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Kaelum

Kaelum

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Kaelum
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  • The mouse and keyboard controls are very quirky too. They don’t work like most other games. I bought the PC version when it was on sale for a few bucks, and pretty much only play the PTB on it. Even so, I use my PS4 controller when playing, but BHVR still hasn’t fixed the prompts, which only shows XBox buttons.

  • While this might appear “FUN” as a killer, no one could also say that it would be fair to the survivors. When I run a totem, I do so as a deterrent. If I am lucky enough for it to stay up for a while, AWESOME, but I don’t ever rely on the totem staying up. Even as a deterrent, it does it’s job of slowing down the game “just a little bit.” So, NO, this should not be implemented.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/658423#Comment_658423

    You are assuming this is all in a vaccuum.

    Let's say the Surviviors opt to abandon the guy on the hook. Now let's say they wanna genrush. If they wanna purely genrush the killer they would all need

    1. A godbox that can last them to endgame.

    2. No other actions except repairing.

    3. No ruin.

    4. No Heaking

    5. No cleansing dulls.

    6. No cleansing hexes.

    No NOTHING except generators. That's how you punish a camper. Yet how are you supposed to do that and somehow dodge Noed at the same time? The grand spoiler here is that you can't. If you genrush, you get smacked with Noed at the end and at least one of you dies and fuels a toxic killer's ego. If you don't genrush and focus on countering Noed, then the guy on the hook died for you to gamble on the killer running an endgame crutch.

    This is why you fail. All of your actions lead directly to you losing to NOED. You have a brain, use it. If you, or your teammates, can’t learn from your mistakes, then maybe this isn’t the game for you, or them. Not all games are meant for everyone, DbD included.

  • @Peanits this thread needs to be closed. It has turned into nothing but rants, and has degenerated into inaccurate information. Just look at the post above by @PickCollins

  • Seeing the red stain through any blocker (i.e. walls) is a bug (verified by BHVR) that was introduced with the engine update 10 months ago. This is only 1 of several bugs created by the update, that remains unfixed. Based on BHVRs track record, it MIGHT be fixed in about a year or so.

  • If you, or the people that your are being matched with, have been waiting for 3 minutes or longer, you will be matched In the next available lobby regardless of rank.

  • @remember_me88 said:

    crouching while in chase? i want to see

    Now, you are just coming off as someone who wants to complain, and has no intention of learning how to play the game. Learn the game. Learn the counters. Complaining about balanced mechanics that are specifically designed to work the way that they do, is just sad.

  • @remember_me88 BHVR purposely coded Distortion to not work well with Object of the Obsession. Using both will make Distortion useless, and that is the point. It’s supposed to be useless when stacked.

  • 1) That is just one of its purposes, thus working as intended.

    2) Sounds like a perfect reason for not running both perks. Working as intended.

    3) Actually Decisive needs adjustment in the opposite direction, than what you state. If the survivor performs any heal, repair, or destroy action, DS should immediately deactivate. If the killer downs another survivor before downing you again, DS should immediately deactivate.

  • @sluc16 said:

    Seriously how is it that so many survivors use this perk? Is not useful at all and it affects the game more than it helps.

    It takes forever for survivors to fully heal and there they stay healing for ages not doing gens or even when a teammate is hooked close to them.

    I really don't think this is a good perk.

    FYI, there is absolutely no difference in the amount of resources used between Self Care and being healed by another survivor:

    1 survivor x 32 seconds of SC = 32 survivor seconds

    2 survivors x 16 seconds = 32 survivor seconds, plus the time wasted finding someone to heal you

    Plus, with Self Care you can heal yourself to possibly save someone else, which you could not otherwise do w/o a med kit. If you are playing solo, and are not running Self Care, you have no one but yourself to blame for not being able to heal. Survivors are not obligated to heal you at all, and many times it is counter productive to do so.

  • @Peanits said:

    I'm a little confused how you got the 18 more levels bit. Assuming we're talking about the survivor side with 6 new perks, that's a total of 18 nodes (6 perks x 3 tiers). Since you can get two perks per bloodweb now, that's only 9 levels. Not too shabby if you ask me.

    Making all perks tier 1 would cause other issues. If you're new to the game and don't have all teachable perks, you would run out of perks to unlock by level 14 (survivor). Then you get nothing at all until you reach level 30, 35, and 40. It would be very unrewarding.

    Lately, we've been updating perks to bring their tier 1 versions closer to the tier 3 versions. You don't need tier 3 Ruin to get the effects, for example, every version affects every survivor and the difference between the different tiers is very small.

    Are you serious? Please don’t tell us that you are basing the ENTIRE Bloodweb on the first character that a new player levels. Also, what you stated is absolutely FALSE! Including the general perks, there is no freaking way that any player could get all of the available perks by level 14. You might want to fact-check that response.

    You guys need to seriously think about how you are destroying the game, instead of shoveling us these kinds of answers. BTW, a new player would LOVE to only have to worry about addons and offerings for those few levels, if it were true.

    EDIT: I give up. You read the post completely wrong @Peanits . I was referring to way you are making changes, as opposed to how the community agrees that changes should be made. The OPs idea is perfect. Your implementation barely does anything. Plus, the random perk(s) taken away, may be one of the ones you want. I posted a more perfect system last year, using tokens, which would also be better if all perks had only 1 tier.

  • @sluc16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/641557#Comment_641557

    No, you look at the pictures and realize the blade is not touching me, I now killers have arms, and they can use them through windows, but at leat make me get hit if the blade actually touched me.

    Your POV is of no consequence when it comes to the killer hitting you. The only thing that matters, is what the killer sees, not you. And for those who think that dedicated servers will make this better, good luck with that. The latency for you will at the very least be slightly worse, as the servers will introduce additional latency. It’s simple math. You have no idea how the Internet works, nor how games work.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/638323#Comment_638323

    It's not being looking into at the moment. The idea is that you would chase the survivor away first and then kick it, not kick it and then chase them away.

    Sorry, but that is faulty logic. Even if you chase them away, they will come back while you are kicking the gen.

  • @Umbrae_pk NOED rewards you for playing with only 3 perks through 5 gens, while you play with your food. Almo already countered your argument, so I’m not sure why you posted it.

    Your thoughts?

  • @SpaceCoconut said:

    This makes me happy :)

    Whatever the solution, my main point is that an equal price should be paid by the survivor. The killer is losing a perk permanently.

    But if we go with the timed duration, why couldn't the totem repair itself after that duration was over?

    Think of it like a respite from the curse.

    Then once that break is over, the totem repairs itself like hooks do and the curse is reinstated.

    The killer loses the perk for a short time, but doesn't lose it permanently. With the punishment to the survivor being time lost looking for the totems each time they want to break it.

    Some perks would need to be toned down, but these are just rough ideas for a frustrating problem we currently have.

    Coconut!

    You stole my idea in response to your video...LOL

    Yes, I think a "time-out" from the totem would work well, especially since hooks and traps repair themselves after 3 minutes. Somewhere between 3 and 5 minutes sounds good. If 3 minutes is too short (and it might be), then 4 should work. The totem doesn't lose any progress that it had before it was disabled, but it obviously has no effect while disabled, and it doesn't gain any progress while disabled either.

    The key piece though, is that it doesn't respawn in the same location. When the respawn timer is up, the spawn locations that are furthest from all survivors and incomplete generators should be added to a list, and one randomly chosen. This could literally be calculated in less that 1ms, and is extremely easy to do.

  • @ASpazNamedSteve whether or not you count totems as objectives is irrelevant, as BHVR has made them a secondary objective by definition. Here’s a novel idea though, maybe they are an objective to WASTE your time and slow down generator progression. MIND BLOWING!

    MoM has no counter, not even now, and neither did the old DS, so they can’t be compared to NOED in any way. Apples and oranges....nice try though.

  • @grtf47 said:

    @Skarkio I would cleanse if I knew where all five totems are located but I don't and I'm not going to run a build specifically for targeting totems.

    TBH, this negates your entire argument. If you, or others, can’t be bothered to use the existing mechanics to counter NOED, then you deserve what you get. There is absolutely no other way that anyone with a brain can look at it.

    P.S. All totems became an official secondary objective the moment that BHVR increased the amount of BP one receives, and added Emblem Points for dull totems as well.

  • I don’t think many people care at this point. The things that the devs broke with the Legion update back in November 2018, are still broken today. Since not one of them is mentioned in the update (i.e. sounds, hook auras, or the game stuttering (it’s back)), many of us who took a break as suggested by Mathieu Cote, won’t be returning. This was the make it, or break it update, and they have totally failed. There are just too many new games being released over the next 8 months, to play a broken down game like DbD.

  • ROFL

    The things people think of. BTW, this would not help queues in any way, it would only make them worse. Too many survivors on PS4 + too many survivors on XBox = WAY TOO MANY SURVIVORS COMBINED! It’s simple math.

    If BHVR was stupid enough to cross platform anything with PC, they’d go bankrupt. Look at their financials. PC gamers can only account for an extremely small percentage of their revenue.

  • Answer this, and you have your answer:

    How are you going to populate maps, and balance the game if one killer is Freddy, and the other killer is the Plague?

    Seriously think about all the conflicts that will be created. What will you see? Where will the clocks be? Where will the fountains be? In case you didn’t know, they use the same locations. And it would be 14 generators, not 10, and 10 totems. The map would have to be ~1.414 times larger too.

    And that’s just a small number of things that would need to be reworked. How long do you think all of that would take? If you think it could be done in less than a year, during which absolutely nothing else could be worked on, then you are kidding yourself. BTW, 1 year isn’t enough time either, as things always go wrong.

    So, considering all of this, and all of the things that I left out, you tell me. Is it worth the business investment? Who’s going to pay for all of this work? How is BHVR going to make money while working on this?

  • @Raidoku as @PhantomMask20763 and @Laakeri have stated, it would be abused. Even if they added a detector for survivors within 16-24m of the hook to keep the timer going, that would let the killer know that someone is nearby.

    There is a basic flaw in your reasoning as well. You state, “Shouldn't be too much to ask for a killer to play the game as intended...”, which is seriously flawed and infers that camping is not intended. FYI, camping is intended play, end of story. The devs have stated this time, and time again. It has down sides, thus the killer needs to know when he/she should be using it (i.e. end game). If there is a survivor within ~20m of the hook, the killer is not camping.

  • @Penny you are being extremely over optimistic. It will take a minimum of 2 years before the appeal will even go to court. After which, there will most likely be another appeal, and so on. With delays, these first 2 years could be extended by up to another 2 years. I would expect 1 year of delays, so we’re probably talking the case going to court sometime in 2022. Where will DbD in 2022? We’ll have to wait and see.

  • If you listen to the video at ~37:20, they specially say, “The Nurse, and her add-ons”. Meaning that they are definitely looking into changing her first, and then whatever add-ons she has. They’ve also previous hinted that she may not even blink at all. Her rework will probably take approximately the same amount of time as Freddy’s rework took.

  • FYI, this is going to get worse with dedicated servers, not better. Dedicated servers will increase the overall latency for everyone.

  • @sulaiman & @kamisen the way that the matchmaking system works, is that it takes the average rank of the survivors and matches that with a killer. If the killer or the survivors have been waiting for 3 minutes or more, then they will be matched with the next available opponent regardless of rank. They’ve been playing with a widening of the range over those 3 minutes, but I don’t know if that is still in the system. In the end, if the disparity between killers and survivors is large enough, rank is completely thrown out the window to create lobbies as fast as possible.

  • @Bbbrian2013 yeah, their English isn’t that good, so it’s difficult to read. Once I read the end of their post a few times, it does sound like their other statements are miss worded.

  • I don’t think it’s being released tomorrow. They posted that there will be a live stream on Thursday, talking about the 3.1.0 PTB. If it was being released, they wouldn’t be talking about the PTB.

  • When Devotion was added, they specifically stated that it was for bragging rights only, and nothing else. Could that change? Possibly. Should it change? I don’t see any reason why it should. They could simply remove it as well, if people think that they deserve something for it.

    in degt Comment by Kaelum
  • @Peanits said:

    Thanks for the feedback. These are, more or less, what we've noticed as well. Most of these are being worked on in some capacity, or at the very least the game is now designed with them in mind. When we make new mechanics, perks, and powers, for example, we try to make them as intuitive as possible so they're easy to pick up and learn from both sides.

    The trickiest one on the list is camping and tunneling. The issue is that there is a right time for it (camping in particular), so you can't have a blanket punishment for doing so. This is why even the emblem score for camping only takes effect under the condition that no other survivor is nearby.

    We'll see what we can do to make it a little more 'friendly' for new players. With how much the game has grown over the years, it can be a little overwhelming at first.


    Hey @Peanits, I’ve been thinking along the same lines as @Condorloco_26 has. The ranking system has proven in all of its incarnations, that it just doesn’t work for grouping players. I know that you guys have been trying hard to get it to work, but I think that after 3 years we all have to agree that it is a failed experiment.

    The only fair way of matchmaking is to use a hidden ranking system that is solely based on hours played, tiered in a progressive manor. Ranks from 0.0 to 5.0, on a logarithmic scale where 1,000+ hours = 5.0, should allow for a more fair system. It would also end DCing to drop in rank, as it would be impossible to derank.

    Rank resets would become a thing of the past, as you rank up endlessly until you have your 1,000 hours and always play with experienced players. Experience takes many forms, and truly isn’t measurable in any automated means. MMOs essentially do this as well, as you level up your characters you play with others of a similar level.

  • I’d also like to skip the stupid animations on the scoreboard. After seeing them once, it’s nothing more than a waste of my time. Fully populate them, and let me switch between them on my own. I don’t need s stupid wizard, counting up, and changing pages, every time the game ends.

  • @Rizzo said:

    There's a procedure to follow, you report in game, if you have additional evidence about something reportable you contact support here: support.deadbydaylight.com .

    What happened to you was reportable and you had video evidence, you only had to follow the procedure.


    On console it is significantly more difficult to perform the steps required to submit this evidence, than it is on PC. It’s much easier to record the entire the match after the fact (press 2 buttons), but the UI in the game absolutely sucks, has been reported an untold amount of times, and all we hear is, “We’ll look into it.” This has been going on for 2 years, so excuse us if we don’t believe that anyone is “looking into it”.

    P.S. We can connect a keyboard to the PS4, we can use the mobile app to act as our keyboard as well, so there is absolutely no valid reason for not allowing us to have the same UI that the PC does and enter text.

    P.P.S. If there was an email sent to us after the report is made, and/or a report number, it would be significantly easier to follow up with the link(s) to videos or other evidence.

  • M&A would have to be applied after all other modifiers; otherwise, it would not be +/- 8m.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/583007#Comment_583007

    Do you know medically that too much water intake can kill you? @Kaelum everything slowly kills you. Too much sun, too much exercise, too much food. This game shouldn't even be on the market as it is a killing game because we know those are bad too. He simply read it wrong and said he doesn't think removing struggle entirely is a fair play either. You don't need to insult him you could easily just put your discontent with the struggling as it stands. What are your thoughts about the actual suggestion of the thread?


    WOW, just WOW! I generally talk about the damage that button mashing causes, and you go directly to water poisoning. WOW!

    I read your entire original post and here is how it reads:

    Hey, I’m the killer. You know, I don’t think it’s fair that a survivor gets 2 chances on the hook, so here is how we can kill the hooked survivor faster.

    That is exactly what your entire post sums up to. I play both killer and survivor, with a preference towards killer, and I would never consider any of what you discuss as a viable option. Being on the hook should be nothing more than a time-out. The only thing in your entire post that is survivor sided, is the option to use Deliverance during second hook, which would mean that there is no counter to it.

    So, there is the response that you asked for, both here, and the other thread. If any part of your idea became true, I can see people leaving the game in droves.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/583007#Comment_583007

    It does actually serve a purpose; it emulates what's happening to your character. You're fighting off the Entity, not just kicking back and enjoying some tea while you wait for a rescue. Now that doesn't mean you need to be mashing a button, it could definitely be changed to something else, but you should still be doing something- whether that's skill checks or something else.

    More importantly, from a gameplay perspective, you need to have a way to either hold out or let yourself be sacrificed. Having no option at all would not be ideal.


    Unfortunately, you didn’t see where I refer to passive and active actions. Also, there is a difference between first hook and second hook. You seem to be fine with us “kicking back and enjoying some tea” during first hook, but certainly not during second hook, so that point is moot by your own acknowledgment. How about instead of what we currently have, we either:

    1. Push and hold a button, like all AAA games allow you to opt into, let go and you die immediately.
    2. You display a bar in the middle of the screen that fills horizontally over 10 seconds. If the bar fills, you die. If you press X, the bar resets to 0 and starts to fill again. If you press O (circle), you die immediately.

    The fighting for your life comment is a little silly. Having skill checks every couple of seconds is ridiculous, and I hope you understand why. Do you think it is a good game mechanic to do this for the entire time that you are on the hook? No other game that I am aware of, has FORCED a player to mash a button for long as DbD does. NOT ONE!

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/582244#Comment_582244

    I don't know about completely removing it and making it automatic. There should still be a way to let yourself die in case you just want to tell your teammates, "Hey, LEAVE. Don't come save me, it's not worth it." You should also need to do something while struggling. But with that in mind, we do know that it's not for everybody. If this is something you guys want to see change, let it be known and we'll see what we can do.


    There is fault in your logic. Struggling serves absolutely no purpose, other than to annoy the player. If you think an option to die is needed, then make it an active decision, and not a passive one like it currently is. Do you want me to include all of the medical journals that condemn button mashing in video games? They also include the physical damage that the player endures due to the repetitive stress on the bones, joints, and muscles. You can’t say that you don’t know about these either, as there have been several over the past 40 years, and every video game producer is aware of them.

  • @D3v3S3aTp3An3S said:

    Honestly is no different from any other game you have to play when repeatedly pressing buttons...


    You obviously haven't played very many well made games. Well made games at the very least give you the option to press and hold a button, while others either make it a single press, or completely remove the mechanic. Button mashing has been studied, and the results published, in several medical journals since the arcades of the 1980s. Some of the damage endured by button mashing is permanent, especially in those who’s bones have not yet capped.

  • I make sure that the unhooker gets an unsafe unhook, downing them both, and then hooking the unhooker first. If the unhooked gets away due to BT, DH, or some other twist of fate, good for him/her, but I never let the unsafe unhooker get away.

  • I play on PS4, but I also bought the game on PC back in April (along with a couple friends), when it was cheap. I pretty much only play on PC for the PTB, but I have around 80 hours, and have played quite a bit on the live servers. The first thing that we noticed once we got to some good ranks, was that most PC players are definitely not as good as they think they are.

    As survivor, we would run circles around most of the PC players, and as killer, the survivors were just sad. Playing with keyboard and mouse is a freakin PITA, so I use a PS4 controller for both. By a PC player’s definition, I should be doing worse. I’m not saying that all PC players are like this, but the percentage is significantly higher than on PS4.

    Also, on PS4 it is very rare to ever play against the same person more than once a month, usually 3-4 months, in the US. Only on 2 occasions in the last 2 years have I ever played the same person more than once on the same day. On PC, I would play with the same person several times in the same day, every day. So I’m guessing that there are significantly fewer players on PC, than there are on PS4.

  • @TAG said:

    Wouldn't this effectively destroy Ruin's ability to slow down the game, or am I mistaken?


    The perk as it currently is, already counters Hex: Ruin and that is it’s primary purpose. I run it because it forces me to be near the killer, and it helps with laggy skill checks. Stakeout doesn’t need any kind of buff, and is perfectly fine as it is. I wouldn’t be against adding a couple more tokens, but any other change would be way overpowering, and I am definitely against that.

    I in no way support the combining of Technician and Stakeout into one perk, which is what the OP is asking for.

  • @Cymer that isn’t a question that can be answered and have any useful meaning. Matchmaking is broken down by region and rank, all of which have their own unique populations and distributions. While playing across regions is possible, the latency would make the game unplayable, thus the reason we have these issues.

    The current system has already opened up ranks where it needs to. In some regions it doesn't need to, while in others, it does. Wondering why you see a rank 15 playing against a rank 4, and they aren't in a SWF? This is the reason why, it already exists.

  • I have to disagree completely with this. Now, I can easily report inappropriate messages to PSN and get them banned. I don’t want to deal with BHVR’s crap, and nothing to be done about it. Plus, with a PSN ban it affects all of PSN, not just DbD.

    P.S. @jordan8734 great necro of a 1 year old thread.

  • @MegIsMyWaifu said:

    Nah man. You just want to catch Survivors by sound. Too easy.

    What game are you playing? Killers have ALWAYS used sound to find survivors in this game, until they screwed up the sounds with the engine update, and then completely broke them with the April patch. You obviously have not been playing this game for very long.

  • RIP survivors on PS4. With ~20K killers online, and > 100k survivors, this is only going to get worse

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/564118#Comment_564118

    You keep saying that, but those words would be a heck of a long stronger if you just proved it. Revert to the old matchmaking system for 2 weeks and show us that it's merely a coincidence that the new matchmaking system's introduction came with an extra 5 minute waiting time for killers. Either the matches still take forever and nobody can deny it anymore, or it proves there's a problem and the team can actually fix it instead of pretending it doesn't exist.

    No one can dispute this fact: If the survivor/killer (1:4) balance is disproportionate, the smaller side will have virtually no wait time, while the larger side will have a larger wait time. That's just simple math.

  • @Entità said:

    Are snares and fake pallets considered "traps", for the purpose of Small Game?

    Snares yes, but only when you are asleep, as they only affect you when you are asleep. Pallets, no. They purposely made it so that the blood pallets can not be distinguished from normal pallets, in any way. You have to rely on your memory to know which pallets are real, and which are not.

  • @Kilmeran shhhh! BHVR doesn’t want everyone to know that they also manufacture keyboards on the side. This how they really make their money. 🤨

  • The only reason that the wiggle mechanic exists at all, is to prevent the killer from always taking you to the basement. Wiggling off is intended to be an extremely rare occurance.

  • Yeah, some rude people were down voting posts for no valid reason at all. Now, if they fix the keyboard issues in the forums, that would be great. Hitting backspace can delete your entire post.

  • @Gorgonia the first one looks more like lagg, but it could also be the killer using mechanisms that survivors use to lagg switch. The second one is definitely lagg switching, using the same technique that I described previously. Killlers don’t normally lagg switch in this way, as it screws up the game for them as well. Make sure you provide this links to support.

    P.S. Make those vids hidden, so that you don’t get dinged for naming and shaming, which is a forum violation.

  • It should simply be 15 seconds, where the counter only counts down when the killer is more than 32m away. Not tied to the TR, a flat 32m for all killers.

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