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FellowKillerMain

FellowKillerMain

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FellowKillerMain
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  • @DaddyFatSacks420 said:

    The exit gates on Midwich are impossible to have time to open when you’re the last survivor. Maybe move one to the end of the hall to right of the stairs (when looking up the flight of stairs). Or possibly rotate the courtyard 90 degrees so it’s not a straight shot. It’s too fast and easy for killer to go from one exit gate straight through the courtyard to the other, and back again.

    All you have to do is activate the exit gate to the point that no lights are on, but some progress has been made, then stop. Wait for killer to come back to check for lights, once they turn around and go to check other exit gate, you begin again. You should open the exit gate and be able to Tbag them just as they return. Unless they have some utility to detect your presence, or get back quickly.

    I think charging the exit gate to the "E" above the progress bar is about where the first light activates.

  • That's what the 100% healing speed is there for, i thought. I remember a while back complaining that survivors should be granted protection hits for healing people in the dying state. But, I like their idea better, give 100% heal speed and increase the probability that you will get a protection hit for healing the survivor, because you're likely to get hit when the killer returns.

    Simply giving a token for healing from the dying state would be too easy to exploit; i.e. 25% xp bonus for using For The People on a dying survivor, before other survivors can heal them normally.

  • @Carlosylu said:

    Releasing exclusive content just for stream viewers is the most UNFAIR thing ever. Some of us actually have a life and use our free time to PLAY THE GAME, not watching others do so...

    Are you gonna release exclusive content just for non stream viewers too? How about if I actually don't like the streamers or youtubers of your choosing...?

    Damn... I just found out about the Voodoo Dwight and it's quite an awful thing for an actual good cosmetic for my hooks to be "viewers exclusive"...

    Wait, what? I don't really use social media... I had to watch streamers to get a charm?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718873#Comment_1718873

    there are only so many bloodweb rules

    1. entity can't take more than 1 item on the last move
    2. if you take a perk and there is another perk on the bloodweb the entity takes it and continues from there
    3. the entity only spawns once you take a perk with another perk on the bloodweb or after 5 moves
    4. the entity will follow paths available to it and if it runs out it will start another path prioritizing the outermost nodes first at random with the rarer items being slightly more likely to be the node the entity starts on

    Rule number 5 is a lie, I tell 'ya. Sometimes he straight up goes for the most valuable item on the board, OR he will prioritize the most valuable item at the end of the path you've started. Like, I used to prioritize buying nodes leading to the first perk I wanted, then buy nodes leading to the second perk I wanted. Since they changed the entity's behavior he will now prioritize that second path you've begun for yourself. Other times it can seem completely arbitrary, like if the entity is simply having a bad day.

  • Within a few days of ghostface being released I leveled him to P3-50 and got all perks (I was bed ridden and it was the anniversary). I would get 1 million BP, then spend it all. It was possible to get the entity to consume half or more of the bloodweb by buying perks immediately to activate the entity and then buying the cheapest nodes that led the entity down certain paths. Doing this, I could get to lvl 37 rather than 36 - about ~40k BP savings per 1m BP, or ~60k leveling 1-50. In total I saved 180k leveling from 1 to P2-50, or... not much. At P3 I started buying by rarity.

    Since that time, they've changed how the entity consumes bloodwebs, and I don't know why. But I agree that it feels 'mean' now - it was fine before. Like, I get that the entity is supposed to be malevolent, but when you're not 5 years old, you know that the entity is programmed by human beings who are making a video game that's supposed to be entertaining, not punishing and it makes you wonder why. But, as they say, 'don't attribute malice to things that can be explained by incompetence.'

    As a side note: Did y'all know it takes an HOUR to traverse all of the bloodwebs to get from level 1 to P3-50?

  • It's the only level that makes me want to disconnect as soon as I see it.

  • Keep doing a pretty good job so far! I logged in, saw how many shards I wasted... lost my desire to play! Logged out. Super fun.

  • @WheresTheGate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645932#Comment_1645932

    I'm on PS4. I don't even know if you can record a whole game. I have a couple clips of it. I used the report feature after the game. But I didn't see any way of attaching a video clip. I don't know if a couple clips would be enough proof anyway.

    Set your sharing settings to record the previous 30 minutes of footage, and you will be able to save any match you like. If you want to attach a video, you have to go onto the website and submit a ticket, and I believe you just include a link to your video, after uploading it to something like youtube or twitch.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609027#Comment_1609027

    Not really man. Third person helps at loops, but not with awareness.

    Yeah, I agree with you on that. Without spine chill, I can be spinning my camera constantly and still be grabbed off gens. I guess I was thinking about how I've been able to evade killers that are right next to me by walking around trees n whatnot, assuming I know they're there.

  • @MeltingPenguins said:

    I know a good number of people think of classic slasher movies when they think about what maps should be in dbd, but hear me out:

    A giant, abandoned manor, by the cliffs over a silent dark lake, the forest bordering its walls, fading into an overgrown garden full of deadly plants. The broken glass of the conservatory giving access into corridors where wails and footsteps echo and doors seem to go to no same place twice.

    Up above is an abandoned observatory and roost, unsettling, unnatural caws and screeches echoing through a sky full of wrong stars.

    Down below is an old cellar, half flooded with oily stinking water the ripples in ways not caused by the chill draft blowing through the narrow passages.

    The library seems too large to belong into the building and the ballroom's floor appears to have seen many a dancer dance their feet off (and keep going still)

    Thoughts?

    I like this idea! I was kinda expecting something like this to be included with ghost face, because of the scream movies, but I guess he's separate from scream.

  • @CheyeneKL said:

    Mmm, nah.

    Spine Chill is fine. Obviously it's annoying (if you couldn't tell from how Jill10230 keeps posting around everywhere on the forum about how badly they want the perk nerfed) but it is fairly easily counterable.

    Survivors already have a limited pool of actually meta/useful perks to use- I don't at all support anything that would encourage that list of good perks to become smaller tbh

    I don't think there's an issue countering it, but it provides a bit too much info for a single perk. Like, if the killer doesn't know you're around, but they're being diligent to sneak up on unsuspecting survivors, regardless of how diligent they are, they will never sneak up on someone using spine chill. With generators, and people healing after a save, you can use the counter to get close. But, otherwise the survivors can figure out what a killer is up to, without even being on the same floor as them.

    I agree, that there are a limited number of useful perks, and the last thing I want is for the game to be less fun for survivors (I use this perk a lot, myself). But, even with a change, this perk would still be really good.

  • @Pawcelot said:

    To be honest, it just needs a delay before it lights up and a delay before it goes away.

    I'd love that, I agree 100%

  • @antifreedomring said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609151#Comment_1609151

    Im saying youre crying like someone who only plays one side. Try playing both then maybe you won't make ridiculous suggestions for a weaker perk

    Right, you don't know what I play or how I play, so what you're saying doesn't matter. You're just trying to pick a fight.

  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609039#Comment_1609039

    I had that happen last night, but it was totally random. On swamp I had 2 survivors almost get to wiggle free before finally getting the hook to register, but then it was fibre the rest of the match. What gives?

    Not sure really. I thought it was just one of the games I played, but it's been happening in most games I play. :/

  • @Zixology said:

    This is how the matches go now:

    1. Spawn into a terror radius or with Spinechill already active.
    2. Be chased for however good or bad the killer is at chases.
    3. If downed, be hooked on one of the 50 hooks in each map.
    4. Get rescued only to be downed again in 10 seconds.
    5. Either get hooked again because I can't run DS without killers thinking I'm toxic. Or get slugged because I can't run Unbreakable without killers thinking I'm toxic.
    6. Die.

    I feel like I need to play blendette with silence perks and just hide everywhere all the time now. That, or hope the killer is bad at chases.

    If I'm hooked, I'll just use up my escape attempts and then let phase 2 kill me. If I get myself off the hook, refer to #4 of the "Playing Survivor Without Being Considered Toxic" checklist.

    Iunno if that's a good idea either :P Anytime I play blendette, theres like 50% chance the killer brings a mori. I main killer, but I've even been pretty surprised at how often killers are bringing in moris.

  • @antifreedomring said:

    Dam i have played over 1.8k hours. But i have never seen someone cry about spine chill. But what can i expect with a user name like that? Can i suggest you try and play solo survivor for a few hundred hours and then come back with how you'll buff some perks and not try and destroy an already under used perk

    You're not even saying anything...

  • A lot of people say if you're killer, as you walk to a gen, just turn your camera at an angle so spine chill isn't active. But spine chill affects more than sneaking up on people working on gens. With it, survivors can easily detect any killer using any undetectable perk, regardless of what floor they're on; it reduces, if not downright eliminates accidentally running into the killer; if you're standing at a pallet and looping the killer and spine chill goes dark, it'd be safe to assume the killer is moonwalking.

    I don't know for certain what spine chill should do, but I think when it activates it should stay active for longer before it deactivates, or have a cooldown before it activates again.

  • @BadBilly said:

    I feel like the people who are experienced are the ones who make these perks "op"

    Spine chill clicking on and whispers clicking on give you relatively the same amount of information. Knowing how to use that information is what makes the difference. A rank 20 survivor is going to react differently than a rank 1 survivor.

    Also adding a penalty to a perk is the most ridiculous thing I've ever heard. At that point just say remove spine chill lol.

    Hardly. There's one killer, and four survivors. Due to that fact alone, there are times where whispers is completely useless, but spine chill is never useless - it's one of the most powerful perks in the game.

    There are plenty of perks with penalties, spine chill is one of them.

  • @ZaKzan said:

    Games are too easy for survivors at high ranks, once you reach a certain level it's just child's play to run any killer at any skill level in the game. Hexy's tournament even showed this. It's just not a fun game at high levels, and survivors that reach higher levels of play need something to keep them occupied, so they figure out ways to abuse the killer, since wins are too easy. Nothing is done to help keep this in check.

    People like to say there are toxic players on both sides, but really there isn't. If you see a toxic killer, chances are they are that way because of survivors. There's just nothing a killer can do against survivors, and survivors are allowed free reign to rub their superiority in the face of killers. The two things killers can do against survivors is camp and tunnel, but those two things are severely limited due to perks like BT and DS. Meanwhile survivors can bodyblock, they can teabag, they can relentlessly blind the killer, they can hold the game hostage, and they can do this all while effortlessly doing the gens and opening the gates because the game gives them the time to do so, there is no sense of beating the clock.

    I can go hours and hours playing survivor games with no toxic killers. It only takes two or three games as killer to find a toxic survivor lobby, that then sours my mood and makes me play more ruthlessly as killer. There's just nothing the killer can do to survivors that's really toxic without sacrificing the game as a result. I think that's the major problem. Survivors can be super toxic and do this to one of the strongest killer players in the game while also doing their objectives. Most of the time if you choose to tunnel or camp survivors as killer, you're likely not going to 4k.

    This is spot on imo. I've always wondered why the game is balanced the way it is, like there has to be some monetary thing behind it. I always come to the conclusion that a lot of survivors enjoy this game because they like the idea of overcoming 'the killer.' My reasoning is that most streamers that get lots of views are usually toxic survivors. I'm just glad I don't encounter this kind of stuff very often elsewhere. I mean, could you imagine if horror movies were more like DBD?

  • I'd love to play him, but there's a bug that randomly prevents killers from hooking survivors. So, until that's fixed...

  • @NursesBootie said:

    I mean, no counter to stealth killers would be kinda busted nah?

    Third person perspective vs their first person perspective is already a fairly big advantage against them; survivors can constantly watch behind themselves.

  • How does something like this make it to release?

  • @soshidow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603512#Comment_1603512

    Yes I am, almost every perk in the game has a clear advantage to equip.

    Consider Whispers, you're guaranteed 100% undeniable knowledge that 1 or more survivors are within 32m of you and you can with absolute certainty know when no survivor is within 32m of you. It's information is more ambiguous than Spine Chill but is absolutely uncounterable and has a clear advantage to equip.

    What do you mean by almost every perk?

    From my perspective, the downside of whispers is exactly what you mentioned, when multiple people are within it's activation range it becomes a potentially misleading perk. Like, when someone is hooked, if you can't maintain a constant awareness for what 32m is, meaning that you can be misled by whispers to think you found someone, when really it's the person on the hook. I've found the perk to really only be useful in the beginning, the very end of the trial, and any time no one is hooked - it has potential to be useful when someone is hooked, but it's more burdensome to use than anything at that point.

    Spine chill does have disadvantages, too. The size of the skillcheck success area are smaller. From how I understood your initial point, you were suggesting that the negative effects for the perk that I listed were considered lateral changes, and that because they weren't vertical changes, they weren't any good? Assuming that's what you meant, I was trying to apply weights to the negative effects, and currently the negative effects on spine chill aren't very negative at all, considering that skill checks are really easy to hit. So, I thought new negative effects could be thematically different, and actually impactful.

    Edit: Oh also, that the icon blinking so rapidly doesn't make much sense to me. I know it's more of an aesthetic thing, but I think that having it highlight for a given time without going dark again for a bit provides some balance to the insight that it provides about where the killer is looking, and what they're doing. With some adjustments to the way that the timing works, it could function like a downside that we experience with whispers, except some replaced negative effects. Maybe those extra effects are useless...

  • @soshidow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603490#Comment_1603490

    an upgrade as in: it is better to have, than not to have.

    A sidegrade as in: having it is not better or worse, only different.

    For almost every perk in the game it's safe to say that it is better to have the perk, than to have no perk.

    What I'm saying is Spine Chill does provide a lot of information, you're correct; it is a clear advantage to equip it. However, almost every perk has a clear advantage to equip with no downside.

    How does that relate to the changes I'm suggesting for Spine Chill? The perk still has a clear advantage to equip. Also, are you including killer perks in this?

  • @soshidow Can you differentiate upgrade and sidegrade for me in this context?

    I'm not really concerned about it's ability to be countered, I'm aware of it, but thanks for sharing that.

  • As killer I notice that I am hitting objects instead of survivors that are directly in front of me.

  • @Lost_in_the_Fog said:

    I'm writing this post with a heavy heart due to the wave of dc's that have been plaguing our beloved game. From what I've gathered from in-game experience and reading this message board, the culprit seems to be a portion of the console base that are convinced that it is unfair that they are required to play against "superior" pc players. I'm here to tell you that you severely misunderstand the situation and your "protest disconnects" are only ruining the health of the game.

    How can I say this you may ask? It's because I've been playing DBD on pc for 15 months now and . . . I've only ever used a CONTROLLER!!! Yes, I know this is sacrilege but frankly I don't care. I switched to pc gaming from consoles several years back because controller support had become so widely adopted. I'm sure I'm not the only one. It's the best of both worlds really. You get the granular control over fps and such but you can sit back and relax with a controller in hand. I sit in a computer chair all day for work. I don't want to have to when playing games at home and that's why we live in a world with options.

    Because of this I can tell you that, aside from framerates, pc players do not have an overall advantage over console players. I've only ever used a controller and I've managed to be able to learn how to loop killers well and escape as survivor. I've also managed to hold my own as a controller killer and secured many 4k's over pc survivors. I think too many console players have heard the phrase "pc master race" too many times and have taken it to heart when it was really a phrase born of a time when pc's and consoles were completely different beasts with very few overlapping titles.

    I know this is a long post but my point is this recent wave of disconnects is not proving any point and only damaging the health of the game. You're just going to have to learn to adapt to some new playstyles. It's no different than having to learn to adapt when a new killer comes out or a killer is reworked which is something we all have to deal with every few months or so.

    TL;DR: The playing field is more fair than you think, you just have adjust to different play styles. I can say this with confidence because I've only played on pc and never used m/k, only a controller. Please stop dc'ing. You're ruining the game experience for everyone.

    I'll admit that I have DC'd myself, it's not often but it's also not because of PC players. It's that I don't want to be playing survivor, but I have to for challenges (so many survivor challenges in this tome), and the other survivors on my team are either hiding, or are making bad decisions like unhooking in front of the killer without BT, etc..

    It seems like the MMR system is still in place in some form. It seems like if I have a bad streak as survivor I get stuck with players that are just bonkers.

  • @Milo said:

    I have a feeling Spine Chill's usage would go down... Like super down.

    It no longer is an anti-stealth perk and it would be annoying during chases (i doubt that 6%/15% if resilence vault would be worth having tunnel vision with louder breathing)

    @Avarice10 said:

    I barely use spine chill as is, but adding these straight up nerfs which limit your field of vision? Yeahhh no thanks. I'd never touch it if that was a thing. You're taking away one of the survivors advantage over the killers being vision. Survivors aren't going to equip a perk that effectively blinds them. It's also a perk that makes you afraid and breath lourder so the killer can find you easier? You'd be giving the killer a free stridor, and God it'd be OP if the killer is actually running Stridor.

    As it is, it's one of the most powerful perks for survivors with almost no downsides, and I think you guys are overreacting a bit. The effects are pretty minor. These values aren't set in stone, and the effects would only be active for 10 seconds at a time.

    The tunnel vision would be a vignette of 5-10 degrees, maybe half of what deep wound obscures on the screen. I'm not suggesting it to be like what some killers experience, like the nurse or legion, where the effect is disorienting and makes playing the game more challenging - those kinds of debuffs are reserved for killers. At worst you would have a little shaded area around your screen, requiring you to pan more to get a clear idea of what was coming your way.

    The breathing effect only lasts for 10 seconds, too. They could even add a cooldown to the 'overwhelmed with fear' effect. Say, the debuffs are active for 5 seconds, but spine chill remains active for a total of ten seconds after being activated. So the impact is only 5 seconds... the length of a DS stun. Only it doesn't stun you, it only prevents you from being clairevoyant for 10 seconds, and you breathe a little louder and see marginally less well for a few seconds.

    I mean, thematically it makes sense! No one just gets multiple chills up their spine that come and go like the perk functions now. If you really experienced what a spine chill is supposed to be, you would be overcome with fear at some point.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602560#Comment_1602560

    For some reason the devs are happy to give survivors powerful perks with little to no downsides. The perfect example are exhaustion perks; you basically get one free escape every 40 seconds and the only "downside" is you can use them once per chase. Can you imagine the if killers had something like that? Like once per chase you may double the reach of your lunge, or break an unused pallet, then you become fatigued and have to wait a 40 second cooldown.

    If killer perks have strong effects you need to work for them (Pop, Thrilling, etc) and if even when they're "passive" like Thana, and Coulrophobia they're absolutely useless.

    Yeah, that would be really powerful! Well, come to think of it, we do get our killer power to use, which function a lot like exhaustion perks. But, I see your point for sure. If I remember correctly, the way the game is balanced is that the killers strength grows as the match progresses, while survivor strength weakens. I mean, to be entirely honest I don't know how bad soul guard is. But, the times I've encountered it, it's been a free escape for survivors - and you're right, it's one of those perks they don't have to do anything for. I guess we will get a better idea once people start using Hex: Undying, which in a way is an indirect buff to Soul Guard, which could be interesting. Multiple uses of Haunted Ground against multiple DS's paired with Soul Guard. I guess Pyramid Head will be a good counter to soul guard, if you can get people with torment.

    As a side note, could the bigger issue here be that Deep wound doesn't really do anything? I feel like it should still tick down, even when the survivor is moving or mending, maybe at half the rate or less. Or, maybe the mending should regress if they move again. There are ways to address it, so it's not just a free get out of jail free card during end game.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602671#Comment_1602671

    I assume this very elaborate response means you don't experience any sort of pain while playing Killer, fellow Killer main?

    Nah, just reading that had me imagining myself running to bed and crying after a bad match. The visualization was too real.

  • @JoByDaylight said:

    Hi,

    Anyone knows if the new gen PS will let us play all games with keyboard and mouse? That would be awesome.

    I'm basically buying PS5 just to play this game smoothly (they confirmed this right?). To get to play with keyboard and mouse would be so cool as well. Then I could actually enjoy playing killer - and vary my killer choice.

    Anyone knows this or heard anything?

    I haven't heard or read anything, and the features coming on the DS4 seems pretty indicative that they aren't planning to integrate KB&M.

    Granted, if you wanted to you could make the game compatible with KB&M if you wanted, whether you're on PS4 or PS5. You can either buy an adapter from amazon for a bajillion dollars, or make one using some open source linux libraries on a PC. For hardware you'd need a board that has an ATMEGA32U4 chip, as well as anything that can convert usb to uart like a cp2102 bridge - I think raspberry pi's can also do this. Some popular builds can be found on, i think tkjelectronics.dk or on GiMX.fr. Except, I think tkjelectronics uses an arduino instead of the atmega board, which can run you a bit more costwise, because the USB host shield alone is $30 or so.

  • I try not to skip lobbies. I can learn from hard matches. But, it does make sense sometimes... like keys. But, sometimes tunneling someone with a key works well, too. :)

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600830#Comment_1600830

    You can. But ignoring the other 99% of the game does not make sense at all.

    Of course you can pick that one game that proves your point, but again - does not really make sense.

    Balancing around the Top 1% would not work. Or would you also be fine to balance around the Top 1% Killers? Because balancing around Top 1% Survivors but Rank 10 Killers (yes, I have seen this on this forum) is not really a good idea.

    But for seriously, where do you get the numbers that top tier play only happens in 1% of games? Do you even know how many games occur in 24 hrs? How many of those are top tiered? The point is that these examples indicate imbalances, and the game should be balanced. It's very clear that survivors have a buffer, and that those buffers can be exploited when the survivors start losing. You're arguing for those buffers to remain in place because they serve a purpose, considering that top tier play is limited. But that does not remove the fact that if someone knows how to exploit those buffers, they have the upper hand. By saying that this is ok, then for you to be rational, you would have to say it's ok for any side to have buffers. So why not give killer's buffers too? See how quickly this stops making sense?

  • @OBX said:

    Optimization on all platforms!!

    Especially considering that PS5 pre-orders are now on an invite only basis.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602266#Comment_1602266

    No, the demanding people play the match that they aren't having fun in just so you can get your bloodpoints.

    Survivors DCing that early are ruining the game for everyone.

  • If the killer makes the mistake of hitting the survivor while soul guard is active, then the survivor has 22s or 84m to escape (factoring in bloodlust and lunge speed). You might argue that the counterplay is waiting to hit the survivor until soul guard expires, but with tier 3 soul guard, the survivor is guaranteed 8 seconds, or 32m of travel time to escape.

    Combine all of this with DS or DH and it's just as bad as mettle of man or worse, considering it can be used multiple times.

    When old Ruin was changed, killers were encouraged to utilize the endgame to secure a win; slugging was also condoned as a fair tactic. However, soul guard is a direct counter to slugging during end game, contradicting that advice.

    I think that for survivors using Soul Guard, their healing speed while in the dying state should be reduced. Say, by 35%.

  • @JayTheTaco said:

    As someone who runs spine chill a lot, I like some of your suggestions, but I feel like some of the things you changed are a bit overkill, I think the blinking should stay the same, mainly because a killer who expects spinechill likely just knows just to not look directly at where you're heading.

    The other drawbacks you came up with are pretty good though.

    Thanks. I agree, the blinking is nice as a survivor, and does a good job of preventing killers from stalking. Maybe the 'overcome with fear' thing could be less than 10 seconds. My reasoning was that, a spine chill is supposed to be a gut feeling of fear, and gut feelings don't come and go quite that fast. So, I thought the fear could linger for a bit - making things really scary.

  • @Pricefield said:

    https://forum.deadbydaylight.com/en/discussion/188421/venting-post-re-phead

    He cant see auras of cages anymore, how tf is this a huge issue?

    I don't think it's that big of an issue. At least not in my experience. But, you could down two people, send one to a cage, hook the other and BBQ will tell you where the caged person is. I guess it could be fair if the cage hides the caged from having their aura being read.

    Although, whenever I hear about this kind of stuff, I can't imagine who goes to those lengths to be such a jerk. I personally have never seen a PH camp a cage.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/186561/if-you-1st-hook-mori-you-re-bad

    No, if I first hook mori, I'm angry. Usually a team has annoyed me and I am going to dish it out on an innocent team.

    It would be cool if we could put a 'hit' on a certain team. Say like, once a week a killer can select a team to be paired again, after a match ends. The killer can claim that hit at a later time by the entity - maybe within a few hours? When the killer takes out the hit on the team, the killer waits until others are available, and as many people as the game can find that were involved in the match where the 'hit' was taken out, is thrown back into a match together. This would be the place killers can use moris :P

  • @Babyyy_Boyy said:

    Killers who first hook mori with an ebony are bad because they can’t 4K a decent team without it. Change my mind.

    Survivors who repair generators are bad, because that ends the game faster, and everyone is here to play the game, not end it. /s

  • @CalamityJane said:

    I disagree that he's too weak, he's just poorly balanced.

    I'd like to see nerfs to his ranged attack so it isn't so easy to spam it, and not so easy to cancel and attack almost instantly.

    On the other hand, I find his cages are basically worthless, and as killer I so rarely want to use them at all. I think since cages now relocate if you stay close to them that caging a survivor should cage them exactly where they are, rather than as far away from you as possible. Caging a survivor loses all of your momentum because 9 times out of 10 they're uncaged before you can even blink.

    Spamming POTD is a great way to lose a match.

    The ability to cancel ROTD and basic attack seems to be part of the balancing of his power. The cooldown of POTD is intense, like 4-5 seconds? So, for it to be fair, it has to have something that allows it to be useful, and feinting with ROTD then doing a basic attack is a great way the devs have implemented that balance. I think if they changed it, it would give survivors too much control, which they already have a lot of.

  • I think he's fine. Here's some tips to your suggestions...

    1. It goes through walls, so that really wouldn't be fair. It's thickness as it is now is about as wide as a regular two way corridor, making the ability require the user to have some skill. If it's not working for you, you need to try new things. Like, until you get better with it, try using it only when a survivor is stuck in a corridor. Sure, you can miss, but often times you will hit.
    2. The cast time is another thing that requires a bit of skill, or at least knowledge of how to use. One of the greatest strengths of POTD is that you can do a basic attack very quickly after releasing rites of the damned. So, if you get good at faking you can use the ability to that advantage, making the casting time a non-issue. Again, save POTD for specific times, or know that you're taking a risk by using it if you're not certain of landing a hit.
    3. If it were completely silently, and went through walls I don't think any survivors would have a chance. As it is now, the animation is around a second. The average person takes 150-250ms to respond. The wave of the ability is propagating so it has to travel, meaning the further away they are, the easier it is to dodge. However, it's still fairly easy for survivors to screw up and run back into it. Generally, the best times to use it is when the survivor has very little room to run perpendicular to the direction you're facing.
  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540379#Comment_1540379

    That is why i said why not focus on the consoles who are able to run it instead of focusing on all consoles at once?

    I do play on a ps4 pro indeed but but even a regular ps4 is capable of running 60 fps.

    For example (totally different genre) gran turismo sport.

    It runs at 60 fps on Pro as well as on the regular ps4.

    And I'm very very confident that gran turismo sport asks far more from the console than dbd does.

    So if they say it is not possible on ps4 than, i hate to say it, but then they're either be lying or are misinformed.

    It just saddens me that they still haven't done anything with it and never kept us informed about the status regarding the subject.

    Yeah, we may never know why they make the choices they make. They definitely learn from them, that's for sure. My best guess is that there are probably a lot of people that play on the older consoles, so they could make up a large part of the population. If I were going to optimize the game I would aim to have the greatest positive impact on the people who are struggling the most to play. So unfortunately, I would guess that the people who need the optimizations the most are going to be the ones on older hardware, as newer hardware will struggle less. The squeaky wheel gets the grease :)

    I would imagine that you're probably right, that gran turismo is more demanding on your system than DBD is - especially when you consider the difference in the image quality. Although, it could be that the engine they're using is capable of textures and quality like we see with gran-turismo, but BHVR doesn't have enough people on their team to be refining textures tot he level they're refined in gran turismo. So, the engine could place similar demands on the console as gran turismo does, even if they aren't utilizing all the of capabilities the engine has to offer. Also, gran turismo, and lots of games that are really pretty come from really big studios. Just for reference, an internal studio at Sony Interactive makes gran turismo, and if Sony is funding them, consider that Sony made 20 billion in revenue last year, whereas BHVR (afaik from heresay) brought in something like 100 million, or 200x less than Sony did. That's a major disparity in resources. Not saying that makes the game's state ok, but it's worth considering.

    btw, I don't know for a fact that this is the case regarding the engine they use. I had similar complaints and did some research and this is kind of the conclusion I've reached, myself.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540350#Comment_1540350

    Also I think that DBD was coded in a completely different language than C++ which means transferring it to Unreal broke a lot of things lol, and I remember a developer once stating that the original game was mostly comprised of blocks of code, linked by if statements, whilst more recent developments have needed much more complex coding that the base game wasn't prepared for.

    For what they've done, I'm pretty impressed, no matter how much ######### I give the dev team.

    lol, blocks of code linked by if statements sounds messy, but ambitious. "make it work!" amirite? But then again, to be fair, all code is just a bunch of if else statements :D But yeah, I'll take whatever they got, because there really aren't any other games I enjoy playing lately but this.

  • I think it's fair to have these concerns, considering you're buying a product that's advertised to work properly. But, one thing to keep in mind is that the current gen consoles are pretty old unless you have a pro version. The next gen consoles will reportedly enhance/improve gameplay of older games. At least that's what I'm hoping for.

  • I assume that less-skilled players make up a greater proportion of the entire DBD population, meaning that with crossplay the odds of being matched up against highly-skilled players has gone down.

  • I think that BHVR released this game as a relatively small studio and have had a lot of success with it and have been growing since.

    A wise man once said "We've done a pretty good job, so far." and I think I would agree considering how big of a project making video games is.

    Frankly, though, bugs are inevitable - especially since they've migrated to Unreal Engine which is coded with C++ and requires manual memory management which isn't easy. Basically, lots of opportunities for optimizations, but also bugs. Lots of Interpreted languages like python have memory management built in, so it's easier to code in, but provides you with far less options to optimize with. Although, no matter what you're coding in, you're going to have bugs.

  • @Erk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540303#Comment_1540303

    Well, I think being sweaty is just ruining other peoples fun just to win

    Hmm. I don't know how to make sense of that when taking opponents into consideration. I mean, we're on opposite teams, so how can the killer play in a way that's fun, but is also fun for survivors? I hit the same marks you do; no tunneling (I even avoid players that have been recently unhooked), don't use NOED, I don't camp. But then again, I haven't had anyone call me sweaty in a long time.

    Although, if this is the case... could we call survivors that use second chance perks like DS and BT sweaty tryhards? :)


    Edit: After reading other comments, I don't know if I understand what sweaty really is, or even what a tryhard is. I'm starting to think it's got some origin in subculture somewhere... lol

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