Judgement
Judgement
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Impossible, no. Difficult, yes.
Recently however, Ruin has been getting outclassed by other perks. Pop Goes is much more viable now with a duration increase for example, and its buff alone has made Clown a highly recommended Killer to get - but not play - because all three of his perks are actually decent.
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Does this suggest turning off ALL Obsession perks until a DS is used?
Or does it only mean that if DS is the only obsession perk in the game, none will spawn?
It should be the latter so as to not completely disable Killer Obsession perks.
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@Glory said:
Self-care speed. There are enough insta-downs that being healthy is hardly a defense of your life
What speed does Self-Care go at now, 25%? Or is it still 50% but made slower because of the healing cube?
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@Rydog said:
Oh god, I didn't even realize I was posting in a recently necro'd thread.
I’m sure neither the devs nor the community mind. This is a pretty good topic of conversation, really.
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I am both pissed... yet happy, that this post got brought back.
If I’m Survivor: Really, I’d just intentionally lose hope and end up in the Void that you get sent to after the Entity has had enough of you.
In a devstream that was a Q&A for lore based questions, Mathieu talked about something that comes after the Entity’s realm, where it sends Survivors who have lost hope and become useless, or Killers who are performing too badly to satisfy it - an empty black void, with nothing in it, that spans infinitely. A place you don’t want to end up.
The introvert that I am would find that place somewhat heavenly lmao
If I was a Killer... well, I’d kill people. I’d take comfort in knowing they’re effectively immortal, so it isn’t so bad killing them because they’ll come back to life again anyway.
My ultimate objective as a Killer would be to become the Entity’s most favoured, only sent out to make people know we ain’t screwing around. That would make it so I’m sent out and I kill less and less, keeping my conscience somewhat clearer than that of others, and making me feel less guilty over the span of time.
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I want a 5th Perk slot for Killers, but not for Survivors. Perhaps the 5th Killer perk slot can be a normal, or have a limitation (ie, no hexes, no Obsession, no Exposed, etc).
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Decisive Strike isn't overpowered so much as overly safe. Once you get unhooked, you're completely safe for an entire minute, no ifs or buts about it - you are completely impervious to danger for sixty seconds.
This could be fixed by having active Decisive Strike timers become deactivated once another Survivor gets hooked during the time period, and that's about it. That way, it really will serve as an anti-tunnel perk.
Like people have said before, they have been able to hook another Survivor, or even two, and still get hit by Decisive Strike by the first one they hooked. No matter how you look at it, that is a sign that the perk is a bit flawed and just needs a little more polish to make it more fair and work properly as a true anti-tunnel, and not a temporary godmode.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/607817#Comment_607817
It's just to look cool. Besides, if you the killer can't see it, what's the point of the prestige variants? Only the killer can appreciate them, since they don't look that different to survivors.
Same with weapon cosmetics.
Then weapon visibility should be made a toggle. Of course, most players will always have it toggled off unless they’re showing off cosmetics as content creators or something.
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Don’t Legacy items show up under Artefact?
Besides that, maybe the Artefact category was only meant to be visible in the dev build of the game to test cosmetics or something and was never removed.
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Jeepers Creepers is not getting added because the director is a child predator. You can literally look him up and it’s in the very first sentence in his Wikipedia article.
BHVR don’t want anything to do with a sex offender. Nobody does.
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Wiggle needs to be a toggle, and hold left or right to decide which way you want the Killer to sway.
It’s that easy to remove button mashing from the game.
The same can be said for struggling on hook - make it a button press to die, or just make it a hold to stay alive. Maybe be latter is better so AFK players die faster, but it still won’t solve the current problem that you can’t go do something else while you’re waiting.
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They should remove the weapon from the screen, period. There’s no reason for it to be there besides to block your line of sight and Killers already struggle with a small FOV.
The weapon being there is completely pointless and can sometimes do more bad than good;
- Weapons can bug out and not move, requiring a bug fix to rectify it. Clown had this problem a while ago.
- Some cosmetics can take up more of the screen and make it harder for the Killer to see, than others. It’s better to take smaller weapon cosmetics so you can actually see.
- The animation can be distracting, like you said here.
- On the Killer’s screen, if you look at your own shadow, your model has the arm up to literally hold the weapon in front of the screen. This is only seen on the Killer’s screen, and there’s no reason for it to be that way - it just puts more code in the game.
The Killer doesn’t have to see their weapon to... what? Know what Killer they’re playing, know when they’re able to attack? The weapon on the screen is pointless and obstructive; it should just be removed entirely.
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I hope for a full Shrine overhaul. It needs to have every perk in it with a cost of Shards. Every week, maybe pick two to four per role to be on sale and have a halved cost.
Make DLC/paid perks cost more shards than non-paid Killers/Survivors. That way players who don’t have money to spend can get the perks they want after enough grinding. Make it similar to Warframe where you can either pay to get something now, or farm for it, and make it at least somewhat reasonable.
BBQ has only been in the shrine twice or three times, which is totally absurd. There’s even perks from old Killers who haven’t been on the shrine once I think. Making them RNG - or whatever they currently are - just completely limits people from playing the game to its full potential.
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Why should we nerf the only thing that lets weak Killers be competent?
Because Survivors refuse to change their strategy? That exact same reason is what shafted Killers multiple times in past.
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@Seltas0208 said:
I still think they shouldn't have removed hatch grabs. But tbh if removing them meant removing stand offs then I'm all ears
Was that a pun?
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@TheGorgon said:
Pop goes the weasel, Discordance is right next to ruin.
Discordance is only good when Survivors are not playing optimally. Two Survivors on the same generator is not half as effective as two Survivors on separate generators. At higher ranks, Discordance will be worthless.
Discordance would be way more useful if it marked generators when multiple separate ones are being worked on at the same time, rather than the same one being worked on by two Survivors, but that would be way too powerful.
@ op;
Pop Goes The Weasel is a worthy replacement for Ruin after it got buffed, as it lets you wipe a quarter of the progress off a generator, and to capitalise on Survivors tapping a gen in a chase while you have the perk active. However, Pop is only as good as you are - if you can’t hook anyone, you can’t use it. Pairing it with Ruin is super good as well as you can destroy the progress they’ve made and double-down on the generator slowing, but that only lasts as long as the totem does.
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@George_Soros said:
https://forum.deadbydaylight.com/en/discussion/comment/595766#Comment_595766
https://forum.deadbydaylight.com/en/discussion/comment/596215#Comment_596215
https://forum.deadbydaylight.com/en/discussion/comment/595760#Comment_595760
https://forum.deadbydaylight.com/en/discussion/comment/595756#Comment_595756
https://forum.deadbydaylight.com/en/discussion/comment/595732#Comment_595732
Yea sorry just testing.
Test results returned.
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@Jdsgames said:
Someone quote me @Peanits @Patricia @MandyTalk it appears we cannot quote the OP post of the thread now. I can quote user posts not the actual thread post. Also feel free to delete my two spam posts above to test if quotes actually work again. For the most part good job! Although, @NMCKE that is awesome I can now finally disable the fact that I get messaged for every comment on threads I post on. Also now got the spam bot on me annoying the living piss out of me for testing something XD.
A small price to pay for salvation.
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If they’re to make any perks baseline, it should not be teachables - only non-teachable perks should be made baseline. Not all of the non-teachables should be base either, just some of them.
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I did the math in a past post. You need to go through, at the minimum, 150-170 bloodwebs - not even counting getting no perks in a bloodweb for add-ons - for either a single Killer or Survivor. This is assuming you actually have every single perk unlocked from every single Killer and Survivor alike so it includes teachables.
If you include the gaining of teachables before you go through the next 150 levels on a singular character, you’ll be going 40 levels (bare minimum) per character, and there are 15 (I think) Survivors and 17 Killers - 40 x 15 or 17, and then you go the 150-170 levels. Again, none of this counts skipping perks entirely in favour of add-ons.
In short, perk tiers should be removed so we only need to level a character 50-70 times to get all perks on them. Making tier 3 the default takes away as high as two thirds of the level requirement to max characters out, which leaves more points for levelling other characters, and at the same time reduces the workload for the devs when they create new perks.
Edit: My math might be a bit wrong, but my point still stands.
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We could really do with removing the weapon from the screen. You know what Killer you’re playing and you really don’t need to see the weapon the entire match.
They put in extra work to change how your model looks for yourself - your character literally holds their arm up to have the weapon on the screen, but you can only see it with shadows, and Survivors don’t see it.
They should just standardise it with all that in mind. Considering the noises each Killer makes, the power icon, and in some cases the specific perk loadout you have for them, we really don’t need to see the weapon. The weapon should only ever be on-screen when swinging or wiping the blade and that’s it.
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It’s an exhaustion perk for the sole purpose of preventing the combination of it with Sprint Burst or other speed perks and getting insane distance.
If it wasn’t an exhaustion perk, you’d be essentially invulnerable when you’re in a locker because you can stun and go straight into a 150% speed sprint outta there while the Killer’s still recovering.
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In all fairness, Leatherface is one of the worst Killers in the game. It’d be much better to play Hillbilly for the greater mobility.
If you’re dead-set on Bubba though, ALWAYS take the charge time add-ons as he is literally useless without a faster charge. I can’t really suggest any perks since I don’t know what you have unlocked, but I could suggest the add-ons.
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I asked a similar question a while ago. Short answer is that they already have the internal build and if they hotfix something they already have fixed in the internal build, they will need to remake the entire internal build.
Long answer, see Peanits’ first comment in this thread of mine.
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I'm amazed that so many people are telling us to rebind keys to make it better.
In case you (the defenders of butting mashing) hadn't realised, you're literally defending bad game design that hinders people with physical disabilities. It should be on the devs to change their game and make it more accessible to disabled persons, rather than making the responsibility fall on the players' shoulders.
Besides which, what makes you think that spamming a mousewheel scroll is better than mashing a key? Joint problems / arthritis don't care whether you're tapping something or rolling it, it's still gonna hurt and hinder.
It's BHVR Interactive's responsibility to make their game accessible, and they can start by removing button-mashing.
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I realised a while later, but the same should be said for cosmetics as well. For all we know, some cosmetics might end up bugging in future turning characters invisible or something. Can’t be too careful, right?
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Unrelenting and Beast of Prey, I'm fine with.
Boil Over, however, would become a new meta perk since it would allow a faster wiggle-out, paired with hook obscuring and more wiggling effects, and it would enforce Iron Grasp as a meta pick, and most Killers are limited enough in their choices (M1 Killers to be specific, are basically required to run Spirit Fury and Enduring). It would just end up doing far too much. Maybe if it lost the wiggling sway, an increased escape rate would be alright.
Turning Left Behind into Last Standing would essentially negate the phenomenal pressure a Killer gets when they kill a Survivor, especially when all Survivors are running it at once. Getting a kill gives the Killer a huge advantage for the rest of the trial, and Last Standing would ruin that advantage. Maybe make it an Obsession perk and only the Obsession receives the benefit of Last Standing, and when they die another Survivor becomes the Obsession and gets the benefit.
Those are my only ideas for changes to yours. I agree with everything else.
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Trapper’s bear traps should never trap him - unless he is carrying a survivor.
He is the only Killer who can be defeated by using his own power against him. Killer hit boxes are larger than those of Survivors, which allows the latter to run by traps while the former cannot.
Instead of changing hitboxes and possibly making stuff worse, just make Trapper able to walk over his traps freely without getting caught, unless he is carrying a Survivor. It’s that simple.
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How about you take the loss and move onto the next game?
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There are enough for us to skip an entire chapter and dedicate it to fixing the game.
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If my crappy laptop PC that evidently has far less power than a PS4 - can run For Honor at just about 30FPS on the lowest graphics - play the game at 30FPS on most maps, then why can't a console run it above 20FPS?
I still stand by my opinion that Dead By Daylight should never have been released for console, but now all we can do is try to fix it. That being said, the devs should probably change the default graphics to 'low' for all platforms. Higher graphics settings seem to tank the game's performance tremendously on all platforms, and they also completely change the since less grass = less places for traps and Survivors to be hidden and such, which helps and hinders both sides.
Graphics being defaulted to low should help a lot for console, assuming the devs can figure out how to do it. Immediately there may be seen a massive performance improvement for consoles. Or maybe the devs have already tested it internally, who knows.
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I never disconnect as Killer. I only disconnect as Survivor if some dumb ######### like a random lag spike happens and gets me killed, or I'm being hit due to the common displacement lag issue.
Even then, if I don't want to play this game I'm in as Survivor, I'll game end on hook. Not gonna deny points and pips to anyone.
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This would be good, if only Autodidact would not gain tokens on Turbo Skill Checks, and they had no Great zones. That's about it.
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@ClogWench said:
Freddy can reach 0TR in and out of chase with it and M&A+one of his add-ons. Otherwise it's not fantastic no, especially considering it can't give anyone but Freddy and Myers 0 afaik.
@ClogWench How does that work?
Does Furtive's reduction beat M&A increase and zero out the TR during a chase?
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@se05239 said:
Money, most likely.
Although, I am not sure if F2P would be the way to go. Would invite the hacker crowds in their masses. EAC ain't exactly known to be a reliable hacking protection.
@se05239 If EAC isn't 'good hacking protection', then what would be stopping them from ditching it and getting BattlEye or something else?
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Reduce the maximum amount of tokens required by one - so two tokens are required - and gain tokens on either safe hooks or protection hits, but not both.
I think safe unhooks would be better than protection hits because the latter is very buggy, but that's just my opinion.
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Did the Killer happen to be The Shape or The Nightmare? Both of these Killers have add-ons that can select an Obsession.
Besides that, I don’t know what else could have made you Obsession if there were no Obsession perks on either side.
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If the Killer had Franklin’s Demise, you drop the key and therefore the ‘on-death’ add-on doesn’t save it or give it back to you. It’s same as White Ward not working if you drop an item. Hell, with WW you can come in with no item, yoink one out of a chest, and throw yourself on a hook and you make like a bandit and ‘escape’ with it.
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@Jed_Olsen said:
What's this experiment?
@Jed_Olsen To my understanding it’s basically a group of players have to play some matches with no perks, items, offerings, add-ons. Absolute Zero style.
I think it’s so the devs can get a better idea of how players perform and how the game plays out when nobody has additional abilities or bonuses to their characters.
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Max Wraith to unlock Predator perk teachable and try to get it for Spirit. Works wonders on her because scratch marks are all you can see of Survivors.
Also now that sounds have been fixed, use your ears a bit more and listen for footsteps and breathing. Crank your volume up a bit as well.
You can fake out Yamaoka’s Haunting at loops. Just stand completely still and watch, see what the Survivor does, and play accordingly. If they abandon the loop, phase after them.
That’s pretty much all I can personally say. Good luck.
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I’d love a savage caveman kind of Killer. When the devs said the Plague was the oldest Killer so far, they didn’t say whether she was really the singular oldest Killer.
The Entity could have snatched a cannibal caveman from the dawn of man for all we know and made him a Killer and we just don’t know about him.
Wishful thinking.
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DS was buffed after its rework because of Enduring literally deleting it. Enduring got reworked and it doesn’t affect DS anymore. Now DS has no reason to stay how it is, so it should go back to pre-buff post-rework DS.
If not that, then the fact that DS can still punish people who don’t tunnel. It’s a straight 60s invincibility with no exceptions. If active DS deactivated when another survivor gets hooked but still keeps the 5s stun, then that would be fine as well.
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Your username put me in instant tears of laughter.
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Holy [BAD WORD] those are terrifying.
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Since you’ve been gone, the two released Killers came with a perk each that directly calls on the entity’s power; Corrupt Intervention which blocks generators at the start of the game for up to 2 minutes, and Thrilling Tremors which blocks generators that aren’t being worked on for 16 seconds when a Survivor is picked up (from the ground or yanked from a window, generator, or locker).
They also show up and block all generators when the End Game Collapse begins, after the gates are open or the hatch is closed.
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@Injuryble said:
no
Great constructive criticism and points on your standing on this topic.
Thank you for your contributions to this discussion on the forums.
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@Jake_Parks_prince said:
Clown: Can literally end all loops as long as you're somewhat decent of a player
Ghostface: Can walk behind you at full speed and insta down
Plague: Can inflict broken status effect and all survivors whenever she wants
The community: WHAT THE HELL WHY DO DEVS MAKE TRASH KILLERS THAT WE CANT PLAY AS BECAUSE WE DONT HAVE SKILL REEEEEEE!!!!!!!
Because none of them have map pressure.
Clown: Power is only useful for catching Survivors in a chase, or finding them if they so happen to run into the cloud when you throw a random bottle. If you can't find Survivors, you can't do anything.
Ghostface: Power only marks and allows to instadown one Survivor at a time, only allows him to travel the map without any warning, but doesn't have any map pressure.
Plague: Power can literally be ignored with Dead Hard and benefits Survivors with This Is Not Happening and Resilience. Not cleansing prevents her from getting ranged damage vomit, and Survivors can still loop when they're broken. She's only good if you take Thanatophobia and even still she has no map pressure.
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Soon as I bought Adam I bought the brown coat with shards and became a tree stump.
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I think this is the only thread I’m glad to get Necro’d.
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@Paladin_Goo No, we’re all thinking about why the hell the guy above you decided to necro a post from February.