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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519613#Comment_1519613

    The thing is, it is a survivors choice to step on the trails when not being chased. If you are in a chase, they already know where you are. That and the KI is limited to only the TR... so I don't see what the issue is.

    I would disagree, mainly because oftentimes there's some random, tiny piece of trail that's making no noise and is only visible from one side that I manage to step on while not in a chase. Then I get tormented after spending all that time being careful around the trails coded properly :/

    Secondly, killers often just make guesses as to where survivors are when chasing them, so in several cases, a killer might lose track of a survivor temporarily, and for Pyramid Head, having a for sure indicator of where a survivor is might lead to an easy Punishment of the Damned down.

    Also, I'm pretty sure KI isn't limited to terror radius (it has a different way of being measured). That was only a thing with legion, and it got removed.

  • general update: the bloodlust bug is still here from the PTB.

    @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619560#Comment_1619560

    Definitely, whoever tells them to keep releasing dlc out without quality control can go ######### themselves for making them release these type of patches to stack on all the other bugs.

    I think the devs of the game actually care but whoever is in charge probably doesn't cause these bugs don't make the company look good when it happens every single patch.

    I 100% agree with your statement about the developers caring (at least the developers specifically coding certain areas) but the people higher up not caring nearly in the way that they should.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560892#Comment_1560892

    the problems I always see with forcing killer 4k is that it usually forces slugging for the hatch for a reward, so maybe 3 sacrificed or 4k to keep addons because the last person usually gets hatch or gets out 30-40% of the time without slugging depending on perks

    possibly...

    the entire notion feels more and more like an impossible mission if I'm being honest. i.e. There should be some way, but the way seems to not exist....

  • @zoozoom6 said:

    do you have turn right bound to something besides default?

    I mean, see this:

    https://youtu.be/tEfOxvTdqdg

    That's not me cutting the lunge short (and snapping my camera). That's the game.

  • @zoozoom6 said:

    do you have turn right bound to something besides default?

    e, but I didn't press e (and you saw that my camera "snapped", yeah?). "auto-aim" (aim-dressing) has a history of doing these kinds of things to my camera even when I'm not playing tombstone Myers, but this is the most glaringly broken illustration I have of it.

  • oh, hey! it posted! It kept telling me there was something going wrong every time I tried.

  • @Mikeasaurus said:

    The best bug I'd ever seen was at the 4th Anniversary event. I had a Claudette healing me at the exit, and she was using the event Med-kit, and when she finished healing me, she screamed thanks to PH's perk, then burst into confetti and vanished. Literally, she just Blendetted to a whole new level. It was honestly the funniest thing I'd ever seen.

    lol. That seems too funny.

    The best funny thing in DbD I saw recently was this bunny Feng trying to escape me as Huntress. We were in the "fun bus", and for some reason, she kept vaulting the pallet, running several feet, veering into a wall, and teleporting back across the pallet, where she collided with the sides and tried the whole thing again. Wish I had recorded it. She said she was lagging hardcore in the post-game chat.

  • @Azterikk said:

    Laurie too, it bugs me ( Sole Survivor and Open Handed as green perks pls)

    @CalamityJane said:

    Aren't all characters meant to have 2 purples and a green?

    Why are Ace's trashbag perks more expensive than everyone elses?

    No. **** your baseless ideas of consistency. Perk rarities aren't "meant" to be anything but the measure of how powerful a perk is. Perk rarities should be updated depending on how the community places importance, but the developers just decided to ignore that and apply an arbitrary precedent for going forward that has nothing to do with how powerful the perks are, deceiving newcomers into thinking rarities are and have always been meaningless and that they are there just to look pretty and force everything to be conformist when things like powers inherently behave differently in terms of power through the application of different add-ons. This killer power comment still applies to perks, but the issue is just that pervasive throughout the game. All of Pyramid Head's perks except Trails of Torment should be brown->green, and Blight's second and third perk should be swapped in rarities because the Exposed effect is powerful.

    LOOK AT MY AVATAR. IT'S GREEN HERE AND IS PURPLE IN GAME. IT DESERVES THE RARITY APPROPRIATE FOR ITS POWER EVEN HERE ON THE FORUMS!!!!!!

    No offense to either of you, and I'm sorry if it came across that way; this is just a pet peeve of mine. It's been bugging me for quite some time. You were just there, and I took advantage of you to find an outlet for my aggravations with the devs' design. My sincerest apologies.

  • I agree. They look terrible compared to 2016 DbD moonlight (I say this with AA forcibly enabled). Additionally, they are bad for gameplay because distinguishing between obstacle, air, ground, and survivor is sometimes nearly impossible, and tracking is a nightmare.

  • Huh. It's not just Plague specific for me. All killers have been doing this since the update (PC).

    https://youtu.be/UUsdHr2LWGs?t=857

    This video shows off a bunch of different bugs tbh, but the teleportation one is where I've paused it. The framerate is abysmal because of the patch but also because the recording software was behaving strangely. The fps counter usually in the top right should read around 15 fps with the newest patch.

  • yeah, you can't change the interesting stuff anymore in the config (eg. removing AA sniff ). You're all good.

  • You have obv not gone against a good Nurse (because since the devs made her significantly less fun to play, she's practically an extinct species). You would understand if you had the experience. It would become crystal clear very quickly.

  • Myers has a neat Tier one mechanic if you're into making the game really hard for yourself by making sure you don't tier up from EW I until at least two gens are done. Also, the intakill with some of his add-ons can be pretty spicy in a very special way.

    I hate the frame Oni uses. The attacks from that frame always feel unnaturally bulky and trigger damage way too quickly on survivors.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636332#Comment_1636332

    I can see that, and I am actually very very thankful you said that. You gave me a new perspective that I didn't think about, thank you for that.

    If I may contribute to your point, I felt like the fun with playing against Killers like The Spirit, The Nurse, and The Deathslinger for example is that they are powerful in the chase. I understand what you mean, it is a lot of fun being in a chase and managing your ground, but part of the fun for me against these other killers is that I can't face them head on like i can with Legion or Wraith. No, you need to hide and keep your distance. So for me, it's fun because it brings me back to horror on its ground roots, facing a threat you cannot best. So for a moment, the game becomes Outlast and hiding becomes the better option. Hiding at a corner or inside a Locker and seeing them walk by and leave, it's spine tingling and very satisfying to evade those encounters.

    And I think not a lot of people like that, hence why they dislike playing against Deathslinger for example. I hope I helped explain my perspective back to ya, but serious credit for explaining yourself incredibly well 🙂

    np; it came after many rounds of playing against Deathslinger, not having fun, and wondering, "Now, why is that?"

    Additionally, I never think "wow, nice juke" when I play Deathslinger. I only think, "oof, I missed" because I consider (basically) no part of the survivor's input when I shoot.

    I've moved on from those realizations to now just being really confused as to why someone designed him the way he is if the developers that make important decisions actually play the game (as they say).

    Edit: I love facing a great Nurse player (granted good ping, no Infectious, etc.), and the last time I had that experience was before her fun-nerf. Some of the most tense, most exhilarating moments of DbD for me have come about as a result of The Nurse.

    :,( you will be remembered for what you once were...

  • Same.

    I constantly am teleporting a meter or less to my left and right every other second. My frames are in the garbage. AA makes everything look godawful on the "updated" maps. I constantly lose survivors near me because the grass completely obscures scratch marks and some survivors just don't make sounds.

    It's not fun.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636323#Comment_1636323

    Not ***ing on anyone mate, just describing a playstyle that I find aggravating and asking for suggestions as to how people deal with it.

    cool, I just felt like the way you worded your post beat down on survivors that use stealth.

    Things to do (and this doesn't apply to SWF because that 4 man **** is often so aggravating and so not fun to play against):

    1. Bring Insidious. Lure survivors back to gens.
    2. Walk backwards toward your destination (defeats Spine Chill until significantly within terror radius)
    3. Approach from unexpected angles. Just a general tip for any time you're having trouble finding a survivor that keeps sneaking away.
    4. Bring Spies from the Sha- oh, wait. Nvm. Its range got nerfed and now belongs right back in the trash bin out of which it got dragged (this would have been my first suggestion last year(?)).
    5. Take Huntress for a spin...ah...wait. Yamaoka. nvm. But on other maps that aren't one of the terrible ones, just start chucking hatches where you think survivors might be. Who knows? You might get lucky.
    6. Pray to the entity. This is your last resort when you're just done with trying.
  • @ItzNobody said:

    Lot of people be sayin' the Slinger ain't got no counter.

    Wait, this fella here?

    https://us.v-cdn.net/6030815/uploads/UPH01471D3H1/deathslinger.jpg

    This guy? The gun-tootin, harpoon-spearin, deep spittin, quick scope'n, violin stringin, gee-tar playin, Micah's redemption, Texas Dallas Cowboy?

    In my opinion, he's quite fair in theory. Allow me to explain.

    First, we look onto his Pro's:

    • His weapon gives him a bit of range for use, thus closing the gap between him and the Survivor before reeling them towards his chuckling grasp.
    • His terror radius is small, granting him a stealthy advantage at least when it comes to the Survivors' reaction speed. Harder to react when the Killer is much closer than you presume.
    • His music conceals his terror radius. A heartbeat is associated with a terror radius, the louder it beats the closer the Killer is. Deathslinger's Terror Radius comes with a song of the wild wild west (Enter Will Smith with shades) which in turn 'disguises' the heartbeat as it is more difficult to hear. No heartbeat, no idea of proximity for certain. He could be a bit far, or taking aim from around the corner.
    • His bullet has the tiniest hitbox. I've only seen amazing Deathslinger's land a shot through the Killer Shack or through teeny-tiny cracks within junk obstacles in the Azarov Maps. This can cut both ways as it is just as easy to miss the shot, but I placed it as a pro in this case. It is quite sneaky if you can land it, and a sharp aim will cut some chases short. *Snicker Snicker*
    • Windows are your best friend. Who needs Bamboozle when you got a gun? Sure, the gun may have been made by Scorpion from Mortal Kombat but it gets the job done. Shoot em at a window vault, reel yourself towards that window barrier and SMACK! Free hits galore! Just like the Huntress, you want them Survivors to vault them windows.

    Next, we look at the Cons:

    • You are so sloooooooooooooooowwwwwww (Echo) Yes it's true, anyone can tell you his first con is that movement speed. The average Killer runs at 115% Movement Speed. Some Killers move slower at 110% Movement Speed, while all Survivors run at 100%. Though you still have the speed advantage, you will feel that missing 5% when you find yourself struggling to catch up to your objective.
    • Your gun ain't got no range! Okay to be clear, it has decent range at about 18 meters tops to land that shot. However, 18 meters is not 24 meters, and like The Executioner's Punishment of the Damned attack you will morn those moments when you would aim for the attack, but they are just one meter too far.
    • The Deathslinger is a tall Killer, his height hinders him during the chase as it is possible in certain loops with high obstacles for you to see the top of his hat still, this would injure his "mind-game" potential. For those who do not understand, a "Mind-Game" is when a Killer decides to hide the red stain they carry in front of them by facing away from where they are attempting to ambush you. Usually this is why some Killers perform a Michael Jackson Moonwalk when they are being looped, leaving us laughing as we get struck by a smooth criminal :)
    • That gun helps with the chase, but it don't shoot Generators. Slow speed will bite you hardest when it comes to protecting you Generator. Now that I got a hook, my Pop Goes the Weasel is ready. Just gotta pop a Generator aaaaaalllll the way over there. Welp, I made it but they finished the Gen soon as I got there. I know I'm not alone, and this isn't a unique issue for Deathslinger or even average speed Killers. We've all been there, but the slow Killers gotta fight a little bit harder for map mobility.
    • Add-ons, what add-ons? This is the more controversial point here, but I don't think the Deathslinger has good add-ons. Okay well, they are okay but they aren't changing the game by much. Faster reload speed is unanimously agreed to be his best add-ons, although the others aren't bad they aren't too special either. Quicker cooldown for a missed shot? Okay that one is alright. Longer mending time? Eh, I ain't no Legion sweetheart. Smaller Terror Radius while aiming? Basically Furtive Chase but a little better. Not the worst add-ons, but I don't hear nobody mention anything else besides them Warden Keys.
    • Ye can shoot em over pallets but... if that pallet is dropped and between you and yer prey? Welp, either break the chain and suffer a stun or let em go and break that pallet. A dropped pallet can stall a Huntress and wound a Deathslinger bad. Be sure to get em before they get you.
    • A lot of work just to land a hit! If they a bit far, shoot em, reel em, hit em, reload, repeat. Get's the job done, but that's a lot of work to down your average Survivor. This is why Save The Best For Last is looked as a must have on this here fella, helps cut the time short and make him more effective. But without the Shape's perk, this cowboy gonna be a bit rusty...

    The list can go on but you get my point, I think the Deathslinger has plenty of counterplay. He is slow, his range is limited, and a dropped pallet hurts him plenty. Sure, you can't dodge his shot if he pull out the quick scope, but that's the point. Slinger is deadly when he got you on the run, just like a real Texan-er cowboy, I mean!

    For Survivors, keep your distance and keep obstacles between you two. In Shelter Woods, trees are your best friend. In Azerov's, use them larger Junk obstacles. He's a big fella, so keep your distance and stay strong on those Generators. Hug those walls, keep them pallets on your side, and if you're healthy don't be afraid of getting injured in the chase. It's when you're hurt that he becomes a true threat.

    For Killers, this gunslinger is quite effective in the chase. Don't let the number of Con's fool ya, his Pro's can get some work done with the right plays. Use perks to cover his weaknesses, same as every other Killer. Pallets a bother? Brutal Strength. Wanna cut that chase short? Save The Best For Last. Rabbit season? Monitor and Abuse ya Elmer Fudd lookin' mother fu-

    In Conclusion! Thank you guys for giving my homework essay a read. Let me know what you think, does the Deathslinger have no counterplay? I'm sure I missed a thing or two here, so feel free to add your thoughts down below!

    it's not a question of "fair". It's a question of "fun" and if the survivors in a Deathslinger (DS) match can be anything more than bots/moving targets.

    A lot of survivor fun comes from being reactionary, and many killers enjoy pushing a survivor to react in a certain way to get a hit. With DS, survivors can't be reactionary (the only thing that matters are the physical objects in the map and if the DS misses or not), and that sucks a whole load of fun right out of the game for a majority of more skilled players.

  • Ah, see, that's a problem with SWF and not stealth.

    Please don't **** on stealth players when it's the "lookout" from SWF comms that made your game difficult.

    I rather enjoy when players use stealth but are also extremely good in chases.

  • Uhh, it's practically unplayable for me on the "updated" maps. Hitboxes and collision for M1s, M2s, and projectiles are still often super iffy. I wouldn't recommend playing it if you've left for any specific reason(s). I also wouldn't recommend it to a new player... :/

    No offense, DbD.

  • If you're Huntress, you can always just yeet hatchets through the window after backtracking when following a survivor around the end of the bus.

    If you're Hag, trap it.

    If you're Trapper, trap it.

    If you're Myers, vault it, following the survivor until you can make the survivor unsure and get a hit.

    If you're Wraith, use your power to get hits before the survivor gets near it.

    The structure only really bothers me in scenarios where I'm forced to chase multiple survivors in the scenario one after the other when I'm playing a build where I just chase survivors in the conventional manner.

    Oh, and if you're Nurse...you know.

  • He was fun-nerfed because he was too popular, and I guess that ties most closely to A.

  • @ZCerebrate said:

    Honestly how in the world do you (maybe console players in general?) deal with less than 20 FPS... that would pain me to deal with

    The fps have been a nightmare on all the reworked maps, which make the issue significantly worse (and it doesn't even look any better because AA is still forcibly enabled). Low fps that drops during swings often leads to a fair number of misses on survivors, even when AA doesn't cut my lunge short and whip my camera around. I used to play a lot of Nurse, but then her changes, which didn't really affect high tier Nurses, affected all the killers who either were more casual or had fps problems (me).

  • @Aven_Fallen said:

    In the video, I saw him before you took the Screenshot, on your right when you passed him next to the Locker.

    On the pic, I did not really see him, but I was quite focussed on the arrow and did not pay that much attention to the rest of the picture.

    ah, I put the arrow there to indicate where I was focused (last second peruse before I was about to check the locker).

  • To all those haters here, the only reason BL stagger was ever an issue was because killers can't appropriately control his/her momentum and velocity when dropping down from a height.

    I've always hated the sprint on landing far more than the stagger reduction. The stagger reduction meant that my chases when following survivors would always take me new places and force me to try new things. Now that no longer exists.

  • @Tydie said:

    all i could focus on was the framerate

    lol, and this was BEFORE the update. It's gotten significantly worse now :,(

  • @Carlosylu said:

    I actually saw him instantly in that pic, why the red arrow btw?

    indicating what I was focusing on when playing. This was the exact frame I recognized Bill's character, so perhaps not the best frame to take, but oh, well. There was a better frame, but Bill was just barely on my screen in that one, so I didn't choose that one.

  • Spoiler Spoiler Warning ▲▼

    this is the link to the video to show how long I took, if you were curious: https://youtu.be/46L63G7EH3Q

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631924#Comment_1631924

    Bruh, how can a DS who miss all his shoots didn't matter? He's 110% movement with ton of slowddown on his power. By the time he reload you have the time to make it to an other loop ffs.

    Hey it's not my problem if you guys try to run killers who have strong power against loop like you do any killer. Some loops have low wall some have high wall, try to aim for the high wall when injured and don't make it obvious that you're going for a pallet when he's in range cauz that's a guaranty down.

    Yeah; there was nothing special I did. I just played and he failed to stop me. I didn't say the DS didn't matter, I said that how I played didn't matter. I could have been significantly worse and he still would have been just as bad.

    I'll repeat it again for this thread, but being in a game with Deathslinger is like being a bot for the killer in a single player fps. I don't feel particularly challenged or outmaneuvered. I don't feel any tension or fear. All I feel is disappointment, wondering when I'm going to play against a killer where my skill matters (aka is not just "run forward and put things in between me and the killer while guesstimating when I should dodge".) There's no way for me to be reactionary or be meaningfully proactive.

    Additionally, his terror radius sucks.

  • Have no idea if I consider him fun to play against. I haven't played against him since the PTB when I last played survivor.

  • is this the bug where you get stuck beside the locker and have to swing to get yourself out? Or is it a variant?

  • I use it on Myers, Hag, and Nurse on occasion. I am a red rank killer. It gets kills sometimes.

  • Depends on if I like the killer or not.

    It's surprising people aren't calling out survs for abusing the bug and people are saying that killers are "abusing" the DS bug....

    weird.

  • @DaddyFatSacks420 said:

    just decreasing perks to only 2 tiers (standard and upgraded) would make a big difference, or increase how many perks show up on the bloodweb past lvl 10. having at least 2 perks to choose between lvls 10-30 seems reasonable. Or maybe you could spend iridescent shards to upgrade perks right away

    but that's boring.

    Most of the really interesting stuff happened with tier one perks until the devs decided to make them not as interesting (tier one DH, etc.)

  • @YehBoiGoku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630871#Comment_1630871

    So wait it was since his release? You might have to check your facts. Just saying, when scott jund made that video two months ago the people started hating at least triple the amount before when no one talked about it. Sure slinger has his problems like his terror radius but then when people started to learn how easy it is to zone well... Let's just say Scott brought it to the light.

    I personally don't know how annoying it is going up against good slingers mainly because they are all bad as far as I've seen. I'm not joking when I say I went against only one good deathslinger and all he did is zone me. Compare his gun to the huntress hatchet and there lies the zoning except huntress needs to charge it. Having that much downing potential because you can keep clicking the same button isn't very skillful.

    Only reason some people are defending deathslinger is because he has that power to zone effortlessly. The only skillful thing he needs is aim but when you start spamming the aim button, you don't need to do anything but wait to come close enough or trap someone in a dead end.

    I've only gone against one bad deathslinger, and it was still a bad experience because all he did was miss and nothing I did mattered anyway.

    And I'm not sure what you mean by check my facts. I'm only speaking from my experience.

  • @YehBoiGoku said:

    It's not sudden actually. It's been going on for two months.

    It's been going on since his release.

    I die the instant I'm granted permission from the game in a Deathslinger match. I never have fun, and that's in some part because of my mindset, but in large part because he's just not fun to play against. Yes, that's an opinion (and a popular one, too). Yes, there are several reasons I have that opinion.

  • It did **** other than make her noticeably less fun to play as. All the problems with her remain as they were before her nerf. The devs just made her unpopular enough so that people would stop complaining about her as much.

    Your solutions aren't the answer, though. I can say that with certainty.

  • @LapisInfernalis said:

    I would love to see the ols ultra rare/common rarity of perks again. I didn't play back then, but I liked it very much and used it for my icon collection.

    I like your Idea. Paying the double price seems OK, since most times you need more BP than that to get to the perk. Especially on P3.

    Colors are pretty, and that was one of the driving forces behind this change lol.

    But also, the perk rarity distribution was shrunk because of a bug and due to how the bloodweb spawned perks. In a world where the bloodweb doesn't have multiple tiers of the same perk, this change isn't needed, and it would make sense to return things to how they were intended to be.

    Also, price is just a rough estimate right now. But yeah, considering how expensive it is to buy perks now, it would be significantly cheaper to get all the perks you wanted on all the killers you desired.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629255#Comment_1629255

    I thought hillbilly was getting changed due to feedback from players about him feathering too much or at least having a power that's doesn't come at a cost for using it? :0c

    Either way I just really hope this game and the devs pull something big, but at the same time the community is also pretty ok with it.

    it's just I've never seen so much negativity in a community before (while not EVERYTHING is negativity which some is just regular old criticism) while I understand that there's always besides the occasional angry fan(s)/bad apples everyone shrugs off it seems like EVERYONE here is angry at something whether it be the devs, Survivors hating on killers, killers hating on Survivors, DS this, NOED that, keys n' moris, (while it's understandable) just seeing the same post over and over again is draining. I'm starting to think if the twitter replies to DBD's twitter account are just a wee bit more decent than the forums, due to it. Besides those Sidney Prescott fancams

    This community and game brings out a lot of hate from everyone, and it gets directed at everyone because often very few people know the underlying cause behind what's making them upset.

    The community doesn't really know what made the devs look at Hillbilly then, but the "official' stated reason was to make using the Hillbilly's power require more micromanagement. Survivors were upset at Hillbilly (and still can be) due to how ridiculous his chainsaw hits can appear to survivors (aka it was (and still is) a hitbox/animation issue that often made hits due to Hillbillies trying again and again on the same curve feel unfair). There was also some problems regarding insta saw and crack billy, but those could have been dealt with through simple number changes if necessary (the existence of the combo is actually more of an issue of bloodweb leveling still being the only way to level up perks*, but that's a different conversation). When the changes were announced, nearly all of the feedback that I saw was overwhelmingly negative, from both sides. The best ideas I saw were to just scrap the changes completely, but that was unrealistic because the devs had (stupidly imo) already spent significant time and resources into making the changes.

    The final product, after tremendous community pushback against the devs decisions, was not different at all from the previous product in terms of kill ability and efficiency. However, it was significantly different in the aspect of just having fun, not equipping perks to win, and going for crazy saws recklessly in the hopes that somehow the stars would align and a survivor would say, "Wow. That....was unexpected and definitely caught me off guard in the best of ways." I was that kind of player. I loved whipping around jungle gyms again and again and again even if it meant I was losing the game. The changes the devs made neutered that while not touching the real issues players had with Hillbilly (same for Nurse). Also, the roar completely turned me away from the killer.

    The only reason people can be deluded into thinking it was a positive change is because Hillbilly got less popular as a result (because he was less fun to play given the entire experience). Then, since survivors saw (haha, get it?) the issues around hitboxes and animations less frequently, they were much less likely to think about them and complain. That's how BHVR dealt with the issues around Nurse and Hillbilly. The devs made changes to Freddy seemingly because of how much the community hated him. The same parts of the community still tend to hate Freddy, so it was a worthless rework imo. For Doctor, I enjoyed him beforehand. Now, I hate him and won't touch him, in large part because of the godawful music but also because of how terrible he feels to play. There's no skill involved other than preventing the survivors from using their skills, and that's not killer skill in the slightest. Stealth players still don't like him (I didn't mind him before but now I do, and this is coming from a somewhat stealthy players), and most killer gameplay I see of Doctor just seems boring compared to what a killer could do before with his power.

    This was a long way to say, "I'm pretty sure the devs don't make changes for the community's sake unless it's a matter of nearly 100% of players hating it. All other changes happen because the devs trust their own judgement over the judgement of the community." I'd love to be wrong, though. It would mean cool changes are going to be coming in the near future, hopefully to how survivors interact with chase resources in early game. I sincerely doubt it, however.

    *see:

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)


  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629350#Comment_1629350

    This video is a good representation of how far the game has come in terms of balance...

    Now we need killers who mori MCote immediately after first hook three games in a row.

    I wouldn't say that in regards to flashlights; they're horribly designed currently and only exist to blind when a killer is locked in animation. Additionally, dedicated servers have made any flashlight tricks based around not fully blinding the killer practically worthless because there is basically no hindrance to the "starting blind" visual because of how the servers treat flashlights.

    It's an example of how something almost broken has been made into something not overpowered but worthless for any usage outside of blinds (not saying speed of blind in vid was justified).

  • @Gcarrara said:

    Interesting how to see only me and another user on this thread liked the new sounds. I can agree maybe reducing the frequency of the "trying to startup" sound can be ok.

    But other than that i prefer these sounds over the old ones.

    Out of curiosity, what sounds would you suggest to put over the "car startup sound" that is currently there?

    And I’m surprised anyone liked the sounds.

    I don’t believe it’s a question of frequency so much as it is about the existence of the sounds at all. Probably any sound (including the old sound, the sound of a light saber, a duck’s quacks, whale noises, ANYTHING) is going to be better than what we have live.

    Some people just process annoying sounds differently, and I guess you are one of those people (nothing against anyone ofc)

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630146#Comment_1630146

    The problem with the sounds comes mainly from players using headphones dialed up to like 90 Volume to hear every little ambient sound; so Generators come in like a roaring hurricane. The new sounds are welcome because working on a Generator should not be a passive task - Survivors can already unrealistically turn their cameras to watch behind them and their sides instead of having to actually "focus" on the generator they're trying to delicately repair; these sounds just help muffle their senses and break their concentration on their surroundings instead of their generator -- something that is much needed and welcome.

    The car noise is perhaps a little out of place and obnoxious - it could be toned down slightly but there should be an engine start up sound of some sort; more clanking and sparking noises -- essentially, there needs to be something that keeps drawing the Survivors attention to the generator and away from "unrealistic" environmental awareness during a "singular focus" task.

    Think about it - your head is right up against a generator that's revving up. You shouldn't be able to be consciously aware of anyone trying to sneak up on you during that sort of activity - especially not from behind, but the Devs have graciously allowed you the ability to freely rotate your camera during Generator activities so you can "know" when you hop off and sneak away instead of being taken by surprise almost every time.

    Most of these players don't want 'realistic' sounds. They want muffled, non-distractions so they can keep focusing on everything but the M1 simulator and its sporadic skill checks.

    I would argue that most players just find the sounds annoying and wouldn’t mind changes to sounds that were solely to increase concentration on a generator. I dislike the sounds, and that’s across the board as killer and as survivor. I also really don’t like watching videos with the new gen sounds. I think they are downright obnoxious and are on the level of that vulture (should have never made it live) in the lobby from the Deathslinger (ugh) chapter.

  • @OBX said:

    There was a time when a certain dev thought flashlights were just fine. Then came a time when said person actually played the game and got stomped int the ground due to flashlights......

    guess what happened shortly thereafter

    I'm so glad someone else already mentioned this XD

    @ascension , here's a video (tangentially related) of MCote vs flashlights if you haven't seen it yet:

    https://youtu.be/R98e-Y4Lu8w

    Ahhhh...this video...

  • I only give wp or gl. Only rarely will I give a gg, because this game never* leaves me feeling like I had a good time.

    *and this is once in a blue moon not-never

  • @Coder said:

    I don't understand why this change was needed. Can BHVR make a survey to ask people if they like the new sounds?

    Personally I don't, they're annoying, unpleasant, distracting, I'm gonna have to use spine chill now because I can't pay attention to stealth killers, every beginning of a match I feel like I'll be grabbed by a Ghostface because I can't react to his cloth audio queue.

    If I wanted to relax for a bit, I'd play survivor, do a few gens, and it felt like a relaxing task. Now it's like somebody is scratching a blackboard with their nails right next to my ear.

    Who asked for this? I don't want this to be a rage post, but... WHY?

    BHVR loves doing things the community doesn't want (Hillbilly, Nurse*, blueprint offerings, etc.). I think the gen noises are terrible, too.

    *not rewriting my comments about this; it's searchable

  • Cool; we don't want you either, because you're going to run off and do stupid things to get yourself found and downed first.

    - said a Blendette


    I'm not a true Blendette, thought I'd clarify.

  • Hello, Boss!

    The plant is so much better than the vulture. That source of sound was almost strangle-worthy!

  • @Mekochi said:

    I will still play the game, cuz I payed good money. But every single game out of the 30+ games I've done solo queue, everyone keeps tunneling and camping. Every. Single. Game. Only one game I didn't get tunneled/camped cuz the killer pitied me and the other Meg cuz two people D/Ced cuz she had Iri-Head.

    I try to play other games but I get bored so easily. I don't know which platform it is, but it sure as hell isn't Xbox. I am not disabling cross-play cuz I don't need hour long queue times. Why is this considered a strategy. I literally get face camped, I just wanted to complete a ######### challenge and I can't do that.

    It just keeps happening, over, and over, and over again. Why!? Why do people have to ruin another person's experience. Then I get stuck with potato teammates who can't run a killer for 10 seconds and let people get to second phase/die on first hook.

    If you read this, thank you, probably gonna take a break from the game and cool my head a bit.

    play Hardcore (life regeneration off too) Minecraft or play Civ VI (or Don't Starve). Why beat yourself up over this game?

  • I go take a walk in nature or something. Then I don't come back to the game.

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