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MiniPixels

MiniPixels

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MiniPixels
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  • Honestly because of how much of a head-lock DbD has on this genre right now I doubt anything big will happen in the near future, something would need to come and build up a following over time the same way this game did. Although I absolutely agree that this past year has been atrocious for this game.

    Silent Hill was decently polished but brought the worst map in the entire game, Blight was a good addition but has been stuck with low POV for nearly a year, I don't even have to explain the Twins release that's how much of a disaster it was, and The Trickster feels like a killer who was rushed out the door for release, he has an incredibly weak power and his animations make him look like he's not even from this game (At least change his running animation please, it looks ridiculous.)

    It sucks to say it but DbD doesn't need competition, it needs new developers. Something happened once the rift came out, some mind set changed, the updates have felt less and less polished, and we've been getting less and less word from the community managers or even Cote himself. Before this, even though the game wasn't in a perfect state, I at least had some confidence in the people developing the game, but that's been gone for a while now. I really hope something changes soon, because they can't just release one big hit for the anniversary and then go back to this, it's depressing.

  • I love demo, can't see myself playing anyone else more. His power is very unforgiving but becomes incredibly rewarding once you learn where and when to use it. He has solid map control, and is super fun to play. I really hope they don't butcher him and change his power in the "tweaks" they're giving him cause that might kill the game for me. All he needs is an add-on pass and possibly some number tweaks with his portals and he'll be fine.

  • Autohaven is a shell of it's former self, too many dead zones, way too dark, and now it has the dreaded breakable walls.

  • Favorites to play:

    • Demogorgon (He will always be my boi)
    • Blight (Human pinball is surprisingly engaging)
    • Bubba (Chainsaw go BRRR)
    • Huntress (Snowballing is fun)
    • Oni (Snowballing is fun)

    Least favorites to play:

    • Twins (no)
    • Deathslinger (Little counterplay)
    • Spirit (No counterplay)
    • Hag (Boring strategy)
    • Clown (Needs a rework.... again)


  • I think it would go a very long way if one update a year was replaced with focusing everything into health and re-balances. The current rate at which existing things get re-balanced or tweaked is immensely slow. Of course the devs will never do this due to their past records, greed, and overall distrust of the community, but I can dream.

  • Turn Hangman's Trick back to the Chains of Hate PTB version.

    • Gain a notification when a Survivor begins sabotaging a Hook.
    • While carrying a Survivor, see the Aura of any Survivor within 16 meters of any Hook.

    I know it was pretty ridiculous in the PTB but I really think the devs wussed out on a potential competitor to BBQ. Both sides desperately need more viable perks, the game has a very serious perk bloat problem and old perks need to be buffed to or near viability.

    More then anything I'm just interested to see how this change would've played out, and how people would adapt it into the current meta if it even became meta at all.

  • Overall incredibly underwhelming if not detrimental to the maps themselves. The main culprit is breakable walls, their addition to the game has been horribly mismanaged and has detracted from most of the maps they've been added to. Breakable walls were supposed to be an option for killers to make some of the already strong tiles in the game easier if they invested some time, not an excuse to add more. Instead of this the devs created a bunch of new strong areas, a lot of which breaking the wall is near required to successfully run the tile. While in most maps it's not as serious, Dead Dawg Saloon is a perfect example of the issue. Every time you load into the map you are at an incredible disadvantage if you don't break most of the walls. These walls don't even make the game that much harder it's just a new annoying and tedious thing you have to do if you don't want to be at a disadvantage. Starting a game as killer with the addition of a bunch of strong tiles that you have to take care of makes maps much more boring. There is no strategy to these walls, they're either "you are at a disadvantage if you don't break this" or "my inclusion is meaningless don't bother". They are the main issue I have with the reworks.

    A few nitpicky things more specific to certain maps.

    The Game (Gideon Meat Plant)- I am honestly baffled that they managed to make this map even worse than before. The Game has always been a pallet breaking simulator and an incredibly boring experience but this is insane.

    Autohaven Wreckers- Autohaven is a shell of it's former self, the ominous green fog has been ruined and the entire realm has been shrouded in this disgusting darkness. And there are suddenly a bunch more dead zones making catching people in the open incredibly common.

    Ormond- It's... better. The map is still fairly strong due to it's size but the overwhelming amount of maze tiles have been toned down to a very respectable amount. Pretty happy with this one.

    Even though the graphic rework looks good for the most part, and the maps still feel much of the same, breakable walls have thrashed the possibility of me considering this a "successful rework". Of course whether or not you consider the addition of the breakable walls as part of the rework or just the addition of a new mechanic is up to you, either way...

    Meh.

  • The game has a serious perk bloat issue, more than half the perks in the game are next to useless while others grant minimal benefits, compare these to the meta perks that actually DO something worth a slot and there is no real reason not to run them.

  • I played mainly Myers once he got released for a few years up until Demo got revealed. I still play Myers here and there but I probably have more time in Demogorgon games then I do on most killers combined.

  • @Alice_pbg said:

    @MiniPixels

    Personally I don't think FNAF is genre defining, it got popular and that's about it. Sure it got a few low budget clones here and there but didn't leave an impact on the way most horror games are made. Silent Hill created a new, now common breed of survival horror and Left 4 Dead went on to inspire most co-op shooters that have been made since.

    It literally created an entire new style of horror games. the "don't really move, manage resources" style of horror. and currently was in the ps5 annoucement as an exclusive.

    The news of a fnaf movie coming out promply pushed others to put one out as fast as they could to cash in on murderous animatronics (which is how we got willy's wonderland, fun B movie btw)

    So I say it's genre defining, if not, close enough to it

    Yes, I have watched a lot of classic slashers, and a lot of people do fairly criticize them for their cheap jump scares, but the entire movie isn't a jump scare, these films have a lot of redeeming qualities that make them loved by people that don't like jump scares. The same exact thing can be applied to FNAF but at a larger scale. Some people that don't like jump scares will be able to move past it and like the game for it's other redeeming qualities whether that be lore, atmosphere, or character building. But others myself included, may not be able to move past it because they find the games re-use of this scare-tactic as too repetitive, cheap, or boring.

    which is fair. but just because you don't like it, doesn't mean it's bad.

    and I stand by what I said earlier, the jumpscares are fail states. they don't just happen at random, they happen when you screw up. So I think they are fair, since essentially you are the cause of them.

    again, except for the challenge nights and whatnot. because they have way too much randomness to be considered fair.

    No, I'm not an elitist. I personally don't like the new IT movies and am pretty on the fence about the original. But that doesn't stop me from recognizing what they do correctly and that if done right could fit amongst the current roster. I was the same way about Silent Hill during it's reveal and was skeptical on whether it's inclusion made any logical sense among the cast.

    curious, what changed your mind about silent hill?

    FNAF is simply too far out for me, I've played the original three, I thought the overuse of the jump-scare mechanic made the games incredibly boring and stale, and placing chuck e cheese next to some of the most iconic horror figures ever conceptualized just doesn't sit well with me.

    which is again, fair. If you don't like a game, you don't like it.

    Personally, amnesia to me was way too boring. so I stopped playing halfway.

    but whether we like it or not. FNAF is probably the most iconic horror IP to be created in the last decade. at least in games.

    Whether I like it or not FNAF is horror, it's a very different game and just because I consider it cheap doesn't mean it gets removed from the genre. Like most things, at the end of the day this all boils down to opinion and whether it gets added or not will be determined with time.

    this was a way more measured response than I expected. sorry for assuming you were just gonna be an ######### about it.

    you're nice ^^

    this was a way more measured response than I expected. sorry for assuming you were just gonna be an [BAD WORD] about it.

    I appreciate it, glad we could be civil about this unlike some of the other arguments that explode on these forums.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2031493#Comment_2031493

    or a video game that defined the genre.

    so FNAF fits.

     In most peoples opinion a jump scare needs to be earned within the context of a film and random ones that are shoehorned in are generally unnecessary and lazy.

    2 things

    1 - have you watched the classic slashers and other horror movies? they have a bunch of "unearned" jump scares. this is just looking for excuses against FNAF...

    2 - FNAF has earned jumpscares (besides the 20/20/20/20 modes, which are way too random). a jumpscare is a failure. So you only get them when you screw up.

    Whether or not people think FNAF is actually horror is a massive debate

    it isn't a debate. it's horror.

    what I'm trying to get at is adding a game that relies on cheap horror, to a roster of horror icons, is insulting

    so it's just elitism? that's your reason? wow... grow up.

    Personally I don't think FNAF is genre defining, it got popular and that's about it. Sure it got a few low budget clones here and there but didn't leave an impact on the way most horror games are made. Silent Hill created a new, now common breed of survival horror and Left 4 Dead went on to inspire most co-op shooters that have been made since.

    Yes, I have watched a lot of classic slashers, and a lot of people do fairly criticize them for their cheap jump scares, but the entire movie isn't a jump scare, these films have a lot of redeeming qualities that make them loved by people that don't like jump scares. The same exact thing can be applied to FNAF but at a larger scale. Some people that don't like jump scares will be able to move past it and like the game for it's other redeeming qualities whether that be lore, atmosphere, or character building. But others myself included, may not be able to move past it because they find the games re-use of this scare-tactic as too repetitive, cheap, or boring.

    No, I'm not an elitist. I personally don't like the new IT movies and am pretty on the fence about the original. But that doesn't stop me from recognizing what they do correctly and that if done right could fit amongst the current roster. I was the same way about Silent Hill during it's reveal and was skeptical on whether it's inclusion made any logical sense among the cast. FNAF is simply too far out for me, I've played the original three, I thought the overuse of the jump-scare mechanic made the games incredibly boring and stale, and placing chuck e cheese next to some of the most iconic horror figures ever conceptualized just doesn't sit well with me.

    Whether I like it or not FNAF is horror, it's a very different game and just because I consider it cheap doesn't mean it gets removed from the genre. Like most things, at the end of the day this all boils down to opinion and whether it gets added or not will be determined with time.

  • This answer was copy-pasted from a response I made to a previous discussion because I can't be bothered to re-iterate myself a million times.


    Every license that has been added to this game is either from an incredibly iconic horror film, or a video game that defined the genre. The only exception to this is Stranger Things, which itself is a spin on the slasher genre and is generally inoffensive, while I love it's inclusion in this game whether or not it actually belongs here is a whole other debate. The point is that every license that has been added has been in mostly good standing with the general horror community, and fits logically within the game. This game started off as a love letter to classic slashers, and while it has branched off slightly, it is still much of the same. FNAF is a game that revolves around an incredibly hated element of horror, jump scares. In most peoples opinion a jump scare needs to be earned within the context of a film and random ones that are shoehorned in are generally unnecessary and lazy. Now combine that way of thinking with an entire game whose only horror element is jump scares and it's no surprise that people hate it.

    Whether or not people think FNAF is actually horror is a massive debate but really doesn't matter within the context of this argument. I could talk about how the whole community is comprised of children which is the last thing DbD needs but that has been said a million times before, what I'm trying to get at is adding a game that relies on cheap horror, to a roster of horror icons, is insulting. I personally don't think that the concept even fits within this game and could be done correctly but that's not why I have a problem with it, it's because of how much of an insult it would be, to have a chuck e cheese animatronic amongst some of the best horror movies ever created. That's why I hate it.

  • Unless plans change it will be this coming Tuesday the 23rd.

  • I really think an accurate MMR would kill this game. While I like having challenging games, never being able to run into weaker teams would get incredibly annoying and you'd never be able to catch a break. I agree that the current emblem system is flawed but it's much better than every test of this new MMR they've done so far.

    I really think they should just work on improving the current rating system because of how much time is being wasted on going nowhere with this new one, but then again as it is displayed time and time again BHVR refuses to fully revert anything that they sunk development time into, and considering how much time they've put into this system I fear we're gonna end up with it whether we like it or not.

  • I noticed this a while ago with Demo too. If they feel the need to cut back on the music for newer killers then fine, but stripping the unique pieces that others have had away from them is ridiculous and unnecessary. I sincerely hope this is a bug.

  • If your looking specifically for a killer to perform against teams then choose Freddy, he can teleport to gens, has a passive slow down, and can place snares that slow survivors, most find him incredibly boring to play as and against but he'll win you games, his perks are bleh you'll never use them unless your running a meme build but you can get some fun out of them occasionally.

    Pig on the other hand is much weaker, she has some slowdown with her traps and can choose to be stealthy if you wish, her dash isn't incredible but you can get some use out of it, her perks are much better and you'll use them more commonly but overall a much better choice if your looking to have some fun.

    It really depends on what your looking for, fun or performance, while I like them both as designs they're both very underwhelming killers in terms of the fun you can have with them imo. If their are other killers you haven't gotten I would recommend considering them as well before biting on one of these two.

  • Twins or Trickster, Legion was false hope but eventually led to a decent killer. Twins' concept is cool but executed horrendously and Trickster is a power concept that I think should've been scrapped entirely in early development.

  • @Mooks said:

    Wanted: Alien

    Expected: Resident Evil (and would be totally fine with that)

    Same, Alien has been my most anticipated killer since Myers was first announced, Demo reignited the hope that I have even though I agree making a Xenomorph fit in this game is going to be very tough. I'm fully expecting a RE chapter but hope it's something else just so it would be more of a surprise.

  • For a bit of context I've been playing Demo as my main killer since his launch.

    The reason so many people neglect demo is because he has a very unforgiving power that you have to get incredibly familiar with before you can even hope for consistency against good teams. Learning when you can and can't use shred is the most important part of playing demo and once you do it's incredibly rewarding, but for power with a very heavy penalty for inaccuracy, understandably most people just don't want to put in the time.

    On top of this demo's reeing provides constant information to survivors about what he's doing, solo survivors and players that aren't running info perks are suddenly given a guarantee of if the killer is busy or not. All of this forms a killer with a steep learning curve that will just turn out to be a neutered huntress that throws themselves. While demo is regarded as one of the most fair killers in the game due to his obvious counter-play, the barrier for player entry in order to win consistently with him is unfortunately tough for most. His add-ons speak for themselves, they all suck except for 2 or 3 so I personally just don't run add-ons at all. Hopefully this add-on pass will add some unique things to ease new players into his power and less useless filler.

    Overall demo will always be my favorite killer in the game because of how much fun I think his power is, but I can't help but understand the criticism he receives. All I hope for is that they don't pull a Nurse/Billy and rework his base kit even though it's just meant to be an add-on pass. Sorry this turned into a bit of a rant, I'll shut up now ;)

  • @Zixology said:

    So... we can't even run away anymore unless the killer is close to us? This is what killer main YouTubers/Streamers seem to be saying. And I know how much the community likes to worship these people. But come on... I'm running out of options here guys. I already finished my Killer challenges. I need to work on my survivor challenges too. I just want to make sure I do everything the right way without being toxic.

    Let me see if I got this right...

    1. No perks, that's toxic.
    2. No Keys. That's toxic.
    3. No Toolboxes, because "genrush".
    4. No Medkits, because healing shouldn't be "fast".
    5. No Flashlights, because that's toxic.
    6. Do not touch totems. Those belong to the killer. But, if there's NOED, I can't complain because I didn't "do bones".
    7. If the killer has started chasing someone, I must stop working on generators and stand still until the chase is over to avoid "genrush".
    8. I am not allowed to play with friends in public lobbies. Having friends is toxic.
    9. No pallet looping. That's toxic. All pallets must be thrown immediately BUT not on the killer because that's toxic too.
    10. Windows can only be used if they don't impede the killer. Otherwise they're toxic.
    11. Do not attempt to rescue someone off a hook unless they've already hit stage 2. You also have to be injured while doing it so that the killer doesn't lose any pressure.
    12. If the killer hits me when I'm hooked, that means I've been toxic and should kill myself immediately as I have ruined the killer's match.
    13. In the post game chat, I must thank the killer for killing me because it's always fun for me every game no matter what.
    14. If I ever escape, I must send a recording of it to the devs to show them how OP survivors are and they they must be nerfed and that I must be banned for exploiting.
    15. ((NEW!)) If I see the killer, I can't start running away unless they are already within lunge range. Running away too early is toxic.

    Did I miss anything?

    Play however you want, the only reason this game is considered toxic is because a large majority of the player-base thinks that the rules suggested by the community are law, when in reality a streamer said "x" was annoying and now everyone thinks that's gods word. Slug, tunnel, camp, run nasty perk combos, play the game however you want, will some people have the audacity to get mad at you? Yes, but that's their problem not yours. The perks and strategies are in the game so your allowed to play however you want. If you run OoO in my lobby will I get frustrated? Absolutely. But I'm not gonna report you or hurl slurs at you because I don't have the mindset of a five year old like the vocal majority of this community.

  • Now this is a tier list I can get behind.

  • I would say I lean towards the competitive side of things, I take games fairly seriously considering it's what I spend most of my day doing and I'm always looking to better myself as a player and play a game as efficiently as possible, while I'm not trying to be a sweaty tryhard, taking the game very seriously and trying my best to win coinsides with my mindset.

  • Even though the new content was yet another miss for me, I'm super excited for the fixes and balancing, the further changes to wraith are fantastic and will make me play him much more, Blights FOV is FINALLY getting fixed, and Decisive is getting the change I've been asking for since it's last rework. I hope they get the anniversary chapter right though cause three misses in a row would sting.

  • Like others have stated Ormond has some pretty terrible collisions for blight, but in the upcoming chapter along side his FOV they are improving his collision, people have tested it on Ormond in the PTB and it's not perfect but it's a lot better then it is currently.

  • I don't know, I've tried it on Spirit and can get some use out of it but overall it just messes me up more than anything so I personally don't run it. It messes with my muscle memory in terms of locating people with sound. Hopefully others can get some use out of it though.

  • Probably Meg or Claudette, they both are either the incredibly annoying cocky guy with a flashlight, or completely useless, never anything in between.

  • Alien, Jack Torrance, The Thing, Candyman, Jason, Robert Englund Freddy skin, speaking of freddy, old freddy, bring him back. Pinhead, Noseferatu would be hilarious, someone from The Lighthouse cause why not. Literally anything on planet earth except FNAF, that's what I want.

  • Someone entered a locker late and I saw them on BBQ I obviously went over to grab my free down and in end game chat the guy said he was gonna report me for hacking despite the fact that I explained to him that I had BBQ. This was in red ranks btw, I wish I was joking.

  • @AsherFrost said:

    I like the idea of a killer teleporting via lockers, (though what happens if the locker he is going to is occupied?) But why clown? He has no real supernatural ability, just drugs in bottles and an eating disorder.

    I don't really know why I pinned it on clown, I just think it's kind of hilarious. If you teleport to an occupied locker then maybe the survivor inside gets knocked out and loses a health state, or maybe they just get exposed for like 20 seconds, idk. But yeah I think just having any new killer be able to do it would be really cool.

  • I honestly just think they should make ricochet base-kit and just make it deal normal knife damage, it would allow for some cool strats while not being too overpowered, and the purple add-on can stay the same but obviously just increase ricochet damage instead of allowing you to do it in the first place.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996404#Comment_1996404

    I was imagining the same thing when he suggested this idea. Him emerging from a tiny car like in the cartoons 😅 It would be so cool.

    The clown enters a locker and then exists in a tiny RC car that moves at cloaked wraith speed, pressing the active ability button honks the horn, you can drift by holding space and ramming survivors deals deep wounds xD

  • @Irisora said:

    Why would he do that? Does he even fit inside one of them? Im sorry 🤣

    I don't even know I just think it's pretty funny and would make me play Clown more.

  • Always makes me smile to see that so many people like playing against Demo. Really gives me hope that they won't pull a Nurse and screw over my boi when they rework his add-ons.

  • In his current state I don't see the point in playing him, the fact that his knives decay hurts him a lot because you lose a lot of the time you invest in chases, the only thing the knives decaying prevents is preparing a down in the future with the time you invest, something a lot of killers can do. Huntress only has to throw a single projectile to take a health state and will get hits around most of the loops that the Trickster only manages to get 3-4 knives to hit in. Plague is another interesting comparison, if you spit on a survivor even for a second, that survivor will go on to infect others and they will eventually go to injured, with Trickster even if you throw 7 knives into a survivor and leave the knives decay and you get nothing for your time. Ghost face can 99% a guy and wait the entire game to down him if he wants, why can't Trickster? There is no reason that the knives should decay. Even with this change this guy isn't gonna be that strong, he has no major strengths and he's just gonna end up being outshined by every other ranged killer in the game. I really hope they come up with a good change that will really make this guy shine, but I can't think of where they would go with this power.

  • Personally I wouldn't really care either way, whether this was intentional or not I feel like the killers we got don't have incredibly interesting concepts for maps to go along side them, the best ideas I could come up with are a "classic" feeling map for Blight considering his role in the lore pertains to the research of the entities realm, probably something similar to that area in his and the Halloween shorts, like a mix of Coldwind Farm and Macmillan Estate. For Twins the best I could come up with is the countryside of 17th century France where they grew up, it would be kinda interesting but overall not an insane concept. The Trickster honestly has the most enticing map concept to me, which I think would be a series of incredibly cramped ally-ways in the middle of a dense city in korea, something similar to the menu screen in the PTB. Overall though If we didn't get those I wouldn't be that mad at all, it would allow the devs to move on to more interesting concepts without putting more on their backlog.

  • Overall kinda disappointed, he feels very out of place due to his animations and constant anime groans and quips. I like the lore and the concept but I think it needs to be toned back a bit, it's very forced.

  • Every license that has been added to this game is either from an incredibly iconic horror film, or a video game that defined the genre. The only exception to this is Stranger Things, which itself is a spin on the slasher genre and is generally inoffensive, while I love it's inclusion in this game whether or not it actually belongs here is a whole other debate. The point is that every license that has been added has been in mostly good standing with the general horror community, and fits logically within the game. This game started off as a love letter to classic slashers, and while it has branched off slightly, it is still much of the same. FNAF is a game the revolves around an incredibly hated element of horror, jump scares. In most peoples opinion a jump scare needs to be earned within the context of a film and random ones that are shoehorned in are generally unnecessary and lazy. Now combine that way of thinking with an entire game whose only horror element is jump scares and it's no surprise that people hate it.

    Whether or not people think FNAF is actually horror is a massive debate but really doesn't matter within the context of this argument. I could talk about how the whole community is comprised of children which is the last thing DbD needs but that has been said a million times before, what I'm trying to get at is adding a game that relies on cheap horror, to a roster of horror icons, is insulting. I personally don't think that the concept even fits within this game and could be done correctly but that's not why I have a problem with it, it's because of how much of an insult it would be, to have a chuck e cheese animatronic amongst some of the best horror movies ever created. That's why I hate it.

  • Honestly I would love if all of these were in the game, these are all pointless, but fun and harmless. The updates from BHVR no one asks for degrade the game as a whole. I love how breakable walls, the devs attempt to give killers a counter to strong loops and infinites, just ended up adding infinites to almost every map. Good job guys.

  • I really hate it, but I have to admit it's better then the first design. They are one step away from recreating the old HUD, all they have to do is rotate the survivor portraits horizontally and put it under the power and we're good. I don't know why they are being so stubborn in keeping it vertical, I've heard some rumors saying that it's to support longer names in other countries, but I don't see why a name being cut off was ever big enough of a problem to warrant ruining a HUD. If they insist on keeping the vertical portraits then at least give us an option that makes it the old HUD again it wouldn't be that hard.

  • Easily, nothing of worth was added this chapter, the Clown changes did nothing except for a slight buff to reload speed, the map changes look great visually as always but do little to nothing in terms of balancing as per usual. The HUD is the first thing they have ever added that was bad enough to make me stop enjoying the game, and the survivor animations look like they were made by a three year old. I hate what this game has become, sure four years ago it was super unbalanced but at least it still had some personality back then, everything that was going for this game stylistically has been stripped away overtime due to changes no one asked for.

    The past four years the devs have hurt the balance of the game and have added annoying features like breakable walls, but this is the first time they've changed the identity of the game, this game used to be a love letter to horror, a place for fans alike to gather and speculate about who would be added next and gush about their favorite franchises, now it's a shell, ruined by forced microtransactions and greed. Yes I wish this patch was reverted, but more then that I wish BHVR would just get bought over by a bigger company, I hate to say this but I feel like even EA would handle this game better.

  • I have a feeling that the only reason they don't want to put the portraits back horizontally where they original were is because of the smoke effect that is behind clowns power now to tell you what bottle you have equipped, and they probably have ideas to do something similar with future killers, but I don't see why it's that important, it can just be moved or illustrated in a different way. I really hate this new HUD and while I agree that this new prototype is a big step up, they are literally one step away from re-creating the old HUD and I don't see why they can't.

  • No other change has killed this game more for me, the addition of breakable walls was incredibly annoying and still frustrates me, but it didn't stop me from enjoying the game, this new HUD did, it is so poorly designed and ugly to look at. Not only has no one ever complained about or asked for changes to the HUD, but when they were proposed it was met with such an overwhelming amount of negative feedback that no one in their right mind would think the devs would allow the change to go through. But here we are, good job guys.

  • The new UI has honestly killed this game for me, all of the other questionable changes that these developers have made over the years have been annoying yes, but they have never stopped me from enjoying the game. This new HUD was so negatively received and despite the fact that no one had complained about the HUD or asked for the change prior, the devs as they always do, pushed the change to live anyway.

  • Most of the crazy balancing decisions that the devs have made haven't made me drop the game simply because of how long I've been with it, adding something like breakable walls is just an annoyance and doesn't prevent me from enjoying the game. The new HUD however completely killed this game for me, I hated the UI when it was revealed and myself and many others have brought our concerns weeks in advance to this mid-chapter, there is no excuse as to why they could not hold back the hud changes or tweak them to a playable state. I personally will not be playing or supporting the game at all during this time until it is fixed. These developers have made some of the weirdest decisions regarding their game over the years, but none of them have been as baffling to me as to how these devs can receive such an overwhelming amount of negative feedback from both sides regarding a change and then still push it through to live servers.

  • Glad someone decided to make a post about this just to circulate it a bit more. Everyday I question more and more if I should stay with this game because of how incompetent this dev team is, they rarely change things that are already in the game and when they do their changes are mind bogglingly stupid. I know the devs and the mods on these forums are so sick of hearing how terrible they are but that's because they don't do anything. It's not just path of exile, you can compare DbD to most games on the market and the shear laziness and refusal to cooperate with the community is just insulting. I've made this comparison a lot lately but why is it that most pc games from 1998 have more options in their settings menu then a game from 2016? It doesn't make sense, to change anything that 99% of games allow you to you either have to go into an .ini file or mod the game. I've been with this game since week 1 of launch, things have gotten a lot better in terms of balance from then till now, but DbD still lacks a fundamental level of polish that other games have, I hate saying this because of how much I love this game and how long I've been with it, but I truly believe that if another asymmetrical horror game comes out that gives me anything close to the enjoyment I get from DbD, I'll probably drop the game entirely. One of two things are gonna happen when competition shows up, the devs are actually gonna start trying, or the game is gonna die in a matter of months.

  • Spirit, Freddy, Deathslinger. Most of the stronger killers I enjoy going against but these three really annoy me.

  • A lot of people agree that it's terrible and I can understand why you think not many people are acknowledging it, me and 2 others had discussions on the topic and all of our discussions were merged and moved into feedback and suggestions, it has about 90 replies most if not all of which are negative, it is being acknowledged and has been put into an area where the devs can read everyone's opinions on it in one place, if this discussion gets moved or merged don't be surprised.

  • @Jb94 said:

    https://us.v-cdn.net/6030815/uploads/SM9RLHMSOOA0/trophy01-np-community-playstation-net-trophy-np-npwr12949-00-00ee8ef7d16b205ff2a7a8700ce77906831c83d694-b4aa479ad32190580a0c9fdeddfb467ffd4508fd.png

    So just another voice chiming to say how much I hate the changes. I basically agree with every gripe listed so far, but the biggest one for me is how much it rejects the style of the game.

    If this change can't be stopped then if NOTHING else, please, please use the Adept portraits rather than the menu portraits.

    These are assets that already exist and would look 100% better than the coloured portraits. The minimalism also gives a little more leeway in terms of representing injury states.

    Knowing which survivor is which at a glance is the only good change--honestly I'd rather keep the layout and have the Adept portraits incorporated. (imo the hook counter is useless unless it's per survivor--easy to add with 3 pips below each portrait, but then I suppose my seventh eye wouldn't have anything to keep track of on the screen).

    Totally agree, it's unfortunate how much the new HUD looks like a mobile game, I don't know how no one on the dev team looked at the new HUD and raised their concern about the layout or at the very least the art design side, it is painfully obvious how unpolished and inconvenient this new HUD design is, and they do all this despite the fact that no one has a problem with the current HUD.

  • @MiniPixels said:

    I'm all for modernizing the game and making sure it lasts for longer but the new HUD is just bad. I like the additions of hook states and the survivor portrait doesn't anger me too much, but why is it spread all over the screen?! Previously I could glance down at the bottom left of my screen and get all the information I needed, who's injured, who's downed, who's hooked, how many generators are left, and the status of my power. But with this new HUD I have to look at every corner possible to get the same information.

    Let's say I'm playing Bubba, I am in a chase and I have one person slugged on the floor a couple meters away, I'm using my chainsaw so I am paying attention to the state of my power but I am waiting to see when the other guy gets picked up, previously I wouldn't have to move my eyes and just look down to see oh he's been picked up, all without being un-invested in the chase. But now with this new HUD I glance up all the way to the top of my screen and bump into a part of the loop I didn't see causing me to go into tantrum. I know that's a little bit of an extreme scenario, but in a game that requires so much time management and focus, having all the information you needed in one small area in the bottom left of your screen was so convenient. I just don't see the need of spreading it out, and if it's for the convenience of hook states just forget it then, it's not worth it.

    I'm sure everyone loves the addition of hook state info, not only will it remind the survivors to hide in a corner when they're dead on hook, but it will also remind the killers who to tunnel next. Sure it's convenient for both sides but do we REALLY need it? I don't think remembering how many times you hooked a guy is rocket science, and if you do forget then just hook him and you'll find out! I get what they're trying to do but PLEASE if you need to add this just provide a toggle between the new and old HUDS, you don't even have to update the current one with all the hook state stuff, plenty of players will agree that the convenience of the old HUD far outweighs the addition of hook states and player portraits. The spread across the screen is just plain unnecessary. And talk about ironic as well, in your dev update you mention that the HUD was designed with streamers in mind so need not worry! But alas our poor streamer friends will come to the realization that now three quarters of the ######### screen is taken up!

    TL;DR: All I'm trying to say is that the addition of the new hook state info and portraits doesn't warrant scattering everything across the screen, you lose the current convenience of glancing down and getting all the info you need and the HUD turns into a scavenger hunt.

    If you haven't seen the new HUD here is a comparison of old/new.

    https://us.v-cdn.net/6030815/uploads/9O6NBROZPS6X/huds.jpg

    A couple of things I didn't mention in my original post that other people have mentioned that I completely agree with. The new UI design is incredibly tacky and looks like it's from a mobile game, it lacks the gritty dirtiness that the original has. The survivor portraits look very out of place and make it difficult to tell if a survivor is actually injured or not. The new UI is incredibly unintuitive and it is difficult to tell what's going on. And my last question is why is the UI being changed in the first place? It's completely fine as is, it provides all the information you need in an easy to understand section on your screen. No one has been complaining about the UI, the hook states and survivor portraits are a nice convenience sure, but is it really worth sacrificing the look of the game and the ability to get information quickly?

    Why aren't these resources being used to do things that people have actually been asking for for years? Like an actual settings page that lets you control things like v-sync anti aliasing etc. why is it that games from 1998 have more settings options then a game from 2016? Or instead of that how about some color-blind support? Something people have been asking for for a long time, you have a rapidly increasing player-base which is bringing in more color blind players that can't play the game. You say that it takes too much development time and you don't want to take away from the cash cow that is a new chapter every 3 months but why is updating a functional UI more important then making the game playable for a large group of people? I just think you guys make some very weird decisions and you need to get your priorities in order. Survivor animations were fine, didn't need re-doing. Dead by Daylight is a truly fun game with very unique concepts but it lacks a fundamental level of polish that other games on the market have, and it's clear you have no intention of fixing that.

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