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Freudentrauma

Freudentrauma

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Freudentrauma
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  • Still want a flamethrower killer. Short-Midrange AoE attack, fuel based and beeing able to set chests, pallets and locker on fire, which blocks those objects or even destroy the pallets over timer. While beeing in range of burning objects gives you a slight buff.

    Would be a nice straight forward power.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/653773#Comment_653773

    They've not helped themselves by often doing average values by merging all platform's into a single statistics sheet and stuff like that.

    Showing everyone the actual raw stuff would just confirm a lot of things that people have been talking about. Its not in their best interest to confirm the suspicions.

    Showing off Raw data would also lead to a bunch of confusion. People will misinterprete things all the time. Interpreting stats isn't that easy actually. Especially in a game like DbD where so many things matters. It's true that merging platforms and showing off averages is not the best thing to do. Honestly I wouldn't even know what would be the best way to handle data actually considering how complex DbD as a game is. You have so many stuff to consider.

  • @Sean said:

    https://forum.deadbydaylight.com/en/discussion/comment/651567#Comment_651567

    Why do devs keep saying Soon™️ I don’t get it

    It has become a meme, because "soon" is the only thing they are allowed to say, when they can't give out specific date yet for something which is coming "soon"

  • @NoShinyPony said:

    There are a lot of maps where gens can spawn pretty close to each other. It's the survivors' job to pay attention and not leave these gens for the endgame.

    That's easier said than done. For a survivors it takes time to figure out dangerous gen positions on the map, while the killer has an advantage in figuring out a space to protect. Besides that it's not that unlikely, that there are sometimes more than a three gen positions. Especially on old Badham or the new Pale Rose I ran/run quite often to places when there are four or five generators spawned in a constellation, which are hard to break apart in a "healthy" way. Especially, when a Killer sees and knows these gens as well.

    Even on one of the new Badham maps had to deal with a Nurse player recently, with PGTW and a three gen strategy around the shack. One gen and the basement was in there. For solo survivors it was basicly a gg, when she had one in that basement.

    I agree that it's part of a survivor's job to prevent a three-gen and too close constellations, but on some maps and map constellations gen placement makes it almost impossible, if you aren't four well coordinated god-survivor's.

  • Uff, it will just lead to less risky play, when a gen is under 50%, but I doubt that matters with high risk play. Most high rank surv prefer DH over SB and already leave the gen earlier to be safe.

    The other perks sound interesting. But we will see, how effective they would be in high risk play. Nancy's selfheal perk e.g. could be quite usefull.

  • Soon TM

  • @Catbucket said:

    This is almost certainly fake. They have it framed as though this was an interview, but if it were, there would absolutely be an official translation in english or french.

    Why? Giga.de is a German website. They don't do any English articles. They probably had an interview with McCote at the business area on Gamescom. It's probably not the only outlet which interviewed them. But they might wait for a later proper date to release their ones, or prioritised other Gamescom footage over DbD for now.

    I'm German. And read the original article. And I'm 100% sure it's real.

  • @Immersed_P3_Nea said:

    I’m at work and google translate is kinda wonky on my phone. Anyone mind posting the translation?

    Short summary:

    Demogorgons power allows him to teleport similar to rework Freddy. Lore wise it's explained via the Upside Down world. Normally walks on two legs, but will also be able to change it's stance, when it switches into a crouch mode.

    It's perks are designed to keep survivors away from objectives or slow them down. One blocks all windows and vaults for 30 seconds, after a generator get's done. Another kicks all gens at the map, when the killer picks up a survivor.

    Steve is the "Babysitter", who is focused to keep others alive and tries to get the attention of the killer. One of his perks for example get's activated, when he unhooks another survivor. The unhooked one won't leave scratch marks behind and be silent for a while, while Steve will get a time limited object of obsession effect on himself.

    Nancy on the other hand is goal orientated and wan't to finish the game as fast possible. One of her perks is an Obsession-Perk, which makes her obsessed for a specific gen. If she is able to finish that gen she will receive some bonuses (Unknow which one)

    Another of the new survivor perk(Uncertain which survivor), will allow them to see their own scratchmarks and move faster (They say run faster, but I have a doubts about that). Meant to help you trick the killer into a wrong direction.


    Keep in mind this article was written by German people who probably interviewed McCote originally in English. Stuff can slightly be off somehow.

  • @Aven_Fallen said:

    The difference is that Ash was a Survivor-only DLC. It needed a Cash Grab, this was available with old MoM.

    This DLC will bring a new Killer, this is most of the time enough to buy the DLC.

    I except the Survivor Perks to be mediocre at best.

    The Killer Perks will be one good Perk, one situational Perk which only works for a few Killers and one Trash Perk.

    Like the last few DLCs.

    I doubt the Ash dlc had already a good incentive for people to buy it. It's Ash from Evil Dead, first licenced cosmetics, first time we got a licenced character based on the actual actor etc.

    I don't buy any "MoM was op to be a cash grab" talk. Sorry. Honestly, what I think what happened, was that the devs wanted a perk which fit to theme of "Evil has a way of always finding you." quote from Ash vs. Evil Dead and also the idea back in their mind to reuse the Endurance status effect some day. Then mixed both together and accidently created a perk, which was horrible.

    And yes after Legion, I even trust that they might have been blind by their own work not to see the issue with it beforehand or listen to early community critique after the leak.

  • To be honest. I would really love to see DbD in other media. I think the core concept of a lot of the original killers and the entity setting itself is quite promising. On the other hand such a project would be big and would take a good amount of time. I'm pretty sure Behaviour would take the opportunity, if a network or content provider like Netflix would show interest. But I doubt that DbD is considered big enough yet as a brand to gain such interest.


  • @JawsIsTheNextKiller said:

    Technician is a great perk for beginners who cannot land skill checks and for when I've had a couple of beers and cannot land skill checks.

    That's a good argument. Some perks are more designed to be good for beginners mostly. Like Déjà vu and Unrelenting. And not meant to be meta. Just good for helping you getting into things until you don't need it anymore.

  • Make a certain amount of pallets and vaults unlockable for survivors, instead of ready to use at the start of the trial. That should make the early game easier for killers, while stalling the game by introducing a new incentive, but also makes sure that survivor ressources won't get wasted by one bad survivor at the start of the trial.

  • I think, the problem with Spirit is mostly, that the lack of feedback her ability gives you makes it hard to read her or get a hang out of her behaviour afterwards as well. And that makes things feel more frustrating and unfair compared to a Nurse blink, where you can see and judge how the Nurse player blinked. So you know they played and predicted you.

    I remember somebody suggesting, that giving Spirit a visible trail, after she leaves the phasewalk might help to get rid of that frustration. And might make it easier to read your opponent for future play. On the other hand a huge trail, when she phases for a long distance, is too much information for Survivors too use.

  • And how would this UI handle other hexes? If for example all dull totems done and only one or two hexes are left. In that case the number of totems destroyed are important. I kinda like the idea, because it opens up the possibility to change the number of totems without survivors knowing it (Yes, I want a secret offering, which spawns one additional totem) and tries to get rid of irrelevant info.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/630423#Comment_630423

    Not possible to do on purpose, since the hatch is guaranteed to spawn and open in every single trial, no matter what the killer does or how well they play. If the survivors don't get to see the hatch, it's only because they weren't lucky enough to run past it at some point.

    Killers can still slug the second last survivor and prevent the hatch from spawning. Even with EGC changes, it's still a very common killer behaviour actually.

  • @woundcowboy said:

    Btw Decisive and/or adrenaline should be the next thing nerfed. It’s pretty telling that decisive is meta on pretty much every competent teams. It can totally lose the game for the killer. Adrenaline is the equivalent of noed, but it can’t be disabled.

    Adrenaline is less controllable and more situational than NOED. It can trigger in situationes, where you neither need a sprintburst or a heal, but still have exhaustion to deal with. I won't say it's balanced, but it comes with downsides, which even might kill you.

    Decisive, is still quite popular, because compared to other anti-killer-behaviour-perks, survivors can trigger it much more likely on a regular basis. Mostly because it's a little bit more trigger-happy than those others. So I agree. It would be better, if the perk would get deactivated through a "back in action" event. But even after such change DS will most likely be popular, mostly because the action it conters is quite popular as well.

    But to be quite honest. I think Object of Obsession might be the thing Devs will hopefully look into...

  • Because they are the killers. Slasher movies are also more remembered by the slasher than the survivors. Even though the final girls are well known as well, the slashers are more iconic. I mean survivors are after all just regular beeings. Even if survivors would be more like skins, the focus would be most likely on the killer, because they are more special, iconic etc.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/619378#Comment_619378

    The reason everyone is speculating that it's a Stranger Things chapter is because of the call out to Bhvr from Netflix on Twitter. However, you are correct that Stranger things is not very horror themed, and while it has scary moments, its more of a sci-fi drama. Personally i speculate that if BHVR is going to do something related to Netflix created shows, the jokes on all of us... we're getting a Hemlock Grove chapter!

    A Stranger Things chapter was heavily requested by the community around the time season 2 came out. Besides that Netflix hasn't shown much interest doing much video game promos with their other shows than Stranger Things besides Dark Crystal so far. Especially not a show which final season was released four years ago. I looked if anything else worth promoting than Stranger Things is releasing soon at Netflix that fix. But haven't seen anything. So that show is the safest bet as the unspecific promo/prject between the two. The only thing, which is unsure, is when and what exactly it is. It could be an entire chapter or just be a cosmetic collection tbh.

    And like many said, if it's a chapter it doesn't have to be an upcoming one. Chapter 13 can be something else like an original chapter. Maybe with an Archives/Entity centric killer/survivor? Or so many other things. It's just too early to say. It's not even middle August yet.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/615514#Comment_615514

    Wait, you mean to tell me that we nerfed something that was overpowered in a live game?

    https://us.v-cdn.net/6030815/uploads/357/NZ78TGM7U3LW.jpg

    You should never buy something in an online game- any game at all- just because it's really powerful. Everything is subject to change.

    I would argue, that the way you nerfed it, was a disservice for itself. Putting it in a state, in which it's even almost impossible to play it as intended now. MoM is one of this cases, which sometimes make me lose faith in your design team. Starting with an absolute overpowered annoying perk, which gets "fixed" by making it completely useless and basicly unplayable. That's not good balancing and a good reason to complain about.

  • I expect the other ones beeing buyable DLCs. It probably just makes more sense to already include a good bunch of DLCs in the Switch's base version not to overwhelm new players with a huge bunch of DLCs and justify a "higher" price and beeing "late" compared to other versions.

    It's at least what I expect. Besides that they would basicly leave potential money on the table, if they won't do any Switch DLCs.

  • Honestly, hard to say. I expect a Stranger Things/netflix related chapter for this year. And more likely to be the next chapter than coming in winter, when ST season 3 is out for six monts. But after the las Q&A stream, I got a feeling that the devs might to avoid more licenced maps, because they are only allowed to make one for a specific realm. On the other hand they found a way to circumvent it with the map varieties.

    Otherwise if the next chapter is original, then there are many ways they can still go. It's still a bunch of stuff left Devs can get inspired from. Beeing a animal/pets related killer, underwater theme, pyromaniac etc. I'm just gonne get surprised by myself by now.

  • @Mew said:

    I heard a suggested buff on somebody’s stream (i forget whos) that when equipping monstrous shrine, it spawns both of the basements on the map. I thought that itd be really dope for it to do that.

    And then Haddonfield Music plays, or it's Shelter Woods. Not all maps have two basement spawns. Those maps would need to see an update, before they could do an effect like that.

    Besides that I'm not sure, if I would like it, when Devs encourage a basement perk more. I really think whatever Monstrous Shrine should do, should be more consistent and affect all Hooks. Hard to say which effect would make sense. Maybe a general Unhook action time debuff combined with some sort of killer buff, while a survivor is hooked. But not sure, if such thing would still be played enough.

  • What Hardware do you have and what is happening ingame, when you experience FPS issues?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/599376#Comment_599376

    @Freudentrauma her lunge is the same as every other Killer. Including while she is in a blink.

    The TR stuff sounds like it has potential though. I'd be totally happy if they made addons like that.

    @NuclearBurrito @nuc1eaRHer lunges used to be different. Especially her non-blink one was very short, when lunges were dependend from movement speed. And that was what I was referring to. And to be honest, if they would ever tweak base kit Nurse, I wouldn't mind if the short non-blink one would come back encouraging unexperiended players to blink more, except when they use an AddOn. But that was just a thought.

  • Honestly, if Nurse would still have her very-short non-blink lunge, then I would have like to see one AddOn adressing it.

    Besides that most of this stuff sounds reasonable. Stuff, which I was also considering, might be effects like TR changes during the charge e.g. (Maybe an increase for range AddOns?) Or the opposite for a "stealthy" approach.

  • @martin27 said:

    The hag only game out with the pale rose, the grim pantry came out with the LF dlc

    Yes and no. LF and Grim Pantry came with the same patch. But Grim Pantry is by design related to Hag's lore and has no direction connection to LF. Mostly because he is a licenced killer. So you can't "officially" connect him with an original map.

    Plague's map on the other hand has a clear connection to her backstory and previous life, while beeing "misplaced" by the entity in the Red Forest.

    And Father's Campbell is only the Clowns map, because he is "visiting" that place. Lorewise it's connected to Nurse's backstory, which is kinda neat how this map is still connected to both killers compared to the Temple map, which is more kinda random mix of Red Forest and Temple.

  • I don't think forcing players to take certain perks would be a good solution to this. Of course it would be nice, if survivors would be a little bit more different, but that would just limit current options and lead to some survivors dying out at a certain point, because of their perks.

    What I would rather like to see, would be some survivor "class" system, which would replace the item choce in the loadout screen. Similar to killer's powers. But much much weaker minimal thing and with AddOns. But only three or five different survivor classes, so that new survivors would still be skins of known "classes". That would lead to different perk builds for different survivors, while still giving players more options what survivor they want to play as. But that would be a huge change from the base game. Another balancing aspect and survivor buff to deal with. Something more for a DbD successor, than for the current game.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/591390#Comment_591390

    You can explain what you think will work all you want but I want to see you prove it. Its not hard. It would take 5 minutes tops.

    If it involves playing against you, then it would take longer than 5 minutes to setup KYF lobby between the two of us considering the time zones differences. And I've never played against somebody from the US, I think in DbD. No clue how playable the ping would be. I'm from Germany.

    But I will try to record stuff, if I get matched against a top tier nurse player without addons. Maybe I will be matched with Gammalunatic, if I'm lucky.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/591079#Comment_591079

    Most survivors can measure her blink distance, it just doesn’t work on good nurses.

    I kinda love that "argument". Somebody tries to reason how and why -> Doesn't work on good nurse players. -> End of discussion.

    Thing is: even a good nurse players have limits with their blinks. And once wrote a longer post trying to explain, what I meant. It's just hard to say. And It's not just about judging the blink distance. It's about judging, where she lands with her first blink e.g. and how to move to position yourself good against the second blink. It's really hard to say how and why, because it's more a game feel thing. I tried to go into detail in past discussions. I really don't want to repeat myself, all the time and already tried to explain it. (https://forum.deadbydaylight.com/en/discussion/comment/561406#Comment_561406)

  • @ScottJund

    I wrote in a previous Nurse discussion thread a lengthy post how I play against Nurse players. And I'm not relying on stealth. It's true that Nurse is not loopable like other killers. But that doesn't mean that every game mechanic is broken with her. It's just that she is a game changer, who relies on a different style of gameplay. It's about mindgames and prediction. And the last point is what I think is, what seems many survivors have problems to deal with. It's possible to judge during a blink where a nurse will land, and were she can hit you afterwards. And also how obstacles limit her blinkoptions slightly. I really don't want to write another huge post now. But really I really can keep a Nurse player busy for a good while like other killers.

  • Inspired by a Rammstein song title:

    Don't die before I do (Survivor)

    You can't stand watching others die. You start the Trial with two Tokens. Each time you are put on a hook, you lose one Token. When you unhook another survivor, you can press the Activate Ability button to spend a Tokens to lose one hook state, while the unhooked survivor gains one back. You unhook other survivors 40/30/20% slower.

  • Bloodlust is currently still connected with Beast of Prey and even though it's not necessary on that map, it would be kinda inconsistent, if we wouldn't have it on all maps. New players might even think the map is bugged somehow.

  • Not getting rid of it, but they really should rethink Huntress audio from a survivor perspective in general. Sometimes I can hear the hatch full loaded sound outside of her lullaby range and otherwise I don't hear a thing during a chase and get surprised by her throw/when I look behind. And yes, I do that often. I just can't do it 100%, when I don't want to kiss a wall.

    Besides that her lullaby really doesn't feel right since the change. I have an easier time dealing with a heartbeat. Even though both should work the same way. My suggestion would be to at least increase the TR from 20m to 28m. That might help more with current sound issues.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/563803#Comment_563803

    I do what the devs do.

    OoO on SWF = delete the perk

    Pig ability in the endgame = delete RBT

    So you think Pig changes were fine then? Otherwise it wouldn't make sense to suggest something you consider wrong.

  • I'm not sure, if I would like to see her as a survivor. Ash and Bill are already a stredge as characters, who are already quite strong, but Buffy is really a character known to be physical strong and always fighting back. Especially when the Buffyverse has actually a bunch of other beloved characters, that would all work as survivors as well like Giles, Xander, Jonathan or Andrew e.g.

    But going with the second question: I would imagine her perks highly beeing chase focused on the concept of fighting back. Well maybe even something based on her "visions" or her will to sacrifice herself to help others. Who knows.

  • And some people didn't find SAW or one othe other licensed characters interesting. Thing is, IF there is a Stranger Things chapter, then it would fit into the game as much as other licences, because the show had darker subplot inspired by typical 80s horror etc.

    I also disagree that original killers are more interesting than licensed ones. Myers is a great and beloved killer in the game e.g. while other original killers look kinda "meh" in comparison. Both can be done good or bad.

  • That wouldn't be a smart way to handle it. If you want to fix all the issues around OoS then you probably have change the perk itself. Not disable it in specific situations.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/554158#Comment_554158

    Not everyone can be pleased, that's unfortunately how it is. As you can see, the majority of people who came into this thread like the idea.

    Honestly I find the idea horrible for completionists as well. In the current system I can at least play the way I want and still achieve my goal of getting all Perks Tier III on all my characters at some point. With the perk challenges, I might have to play matches I don't really want to play or won't enjoy. And that not even once. I would have to repeat that with each character. I don't think that it solves the issue, how grindy and unpleasant it is. It makes it easier to get the build you want by giving more choice. That's true and some challenges might be fun. But it also comes with another big frustration potential.

  • @Spicybarbecue said:

    Swf isn't fun, not in any reality.

    too easy as a survivor (auto win)

    not fun as killer.

    you want to know the real reason ppl play in swf groups, because they want to gang up on one person.

    that's right, the real reason you want to play in a SWF group is cause you are a bully, no other reason

    Humans are social animals. We like to play with friends. Communicate, have fun. Playing DbD with friends is one way to do so. And no bullying the killer isn't everyones main goal. There are bullies in DbD (or in every online game), you can meet in the game. Maybe some are swf, but I also experienced toxic solo survivors or killers. Don't tell yourself it's otherwise. That's the wrong way of thinking and leads only to more miserable environment.

  • Often enough. I even had a four Jakes lobby once. It was Bubbaheaven.

  • Nothing big to be honest. Most stuff they are currently working on is quite know. So I mostly expect only a little bit of fresh up information how far they are with servers, freddy rework etc.

  • Not really. It's a quite broken update, but there were worser patches. It was before my time, but apparantly winter 2016 was pretty horrible as well. And we faced a good amount of other bugs and glitches in the past, like game hostage spots e.g.

  • @Akisohida said:

    https://forum.deadbydaylight.com/en/discussion/comment/545907#Comment_545907

    And neither of those tell you how many totems the Killer has unless they actually find them.

    A totem counter gives you info you would not have, even in an SWF. A SWF does not just know you ran 3 totems unless they SAW 3 glowing totems.

    A SWF also does not know if they cleansed every totem just because thy're a SWF.

    A totem counter would say 'The Killer has 3 totems!' and 'You cleansed every totem!'; 2 IMPORTANT bits of info no group has, no matter how skilled.

    This suggestion is OP and would further render totems pure trash.

    So far there are always five totems in every trail. The idea of the totem counter isn't to reveal how many of those are hexes or dull. It's to give solo survivor the information how many of those five are cleansed. An information SWF with voice comm can already have.

  • He isn't hard to face against as soon as you figured out the reveal zone in the middle of your screen. Definitvely not op.

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/536274#Comment_536274

    The killer shack is an infinite, though. That's the thing.

    Why? Give a reason on your thesis.

    @Topic

    Honestly, I haven't experienced much changes with vaults after these changes. Still feel as usual for me, when I play survivor. So hard to say, if something feels off or not. But to be honest, I would prefer it, if problematic loops get reworked in a way, that they are more enjoyable for both sides than just changing them in a way, that they are only usable in one direction. For me it kinda makes such loops an automat, that doesn't give much choices to both sides, how to play. Because there is only one way to approach them.

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/535868#Comment_535868

    Yet again he wasnt gonna called the clown hes name was ring master but they change and put clown but theres 2 different part clowns are humans stranger things creature arent ppl wants alien in this game guess what it wont happend devs said it many many times that creatures wont be in this game also they never said that theyre are going to put a clown xd

    The creature argument was more about a technical level. It would take much more ressources to do a killer without a humanoid design. But I'm pretty sure they never said "no" to an alien killer e.g. Or that a killer always have to be human in some capacaty.

    Also people just speculated that the Clown would be a Ringmaster based on the first leaked teaser. But that was pure speculation. During a devstream they talked about the design or origin of the Clown, on which it's clear that it was always intended to be a Clown.

  • I don't think adjusting the timer is the way to go. It's main issue is that encourages survivors to do a lot of YOLO actions and I think the only way to counter that is to make some "Back in Action" event, which deactivates DS, triggered by stuff like unhooking, gen/totem working for 1 sec e.g.

  • I doubt we will see much changes between current PTB build, besides bug fixes, when Ghostface comes out. And I don't think they plan to make additional tweaks or anything like that.

  • If I remember correctly part of the Badham rework is to give it more of a variety as well. Besides, it has it's own issues with large loops etc.

  • @Tsulan said:

    @se05239 like, when they said no clowns?

    @Tsulan as a long time ago and I can remember back when they revelead the Clown McCote referenced what they previously said and gave a reasoning why they changed their mind about it.

    @Niitosky said:

    according to me behavior will participate in the development of their next game (like the game of stranger things), I do not think regards a chapter for dbd

    They talked about upcoming projects (plural). It's possible that it's some other job, but considering that a Stranger Things chapter is highly requested by the community and there is clearly some kind of working relationship and hugh interest by Netflix to get their IPs out, I think it's worth to talk and speculate about.

    @NightmareReborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/524581#Comment_524581

    As someone who doesn't watch Stranger Things (or TV in general), what would be a killer/survivor pack that would make sense?

    Like it was previoulsy said the Demigoron is the most likely choice for a killer, if there isn't something new introduced in the upcoming season 3, that fits better.

    Survivor choice is hard to predict. With a television show there are several possibilities they would be able to go with. On the other hand, I'm not sure about the age of the teenager character. Could be that they are only limited to adults ones, which still leaves us with several choices.

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