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Mozic

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925928#Comment_2925928

    On this note: We hear ya, and we'll be working on an improved version. In the meantime, we'll be turning down the volume of his chase music in the first bugfix patch.

    I don't mean to be rude since I know it's someone's time & effort for a pretty big inclusion for the mid-chapter patch - but it might be worth going so far as to revert the music to the default chase theme for the time being!


    Edit: But really happy to hear, regardless!

  • I'm really eager to play some Ghost Face but I'm gonna have to wait until the chase music is bearable.

  • @Monocaine said:

    I was the streamer in question, I have not seen an aura the entire time playing with Pyramid head, never got an exposed effect. Didn't even realize Rancor was even in the game until the score screen. Definitely should of died there.

    https://www.twitch.tv/videos/1469370152

    You can see that the gens are done, I have no exposed effect, he had to hit me twice rather than once, and no mori.

    Perk is definitely bugged.

    ggs btw! ๐Ÿ˜„

  • I've seen a handful of folks reporting hitching and frame drops as a result of the latest patch - I was having some myself before I updated my graphics card drivers. Maybe head over to the bug report section and report on your specs, what areas/situations you're getting drops in, and how extreme / frequent they are?

  • @dugman said:

    Bodyblocking to indefinitely stall the game out so the only option is to disconnect is reportable, but in terms of systems I can think of a couple of features they could maybe add that would help

    • Have an internal timer on games where if nothing concrete happens for, say, 5 minutes then the game starts the endgame collapse or simply ends in a draw. For example if nobody scores any new bloodpoints for 5 minutes straight then the game simply ends. That would prevent exploits where a survivor is permanently trapped by an afk bodyblocking killer and unable to reach the hatch or gates to end the match, for example, as well as things like the last remaining survivors just sneaking around in remote corners and the killer simply unable to find them for long stretches.
    • Make characters who are afk too long have no collision. Similar to above, this would also prevent that type of exploit.

    A "stalemate detector" like you're describing could result in encouraging some really bizarre strategies out of survivors in a losing match - like trying to hide out for 5 minutes knowing that the EGC will kick in if they're successful enough rather than try and contest a 3-gen scenario with 2 survivors.


    Maybe just no collision while a survivor has AFK crows?

  • perspective2.PNG

    Im adding further evidence to help isolate the issue! Steve happened to be streaming and you can see from his perspective - no exposed, and definitely the correct obsession target!

  • An "All-Random" perks mode is pretty much the only variant version of DBD that I've heard of that sounds compelling to me. The primary constraint would be how to make sure everyone's perk pools are sufficiently large enough to participate? For example, if you pick a survivor who you only have their own teachables unlocked on, since you're a very new player, you probably wouldn't get much out of it. Alternatively, if you're a survivor who only has the free characters and do not want to purchase any DLC - even with all of the free character's teachables, would that be enough perks to have a sufficiently random experience?

  • Hello! Welcome back!

    Have you been away from DBD as well? There've been some MMR tests that led to what I see as some pretty positive changes to the matchmaking model, and I haven't encountered any cheaters in a while, so DBD has been pretty fun lately!

  • I've been sleeping on the oft-sought Alien license until someone mentioned the possibility of a Nostromo map, which would be AWESOME!

    I'd also love to see a Scooby-Doo crossover just because that'd be a whole cast of fun survivors.


    For an oddball pick I'd probably go for LISA: The Painful. I don't know how or why, but I do know whatever joyful monstrosity we'd get as a killer would be accompanied by some rad music.

  • @Hitari said:

    why didn't they just make the next survivor gay.... why do they have to take a character which has been part of the game and lore for 5 years and suddenly make them homosexual... i think thats what's bothering people the most

    There's nothing stopping them from also making the next survivor gay. And also going back and making any number of existing survivors gay. Why act like this is a one and done thing?

  • Ahh, I can see why they might have disabled it, given how much interest they have in keeping everyone's audio/visual constraints the same for competitive purposes - though this case might be one of those things they should err on the side of leniency for. I know that I definitely prefer a crisper view of things!

  • I'm curious - what are the primary benefits of disabling it? Better performance?

  • @Alen_Starkly said:

    The Ghost Face's new chase theme makes my ears bleed, it's atrociously bad. Not gonna play him until you change it.

    I'll do my best! ๐Ÿ˜…

  • @Hitari said:

    i don't like the J.K Rowling esque reveal. "Oh yeah by the way guys, dumbledore is actually gay!!!"

    It feels like an insincere attempt to appeal to our current generation. like come on dude you can't just make the guy gay out of nowhere....

    I feel like the context is different if the change is arising out of the reveal of new lore being introduced to the game, even if it's with an intentional objective of adding more representation to the game. It's not a retcon to continue to develop the character - "the dumbledore example" is an explicit retcon, where something is declared without having any new material to back it up.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2922900#Comment_2922900

    https://forum.deadbydaylight.com/en/discussion/comment/2922949#Comment_2922949

    At the very least, the Doctor's "Crazy Train" theme is fitting for a Killer who drives survivors to madness.

    Moreso then it sounds life Ghost Face has going for him

    Yeah, I've seen people back the current Ghost Face theme by saying "Well he's a crazy psycho murderer so the music should reflect that."

    But wouldn't that describe... every killer? I'm not sure why just Ghost Face's music needs to be unlistenably unpleasant as some kind of condemnation of his character while Legion's jamming out right beside him.


    You'd kind of expect Ghost Face's chase music to feature something more like a camera shutter sound or other monitoring equipment rather than a frenzied photocopier. The current tempo & intensity doesn't reflect his playstyle as a stalk & ambush killer.

  • @AhoyWolf said:

    I agree, the chase music has no melody. I think it has potential, the first 3 seconds when you hear it sound nice, but after it repeats over and over again it starts to get on my nerves, it's even worse than Doctor's chase music, which I also personally hate very much.

    I actually kind of dig Doctor's? - though I know it's often cited as being one of the more unpopular ones and wouldnt mind it having a bit more personality without the repetition. So I guess if even I can't stand the Ghost Face one by comparison that's a huge problem!

  • It should frankly be reverted to the default chase theme for now.

  • I was originally in favor of keeping the hemmorhage-on-ground interaction but them calling attention to survivors having to hold recovery even when full & sitting still seems like it's reason enough to remove it. Strategic layer aside, that just seems like a huge hassle lmao

  • This is shaping up to be quite an exciting mid-patch! Thanks for all y'alls hard work and looking forward to hearing the new stabbin' tune

  • Ive also been thinking about the way an item like this would work - and it'd end up being a pretty powerful but technical item if it were implemented as-is, since the way to get maximum value out of it would require using the bottle to reduce your exhaustion but... if you dont end up in danger for the next minute or two, then you'd have recovered anyway - item wasted! It'd be the sort of item that'd really reward informed timing.


    As for variety in terms of how the water bottle behaves - I'd be hesitant to overcomplicate it. Most items just do the same thing but have more charges by default, with addons being the big differentiator.

    For the iridescent idea - I dont think Id picture the 'mini-sprintburst' also erasing your exhaustion so much as giving you a non-exhaustion haste effect for about a couple seconds.

  • Those were my worst days! I know everyone's going to have had a "your mileage may vary" experience with a given day, but when the matchmaking was based on grades I went from a generally competent, middling killer, to a god amongst killer-kind, mercilessly grinding survivors into dust with pretty much zero effort. It was boring and I felt bad for doing it. I stopped bringing my preferred perks and moved to playing killers I had nearly no experience with, which was fine, but I definitely recall days before SBMM where I would similarly just mow through survivors to the point where I just wasn't having any fun. I'd like to be able to play the killers I am finessed with without making inexperienced (or inebriated?) survivors miserable in the process!

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911702#Comment_2911702

    Not quite: That would be the case if we lowered the cap too far, but in reality, it's still not anywhere near the middle. We nudged it down a little bit. This basically pairs the insanely good players with the really good players, not with the average folks.

    Oh, that's even more exciting for me! I might occasionally play consistently well enough to crawl up to that "really good players" point, but with the reduced range I may even be middling enough to fly under the radar of those folks - no malice towards them, but woof! I will never be their equal.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911672#Comment_2911672

    Yes, but that's why I suggested extra steps such as removing the reset and removing the safety pip.

    The big issue with the old system was you could safety pip 5 times, pip once and eventually you will get to iri 1 however if you remove the safety pip you would have to consistently play well to achieve that and less players would be miss placed as it's not so much focused on time played

    If anything, the solution they're presenting sounds to me like it'll functionally resemble what people came to expect the old system to do - but wasn't doing.

    Think of the effective skill cap as "iridescent ranks" and then ash/silver as the "low-mid MMR" range (where the reduced range is meant to prevent these players from getting thrown up against "iridescent" players). If you're good enough to reach "iridescent tier" you'll participate in a thunderdome that inescapably includes the ultra-sweat squads but otherwise is a varied mix of folks who are just generally good enough to be treated as competitive.

  • The caveat they included in the post about how the grade system matchmaking PRIOR to introducing SBMM was relatively less lopsided than the test was to indicate that the test was distinctly worse results than "the before times" but that even when grades were more controlled in the past, the matches were still prone to high variance and unpredictability because ultimately grades have never been an accurate predictor of skill.

  • I had a distinct feeling on some days that I was being shipped 'up the curve' to slake the appetites of the 10,000k hour SWF squad type players who, without upper-middle folks like me, would never see matches. Those matches aren't really my favorite, but if lowering the MMR ceiling and creating a sort of "Thunderdome" area in the MMR will give them more matches it's less likely those matches will be against me, so that's a win!

    I'm pretty happy with these changes overall. I think the most egregious thing they needed to train the system to avoid is pairing new players vs. people with 5x-10x their playtime. Getting viciously stomped early in your DBD career is an easy way to never play again, and we need to make the game welcoming to them!

    TBD after I play with the changes, but if it truly does allow for more variety I'll be overjoyed to bring sillier tools and less meta killers without feeling doomed to only getting players who don't share my sense of humor.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/319669/new-survivor-item-the-water-bottle

    Quentins perk Vigil already speeds up exhaustion time recovery. And other effects too.

    This is true! And, hopefully one day, water bottles will count among them ๐Ÿ˜‹

  • I find the real viciousness of the boon totem's radius is when it's providing vertical, multi-floor coverage. I think if they wanted to tweak the shape of boon's effective area again, they might look at a non-spherical range, though that might be too unintuitive for survivors to work with.

    In any case, keeping the radius where it is now does serve to help set the bar for how effective other boons, especially future boons, can be.

  • @AstroLive8333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910370#Comment_2910370

    Well it wouldn't be super strong, simply because you can't move when drinking the water bottle, so you wouldn't be able to drink water until the killer is off your case

    That's my thinking! It'd be essential to the balance of this version of the item to not be able move (or even walk) in order to create enough cumulative risk to justify the value the item could bring. I'd at least be interested to playtest something like it! Ultimately it SHOULD provide value to the survivors since that's the reason they'd bring the item, but being unable to multi-task would keep the water bottle from being universally handy while making it shine in a few particular niches (leaning on the tenser side, which seems enticing to me)

  • @Mooks said:

    Oh look and excuse to bring up my item concept for a water bottle:

    Click here

    basically, I think just reducing the time might be too strong. My concept would give the exhaustion effect additional negative effects, which the water bottle would then negate. Maybe with a pink addon that could lower the actual time by a (very few) seconds or something.

    Very interesting! I'm glad other folks are wanting to stay hydrated in-game ๐Ÿ˜€ Thanks for sharing!

  • @sizzlingmario4 said:

    It's not a bad idea necessarily, but idk about making certain exhaustion perks even stronger than they already are.

    https://forum.deadbydaylight.com/en/discussion/comment/2910310#Comment_2910310

    If anything all items need some tweaks. Medkits and toolboxes are too strong, keys and maps are mostly too weak. I think flashlights are mostly okay, although some of their addons could use some adjustments (mainly buffs) and more variety in what they do. Double locker saves need to be removed though.

    It'll certainly do so! Though I think it'll be offset by taking up the value provided by access to other items - it's not just exhaustion perks that are strong, it's those perks in conjunction with valuable items (particularly medkits) - though you're right, an item like this would exist to make exhaustion perks shine even brighter than they already do.

  • @Hex_Ignored said:

    Every killer ever would immediately land in the low priority queue because salty survivors would spam reports. If you don't believe me, just go back a few months and look at all the comments regarding the automatic report system. You will find that literally everything a killer does will earn them a report. Just an example: the official rules state camping and tunneling are NOT reportable offenses, yet a lot of people in said comments blatantly said they would report it anyway.

    I understand that as a pretty straightforward and understandable concern!

    All said, I've been playing DBD as a killer main since before the automatic report system was announced and now, and despite encountering more than a fair few SWF bully teams and ttvs accusing my rancor builds of wallhacking, I've never been improperly actioned for what I'm sure are a healthy number of frivolous reports on my own account. Anecdotally, I do recall some folks using exploits to get some streamers automatically banned by the system, but I assume that those vulnerabilities have been addressed since that hasn't happened in quite some time.

    In short, it's less "a reason to not do it" and more like "a risk" you'd want to address at the outset of putting any of these systems into place.

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