FireHazard
FireHazard
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In-general it goes like this.
Some Survivors just don't want anyone to have fun if they not having their type of "fun," while other Survivors just do it to spite the Killer. It could also be because they know they can abuse the system and avoid the situation all together if it isn't beneficial to them.
It's quite a twisted mind-set that some people have... "If I'm not having fun than nobody can" or "You're not allowed to have anymore BPs/Fun, just because I say so."
I don't personally get it either, but it is how it is.
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Spine chill has always been a very niche with a lot of Survivors... and most of the time gets overshadowed by other meta perks like Dead Hard, Adrenaline, DS, Balanced Landing, Self Care, etc.
It's not surprising that hardly anyone uses this perk in Red Ranks... since most Survivors stay within the meta in Red Ranks and sometimes in the other ranks as well. Spine Chill is actually a fairly decent to great perk when you're clutching a Exit Gate opening or generator finish.
Perhaps it doesn't immediately give benefits like the meta perks do... so that's why it's hardly used.
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This issue sounds very unique, I personally have never heard of this happening to anyone before.
Your best bet is to bring this up with the support team by submitting a ticket and describing your situation with as much detail as you can. They're probably your best bet to solve this issue... whether it be a visual effect or a literal game-play glitch is unknown, but whatever it is, they'll be able to help you figure it out.
Here's the support link: https://support.deadbydaylight.com/hc/en-us
I do hope your issue is solved.
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If you mean the "Super Vomit" or the Corrupt Purge ability... than that has been with her since she first launched.
When a Survivor heals after being afflicted with the broken status effect from her infectious puke, they corrupt any fountains in the map that they've used. Once the fountain has been corrupted, they become inaccessible until Plague uses the fountain to gain the Corrupt Purge ability.
With the Corrupt Purge ability, she can damage Survivors with her puking instead of infecting them... think of it like Huntresses hatchets except her entire puke stream is a hatchet... You can identify that she's in her "Corrupt Purge" state when she's letting off particles of red light and her puking is red. You can also tell she's in that mode when you her a "Ding" noise happen all of a sudden in-game.
Corrupt Purge doesn't infect objects around her... so I don't know what you mean by that. If you mean the standard puke infects objects... than that too has always been with her.
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I wouldn't say they take no skill... I'd say that it's considered one of the most viable builds for high level play... despite it being annoying.
People will naturally use the best builds and Killers/Characters in any game... it's no exception that people are using Freddy with that build, he's considered the 2nd most viable Killer at Red Ranks at the moment.
Personally, I don't think both his add-ons should be stackable, it's acceptable if they're only once per slot use and do not stack with the other variation. I think anyone can agree that Dying Light +Thanatophobia + Swing Rope and Chains is... very annoying. Killer or Survivor can honestly see why that's an issue.
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Basically what @Slay___ said, you must report them in-game first and than follow up with a ticket with the support team if you deem it's necessary. You need a detailed report and proof is helpful if you have any.
Please use the link above or i'll link you the support link in this comment as well.
Here's the Support Link again: https://support.deadbydaylight.com/hc/en-us
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@akbays35 said:
https://forum.deadbydaylight.com/en/discussion/comment/842342#Comment_842342
I feel like the Devs use a hammer when they should use a scalpel, but I can understand the logic. I didn't mean to come off as rude and I do appreciate the advice, I feel like I just need to voice an issue. I feel like I have to relearn nurse especially when she felt difficult to play from the start and I wish the Devs would make her more accessible and intuitive to play.
Understandable, I can understand your frustrations.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/838208#Comment_838208
That's actually a very good tutorial, thank you for sharing!
No problemo!
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@akbays35 said:
I've played nurse before, I learned her a year back in purple ranks to learn how to counter her as a survivor in red ranks, somewhat to understand her extended lunge distance out of blink in perspective and mostly to abuse janky blink objects that disrupt her blinks (either overshooting or blocking her). Perks/builds aren't going to help. My issue is that Nurse really just feels like an inefficient Legion and there's really no reason to dedicate relearning her difficult skills and muscle memory for a mediocre or frustrating payout and I already deal with that being a Clown main. If I need to have precise movement and accuracy I'm just gonna play Huntress cause I like her skins better. I understand you're trying to clarify a difficult issue, my issue is that the devs shouldn't make a high skill killer less efficient than lower skilled killers and if they shrink her skill ceiling they should boost her skill floor to compensate and most of her add-ons are not helpful for her skill curve. And honestly if I need to stomp at higher ranks again, Freddy really seems to be king at it since he's Clown with a passive debuff and a teleport.
TLDR: I'm not gonna GIT GUD again at something the devs broke when there's funner, accessible, and efficient options. That's what Nurse was and is, she requires high skillcap, but her payoff and efficiency is way lower and I've seen this on both ends.
Well in-general she required a lot of skill and practice to "git gud" with. Now a days it requires a bit more forward thinking and planning with her blinks than before.
What I suggested could aid in that issue and even give you something to work with, otherwise, there isn't really much more I can tell you. It is how it is and she can still be used without add-ons, albeit she's more high maintenance now at Red Ranks than before.
It isn't like Spirit where you have really no downside to your power... but she's getting nerfed too so...
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PS4 and or console in-general has always had issues with optimization and sometimes latency.
It could also just have to do with the servers acting up or what not, maybe @Boosted_Dwight or @GrootDude could shed some more light on it. (If they know.)
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You need to learn how to use Nurse outside of two blinks now, since most of the time you'll get a hit on the first two... than get run around because they'll either run off to avoid the first blink or run around structures that obscure the range.
In-general, Post-Nerf Nurse is problematic for Killers that're learning her... or have no prior experience with her Pre-Nerf version.
For a standard perk build you'd just use Shadowborne, Infectious Fright, BBQ, and Thantatophobia or Stridor.
Given her current state... if you don't know how to time her new changes down than don't be afraid to swap Thanto or Stridor out for Ruin or Corrupt Intervention... I don't think anyone would blame you at this point.
Your best bet for add-ons on Post-Nerf Nurse is to use is the obvious Dark Cincture + Fragile Wheeze combo to lessen the nerf and have faster blink recharges... Despite the PTB nerfing this add-on, it will still help slightly in-game.
For other add-ons you can try Spasmodic Breath + "Bad Mans" Last Breath for a niche but interesting perk combo... it adds the standard chase speed after a blink hit and gives you 0 Terror Radius at a loop for 16 seconds. Like I said it's niche so it isn't game breaking of course...
You could also try this very... limiting combo I suppose, that would be Matchbox + Torn Bookmark. This combo focuses on giving Nurse the Huntresses movement speed (almost) and limiting your blinks to where you can see. It's very... interesting I guess? But if you try it at Red Ranks than you'll probably get beat pretty badly... Mostly because not being able to blink behind structures is pretty bad.
Now this add-on combo relies on previous location and mind-games! Jenner's Last Breath + Catatonic Boy's Treasure is a very "interesting" concept to try as well. Adding CBT with Jenner's Last Breath is an interesting choice, so if you don't want to use CBT than you can swap it out for Fragile Wheeze or something else... Basically, this add-on combo relies on using previous locations to where you blinked to your advantage.
An old trick that Survivors used was to go back to where the Nurse originally blinked to avoid the first blink... If they try this or do something similar to this at a loop like say... behind a rock, than you can actually blink through the rock and let them loop around the other side to your previous location and get hit through the add-ons ability!
When using Jenner's Last Breath, you can blink to a location with your first blink and than blink back to where you originally were! You do so by blinking, and than during the chain blink window you press the "Secondary Power Button" (Which is like... CTRL I think or M2) and than you can blink back to where you were before! With CTB you can reduce the fatigue timer by 0.5 seconds if you fail this, than recover for a 1 blink hit if you're able to do so.
But look, this is basically the reality of her nerf
Her nerf isn't "noob friendly" like I said above... so your best bet is to learn her new changes and use add-ons to lessen the strain of the nerf like Dark Cincture + Fragile Wheeze.
You can use other add-ons like Heavy Panting + Fragile Wheeze to increase the blink range and help with chases a bit... but it ultimately relies on you to learn her new charge blink changes.
When she blinks, it takes 6 full seconds to charge both blinks... during her Fatigue she actually recovers 2 seconds for the 1st blink... so it's more like 4 seconds if you think about it.
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@Jaqz said:
Yes, I want learn it so badly @NoOneEscapesNancy and I won't give up till I manage this. Not because I want troll the Killer or make the Killer mad, I just want to be productive for my team and give them a little bit more time to do things. I would be happy if I just could give them a little bit more time and don't go instant down after the Killer has see me, if he didn't fall for my jukes. or if I send the Killer staight to other players because I juke them all the time and not loop them for a little while.
I noticed I'm at my strongest if chaos is going on and all go down or if they are at the basement. I am a really good team player and I am a altruistic player, also it's more fun being altruistic.
This video is really a great video @FireHazard, this is so well explained, for such one I was looking for. This definitiv helps me. It showes also the structures of the walls, how it is made and how you handle, play it, this is awesome.. Thank you for that @FireHazard
No problemo, good luck!
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If you're using the Xbox Game Pass to unlock DBD for PC than no, you will be playing the PC version of DBD and will exclusively be playing with that platform of players.
What this means is, despite the Xbox Game Pass giving you DBD for PC... you still will be only limited to the players on PC and not be paired with anyone from the Xbox version of DBD.
Cross-Platform between Console and PC isn't possible yet and this isn't a work around to play with Xbox players on PC through the Xbox Game Pass... So basically, no.
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Her "wooshing sound" is exclusive to the phase itself and is not considered a Terror Radius.
The only thing that's muted is her husks Terror Radius and her Terror Radius outside of phasing... the phase sound stays the sound and is only muted through the add-on "Prayer beads." But soon, they'll be nerfing that add-on to remove that ability.
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I'm late to this question, but basically what's happening is this.
They'll be releasing all previous exclusive event skins from the Scorching Summer BBQ and the Lunar Event from 2018. They'll also be releasing almost every steam code skin from previous cons and such... skins that will not be released with them will be Bloodletting, Legacy, Steamer code skins, Switch Trapper, L4D, and that's about it.
They're releasing these skins to the public and the ones that're not being released will stay exclusive.
Here's the link to the post with all this information
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to all PC and console players equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to all PC and console players, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team
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I wouldn't give out your gmail in a post on the forums, just FYI.
Also, they most likely won't add Slender man into the game because he's an indie creepy-pasta... And I don't think the license that the character holds is the easiest and or greatest to acquire?
In-general, Creepy Pastas will definitely not make it into the Killer roster for this game.
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No problemo
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@uzielao said:
Ok man, thanks for the help
No problemo.
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Another thing to note, when The Rift closes all Fragments you have collected will be reset... so if you're saving challenges for a Future Rift than keep that in mind.
But yes, you can switch between new and old tomes at your leisure.
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No, no official dates for the PTB have been released yet. The Teaser has only recently come out... so a PTB is not for awhile.
We will just have to be patient and wait. If a PTB were to be released with a date and time, it would be announced above in the message board (Like how the Teaser Trailer is announced up there at the moment.)
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Sorry, I can't really follow with what you're saying.
You can't access your save data through PC anymore... this was changed to be saved on a cloud data storage through BHVRs systems awhile back.
You can only optimize the game through the in-game settings in PC and Console...
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It's the opposite actually, while you'll probably be out of your element when you switch from a controller to Mouse and Keyboard... you'll find that it's actually a great improvement with how the controls are on Mouse and Keyboard.
You'll be able to turn faster and sharper, you'll be able to move more articulately and precise, and you'll find that downing Survivors with a mouse and keyboard to be more accurate as Killer and monitoring where to look is quite sharper as well as a Survivor.
I got used to it after a week of playing DBD when I was new... it's not really that much of a learning curve since you use the mouse to control the camera and the WASD keys to move, the space bar is to break pallets and generators, and some powers utilize the CTRL key as well.
I'm sure you'll have no issue adjusting, and you might actually find it to be superior as well!
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/840219#Comment_840219
I was mentioning in another post about Rotten Fields how it is the most dangerous map for a Survivor because it is the most wide-open map with the loops only being on the edges so if they are caught in the open they're dead. The problem is the corn, the corn blinds the Killer and instead makes it the most Survivor sided instead. If they just take the corn and make like 4 of 6 squares of corn in the same area you wold have large areas of no corn and several patches of corn, that would decrease places to hide and make the corn a trap instead of cover. This would encourage Survivors to stay near the edges with the loops, if maps got changes like that then playing Killer would be more fair because maps are also a huge deal when it comes playing Killer.
True, the map size does play a factor in the mobility and map pressure some Killers have to apply in droves to be viable.
If they did that and some buffs and reworks than things would probably be a lot better.
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@HatCreature said:
I don't about playing high tier powerful Killers, I always play for enjoyment and this is why I don't play certain Killers, not because they're low tier but because their base-kit isn't powerful enough to be fun and enjoyable.
I desperately want to play Trapper so I'm unlocking all the necessary perks to even play the dude and even then he is still disadvantaged because of his archaic design, the game was never designed around him even upon conception; it's ridiculous. Back in the Beta you cannot say Trapper was EVER designed to be a threat in this game when they launched the game with a loop that had 3 windows, they expected Trapper to trap all 3 with his slow speed and carrying a single trap and expected him to be powerful; never designed to be good.
We need all Killers to be powerful and fun in their own way, top tier doesn't matter and to be frank won't even EXIST if all Killers got changed to be fierce and fair. That will bring diversity and be healthy for the game. I like that the Devs are changing Killers but those changes need to be smart, hopefully the Spirit changes they chose are all she needs and the Doctor changes turn out to be amazing.
I think when it comes to inherently weak Killers, they deserve a rework or buff. Kind of like how Freddy deserved his rework after being considered the worst Killer for 2 years.
I suppose we don't really need to even the plain field with every Killer to destroy the unique concepts they hold, but most if not all Killers should be at least buffed or reworked if they're stuck at low tier to make them more viable for Red Ranks and just in-general.
That, and the map design should honestly be changed to reflect a more healthy outlook to M1 Killers as a whole... rather than punishing them with insanely strong loops and set-ups that make using a certain perk an insane loop that requires bloodlust to overcome, like Lampkin Lane + Balanced Landing, or Iron Works and balanced landing, etc.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/839822#Comment_839822
You severely underestimate how powerful information is..in dbd especially
This conversation isn't really going anywhere.
We're basically saying "no u" to each other until the last person is saying "no u" at the end.
We'll just agree to disagree and move on from this.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/839792#Comment_839792
I doubt they'll scrap the buff..its their whole balance strat
Who knows, things can change.
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@Slay___ said:
https://forum.deadbydaylight.com/en/discussion/comment/839679#Comment_839679
That recent players is platform specific and different platforms will do that differently, even if they offer such feature. Meaning you never see recent players using another platform in Steam recent players list, which at the moment isn't even working due to dedicated servers doesn't support it, at the moment anyway - it works in other games using same game engine and dedicated servers (for example Rocket League).
Instead you need to use game engine specific friend list which was released a few updates ago, and currently it's being updated to function with other platform such as Windows store. It will be very similar to what Rocket League uses I think since it's using the same game engine.
Example video of how it could look like from Rocket League: https://youtu.be/gewA1A7wo7w
And the FAQ has this;
A: Initially, you will not be able to add friends from another platform.
https://forum.deadbydaylight.com/en/discussion/100036/news-introducing-the-windows-store
Meaning it might become a feature soon.
Well that's good to know for the OP asking the question and anyone you may make friends with on other platforms as well.
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No problemo! Glad it's working out for you!
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839851#Comment_839851
So by that Logic then legacy skins should be included.
After all its not MY fault I didn't get a chance to earn it, or Just play the game and get right?
So when is Legacy coming for everyone?
You won't stop haunting Peanits about those legacy skins huh?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/839731#Comment_839731
Honestly, if we improve maps, a lot of the problems will be solved.
Basically...
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/839878#Comment_839878
But once money was on the line, everyone went nurse. (Official tournament)
This says a lot.
If there is money on the line than you'd bet all the Killers would be Nurse or Spirit...
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@Johnny_XMan said:
I kind of feel like this notion that “No one is playing other killers in red ranks” is simply not true.
Perhaps it is a region thing, but I keep seeing different killers... and some that aren’t even mid-tier. I’m just not sure that everyone is having the same experience. Yesterday alone I saw 1 spirit, 2 Hillbillies, 2 Clowns, 3 Trappers and a Wraith.
I wouldn't say no one is playing other Killers, it's more so that you just see a lot more Freddys and Spirits at Red Ranks than you see any Pigs, Clowns, Wraiths, etc.
It also depends on the Killers you face... if it's a Spirit main that only plays Spirit than it's going to be Spirit... if it's a Killer that wants to mix things up each time than it could be a pig, wraith, clown, etc... who knows.
Maybe it also depends on the time of day tbh.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/839863#Comment_839863
I am saying ever since I've hit rank 2 with my group, we never lost, rank 5 to then we rarely lost, rank 6 - 11 half and half over that we lost many cause we were learning still
Again, it's bold to say you can never lose off of knowledge alone.
Knowledge is good, but that's not really enough if you don't have skill or forward thinking to back it up. I feel in time you'll face a Killer that'll prove my point right, someone who can match your team and get the point across that you're not invincible 100% of the time.
Nobody is perfect.
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@danielmaster87 said:
I feel like all I ever face on console is Ghost Face and Myers. Seriously like 2/3 matches is those two, because people love getting cheap instadowns, which Hillbilly is only a half-baked version of. Buff the Doctor or Trapper, because they desperately need it.
Console is a lot different because of controllers vs Keyboard and Mouse.
I feel console has a bit more diversity because of this...
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@Raptorrotas said:
Of course theres always a best killer.
But the smaller difference between the best and the worst, the better for the game.
Basically, if the roster was more even and balanced than the overall health and diversity of each match could be greatly improved.
Of course we'll always have a top tier Killer though... but having that top-tier Killer being one of maybe 4 viable choices is very different than say... a full roster of decent choices to choose from.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/839843#Comment_839843
I can see both sides of the argument certainly, they could make it to be tier 1 Kindred and not tier 3, which would be 8m. I really don't feel it'd be too impactful, at least with how I play the game, but I'm not gonna say it'd be fine to just slap on.
8 meters sounds more reasonable, but i'm sure Survivors could abuse it in some way... idk.
Tbh, an aura reading base-kit change wouldn't really solve the solo Survivor issue in-general... I think there should be more to it than that.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/839831#Comment_839831
How can you not get it, you're either good, learning or trash, that's basically it, my games don't end up with anyone hooked, cause we know every killer counter and ready for any type of play, cause we've seen it all now, it's predicable as heck for us, only human error causes us to be hit and that's more range killers, but only the one time that happens
A seasoned veteran can be bested in some cases.
To say you're unbeatable (which is what you're basically implying) is pretty wrong to say the least. You may have seen it all and you know all the tricks, but that doesn't mean anything in the actual game.
I've seen every trick too, but I sometimes get bested as well. It doesn't matter if you know all the tricks you're still prone to being defeated...
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/839576#Comment_839576
Yes I read that comment in the dev blog but is it no possible to somehow update those items so they couldn't be lost? (I am not tech savvy so I have no idea if this could even be possible)
It is a shame that people still won't get back their lost legacies though :(
I have no idea, I don't have access to the games files and I'm not a dev... nor am I a coder.
I couldn't tell you if it is easy or not, if I did it's easier said than done most likely. And the part about the legacy is a slippery slope, the issue with returning it is you need to prove without a shadow of a doubt that you owned the skins with enough proof... and sometimes that's not enough if they can't identify if you previously owned it or not.
The whole Legacy refund thing is a tricky situation.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/839741#Comment_839741
Eh, I mean Kindred is like what, 16m around the hook? It's not huge, and they could even add a little delay so that the killer doesn't get revealed when they're walking away from the hook. It only stops survs unintentionally doubling up on unhooks, and stops camping. The first kinda sucks for killers, since more survs not on gens is good, but it's not a huge loss. The second, you're already punishing yourself by camping hook, I don't mind the game doubling down on trying to teach killers that camping is not efficient.
Idk, the ramifications of this base-kit change could punish non-campers tbh... despite the 16 meters not being that big.
16 meters is actually a decent size if you compare it to Myers base-kit Tier ll... it's not huge but it's not that small either... if you're seeing a Killers aura in that 16 meter ring on say... a really small map, than it could really damage the gameplay for them.
On paper it's a good idea to counter camping, and teach Killers other tactics to use... but that's about it.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/839769#Comment_839769
I couldn't think of the saying but you get what I mean lol, and all my games as survivor doesn't end up with hooks and a DC after gen 5 so I probably forgot a game plan for it
I don't really get what you mean, but my point still stands regardless.
Each game is different, you might get a strong team that can loop a pro Spirit for 5 gens, or you might get a 3 man DC and you get hooked with no mercy...
It's unknown what will happen in a trial, that's why it's a M Y S T E R Y !
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@Aura_babyy said:
If you're saying Freddy has problems with looping then you're playing him wrong :)
No? I don't think that was what my point was insinuating at all...
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839768#Comment_839768
Bye Felcia.
Go talk to Cote and the others about giving us our free legacy skins.
Yikes...
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/839731#Comment_839731
Being forced to run certain perks and add-ons on killer in order to compete on red rank is not fun. Running the exact same build every game is not fun, just like versing 10 spirits in a row.
So yeah, base-kit buff is needed badly
Base-kit and map changes would help with most low tier Killer issues in Red Ranks.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/839701#Comment_839701
They decided against it..likely due to the massive upside of seeing the killers aura which is hugely underestimated
We'll probably see more development on what they'll be doing with this in the future than... maybe around Chapter 14 but not during the chapter itself.
Or they might scrap the idea, who knows. I can't read minds ha ha!
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/839731#Comment_839731
Honestly, a full map rework is the first thing that needs to happen. Every map needs to be brought in line with Badham. And Haddonfield needs a quick fix ensuring the Strode house can't spawn with two windows, to stop the BL infinite.
That's a good step in the right direction, when they were talking about map reworks I thought they were referring to ALL maps... instead it was just Pre-School it seems...
While we do get that map a fair bit now because there are so many of them that were design to aid in this issue... it still doesn't really fix the other maps issue. Like, Iron works still has that broken window loop, Crotus Prenn still has A LOT of safety drops and pallets, Wretched shop still has that huge 2 window loop in the main structure, etc.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/839699#Comment_839699
I find easier done than said, and most matches are predicable, the few that aren't is rare and only require you to only slightly adjust, relax and know where windows and pallets are and assume 3 things may happen, they ignore you, they break pallet/go through window, they go around pallet/window and act accordingly to the killer that's doing it, if they try going around pallet, cool, vault right over, if they break, cool, run, etc
That's... not how the saying goes and logically works.
Saying something should work like this, this, and this is easier than actually going out and doing it yourself. Like, if you told an artist to paint this amazing portrait with all this detail with no prior experience in how to even paint... than you say it's easy is easier said than actually doing it yourself!
Like I said, every match is unpredictable and the choices you make can impact the match greatly... If you waste time getting every crate in the match while no generators are being done and 2 people are hooked... than you're risking those 2 players being killed on hook because you were looking for items in boxes, rather than saving them.
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839728#Comment_839728
Sure it will
It worked for everyone else on these desirable non-legacy skins.
I want my free legacy now.
I didn't earn it. I didn't grind for it. But I still deserve it because YOU people are basically saying NOTHING is special.
Demanding it won't make it happen...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/839457#Comment_839457
Buff more Killers. Most aren't able to be played effectively at rank 1.
If we're talking base-kit, than no. If you add add-ons and perks into the mix and a sprinkle of skill than it depends on the Killer mains that use those Killers to make them viable.
That doesn't really solve the issue though if most Killers are add-on reliant or perk reliant to be viable... so buffing base-kit would help a lot, and even some map changes could improve things greatly.
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@SafetyOff said:
Okay. You already stated that some of these killers are foundationally weak. As in their abilities just are not great. So buffing does not work, that is like polishing a turd.
They should probably focus on giving each killers unique identities, and kits, which would require reworks. And balancing them on a case by case scenarios. No matter what you do theres always gonna be top tier "picks" don't matter which game. The point is to give people the opportunity to play other heroes past that and to make them feel competitive. Tryhards are always gonna play what's most broken this patch and gets easiest wins. The problem might not be as much as Killers tiers, but the huge difference between premades, and none-premades and the DbD devs having no control over it. Which makes Spirit competitive vs premades, but stumpy vs non, hence the nerfs.
Buffing, reworking, depends on the Killers power honestly.
Not every Killers power needs to be reworked to become viable... some of them just need to be buffed.
Of course there will always be a top-tier pick, if you broaden one's horizon with the lower tiers than we can get somewhere. You also don't need to really buff them to improve the viability... map changes also play a role in how M1 Killers do as well.
There are so many possibilities to what they can do with this... we'll always have a Killer above the rest, but if the other Killers on the roster are viable than we'll see a lot more diversity in the pool. Peoples main issue seems to be the viability at Red Ranks with most Killers... if they improve upon this than things would get a lot better.
And yes, people will always play the most broken builds, Killers, characters, etc... That's why you balance that out to make things less dull... kind of like what they're doing with Spirit. The nerfs are reasonable and she's still strong afterwards.
The Nurse nerf can be debated if it was a hard nerf or not... but it definitely isn't a Killer friendly nerf to Killers that don't know how to use her. Killers with prior experience with Nurse can struggle less with this nerf.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/839427#Comment_839427
Lol their initial idea was to make kindred base kit..
That isn't really too OP... I thought it was gonna be something like see the Killers aura or something.
Base-kit Kindred isn't really that game breaking. But i'm sure they'll either not do that, do it, or think of something else.