NomiNomad
NomiNomad
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@GoodBoyKaru said:
It's just changed back to default btw
Musta been a bug!
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1967595#Comment_1967595
I personally do want him, mainly because of just how unique in design and power wise he'd, hopefully, would be but, I'd absolutely have a complete field day if with just how much people would get pissy over it! xD
It's just never been my cup of tea. When I first joined this forum, I was perfectly fine with the idea, however, but a few certain individuals that were very annoying about the idea kinda ruined it.
Still, this place would be saltier than the dead sea.
Still think it's original though.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1967568#Comment_1967568
Well, it lookS "glitchy" and well, I know of one Popular hoRror character from a game franchIse that glitches out on the maiN screen but, if I said his name, I'd Get my head ripped off. :/
Yeah, that's a good point.
While I don't personally want "he who shall not be named" I will laugh my ass off at the salt this forum will have if that's the case.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1967381#Comment_1967381
Yeah, I understand why some do prefer the original chapters. They have infinitely more freedom to do whatever they want with them. When it comes to license's though, nope, absolutely not. They're lucky to even get any sort of cosmetics for them. I just prefer them because, well, for one, I'm a HUGE horror fan so, of course, seeing some of my favorite faces from games, movies, shows and whatever else pop up if always wonderful to see. My other main reason is because I love to see how they mold and mend them to work within DBD itself and what kind of powers they come up with for them. I do have to disagree about aesthetic, at least, for some of the them. Some, you can very clearly tell where the inspiration is coming from which brings that down for me a tad bit, personally. Others, however, I think are indeed extremely cool, coming from a lot of the more recent og killers introduced. The lore has always been hit or miss for me, once again, just a personal thing. :)
Side tangent aside, yeah, like I said, I do think it'll probably be a original. The only three possible ways I could see it being licensed is if,
- They got a license holder to actually, somehow, agree to NOT include a location from whatever license they acquired because they'd prefer to just focus on reworks for now. Not impossible but, very unlikely because if you go through the effort to get a license, why not try and get as much out of it?
- They get a map and still release a updated map/realm along with it but only one that has a map or two included in it. So, something like Red Forest for example. Although, that could take away from the actual license map included with the chapter which, I don't think is really THAT much of a issue because, well, to be honest, the license holders probably wouldn't care all too much. As long as the chapter is a success, they'll be happy.
- The one I'd be the LEAST happy with but, I'd still accept it is... we get a paragraph again. It's self-explanatory why we wouldn't get a map with that, unless they REALLY want to shake things up and give use their weirdest chapter yet.
Anyways, yeah, I have a LOT to say when it comes to licenses and opinions on licenses so, sorry about the TED talk! lol
Well, as someone else pointed out, the Twitter team changed their profile picture recently to be all glitched. So maybe the new killer will be all "tech-y".
I'm not sure if there are any popular horror characters that are primarily tech-based.
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I'd say this is the first hint at the next chapter.
Or, yeah, the bugs have spread into their Twitter too.
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@daddywillylong said:
training wheel perk that ruins the original fundamental gameplay aspect of the game of hiding/stealthing from the killer. killers already have bullt-in way of tracking you via scratch marks, blood trails, crows, and grunts/pain sounds.
if a killer is bad at finding survivors or ''aPpLyInG pReSsUrE" and need a perk to blatantly go ''look! theyre exactly right here, and doing this" then yea, its a crutch..and annoying.
Ways to counter BBQ.
- Be within range.
- Hide in a locker.
- Hide behind a gen.
- Walk one way for four seconds, then turn around.
- Distortion
- Kindred
- Spine Chill
- Premonition
Anything else am I missing? Or do you just wanna keep whining? BBQ is a perk with plenty of counters- Survivor's just don't want to do it themselves. BBQ offers no more information the something like Nurse's Calling. Discordance offers better information, at least in critical moments. Only high mobility killers can utilize the perk well, and it rewards the killer for playing well and incentivizes the killer to not camp or tunnel. If they still do, that's not the perks fault.
By your logic, Spine Chill is a training wheel perk too, right? It's for Survivor's who are bad at having "gAmE sEnse". And the Survivor doesn't even have to do anything for Spine Chill to activate.
Neither of these perks are broken. Both sides just wanna ######### and moan. This game is barely about hiding anymore.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1967381#Comment_1967381
I'm with you 100%. I prefer original chapters because they are really creative with the characters and story which adds a lot to the overall story behind the realm. Especially considering they are making stories that connect to each other.
I've never been one that had a huge connection to the licenses they pick. The first time I was truly staggered and shocked was with Pyramid Head. Every other time, I've more or less just been "Oh, okay, cool." I'm almost always excited for original chapters. The Twins' were the first in a long time I wasn't, every other time I am.
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I'm expecting an Original chapter, the main reason being the Fifth year anniversary is the chapter cycle after this next one. They normally save the big, licensed chapters for the anniversary events. And I don't know how likely it is to get two licensed chapters in a row.
I prefer the original chapters, honestly. They're more creative most of the time, both in lore and aesthetic.
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The charms are exclusive, and I think only the charms. They were very clear about the cosmetics that would appear in the store. Unless they start selling charms, which... I wouldn't doubt at this point.
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@hex_bunnyfeng said:
ik this is old and the chapters already come out (none of u got it right lol), i still think a last of us chapter would be soooooo amazing! those of u saying its ps exclusive and unlikely, now that theyre making a tv show of it maybe its more likely?? I guess we'll have to wait till the show comes out. Also those people saying about the killer needing to be an individual entity, maybe the rat king would be a good killer??
Ooh, necro-ed thread.
No clue, honestly. Sony still seems to own the rights, and this isn't the first time one of their properties has been made into another medium. Tom Holland is starring in an upcoming Uncharted movie, which is another Sony-owned videogame. That doesn't necessarily mean they're gonna port Uncharted to other consoles, or PC.
I would still say no. Maybe it's a little bit more likely, but I'm imagining Sony went to whoever's making the show first, rather than get asked to make it.
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Hex: ######### Unbreakable.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966519#Comment_1966519
I agree completely but knowing the devs aren’t going to rework her I’m thinking of ways to nerf her properly assuming she does get fixed as well
I think they kinda regret Nurse, honestly. I wouldn't be surprised if they just don't know what to do with her. Leave her alone, she's still the strongest killer in the game. Nerf her too much, she becomes the worst killer in the game. Don't nerf her enough, nothing really changes.
I think it's more likely that they just don't touch her for awhile. So, nothing changes.
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Oh-ho, more Nurse threads? Exactly what I wanted.
I'm still of the opinion they should fix her before they Nerf her, but they really... Can't nerf her without completely reworking her. Nurse was designed when the game was different when it still had that hide and seek mentality. Probably why hiding is one of the only things you can do against her.
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There's a rule to follow with Nurses,
If she's bad, you usually win.
If she's good, you'll probably lose.
There's a reason Nurse is the most "competitively" viable killer in the game.
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I'm disappointed by the lack of Huntress tantrum stun here.
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@GannTM said:
Pig for sure. Have y’all seen how weak Ghost Face is in the movies? Pig is terrifying in her movies though.
I mean, the Ghostie we have in DbD isn't from the Scream movies. He's an original character, a traveling serial killer. Pig was a druggie until John "I despise murderers" Kramer showed her the true way, or whatever. I think the match-up would be pretty even. Ghostie stalked his victims for weeks, so clearly he's at least somewhat clever.
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This list is pretty much what I think, with the only changes being Deathslinger and Oni in S-Tier. The animation is so brutal, Oni's is by far my favorite. What's more brutal then a guy TEARING OUT YOUR TONGUE WITH HIS BARE HANDS.
As for the D-Tier... Yeah. I like when Wraith pulls the survivor to him, and that's it. The rest of it is a gentle back massage.
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@twistedmonkey said:
If they are happy with the perks then of course they won't change them and probably why on undying got tweaked.
I don't think its about abandoning things they said but more about what they think needs addressed from the chapter.
That's fair. It's just odd how they made a point in the September Dev update that they were gonna start using the Mid-Chapter for chapter reviews.
With the upcoming Mid-Chapter, we are kicking off a new initiative to review the previously released Chapter (the Killer, their Perks, and the Survivor’s Perks) and make any changes that are needed. The first to receive this treatment is the Silent Hill Chapter.
We feel that it is important to see how new content plays out in a real scenario before committing to balance changes. Something that seems overpowered upon release can end up being a non-issue once people have had a chance to play against it and develop counterplay. Likewise, something that might seem underpowered might find a niche once people have had the time to experiment with new builds and playstyles. Other times, the playstyles that crop up over time can turn out to be frustrating or unfun to play against.
With this in mind, we plan to review the previous Chapter once it has had a few months to simmer and address any issues or imbalances that may have appeared. This period gives us a chance to monitor how the new content is used and get a better understanding of how it is used (and how it can be abused) before tweaking things.
And this Mid-Chapter, it's not mentioned at all. Other than Undying. Visionary and Blood Flavour could really use some love. Hell, every perk (maybe aside from Built to Last and Undying) could use some kind of love.
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Definitely seems that way.
Thrown in the pile with console optimization, I guess.
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An idea I had for Babysitter is if it gave the Unhooked a Sprint Burst or something like that. Maybe at the penalty of the Unhooker being exhausted, for maybe 20 seconds. Less than actual exhaustion. As it is right now, Babysitter is worse in almost every way compared to BT.
Blood Favour either needs a bigger radius and less cool-down to be powerful enough to be a hex perk, or just remove the Hex part of the perk and leave it the same. At least then it'd just be a weak perk, and not a weak perk that can be taken away.
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I'll say it once, I'll say it again.
Jack Torrance from the Shining. (Specifically Stanley Kubrick's film. The book is definitely solid, but the movie is honestly so good. It's such a shame King didn't like it.)
The music would be amazing (Even though the DbD theme and the Shining theme are basically the same thing), the Overlook as a map would be amazing, Wendy (or even an adult version of Danny) would be amazing as a Survivor.
But, unfortunately, Jack Torrance is just a guy who went crazy.
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@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1963938#Comment_1963938
No. I don't bother me to write here, because the only kind of players who re being heard of devs, are the killers.
because the only kind of players who re being heard of devs, are the killers.
Things that happened since the Silent Hill Chapter.
In patch 4.1.0, Billy's basekit was nerfed when most people agreed his add-ons only needed changed.
In patch 4.3.0, Pop was nerfed, and Thanataphobia received a Nerf. In that same patch, Survivor only received perk buffs.
Mori's were nerfed substantially, which they deserved.
Within three months of coming out, Undying was nerfed substantially, rightfully so.
Freddy is being nerfed soon enough, again, rightfully so. The Dev's are removing the exhaustion add-ons from Killer's, with Huntress likely being the next one.
You aren't the victim. Nobody is the victim. The Dev's listen to everybody, not just the Killer's, not just the Survivor's. They nerf, and buff everyone. Most of the issues this patch, that directly affect survivors, are unintended. The Desync was not meant as some massive nerf to Survivor. They are going to refine the movement so hopefully, you can actually juke again. As terrible as it is, the new HUD actually offers more information to Survivor.
So what your post is saying "I don't have any proof so I don't want to make a fool of myself." Which you've already kind of done.
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I mean both sides complain a lot.
For every "Nerf DH" I see, I see an equal post of Nerfing some killer power, or some killer perk. Mostly BBQ, Freddy, and Bubba. NOED is up there a lot too.
Both sides complain a lot, don't act like it's just killers. I can agree that a lot of killer mains tend to have a victim mentality though, but the same can also be said for people who play only Solo Survivor.
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The same reason they thought no-hooking Mori was a good idea.
And by that, I have no ######### clue.
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This isn't so much a criticism but more of a question. What counts as significant? If talking about the desync, that issue is being looked at. Matchmaking is... Matchmaking. All we can hope is that MMR actually works.
As for them continuously pushing out chapters, I'm just gonna rip something from another post similar to this.
The Dev's are employees. Somebody higher-up has them on a strict schedule of "new [BAD WORD] every three months", and they probably can't do jack about it. I think people forget that a lot- This is a company. They have a boss and schedules to meet; A schedule that doesn't give them enough time for health. They have to follow orders or risk losing their jobs, or who knows what else.
I mean, they also have said they only work when they want to, so I may be totally wrong.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/1962233#Comment_1962233
Oh yeah that can actually be troublesome even for a decent team if the Killer is very, very good. You still wouldn´t be able to really "chill" though to the degree a good team can on Coldwind :D
True enough. If I use an offering, most of the time it's just to make sure I don't go to a map like Coldwind.
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@Aven_Fallen said:
I dont think that Moris and Map Offerings can be compared. Moris were basically a guaranteed win for the Killer, as long as the Survivors were not a lot better than the Killer. Map Offerings certainly can favor one side, but not in such a strong way.
E.g. I have won quite a lot games on Maps like Haddonfield or Coldwind (or Ormond, pre-rework) when burned by the Surivors, but have only once lost with a (pre-rework) Mori.
Also, I think it is completely fine that there are Maps which are survivor-sided and Maps which are killer-sided, it is just the case that some Maps swing too much in one direction (mainly Haddonfield, and on Coldwind, I only see Cowshed as really problematic). But pretty sure those will get gameplay-changes when Devs are reworking the graphics.
IMO Map Offerings should only have two changes:
- The Map Offering that is not used should not be burned. There is not really a reason why they should be burned (the game even states that unused Offerings are not burned, but for some reason, Map Offerings are burned), and especially for some Killer Builds using an Offering is really important. If I want to play Mirror Myers and burn Lerys and the Survivors burn another Map and they get the Map, I should not lose my Offering, especially because those are the limiting factor of builds like this.
- Sacrificial Wards should not be burned when no Map Offering is used. This way, players can use them without wasting them. You can only guess with them anyway, so it would be nice if the Sacrificial Wards would be returned if no Map Offering is used.
But thats about it. Otherwise I dont think that Map Offerings are a problem, especially not once all Maps are reworked.
I wasn't directly comparing Maps and Mori's, at least I didn't mean to. I know Mori's were leagues above. I was just saying they're similar in the way they're much more powerful than the other offerings.. When most offerings. do nothing but give you extra BP, make your spawn different, or just increase your luck the power that Map offerings give feel so much more powerful. And up until Blight and Felix were introduced, there was nothing the person getting sent to a map could do. Other than quit the game out in loading, which sucks.
Other than that, I agree with the idea that map offerings shouldn't be burned if they aren't activated.
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@JPA said:
I think map offerings are OP yeah. They can be a pain for both sides. E.g. a ghost face with nurses calling or an impossible skill check doctor choosing Lerys, or a SWF on comms choose Coldwind or Ormond.
I don't mind playing any map if it's random, but knowing that someone expressly made it so you got that map just irks me a bit.
One good thing about the new broken medals is I've seen way less map offerings, I think maybe survivors fear the fact Killers will D/C before the game loads, as I think that's a depip at the moment for survivors?
That's more or less the same way I feel. If I get sent to Midwich or Haddonfield because the game sent me there, whatever. If I get sent there, It's a little bit irritating.
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@FengisKawaii said:
Some are 100%. When my teammates and I are out for blood, we will burn a Coldwind offering. It´s almost an auto-win with killer friendly rng and a guaranteed 4E if the Killer isn´t going with a MDR+YKYK Spirit or something similar. I find it funny how they haven´t changed them yet, but I won´t complain for the time being lol. It´s nice being handed the win sometimes, even while chilling and not trying too hard.
Exactly. Conversely, if I want an easier time (or I want a map to fit my build) I'll throw on something like Hawkin's, or Lery's (but that's mainly because I play Stealth killers).
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1962151#Comment_1962151
Exactly! I tell people this, matchmaking and rng is too random, and it's "nope nope nope survivor/killer sided game". You watch a haddonfield match where the killer gets bullied or a shelterwoods strider spirit match & it gets used as definite proof the devs have a bias.
I mean, there are some actual issues, but for the most part, the game is so uncontrollable that it's almost impossible to balance. It's not a killer's fault if they end up going to the new Game with I swear 20+ Safe Pallets against a SWF as a Wraith or some #########. And it's not a Survivor's fault if they go to like you said, Shelter Woods against a god Nurse with trash teammates. Both these things exist, and as they are now, are uncontrollable.
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Unless the problem is harder than they thought, most likely Tuesday. That's when the updates normally roll out.
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I mean, you said it. It's just experience and a large part bias.
To be completely fair, right now with the desync issues, I would say the game is killer-sided. But that's just right now. In general, the game is much more balanced than it ever has been.... Sometimes.
It's different skill levels, RNG, matchmaking. Imo, there are far too many things that influence the game to make it either sided. Someone who gets stuck in solo queue with terrible teammates will say the game is killer-sided, a killer that gets put up against a good SWF will say the game is survivor-sided.
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Both the DS and OoO changes aren't set in stone. OoO change is perfect in my opinion, DS might get changed more depending on feedback from the PTB.
But in general, yes- People tend to overreact to any change made to this game. These kinds of statements are made all the time, on both sides.
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@niceguy22 said:
good, another killer boost. hitboxes and now this. damn killers are literally playing on handicap mode bahah
You do realize it's not the Hit-boxes, right? It's a desync. On the killer's end, everything looks completely fine. And it'll be fixed in the upcoming patch, probably on Tuesday, unless the problem gives them issues.
Hit boxes are the same. On Survivor's screen, they're a few meters away. On the killer's screen, they're right on the survivor. Acting like killers are abusing this or something when they literally don't see a difference most of the time.
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Deathslinger is an odd one. He has the best chase in the game, other than Nurse and maybe like a god-tier huntress. A good Deathslinger will down you sooner rather than later. His chase doesn't need any buffs, his power is supposed to be rewarding or punishing depending on whether you land a shot or not.
He's only weak in his ability to traverse the map, which is the worst in the game imo. Huntress without the ability to down from across the map. That's more or less his trade-off; Straight up debilitating chase, but little to no map pressure.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1959457#Comment_1959457
I disagree with your agreement to agree to disagree with each other's disagreements.
Wraith doesn't get hits that easily and his windstorm addons are definitely good, but not his best addons. He doesn't get hits easily without a clapper because survivors have a huge warning for when he uncloaks. In smaller maps such as coal tower or lery's, windstorm addons aren't as necessary and the clappers are just really strong and will definitely get more use than windstorm addons. Against good survivors, the clappers will be very powerful and make more of an impact than windstorm addons. Windstorm only really shines on bigger maps such as Ormond or Coldwind farm. When it comes down to it, I would choose the clappers over windstorm because they really change how the game plays out.
I disagree x4 I agree x3
At this point, it's just us having different experiences. I've always had a somewhat easy time getting early hits (Yes, even against red ranks), with or without either of the clappers, and always have had a huge amount of help from Windstorm and All-Seeing. I'm not saying the Clapper's are Bad, I've just been conditioned to them being third best for the Wraith builds I run.
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I mean, you've already gotten a lot of help here, but I don't think I saw anyone mention that a lot of killers have smaller TR's. Slinger is one of them. This makes it easier to sneak up on people if they aren't looking around. But from looking at your post, it looks like he was using Tinkerer.
His Terror Radius, at default, is 24 meters (I think) whereas most killers is 32.
Using Monitor and Abuse, a Doctor perk, it can go down to 16 (Again, I believe, my numbers may be wrong.) There are a few other Killer's like this, Myers has a smaller TR in Tier 2. Huntress technically has a smaller TR, but her Lullaby Range is huge. Using perks and Add-Ons, killer's can also have bigger TR. Monitor and Abuse increases the size of the TR while in chase, Distressing just increases it straight out. Doctor has a few add-ons that increase his TR and decrease it during certain moments.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1961949#Comment_1961949
That's going to be a complete sh*tshow.
If the system works as intended (which we can only hope), it will pair skill up with equal skill. If you ever played Overwatch, think of it like the MMR number. If it works, it'll match people together with similar MMRs. This should hopefully solve at least some of the Problems with Solo Queue, being the complete difference of skill. If it works, it also eliminates surfing to an extent. We don't know how it'll work with SWF yet.
Survivors (as far as I know) have MMR shared across each character, but Killer's each have a unique MMR for every character. The intention is to let practice new killers without getting bullied. We don't know how far you get sent back when practicing a new killer, we don't know when it'll be ready, we just know it's coming.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1961937#Comment_1961937
Where does it say it will reset you to 20 every month?
@Peanits said:
https://us.v-cdn.net/6030815/uploads/HD1BCBWR14GF/announcement.png
A new year is upon us, and we’re ready to kick it off in a big way. Welcome to our January Developer Update, a series of blogposts delving into upcoming changes making their way to Dead by Daylight. If you prefer to watch the update instead, check out our first ever Dev Tapes here:
The Clown: Gameplay Update
Kicking things off, The Clown is receiving some changes in the upcoming Mid-Chapter.
Our resident funny man has been cooking something up. Introducing the Afterpiece Antidote: This new throwable bottle shatters and releases a delayed yellow gas. Once the gas activates, anyone who steps in the gas receives a 10% movement speed bonus. Like your Tonic, this effect lingers for a few seconds after leaving the gas. You can swap between Tonics and Antidotes by tapping the Active Ability button at any time.
‘Antidote’ isn’t just a name! They will also cure any negative effects from the Afterpiece Tonic, so you’ll want to be careful where you throw them. They may make you faster, but a poorly thrown bottle will make the Survivor faster as well. Or you may want to lure a Survivor to an area with no pallets remaining with a juicy Antidote. But remember: If the two gases collide, they will neutralize each other and disappear.
We also recognize that every second counts. That’s why we’ve reduced the time taken to reload your bottles to 3 seconds (down from 5). Reloading will give you four bottles in any combination; you do not need to reload Tonics and Antidotes separately.
Last but not least, we’ve done a pass on The Clown’s add-ons. There’s some interesting new combinations in there that we’re curious to see what you can do with!
HUD Update
Out with the old, in with the new: We’ve all got some fond memories of the in-game HUD, but after four years of additions, we felt that it was time to rebuild it from the ground up. Seeing is believing here, so here’s a couple examples of what you can expect:
https://us.v-cdn.net/6030815/uploads/TU3VYF4TUR7A/hud1.png
https://us.v-cdn.net/6030815/uploads/0LL7JJRXASQ5/hud2.png
The first thing you’ll probably notice is the new layout. We aimed to keep things clean and familiar to long time players while updating the HUD. But that’s not all, the new HUD comes with a few tricks up its sleeves.
Character Portraits
No longer will you stare blankly at the generic figures in the corner trying to figure out which one is Meg and which one is Dwight-- you’ll now see the face of the Survivor next to their name.
Hook Counter & Progress
Next to each Survivor’s portrait, you’ll find a hook counter. This will help you remember who’s been hooked, who hasn’t, and who can’t afford to be hooked again. Killers will also see a meter showing their hook progress to give them an idea of how well they are doing.
UI Scale Options
Are you squinting at a tiny screen across the room, trying to make out what that text says? Or are you a minimalist who wants the HUD to take up as little space as possible? Either way, we have you covered: You’ll find new options to increase or decrease the size of the HUD in the Options menu.
And to any streamers out there, don’t worry, we didn’t forget about you. We made sure to leave a space for you to put your camera without covering up any important HUD elements.
Survivor Locomotion Animation Update
Keeping with the theme of updating what’s old, we have revisited Survivor animations. As the game moves towards a more realistic direction, we felt it was only fitting to switch to more realistic and fluid animations.
We have made a conscious effort to not change movement itself: Your inputs— as well as your character’s speed, turn rates, and acceleration—have not changed. While the actual movement for Survivors has not changed, new animations can make it feel different to control. We’ll be keeping a close eye out for feedback to make sure we find a compromise between making things look better while also keeping the feeling right.
Matchmaking Rating & Rank Rewards
Starting with some good news: Matchmaking ratings are returning in the near future. We have been hard at work tweaking the system since our test last year and we are preparing to re-enable skill based matchmaking for another test soon. For more information on matchmaking ratings, click here: https://forum.deadbydaylight.com/en/discussion/173606
But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.
The rewards are:
https://us.v-cdn.net/6030815/uploads/QBVPESWQIR5G/rankrewards.png
You’ll earn rewards for both Killer and Survivor separately. For example, if you reach rank 1 on both roles, you’ll receive a total of 500,000 Bloodpoints.
Please note: These changes will not be available immediately alongside the 4.5.0 update. This system will require further testing before it is fully enabled.
Graphics Update
In case you missed the reveal, the next realms due for a graphics update are the Gideon Meat Plant and the Crotus Prenn Asylum! Here’s a sneak peek at what’s to come:
https://us.v-cdn.net/6030815/uploads/M447HN2IB3MD/asylum-1.png
https://us.v-cdn.net/6030815/uploads/KX6286AL7GVQ/asylum-2.png
https://us.v-cdn.net/6030815/uploads/ZHD2V4FVFRV5/game-1.png
https://us.v-cdn.net/6030815/uploads/7RAF8OY2AXCI/game-2.png
Miscellaneous
Finally, let’s round of this Developer Update with a package of small quality of life and balance changes.
The Wraith: True Invisibility
A keen Survivor can see The Wraith while he is cloaked by a faint shimmer. To give him a small boost, we will be changing his cloaked shimmer to only be visible when close by. The Wraith’s shimmer will be:
- Completely invisible beyond 24m
- Somewhat visible between 24m and 16m
- Unchanged when within 16m
The goal of this change is to make it harder for Survivors to keep tabs on The Wraith while he is cloaked while maintaining an opportunity for a Survivor to react if you approach from the open.
The Trapper: Escape Mechanic Update
You’ve stepped in a trap. Now what?
Previously, you would have a 25% chance to escape a trap each attempt. This sounds simple on paper, but four attempts only adds up to roughly a 68% chance to escape. This makes traps pretty unreliable. Survivors could get out their very first try before you have a chance to react, or they could try dozens of times without escaping.
To combat this, we are switching to a flat distribution: Each time a Survivor steps in a trap, it will take them between 1-6 attempts to escape. What does this mean in practice?
- Between 1-3 attempts, the chance to escape is lower than before
- At 4 attempts, the chance to escape is roughly the same as before
- Between 5-6 attempts, the chance to escape is higher than before
(Add-ons which reduce the chance to escape will be updated to increase the possible number of attempts accordingly.)
We hope to keep the exciting “Am I going to escape” / “Am I going to get there in time” moments while reducing the frustrations and making it easier to understand.
Deep Wound Adjustments
Deep Wounds have gone through a few iterations, and the once reasonable 30 second timer now seems a little too generous.
We will be simplifying Deep Wounds: The Deep Wound timer is now 20 seconds long regardless of how it was applied. The Legion’s add-ons that remove Deep Wound time have been adjusted accordingly.
We wanted to add a bit more urgency to Mending while also leaving room for edge cases (such as needing to Snap Out Of Madness III before being able to mend).
Diversion (AKA Pebble)
Diversion has found its way into the hearts of many people in spite of not being particularly powerful. We believe that the world should have more pebbles. With that in mind, we are reducing the time taken to activate Diversion and simplifying its perk tiers to make it more useable at lower levels.
Fixated
Don’t you hate it when you get hit so hard that you forget how to walk slightly faster? Us too. Fixated will now remain active even if you’re injured.
Hex: Undying
We’ve been watching this one closely, and there’s a few things we’d like to address:
- Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
- Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
- Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.
With this in mind, we are making three changes to Hex: Undying:
- Any time a Hex totem is cleansed, it will replace the Hex: Undying totem. Hex: Undying is then deactivated. This ensures that the first totem cleansed is never your other Hex perk.
- Any tokens you’ve already accumulated are now kept when the Hex perk transfers totems. This way you’re not starting from scratch part way through a match.
- Aura reading only applies to dull totems.
We hope this makes Hex perks other than just Ruin more appealing when used with Undying.
Iron Maiden
It could be very difficult to follow up and hit a Survivor within 15 seconds of them exiting a locker, so we are increasing the duration of the Exposed effect to 30 seconds.
Open Handed
Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand.
To that one friend who really didn’t want to run Open Handed but did it anyway because the rest of the group wanted to, you’re welcome.
Second Wind
Another simple one: We’re reducing the time it takes for Second Wind to heal you after being unhooked.
With that, we’ve reached the end of our Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build early next week. We look forward to hearing what you think!
The Dead by Daylight team
But that’s not all; once we are happy with matchmaking ratings and turn the system on for good, we’ll be introducing rank rewards. Since ranks will no longer be used for matchmaking, they will instead be repurposed to reward dedicated players. Each month, everyone will be given Bloodpoints based on the highest rank they’ve reached and then be reset to rank 20.
In the Dev Update for January. Rank just won't matter anymore after MMR. There will be rewards pertained to how far you got in rank for both sides (Just BP).
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Man, you're gonna hate this.
As soon as the MMR system, Rank won't be anything more than a pretty number and you'll be put back to 20 at the start of every month. Just an honest tip: You shouldn't care about rank. It doesn't mean anything. I've seen Red Ranks that play like they've played the game for eight hours in total, and played with greens that are the best survivors I've ever seen. Same thing with killers.
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"I've successfully mastered the desync as a killer."
So, you've mastered hitting survivors? The killer's screen doesn't look different from old gameplay. On their screen, they are getting the same hits. Not sure how you can "master" a thing that was already in the game.
It's only screwed up on the survivor's end. You as a killer have no way of knowing where they were on their screen unless you had Franklin's and they had an item.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1959574#Comment_1959574
Some Crutches are more effective than others, if uou break yoir leg in the woods you can find a branch to use as a crutch, its still a crutch.
Guess I can't argue with that assessment.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/1959527#Comment_1959527
All perks are crutches.
Damn right.
Damn survivors can't stop using No Mither, or Wake Up? Such a crutch. And those killers that use Monstrous Shrine- Or even worse, Cruel Limits?
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1959505#Comment_1959505
Well I'd say if you aren't running small game or detective's hunch you can't really complain about those either, just my opinion.
Well, I can't say you're not consistent.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1959491#Comment_1959491
Using small game wouldn't help much with undying that's why lmao still have to run around getting 5 totems whilst dodging killer, losing survivors and not doing gens. Where as Mindbreaker helps with all exhaustion perks with no effort, no excuse to moan about them if you don't use anything to counter it.
That's fair, Undying was a bad example.
But how about NOED? Or Ruin? Or Devour Hope? Small Game counters those perks. "No excuse to moan about those if you don't use anything to counter it."
The argument is still dumb.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1959289#Comment_1959289
This dude acts like dead hard reverses time instead of being a one time use small dash when injured lmao. "Dead hard when used for distance has no counter" oh but i bet you aren't willing to use something like mindbreaker are ya?
I mean I'm iffy on the whole Dead Hard thing, I hate Sprint Burst way more (I don't think Sprint Burst needs nerfed I think it's just an infuriating perk) but the "oh I bet you aren't willing to use insert perk here" argument is dumb. That exact same argument was used for Undying (which needed a nerf, don't get me wrong), and dis-credited most of the time.
"Oh, you'd have an easy time with it if you used Small Game, but I bet you aren't willing to use that perk huh?"
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I don't think them not doing a health chapter is necessarily their fault. Yes, the game desperately needs it.
But the Dev's are employees. Somebody higher-up has them on a strict schedule of "new ######### every three months", and they probably can't do jack about it. I think people forget that a lot- This is a company. They have a boss and schedules to meet; A schedule that doesn't give them enough time for health. They have to follow orders or risk losing their jobs, or who knows what else.
I mean, they also have said they only work when they want to, so I may be totally wrong.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/1958799#Comment_1958799
I'd actually agree on the bone clapper. The universal cue combined with a brown addon he has : the one that keeps his TR suppressed for a while, ends up being very nice anti-loop, like a pseudo-Ghostface shroud without the debilitating cooldown.
Though yes, you give up windstorm addons for it. And yes, he needs windstorm addons to be even worth playing.....
Why haven't they modernized this killer yet?
I don't know. I was honestly surprised he got looked at this Patch at all, it really felt like they forgot about him for a long while.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1959320#Comment_1959320
Iron Will is under the radar because killers can't tell if they got screwed by it (they didn't see the survivor).
it's not like DH which screws them over right in their face. So I think Iron Will will be relatively safe.
But like you said, I wouldn't be surprised.
I love Iron Will. But it's not supposed to make the Survivor totally silen, which it has done for me and I've seen plenty of times. Iron Will doesn't need nerfed, it just needs to be ######### fixed. Sound Is already so broken enough, I don't need an Ace that doesn't make any noise following me around.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1958799#Comment_1958799
I disagree with your disagreement.
The speed is glorious, but I think that the clappers are superior because of one crucial fact. They both help him get the initial hit when starting a new chase. I myself play quite a bit of Wraith and I can say for sure that he is great at switching targets with windstorm addons which do suit his playstyle, but it doesn't help him get the hits. On the other hand, the clappers just work so fricking well all the time if you know what you are doing with them. They will more likely than not let you get a hit on survivors you successfully sneak up to. What is the point of having good speed if you can't get hits that easily when actually chasing survivors? The clappers are just so amazing and helpful and I believe that they are superior to even windstorm.
The bone clapper should also be on purple rarity.
Here's where we're gonna have to agree to disagree with each other's disagreements.
Anytime I'm playing with Coxcombed or Bone Clapper, my thoughts are always "This is nice, but I wish I had Windstorm." Wraith doesn't need help getting hit's- He's fantastic at that anyways. In any situation where Bone or Coxcombed are useful, so would just hiding behind a wall and uncloaking normally. The only time the Clapper's are useful are for those gen's which are in open space that also happens to be near pallets, or when someone is healing near a pallet- But again, if the pallet is mindgame-able you don't need the clappers. Wraith's speed after coming out of Cloak is good enough to win most mind-games if you know what you're doing.
Coxcombed Clapper makes him a worse version of Ghostface, which moves slightly faster and has to wait a few seconds before he its someone. He needs help getting across the map so he can spread pressure. Purple Windstorm alone adds 20% to his movement speed. The All-Seeing add-ons give Wraith immense information, and even Shadow-Dance can break pallets in less than a second.
Wraith doesn't need help getting hits. He gets an early hit incredibly easy. The Clappers make it easier, sure, but they do nothing to offer Wraith what he really needs, which is pressure. The Clappers just make an already easy part of his kit easier- I feel like I can't play without Windstorm.
Edit: I can agree that Bone Clapper is stronger than Yellow though.