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Judgement

Judgement

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Judgement
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  • Commenting as I don’t see it in the General Discussions category even though I just posted it.
  • I wonder what the devs are doing with that Auric Cells microtransaction money, huh?
    Why put in microtransactions that could fund your ability to use dedicated servers, if you aren’t going to put them in?
    What are you using the money for, BHVR? You can definitely pay for dedicated servers after your introduction of Auric Cells.
    Quite overpriced and under-valued as they are, however.
  • As well as that, the perk should grant a bloodpoint bonus on a successful escape, and your character should not be making injured noises with it.
  • @chemical_reject said:
    Lol anytime I see the killer drop streamers I'm like, "this guy wants to farm." And then he slaughters us (or tries to)

    It really do be like that tho.

  • @PigNRun said:
    Thats mild skillcheck Doctor though. :P

    Ehhh it's the best I could do, given the teachables I haven't got yet, lmao.
    Took it from a Monto build (who else would I take it from), but I had to put something else in it since I didn't have the teachables that he used, y'know?
    Sloppy Butcher helps stopping them from healing up, and theoretically would give them more skill checks to fail so yeah, lol.

  • The Game is the smallest map in Dead By Daylight.
    That being said, the Hag can be extremely powerful there even without add-ons, since she is typically within range to teleport to her traps even without add-ons.
  • I was rank 30. My character was level 50.
    He means your Survivor or Killer rank, not your character levels.
  • Striking, I don’t think so. Remember that he moves faster when cloaked, so if this was an actual thing, Wraiths would be cloaked the entire match to strike.
    Interrupting Survivor actions, on the other hand - such as when they’re repairing generators, breaking totems, etc - would be great.
    It’d give Survivors a reason to watch their surroundings carefully when done by any of these actions, lest they be pulled straight off.

    The Wraith can pull Survivors out of lockers while cloaked and he straight-up automatically uncloaks. Why can’t he pull them off generators or totems and do the same thing?
    That also applies to Freddy, who instantly puts a Survivor in Dream State when he pulls them out of lockers.

    This would be a good start for both Killers.
  • Master said:

    @Succubuzz said:

    @Shadopaw said:
    All it does is add More dodgers to Que times.
    I have played on ping of well over 500 before and there is no noticeable difference in game play ...
    Also fix Your Que algorithm, This whole 30 minute Que for killer is really Destroying this game for me.

    If I am waiting longer than 5 minutes in a Que you need to fix how this is handled

    please, removing the ping indicator would change exactly nothing, people would just go back to using MLGA, and you would still get dodged just as much, maybe even more, since MLGA is much more precise.

    I doubt that many people would use a third party program which can get you banned. If you lagg too hard igname, they will simply Dc because this isnt punished for some reason :wink:

    MLGA isn’t bannable.
    It used to be a whitelisted software which means the devs didn’t give a damn whether you used it or not - hell they even encouraged it, I think - but when they discovered that you could block players and not play with them, they took it off the whitelist.
    However, they did not blacklist MLGA.
    Therefore it’s in the grey - they don’t condone or condemn the usage of MLGA, but it’s best if we avoid discussing it as it could fall under the ‘hacks or third party software’ rule, depending on what the forum staff think.
  • @SnakeSound222 said:
    It is harder to play Survivor at lower ranks, but as play the game more and increase in rank, you'll find that it's much easier to play Survivor than Killer.

    Ranks between 16 and 20 practically don't exist anymore. You go through a few good games, rocketing through ranks if you're doing good and the Killer is #########, and you're suddenly into Rank 15 with Killers who have intentionally deranked to stomp the new players fresh out the 16-20 zone.
    And then there was a Rank Reset literally yesterday or some time around that.
    BHVR need to make more changes to how ranking works because players who started playing DBD with PS+ this month are getting stomped like crazy by Killers who belong in Rank 1.

  • Note: I have bumped 'Another Ten Ranks' in case the link fails to work, for ease of access.

  • Bumping with regards to my newest post, in case the link doesn't work properly.

  • They’re spamming absolute gibberish.
    I translated the first one I saw over in Balance Feedback and it translated to...
  • Herman Carter would like to speak with you.


  • Smack them so they run out.
    You’re past the point of no return by then so just hit them so they run out. Don’t bother standing there and thinking they’re going to just throw themselves onto a hook.
  • Okay I just realised it’s meant to apply within range of the hook.
    My bad.

    This actually sounds like a nice idea but like I said, chasing and slugging while carrying someone.
  • You realise that you can chase and catch up to a Survivor even without Agitation while carrying someone, right?
    What you’re suggesting will have Killers pair Iron Grasp with Agitation and chase survivors with one on their shoulder, to oneshot and slug everyone.
  • This is what all the Survivors you face need to do;

    Once they do this, you'll change your tone.

  • Paddy4583 said:
    Those prices have changed since it became free on PSN.
    when I bought them they were all chapters were 6.99
    Just wait until the free discontinues psn +
    The game is not free on PSN, we've already established that multiple times.
    The game is free to own for PS+ members, the game is theirs and they can play it and own it for good so long as they have their subscription.
    Dead By Daylight is not a free to play game on PSN. It only happens to be a PS+ game for August, that those with a PS+ membership can get for free. If you don't have a membership, you pay for the game.
    Regarding what Lost said, free games are only no longer free if your membership expires. If you get your membership renewed, you can still access the games. They are only inaccessible when they've been obtained for PS+, if your membership expires. They are bound to your PS+.
  • How do you lose server connectivity when the game is Peer to Peer?
  • I’ve edited my post to add info, but also adding a comment;
    I’m in the Australia (Oceania) Region, but I really don’t think the difference between USD and AUD is so drastic that I still pay nearly 2x that of the DLC prices on Steam, each only being singular dollars cheaper than the DLCs on the PS4 US store.
    Sorry for any confusion this might have caused.

    also, @Peanits here’s your answer.
  • @ZombieGenesis said:

    Playstation. That's what I thought this thread was about...

    Sorry, I had assumed you were on a different platform - I've never seen that store UI before, but I can only assume that it's the appearance of the PS4 Pro store in this scenario.
    So it appears that it's a region pricing thing. But it still confuses me as Steam sells the DLCs to me at the marked prices and I was charged for that price properly, yet it's different for me on PSN, and different for you also on PSN?

    @Milo said:
    But hey you don't have to pay for Of Flesh and Mud, Spark of Madness and 80s Suitcase! That's a plus am i right?

    lmao nah m8 we only need to pay double prices of the DLCs that are left to buy, no worries.

  • @ZombieGenesis said:
    That's weird. When I check the store I see things more aligned with steam. This is from the NA store.

    (cut out the image)

    And your platform is...?

  • @Tizzle said:
    If you are on US thats messed up if they almost doubled the price of DLC's.

    I know they were only a dollar or two more on PS4 when I purchased right after release than they were on steam.

    $6.99 or $7.99

    Australia over here. If the prices for the DLC are the same for you now, I don't get what has happened. USD is not 1.75x that of AUD (or however it goes).

  • @Master said:
    Mhm thats interesting
    Guess they are milking the DLCs now since the game has become f2p on PS

    The game isn't free-to-play - it's only free for PSPlus holders this month. If you hold a PSPlus subscription, you get the game for free so long as you sustain your subscription.

    @Master said:
    Just one question, if you can play DBD on PC, why would you purposely suffer on PS?

    In a way I suffer more on PC sometimes because I have frequent drops despite having the lowest settings. I'm on a Toshiba Satellite Pro laptop.
    That's not to say I always suffer - very few maps, and one specific killer give me frames that average below 30fps, and that's Doctor. I heard he's also nasty on console.
    Also I want to stomp some noobs lmao.

  • @HIPSTERLION said:
    Wanna make  a video about hag buff suggestions . if you have any idea on how to buff the hag to make her more fun to play pls tell me ;)

    i think a good buff would be to make her move 99.99999999 percent slower and then remove her from the game..... JK maybe increase her traps

    You necro a two month old thread to ‘jk’ something?
  • Isn’t this just a random bug that can come out of nowhere for no reason?
    Why would you be banned just for using a perk that you yourself might not even know is bugged or whether the bug is happening?
    We gonna start banning people for dodging Decisive Strike by juggling or timed striking too?
  • Being a console gamer predominantly, though I play DBD on PC, I don't think it's worth putting post-game chat in DBD for console.
    Compared to a keyboard, with PS4 you need to wait for the text box to actually show up when you want to type something, and then you have to manually go key-by-key to press each one that you want. Maybe you can speed it up with the controller-aiming feature, or the touchpad, and the auto-complete choices, but it'll still take far too long to do it and make it worth adding to the game.

  • I was actually surprised - and genuinely grateful - that this post wasn't full of replies that only said "OchiDO" and "dud".
    That being said, I enjoy watching Monto's videos, but I don't watch too many Dead By Daylight YouTubers or Streamers.

  • Note: Dead By Daylight is not available right now - PSPlus games are cycled on the first Tuesday of every month, and the first Tuesday of August is on the 7th.

  • M2Fream said:
    Maybe like an uncommon addon. Like reinforced boots?
    Then he’d become the same as Wraith - reliant on add-ons to be viable.
    No, this needs to be a change to his base kit. An add-on should never be a bandaid to something so petty, to prevent a Killer’s own power from harming themselves.
  • @CallMeRusty420 said:
    Make it so that the trap only snags the Trapper's leg if he's carrying someone instead of any time he walks through it? I like it but am unsure on if it would be more of either a buff or a crutch mechanic.

    How would it be a 'crutch mechanic' though?
    Having bear traps around makes the Trapper need to watch his step, and the Survivor can only hope that when they're wiggling they make him walk right into one and go free, but it won't be a guaranteed chomp on the Trapper's leg unless the Survivor is lucky or the Trapper was inattentive.
    This is not so much a buff as much as it is a fix to a looping problem exclusive to this one Killer. Like I said in my original post, Survivors are able to squeeze through a tiny gap without the trap hitting them, but the Trapper can't because he's larger and the trap will get him. The entire thing about how traps are right now is that Survivors could loop the Trapper around his very own traps as they can squeeze through a gap that he can't, them not getting trapped while he does.

  • Dropping a pallet takes literally half a second. Why would you need to speed up the pallet drop?
    It should be kept in mind that a Killer is stunned the moment the pallet begins to fall when a Survivor interacts with it.
    Vaulting doesn't need to be sped up either - half a second if you're sprinting straight at it, one second for a fast vault, and two seconds for a normal vault.
    If vaulting was sped up, that would make the shack loop and jungle gyms potentially broken.

    All of the actions sped up by Resilience and Spine Chill are actions that have a progress bar, and most of those have skill checks associated with them as well. They are actions that are critical to the progress and outcome of a trial. Vaulting windows and pallet dropping only delay one part of the trial - your own death.

  • @yugidragon said:
    Just a suggestion, make the perk Hope infinite when the generators are powered and not just (2 minutes if i'm not wrong?). It's pointless since it just activates at the end of the game and it's nothing compared to perks like NOED for example.

    2 minutes is more than enough to escape after all gens have been powered.

    You obviously didn’t fully process what Dragon said.
    Survivors would intentionally stay IN THE GAME to be toxic and troll the Killer, when the perk used to be infinite.
    Unless you meant that two minutes is TOO LONG, in which I fully agree. I think it should be way less than two full minutes.
    30-60 seconds would be much better. Two full minutes is just ridiculous.
  • Since Jake’s Sabotage perk is basically worthless now, BHVR should change it so Sabotage prevents noise notifications when sabotaging hooks or Hex totems, and reduce the noise made while doing these actions. Rather than buffing a somewhat useful perk, they should buff one that’s completely worthless instead.
    Sabotage could also be a way to counter TOTH if this was true.
  • Bumping for further discussion.
  • I made a comment regarding a change that the Trapper should have in a comment thread a few weeks ago. Pasting it here:

    Trapper shouldn’t be able to be hit by his own traps to begin with.
    His entire thing is setting traps to catch his prey and he’s been doing it for an unknown amount of time in the name of the the Entity - whether this has been going on for centuries or whatever in the Entity’s world.
    And he still steps in his own traps?
    The Trapper should be unable to be caught by his own traps.
    Especially with Iridescent Stone coming up, a trap could potentially open right under the Trapper’s feet while he’s in the middle of a chase and make him lose the chase because of it.
  • @Orion said:
    Do you know how servers work? People with ######### connections will still have ######### connections.

    I'm genuinely wondering now if you know how dedicated servers work.
    There is a massive difference between peer-to-peer and dedicated servers, and they both drastically affect the way peoples' connections work relative to the game server.
    You know For Honor used to be P2P? Ubisoft put in Dedicated Servers and that fixed a lot of peoples' connection problems and their troubles with broken game sessions, games ending because of an error after the host left, and other problems that P2P has.
    The funny thing? Every game of For Honor that I have played, has been below 70ms ping. 90% of my games as Survivor are in a lobby with 100+ ping. I rarely ever, almost never, get into lobbies with ping below 50 on Dead By Daylight, and I've been on many games in For Honor that have had below 20ms ping.
    All P2P games I've ever played, a vast majority of the games I'm in are #########-quality due to how terrible the matchmaking is.
    Warframe is also a P2P game. I very rarely get sessions below what I've set as my matchmaking ping limit (100ms ping is my cap, and the game will not search for sessions with latency higher than that, and warns me if I'm about to accept an invite where my connection to host is higher). Because of how I've set my matchmaking ping limit, I almost never get into a game session as a client - I nearly always host all the missions that I play in Warframe.
    If they were to add Dedicated Servers, we'd have a much better time and Raids wouldn't have been so terrible on peoples' ping. Raids used to have up to 8 players and massive hordes of enemies, and if you're not host then you're screwed because your latency will skyrocket.
    But if Dedicated Servers were put in place, the host wouldn't have to handle the connection because the game will be doing it, and servers can handle latency much better than someone's own internet connection can.

    @Orion said:
    That's not how servers work, at all.

    You can't lag-switch on Dedicated Servers, dude. What's your point here?
    You seem to be acting like you know how Dedicated Servers work, but you evidently don't if you say that you can lag-switch on Dedicated Servers.

  • Yeah no worries, let me just pull out some bottles of narcotic gas out of this locker really quick, ey?
  • yeet said:

    heres a little adjustment for DS: the survivor gets instantly sacrificed when they hit it

    This basically happens when they miss it because they disconnect on hook or before hook anyway.
  • I agree - make the screen black instead.
    You ever been tired as hell from just waking up or playing the game late at night and all of a sudden your eyes get supernova'd from your screen?
    Black screen from being blinded would be better, and in some cases potentially healthier.
    Can never know when a screen turning almost instantly white from an insta-blind flashlight might trigger someone's epilepsy.

  • @azazer said:
    So it's my responsibility to suffer other people's terrible ping?

    Dedicated servers when?

  • Campers are already punished, if you take the initiative to go and do generators.
    Time is a valuable commodity in this game, and the Killer wastes theirs by camping a Survivor on the hook. Go off and do generators. You have a slim-to-none chance of getting them off the hook.
    If you get hooked and the Killer camps? Too bad then. Either stay there and waste the Killer's time for as long as you can, or potentially doom your teammates by suiciding on hook. Move on to the next game and keep playing.

    It's not a hard concept to grasp.

  • How about the original idea of gates becoming powered when the hatch is closed instead of all this complicated bullshit that doesn't need to be complicated?
    It's really that simple, there are two easy solutions to the hatch thing, both involving the Killer closing the Hatch;
    1. When the Killer closes the Hatch, gates are powered and opening times are halved, Remember Me is nullified. Killer can't see the gate auras and the fog becomes dense, dropping visibility massively so it makes it harder for the Killer to find the Survivor and for the Survivor to see the Killer. Killer Terror Radius is also reduced to 0 and the Stain vanishes, allowing the Killer to be stealthy and forcing the Survivor to stay alert.
    2. When the Killer closes the Hatch, exit gates are opened automatically, and the Survivor suffers the Exposed status effect - they need to get out before they get got. Gate auras are permanently revealed to both Killer and Survivor. Being Exposed makes it fair for the Killer because closing the Hatch this way would still give the Survivor a guaranteed escape if they needed to take two hits.

    Then they need to sort out how Adrenaline would work regarding either of these two ideas, and that's it. Nothing else would need to be done.
    However I realise now that Survivors could camp the exit gates until the Killer closes the Hatch, and just slip right out on either scenario. That would need to be checked out and balanced, maybe teleporting the Survivor and Killer away from the gates so they need to find the gates from there.

    I think the first one would be more fair than the second one, personally.

  • theArashi said:

    It feels that trapper got the short end of the stick in that patch.
    They could have at least increase trap hitbox to block the paths for BOTH survivor and killer and not killer only.

    Actually they shouldn’t make Trapper susceptible to being trapped to begin with.
    Thing about how long he’s been killing in the name of the Entity.
    And with Iridescent Stone coming up, a trap could open up right under his feet and trap him in the middle of a chase just like that.
    Trapper should not be hit by his own traps, ever.
  • Trapper shouldn’t be able to be hit by his own traps to begin with.
    His entire theme is setting traps to catch his prey and he’s been doing it for an unknown amount of time in the name of the the entity - whether this has been going on for centuries or whatever in the Entity’s world.
    And he still steps in his own traps.

    The Trapper should be unable to be caught by his own traps.
    Especially with Iridescent Stone coming up, a trap could potentially open right under the Trapper’s feet while he’s in the middle of a chase and make him lose the chase because of such a ridiculous thing.
  • The pallet vacuum was broken. Everybody knew this.
    Pallets were never meant to be a godsend that would save a Survivor from being hit. Now Survivors have to run for it and hope the Killer doesn't reach them before they throw it down, as well as hoping the Killer doesn't make it through to hit them before it drops and stuns.
    The pallet vacuum allowed Survivors to instantly teleport to the opposite side of the pallet and drop it. That's why Survivors used to stand in the middle of a pallet while self-healing, because they could teleport out of harm's way on a moment's notice.
    When you remove something that's broken, that works in a way that it isn't meant to, you're not meant to remove something else that isn't broken.
    The hook vacuum that Killers have is not broken, nor does it function in a way not intended - the Killer Hook vacuum is a final opportunity to prevent the Killer from hooking a Survivor.
    The way it works is that the Killer is pulled to the front of the hook to hook a Survivor. Without this, they'd teleport to the hook and instantly hook the Survivor, making it impossible to bodyblock the Killer from hooking someone.
    If a Survivor stands in the way of this hook vacuum, the action will be cancelled automatically, forcing the Killer to strike the Survivor to get them away and try again, which costs precious time that could allow the carried Survivor to wiggle out.

    What you're suggesting is another thing that would make it harder on Survivors, and easier for Killers. The hook vacuum allows Survivors to cancel the hooking action at the last moment which could allow the one on the Killer's shoulder to break free at the last moment.

    The pallet vacuum was broken which is why it was removed. If the devs removed the hook vacuum at the same time, it'd be nearly impossible for Survivors to bodyblock the hook and prevent the Killer from hooking one of their allies.

  • I'd say either 120% movement speed, or to remove the slowdown when charging Chainsaw Run.
    Other than that, I agree with this post.

  • @beatddb said:
    Well, it`s easier with mwhell
    And you cant take a break, youre supposed to be struggling for your life

    Do I seriously need to copy and paste my quickfire counterargument and my last comment to get it through your thick damn skull?
    "Rebind struggle to mousewheel."
    That is not my point! It doesn't matter whether I use the mousewheel or spam spacebar to struggle, struggling still requires me to spam the button assigned to it, and it can still kill me when the game lags, my PC frame drops, or the Killer lag-switches.
    The fact that it's the spacebar that has to be spammed is NOT the point of this post - it's the point that a button needs to be spammed to begin with, and that problems external to the game itself can make your efforts worth nothing.

    Do you get it now? Not everybody has a godly PC or transcended internet like you apparently do. You ever heard of a laptop or a netbook? Yeah people play DBD on those too and they don't exactly keep their performance solid and consistent every hour of the day, mate.
    A frame rate drop, a killer lag switch, or a lag spike, will kill me if I'm struggling on hook, regardless of whether or not I spam spacebar or spin the mousewheel.
    "Simulating struggling for my life"? It's a game. That's a thing that should be managed by our own character by themselves because it's a survival instinct to struggle. Nobody in their right might would just give up struggling to die when they're in a critical situation, their body and instincts make them do it automatically, unconsciously.
    How's that for your simulation of struggling for your life? You'd have to actively stop yourself in real life from struggling to survive against an attacker. That should be how it works for hook struggling.

  • Edited to add another quickfire counterargument, regarding peoples' comments about rebinding.

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