FichteHiro
FichteHiro
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Yeah, the last general perk to be introduced was Thrill of the Hunt in June 2017.
I would also appreciate to see some more general perks. The grinding is already extreme.
I think the main reason why general perks haven't been introduced for a long times is monetary gains. More Perks are being constantly added to the game, meaning getting all Perks on a Character gets more difficult as time goes by. The chance a perk you want will be available in the Shrine also decreases as time goes by.
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@bomb1720 said:
thanks for quick answers!
in a way i'm glad that they have not took place yet then. i actually thought the new toolboxes would have made a difference but they have'nt.
so i take it that the new servers have still not took place yet?
Dedicated Servers were already implemented, they're here on PC since last October. They are also up on Switch and PS4 I think.
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new matchmaking system
The Devs are currently working on an MMR (matchmaking rating) system that will render the current one obsolete. This new system will not rely on the player's rank, but rather on their skill. Each Trial you play in, you'll gain or lose a certain amount of points.
- If you escape against a Killer with a higher rating than you, you get more points than against a Killer with a lower rating.
- If you sacrifice Survivors with a higher rating than you, you'll get more points than Survivors with a lower rating.
gen speed
The gen speed has been quite a problem since the Ruin nerf, and there is sadly few you can do against it. Playing Killer is now heavily dependent on the Map and the Survivors you face, not necessarily on your skill. This makes the game unfun. Sometimes the gen rush is so intense that all 5 Gens get popped in 3 minutes.
The matchmaking issues cause really unenjoyable experiences, but hopefully the new MMR system addresses them.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1171690#Comment_1171690
You'd think so, but many Survivors are allergic to leaving if they havent been able to show their dominance yet.
I remember my wife came him with groceries and I had to go help her. I crouched pig on a rooftop in Haddonfield. Came back 15 mins later, still 2 gens left and 2 of the 3 Survivors left were just walking in circles around me.
Yeah, they need to "bully" the Killer for "giving up" against them.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1171642#Comment_1171642
Getting punished for having a bad pc in a multi-player pvp game is not unfair. Playing a multi-player game with a computer that can't run it properly is unfair to everyone you play with. If you do it with a single player game, you just waste your time and money, instead of everyone else's
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1171642#Comment_1171642
If your pc cant run the game and crashes, you are knowingly going in to a game where you KNOW you may ######### over your team. Fix yo #########.
It's not just my PC, this game is naturally a bit buggy and crashes for no reason. Punishing the player for that is by no means fair.
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background
First of all, the majority of Dead by Daylight players are survivor players. If you come on these Forums, you'll most likely see the big divide between Killer and Survivor players on core issues of this game.
Since Survivor players constitute a majority, it would make sense to balance the game around them, especially since killer players have drastically different opinions. Making both sides happy is virtually impossible.
evidence
beta version
- If you watch beta gameplays of DBD, you'll notice how OP some Window vaults were. There were infinites on virtually every Map. You could loop the Killer forever if you wanted to. If you don't believe me, just watch this video: https://www.youtube.com/watch?v=Ej1rl2nd_9E
- Killers used to vaults Windows much more slowly, and Survivors could only fast vault. On top of that, the Entity did not block the Window after it had been vaulted three times.
perks and add-ons
Sabotaging Hooks
- Saboed Hooks didn't use to respawn and would stay broken forever. This meant that the Killer would lose one Hook instantly if a Survivor sabotaged it and they could do nothing about it.
- It used to be a lot faster as well.
Brand New Parts
- If you used them, the Generator would be instantly repaired with absolutely no room for counterpley whatsoever.
Assets and God Loops
- The Combine Harvester and the Sacrificial Tree used to be quasi-infinites, and they were present on every Coldwind Farm Map.
Decisive Strike
- If anyone thinks DS wasn't broken at all before its rework, then this person probably never played or watched Killer gameplay.
- It basically rewards the Survivor with a second chance for hitting a Skill Check with no room for counterplay whatsoever. Dribbling was the only thing you could do.
Balanced Landing
- There is a reason it was nerfed: Haddonfield. As a Killer, if the Survivor knew how to abuse the Myers' House infinite, you could not chase them or else you'd stay there forever.
- The Window Blocker doesn't solve this problem since there are some 5 Windows in the house.
We'll Make It and Self Care combo
- Comboing We'll Make it and Self Care would make it so that you could self-care in 2 seconds, less than the cool-down of an M1 attack. This essentially allowed the Survivor to hold the game hostage. Don't believe me, go to 2:23 in this video: https://www.youtube.com/watch?v=wV-0pZVfXHI.
Flashlights
- First and foremost, it was possible to flashlight save someone while the Killer was hooking them.
- Insta-Blind Add-ons also made it so that you could blind the Killer the millisecond after you turned on your flashlight.
pallets
Double Pallets and Loop Length
- Many of the loops you see on today's Map used to have 2 Pallets and used to have a lot longer sides.
- Jungles Gyms had 2 Pallets each, T-Walls used to have a Pallet.
- Every individual tile used to spawn 2 Pallets with very long sides, essentially forcing the Killer to break them.
Pallet Vacuum
- It was removed for a reason: Hitboxes were buggy since the game launched, and Windows also had a similar vacuum. This essentially prevented Survivors from getting hit by just dropping a Pallet.
Gen Speed
- Brand New Parts
- Little ways to apply map pressure before the introduction of Hex: Ruin.
Ruin Nerf
- Now, Killers can't do anything to stop Gens from being repaired on certain Maps.
- Ruin was nerfed partially because new players couldn't hit Ruin Skill Checks.
disconnecting
- Survivors can dodge the penalty by killing themselves on Hook.
- Killers need to deal with the penalty if they want to leave the game.
connection
- Dedicated Servers make it so that the game doesn't rely on the Killer's connection, so this argument isn't valid anymore.
- Ping is a case-by-case basis issue.
killer-specific
- Freddy
- Spirit doesn't have much of a counterplay. So were insta-heals, DS pre-rework, I can go on.
Game-breaking bugs
- Survivors were able to trap the Killer forever if they fell down a hole.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1171690#Comment_1171690
If you don't wanna afk then just follow one survivor and let them loop you until u hit time once then go to the next survivor and do the same until the gens pop and they leave
I just said it, I myself prefer AFKing. At least you get to play the next match as Killer without being completely frustrated if you do it.
People have to report you anyway for you to be banned.
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Good point, might as well try it. You won't even get to watch a 10-minute-long video before the match ends at times.
However, AFKing too often can get you punished, so it's something to keep in mind.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1171676#Comment_1171676
Was gonna say the Legion DLC still has to rank as the worst.
Legion as a killer was broken in all the wrong ways on launch and now is neutered into just being lackluster now. He came with one relatively meta perk in discordance, but Iron Maiden? Mad Grit? Yeah no one's running those except MAYBE huntress with Iron Maiden and even then probably not. Some nice cosmetics though.
Jeff is a lackluster survivor with very lackluster perks, he does have some nice cosmetics.
Ormond is easily one of the most infuriating maps for killers in the game, it's effing huge, all the pallets are EXTREMELY safe, on release it lagged players like nobody's business, overall just a massive failure.
The other big issue with this DLC was the complete misdirection of the trailer. You were easily led to believe this would be a killer who could disguise themselves or play mind games with survivors and instead we got edgy gang with knives. Such a letdown.
Agreed, it's hard beat Darkness Among Us on this one.
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1) stats
The Devs divulged some stats on the DC Penalty, and I wanna quote: "We're pleased to say that after one month, the Disconnection Penalties have had a huge impact on the number of disconnections in a match, already down 35% and dropping more each day. We are continuing to improve the system to ensure that it's as fair and accurate as possible."
What they didn't say is that the rate of people killing themselves on Hook increases by 30% most likely. The DC penalty - as you said - doesn't prevent those same people who DCed prior to the implementation of the penalty from leaving the game early.
2) it punishes people who have technical issues
My PC is a bit bad and I do crash sometimes. Getting punished for your game crashing is clearly unfair. However, I do understand the game can't distinguish a crash and you quitting the game via the disconnect button.
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@Thatbrownmonster said:
The more I view this dlc the more I realize it's probably the worst dlc in dbd soo far
Deathslinger- Fun killer to play as, but the most boring to go against, where nothing of him seems unique, since he looks like a typical npc from red dead redemption. His only unique aspect is his gun, and his leg, nothing else is unique about him, compared to the other killers. His power is horrible to go against since even if you do break the chain you still get to mend, would be fine if you got injured, but you also need to mend even if he doesn't hit you?
Deathslinger perks are some of the worst perks-
Gearhead works as Discordance but you are dependent on a skillcheck appearing, and even then you have a limited time for it to happen
Dead Man's switch- Works as a sort of thrilling threamours but it relies on hooking the obsession AND the survivors to stop fixing a generator, which to be honest would only happen if the generator is either half way or the survivor is desperated to go for the save
Hex: retribution - I am not even sure what even is the point of this perk, since for it to really work you would have to either be close to someone allready cleansing and wait for them to finish a totem, or simply using it against a survivor that is not paying attention
Zarina- Another boring looking survivor, nothing much unique about her, with some boring perks
Off the record- Literally iron will and distortion mixed together with the condition that you have to be unhooked and it only allows it to happen for over 1 minute
Red hearing- Works fine for the first time but after that the killer won't fall for it again, sure you can use it to bait the killer to a generator but pretty weak perk
For the people- Only decent perk this dlc, really strong if used correctly and can be broken at the end game
The map- looks amazing, too bad it's a small map, where everything is in the middle of the map, where everything around is empty without a single pallet, just bushes and cactus to hide on
Would love to hear your opinions on this, and remember this is just my opinion
I think you just described the survivor perspective of the DLC.
THE deathslinger
Super fun to play as, not that fun to play against. He's a cool-looking killer and probably the most satisfying to play as. His power is weak and it isn't easy to hit a speared Survivor since the chains breaks very quickly. Mending isn't the most fun thing to do either.
Perks
Gearhead - Was relatively decent on the PTB, got nerfed and is now a tad bit weak.
Dead Man's Switch - Synergizes with a lot of other perks, is good on Killers who can apply map pressure easily.
Hex: Retribution - Good if you are using a hex perk build.
Zarina
Her backstory is ok. She looks pretty normal, nothing too different.
Perks
Off the Record - Can help you against tunneling/camping Killers.
Red Herring - Has 2 uses: one of them is tracking a Generator you haven't finished repairing yet; the other one is fooling the Killer into coming to a barren area of the Map, similar to Diversion.
For the People - An overall decent perk people were asking for for a while. It can be pretty game-changing.
dead dawg saloon
Is a visually stunning Map, with features never seen before in DBD. It is a good Map for Killer since it is quite small and it's easy to patrol Gens. However, in exchange, it has a lot of Pallets for Survivors to use and the Saloon is a quite OP main building.
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They said they are trying to make the system more fair, but the game can't distinguish your game crashing and you pressing the disconnect button. That is indeed very, very unfair, but yeah.
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It is a really fun game to me but I agree, a handful of Killer players are starting to quit because they virtually can't play anymore thanks to the gen speed, which I understand. The game is being balanced around newer players, and since new Survivors couldn't hit Ruin Skill Checks, Ruin was nerfed.
Survivors are a majority in the DBD Community, hence why most nerfs are made to the Killer side, although the Survivor side also received some nerfs.
If the Devs keep nerfing Killer and taking the fun away from playing Killer, queue times could be very long and this would cause some problems.
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@MLPW said:
Match making is a peice of ######### in every game but dbd match making unexceptionally bad just god damn awfully ######### ######### horrible FIX THE ######### MATCH MAKING BEHAVIOR HOW MANY TIMES DO WE HAVE TO TELL YOU THIS OLD MAN
I agree with you that DBD's matchmaking is far from being good, but the Devs are working on a new MMR system - which is used in most games - that will render the current system obsolete.
You're being quite destructive with your criticism, talking trash about the matchmaking system won't help anyone. You can write down your ideas at https://forum.deadbydaylight.com/en/categories/suggestions if you want the Devs to see them and consider implementing them to the game.
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Gen speed doesn't allow the Killer to chase down and hook all Survivors 3 times before all 5 Gens get popped if they optimally repair Gens and the match is taking place on a good Map for them.
NOED is not fun to play against, but it can be your only hope to get one kill on some Maps if the Survivors actually do Gens.
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It was indeed very dark on the PTB for people playing on low or medium resolution, but this was a bug and it has been fixed. You might wanna check your brightness and graphics configs.
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- The amount of Rift Fragments earned from playing is determined by the XP you gain in a Trial (800 XP per Fragment). The amount of XP you gain in a Trial relies on its duration.
Your Player XP relies almost solely on the Trial's duration, however, there is a 300XP bonus for your first match of the day and some 10-20XP bonus for getting good emblem qualities.
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The Devs changed Toolboxes so that they have less charges (get used up quicker) but have an increased repair speed.
There are two purple Toolboxes:
- The Engineer's Toolbox, getting used up in ~16 seconds
- Alex's Toolbox, getting used up in ~24 seconds.
So yeah, they get used up quite quickly, so you have to strategize and choose when to use them, kinda like BNP.
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Agreed. Grouping up is extremely beneficial to the Legion, who gets 3 free hits if the Survivors are in a complete dead zone. Forcing them to mend will indeed prevent them from repairing Gens for the time being. This gains you a bit of time to chase and down other Survivors. Since you can see the locations of Survivors in your TR after you hit someone while in Frenzy mode, you do get to apply some pressure. Since healing actions take longer to perform yourself, it does in fact encourage you to find other Survivors to do it, which is beneficial to the Legion.
The stun lasts for 4 seconds in exchange for 1 Survivor doing nothing for at least 20 seconds.
That's why his power synergizes quite well with Thanatophobia (keeping Survivors injured), Sloppy Butcher (It takes longer to heal), Distressing (Increases your TR so that you see more Survs), STBFL (Legion can hit Survivors multiple times without downing them) and Blood Echo maybe.
However, he takes long to down Survivors once they are injured since he's basically your quintessential M1 Killer by then, which is why he isn't the best.
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You never had a second chance in case you hit the space bar at the wrong spot, but you did - and still do - have it and if you didn't hit the space bar at all when the Skill Check appeared.
If you hit the space bar, missed the Skill Check and had a second chance, it might've been because of a bug.
But yeah, unfortunately, the Devs intend to make it so that you only have one chance per game.
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@Walker_of_the_fog_96 said:
no, with deathslinger is enough, you don't want to have the same situation as shatered bloodline / cursed legacy, right?
Yeah, idk, it could be a skin, maybe?
@AhoyWolf said:
Hag needs a Cowboy hat.
Agreed.
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I'm afraid this isn't possible yet since the in-game friends list on Steam only contains your Steam friends, on Microsoft Store your Microsoft Store friends. Currently, you and your friends have to be on the same platform to play SWF together.
Probably, in the future, this option will be added since the Devs are working on it.
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Licensed Characters cannot be bought with Iridescent Shards due to the Devs having to pay the license holders for their trademark. You can either buy their associated DLC or buy them with Auric Cells.
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This is allowed. You didn't work with the Survivors, they tried to work with you and got punished for doing it. You just used it to your advantage. Don't worry, only working with a Survivor/Killer in a very literal sense is an offense.
You were trying to get the 4k by any means, and you didn't play the game any differently than before, the Jane wanted the David dead.
And no, the Killer doesn't get in trouble if a Survivor decides to work with them, the Survivor does.
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No, absolutely not. Even though Moris might not be enjoyable to both sides, they're in the game and are meant to be used. In some matches, using a Mori is the only way a Killer can get a kill.
That being said, as a Survivor, it's not a very fun experience to play against a Killer with a Mori, hence why they might get salty post-game. However, it's a mechanic Killers have to their side, just like Survivors have Pallet Looping, DS and others. I neither completely encourage anyone to nor discourage anyone from using them.
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@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1160451#Comment_1160451
Let me preface this by saying that I'm basically stuck at work only able to use my phone, I'm bored and pretty tired due to my usual rig breaking down on me at the last minute so I had to take a beaten up old one on the road instead for this trip and can't sleep for more than 90 minutes at a time because the bed in it sucks!
I didn't forget, the main reason I brought up the numbers being incorrect is because the perk seems to state or is at least worded in a way that makes it seem that it grants 10% repair speed bonus to the perk user and 10% repair speed bonus is also given to each other survivor.
https://us.v-cdn.net/6030815/uploads/545/UGSC2RE9JKT4.png
However, even if I only give the other survivors and not the perk user the 10% bonus for a maximum total of 30% as you state, I'm still unable to get the same numbers you do. You say that the bonus is only given to the other survivor, so with only the perk user and 1 other survivor that 10% is the maximum bonus but in your explanation here and on the webpage when you break it down it appears that you did give each of them 10% for a total of 20%.. but it just might be that I'm just not able to correctly do the math and/or am confused..
For example when you say:
Default repair speed (4 Survivors) : 0.7 c/s -> 0.3 x 0.7 = 0.21 -> 0.21 + 0.7 = 0.91 c/s for each Survivor.
Are you saying:
With 4 survivors the default is 0.7c/s per survivor, and out of the 4 survivors that only 3 will get the 10% bonus added onto the default while the perk users will only get the default? So since 10% of 0.7 equals 0.07 this is added to the default 0.7 for a total of 0.77c/s to be given to each of the 3 other survivors and the perk user gets 0.7c/s total? Wouldn't that be 0.77 + 0.77 + 0.77 + 0.7 = 3.01c/s?
Just for the hell of it say the maximum bonus with 4 survivors was 40% instead of 30% can you show me how that would look compared to your previous example of:
Default repair speed (4 Survivors) : 0.7 c/s -> 0.3 x 0.7 = 0.21 -> 0.21 + 0.7 = 0.91 c/s for each Survivor.
Let's break this here down: "Default repair speed (4 Survivors) : 0.7 c/s -> 0.3 x 0.7 = 0.21 -> 0.21 + 0.7 = 0.91 c/s for each Survivor."
The default speed for each Survivor when 4 Survivors are simultaneously working on a Generator is 0.7 c/s due to the penalties applied. The perk user gets the effect from the other 3 Survivors, and they get the effect from themselves and the other 2 Survivors who are not the perk user.
If you read the description carefully, you'll realize it says: For every other Survivor working on a Generator [...]. This means you don't count towards the bonus, but you get it from others. I agree it is kinda confusing, but that's how it works.
Three Survivors contribute towards the perk, so it's a 30% speed increase to everyone's repair speed.
0.7 c/s times 0.3 equals 0.21 -> 0.21 plus the default 0.7 c/s equals 0.91 c/s for every Survivor.
Since a Generator takes 80 charges to completely repair, we have to do 80 divided by 0.91 c/s, which equals 87.912. This divided by 4 (the Survivors who are repairing the Generator simultaneously) is 21.97.
This is the amount of seconds needed to repair a Generator (4 Survivors) with Prove Thyself.
The situation you presented
If Prove Thyself applied a 40% repair speed bonus:
Default repair speed (4 Survivors): 0.7 c/s -> 0.4 x 0.7 = 0.28 -> 0.28 + 0.7 = 0.98 c/s for each Survivor.
80 : 0.98 c/s = 81.632 -> 81.632 : 4 Survivors = 20.4 seconds
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@ThanosWasRight said:
I'm sorry for the swearwords and destructive criticism from earlier, but I really like this game and seeing all its flaws, makes me mad sometimes––most of the time––and I wanted to express my vision. But I agree, I wasn't precise enough and I do apologise.
- When I was referring to a 'Pay to Win', I referred to this particular example; if you want to travel faster in the map, you should buy The Spirit who comes with Haunted Grounds, one of the most dangerous perk for all survivors. Or if you want to hide better, you can buy more camouflaged skins. Many times I have been fooled by a skin that camouflaged in a bush for example. But again, it might be my lack of experience or gaming skills.
About the speed:
I wasn't precise enough and I do apologise for this lack of precision. (Acknowledge that I just arrived in this forum and I was pretty upset when I wrote my first comment). I wanted to focus on the new killer's speed movement; they are way too fast, almost impossible to loop or evade from. And this goes for his lunge as well, which is exaggerated.
When it comes to survivors escaping in loops, it is quite frustrating because when I injure them, they walk as fast their healthy state. Maybe I see this way because I am bit paranoid, but I have experienced so many phasing survivors or even injured survivors looping me for minutes. But at the same time I play against Rank 1 and it is very difficult to even catch one with their 360° and Dead Hard.
Yes, this game is difficult to balance and what would I do to improve it would be this:
- Slithy decrease the lunge of Killers (mainly the New one: The Death-slinger). It could be renewed in this way; if all generators are still uncompleted, the lunge of the Killer is shorter. If three generators are repaired, the lunge begins to increase and when all generator are completed, the usual long lunge takes action.
- Of course, try to fix hit-boxes.
- Create a fair, matched, matchmaking respecting the ranks. And create a special matchmaking for the new players, giving them a chance to play against other new players and not against Rank 1 and professionals.
- Camping should remove Bloodpoints. It could work this way; If the Killers stays more than 30 seconds within 10 meters of the hooked survivor, The Killer starts loosing bloodpoints for Camping. (This is just an Idea for better balance)
- The exposed status effect should last less. When it comes to killers such as The Shape or The Canibal who can insta-down survivors in a matter of seconds, survivor have almost 0% chance of escaping. It should definitely be nerfed; last less time, or, can be used only when a certain amount of generators are completed.
- Nerf the phasing technique by using Dead Hard toward the Killer. Lately, I have been attacking injured survivors with my basic attack and I could see my blade slashing through the survivor's body, but he used dead hard through my body at the same time, resulting him to evade my attack and gaining distance behind me.
- Nerf Dying Light. This perk can seem very useful, but only if you play against new players or survivors that doesn't understand the meaning of 'The Obsession' status. Because it gives 33% speed in healing to a survivor and only 3% penalty to the other for each hook, and if the obsession dies, this perk is useless. So, I would advise to change it back to what it was before.
- Hex Totems. These are the worst, yet the best perks a killer can have, but only if the related totem is well hidden. I have played with Hex Ruin lately and at every game, my totem was lying completely out in the air, visible for everyone. Of course it resulted in a survivor breaking it after one minute of gameplay. What would I recommend to do about these Hex perks, would be to make this related totem way harder to find during the game. For example; putting it in the basement, behind bushes (big ones), near the killer spawn, or maybe even add hard skills-checks to the flamed totem and give more blood-points for cleansing it.
- Undetected status for killers and The Pig. This status should be nerfed on the Pig, because not only she puts traps on dying survivors, but she can crouch and dash attack from distance. All it takes, is exposed and slowing generator perks too makes this Killers a nightmare. It can be fun i agree, but again with the matchmaking system, this build may disconnect many high ranked survivors.
- Fix slow menus on console. When I'm in the game's menu, everything is slow and laggy compare to what PC menus are.
- Try to find a balance between Generator speed repairing and rushing gens. All it takes, is a Killer chasing an expert looper for one minute and three gens are done. They could add a perk or HEX perk that makes a generator being repaired by two or more survivors suffer from a penalty of X % = could be called: Wrong Mechanic, coming alongside a new killer who can be unlocked through challenges in the archive, rather than from someone's credit's card.
- More blood-points should be awarded to the gamers; Survivors and killers. I once played a game with The Shape, hooking every survivor in the basement after they had done three gens and all I had, was 13K blood-points, sacrifice offering included. It should be acknowledged that the amount of bloodpoint should be higher and the offering of Map choosing in the blood web should be less expensive; they are not that great.
These are some of my recommendations and advises for the moment, of course not everything is perfect but it doesn't hurt to take a look at them.
No worries dude, we all get mad sometimes.
- Firstly, all Killers' lunges are equal in range, it just feels like 110% have a bigger lunge range because their shift in velocity is greater.
- I personally can loop the Deathslinger just like the Huntress or any Killer, idk.
- About the Pay to win: I agree it is true sometimes that Players who buy DLCs are advantaged, but that is not the case most of the time.
I think you should post this on the Suggestions section of the Forums at https://forum.deadbydaylight.com/en/categories/suggestions so that the Devs can see your suggestions and hopefully bring them to the game.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1162255#Comment_1162255
Wait is that for real? Not much of a 'secret' if you can still tell what they are by the brightness of the hidden icon. I'm going to test this tonight.
I don't know if it is intentional, but Killers' secret offerings, Moris (and Splinters), have a darker tone of gray on their icons, while Survivors' secret offerings have lighter tones of gray on their icons. I, to say the least, can see a difference.
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Nothing is confirmed yet, but the Inspirational Teacher (Adam) and Ace Vegas (Ace) Outfits are expected to be released on March 18th.
Since there are no official dates to date, take it with a grain of salt. I guess we'll see on Wednesday.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1155157#Comment_1155157
but let's be real the moment you see that secret offering you assume it's an ebony mori until proven otherwise.
yeah, there is also a color difference between the shrouds' and the Moris' icons (the ones that appear when the game starts loading). The Moris' icons tend to be a darker and the shroud's tend to be a lighter tone of gray.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1155157#Comment_1155157
As soon as the match starts though you will notice if it's a shroud or not, because you are more often than not going to spawn with other survivors, I mean the only time when I actually get spawned separated from the others is if a shroud is being used.
Agreed.
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MATCHMAKING
- The current matchmaking system of Dead by Daylight is broken, hence why the Devs are excluding it completely and adding a new MMR system that is present in most other games.
- "Luck" is a Game Mechanic of DBD that increases your chances of kobeing and escaping a Bear Trap, it does not affect the matchmaking in any way.
DEDICATED SERVERS AND HITBOXES
- Hitboxes have been broken for some time now but the Devs seem to have realized it and even made a livestream talking about how they are aiming on fixing them.
- High ping (on one side or both) is an issue that causes a lot of frustration since hits can be registered in quite unfair ways for one side. Dedicated Servers don't collaborate a lot.
SPLINTERS' REMOVAL And "pay to win"
Splinters were removed because:
- The demo mode they offer doesn't quite fit in with today's Dead by Daylight - Buying a Killer with Auric Cells would not prevent that Killer's Splinter from appearing in the player's Bloodweb.
- They were quite buggy and didn't work most of the time.
- They were outdated and new licensed Killers could not be included.
- They increased the Grind in that they occupied one - or sometimes multiple - nodes in a single Bloodweb.
About the "Pay to win":
- You don't need to buy DLCs to get to play two of the most viable Killers: Nurse and Billy.
- Teachable Perks of every Character appear in the Shrine, no matter if they're from DLC Characters or not.
- Buying Survivors means buying a skin, essentially.
POSSIBLE REASONS FOR THE KILLER CATCHING YOU MORE EASILY
- You mentioned "unimaginable amounts of speed". They could be using PWYF or some other speed-increasing Perk or Add-on.
- You are not hugging the wall while looping or not looping the structure you're in the most optimal way.
SURVIVORS SEEMING TO RUN "FASTER"
- If you're playing a 110% Killer it feels like they're running faster. The same applies to shorter Killers.
- When you're playing Survivor, you'll seem to be walking more slowly than if you were playing Killer against them.
- The Survivors could be using some speed-increasing Perks too like Hope, Breakout, you name it.
MY FINAL WORD
- This game is indeed hard to balance, especially since the Community is quite divided on core issues of the game. Since Survivor players are a majority, the Devs usually balance the game around them.
- Hitboxes are a problem and this should be acknowledged.
- Destructive criticism following swearwords doesn't help anyone, so I ask you to be constructive. For instance, write down what you would do to improve the game.
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@WiredGamerOni said:
https://forum.deadbydaylight.com/en/discussion/comment/1155174#Comment_1155174
Oh, I’ve Purchased All Available DLC’s That Switch Has Because I Play Switch Version Most Of The Time.
Yeah, then Splinters unfortunately wouldn't spawn. Moris would be the only Ultra Rare offerings you'd get.
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He's definitely more fun to go against than most killers, but it can be kinda frustrating when one of the two is laggy and his shocks make you unable to drop Pallets and vault Windows longer than intended.
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@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1160335#Comment_1160335
Other than the initial starting values of 44.44, 33.33 and 28.57 the rest is incorrect.
Assuming the one using the perk is only given the 10% repair speed bonus once (so 10% total regardless if there are 1, 2 or 3 additional survivors) and not 10% for each other survivor (so 10% for 1, 20% for 2 or 30% for 3) even though the wording makes it sound like they would get 10% for each survivor. That means that:
20% for 1 additional survivor = 44.44 - 8.888 = 35.552
30% for 2 additional survivors = 33.33 - 9.999 = 23.331
40% for 3 additional survivors = 28.57 - 11.428 = 17.142
I doubt that it would grant +10% to the person using the perk for each additional survivor but if so that means that:
20% for 1 additional survivor = 44.44 - 8.888 = 35.552
40% for 2 additional survivors = 33.33 - 13.332 = 19.998
60% for 3 additional survivors = 28.57 - 17.152 = 11.428
A Generator takes 80 Charges to complete. Since one individual Survivor repairs a Generator in 80 seconds, the repair speed of a Generator with only one Survivor repairing it is 1 c/s (charge per second).
Keep in mind that there is a penalty applied to the Repair Speed for each individual Survivor that starts repairing the Generator (0.1 c/s per additional Survivor).
The default repair speed for two Survivors without Prove Thyself is 0.9 c/s for each Survivor. Prove Thyself applies a 10% speed bonus to each Survivor: 0.1 x 0.9 = 0.09 -> 0.09 + 0,9 = 0.99 c/s
This means that the repair speed for each Survivor with Prove Thyself (when 2 Survivors are repairing a Generator) is 0.99 c/s for each Survivor. Since a Gen takes 80 Charges to be completed -> 80 : 0.99 = 80.8080808080 -> 80.80808080 : 2 Survivors = 40.40 seconds
It would take up 40.40 seconds to repair a Gen with an additional Survivor with Prove Thyself equipped compared to the normal 44.44 seconds.
Let's do the same for 3 Survivors:
Default repair speed (3 Survivors) : 0.8 c/s -> 0.2 x 0.8 = 0.16 -> 0.16 + 0.8 = 0.96 c/s for each Survivor.
80 : 0.96 = 83.333333333 : 3 Survivors = 27.77 seconds
And for 4 Survivors:
Default repair speed (4 Survivors) : 0.7 c/s -> 0.3 x 0.7 = 0.21 -> 0.21 + 0.7 = 0.91 c/s for each Survivor.
80 : 0.91 = 87.912 : 4 Survivors = 21.97 seconds
Also, you forgot that only other Survivors count for Prove Thyself, yourself not, so if you're repairing a Gen with one other Survivor, only a 10% speed bonus will be applied.
EDIT: The DBD Wiki's Article for Prove Thyself was changed to reflect what I just told you: https://deadbydaylight.gamepedia.com/Prove_Thyself
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@Zeidoktor said:
The Doctor. Not for any fancy reason, I just really love any character that lets me throw around electricity.
I also like how you can build around messing with Survivors indirectly with things like the fake pallets and heartbeats and reverse skill checks.
I've also been learning Nurse, which is fun more in the challenge sense than the "gotta win" sense.
Agreed, Doc's Add-ons are a lot of fun.
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@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1160195#Comment_1160195
For every other survivor working on a generator within 4m you gain 10% repair speed bonus. This same bonus is also applied to all other survivors within range.
@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1159716#Comment_1159716
Yep, I know it doesn't stack. What I meant is the numbers that you use don't actually add up even when using your break down of them. On top of this the numbers you're using to begin with, are incorrect.
Yeah, that's what Prove Thyself does. I don't understand what's wrong.
And the numbers @Fibijean used are correct. You can analyze, test those numbers and do the math yourself if you want to. In case you still think they're incorrect, tell me what values are correct according to your calculations.
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Piggy's power is mostly underrated but it's quite fun to use.
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You don't slow down Gens in such situations. They were probably a SWF genrushing like crazy, so there's unfortunately nothing that can be really done except for slugging.
Preventing Gens from being done when against an organized 4-man SWF is one of the most difficult things in this game, and downing and hooking Survivors mostly isn't enough. Therefore, slugging is your best bet, even though I do not encourage it.
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@Jigsaw_pprentice1993 said:
Piggy i main her and getting good ambushes off is very satisfying also she is the only reliable killer with a base kit slowdown my beartaps
Agreed.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1159962#Comment_1159962
Well, you can tell that to the Gamepedia wiki admins I guess. I'm sure they'll be glad of the feedback. I can even tag them here if you like, if you wanted to contact them on their profiles or something.
@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1159716#Comment_1159716
Yep, I know it doesn't stack. What I meant is the numbers that you use don't actually add up even when using your break down of them. On top of this the numbers you're using to begin with, are incorrect.
Yeah, constructive feedback is always welcome.
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@Demogordon_Ramsay said:
I don't think people realize that Survivors used to have Prove Thyself in their basekit—before the Legion's release, co-opping on a gen did not slow down gen speeds. All Prove Thyself does is undo that nerf. Don't really see how it's a big deal when that was what we'd already had since release.
That assumption is wrong. The game always applied a penalty to one's repair speed if multiple Survivors were on the same gen. What actually changed with the Legion update is that the devs made the progress reflect this behavior as it previously only showed debuffs from Perks/Add-ons, but not from game mechanics.
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@Chubster said:
for me it's probably doctor, clown, demogorgon, leatherface, and deathslinger.
I don't play Clown that much, but I agree with you on all other Killers.
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A survivor DCing early-game is a very big advantage to the Killer and really lowers your chance of escaping a Trial.
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I like it as it is, but I think Luck should affect searching Chests and the chance of getting a Skill Check as well.
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Piggy is very underrated imo, her power is pretty good. There are multiple ways to play with her traps, too.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1160015#Comment_1160015
Ohhhhh no. What makes the Pig fun for me is the thrill of the insta-kill. ;)
Yeah, this too. Observing the Survivors searching through the Boxes and not getting the key is satisfying too (at least when you're the killer). Booping the snoot is a lot of fun as well.
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@TAG said:
Pig, though I'm also enjoying Deathslinger.
The snowball-effect Pig can apply to the Survivors is what makes her fun imo.
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@Inji said:
https://forum.deadbydaylight.com/en/discussion/comment/1159994#Comment_1159994
Oh definitely. Also both killers give speed when cloaked/invisible and that alone makes me happy.
Me too, Wraith with PWYF and Speed Add-ons is probably one of the builds I have the most fun with. It's very satisfying to sprint around the Map invisible.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/1159987#Comment_1159987
Whenever I get hate mail, I just respond "What's wrong, you didn't like my FUNgeon??" Stole that from Wreck-it Ralph lol.
yeah, xD