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Freudentrauma

Freudentrauma

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Freudentrauma
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  • @sad_killer_main said:

    He has so many problems that his mere existence is problematic.

    Yes and no. His core design is actually fine. They just put way too many downsides on him.

    Laceration, RNG recoil, long windup, slowdown, all the issues with Main event etc. just need to be reconsidered.

  • The first thing which I think is wrong is calling it the "Survivor's rule book". Stuff like not tunneling etc. is more like a gentleman agreement, that developed within the game by both sides, or by players in general. Just take a look at many killer main streamers e.g. who refuse to camp and tunnel etc. Of course it focuse more on the killer because, they are the power role in the game compared to a single survivor.

    Well survivors have a third person POV and their natural FOV isn't that narrow. While it's true they can easily make up withit, besides beeing able seeing over loops is much more beneficial than checking sides. Especially if there is still enough space.

  • @Canas said:

    Fun fact: the other n-word which refers to a member of the nationalsocialistic party is surprisingly okay for the chat-filter. But the second you mention "facecamping" your message gets censored.

    Good, so people can keep calling me like that, just because they are mad and I'm German.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060956#Comment_2060956

    His point is that it's been less than a day since the killer joined the actual game and it's too early to adequately judge. Otz thought that Spirit would be weak when she came out, and now look at her. She gets more hate than Taylor Swift (which isn't saying much but I just wanted to get that joke off of my chest).

    Shake it off, shake it off, I-, I-, I-,

    Spirit isn't the best example. Yes, people called her weak, during the PTB and when she came out. But mostly because she had a massive cooldown on her power back then. Many said, if buffed, than Spirit would have the potential to be a high tier killer. And that happened.

    Some stuff you can just judge by general game experience. And even if people might not have 100% figuered out Trickster, they can still can make a good judge based on the informations given and his potential. DbD isn't so much complex, that it takes long to understand the potential of perks or killers.

  • I play it always and it works quite well. Most Survivor can't handle it and have issues switching between normal chase and Nurse chase. Or just don't check it. I think I only had one or two matches so far, where some survivors seem to be able to handle the AddOn.

  • It's pretty hard to say. But we will know in time, when the PTB arrives. But first Chapter 19 has to be released upcoming week. Will take some time until we hear a word for it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049753#Comment_2049753

    • Camping is only worthwhile if the survivors don't rush gens and/or if the hooked survivor suicides.
    • In 99% of cases, "tunneling" is just killers playing efficiently and going for the weaker survivor, the same way you don't leave a gen at 33% to go work on another one. In the 1% it's actually tunneling (focusing on one survivor to the exclusion of everything and everyone else), the killer is throwing the game.
    • Slugging for the 4k is not something that needs fixing. It's literally the killer trying to win.
    • Pretty sure the devs already said they were going to rework Huntress (or at least her add-ons).
    • Gen times are already at the maximum tolerable limit. You have many survivors who do nothing but hold M1 during the entire trial because of how long they take.
    • SWF is not a problem in and of itself, it's the gap between survivors who are alone and who are in a SWF group - a gap that the devs are (slowly) addressing.

    This is not about gameplay elements beeing efficient, but beeing problematic:

    • Camping turns the game into a very boring and frustrating experience for all sides involved. The perfect play in that situation lacks any kind of interaction between the players, a lack of reward for the camped and basicly is a standill or automaton. The game is basicly playing itself at that point. And that's a game design flaw.
    • Yes, tunneling is efficient. Mostly because Killer progress not per Hook directly, but per survivor. This can lead to games where killer either kill the survivor on the third or the ninth hook. But Survivors aren't like Gens a gameplay element just sitting around at the map. It's similar frustrating as camping, even though it has a little bit more interactivity as it in that regard. But doesn't change it beeing a game design related how killer progress during the game.
    • Yeah slugging for the 4k is fine, if the killer does it situational smart. But often it turns the game into a weird standstill, where the killer doesn't know where the last survivor is and slugs for the sake of it. It's also a design flaw understandable how both sides react to it, but still a standstill that either one side to give up their position and gift the win to the other side.
    • Yes, they said and promised it back in Summer '18, when they announced to bring all killers to the same AddOn format. They have a long list of To-Do stuff that just keeps adding. Some planned changes are just talked about for eternity until they are finally adressed. Of course things take time, but it's really frustrating, when they let broken/problematic things in the game for quite some time. Additional having a break-now-fix-later mentality we basicly saw e.g. with Twin-patch, or the new HUD.
    • True. Gen times are already at their maximum. But the general Killer-progress-Survivor-progress-ratio is messed up. And that leads to many problem we face in the game.
    • Devs will never completely adress the teamwork-beeing-optional approach DbD takes. It's the core issue of many flaws the game has. Starting with the question "Why a camped survivor shouldn't suicide and jump into the next match?" issue e.g. It's a core design issue Behaviour basicly can't solve within current DbD tbh. And if a competitor would take a look on this flaws and find fixes to it, then it would have a good and improved stand to compete with this game.
  • It's hard to say. In general DbD is a proof that it's possible to have a succesfull assymmetric game. It's also hard to say what you define as competition. There are other succesfull life service game that compete with DbD technically with player time e.g. Sea of Thieves e.g.

    Then there the games that share a similar theme and the assymetrical approach, but have complete different gameplay like Friday the 13th e.g. Direct competitor with a very close/similar gameplay were quite rare tbh. I think only Identity V comes to my mind, that would count.

    Anyway, I can't say if we will see similar games in the future. But I know it's possible. The question is, if someone is willing and has the ressources to approach it. I honestly hope so, because DbD is far from perfect and there is a lot to learn from it's fault when approaching a similar game from scratch.


    @Mandy said:

    The thing is, the game has had competition - whether or not those games had strong playerbases or not, they were competition, but for one reason or another those games didn't last in the same way that DbD has.

    Whatever faults you believe that DbD has, you can't say it's due to lack of competition, as the competition has come and gone and just hasn't been as successful as DbD is.

    Then I say it's due a lack of a strong direct competition ;P

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048589#Comment_2048589

    Should I know where OP is getting their info regarding license renewal?

    It's an late January article on Licence Global. https://www.licenseglobal.com/video-games/creative-licensing-announces-new-game-deals

    It's quite unspecific what exactly the deal is to be honest except that it's the Halloween licence

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044728#Comment_2044728

    Yeah but the new hit detection service that went live was supposed to favor whoever had the lowest ping. I do come across a lot of Russian PC players but even EU ones it's still pretty bad...maybe they need to shrink the survivor capsule a little bit to improve the detection to make them actually seem normal. But honestly it's every game now where this happens, like if bad rng wasn't bad enough you have to deal with these hits.

    I don't even get mad at being tunneled or camped either, it's when i get tunneled or my chase doesn't last as long as it should because the Killer gets a freebie hit is what makes me annoyed.

    Yeah but the new hit detection service that went live was supposed to favor whoever had the lowest ping

    Eh no that's not the best way to approach hit detection, if you want a fair game. Hit protection should only prevent truelly unfair circumstances with high pings. It shouldn't prefer the player with the lowest ping. I remember someone posting a good explaination video by Overwatch developers quite a while ago. That video explains hit detection quite well and they even tell you why it should still favor the attacker over the one who is beeing attacked. The only exception are active defensive moves like Dead Hard e.g. technically there it should prefer the survivor over the killer. It's just more intuitive and less frustrating, if the active player doesn't get denied their Input, just because of a couple ms of desync.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040484#Comment_2040484

    They used to do that, and people complained when those releases were delayed. When they weren't delayed, people complained about the quality of the releases. Now, without the devs saying anything, people still hype themselves up and blame the devs because their completely self-made expectations aren't met.

    There's no winning this. I don't blame the devs for shutting down most communication when people complain every single time. They might as well save themselves the trouble and do nothing, it's easier on the nerves.

    "Now, without the devs saying anything, people still hype themselves up and blame the devs because their completely self-made expectations aren't met."

    Those expectations aren't completely self-made. They've established a long time ago a clear communitcated all six weeks for a major patch development schedule, back when Clown came out and sticked to it quite well most of the time. Rarely delays or changes. Only last year was it when they said they will take more time between PTB and actual releases. Then it changed to three weeks after PTB release.

    And by the way. I can rarely remember an actually delay in the past. Even back then it was mostly "expectations" and speculations.

    And now we have the last MidChapter taking clearly longer than usual and the upcoming chapter, that apparently will release either next week or later. Making the gap between Chapter 18 and 19 almost four months long. Quite an unusal long time. That's defintively worthy to talk about.


  • I play mostly as a variety killer and get also mostly killer challenges. I think those are just completely random and seem either to prefer killer more or there are more killer than survivor challenges. They might be designed to incentive, but I've never heard that the way they are choosen is defined by what you play.

  • That's something they tried during a PTB, but decided against it. The issue is, that gaining an additional healthstate is quite strong. That makes it hard to balance. Making it easier to gain by giving it more opportunities, even when raising the progress, can make it easily too broken or unfun.

    I personally think they need to move away from that additional healthstate and focus more on the "Evil has a way of always finding you", that currently play less of an effect in gameplay.

  • That post reminds me of the good old days, when red ranks meant facing Hillbilly or Nurse basicly each game. To be honest, that might sound dull, but could be a sign for the MMR working well.

  • Yeah way too close. 9 means almost perfect and DbD is far from it. It's a good bad game people care about because of it uniqueness. And also because it features good killers designs and licences. But it has way too many flaws for it, especially fundamental gameplay flaws that are hard to get rid of.

    @JawsIsTheNextKiller said:

    DBD has many flaws and balance problems. So yes it does only deserve a score of 9.

    It does amuse me to see people with so many posts saying this is a poor game. If you don't like it, why are you still here? Do you have as many posts on the Fortnight forums I wonder?

    For people to stop playing a game it requires to actually stop caring about it, instead of hating what they once liked or got hooked. DbD is kinda good in it to keep people caring about it, even incentives them to play more than they actually want with a lot different progression systems. It's a good bad game in that sense.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011797#Comment_2011797

    I don't know of many German-speaking dbd creators, got any recommendations?

    I like to watch SpectrePiatch, Instamauz mostly. Sometimes I also watch Gränz and MasterDLX. There is also Schwabbeltown, EddyWarden and thefacelessone_, which friends of mine watch and aren't bad either.

  • Barely watch him. Mostly because I prefer German speaking content creators over others. Also while his style of analyzing gameplay is quite refreshing, it sometimes a little bit too much for me. But I understand why people like his content.

  • Well according to some it should be DH for others it should be NOED. I personally prefer buffs over nerfs though

  • @AggressiveFTW said:

    They always tend to make changes to the previous chapter in the new chapters, but not this time.

    Not necessarly. It always depends, when they have time to do it. The Silent Hill chapter got most changes with a MidChapter e.g.

  • Honestly, if doable I wouldn't mind as soon as the old maps are reworked to use midchapters for introducing new maps as well, with a focus to give certain killers their own spaces etc. But only if doable.

  • The thing is. Especially in a game like DbD where Lore is a bonus that doesn't affect gameplay that you can completely ignore, most of your points just don't matter much. Because important is "Show don't tell". And silly costumes like the Dwight outfit were complained about as well. Even though those outfits are different, beeing a silly option to adds to an already established character, while the Trickster is a complete new one, added with an aesthetic that feels out of place for quite some people.

    And that's the point people are trying to make. His character model feels like it doesn't fit to a DbD killer. For me personally, it was the first killer I visually completely disliked/turned off. And I was even prepared for a kpop themed/related killer. Funny is, that his character profile picture on the killer selection doesn't have the effect on me. And the evil laugh and certain animations are definitively good as well. But many other things like his over the top silly mori animation just feel unfitting from the overall aesthaetic of the game. It really feels like they are adding a cartoon character. And I think that is a valid complaint.

  • Haven't tried it out yet, but normally I would expect it to consume tokens for each shot. Technically each throw should be an offensive action. So it's probably a bad perk on him.

  • @Raptorrotas said:

    Till Lindemann

    Untitled Image

    Yeah Till as a killer and Flake as a survivor would be quite funny^^

  • @Orion said:

    So it'd be a Frankenstein scenario? I doubt it, they could just literally include Frankenstein, I'm pretty sure Shelley's work is in the public domain.

    Theme and visuals and probably game mechanic concept of an Android killer would be totally different from a Frankenstein's monster. Besides that general stories often appear very similar, but their execution is what makes them unique. Just think about it how many revenge or people suddenly snapping stories DbD has e.g.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978307#Comment_1978307

    Well if they want the game to be fun they should fix the endless list of bugs and issues first don't you think? Not new characters and perks.

    The every-three-months-chapter model is quite known right now. And yes it's critized and people are asking for a slowdown and higher focus on bugfixing. But that concern is totally unrelated to this. It has nothing to do with the ethnicy and gender of newly introduced characters.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978242#Comment_1978242

    Because these days when people play games, watch TV and read comics they are always for some reason thinking about identity politics when we all know any form of media that gets woke goes broke. I mean Doctor Who, Ghostbusters, Marvel & DC are all examples of things that put identity politics before making their movies, shows or comics actually good. I suppose it's fear of being cancelled but let's be honest people that are a part of cancel culture on twitter are extremely sad, lonely & bored individuals who have nothing better to do other than attack people thinking they are doing a justice when they aren't. I mean in reality cancel culture does nothing but make people sit there and laugh at the people cancelling others. Rick And Morty, Chris Pratt, Dominos, Attack on Titan are all examples of things that were cancelled for no reason and afterwards after the sane individuals had sat and laughed everything went back to normal.

    The thing is. This is about DbD. Not about inclusiveness in art in general. It's about a game, where people like to have a good variety of options of characters to play as. Pointing out the lack of options in male PoC makes absolute sense here. Tell me how would it make DbD a worse gameplay experience, if future male DbD survivors might come from ethnicies that aren't represented yet in the game? It's not breaking immersion, because they are normal human beeings as the rest. It's actually making the game better by increasing the variety in options for everyone. So we all can have fun.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973257#Comment_1973257

    That's fair enough, yeah.

    I am still worried about the Killer though. Normally, they focus so heavily on the Killer since, you know, they bring the most new content. A new power, new perks, whereas survivor only brings perks, and a new screaming voice.

    If they're not showing the killer, I'm thinking that; A, the killer isn't noteworthy and they'd rather focus on the Survivor for once, or B, and this is a real big maybe, this survivor brings something new to the gameplay of all survivors. Maybe a new item, or something new to interact with.

    Or, and this is the most likely, I'm just being incredibly impatient and need to slow my brain down.

    I think they want just to handle the marketing different this time. Remember how they did the elf dwight persona on twitter during the winter event and asked during a survey, if we find that good and wanted more such things? That's probably the main reason. The new survivor just have the personality that allows this kind of marketing. And that's probably why they handle it different this time around.

  • Tall lady from RE8 or any other RE monster - All killers are heavily tall. Just take a look a Plague e.g. and compare her to a normal survivor. Making a Tyrant like killer around that size wouldn't look out of place. DbD killers are also a unstoppable force actually. They can be stunned, but not be killed. And just look at other licenced killers from the past like PH e.g. who are also more know as an unstoppable force, they work quite well

    Chucky - True, Victor is just part of Charlotte's power, but with him we got a killer, who from the visual standpoint seems to work quite well as a small size killer. The onyl stuff that would need to be considered are certain animation, but I think that would be managable.

    Springtrap, or any FNAF animatronic - I'm personally not 100% familiar witht he franchise enough to judge, if it fits or not. But I personally think a robot killer is still possible. Even if they can be blinded or stunned by a pallet. That still can be shown to be believable and acceptable, if done well.

    Candyman - I haven't heard about this character before DbD as well. I'm not that much into horror, but after looking at the franchise and it's unique style it's actually a licence that I personally woudl fit. He is definitily much more complex than just a version of that bloody mary creepypast, with his relation to bees and kinda sad story.

    I personally wouldn't mind any of them and have to disagree, that they wouldn't fit into the game. I can see them work quite well.

  • To honest. At this point I'm more "Well let's see". Doesn't matte that much if licenced or not, if the chapter is fun,t hen I might play a little more than usual. If not, well than it's isn't that bad either. But to be fair. I would call myself kinda a Veteran player whose enthusiasm for the game is in decline for month. Still care, but just less.

    Maybe if it's licenced and I care about that licence or if the killer has an interesting game mechanic I would gain some motivation. But I would be fine with a "typical DbD chapter as usual" in general.

  • @MostWantedByMods said:

    This is what I predict: most survivors will stop bring DS. Which will lead to a drastic increase in games with no obsession. Which lead to crazy period of tunneling.

    Which leads into a increased used of DS, because it still helps against tunneling.


    I personally what will change is that we just won't see less agressive behaviour done by DS users. The perk will still be fine to punish tunneling, but more passive. My assumption is that those agressive players will jump to something else like more Headon, Flashlights etc.

  • @ImainBlightAndCheril said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959415#Comment_1959415

    People had problem with DH for distance ever since survivors started exploiting it as risk free button to ignore one mistake.

    I kinda love it, when people mix the two uses of DH. DH for distance is mostly used planned. The same way a good looper tries to use each window and pallet in an effictive combination, they consider DH for distance in their plans. Without it, they would just loop differently. Definitively less efficient. But just differently.

    Using it for dodging hits is most likely the point when they use it to fix a mistake. But even then it's not exploiting the perk. It's just using it efficient.

    @ImainBlightAndCheril said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959292#Comment_1959292

    So you're saying none of these perks are not problematic at all, right?

    I'd love to see how much fun will you get against 2+ survivors playing with For the People and Soul Guard combo, believe me, it's frustrating to deal with even if there's only two of such people (very common kind of SWF btw, according to SWF defenders), 3 or 4 is basically making you DC unless you play one of holy trinity of killers' roster.

    They are strong perks, but a For the People and Sould Guard combo is still much weaker than efficient coordinated swf groups in general. For the People comes with downsides and can't be overused. It's more like dealing with flashlight saves or sabotage. Annoying, maybe, but quite handleable.

  • @Tsulan said:

    Yes. the Undying nerf was to much. I´ve never seen gens fly so fast. By the time survivors completed the 4th gen, killers have 3 hooks. It´s ridiculous.

    The nerf was necessary though. Similar like the original ruin changes. I understand the frustration. Experience it quite often enough as myself. But the pacing of the game needs to be adressed in general, non-perk related and not bandaged by a perk combination, that technically limits killer perk varieties.

  • Licended: Buffy the Vampire Slayer

    In General: A fire related chapter with a pyromaniac killer

  • Nurse's blinks have a lot of tells. Under normal circumstances you can slightly see where she is pointing at, hear how long she is charging her blink and even see where she will land midblink. Information that you can use against her during a chase. She is strong, for sure, but isn't unbalanced per se. And Nurse chases follow basicly different rules, that's just hard to get used to. Technically she can be lightburned by a flashlight like wraith, when charging a blink, but survivors don't try that for a good reason.

    Problem are more with her beeing buggy and by my experience her ability beeing more sensitive towards stuff like desync etc. But in your case I think it showed more how strong Infectious is. Especially in combination with Nurse and a small indoor map, where you can't see much of her blinks before she arrives. And yes, I said it now. Infectious needs a nerf. Of course it's meant for slugging, but I think a huge slugfest is too much. And so many much weaker killer perks have a cooldown, but not Infectious. Your game would have probably looked quite different.

  • It's pretty hard to say. Normally Chapter PTBs were Mid-February, but the MidChapter took quite long to release and they are probably still busy hotfixing bugs for it. But that doesn't necessarly mean, that the next chapter takes longer as well, considering that stuff gets developed in parallel.

    Also like said, if it's licenced, than the way they communicate might be different and it's possible that we would only get a reveal trailer shortly before the ptb instead etc. Honestly just wait. We will see, when something comes. It's too early to say.

  • @TrollToll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937171#Comment_1937171

    your telling me that mess of a hud took 6 MONTHS?! people made far superior ones in 30 MINUTES...

    The HUD has an entire new system behind it. It's not just about look and layout. But thing is that the logic here doesn't make sense. Reverting it and keep working on the new system would be an option. An option that they even approached with the MMR e.g.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919988#Comment_1919988

    How far back was this? I started playing in 2018 I think and when I started killer queues were horrible and survivor queues were all under a minute.

    But yeah Billy was all over the place he was one of the meta killers with his BBQ Billy build. I hated those matches they would end in like 2 minutes with everyone dead.

    But I am telling you the killer base was not lower. The survivor queues were instant and killer queues took forever. Killer queues were consistently bad from around 2018 and 2019. 2020 wasn't so bad.

    I started back in September '17. But let's say around early Januar '18 was when I hit red ranks at both roles. And my general experience, especially in Red Ranks with the old killer pip system intact was, that there were mor red rank survivors than killer and killer queues were shorter. Sometimes depending on the time of the day. But it made sense, that evenings causes more SWF, so more survivors showing up and pushing queue times longer there. That was my experience in my region(central europe).

    But to be honest. I don't thinkt hat killer base has died out that much. What change since them, is the playerbase growing larger e,g, Currently the lows of steam players is around 22k or something. That was the peak back then. And also crossplay, that brought more players from other plattform. And playing killer on console is much tougher than survivor. So we might have gotten a ratio shift coming from there as well.

  • @Shirokinukatsukami said:

    Funny thing about this game.

    Historically, the more killers get the nerfs they want, the less killers proportionally play the game.

    This game used to be a lot tougher for killers, but back then there were too many killers and not enough survivors. Killers got all the nerfs they wanted. Brighter maps, brighter clothes, removal of palette vacuums, bloodlust, removal of most god loops, auto window blocking, Exhaustion nerf, Mettle nerf, BL nerf, DS nerf, another DS nerf, etc.

    Yet somehow instead of improving the play experience for killers it actually made it worse.

    Who knows why, but judging from the queues there are less and less killers playing the game compared to survivors.

    So strictly speaking killers getting the nerfs they want might not actually be the right direction for this game.

    Ehm no. I remember back the old times, when you were a red rank survivor, waiting in a long queue time until facing most likely a Hillbilly and sometimes Nurse. Back then the game was harder for killers and the killer player base most likely lower than now. What changed since then, that the overall playerbase got bigger and that many changes lead people to adapt more and play more efficient in general. Maybe the ratio kinda got screwed back then. But I remember also time when you had long killer queues like around the ghostface releases.

    That ratio is mostly more of an up and down. Caused by all kinds of things. My survivor and killer queue times e.g. heavily depend on the time of the day. And it makes sense that the survivor ratio is higher in the evening hours, because that's the time when everybody is home, that only plays SWF. I honestly think even those current queue times are the most logical or natural for this game, if I think about it.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919243#Comment_1919243

    "Just because they are aiming at something, doesn't mean, that it's possible"

    Why? I'm not sure if you're aware of this but anything is possible until something is confirmed. So yes it is possible for the chapter to be licensed don't act like it's 100% confirmed to be original because there are zero hints towards that (also zero hints towards it being licensed). The only "hint" people have towards it being original is the graphical update and the devs probably wanting the anniversary chapter to be licensed. There are 2 things wrong with that.

    A. They can graphically update 1 realm and still release a full chapter with a new map, killer, and survivor (they did say the next time we'll see a new map would be "soon trademark" in the December Q&A or at least I believe it was December)

    B. The Fifth Year Anniversary is the first chapter of Year 6 so that doesn't count towards how many licenses are in Year 5 they're completely different years.

    Also, all I was saying is because we didn't get 2 licenses means that it can still be either a license or an original and the last few licenses we've had didn't come with teasers so if it were to be licensed we would not see a teaser for it most likely.

    Show me where I exactly said it was going to be licensed. I'll [bad word] wait.

    With "Just because they are aiming at something, doesn't mean, that it's possible" I meant possible in the sense to get what they are aiming for. Especially with licences. We are actually on the same page. It could be either. I just wouldn't put too much word into the dev quote.

    About teasers for licenced IPs. Take a look at the recent killer. Twins. We got a teaser trailer shortly before the ptb, a reveal trail at ptb start and a final trailer for the chapter release. The reveal Trailer is a quite new approach. With Blight there was only a teaser before ptb and a final one at release. With some other killers like Oni e.g. we had a teaser before ptb and a finale one at ptb.

    It's true that we tend to get only hints for licenced chapter before the reveal. Stranger things was heavily hinted by Netflix's social media team and devs hinted at PH with the 4. On the other their specifc final trailer are released much earlier than original chapters. Mostly because of the PTB. So asking/wondering about a teaser trailer timing might still matter for a licence chapter. Because the PTB forces them to reveal the licence with it's release basicly. But looking at the recent case of Twins e.g. their teaser/reveal behaviour can still change in some way. It just might depend, what the licence holder thinks/allows and how BHVR wants approach it in the end.

  • @beached said:

    I will say that mori's are definitely a lot less useful now but in my mind they do achieve four things really:

    1. Complete Counter to DS, if a survivor is death-hooked and you don't want to pick them up after a recent hook you can literally just mori them.
    2. Avoid wasting hooks, especially in hook dead-zones.
    3. Inability of other survivors to pallet save or flashlight save when that survivor is on death hook.
    4. Even more bloodpoints and pip progression than previous one-hook mori's.
    1. Well I have no intention to tunnel survivors. Like a quite large part of the kilelr player base, that avoided moris in the past do. Especially after the upcoming DS changes. Moris shouldn't circumvent them even then. Maybe still an advantange, but an unhealthy one for the game in general.
    2. Quite situational and map dependend. I can count situations, where losing a hook created a difficult to hook situation on one hand. And sabotaging is something you can deal with as a killer and always problematic. Not the first hook.
    3. Sounds nice, but most pallet and flashlight saves happens early match. As the game continues, you expect them more and can judge and counter it better.
    4. Just because you have to do more. You could achieve the same with previous one-hook mori's when you choose to mori with the second one instead

    After all, especially as somebody who likes to play killer the mori change feels more like a baindaid.Yeah it works for the overall health for the game. But I would advise every killer player to avoid moris in the bloodweb and go for bloodpoint offerings instead, that give you much more int he long turn. Only reason to play them is, if you want to see the animation. But that's something you enjoy maybe two or three times, before you go for a quick and efficient hook instead. Of course it isn't completely useless. But you can say the same for many things in this game, that are not used.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918884#Comment_1918884

    I meant so far this year they've released 2 originals and 1 licensed. Also they said they aim for 2 and 2 but no more than 2 licenses.

    Just because they are aiming at something, doesn't mean, that it's possible. Especially with licences. It could be anything.

    @Topic

    Honestly, predicting teaser is quite impossible. BHVR isn't really consistent with it. It's always different etc. But next week is quite unlikely. We already have a new tome, MidChapter release and lunar new Year going on. From a marketing perspective that would be too much. Makes more sense to wait for later much closer to the next-Chapter-PTB to release a teaser.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916752#Comment_1916752

    I mean, for me, I dont need it at all. I keep track of all this stuff already, it is not that complicated IMO. I will gladly take the old UI without any new features, if this will ever be an option.

    However, what the Devs had in mind was to give the Killer something positive to look at. The only number the Killer sees is Gens being done - the Hook Counter, even when it is vague, is an increasing number if the Killer is doing well.

    Yeah, but It can also quite disencouraging,when you have a slow start with faster early gens. Even thouh that's not always the end, when you snowball later. I think putting it into as a part into a tally screen in some form of statistic would probably do the same and better, because most of the time it matters how player feal when the game is over than midgame.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916648#Comment_1916648

    Which totally makes sense tbh. We all know that Killers love to tunnel. Now to do this, they have to use 3 braincells instead of 1 braincell.

    Yeah, but the total hook counter is just wasted space and unnecessary information ingame. A killer doesn't progress lineary. Your first survivor can suicide on the first hook, or you on the ninth. It rather belongs to the tally screen as a nice statistic.

  • In general Nurse is one of the most interesting killers in the game and functions as a good disruptor. Devs designed Nurse with a bunch of tells. But still most survivors seem to ignore them and go into the panic mode when chased. In general most players are bad in adapting, when I look into my Spasmodic Breath games. An AddOn that shouldn't be horrible on paper, but works, because most survivors just can't deal with a Nurse switchting to M1 chase suddenly and back.

    We talked about this before, but her chases have counterplay. Of course you can't loop her forever and she is a strong killer. But she isn't that bad. Especially considering that she is bugged as hell and horrible to play as with the overcomplex double cooldown they gave her.

  • It's very unlikely that if it wasn't mentioned or in the PTB, that key changes will be in the next update. The mori change was a strict nerf and value change. Doubt that will be the same for keys. So they probably have to tested first and take more time to work on.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912965#Comment_1912965

    they can if they can loop an easy killer for 3 gens and that killer is too new or stubborn to let up on them. but even if they do, that swf will probably make sure the killer never finds anybody except their strong looper anyways. that's the whole point of them trying to gete asy killers which the devs are helping them continue doing so those swf keep buying new skins. This is why I hate premades more than even lootboxes in modern online games. They ruin the experience for others and get pandered to by greedy devs and publishers. I hope this game dies this year finally.

    If a team is capable to stealth that strong, than there is also some skill involved. Those won't probably not be on "newbie" levels of play, that means that their average would already start higher than that. Besides that play will lead in a rise in MMR for each survivor in the swf. Closing the gap to their higher ranked friend. So facing stronger killers, that won't fall for that.

  • I'm pretty sure that was only a Dev in one of his private streams back then. I think he also added that they thought the game would be 50% stealth and 50% chase. So doing a strong killer in chase and bad tracking would be an interesting design.

    But honestly I have to disagree with it because Blight. He actually is quite close to her power gameplay wise. And she definitively isn't a design failure. She is a game changer and one of the best core designs in the game. We had much more problematic killers in design like original Freddy or release Legion. Especially the base idea of Legions gameplay was way more problematic, that they tried to balanche with a bunch of time consuming hurdles, without the adressing the lack of counterplay.


    Anyway I have to disagree. A new killer doesn't have to be OP. A killer should be interesting, balanced, fresh, functional and fun to play and face. That's always the rule. Nothing else. People want the game to be good, if they care about it.

  • Well MMR is probably harder to manipulate than Ranking. That's probably why they take the average instead. It also makes sense not to go the route to take the MMR of the strongest survivor, because one strong survivor can't carry the game entirely. Time will tell how good the MMR will work out. I honestly don't think it barely will change anything to be honest.

  • @Leachy_Jr said:

    I'm still baffled that they're prioritising adjusting huntress and demo over michael and plague.

    Huntress and demo are arguably some of the most well designed killers, yet michael still has tier 1 and plague is plague.

    It's mostly her AddOns. They technically still have to fit them into the typical 4-5-5-4-2 scheme as the rest of the killers. Probably on their To-Do-List for an eternity.

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