.-- Placement of UI elements at the top of the screen is bad at least in a game like this. There's barely any vertical movement and most movement is low to the grass where a killers eyes should be focused. This is why there should be less reasons to trail your eyes away from that area. As killer this game doesn't give you enough time even for momentary distractions off screen. Just in general though the placements of everything is nauseating.
6.-- They said this new ui was necessary which hey if they needed to change the backend on how its coded sure that's fair but to rollout such drastic changes to the placement of the UI elements after such negative feedback I genuinely don't know what to say at this point. I'm normally not on the boat that BHVR ignores most feedback but this I can't really turn my head to.
Anyways there's my personal reasons but hey I'm glad you enjoy the UI. Enjoy playing the game I have better things to do then to get a headache while playing a game I paid for.
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Primarily thing is I'd give him 5 bottles or increase his movement speed while reloading - That's it.
New bottles have much to be desired and once survivors actually get how Clown is trying to use them you're going to see Clown played around even more than before.
For starters the new bottle makes his power require twice as many bottles to take advantage of both. The reload speed buff was nice and all but it doesn't change how bad his brief downtime is using his power. People don't seem to understand that even if the reload speed is short you're still taking moments just to lose vision on the map to reload your power. This is why I would increase his reload movement speed even if just slightly. Potentially even giving him 5 bottles because I'll be honest you need to play him perfectly for mediocre payoff. In comparison to other killers Clown's kit is still underwhelming.
You may ask why compare Clown to other killers? Shouldn't he be in his own lane like every other killer?
Most killers power can be reset while they're on the move on the map and they don't need to take time to slow down and lose vision on the map because they're unable to patrol at full speed. The few that do need to legitimately stop to refill their power do so because their power outright can end a chase such as Huntress, Deathslinger and even to an extent Trapper. For killers that don't such as Wraith, Ghostface, Legion and Doctor to name a few examples their power recharges as they run around the map. Even if they're in mid chase they can recharge their power with little inconvenience to them and even with that in mind they're not great.
So with that in mind - Is it so much to ask for a slight movement speed buff to Clown while he is reloading? I don't believe it was unreasonable from the start to ask that. Especially since not much changes with Clown aside from some excessively longer loops Clown can now deal with. However even with that in mind Clown will likely depend on Brutal Strength because his Tonic's aren't great. Someone did some math on the PTB and in my view was a justifiable reason enough to give Clown other buffs.
@musstang62 said:
I was cautiously optimistic going into the PTB, and I still think the antidote tonic could work with a numbers tweak (really like the concept), but in my opinion, it looks like the current PTB version needs a bit more oomph to lift Clown out of bottom tier.
Some quick math:
Clown movement speed = 115% = 4.6 m/s
Antidote tonic speed boost = 0.4 m/s
Antidote tonic duration = 5 seconds
So if the clown uses all 4 bottles for map mobility, running in a straight line, the amount of distance gained would be:
(# of bottles) 4 x (antidote tonic speed boost) 0.4 m/s x (antidote tonic duration) 5 seconds = 8 meters of distance gained when using all bottles with antidote tonic compared to running normally
Now, how much distance does the Clown lose when he reloads?
Clown reload movement speed = 40% = 1.61 m/s
New reload duration = 3 seconds
So the total distance that the Clown loses when reloading is:
(4.6 m/s - 1.61 m/s) x 3 seconds = 8.97 meters of distance lost when reloading
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So even with the reload buff, Clown will literally lose (about 1 meter of) distance by reloading and using all 4 bottles as antidote tonics for map pressure versus not reloading and just running in a straight line. This makes it feel like there is no reason to use the new bottles over the old ones in the vast majority of situations.
So a simple number change I would recommend is bumping up the duration of the antidote tonic effect to 8-10 seconds instead of the current 5 seconds. This would make it so that using the antidote tonic for map mobility is beneficial instead of detrimental, and it still would not make Clown too oppressive in the chase because the counterplay of insta-dropping pallets will still exist. Clown would still be nowhere near as strong as Nurse/Spirit/Freddy/Oni/PH/Hag but this would give him much more to work with, and it's a simple change that could be made to quickly improve upon the PTB version. I think you could even leave the 2.5 second activation time alone with this change, since it will make it difficult but rewarding to use right. Also, the add-ons that boost the duration of the effect - those numbers could be tweaked down if needed. I think it's much more important that the basekit numbers are useful
This within reason is one of a few reasons I believe Clown needs something else. I don't feel the numbers need cranked up extensively but a couple of seconds would be ideal. However my view is an increase in capacity by 1 to make his base bottles 5 as well as an increase in movement speed while reloading would be welcome. I still feel like he would be a weak killer who is punished heavily for making mistakes with his power and I feel like is still heavily addon dependent but at least it wouldn't feel so garbage making even a slight mistake in your predictions with the power.
tl;dr - Power isn't good enough to be so punishing for making even tiny misplays - Could use an extra bottle and an increase in movement speed while reloading.
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With how matchmaking is currently set up this would ruin queue times.
@gendoss said:
Maybe in a competitive or tournament mode of some kind, but not in normal games. The matchmaking has enough trouble already before banning specific things. Maybe give out 1.5x bp for the lesser used killers or something.
This is the correct answer - Give a bonus to players for them either playing their least played killer or make a daily bonus for everyone for that weeks least played killer.
Also I'm going to outright say - a 2.0x bonus for playing certain killers would be what it would take to make this worth it. Because switching from a decent killer to let's say Wraith or Clown is a good way to not have fun as killer.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1933705#Comment_1933705
How is that different from any other mobility killers cool down?
It’s 3 seconds. That’s it. 2 with Cork Stopper.
With other killers most of the time while their ability is on cooldown they still have full movement speed. Clown's movement speed while reloading feels like ######### to be completely honest. In my honest opinion they should have increased his movement speed while reloading or given him one more bottle. Just using this ability doesn't feel great and one mistake using it sets you back much farther than a mistake as another killer would. Which again the main issue here is the movement speed while reloading and how unforgiving even the slightest mistakes with this combo is. The payoff isn't even that amazing with the effort you need to make in comparison to other killers. He's still addon dependent and he's still rather weak. Once people realize what Clown is doing with this combo he's going to be back to square one as he was prior. To me the PTB was a reload buff and that's it granted I'll take the buffs as Clown is one of my favorite killers.
Also as mentioned above there isn't a lot of opportunities to fully utilize the new bottle either. Maps just don't accommodate it.
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To be honest with each update as of lately I find myself talking about DBD more than actually playing it. This update is a prime example.
I am taking an extended break but no guarantees to permanently stop playing but at the same time I feel like I'm not missing out on anything. Worst case scenario I'll just wait until they're done reworking all the maps and see what the game has to offer then. Maybe then the UI won't look cluttered.
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If they do character portraits I would prefer that the portraits are in black and white because some default outfits clash with status'. Aside from that I would have a massive list of criticism and feedback for the UI but it's just daunting tbh.
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I'm not entirely against it but by giving totems a counter I would prefer that it wouldn't be information that's there just to be there. I would prefer that Dull totems even if a small gameplay mechanic did something so that you wouldn't have to rely on the killer having a HEX perk for them to matter. I'm not talking rank and bloodpoints either. I'm talking about an actual gameplay mechanic.
We'll even say that cleansing all 5 totems disables bloodlust - How about that? More of a reason for survivors to cleanse them and killers to defend them however for killer not as important. Doesn't have to be bloodlust but that concept - Upon cleansing all 5 totems something very subtle small is changed in the game. I feel that alone would warrant the change.
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@TheClownIsKing said:
It’s not unanimous. Not everyone is unhappy. I so far love every new change, including the HUD. Others also like it.
Hey I respect your opinion and I'm actually glad some people like it. However roughly 4 out of 5 times when I see people discussing the new UI it's primarily negative. Main issue is how your eyes need to focus on so many different areas now.
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sure it’s not the best
Question - Why defend the hud and lecture the community when moments later you're just going to admit the hud is bad?
There's a reason a lot of people are willing to drop DBD completely or at least take an extended break. The UI is an eyesore and it is frustrating to look at multiple spots on the screen because your eyes have to be everywhere. It's a chore and it's especially frustrating that it feels like the feedback in the PTB was completely ignored. No word from BHVR at all about feedback and contrary to popular belief the majority of the feedback was pretty constructive and to the point.
Personally I'm going to take an extended break until the UI is fixed. If the UI doesn't change then I guess I'm not playing but I have better things to do than get frustrated with a user interface meant to provide information. No this isn't a "pls fix this or I leave" post it could affect me less and I know it could affect anyone else less. That's just the reality of it the UI is pretty bad and it feels like they took the feedback they got as personal slights and ignored it.
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@RayrafLPP said:
Dude I have a big Tv, i bought it for Monster hunter so The monsters are bigger, maybe its silly but idc I love a big TV.
With the new UI I have to look so many places to get the information I got for 1 look in the bottom left before.
Its like a nerf to players like what did they think would console players say?
Nice, I have a bigger TV then pc most players so its cool that I break my neck looking to every side of the screen after something happened.
You wanted feedback from Console Players, heres mine: It is just Terrible. I beg you to revert it.
I really appreciated the latest changes to the game (Ds change, Mori nerf) I wanted to come back and play more.
But now i dont know, its just so bad I dont wanna play it. Please revert the changes as soon as possible.
Just make a poll of you want everybodys feedback, when people start the game make a pop up like "important vote! old or new Hud, your vote counts" And if there are many people who like it more ill swim with it, but i doubt it. I think it will be like a 80% disslike the new UI thing.
The majority of the feedback on the PTB forums were overwhelmingly negative I really don't understand why they didn't at least change placements of a couple of things. I won't be playing until they change it.
It's just as bad as when they added an FX to killers when they were stunned. It caused sensory overload and if that went live I would have uninstalled the game right there. This change has me on the fence because I don't like straining my eyes and getting a headache when playing a game that requires constant attention. You actually need to constantly look at like 6 or so separate things on your screen now it's actually so bogus especially as killer. I can't emphasis how much I hate this UI.
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@Pig_Is_Pog said:
The new hud is so bad, everything is so spaced out apart and you honestly don’t even pay attention to the stats of survivors health due to the fact it’s so out of the way and you literally have to force yourself to look at it.
don’t even get me started with these new survivor animations, there a downgrade in anyway. it was said that they wouldn’t affect gameplay but new locomotion have removed 360°, dukes, made looping feel not as smooth and have just ruined the survivor experience.
thanks devs for ruining killer and survivor then just straight up ruining playing survivor.
Yeah not sure I'm going to be able to adjust to this. A few changes sure but I'd rather not be focusing on 7 different spots on my screen to have all info as killer.
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I'll give them credit at least they fixed that Totem Spawn placement on Coldwind Farm. At least it says they did in the patch notes.
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Spirit, Easy.
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The response isn't new because I'm simply stating you're not bringing in any new information and reiterating what I said. You responded to my thread initially with a mix of irrelevant information and then paraphrased information of what I already said, and bringing no new discussion points.
As everyone has already told you there's nothing new to bring to the table. Topic has been discussed to death since 2016. The reply was pretty relevant considering the attitude you had and still have you just can't accept it.
First of all, you aren't in any place to tell me what my intentions are for making the thread
It's not my fault your post comes off as someone whose only posting to argue for the sake of arguing. Even in your later post you outright say this thread is about people who say "Do Bones" rather than NOED itself. At that point this thread is you complaining about other players which at that point no it really doesn't have a purpose you just need to get thicker skin.
You being tired of the conversation is irrelevant
If you understood properly this is referring to the common response of "Do Bones"
Your opinion of "it doesn't go anywhere" of other NO ED topics is irrelevant
If you've been here long enough you'd realize it's true - Look at the countless threads about this topic and you'll realize that in fact yes they go no where because people don't know how to put their ego aside.
bringing up totem counter when I never talked about that
bringing up other alternatives to what dull totems to do which I never talked about that
Explaining to you what this conversation usually devolves to - Something that should have been a brief post but again you want to argue for the sake of arguing
brought up "survivor bias" when I never blamed killer players for anything and I purely blamed survivors
Again - Explaining to you why this topic is usually dismissed.
So what are you on mate? You judged erroneously based on past NO ED topics.
Based on how you post I feel I judged correctly
I'll just assume you've had a bad day and you can assume I've had one - As I've said though..
The real answer here is do bones and if that doesn't work someone on your team wasn't pulling their weight. Regarding being offended at the idea of being told to do bones you shouldn't. It's never meant to be a personal slight against you specifically it's literally just people getting so tired of the same 3 varying topics about NOED. This has been an ongoing debate since 2016 to the point where there is genuinely nothing left to add. You can't just go comparing one thing to another either because one game mechanic does not =/= another. A good example is when you brought up breakable walls in your OP. Doing this is just going to set expectations for yourself that cannot be met.
I do genuinely want you to enjoy the game like I want everyone to. However I'll tell you stop taking such statements to heart because they're not meant to be personal slights. If you feel you can't handle it turn off chat, ignore the forums and enjoy time to yourself or with friends. There's no hidden meaning behind that either I'm genuine when I say that.
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Your response isn't really rebutting or sharing new information either, as I basically already stated survivor teammates in solo queue are a very large part of the problem.
To be honest same goes for you - Nothing new is being said and that's why I mentioned the first part of my post. Nothing new is being discussed and I'm giving it to you straight.
To clarify
First part of my post addresses the mentality you made the thread with
Second part addresses and summarizes the actual context of your post.
In fact I'll quote @Moundshroud above
I probably should just say "Do Bones" whenever I see posts like yours, because wasting time on explaining it to some of you is very frustrating. Why? You made your decision before you even wrote your post. You are looking for excuses. I hate to say this, because I'd rather think the best of everyone, but you are arguing with us simply because you are being willfully ignorant.
If this wasn't the intention I'll be honest with you that's the immediate impression I got from your thread. Which is again why the first part of my post is there otherwise it would have just been the second paragraph with possibly more parts to it.
Similar logic of "just do bones" can be applied to killers have ire about DS. I can simply say "just wait 60 seconds" or "eat the ds so they don't have it anymore". That's technically the solution to DS as killer, just as "just do bones" is to survivor, but as we can very clearly see the conversation around DS was more nuanced than that because it actually is simple as "wait 60 seconds or eat ds" in every single game.
Yeah? So what's the problem. If you suspect they have Decisive Strike then wait the 60 seconds?
The real issue with Decisive Strike wasn't even 60 seconds of no hooking it was the fact that the perk was far more abuseable when BHVR is intending for it to be an anti tunneling perk. If you're doing objectives you're not getting tunneled but some survivors will use this to make sure the killer can't build up momentum. Do I see it as fair strategy? Yes. However I feel you don't fully understand the difference between those two perks.
With NOED you can prevent it from activating in the first place.
With Decisive Strike you have to constantly respect that a survivor may have the perk unless there are no obsessions. You could argue that in a way it's easier to play around this way compared to NOED which has no tell but again you can generally tell based on what killer is being played and how they're playing. This comes with experience.
The better comparison was recently Pop Goes The Weasel's timer was nerfed because killers had too much time to do other things and still use it when that's been the issue with DS this whole time.
See unlike a lot of people I have no issue playing around perks or the idea that they may be in the game. It's just understanding the current meta as stale as it is and knowing the game. This is really a black and white issue of -
Do totems - If that's not working likely your team or yourself isn't pulling enough weight.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/1927872#Comment_1927872
I don't get what significance you citing playing both sides has...it's irrelevant for the most part.
The problem with your solution is that many people in solo queue don't bother doing totems, even in red ranks. I used to run detective's hunch/small game as my general build and 90% of the time I was the only one doing at least 3/5 totems and most of the time all 5, and I typically did not do them fast, either.
The issue isn't so much the words behind "just do bones" but the sass behind it. It lacks context of actually playing the game, because playing solo queue everyone can witness the lack of quality of teammates. If they suck in looping, aren't efficient on gens, and do dumb saves and whatnot, what suddenly is going to compel them to do totems? Right: nothing. They should know, but they don't, so your explanation is hypothetical and not actually realistic. If it was realistic, undying+ruin would be a non issue as totems could be knocked out relatively fast.
I can easily say to someone who doesn't like DS "just wait 60 seconds" because that genuinely is the counter. But there's obviously more nuance behind the annoyance of DS, and similar in this instance.
https://forum.deadbydaylight.com/en/discussion/comment/1927874#Comment_1927874
I don't see what past NO ED discussions have on my topic.
I'm not sure if you actually read my OP because I already discussed what you talk about. Memorising totem spawns help, but that doesn't alleviate the problem of solo queue that people very often do not do totems, hence why undying was such an issue. Not doing generators is giving the killer free pressure. On top of that, memorising totem spawns isn't precise; they can spawn in a variety of areas, especially on some maps that have multi-levels.
Also again, you seemed to actually have not read what I said, because if you did I did not discuss about the perk needing to be removed or whatever. It was talking about how in solo queue people do not do generators and as a result you (the player who actually cares about totems) trying to do them gets punished as a result (giving the killer free pressure).
I did read the topic but I assessed it as the following
- You don't like that NOED forces you to waste time looking for totems when they are potentially cleansed or not already
- You're not even sure if the killer has NOED
- You feel it uses too much time just in general
Is that a correct assessment?
If so then that's why I basically stated
- It's a survivor problem due to lack of experience whether it be the person looking for totems or someone who should be distracting the killer for you to properly search for totems.
Would you say this is correct?
To address one thing - Not being sure if the killer even has NOED. How should you be sure about any of their perks? You generally have to figure it out based on how the killer plays. For example Blood Warden, HEX: Devour Hope, Pop Goes The Weasel and Nurse's Calling are a few examples of perks that you shouldn't know exist but you can generally figure out a killer has them based on how they play and through process of elimination on other likely perks. I feel this isn't a problem granted of all the perks I will give you this - NOED is the most exhausting to deal with when it turns out the killer didn't have it.
In fact here I'll give you a bigger tl;dr
This is a survivor issue - If it isn't you it's the weak link on your team or someone else being useless. You could very much say yes the solo survivor issue you stated is correct but ultimately I've played enough that this can be an issue in SWF's as well. Not every SWF is a tryhard squad and they have weak links too.
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Saying "Do Bones" is just a way to finally admit - Look, I'm tired of having this conversation about NOED. The conversation never goes anywhere and the most insightful topic about NOED has been the debate on whether BHVR should add a Totem Counter. Then that leads to should Dull Totems do something else and the conversation dies there. Every other topic about NOED is usually just a survivor biased player complaining that the killer utilized a perk in the roster when you can shut the perk down relatively easily and play around it. The only thing that usually makes this perk excel is when a survivor lacks map knowledge (Totem Spawns) or doesn't assume the killer might have an ace in the hole for later in this case being NOED.
Personally, I have all totem spawns memorized - Yes I actually do. On occasion a rare spot surprises me but I usually have all totems cleansed by the time the 3rd or 4th generator is done. Doing totems is just understanding a balance of map movement, when you need to hop on a generator and when you need to do a totem. From experience the real problem is a lack of time because some survivors have zero idea how to run the killer. The weak link on your team is usually why NOED gets utilized not because totems are hard to find. If a survivor goes down under normal circumstances in under 30 seconds for example they have pretty much likely cost your entire team the game. To me this is a survivor issue not a perk issue.
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Keep it at 80 seconds but let it combo with other perks like Pop Goes The Weasel and Overcharge. That way the name actually makes sense and the cooldown is then justified.
I feel lowering the cooldown without any other changes would leave the perk in an underwhelming state that's my honest view of it.
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In my opinion I feel sorting though both volume and duplicates is harder. I feel it would be easier if they had two separate bug reporting subforums one for map specific bugs and one for killer / survivor specific bugs. That way it would be easier to sort / categorize bugs. At least I feel it would because the amount of dupes I see are pretty high in the bug reporting section because they don't keep a public record of what's reported and just the sheer volume of bugs reported seems to be a bit out of hand.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/224926/when-is-bhvr-gonna-fix-the-tractor-totem-bug
i have reported it, with tile names, maps and screen shots. the more that actually report it than make posts like this without the information they need the better they will know what is happening. report it each and every time via ticket and eventually it will be fixed.. yea gotta wait though
There are over 50 threads about this in the bug reporting section dating back to at least November. There was no reason this shouldn't have been fixed in the PTB.
Likely their plan was to fix it when they rework the entire realm but in my view that's unfair to people trying to enjoy the game right now.
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Personally I don't use Decisive Strike or most exhaustion perks except when I feel like doing a meme build and I have zero issues getting to red ranks. Granted MMR will be used soon so I don't believe it matters.
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I don't use noed and I'm going to tell you - Do Bones.
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- Buff The Trapper - Give him one more trap at the start and slightly increase trap setting speed. Adjust how his traps spawn by making them periodically respawn once he's been in an area long enough or even let him do it on demand with his alternative action button.
- Buff The Wraith - Most addons could be basekit on this killer. Movement speed while cloaked, windstorm, etc.
- Buff for The Clown - PTB isn't going to be enough in my view as he's still heavily addon dependent.
- Bug Fixes for Nurse - Fix the broken blinks
- Quality of Life changes to The Doctor - Make his illusions do more than what they do now. Make the killer illusions move and have illusions of survivors
- Quality of Life changes and buffs to The Twins - Allow Twins to drop Victor while moving by tapping the release button and if held you drop and switch to Victor. To be honest there's so much wrong with this killer I don't know where to start.
- Quality of Life changes to The Ghost Face - Fix the reveal mechanic to be more accurate
- Delete The Spirit - Honestly just doesn't belong in game with how much you can get done with the passive component of the killer and you won't change my mind on this
- Rework The Shape - Give multi stalking, the ability to hold EW3 similar to Oni's power and release with CTRL and reset the stalk on a capped out survivor automatically after a few minutes.
- Rework The Pig - Ambush is fine but the Traps need to be more consistent and less RNG. I dare say these should be reworked into something else.
- Rework The Plague - Boring killer that's pretty much the issue I see with this one
- Rework The Demogorgon - Not really good at anything could use improvements to teleport, lunge and sound design
- Small Rework to The Nightmare - Keep the power as is but increase the skill floor by making the slow a skillshot similar to Pyramid Head and make Dream Pallets part of basekit. Make the new Dream Snare use the meter that his teleport functions off of so now Freddy is pooling his resources for his power. The number counter is for pallets and the timer for teleport also is a shared resource for the new snare skillshot.
- Small Rework for The Deathslinger - Give Deathslinger a meter that depletes while Deathslinger is aiming his gun. The lower this meter the less accurate he is. Each second held is 1% for example but aiming the gun immediately depletes 4%. This addresses quickscoping, fakeouts and adds a higher skill floor to Deathslinger. In a way consider it an overheat mechanic like Hillbilly. I'd suggest some buffs but I have none.
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I thought they've done this before but to be honest if they keep doing this everyone would adjust easier. Yeah we're going to have those people who are like "pls dont nerf will kill game" but those people should 100% be ignored overall. Pretty sure the community as a majority and BHVR don't like reading that #########.
So far I've seen pretty civil discussion but going to admit I don't include the Steam Discussions. That place always has been and always will be a cesspool no matter what game it's about. Steam is too lax on what you can do on the forums so it remains garbage where people feel that since they're only banned from one board they can just jump to another and do the same thing without realizing why they were banned in the first place.
I'm all for BHVR revealing indev stuff more frequently much more earlier it leads to healthy conversation. However that includes if they decide against it or change plans they need to communicate it and no confusion would be had. The people that keep calling them names should just be banned no questions asked. Like I'll heavily criticize BHVR a lot of the time but I don't throw out petty personal attacks.
Regarding the perk itself - I feel the timer should stay the same within all tiers and what should scale is the range so it can be combo'd with Sole Survivor.
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If you struggle to deal with Leatherface likely you're an inexperienced survivor who keeps walking into deadzones where Leatherface will always have the upper hand. Split up, do generators, keep an eye out for escape routes and opportunities such as windows and pallets.
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@RiskyKara said:
Is spirit really that easy to pick up?
Regarding learning curve I'd say she's in the middle on things you do and don't need to learn among all the killers. The thing is everything you learn as Spirit to be good with her you can learn on other killers. The only thing unique to Spirit to learn specifically is mind gaming with her passive which is something a legit new player could do and learning how her lunge works outside of power and that's similar to Wraith. There's nothing truly unique about her to learn aside from being able to track sounds well and again this is something you can learn on other killers.
So basically your basic knowledge from other killers transfers to Spirit on steroids. If you were to start out as Spirit when you buy the game that's a different story but you're taking in the entire game at that point.
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Regarding #3 about blinking directly up. Pretend that in front of you there is a 180 degree cone where 0 is looking directly down and 180 is looking directly up. I've found that if you try to blink facing 180 you go no where so I've trained myself to blink at a 170 pitch instead. Otherwise most of the time you just end up sitting in the same spot.
@Ivaldi said:
It just doesn't make sense as to why they would promote it in the tome. Like this guy just reported the issue where blink randomly stops working.. I havent experienced it this bad but damn.
I'm almost certain these are addon related because this one specifically at the start of the video I don't encounter but I don't use addons at all on Nurse. I remember one of the movement speed addons caused something similar to this on the PTB so I imagine it's related to the type of addons in the clip.
Either way yeah Nurse is buggy af I main her and sometimes she's hard to play
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Said this before but I doubt Scott would want his characters in this game anyway because it would have direct visible killing. Yeah in FNAF you can "die" but it's mostly an assumed or implied death you don't actually see it. From what I know of the guy I doubt he would be okay with the idea of one of his characters going around massacring people and such. Then again I'm sure he wouldn't say no to money so we'll see.
Also I'm not opposed to the idea of a crossover with FNAF but I'd like the whole franchising of FNAF to be left to a minimal and the crossover be more focused on the killer and the person in the animatronic rather than the "THIS MORI WAS SPONSORED BY FAZBEAR WHAT EVER ENTERTAINMENT" if that makes sense. I'm sure that's why a lot of other people oppose it as well.
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I feel the changes to Object is good but now I feel that Sole Survivor needs a touch up on what it does because clearly it was meant to be paired with Object and in my view isn't that great.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1918175#Comment_1918175
Pretty much since I was fairly young I have the mindset if I know I'm gonna get in trouble for something I didn't do especially, but even if I did do it, either do it or do it even harder and make it worth it. lol. Also i think they banned my IP address on these boards since they justs topped working and giving errors without turning on my vpn extension in the browser. smooth move exlaxes
Might be your DNS but I did notice the other day a lot of comments from certain people disappeared randomly. Granted I'd not heard of BHVR shadowbanning usually they just blatantly ban people.
But yeah a lot of people just double down with the new penalty system and I feel that's why we shouldn't pursue this system further for punishing killers for taking advantage of the options they have.
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No - Stop punishing killers for playing the game
It didn't work for camping
It won't work for tunneling
100 times over it didn't do anything for camping it just makes killers double down on it once they know they're at the point of no return and if anything it made the issue worse.
dezzmont pretty much said everything else that needed to be said about the issue.
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This is completely unnecessary and the animations are like that so they can mind game. What's next you're going to ask for Wraith's animation to change so he can't fake out survivors to get a hit when that's basically all he can do?
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I'm going to play Devil's Advocate for Decisive Strike and say maybe it's a bit too harsh but I'm not going to complain. On one hand this deals with perk abusers on the other hand I feel it's harsh on those attempting clutch moments.
I proposed something similar a while ago but instead of immediately deactivating when performing any of the actions mentioned the timer for the perk would just tick at double or even triple the rate. That way it's not an immediate punishment for let's say you finally got some distance from the killer and thought oh okay finally I can get some points in objective but then they see you and break chase with that healthy survivor to focus you. That's where I feel the change I'm proposing would make a difference.
To tl;dr - 60 seconds = 20 seconds when performing any of the above actions and I feel that would be a more subtle way to address the perk without people getting too frustrated over it. I feel both sides could agree because in normal means by the time you'd encounter someone with this faster tickrate of DS the timer would be over.
Also mind you I'm a killer main - I primarily play Nurse if my bias needs to be said. I just feel the change is far too harsh on bad players and just enough for good ones and a nice in between needs to be found. I don't agree with the perk deactivating in lockers however because it ruins clutch plays with Head On. Yeah they could stall for a full minute but I feel this is a compromise killers need to accept if they want the perk changed in a fair manner.
I'm all for the Object of Obsession change
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The time it takes BHVR to make a decision on the most basic things or make basic changes - As an example they said they would hide killer loadouts post screen until all survivors were out of the trial - It took them several years to add this very basic thing they all agreed to being necessary on a Q&A stream - I remember this fondly because this was my question they answered and they even answered it 2 other times on a Q&A stream.
But seemingly out of the blue they change something that I don't understand how it became a priority - It makes me believe they follow their data they get from stats too heavily and don't play the game enough which hey that's fair but at that point listen to the community who plays the game.
Like a good example is Pop Goes The Weasel had its duration reduced because BHVR said the killer could do too many things in between the timer. However Decisive Strike is LITERALLY the same issue and that perk goes unchanged longer.
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I don't really see these arguments and I personally have nothing against console players but going to admit the most toxic and unfun people I've played with are all crossplay players on console. The only reason I don't turn off crossplay is because matchmaking times but I genuinely have not encountered such toxicity before crossplay and I genuinely never thought I'd say that considering how bad PC was with chat and such. Killers going out of their way to target and kill specific players for no reason and survivors squading up and purposely trying to extend the game to bully the killer instead of doing anything else.
Never experienced such boring or unfun games before crossplay.
Unrelated but didn't BHVR disable the option to opt out of crossplay?
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@YOURFRIEND said:
Wesker is simply..... Too anime. Very "nothing personnel kid", if you get my drift.
I think RE1 tyrant would be very imposing.
To be honest the last Wesker I liked was his appearance in Code Veronica. It's fair to believe what you said because in RE5 that was the last genuine appearance he had and RE5 overall was stupidly exaggerated with everything.
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@AmberClad said:
https://forum.deadbydaylight.com/en/discussion/comment/1908617#Comment_1908617
Can't expect much from the devs who only just now started to make color blind options. Despite most other games having them.
They've also ignored console optimization for 3 years now.
To be honest stuff like this is what makes it hard for me to defend BHVR. I know it seems so petty because it seems trivial to a lot. But to me you just load the map tile in Unreal Engine, move the Totem a couple of units or if it's in some script adjust the value, recompile the maps even if it takes a bit of time just get it done, and push the changes into the next build. What's worse is how was this not caught when it initially got changed?
Took years to change killer loadouts not being hidden from SWF post game to avoid ghosting loadouts after they said they'd change it (To give an example of them taking forever on making changes) and the colorblind thing likely only happened because a person with weight to their words called BHVR out after a statement someone made on stream + the backlash to the UI.
I am not convinced those changes were planned because they would have (SHOULD HAVE) mentioned it in the developer statements thread they usually make.
It's honestly frustrating to think about. I try to defend them but sometimes they make it difficult.
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And again there are OVER 50 THREADS ABOUT THIS going back to November at MINIMUM. How was this not fixed in this PTB?
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@AmberClad said:
It's already been reported, this also belongs in the bug report section.
I made a thread about this and there are over 50 post about this in the bug reports section leading back a few months.
It is unacceptable this wasn't fixed in the PTB.
Edit - In fact here
@Dustin said:
I noticed that this bug is still present in the game
https://us.v-cdn.net/6030815/uploads/NRMIHQH7R5T3/20210117000253-1.jpg
https://us.v-cdn.net/6030815/uploads/ADT28FEBD3HN/20210117000541-1.jpg
Both of these spots cannot be cleansed and there are over 50+ duplicate threads about this in the bug reporting section. I also couldn't help but notice this wasn't fixed in the PTB. I probably sound a bit salty / petty but curiously I'll ask how does this not become a priority to fix? Is it difficult to move a totem on a map instead of just moving an object through the editor or what gives?
Pretty sure one of the oldest threads is around November / December and a lot of them are marked duplicate so doesn't BHVR know about this or is this something mods do and they still need to pass information to BHVR?
Also this bug has been in the game for at least a couple of months I'm fine with BHVR not fixing it up until now but there's a PTB for crying out loud how does this not get fixed are we actually going to have to wait until Coldwind farm is reworked?
I made a thread about it recently too granted no traction was made but seriously. Unacceptable.
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When it's the last two I usually try to distract the killer because that's more bloodpoints than just hiding, waiting for the other guy to die (In this case likely myself) and getting 5 - 7k BP at most for escaping if lucky.
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@AmberClad said:
Honestly, the part I'm getting mad about is how we have to wait so long for so little.
Hardly anything was changed, we had a handful of perks updated, 2 realm reworks, clown rework, and the crappy UI and animations. Plus the trapper and wraith buffs ( unsure how the change affects trapper )
I'd be fine, but annoyed if they took another week for the update.
Honest question how would you feel if BHVR started splitting updates?
For example they just shipped the maps because those are clearly done but put the UI and Killer update on the backburner for an extra week or so. How would you feel about that?
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Being quite honest with how the PTB turned out in my view delaying the update is the only right option. If they launch where the UI, Clown and survivor animations as is it's going to upset a good number of people. Not saying anyone will quit over it but I feel community reception being positive is only beneficial to everyone.
Biggest offender from the PTB is the UI though in my view. To me the Clown changes is primarily just a reload buff and addon pass which gives him less options because of how redundant the acceleration bottles are.
tl;dr - I am 100% okay with updates taking longer if it means the update is better because of it. Just communicate this with us if the delays get bad enough.
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Give me a Resident Evil chapter that actually gives proper fan service. They did it with the Silent Hill chapter so why not a Resident Evil chapter?
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@GhostMaceNotCrusty said:
I love this design, dont get me wrong, but I think their trying to go for a more immersed experience with the game and the quite silhouettes dont make the cut
Being truthful my immersion is completely killed with the new UI because it looks like a mix of a game trying to replicate E-Sports off of Mobile.
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Map offerings should be their own item type similar to event items and be a lot less likely to appear on the Bloodweb. I don't want to see more than 2 per Bloodweb it really detracts from my killer experience.
I do agree about map offerings being disabled in SWF but I feel the offering system in general needs an overhaul not just for SWF. If anything there should be multiple offering categories each player can use. Map offerings would be in a category of its own and that way killer could use what ever offering they wanted + map offerings and I feel that would even it out with survivors and SWF.
Realm Category - Map Offerings / Bloodied & Torn Blueprint / Annotated & Vigo's Blueprint / Sacrificial Ward
Map Effect Category - Coin Offering, Fog Offerings, Hook Offerings
Player Effect Category - Mori / Shroud / Luck / Bloodpoints / White & Black Ward
You only get two offering slots as killer. Keep SWF as is.
So would you agree that's a fair compromise? Give killer more control by giving them more offering slots and that way it doesn't take away from survivors.
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We could have had Evil Ash with a Chainsaw when they added Ashley J. Williams.
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If you understand how scratchmarks work and understand the distance a survivor travels while running and walking she's super easy - This knowledge can be gained by playing any killer prior. If you have good headphones you'd have to be trying to do badly as her. The only thing that dictates if she has a disadvantage is if there are sound bugs currently or if the survivor has Iron Will which can be negated with Stridor.
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I will only briefly consider any arguments before deciding my own opinion is superior.
