NMCKE
NMCKE
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- NMCKE
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@Mandy said:
This is definitely not something that I can see ever being bannable, when I play killer it's not something that bothers me either. If it's by the exit gate then I just try to get an extra hit on people - all extra points are welcome...sometimes you are able to coax them out far enough to even get a down on them - especially when they don't realise you have quite a few stacks of STBFL built up ๐
I remember using BW on a survivor who was doing a lot of butt dancing, and she (and a few others) were doomed to the EGC. ๐
Blood Warden is the tbagger's worst nightmare!
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@Boss said:
Aren't you fighting back with Decisive Strike?
It would be cute it DS had an animation of stabbing the killer! :D
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In my opinion, both roles shouldn't be able to "skip" some of their objective if it doesn't take skill.
What keys should be balanced around:
BNP "skips" a small portion of the survivors' objective, but it requires some skill from the owner to land all of the skill checks.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/780550#Comment_780550
I don't know, I already question that from Bear Traps being affected.
Catching them with those is never easy if they pay attention and aren't in a chase, yet now you wouldn't know if they make that mistake because they had a Perk.
Just realized it should also be a really good Perk for trolls wanting to unnecessarily lengthen the match if both use it, or scaredy cats hiding until their only remaining fellow dies.
I think that's more of a problem with the design of the game, so the EGC should initiate after 5 minutes of no generators being completed. :)
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I am not sure, would it be balanced?
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/778708#Comment_778708
So that would mean Killer Powers are affected by it?
In that case they might not wanna do it.
Tinkerer got changed because they had to update it everytime.
Now it wouldn't be everytime, but i wonder if they'd find it worth it when they can think of something else for the Perk.
I could just change it to have the game hide all forms of evidence while invisible to the killer, and not make it power specific.
Evidence Includes:
- Scratch Marks
- Crow Movement
- Generator Progression
- Exit Gate Progression
- Noise Notifications
- Health State
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I didn't meant to say "Obliviously", so my bad my dude (pun intended). ๐
However, you should try to make your perk suggestion as comphrenible as possible. It's not your English that makes it hard to understand; it's how much stuff you have in the perk that makes it confusing to understand. ๐
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@GrootDude said:
I really love current vigil, especially paired with sprint burst but it could use some buffs.
My idea:
Vigil now makes you immune to mangled and allies around you now have mangled effects reduced by 30% and your exhaustion is reduced by 40% while not running and reduces teammates exhaustion by 10% while not running.
Important: vigil does not stack with other vigils
What are your thoughts on this? I decided not to include hemorrhage or blindness in this as I feel like they donโt need vigil affecting them.
Alright, I'm going to give you feedback on a 4 point scale ๐ค
โ Idea seems fair to the community from a killer and survivor perspective
โ Idea is obviously well thought out
โ Idea is easy to understand
-There's a lot your perk does, so it can be difficult to fully understand the perk.
โ Idea is original
-I was going to take a point away because you suggested the typical exhaustion change for Vigil, but since you added other effects into the mix, I gave you a point.
Overall, 3/4 is still pretty good! ๐
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@Boss said:
What if you get Bear Trapped, set off a Hag trap, spawn Doctor Illusions that the Doctor can normally see, etc?
Depends on what's going on: Is it affecting the Sole Survivor user and are they invisible?
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@GrootDude said:
Bell peppers
Banana Peppers >:(
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@xChrisx said:
No summer event
Dedicated server delayed
Halloween "event" delayed
What an amazing year guys. Really, i still hope to get the update later this week but my disappointment is insane
If they released Dedicated Servers and etc., you will instead hear this from everyone, "Ugh, great year BHVR, you gave us terrible servers," "Thank you for the poor Halloween Event BHVR," "Poor summer event BHVR, as expected," and so on โ the forums will be on fire if BHVR released an incomplete project. It seems like BHVR gets the blame regardless of what they do, so please, chillax, stay positive ๐
BHVR is doing the best they can, and I wished y'all took a different point of view instead of pointing fingers at BHVR 24/7.
I'm just going to leave this here, I will always stand beside @MandyTalk's quote:
https://forum.deadbydaylight.com/en/discussion/comment/617101#Comment_617101
The Developers care greatly about their player base and are constantly striving to keep both "sides" happy. They also care greatly about the game that THEY created.
They give regular updates, answer as many questions as possible about things they can discuss - obviously they cannot discuss up and coming stuff because all of that is kept secret. They share their time and as much information as they possibly can. You can also find them in a lot of streams talking to the Community, answering questions and helping people as much as possible.
They are trying to please so many people at once from different sides of the game and for someone to say that they're just trying to infuriate people is frankly incredibly disappointing - I expected better from the Community than that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/777923#Comment_777923
The idea of a PTB around one perk though is kind of... not great for the dev teams resources though? So I'd imagine it would be paired with other PTB changes, like a new Killer, a rework or buff, etc.
Definitely, I can see this getting tested with other changes on the PTB!
Through, with some tweaks! ๐ค
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/777911#Comment_777911
It could work, but the thing is we'd also have to have a PTB for one perk... Since if the perk has massive game breaking bugs than you'd need to see that before it goes LIVE...
Or a lot of Survivors will magically find some work around or something, who knows... Some people find a lot of hidden quirks in perks you wouldn't expect.
I definitely agree, I can imagine a bug where a survivor is permanently invisible to the killer!
Wait, wouldn't this bug stop tbaggiโ nevermind, a PTB will nessaracy! :P
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@renaclock said:
I'm very bored waiting for the survivors to show themselves in the hatch every match.
Also I don't understand they have a way to escape even no gens are completed.
Killer has no chance to sacrifice one survivor when all survivors are alive and the door is powered.
Assuming the generators aren't blocked, how will a survivor complete the remaining amount of generators within 2 minutes? Keep in mind one generator takes 80 seconds, and that's not factoring killer interference. :(
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/777822#Comment_777822
If you want you can, but my point was that it's kind of impossible to have corn not move when they walk into it, grass, etc... Cause those work off of collision with the players model.
You can't exactly remove it without removing collision from the Survivor in-general. And again, if the perk works off of helping the last Survivor in the EGC... than it isn't really going to do much. OR it'll be extremely OP since most Killers don't go right up to the gate to see if progress is being done, if say... the perk negates the lights from turning Red than it would make going to really far gates almost impossible... You'd rather just let them escape and save yourself the time.
You don't really need to number buff the perk, the perk doesn't even have increased Exit Gate opening progress in it...
This is where you have to judge distance as the killer and assume what exactly is 16 meters. ๐
Having this knowledge, when you're around 8 meters to the Exit Gate, you can have a persudo Whispers if you walk to an Exit Gate and it suddenly shows you the correct amount of progress.
What does that mean? Well, that means the last survivor is no longer invisible, and they are within 16 meters to you โ start looking! ๐ค
Collision can be hard to program, but the developers had done it before with pre-rework Freddy. It might take some time, but it's something worth taking a look at! :D
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@FireHazard said:
Here's why I don't exactly agree with this, though your concept is interesting. For one, it would require BHVR to code in the possibility of invisibility for any Survivor using this perk...
And since that code doesn't exactly exist except for say, Freddy's old code... (And new code, it now just shows him within a set amount of meters.) So to add a code to the Survivor sided client just for a perk would require a PTB in itself, since if the code messes up or something is bugged, and Survivors find a way to abuse the perk to stay invisible indefinitely or something... than it would be a big issue.
It's not really possible to code in the ability to hide totems from a distance, or prevent grass from being moved, etc... Since that would A.) Require the Survivors to have no collision since it's collision based. And B.) Would look terrible once you get close enough to say... a totem being already broken, a pallet being dropped out of nowhere with no noise notification, a generator not popping until you get close, those are just some examples to how it wouldn't really work...
Another thing, having the range for this to decrease (Or increase or whatever) each time a Survivor dies would literally almost make the Survivor impossible to find depending on the map and where they're... They would never be found, it would be impossible almost. The main issue that Solo Survivor poses... is that during the EGC, if the hatch were to be closed by the Killer with gates not that far from each other and depending on the Killer if its Freddy, Wraith with speed add-ons, trapper, etc... would make it pointless anyways.
I feel perks that revolve around the last Survivor should allow the last Survivor to just gain an exit gate opening boost... by like say 5% or 10%, and it can be stacked with Wake Up! to make it 10% or 15%.
Of course this would make it almost impossible for the Killer to get the last Survivor if the map has a long route to the gates... so you could just give it the ability to not stack with Wake up! or the perks only add up to 10% increase to opening Exit Gates... Which isn't OP but it isn't bad either.
I agree, this would be a pain to code, but I would prefer something more than just slapping on number buffs. Also, I'm okay with number buffs, but not when the perk is so sensitive to number buffs (see my previous comment above).
Survivors can stay invisible for a while if they have a decent effect and know your position, but in my opinion, it will not matter at all if that doesn't help you escape.
The environment thingy is tricky, but that's the whole point of Sole Survivor โ give the killer as little information as possible from the perk owner. I know there will be some edge cases like pallets appearing to be standing when they are actually dropped, but I already thought about everything.
If you want, I can cover the edge cases and explain what will exactly happen! :P
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@Ark_the_Bonsai said:
I'd lower the numbers quite a bit and remove the "can't see environmental changes" part (for coding purposes on the second piece)
It's an interesting idea.
Personally I'd prefer the current iteration to get a buff and work more like distortion. Block aura and scratchmarks while within its effective range. IE, when you're the last survivor you wouldn't leave any scratchmarks. With one and two deaths your scratchmarks would be hidden at the same range your aura would be hidden.
Also maybe make it clearer when your aura is and isn't hidden with some sort of effect on the perk.
Hmm, it's not a bad idea, and like I said, I don't mind number buffs โ it's just that this perk is so sensitive to number buffs.
Think about Spirit Fury and pretend the developers decreased the requirement to 1 pallet instead of 2 pallets โ that made the perk 100% easier to activate when you just changed the value by a quantity of just one.
However, I do like the suggestion on making the perk become more like distortion, it would be a great addition! :)
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@GrootDude said:
Youโd be completely invisible while being the last survivor? This would remove all skill needed to escape as the last survivor, might work with some nerfs to it but not like this.
Yikes, I see what you mean, I made a mathematical mistake! It's supposed to be 16 meters stronger in your favor at tier III Sole Survivor. :P
Here's the scale depending on survivor deaths at Sole Survivor III:
4 Survivors: Invisible when further than 64 meters to the killer.
3 Survivors: Invisible when further than 48 meters to the killer.
2 Survivors: Invisible when further than 32 meters to the killer.
1 Survivor: Invisible when further than 16 meters to the killer.
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@Ark_the_Bonsai said:
@NMCKE @yobuddd @Boss @PrincessPoop @Elk @GrootDude @Mushwin
Sorry to tag you guys but I've interacted with all of you before and know I'd get a very diverse set of minds on this. Thanks for responding if you do.
I personally do not mind this change since your rank 20 teammate will likely struggle anyways, regardless of the killer rank.
Therefore, this will just make life slightly easier for the rank 20, but in the case the rank 20 is smurfing, the rank 5-6 will still pose a great challenge to everyone! :P
Overall, in a 3 point rating:
โ Idea seems fair for the community
โ Idea is obviously well thought out
โ Idea is original โ It's not a commonly suggested idea
Awesome, 3/3 is superb; great suggestion!
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@UlvenDagoth said:
Umm, you realize this would not only be broken in half, but very very very hard to program?
Yeah, I understand that this may take time to implement, but I would rather have a finished product instead of a rushed one where they slap some number buffs and call it a day. D:
Don't get me wrong, number buffs are great, but sometimes that's not always to solution to making a perk better.
Also, not to be rude in any way, what do you mean by:
You realize this would not only be broken in half...
I'm assuming you are saying this is broken? If so, why do you think it's broken? Is there something I missed?
I'm open to discussing if we can talk this out! :P
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@Peanits said:
It could be neat. What do you have in mind? I would be very hesitant to add anything to do with generator repair speed, though. That could get out of hand pretty quickly.
Last Chance:
After staying injured for 60 seconds, passively heal to 50% over a duration of 20/18/16 seconds. This effect will stop if your healing progression is already at or above 50%.
Your aura is revealed to the closest survivor to you when at 50% healing progression or higher.
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@Boss said:
What do you sometimes do to make it harder on yourself, or what kind of goal do you sometimes set for yourself?
You know, like:
Buff Main Attacks
- Franklin's Demise
- Hex: The Third Seal
- Make Your Choice
- Save The Best For Last
Or
Chest Items Only
- Ace In The Hole
- Streetwise
- Pharmacy
- Plunderer's Instinct
Stuff like that.
Tunnel Me!
Object of Obsession
Sole Survivor
No Mither
Decisive Strike
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/773229#Comment_773229
It became a tunneling counter.
OP said it was nerfed, what was specifically nerfed about the perk? :(
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@djsponge10 said:
Decisive strike wasnโt nerfed it was buffed
Please, SOMEONE, tell me what happened to DS? PLEASE. ๐ญ
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@MasterMax64 said:
I donโt understand why people always insult me when I do badly on killer(we have all bad games).I JUST DONโT UNDERSTAND and it hurt me to read all the trash talk on me.When someone is doing bad or tunnel me I wonโt text the person and insult him even if Iโm angry.I donโt understand people that are mean, it is disrepectful and I donโt understand...
Yeah, that's happens on PC and console.
My suggestion is, if you have thick skin, leave the chat open and report them if they say anything disrespectful under the in-game guidelines.
This will get them banned and multiple bans will get them permanently banned โ they can't come back to insult you or anyone else when they are permanently banned.
However, if you don't have thick skin, which is okay because I don't have thick skin, just close the chat before they start sending hate. On console, block them and report them to Sony or Microsoft, not on Dead by Daylight because they only handle things that occurs on their end.
I'm so sorry to hear your experience, but remember that there are people who care about you and would want you to improve instead of discouraging you to improve by using insults.
If you want, we can talk through my Wall! I'm always open to discussing if you're feeling bad! ๐โค
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Can someone link me the patch notes for the DS nerf? Please? ๐
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@Mandy said:
Yes Dedicated Servers are still on, there's testing that needs to be done on them - and this is the only way the issues are going to be resolved.
I've actually found the Dedicated Servers to be pretty good, I like the fact that it's a lot more reliant on my internet now. I get a good connection to the server and there's minimal lag in the game for me either as killer or survivor.
Sorry that you haven't had the same experience OP - please feel free to share your experience on our feedback survey: https://www.surveymonkey.com/r/9N7RSJJ
Thank you Mandy! :D
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/770970#Comment_770970
You forgot @Boss
It's ok Boss.... its ok...
Poor Boss :(
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Can I see the source of this nerf?
I literally can not find the patch notes about this topic. ๐
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@Mr_K said:
I remember when it was introduced some survivors thought it meant the killer saw their aura.
I don't mind it changing but what represents One Shot Down? Some say vulnerable but are you not alway?
What about "Doomed"?
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@NoShinyPony said:
Are you sure this works/have you tested this?
IIRC as soon as somebody gets grabbed from the locker, the survivor health icon switches to "downed" status. (And the downed status would cancel Second Wind.)
Basically this, so it would be more beneficial to use Inner Strength because it's a lot more faster than Second Wind! :D
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With all 3 attempts, without luck, you will have an 88.4736% chance to NOT kobe.
Technically, survivors have roughly a 12% chance to unhook themselves if they use all 3 attempts.
Think of it as cumulative luck, when you try something for a result and fail, the more you keep trying it โ the odds are you will eventually succeed. :)
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/765106#Comment_765106
I believe they are joking.
Ah! :)
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/765082#Comment_765082
"with current Lore"
Yeah, I seen that part, and eventually the lore will change because there will likely be something that can help survivors or killers escape since The Observer and The Auris is a thing now. :(
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It really not OP, it just prevents something that survivors can already prevent if they use some common sense (I.E Don't do all generators on one side of the map). :(
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/765083#Comment_765083
You can defend your overpowered perk all you want. The day will come when the Devs finally understand how much this perk breaks the game and gives it the DS treatment.
It's not overpowered, it's basically the killer's equivalent to Mind Breaker. :(
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@UlvenDagoth said:
Nope. It wouldn't make sense at all with current Lore
I mean, if The Observer and The Auris can penetrate through the fog and check everyone's origin, then it wouldn't be much of a stretch to say there's something that can help you escape the Entity. :)
Through, I do understand your points!
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@Mr_K said:
Deja Vu is a top tier perk. If anything it needs a nerf.
Not really, you don't need a perk to tell you that you're about to 3-gen yourself when you can just memorize what generator need to be completed to prevent a 3-gen.
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No One Escapes Death does both in my opinion because there will be times where killers, especially low tier killers, can't prevent the survivors from completing all 5 generators regardless of the killer's skill. However, there are going to be times where a Leather Face camps the first survivor, then y'all rush generators just to be NOED'd later.
Conclusion, No One Escapes Death awards good and bad killers. :)
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@xXNurseXx said:
ofc lol played a lot ptb and shes still the best killer
This here:
โ She still ignores the survivors' defenses
โ She can end chases really fast
โ She can pressure almost as good as before
Still a great killer, the power of her blinks never changed โ there's just a 3 second timer now. :)
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@GrootDude said:
Get small game is some good advice, makes totems useless (to an extent).
I also got buffed, so now you will have to deal with me more often! >:D
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@GreentheNinja said:
Being sacrificed on the spot by a facehugger is a bit overkill. I would say just getting injured so you can't just randomly die?
Just going to hide this for the people who don't like gore:
By lore, once a Face Hugger latches on to its victim, they are paralyzed until they are implanted. This process takes a few hours because the Face Hugger has to prep everything.Once the victim is implanted, they will soon die after a short while since there is an alien inside of them and it will burst out of their stomach. Time of death can vary, but can be determined by symptoms.Therefore, having the Face Hugger attack you and walking away from that unscratched is not normal.
Having the survivor defend themselves from being attacked looks more realistic then having it deal damage to you.
Besides, you get two chances before it actually kills you. :)
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@BigBrainMyers said:
Players from Pc going to console, And console to pc you should be able to have your account level, shards,perks,rank all carried over it shouldnโt be starting from nothing all over. Hopefully devs see this and try making it happen. Anyoneโs with me ?
I think it would be cool if you can put in your Cloud ID and 3 personal questions with an answer key.
When you log-in, you will have to put in your Cloud ID, then you will have to answer 1 out of the 3 personal questions correctly. :D
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@Madjura said:
You want something to work towards? Rank rewards do that.
You want rank to actually matter? Rank rewards do that.
You want an incentive to stop people from disconnecting so much? Rank rewards do that.
You want to earn slightly more money and neglect something that should have been added to the game years ago?
Rank rewardsBattlepass does that.It would have been very easy to do both. Instead of, or in addition to, being able to unlock progress with Auric Cells it could have been possible to unlock progress at rank reset, based on the highest rank you achieved.
Instead we get nothing.
On the bright side of this, The Archives is a source of roughly 2 million bloodpoints according to Fog Whisper Paul.
So, at least the grind is reduced just a little bit โ just like everyone wanted. :)
Also, they are going to rework the ranking system, but that's towards the end if the roadmap. :D
Edit: Found the Roadmap!
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@Mochan said:
The Battlepass is clearly designed to get you to buy it once for $10, then make you spend more just to complete it.
Just as planned.
Actually, this is incorrect.
If you think outside the box, you can do the free seasonal pass until The Rift is about to end.
Then see what stuff you would have earned if you bought the Premium Season Pass.
Buying the Premium Season Pass will grant you everything you would have earned. Therefore, if you are on level 62 on the free seasonal pass, buying the Premium Season Pass will give you everything from it starting at level 1 to level 62.
You're literally in control of your own money.
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@Boss said:
While it might, in the worst case, burden everyone with terrible connections, it's also the absolute best way to test.
I personally don't mind: I like DbD a lot, but i have other things to do as well.
I have to agree, I remember a conversation me, @FireHazard, and @MandyTalk had about why they test Dedicated Servers so much:
Quote From: @MandyTalk
...However many people test internally, there's nothing like having the full player base test the game as issues will be spotted quicker etc. That's why I love the PTB so much and always spend a few hours playing on it - regular matches & KYF to try to help as much as possible...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/753461#Comment_753461
wait so you tell me jeff screams is not the devs FAULT?!?!
Not when you tell me you turn your volume down and you continue to tell me it's too loud.
Not to sound rude in any way, the developers gave you the option to turn the volume down to your preference, and if that isn't enough, that's more of personal problem.
You have to figure out what sound preference is perfect for your ears, the developers gave you the tools to do so.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/753321#Comment_753321
turn the volume down everytime I hook someone? no I am too lazy for that (but I do wish the devs would turn down the survivor screams even if I put the volume to very low it still hurt my ears)
I never had to turn my volume down when I hook someone because it's not that loud to me.
If you have sensitive ears, even when you turn your volume down, it still hurts them, then at that point โ it's not the developers fault. :/
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@Captain_Spaulding said:
Why can't we as killers smack people on hooks anymore? Not only did it get rid of that awful scream survivors had but it sent a good message. What was the point of even removing it? Give it back.
Then just, ya know, turn your volume down? :D
