GoodBoyKaru
GoodBoyKaru
About
- Username
- GoodBoyKaru
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Comments
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2728836#Comment_2728836
I have the best idea. Every time Bubba hooks a survivor, an small, cute and rideable fluffy pony spawns on the map. Bubba can than choose to continue camping or go get the rideable mount and chase others. The mount will despawn if he goes back to the hook.
What an amazing idea I support this 1000%
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Get hit - third seal.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2728854#Comment_2728854
I don't. It tastes and smells like feet.
Don't ask me why I know what feet taste like, that's none of your business! 😡
//
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But then I wouldn't get this experience!
https://youtu.be/QVKKL-XIjSc(for real it's actually very nice to me usually and people are nice. There was this one pyramid head where a friend and I were using blast mine/flashbang/head on and all he could really say was "massive respect for pulling it off I can't even be mad")
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If I'm solo it'll be a groan of pain. If I'm in a SWF it'll be "aight you guys do gens I wanna listen to the box music".
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Honestly I'm not entirely sure. He's fairly easy to pick up but hard to master, and a lot of his power outside of animation lock revolves around knowing survivor pathing which you wouldn't do as a new player. But then again, he can really help you learn survivor pathing and improve your skill with all other killers.
But because I can and will plug this at any given moment I made a guide for learning him you may find useful!
@GoodBoyKaru said:
So a few attentive people may recognise this from a comment I made yesterday (technically it was 24 minutes into today but let's not talk semantics). A couple of people suggested I make it a real post because "That's an excellent guide, very well put together." So, here I am. I've added a few more things so it's still worth a read.
This will cover what is, in my opinion, his best build and why, as well as a few tips on playing him & a few videos.
So hey, it's me- GoodBoyKaru, your friendly neighbourhood Pyramid Head main- here to give some swift Tips and Tricks(tm) to help make you a better Pyramid Head player!
For the record, this was made during DBD Patch 4.7.2
Build
PERKS
My personal favourite and imho strongest build is this:
- Corrupt Intervention
https://us.v-cdn.net/6030815/uploads/5A01IV8RME2M/image.png
Crucial early-game slowdown on a killer without mobility, allows him to stall the game massively because survivors know that if they get found they're doomed.
- Pop Goes The Weasel
https://us.v-cdn.net/6030815/uploads/FHA7ZFNAKVZY/image.png
It's the second best gen regression perk in the game, Ruin is too volatile to be anywhere near reliable on him because, again, no movement speed, he needs gen perks because he cannot move around the map quick enough, 11/10. "But you don't hook pe-" WRONG. You should be getting plenty of value out of PGTW and if you're overcaging then you're taking your map pressure and throwing it out the window.
- Barbeque and Chili
https://us.v-cdn.net/6030815/uploads/SC8THLXSY3RP/image.png
Now, you could obviously put other perks here like Infectious Fright (amazing snowball), Tinkerer (Undetectable is nice and it helps tell you where to go but again no movement speed) or Discordance (amazing info, can sometimes do nothing about it). However I say BBQ because I like the perk and also because bloodpoints.
- I'm All Ears
https://us.v-cdn.net/6030815/uploads/V90CSL0I44NO/image.png
Hands down the best perk in the game for Pyramid Head, that's six seconds of wallhacks. I cannot stress how valuable this is with his power- that is a guaranteed free hit in 9/10 situations. To show what I mean, I've linked a timestamped video below of where IAE comes in so clutch- continues to 5:16 in the video.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s
(you can watch the whole thing if you really want I'm proud of the game).
An honourable mention here goes to Ruin/Undying over Pop/Corrupt. As I've mentioned before, Tinkerer isn't a great perk on him due to his lack of speed, but the same goes for Ruin/Undying. You don't have the map mobility to defend your totems, especially if they spawn further away, and you'll probably end up losing two perks before 2 gens go. Corrupt/Pop is just more consistent in my experience.
ADD-ONS
So, his add-ons aren't great. The best ones, by far, are range add-ons which, when combined, extend his POTD by up to 2.5m (10.5m total). These are Burning Man Painting (Rare), Wax Doll (Uncommon), and Black Strap (Common), which ass +1.5m, +1m, and +0.5m respectively.
tips
Okay so rule number one is to not break pallets. Sounds weird but, just trust me.
His power is incredibly strong in a chase- so much so that if a survivor commits to an animation they die. If you don't break pallets (with some exceptions like God pallets) you can do amazing things. Because who doesn't want more opportunities to win a chase, like, instantly? It turns incredibly safe pallets into death sentences
To show what I mean, here's another timestamped clip. Ends at 10:58
https://www.youtube.com/watch?v=gu3X5o9GpjY&t=646s
Learn the range of the power. 8m is specific and sometimes you think you can hit things and you can't. You need to be very careful, especially when playing with range add-ons for so long, because it can and will screw with your perception.
Adapt to the survivors you're facing. A lot of players will fake taking an animation, go to the side slightly to bait your POTD or your cancel, and then commit to the animation. If you turn to the side and release, you'll catch a lot of these survivors out and get a hit. It's really satisfying to do. Alternatively some survivors will commit to the animations regardless, in which case you'll know to aim in the centre. Other survivors will just hold W and pre-drop pallets, in which case you know to leave them because you'll really struggle catching up, or do not use your power.
I cannot stress that enough. If a survivor is pre-dropping W key gaming, do not use your power. M1 killer them.
Don't overcage and don't stress about torment. If a survivor loops you, they'll get tormented. That's just kinda how it works- you stick your knife in, follow them around a loop, and release your POTD after tracking their movements.
To see what I mean we return to the first video, again timestamped. Clip ends at 1:36.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=83s
See how I hug the car, turn the camera and use the power to hit him out of animation lock? Had he kept running, easy torment too.
In my opinion, only cage someone in one of four scenarios:
- You're afraid of a DS (just please don't tunnel I'm begging you)
- You're afraid of an Unbreakable (much more likely)
- You can immidiately get into another chase
- It would place you into a Pressure Point Of No Return (name pending).
What I mean by that last point is that there comes a time in a DBD game where the killer will hit a Pressure Point Of No Return, where the survivors physically cannot come back from the amount of pressure and momentum you're building. The best example of this as Pyramid Head is where you split the map through cages. You have two downed survivors. Cage one, hook the other. Nobody is on a generator, you have a BBQ proc to interrupt the person saving the cage or the hook, and now the last person must save both people. On especially large maps, like Mother's Dwelling, or multi-storied ones, like Midwich, this can force people into second stage and you've won the game at 5 gens. It's more common than you'd think.
If you cage at other times you're probably wasting pressure you could've gotten from a hook.
Learn where you can and can't lay trails. In front of totems and lockers? Amazing. In front of a gen? Not at all, it becomes a Restricted Trail Element and disappears after a few seconds. The DBD Wiki has a section on this which I'll just paste below.
https://us.v-cdn.net/6030815/uploads/2808XTGCLSHV/image.png
I'd highly, highly suggest reading the wiki page on his power as it's really useful in understanding the fundamentals and giving actual values to words. Here it is:
https://deadbydaylight.fandom.com/wiki/Pyramid_Head
Finally, learn where you can and can't use POTD. It sounds like a simple thing but learning where you can and can't use it, however there's a lot to it. For example, learning how vertical changes affect it. Did you know if you release his power on a slope going up it'll fail, same with releasing it on a slope going down. However, if you're barely off of the slope it'll travel down it, but only if it isn't too steep.
It's nuts but knowing where you can and can't actually have an ability is, funnily enough, pretty important.
A few more quick-fire tips:
- Don't just go for animation lock shots. People expect these and adapt. Be unpredictable to catch them off guard and get easy hits. Like this:
https://www.youtube.com/watch?v=0U1k10I-zG4&feature=emb_logo
Bet they didn't expect that one :p
Needless to say that was where I hit a Pressure Point Of No Return and poor Jakey couldn't pick up the scraps.
- Don't spam his power. You waste too much time. Be precise, predict, and adapt to your opponents.
- Don't spam his trails. You move at 110% and you already lack a movement ability, you waste too much time.
- Tunneling isn't the best strategy. I know it seems like it because cages but again, you do not have a movement ability. Survivors can and will facefuck generators and ruin your day substantially.
- Dead Dawg Saloon and Hawkins are both maps you never press M2 on ever. Play like a default M1 killer because the map design prevents you from using your power. They're pretty much auto-loss maps, ngl, unless the survivors really badly mess up.
- Play survivor. Learn where survivors move and how they path, shoot POTD to hit them. That's what I did in that last clip.
And, yeah, that's about it. If people have any questions please let me know and I'll try to answer them as best I can, though I think this is comprehensive enough.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2727371#Comment_2727371
Really Pinhead that low 🤨
Ever since they neutered his box add-ons he only really shines vs solo players imo
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2728769#Comment_2728769
Karu no one believes you anyway you LIAR!!!!!!.......Sorry I kid but still IM WATCHING YOUUUUUUUUU *stares intensely at Karu*
Lowkey if it isn't too much trouble could you not call me just "Karu"? GBK works fine, Karu was fine until like a year ago when something happened + I'm not 100% comfortable with people using it 🧍
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Every time someone tries to solve Bubba facecamping they somehow come up with a worse solution than the last
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2728769#Comment_2728769
Proof or it didnt happen ;)
Yeah it is a shame, would be interesting to link accounts to forums but thatd also make people use it as a way to attack others sadly. That happens on the halo forums
I still have the screenshot saved don't make me dig through a year of cow photos because I will-
I wish there was, like, a limit on how many posts you needed to make a discussion though tbf. Like in a few cases this'd mean some people couldn't immidiately post after they joined but also in most cases it'd stop salty people making anger threads
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I like the stress and the micromanagement of the role. I like having the responsibility all on me, instead of on 4 people, and it makes me feel like my losses were my fault but also my victories were entirely me, too. I like that feeling.
Also survivor is a ######### hellscape and I despise it so I play solo for about 3 matches and then either play killer or beg a friend to come on.
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@Dino7281 said:
You forgot best argument: You think it's not true? Hmm, you must be low MMR and I am the highest MMR ever recorded!
I miss the days of ranks when people would always say I was grey ranks and I could show them rank 2/1 consistently 😔
Now I have to hope they believe me, which nobody ever does.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2725580#Comment_2725580
Sorry if I am naive or uneducated here but are there any (mainstream) games out there that cater to any of those things outside of maybe subtitles and/or color blind modes?
I didn't see anything like that in neither lol, r6s nor rocket league to name a few online multiplayer titles but also not in any of my solo games iirc?
Or am I simply overlooking those as one of the lucky people without any of those restricting health problems?
Off of the top of my head, Sony games are usually very good at this, with Ratchet + Clank: Rift Apart being very good, and I think TLOU:2 won The Game Award for best accessability. Spider-Man also has some pretty good options. Sony itself announced a website on the 16th December which explains which of it's games have which accessability features and pledged to include as many as possible.
Celeste is an indie game with some of the best accessability, too, even if it isn't immidiately obvious (the way it works here is that dying enough times will then give you the options for the features, with the accessability allowing players to adjust the difficulty as much as they need to).
WOW has amazing accessability for visually impaired players, with subtitled, Colourblind settings, HUD scaling, and the like. Maybe not for people with auditory disabilities/motor disabilities, but still.
Any game which features an extensive control remapping system (like AC: Valhalla) technically has good accessability features, as that (along with some gameplay changes, like the struggle change + soon to happen toggleable interactions + wiggle change) enables people with motor disabilities to play however is easiest for them.
Any game that has subtitles, a scalable HUD, vibration, Colourblind settings, and remappable controls is already doing pretty damn well in terms of accessability settings, and a lot of major games have them. It's something that a lot of people take for granted but can be really helpful to others.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2728191#Comment_2728191
Trickster....Ant......loop.....um what loops are how you beat him......the tighter or longer the loop the less likely he will land a hit with his knives. As others said he plays like huntress but with a machine gun. So like Huntress loops can kill the range aspect of them. I personally drained him of his knives 3 times in a single game and got hit maybe 4 times total in each loop....now if he catches in the open with no blocker tiles....your good as downed.
Trickster is literally:
-High walls = survivor is invincible
Low walls = survivor is dead within 9 seconds.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2728107#Comment_2728107
For better or worse?
But seriously, prepare for what?
Three pages in and I'm still trying to figure out what
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2728205#Comment_2728205
lmfao this made me giggle.
Have an upvote :)
Thank you I thrive from them
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2728217#Comment_2728217
It's a prank bro you're on YouTube.
Have been for years my guy keep going
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2728212#Comment_2728212
I don't care about your love life man what the #########
im using it as a metaphor to say youre still making less than zero sense um
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2728168#Comment_2728168
https://forum.deadbydaylight.com/en/discussion/comment/2728200#Comment_2728200
It was a joke bro chill your tits lmao
you're making about as much sense as my ex did when he said he loved me what are you on about
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2728076#Comment_2728076
Lol and dota might but CSGO and overwatch do not
then i stand corrected; ive only seen a bit of gameplay from those games + havent ever played any of them (though i know that csgo + overwatch have a reputation for having... rather horrid fanbases). closest experience i have is with paladins, which has text, voice chat, and the "vhs system" (which is just pre-made ping messages)
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2728107#Comment_2728107
Then MandyTalk must be a superhero because I don't think it's possible to remove threads that never existed ????
Introducing the new killer in Dead By Daylight, The Community Coordinator. With her power, Supernatural Sense, she's able to select specific Forums threads using her supernatural senses and permanently ban the creator before they've ever posted it. The Community Coordinator's perks- Warned, Jailed, and Banned help to ensure order is kept in her Trial Grounds, and survivors that break the rules of the game are punished.
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eh he's just bland and boring and yet another take on anti-loop no mobility. i like his visuals and his backstory and i wish theyd given him something far more creative for a power, and hopefully something more interactive too.
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literally
there's a part 2
there's more on wednesday after
literally
just
just wait
and read
but mostly wait
i cant
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2727927#Comment_2727927
Nvm, MandyTalk removed them all LMFAO XDDDDD
literally no thread at all relevant to a massive shitstorm appeared, let alone a lot of them
what are you even on about like you have 171,476 words in the english language to describe your point and you're using none of them
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2728151#Comment_2728151
When I saw the title of the Original post I thought it was talking about you.
im lowkey flattered
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@Minecraft said:
as if that wasn't enough, kindred doesn't work either. or decisive strike.
Neither does PGTW, or BBQ, or Pain Resonance. That's literally the entire point of his cages, they are a cage and not a hook.
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Sluzzy, a friend and I have been wondering this for a while, so if you see this we'd both really appreciate an answer; when you play survivor, do you play exclusively solo?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2728065#Comment_2728065
'Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.'
Odd that that does not seem to be a talked-about problem for Overwatch, or CS:GO, or LoL, or DoTA...Why would this game be so magically different that regions would not allow voice comms?
because those games have a ping system iirc
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@sadaleus said:
https://forum.deadbydaylight.com/en/discussion/comment/2727928#Comment_2727928
So my suggestion is still valid because you face such teams today but they will get increased gens time - you could manage to kill 2 of them
but they literally won't because their mmr would drop after every game because they never escaped and all the system tracks rn is escapes vs deaths????
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@Afius said:
What's this dev update?
here's part 1
@Peanits said:
https://us.v-cdn.net/6030815/uploads/0ERF0P98HDK8/announcement.png
Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.
https://us.v-cdn.net/6030815/uploads/G7427991HROQ/performance.png
Future: Patch Optimization Plans
Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.
First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.
So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.
Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
https://us.v-cdn.net/6030815/uploads/H4VK1AGDPFQQ/matchmaking.png
Future: Matchmaking Optimization Plans
We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.
The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.
Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:
Backfill Improvements
If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.
Disconnection Handling
Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.
Extended Breaks
When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.
General Improvements
This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.
As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.
https://us.v-cdn.net/6030815/uploads/JW8CDFZPQFJZ/lonelysurvivor.png
Future: Solo Survivor Experience
If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.
Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.
This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.
We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.
We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.
One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.
Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.
https://us.v-cdn.net/6030815/uploads/BN3EZSCKDCB1/performance.png
New Betas Tab
Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!
Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!
The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.
Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!
So, the only question is, what’s the first beta going to be? How about…
https://us.v-cdn.net/6030815/uploads/4H9ZQBKVMHFD/wiggle.png
Wiggle Update
Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.
Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!
This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.
This update will first appear in the betas tab, allowing you to opt in as you please.
https://us.v-cdn.net/6030815/uploads/08PLAC60FA49/settings.png
Toggle Interactions
On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.
To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.
Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)
If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!
The Dead by Daylight team
part 2 will release tomorrow with wednesday bringing the full 5.5.0 patch notes
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2727984#Comment_2727984
I typically agree with you GoodBoyKaru but I'd bet 5 dollars rn that the killer buffs if we get any tomorrow will read like
' hiting someone as legion doesn't reduce the cool down on FF as much"
And
"Billy's chainsaw now returns to normal after overheating slightly faster"
i think the only other time they split a dev update in half was 5.3.0, when there was such a massive volume of changes, the majority of which were good. i have (most likely misplaced) hope that the second half will also bring news of some good things, with Wednesday (PTB patch notes day) rounding it out with the changes nobody likes.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2727984#Comment_2727984
Nothing like that ever happens though lol
ive been on this website since june 2018, near enough when it was created, and i can absolutely assure you that has happened plenty of times before, and will happen again.
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@GannTM said:
People will be eating their words if there are killer buffs announced tomorrow lol.
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960
These people will just ignore any killer buffs and call the devs survivor sided and cry.
killers could get a superbuff and survivors get, like, a change to Deja Vu to make it a better information perk and they'll still say the devs do nothing for killers and it'll become a new meta perk because it'll constantly prevent 3 gens and ensure survivors have 100% guaranteed info on where to go next or something equally as idiotic as that.
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@Minecraft said:
bloodpoints? for beta testing? they should pay me real money. i have standards, unlike you
that's wonderful, anyway
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@JimbusCrimbus said:
I'm already rock hard for the reaction the eventual Dead Hard nerf is going to get. I literally can't wait. Even if it's not tomorrow, it will happen, and it's going to be hilarious.
thats wonderful
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2727928#Comment_2727928
Hopefully you just typed ‚ggez baby noobs‘ and then left the chat immediately for them to rage?
no i complimented them on having found a way to completely and utterly brick the system within under 3 days.
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2727894#Comment_2727894
Great argument. It’s no wonder survivor queue times are getting longer and killers are quitting
Killers should be powerful and every single one of them should feel like a threat, even to the most experienced SWF squad
i love the queue time argument because it's so completely subjective and depends entirely on when you actually play. i have video proof of me sitting through an entire round of bloons td6 on hard while waiting for a game as someone i'm very meh with so mmr is likely to be near middle while a survivor queue right after is, like, instant.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2727568#Comment_2727568
So is PTB this week and we are just getting this dev update stuff now because new years?
ptb is wednesday as confirmed by @MandyTalk elsewhere, we'll get full patch notes then.
we're getting the developer update as a "sneak peak" of what's been worked on + to try and help increase community communication which, outside of comments on the forums, are sorely lacking.
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@sadaleus said:
What if you could use MMR to set how much time generator needs to be repaired?
This could be calculated in lobby based on total ELO of survivor team.
Let's say lower ELO survivor will need less time to repair gens, because they are not so good at looping and dies faster.
On the other hand high ELO survivors are better at the game (duh) are more effective and will live much longer so to prevent gens flying - required time to repair generators would be increased for them by X%
the team i faced who'd all finish the gens w/ busted op perks + add-ons but then purposefully all die to EGC to avoid raising their MMR would love this
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@ImBrakingBike said:
Is it enabled already or will it be added with the patch?
it should be added for all with the patch.
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@Yankus said:
https://forum.deadbydaylight.com/en/discussion/comment/2727913#Comment_2727913
More survivor buffs incoming
right, evidence?
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right, context?
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/302898/so-bhvr-finally-got-it
Bet we don't see any killer buffs for quite awhile sorry to say the truth buddy
we also won't see those solo buffs for a while since it's still in internal discussion and has a high chance of never seeing the light of day despite the entire community ######### begging for something
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Absolutely. I love both of those changes for accessability reasons and will opt in whenever I can- the Bloodpoints are a nice bonus but I absolutely plan to use it whenever possible.
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@UndyingLullaby said:
Happy 2022!!! New to the Forum.
Welcome to the forums
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@CotJocky said:
People are too sensitive. Anything that is said to them that they don't want to hear is "hate speech". We don't need moderation of the chat. I hate the ###### crap. I want to see what others said to me. The only thing that needs to be done is an instructional be added to the game that shows people that they can disable the chat system by clicking on the double arrow next to chat. If you don't want to be offended, please click the double arrow box here. Some of us have thick enough skin and love the comments!
What an ignorant take that just shows you lack any form of empathy and tells me all I need to know about you as a person.
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there's a part 2 and then even more being revealed on wednesday with the full patch notes
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It used to have a self-heal speed of 80% instead of 50%, increased medkit efficiency by 100% instead of 20%, and would stack with other healing perks, including we'll make it. healing also only took 12 seconds.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2727500#Comment_2727500
I shouldnt need to practice. I've played for 5 years.
then this is really tragic
you made it through literal infinites, god loops, no gen regression, perma-sabo, old ds, old mom, exhaustion recovery while running, exhaustion perks pre-exhaustion, old wraith, old trapper, old self care, old we'll make it, old sabo, and everything else but this is where you draw the line and say the game is too survivor sided? now of all times?
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@TheMadCat said:
Please, consider not beating people to death because they have an opinion, even if their opinion is actually wrong.
Please, consider not beating people to death full stop tbh.

