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Nobsyde

Nobsyde

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  • @Woot1234 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863189#Comment_1863189

    Given how Haunted Ground works, it is more likely that hex perks are assigned a location at match launch instead of randomly determined when one is cleansed. Which means that devs would insert a simple IF statements to swap the undying hex totem with the one that was cleansed before triggering deactivation of the hex location that was cleansed.

    exactly.

    In fact, I suppose Undying + Haunted will still work this way:

    1- if you cleanse Undying first... well, nothing happens

    2- if you cleanse Haunted Ground first, survivors get exposed, the other Haunted Ground totem stays lit, and Undying becomes the first Haunted Ground totem


    in other words, yes, Undying works as a buffer, but it's not a placeholder until a hex is cleansed.

    If this is not the case, meaning that whatever happens the first totem cleansed is always Undying, this would actually be a shadow nerf (exactly because of the Haunted Ground combo) on top of the real nerf.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860369#Comment_1860369

    The afterpiece tonic and antidote share the same resource of 4 bottles (at default).

    Also,it barely does anything

    Let's say you want to travel 80m.

    Without antidote (4,6 m/s) = 17,4 seconds

    With antidote (5,06 m/s) = 15,8 seconds

    That is only a difference of 1,6 seconds,but then you also have to reload so it's pretty much useless for mobility

    I mean, every second count in DbD, I wouldn't say it barely does anything mobility wise. And the fact that you need to reload, well.. it's resource management (which is currently lacking for Freddy, for example, and that's why he sucks to go against, imho).

    Obviously it's not Hillbilly, but I'm honestly very excited to try this out.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860568#Comment_1860568

    There are some VFX in the lower left corner to tell you which one you have equipped.

    yeah I just saw the video - at first I only read the Dev post, seems evident enough, good job!


    I have a couple of questions, regarding the interaction between the antidote and the toxin.

    in the post it is said that if the two gases collide, they will neutralise each other, while in the video it is said that if you get intoxicated by the toxic gas you remove that effect [that being... the antidote?]. Assuming they are two different mechanics:

    • if two gas clouds touch each other, the whole ensemble will be neutralised, or just the intersection? (also, will the gas cloud become grey?)
    • if a survivor walks in both an antidote and a toxic cloud at different times, the two effects neutralise each other or is it a transient neutralisation (from the video, I see a timer in both status effects, and they don't seem to be synchronised)?
    • if the killer walks in a toxic cloud while he is affected by the antidote, will the speed boost be neutralised as well?
  • on paper, I love this change.

    I just hope the visual indication on which bottle you have equipped is evident enough (I mean, before throwing the bottle), or dramah will ensue very quickly :P

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852995#Comment_1852995

    Once again, anyone trying to dig that deep is clearly so committed to quitting that they would just suicide.

    obviously you didn't read my post

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852832#Comment_1852832

    That information cannot really be abused. Very few will care about the optimal way to DC when suiciding is a thing for such dedicated quitters.

    It can be abused if the DC decay is not simply time based (e.g.: decay 1 step every 24 hours), but partially commitment based (e.g.: additional 1 step decay every 4 games completed).

    If the latter were true, survivors could easily throw 4 games in a row to circumvent the DC penalty.


    You could say, as you actually already did, that "suiciding on hook is the same thing than DC'ing, it doesn't make sense!".

    However, it's absolutely not the same. DC'ing prevents killer from completing their challenges, they steal points, BBQ stacks, Pop tokens, Devour Hope... not to mention the infamous DC tech for the hatch.

    Last but not least, DC'ing is the only way to "escape" from a game as a killer.


    Everything I said, though, is entirely useless if the DC decay is ONLY time based.

    If it's time based, there's no way to abuse the system - in fact it could even take away from the game DCers for a longer time (if the decay is long enough), if they don't want to incur in harsher punishments.

  • @DontNerf said:

    So I want to start by saying that at this moment kicking a Gen with no regression perks like Overcharge and pop is ABYSMAL its confuses me that kicking a gen pretty much does nothing to it and just a simple tap from a survivor stops its regressions.

    I think kicking a gen by default should have more of an effect, there's a few ways that you could do this,

    1, An 8% regression everytime you kick a Gen by default with out any regression perks.

    2, it applys 200% regression when kicked (like ruins regression but only for that kicked gen)

    3, gens need to be worked on for 10 seconds before the regression goes away, what i mean by this is that a Gen will continue to regression with tapped and needs to be fully worked on for a decent amount of time for its regression to stop apply when not being repaired.

    What do you think of these ideas?

    a couple of months ago I proposed a new mechanic: gen kick starting:

    @Nobsyde said:

    As an effort to try and slow down the game granting that the killer is pressuring the gens, here's my suggestion.

    KICKSTARTING A GENERATOR

    Kickstarting is base-kit.

    Every time that a generator is kicked, survivors need to kickstart the gen to stop its regression.

    To kickstart a generator, a survivor will need to work on the afflicted generator for 2 consecutive seconds. A progress bar will appear on screen, and the progress will be shared with other survivors working on the same generator - the speed at which a generator is kickstarted is not changed, but as much as a single survivor keeps on working the gen, the kickstart will continue.

    There are no skill checks during the kickstart.

    During the kickstart, the generator is still considered as regressing for all intents and purposes (surveillance, repair charges, dragon's grip...).

    Note that it is implied by my description that it will not be needed to kickstart a generator with Ruin (since the generator has not been kicked).

    Surge might be an exception, but it will need to be explicit in the perk description.

    With this little change, I then propose another one for the perk Overcharge - the change is aimed at helping low rank survivor (which could struggle with the skill check) and, at the same time, make the perk more viable for killers at high ranks.

    New Overchage perk description

    Overcharge a Generator by performing the Damage Generator action.

    Increase the time to kickstart a generator by 50/75/100%.

    Failing to completely kickstart the generator will result in an additional 3/4/5 % loss of progress, and the killer will get a notification.

    That's about it 🥕

    however no dev ever acknowledged it :(

  • @smartemarte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823984#Comment_1823984

    Death slinger with monitor is just broken especially on indoor maps /areas with no vision. You have 0 chance of escaping a shot if the killer isn't a potato 🤷‍♂️

    hello, I'm Spine Chills, pleased to meet you!

  • @ExcelSword said:

    After putting alot of time into the twins and against them, I've noticed a large amount of survivors who still think it is a smart idea to try and "deny" Charlotte of her brother. This tactic is terrible and people need to stop doing it.

    If you decide to not remove Victor from your shoulders, all you are doing is basically going afk. It only takes 30 seconds before Charlotte can recall him, so you aren't really denying her anything. If I have somebody hooked and I notice that somebody isn't getting rid of Victor, then I'll leave him since they have effectively removed themselves from the game. There is a reason why Pig's boxes are considered decent at slowing the game down, bc survivors aren't doing gens.

    The only time it might be useful to hold onto victor is if you are currently getting chased, and I tend to disengage if I run into a survivor holding onto Victor in a strong part of the map. Even then though, the wallhacks she has on you is extremely dangerous, I've cut people off multiple times being able to see through walls, not even during chase, just seeing where the survivor is running and waiting for them. Reminds me of Old Freddy actually.

    Anyways, yeah. Please don't hold Victor hostage. You aren't denying the killer any power, you are basically just going afk for half a minute.

    I do agree with you, kidnappers are usually playing for the killer more than against them. There are exceptions obviously (e.g. EGC or when gens are going to be done by your team mates anyway, you just need an extra edge as a survivor), but generally speaking kidnapping is a wrong tactic.

    I even talk about it in my top 10 tips for the Twins @ 5:18, showcasing how detrimental it is for survivors that are already put in a corner

    https://youtu.be/D9sHxCdAJhA?t=319

    ( https://youtu.be/D9sHxCdAJhA?t=319 )

  • @h0lden meh, I still don't see a difference, but let's do a blind test.

    I've put 4 games in this short video - I had to crop the screen a bit to avoid giving out infos from the games, and the quality is poor for my convenience.

    https://youtu.be/Z4qwgpivrA0

    ( https://youtu.be/Z4qwgpivrA0 )

    Which game is from 4.3.x and which is from 4.4.1 ?

  • @XAQ26 said:

    Legion currently has no increased movement speed in Feral Frenzy.

    Legion also has no lunge in Feral Frenzy. It's as if you tap m1, it does not go any further than that.

    You can tell instantly playing Legion that it does not move as fast as it should. Basically rendering his power completely useless.

    I have mainly played Legion and I don't even really know what the FOV patch was for, compared to the speed issue it was not noticeable.

    If you go to 48:51 in the Otzdarva video that h0lden posted in the comment above you can see a decent quick test and it is definitely not 15% faster as it should be.

    I'm a bit unsure about otz's video - however this is me playing as Legion yesterday:

    https://www.twitch.tv/videos/832327874

    ( https://www.twitch.tv/videos/832327874 )

    and I didn't feel any slow down (and you can see a feral frenzy lunge already at 00:47 - perfectly normal). Now that I rewatch it after otz's video I'm thinking "wait, am I not a bit slow?", but I can assure you that's not how I felt (and I even say it in the video). I'm basically sure this "speed" thing is just perception, especially since people also talk about the "no lunge", which is absolutely there.

  • @Nazia said:

    Is there a dev or community manager who will acknowledge the bugs?

    Leatherface's movement is massively slowed down when you first use his saw.

    Legion's frenzy is bugged and he moves at 115% movement speed during frenzy.

    And Billy's saw randomly overheats.

    I know this has been reported, I know this has been told to the devs but the usual white knights appear and try shut down anyone who brings up actual problems with the game.

    I don't know about Billy or Leatherface, but for Legion I can tell you that the speed is the same as always.

    If you have a video comparison that shows otherwise, be my guest.

  • @TheClownIsKing said:

    Please zombie Jesus, how are you minimising missed pounces on a controller?

    It’s becoming infuriating against red rank survivors that anywhere from 50% of the time in a match, to 100% of the time in a match that survivors dodge pounce all to easily.

    I’ve tried tips like moving backwards a bit while charging to stop losing track of the irritating zig zagging survivor, but they’re often able to side step last second, and then kick. And this also doesn’t work around small loops either.

    I’ve tried other suggestions here from those claiming pounce is easy to land, but I’m suspecting most of these claims are coming from PC players with M&KB.

    So are there are Twins players on console that have figured out a reliable way to get around this BS survivor tactic?!

    Please, I’m starting to wonder how I managed to get their Adept, and just totally give up on them.

    PS4 player here.

    My first suggestion would be: play a bit of demogorgon, then come back to the twins. The reason for this is that even if you miss your shred attack, at least they can't kick you, it's a bit less infuriating. The mechanic of the charge / bait / re-calibrate is very similar, even if with Victor you have an higher degree of freedom (mainly: hit over pallets/windows).


    This being said, my suggestion would be to not get overly close to the survivor, since they can easily spin you, and be extremely mindful of where pallets/windows are - usually survivors will try to vault them multiple times if you try to loop around them with victor, and you can mindgame them pretty easily with the correct setup.

    The biggest tip that I can give you is take your time, but not too much time. The reason is that while you need a couple of seconds to be sure you can hit and study the survivor's behaviour (which is very important), you don't want them to actually exploit your indecision by gaining too much distance or simply reach a nice angle where you'll need to stop your charge anyway.


    If you want to see a fellow console player, this is one of my "first" games with the new killer, I think I did decently (even though you can see I'm still trying to understand how they play, I keep on thinking that I have pop for example lol):

    https://www.twitch.tv/videos/824618201

    ( https://www.twitch.tv/videos/824618201 )


    EDIT: also, you don't need to use Victor all the time that you have an injured survivor to try and close the deal. If you look at my previous video, there's a time where I'm chasing a Nea and explicitly say something like "I'm not using my power because I feel this girl knows what she's doing" - I acknowledge the fact that since

    • I don't know the new map yet
    • I don't know if she'll outplay me
    • Charlotte is at the corner of the map anyway, while the survivor is running towards the center. If I miss with Victor, I lose her and a loooot of time to re-centralise

    I end up using Victor when I feel she's in a much better spot for me, and even if I miss my first shred, I still close the deal.

    I say this because you could say "every time you used Victor survivors were in a bad spot, obviously you'll get them!", but that's precisely the tip I'm giving you, at least while you learn the killer :P

  • for what is worth, I played Legion today for the first time since 4.3.0 (so I'm not biased from the previous 4.4.0 bugged Legion) and I didn't notice any difference at all (that is: lunge is present and awesome as always, speed feels unchanged from 4.3.0, but obviously I cannot be sure without a speedometer :P)

  • @Mandy said:

    Or if you look at it the other way, the Developers are neither survivor or killer sided and make the changes purely based on game health - same when putting in mechanics that affected survivors, like the toolbox changes, adding in exhaustion, healing changes. With keys being infinitely more complicated to change, rather than the simple condition change for Mori, and it improving the health of the game it does seem completely logical to put that change into place as quickly as possible rather than wait until the key change was ready to be released.

    Premise: I'm happy Mori are substantially gone, I would have preferred the "hook every survivor at least once before you can use the mori", but this one is fine as well. Mori were objectively unhealthy.


    To me the negative feedback you are receiving is absolutely obvious: if you don't want to seem biased, you give and take at the same time.

    For example, you talk about "toolbox changes", but you forget to say that before that, Ruin got nerfed to the ground. At the time you (BHVR) said that the change for toolboxes/gen speed couldn't come at the same time because you needed data. Now it's because it takes more time to change key.


    But Mori are in the game since when? 2 years? 3 years? The very beginning? And now they become something that needs to change without further delay? You understand that this obviously doesn't make sense.

    Again, I really don't care if Mori are gone before keys, what I do care about is this constant "we know better" narrative that transpires from BHVR.


    "Mori needed to change ASAP" just won't stand in any debate, because even if true, you decided to not change them for years - you could have waited the time to release the key change concomitantly, and avoid the backlash.

  • About the clown, don't forget that they confirmed that the new bottle dynamic is 100% final and it won't change at all from what they shown us!

    😈

  • you are not wrong with the camping potential.

    I just hope they don't band-aid this with something like "you cannot switch character in a 8 meters radius from a hook", because it would become a nightmare to play as.

    I see two decent solutions to the camping problem though:

    If Victor is in a 8 meters radius (numbers can change) from a hooked survivor:

    • Charlotte won't be notified of survivors heartbeats
    • Victor "expire timer" will be noticeably increased (something like... you lose him after 15-20 seconds or something)

    Yes, you can still camp, but at least you lose a lot of momentum.


    P.S. baby monitor Victor can be countered btw, it's just inefficient without Urban Evasion: if you crouch, you can freely move without notifying Charlotte of your heartbeat

  • at this point I'm just glad they didn't break PS4 fps again lol

  • @TheClownIsKing said:

    PLEASE READ BEFORE COMMENTING!

    I think it’s necessary, and the right time for our community, the devs, and whomever they are answerable to, to come together to openly discuss what THEY want to get out of DBD, so that WE can get what WE want out of DBD.

    The current roadmap and scheduling is seemingly far too ambitious as evidenced by the latest chapter and the very confusing patch notes, but my guess is that the devs don’t have much say in the scheduling that needs to be adhered to due to financial targets they’re likely under a lot of pressure to meet or exceed. I feel bad for the devs at the moment. I’m sure some of them feel a little embarrassed.

    I don’t want to see a DBD from this point onward where unfinished chapters becomes a normal trend. I want to see a DBD where the devs are able to deliver their creative vision the way they intend, something they’re proud of, gives us players a great experience, and keeps their publishers and other financial stake holders happy.

    I’d be totally ok with less frequency of chapter releases if it meant achieving the above mentioned points. But it would probably mean EVERYONE coming together, and a little more transparency in BHVR’s goals and needs in order for them to open to discussion on what’s necessary to give the devs what is needed to produce the product they INTEND to produce.

    So... we need to be open minded in simply considering (at this stage), does the price of DLC need to increase?

    Do they need to abolish the option that characters can be purchased with shards? Or, perhaps shards just discount the amount of Auric Cells are needed to purchase a character?

    It’s food for thought.

    I think you misinterpret the reason why DLCs come out regularly (every 3 months). It is not merely for the financial income of the DLC itself, it's for the income they get for everything that come with that, that can be summarised in player engagement.

    After 3 months a game like DbD becomes stale, especially for older players, but with the introduction of new characters this can be avoided for mainly two reasons: curiosity and grinding.

    The latter is especially true - the reason why Bloodwebs are so grindy is because players need to engage with the game in order to level up, meaning more users actively playing and, ultimately, a live game.


    Everything I said in turn ends up in more financial income through cosmetics (which, I suspect, is actually their main source of money - in fact cosmetics have increased in price, e.g. legendary outfits), premium passes and publicity through twitchers and mouth to mouth.


    By increasing the cost of a DLC and delaying new content for an additional let's say 2-3 months, I think the outcome would be disastrous for them: a player can come back to the game after a few weeks of hiatus (that is, after they were burnt out from the lack of diversity) to check new content, but if the wait becomes so long, it will be increasingly more difficult to have them come back.


    What I said before implicitly answers also the proposal to "abolish shards as a currency for new DLCs". Maybe they'll get an higher immediate inflow of money, but in the long run I think this will just be detrimental - players can choose to not buy a new skin that is locked behind auric cells and still play the full game, but locking all the killers behind a paywall will certainly decrease the player base.

  • @NotACompPlayer said:

    I see a lot of threads complaining about tbagging, clicking etc. Do people genuinely get mad at those?

    It doesn't affect your gameplay at all while you are playing killer, it's literally just someone pressing ctrl/m2 with no impact on the gameplay.

    If anything to me getting bmed is funny because i already know i'm gonna down them in like 10s max. Why do people get upset and BM?

    no, nobody gets upset over BM, it was all an elaborate rouse to have people think that BM is... bad, but you unmasked our plan :(

  • @OldHunterLight said:

    I only know Mandy talk so I guess Mandy, I never had the chance to talk to other mods.

    maybe you didn't have a chance to talk to any other than Mandy, but did you have a chance to Mandy to any other than Talk?

  • @Jb94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777635#Comment_1777635

    Intentionally causing the entity to eat half a bloodweb is the only feeling of satisfaction I still get from this game.

    when you hear that "SCCRRRRRREEEEAAAAAAAACCCHHRRRRRRRHHHHRRCCCC" after multiple items get blackened... aaaaah, heaven.

  • @Boss said:

    I ask you multiple things with this question, such as...

    • What gear do you immediately go for?
    • How do you (generally) treat the Entity?
    • What do you avoid at (almost) all cost?
    • Are there Perks/Teachables you never go for to get them out of the way?
    • How efficient are you with ending the Bloodweb?
    • And other questions i just can't think of.

    I treat my Wraith Bloodwebs pretty much like this...

    • If i can buy 1/2 Perk(s), i get that after the 4th purchase.
    • If i can buy 3 or more Perks, i do 2 purchases towards the Perk i want the most, then 1 purchase towards the other 2.
    • I then buy the Perk i want the most, and the Entity will eat Perk #2 for example.
    • The paths are made so that it cannot catch up to me buying my way towards Perk #3.
    • If there are no Perks available, i go for my top Add-ons without even thinking of what's in the way.
    • After my top Add-ons, i go for Survivor Puddings, Bloody Party Streamers, Black Wards & Hollow Shells in that order.
    • Then i go for the Add-ons that aren't top but still useful.
    • Then i go for the other Bloodpoints Offerings, from Ardent to Devout to normal, with Ravens first, then Shrikes, then Tanagers & then Spotted Owls.
    • After all that's gone, i simply go for what's the cheapest purchase.
    • Then the next Bloodweb appears.

    I treat all my other Bloodwebs pretty much like this...

    • Starting at level 1, there's not much you can do until level 10.
    • Starting with level 10, i go for Perks to spawn the Entity immediately, then just buy whatever's cheapest.
    • Once at level 30, i get the Teachable immediately.
    • Then i keep the 2nd strategy up until the other 2 Teachables.
    • After i get their Teachables, i've most likely already played them enough for me to form my opinion on them, which has a 99.9% chance to push me back to Wraith anyway, so their Bloodweb gets abandoned.

    Finally a topic for me... you know, with all this "killer mains vs survivor mains" threads, I feel excluded.

    Yes, I'm a main Bloodwebber, I have 3k+ hours in Bloodweb disentanglement, so I know my stuff 🥕.


    First, I only do bloodwebs when there's perks in them. I'm not interested in these baby bloodwebs without any perks, they are just low rank (possibly even bloodwebbing on console, bluargh) and I would feel sad for them.

    With this out of the way, the beginning is always like this:

    • check if any perks have straightforwards ramification, that the Entity can block without looping me around some non sense.
    • check if in these eventual ramification is another perk as well

    Knowing this, I perk rush towards the one perk that is more out positioned - no easily blocked ramifications, shortest path.. things like that. After I pick the perk, I need to check if the entity is now where I want her to be, or if she's trying to go towards a god bloodweb loop.

    In the latter case, if possible I try to cut her out, so that she needs to go towards a stupid ramification that will remove a lot of items. If I'm unable, then I prefer to perk rush the other way - this way the Entity will get cocky and go for the 4th perk, and EGC starts.


    I'm a bit afraid devs will eventually nerf perk rushing, hopefully this reply will not induce this kind of reaction on the team...

  • toxic post chat is never forgivable, but as far as the "you bring a key? I'll make you pay" mentality goes... yeah, killers can't be blamed about that.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772072#Comment_1772072

    ermm how is that a "sensitive subject"?

    Instead of Jeffrey Hawk its Jennifer Hawk, soo....ermm...what is the problem?

    what you are saying is to create a second character, what I was implying instead is to have trans characters - which is a sensitive subject.

    @coppersly, I like the alternate universe idea, but I still think it would need a moderate rework in how the characters lore is exposed. That's just my opinion anyway.

  • it would be a very interesting and inclusive idea.

    The only problem is that killers (and survivors) do have a lore, meaning that the only way to change the gender with a skin would be to add the gender transition in-lore, which is a very sensitive subject.

    They tackled the possible gender swap with the Legion, but while it was a great idea, most "serial killers" work alone, and that's why it will be difficult to replicate.

  • probably the reason is that the fix is not “that” soon, and new content needs to come out for the seasonality of the player base.

    Considering that we are still waiting for a fix to blight POV after 4 months, it’s impossible to know how long the locker’s animations will take.

  • @Inji said:

    The feedback section is the section where feedback on the game can be seen by the devs. The general section is for all other things that you want to discuss.

    Feedback and/or suggestions dont get "banished" to the feedback section. This is the section where it is the most appreciated, since that is what the subforum is for when they wanna see said feedback. The interaction on the post does not weigh in on how valid that feedback is.

    People are free to search for threads in the feedback section and respond to them, since they are still open for more feedback. As long as they follow the forum rules ofcourse.

    imho the problem is that the most intriguing topics are actually feedback and suggestions, so one would expect to post (and see) them in "General Discussions" - simply because of the bigger audience (and, arguably, the more active and visible presence of Devs).


    Then, there's another issue, a technical one, of "User Experience" if you'd like:

    in the forum "home" the first three sub-forum that we see are:

    • News
    • Patch Notes
    • Discussions

    Now, news can be there on top, but I'd argue it's borderline meaningless, since a news to be considered... new... needs to be pushed, and that's what happens with "forum announcements" at the top - the section itself could be hidden and nothing would change.

    Patch notes is a... DEAD SECTION! It's not a hyperbole, it really is dead, BHVR moved to another patch note system, so I don't really see the point to have it on top (or at all).

    Discussions - here's the culprit, the sub-title of the section is "The Hub for all sorts of discussions". All sorts! Not "anything that is not elsewhere" - anything.


    To find the "Feedback" section one needs to scroll the page, which was never done in the early 2000s when forums were the way to go, obviously it's not done now either, considering that reddit / socials are the de-facto standard for communication, where only things on top are read.

    To add to the problem, by clicking on Feedback the first thing you see is not "feedback and suggestions" (which, btw, is very confusing - didn't I just click on "feedback" anyway? - one would ask), but the PTB FEEDBACK - which imho makes not much sense either: PTB should probably be it's own category, for feedback / bug reporting, easier to find, easier to avoid.


    Just my 2 cents.


    EDIT: I would like to add one more thing.

    The feedback and suggestions sub-title is "Our team will be happy to read these!" - it inherently leads the user to think that a feedback there is directed at the Devs, not at the community.

    But what if I want to discuss my suggestion? What if I want to know if it makes sense? Then I would probably not want the "team" and the team alone to read it, I would want the community to read it, elaborate on it, and generate a consensus - which can't be done in feedback and suggestions, not right now.

  • @TheButcher well, if you are right people will stop playing killer, so... we'll see :)

  • @Unifall said:

    Yea there's going to be a huge drop in killers during the weekend unless they compensate by adding a blood point event doubt it though. We'll see what happens.

    imho there will be no drop at all: inexperienced killers, the one that benefit the most from bloodlust, won't even know bloodlust was changed (yep, nobody reads the news, aside for the few hundreds in the forum), while experienced killers won't care anyway.

    In fact, one could expect more people trying killer this weekend to see if they notice a difference.


    ...honestly I hope they'll do more tests like this, and much, much edgier as well:

    • disable keys / mori
    • disable prove thyself and/or increase gen speed penalties with multiple survivors
    • halve DS timer / disable DS after certain actions
    • disable NOED...
    • PUT A "SWF ALERT" IN THE LOBBY FOR 24 HOURS...................

    oh dear, I'm drooling.

    • 45 seconds before being able to recall Victor / see the aura of the survivor is absolutely too much.
    • the locker solution could be ok depending on how long will the survivor be stuck in the locker. We have to remember that Charlotte needs ≈3-4 seconds before being able to move normally, to which we need to add the time to at the very least close the distance on the locker. This means that at minimum the survivor should be locked for 12-15 seconds, but unluckily I'm expecting something like "5 seconds", if not less.
    • still talking about lockers, I wonder if Charlotte will see Victor's aura, because if not... good luck finding the right place in the little time you have.
    • Coup de Grace change makes no sense, obviously
    • Exit Gate delay is decent, but I would have preferred another solution instead: deny the survivor the ability the enter the Exit Gate. The reason is that if the delay is low enough (let's say.. 3-4 seconds) the survivor's teammates will simply bodyblock the killer so that they can't grab the survivor anyway, and even hitting them would not give the killer enough time to avoid the exploit. Of course this point would not apply if the delay is much longer (let's say: 10 seconds), but I would be veeeeery surprised if this was the case.
  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761109#Comment_1761109

    They take a look at the average kill-rate for past weekends compared to this upcoming weekend.

    are you sure you're replying to my post :D?

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761047#Comment_1761047

    You know what? I think flipping a coin 100 times and getting tails 100 times is more probable than the situation you're presenting here.

    Besides, on the "true" god pallets, bloodlust does not help either. For example, it doesn't matter if you have bloodlust 3 or not, if the shack pallet is dropped, you have to destroy it to catch a survivor that is in the shack.

    It would be compeletly fine for the devs to remove bloodlust. And if the 0.00000001% of players actually encounter this kind of situation - well - shame.

    first of all, the "99% door" situation is not very likely, but the "I don't know where the hatch is, but if I break the pallet I'll lose you" scenario is very much possible, and actually it appears very often in the end game.

    secondly, the pallets that you NEED to break, are at loops where the survivor can be out positioned after the pallet break, if played correctly.


    OP is correct, this pallet stand-off will 100% happen - it does already, but with Bloodlust it can be mitigated and both parties don't feel like they are entrapped, they must/can make a choice.

  • I'm very, very curious to know how data can be easily extrapolated by a machine about the bloodlust mechanic.

    I fear a "Object of Obsession is not a problem from my stats" debacle once again:

    low ranks won't see any change from bloodlust, high ranks will see a negligible change overall, but very strong swf will just bully killers (especially 110% killers) out of existence if on the right map and if they get the right RNG, but it will be within the statistical error of the collected data, so...

    "Removing Bloodlust is not a problem from my stats. Here, get a new god breakable wall instead!"

  • @WishIcouldmain said:

    Yeah what's your expectations for Lerys, the game, Hawkins, and Midwich.? Hopefully they're easier to navigate.

    I have very high expectations for The Game, considering the sliding doors and how "bad" it looks now (it really sends Counter-Strike 1.6 vibes :P ), but I don't see the others change any time soon: Lery's was just reworked, Hawkins could potentially change a bit but it's already up there, Midwitch really need a complete make-over from a level design standpoint, but graphically speaking it's where the devs want DbD to be.

  • @LiunUK said:

    i was kinda hoping we would get a new map or at least a new variant of ormond this patch but i understand if there was not enough resources for that. my concern is that we won't get any new realms or variants until the graphics update is completed in late 2021

    honestly I'm absolutely in favour of stopping new maps development in order to divert all the man-power to map rework and (hopefully) optimisation. If we can have a decent totem spawn everywhere it would already be worth it.

    I'm not a huge fan of how the breakable walls are being used though, but what can you do...

    After all the last new map we got was Midwitch, which has the most horrible level design I ever seen since the Normandy Landing

  • @Ryuzaki said:

    Console players on the forums that I am sure would be interested in this:

    @Pulsar @TheClownIsKing @bm33 @Nobsyde @Yamaoka @Darkskies

    it would be a dream to be able to participate in the PTB, especially considering that there would be cross play available.

    I wonder if the "code redemption" is for a maximum number of users though - at that point the PTB for console would be too much of a hassle for the big public?


    The easy solution is to give PTB access to me alone 🥕🥕

  • ...apparently now is fixed, maybe it was just a hiccup.

    tnx anyway lol

  • they said "later this week" - usually updates from bhvr come either on tuesday or thursday, so there you go.


    however, it will just be a tentative fix, so we don't know if the problem will actually be solved or it will just be a small band aid.


    Screenshot 2020-10-27 at 15.44.25.png


  • @Mikerotch said:

    Bets on whether this patch introduces a few more bugs?

    the real bet is "will it actually fix the problems?"

    The fact that this will be a tentative fix is a bit scary - the last times I remember BHVR pushing a tentative fix to something, it never worked (audio bugs, DC penalty exploit, hook techs, being stuck in pallets, rank update errors...)

  • as per EULA, if you don't like the current performance you can go and play Civ V.


    (/s - I'm a PS4 player as well)

  • last time I played (yesterday) it was far, far worse than the other days - which yeah were really bad, but this time were astoundingly bad.

    The only thing that changed is that I did use ≈30gb more of data on my HDD. I wonder if the available space on the hard-disk has anything to do with this shitshow.

  • @Marigoria said:

    I noticed that with the new update, you can hear crows caw all the time (even when they're just resting on a random spot), like they used to do on a locker when someone was afk.

    It might be an unpopular opinion, but I find these sounds quite distracting. Anyone else?

    I thought it was a bug, as a killer it made me waste a lot of time.

    I really don't get why BHVR add these changes, especially when every stream when asked about important stuff the answer is always "we have a pipeline, we can only do so much...".


    Yeah, sure.

  • @bm33 said:

    I will hand it to Cote for saying perks should be looked at even if stats say they're fine because stats don't show how someone feels playing against a perk. Just because players don't escape much with it doesn't mean it's not crappy to play against.

    yeah, that's what I found a bit unsettling about that segment:

    Cote, in response to Ethan's "people say OoO is OP, but stats tell me otherwise" said "...well, sometimes perks need to be looked at if they are not fun to go against".

    And Ethan, totally unreceptive to the comment, shook it off with a "yeah, when I find an OoO tbagging I just leave him, it's not upsetting at all".

    Even assuming that he's a good killer and he's facing good swf with OoO (and I'm being extremely lenient here), it still shows a complete lack of empathy.


    I still need to find a killer happy (or even unimpressed) when they see an OoO when the game starts.

  • honestly I think you should be concerned about PS5 performance as well man 🥕

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