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Freudentrauma

Freudentrauma

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Freudentrauma
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  • @SadonicShadow said:
    The perk grind in this game has become a real problem that sorely needs to be addressed. The devs still continue to release new killers and survivors every 3 months and they have not stated when they plan to stop so its only going to get worse and worse. The ideal solution would be to remove perk tiers. Perk tiers are redundant and needlessly triples the grind.

    Not only triples the grind. It influences perk design as well. I mean every perk needs to be scalable on some level. They can't design a perk which only does one thing only.

    On the other hand getting rid of the Tiers would need another Bloodweb overhaul. Survivors have 14, Killers 12 general perks. So if you start leveling your first character you only have 17/15 Perks available right from the start. The rest needs to be unlocked first.
    I personally think a newcomer should be able to gain 17 perks plus unlocking 3 teachables with their first leveling to 50. It might require to introduce two additional general killer perks, to make the leveling survivor and killer experience more the same. But you are right, that we could lessen the grind that way, if it's done right.

  • @Sinner said:
    I never understood why they buffed the nurse in the first place. It was already the best and most op killer. Why did they have to give her the option to adjust the range of the blink mid blink?
    Also attacking while channeling was completely unnecessary.

    Because the old blink mechanic didn't work on The Game. It was completely broken, when dealing with multiple heights. It something that needed to be done, and I think the change was nice. Problem with Nurse currently are mostly with her AddOns, which need a complete overhaul. I think her basekit is fine right now. Just AddOns mess too much with muscle memory and prediction for both sides.

  • @Onionthing said:
    Legion's creation makes me smile:

    Survivors: Can we have a killer that doesn't tunnel?

    Killers: What? This is a awful idea ...

    Survivors: Can we have a killer that doesn't instant down you?

    Killers: Okay but we will need some outplay mechanics or...

    Survivors: Can we have a killer that doesn't have traps/invisibility or other mind game gimmicks?

    Killers: Wait.. what? How are we supposed to...

    Survivors: Can we have a killer that doesn't get much use out of the most common "broken" perks out there like NOED?

    Killers: Devs you can't seriously be listening to this garbage right? Cause..

    Devs: Here we go friends, a non tunnel, non insta-down, just gotta run fast, time wasting troll as ordered

    Survivors: This isn't very fun :(

    Killers: /facepalm

    Legion's creation was more like:

    Community: A killer that can vault would be niece.

    Devs start creating Legion.

    After some internal playtesting
    Devs: Hmm seem a little bit op without much counterplay. Needs some downsides

    Devs design frenzy stun, timer and Deep Wound.

    Devs: Looks fine. Let's put them in the PTB

    PTB starts.

    Community: Legion is weak. Please buff them.

    Devs: Not every Killer needs to be high tier. They should be fun. Stabbing and vaulting pallets is fun, right? But we will give them some tweaks.

    Devs continue doing QoL changes to Legion.

    Meanwhile:

    Killers: Spreading hits is impossible. But wait, I can actually easily down people with Franks mixtape and/or Moonwalking. And the only thing I need to learn is how to look down and respect pallets.

    Survivors (facing Legion currently): DC

    The problem of Legion isn't survivor created. There was a nice idea for a killer power, which doesn't work out that well, as it seemed like on paper.

  • @Slayer said:
    Freudentrauma said:

    No not really. He is not in a good spot, but if you chase with him you still have a decend killer. His instadown forces survivors to take M1 hits in safe spots. They can't take them while moving from one spot to another, because then he could instadown them.

    Besides that he is all about positioning especially on certain maps, if he catches you offguard you are down. He can destroy pallets faster etc.

    Of course he needs improvements and his AddOns need a complete overhaul, but his power doesn't hold him back like Freddy or Legion's does.

    Dude he cant catch you offguard if he did that was your fault or he had some perk like tinkerer but in that case it was simple luck .
    PiiFree said:

    @Slayer said:

    Legion is better he can down any survivor without having any skill i mean he has a power to down any skilled survivor while leatherface even with good addons cant down skilled survivor you just can keep him on distance and he cant do anything skillful to get closer to you its just matter of time thats why leatherface is the weakest killer and needs real rework besides i really like texas chainsaw massacre probably the best slasher movie of em all

    I'm not talking about winning a chase, I'm talking about winning the match. Legion might be good to land a hit but to win a match it requires stupid survivors that waste time healing up ect. Every Killer besides Nurse, Hag, Spirit and Huntress suffers from that "Leatherface syndrome" of having to mindlessly chase Survivors until close enough to hit them. That's not a Leatherface-exlusive. Leatherface is even in that comfortable position to be able to instantly down them instead of having to chase them twice.

    Legion can still pip even if he didnt kill anyone. Freddy has strong addons or good player can play him fine he actually can catch you offguard and  he s able to land a hit right after putting you into sleep its all mind gaming

    I play LF on a regular base and I catch survivors offguard as well. Yes, I use Tinkerer. But catching someone offguard could also mean, when somebody is moving without SB in a non-pallet region, or when you chase them that you destroy the pallet in a way, that they can't reach the same safe spot. Like I said, he is a decend killer in a chase.

    And a killer who pips well isn't necessarly strong. Killers with an instadown like Hillbilly have problems with to gain chase emblem tokens while Legion gains way to many. But he is far away from beeing a weak killer.

  • No not really. He is not in a good spot, but if you chase with him you still have a decend killer. His instadown forces survivors to take M1 hits in safe spots. They can't take them while moving from one spot to another, because then he could instadown them.
    Besides that he is all about positioning especially on certain maps, if he catches you offguard you are down. He can destroy pallets faster etc.
    Of course he needs improvements and his AddOns need a complete overhaul, but his power doesn't hold him back like Freddy or Legion's does.

  • God that Legion player plays horrible. No wonder you can run them around like that.

  • @Gillboy75 said:
    The hit box's are broken i see several times the weapons several meters away and hit and i seen somewhere that all weapons have the same range well that shouldnt be, why is that? BECAUSE a KITCHEN KNIFE or RAZOR BLADE CLAWS are not he same as a CLEAVER or a SAMURAI SWORD, the hit box's should coordinate with the weapon and the devs should then proceed to nerf and buff the killers after all the thing that piss's people off is when you see a knife vs a sword youd always expect the sword to have more reach not for you to swing the knife and be able to outreach the person with a sword

    p.s. There are now several games that show why the weapons reach doesnt determine a killers power and why even if you had a 1 inch knife the killer can be balanced to use a lower reach weapon and still do well example for dbd pigs knife is at their appropriate range then bam speed them up theyll need more speed since they dont have as much reach

    Changing range and lunge speed between killers would be more complicated, than you think. Mostly because there is another case to consider, which are vaults and other parts, which allow the killer over them. Those shouldn't be different for each killer. Consistency is very important here.

  • The only problem I see with the Game's pallet distribution, is the room above the bathroom. I think only one pallet there would be enough considering that these are two strong loops. Besides that I don't mind the amount of pallets considering tha Game's layout and the lack of vaults.

  • Does it even matter, when it goes live? I mean the changes and bug fixes are fine and stuff I'm looking forward to, but it's just a MidChapter patch. Not really anything to be hyped about.

  • I have to agree, that these AddOns might not on the best spot right now. But I wouldn't completely remove them. Prayers jus tmight be a better fit as an UR than an VR compared to father's glasses and Nurse should only have one additional blink AddOn as a UR as well. But Nurse is complicated. Her AddOns need a complete overhaul in the first place. Worth of it's own discussion.

    @Ryuhi said:

    @DwightsLifeMatters said:

    • additional blinks addons of nurse
      Absolutely busted, not only you cover much more distance even without range addons, but also you got as survivor 0 chance to win a chase. Remove it, it's healthier for DbD.

    • Prayers beats addon of spirit 
      Seriously, this addon is busted. Getting free grabs at gens is stupid af. Takes 0 skill to use and has an reward like NOED. Even more than noed, cuz u don't even waste time chasing.

    Prayer beads, while absurdly strong, do still require skill as you can't see the survivor so you have to guess between 1-4 placements where the survivor you're trying to grab is. Granted guessing wrong is still usually a free hit, but still. I mean you can always just gen tap until you know who the killer is just to be safe...

    You don't have to guess that much, because you will realize it, when you bump into that survivor, which gives away their position.

  • I think the main problem with lengthen the game is, that in the current game a killer, who only camps, has most of the time enough time to camp at least 2 survivors to death. maybe a third one, if he catches people fast and has NOED: Lengthen gen progress will also buff camping and also strengthen tunneling, if I think about the "Death efficiency" problem somebody talked about lately. Not that these strategies are bad. It's just, that it would be better, if killer would more effective without it.

    On the other hand the game needs to be lengthened with a new objective, which survivors have to do. So my suggestion would rather be locked pallets and vaults. A certain percentage of survivor defensives are locked at the start of the trial. Survivors can perform a Sabo action to unlock them, which notfies all the other survivors, that it happened. If a killer camps, survivor can still ignore those and do gens, while in a normal match unlocking defenses are necessary. It would also take stall potential in the early game out of the game, which is the most important part for the killer, if they want to build up pressure.
    Of course it wouldn't be an effective solution and would come with it's own issues. But it would be worth a try to think about it.

  • @Tsulan said:
    Vietfox said:


    Tsulan said:


    Vietfox said:


    Tsulan said:


    ChesterTheMolester said:

    As a Killer its fine, 30s max. As a survivor it takes a while though.

    Where are all the survivor mains that claimed that killers have long queues because survivors quit after all the nerfs?!

    Here we can see @Tsulan trying to start a riot ^^

    Not a Riot. Just curious. Since they claimed so hard that the nerfs were to much.
    Don't you remember the threads?
    Maybe killers did the same...

    @Tsulan
    Survivor queue times are usually quite fast, that's why people is asking what's going on (including myself, i made a thread about it too).
    Also there's hasn't been any important change that nerfs survivors so...

    I would bet on some kind of matchmaking problem. Like killers had a month ago.
    Or all the kids went back to school...

    From my perspective rank 1 matchmaking felt like it used to be a few days ago. Survivor hat a little bit longer queue time, and killer lobbies were filling up. Now after rank reset (r10) it seems like my killer lobbies take a couple of minutes to fill. Just strange.

  • I would prefer a sound nofication for the full charge. like the spirit has e.g. That would already fix that issue.

  • To be honest, I like the idea of multiple self healing perks. But if so, then they hopefull are able to balance them out compared to the exhaustion onces.

  • I honestly believe the perk needs some complete rework, which has nothing to do with escaping the killer's grasp to stay usefull but not overpowered for the entire game.
    The best thing I can came up with is(and probably somebody else already suggested it as well) is, that DS allows you to stun the killer once in a trial, when they are about to kill you with their own hands.
    It would fit into Laurie's kit/Lore and in general. On the other hand it would be a big nerf to Mori offerings in some way for adding that conter.

  • @Tsulan said:
    ChesterTheMolester said:


    Tsulan said:

    I would take that ultra rare addon that let's her see where she lands and make it base line.

    End of changes.

    That would be a great nerf, since that beam is really distracting, kinda like CSGOs disgusting default crosshair.

    Ok baseline might be to much. But at least make it a grey addon. I don't understand the dev logic behind that addon. Since it's clearly addressed to new players. But at the same time ultra rare.

    Her AddOns need completely reworked. The majority you will never see for a reason and she is missing UR etc.

  • @Tsulan said:
    Freudentrauma said:

    @Tsulan said:

    I see far more SC than DS or NOED. But I guess SC isn't broken, right?

    Just because you see one perk more than another, it doesn't mean it's completely broken. Survivors take SC more often, so they don't have to rely on their teammates or chest rng, when it comes to healing. But I rarely see survivors healing themselfs, since the healing changes. Only if necessary, because it takes quite long.

    DS on the other hand is more broken, considering how much it can lengthen a chase, which is much more devastating for a killer.

    OP argued that DS and NOED must be broken, because he sees them every match. 
    Just following that logic. 

    Ah ok my bad.

  • @Tsulan said:
    I see far more SC than DS or NOED. But I guess SC isn't broken, right?

    Just because you see one perk more than another, it doesn't mean it's completely broken. Survivors take SC more often, so they don't have to rely on their teammates or chest rng, when it comes to healing. But I rarely see survivors healing themselfs, since the healing changes. Only if necessary, because it takes quite long.

    DS on the other hand is more broken, considering how much it can lengthen a chase, which is much more devastating for a killer.

  • The first idea, which didn't make it had one big issue. It would have made DS activable without skillcheck for all survivors and even though it has it's downside of causing the broken status effect, when you about to go to the death hook, it wouldn't matter.
    So my guess is that their first attempt didn't make it, was because it wouldn't have fixed the perk. And about their second attempt... I can understand, if they don't want simply nerf DS to be an underwhelming or useless perk. The problem is to turn it in something which adds to the game without beeing to strong like it is now.

  • @Peanits said:
    Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.

    With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.

    I agree that the ebony and ivory mori are overpowered or still kinda missdesign in some way. But Cypress Memento Mori is underwhelming as well considering, that stuff like the hatch or just a normal game, can easily "waste" the opportunity the mori is offering. That's why I belong to the group who thinks the current Cypress Mori effect should be base kit, because if you reach the scenario where you down the last survivor they have already lost. So why not reward the killer with a personal kill?

  • Right. Because this game won't get more frustrating or harder to balance, if Devs would have to consider the aspect of survivor vs. survivor as well.

  • @Dead_by_David said:
    If the game was so bad people would not play it. The developers are the ones that decide how it is played, if you find what they choose boring I would not play!

    I would argue DbD is a bad and good game at the same time. It's full of annoying game design sins, which are only accepted, because the core game is unique and addicting by itself.

  • Most likely not. They talked about Legions design in past stream and it seems like the early concept was of some kind of psycho killer who uses fast multiple stabs to kill his victims. Or something like that.
    But in general I doubt they design killer anymore with a specific movie killer in mind. They might be inspired by stereotypes and myths, but in the end killers like Legion are their own design.
    The only reason, why you compare them with Ghostface is because they are based on similar stereotypes (smal frame, knife, mask). A stereotype I would argue you even see quite often. Just take a look at last year. Would strangler wear a mask, he would appear similar to Legion as well.

  • @Brady said:
    then?> @MandyTalk said:

    With GPU's I'd suggest 1070 or higher, the 1070 is a fantastic card and will still let you play most games at ultra settings, whilst it is impossible to future proof a PC, at least with this card you will know that you're ok for a couple of years at least. Prices will hopefully drop within the next couple of months on GPU's.

    What CPU are you planning on getting?

    Thanks for the recommendation, but PC's with 1070 or higher are over 1 grand (1000-3000$) I'm not able to afford that. Any other suggestions?

    It's whatever comes with, I'm not building this PC, it's coming from retail.

    Then either go for a 1060 or RX580. But it might be worth to wait or you try to look for an online retailer who allows you to configure your own pc, which they build together for you. With one of those it might be possible to go for a 1070 build under 1000$. Otherwise maybe even wait and see how the market will look like in a few months.

  • I would argue most modern graphic cards are fine for this game. It really depends on the budget you have for the entire system.
    Well high stettings means at least a GTX 1060 or RX580 in my opinion. Both should be doable on an under 1k$ PC. But if you can get a good deal for a 1070, RX590 or Vega 56, you should go for it, if possible.
    Also the system should have a decend CPU, a modern Ryzen 5 (1st or 2nd Gen) or a modern i5 (7th gen or upwards) processor, is what I would recommend to have a decend system for other titles as well.

  • @SenzuDuck said:
    Yada yada safe spaces in games where you literally murder people, tbagging is the least awful thing in this game and I'll reiterate, if tbagging is so harmful to your mental state you need to seek a professional.

    You really don't know what safe space means? Even though you came with the "It's just a game" argument. It's exactly that. Yes, people getting murdered is part of the game. It's something that happens to the characters you play. Actual game mechanic with a use or meaning ingame.
    Tbagging isn't part of these like when killers shake their heads etc. It's used as a direct way of communication between players. You say you refuse that a tbag is comparable towards a middle finger. But think about the scenario, when a survivor heals another. What does he? He make a short tbag. A gesture to thanks the person behind the monitor.
    Same counts for survivors who tbag to disrespect the killer. It's a gesture directed towards the person behind the monitor. It has nothing to do with the actual gameplay. It's just one way of communication which players developed. And because it's an act of disrespect, it's why it can be harmful to that person. Similar when people post insults in the aftergame chat. Some people might not bother about it getting insulted and move on. Other might not. And when it's happening to often within an online community it adds towards toxicitiy.
    So yes tbagging is part of DbDs toxicity. And It's not like I'm saying that killers can't act toxic by themselfs against another player. Like I said they have their own way to communicate and be quite toxic.

    @SenzuDuck said:
    If you're vulnerable and things such as crouching rapidly are going to trigger you, you should step away from the game and take the proper measures to sort your life out. If tbagging is the reason you want to cry at night YOU NEED A BREAK.

    Just play Survivor or Civ. It's funny how you ignored that I said, the average person would be vulnerable in a game situation, where they are in constant stress to deal with such form of disrespect and twist it in a way that it means somebody with mental issuess etc. And then you wonder why I said you lack empathy? That post is basicly proof of that...

  • @SenzuDuck said:

    @Attackfrog said:

    @SenzuDuck said:

    @Attackfrog said:
    Playing in a way that is frustrating to the opposition is as old as the concept of opposition iteslf, yet how some survivors get so triggered by me standing by their hook for 2 mins that they call me racial slurs and tell me to kill my self is beyond me.

    I by no means condone that though so, ok? Racial slurs are a bannable offence, tbagging is not, so comparing them is silly.

    But here we are, once again - having a pissing contest about who is worse when both sides are just as bad as each other.

    and camping is super boring anyway so I very rarely ever get attacked for such gameplay.

    It's not much of a contest...

    But to the point: tbagging is not bannable. Neither is camping, yet both result in someone getting triggered and spouting off post game chat. So they are comparable.

    Both are forms of in game taunting and frustrating your opposition. Both are just pixels, but generate very real frustration (probably too much frustration for some folks).

    Before the argument that camping has in-game consequences, I will point out that so does teabagging. Some people teabag to taunt the killer to chase while teammates pop objectives. Some people camp to hit survivors when they rush the hook.I

    Neither side really HAS to take the bait OR get triggered...And yet...some do.

    “Before the argument that camping has in game consequences etc etc”. Not really, it’s the killers choice to chase after them, guess who’s choice it is to also camp aswell? The killers.

    Except camping directly affects gameplay and ones ability to actually participate in a match, while tbagging has no effect on gameplay, they are very NOT comparable.

    I have absolutely NO issue with camping, but people get upset over tbagging for no reason at all except their feelings, lol itsavideogamebtw? People get upset over camping because it prevented someone playing the match.

    I think I worte about it in the past. But I guess you just lack empathy then ...
    Tbagging is an act on active disrespect, right in front of a person, who during match is under constant stress with almost no calming phases compared to the other 4 they face.
    It's probably one the main reasons, why DbD always had a form of "bullying simulator" problem in it's core design. Survivors have enough safe spaces to actively disrespect the killer without any direct consequences. They do it in situations, when the killer is most likely stressed right now, which means it will most likely work. And when it works it starts a spiral of frustration for the killer, because they get more unstable -> more mistakes beeing made -> more opportunity to Tbag and disrespect -> etc.
    You might not experience such games by yourself. Maybe because you don't care about that, when you play killer. Or maybe because you are more mentaly stable. But I would argue that the average player, or an average human beeing is vulnerable.
    And the argument it's a video game is actually quite fitting. When you play a video game you expect at least to be in a form of a safe space. One where you experienced stress in an controlled manner. And I know online gaming can be toxic and frustrating, but when it's crossing the line of active humilation, then yey there is an issue.
    Especially in asymmetrical game, where the amount of stress is highly different for each side.

  • @Orion said:

    @sorrowen said:
    Lets see the new map has many,plus speed limiter is busted,DH is busted as usual but that is a normal thing. I just want competence lol

    I played on the new map back in the PTB. Didn't find any bugs. Did you have any specific bugs in mind?

    You do not want "competence", you want "perfection". Any piece of code more complex than "Hello World" will have bugs, and some of those bugs will fail detection. It's simply not possible to find every bug in a piece of code.

    Well they had to remove the map for a while, because it was able to cause crashes in some cases. And I think people even mentioned such things happening during the ptb. And crashes like that are critical bugs. There was a similar critical one back when the pig came out, causing the game to freeze for killers.
    And to be specific. There is a certain feel, if a game feels heavily bugged or not. It really depends how much it affects the game feel. You can't ask for numbers or perfection.
    But you can ask, that the game shouldn't feel too "broken" after a patch, because you run into too many bugs in almost every trial, or just awkward broken things like audio.

  • Like many said. LF isn't able to use his ability on pallets or loops that well. He is all about positioning. When you have to destroy a pallet on a loop, I like to use my chainsaw for it. It allows you to avoid flashlights while charging or keep an eye on the survivors route. Also sometimes it's smarte to break the pallet from a side, which lengthens their path to the next vault or looping spot. Mostly, if there is a chance to chainsaw them going there.
    Survivors seem to like to jump into a locker to dodge your chainsaw, but that's not efficient, if you bump against it. You tantrum is lethal and when it stops, you can grab immediatly after.

    Besides that for perks. Depending on the map or situation, TInkerer might be a good choice. Sometimes brings you very close to your victims, which leads to chainsaw hits, by my experience. But it's not a must. I jus think it's a very fun perk on him.
    I like to play him as a pallet destroyer. Charge-Addons+Enduring and Spirit Fury, helps you to clean the map from safe spots. LF is also good to ignore unsafe pallets and destroy them later with the chainsaw, to recharge SF again.

    Something like Ruin or Sloppy Butcher help you to stall the game. BBQ is still quite good to get a little bit oversight, what people are doing, but you can play without it and maybe choose a tracking perk like Whisper instead. But really it depends on your taste. Certain good chase perk, work all well on him on my opinion.

  • It will most likely stay at 30%. Don't remember the last time it was higher than that.

  • @DwightsLifeMatters said:
    Freudentrauma said:

    This is an awkward comparison. Yes, DbD and Fortnite are using the same Game Engine. But so do many other games, which aren't nearly performance that well.

    Using the same engine doesn't mean that much. You als have to consider assets, and how stuff is coded. You can critizies how the optimisation of the game, but a comparisn like this doesn't make much sense.

    What else should I compare? DbD with DbD? Ofc it's breaking down how optimal games are coded captain obvious, that's the whole issue of DbD. 

    Games with similar budgets, similar Asset quality, similar amount of stuff happening during a game? A battle royale game like Fortnite isn't compareable, just because it uses the same engine. Like I said. You can critizise the game for it's bad optimisation for consoles. That's not issue. But coming here with "If Fortnite manages to run at 60fps on smartphones, while DbD runs at poorly on a One X." then that's a bad comparison in my opinion.

  • This is an awkward comparison. Yes, DbD and Fortnite are using the same Game Engine. But so do many other games, which aren't nearly performance that well.
    Using the same engine doesn't mean that much. You als have to consider assets, and how stuff is coded. You can critizies how the optimisation of the game, but a comparisn like this doesn't make much sense.

  • @thesuicidefox said:

    @Freudentrauma said:
    I'm talking to the core game mechanics of the game. If you would prototype DbD and strip it down to it's base mechanics, there wouldn't be any point system. The core game defines the win and lose condition. The pip system is technically just another monthly grind which might be part of the entire game, but not to it's core and it's general feel.

    If we go by that logic, then you only win at Chess by taking out more pieces than your opponent. You win at football (American) by gaining more yards than your opponent. You win at baseball by hitting the ball more than your opponent.

    Game mechanics do not define a win. They are contributory to but not mandatory for a win. Escaping was never a victory condition. Killing was only a victory condition during victory cube. TODAY RIGHT NOW, pips are the victory conditions. That's all that matters.

    That's a bad comparison. The equivalent of Chess, or real life sport games would be, if a win betwen two teams would be defined by an addition point system, which allows both parties to win, if they just perform a good enough interest play from both sides.
    And I'm not saying that game mechanics define the win. I say the core game, if you break it down to it's minimum. If you ever need to explain DbD core mechanics, you wouldn't mention the pips or emblem system add all, because it's outside of it. Everybody at first glance would understand, that an escape, which is the killer's job to prevent is a win condition.

    And like I said. Pips are just pips. They define were you land in an monthly grindy rank system without rewards that's it. Still to this day survivors are told in the tally system "Match result: Sacrificed" "Match Result: Escaped".
    I know it got changed for Killers with the emblem system, but befor it used to be depending on kills. And I think you still need a 4k for "Merciless Victory".

  • @thesuicidefox said:

    @Freudentrauma said:
    No, that's how it was defined over the time. But the core game system actually defines Kill or Escape as the win/lose conditions for survivors. For killers it's more complicated, because technically you win/lose against individual survivors, but I would say each kill is a win and the core design is about how many you can earn each match.

    No, the win condition is a pip. PERIOD. Playing for kills or escapes as a win condition is the reason there are so many toxic players in this game that get salty when they "lose".

    Killing and escape contributes to a win, but is not the sole definition of a win. You can pip without killing or escaping. Is that a loss? No.

    I'm talking to the core game mechanics of the game. If you would prototype DbD and strip it down to it's base mechanics, there wouldn't be any point system. The core game defines the win and lose condition. The pip system is technically just another monthly grind which might be part of the entire game, but not to it's core and it's general feel.

  • @WalterWh1te said:

    @I_am_Negan said:
    So what's this all about then?

    There you go. You would have guessed today is a patch for the most significant bugs before they go on vacation? WRONG!

    Optimisation is an "AN ONGOING PROCESS"...

    https://forum.deadbydaylight.com/en/discussion/36658/tech-efforts-unreal-engine-optimization-dedicated-servers#latest

    Well to be fair. They aren't witchmasters. Work is done when it's done. The blogpost was at least kinda informal about how they intend to optimize the game and what their roadmap is for that.
    I didn't expect to hear more about that. Mostly because that's the reality of things.

  • @Tsulan said:
    Vietfox said:


    Tsulan said:

    Because survivors would block good killers, because they got outplayed.
    System would be heavily abused. 

    @Tsulan
    Same can be said for killers. You could just have said "players", but noooo, only survivors lol.

    Well I base that statement on MLGA. I can't really recall any killers blocking survivors issues. 
    Survivors blocking killers on the other hand... made the devs take that program from the white list.

    Killer dodge survivors. I know a killer main streamer for example who tends to dodge survivors he knows that they won't fall for his mindgames or chase style.
    And I'm pretty sure that there are killers out there who act similar.

  • @thesuicidefox said:
    Pips are the only way the game defines a win.

    No, that's how it was defined over the time. But the core game system actually defines Kill or Escape as the win/lose conditions for survivors. For killers it's more complicated, because technically you win/lose against individual survivors, but I would say each kill is a win and the core design is about how many you can earn each match.

  • @BACKSTABBER said:
    perks that need other perks (enduring) to work well are weak~~

    That's true, but even without enduring Sprit Fury saves you time by getting rid of a pallet instantly, which gives the survivor still less space for getting to the next loop or safe spot.

  • Like mentioned. It's only bannable, if it's used in some form of griefing. Like a Killer holding the game hostage or a survivor trapping another one in a corner, so they can't participate in the game anymore until the killer finds and "frees" them. I had the last situation once. One survivor was on the hook, while I chased another one. I wondered why no one was rescuing the guy on the hook, who got sacrificied. In the end the raven notification triggered.
    One guy trapped another one for no reason. I mean I led the trapped one go and chased the other one, but I think that kind of behaviour is a bannable offense e.g.

  • @anarchy753 said:
    The issue with everything they said is that mend doesn't buy as much time in a game as the amount of time wasted on getting the one person you commit to with their terrible chasing ability. It ends up feeling far more worthwhile to use the frenzy as a cheesy initiation hit then just be a 110% killer than it does to utilise their power how it's "intended."

    What would happen if Legion suffered no stun for frenzy hitting a wounded survivor IF at least 1 or 2 other survivors were afflicted by deep wounds? Still suffer it from cancelling though. That way if you use their power how they want and wound a bunch of survivors, you aren't so heavily punished in the chase the comes out of it.

    Well they probably thought that Legion wins time by causing survivors to mend and heal against them all the time. Thing is that survivors rarely heal against them. That's why it doesn't work.

  • Janick was only telling us, why certain changes wouldn't be a smart idea. Legion will receive tweaks and changes. They even talked last dev stream about it. Will probably be an ongoing process of changes until they find some sweet spot for the killer.

  • @The_Crusader said:
    Some surviors just want every killer to be able to be looped for 5 gens. God forbid we get killers where survivors dont feel safe on the other side of a pallet.

    To be fair people are confused. OP is only talking about the passive phasing aspect of spirit. The part of her ability, which is RNG and like the name said passive. I'm not a big fan of it, because as a Killer to utilize it you really have to gues or hope, when you turn in loop, that your passive phasing is triggering. There isn't any indication that it's happening right now. Mindgames with vaults e.g. are much more controlled or how to utilize the actual phase walk or fake it.
    Passive phasing is just awkward right now. It looks cool, but it's totally random. It's the only thing I would love to see some rework of sorts, so it feels more controlled for the Killer.

  • @powerbats said:

    @Orion said:

    @powerbats said:

    @Orion said:

    @PapaAndrei said:
    Baker is 1940’s era,

    the Trapper is older than that presumably due to Bakers first encounter with the Entity being is adventure to discover what happened at the Macmillian estate.

    The oldest is the Huntress.

    I thought she was WWI/II era and Nurse was Victorian era with Baker somewhere around there.

    IIRC, Anna is WWI, Sally is WWII, and Baker began his investigation in 1956, according to his journal.

    Thanks, for some reason Bakers seems older and which journal had the 1800's entry or am I mixing one of those up?

    I think Baker assumed he landed in the 1800's after he went to realm. That's why his entries change date.

  • @Orion said:
    If consoles really were better, don't you think people who know this stuff would buy them instead of spending a ton more money on a top-tier PC?

    People that love gaming most likely have both. Consoles are different. Also you are comparing current consoles, which are very late in their generation with current pc component prices. I mean we are already getting PS5 rumours, which will most likely based on upcoming AMDs 9nm tech.
    On the other hand I really want to see how you build a good gaming pc without using used parts under 300$.

    But going back to topic. "Buying a PC" is not a solution to the actual problem. DbD is offered for consoles and console users were promised optimizations. And to be quite honest, I'm really surprised how many issues a game like DbD has to run on consoles.

  • @Youkari said:
    @The_Crusader... in a point i agree with ya; Legion is easy to utilize, but i highly disagree on the Nub part. If we follow ur sentence then we should declare Spirit a Nub killer as well since u utilize her power as well without timing and just watch scratchmarks and listen to sounds. But it's actually not that easy. Same with Legion who suffers from same issues: no scratchmarks as well non-lethal ability. u need to make choices wich is equivalent to placing traps/mindgaming in chase with heavy outcome on ur performance. Legion is a crowdcontrol killer and such u need a decent amount of awareness how to assault. Sometimes dedicating to a chase even with Killer Instinct up or sometimes hitting a wounded survivor instead to trigger Killer Instinct to set up pressure or target a specific survivor to kill, it's all something wich requires alot of experience and experience is equivalent to skill. So Killer Mains with lesser reaction speed due age or other IRL hindrances prefer killers who demand rather experience to utilize his potential. And Legion is such a Killer, ofc not on scale with Spirit but similar.

    Spirit is much more counterable, because she can't see you. I know Legion won't detect scratchmarks, but they are fast and see you. If they stay focused chasing you, they won't need scratchmarks to keep track. The only god counter are pallet stuns, which can be outplayed by Legion by respecting them or hitting through wit a fast strike.
    Besides that. Yes the ability is almost non-lethal. But still it always guarantees a first strike on Legion. That's why survivors don't heal against them. They will hit you anyway against with it and going against Legion can be kinda annoying, dealing with a killer, that even though it takes multiple stabs and a lot of time, they will always injure you and your friends, without any counterplay.

  • @RSB said:
    Just waiting for the Last Year to destroy this game, I would like to see Colte's face when it happens.

    Last Year is fun, but different. It's hard to say, but even though both game are asymmetrical slasher games, they feel and play different. Same counts for F13th, I think.
    I mostly compare DbD with Identity V and Soul at Stake. Two games, which are still very close to DbD's core design, but with a different approach. But none of those aren't too complicated.

  • According to their Communication Roadmap they are doing a panel about the creation of Chapter X today, while next week will be a "holiday livestream" right before the holiday break.
    It could be that they talk a little bit about the engine update and maybe announce a winter event. But it looks like the main focus will be the new chapter. They might talk about how the killer is intended to be played and how hard it is to balance them. We will see.

  • I'm pretty sure Devs are playing this game on their private time. Some more, some less than the average player. And they probably watch streamers play, visit reddit and the forums etc.
    It doesn't feel like they are detached from their playerbase.

  • LF really has some issues. Main issue ist, that in the current state of the game his power requires good positioning. Looping spots, vaults and pallets negate his power. Things got better with the vault/pallet changes. I personally also think that LF goes really well with Spirit Fury and you can really have fun with him using Tinkerer.
    But in the end even though LF isn't at the bottom of the line requires some tweaks and buffs like a power ready sound and rethought hit detection, when it comes into bumping into things. Some movement speed changes and a total AddOn rework.

  • @Peanits said:
    Tsulan said:


    Peanits said:

    It gives lockers more use. Before they were just for new players to be scared in and for the occasional Q&Q play. This way lockers can actually be used to hide more effectively, rather than being a death sentence because the killer sees your goofy statue shaped aura sitting there free for the picking.

    I do agree that OoO probably shouldn't do that, though I don't see any huge problem with it either. Keeping track of the killer is already fairly easy. The perk usually doesn't see much use, and when it does, it's to get the killer's attention and get them to waste their time searching an area for you.

    BBQ is going to be even better now with Iron Maiden. Survivors who try to hide their aura will be exposed and have the location revealed anyways.

    Regarding Freddy though, he's going to be reworked. This is not to nerf Freddy.

    If people need 2 perks, to use 1 of them properly, then something is groundbreaking wrong. 

    Dance with me barely does anything without either Q&Q or lithe. To a lesser extent, perks like coulrophobia rely heavily on terror radius add-ons and distressing for best results. Same for spirit fury and enduring. It's nothing new, combining perks that compliment each other is what a build is.

    And that's why these perks aren't used very often except spirit fury and enduring. And mostly because those two are still quite effective when used alone. Perks that requires another one to work properly aren't well designed. And to give you another example of a good perk synergy would be KO and BBQ.
    KO is good in slugging builds, but also helps BBQ by giving survivors less of an opportunity into getting the 40m range. A non overpowered but usefull synergy. Not like Dance which requires Lithe and/or Q&Q...

    BBQ now has too many counters to it. I understand people want to make the meta more diverse and interesting, but to be honest, Killer will probably adapt to camp and tunnel more.
    The funny thing is the most annoying thing about BBQ, which is far distance tracking of slugged survivors is now the most useful aspect of the aura reading after the change.

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