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Freudentrauma

Freudentrauma

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Freudentrauma
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  • The thing is, that Moris are unfair is kinda wellknown by now. An I totally agree with it as well.

    A Mori change is even on the Devs To-Do-List. The big question will be when and how they will be changed at this point to be honest.

  • I understand why you would consider it a shadownerf, but I honestly that's a bug. Maybe something related with Server synchronisation..

  • Definitively Moonrise. It gave a slightly different game experience without pushing either side too much. And people still were playing quite normal. No suicide, hardcore play or farming. Lovely event.

  • Well the usual. A slight slow death hitting the game at some point. Probably taking months maybe even several years for the playerbase to die down and BHVR supporting it less and less as well until they close the servers. And the game will be unplayable for those who are left.

    I don't think something specific will cause it. Quality wise the game is slightly rather in downfull than upwards lately.

  • @[Deleted User] said:

    Laughable now? It was laughable years ago.

    Now it's just sad. :(

    So true. At some point you would expect them to make a deeper analysis about the audio issues to eliminate or improve the system not to break that often. It's either impossible or they aren't willing to put more ressources in it.

  • I kinda hoped Shelter Woods would get a better adjustments with the McMillian update, but even after it, it still feels like a sandbox beta map in this game.

  • Honestly, I'm a fan of perks with a straight forward perk design without any complicated trigger conditions. Brutal Strength also just give the killer a little bit of faster destruction, or enduring just lessens the impact of pallet stuns etc. You may argue that such perks aren't powerful. That's true. But Unbreakable isn't that powerful either, even when you are able to use it.

  • Nah a Superhero landing combined with a jumpstart looks way cooler

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605723#Comment_1605723

    And I think getting upset about teabagging is unnecessary. Like, you get upset because another player is spamming his Crouch-Button. Especially with a new Killer, it is whatever. Ofcourse OP will not do well, nobody will do, the Killer is brand-new. So he should care even less if a Survivor feels like he is dominating the Killer, because OP should know that the Survivor is not doing anything special.

    https://forum.deadbydaylight.com/en/discussion/comment/1605790#Comment_1605790

    PC

    Humans aren't robots.And we've discussed often enough. "It's not just spamming the Crouch-Button." That's like saying to somebody who was just insulted "Why are you mad? He is just making a sound". It's communication. It has a meaning. It's used to disrespect and humiliiate. And yes, playing a game where you are constantly engaged and on a timer is stressfull. Maybe for you. But for the average person it certainly is.

    And under such circumstances, it's just normal and human to be a little bit mad and just ask for others to be nice. It might be useless. But it's understandable. At least more understandable than humiliate, talk down or just want to feel superior about somebody else.

  • In fighting games Mix Up characters need a good amount of hits to defeat you, giving you a lot of opportunities to read your opponent. Spirit only needs two hits to down you in a chase. So you barely have opportunities to read them. And yes, I know SWF is a thing. But even then opportunites are small and can easily be tricked by nonconsistent Spirit players. Also DbD is asymmetrical with a clear agressor defender role. You just can't compare both.

    And like said. Spirits can locate you by hearing and have even after ability speedboost, which compensates for mispositioning. I played here often enough to know that. The cards are so much more in her hands that playing against her is unfun for a reason.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594635#Comment_1594635

    You literally said killers play differently when there isn't a DS in the game, and I've seen it, they hit the person off the hook and hook them again, as far as I'm aware (I have 5k hours not a lot i know) but that's called tunneling.

    It has no power unless it's used, sorry but "there's an obsession" doesn't always mean there is a DS, and if killers play differently and don't tunnel because they're super scared of a 5 second stun that is on them.

    The 5 second stun can cost you more momentum than you think. You always have to consider if you want to eat it or not and by my prefered playstyle as a killer it's mostly not worth it. I mean people complain about DH as well. Mostly because it has a similar effect on taking chase momentum as the DS stun. Especially considering that slugging can be quite effecient in wasting survivors time as well, if done right.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570186#Comment_1570186

    Why do so many complain about Freddy, when exactly the same applies to Hag's lunge as well? She really FLIES at you!

    Yeah, but her hand visually connects better and her animation has more dynamic. Freddy's claws on the other hand are quite thin and don't always seemed to connect. It just doesn't look that good.

  • @LegionOfDumb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533050#Comment_1533050

    No because both wiki, the in game stores, and the trailers for Dead By Daylight all call it CHAPTER XII: GHOSTFACE

    I think it's mostly a marketing decision rather technically defined what's a chapter or a paragraph. They love their all three months for a next chapter concept and considering that Ghostface was released at an anniversary is the main reason why they called it a full Chapter. Otherwise it woulf feel like too much less etc.

    I'm even sure that they avoided calling the Ash vs. Evil Dead DLC a paragraph compared to Bubba and Bill. I know the DbD fan wiki does, but I think the official material doesn't give it any reference. In general I think they broke all rules what will be called a chapter or a paragraph at this point.

  • It's more of a beginner perk. Kinda usefull, when you start playing but the player naturally replaces for better perks at some point. It's not strong until you buff the number to such a ridiculous level, that killer lunge-move through the map.

  • @Snowbawlzzz said:

    Depends on the stage of the game when I'm survivor. Early game I'll stealth in a bush until the killer leaves so I can focus on my gen. Once a couple gens have been done and people have been hooked, I'll think "Ok, time for me to take a hook for the team" and try to get the killer's attention at a good loop.

    Yeah, people underestimate early game stealth. When done well, it even wastes the killer's time and give the survivors a bigger headstart on gen progress until the first chase get's even initiated.

  • I agree some AddOn have to ben relooked at. But I also have to admit, when I use Spasmodic Breath all the time on her and most survivors I face actually have issues dealing with it. Most of their time their positioning is off to switch between a Nurse chase and standard M1 115% Killer. And most likely because the red ranks are full of average survivor players. But it's actually kinda fun to use.

  • @DeanWinchester said:

    https://m.youtube.com/watch?v=8DONla0Jm5M

    For everyone wondering about what video the screenshots were from. It was uploaded about 4 or 5 days ago. The Supernatural comment is at roughly 19:20 if I remember correctly.

    Thanks for linking the video. Nice to see his reaction more in context. And I have to say. its seems go more into the direction "Yeah, that's possible". And I have to agree it would be possible. Maybe tricky to come up with a killer, because some iconic villains are out of question beeing too much related towards religions. And to be honest in comparison to similar shows like Buffy, where it wouldn't hard to do the Master or Drusilla. I wouldn't even say most villains on the show would be considered iconic. On the other hand it would be a licence that get's carried by the Survivors so. I don't know.

  • @johnmwarner said:

    First, this isn’t a serious post calling for nerfs but it is aimed at the people who take that one game Otz has out of 1000 where the survivors complete a gen in 15 seconds or whatever, and use that as ammo for their argument.

    So let’s take one game DOWSEY has out of playing all day every day and use it the same way. Here you see Oni literally killing four survivors in less than three minutes. This shouldn’t even be a thing.

    https://youtu.be/xXoJApISv7Y

    Well that's the power potential of an Instadown-Killer combined with Infectious Fright and BBQ. And yes, I'm saying power potential, even though survivors are capable to cancel it out, if well positioned, it's not an unlikely siiation to pull something like this off during the game, actually. Especially, if you go with a slugging build like Dowsey did.

    Not sure how this compares to the gen speed issue, because these are kinda two different pair of shoes to talk about.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436408#Comment_1436408

    Generally, since Legion every single killer is bad designed but with oni being the expection.

    Spirit - unfun to go against and bad designed (at least strong tho)

    Legion - unfun to go against and weak (mid tier at best)

    Deathslinger - unfun to go against and mid tier at best

    Plague - unfun to go against and mid tier killer

    Ghostface - unfun to go against but at least kinda strong ish

    Pyramidhead - unfun to against

    New Freddy - unfun to against but at least super strong

    Like idk, devs are creating so bad designed killers...

    Back then: Billy fun, nurse fun, Myers fun, Huntress fun and then it kept going down hill. They are losing ideas and since they force themselves to create 4 new killers every year there is just bullshit created.

    I kinda have to disagree with you looking at some of them. Ghostface e.g. is actually a fun stelath killer to verse, if his reveal mechanic wouldn't be bugged e.g. His core design isn't really problematic though.

    Same for Pyramid Head, whose only issue is that his ability invites Killer to tunnel etc. Current Legion is fine (Old was horrible though). I can understand the others though. I personally think that Plague is even the "worst" designed killer currently, because her power makes her games quite one-dimensional.

  • Yeah, wondering that as well. Would save this thought for the Q&A. But still I'm not sure how I feel about that. On one hand it's kinda inconsistent on the idea of AddOns beeing Power-AddOns on the other hand it allows for Perklike features that mike be too unbalanced if they were available on all killer, but are totally fine and interesting on those. But to be honest these two are bad example for that.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424853#Comment_1424853

    Survivors need to learn pathing. Killers need to learn pathing

    Survivors need to learn mindgames. Killers need to learn mindgames.

    But what else do Survivors need to learn? Skill checks. Everything else is holding M1 or letting someone else do the work for you. Killers though also need to learn how to use their powers on top of everything else and in addition to everything else.

    Killers need to know how to path for M1 hits. They also need to learn how each individual power effects their pathing. Add-ons effect this further.

    Mindgames are also effected by Killer powers and each single power have their own mindgames. Add-ons effect these also.

    The requirement for skill is HIGHLY greater on Killer compared to Survivor.

    Survivors have also to learn pathing for dealing with killer powers as well. The thing that makes playing killer harder is the 4vs1 scenario. It's four brains versus one and as a killer you have to learn/deal with constant stress/tension, while survivors have chill periods and teammates to rely on.

  • I would appreciate a DbD2 as well. Mostly because starting from scratch opens so much opportunities to improve over the core gameplay of DbD and other elements. Like e.g. getting rid of Perk tiers, which also eliminate the need to make those scalable. Addressing Camping, tunneling, gen progression etc.

    But it's also kinda risky as long as DbD's current playerbase is so heavily invested in the current game. You don't want to alienate them. Etc. More likely we might see a spinoff coop-only game or something like that before.

  • Doubt it. I think it is like indicated a status effect and when getting injured it checks if it was caused by a basic attack and downs you.

  • Kinda necessary change. But on the other hand it doesn't adress the kinda low reliability of cages. Yes, it helps against hook perks and saves. But it's kinda punishing, when you are forced to hook a survivor, because you know the cage would spawn quite close to somebody else. And quick unhook means less pressure. It also doesn't adress tunneling completely, because you can hook a tormented survivor, and still tunnel them and send them to the cage for the second stage. Still going against him will be less "annoying" now and it's a good change in general.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402253#Comment_1402253

    except we have tons of videos showing online of several different streamers showing strong play and the survivors still pushing through gens very quickly. got mentioned in this thread but tru3ta1ents newest bubba vid shows him getting 6 hooks in 6 minutes and all 5 gens are done in that time. he never tunneled, he hooked every single surivivor at least once, he got a hook every single minute and still gens flew. Doesnt really matter how good you play, a good team has a numbers advantage on you.

    I think that also shows you how inefficient "fair" killer gameplay currently is. Most likely it takes you about 7 to 9 hooks until the first survivor dies. And until then there will always will be at least one survivor doing gens. And that one survivor can technically push 5 gens within 7 minutes plus decent walking/running times.

    I haven't seen the video, but I'm not surprised reading that.

  • It's sound fun first, but it would be a little bit too much effort to implement such controls for a feature people will try out, laugh a little bit and switch back to standard inputs.

    Still motion aiming like it's used in many Switch games would be kinda interesting for aiming Killer like Huntress, Deathsling or Nurse. Motion aiming is much better than traditional stick only camera controls.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363861#Comment_1363861

    Right so do gens and don't do unsafe hooks. The alternative is giving the Killer 2 Survivors to camp, and that isn't helping the situation.

    If everyone just does gens in response to camping then a lot less people will camp.

    It's not the players job to fix game design issues. That counts for killer as well for survivors. And as long people can camp, they will camp.

    And yes, the current state of hooks is a game design issue, which also hurts killers. Mostly because Devs have to consider camping and tunneling into the overall balance of the game, that leads to things like the current gen repair times and long chases.

  • @NursesBootie said:

    That's the reason cages got introduced. To motivate people to use other perks than the occasional meta perks.

    Nobody will switch their builds for one killer out of twenty, who sometimes still have to trigger them. Besides that many hook related meta perks for survivors often even get used, depending what's happening in the game. People are already used not using ther perks sometimes, which doesn't mean it isn't a little bit annoying for them.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1352980#Comment_1352980

    I'm not really the type of person to run a full build, where all of the perks do one thing like slow down generators.

    A mixture of chase, slowdown and tracking should still be possible. I'm all ears might help with your ability. He could be good with STBFL as well, even though it might limit your option, when you M1 or special attack. With slowdown you have many possibilities.Dying Light, new Ruin, Corrupt, whatever you prefer. Hook perks like Pop and BBQ aren't that bad on him as well. You can still decide to hook instead, if you need your Pop.

    I think you will find a diverse and mixed option for him.

  • I think maybe technical reasons could play a role here as well. Maybe running all challenges in parellel would push too much for some, because it activates something which has to check, if conditions have met. Just take "Dwight the brave" e.g. which has to check distance towards the killer and at time to a timer. But I'm not sure about this one. And even then it should be possible to activate a killer and survivor challenge at the same time...

    Well current UI is like a Frankenstein's monster completely bloaten up. Could use a rework as well. I truelly hate it, when Rift challenges and Dailys block after game chat. (Yes, I have more positive than negative Aftergame experience)

    Sadly the actually truth is, like many said they want people to play more than they usually play. It's nothing but an incentive to bind their costumers to their product, because it makes it more likely that they will spend money for them. And yes there are people who are already into playing the game quite often, but those aren't the ones they try to reach with it.



  • From what I remember the old Ranking system and Emblems will stay but not be used for matchmaking anymore or be visible to other players. Just for people to have something to work towards each months and probably for the achievements as well.

  • It definitively can happen. Licences can come from all forms of media. So audio plays, theatre, music, literature are all possible, if they fit thematicly in the game. The only thing speaking against it is that from a marketing perspective those licences will probably have less mindshare compared to more "mainstream" popculture heavy media like movies, television series or video games. And it's harder to recognize something which is not well known in a visual way in a video game, so it's just less likely to happen, because of that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335628#Comment_1335628

    You’re not understanding the point of this post.

    If survivors were aware of more ways more killers can inflict exhaustion, survivors may be inclined to think more carefully about equipping an exhaustion perk, and we might see more diversity and creativity across Survivor builds.

    Nah, it would too less perk diversity between survivors. They either will switch to SB, because it will become the most reliable exhaustion perk in avoiding it's deactivation or they would switch it for other meta perks, which they couldn't include in their build before.

    So you will see more DS, BT, Unbreakable, Iron Will, Kindred (Solos), etc. and in the end a smaller pool of Meta perks used by survivors.

  • It really depends on the mori. Some don't work in first person others actually look kinda cool like Doc, Myers or Nurse e.g. On the other hand Killers get rarely to see their own cosmetics during gameplay and the third person mori allows it.

    And as far as I remember the Clown was the last Killer with a first person Mori. Yeah, Hag and Freddy are third person. And like I said, I think it's because those don't work well in first person. With the killers from Spirit and following it's mostly similar. The only exception might be Oni, whose Mori would work quite well in First Person. And maybe even Ghostface.

    But yeah, would love to see some new first person Moris as well.

  • @Tunnel_me_please Wouldn't say that he confirmed anything. He even made it clear, that people shouldn't take anything for 100% granted:

    For the record, stuff I've known has been both right and wrong and I am by no means a reliable source of info for leaks, nor would I leak the stuff if I did know it because thats a dbag move.

    https://forum.deadbydaylight.com/en/discussion/comment/1255942/#Comment_1255942

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293373#Comment_1293373

    The (barely) stylized number 4 in the anniversary banner is referencing Candyman's hook and not Pyramid Head (whose head just looks like a number 4 all the time, because that's how triangles work) or anything else people have been saying.

    It's technically also in the nature in the number 4 to resemble a hook, when you replace a specific line. And Triangles do look different depend on their angles. My bet is on the Candyman as well, but I have to say that I undestand people thinking of Pyramid Head, when they see this stylized four, because it appears similar based on it's angles.

    I honestly think that the four might be just a design idea. Maybe the Designe wanted to give it a sharp, angled look with it stylazition in general and it isn't a reference at all.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1288894#Comment_1288894

    This thread isn't about the chasing itself, it's about a bug/ design flaw where he can sneak up on you too easily and never give you a chance to run away.

    Quickscope plays a big role in sneaking up as well. He only needs to come around a corner quickscope shoot to hit you. So even if you are aware of your surroundings it might be not possible/you are in a bad position and I was referencing the fact that you can't dodge his spear like Huntress hatchets.

  • @Whut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1288995#Comment_1288995

    Then why do I still streamers with a stretched screen? It clearly gives them an advantage, as has been proven by other streamers.

    Because that's technically not a cheat. It's more an issue how the game handles different screen ratios, which people exploit. I wouldn't be surprised, if it get's adressed in a future patch.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1288875#Comment_1288875

    Are you saying sprinting is disabled when you're facing the Deathslinger? Just keep your eyes open, man. Dodge those shots like you would hatchets.

    To be fair. Dodging a killer who can Quickscope is harder than Huntress, who has a clear windup and a short charge time for her shots. On the other hand his Hitbox is quite smaller, that gives you a little bit of an advantage back, but that is out of your control. I personally think LoS blocker only truely help against him. It just happens quite often, that you are suddenly hit by him, when trying to handle him like Huntress.

  • @brokedownpalace said:

    You know what would be a good idea? If they did "special" week long events where they revert certain changes to remind everyone how imbalanced the game used to be.

    Week 1: Hatch Standoffs

    Week 2: Instablind Flashlights

    Week 3: Instarepair Brand New Parts

    Week 4: No Hook Moris

    Week 5: Exhaustion Running Recovery

    Week 6: Totem Free NOED

    @Peanits What do you think?

    The thing is: Even if things used to be worse, it doesn't mean that changes made it perfect. People who complain about the current stage of the hatch aren't living in the past.

  • They've mentioned it in the past, that the Chainsaw Brothers are on their To-Do-List, but that's a long list. And as far asofficial is know nothing is planned yet.

  • It's not a good reason at all and I'm surprised that they are holding so much on to it. Beeing forced to repeatily push a button for one minute straight is a nuisance that exist for the sake of it. It doesn't feel engaging, because compared beeing caried to a hook, there is no play involved with it. It can be quite loud with a tendency to harm your equipment. I doubt it's even healthy for anyone to mash so often a button like that.

    And what's much more worse is, that just some smal technical difficulties like lagspikes can kill you. I really don't understand why at this point. I was glad as a killer, when they changed the blind effect to something less annoying. Why not do a QoL change that eliminated one big unnecessary frustration element, that can even physical harm you.


    And to be honest. DbD is a game many play for hours a day. We have a strong playerbase, who is heavily invested in the game. The majority of the players won't change how they play and stay engaded when we are on a hook. At his point they should know that they don't have to force anyone.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269789#Comment_1269789

    I didn't bring in that statement, I'm pointing out the hypocrisy in demanding killers play nice when they actually do play nice more often than survivors, but survivors don't demand other survivors play nice.

    That's mostly because Killers are the power role. They can't be eliminated, can't be stuck in a position where they are unable to act (not counting bugs/exploits) etc. And in an assymetrical game it's a little bit easier for the minority side to control how their side are playing. Actually only a communicative SWF is actually able to slow down, but if they do they risk to be camped, tunneled or slugged by the Killer and that's why most don't do it.

    Besides that it's hard to demand other survivors to play nice, if there isn't much of an equivalent of it. Of course there is BMing and stuff like "abusing" strong perks e.g. And let's not talk about exploits or cheats. By my experience, when survivors use those and others see it, they mention it on the after game chat. But when I play with randoms e.g. I'm barely able to figure out what others are doing, how and why. . Quite often I see even survivor arguing for the killer etc. It's not uncommon.

    I understand where you are coming from. But I wouldn't call it hypocrisy. It think, it's mor ethe different power shift between survivors and killers which causes the idea that killer should play nice.

  • Not sure if we find a killer main for each killer, but scorpionz(Twitch) comes into my mind, when I think about a Pig main.

  • @BigTimeGamer said:

    Has there ever been a “good” state?

    There were times where overall game has a good game feel. E.G the 2.0 patch with Clown release and several patches after until Legion was one of those good times, I think.

    Problem is with recent patches some stuff get's and feels better like the fixed vaults with the recent one while other things break like Hillbilly now.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/150196/whats-the-next-chapter

    The 3.7.0 just released, I don't think that even the devs know what they going to do

    They probably already know or have a rough idea for the September chapter. Game development takes quite time. It's basicly only a couple of weeks until PTB etc.

    To answer OP's question. We don't know. It's still a little bit too early for clues or teasers to be released. But I think we should find out by the end of the month.

  • Nurse primarly way to move is via blinks. And that gives her a much higher mobility, so a 32m terror is necessary for survivors to judge if a Nurse player is approaching or not.

  • If i remember correctly it's meant to cancel out the debuff, when two people are working on a gen. When it's more than that then the debuff is slightly stronger. Still, from my experience it seems like the progress bar still is red not grey as it used to be when two people are working on a gen. Not sure of the timing though.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242680#Comment_1242680

    If they were meant to create new routes for both sides, it wouldn't be something that only killers can do. It was designed to do the first, not the second. Why would a killer break a wall that could benefit survivors?

    Because it benefits them as well. e.g. it can give the killer more movability on the map in general and the fact, that the killer decides when it's avalaible. But if it stays as it is, that breakable walls either have to be broken or untouched then they kinda play themselfs rather giving the players a choice. You can kinda compare it with some unloopable god pallets on indoor maps. As soon as the survivor runs towards them, they have to throw them and the killer has to destroy them. Only a few killer abilities give some gameplay there and a map which would have only those would be kinda boring.

  • Yeah, DbD is on a general upwards trend and had quite a stable playerbase before. Not sure, if it was just the patch or just the recent Midweek Sale that helped as well.

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