Mooks
Mooks
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- Mooks
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just because DS wasn’t designed to be solely an anti tunnel perk doesn’t mean it doesn’t serve that purpose as well.
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It’s usually 3 weeks after PTB release. 1week it’s on, 2 weeks for feedback and fixing.
it used to be only 2 weeks but they said that wasn’t enough time.
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Why would you even feel the need to show the videos here?
reporting them is doable from in game, directly after the match. If your claims where right and you attacked the videos then they will get banned.
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Freddy may be an easy to pick up killer but he is far from pay to win.. tinkerer is a perk that helps all mobile killers greatly, that’s not specially for Freddy. Same with BBQ.
also he will receive a nerf soon and Undying+Ruin combo will also get nerfed this very Midchapter release..
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In case of Blight, where this issue is pretty extreme, they are working on a fix. But they need to rework every first person animation so it just takes some time.
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@savevatznick said:
What always helps me is to just focus on the fundamentals of the game as Killer. Really learn your lunge distances, focus on ekeing out hits on survivors while they waste the pallet (They drop and still take a hit). Experiment with just brute-forcing loops and only kicking pallets,experiment with your mindgames.
Don't take losses personally. Treat every game like a learning experience.
This is a pretty solid tip and helped me very much to get into killer gameplay when the first rift was out!
but overall also don’t try to push yourself to play the game. If you really don’t have fun playing it, then don’t do it. If you don’t want to abandon the game completely, may be start watching streamers, some of them actually make good content and also try to explain their playstyle etc. That way you get to experience the game without too much frustration and may also improve your own playstyle at least theoretically
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Report stuff like this here. And try to be as specific as you can, for example which tractor, where exactly at the tractor was the totem, which of the coldwind maps was it. Best case would be adding a screenshot I guess.
link is for PTB bugs but going a section up from there Leads to live version bug reporting.
https://forum.deadbydaylight.com/en/categories/4-5-0-ptb-bug-reporting
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@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1871589#Comment_1871589
Do you have a source for that? How do you know they are working on a separate MMR for each Killer?
We know that they already tried to create a Killer-specific MMR but failed miserably at it and reverted it back to the rank based MMR. They forgot to get rid of the "Killer locked while queue" thing though, that's the ONLY reason why Killers are now locked when in the lobby.
Where did you get this false info though?
we have confirmation that the devs are working on MMR and that it actually will be tested with this very midchapter (along with the new rank system and rewards).
we also have confirmation that they deliberately have chosen to leave the mechanic for killers not able to switch after readying up. They didn’t want to switch this up every time they tested MMR and it also requires each time a client sided download to switch, this would lead to too much hassle and inconsistency for players.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1873557#Comment_1873557
He said he did it IRL, like, in real life. Lol
Yeah. It was a joke :)
@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1873557#Comment_1873557
My Spirit was most definitely not calm.
Well, try again with a calm spirit then. Meditation before? Or is Jake actually just on high dosage of pain killers?
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@Lazerboy88 said:
Confirmed, I stepped into a bear trap Irl, I infact did scream. It was painful.
But had you Calm Spirit equipped?
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Their statistics probably show that survivors with DS don’t have a significantly higher survival rate etc. but killers that used Pop had higher kill rates/whatever statistics they use for gen defence.
not saying that DS can’t be problematic, and the devs clearly expressed that some aggressive uses like running towards the killer and jumping in a locker before them are not what they want the perk to be used for.. but overall it’s also not directly comparable to Pop. DS is one time use only. Pop gets activated after every single hook. So the 60 s comparison doesn’t really make sense.
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1872600#Comment_1872600
why would not fixing bugs be okay?
Didn’t say that in any way.
but there are many bugs and they have to prioritize them. Sound bugs may be very difficult to solve btw so it may not even their decision that it takes longer but it’s just harder to fix.
if it’s a known bug they already have it listed, spamming on the official forums bugs the wrong people, they are not the ones making the priorization and you gain nothing from it but a possible forum ban.
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It will definitely not help in solving your issue.
and spamming just to annoy them should at least lead to a ban. Why would you even think this would be okay?
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1870994#Comment_1870994
Dev stream... Every Killer will have a Unique Rank. And different SBMM. Unless I heard incorrectly. But that means with every killer at rank 1 you could potentially gain more than 1Mil Bloodpoints. But correct me if I'm wrong.
That was only regarding the new hidden MMR rank.
the old rank that is now always set to 20 will be universal for all killers.
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@Dr_Smith_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1870696#Comment_1870696
I'm talking about the totems which can't be cleansed and which are reported on a daily basis.
Ah okay. Well can’t talk about any specific totems since I didn’t encounter any in current live version.
but judging by the last chapters/mid chapters, yeah they are fixing known uncleansable totems.
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What exactly do you mean with infinite totems?
they reworked Hex:Undying: a cleansed Hex totem doesn’t reactivate on a dull totem but only on the Undying totem. Undying gets deactivated then. So this can only get done once per match. But Hex totems wont lose any stacks in the progress.
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This sounds like it could also be a server connection hiccup, WLAN connectivity, wireless controller or even FPS issues on console. But you can still try to report it and give as much info as you can provide on it (eg if you can eliminate some of the above possibility’s, your setup, etc)
official bug report can be done via this forum:
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More variety to daily’s as well.
just reuse some of the tome challenges maybe in smaller scope.
eg usage of perks (that you already have access to for at least one character) or even those dumb but kinda funny ‚disturb x crows‘
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It is currently on the PTB and will probably be released on live version in around 3 weeks. No official date announced as of now though, and they might change their usual release plan
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@BlooperReel said:
https://forum.deadbydaylight.com/en/discussion/comment/1867584#Comment_1867584
Not really no, it'll be easier to go against people if you're new to a killer but leatherface and billy will still not be able to use their abilities and it's a 50/50 on whether or not legion should.
The MMR system won't do anything towards killer adepts
They didn’t mean the MMR though.
But the new Rank system will help. You will get reset to 20 every month and as long as pipping stays the same you have the opportunity to gain a double pip way easier in brown ranks.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1869478#Comment_1869478
I think their idle animations and placement just make it seem that way.
I wouldn’t be so sure. There are definitely different comparison images using the in game models, just like the one you posted, but those show different heights. But there are also contradicting ones so I don’t know which one to believe.
never made a direct comparison in game either, but it definitely feels like they have different heights..
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1869077#Comment_1869077
If there are differences, they're very minimal. These are the survivors models all lined up right next to each other.
https://us.v-cdn.net/6030815/uploads/73WH86NU4CQQ/pys5pjp46m541.jpg
Pretty sure that’s not how they are portrayed in game. At least in the lobby you can see differences in height.
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@Squirrel_Thicc said:
It's weird and unnatural for them to all be the exact same height. I don't think it would hurt for them to just lower the height on some male models and increase the height on some female models.
They actually do that already
Feng Min is for example one of the shortest females and I think Laurie is pretty tall.
Jeff and Adam are 2 of the tallest males while Dwight is pretty small.
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@Tydie said:
https://forum.deadbydaylight.com/en/discussion/comment/1867648#Comment_1867648
this is literally false, stop spreading misinformation
It is? Didn’t know that, sorry then.
please could you say what is wrong about it?
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Nobody checked in PTB if the change is in or not?
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Just saying, even if it’s not in PTB at least Hillbilly didn’t get his music until the full release as well.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1868303#Comment_1868303
I mean... yes... but did anyone run Vigil for anything besides recharging exhaustion faster? That part of it is still the same.
It was still a nice side effect I would say.
not that I ever used it, but it’s still a (minor) nerf to a perk that is already super underused. And is in dire need of a rework.
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In other (well actually same) news: Vigil was just nerfed. lol
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There are still PC users that use controller or PCs with low specs that at least somewhat cover those areas as well..
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Tuesday’s is their usual release day and they wouldn’t tease new info too much in advance.
so yeah it’s most likely today, in little less than 2 hours.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1867727#Comment_1867727
Not complaining about MM, for some reason I assumed I was being paired against new players, that is how bad they were playing.
https://forum.deadbydaylight.com/en/discussion/comment/1867744#Comment_1867744
It was an easy 4k, with a meme build..... It was fun but sour since survivors tend to be really aggressive and threaten.
You can meme if you want to, if you chose not to it's up to you.
Not saying you were complaining about it but it sounds like the survs would have reason to complain about it.
(and so should you, if you really felt like you were matched with survs so far off your skill level that you assumed they were new players)
i really really hope MMR will work this time, because it would at least lessen the amount of people crying this is OP or that is OP when in fact all that was wrong was the matchmaking..
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Sounds like you were blessed by Matchmaking and got ez matches? Even no DS. So they were not even using the Meta.
Death threats are reportable and a totally different matter.
not every survivor player is the same. I have never seen death threats by survivors ever, not in my killer matches and not in my survivor matches (mostly solo or 2 man swf). And I play a ton and sometimes (mostly for specific challenges or achievements) I even played super scummy. Still. Nothing worse to what killers have thrown at me. It’s more like there are those kind of players on both sides.
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@TWiXT said:
A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:
- Give survivors the Hindered status whenever they vomit for the duration of the vomiting (roughly 1.5-2 seconds). This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive.
- Also while a survivor vomits, give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which require direct interactions, otherwise the Plague has to infect them and objects herself every time. Adding this will make the sickness spread feel more like an actual Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
- Allow her to channel corrupt fountains from afar. Like Freddy's Gen Teleportation power, but I can't decide If I like the idea of her Teleporting to corrupt fountains which uses it up without giving her corrupt purge, or if she should simply be able to gain Corrupt Purge from across the map at the expense of her movement speed for 5 seconds. On one hand, If survivors cleanse they give her either incredible mobility or the best ranged attack in the game making it her choice in how to use them, on the other, she doesn't have to go to the fountains anymore and can gain her Corrupt Purge right after initiating a chase while giving survivors a small window of time to try and find cover, or gain distance from her. Either way would be a buff saves her precious time.
With these 3 changes, she would make life a little more difficult for survivors and really emphasize the choices survivors make regarding whether or not they cleanse, and when to do it strategically. With the first 2 buffs, infecting the whole team and chasing survivors is given a stronger edge that would encourage them to try and cleanse asap, but then with the 3rd buff, they are either giving her the ability to traverse the map quicker, or gain Corrupt Purge at more ideal times without having to go out of her way to obtain it. I Like these 3 buffs because they keep balance in mind and allow her to focus more on the chase and keeping up pressure on the map, instead of how it is right now: where she spends the majority of the beginning of the match trying to infect as many survivors as possible so that she'll be able to apply more pressure by the mid-end game. This is incredibly time consuming and frustrating for the player, and the infection mechanic itself doesn't really pose enough of a threat to survivors that would encourage them to cleanse vs remaining sick.
It's why I came up with these suggested buffs, but please tell me if you think they would make her too strong to go up against, because while I believe they have balance in mind, I also mained Plague for about a year since she initially came out... so I admit I am a little biased because I just want to see my go-to girl match up more evenly with the better designed and streamlined killers like Spirit, Bubba, and Blight.
I LOVE those ideas as concept.
Obviously they need testing and probably tweaking, but overall they all make sense while not making her too OP.
maybe the vomit of survivors can even stay as infectious puddles for some time, that kind of work like Freddys snares
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The thing is that every male survivor is based on the Dwight model and every female based on the Meg model. And they can’t stray too far off the models.
i don’t know if it if feasible but I hope they will make a male based on Meg and/or a female based on Dwight, without making them too androgynous. Looking at the different proportions of the current roster it should be possible.
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i would actually love Hillbilly and the Twins because they would have very unique survivor models and at least in the case of Hillbilly the animations should still be possible without major clipping issues..
to not make the survivor list clutter, it would also be possible to make them legendary characters. That way it would also be consistent with the absence of teachable perks. Question would be how to pair them, since they don’t have unique voices they would probably be matched to survivors with the most fitting voices?
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They alread said they designed it in a way that allows them to work in new features.
so the use of the old UI without any adjustments won’t be possible eventually.
i would love options for your own placement of certain elements though, and scaling those individually.
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Yes pls!
i would take almost anything but mashing button at this point! Really bad high hopes after they introduced PH with the cages and even said they will monitor this feature regarding the button mashing..
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1863060#Comment_1863060
In my personal opinion, the design team deserves the most praise.
Tastes will differ, but they constantly pump out cosmetics that range from meh to amazing, not including reskins.
I kinda agree on the point that it's odd it's not here already, but i don't doubt a Killer will be similar to the reaper someday.
Just to clarify: I don't know for sure, the design team just rarely disappoints me is all i mean.
Agreed!
and just looking at the latest killer weapons (Blight and Twins), they don’t seem to shy away from new types of weapons to use (even though there are quite a few generic knives out there.. they are still fitting to the overall design of those killers)
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Freddy is currently the easiest killer to learn and get consistently good matches with, he can do with some nerfs, it won’t be ground breaking.
they confirmed it won’t be a rework in the scale of Doctor or the previous Freddy rework.
there have been plenty of killer buffs and survivor nerfs, and it is very clear that the devs care for both sides, well it’s clear if you are not completely biased yourself. Just because they are not listening to the vocal minority doesn’t mean they don’t listen to Player Feedback.
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@Mr_K said:
The main issue the Devs are making with the MMR system is separate rankings per killer.
I can play one killer only, never touching another, play for thousands of hours, and one day try playing Wraith and get a set of survivors who will uninstall after the match.
They already explained that killers that you have no experience on will not start at zero but be give something like an average score of your already ranked killers.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862698#Comment_1862698
No, they are eliminating ranks entirely from matchmaking. They are implementing skill base matchmaking.
What I'm saying is a person's skill should reflect on their rank.
Instead everyone will go back to rank 20 every month.
Yeah, and there will then be another (hidden) rank.
so current rank and emblem system will still reflect the same thing with emblems etc and will reward bloodpoints and the new rank should reflect skill and will be used for matchmaking.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1862698#Comment_1862698
Are they though? Are they really trying to do that? :) We don't know what they are doing, if anything.
Yes, they are TRYING at least 😉
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1862707#Comment_1862707
They are never going to accurately measure skill. At least when you see red ranks you know the person knows how to play the game.
well, that also holds true for everyone that reaches green ranks... there is still way too much difference even for red ranks regarding skill.
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@thesuicidefox said:
I have 0 faith in it.
I honestly hope it fails miserably so they revert back to the current rank system and remove the killer lock. All MMR is gonna do is make wait times longer if you are either really good or really bad. If you are really good you also have to deal with sweaty game after sweaty game, especially as survivor. At least with killer you can go play another killer but you will quickly gain MMR and eventually be too high to get actual fair matches unless you start maining that killer.
There is honestly nothing wrong with the way the game matches players now aside from the BS where it puts a rank 1 against a rank 15 or lower. I don't understand why they can't just make it so that never happens. Then we don't need to ######### up the entirety of matchmaking.
The only way MMR could work is if there was a separate rank playlist. Because majority of people play the game casually, or meme, or play for dailies/challenges and in those instances MMR is worthless as you're not gonna measure someone's skill if they aren't actually playing to win.
The problem with current matchmaking isn’t only the fact that low and high ranks get matched together but that even with the same rank there is a wide range of skill. As many many people can confirm here on the forums, most red ranks are just not really good at this game (myself included). I shouldn’t get matched against and with that much higher skilled opponents/teammates as now.
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@noctis129 said:
The new MMR will be fail on arrival. Everyone knows this. They just don't want to acknowledge it.
What they gotta do is match the ranks w the skills. Instead ranks go by how often u play in a short amount of time.
That’s literally what MMR is trying to do though...
but they don’t change the whole emblem system with this and let the old ranks like they are.
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Even if it’s not ready for the live version now it needs to be tested in a live environment to know where it needs more work put into it.
the current system is not good at all and it can’t get that much worse tbh. As long as the problems with completely new players get resolved of course..
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HUD in OP looks way more cluttered than current or new one.. but I think it would be cool if we could arrange the info the way we like.
also portraits like in @C3Tooth ‚s post, at least that wouldn’t be as confusing with the cosmetics..
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@Noobe said:
https://forum.deadbydaylight.com/en/discussion/218051/new-ui-complaints
they want feedback so complaining is the right thing to do.. also its only the placement that is very bad.. if they revert the UI to the old placement but keep the hook counter and the new icons it will look great
Complaining and giving feedback are not the same thing though.
just saying ‚I hate it devs alway make things worse‘ doesn’t do any good. Saying what you don’t like and why and how you think the old system worked better is way more constructive. (Not saying you were complaining here, just referring to your first sentence.
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i just hope the size settings will be good and there should even be different settings for different elements.
overall I prefer the new approach to the old one, don’t know why people liked the clutter on the bottom left...
@stargazer9 said:
Because it looks bad. The new HUD looks straight out of a mobile game and these portraits are ugly. Doesn’t suit the game at all. This one made by someone in the DbD community looks way better:
https://us.v-cdn.net/6030815/uploads/NQWDFNY3ZE1X/abee393d-6ecf-4e7e-b6f8-a48717758add.jpeg
those icons would definitely be better than the portraits. The current Quentin portrait will make me not play as him as often...
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I think the way via Stadia is possible. But you have some waiting time after unlinking her account and being able to link your account I think.
directly linking 2 Steam accounts is definitely not possible. And I am not sure if it’s possible to just use a BHVR account and link one Steam account, then unlink and then link second Steam account.