Mozzie
Mozzie
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1456229#Comment_1456229
Thanks for clarifying what I already assumed. You’re a snob. You think because it’s on The CW it means something negative, which it doesn’t. Stranger Things is more teeny than Supernatural. Supernatural has an ADULT cast whereas Stranger Things primarily follows the lives of teens. Supernatural fits into this game and that’s a fact and I genuinely think it’s only a matter of time before we see it added. So I suggest you start saving up those BP as I know you can’t wait to play. xo
I mention CW because you cannot have a serious HORROR program on at 8pm network TV without cutting out a lot of material. I have seen several episodes of the show. I feel like i'm spinning my wheels here. I don't dislike the show, it's just nowhere near the tone of the game or the other franchises. I'm going to try this from another angle. Imagine you own the Hellraiser Franchise. You're already going to be protective of your property against a project like DBD because of all the various other Franchises they incorporate with it. Now you start adding in franchises like Supernatural. Is that going to make you more likely or less likely to give them the rights?
How Wikipedia describes supernatural:
Genre
missing:
HORROR -
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1456121#Comment_1456121
I do disagree. Horror is a pretty wide swath. Evil dead tv show, tge one ash comes from, is super tongue in cheek as is part 2 and army of darkness. Supernstural is closer to pure horror overall than any of those if were talking about tone. Youre just simply wrong on this and it feels like youve only see one or 2 episodes of supernatural
I've already noted Evil Dead directly above your comment as an example due to it's comedic elements. At it's core Evil Dead is pure horror. At Supernaturals core it's a cw tv show. There's no point is arguing this further as you can't see the difference either due to your affection for the program or something else.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1456085#Comment_1456085
I mean theres no denying its a horror tv show. Some episodes are meant to be creepy, some funny, some drama, but its all horror. Its as horror as stranger things
Again, it's a question of tone. I understand you guys really like that show. I'm not saying it's a bad show. You can point to Halloween, ANOS, Evil Dead franchises where things went schtick but the overarching themes were adult material and Horror. I just don't agree that the tone matches the game. You are free to disagree.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1456045#Comment_1456045
This is what I don’t understand. Supernatural IS part of the horror genre. It doesn’t come down to whether or not you like the show. It’s a fact. So how would including characters from a HORROR show bring the game further away from HORROR? You’re making no sense.
It's a question of where do you draw the line? Should BHVR consider adding goosebump monsters? If your argument is Supernatural should be classified as Horror in the same vein as ANOS, Texas Chainsaw Masssacre, Saw, Halloween, Evil Dead, Silent Hill, etc I'm going to disagree with you all day on that. Can you classify Supernatural as a Horror tv show? You can, but that's a hell of a stretch.
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@DeanWinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1453682#Comment_1453682
Is it safe to assume you’ve never seen it? There are numerous episodes that are genuinely really creepy & scenes that would give children nightmares.
They could give us the scarecrow, the wendigo, leviathan, etc. But on the other hand, Supernatural wouldn’t require a full chapter for DBD either. Just the survivors would be fine.
Supernatural is big on old legends and myths and bringing them to life, sometimes with their own spin on them. Stranger Things made up their own creature. They’re different, but they both fall into the horror category. Why compare the two? Just because SPN isn’t the same exact horror as ST doesn’t mean it’s a bad fit.
I only mentioned Stranger Things because earlier in this very thread someone pointed to Stranger Things as an example of why it should be included. Again, no offense to those who like the idea but I'd prefer the game doesn't include things that are further and further from the horror genre. I have seen the show.
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I'm not a fan of supernatural, and nothing against those that are but I feel like Strangers Things has a bit more horror elements than that show. At least with stranger things the demogorgon is a pretty unique creature dreamed up by that show. What unique creature/monster from Super natural is an interesting character?
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There are several area's on most maps where if a survivor goes down in a corner killers cannot physically pickup the survivor. I've actually had it happen to me on the first floor of killer shack so that means it in almost every map be default.
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The one I use a lot is the ALT+F4 build. It consists of pressing ALT+F4 on your keyboard after being humiliated throughout the match. Then I make under-powered noises in the corner.
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@Veen said:
I always trought OoO was more helpful for the killer than it is for survivors.
Many content creators made their popularity, money & stuff by promoting toxic gameplay & stuff on many platforms so... the plague has been spread they're almost no way to stop it unless the stans & players are eventually getting bored to be arses in video game.
A scenario who would probably never happen unfortunally.
Bring a mori if you have a doubt. Thats will teach them.
It completely crushes Freddy once the survivor is asleep and other killers who make survivors suffer from the oblivious status. Which is really sad because the oblivious status effect is probably the most funnest for a survivor to experience.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1444146#Comment_1444146
We've taken feedback on add-ons as well, don't worry. There's only so much time to make changes between a PTB and the actual release, and that post is just for the changes that are locked in for the initial release. It's still possible that there will be some add-on changes in the hotfix, but I can't confirm that just yet. We could also make further base kit tweaks in the following hotifx(es) if necessary.
Can' you simply remove the hillbilly rework from the update completely? Or at the very least postpone the update? There's a strong feeling that once it's live it will go forgotten about or continuously put off.
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I think Pinhead would be the perfect killer once they decide to reveal more of the lore on the entity. I think they should do a 'they are all died and are struck within a layer of hell' angle here.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1445209#Comment_1445209
This 100%. They are trying to please both sides.
Both sides.... both sides of what though? Nobody wanted this. It doesn't make sense. They just needed to fix a couple addons, not break his basekit and replace all his addons with inferior versions.
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@Siberia said:
They’re trying to find a middle ground. Maybe try being civil instead of acting like a bratty child who didn’t get the toy he wanted for Christmas.
There would be no middle ground to find if they didn't try to fix something that wasn't broken. Of all the issues that are in the game right now they decided to spend resources on Billy? It speaks to the leadership of the balancing team at BHVR.
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@teamdehn said:
In game voice comms that give the killer notifications when in use and killer is in a specific range
No because it'll just push people into using discord. It needs to be on par with using other external voip tech. If VOIP was in the game it removes all the issues and the dev's can actually balance the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1440367#Comment_1440367
Serious question:
Why are people in this thread making fun of Survivors complaining about Killer Meta Perks while running Meta Perks themselves, while the Thread was opened by a person running Meta Perks, complaining about Survivor Meta Perks?
Oh, here we go again. Because the 'meta' perks on killer don't give us a second chance to kill (with exception to NOED which can be completely nulled) whereas the 'meta' perks on Survivor grant a second chance to survive.
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@C3Tooth said:
Let me re-use the image from this topic: https://forum.deadbydaylight.com/en/discussion/170895/who-thinks-the-hex-no-one-escapes-death-is-fair-because-i-think-it-should-be-removed/p1
https://us.v-cdn.net/6030815/uploads/5ZAUBCAPL4DO/image.png
This is why he uses Noed.
As for me, I dont use Noed because I dont willing to risk play 3 perks
This post gave me PTSD and I wasn't even killer in this match.
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@DarkPit said:
I think most people answering to the OP didnt fully read it or didnt get the gist(not ment insulting). He just said it has to be better than it is right now. I also suffer from some strange PC issues which arent related to DbD but still can cause my game to crash. At some point it happened so frequently i got banned for multiple days just trying to play normal.
The whole point of the OP is to somehow improve the DC system. Ive heard that in some other competitive games there are also DC penalties, but they cant get longer than half an hour, which is what this game needs. Seriously, NOBODY is longer so salty to DC than half an hour. Why make it stack up for friggin DAYS?
The problem is how good is good enough? We don't have data to reflect how common dc'ers are due to a b c issue for x y z timeline. I don't even believe there are DC penalties in the game now, is there?
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I hate using Freddy Pallets. I really hate it. Everytime I put o those addons I get a map with almost zero pallet placement until I break them and at that point they all know their fake anyways so when I'm hooking a survivor the rest of the team runs around and breaks them. Feels bad man.
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@BigTimeGamer said:
https://www.youtube.com/watch?v=5h10-JuLwEU
When people say Spirit for instance is "boring," everyone knows what they mean but they get the copy+paste "git gud" or "jUSt mInDgAMe hER" kek
just wanna see what people here think from the person that is generally viewed as fair voice in the community as both "sides" tend to respect him.
Don't know who this guy is but all his argument consists of is insinuating killers are boring if their attack, ability or movement isn't telegraphed to the survivor. He uses clown as an example of a boring killer even though he explains exactly how his ability gets telegraphed. So I'm not sure he even understands what makes a killer exciting.
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@Justalittlepeeck said:
I would revert her to pre 2.7.0 and make EGC stop/slowdown when a trap is on survivor + I would probably remove any sound cues from her ambush attack.
If I were to go deeper, I would rework her and repurpose her power.
- Survivors start the trial with active RTB on their heads.
- Death timer - 3 minutes.
- Every time a generator is completed, 2 minutes are added to the death timer.
- Timer does not stop under any circumstances, unless gens are finished.
- When generators are finished, RBT timer stops and becomes inactive if the survivor is in chase.
- When Exit gates are powered, Jigsaw boxes are manifested in the trial.
- Interacting with any Jigsaw box would allow to remove RBT
- Survivors can perform 2 kinds of interaction: slow and fast one.
- Slow one is performed for 15 seconds, has 3 skill checks and is safe.
- Fast one is performed for 2 seconds and damages the survivor by 1 health state once he finishes the interaction.
- Once survivor has finished interacting with Jigsaw box, it disappears.
- Secondary power: Ambush&Crouch
- Crouching is instant and crouching speed is 95% by default.
- Terror radius slowly fades away in 2 seconds.
- Ambush attack becomes available after 2 seconds of crouching.
- Ambush attack is performed in 1 second and has no roar cue.
- Ambush dash range is 16 meters at 6 meters/second speed.
- Hitting a survivor with ambush attack when he is interacting with an object would allow you to grab him.
I really like this. Honestly it makes sense for them to already start the map with the traps on their heads from a lore perspective.
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@darwinsbrain said:
This is where the real comparison should be. I was reading the 50th thread this week with killers complaining about survivor second chance perks and I feel the best counter argument is all of the insta diown chances killers are given. Killers say perks like DS, BT, Unbreakable and Dead Hard reward survivors for making a mistake. Killers feel like they are cheated out of a kill when the have to hit a survivor a 3rd time before they can hook them. Well what about all the insta down powers a perks killers have? I feel cheated when I'm full health and I'm one hit by an Oni and I'm on the hook. Or vault a window and snap i'm in a trap. And while I can hit DS once a game if everything works out just right a lot of killer insta down powers last all match. The worst offender is the 'perfectly balanced' Hillbilly who can down you with his one hit saw from beginning to end with no cool down (rip). Lets look at all these unfair one hit down chances:
Base kit insta downs:Hillbilly, Cannibal, Myers, Ghost Face, Oni and Trapper (situational)
Add on insta downs: Huntress and Clown (Myers again but already in his base kit)
Perk insta downs: NOED, Devour Hope, Make Your Choice, Rancor, Haunted Grounds, Iron Maiden
Other insta down chances: Getting pulled off a Gen, Getting pulled from a locker, Getting grabbed during a hook save
So as you can see killer's have a lot of insta down chances in the game that they don't ever talk about when complaining about 2nd chance perks. So keep these in mind when a killer complains about DS or Borrowed Time being unfair. They have more than their share of get of jail free powers too.
And I know killers are going to say there is counter play to all these insta downs but there is counter play to the 2nd chance perks too.
TLDR: You can take survivor second chances perks away when you take away killer insta downs.
The difference between 2nd chances and insta downs is that one is a bonus to players who make a mistake and the other is a trade off for something else. Insta down ability's generally do not come freely. Borrowed time, DS, Sprint Burst, Adrenaline or Dead Hard have no negative affix connected with them. Unlike, No Mither or For The People which are second chance perks with built-in balance mechanics-which, in my opinion, are quite fair. With the exception of NOED, which everyone knows has direct counter play, killer's are not granted second chances. This is why killer's or people who play both sides to not correlate the two.
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^All 100% true and what's funny about this is these perks are actually bad for survivors and the life of the game. I say that because every survivor in this community is so happy and excited when they go about against a new killer because they don't know what to expect and is therefore more challenging. As a survivor when the game isn't challenging it isn't fun. I only get compliments when I'm the killer and I 4k or 3k, they do this because I presented a challenge to them that they weren't expecting and ready for.
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Looks terrible. Thanks.
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They already do get perks, they get fed bloodpoints.... or at least they used to.
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Remove NOED, wow I don't think this has been discussed before on these forums. I agree with you. NOED should be removed as it's a second chance perk that rewards players for bad gameplay decisions. It should be removed right after Sprint Burst, Decisive Stike, Dead Hard and Borrowed Time get removed as well.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1432199#Comment_1432199
you could do the same as solo if you know around where they got hit and knew they had an item from the lobby, that one really isn't too much of an advantage to swf actually. I play solo usually as survivor and I'll be happy to pick up and drop something if I know around where it's happened and it's safe and omw to a gen or totem.
Yeah you could do that, the downside with solo q'ers picking it up is the person who's item got dropped will be looking for the aura and when they don't see it will give up thinking the entity ate it.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1432199#Comment_1432199
Everyone seems to be suggesting different things. Who exactly sees the aura? I'm asking because some replies have suggested the Survivor can see it. However other people have suggested you need to run PI which would be unnecessary if survivors can already see the aura of the items.
I believe the aura is seen by both.
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@caz_ said:
ok imagine.. you get chased by the killer get the first hit -> item drops. from now on you have 90 seconds to pick it up back. a chase is in average lets say 30 seconds.
now the killer needs to pick you up, get to a hook and hook you. lets say 10 seconds.
now survivor need to get you from the other side of the map that will probably take again around 20-30 seconds.
now we have around 70 seconds in the worst case. the survivor has now 20 seconds to run to the item and pick it up, depending now where the chase began if is in the other side of the map well.. say goodbye to your item.
the only way to get your item somehow back is someone is hook bombing with borrowed time and you run immideately to the item IF the killers isnt following you. otherwise goodybe item.
its just to much.
the only item i bring in games are medkits now devs pretty much say : f you, go and use selfcare for 40 seconds? that cant be real. i really dont understand what devs trying to do?
a lot of maps got changed, with these changes maps are full with deadzones. now they want people to lose their items. what next? obviously you want to make the game easier for killers, sure thing. but you just nerf everything to hell and killers are again wondering why so many people play in a group.
Devs.. do you try to kill Solo players? i mean.. slowly i really have that feeling you just wanna punish people for playing solo.. and enough is enough i guess? if you keep doing this i will stop playing both sides and just become a killer main.
Honestly I feel that 90 seconds is too much. With the aura reading It makes it too easy for a swf teammate to run over, pick it up and put it back down. Just another example on how the game cannot be balanced with both solo queue and swf's.
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@a_loof_ said:
I'm looking for a solution to fix slugging when the killer really wants that 4k so bad.
For instance: Killer wreaks the team and there's something like 3 gens left and 2 survivors left. Survivor 1 gets slugged, while survivor 2 is hiding. There's next to no chance of the survivors winning at this point so when you're on the ground as a slug your only viable option is to bleed out or DC since the killer refuses to hook you.
Perhaps allowing unbreakable more or even unlimited use would end these boring / toxic scenarios.
Survivors don't need anymore get out of jail free cards for screwing up. Take the loss and move on.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1431626#Comment_1431626
How can people still think that Ingame Voice Comms and balancing around that are a good idea?
It is not.
SWFs would just use Discord anyway. So if there is a 3 man SWF with a Solo, the Solo would be left out. Then, language barriers - in Europe we have a shitload of languages and not everyone speaks English well. Why should the Italian SWF speak English with a random Survivor?
Also, there are people who simply dont want to speak to Strangers online for various reasons - be it that nobody wants to speak to 14yr olds with 5 Euro Microphones, or they simply cannot bring themselves to talk to strangers. Or, they just want an immersive experience without any talks.
And those people would be screwed if you would balance around Voice Comms.
The number of really good 4 man SWFs is very small anyway (4 man SWFs are quite rare, and good 4 man SWFs even more rare).
How can you think it's not a good idea? 2 man and 3 man swf groups will still be able to communicate to the other teams not in discord if they want to. Just like they can literally in every other game that has VOIP. "Why should the Italian SWF speak English with a random Survivor?" For the same reason they speak to their teammate in english in every other game that uses VOIP, to win. For people who are scared to speak on the mic they don't have to. Nobody is forcing you to do it but this is a team-based survival game. You can't pretend that Discord doesn't exist and not incorporate communication tech into your game, it's not logical.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1428882#Comment_1428882
Ok, so Ruin was used 80% of the time, which is INSANE. Also, I already told you what Killers got for the Ruin nerf, if you read, I said that Killers got buffs via reduced map size, god-loops being removed and slower gen speeds when multiple survivors are working on gens. I play both sides and as Killer I would MUCH rather have ruin nerfed and get 3 different awesome buffs. As survivor I hate the 3 nerfs survivors got and am only ok with the Ruin nerf, since Ruin is still very much usable. Trust me, Killers got the lions-share.
Infinites aka god loops have been gone for years prior to ruin nerf. Here's the patch notes for the ruin nerf. Where do you see gen speed and map sizes changed?
PATCH NOTES 3.5.0 | MID-CHAPTER
FEATURES & CONTENT
- Feature - Added a Compendium page in the Archives. This page allows users to go back to previous Tomes and complete challenges. Completing challenges from a previous Tome will not give the user Rift Fragments.
- Feature - Added a new Rift and Challenges for Tome II in the Archives.
- Feature - Showing/Hiding the tally screen chat is persistent after every match. This feature has been added to each type of chat (party, online and tally) and is independent for each chat.
- Feature - Added cross compatibility support for the party, lobby and tally chat between Windows Store users.
- Feature - Removed the invert camera in-game keybinding and from the Controls menu. This option is still available in the Settings menu.
- Content - Updated the Treatment Theatre map (see details below in the BALANCE section).
- Content - Removed Twitch Challenges feature.
- Content - Removed Dutch & Swedish language support.
- Content - Disabled the Cursed Legacy thematic lobby.
BALANCE
- Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.
- Hex: Ruin redesigned: All generators are affected by Hex: Ruin; if a generator is not being worked on, it regresses at 100/150/200% the normal regression rate. The Hex effect persists as long as the related Hex totem is standing.
- The Oni: Removed turn speed limitation on Demon Strike. Implemented a hard cap on the turn angle during Demon Strike.
The Doctor changes
- Updated the illusionary Doctor animation to play The Doctor's in-game idle animation instead of the menu idle animation.
- Removed Treatment Mode and the Static Field VFX. The Doctor will no longer need to switch stances to use Shock Therapy, or to use a regular attack.
- Added Doctor-specific chase music.
- Added a new special ability, Static Blast, as the secondary power (see below for more information).
- Set the cooldown of Shock Therapy to 1.5 seconds. This means it will take 1.5 seconds before The Doctor can hit with his primary weapon, use Shock Therapy or use Static Blast.
- Increased the base range of Shock Therapy by 10%.
- Range increasing add-ons no longer increase the width of the Shock Therapy, only the length. See the add-on changes below for more information.
- Reduce charging move speed to 67% normal from 70% normal to keep the speed the same at 3.08 m/s.
- Madness regresses while outside the Terror Radius, and does not regress while inside it.
- "Order" - Class I add-on: Slightly increases the Madness inflicted by Static Blast.
- "Order" - Class II add-on: Moderately increases the Madness inflicted by Static Blast.
- "Order" - Carter's Notes add-on: Considerably increases the Madness inflicted by Static Blast.
- "Calm" - Class I add-on: Slightly increases terror radius while Static Blast is ready. Slightly decreases terror radius while Static Blast is on cooldown.
- "Calm" - Class II add-on: Moderately increases terror radius while Static Blast is ready. Moderately decreases terror radius while Static Blast is on cooldown.
- "Calm" - Carter's Notes add-on: Considerably increases terror radius while Static Blast is ready. Considerably decreases terror radius while Static Blast is on cooldown.
- Moldy Electrode add-on: Slightly increases charge time and attack range of Shock Therapy.
- Polished Electrode add-on: Moderately increases charge time and attack range of Shock Therapy.
- High-Stimulus add-on: Considerably increases charge time and attack range of Shock Therapy.
- Interview Tape add-on: Rarity changed from Uncommon to Rare.
- "Obedience" - Carter's Notes add-on: Rarity changed from Very Rare to Rare. Skill checks have a considerable chance to turn counter-clockwise for Survivors with Madness 2/3.
- Scrapped Tape: Name changed to Iridescent Queen. Rarity changed from Uncommon to Ultra Rare. Survivors hit with Shock Therapy or Static Blast acquire a lingering Static Charge. If a Survivor with Static Charge is within 4 meters of another Survivor, the Survivor receives a shock with identical effects as the Shock Therapy and Static Blast.
- Iridescent King add-on: Shock Therapy and Static Blast cause the Survivor to gain a random Madness affliction.
- Renamed the Shock Therapy score event to Pacified.
- Added a score event for hitting Survivors with Static Blast (Tranquilized - 300 Bloodpoints).
Static Blast
Static Blast is a new mechanic for The Doctor. We removed the Treatment Mode and the ability to switch between modes. The Doctor will always be able to hit with his primary weapon, use Shock Therapy (which now has a 1.5-second cooldown), and can use Static Blast. Static Blast takes 2 seconds to activate, and has a 60 second cooldown. Effects:
- The Doctor's Static Blast causes all Survivors within his terror radius to gain 50 Madness points.
- The Doctor will laugh if the Static Blast affects any Survivor.
- Affected Survivors will scream; they give away their location if their Madness level increases.
- Survivors outside the Terror Radius hear a direction-neutral audio cue when the ability is being charged and when it fires.
- Survivors inside the Terror Radius hear direction-revealing audio cues for the charge and fire of the ability.
- Scoring event for hitting Survivors.
Snap Out Of It adjustments
- Missing a skill check will regress the progression bar by 1/4th instead of all the way.
- Skill checks will trigger at every quadrant of the progress bar.
- Releasing the Snap Out Of It action will keep the progress made instead of resetting.
- Snapping Out Of It sends Survivors to Madness Level 1 instead of Level 2.
Treatment Theatre map update
- Completely reworked the visual look and feel of the map.
- Made the map darker.
- Changed the layout to be more rectangular than square.
- Added flickering signs in the hallways near rooms that spawn generators.
- Hid totems better.
- Made each map tile unique (no repeated tiles).
- Balanced the distribution and safety of pallets.
- Balanced the distribution of hooks.
- Updated the logic of vault spawns and activations for the Doctor's Office and the Treatment Room.
UI Improvements
- Progress bars for Killer powers will now show the Killer's power icon.
- Added platform prompts when accepting / claiming a Challenge node in the Archives.
- Changed the level icon shapes in the Tome from squares to diamonds.
- The level navigation menu becomes golden when a Tome is mastered.
BUG FIXES
Killer related
- Fixed an issue that caused not all Survivors to see blood orbs when The Oni had the Renjiro's Bloody Glove add-on equipped.
- Fixed an issue that caused The Oni's Kanobo to disappear when damaging a generator or destroying a pallet.
- Fixed an issue that caused The Wraith and The Spirit not to have their re-appearance lunge speed burst.
- Fixed an issue that could cause The Nightmare to be unable to place Dream Snares if stunned while placing one.
- Fixed an issue that caused The Trappers bear trap auras to be blocked by multiple assets in most maps.
- Fixed an issue that caused The Trapper to get stuck in an infinite loop when stepping in a bear trap that was placed close to another trap.
- Fixed an issue that caused The Trapper to step in multiple bear traps at once if they are in close proximity.
- Fixed an issue that caused The Trapper not to properly trigger his own bear traps when set by the Iridescent Stone add-on.
- Fixed an issue that caused Survivors to be able to untrap another Survivor from The Trapper's bear traps while the Survivor was being picked up out of the trap.
- Fixed an issue that caused The Doctor's Iridescent King add-on not to always apply its 5 afflictions within 5 shocks. In addition to this bug fix, we also added scoring events for feedback on which afflictions were applied.
- Fixed an issue that caused The Doctor's Shock Therapy not to interrupt Survivors using a flashlight.
- Fixed an issue that caused Survivors to block a part of The Hags screen when performing a basic attack while carrying a Survivor.
- Fixed an issue that allowed The Hag, The Hillbilly and The Demogorgon to interact with cleansed totem debris.
- Fixed an issue that caused The Ghost Face to see inside assets when attacking while having a Survivor on their shoulder.
- Fixed an issue that caused The Legion to see inside of lockers when attacking while having a Survivor on their shoulder.
- Fixed an issue that caused The Legion to perform a basic attack on the first hit of Feral Frenzy if activated while being blinded.
- Fixed an issue that caused The Legion to instantly down a Survivor with Feral Frenzy if blinded after activating it.
Map specific
- Fixed an issue that made it impossible to interact with a specific chest or Jigsaw box when in front of a tree in the Temple of Purgation map.
- Fixed an issue that caused the camera to clip through walls when being sacrificed on specific hooks in the Hawkins National Laboratory map.
- Fixed an issue that caused some of the flags inside the manor building to have missing textures on one side in the Family Residence map.
- Fixed an issue that made it impossible for The Nurse to blink in the area around the base of the shrine in the Sanctum of Wrath map.
- Fixed an issue that made it impossible to interact with a specific chest of Jigsaw box when it spawned facing a Buddha statue in the Sanctum of Wrath map.
- Fixed an issue that made it difficult for The Nurse to blink in or around the gazebo tile in the Yamaoka Estate maps.
- Fixed an issue that made it difficult for The Nurse to blink in or around the shrine tile in the Yamaoka Estate maps.
- Fixed an issue that made it impossible for The Nurse to blink around the shack tile in the Backwater Swamp maps.
- Fixed an issue that caused the small boats in the Backwater Swamp maps to have incorrect textures.
- Fixed an issue that caused some trees to have the wrong textures on their base in the Backwater Swamp maps.
- Fixed an issue that caused the tops of the corn to appear black in the Coldwind Farm maps.
- Fixed an issue that caused bear traps to sink into the ground on multiple areas around the silo building in the Torment Creek map.
- Fixed an issue that caused the railing just in front of the basement in the farm house to partially lack collision in the Thompson House map.
- Fixed an issue that caused a visible ground seam in the lodge of the Blood Lodge map.
- Fixed an issue that could cause a placeholder tile to spawn in the Wrecker's Yard map.
- Fixed an issue that caused the chandelier in the chapel to be floating unattached to anything in the Father Campbell's Chapel map.
- Fixed an issue that allowed players to climb on top of a rock in the Father Campbell's Chapel map.
- Fixed an issue that caused an impassable gap for Killers when a tree spawned too close to the asylum building in the Disturbed Ward map.
- Fixed an issue that caused players to be floating above the ground on most tiles in the Mount Ormond Resort map.
- Fixed an issue that caused multiple Killer belongings to be offset or floating when spawned on the watch tower in the Mount Ormond Resort map.
- Fixed an issue that caused multiple texture issues on the hills in the Mount Ormond Resort map.
- Fixed an issue that caused the windows and walls to be misaligned in the 2 story house in the Badham Preschool maps.
- Fixed an issue that caused the boarded windows to appear very dark in the Badham Preschool and Lampkin Lane maps.
- Fixed an issue that made it impossible to vault through a fence window on one side in the Lampkin Lane map.
- Fixed an issue that caused a log pile to be lacking hitbox collision, allowing projectiles and The Cannibals chainsaw not to detect collision in the Lampkin Lane map.
- Moved the generator on the top floor of a 2 story house in the Lampkin Lane map that caused players to undesirably vault the window instead of repair.
- Darkened the grass texture in the Lampkin Lane map.
- Misc LOD fixes and improvements.
Perks
- Fixed an issue that caused the Kindred perk to stay active when the perk owner disconnected while it was active.
- Rainbow maps will now track chests if revealed by a perk that shows chests (ie: Detective's Hunch).
- Fixed an issue that caused the Kindred perk to stay active for another player with the perk equipped if the perk owner disconnected while it was active.
- Fixed an issue that caused Sprint Burst to trigger when the button was pressed during specific interactions where the player moves but cannot sprint (vaulting, entering/exiting locker).
- Fixed an issue that caused Survivors not to get notified of Hex: Huntress Lullaby when succeeding a great skill check.
- Fixed an issue that made it impossible for The Legion to Frenzy vault over a pallet while it was being reset with the Any Means Necessary perk.
Miscellaneous
- Fixed an issue that could cause the 4th Survivor slot in the public lobby not to fill.
- Fixed an issue that caused Survivors killed by the End Game Collapse not to count towards the Reverent Challenge in Tome 1.
- Added a retry mechanism for sending Archive Challenge progression to the backend.
- Potentially fixed an issue that could cause Survivors to have a permanent Haste effect from perks or when getting hit.
- Potentially fixed an issue that could caused Killers to get permanently blinded by the flashlight. Added addition logging to help identify the issue.
- Fixed an issue that caused a loud noise notification to trigger on the exit gates when they were powered.
- Fixed an issue that could cause players to become stuck between a hooked Survivor and a wall when canceling an unhook action.
- Fixed an issue that caused Survivors to snap backwards when picking up and dropping an item without moving.
- Fixed an issue that could cause the Killer to crash when loading into the match as The Nurse with the Mother Mercy outfit.
- Fixed an issue that caused male Survivors hands to be floating above the Pool of Devotion when cleansing their sickness.
- Fixed an issue that caused the bear trap in the beginning of the Killer Tutorial to appear closed.
- Fixed an issue that caused the Claudette AI to move around once she begins the struggle phase in the Killer Tutorial.
- Fixed an issue that caused skirts to appear stretched and warped in the Store and in The Rift.
- Misc cosmetic and VFX fixes, improvements and optimizations.
- Fixed an issue that caused players to receive an Accept Invitation Failure message when accepting an invite at the same time as another player.
- Fixed an issue that caused great skill checks not to count towards the Nerves of Steel achievement.
Audio & Localization
- Misc audio adjustments and improvements.
- Misc localization and translation improvements.
UI & HUD
- Fixed an issue that caused tooltips for items in the free track to overlap on the Tier progress.
- Fixed an issue that caused the Broken status effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
- Fixed an issue that caused the Doctor's Madness effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
- Fixed an issue that caused the Archives widget to disappear from the tally screen when returning to it after spectating the match.
- Fixed an issue that caused players rank to display inconsistently in the tally screen across all players if pips were lost or gained.
- Fixed an issue that caused the spectate button to appear briefly despite not being able to spectate when leaving the tally screen.
- Fixed an issue that caused medkit heals not to count towards the Benevolent emblem.
- Fixed an issue that prevented Spectators from switching between Survivor and Killer when there was only 2 players in a Custom match.
- Fixed an issue that caused the player names on the right side of the screen in a Custom Game lobby to have no function when selecting one.
- Fixed an issue that caused The Clown's Reload progress bar to behave incorrectly when the Kill prompt was present in the HUD.
- Fixed an issue that caused certain tooltips not to update when switching pages or characters.
- Fixed an issue that caused the Loadout to appear on screen after the lobby timer reached 0 seconds.
- Fixed an issue that caused the Character Info to disappear when searching for a match as a Survivor.
- Fixed an issue that allowed non-host players in a Play As Survivor lobby to open the Archives while searching for a match.
- Fixed an issue that caused the item tooltip to stay displayed when interacting with a node as a new Bloodweb level generates.
- Fixed an issue that caused the banner to refresh each time when attempting to cycle through the new content when only 1 banner was available.
- Fixed an issue that caused the switch role tooltip in Custom Game lobbies to display when the button was disabled.
- Misc UI improvements.
KNOWN ISSUES
- The Plague's vomit splash can be very loud.
- The Doctor's Iridescent Queen add-ons static charge VFX is displaced in front of Survivors if they are moving.
- Survivors do not see illusionary pallets created by The Doctor's "Order" - Carter's Notes add-on.
- Frame rate issues occur when combining The Doctor's Foul Bile and Auto-Lobotomy cosmetics.
- A crash occurs when backing out of a Custom Game lobby as a spectator.
- Survivors may get stuck together after healing a downed Survivor while against a wall.
- The Hag's red stain becomes brighter when teleporting to a trap.
- Small FPS drop when there are multiple action prompts cycling on screen for Killers and Survivors.
FIXES & CHANGES FROM 3.5.0 PTB
BALANCE
- Fixed an issue that caused Shock Therapy's detonation delay to have an incorrect value of 1.25 seconds. The correct value is 1 second.
- Changed the Doctor's Shock Therapy cooldown from 3.0 seconds to 1.5 seconds.
- Updated the Doctor's chase music.
BUG FIXES
- Fixed multiple crashes related to The Doctor changes and Archives.
- Fixed an issue that caused loud whispering to be heard after performing the Snap Out Of It action.
- Fixed an issue that caused the Distortion perk not to lose any tokens.
- Fixed an issue that caused the Nemesis perk to incorrectly display a 20 second timer instead of 40/50/60 seconds.
- Fixed an issue that caused the Hex: Ruin perk not to apply to the host of a Custom Game lobby if they switched roles to be a Survivor.
- Fixed an issue that caused Survivors to be able to walk into hooked Survivors when the hooked Survivor spammed the Attempt to Escape action.
- Fixed an issue that caused Killers to be unable to perform a lunge attack after being blinded by a Chinese Firecracker or a Winter Party Starter.
- Fixed an issue that sometimes caused The Hag's trap aura and VFX not to appear correctly.
- Fixed an issue that caused The Shape's camera to become slanted when canceling the Kill action.
- Fixed an issue that caused Madness to regress while hiding in a locker while inside The Doctor's terror radius.
- Fixed an issue that caused The Doctor's Shock Therapy not to play if Static Blasts cooldown ended at the same time.
- Fixed an issue that caused female Survivors not to play an open mouth scream animation when shocked by The Doctors Shock Therapy or Static Blast.
- Fixed an issue that caused Survivors afflicted by the Oblivious status effect not to be affected by The Doctors Static Blast.
- Fixed an issue that caused The Doctor's Iridescent Queen add-on to apply Static Charge while the Survivor with it was in a locker.
- Fixed an issue that caused The Doctor's Maple Knight add-on not to indicate the area of effect for the Interview Tape add-on.
- Fixed an issue that caused the beam length from The Doctor's Interview Tape add-on not to affect the range increasing add-ons.
- Fixed an issue that caused The Doctor not to lose Bloodlust when using Shock Therapy or Static Blast.
- Fixed an issue that caused The Doctors arm to play the Static Blast or Shock Therapy animations when immediately vaulting after completing the action.
- Fixed an issue that caused The Doctor's hand to stretch when performing the Shock Therapy or Static Blast actions while looking up.
- Fixed an issue that caused some of The Doctor's head cosmetics to clip through the camera when performing the Shock Therapy or Static Blast actions while looking up.
- Fixed an issue that caused certain cosmetic items to drop to the ground after a Survivor was sacrificed.
- Fixed an issue that prevented users from losing pips when ending the match.
- Fixed an issue that caused the Archive Challenge widget not to appear in the tally screen when quitting the match.
- Fixed an issue that caused the New Rift pop-up not to bring the user to the current Tome is a quest from the previous Tome was selected.
- Fixed an issue that caused matches with less than 5 players to persist if a player got disconnected during the loading screen.
- Fixed an issue that caused multiple vault points in the Treatment Theatre map not to become contaminated by The Plague's Vile Purge.
- Fixed an issue that caused an invisible collision on the right side of the basement stairs in the Hawkins National Laboratory and Treatment Theatre maps.
- Fixed an issue that caused Survivors to get temporarily stuck when cleansing a specific totem in the Treatment Theatre map.
- Fixed an issue that prevented Killers from picking up Survivors behind a chest in the Treatment Theatre map.
- Fixed an issue that prevented Killers from interrupting Survivors on two chests in the Treatment Theatre map.
- Fixed an issue that made it impossible to damage multiple generators from one side in the Treatment Theatre map.
- Fixed an issue that made it impossible for The Legion to frenzy vault over a specific pallet in the Treatment Theatre map.
- Fixed an issue that cause a spotlight to be visible in the basement when it spawned in the shock room in the Treatment Theatre map.
- Fixed an issue that allowed The Doctor to see through the bathroom walls in the Treatment Theatre map.
- Fixed an issue that caused multiple assets in the Treatment Theatre to have improper projectile collision.
- Fixed an issue that caused invisible collision along the exterior walls at the exit gate areas in the Treatment Theatre map.
- Fixed an issue that caused an impassable gap between two hospital beds on a specific Tee tile in the Treatment Theatre map.
- Fixed an issue that caused hook auras not to fully display on the hooks in the Treatment Theatre map.
- Misc LOD fixes and improvements in the Treatment Theatre map and Charms.
- Removed the high pitched TV static SFX from the TVs in the Treatment Theatre map.
- Misc optimizations in the Treatment Theatre map to improve frame rate.
- Fixed an issue that caused the Meg AI to die if left of the ground in the first part of the Killer Tutorial.
- Fixed an issue that allowed input movements on the loading screen into the Tutorial levels.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1431274#Comment_1431274
If you have any reasonable idea how to balance a tiny percentage of the playerbase without punishing everyone else, tell me. I doubt you can, neither anyone else. Even though i cant understand how to lose so badly against such loadouts.
You keep saying tiny playerbase. How do you know it's 'tiny'? Where are you getting your evidence for this perception? Are you a rank 1 killer? Because if you are, you'd know that it isn't tiny. There is a reasonable way to balance swfs. You make every game a swf. Enabling VOIP is the obvious answer to balance the game. Don't like talking to your teammates with a mic? quick mute option should also be available with this feature. You cannot balance this game properly when it's split in two. Solo queue games are completely different than full man swf games.
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@aylawell said:
https://forum.deadbydaylight.com/en/discussion/comment/1429735#Comment_1429735
Unless it's a team of red ranks I've been playing long enough to know what ppl are doing without my perks lol. It's become easy for me. I know without a doubt that I am in control of the match before it starts. Normally I'll have like 3 hurt before a gen pops.. if I find I've hooked like 2 and no gens are done cuz they're scrambling around trying to save/ heal.. I'll back off. If someone quits ( which is the the worst thing a survivor can do imo cuz they're selfish childishness just screwed 3 other ppl) I'll hook everyone twice, kick gens blah blah, but let them go. I'm in no way a sorry, if it's a good match and the survivors are skilled then game on, it's murder time lol.. it's just I rarely find a challenge anymore so I challenge myself in odd ways.
It sounds to me you're a rank 1 killer so are you not getting matches with red rank swfs? It seems like every single one of my matches are swf groups.
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@28_stabs said:
If nobody is doing gens, then you shouldnt do them, too.
Killer can get to the hatch before sacrifice animation is over. It take too long.
If its 5-4 gens to do and your team is quickly dying, farm your team to death and then you can try to get it. If you let a killer to find the hatch , you put yourself at disadvantage. If you find someone trying to do gens, sabotage the progress by failing skillchecks. They are dead anyway.
Oh it's nice to finally talk to you. You're the person who is always in my solo queue games aren't you?
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I agree. I think we should change NOED functionality..........right after Borrowed Time, Decisive Strike, Dead Hard and Sprint Burst have theirs changed.
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Matchmaking has been bad since the game came out thanks largely due to the ranking system. But the problem is deeper than having a proper MM system. The game is imbalanced and due to previous and current developer decisions the game can never be properly balanced. Therefore, even if the decide on a new MM system it will be flawed within the foundations of it's design.
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@aylawell said:
Hello fellow fog runners. I've come to a conclusion that makes me sad.. people just don't get it. Or maybe its ME that doesn't get it.. I'll explain..
I play survivor and killer mostly equally, but prefer killer. I am a huge fan of the original Texas chainsaw massacre for over 20 years so obviously main Leatherface.
After 3 years of playing, I've come to a point where literally 90 percent of my matches I find myself finding a corner to stand in so survivors can get some points so the match feels worthwhile to them.
In response to the hate mssgs I received when the game was new to me, I've learned what not to do (tunnel, camp, plank ppl for no reason, etc.) Playing survivor helped me also as I never do as killer what I hate being done to me as survivor.
This is my point I guess, I can come out of a match with 60-100k on average without actually killing anyone (I run BBQ, discordance, gearhead, and beast of prey.) And I feel good that everyone got a lot of points and had fun. I like playing games w survivors to make it interesting and have got nothing but good feedback from matches in the last couple years..
So question.. am I the only one that gets it? Cuz I'm sick to my stomach with the way killers play/act. It's attrocious the things ppl do "because they can"
Wake up killers, your not only hurting your own score by playing with no concience, keep in mind that NOBODY likes getting 3k points a match. It doesn't make you good friend, and karma will get you.
See you in the fog.
EmptyBore76
I don't understand what is it that you do. You stand in the corner of the map for the duration of the match? Or do you mean if you steamroll survivors too hard you take yourself away from generators so they can get points? If it's the latter I do that too. I do want to point out a perfect game is 32k so with BBQ the highest points you can get while playing a regular blood point offering is somewhere around 64-66k With the event full of 100%offerings you can get up to 200k bp's.
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@nicnc82 said:
Almo has also stated he is very happy with how current DS is now. So hopefully that means it's not gonna be changed. Same with BT since killers wanna whine they can't get a a kill end game guaranteed but camping hooks.
@Akito said:
That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.
I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.
And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.
if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.
I'm not sure why my post keeps getting deleted in this thread but I'm going to try this again. How do you justify a perk like ruin getting nerfed but 'get out of jail free' perks like DS, borrowed and dead hard are not? Those perks can be used multiple times per match (save ds) because survivors were in the wrong position when they got caught. Where are the killer perks that grant insta down's when the killers screw up?
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@yikers said:
With the tourny coming up soon it has become clear that if u are a relative popular streamer in DBD you have declined the offer to participate in the tournament.
The only notable streamer so far to accept is Otz and that is great :) such a great streamer/person IMO.
But the others that declined did it why ? Maybe they are afraid of real competition and just play against rank 20s to show the "skillz" :)
Because it's all risk and no reward?
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@Akito said:
That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.
I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.
And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.
if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.
The Difference between the killer perks you mentioned and survivor perks such as Dead head, borrowed time, ds and sprint burst is they are designed to be 'get out of jail free' perks, that can be used multiple times per match (save DS).Where are all the killer perks designed that if survivors screw up their positioning they get a confirmed kill?
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I don't like perks that reward you for being bad at your job. NOED included. Let's have perks that help make you better at your job in the first place. Look at what this perk would be inversely for survivor: 'for every generator left to complete in the match gain a stack-able 3/4/5 % buff to opening chests, Dropping pallets, breaking totems, and Vaulting speeds for the remainder of the Trial'. Can't we redesign some of these unused perks in a creative way to counter SWF groups?
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I don't understand all of the interest in having a FNAF character in this game. He's a character only scary to children. Are there really that many under 20 years playing this game? Alien or Predator would be a nice addition.
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@Almo said:
It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.
And how does the development team feel about the perks mentioned in this topic?
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@emptyCups said:
According to the devs? Clown.
Also largely by the community as a whole which I find to be completely bizarre. Nearly every tier list I see him in lists him as C tier. Honestly this is an impossible question to answer because the developers definition of 'balanced' is clearly different than many in the killer community.
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Michael Myers should be the gold standard for how the developers create addons for killers. With the exception of vanity mirror they all feel worthy of spending bloodpoints on.
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@tactic said:
So you don’t know exactly what the devs are thinking
you don’t know what’s going to happen when the PTB hits live
and yet you’re going to make a blind assumption, with countless past examples that prove it wrong, and then get angry over it?
I don’t even know what to say here.
Countless past examples of when BHVR reverted major PTB changes? Okay, I'll humor you. Name 3.
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Can we all agree that the majority of addons on killers suck in general?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/170232/why-did-ruin-get-nerfed-for-being-overused
Ruin was used 90% of the time at all ranks, if the killer had Ruin, it was going to be used. You should be happy Ruin got nerfed, because it opened up a perk slot and slowed down gen speeds when multiple survivors work a gen, made maps smaller and got rid of infinites. I would say giving up Ruin for all of that is way worth it.
What type of nerfs do you want to see on Killers if you get rid of DS and Adrenaline. It's always fun to talk about nerfing perks but you have to remember there's always a balance to be made.
What a load of bs. If you're going to pull statistics out of your ass don't even bother posting. The developer said on page one in red ranks ruin was used 80% of the time, meaning in other ranks it would clearly be used less. Also your logic 'you should be happy your perk got nerfed because now you're forced to consider other options!' should be applied to survivors. You say it's fun talking about nerfing perks but there will be a balance on the other side. Remind us, what was the balance when ruin was nerfed again?