Hopesfall
Hopesfall
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1805935#Comment_1805935
That doesn't fix the issues of keys though, just makes them more rare. They're going to do a full rework, maybe add-on pass, of keys, according to @MandyTalk, which naturally takes longer than a numerical change.
i said removing them from chests is a compromise until they are reworked.. if you can delete moris at a whim you can delete keys from chests
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@Mandy said:
We've not given a date as to when a change will be made to keys.
i would expect if mori's could be tuned out in a hotfix just out of the blue, keys could be removed from chests just as easily. Chests are basically a loot table no? that would be an easy temp fix until the "more complex" change is done
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Remove keys from chests and that will be a temporary compromise until keys are reworked. Is it really complex to code for removing an item from chest loot table? I doubt it.
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@Mandy said:
If I find keys in a lobby, I put on Franklins. There's outplay there for the killer, plus keys have a lot of conditions to complete before they become super useful in the game, unlike the way mori's were. They are really not comparable in the slightest.
Franklin's is practically a placebo at this point
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@DaKnight said:
https://us.v-cdn.net/6030815/uploads/R27TNMJDVUAR/capture-png.png
Get the first hook mori's in now boys; before it's too late
I feel like booting up the game for the first time in over a month and running Iri Head + Ebony all day out of spite for all the whining that leads to killer nerfs
nevermind, looks like the patch releases today.. of course it does
could just iri head slug then
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Gut moris, leave keys and hatch alone
typical BHVR
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795551#Comment_1795551
She's getting another iri addon, I don't see how that's not a buff.
because it could be downright trash like 50% of the killer Iri addons
plus it lessens the chances of getting Iri Head.. that alone = not a buff
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1793247#Comment_1793247
Well that’s the beauty of this combo. I don’t need to be babysitting gens at all. A single down, and single kick after a hook can have a very far reach, and saves a tonne of time to just focus on the hunt and chase.
my point was more you're still having 3 gen perks, regardless if you're going to them.. killer builds just revolve around gens, it's sad
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1792810#Comment_1792810
Not to sound like an ass but you must not have been here for the 2 straight years of survivor nerfs after BHVr broke off form Starbreeze.
you mean like getting rid of nonsense like insta gens, infinites, and insta heals (still exist w/styptic)? I've been here since 2017
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it's sad when your whole build revolves around babysitting gens when you're supposed to be a "killer"
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@Victor_hensley said:
This post needs to be seen by everyone, as it perfectly describes the problem that has been leading the cycle of toxicity between both sides, as most people blame the other person for being bad/toxic because they want to ruin other peoples fun, or have to rely on "noob" tactics to win, which is an extremely unhealthy mindset to have in any situation, as it leads to toxic stereotypical generalizations ("All SWF survivors want to make the game miserable, all killers are tunneling campers, all survivors want to play the game in easy mode, all Leatherface players camp, all Claudette players abuse skins for a hiding advantage, all Nea players are toxic, all Spirit players are brainless tryhards, Devs are incompetant, players are stubborn dimwits", for some examples).
We need to work together the best we can to solve the problem the best we can, and it all starts with figuring out the causes of these problems, which you fantastically summarize.
maybe if any given killer a player chose could compete vs high level players, people would be able to play a normal game and go for 12 hooks
gen speed and the constant whining for killer nerfs leads to what you see now. if a brand new killer is made weak as ######### upon release, why expect someone to go for 12 hooks when it's not feasible?
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it's just an endless cycle of killer nerfs.. it's quite obvious, once they finish gutting one killer, they move on to the next that whiny survivor mains cry about
Nurse -> Spirit -> Doc (backfired) -> Freddy -> Blight (compound21) -> Billy -> PH -> Freddy
and after that it'll be DS or Spirit or maybe 3 people will complain about Myers and he'll get an "addon sweep"
game's a joke
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1790494#Comment_1790494
thats what I thought but the only change I think would have to be made would be, give a small stun for 3-4 seconds when victor latches onto someone and a brief invulnerability after hitting a survivor with charlotte so you can't instadown people if you are that coordinated
they could make it where Victor can't attack while in Charlotte's terror radius.. then you wouldn't have insta down potential
but whose perk loadout would the game select? it's nice to think about but the devs couldn't manage a two player killer.. they can't seem to manage the twins with 1 person controlling them
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still is trash, especially on console
controls like a semi truck
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it would be cool for the simple fact it's changing the base game mechanics..it'd be something completely different.
I doubt it would be "OP", two people not on comms, one of them can't down healthy survivors and still gets cucked by lockers. You're still facing a basic M1 killer and then adding an extra goblin running around..i think it'd be fun from both perspectives
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@Scourge said:
the reworked autohaven maps give me the biggest headache i ever had playing a video game and i don't mean because of difficulity i mean because of visablilty and colors.
I have to say im red-green colorblind so that may have something to do with it. However i shouldn't have to suffer a map that literally gives me a headache from the colors alone. I can literally see nothing on this map. Only Green. Moss and Grass. Survivors are running right by me in an open field and i get a chase event without even knowing they are there.
Pls change the colorpallet or something this makes it liteally unplayable for me...
people without colorblindness also can't see anything on these maps
it's awful, agreed
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This latest patch honestly seems like it has broken the game beyond repair.. there's no way they can fix the number of severe issues without causing even more issues.. it's done
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wow nice chapter release, the severity and number of these bugs is astounding
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@DarthRevan21 said:
I actually prefer Darker maps and better graphics, more atmospheric you know.
except for the part where the killer can't see a ######### thing
all that atmosphere and "better" graphics yeah
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@GhostMaceNotCrusty said:
https://forum.deadbydaylight.com/en/discussion/comment/1773900#Comment_1773900
Well to use one of your examples. "How fast you can complete 5 gens". It will just make people gen rush like crazy trying to get a good score
the ones i listed were for killer perspective
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@GhostMaceNotCrusty said:
Tofu said in his world record video why leaderboards would be bad
as much as the devs like to use "stats", they can't display personal stats in lobby queues? so much harm would be had from someone knowing their own historical performance..
how about time it took for survivors to complete 5 gens
total match time
number of total hooks (dc's don't count toward this)
etc
Why is that kind of info "bad"
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no fun builds allowed unless you want a 5min match
gotta babysit those gens
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Play With Your Food already accomplishes the same effect, it'd be redundant
how about making better loops that don't require you to spend an hour playing ring around the rosie.. then survivors wouldn't have to worry their little hearts about 5% speed boost
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you mean you didn't have fun breaking 50 pallets every match? weird
survivors say that's the ultimate display of skill and you're bad if you can't win after breaking every pallet
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1768346#Comment_1768346
You have an opportunity to outplay the Survivor at an unsafe Pallet without breaking it. If you cannot do that, the Survivor is better.
And Bloodlust does not really do much against safe Pallets, since those need to be broken anyway (as long as you dont want to spend a huge amount of time).
EDIT: But I have the feeling that you dont want to understand it and you are more than happy to get your free Speedboost to carry you.
so when the exit gates are open and a survivor drops a pallet where you are in between them and the gate.. you should just break that pallet and let them run free
got it
totally outplayed
or maybe there's another lame ass safe tile right beside a downed pallet, and you choose to BL it in order to prevent them from looping 90 safe zones together
map design totally the killer's fault, let's limit the ways they can play the game even further
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the whole map is one big killer shack
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1767894#Comment_1767894
If a Survivor outplays you at an unsafe Pallet, they are better than you. Nothing to flex about, but unsafe Pallets are fair.
And if you dont break a safe Pallet, they are most likely better than you as well.
the point is, the game without bloodlust is a pallet breaking simulator. there are plenty of times when it's better to wait for BL than break the pallet. waiting behind your safe spot until the killer breaks it so you can run to another safe spot is not outplaying anyone
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@gatsby said:
Sometimes it’s strategic to prevent the Survivor from moving to different tiles.
If you catch someone right near a hooked survivor or generator that you want to keep an eye on, sometimes its better to go around and around on a relatively safe loop and catch them with bloodlust. Because if you break the pallet and continue the chase away from the area, you lose potential map pressure.
It’s also really useful in endgame because giving the Survivor distance by breaking the pallet gives them more opportunity to find the hatch. When you could just keep them there and win by default because they can’t leave and they’ll eventually get hit by the power of bloodlust.
It’s unnecessary in normal gameplay and most of the time the chases go quicker by breaking the pallet or getting the hit by using the Killer’s power. But there are scenarios where bloodlusting benefits a Killer that is playing optimally. I think people sometimes forget that.
survivors would rather you stick to playing pallet breaking simulator now.. so they can flex how skillful they are at dropping pallets early
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@psionic said:
Blessed be you for the arguments, but they have the STATS!
what data are they even going to look at to determine how necessary BL is?
i swear to god if they use kill rates, just laughable
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Why not? Killer's chase ability was hindered, they now have even less time to work with.. changes have consequences
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767858#Comment_1767858
So you think every single killer got nerfed?
... You might be living in a different reality? Freddy got buffed, not nerfed. Spirit didn't get a single nerf.
Phead got a one second cooldown between attacks. One. One second. One second cooldown. Literally has no impact in anything.
The only one we could argue they made worse is Billy. Full stop.
Stop making up things.
Every killer i listed was nerfed or changed in response to whining.
Freddy's addons, post rework, were gutted.. the swing chains/jump ropes
How can you say spirit wasn't nerfed? Prayer beads was deleted and collision was removed.
it's a cooldown plus slower movement, so.. yeah in a chase it has an impact
Not sure how you can ignore Nurse but sure, see what you want to see
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767775#Comment_1767775
What killer didn’t they like and got nerfed, pot?
all of them? lol
Nurse
Spirit
Freddy (addons)
Billy
Blight (addons)
Pyramid Head
Doc was changed in response to whining, backfired for survivors
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also.. the whole "just break the pallets now" argument is laughable.. so it's now skillful to drop pallets early and circle it, waiting for it to be broken, instead of having to account for possible mindgames
survivor gameplay even more braindead, but it's being called skillful
whatever makes you feel like you're accomplishing something
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So being able to run in literal circles around safe loops for the entirety of multiple gen completions is a sign of skill
noted
i wish i had the capability of holding 1 direction indefinitely
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Coldwind Trailer tile into long wall / killer shack windows.
2nd story window in Ironworks next to breakable wall (resets the chase)
Badham school, again
Autohaven car/pallet/car combo with any other tile around it
Suffocation Pit mid area T L T combos
off the top of my head
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1764086#Comment_1764086
True, but T3 Myers only needs 4 to slug everyone and win.
Idk... that sort of thing probably won't break the game but edge cases like that are the only think I can think of as to why they nerfed it. Though someone theorized that they nerfed it because they couldn't sort out the bug with Demo and Pig. Which... that bug was actually brokenly OP on Demo. Also hilarious, but broken. So maybe that's why.
if it was nerfed due to incompatibility with specific killers, they should've given that reason as to why it was nerfed.. instead they just said 'not working as intended'.. aka nerfed because BHVR reasons
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@FFirebrandd said:
Maybe they were worried about perma T3 Myers with Play With Your Food and Coup De Grace?
IDK... That's the only reason I can think of for nerfing it. In any other non bug situation, it looks meh at best without the nerf.
you'd still only get it max 5 times and by the time you hit P3 the game is almost over.. is it really going to break the game?
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1764034#Comment_1764034
Doesn't mean it's ok to nerf it
can't have perks that would make other killers fun to use, not allowed
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1761939#Comment_1761939
Or any Auto Haven map with a truck connected to a long wall, 4+ rings around before a pallet drop and 0 mind game ability.
there's so many broken tile possibilities when you remove BL 🙄
however, what i'm hearing survivors say, is "play more spirit and freddy"
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Play Fractured Cowshed with 4 trailer loops and tell me Bloodlust isn't needed. And that's as basic of a loop as it gets.. just run in a circle, for eternity, and drop the pallet after 5+ ring around the rosies.. exquisite gameplay
lord forbid you get a window facing the trailer as well.. especially the shack
"not an issue"
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@gibblywibblywoo said:
I'm no fan of the breakable walls but its a 2 second action.
it's the difference between winning the chase and losing the chase.
That first screenshot with the window on the 2nd floor of the Ironworks. Total garbage. If you're coming from the outside stairs and even manage a medium vault going into the building, congrats you win the chase, start it over again.
Hide behind that "2 seconds" nonsense all you want.. it's the narrowest way of looking at something
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1760558#Comment_1760558
You are literally on the forums for the video game, so I call into question why you would put a check for "staying away".
i come to the forum to stay abreast of things such as this, as a reminder to not bother with this kind of garbage
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introduce infinites by adding breakable walls - check
introduce more god loops by removing bloodlust - check
make the game even more braindead for survivors - check
me continuing to stay away from this nonsense - check
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you have to, or the game's over in 5-6 mins.. trust me killers would love to be able to run less boring perks
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@oh_0k said:
Well the devs were probably expecting people to actually play the game and not spend their time looking at the smallest details
smallest details? the first match I saw on the new MacMillan i noticed how awful the textures were on various objects.. it's not really that small. they look like OG xbox textures in 2020
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@DaKnight said:
There already is in the form of ruin undying, assuming you can apply enough pressure to make it give you value. It is crippling to leave ruin up against a good killer.
If you don't like looping DBD killer is not for you, that's basically the whole game for the majority of the roster, and I find it to be the most enjoyable part of DBD in general.
which could take 30 seconds for 2 people to spawn near hex totems and they do them in the right order
quite the hindrance
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1751150#Comment_1751150
https://forum.deadbydaylight.com/en/discussion/comment/1751155#Comment_1751155
WHY DOES IT MATTER WHY I WANT IT OFF?
I should be able to turn it off, for one, on Series X and I shouldn't be penalized for having it off normally with longer wait times. It should prioritize your own platform first and only crossplay if it needs to.
The fact so many of ignore what my actual complaint is and instead focus on "why you no crossplay?" instead is why I turn off crossplay.
nothing in my post was even directed at you, it was about the crossplay limitations themselves.. so i dont know why you lumped my response with the other guy's and proceeded to capslock my face
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I don't really understand why if I turn it off, I can't be matched with other Xbox players that have it on? Why do both sides require it to be turned off to matchmake? Has a dev ever explained what the tech limitation there is?
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@valvarez4 said:
And don”t you think 4k constantly with freddy is a bigger problem?
having a killer that gives reliable pips is an issue? lord forbid
forgot killers are supposed to be playthings for survivors
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I used to be able to get teleport hits as Hag on Xbox
..before dedicated servers
must be nice