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Judgement

Judgement

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Judgement
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  • @GrimReaperJr1232 said:

    Nemesis is a unique perk. It doesn't create an obsession at the start, but it WILL create one whenever the perk is procced.

    Now there's DS, pretty much the only perk you yourself can bring to discourage the killer than tunnelling you, and it's an obsession perk. With the DS nerf, DS is a lot less common which means it's actually possible to have lobbies where the perk isn't used.

    But here's one of the main strengths of DS: 1 DS means 4 DS's. If there is one, the killer has no choice but to assume there are 4. This means a single Obsession perk (not even DS specifically) meant the killer could not tunnel without putting themselves at risk.

    But now that DS is less common and most other obsession perks rank from niche to not very good, this means that this protection is gone. If there is no Obsession, the killer is free to tunnel you until you die because there is no consequence.

    With DS being nerfed and being much less abusable, would changing DS to be more like Nemesis and not create an Obsession until it's procced be reasonable? Why or why not?

    I agree. I would also like DS to be paused on chases and trigger each time the survivor is unhooked. Sure it’s an anti-tunnelling perk but I feel like it isn’t anti-tunnel enough.

    In conjunction, the DS timer should expire when the Survivor is fully healed.

  • @Izanami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095150#Comment_2095150

    I am under the impression that Pyramid Head voluntarily entered the Entity's realm and doesn't care about the entity's rules, much like Michael. If that's true, he still uses his SH rules. If it isn't true, Pyramid Head is probably the most durable outside of Michael. Though his weapon is actually largely useless in a practical sense. Kazan has actual training with proper weapons. An anime buster sword like PH wields is incredibly wonky and leaves him WIDE open for counterattacks.

    Kazan wins 8/10 times. If PH's sword does actually connect, it would likely sever limbs clean off.

    You know what, the fact that he probably just doesn’t care about the Entity’s rules totally explains why Pyramid Head can A. Put Survivors in cages to die instead of sacrificial hooks and B. Kill them by his own hand without using an offering. Memento Moris themselves are requests from Killers to the Entity asking if they can kill a Survivor instead of sacrificing them for the Entity to feed on. Pyramid Head on the other hand goes “######### you, diagonal dissection time” when the Survivor is supposed to be dead on hook.

    I find the notion that Pyramid Head who is merely a construct of guilt, is untouchable to an eldritch spider god with power over death, time, mind control, and casting those who don’t curry favour enough into an endless, timeless void, rather hilarious.

    Edit: “Pyramid Hear” lmao

  • @Izanami said:

    Kazan wins 10/10 times. Kazan is more intelligent, stronger, and the only one trained in any formal fighting techniques. He also has two weapons and towers over most of the other killers. Kazan is intelligent enough to scope the battlefield out and wait until the competition weeds each other out by standing there menacingly and intimidating the smaller killers while being able to easily dispatch the simple minded/animalistic killers if they decide to go for him.

    He is also smart enough to put two and two together and to know not to let Aidiris get anywhere near him and to wait until she is dead before engaging, because even if he kills her the plague will get him. None of the other killers are anywhere near a match for Kazan. Here is how each matchup goes.

    Trapper: Defeated in a battle of wits, Kazan can likely just step in a trap with that thick ass boot of his and be fine, but pretend to be stuck and attempting to escape. Trapper approaches, sneak attack.

    Wraith: Has to come out of hiding eventually, when he does he is scrawny enough for Kazan to take a hit and just grab him by the neck and snap it.

    Billy: Baited into charging, Kazan dodges and cuts him down.

    Nurse: Same as Wraith, she has to initiate eventually and he can tank the hit and kill her easily.

    Michael: Strongest competition IMO just because of how ridiculously hard to kill Michael is. Kazan can likely just reduce him to a meaty pulp on the ground with his kanabo. Michael isn't exactly speedy or prone to dodge.

    Hag: Weakest competition overall, snapped like a twig.

    Doctor: Madness would likely drive Kazan into a rage, meaning doctor gets his head smashed in by a kanabo.

    Huntress: Intelligence of a 7 year old, dodge the hatchets or just tank them and close the distance. Physically similar to Kazan's strength, but easily bested strategically.

    Bubba: Just straight up unfair for Bubba, Kazan has reach on him and can cut his arm off in a swing.

    Freddy: Third weakest, Kazan is a literal Demon at this point and I don't think he's capable of sleeping. Pedo Fredo gets smashed.

    Pig: She can be as sneaky as she wants, she's too small and her weapon too ineffective stand a chance.

    Clown: Obese man vs literal Samurai.

    Spirit: Likely would refuse to fight her initially and possibly even ally with her after recognizing the crest on her sword. If she was crazy and attacked him though, neck snap.

    Legion: Come on man you know how this goes.

    Plague: Do not engage, let someone else kill her. If he has to fight her, he will do his best to avoid being infected and cut her head off. If he is infected, he better cleanse or he's dead. Only one that actually has a chance to kill him, still doesn't win.

    Ghostface: No

    Demopls: Literally an animal, can easily be defeated by a trained demon warrior.

    Deathslinger: Congratulations you have brought the massive demon samurai closer to you and he is now angry. Snapped like a sapling.

    PH: Kazan feels no remorse or guilt for any of his actions, PH literally vanishes into the ether as he is deprived of his reason for existing.

    Blight: Speedy Grandpa gets his speedy spine speedily broken.

    Twins: Censored

    Trickster: Bruh

    I like your analysis and reasoning. It took me a little bit to realise you were talking about The Oni, because I didn’t know his actual name.

    Though I notice that you bypassed Executioner because Oni ‘deprives him of his reason for existing’ by having no regrets. But Pyramid Head does exist by the Entity’s rules and not his own, so he more than likely would still partake in battle.

    How do you think Pyramid Head would actually fare against the Oni? Would they be evenly matched or one vastly outmatch the other?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094674#Comment_2094674

    The Curse of Thorn is revealed to be a mystical runic symbol based on a namesake constellation "Thorn" that could appear during the ancient feast called "Samhain" (the holiday now known as "All Hallows Eve" or simply Halloween). To prevent mass death among the tribes, one family was chosen to bear the curse. This curse would require the bearer to sacrificially murder his or her entire family, which in turn would spare their entire community from events such as plague and drought. The curse also appears to give the cursed inhuman strength and immunity from death.

    LORE

    lol thanks for explaining that to me. So Myers is indeed a mystically enhanced superhuman. Cool.

  • @Northener1907 said:

    Well there is so much immortal killers and some of them already died so long time ago. So i dont think anyone can win this fight.

    But i know that: first Trickster will die in that battle, after him Trapper.

    Ah yeah I should have added that yeah. I’ll put that in my post, no immortality.

  • @supersonic853 said:

    Well michael pyramid and freddy are immortal....

    I don’t think Myers is immortal. Just... really, really friggin hard to kill.

    But I haven’t watched the movies so I could be wrong entirely.

  • I wonder what simply changing a button-mash into the staple skill-check system will end up breaking as a side effect.

  • If it was Ubisoft the pallet bug would be left for 3 years and then pallets would have been removed from the game and instead replaced with something else.

  • @Phasmamain said:

    I actually like what they’ve done with it but I’d make one change to it

    Make it work on both hook stages even if used on the first. Why shouldn’t the killer be punished for tunnelling the same guy off both hooks?

    I have the same sentiment. If it’s an anti-tunnel perk, why should it punish tunnelling once? If you are being hard tunnelled you will die, no two ways about it. Why should you only get one usage off an anti-tunnel perk?

    Edit: as a matter of fact I made a post about this too

    @Judgement said:

    TL:DR at the top here because people seem to be misunderstanding: I’m only advocating for Decisive Strike to stay as it is now, except that it should be usable each time a Survivor gets unhooked. No other changes - make it two-use to make sure hard tunnellers do get punished for hard tunnelling.

    The fated Decisive Strike nerf, being inevitable, has finally come. The perk is, after five years of terrorising the Killer role, at long last balanced and not an insta-win button. It now serves its true purpose - anti-tunnel.

    But does it serve the anti-tunnel purpose enough? Let’s look at the perk as it is now;

    https://us.v-cdn.net/6030815/uploads/UANMLJVZG34R/12f21f31-24c3-4f79-8dcf-b07074e6ad8f.jpeg

    Let’s take a look at that particular dotted point;

    • Succeeding or failing the skill check disables Decisive Strike

    What this means is that if you hit or if you miss the skill check, you cannot use Decisive Strike ever again for the entirety of the trial.

    Sure the perk is anti-tunnel, but is it anti-tunnel enough? I have read discussions, and been made aware of the fact myself, that if a Killer is really and truly tunnelling a Survivor, that Survivor will be killed. There are no two ways about it - they won’t let the Survivor go unless it’s by the Entity’s feral claws, or the team’s competency to protect them to escaping.

    A singular Decisive Strike proc won’t stop a Killer from tunnelling their one and only target. They’ll shake it off and get right back to it, they won’t let them go.

    So my idea for the buff. And please don’t reduce yourself to “survivor main trash” or whatever petty insults there are to give. I play the game for fun, I play both roles, I use Decisive Strike because I’m oftentimes found first and tunnelled, and I don’t have to fear Decisive Strike as the Killer because I don’t tunnel and the signs it’s still active are extremely obvious. I know there’s been so many out-of-proportion complaints about the nerf, but this isn’t one of them.

    Let Decisive Strike activate and be used each time the Survivor is unhooked. If a Killer is really and truly tunnelling a Survivor, should his victim really only get one single time to punish the Killer for it? If the Killer is hard tunnelling, the Survivor will die, so if anything the Killer should be further discouraged from doing it.

    Now that Decisive Strike deactivates when you progress the game - repair a generator, heal someone, unhook someone, do bones, etc - and is a true anti-tunnel perk, because if you were really being tunnelled you couldn’t do any of the above, then it should be active every time the Survivor gets unhooked, and usable both times they can be unhooked.

    I know, I know, the perk as a topic is a major issue and draws extreme contention, resulting in massive arguments about it. But what do you think about the idea? It won’t punish Killers who don’t actually tunnel - especially now the perk has finally been fixed - and will further punish Killers who actually do.

    Edit: wording and some spelling errors.

    edit2: People don’t seem to be understanding what I mean.

    1. The ‘skill check’ DS mentions is the one a Survivor gets when they are getting picked up. You succeed it you escape, you miss it you don’t, and either way you lose DS for the rest of the trial, unless you don’t press the button.
    2. The current DS deactivates when you interact with ANYTHING. It is nothing to do with skill checks on the thing you interact with - if you touch it, you lose immunity.
    3. I’m saying DS should be usable for each time the Survivor gets unhooked, rather than being a one and done perk, to fully discourage and punish tunnellers. It is nothing to do with getting a skill check on an interaction. I will add the TL;DR.


  • We need stronger Killers. If you watch and play at a high level - hell, even at a medium level - you will know that Survivors are the blindly obvious power role. Even without perks, ala the Depip Squad (granted that experiment is from an older version of DBD with much stronger Survivors who still had old Brand New Part and stuff).

    We need Killers to be stronger, but not overpowered. Killers aren’t the ones who should be under pressure in a match, it should be Survivors, but here we are with anxiety because everything is against us. If a Killer makes a single mistake or wastes any time they lose - if a Survivor makes no mistakes, the Killer loses a vast majority of times.

    Then again we don’t have a definitive win condition. Hooks? Kills? Points? Escapes? Pallet slams? Flashlight blinds? Hatch?

    The mentality of this player base has not changed much - entitled survivors demanding more power to bully Killers who themselves are gimped, and are tortured for basically playing the game.

    Just remember that you do need Killers to play the game you spent $20(AUD) on. Be nice to your Killers; they’re already trying their best with so little going for them.

  • I always take Small Game for bones and Dead Hard because it’s my only exhaustion perk besides Sprint Burst, but once I level my other survivors I might take Lithe instead.

    The other two perks could be anything really.

  • Pretty new places to play don’t pay the bills.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076831#Comment_2076831

    Realistically Short knives were thrown by Shinobis to stun opponents in a sword fight, also if 8 knives were thrown at you, you would react right?

    Realistically Kunai were never throwing weapons to begin with, they were farming tools. Hollywood Bullshit and Naruto and other media have painted them with the ‘epic ninja tool’ brush.

    Secondly, Shinobi weren’t ninjas and they didn’t fight either. This is another Hollywood Bullshit moment. Shinobi never existed and if they did then 1, they weren’t called Shinobi and 2, they didn’t fight. Ninja didn’t exist either.

    But you aren’t wrong about thrown weapons, you would easily react to something being thrown at you, but not if you weren’t expecting it especially in your exemplary ‘sword fight’ range. Even so, you wouldn’t throw a knife because it has too little chance of hitting successfully, because it has a point that needs to pierce, you can’t perfectly nail an aim on literally anything, and you would leave your limb exposed for easy cutting off if you missed. But I digress.

    The Trickster’s blades are literally just throwing knives. 1, Kunai are a Japanese tool, 2, he is Korean, and 3, they are literally called blades and said to be ‘throwing knives’ with no further explanation. They might look like Kunai but they very definitively are not. Even if these were throwing knives they are extremely impractical.

  • @BubbaDredge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074125#Comment_2074125

    Why do you feel like being hooked should be rewarded in any way? Safe for 60 if being tunneled, but why, if not being tunneled, would a survivor deserve or need 60 free seconds of anything? Get away or get back to game. Trials aren't long enough to need a vacation.

    It isn’t unconditional 60s invulnerability anymore! If you progress the game you lose it. The perk is not meant to innately ######### over Killers, the perk is meant to punish those certain Killers who tunnel Survivors off the hook to death.

    If you play smartly you don’t have to worry about Decisive Strike. If you don’t, you get hit once, but then the Survivor has no more chances. Decisive Strike is meant to punish tunnellers, so why does it only work once to protect the Survivor, when there is no more incentive to stop tunnelling after it has been used?

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/239618/don-t-kill-me-for-this-but-i-have-a-small-idea-for-a-fair-and-reasonable-decisive-strike-buff

    Actually I'm going to take this a step further. A small buff it needs.

    8s stun,

    Gain a small movement speed buff after hitting skill check,

    Lasts 90s,

    Freezes timer on slugs,

    Removes the healing part- instead changes it to it deactivates when your on full health (uninjured).

    Has 2 uses.

    However:

    Removes collision when you have it,

    If you take a protection hit, you lose it.

    In EGC, you only have it when not within 20 metres of the exit gate.

    Edit: this would not only force the killer to eat it or waste more of their time. And it would make it more difficult to tunnel after getting hit by it ( they gain massive distance on you) but if you try and take hits for teammates doing ######### things and unsafe unhooks you can't body block them but if you try and intercept the hit you lose it.

    The slug pause actually sounds like a good addition to the perk as well. Killers do tend to knock down possible D-Strikes and leave them to bleed and do nothing for a period of time or until they get healed.

  • @ceeroover said:

    The problem is that this suggestion would lead to bad playstyles. If you know somebody has DS you can just unhook him unsafely and punish the killer again for aggressive survivor playstyles.

    DS is now how it should have been from the beginning.

    But that’s what DS does anyway - if the Killer comes back and tries to re-hook the Survivor who just got hooked, that’s their fault, when they could have instead downed and hooked the person who unhooked the other one, spreading out the damage and increasing the pressure on the team. This doesn’t even consider Borrowed Time as a variable.

    If the Killer decides to down and immediately re-hook the Survivor that just got saved, and gets DS’d, it’s their fault for doing it, when the rescuer unhooking in the Killer’s face guarantees that they get themselves knocked down unless they have Dead Hard, but even then the Killer can afford to wait one second and still take them down.

  • @hiken said:

    the most stupid idea i ever read, worst part is the fact that you said "small change"

    It literally is a small change - it’s two uses instead of one and nothing else is changed. It doesn’t affect Killers who don’t tunnel and further punishes those who do. It won’t turn Decisive Strike back to being as broken as day one or whatever.

  • People appear to still be misunderstanding what I’m asking for. I am not saying you should keep DS during interactions and lose it when a skill check appears - I am saying Decisive Strike should be usable twice, once for every time the Survivor with the perk gets unhooked, and nothing more than that. I have edited my post to add a list at the bottom and a TL;DR at the top.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074131#Comment_2074131

    https://forum.deadbydaylight.com/en/discussion/comment/2074133#Comment_2074133

    Neither of you read it, huh?

    A) The skill check mentioned is -currently- part of DS. It's not referencing a skill check when doing gens/healing, it's referencing the skill check requirement of triggering DS.

    B) This suggestion isn't about letting them do things while DS is up. It's about giving DS, current, highly restrictive DS, the ability to trigger once per unhook, as opposed to once per match.

    Ah, thank you for covering that with them.

    The mobile forums, still broken for two years, weren’t letting me make a comment so I couldn’t even do it lmao

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074137#Comment_2074137

    Wait, when did this turn into a Killer vs Survivor thing?

    I was criticising both parties if you haven't noticed.

    Oh I’m sorry about that. I didn’t recognise that you were talking about Survivors as well.

    I suppose the same thing I said before applies to Survivors as well - Survivors increase their already monumental chances of survival and victory by using strong items with stronger add-ons.

  • @Homemade_Cookies said:

    I see almost every killer with at least one purple addon and a red one.

    2 survivors with a purple medkit with yellow or green addons.

    Do you really need to put your chances at winning higher by using boosted items?

    Survivors literally determine the course of the match. They are so powerful in this game that if a team makes zero mistakes, with a single survivor distracting the Killer, there is an extremely low chance that any of the team will be killed, and most of the participants can actually depip or black pip as a result - including the Survivors themselves. Killers practically exist to punish Survivors for making mistakes, and if they don’t make mistakes, the Killer loses.

    Is it so bad that a Killer gives themselves even the slightest power boosts? Besides, some of these purple add ons actually give the Killers something that they should have baseline - like a reduced cooldown (Legion cold dirt) or increased carrying capacity (Trapper stitched bag). Even if they don’t, the little bit of help that they give to Killers is still help that they need.

  • @ukenicky said:

    I mean, you have a point here. A survivor is technically useless after being unhooked now with DS since if they do anything in that 60 seconds to advance the objective, DS deactivates.

    I'll refrain from commenting any further though as I am not a professional on the matter of balancing in this category lol

    Wew, I didn’t expect someone to say those words to the OP of a discussion about DS buffs lol

    I hope everyone else is as understanding as you.

  • @Zeus said:

    The Devs messed up how stun mechanic works. I'd assume it's because they looked into it to incorporate smash hit.

    If something literally as simple as “if equipped then when pallet drop = Killer stun, then 150%m/s for 4 seconds” broke the entire pallet mechanic, I have very low hopes for both this game and the developers who work on it.

  • I was going to make a post on this but the mobile forums are unbearably broken so I decided to wait for somebody else.

    Yes, I have noticed that pallets are broken on both sides;

    As a Survivor vs Oni, I dropped a pallet and he downed me through it but didn’t get stunned. Granted, he was a rather laggy killer, but even if he was he should have gotten stunned.

    And later I played several games as the Wraith to enjoy his buffs, and have not been getting stunned when I obviously should have. I even managed to down someone through a pallet drop without getting stunned.

    It’s actually kind of refreshing in my opinion that the pallets are less safe, as Killer and as Survivor, but I must admit that this is not a new bug. The same thing happened, I believe, when the developers removed the pallet vacuum, or some other time in Mid-2019. I remember watching Monto’s videos prolifically and he mentioned several times that he should have been stunned and not hitting Survivors through pallet drops without getting affected by them.

    Something in All-Kill has brought back the old pallet bug. Now while on the one hand I do like that the pallets are less safe - again, as a Survivor and as a Killer - this should definitely be fixed as it’s not how the game is meant to function. I just hope that BHVR don’t break something else when they fix this pallet bug.

    Operation Health when?

  • @JPLongstreet said:

    How about resuming Project 60fps on all platforms?

    The low FPS is due to poor optimisation, which is also very likely to be due to the spaghetti code that DBD seems to have. If they fix the game over the course of a full chapter period this would certainly bolster performance for all platforms.

    The way Dead By Daylight plays and the fact that it has the level of visual fidelity of a late PS3 to early PS4 title, and has extremely base mechanics that I can guarantee aren’t even resource demanding (“hold button, fill bar” is a massive chunk of gameplay), is a testament to how badly optimised DBD really is.

    Even Royale games like Warzone, PUBG, Fortnite etc run better than DBD and they function on a significantly larger scale (≈100 players per match and gigantic maps with very high LOD by comparison, and lots of things moving around).

    An Operation Health could resolve Project 60FPS as a side effect, assuming spaghetti code is the actual issue.

  • @some_guy1 said:

    the icon for it is still in the files so im sure it's still there to be used by a hackers

    So they still haven’t removed it then? Four entire years give or take and they still haven’t deleted the perk from the game? A perk that was a pre-release version of a now existing perk, that somehow made it into the game, and they still haven’t removed it?

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990583#Comment_1990583

    The canary is dead. Get out of the mine whilst you can...

    I’ve never heard that before... I’m gonna use it.

  • BHVR said they disabled in-lobby Killer switching because they were going to base MMR on your skill with individual Killers. So they did this to prevent you from, for example, picking a Killer you don’t play to get noobs in your lobby, then switching to your main to annihilate them.

    Bullshit. We still get matched by Rank and solely Rank. I’ve had several games where I played a Killer I haven’t touched in a long time and I get destroyed by the team that is matched by my Rank.

    Either in-lobby Killer switching needs to be returned, or in-lobby Survivor switching needs to be removed. It’s that simple.

  • I agree, but the new maps being absent are most certainly due to the ongoing map reworks. The developers have reworked nearly every single map in the game so far, besides Ormond that I know of. They wouldn’t have time to make a whole new map as well.

    Maybe sooner or later we might get an extra map, either for the Trickster, or standalone for no specific Killer.

  • Thanks for the mention and credits to my post! Your set of 2B1N is very good, much different to mine in many aspects. Glad to see your point of view for 2B1N.

  • @Nemmy_Wemmy said:

    I really really like this idea, while i dont agree with your vision of buffs and nerfs this makes me wanna post my own version of this, which i may do lol sounds like fun.

    Feel free! I did do this for fun of course, not entirely with balance in mind. I’d love to see your concepts of 2B1N.

  • @LegionOfDumb said:

    What about Oni? Did you forget about him or just couldn't think of anything? Not trying to be mean, was just curious.

    Ooh I did forget about the Oni. My bad. I find him pretty decent though so I don’t think a 2B1N is necessary, but I will edit him in.

  • @MrPeterPFL said:

    For the pig I would like to see every survivor to start with a bear trap or at least make it a pink add-on. However, make it where Amanda cannot see her Jigsaw boxes, it shouldn’t be important to know where each boxes are.

    Starting with an RBT on the survivors sounds nice for an add-on, yes, especially if Pig doesn’t get unlimited RBTs. Sucks that she’s the only killer with a power that can’t be replenished.

  • @bubbabrotha said:

    Clowns nerfs are too much, and demos first buff is a nerf for sure.

    (Read comment above this one, forums broke the quote)

  • Demogorgon’s portals already have too many downsides to warrant a cooldown; you need to be standing on one to teleport to another, you have to travel to be able to set them, and survivors can destroy them anyway. Being able to teleport to them whenever you want to while at the same time breaking them down allows Demogorgon much more mobility while at the same time forcing him to keep setting up.

    Clown’s nerf, yeah I understand how it may be too much. I couldn’t think of anything else because he’s such a base killer with an extremely one-dimensional power.


    Edit: this was meant to mention bubbabrother but the mobile forums are 🅱️roke

  • @PerkyPerky said:

    Should be a "charm".

    Ah yes that’s what I meant. I forgot which word it was.

  • @premiumRICE said:

    FoW is a perk effect, you cant have it in the options

    An essential graphics setting shouldn’t be a perk effect, and that is certainly no reason as to why it shouldn’t become a graphics setting again. Shadowborn can get reworked, M&A can get changed, and BHVR can stop ignoring the issue by slapping it with bandaids, and just straight-up fix it.

  • Ardetha did this yesterday. Maybe this has something to do with it?

    https://youtu.be/aGJoE1fOX0g

  • It’s better this way. For Honor has a disconnection penalty system in place where you’re penalised for 15 minutes if you quit, and it can be entirely circumvented by pulling the plug or task manager or system menu depending on your platform. That lets people ruin others games by being replaced with terrible, useless bots, or having high-level bots that wreck and carry the worse team and get the win.

    At least this way, people can’t quit and come back within 30 seconds of leaving. Of course there’s gonna be cases where you weren’t “meant” to get banned because it wasn’t actually your fault that you got kicked out, but it’s better to do it this way than make it easily exploitable and otherwise useless with there being no point for it to exist.

    Just be lucky that at the very least the first ban isn’t 15 minutes long in DBD. If you’re getting constantly kicked out, then you should give up and play another game before it really does become a hard ban that leaves a mark on your steam/platform profile. Try again tomorrow if you want to avoid that.

  • Yeah, I think both Phillip (Wraith) and Herman (Doctor) are African-American. So is Lisa (Hag) I believe. I haven’t checked up on the wiki or discussions about Killers’ origins recently though.

  • Breakable Walls sound to me like reverse pallets... but still seem useless in a way, unless BHVR make them different to how I’m expecting.

    They also sound like they’re gonna have a strategic element to them - busting down one wall could permit a super powerful loop or put two generators really close together or something. So you have to be smart about when and where to bust down a wall.

    I hope they make them an ‘instant destroy’ for the jump scare factor, instead of two kicks break down and stand like an idiot for half a second before moving like pallets are.

  • Fast as hell. Your fingers hurt from typing so much so fast?

  • The developers don’t ever use the PTB to ‘test’ things, they use them to say ‘this is how the game is gonna be in about two weeks, enjoy.’

  • Indeed it is because of telling other survivors. In the past, SWF groups or just all-out salty and spiteful losers would dob and tell who’s left about the Killer’s loadout so they can completely circumvent and avoid some perks. Blood Warden was one of the worst offenders because they’d just disconnect when they get caught after the gates were open.

  • Inb4 “cHeCk ThE pAuSe MeNu” or “yOu sHoUlD rEmEmBeR yOuR bUiLd”

  • Sequel, no. Spin-off, yes.

    With enough budget and stuff, BHVR and other collaborating studios could make an Outlast-esque game based in the DBD universe, with actual lore and stuff.

    I reckon I would love a gritty, atmospheric Outlast-like, DBD single player game with much more horror elements than the main game itself, and storytelling here and there.

  • I never got around to finalising the post, but I did put it in notes as a draft to ‘do later’ and haven’t touched it since.

    here’s the full figures and the full price tag of all DBD DLCs **BEFORE THE ONI’S RELEASE**; the game itself has a $30 price tag.

    C7AD21AD-B9D9-4B36-82FE-699F18C6EDE8.jpeg


  • If they keep adding new Killers and making them bad or nerfing them like they always do, there is no point. Having Legion-tier Killers won’t change anything besides increasing the perk grind.

    The devs need to, instead, take a step back from content releases, dedicate a season or two for fixing the broken crap, and rebalancing.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/913417#Comment_913417

    https://forum.deadbydaylight.com/en/discussion/comment/913382#Comment_913382

    They have been saying it wasn't intended since people first pointed it out on the PTB. It was there in Known Issues in the Patch Notes from day one. If we're going to criticise the devs, let's at least criticise them for something they actually did wrong, not something we made up to throw at them.

    Can’t say Speshul was wrong though. BHVR called it an ‘issue’ and “fixed” it when they made it possible to stun/blind the Killer at any point during the pickup animation so they drop the Survivor. Said the same just so they could give the Nurse a triple-fatigue as well when she got pallet stunned. Those have both since been reverted, and likely aren’t called ‘issues’ anymore.

    BHVR could at the very least start calling things what they are while proposing changing them instead of saying ‘it was unintentional/needed fixing’.

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