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ModernFable

ModernFable

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ModernFable
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  • Calm Mind has always been great against him.

  • @RememberIt said:

    I feel like ruin should have a amount of tokens and once the tokens get consumed it won't re spawn, but if it has a token and it gets destroyed that it should re spawn in a different location if available.

    @RememberIt

    I’d prefer the effect be toned down to normal regression speed, and then have it be a normal non-Hex perk.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026704#Comment_1026704

    Will they address keys and moris which can also skew stats?

    They should. I’ve made posts about those in the past if you’d like me to share them with you.

    But right now I’m just talking about Toolboxes.

  • @Waffleyumboy said:

    Yes they are nerfing toolboxes, it's not like the devs favor one side.

    I addressed that, and I wasn’t saying they favored one side or the other.

    They have made a significant rework (not adjustment) to Ruin, in order to better the consistency of Gen Speed. Which is fine.

    I’m saying if that’s the direction they want to take, then they should continue to do so, and not bother with things like simple stat adjustments.

  • @ABannedCat said:

    The argument that Ruin interefered with the stats is nonsense. Their own statistics suggested that 55% of the total matches had no Ruin, and still 20% of the red ranks had no Ruin. Thats more than enough stats.

    @ABannedCat

    I don’t entirely disagree.

    However if this is the direction they want to go in, then they have to commit to it, instead of just pumping out bandaid fixes.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026414#Comment_1026414

    Okay...name them all. I'll top you without even looking at the official perk list.

    @Waffleyumboy

    Different person responding here. I don’t intend to list “all” of them, because it’s pretty debatable. Nor am I going to say one side has more or less terrible perks than the other.

    However, here’s a short list just to show that there are a lot of terrible perks on both sides:

    —————————————————————

    Killer Perks

    • Zanshin Tactics
    • Territorial Imperative
    • Overwhelming Presence
    • Hangman’s Trick
    • Monstrous Shrine
    • Cruel Limits
    • Predator
    • Mindbreaker
    • Beast of Prey
    • Unrelenting
    • Lightborn
    • Insidious
    • Third Seal
    • Furtive Chase
    • Distressing
    • Bloodhound
    • Dark Devotion
    • Stridor
    • Huntress Lullaby

    —————————————————————

    Survivor Perks

    • Deja Vu
    • Up The Ante
    • Slippery Meat
    • No Mither
    • Sole Survivor 
    • This Is Not Happening
    • No One Left Behind
    • Buckle Up
    • Open-Handed
    • Vigil
    • Boil Over
    • Babysitter
    • Autodidact
    • Saboteur 
    • Solidarity 
    • Poised
    • Diversion
    • Mettle of Man


  • Visually, the map is great. Gameplay wise, all of the generators are on the outskirts of the map for some reason.

    Barely any in the middle-ish areas, at least in the games I’ve played on it.

  • @Peanits said:

    We've acknowledged it a bunch of times recently, although the threads we mention it on tend to get drowned out by new threads about the same thing. We are looking into matchmaking issues at the moment and we should have more info to share with you soon.

    @Peanits

    Why not make a small post and sticky it?

  • @Peanits said:

    Wow, Fibijean over here with the math. I don't think I could say it any better, so I guess I'll just give the TL;DR. More gatekeeper points. Losing a gen isn't as punishing.

    @Peanits

    Could you give numbers on the Emblem thresholds?

    As in points needed for Bronze, Silver, Gold, and Iridescent.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/991804#Comment_991804

    Ok my bad. I was thinking if Detective's Hunch.

    Thanks for correcting me @ModernFable

    @Mr_K

    No problem. I just saw this thread getting derailed for no reason.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/991751#Comment_991751

    I don't understand how.

    OP says Stake Out is dead because it was only useful to find Ruin to avoid the skill checks. I only pointed out the perk is still useful in finding the totem early before it becomes an issue later.

    @Mr_K

    004E9942-B14E-44B4-BC31-A00E3867EA3B.jpeg


  • Larger maps in general. With Ruin reworked, the speed of generators completed will become faster all around.

    Despite claims of new “powerful” combos, like Ruin and Surveillance.

    It continues to only be manageable for the best killers in game; or more specifically, movement killers who can transverse the map easily.

  • Dead by Daylight has a pretty nice DLC Model.

  • Due note, I’m not at all talking about game balance when I say this; since that’s mostly subjective, and what they want for the game.

    But I’d say they’re very much mediocre to incompetent.

    Just when compared to other companies I patronize; slow updates, poor servers, broken patches, consistently reoccurring game breaking bugs like audio, and so on.

    Art team seems great though.

  • @Mandy said:

    I'm sorry I really don't see the issue here, your post is purely a suggestion post and as such it has been moved to the correct sub category of our forum. People are free to discuss your suggestions here the same as they are on the General Discussions.

    @MandyTalk

    It is not purely a suggestion post, not in the sense of trying to suggest solutions to developers. As the previous mod told me this section of the forums was for.

    This post is mostly suggestions, yes. However, it is for the purpose of discussion, conversation, and sparking new ideas.

    The issue I am having, is that I can’t talk to nearly as many forum members because this part of the forums is hardly looked at.

    In General Discussions, there are people ready to talk every minute of the day. Here, there is nowhere near as many.

  • @Mandy said:

    @ModernFable if a post contains suggestions or feedback that is moved to the correct part of our forum...people are still free to discuss things there, and there are often quite interesting discussions that come from that part of the forums.

    @MandyTalk

    Most posts contain things that could be defined as suggestions or feedback, but many stay in General Discussion anyway.

    Also, my previous talk with a moderator defined Suggestions and Feedback as a place for the devs to see the suggestions in a organized fashion. Mostly due to the fact that there’s so little traffic here, that the front page barely moves.

    I’m not intending for my posts to be directly seen by the developers. I want to share my ideas and engage with as many community members as possible. Which I cannot do when my posts are moved to such a barren part of the forums.

    I understand that it looks like just suggestions, but that’s to make it easier to read and understand. I could format like a rant, since that feedback seems to be allowed, but I’d really rather not. I want to have constructive conversations with forum members, not just start fights with them.

  • @MandyTalk @Peanits

    Excuse me, but I need help. My posts are repeatedly being moved to “Feedback and Suggestions” when I put them in “General Discussions.”

    I understand this is happening because my posts do contain suggestions, however the intentions of my posts are to create discussion and converse with the community. Not to directly suggest changes to the developers.

    Despite me explaining this and even placing a disclaimer at the start of this very post, a moderator moved it and won’t move it back. I would very much like to talk to someone else on this topic and move my post back to “General Discussion”.

    There’s simply not enough traffic here to have a discussion. In General Discussion, I had a reply every few minutes, here I haven’t got several hours while on the front page.

  • @Rizzo90

    I want to have a discussion and conversation with community members, I’m not making suggestions for the devs to see directly.

    Would you please move this post back to General Discussions?

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/861145#Comment_861145

    The reason why I mentioned recovering from dying state is because currently I cant be bothered to be slugged twice in row because killer wants to slow the game down.

    I disagree that making small changes is better than big ones. Because they still have to choose what and how to change it. Then implement it. Then put it in ptb, and then maybe some of it would be added to the game. It would take months regardless.

    @Jejune

    I’m not saying small changes are better or worse. I’m saying it’s much easier to do small changes that are straight forward, rather than large changes that require lots of considerations.

    Of course there should be large changes alongside small ones, but those will take much more time and testing.

    @Skirch

    I noticed you were discussing a change similar to one I had listed.

  • @Jejune said:

    I will just add that recovering from dying state should also be automatic.

    Rank reset part about iridescent shards wont happen.

    Hatch Grab wont be coming back.

    Tho these changes mean nothing while games can end in 5 minutes through actions of either side.

    @Jejune

    Recovering from Dying State requires the survivor to be still (w/o Tenacity), which isn’t always the best move.

    Hatch Grab isn’t going to create stand offs anymore, as the game will end within a few minutes because of End Game Collapse.

    And while there are a lot of problems with DBD. The speed of each game is a complicated one with lots of variables and causes.

    So instead of tackling a really difficult issue right now, we could start by solving some really simple ones first.

  • @Peanits said:

    Basically for the reason you've said. You go to a window (like shack)- which can easily be dealt with through mindgames and knowing how to run the tile- and the survivor has literally no way to tell if you're actually vaulting or if you're just standing there. If they stick around to wait and see, it's too late. If they start running around and find out that you were really just standing there, it's too late. It's a blind gamble and something we'd like to avoid.

    We'd like for the mindgames to be something you actually do, not something that just happens for you.

    @Peanits

    Any attention being brought to her passive phase then? Because it’s not something the Spirit actively does, but it definitely benefits them, especially with suboptimal connections.

  • People want to play with friends, if they can’t, they’ll play a different game.

    As far as I’m concerned the best route is increasing non verbal coms for Solo survivors to better match SWF, then balance the game accordingly.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/824570#Comment_824570

    You are talking like threads in that section will never get seen.

    Feedback and Suggestions is not a place outside time and space that no one can access, it's the best place to post feedback and/or suggestions about different topics and have them organized so the devs can see what the community thinks about a specific matter.

    A rant is not feedback or a suggestion and just to be clear, it's easier to miss a thread in General Discussions for how fast and full that section is than losing it in Feedback.

    On top of that, a lot of people navigate through the forum using Recent Discussions and not the specific section.

    @Rizzo90

    Not say they never get seen, but that they are seen by significantly less people than in General Discussion. 6K posts vs 44K, there’s a lot less traffic. It is more likely to be passed by, but in my personal experience a lot more will potentially see it too.

    I was asking because one of my discussions was moved suddenly. Presumably because the intention of the post was misunderstood (definitely my fault, should have worded the title differently).

    However, the intent of my discussion wasn’t for a dev to see it as a suggestion from a singular post. That would have very little impact overall in their decision making.

    It was to have a discussion with other people in the community. And to get a lot of people thinking about the ideas I shared, whether they agreed with them or not.

    If my ideas are good, then others may talk about them, argue them, adjust them, or mention them again elsewhere if they really liked it. That will have a much longer and profound impact than a suggestion by a singular person that Behavior sees, considers, and then disregards.

  • @driesth said:

    Good suggestions ModernFable, I hope at least some of them will be implemented.

    @driesth

    I doubt anytime soon, but my very first post on these forums had some things addressed (not the more radical changes), so maybe.

  • @thenegativone

    That’s a separate problem of properly punishing disconnects.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/824495#Comment_824495

    Hmm..still doesn't seem like a fair trade..especially since it can still result in 2-3 escapes before the gens are even done

    @immortalls96

    Something else would have to be done to address Keys before End Game Collapse.

    Perhaps it wouldn’t be instantaneous? Takes about as much as a door, but also gives the killer a notification.

    There’s a lot that can be done, and they’re not so oppressive that they need to be outright removed without any balance attempts.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/824522#Comment_824522

    This is less feedback and more whining than anything. There's nothing constructive about this post. Just someone going "Don't you touch my killer or I'll not buy anything anymore!"

    @Sairek

    I don’t completely disagree.

    I’m more so asking because I want to know why constructive posts that can really generate some discussion are banished to “Feedback and Suggestions”.

    Meanwhile there are several pages of “General Discussion” with posts just like this. Especially on the same topic, which often have less discussion and more fighting between users on each post.

  • While I certainly don’t want her nerfed to the ground, there are definitely changes I wouldn’t be opposed to.

    Also, @Rizz @Rizz , don’t all of these “nerf Spirit” and “don’t nerf Spirit” posts fall under “Feedback and Suggestions”?

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/823736#Comment_823736

    Well the issue with that is keys would re introduce hatch standoffs

    @immortalls96

    I addressed at the end of my reply that there wouldn’t be a standoff anymore, at least not in the same form.

    Previously it was a match of playing chicken, since there was an unlimited amount of time.

    In this case, a End Game Collapse (by a Hatch Shut) there’s a very real timer. So the game will end very soon. The Hatch stays an option of escape for the survivor and becomes a new option of defense for the killer.

  • @HamdaN said:

    simple, remove face camping. literally the bane of everyones “no fun”

    @HamdaN

    While I can definitely agree that many players find face camping not fun.

    I definitely wouldn’t say it’s something that can just be “removed”. There are changes that could be implemented to discourage it, or encourage different behavior, but you can’t quite just “remove” it.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/823714#Comment_823714

    Not unless adrenaline goes too..plus noed can be prevented..keys never are not a threat until the game closes..especially now that detectives hunch kills hexes

    @immortalls96

    So then I would be correct in understanding that your problem with Keys is that they can’t be stopped? Correct?

    In that case, rather than remove them, how about reintroducing the Hatch Grab?

    During the End Game Collapse (triggered by a Hatch Shut) a survivor has a few options. Door 1, door 2, or use a Key on the Hatch.

    Similarly the killer has a few options as well. Door 1, door 2, or wait it out.

    Bringing back the Hatch Grab wouldn’t remove any of these options, but would instead provide a simple counter to Keys.

    And because the End Game Collapse is still occurring, there would be no standoffs and the game would still end just as quickly.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/823363#Comment_823363

    Simply put it this way..moris punish killers after helping them win faster, keys reward survivors after they fail

    @immortalls96

    Well I know that much about Keys, but I would like to ask you then. Would you be in favor of removing No One Escapes Death as well? Since it fits the same description.

  • @Objectively_speaking said:

    Where is the removal of keys and toolboxes (both allow quicker objective completion) also, where are more killer BP increase, no buff to killers but huge information buff to survivors.

    All of this seems to heavily favorite survivors more then killers. Because of this, I doubt this any of these changes (including being rewarded for struggling on hook. <Imagine if a killer received 500bps for every generation completed>) are good simply because they favor one side over the other.

    Tl;Dr these changes aren't good because they favor one side over the other.

    @Objectively_speaking

    I’d first like to note that I have far more suggestions than what’s listed here, both for survivor and killer. I compromised on what I wrote for the sake of keeping a shorter post, so people may actually read it.

    Moving on however, the majority of the suggestions I have listed here generally affect either Blood Points or survivors and killers. And the Blood Point changes are intended to round out lopsided BP categories, which is why there weren’t many killer ones.

    But to focus on the problem that you’re having with the one sidedness of these changes, again consider that this is not a complete list.

    The idea of the balance changes (regarding Solo survivors) is to create a stronger foundation for balance. If SWF and Solos are have nearly all the same information, then killers can then be buffed in kind.

  • @immortalls96 said:

    Ok I must admit..I love the mori idea..it adds more fear to the egc AND brings the trial to a more dramatic finish ..but..if moris go keys should as well

    @immortalls96

    It also provides incentive to Behavior to create new Mori animations.

    Since Moris would become more common and less frustrating, it would in turn make them more of a spectacle than an occasional means of ending the game as quickly as possible.

    I don’t care too much whether Keys stay or go, but why do you want them gone?

  • @stylisticx said:

    https://forum.deadbydaylight.com/en/discussion/102578/suggestions-to-improve-player-experience-and-dbd

    I definitely agree with most of this. Especially with showing character names so you can properly report, and automatic struggle. I can't tell you how many times I accidentally died while struggling because my finger slipped from the controller or one of my dogs or cats bumped me. No mercy to recover from it

    @stylisticx

    There’s definitely no leniency on struggle, which is a shame since it’s so important and mostly just irritating.

  • @nickofford said:

    I like everything but the Offerings the only ones that need to be reworked are shrouds and rework luck

    I’m glad to hear it. And care to share why you feel that way about Offerings?

    Edit: @nickofford

  • I hope it’s the last licensed DLC period.

    While it would be could to get some iconic faces like Jason. Or even some lesser known characters from games.

    I don’t think it’s worth it. It limits creative freedom and control of their own game. While also forcing characters behind mandatory paywalls, rather than something that can be reasonably earned within the game.

    I hope we’re done with licensed characters from now on. And if there’s ever a Dead by Daylight 2, I personally hope they’d avoid them all together.

  • I could somewhat understand the Remember Me nerf to an extent. Mind you, it’s not the way I would have gone about it.

    But I don’t get why the general Gate Opening time got reduced. There wasn’t any immediate problem with it, and Wake Up definitely could used a buff.

  • More relevant now with the additional nerfs to his vault and so on.

    I feel these changes would address some of the problems people have with Legion. It may not balance him entirely, but I feel it would make a better starting point then gutting him.

  • We’re Gonna Live Forever somewhat encourages “safe unhooks.”

  • I don’t want a perk.

    I just want an option to disable the HUD in settings. And not just for DBD, but for all games.

    For some reason it’s very difficult to do.

  • Rather than some 5 year plan, I’d rather them scrap Dead by Daylight entirely.

    The perk, item, and add-on systems were a mistake. They present nothing but a grind and too many variables to balance.

    Start fresh with a sequel, and create a much better foundation this time.

  • It looks incredibly interesting. Definitely one of their better changes as far as I can tell. I’m very excited to see how it plays out in the PTB.

  • Each DC should give a BP bonus to everyone else who stays. Random number, but say 20% BP at the end of the match per DC.

    That way you’re incentivized to keep playing.

    Of course there could be a different bonus for when the killer DCs, but this would make Solo survivor and killer a lot better to play.

  • @ImAGirl said:

    why did you choose to include incestuous content

    @ImAGirl

    What?

  • Sergeant Johnson from Halo would be great for Xbox.

  • A lot of people who had trouble with the “old” matchmaking, benefitted from the “new” one.

    By the same coin, a lot of people who didn’t have trouble before, did now.

    They ran through their data and determined that the “new” one was more trouble than it was worth and reverted it.

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