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FrootLoops

FrootLoops

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FrootLoops
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  • @darktrix said:

    Had that happen last rift with a Nea head - opened a ticket with them and they took care of it pretty fast.

    Thanks. I went ahead and put in a bug report, didn't see any method by which to enter a ticket otherwise

  • @Tricks said:

    As it has been scientifically proven that conscious thought affects physical reality on a sub atomic level if you stretch the science behind that just a little we might just actually all collectively pull each others realities into being one thread at a time simply by observing. (which both intrigues, excites and scares the crap out of me in equal measure).

    I don't know why this is or what it means that this is so if anyone knows please feel free to let me know.

    Cheers.

    Prepare to be face camped by the illuminati

    On a more serious note, the act of observing the state of a quantum particle changes the state of that particle. Until observed the state is a probability wave form. So yes, conscious thought directly influences sub atomic reality. The implications are mind boggling

    And to contribute to the thread, I really do think the dbd team at behavior has done a pretty good job so far. Mighty unpopular opinion there based on these forums but I love this game and love that the behavior folks still enjoy playing and discussing this obsession mine

  • Much love for doc! The only complaint I have from a survivor side is his tunnel potential. Being in a chase against him for any amount of time at T3 is a headache. I ran a doc for a minute a few matches ago and I had to just give up from all the doubles, static on screen, and unending chase music. Playing as him is great though, especially when you give him a map wide TR and short blast cooldown

  • Personally locking the killer makes a lot of sense for the MMR. It is a blessing to people that want to try a new killer or play a killer they are not as strong with. And it would keep someone from queuing as (e.g. clown) then last second switching to spirit so they can dominate brown rank noobs.

    As for locking survivors I could care less, since I don't ready up for a lobby until I'm ready anyway. However... if survivors get locked then I say go all the way and don't show the lobby at all, if survivors can't switch up items and perks based on what they see in their team then killer shouldnt get to see the team and react at all either. It has never seemed fair that killer can see what they are up against but survivors can't without some illegal subterfuge. I'd love to bring a key in every once in a while without the certainty that I'm also bring Franklin's, a campground for the killer, and a mori

  • maybe not swimming, but a water mechanic that slows down running speed for killer and survivor would be cool. I do think there should be more environment interaction than just simple collision and pallets

  • thanks for the advice! I would also point out that in solo queue you have an information vaccuum, so bring perks to help bring you news. Bond is great for this, since it tells you where your team is and what they are doing for a pretty good distance around you. If you haven't unlocked bond then kindred is the next best thing. You can see which direction the killer leaves the hook in, which of your teammates may be going in for the save, and which gen(s) any of your team might be pressuring. Plus kindred feeds your whole team info when you get hooked

  • I've only recently started spending some real time as killer, but I find that I have the most fun by playing a normal match at the start, get my 4 stacks of bbq quickly, then rotate through hooking everyone one more time. after that I will down, pick up, and carry them toward the farthest hook I can find, walking through every pallet on the way and stopping for flashlight crossings. I prioritize kicking gens, breaking pallets, and using my power (unless I'm playing doc, because by 8 hooks I've already maxed out devious and that madness just makes the game drag on longer). Just knowing that these survivors have no idea if I'm going to kill them or let them go and seeing everyone at 20k+ bp in the tally screen hits me in the feels. I even had a match where 2 survivors got 32k bp

    of course I'm rank 13, so this play style is pretty easy to maintain for now. I'm sure as I rank up I will get tilted by sweaty SWF teams and start going with the first hook mori strat

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411435#Comment_1411435

    Well shirtless David doesn't even attach to most of the pants so theres a see through gap at his waist but that didn't stop them from making the skin

    Truth, but you and many others noticed that and it makes behavior look like amateurs. Those kind of issues have even been included in patch notes in the past. I dont think they are going to exclusively release locked sets, just some skins where they would definitely have issues if mixed with others. It just gives the artists at behavior more creative freedom without eating into testing and debugging time

  • I think these linked skins are more of a technical necessity than a marketing choice. This skin looks great but if you look at where the hood attaches and how high the waist is on the pants you can see that it crosses the usual lines where cosmetics switch. I'm guessing that the character model artists are running through their wishlist of "this would look great but can't be done as separate pieces" right now and we will start seeing normal skin pieces after or along with the 4.1 release

  • Freddy: teleporting to a gen will power that generator just as if a survivor completed it

    Trapper: set traps will rust and lock open after (10x #remaining survivors) seconds, rendering the traps useless.

    Nurse: blinking through a survivor grants that survivor blink ability for the remainder of the match

    All killers: when using an ivory mori survivors will be able to mori the killer during the stun animation

    All survivors: bringing or holding a purple or better key will make the entity sacrifice that survivor on their next hook state, regardless of how many hook states they have had

  • @Peanits @Almo Can ping time be factored into the hit scoring event to balance?

    I will admit that I don't know how hits will be determined under this system, but I imagine the killer client will send "i hit them!" And survivor side will send "he whiffed!" Both sending their x,y,z coordinates and server will check hit box collision based on those coordinates. The server should also be able to passively detect ping time from each. If the ping time differs by > 2x then winner should be the lower ping time. If not so large a difference then use the server calculated hit

  • Ok so while I agree with the concern that this could negate some killer hits, let's look at it as any kind of competition. As things currently stand the offensive side gets to declare whether or not they scored a touch down, even when the defense clearly sees they were nowhere near the in zone when they were tackled. In sports you turn to a referee and ask "touchdown or takedown?" and that decision is final. The change they are proposing is basically that. Consider too that from a survivor perspective if the killer appears to have used the force to down them it potentially ends the game for them immediately, where if the server declares a miss then killer continues the chase. I've played matches where the killer appeared to swing at a survivor 10 meters away from me and I went down. I didn't even know he was aware of me, much less swinging at me.


    My greater concern is the 60hz change. I believe a lot of the DC penalties are because the server pings out an update and client doesn't respond within a timeout. There is probably logic of "failed response xx times = disconnected". By upping that rate it is almost certainly going to lead to more DC penalties unless they find and fix the dc bugs

  • at least once per day when playing on xbox. in most cases it is just as I am beginning an interaction (unhooking and repairing a generator most often) possibly related to progress bar activation?

    Most recently I was on lery's against freddy playing as cheryl with the lisa skin. I was awake and within Freddy's terror radius. ran up to a gen to begin repairing and game hung (still had sound, still saw some character movement, but clearly extrapolated movement) repair bar was at around 45% and not moving, character did not go into repairing animation.

    The worst part of this is getting DC match lockout and depipping. I understand about not getting bloodpoints, archive progress, daily progress, and achievement progress but having a punishment applied when I am not at fault is terrible

    My wife and son were both playing (wife playing on my team, son playing fortnight) and I was the only one that had a problem, so clearly not a network issue.

  • sounds more like a cosmetic for dwight than a perk to me :)

  • This would be like having all of the gens start progressing at the start of the match. No base game mechanic should hand a win to one side or the other.

  • Performance review:

    For each survivor that has been killed, sacrificed, or escaped gain a token. At 4 tokens you will be summoned to the entities office to review your performance and receive your reward. This is both a survivor and killer perk

  • Leatherface is more afraid of survivors than survivors are of him

  • The only way I can think to tell would be if you have a low level kindred and the person on the hook has a higher level then you should see the killer at a greater distance from the hook, but that would be pretty hard to judge and won't always apply

  • @Respectfulnancymain said:

    flashlights are soo easy to learn tho, only hard thing about flashlights are the advanced techs like cj tech or locker tech

    Dh is imo wayy better then sb

    Probably true, but I've never been into FPS type games so my aim is pretty terrible. That is also why I don't play huntress or deathslinger.

  • @Todgeweiht said:

    Yes, me.

    I am rank 2 with Ash, my build is MoM, WGLF, Inner Strenght and Spine Chill

    Yeah I am thirsty for BP so run WGLF and BT pretty much standard. I won't typically farm someone off in front of the killer unless they are camping, then I'm willing to trade places. Otherwise its generally an aura reading like kindred or bond and whatever flavor of the day is

  • because killers are toxic, just ask survivor mains :)

  • We're going to live forever:

    nearly anything at all to make it helpful outside of farming, but how about at 4 stacks killer can no longer see your aura. Or gain 2% gate opening speed buff for each token

  • had a chase with a ghostface, 2 slugged 1 hooked. He was chasing me, I managed to lose him, pick up a slug, and get the unhook. Ever since then nothing has felt more like I won

  • you will still get fragments for the xp gains, maybe that is what you are seeing?

  • I think clown would be right handed. his primary action is to go all stabby stabby, and he would want the most control over that action. the bottles don't require accuracy so he should be throwing those with his non dominant hand.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322121#Comment_1322121

    See, this is the thing about the logic, though: To some people, playing to win IS fun.

    When people make this distinction between "fun" and "winning", it's only their personal view. It's not an absolute, mutually-exclusive thing.

    I don't disagree with you. In fact I whole heartedly agree with you. But I'm the type (and I think the OP is too) who likes to change things up, explore possibilities, and meticulously complete every archive, daily, and achievement. Of course I and everyone else wants to win, that is a major reason we play games at all is for the competition. But can you honestly say that you want to the play the exact same killer with the same perks and same add ons on every game, even if you know that your chances of winning with that combo are the highest? I'm guessing not. But what if there was a distinct possibility that if you change it up all 4 survivors DC after your first hook, match is over 2 minutes in and you got next to no BP and depip? even if it is one in 10 games? wouldn't you go back to your elite build and stick to it just so you could play a match? would you have as much fun winning over and over again but never being able to change your build?

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322092#Comment_1322092

    They're meta because they work, not because of some need for "defense of our fun".

    Really wish survivors would stop with this nonsense. You use those builds because they're good. Not because the mean old killers are coming to steal your fun and you're just innocently trying to defend the fun.

    I personally prefer to run perks like kindred, we'll make it, plunderers, and small game so that I can do things other than sit on a gen or be a toxic douche, but if I just had a match where I or someone else on the team got tunneled and first hook moried with 5 gens up 2 minutes in then yeah, I will switch to the meta so that I can actually play a game that lasts longer than the lobby wait.

    I am not trying to imply that survivors don't ruin the game for killers, they absolutely do in many cases. when I was new to killer I had matches with 4 man SWFs hitting me with head on and flashlights like they were trying to give me and confirm a concussion. If you paid attention to the OP they said "I don't like DS, but now I understand it". AKA they were tunneled, it wasn't fun, Killers say "I don't care about your fun" (which is fair) and so now they feel like they need DS to have fun. Sure it gets abused, I don't mean to imply that it doesn't, and sure a lot of survivors will run the meta for the wins, but I like to think that most of us (killers and survivors alike) are playing this game for fun.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322063#Comment_1322063

    I don't defend any specific mechanic/strategy, I defend freedom of choice. And as you said it too, people are free to play how they want.

    And I solute your defense of free choice. and If I am one of the lucky 3 that wasn't found first in a match with a camping or tunneling killer then I appreciate the free escape that choice nets me. I'm just glad it's not the optimal strategy, otherwise this game would have a huge killer player base and only newb survivors, which would lead to it's demise.

    I merely mean to say that calling camping and tunneling "playing to win" doesn't seem to apply well to most in game situations like the OPs. And as the argument has been put forth in this thread that killer is not responsible for survivors fun, it absolutely means that survivors must defend their own fun, hence why DS, DH, BT, Unbreakable, adrenaline, and SWF with comms are meta for survivors

  • ranking is meant to be more holistic than just completing your objective. if I successfully walk a 5k I wouldn't expect the same gold metal as a track and field athlete skillfully bounding over hurdles. in order to showcase your skill you have to be challenged.

  • I do find it ironic that the people that defend camping and tunneling also complain about gen rushing. How does gen rushing work? survivors getting gens done back to back? it's almost like you are too busy applying your winning strategy to keep people from sitting at a gen for 80 seconds (or about 45 seconds if they pair up). especially since toolboxes have been nerfed to near uselessness and perks like BBQ, discordance, thrilling tremors, surveillance, and probably more that I can't think of will tell you where you need to go to get more pressure.

    On the other hand if you left the hooked guy alone you are guaranteed that at least one and most likely 2 survivors aren't touching a generator for at least 30 seconds, which gives you time to find one of the other 2 (or both) and pressure them off a gen. Now you've got 3 people not doing anything and you are moving around the map making survivors cautious.

    camping and tunneling is definitely a winning strategy if you know the team is super altruistic, or late game when there are fewer gens, everyone has had a hook state or 2, and all the survivors feel like they have a big brass pair for making it that far and will rush for the saves, but early game it's not only a salt generator it also causes all that gen rushing we hear so much about. You are in that case relying entirely on their mistakes rather than your own skill to get you kills.

    Everyone is entitled to play how they like of course, but there is a pretty good reason why camping and tunneling is not the norm. It is boring, unskilled, and synonymous with the bully beating up the skinny kid so he can get the ball, even though nobody wants to play with him

  • as a newer killer going against an SWF with head on and flashlights.

  • I don't have a problem with a mori in general, I have a problem with the dirtbags who get you into a chase within 30 seconds, down and hook, then tunnel you off that hook to mori you. I get at best 8k blood points, a depip, and a 1 minute game. There is absolutely nothing on survivor side that can ruin a killer's experience as much as a first hook mori can ruin a survivor's, because there is nothing a survivor can do that ends the match unless it's basically over anyway.

    My opinion: death hook only, not because first hook mori isn't sometimes justified but because there are some killers who will abuse it

  • the loveland frongman

    In Ohio folklore, the Loveland frog (also known as the Loveland lizard) is a legendary humanoid frog described as standing roughly 4 feet (1.2 m) tall, allegedly spotted in Loveland, Ohio. In 1972, the Loveland frog legend gained renewed attention when Loveland police officers sighted and killed an animal they later identified as a large iguana that was missing its tail.[1]


  • any means necessary: add the ability to detect fake/illusionary pallets

  • remember when they spent thousands of man hours developing new characters, maps, and abilities while also trying to fix bugs, then released it on servers they have to pay for so that people could play test it and they could go back and sink hundreds more hours working overtime to fix the bugs and balancing issues in order for them to go to a general release fast enough to meet an aggressive timeline. And then they had the audacity to just let you have it for free just for you playing long enough to earn enough of the in game currency? greedy corporate bass turds, the whole lot of them!

  • I can't speak for all consoles, but I know that XBox will never have something like a PTB. Every patch/release has to go through an approval process on that console so that microsoft can make sure there are no exploits or system (read: the console, not the game) breaking bugs. This is the reason some patches have been delayed by a few hours releasing to xbox compared to PC. given that effort (and likely expense) to release it wouldn't make any sense for them to do PTB on xbox. it's a lot of effort for something that has a life cycle of a few weeks just to get feedback and final UAT. I imagine other consoles (switch, ps4) have a similar vetting process, so likely the same story there.

  • that weird bug as survivor when you aren't seeing any gens pop 2 minutes in, and you are wondering what flavor potatoes you are with. then you finish your gen and the server comes off coffee break and 3 other gens pop at the exact same time. I love the sudden change from a fatalistic to a fantastic mindset

  • I couldn't agree more. I think the DBD team at behavior has done a fantastic job and have created something of a cult classic. I love the ever evolving nature of this game and seeing so many people volunteering their time and energy to passionately advise the team on their experience.

    Also... DBD in VR when?

  • I bet the dedicated servers run on Linux. that or PaaS

  • for the grab issue why not give the killer the hit if they didn't get the grab? if the messages are so close that there is confusion on either client, and since the killer button press to grab is m1 then if the grab didn't land then the hit certainly would have

  • you will need to grind reputation on the forums first

  • very niche, but I think it would pair well with red herring as well, to keep from sandbagging a fellow survivor with that perk

  • I think pyramid head is pretty iconic and will fit in well with the DBD cast. If you are all twisted up about him having been from another horror game franchise then just pretend the game didn't exist and watch the movie instead. He's still the ultimate badass in the film

  • @Shirokuro said:

    It's getting really tiring at this point. Everywhere I go on this forum I see crap like this:

    Someone has an idea? "The devs won't do this because they only care about 💲💰🤑"

    Someone reports or asks about a bug? "This probably won't get fixed until half a year later because bhvr is [insert role] biased 🤡🤡"

    Any balance change (or even a bugfix) is made? "See? They only cater to entitled [insert role] mains ☺️☺️"

    Like, holy hell. I get that y'all are frustrated about the balance and how changes are made very slowly but have you ever considered that making a working 1vs4 game is VERY HARD and it will never be perfect? Not to mention that Behaviour is not a gigantic AAA game company.

    Changes will come to both sides in time. The devs aren't ignoring either of them. Stop making every single thing into an "us vs them". Feel free to tell your opinions and criticism to the devs but stop assuming they only care about one side. If that was the fact, the game would be dead already.

    Clearly you are an entitled IRL main. Don't you know it's only paranoia if they aren't out to get you! The only thing worth living for is this game awarding max BP (blood pressure)! Git gud!

  • @Big_Trash_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139700#Comment_1139700

    I don't regard that as anywhere near equivalent as can't see key = can't see which killer.

    There is a larger context here about how much bs a survivor and killer has to put up with vs the benefit of playing survivor/killer that they key thing is merely apart of here.

    Not going to go into detail on all of that, other than to say going by the lack of killers/survivor wait times this is telling you more and more people are saying ######### playing killer.

    While I agree in principle that there are a lot of frustrations playing this game on both sides, I must say that it's kind of the point. There are very few popular games that don't incorporate frustration in some way. Look at dark souls as a prime example. Imagine if you could just reload your save and get a different boss until you have one you find easier. I would not have played. The randomness plus the pvp of this game is what make it great. I trust the devs to continue monitoring the experience and make small necessary adjustments based on data that can only be collected by them, rather than playing with brightly colored survivors on a flat plane with only 1 gen that the killer always spawns next to and takes an 3600 seconds to repair, or a killer with no weapon on a map the size of Texas with a gen every 2 meters

    So when a situation is frustrating think about how it really impacted you. For me as killer a key in the game adds a sense of dread and urgency that I find every bit as exhilarating as having devour hope proc as a survivor, and appreciate that it is there

  • Why are you complaining that a key is hard to see when none of the survivors can see anything about the killer until they are in the match? Would you like it if the match ended as soon as you rev your chainsaw or the sleep timer starts or the phasing sound plays?

  • Im not a dev or anything, so take this as a fan theory, but since shock was previously the basic action (m1) when in treatment stance I am guessing the code still treats it as an m1.i don't know if that was intentional

  • Honestly every killer has their own strengths. I look at them as being like the boss battles in dark souls. You will die a lot against players that are good with that killer until you figure out how to counter. For doctor calm spirit or lockers are your best friend for stealth. Also drop pallets early, dont try for killer stun with pallets, make distance and try to lose line of sight. Static blast has a 1 minute cool down, so try to be aware of when it was last used and try to avoid the terror radius when you know its up

  • Spirit because her back story makes me feel like she has never been properly hugged

    And Dwight because he just wants people to like him

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