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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @TheMadCat said:

    I hope it'll be fixed very soon. I was rank 4 before the update and as I always got a missed emblem (which is often the Unbroken one), I depip each time, even when I do a good match...

    Edition: I add a new screenshot, but seeing "Acknowledged" is great! Thank you, I hope to see a fix soon. :)

    So, here, I got a +1, it's written 0, and as you can see at the top, I got a -1. It's confusing!

    https://us.v-cdn.net/6030815/uploads/V9MPQAPF44IR/2b1-0-1.png

    I was rank 2 and now I'm almost rank 5 again.

    I will most likely play killer now till rank reset.

  • @xXCAM3R0NXx said:

    I admit the loops have improved alottt, but this buff is balanced by how many DEAD ENDS THERE ARE.

    There's literally one pallet which if dropped on the other side, you're stuck on a small dead ends with a breakable wall...

    But if you come from the other side as killer and forget that this pallet is there, you created a God pallet.

  • The New UI:

    1. For my taste, the UI's information is too spread out. You need to look everywhere. This can be very taxing on the eyes, especially on a large TV or monitor. Scaling doesn't help much. Solution: Important information in one corner/on one side of the screen.
    2. Some information you need very often is on a part of the screen where you don't look much and vice versa. Best example are Survivor health states vs Item/Power icon. Another would be how many gens are left. Solution: Switching the position of these widgets would be beneficial.
    3. The Exhaustion timer is still a red circle on a red circle. It's hard to see even for normal sighted people. Solution: Use only a red circle or a red circle on a white circle. The same goes for Borrowed Time, Haste etc effects (yellow on yellow).
    4. The character icons don't fit the style of DBD. The UI was very simplistic and all the perk icons, items etc are in monochrome white. So it would be better to use the adept portraits which fit the style better.
    5. The UI doesn't support custom icon anymore, which is really sad. Me and many others like to use a different style of icons. I can understand that there might be problems with the scaling but why don't leave it be? I don't care if my icons are a bit pixel-ish due to scaling. I could adjust that in a few hours of work. And it would be my choice to use this. Solution: Tell us how to change the icons ourselves, we will find out the rest. Or give us the opportunity to share our work in a BHVR workshop where we can up/download different custom icons and auto install them. This way consoles could get these too and it is much easier for us artists. It would also make it possible to change icons you couldn't change before (f.e. Offerings in the offering screen).

    My idea:

    UI.png

    Explaination:

    I used the stuff I liked from the new UI and placed it how I would like to. I tried to keep the core elements of the old UI while also using the new ideas.

    • Survivors' status should stay in the left corner. It is easy to see and doesn't require a lot eye movement. Why a vertical health bar? I really don't know. You could also implement a 50% bar for hook states, so we could see more easily when a teammate goes into 2nd phase.
    • I left the item/power icon in the actual size, but it could be a bit smaller for my taste. I just positioned it a bit further up then now.
    • BP events pop up on the left side like they did before (old UI).
    • Any challenge or daily pops up at the top left corner when completed or if you did an action for that challenge. f.e. I have the Co-op daily and repair a gen with one other person. After the gen is finished, the progression bar pops up and tells me how much co-op I still need or if I'm done.
    • Knowing how many Gens are left to do is really important! As killer it tells you what strategy might get necessary (f.e. slugging) to win the match. As a survivor it tells you something about gen locations (3gen f.e.), believe me or not. It also tells me if i need to power through a gen or not. I feel teh positioning at the top is too much outside of your FOV. Half of the time I don't know how many gens are left. This is why I moved it to the bottom. It is still out of the way, but easy to see. Instructions can be still on the top. If all gens are done switch the gen icon with the exit icon and if you are the last person add the hatch.
    • Perks and buffs/debuffs from perks are where they should be.
    • Status effects are on the right side like before. Status effect events, like being cursed, Sloppy Butcher etc were moved from the score events on the left side (old UI) to sort it a bit and give more space (what the new UI does).


    Animations:

    What I like:

    • Crouch Flashlight. Good vs Hag.
    • Crouching down when healing a downed person.
    • The recovering animation feedback.
    • The dying state moving animation. (I'm just sad that I can't do donuts on the ground anymore :C)
    • Staying quite still while being injured and crouching. (Your character doesn't wobble the whole time)
    • The dying state Hatch animation.
    • The walking animation. I like how there are different animations for male and female characters.
    • The "getting downed" animation with the camera movement.
    • When you are healed up from dying state.
    • The new nodding. Now I can headbang with Jeff all the time :D

    What I don't like:

    • The stiff upright idle animation. Sorry to say that but the characters look like they got a stick in their butt or if they are tied to a plank. This is a horror game. No frightened person stands that upright. I know it would be too much, but why doesn't get every survivor an own animation. You could try to use the lobby animation for that. It would fit the character and you do these anyways.
    • The crouching feels slow. I could "insta crouch" before. Now it takes half a second until the charater is in crouching position. This can cost you a lot, since you can only react as fast as you can. I know it is more realistic, but it IS game altering. At lest tbagging looks as stupid as it is now.
    • The injured running animation almost looks like the ancient running animation. It just doesn't look good. Everytime I see it, I think the survivor runs on hot coals or knives. Or high heels.
  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868780#Comment_1868780

    "I can play a chill survivor match and still do pretty well."

    Are we playing the same game? This literally does not happen for me in purple+ ranks. Like literally never. Maybe in some green-20 matches but never for me in anything else. Also an addon that would disable franklin's would not be unfair. Franklins is always played at a risk (is that a brown or purple toolbox). It should NOT have continuous unstoppable power the entire match and no I should not have to hide my item somewhere to prevent it from being deleted by franklins. I have had my item knocked out of my hand over 5 times in a single match. THAT is too much power. Just like how I feel about Hex DH. It has too much power. They should not be able to instant down and kill you too. Franklins at most should only disable you from being able to use the item for a duration of time. It should not remove it from your hand. It should not cause the item to self delete after a short duration. It is not fun to play against and it is very unfair to survivors. All we get is points to buy items to use in our matches. A killer perk that literally is able to delete them is completely ridiculous, unfun and unfair.

    Excuse me?

    I am a red rank survivor and I have more chill plays there than when playing killer on rank 6 and above.

    Why should you get an add-on that counters FD? You have a LOT of possibilities to counter that perk (I mentioned them all above) you just need to USE them! You don't need an add-on because you are too lazy to think and act on your own.

    "My item got hit out my hand 5 times in a match. That is too much!"

    I wonder why you still had that item after the fist 2 times.... Just use it! It's not that hard! Toolboxes are gone in seconds anyway and medkit have 2 heals ideally. Not that hard to get rid of either.

    Or were you just sad that you couldn't bully the Killer with your flashlight? Or that you couldn't find all his totems/the hatch with a map? Or that you couldn't get an ez escape with a key?

    "Devour Hope is too powerful. Instant downing and Mori is too much"

    What? Say that again? Finding and cleansing a totem is too much? No? You can't find them? Hmmmmm use your brain and memorize the spawns. Use Small Game. Or use your eyes and ears. Devour Soup is fine.

    "FD should prevent you from using the item for a certain duration."E

    How long? Everything under 120s is bullshit since you usually spend some time on the hook.

    " Removing the item from your had and auto delete after a short time is not fair."

    You have 90s to pick it back up. Be creative during chase, pick it up and place it down again. Hop in a locker.

    You remember when it literally deleted your item when FD cut off item charges and your item had only a few charges left? That was hard. It was instant gone. At least you get a chance to pick it up again.

    @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868882#Comment_1868882

    I should not have to play plunderer's and appraisal every match. I'm sorry if you don't agree with me but my opinion is that this game is extremely hard for survivors and extremely easy for killers. I have also played both sides. Its so easy to find, down and hook survivors that I literally don't care to play killer anymore. In fact I felt bad for them at how easy it was after literally just a few games of me playing killer. On the other hand I have most of my nearly 1000 hours played in this game devoted to playing survivor and I still die most of my games. How is that fair? How is that balanced? I don't consider myself great at the same but I also don't consider myself bad at it either. I think I play well enough to at least be able to have a fair chance at winning but I hardly ever feel like I have a fair chance at getting anything done.

    "Killer is too easy. Even at my first match I killed them with ease."

    Welcome to Rank 20 killer experience. Of course it is easy at low ranks because the Survivors are new and don't know how to loop yet etc.

    "I don't want to have to bring Plunderers+Appraisal"

    You don't need to. I play without Items most of my matches and I still do fine on red ranks.

    "I have 1k hrs and still die a lot"

    Maybe learn to loop then. Sitting on a Gen the whole time doesn't do the job everytime.

    I die a lot too, but that happens due to my playstyle. I die so that everyone else can escape. And I'm fine with that.


    I got a tip for you:

    Play matches without items. A lot of matches, so you learn NOT to rely on items. Play solo. Then you will get a lot better quite fast. And you'd learn to appreciate the power of even a single item in a match.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1931152#Comment_1931152

    This is what they should go with. Put this as example in the pinned post.

    Thx! That means a lot!

  • Thank you! I'm not the best with editing but I draw a lot, so I thought I give it a try.

  • I had it with a Nurse today.

    35ms ping. The Nurse prepares to blink, I drop the pallet. The Nurse blinks, the pallet is down, the Nurse appears (not on my side). I get hit over the dropped pallet.

  • @bjorksnas said:

    I already miss my custom icons, they looked so pretty

    I miss my Star Wars Collection during the match. I want to see the Death Star when the Killer uses NOED! XD

  • @pmcdcom said:

    Glad these modders/cheaters are finally getting banned long time coming.

    You know that having Custom Icons isn't bannable since... I don't know how long? 2 years?

  • It's a bug:

    @LapisInfernalis said:

    Issue:

    https://us.v-cdn.net/6030815/uploads/F6DBXSICRKOM/20210209175902-1.jpg

    https://us.v-cdn.net/6030815/uploads/U7YOTMYEJJF1/20210209175910-1.jpg

    1. All the Emblems are at another place.
    2. I got golden Unbroken, when I died.
    3. I depipped at a black pip.

    Just play a match and black pip. I don't know what happens if I pip or if it's the same while playing killer. I'll inform you.

    Edit: It seems to be completely chaotic. Unbroken was always either gold or black.

    https://us.v-cdn.net/6030815/uploads/7EOB5M4853GE/20210209185450-1.jpg

    https://us.v-cdn.net/6030815/uploads/RD0S7XI1C98W/20210209200723-1.jpg


  • Here is what I made after a few hours.

    UI.png

    Just for you information: The archive challenge progression only pops up, if you completed it.

    What do you think?

  • @boostedsurvivormain said:

    Still? Are you kidding me?

    Well, just another reason to hate the new HUD

    Yep. They adjusted the Injured icon but not the exhaust timer.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930073#Comment_1930073

    I think EGC is some semi-vital info cause it can help with judging if you got the time to try to go for a safe/heal or if it's too late

    The "Why do I need to know that again?" was more for the information or the placement in general. EGC would be orange.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929488#Comment_1929488

    Wrong.

    If you have to flick your eyes all over the screen to get vital information, drawing your attention away from the mainfocus of action, it's simply badly designed.

    'training the brain' is one thing, but a cluttered mess as the new HUD has nothing to do with this.

    Like, I took a few min to design this:

    https://us.v-cdn.net/6030815/uploads/3OZWNEJGWL4L/newhudsuggestion1.jpg

    it's not perfect and incomplete yet (items/ability missing for example) but I dare say that this would be a better idea than what we got.

    I love this one.

    This is my idea although some placements are not optimal either:

    HUD-ideas.jpg

    f.e. I would switch my placement of Power/Item with the scores. No-one needs to see their points all the time.

    Key:

    green=looking there very often

    yellow=looking there to check perks' cooldowns f.e. DS

    orange=needs a glance sometimes

    red=why do I need to know that again?

  • Yep. And I was wondering what that Meg was wearing in the lobby XD

  • I only saw black and gold on this one.


    Well, I depip as Tombstone Myers at least as I should.

  • Could it be that we see other people's Emblems or get their pips?

  • @Shukon said:

    After this great update the killer who we got Randomly lagged around the map + when i dropped the pallet on him he just passed across the pallet without issue -.-.....

    Then after the game end okay this maybe a latency issue i got it nvm then this happened:

    https://us.v-cdn.net/6030815/uploads/R70C79BMI9B6/bug-png.png

    (Before the game i already lost a rank because the game think before the upload +1 is count as a -1.......)

    Please fix this and the random teleporting Killers too + the Pallets.... WHO CAN A KILLER PASS THE PALLET WHEN IT IS ALREADY DROPPED ON HIM!?!?!??!

    Thank you in advance....

    I got one of these pallet drops too.

    Nurse prepares blink, I trop the pallet and after the pallet is down the Nurs appears and hits me over the pallet with spaghetti arms.

    I had 35ms ping btw.

  • @NicoStar said:

    If you die in the match you also get no points toward Unbroken regardless of survival time

    I died and got gold.

  • @ShamelessPigMain said:

    It had to do with a different UI, and it was a questionable practice anyways; they wouldn't repeal bans for custom icon packs.

    The issue is that it set a bad precedent; they can't let players make their own textures, which could be used to give them an advantage. It's the same reason they took away moon bouquets.

    How is having a custom perk icon in your match an advantage?

  • yeah.....

    Why let the UI use different pictures? At least tell us where they are or how to change them in the files!


    Or: Give us an in-game workshop where we can post all of this stuff and can automatically change it.

  • @boostedsurvivormain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927282#Comment_1927282

    In all my hours, I have never seen matchmaking be this disgusting

    Oh yeah, it got worse the past weeks. But is is bad since they changed the Rank Reset and widened the MM.

    I remember the beautiful MM two years ago. I was Rank 13 and i got matched with Rank 16-10. It could happen with swf to get red ranks back then, which made me mad sometimes, but it was still better then now.

    I don't know why someone thought a +/-6Rank MM system would be a great idea.

  • This needs no words:

    20210208213536_1.jpg 20210208224614_1.jpg

    (the killer wanted to farm but they didn't get what he wanted.)

    Here am I playing with my friend (the other rank 5):

    20210113223816_1.jpg

    These were not at odd hours (aka in the middle of the night), but around 6-8pm (UTC+1)!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923529#Comment_1923529

    Hmm. good point. Perhaps would need the wording "Whenever you cause a notification, or perform an action that would cause a notification..." to catch during a chase. But yes, basically the Trigger is anytime the Killer is alerted to your position through non-Aura means, which is something you have partial control over yourself.

    Edit: Or perhaps more succinctly worded: "Causing a notification or performing a Fast Action"

    Now imagine you would get aura reading on LT walls everytime you'll vault a window. Bye bye mindgaming the LT wall. Same goes for the shack.

    Not a good idea.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922289#Comment_1922289

    The point is that the perk is worse if you are the obsession and whether or not you get use out of said perk is completely RNG based. There is always a chance you will not be the obsession on perks that say you have a higher chance, and there is always a chance that you will be the obsession on perks that say they lower it. The perk needs to not be a complete hindrance by being the obsession, hence why it's so counterintuitive to design it to be a survivor obsession perk when being the obsession doesn't benefit you at all.

    This is more due to the problem with their "the obsession can change" mechanic they implemented a while ago. 2 years ago being the obsession meant danger because of killer perks like Remember Me, Dying Light or even Rancor. It meant pure death if you had these claws around your icon if you did not run DS/Object. And that icon of death was yours until the end of that match.

    They changed it and now they have to keep in mind that the obsession can change multiple times during a match. Which is completely out of your control. Being the Obsession means nothing now, since all dangerous perks were either never really good, or nerfed or reworked.

    I think Object should get a longer cooldown if you are not the obsession. F.e. 60/70/80s instead of 30/35/40s.

    This way it is still usable.

    Also the survivor should still be able to chose to be seen with Object like they are now, before the perk goes on cooldown. This way you are not screwed when you are the last person alive.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922867#Comment_1922867

    Hmm, how about:

    Object of Obsession:

    A Supernatural bond links you to the Killer, you know when they read your Aura.

    Whenever you cause a Notification , both you and the Killer see each other's Auras for 3s, this can occur once every 40/35/30 seconds.

    If you are the Obsession, you see each other's Aura for 5s instead.

    Increases the odds of being the Obsession.

    What do you mean by notification? A missed skillcheck? A fast vault? Doctor/Freddy/Infectious scream bobbles?

    These hardly trigger during a match since the killer doesn't get notifications from a survivor during a chase.

  • First of all I'm really glad, that we can all contribute to their thoughts! Thank you!

    I really like the Object change. It still provides a lot of information to the Survivor(s) while being less offensive against the killer.

    If I understood it correctly, I would be able to see the Killer's aura if he sees you with a perk or add-on that provides aura reading (f.e. BBQ, Vanity Mirror, Nurse's, Undying, Renjiro's Bloody Glove etc.) if the conditions are met. I guess a EWII Mirror Myers will only trigger Object if he's stalking you. But will f.e. trigger Amanda's Letter as soon as you get in 12m range or when she looks at you or is it disabled because of Undetectable (which is what I guess and hope)?

    I also like the periodic aura reading every 30s since it gives room for a lot of mindgaming for both sides during a chase. Something the current Object lacks. If it comes with a little animation when it is on cooldown (like Premonition) and maybe gives a little sound cue when it triggers (like Alert) it would be great. So that we don't get surprised or don't have to look at the icon all the time when using it.

    I also really like that this version of OoO treats all killers equally. No longer is the killer screwed by Oblivious or a small TR on loops!

    Nevertheless this comes with some problems:

    • No control. You can't control when the aura reading happens. It automatically screws you over if you are the last person. A solution would be to just give object the cooldown you proposed (40/35/30s) but leave it to the control of the player to use it for 3 seconds.
    • What if you are not/no longer the Obsession and the killer has no aura reading perks? Then this perk would be completely useless, since you can't benefit from the Obsession part anymore and the killer has nothing to trigger Object. Solution: Add "If you are not the Obsession the cooldown is 2x as long as normal." This way it is still useful. Also Object should make you the Obsession 100%, regardless if there are other Obsession perks like MoM in use.
    • Sole Survivor would need a change too, since the 24m per dead survivor would be not in sync with object anymore since that would be global now.

    This was trickier than I thought, since I didn't know where to put the differences between the tiers, keeping it in sync with Object AND make it usable without it. This is my idea:

    SOLE SURVIVOR

    As more and more of your friends fall to the Killer, you shroud yourself from his view.

    For the first dead or sacrificed Survivor the Killer's aura reading ability is reduced by 50%. All other dead or sacrificed Survivors grant additional 25% up to a total of 100%.

    Increases the chance to be the Obsession.

    This means when 1/2/3 Survivors are dead, BBQ would only last for 2/1/0s (instead of 4s) or that Nurse's would only reveal that survivor in a 14/7/0m radius (instead of 28).

  • Survivor: Trying to escape from the hook by yourself without Luck/Deliverance/Slippery Meat is a BAAAAAAAD idea.

    Killer: Somehow I missed that I can reload Hatchets at a locker. I thought I had only 5 for the whole match XD

  • And so does Nemesis, Furtive Chase, Unique Wedding Ring etc. It should be that it gives you the Obsession 100% regardless what other Obsession perks get used. And maybe add that it ony gives you the information at 2x (=60s) or even 3x (=90s) cooldown when you are NOT te obsession. So it is still useful even if the killer doesn't have any aura reading when someone uses DS and you are no longer the obsession.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920020#Comment_1920020

    Object of obsession currently isn't good against stealth killers? it works like a worse/better version of spine chill, and doesn't reveal auras, if anything it reveals yourself, being a periodic bad thing. hell some of my most fun games as stealth killers these days have been against objects lol. Ds change is great tho, hate people abusing it, and i hate people abusing current object too, i just don't think this is the way

    https://forum.deadbydaylight.com/en/discussion/comment/1921379#Comment_1921379

    Thats good, thats good. i've heard some mixed things, including that its only your heals that effect ds, finishing a heal doesn't matter vs it does, but im glad the general consensus is that being healed is ok.

    And i know. i didn't mean to make it seem like 30s of aura reading, that would be bonkers. im more fearing for the survivor side in this case then the killers side due to a multitude of issues 30s of aura reading on a clock would cause (2v1 / 1v1 scenarios to be incredibly killer sided, along with stealth killers having an easier time) - along with the fact that it also only effects the obsession, which i don't think is also a great idea.

    like, if the killer finds the hatch against a new object user, they can just find them, as hiding in a locker won't work due to egc. running sole survivor is a whole perk slot just for the case of being the final survivor left outside of a hatch standoff. but whats worse, is that in a 2v1 a killer can just slug the 2nd teammate, and wait until your aura shows up, effectively waiting for the survivor to bleed out.

    I guess that's the trade for having all the information.

  • 1. The Devs said the "healing" part is when YOU heal someone. Being healed doesn't deactivate DS. I hope this includes a self heal with medkit or Self Care until you finished so you don't depend on other Survivors as much.

    2. Object is supposed to give you 4s aura reading every 30s, not 30s of aura reading. And Undetectable would still protect you against it as it does now. No fears.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919463#Comment_1919463

    Being the obsession is RNG based, especially if you're not the only one using an obsession perk

    Object forces the obsession on you regardless if other people use DS or not. Only 2 or more Object users would make this rng. And that is nothing new.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919050#Comment_1919050

    More because it has no activation requirement so it forced the killer to juggle that was a massive time waster not you can't do that

    That too.

    I remember the pain of 30% wiggle DS. That was beyond horrifying.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919077#Comment_1919077

    Yes, but the perk still has the problem of being WORSE if you're the obsession, the current version they have planned means that running the perk would be nothing but a hindrance if you get bad RNG

    What do you mean with bad rng? There is nothing rng about this version of Object.

  • @NeonFlowerPower said:

    Killers are gunna be hella mad when they find out it is actually stronger with this change because it will be more beneficial for the survivor over the killer.

    I don't use it because I always feel bad if I do.

    But I think it could be well used during a chase since there would be no TR restrictions anymore, am I right?

    But the cost would be that you lose control over it.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916803#Comment_1916803

    Actually, theres im all ears. With the new OoO you can see them as well meaning they cant mindgame or outplay you as easily once you vault

    There is also Nurse's Calling, Undying, wall hack Oni/Plague, Fake Pallets, Nemesis, Blight/Bubba add-ons or Vanity Mirror as well as the Shard add-ons (honestly no one really uses these).

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917129#Comment_1917129

    Because it'd be the worst perk in the game. All the perk does is show you the killer when your aura is revealed, with the massive downside being that you're shown to the killer in short intervals. You have no control over it and the added bonus is not worth it, plus it still isn't useful against stealth killers because you can't see them (not saying the current OoO should, but you at least get an idea of what direction they are). Plus the effect only applies to the obsession, so this could mean one of 2 things: 1) The perk is completely useless if you're not the obsession or 2) The perk is MORE useful if you're not the obsession because the killer doesn't see you every 30 seconds. Plus now this change means that Sole Survivor won't Synergize at all.

    If I understood correctly the perk would activate with BBQ or Nurse's as well. It could provide a lot of information to you even if you aren't the obsession.


    I would be glad about such a change since Object was too oppressive for my liking (I always felt bad when I used it). Now it would be a simple "you see me= I see you" perk. And all killers are treated the same. No more abuse of Oblivious with object.

    Yes you wouldn't have control over it but you can still mindgame with it during a chase since it doesn't depend on the TR.


    And yes, Sole Survivor would need a change too since this Object Version is global. I tried to do it but I couldn't place the different tiers.

    My version reduces the aura reading by 50% for the first dead survivor and adds 25% for the other two, so it gives 100% aura reading immunity if you are the last.

    This would mean if one survivor died, BBQ only lasts for 2s (instead of 4) and Nurse's only triggers in a 14m radius instead of 28m.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/223970/ds-just-became-a-bigger-issue-to-me

    Counter point they could always do that just by not hitting it but why would you not do that because you may not get the chance to do that again

    True. Back in the days with the old DS it was a strategy to save it for later. It could catch many killers off guard.

  • Was he using Coup de Grace? Because this is literally the only way to give him the Omega lunge you are talking about.

    Believe it or not. Freddy has normal lunge range. He's just small and has a small weapon so his arm gets spaghetti'ed to match the hitbox.

    Same for Legion btw.

  • @Zozzy said:

    1. hide behind a generator
    2. get in a locker
    3. get near the killer
    4. run distortion * (my bad)

    5. Run one direction while counting to 4, then going to the other.

    6. Stand still for 4s then go where you like

    7. Use Kindred. A very good information perk. Tells you if the killer camps (with Insidious), tells you where everyone is AND tells you if the killer comes straight for you after hooking someone (aka BBQ). It can you even tell if he has Tinkerer or if a Spirit phases back to the hook before she appears.

    There is no reason to nerf BBQ. It is well balanced and used to be a lot stronger when lockers did not block auras.

  • @AChaoticKiller said:

    match making is already bad and this would be used to avoid good killers.

    oh you faced a god nurse blocked

    oh you faced a good billy blocked

    oh you faced literally any spirit blocked

    oh you didn't like how this killer won blocked

    oh you can't find a match? wonder why.

    Don't forget:

    Oh you faced a Freddy blocked.

  • First of all I'm really thankful of the Devs that we can all contribute to their thoughts! Thank you!


    I really like the Object change. It still provides a lot of information to the Survivor(s) while being less offensive against the killer.

    If I understood it correctly, you would be able to see the Killer's aura if he sees you with a perk or add-on that provides aura reading (f.e. BBQ, Vanity Mirror, Nurse's, Undying, Renjiro's Bloody Glove, Amanda's Letter etc.) if the conditions are met. I guess a EWII Mirror Myers will only trigger Object if he's stalking you. But will f.e. trigger Amanda's Letter as soon as you get in 12m range or when she looks at you? From what I can tell the first version would provide the most options for Survivors whereas the latter version would be fair.

    I also like the periodic aura reading every 30s since it gives room for a lot of mindgaming for both sides. Something the current Object lacks. If it comes with a little animation when it is on cooldown (like Premonition) and maybe gives a little sound cue when it triggers (like Alert) it would be great. So that we don't get surprised or don't have to look at the icon all the time when using it.

    I also really like that this version of OoO treats all killers equally. No longer is the killer screwed by Oblivious or a small TR on loops!


    But this idea has a big problem:

    As @Trashmaster mentioned above, Sole Survivor would need a change too, since the 24m per dead survivor would be not in sync with object anymore since that would be global now.

    This was trickier than I thought, since I didn't know where to put the differences between the tiers, keeping it in sync with Object AND make it usable without it. This is my idea:

    As more and more of your friends fall to the Killer, you shroud yourself from his view.

    For the first dead or sacrificed Survivor the Killer's aura reading ability is reduced by 50%. All other dead or sacrificed Survivors grant additional 25% up to a total of 100%.

    Increases the chance to be the Obsession.

    This means when 1/2/3 Survivors are dead, BBQ would only last for 2/1/0s (instead of 4s) or that Nurse's would only reveal that survivor in a 14/7/0m radius (instead of 28).


    I also like the DS changes. Good that you kept the locker so it still provides combinations like Head On or Inner Strength. The restrictions would let you think twice if you want to finish that Gen next to the killer seconds after you got unhooked. Also hook rushing with DS and BT would be thankfully out of question with this.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912603#Comment_1912603

    If I turn off cross play my game times go up and my chances of SWF goes up as well.

    I was playing yesterday and my ping was 140+

    My friend is new to the game, not even got 3 characters level 40 yet. Even he can say straight away it's a PC killer. Even a complete noob to the game can even tell the PC has such an advantage in this game compared to console users.

    I'd personally rather have the ability to turn off PC killers but still accept PC survivors in my lobby.

    First of all a ping of 140 is not good. It was not that bad with p2p, because your data just went one way and therefore you could think ahead and react to the latency. 140 ping with servers is bad because it is literally a race which data gets to the server first. If I get thrown into a 130 ping lobby (my standard ping is 40) I usually try again except if queuetimes are bad. Then I get hit through everything, shot through walls etc.

    This has nothing to do with PC killers.

    PC killers (as well as survivors) have a sharper movement and don't have FPS issues as often (some like me still do, believe me). Some killers like Nurse, Deathslinger or Huntress are most likely PC players due to aiming. So of course you can tell if the killer plays on console/PC. I can tell most times too.

    I guess your problem is that you feel PC killers have an advanage and it is true that M&K have advantages over a controller (especially on killer). Crossplay was supposed to be implemented with a MMR rating and matchmaking system, simply because Rank 1 on PC is not equal to Rank 1 on console for these reasons. Then MMR did not work and they took it out again without removing Crossplay since you could chose not to use it. I just hope they will reinable MMR soon, get it working properly and make clear what they mean with "skill". But this is another problem.

  • @AnnoyedAtTheGame said:

    I don't think any amount of blood points is wort going into match against sweaty swf lobbies who only want to gen rush, flash light save, body block the hook, go down near pallets/locker to stun killer when picking up, t bagged every pallet drop. I don't want extra bp to deal with that.

    The PC players vs the ps4 have such an advantage with everything they do. The PC is what's ruining dbd on ps4. killers that can lunge 15 feet, hit 3 feet through a window, get stunned on a pallet on your side then bounce back to their side.

    This game has got so boring I managed 2-3 games and turned it off and went on something else. If the devs don't want to deal with how bad this game is, is it actually worth playing. If a friend invites me I'll join but tbh it's not worth going on it.

    Why is it PC players' fault?

    If you don't want to play against PC player then turn crossplay off. Getting hit from miles away happens due to lag and is not avoidable. Problematic are VPN killers but even that should be fixed with hit validation.

    I often see console players with 150ms ping in my lobby, so no wonder you get hit through everything. I would get too. Even on PC.


    I agree on the rest. I like to play more POE or swtor lately. Even the huge grind in poe is more fun than most matches in dbd lately.

  • Let us play a dbd version of Snake or Packman. That shortens the lobby times by 100%!


    Joke aside. I think bonuses for the lesser played role like shards or BP could help, but I can tell that I most likely won't play killer when I want to play with my friend which is what I often do.

    The real fix for that problem would be to adress the 4man swf problem, but this is a difficult progress.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906934#Comment_1906934

    You made your point, and I made mine. We been circling the same arguments over and over again. And it's not like we are gonna change each others' mind. So I am just leaving it here. This is feedback and suggestion forums, that is my observation and suggestion for a bleeding problem of the game since the beginning. And I didn't made it by an impulse. So its up to devs. to read or consider or throw it to trash.

    I'm also trying to fix it but I guess you are right that our pov's are too different to discuss this further.

    Thave a nice day and stay healthy.

  • Getting your future MMR ######### up because of getting rank 15s as red rank in a red rank killer lobby. Check.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1897370#Comment_1897370

    I can give examples of not significant ones as you call them being extremely important to know in advance. Like which healing perk they got, Do they have We will make it? Should I let them unhook the person to activate it. Do they have soul guard, or they don't know I have soul guard. I am in the locker to your right. I have head on. etc..I find these little information very game changing. And SWF's power majorly coming from here. Like I said before not only they have communication, but they can make their 16 perks combined.

    Basically I am saying, 16 combined, organized, timed perks, can't never be equal to solo 4 perks.

    Of course some of the streamers are playing well this game, ergo playing well with team. So they can still do well with 2 or one perks in a group.

    The "best" fix to close the gap would be voice chat. But I wouldn't like all the trolling that would come with it. And if there is no voice chat, 4x solo =/= 4man swf.

    But this is still NO reason to punish friends who want to play together by limiting perks one way or the other. It is another thing for tournaments (at least the small ones I can think of) where certain perks are not allowed (f.e. DS, UB, BT) and there is a perk limit. This is for balance reasons and because certain perks are unnecessary if it is forbidden for the killer to tunnel, camp or slug.

    And dbd streamers (like Tru3 or Otzdarva) play this game for X hrs every day. Don'T forget the majority of players are CASUAL players or players like myself who are somwhere in between. This change wouldn't be good for the majority of the player base.

    If there were a competitive game mode, I could understand to restrict the usage of perks in a swf, but NOT if there is only ONE gamemode for all.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895731#Comment_1895731

    Yeah it can be implemented, but can you imagine how much of a concentration and game tracking it requires to remember who had what perk in the game. And I am saying this by the developers perspective since they think people can't even remember who are the 3 other survivors in the game and felt the need to put pictures of the survivors to fix it.

    Personally I seldom play in group without comms and deleted my discord to avoid future comm SWF. Cause for me it is a drag, I enjoy peace and quite. I don't know you play in SWF groups or not, but have you ever seen streamers for example. I watched some of them while in solo and just in duo group. I can honestly say the difference is significant. Even they are only 2 of the 4 survivors, the valuable information they share drastically impacts the game.

    That is of course what I believe, what I think. And this was just a suggestion.

    I would only want to know certain perks like UB, Deliverance or Adre. Maybe BT as well. The rest is insignificant or becomes clear the second the match starts (or after 2min). And I for myself can keep 3 perks in mind.

    I also don't understand why they put portraits in the UI without matching it to their cosmetics. 4 Claudettes still look the same in the UI regardless of their skin.

    I usually use comms when I'm in a swf because I like to talk with my friends about everyday life, but I also like to play solo, because it makes you a better player since you learn not to depend on your swf teammate.

    Which takes me to your last point. A lot of streamers play solo and are also really good players (they have a lot of practice). Put a bunch of solo players together and their skill is multiplied. So it's just logical that streamer swf are often really strong.

    This is still no need to punish people who just want to play with their friends.

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