Milo
Milo
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- Milo
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I think it might still be good the way it is - It punishes staying injured. (also its gonna combo good with Legion and Plague)
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/865099#Comment_865099
I mean, killers want people to die, survivors want to not be camped and tunneled into oblivion, and most people aside from very biased people think ebony moris are busted. This suggestion gets rid of all of that, and it's not too huge of a change. It's dropping hook stages, and adding pallets/LOS breakers, and maybe darkening the maps. Most perks only need small changes, sabo could come back(permanent hook breaks, because one hook is death). Borrowed Time might be the only perk that actually needs an overhaul. DS could just work from being picked up.
I wouldn't say it's too big of a difference from the EGC patch. Sounds like a small price to pay for a large amount of complaints disappearing.
Dude, you're changing everything related to hooks! That means perks and overall how the game functions. (with some killers mainly as TAG mentioned RBT)
How is that the same size as EGC?
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So basically overhaul the main mechanic of the game.
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@Deadeye said:
It also annoys me that you have to hover over it instead of clicking it :D
This i won't understand, what diffrence does this make? I'm seriously curious.
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- Electrician Toolbox seems more like a purple than a pink.
- And how would Handheld Spotlight behave when the killer is breaking the pallet? Would the 180 happen after the break?
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/844725#Comment_844725
"Even if there are a few things you could actually do as survivor, everyone just goes for the gens and the exits, so what about another objective in the game to be done b4 actually exiting?"
You clearly understood wrong :) Go read it again and this time pay attention when you do so ;)
But in the end your sugestion was to make gens harder to do solo and in coop, make toolboxes weaker and chests in general weaker.
I went off your suggestion, not the general idea of "something needs to be done with gens" because everybody already knows that
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People can still express opinions about something but still enjoy the other things of the overall thing.
Also, just because someone sometimes say that cause of a situation doesn't mean they hate the game.
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Level 3 anyone?
Legitimate question, did the devs forget it's his teachable and make Distressing challenges by accident?
I doubt it. Last level had "This is not happening" as a challenge.
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Or ,as someone mentioned it a couple months back, give it an aura reading with it.
For 2 seconds you get an aura of the killer, then it goes on cooldown for like maybe 20-30 seconds
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Just imagine, killer had 3 tokens on Devour Hope, it gets destroyed but he decides to rebuild it in completely diffrent location (while it still keeps the tokens)
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@Adeloo said:
It's getting buffed in next patch : not only work when you are on the hook but also when someone else is on hook. So you know if it's worth it to go to the hook or if someone else is already on it'zs way .
Kindred became even more of an "Give info to solos" kind of perk than ever before!
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@jiwix said:
https://forum.deadbydaylight.com/en/discussion/comment/856623#Comment_856623
all the players who use sprint burst end up all the time on the hook, I used it when I started the game since I abandoned it I no longer needlessly fall all the good players say that this skill is useless, the only ones who still use it are those who do not know how to looper ..
all the players who use sprint burst end up all the time on the hook,
As if that's the part of the game?
But also making it an activable would make it the best exhaustion perk in the game. (there was even a bug for it to be semi activable and it was broken)
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"Yui Kimura does not have her own voice over"
Known issue
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"You have shown the players who favour killers that you dont give a fly f as long as survivors overlords are happy that good enough well"
Balanced Landing got nerfed tho
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"ither make the shards bright as hell, or just simply make the husk have zero motion to it. That way a survivor knows to expect a phase play from her. This will not hurt the Spirit, but it will give her more actual mindgame potential"
Please tell me how "making it obvious she is using her power" give her more mindgame? It actually gives her less mindgame (same with vault animation add)
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@TunnelVision said:
https://forum.deadbydaylight.com/en/discussion/105751/body-blocking
Yeah i agree it's highly frustrating to the point i will just quit if it's done. Going against SWF is stressful enough without this BS going on every match.
Did you try Mad Grit?
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@Mat_Sella said:
it wasnt available at the start? Gar-báge.
It isn't availible at the start.
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Also Myers gets faster vaulting speeds and Normal control over the lunge.
Oni has to either charge his melee or charge his dash (that has base billy's control level)
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@Shraar said:
tried him on ptb
omgggggggg its soooooo baaaaaaaaaaaaaaaaaaaaaad
devs what are you thinking lmao
I actually really like the changes they've done. Vault speed and increased MS do make me feel fast now. Pins aren't useless. But they still lack the chasing aspect of their power when everyone is injured.
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That's the point of undecteable - hide the stealth killers from aura readings.
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Also another thing they should do - Make a perk that's required for rift availible for free if you have the challenge equipped.
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Because its a part of the game.
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That looks... weird
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Wasn't Hillbilly based on Cannibal a bit too?
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/842755#Comment_842755
i already talked about "secondary objects for survivors" in another discussion that i made named "More objective for survivors and games a little longer!!"
I just read it... In there you're just saying to incrase gen times. Unless i understoond wrong.
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I feel like 50% on the door would be too punishing for killers when the exit gate is too far yet balanced when they're near.
Maybe like 35%?
EDIT: And/or add a progress thingy on the bar to show when the light is gonna light up
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1) His power
2) He could be confusing to play against when you have Ash as your teammate unless he has way diffrent design/animations.
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@[Deleted User] said:
In my personal oppinon pleage should have pestilence tiers similar to doctors madbness tiers
Default Tier 1: Fever
Survivors suffer from x% ineficancy
Tier 2: Fatigue
Takes 60 seconds to progress or 6 seconds of pleage vomiting on victim, survivors suffer from ineficancy as well as the hinderd and exaustion effect
Tier 3: Wither and Decay
Takes additonal 60 seconds from tier 2 or 6 more seconds of pleage vomiting to progress. you are injured periodically every 60 seconds, the next time you are healed will inflict the broken status effect thus you will be put into the dying state the next injuty progression cycle
Progressed tiers of pleage can spread to healthy survivors.
And this shouldn't be a thing unless corrupted purge gets nerfed.
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I mean that would only help survivors for early game.
In late game it wouldn't make a diffrence
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@Viceus said:
https://forum.deadbydaylight.com/en/discussion/comment/843535#Comment_843535
for newest killer yes like freddy , myers , ghostface, and demogorgon... but for old killer ? like cannibal , pig ... or maybe old survivor like david...
As u know collecting 9k Iridescent Shard is not easy .. People must have a lot level up to get 9k shard...
I only suggest this BTW...
License is still license.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/842660#Comment_842660
No, you don't get what i'm talking about...
I'm talking about insta ruin, 3 gens 1 minute game and the forth coming right after :\ Where's the "hindered" in THIS kind of games? The one who has no premades will do his part as the others will do theirs. Plus in case he slows the pace of the prems or viceversa, now THAT would be a good thing, since THIS is the kind of things that MUST happen in an HORROR SURVIVAL GAME! Think about it, Not going for "real life stuff" but, as a solo there is a killer with a hooked person (E.G Bubba or Billy or X killer with noed) Why should you still get inside and try to save him if you have all the gates opened?? You are there to survive and that's clearly a bait made from the killer to have more sacrifices and since you are not cooperating with the others you are almost sure you are not gonna save him properly without trading your life or someones elses life for just one hooked survivor. Instead as a SWF you can share informations like: Where the totems were, how many totems still up, WHO must unhook and WHEN the others will have to bodyblock to save them both. Now this is BULLSHIT because even if you say "WOW! GREAT! WE WERE A SOLID TEAM AND WE BULLIED THE KILLER!! HOW COOL!!" you are not seeing things from the opposite side: "I'm alone playing versus 4 players, each having 4 perks, each having different gamestyles, each having possible items and add-ons" and so on!
If everybody will keep thinking for their own fun, this game will die soon, cause it's true that there are 4 survivors and 1 killer in every game, but sooner or later there will be no more killers going for fairness and they will all just play "Dirty" just as personal satisfaction.
I legit have no idea what you're talking relating my answer.
And better idea would to have some sort of secondary object survivor must complete.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/842566#Comment_842566
1) It should exist cause they act cooperating one with another and dont lose time wondering around and see whats happening or they are not afraid for heartbeat when near cause they know the killer is following someone else. They rush gens wounded cause they know exactly where the killer is and they run stuff like iron will + adrenaline so this make gen rush more viable. All the time they would lose in a solo game it's time they should lose with a stacking action speed debuff (JUST FOR SWF MEMBERS) Any solo survivor WILL NOT have this stacking action debuff cause there are no reasons to.
2)It's never bad, cause you just make it "non-gamechanging" since atm is JUST something used to be toxic and to tunnel and camp someone for accumulated frustration. you just make it something that makes the killer unique and "Scary" as a reward sometimes for killing someone with your own hands.
3)Same as i said to fluffymareep, the problem is: Sometimes "They dont care about points or pips" this is why i would like to have some game impact too, instead of just point-based difference. There should be something in the game that helps growing fairness and sportsmanship
You still don't get it.
Just because the solo surv doesn't get the debuff doesnt mean he doesn't get hindered by his teammates having it.
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Imma just chime this in to those suggestions:
1) I don't think having a debuff for playing with friends should exist. (also would that still apply to 2, 3 swf? If so those randoms would be hurt)
2) Nerfing Moris is hard because they can be either too good or too bad (aka after 2 hooks)
3) But maybe this could work for points aspect, but like give more for going for diffrent people
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"Why unlock the event cosmetics?
Unfortunately the way these event cosmetics were stored made it possible for certain players to lose them at random. They would need to be returned manually, but doing so ran the risk of causing further loss of progress."
"LEGACY
Unless we are able to identify every player that lost legacy, it will not come back. At the moment, we are still unable to identify the players that lost their legacy, therefore, we are not refunding or unlocking legacy."
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to all PC and console players equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to all PC and console players, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team
From the Dev Update
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Coils?
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I don't think creating a seperate lobby would fix anything (other than increase the lobby time a big)
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839961#Comment_839961
No no.
We aren't talking about 4.
We are talking about 1 Character. So when are the Legacy items being unlocked?
"LEGACY
Unless we are able to identify every player that lost legacy, it will not come back. At the moment, we are still unable to identify the players that lost their legacy, therefore, we are not refunding or unlocking legacy."
https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019#latest
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"Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here:"
Also cross-platform is only between Window Store and Steam
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I think Legion is gonna be like Ryze from League - a bunch of (sometimes small) reworks every now and then.
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@Sickerton said:
https://forum.deadbydaylight.com/en/discussion/comment/838410#Comment_838410
The same guy gives you No Mither, which is... well, No Mither. In a package snapshot I'd reason that two really good perks alongside one actively debilitating one is fair enough compared to Bubba's one must have and two really nice specific-build perks, and balancing for purchased characters to have strictly superior perks compared to free ones would be blatant pay 2 win and raise rather interesting questions regarding the likes of Freddy and Demo.
And the same guy gives you Dead Hard, while No Mither being level 40 so you can complete ignore it.
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Imma just cherrypick some of these if you don't mind
Why can survivors fast vault, when you guys said, you adapted fast vaulting so the survivor needs to run atleast 2,5(?) seconds in a straight line?
That is a lie. They said meters not seconds.
Why do killers need HEX: Ruin every game, even with the [BAD WORD] totem spawns you guys provide? (Already fix your game)
Cause it's the strongest "slow the game down" perk, after that it's Pop.
Why does nearly every map use the same assets or reused assets? How lazy can someone be? (No map is in any real way special)
Lery's, The Red Forest, Haddonfield. Just to name a few.
Why isn't the game fun anymore?
Cause you burned out probably?
Why did you guys nerf healing, just to buff it the last update and practically letting people heal within under 8 seconds?
Still, Mostly 2 times. Unless they run a specific build obviously.
Why were you guys telling us, Enduring got buffed, when it got nerfed? (You guys work with NUMBERS, how can you [BAD WORD] up telling us the right numbers?)
It did got buffed. They did fix it recently so it actually works like it's supposed too im pretty sure.
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If it was a normal perk, then the stagger in progress while you hit a good hex skillcheck would have to dissappear
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Then it would be just the same as level 1 tho.
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Describe long
Cause i see it like every month or so.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/834988#Comment_834988
No, what I mean is I can reach the pallet before them and hit them before they could get near.
Now without collision, it makes it that much easier.
Ah, okay. My bad then :p
Good for you
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Yep, you can always cancel a challenge, pick another one and come back to that one later
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@DelsKibara said:
I personally won't be using the Yakuyoke Amulet much personally, I value speed over haunting duration as a Spirit main.
The faster I can go, the faster I can block down survivors in a chase ^^
Pretty sure you won't be able to do that now cause no collision
@Alice_pbg said:
I will say what I said in the other thread here...
They should have given her a tell, for when she activates her power.
Nope, this would be the complete destroyed of the power tho.
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@JonathanTF2 said:
I don't know if you've seen my suggestion - why aren't these items on the Rift thing instead, somewhere high up? Means people would have to work to get them so there is still a level of exclusivity, but it's free.
Since you just added the Rift, it confuses me that you didn't choose this.
Cause Rifts (and it's progress) dissapears after a while?