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Hyd

Hyd

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Hyd
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  • At minimum, the best solution would have been to provide the new HUD, with an option to choose the old one, at least until they gather more feedback and narrow things down to the more ideal solution (which would be a completely customizable HUD with options of changing size, position and opacity for each individual element)

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929655#Comment_1929655

    I am a software engineer.

    I can confirm, that unless they completely deleted all history in source control, it is possible for them to revert it. Depending on how it was done, it might be difficult (have to cherry pick commits and such) but it is possible.

    Same boat but you don't even need software experience to be able to call bullshit on that statement. Where did they actually say they "can't revert" to the old UI? I know they said adding additional customization (such as size, position, opacity, etc of individual elements) would be 'not simple' to pull off but I don't remember reading anything about having no way to revert. That's just pathetic, if true.

  • @JoByDaylight said:

    I feel with you. I have made 10 or so friends I know irl buy this game and only 1 have stayed to actually learn it. Everyone else feels it is more frustrating than fun and they just say it is a bad game. I even bought the game to 2 of them just to get them started but they uninstalled after a few weeks.

    There might be a reason only like 15% (I think) of Stram-players get to rank 5 as killer/survivor (Steam achievements stats).

    I can understand them. You have to invest a lot of time to get into this game and be ready for a big grind. It takes time to learn the maps, perks and killer powers etc. as well as game flow.

    It is fun when you get there though.

    I've been playing 3 months now and this game was quite overwhelming to me in the beginning. Just the number of perks, items, add-ons, offerings, and Powers... It's a lot to take in and the game does not hold your hand at all with any of it except for a very brief tutorial on gen repair and that's about it.

    I still don't know all there is to know. I only know a select few perks just by their icons, same with health states and killer debuffs or hex perks. And that's all just the basic stuff - how about more specific gameplay strategies? Effective looping? MEMORIZING the best loops and how to chain them on EACH MAP?? Then needing to play all the Killers and learn them too in order to bolster your counterplay against them as Survivor? It goes on and on...

    My piece of advice to new players who want to stick with DbD and not be overwhelmed is...train yourself not to care about winning or losing or ranks or how people play. I enjoy this game every time I play, and I don't rage, all because I am content with little successes. If someone pallet stuns me, so be it, loops me for multiple gens, so be it. If I get tunneled and camped, so be it. I'm fine with the game as long as I got some gens repaired, or a heal here and there, maybe an unhook, or as Killer if I made everyone bleed a little, that's cool with me. Especially because this game is THE MOST toxic game I've ever played in 20+ years of online gaming (received more hatemail in my FIRST MONTH in DbD than I have in total across 20+ years...), it's important to go into it with the right mindset (and really this can apply to all games but, in DbD, it's especially helpful lol).

  • @VSchmitt said:

    Dear Devs. Since 90% (or more) of the playerbase didn't want the new UI or at least wanted to the icons stay in the same spot as before and you guys just threw a "f. off we don't care", we should say THANK YOU.

    Why do we even bother with constructive critiscism (seriously, most of comments I've seen about the HUD was on how to improve it or politely asking to "could you not?") when you just shove all that you want up in our (you now where)?

    At least you're doing some good balancing decisions with undying and DS.

    But again, THANKS for listening to our feedback about the UI.

    I'm not quite as upset about it as some here but ffs, the MINIMUM they could have done is give us the OPTION to choose between old UI and new UI. Things like having the option to set the position, size and opacity of individual elements would be the most IDEAL solution to the HUD which could make nearly everyone happy, but they claim further customization is not easy apparently (according to the latest stream or whatever). That's fine...but giving us the option to choose between old and new...I don't see any excuse for leaving that out.

  • I like to warm up with a forgiving killer, so Freddy or Doctor, then I move on to Legion or Ghost Face.

    Those are my primary 4 at the moment.

  • It's all about your state of mind man.

    I know it's easier said than done, but, the answer is to stop caring so much. Be content with the little successes (As survivor: getting an unhook, some heals, a good loop or two / As Killer: making everyone bleed!) vs just "winning." Try to teach yourself to accept that this is just a game, that people are going to play how they want to play, they're going to be douchebags from time to time, and they may talk sh** and send you hatemail. You've got to try and learn to just not care, and when you can manage that, you'll find you're able to laugh off just about anything (not just in the game but in life as well), and you'll be happier, nearly stress free, and having fun.

    It can take a lot of practice to train your mind to this point, years even, but it's worth it once you get there. Even if it takes you, say, 10 years of practice (highly unlikely, but just as a very extreme example), isn't that investment worth it to be stress free the rest of your life? The answer seems pretty obvious to me...

    Anyone who is prone to taking things too seriously in life is likely going to have a hard time truly enjoying anything in that life. Realistically, we all go through these stages of caring too much about a given thing, but at some point we realize it's a huge waste of energy to get so tilted over that thing, especially when doing so doesn't provide any sort of benefit to you.

    The quicker one can learn to enjoy the little successes of the game vs letting the little annoyances totally ruin your night, the better off you'll be in-game and in life. This doesn't mean letting all negative stuff just float over you without response, it just means learning when it's appropriate and beneficial to respond, and when it's NOT appropriate or beneficial.

  • @supersonic853 said:

    Was playing trapper like i normally do with corrupt. Survivors bring haddonfield offering so i'm already worried. Game starts i grab all the traps and set up the area around the 3 gens. Got a lucky spawn with the gen on the one house the door out to the balcony was the only way on to it so i trapped that door and just guarded 2 gens that spawned next to the house trapping up loops like normal. Eventually they do the other 4 and have to push into me which ends up getting 2 of them killed eventually (i did chase though a bunch of times i wasnt just standing in the middle of my 3 gen) last 2 survivors stay on the other side of the map for like 5 minutes until they have to push into me and i kill them both. Endgame chat:Wow holding the game hostage since we can't do gens with you right there not leaving reported.(And some other stuff from the other 3 survivors im not gonna say because I'm not getting banned)My thing is they can still do the gens its their fault for putting themselves in a bad spot. Am i supposed to just walk to the other side of the map for like 40 seconds and come back? Just wondering.

    In the eyes of survivors who take this game way too seriously, yeah, it's against their rules! But then again, anything you do better than them, or that nullifies their chosen strategy, or forces them to use certain perks, all of that is against the rules too so...😄

  • Just one rule: Stand in a corner, and contemplate your morally and fundamentally bad choice to play Killer so we can play gen repair simulator in peace.

  • @WishIcouldmain said:

    At the current moment there's 22 killers with various powers. But the devs have done similar powers Evil within similar to night shroud, wailing bell similar to yamaoka haunting, Chainsaw similar to Blood fury, not the same but similar. But there are some openings left a killer who can fly or climb walls. A killer who can disguise as survivors. So what openings are left?

    One that can more actively and directly manipulate the map and its features (think moving generators, sabotaging gates, upgrading hooks, etc). I made an in-depth concept for such a killer called The Entity's Architect here:

    https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

  • Really hard to say if he's balanced or not. In the hands of a capable player, he can seem OP, but then again, any Killer can come across as OP in that case. Take the universally agreed upon weakest Killer in the game, and sure enough there are videos out there of someone wrecking top tier SWF teams with them.

    The real question isn't, "is he balanced," it's, "is the learning curve too steep compared to other Killers," and thus, does he need a buff or a nerf to compensate?

    I haven't played him much myself, only a handful of times, but I found him kinda difficult to learn and improve with. Then again, I found Nurse pretty easy to learn and dominate with, and most people here will claim she is the most difficult of them all so...is he OP or too weak? Too easy or too hard to learn?

    If I find myself unable to decide, then I usually conclude he's indeed "balanced" but that's just me.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910023#Comment_1910023

    level up david to get dead hard and WGLF, focus on doing saves since many new players don't camp and if they do they are not good at it.

    it's extremely easy if they know the approach and new player guides already preach about leveling david for his good exhaustion perk and bp perk. Same thing for leatherface if you want to play killer instead they will say buy him to get bbq and gain 2x the bp you normally would.

    besides it also doesn't change the fact that you can easily do this in under 100 hours which is about a week or 2 of playing this game every day. this can be even shorter if you buy and level LF for bbq than play a high bp gain killer like doctor who is both easy to play for new players and a great killer for farming bp, slap on your bp offerings and you easily get 100k a game and this is all doable in a day or two of normal playtime.

    This is solid advice but I don't think a good solution to present to new players is "spend money on a Killer you probably don't want to play, and grind out 100 hours in 2 weeks to finally start enjoying the game." I mean, as a new player myself (3 months now), this game is pretty overwhelming to learn with the many perks, add-ons, characters, etc, and I started at the end of October so, I had some very much appreciated BP login bonuses coming my way.

    This game is 4 years old, and at this stage, it needs to retain as many new players as possible that happen to come across it via holiday sales, or gamepass (me), etc, and some things that will help that are lessening the grind so noobies can get into and level up their characters of choice more quickly. This isn't an MMO where the power cap keeps increasing and players are required to keep putting in hundreds of hours to stay at the top, so I don't see the harm is giving players quicker access to the perks they want via massive BP payouts per trial, reduced cost on perks and/or removing/reworking tiers.

  • @dweetboi said:

    Boil over should get a 25% increase to the 75% wiggle struggle effects so that makes it 100% more wiggle effect on the killer and buff the numbers of the hiding hook aura by like 8 meters, from 14 to like 22. It shouldnt get buffed too much cause a killer bringing people to hooks is a big part of this game.

    Aye, I don't think it'd be game-breaking to buff it a little. I still run it on Kate just because I think it makes the Killers sweat a little more while carrying me haha, but out of many games with it on, I think I only got free maybe once. I've come close to getting free many times however...so that little buff would definitely help.

  • @Ribbles said:

    EGC deaths almost never happens because survivors 99% the gate

    Make exit gate progress regress to put an end to this lame meta.

    Even if the regression speed was 50% or even 75% of the activation speed, it would be better than nothing.

    (Idea stolen from DinK in discord)

    I came up with a Killer based around manipulation of map features, including the gate:

    https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

  • @Pulsar said:

    He's still M1 and relies on the Survivors playing poorly.

    Even if he goes up against a team of average loopers, he can still make a single mistake and lose.

    Kinda seems relevant in all situations for all Killers really.

  • @UncleStabby said:

    Why do you try so hard? I'm currently stuck in rank nine after reset+trying to play some of my worst Killers for a change of pace.

    I got the Blight Ritual. Im on console. Big oof. I spend six matches getting paired up with Red Ranks and missing every lethal rush. Still survivors gen rush, serpantine, loop abuse, teabag, and bodyblock like nuts, then trash talk despite their multiple unfair advantages. Why are you so salty if youre good at the game?

    It's just the internet man, and the group confidence of a 4v1. Guaranteed in-person these super sweats stare at their shoes when talking to anyone and rarely make eye contact. Being an armchair warrior behind the safety of their screen is their domain to express a side of them they'll never actually be.

  • My first couple days as Killer (and in this game), I facecamped and slashed on hook because I thought it made the progress go a little quicker lol. Dumb, I know but, didn't know any better hehe. Probably made at least 1 person quit for the day.

  • Learn not to care about the rank and you can enjoy the game again.

    in Bye bye Comment by Hyd
  • The key is to not give a sh** about the outcome of the game, or how others play it. Play for fun, be content with little successes in every trial, and somehow you'll manage to enjoy it way more. The weird part is even the biggest whiners and ragers, no matter how much they TALK about hating this or that in the game, they continue to play it. So, they're able to move on and deal with it, they just need to train themselves to be able to deal with it in the moment.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904417#Comment_1904417

    cool tell me what you think of these changes then.

    For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.

    1. Nothing
    2. Reduced feral frenzy fatigue
    3. Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct.
    4. When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors.

    I think if the fatal frenzy is short enough it will be fine if it downs multiple survivors, the problem was treating it's duration the same as a normal frenzy.

    Seems reasonable! Ultimately it's pretty hard to know how these changes will work out in the game. On paper it sounds good though! Kinda like I mentioned before about Fatal Frenzy, if you're able to down multiple survivors at that point, the problem isn't the power, it's the survivors not getting away from you. If you can nail all 4 survivors (which isn't that often anyway in my experience), then you'll most likely be able to insta-down the most recent one you hit, but the rest should be too far away to get to in time before the power ends. If they're not...that's on them, and they deserve the punishment of another down.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904376#Comment_1904376

    I like that idea however a few things should be pointed out.

    The reduced frenzy stun is way better then just having your power back right away and you don't need it if 3/4 survivors are injured, i think he should always have reduced stun except at 4 tokens since it doesn't matter then. Instead of getting your power back immediately how about instead you detect survivors in deep wounds in your TR with killer instinct for a few seconds?

    Also at 4 tokens that is way too strong, keep it in mind all survivors are injured at that point so it's like having an instant down until it ends with high speed and fast vaulting. I think it should just instead down the last survivor you hit so at 4 tokens it just downs the survivor and ends. you already have good pressure at that point no need for it to be a game ender.

    edit: if it can be changed to be more balanced i do like your idea more than mine tho, i kinda want to steal it and improve it if that's fine of course i'll credit you if i mention the idea.

    Oh for sure! I'm not married to any of it, like I said, think of it as just a starting point for ideas, totally open to changing anything and everything.👍️

  • I agree.

    Get rid of self-unhooks as well (with the exception of Deliverance). Self-unhooking attempts as a base ability has such a low chance of succeeding anyway (even with Slippery Meat) that it's not even worth having in the game.

    Ultimately you could just sit there on hook and afk if you wanna die and unfortunately there's nothing you can do to stop people from not playing if they don't want to, but this at least makes them have to endure that time.

  • @AChaoticKiller said:

    No, this is too complex and the devs won't consider changing them that drastically. However they would consider giving them a secondary power that fits them and again no it won't be having multiple of them in the trial. In not saying your idea is bad i'm just saying it won't be considered since it would be too much work for a free killer, that's just business.

    I do have an idea for a secondary ability that only adds onto the legion and is just an extended part of their power.

    Legion secondary ability: Takedown rush (i'm still thinking of a better name)

    Each hit you get in feral frenzy charges Takedown rush, it will take 4 hits to fully charge Takedown rush. To activate Takedown you must be in feral frenzy, if you successfully hit a survivor they will get downed regardless of their health state and the charges are depleted. Missing Takedown puts you in fatigue but does not deplete your charges.

    Takedown when activated slows you for 1 seconds then you can run at normal frenzy speed for 5 seconds before you go into fatigue, however you can't perform vaults. During this time you can perform takedown which will make you rush forward with decreased turning and instantly down a survivor.

    I had an idea somewhat similar to yours but, slightly different, with small buffs for each Feral Frenzy hit.

    This is probably a bit of an extreme change to the Power, but it could likely be pulled off through altering some of the add-ons instead, OR, just think of these ideas as a starting point for potential changes... Anyway, here is what I was thinking for Legion:

    Implement a token system based on Feral Frenzy hits:

    For each Survivor hit during a single activation of Feral Frenzy, gain a token. All tokens are consumed when Feral Frenzy ends, granting the appropriate buff(s) listed below. Token buffs do not stack, you gain only the benefit(s) listed for each tier/token amount gained/consumed.

    • With 2 tokens gained, you'll suffer a greatly reduced stun when Feral Frenzy ends
    • With 3 tokens gained, you'll suffer a regular stun, but Feral Frenzy is refreshed and immediately ready for use when it ends.
    • With 4 tokens gained, Feral Frenzy becomes Fatal Frenzy (refreshed to full power) - The change from Feral Frenzy to Fatal Frenzy stuns Legion for 2-3 seconds as they become enraged. For the remainder of the power, Frenzy hits on Survivors can now put them into the dying state. Tokens will not be gained during Fatal Frenzy, and the power duration will not be refreshed on any hits.

    Notes about Fatal Frenzy: A Fatal Frenzy hit on an injured Survivor puts them in the dying state. A Fatal Frenzy hit on a healthy Survivor injures them like normal, but The Legion can then follow up with another hit to down them if the Power is still active.

    My thoughts on this are as follows:

    Fatal Frenzy probably seems OP - allowing Legion to sprint around and now able to down Survivors with Frenzy hits? Crazy, right? Remember though, to even get into Fatal Frenzy mode, you'll have to have nailed all 4 Survivors during Feral Frenzy...not an easy task unless the whole team is nearby, which in my experience, isn't that often. So, Fatal Frenzy isn't something I'd expect to be utilized much, but it is an appropriate reward if someone can pull it off and/or an appropriate punishment if the Survivor team doesn't scatter. Plus, once activated, you have a limited window of time to make use of it, as the power does not refresh on hits in this state.

    That said, the 2 and 3 token buffs will be reached far more often, and, in my opinion, aren't over the top but rather satisfy the more common requests I see for Legion - shortened stun (the 2 token buff), and faster power refill (3 token buff, an instant power refresh).

    Too much/OP? Not enough? There are a lot of ideas out there that are far simpler of course and achieve what I see most people asking for but I thought this change could be workable and make Legion a little more interesting.

  • @skylerbound said:

    Maybe it’s cause I was playing Blight but Wow... I felt like I was the one being attacked by the corn the whole match.

    "I felt like I was the one being attacked" 🤣🤣🤣 So true! If I get that map while drinking, I'm super f***ed lol.

  • Keys as-is are kinda broken. With some minor changes, such as taking time to open hatch, only allowing 1 survivor to escape at a time, etc, they could be fine.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902204#Comment_1902204

    If you want to determine where sound is coming from don't use headphones.

    Get a proper set of 5.1 speakers. Makes a huge difference. When a sound comes from behind you it will literally come from behind you and it's very easy to tell. Headphones rely on digital sound imaging to trick your ears into thinking sound is coming from behind you when in reality it's just left and right. 5.1 speakers have the sound coming exactly where it's supposed to come from.

    I mean, 5.1 might be ideal, but even the cheap $30-$50 pseudo-surround sound headphones get you 90% of the way there.

  • @2LuvRias said:

    You guys are getting survivors at late hours?

    For PST zone, I usually get games in less than 10 seconds, definitely no more than 20 seconds. For Survivor however, it's never less than 5 minutes and more commonly 7-10 minutes of waiting.

  • @The_Bootie_Gorgon said:

    how long will it take...

    Hmm, well in the evenings/nights here on west coast PST, it's never less than a 5 minute wait, more commonly 7-10 minutes, and as much at 15+ on rare occasions.

  • @Saltjar34 said:

    So a lot of people wanted a different game mode, 1 to separate the sweaty tryhards with the chill players. I give you, hard mode. A game mode where both sides are boosted and extremely strong, thus requiring both of them to sweat their hardest to win.

    Team structure : Only 2-man or 4-man SWF can play, in order to avoid someone being the odd one out.

    Basekit perks : DS (Weaker version. The one that deactivates upon entering a locker, touching a gen, healing someone else, etc), Unbreakable (Without the recovery speed boost), BT (Activates in a 24m radius instead of based on terror radius), Camaraderie, and Slippery Meat. In other words, you can't slug, tunnel, or camp while survivors get innate ability to kobe more. Also the struggle phase will employ periodic skill checks instead of constant button mashing so that basekit Camaraderie doesn't feel painful.

    Offerings : Shroud of separation and fog thickening add-ons are instead moved to survivors while killers get the shroud of union and clear reagent.

    I am going to make more threads about this and each killer will be buffed accordingly in order to make up for the strength of the survivors. Perks will be discussed in a future thread. I just made this for fun and would like some critique

    This sounds more like a traditional competitive mode instead of hard mode.

    You've probably already considered this but, being a 4 year old game, with a community that is already matured and made up their mind about all aspects of the game, now isn't the time to implement a competitive mode as-described. I don't think any Killer player really WANTS to play against any SWF - they hardly want to play Killer even NOW - so in order for this to work, the rewards would have to be pretty significant to attract not just existing players, but new ones as well. Reason being: adding another game mode splits the already dwindling playerbase and will cause queue times to be even longer. They'd also need to have a solid matchmaking system (which we will soon find out about) because the mostly random matchmaking we have now would absolutely not be acceptable in a comp mode.

    Realistically, even if we had a bigger playerbase, I think the only new game mode that could work is something less stressful with a clear focus on the fun factor. Something like an "Allies" mode could be fun I think - 2v2, or 3v3...something like that - where each team has 1 Killer on their side to assist in some objective. Haven't really thought about it much but finding a way to combine Survivors and Killers together I think would be interesting and also just plain beneficial for the community in general.

    If you want to ponder a TRUE hard mode (which traditionally I've come to understand means, a mode which attempts to emulate real life more closely - in the case of FPS games this means no maps/radar, 1 shot kills, etc), this is something I've had in mind:

    • No aura reads of any kind (not on survivors, killers, hooks, totems, anything) - you must rely on sound and visuals alone
    • No scratch marks
    • Self-heal is part of Survivor basekit
    • Survivors MUST heal from injured state, or bleed out and be put in dying state (not sure what kind of time is appropriate for this...45-60 seconds maybe?)
    • Survivors in Dying state can't self heal to 99%, another Survivor MUST get them up all the way (and then must heed the above point)
    • If you're hooked, you can be saved, but you won't be running away on your own, you're going to fall flat on your face into the Dying state (and then must abide by the above 2 points)
    • 3 gens instead of 5

    On the surface that's all I've thought about so far. Nothing set in stone, just a foundational starting point for brainstorming new ideas and concepts. Obviously, there'd need to be A LOT of adjustment on perks, add-ons (and Powers) many of which may be removed altogether to result in a true hard mode that also remains fair and balanced for both sides.

  • @REL1_C said:

    As a survivor main myself, I love keys. But there so unfair, there's no counter if the killer is "under preforming". Realistically, keys are used for treasure chests, so that gave me a great idea. The keys rarities will now scale from grey to pink. Each key rarity will now give you a set amount of bloodpoints.

    Grey: 15,000 bloodpoints

    Yellow: 30, 000 bloodpoints

    Green: 45, 000 bloodpoints

    Purple: 60, 000 bloodpoints

    Pink: 75, 000 bloodpoints

    For example, If 4 survivors brought 4 pink keys, then one will spawn at a time. It'll take 10 seconds to open a "treasure chest" and unlike normal chests, the action will be reset if you are disturbed by the killer. As for add-ons, it'll be like a treasure chest aura reading and increasing the time it takes to open it. You have to escape with the key too keep the bloodpoints.

    I have a great iridescent add-on, it'll be called "Covetous eyes". (When opening a treasure chest, you see the killers aura but the killer will see your aura).

    I like this design, I think it's fun, fair and good for new players. And one more think, I be people are wondering, how will "We're Gonna Live Forever" combo with this. Let me explain, if you have a grey key and 1 stack of We're Gonna Live Forever and you open a treasure chest, it'll be 25% more of 15,000 (18,750). So if you run a pink key and have 4 stacks of We're Gonna Live Forever, then it'll be a massive sum of 150,000 bloodpoints.

    Hmm. So, for this idea, do you see this as being the ONLY purpose for keys? Or do they still have their other functions?

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1896977#Comment_1896977

    If slight nerfs to Freddy would "kill" the character for the people playing him, chances are an overbuffed killer is carrying them. I'd like to see these players play a match as Oni or Huntress, high tiers that work for their kills.

    Not being able to instantly shut down a loop with mindless Snare spam wouldn't kill him. Slowing down his teleport recharge wouldn't kill him. Removing passive sleeping (a level of free slowdown and map pressure no other killer in the game can even compete with) would not kill him.

    I mained OG freddy for close to two years and was so disgusted with how easy they made him to 4K against anything but the top tier SWF players that I dropped him a long time ago, I refuse to play him now out of principle as hes so boring to play against. They took all the micro-management/chase management out of his playstyle and made him a brain dead M1 god.

    Old Freddy didn't take much mechanical skill, but he was a true test of wether you knew how to equally spread your map pressure and wear the survivors down over the course of the game for a strong endgame play with Blood Warden or Remember Me.

    Any moron can throw Ruin/Undying or Pop on current Freddy and be unstoppable.

    So...you base his viability on teachable perks? You can throw Ruin/Undying and Pop on pretty much any killer and 4k 9/10 games against non-SWF. So, nerf all killers then. Or, actually, remove teachable perks.

    I won't deny he's strong but he's not debilitating to play against. His teleport doesn't need changing imo, the cd is fine and any competent survivor on a gen can see it coming and get enough distance to a loop or escape completely before he gets there. Some people here talk about his teleport as if it's the same as Hag's, c'mon...

    The auto sleep mechanic without any effort does need to be changed, I agree there. I shouldn't be able to afk the game and still make the survivors work for their win lol, I get that. Placing traps should, at minimum, slow him while he does it. Having no slowdown allows him to end loops a little too quickly, placing traps all while still catching up to the survivor. I don't mind that they persist forever though - I find most Survivors I play against only really trigger them in loops, so they don't last long anyway. Places where they should be strong to persist forever like hooks or gens, they're triggered far less often there in my experience.

  • @[Deleted User] said:

    I used to play online games since the Xbox 360 era, so I'm pretty used to toxicity. However, DBD has a stupid level of it. It was literally the first and only game that made me turn off my messages.

    Same, my online gaming started with PC and Xbox in early 2000s and the Halo 2 and CoD lobbies of old desensitized me to all the bs these super sweat tryhard kids spew out today.

    And with DbD, it's just like you said for me too - this is the most toxic game i've played yet. I've only been playing 3 months but I've never received more hatemail in my entire gaming lifetime than I have in JUST ONE MONTH playing DbD lol. It's truly sad.

  • @vichinxxx said:

    Hello every1!

    I play dbd since quite some years and in the last time i have come across lots of campers of all types. I'm really tired of all the people that always says "just do gens", "camping is countered by doing gens" etc etc. Lets explain this with an example with numbers:

    Let's asume that by the time the first person is hooked, 1 gen already popped so 4 gens left. The killer starts now facecamping, so it will take 2 minutes for that person to die. Now let's assume that from the other 3 people, 2 will be doing gens and one is hidden near the hook looking for an opportunity of saving the hooked guy (this is one of the best possible scenarios, most times luckily 1 person will be doing gens, it's very unlikely that the 3 people will be 100% on gens, if u played dbd a lot u will understand this). Now, 1 gen takes 80 seconds to be done, this means that by the time the facecamped guy dies in the best scenario 2 more gens will pop (being really optimistic). Now only 2 gens left but its a 3man survivor game. The killer can play now normal or keep the facecamping, and can get easily a 2 or 3 kill without any skill.

    Now another type of camping that disturbs me even more, because i have seen lots of rank 1 killers that do it; the proxycamping. It really makes me angry how those trash garbage killers that camp 10-20m away from the hook in circles can reach rank 1, just by camping!. Anyway, the same logic as above applies here. My point is that just by camping you can be a succesfully killer, something that in my opinion shouldnt be.

    Everyone knows it's viable (along with tunneling and slugging), it's just if Survivors don't like it, then it's a trash move in their book, lol.

  • @offwhiteknight said:

    https://us.v-cdn.net/6030815/uploads/07G0Q79FC2DX/20210127134633-1.jpg

    So this is just TOO GOOD not to share! Total "Karen" meltdown right here. You can see by the points everyone got chased, I switched targets regularly, nobody got camped, lots of hooks and escapes, 4 gens were done... I thought it was a good game. I personally got 3 iridescent emblems and a gold. Now keep in mind....I'm rank 9 playing a level 28 Bubba. She's Rank 1 and in a popular gaming guild (based on her name).

    First, it was that I won because I don't know how to use the chainsaw on Bubba very well. Yeah.....okay. It is true I'm not very good with the chainsaw. Not sure how that's to my advantage.

    Then it became the bad console players. Yeah....okay. Their score don't look that much lower than hers. If they're bad......then......

    KAREN MELTDOWN for the win!

    https://us.v-cdn.net/6030815/uploads/9FYNQEFHPME6/rank1-t1-png.png

    https://us.v-cdn.net/6030815/uploads/8CK3FJBPYOC6/rank1-t2-png.png

    https://us.v-cdn.net/6030815/uploads/AHAFGO0XLKLQ/rank1-t3-png.png

    Love those sweet, salty tears! Try this response next time:

    "Mad cuz bad? Or bad cuz mad?"

    Guaranteed trigger for anyone taking this game too seriously haha

  • @Heartbound said:

    I was waiting for this topic to come up again.

    https://www.youtube.com/watch?v=rrTMHNEO-0k

    omg, hahahahaha I love! "You're a fake and a fraud!" LOL

  • @aidNbsns said:

    Although the new consoles are a HUGE improvement to the stability of the game, I have to ask if anyone has the same problem as me. When i am playing killer ( Xbox Series X) the frame rate seems fine until I go near a gen that has lots of progress or is finished, then the game loses a lot of frames and stutters a lot until I go away from it again.

    I can't seem to figure out why this would happen, this pretty much happens on every map. Can anyone explain or help out?

    It's pretty consistent that this happens? You should run some private games and record it to be sure.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900373#Comment_1900373

    They won't keep repairing or die with dignity if they're the only one left and can't get hatch, they'll spend 30 minutes stealthing around doing nothing out of spite and you'll have no other way of ending the game. It's why hatch and EGC exist.

    1 survivor left with no hatch? Killer opens gates. Fixed.

  • @Mileena_Kahn said:

    So I’ve been watching PROBZZ on Twitch and YouTube for a while now as I enjoy his content, and I’ve noticed that he gets many killers that chase him for almost the entire match and then once they down him they’ll shake their head no, face camp him, and smack them on hook (AKA BMing) when he’s done nothing BM wise to them. This has happened to me when I played survivor too many times to count and I’ve seen killers do it to other survivors. I’m genuinely curious to know why killers seem to do it to survivors who are skilled. Did they make you mad in chase? Did you find them annoying? Are you trying to show dominance? Are you doing it just to be a jerk? What are you getting out of it? I don’t want this discussion to lead into an argument or a topic not related to this, again, I genuinely want to know.

    You "genuinely" want to know? C'mon man. Sometimes, there just isn't an answer to the WHY of something, and this is it. People play how they wanna play and do things for a variety of reasons. You're not gonna get any one solid answer so anything you can come up with yourself is going to be perfectly valid.

  • @rats00 said:

    Well, my guess is as a killer player maybe they have no ######### clue what the survivor you're mad at actually did.

    So while you feel what they did was a crime worthy of posting about it, the killer probably doesnt have any idea about what you're angry at.

    Or maybe it IS because they know the survivor is new and want to give them a break. Not everyone feels the appropriate response to an obviously new player is to humiliate them, waste as much of their time as possible once the game is essentially over, then shout all the slurs. All of them. Every one.

    Was thinking the same thing... How am I supposed to know who did the most or least work and deserves hatch? I only start keeping track of who's who if you get cocky with the teabags and flashlight spam. Other than that, you're all just meat bags to be sliced up and sacrificed.

    On another note, I don't like the free hatch escape mechanic in general. If I 3k the team, I did my job, and I don't think it's fair that the last survivor gets a free escape due to luck of finding the hatch first. Hatch should only open up for free if there is 1 or 2 gens left, then at least they sorta worked for it, but 3+ gens left? No hatch for you imo. Keep on repairing or suck it up and die with dignity.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900307#Comment_1900307

    and that is all I ask. Fix her power so it works when I tell it too. Instead we got a new UI no one asked for.

    What's weird is she was my first Killer (been playing 3 months now) and I learned and did really well with her for a long time, so well that I stopped playing her because the wins were getting boring lol. Then I came back to her a few weeks later and it was soooo buggy compared to when I first played her. I don't think anything changed in that time so, I guess I got lucky not experiencing the bugs my first time with her but my 2nd time out with her was a really bad experience.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900302#Comment_1900302

    Now imagine Hacker as the killer and him trying to vault a window with his stubby ass legs.

    https://us.v-cdn.net/6030815/uploads/1ULO8EQ0BJT2/image.png

    Wow I did not know that's what his bottom half looked like hahaha. His vault animation could be where he just struggles over the window on his stomach and falls head first over it before getting up and continuing the chase haha.

  • Aye, the fake doctors don't do anything really other than sorta sometimes tell me a general area where a survivor might be. I guess that's good enough to have that info, especially when he's terrific at finding people as it is, but I'd like to see more. It doesn't even need to be full-fledged AI, just make the fake doctor fade into view somewhere running straight at survivors. That will freak people out sitting on gens or they turn a corner and a fake doctor is running at them. Just a straight line, through walls and everything. Shouldn't be hard to do.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900297#Comment_1900297

    That's the thing. According to her statistics she is the least picked killer. Does that mean we should buff her? :P

    I don't think so. What's the goal? To have all Killers equally picked? There's always gonna be a least picked Killer, but least picked doesn't = least powerful, especially not in her case. A good enough buff would be just fixing her issues.

  • @Dustin said:

    Next licensed killer - The Hacker

    https://img.fireden.net/co/image/1485/71/1485711284274.jpg

    Wait innocent in terms of being from a family friendly cartoon or innocent as in one of the good guys?

    Generally, I was thinking family friendly anything - cartoons, movies, shows, etc. Any character that's not part of the typical "evil killer" concept we relate to characters like Michael Myers, Jigsaw, Jason, etc... So yeah, we're going for humor here by inserting Mickey Mouse and Winnie the Pooh into the game 😂

  • @Sindel_Lover said:

    I'm relatively inexperienced at this game. I bought Legion and Myers recently due to the suggestions of some very nice people on this forum, and I'm doing awkwardly well with him. Multiple 4k games in a row even when the matchmaking constantly pairs me with much higher ranked players.

    I'm not trying to brag at all. Thing is, I have a lot of hours with Bubba and Clown, a bit with Oni, and I never do so well with them. It's much more hit and miss. Almost feels like Legion is carrying me right now, especially because they cause you to pip like crazy. I don't want to end up too high ranked for my actual skill level due to Legion making it so easy to pip. I even got my first double pip as killer with them.

    I've always heard Legion was bad, so is there something that makes him much better at low ranks than other killers? Btw, I'm running BBQ, Sloppy, Discordance, and Pop. I don't have a whole lot of teachables.

    What I would say about Legion is that he's typically considered lower tier, yes, but he's lower tier simply because, by nature of his power, his games tend to drag on longer than any other killer. He can spend a lot of time injuring and not downing or hooking people until the latter half of the game, so it gives the appearance that he's not good at killing. The higher tier Killers can end games very quickly compared to Legion so, being low tier in his case isn't bad, he's just different.

  • Oh nooo a survivor doesn't like something a killer does? They get upset if you break pallets to end a given loop, and upset when you don't! Shocking!

  • @jkwrerevr said:

    https://us.v-cdn.net/6030815/uploads/7JXBICQRE5X2/2021-01-26-00-41.png

    Since I bought this game I have been man handled everywhere I go. The best part of it is ranks is a joke skill is a joke. in a game that called itself not a competitive you use a system that is just for that. I play many times and I have seen the theme many use lower ranks skillset teamates to prey on the lower rank killers. they will always have one or more that way they dont have to work as hard to progress in ranks. by this I mean the higher ranks whatever you want to call them are using us lowers to keep ranks. they know we have no chance in hell to win unless we camp or tunnle and slug our way through. doing that puts us at risk of being harrassed by the survivors. yet you skew it more too by indicating who they will verse by the lesser rank not versing a new killer. you made it so not only can they fish in a barrel but have the fire next and ready too. above is just a taste of what I deal with daily with swfs and honestly needs to be fixed. if you swfs with others that are lower then you make half the a percent based of how close you are in ranks to the killer and you lose points for each lower rank survivor that is hook and killed since you used them as bait in first place. or even better classes and ranks collected analised and you are limited to play with only those of the same. skills and rank should stay monthly but forcing lower ranks to be easy kills because they have to do chase is bs to say it lightly. let the best of the best be locked in to fighting only the best. another idea is just get rid of the ability to accumulate rank and skill all together if you swift and only get bp out of it when you know that you have lesser players with you. also get rid of the saboteur infinite sab bs. I went through nothing but hell because they had no limit on how many times they can sab the same hook or any near. that is too over kill of a perk to infinity prevent a killer from hooking the whole match. SAD A DYING HIGH FUCTIONING AUTISTIC HAS TO CALL THIS OUT WHEN NOBODY ELSE HAD THE GULL TO. SO BE PETTY POINT OUT ERRORS AND TROLL ME LIKE THE STEAM COMMUNITY DO TO. BUT AT LEAST ILL SAY IT BEFORE I GO.

    Ranking/Skill systems are not easy to design, even for simpler games, of which, DbD is far from it. Given the mass amount of perks, powers, add-ons, etc, it is incredibly difficult to define what "skill" even is. With so many factors to consider, how does one determine exactly WHY someone died or WHY they escaped? It's a very tough task.

    That said, let's assume we have perfect matchmaking in a very simple 1v1 combat game - no powers, no perks, none of that fancy stuff, everyone gets the same weapon, the same health, and the goal is to kill each other. "Perfect" matchmaking in this case means if you face a rank 20 opponent, you are also rank 20, with no compromises made for queue time either, so you'll wait 30 minutes for a game if necessary.

    This kind of matchmaking system guarantees (probably after a month or so of data collection and rank stabilizing among the playerbase) that you're going to have to sweat it out every game to continue to rank up, and when you plateau at whatever rank truly represents your skill, you're gonna continue sweating it out there too. Does that sound fun? Even the most competitive people I know just wanna have some fun, relaxing games once in a while, they don't want to have to sit up and lean forward in their chair ALL the time. Well, perfect matchmaking guarantees a sweatfest for all.

    So, what do developers do? They purposely allow some mixing of the ranks to vary the pace and outcome of the game a bit, and also, to influence an improvement in your gameplay. Lets say you're rank 12, the game matches you against a rank 12 and the game is pretty even overall but still tough. Next game, you get matched against a rank 10 - here, the developers are doing two things: 1) they are matching you against a higher rank with the hope that this higher rank will force you to improve and play differently, and 2) they're matching this higher rank against you, a lower rank, to give them a break from playing equal and higher ranks themselves. This system is designed to alternate of course so whether you get stomped in this game, or you beat them, you'll probably get matched against a lower rank next time and it'll be YOUR turn to have a break for a bit. This simultaneously encourages people to get better at the game, but also get to relax and enjoy it with some easier kills/wins from time to time. If the current game you got stomped, then in your mind you can bet/think to yourself, "well, next game will be better!" and it very well might. This is a very purposeful design in various games' matchmaking systems.

    This whole time I've just been talking about a concept for a SIMPLE game... Now consider DbD...it's a f***ing mess to try and figure out a good system here lol. I hope they've come up with something good but the better solution, in my opinion, is instead of relying of devs to solve an impossible problem, work to try and solve your mentality on the issue instead. With that I mean, learn to play the game for fun. Learn to not care about the outcome of every trial, and train yourself to be content with little successes. Accept that some people will be toxic douchebags in the game, and in some cases they may think YOU are the toxic douchebag. Learn to let all that go, and the game (as well as life) will be far more enjoyable. F the ranks, BHVR will never solve it, but it won't matter because regardless of the ranks and regardless of winning or getting your ass handed to you, you won't care.

    Easier said than done, I know, but it's worth it if you can get your head in the right place.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898265#Comment_1898265

    But it's a bad way to balance. For me, those killer sound effects make the audio completely useless to the point I mute the TV. The chase music I can understand to give survivors a chance to get away, but the killer audio goes on for the entire match.

    The killers don't see what they actually look like during the game, their self-viewed animations are different than what survivors see. The killer sound effects being audible to survivors to give them cues about what the killer is doing is fine, but killers having to hear it makes audio for those killers pointless.

    I understand your point. I guess I just don't play seriously enough for it to bother me personally. If I were playing seriously, ideally I'd be wearing headphones, or have my volume turned way up on my speakers to hear survivors better but instead, I don't wear headphones, and I have my speaker volume up a little but also have some intense metal music playing at about the same level lol.

  • @TragicSolitude said:

    I wish killers didn't have to hear their own sound effects. Clown's cough, Nurse's wheezing and shrieking, Demo's roars and footsteps, Huntress's lullaby. It's all loud as crap and I have to mute the entire damn game if I play as any of them because it's just so repetitive and annoying. That little noise the Twins make when Victor splits off his cool, but mostly the killer sound effects should be heard by survivors only.

    Freaking deafening to have the sound turned up to try to hear the little survivor audio cues, including even gen progress, and have coughing or roaring blasting in your ears.

    It's often overlooked but the chase music, the footsteps, etc...it's all part of the balance of the game as much as the powers and perks themselves. If you could turn off the music and footsteps and only hear Survivor sounds, OBVIOUSLY that'd be a huge Killer advantage, but in this pseudo realistic DbD realm, you're gonna hear your own noises. In some cases like Demo, we may think he's overly loud and should be turned down just a bit but again, devs may see this as a balancing factor for him.

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