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JacksonWise

JacksonWise

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JacksonWise
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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/996333#Comment_996333

    We've actually answered this a number of times. We're looking into matchmaking issues right now, and we'll have more info on that pretty soon.

    For the record, the intention of this post was to promote a healthy discussion about the changes that were made and the future of the game. I apologize angry players are using it as an excuse to call you out and make unrelated accusations.

  • IIRC, they said they were pleased with how the changes were going because their experimental group of players were having more fun with the new ruin even though 4 or 5 gens were up almost all game. They are most likely going to go through with the changes. I've given my speculation for why they may have done it, but we as players have to move forward with the change instead of constantly harassing them for answers. At the very least, instead of asking "Why?", we should be asking "What Now?". I don't care that old ruin is dead and gone as long as they make changes to accommodate it.

  • @Synfralidro said:

    https://forum.deadbydaylight.com/en/discussion/comment/996148#Comment_996148

    The AI thing was a joke comment. Hence why the followup statement was "in all seriousness". And honestly a lot of people know that the devs don't actually know what happens in their game. They look at "data" and call it a day. Or they go based off of the top streamers/youtubers, which are a majority survivor biased.

    I still find that hard to believe, especially because I know of several devs who stream their gameplay. But I don't know what the majority of the development team does in their free time, so maybe you're right. It's more than just "data" though. They've said several times they always look at multiple factors, including data/statistics, player feedback, and their feeling of the state of the game.

  • @Cetren said:

    Doesn't matter. They haven't done anything about the current gen speeds. Ideally a change to the most popular perk for slowing down the game would come with... You know... A less frustrating way to slow down the game. But it didn't. About half of my friends list is putting down dbd for good. We're talking people with anywhere from hundreds to thousands of hours. What can I say? Hope the change draws in enough new players to make up for everyone leaving. I'm sure the game won't die just because they changed ruin. But I get the feeling a lot of people are going to have a less enjoyable time.

    Playing Killer is definitely going to be more frustrating at high ranks after the mid-chapter goes live. I hope there is enough evidence of that for the developers to take it seriously with the next full chapter update. Tell me though, if they make the changes to gen speeds or whatever else in the future, would that bring you and your friends back to playing? Or is this the final straw?

  • @Synfralidro said:

    I think the solution is pretty obvious. They are getting ready to introduce AI into the game to take the place of Killers.

    In all seriousness, the developers don't actually play their game, and get their information from a select few number of influencers, which more often than not have the same views on the game and are biased toward one side.

    I get it if you're angry over the ruin changes. A lot of people are. But claiming the devs don't play their own game and are gonna turn the killer side into AI is just ludicrous. I can't really take your comment seriously.

  • Lol, she could point the way to generators or totems in the indoor maps for the memes.

  • Would love to see customizable secondary weapons for Billy, Leatherface, Huntress, Clown, and especially Oni. Maybe even Trapper or Wraith to a lesser extent.

  • I agree with a lot of your criticisms and I hope more people see it. Hex perks and late game do not mix. The only exception being NOED because you have to cleanse all 5 totems to negate it.

  • Commenting to keep the this post at the top. I agree, if they did not intend to leave killers feeling like they don't matter then they did a poor job of it.

  • Survivors do get nerfs (as recent as the first comment said), it's just that they are never as substantial as killer nerfs. Plus, it doesn't really matter what is nerfed for survivors as long as they can SWF and rush gens.

  • Honestly, just make it block all windows across the entire map. Pallets are still usable so it's not OP and since it can only be activated when a gen is done, it's still not up to the killer when to use it. But at least that way, the killer could make use of it whether they are in a chase or approaching a completed gen.

  • I'm not sure I agree. To me, that would just incentivize camping if the killer wants to get any use out of the perk. Most likely, the survivor will be unhooked before the killer can find someone else.

  • All of the God loops fixed on all the Macmillan, Autohaven, and Farm maps (and the main structure in Disturbed Ward).

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/898726#Comment_898726

    Isn't that fine that some maps are darker than others, just like some maps are larger than others? It's just more variety where some maps will be harder or easier for certain killers, survivors, or builds.

    Feels like most maps are too bright anyway.

    I have to disagree.

    Map size is one thing, but if it's too dark it creates frustrations for both sides. As killer, you can't find survivors or you lose them easily. As survivor, you're likely to run into walls or get caught on tiles which will cause you to lose chases prematurely.

    I think gameplay has to come before realism on this one.

  • Hey everyone! Just wanted to say I really appreciate all of the discussion on this thread which allowed it to get the attention of the devs. I'm really glad everyone voiced their concerns and now know this issue will get handled in the near future. Cheers!

  • Will the Yamaoka Estate Maps have their lighting adjusted? Both survivors and killers have a difficult time in the realm due to how dark they are now.

  • @ASurvkillivorer said:

    What type of screen are you using OP? I am about to upgrade mine and I wondered if it was just my TV. Its so dark the grass there should be even worse than the original map. IDK how you're suposed to hit anyone in the charge mode.

    I am currently using a LG UHD TV but I am about to switch to a SmartTV. I don't know if it is an issue that can be fixed with TV settings. I've tried different picture modes and adjusted the color, tint, saturation, etc. but it doesn't really make the map any less dark.

  • I am really struggling with Oni on console right now. I played about 10 to 15 games last night and consistently deranked. The main problem: I can't hit demon strike consistently to save my life. Even with the sensitivity cranked all the way up, I can't flick nearly as far as people on PC can. Not to mention charging the attack takes up half the screen and optimization/FPS seems to get worse with every update. If the survivor jukes slightly or runs small loops, I am completely helpless until my power is up. I feel like I am better off playing him as an M1 killer with moderately better tracking.

  • He seems like a very strong killer, but I don't think he is OP. Having strong killers is healthy for the game and there is no reason to nerf him unless there is consistent data he is over performing. People are still trying to figure him out and counterplay can take weeks to months to develop. I think minor tweaks are fine but please don't jump the gun and give him the old Freddy treatment.

  • Hoping for Doctor next! He's the oldest killer who really needs a buff besides Trapper and Wraith.

  • Has anyone else played Demogorgon? My frames are so bad whenever I play him. I end up missing hits I normally would not miss because of how choppy it gets.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/839396#Comment_839396

    A tell or notification for phasing like the survs imagine it would kill the spirit, rendering any mindgame useless.

    Removing her collision will already make her harder to play while also giving the survivors more counterplay. It may already be enough. A tell for when she starts phasing on top of that would more than likely be too much.

  • https://youtu.be/dmFyEKu2CWc

    01:05:06 - 1:08:00

    Louis Mclean discusses the main issues the community had with the nurse and the specific goals they intended to reach with the changes (whether you believe they were met or not is up to you).

    This makes it hard for me to believe that he just glossed over giving the spirit a tell for when she activates her power since that is EASILY the most requested change for spirit. They more than likely considered it but were not satisfied with the results it brought during testing, or it severely hurt her more than any of the other nerfs she was given. To compensate, they made other adjustments to her power that people complained about and addressed the most problematic add-ons.

    I think the changes so far are going to balance her out while still making her a strong killer with an even higher skillcap now. I would encourage the community to at least see how the changes fare on the PTB first (if not a few months after so that players can properly adapt) before requesting more changes.

  • I just shared this as well; I didn't see that you already posted about it. Sorry about that! I am happy to take mine down, but I also figure the more attention this gets, the better. It would be so great if this got added to the game!

  • @Ringy01, like bunnytrips said, it all depends on the player. But he is definitely far from useless and has a lot in his kit that players can take advantage of. His perks are not the greatest at the moment, but I think they can be easily improved and the devs will make them a bit better when they have the time.

  • Visually, he is just such a cool killer. The massive claws and shred ability are very satisfying. The portals give you mobility, pressure, tracking, slowdown, and stealth. I'm not very good with him yet, but I will keep practicing!

  • I think Doctor can definitely use some love. While his power can be strong against inexperienced survivors, it basically does nothing against good ones. Good survivors have no problem hitting the skillchecks and won't fall for his illusion add-ons most of the time. I think his shock needs the most attention because that is the only thing that can help him in a chase, but it only really works on short loops and even then it can still require pretty precise timing. Being able to counter or ignore all the tools that are supposed to give him slowdown and chase potential reduces him to an M1 killer with better tracking. You could argue that if someone messes up against Bubba, he can punish them with an insta-down, but Doctor still has to hit you twice. To me, Doc is one of the coolest killers aesthetically and it sucks he is not in a great spot right now. I am excited that he is going to get looked at along with the Nurse soon, I just hope it will be enough to make him at least mid-tier viable.

  • Doctor and Spirit are my top two mains but I also really enjoy Trapper, Pig, and Clown. Very excited to hear that most killers will be getting some updates at some point, especially for Doctor. Despite how much I love him, I can't argue that he's pretty weak right now and some tweaks could really help him.

  • I wholeheartedly agree! With the demogorgon, two new survivors, and another indoor map this chapter already seems to be really living up to the hype!

  • I made a very similar post suggesting this a few months ago. If you don't mind, check it out and let me know what you think!

    https://forum.deadbydaylight.com/en/discussion/63485/a-practice-mode-for-chasing-in-tutorials#latest

  • Between Ash, Ghostface, the Freddy rework, and the Springwood rework since Chapter 11, that feels like plenty of content overall for the chapter 12 cycle, in my opinion. Some stuff just came out earlier and some came out later.

  • For those who were not aware, it's in the addendum at the bottom of the 3.1.0 patch notes. There is also a buff to Infectious Fright and some details about minor Freddy tweaks.

  • Not sure if this has been answered, but if you run Dark Devotion on Doctor with Monitor & Abuse and calm add-ons, will the survivor get the massive treatment mode terror radius or the small punishment mode one? Or can you control it by switching between modes?

  • @Peanits said:

    Doctor is definitely on the list and we do plan on revisiting him at some point.

    Thank you for taking the time to post this! Doctor is my favorite killer and I really appreciate that you all plan on giving him some attention in the future!

  • I love this idea and I hope they will consider it. This would make the grind so much less of a pain.

  • I think this is part of the reason why the Freddy rework has taken so long. It must be very difficult on their end to rework a character that will (hopefully) be more fun while keeping the core essence of the character intact and not alienating those that enjoy current Freddy. I think it would be really cool if they could let players switch between the old and new powers, but I don't foresee that happening. I would say give the upcoming rework a chance, though. What they are proposing, dream pallets, dream snares, and generator teleportation, all sounds amazing. It will give him tools to help in a chase along with map pressure. To me, that sounds way more fun. But we'll have to see once the PTB is live.

  • @ClogWench said:

    Id like if they tied BP gain to devotion. For every 100 levels of devotion you have you get a permanent boost to BP gain

    I like that idea, but I think they would have to be careful with that to not give veteran players too much of an advantage. That would absolutely help the grind though, and give new players a better feeling of progression.

  • @George_Soros said:

    Good idea. There's a lot of talk about reducing grind, but I feel it's unnecessary to do it for everyone. On the other hand, new players are struggling to get their preferred perks, Bloodweb being extremely mean sometimes. Reducing the grind for new, and only new players sounds like a good idea.

    Thank you for the feedback! What I am proposing would also benefit old players too though, not just new ones. The idea being that even after prestiging, their unique perks would always start at level 3. So unless someone has all killers and survivors P3, everyone gets something out of it.

  • @TAG said:

    Very minor issue: Legion's Discordance is arguably better at Level 1 than Level 3 since you'll know faster whether or not two+ Survivors are still on the gen.

    I see what you mean. To me, the easiest solution would probably be to make some small tweaks to Discordance if enough people think it is better at a lower level. At the very least, that would only affect the Legion since other killers would have to get it in their bloodweb starting at level 1.

  • I like a lot of these! Some might be a bit OP, but I think updating her add-ons like they did for Wraith could really help her out since the update with EGC. Nice job and hopefully this inspires BHVR to give Pig some love!

  • Never bring old DS back. New one is perfectly fair, old one was way too OP.

  • @Ember_Hunter That's a really cool-sounding mori for Wraith! Would love to see something like that. I've seen people mention a Trapper mori where he curbstomps their face onto a bear trap, which I think would be brutal.

    I do know the devs try to avoid super graphic gore. I remember them mentioning they wouldn't want to a beheading because that could get the game banned in certain countries. But I hope that wouldn't limit their potential creativity too much.

    Yes, I think a longer and shorter mori for each killer would make a lot of players happy.

  • I'm glad to see other people are liking these ideas! Hopefully more people see this and give their opinion on it. I'd be really curious to hear what some of the devs think too.

    @Scgamecock86 I watch all of those guys too! They're all really good and they have their own playstyles. I try to learn something from each of them and improve my own gameplay.

  • @BACKSTABBER said:

    https://forum.deadbydaylight.com/en/discussion/62294/mori-improvements-ideas

    I would add the choice to escape being mori'd by doing 3 difficult skill checks

    Interesting. How do you think they could do that? My first thought is the survivor would already be pretty much dead in the time it took to hit those skillchecks by the time the animation was finished.

  • This is a super cool idea and I hope this is something that the level designers can play with in the upcoming maps.

  • @Peanits said:

    We're going to be adding new stuff to the store as time goes on, so it's definitely possible. Out of curiosity, hat do you have in mind for the Spirit?

    I would really like to see a prop remake of the Spirit's katana (though that really goes for all killers' weapons). Maybe a wig of hee hair too? Besides that, shirts, posters, and figures would all be excellent choices.

  • I like a lot of these ideas! You clearly spent a lot of time on it; I am glad the developers saw it and are pleased with it too. I hope they will be able to implement some of these changes!

  • I hope this is something they eventually do. It would make Susie or Joey feel more unique. Not sure how difficult it would be to redo those voiceovers though.

  • @not_Queen said:

    You guys are awesome 🤗

    Always take your time! Would much rather have something you all are proud of than to rush out something half-finished!

  • @Peanits @Patricia @not_Queen

    I would really like to hear your thoughts on this! If you are too busy at the moment with other projects, I completely understand. I hope you all are at least able to see these ideas and maybe consider them in the future.

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