LordRegal
LordRegal
About
- Username
- LordRegal
- Joined
- Visits
- 1,829
- Last Active
Comments
-
Please no, don't make that an achievement, it's enough of a pain in the ass regaining 100% completion every chapter...
Congrats though, that's awesome!
-
@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/1976953#Comment_1976953
Can you elaborate some more on how those results were obtained?
Spectrometer reveals the words. This is the back half, "Scream" is missing from the first half.
-
There's words hidden in the spectrometer of the song...I didn't believe the one most people are sharing so I did it myself, there's the result of the back half of the trailer, the first half has crazy but not scream. They've outdone themselves this time...
-
I can corroborate there being something in the spectrometer of the song.
BHVR, you have officially impressed me.
-
@KingFrost said:
Ugh. I figured as much. So basically "Pray the killer slugs a lot." Not a fan of challenges that are so heavily dependent on your opponent cooperating.
Agreed with that completely...it's one thing if it's something difficult, but another when you're suddenly counting on the killer or survivors playing in a certain way. It's not up to me if the killer leaves a survivor on the ground long enough to get them up, even if I'm close to where it's happening...a flashlight save is about as difficult for the average player but is something you at least get guaranteed attempts at...
-
I cannot stress enough how bad the new player experience is. It's genuinely worse than any game I've ever played. We've asked for them to improve it for a long time, but...frankly, it's taken almost five years of asking for it to get colorblind support, I'm not holding my breath.
-
@NomiNomad said:
I assume he had tombstone piece which is, yes, too powerful imo.
Actual tombstone is incredibly hard to pull off, just from the debuffs it gives him.
Especially if it's infinite T3 Judith's Tombstone Myers.
I respect anyone that managed to get Evil Incarnate with double red myers.
I still remember getting it with that setup back in 2017...took all 5 gens to get T3, literally moried the first guy as he finished the last gen. I just got extremely lucky on where they chose to try to get the door, and the last person I had to get made a massive judgement call and tried to finish the exit gate as I killed someone near it. Was a very stressful experience, would not recommend.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1971329#Comment_1971329
Blight is very good tbh. Twins are trash though agreed
Blight is great unless you get a map with items that don't have proper collision. Ormond, Swamp, and Autohaven can be absolutely infuriating as Blight. I love him to death and have been playing him a lot, but the bugs where you just sliiide off things when you hit at a 45 degree angle is genuinely the most frustrating thing in the game for me right now, as either side.
-
Definitely not aliens:
-
@Volfgang57 said:
https://forum.deadbydaylight.com/en/discussion/comment/1971134#Comment_1971134
I'm glad we can finally shut down all the fnaf theories with this
at least until the next chapter...have to do the whole song and dance every chapter, it's exhausting...
-
@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/1970171#Comment_1970171
Killers can open gates?
They can as long as EGC is not started and all gens are powered. Designed to force the game to end as a long time ago people would finish the gens and then hide for absurd amounts of time just to troll the killer.
-
Killer power is objectively larger than it was with the original HUD so I can say with relative confidence it's not a problem right now.
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1967679#Comment_1967679
How did mmr work? I took a long break and didn't play when it was active. Will I get more experienced teammates when I play more and do well?
It was a completely broken system...they weren't clear at all about how it worked but good killers were getting matched against baby survivors with a weird degree of regularity, and vice versa. They claimed it would be a good way to match players of similar skill (because we all know rank doesn't dictate skill) but it really just did not work at all.
They disabled it after a couple weeks and said they'd keep working on it to bring it back once it worked, but we haven't heard much since.
-
My first instinct is the update turned on MMR again before it was ready to come back, but that's 100% speculation on my part...
-
I find killer more fun but survivor less stressful, so I wind up playing about equal of both.
-
For reference: https://twitter.com/DeadByBHVR/status/1360284634274291712
First off, yes. This is a world better than what we have currently, and I can give a genuine thank you for listening to the feedback. It's much much closer to what I would consider an "ideal" HUD, where the bottom left and right once again have the critical information. Seriously, this is much better. That being said, I have one further feedback I'd like to see changed, and one thing that we don't see if it moved that I hope did.
First and foremost, the vertical survivor portraits is still kind of awkward and takes up a lot of space. If they got moved back to the bottom and made horizontal like before, but keeping the new icons and systems, I think it would be completely ideal, saving space and making it a perfect blend between the old and the new...as is it's a little too spaced out for my liking. I could learn to live with the new setup, but I would definitely prefer them going back to the bottom and made horizontal purely from a screen clutter perspective.
Second, the WIP image doesn't show where the scoring events are...I'm hoping that if things go to live as we see them, they got moved down at the very least, they're out in space currently. However, if the portraits go back to where they were, then the scoring events can return to where they used to be as well, where they're still more likely to be noticed but temporary and not otherwise cluttering the screen.
Edit: Third thing I keep forgetting about until it's a problem - the red on red status effect icons need to be something else, the colorblind community (myself included) are unable to use the information in its current state.
Those two things aside, this is leagues better than what we have currently, and thank you for being willing to make the changes we've seen so far. I am very happy with the progress on the HUD and I think these last couple things would make it as good as it could be.
-
@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/1938733#Comment_1938733
I suspected that might be the case for Console players. I play on a 32 inch curved monitor and find dealing with the positioning of the UI elements to be a chore right now.
Yeah, I'm not a console player myself, but I've seen a good number of them saying how awful it is on 60-70 inch screens, and I completely believe it. I'm running on a 17 inch laptop screen and it's bad enough...can't imagine almost four times that size...
@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1938733#Comment_1938733
This. Also, a lot of people are (in my opinion, justifiably) unhappy with the Devs for how the situation has been handled thus far. A lot of things that people are having issues with as far as UI were also present in the PTB, so for a lot of people, it feels like their feedback on the Public Test Build was useless.
That's a great point as well I forgot. This has been yet another highlight that the devs are awful about communicating. So many different statements about why nothing changed despite having a full four weeks to make changes. It's absurd, it really is.
-
Couple things to this:
The UI is functional on a PC screen, but for console players on a large TV, they need to literally turn their head multiple directions to get information.
The status bars for exhaustion, etc, are still completely not colorblind friendly, I am incapable of seeing where they are on the bar. Frustrating when they listened when it came to the injured portraits.
The gens left are in a spot you will never look naturally. There are some reasons, especially as killer, to be looking in the bottom left for a hiding survivor. I can say I've never looked up at the top center naturally unless I'm playing Huntress and going for a longshot snipe. It's lead to me struggling as both sides to keep accurate count of the gens left which is a problem.
General UI design is to cluster like information so that a quick glance tells the player everything they need. The old UI did this very well, with everything but perks in the same spot. Now to see how the game is going you need to look top center, top left, middle left if you're killer, top left for longer if you're survivor, bottom left to check power/item stats, and bottom right to check perks. Compare that to the old UI, which had it so you had to look bottom left and bottom right to get the state of the game, and it's objectively worse.
The reason people are so mad about this is it affects every game. Balanced isn't in every game, DS isn't in every game, Nurse (rest her soul) isn't in every game. BL removal was for a weekend and nothing came of it. This is in every single game, you cannot avoid it, so it's something everyone who hates it has to deal with every time they ready up. The outcry as a result is balanced in proportion to how often you deal with it.
-
House of Pain in Badham for me because I never, and I do mean never, guess correctly what side the killer's coming down. 90% of the map down the close stairs? I'll get hit going for the far ones. Assume because a chase happened by the far ones I'll go up the close ones? Nope, killer looped around.
-
I can only imagine it's in case they shadowfixed any of her bugs...not that that's happened yet, but hey, some of them may not be totally disillusioned yet.
-
I genuinely don't understand why they bother having a PTB anymore if feedback isn't used to apply changes - if it's got to go to consoles before they'll listen to any feedback, skip the PTB and just throw it on live...not like we ever get bug-free releases anyway...
-
I love the changes as they're given - makes OoO a perk scouting perk in addition to a killer scouting perk, without giving the constant information that made it impossible to play against in a SWF setting. Plenty of utility and still strong without being game-breakingly strong. Genuinely one of the best reworks to a perk I've seen in a long time, full approval here.
-
The lack of communication from community to devs and vice versa. As others have said the colorblind mode fiasco really brought this to light, but they're so inconsistent about what parts fo the community they even listen to it's almost impossible to get things to them. Case in point for a while the PTB allowed for greater feedback to happen and potentially get fixed (Ghostface PTB being a good example here) while they've decided since it's just time for bugs to get found and maybe patched and most actual changes have to wait for midchapter. The Billy nerf too was a wonderful miscommunication, where the first post mentioned "we're only going to tweak him minorly since we're happy with him; he's got good counterplay and the more skilled player usually wins" and the official patch notes said "he was overperforming so he's getting nerfed."
I've thought for a long time now there's two "communities" of devs. There's one that tries to incorporate community ideas and thoughts, and there's one that blindly follows the vision they have come hell or high water from the community, and are hypersensitive to feedback that isn't purely positive. The second example above is a very good indicator of that I think...and unfortunately as time goes on I think the second community of devs is winning and gaining more power over the first, and I'm not sure that I like that.
-
The bleedout timer slowed/stopped if the killer was too near the hook. Immediately meant looping the killer by the hooked person was the ideal strat since they wouldn't die and you could save at your leisure.
-
I play too many killers to say "this is who I play" but my favorites at the moment are Wraith (StBfL, NC, Surge, and Thrilling Tremors), Legion (Enduring, Pop, Surge, and Thrilling Tremors), and Pyramid Head (Surge, I'm All Ears, IF, and Corrupt).
Survivor I've been maining Cheryl with Repressed Alliance, Blood Pact, Kindred, and We'll Make It, for years I mained Bill with BT, UB, Kindred, and We'll Make It/Plunderers before WMI was good. I don't use teachables on Survivors if they're not the survivor that owns it so my builds are unconventional and I enjoy that.
-
The only thing I would change is a quicker recovery of his power (and nerf the recovery add ons as a result) or make it so a successful hit doesn't knock him out of his power (and makes him immune to being broken out of it for a moment so the hit survivor can't insta-break him)...I dislike feeling like I'm being punished for doing well, which his power kind of feels like.
-
I think they're incredibly boring to play, but think they're fine to play against, so...the opposite of that second option there.
-
@risingredkite said:
EDIT: Oh, also, here's a link for people who havent seen it yet:
https://twitter.com/DeadByBHVR/status/1352326147984470018/photo/1
I was thinking about making a post about this too, but I'm just gonna add a comment here for now.
First of all, I am not colorblind myself, however, I am incredibly happy to see that Dbd is finally implementing a colorblind mode. Colorblindness is something that I have been interested in for a long time and colorblindness accessability is something that I am actually studying for college. That's why I always keep out an eye on how different games tackle this issue in their games.
Anyways, I was wondering... is this colorblind mode actually gonna be enough? Yeah, some people struggle with red on black, therefore they made the scratchmarks and gen auras orange in the deuteranope mode. Some people struggle with red on green, so they made them a little towards magenta. And then there's tritanopes which is a yellow-blue colorblindness so they don't need to change the reds.
But I have a feeling this colorblind concept is only gonna help so much. That's why I would like to hear more opinions from actually colorblind people. Are those good concepts? Would you use them? Or does there need to be more? Because wouldn't making the scratchmarks blue (so, outside of the red-green problem zone) be more helpful for protans and deuterans to actually mimik the contrast we non-colorblind people can see? Being able to customize the color of certain objects like auras and scratchmarks would make everybody happy and account for all the different types and severaties of colorblindness... but maybe those modes are good already. But maybe they're not.
Also, if you don't mind me asking... how do you have both deuteranopia and protanopia? If your eye is lacking L (red) and M (green) cones... wouldn't this make you a monochromat, only leaving behind the S (blue) cones? I think you meant to say you have both protANOMALY and deuterANOMALY, which means you still have M and L cones, but they simply to not function properly. Therefore you are showing symptons of both colorblindness types. Is that so? Not trying to be rude or anything, and I am so sorry if it sound rude like that, but I am just curious. :)
Taking your comments out of order here:
You are correct that the anomaly suffix is more accurate to my situation - it's just tedious constantly explaining how much of a sliding scale it can be to people who don't know better over and over (especially when a lot of people haven't heard of the "anomaly" part of it in the first place)...I usually say "moderate deuteranopia/protanopia" which gets the point across, I was just excited and didn't mention the "moderate" part of that. I am both L weak and M weak, not completely lacking either.
As to whether this mode is "enough"...for me, it's better than it was and I'm willing to celebrate that. That being said, you are correct - blue auras are for me the best option since my blue cones are intact, they would stand out better than any of the pictures we've seen so far. It's why I mentioned that a "pick your color" option would be the absolute best way to go. That being said, I wanted to also give feedback on what we've seen assuming that it's going to look like that going forward - my experience with giving feedback to BHVR is to not give sweeping statements like "this is not good enough" because they're less likely to listen to what could be taken as negative, non-constructive feedback. Therefore, while I did mention the "optimal" solution in my initial post, I also gave feedback from the standpoint of "what we've seen will be what we get" because that's when they're likely to listen. And honestly the deuteran scratchmarks and the protan gens are far easier to see than the default ones. Is it as good as blue would be? No, but again, I've learned how to phrase my feedback.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/221077/from-a-colorblind-player-thank-you
Please remember it's still a WIP - as you know I'm colourblind myself so you can rest assured the feedback is going through
Absolutely - I put a more focused feedback thread in the proper channel about it as well but I 100% understand it's a WIP. All I can say is this is the most excited about a change to DbD I've been, full stop.
@EvanSnowWolf said:
I am assuming there was a tweet/announcement or something I missed? Someone got a link?
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1803974#Comment_1803974
Keys account for approximately 2% of escapes only and have a lot of conditions met before more than one survivor can escape with a key due to the hatch conditions - a good portion of the game has to be completed before the hatch even spawns. That was completely different to mori's which were one hook and then mori'd.
Genuine question...not looking to argue or lash out, but I'm genuinely curious - what % of survivor deaths were to moris? I'm mostly curious from the "both sides agreed moris and keys were too strong" standpoint...if keys are only 2% of escapes and are "too strong" then what were moris at percent wise?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1804383#Comment_1804383
Compare Moris now to other offerings, though. Aren't they just about as useful? Hooking everyone once and then Moriing with wild abandon is still unbelievably strong compared to the other offerings in the game, and that's not good for balance. I think this was the perfect change; it's a relatively weak effect, but it can still be very useful in niche situations. Your Petrified Oak is usually going to be useless, but sometimes it's the difference between getting hooked or not. Your Salty Lips are usually going to be useless, but sometimes it's the difference between Kobeing and dying. Your cut coin is probably just going to backfire and make survivors more objective-focused, but sometimes it prevents survivors from finding the key or medkit that would have saved their lives. This change brings Moris right in line with offerings like those.
The problem with that logic in my opinion is that those offerings get use out of them by existing. The ONLY time a mori will ever be useful anymore is if someone still has DS up, you've hooked them twice, and EGC is in play. You're effectively playing to lose if that's how you're using them, so why bother? In any other scenario you're better off hooking the person who's dead because it's faster, or slugging them and pressuring someone else because they're slugged and now you're doubling your pressure. It's a flashy animation that serves no purpose in almost any game. A cut coin is guaranteed to reduce items on a team not bringing them in. A petrified oak makes sabo and bodyblocking a good play. Salty lips have always been a meme. Fog add ons used to be way stronger than they are now so you can argue a weird reverse power creep with offerings there I guess? Same with the now gone moon offerings.
Regardless, the other offerings are consistent value, moris no longer are. If hooking everyone once is too strong, then a charge system where you need 4 tokens to mori and moris cause you to lose 1/2 charges (with ivory being unable to gain past getting 4 the first time) is also a good nerf that still lets them be consistently useful. Must be on death hook turns them into a niche use case forever, and that feels bad. This coming from someone who pretty much hasn't used them ever since I got the achievements for them.
-
half/half player here, I have always though moris needed a nerf, but actively didn't want this exact nerf to them. A charge system or needing all survs to be hooked once was my preference. Never really used moris so I personally won't be affected but I am sad that my instinct when I see a mori on a killer will be to laugh at them for thinking that does anything for them anymore.
-
Making it so all survivors had to be hooked once, or a token system where 4 tokens = mori, lose 1 token on mori, gain 1 on hook...still lets them be impactful but keeps them from being used in a scummy way. This just makes them pointless as long as it's not EGC with DS up, just hook them and you're saving more time than a mori does anymore.
-
My issue with it is how it was done. Making it so everyone had to be hooked once fixes the tunneling problem and still lets them be impactful. Now unless EGC is happening and you think they have DS it is actively more detrimental to mori them rather than either hook or slug and be active during the 12-15 seconds a mori takes. Even if the ONLY benefit you get out of not mori-ing someone is a chase, you're still keeping one player off whatever they wanted to do during the time you'd've been in a pointless animation.
Note that I almost never use moris, but I also don't think making them pointless in most use cases was the way to go.
-
@notlonely said:
I only see complains but no solutions. What would ANY of you have done instead of this? Moris are now borderline useless, I agree, but they couldn't just leave them to be as OP as they were.
I've said a few times I fully supported "you must hook all survivors once before ivory/ebony can be used" which actively prevents the tunnel issue and still keeps them strong since you can still skip a hook state. 2 hook requirement per survivor makes them actively useless outside of EGC if you think they have DS. Just hook them and they die faster than almost all moris (unsure about average distance traveled verse Pig mori time)
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1804102#Comment_1804102
Well they did what they wanted to do I’m happy Mori’s got nerfed they were so stupid. I find it funny how everyone wanted mori’s to be nerfed like this and when we actually get it everyone is throwing a temper tantrum.
I have been saying for a long time a mori nerf was needed. But I ALSO have strongly advocated against moris being only usable on death hook because they're no longer useful at that stage. PH's Final Judgement takes the time it takes to pick up a survivor, which makes it worth using. A normal mori take ~12-15 seconds. In that time you could easily hook someone and move on to the next chase rather than being locked in place.
I have always said making everyone need to be hooked once to use a mori was the way to do it. This was the exact change I did not want to moris.
-
Agreed. This is what I want to see. I still disagree with the choice to push the patch when they did (and I will likely continue to be vocal about that), but the devs get a large nod of respect for being open and honest about it after the fact. Would've preferred it to be sooner than a week later, but hey, it's a sign of improvement so I can hope for more next time...I hope.
-
While I 100% agree moris needed a change, this has made them useless. Now you have the choice between picking up and killing the player, or watching a long animation that kills the player. There's no more economy in them, and they're all flash with no substance.
Multiple prominent community members suggested making them available after every survivor was hooked once, since that fixed the tunneling issue and still let them fill their role of letting the killer skip a hook to secure a kill. This no longer gives them any room to actually be worth the points. Too much of a nerf imo.
-
I would estimate about as soon as Nurse gets fixed.
-
@MasonOliver123 said:
I’d say it’s not really to deprive survivors of gameplay, it’s the most effective way to play the killer.
its human nature to do anything the most effective way, if you’re able to, why wouldn’t you?
it's the old adage "given the chance, players will optimize the fun out of the game"...those who care only about winning, not the fun involved, will play whatever the most effective way to get that W is. It's up to the developers to prevent the fun being lost through optimization, or the players to decide fun is more important than winning, to avoid it.
-
@Boss said:
Kinda scared of what they might do, but I'll wait for a list of the planned changes first.
As a fellow Wraith main (well, co--main on my part) I'm right there with you. Concerned because of their mixed results with "tweaking" characters...I really don't want to see another killer I love get hurt, either in the "much less effective" realm or the "much less fun" realm...
-
I'm frustrated right now. Frustrated by how he current patch didn't get delayed despite the huge number of bugs and general problems introduced with it. DbD is a game I want to like, and there are nights where it's genuinely enjoyable. But right now playing it is just one big bundle of "yeah, that's bugged isn't it?" and that's not what I want to be feeling when I play. it's made more frustrating when the response we got is "here's a few BP as an apology, but don't forget about our new paid skins coming out!" It just feels...hollow, really. It's just hard to muster the will to potentially have a few frustrating games to warm up and get to the good ones when I know the good could get stopped up at pretty much any time with one of the over a hundred bugs this patch introduced (according to the threads here.) It's just not a good feeling, especially when the new chapter means I want to regain my 100% achievement completion. Mixed brain messages galore.
-
@NomiNomad said:
Screw Clown!
WRAITH IS GETTING CHANGED AFTER TWO YEARS, HE'S GETTING CHANGED.
nah but really I am happy to hear he's finally getting changed. I hope they do 'im good and not... Hillbilly him.
I'm scared about Wraith...he could use a buff but honestly he's one of the killers I've had the most consistent fun with, and I'm scared with our current roughly 50/50 of "good reworks" verse "bad reworks" recently that he'll fall on the wrong side of the coin. A full rework could be devastating to my bing bong, and I'm scared for that.
-
@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1790499#Comment_1790499
Sometimes this is the case, yes.
I find it humorous how all the white knights are like "hey, you know, there's a pandemic, give them a break" as if BHVR wasn't pulling nonsense like this before the pandemic.
That one frustrates me a lot as my personal experience working on a software project known for consistent and regular, high quality releases, we've been 100% working from home since mid-March, and we've not only maintained quality but done well enough it is very unlikely we'll ever be back in our building full time again. I've said this multiple places, but had we done a release with as many bugs as this chapter, people would have lost their jobs here. Though really we'd have not gotten to production because our project managers understand it's far better to delay to fix things than it is to push the bad product.
-
I played them as an M1 killer for a few games until I found out their devout is buggy and that convinced me to stop playing them at all. Once I get the two achievements on them I don't plan to ever play them again. Extremely unfun even when they do work.
-
@Ace_Ventura said:
We need answers, and ETAs. Silence is not an option right now. It never has been, but ESPECIALLY now. You're the community managers, get some info and deliver it to us. Literally almost half the killers are bugged, and this can NOT wait months, or even one month. This needs to be fixed in DAYS.
Show us this "labour of love" you guys patronizingly talk about, and be transparent.
AAA developers have faced actual class action suits over things like this (ask your colleagues at Ubisoft Montreal about the little AC: Unity debacle). We just want our game to FUNCTION AS ADVERTISED. THIS ISN'T TOO MUCH TO ASK.
So, again, SHOW US THAT THIS REALLY IS A LABOUR OF LOVE INSTEAD OF JUST BEING ALL TALK.
By my count the only killers I have not heard about a specific bug for on this patch are Wraith, Pig, Doctor, and Blight. Technically GF if we ignore his longstanding issues.
Edit: Welp, just read a Blight issue so down to three and a half!
-
I just don't find her fun anymore. The double wait system (fatigue and then waiting for charges) is extremely unfun, and her bugs just ruin it for me. I mained her way back in 2017 and loved her to death, now I genuinely only touch her for a game of "let's confuse the survivors by never blinking AND not having the add on to help with that!" because that is genuinely more fun to me than playing her properly. I can 4k when I play properly still, but it's just so genuinely not fun anymore that it's not worth it.
-
If we're counting old bugs, ghostface reveal hasn't worked since...ever...
Edit: also all the existing Nurse bugs.
-
@Unicorn said:
Hate to say it, but even if this chapter was free I feel people would still nag about how bad it is (disregarding the bugs)
Yes, they would have, but at least we couldn't accurately say "they expect us to pay for this broken DLC". Plus the update broke multiple other killers regardless of if you bought it or not, so there's really no positive outcome for them no matter how this patch came out, purely because it came out how it did. There's really not a way to avoid it except delaying the release, which they clearly weren't willing to do.
-
I still remember their original business model: "We'll have some free and some paid original ideas, and then licensed chapters have to be paid." I think they took advantage of the three licensed chapters/paragraphs in a row with Leatherface/Freddy/Pig and decided everyone forgot about that model, and we've never seen a free chapter since.



