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  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/260827/nerf-of-remove-noed-hell-no

    The problem with noed is that it gives bad killers undeserved kills. If it didn’t reward bad player no one would complain about it

    If they're bad, then, surely, you have time to cleanse totems.

  • @lewis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310759#Comment_2310759

    “Where we’re going we won’t need our eyes”

    The quote is "Where we're going, we won't need eyes to see."

    However, we shouldn't take this thread off-topic.

  • @elpoh said:

    Keys allow multiple survivors to rush into the Hatch without finish the remain Generators.

    Keys ignore madness Tier 3.

    Keys ignore Franklins.

    Multiple Keys can be used to open the hatch in the same match.

    The closing hatch animation, put you out the hatch, so the second dude can instantally opens it again.

    Closing the hatch after someone uses a Key starts the EGC even if there are multiple survivors still alive, #########, why if i want to stop a second dude to instantally jump, i allow a third to open the exit door?!

    KILLING the Key user, only makes the Hatch to spawn faster, and other guy will grab the key again......

    I don't think is that hard make the Hatch to ONLY spawn when the doors are powered. so the survivors had to finish the generators even if someone died.

    I don't think is that hard make the Hatch to ONLY spawn when the doors are powered. so the survivors had to finish the generators even if someone died.

    It's not, no, but the problem isn't the hatch, it's the key. Note that nearly every single problematic situation you mentioned is about keys, not the hatch itself.

    Now, that's not to say the hatch is a perfect mechanic, because it's not, but keys are the bigger issue at the moment, and I've yet to hear someone suggest a change to the hatch that would help it keep its (important, IMO) function without the current drawbacks.

  • @Midori_21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310574#Comment_2310574

    Is that you, Captain Miller? From whatever laurence fishburne movie it was?

    Right movie, wrong character.

    Correct.

  • @Thrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310574#Comment_2310574

    Constantine? I have no idea but it seems like something he would say.

    Nope.

  • @NaigEtarip said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310614#Comment_2310614

    You are trying to return to what you understood the first time. The implication that it does nothing.

    You got it right the second time, it will make criminals adjust their strategies. Which is what happens on the world or has criminality dissapeared?

    In other words, the DC penalty doesn't actually change anything because people find other ways to DC. That's the implication.

  • @NaigEtarip said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310602#Comment_2310602

    That implication is different than saying that it does nothing.

    The implication is "Even if you do this, they'll just find some other way to do it". It's the same thing as when people say "Well, laws don't stop criminals because they'll just break the laws anyway".

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310591#Comment_2310591

    well if you absolutely insist on using logic and thinking that it works here then may I please direct you to every fog whisperer under the sun who've had their feedback outright ignored despite supposedly being trustworthy enough to be designated the position of being a walking, talking ad for the game. some of which have explicitly outlined all kinds of changes they'd like to see with evidence & experience to back it up (Otz).

    there is no reason to believe that they listen that closely to logical feedback when they don't even listen to fog whisperers. and they've proven that they're willing to bend over for the community whenever people get particularly upset (see the disaster that was the halloween event). so why not complain? seems like they'll either do whatever they want or if the fire gets big enough be forced to do something. with a few exceptions here and there of course.

    i'd love for your idealistic vision of how human back and forth interactions should work but unfortunately...it doesn't. especially when there's more layers to this than "player give feedback, dev listen & discuss", and especially on the internet. we're dealing with a growing company here, not a conscientious small indie dev.

    let people have their fun. let people have their emotions.

    You can apply logic to emotions, they don't have to be opposites. If my BF is feeling #########, I apply logic and figure out the best way to cheer him up. The impetus is emotional, but the action is still based on logic.

    You're making a typical mistake, which is to conflate "listen to feedback" with "be subservient to feedback". They are not the same thing. The devs, like almost everyone else you interact with on the Internet, are humans, with human opinions and emotions. They also have access to a much wider range of data than any of us.

    So if you say, for instance, that NOED drives up kill rates and should be nerfed, but the devs look at the data and there's no statistically significant difference between kill rates with and without NOED, they're not going to nerf NOED. Even if the data does back up the claim, that doesn't mean they're going to address the problem in the way you or I think is best. And that's without mentioning the purely subjective matter of what's "fun" to play with/against.

    If your "fun" is in endlessly complaining about things that you don't know about, I don't know what to say.

  • That's the implication when you say this:

    They will find other ways of giving up. The DC penalty is only making this people adjust their strategy.

    The implication here being that the DC penalty doesn't actually stop people from leaving the trial.

  • @NaigEtarip said:

    They will find other ways of giving up. The DC penalty is only making this people adjust their strategy.

    What if their goal is punish others? What if the game is attracting people that enjoy punishing others?

    If the DC penalty doesn't do anything, they should've left it on. After all, why waste the time disabling it?


    The best argument for the DC penalty working as it should is that people keep coming here to try to convince everyone that it doesn't do anything. If it didn't do anything, they wouldn't bother.

  • @[Deleted User] said:

    maybe if you were on console you'd understand, but right now you're trying to use logic in a situation that doesn't demand it.

    fact of the matter is that the game sucks right now for a lot of people so of course people are going to take the piss out of the company that decided to push this patch through and have nothing to say for themselves other than "we're aware". what the hell else are we supposed to do, go "thanks for the upcoming event BHVR I bet it's going to be great and I'm really feeling it even though the game is broken"? establish a private discord for the sole purpose of bashing BHVR? it's not like we have any meaningful control over the playability of the game, why not have fun bitching?

    what's the point of this thread other than telling people not to #########? trying to force people to reasonable on the internet is such a waste of time.

    You claim this situation doesn't demand logic, but I've yet to be in a situation where logic didn't, at the very least, help the situation. So let's apply some.

    You're supposed to focus on the actual problem you're experiencing, instead of bashing something you know nothing about. Bashing the devs for something you know nothing about basically guarantees they won't give a ######### about anything you have to say.

    What's the point of listening to you if you're going to complain about everything any time something doesn't work right? Your feedback becomes worthless to them because it's just complaining for the sake of complaining (by your own admission).

    On the other hand, if you complain about the actual problem you're actually having and still provide real feedback, then the devs can work on improving the game overall, because your feedback is reliable and honest.

  • Hell is only a name. The reality is much, much worse.

    Upvote to whomever knows where that's from (no searching, obviously).

  • You mean Coldwind? But yeah, the corn is my sworn enemy in DbD.

  • You're missing a comma between "gamehealth patches" and "chapters". I'm guessing that's where the confusion comes from. Regardless, you're right.

    However, I'm not sure about introducing new game modes beyond the most obvious one (2 killers, probably 2v6). Too many people want crazy game modes with arbitrary restrictions and rules that are basically entire games in and of themselves, almost like they just want to have "their game" be made for free.

  • @Mooks said:

    I tried to make a Killer concept based on fire some time ago as well which pretty much resulted in a Plague like killer: https://forum.deadbydaylight.com/en/discussion/134769/killer-concept-the-firebreather

    I think some ideas are similar here, like applying the Broken status effect and having an animation to put out the flames.

    I like your idea of having random forced movement while on flames, I tried to simulate this panic in giving the survs a forced haste effect, maybe I will incorporate your idea on top of that if I ever redo my concept ;)

    with the ability to burn down vegetation I am not sure if this won’t get too powerful against stealth play and even mind gaming if it was completely without restriction? This would definitely need testing and refinement on what exactly would get burned and what not.

    I like your idea of having random forced movement while on flames, I tried to simulate this panic in giving the survs a forced haste effect, maybe I will incorporate your idea on top of that if I ever redo my concept ;)

    I was actually thinking of dropping that. The rest of the effect feels powerful enough on its own.

    with the ability to burn down vegetation I am not sure if this won’t get too powerful against stealth play and even mind gaming if it was completely without restriction? This would definitely need testing and refinement on what exactly would get burned and what not.

    As someone who exclusively plays stealthily, I can assure you that this wouldn't be too powerful. Walls are far more important than shrubs.

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/260899/new-killer-power-suggestion-fire

    Just worried that a survivor who's on fire would be put on boring timer because they can't put out the fire while being chased. Meaning whatever time they have for both the first and second meter will be their maximum chase time regardless of how skilled they are. Add-ons that shorten the meters will make this worse.

    I'll let you decide on how to fix this or clarify if I misunderstood / missed something. Other than that, great idea and would be nice to have an elemental killer to the game.

    Well, for starters, I didn't mention any add-ons. I was actually thinking of add-ons that decreased the "re-burning" penalty, add-ons to increase range, increase the time it takes to put out burning clothes, and so on. However, first, I'd have to know if the killer is pyrokinetic or wielding a flamethrower.


    The idea was to make a killer who was rewarded for spreading the damage, but not like Plague, whose sickness is barely noticeable and she really just tries to get Corrupt Purge, nor Legion, whose power is basically "make survivors hold M1 longer than usual".

    While this killer can just keep chasing a single survivor until that survivor goes down by themselves, it's far better for them to let that survivor go after a while (if the killer can't catch the survivor), because the survivors take longer to put themselves out than it takes to reach that stage (at least until they've been burned a few times).

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309842#Comment_2309842

    Probably because BHVR has an ever growing track record?

    Of what, exactly? How come people always ignore the good things they've done over the years? Remember infinite loops? And even then, how does that justify people taking an unofficial leak of something that hasn't been released yet and immediately ######### on it without actually knowing what it's like? Not just that, but the leak runs contrary to what we know to expect and have seen over the years, yet a lot of people (apparently) lost all memory of the past events. Does that seem logical and fair to you?

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300851#Comment_2300851

    Its bad to think that way, that being a dev you shouldnt listen to streamers/players

    They are what makes your game stay alive, of course im not saying you should do everything they want, but when a streamer for exemple got like over 4k Hours in the game and he makes a suggestion... it may be good to at least take it as a feedback

    If many players asks for one comon buff/nerf... it may be good to listen and take it as a feedback

    If the player base feels like you dont care about them, youll doom yourself, and right now DbD didnt doomed itself for one big reason: the lack of real competition

    Given the number of people I've seen who appear hellbent on making DbD fail and spread false information on purpose, I can hardly blame the devs for not listening too closely.

    right now DbD didnt doomed itself for one big reason: the lack of real competition

    Define "real competition".

  • Yes, as long as everyone also understands the concept of "different teams work on different things" and won't complain that we keep getting cosmetics.

  • So how does OP (apparently) already know everything about the event? All we've seen is a cosmetic. That's it.

  • I made a suggestion for a fire-based killer. That's the kind of killer I want. But before that, Candyman, voiced by Tony Todd.

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309008#Comment_2309008

    The cleansing time, I said sure travel time is a thing but you're most likely going to come across some totems in your travels...I think it's 10 seconds... might be like 12 or so

    Cleansing all the totems takes 70 seconds (5x14), not including travel time. For comparison, a single generator takes 80 seconds.

  • You'd need video evidence, yes, along with an in-game report. Otherwise, I could easily change my name to yours, break the rules while someone else recorded, and then send in a video to get you banned. Or I could file false reports in-game without any proof and get you banned.

    Thing is, you are not notified when someone you reported gets banned, which makes some people think that reports don't work.

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308829#Comment_2308829

    We are at the point now where we have to praise them for not taking something away from us now. Lol

    Why? It was an unofficial leak about something we already knew the basic functionality of.

  • @FrootLoops said:

    I don't think there was ever a bug. the leaker found in the data for the cakes the effect for the special event which had the personal tag. since cakes have never had an effect other than BP it was a reasonable conclusion that it meant the cake was personal only. All a big misunderstanding really and just a lesson not to take something as fact until it's in play.

    this also provides a clue that this anniversary really isn't just a recycle of the 4th and 1st, since we've never had a BP offering with a secondary effect before

    No, it wasn't a reasonable conclusion at all. Every anniversary cake has stacked. The only time one didn't is when it was bugged, and that bug was fixed. It's not reasonable to assume anything except "this is a bug".

  • @OniWantsYourMacaroni said:

    Finally those people that claimed the cakes won't stack because of a leak will have to shut up

    I'm sure they won't just find some other reason excuse to bash the devs and will instead admit they were wrong and apologize for reacting this way to an unofficial leak.

  • Name one cake offering that hasn't stacked. Why would they change it now?

    The "backlash" came from a supposed leak which, even if true, proved nothing because nothing has been released.

  • Indeed, it was passed by the President of Earth, Beyoncé.

  • But... what if survivors stick to the generators and work on those bad boys as quickly as possible? We could call it... gen rush!

  • @[Deleted User] said:

    halloween will come to DBD first!

    Well, you're not wrong.

  • @VikingWilson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307896#Comment_2307896

    Did I? Thanks for keeping tabs on me. How about we keep tabs on the bug?

    I didn't keep tabs on you, I just checked to see if anyone had reported the bug and saw that you had. My point was that 14 hours isn't enough time to find and fix a bug, especially when you give zero details about how to reproduce the bug.

  • @Kira4Evr said:

    Wait, what's wrong with Coldwind?

    COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORN!

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307934#Comment_2307934

    I'm going to copy and paste this for the last time:

    Noed is a badly designed perk that gives bad killers free kills for losing the game.

    Talk about that. It's not "gen rushing" to not do 5 dull totems. Killer mains who demand that solo queue survivors do all 5 dull totems must just never play survivor. For the last time, talk about this:

    Noed is a badly designed perk that gives bad killers free kills for losing the game.

    It is undeniable that noed just gives bad killers a free kill. PERIOD.

    The only way the killer gets NOED is if the totems aren't cleansed. Now there are only two reasons why the totems might not be cleansed:

    • The killer defended at least one dull totem
    • The survivors decided not to cleanse the dull totems

    Since you're worried there isn't enough time to cleanse dull totems, I can only conclude that the killer is doing a fantastic job, and therefore the killer isn't bad. If the killer were bad, you'd have more than enough time to cleanse totems, because, y'know, they'd be bad at the game. See how that works?

    I'm a survivor main, for the record. If solo survivors know to get on generators, unhook, heal, etc., without needing any SWF-like coordination, why, exactly, can't they equip Small Game and cleanse totems? It's not that complicated.

  • @MadLordJack said:

    Actually, the game needs to be fun, not balanced. Killer isn't very fun right now, becuase you have no control and the gameplay is uninteractive, so survivor ques are insanely long.

    It needs to be both fun and balanced if you don't want to have to play against bots. And balance is more important than fun, because a balanced game with average gameplay is always more fun than an unbalanced mess with good gameplay.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307896#Comment_2307896

    I can't recall a period of time where it was ever fixed though, only they said they fixed it in patch notes. It's been happening since I've been watching and playing this game which was about 2 and a half years ago now. Weird that this specific sound is the one that refuses to be functional the most.

    I played during the latest MMR test and it worked then. That was, what, a month ago?

    Are you guys using any 5.1 or 7.1 virtualization software, perchance?

  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307891#Comment_2307891

    What happens if you do all the bones and then can't finish the last gen because of it and lose the game, only to find out they didn't even have noed. Are you even going to talk about how its a crutch for bad killers to get a guaranteed kill? How is it fair to the survivor in a chase when the final gen gets completed and they get one shot because the killer suddenly got noed and a speed boost?

    And your argument to always bring detectives hunch, a map, and do all 5 dull totems is a solo queue game is so ######### I think you just gave me an aneurism.

    Noed is a badly designed perk that gives bad killers a free kill for losing the game. The "counterplay" of doing all 5 totems is so stupid, I think you could find better logic in a flat earth theory. Also, god-forbid if you are the one in chase when the final gen is finished, because your gonna have fun getting face camped by the shittiest killer of all time.

    Listen, either you're worried about NOED or you're not. If you are, you need to counter it. If you're not, then it's not an issue.

    PS: There are four survivors and only five totems. Survivors - as a group - need to stop being lazy and start cleansing totems.

  • You should absolutely get fewer points if your opponent defeats you, regardless of the strategy they used. That's one of the consequences of losing.

  • The bug comes and goes. It's been fixed before, but came back. Also, you reported this 14 hours ago.

  • @vvumper said:

    I watch True a fair bit on youtube and I think he's wrong about survivor being too strong, killers being too weak in the sense that he always misses this very simple point

    This game is 1 v 4 and therefore must be slightly biased towards favoring survivor

    In order for matches to be made, playing survivor has to be slightly more appealing than playing killer.

    Therefore survivors should be given a minor advantage to keep match making going smoothly.

    To me it makes sense then that only ~20% of people should feel inclined to take on the challenge of playing killer, thus the in-game fairness can never be properly balance, as match making is much more important for the overall health of the game

    This game is 1 v 4 and therefore must be slightly biased towards favoring survivor

    In order for matches to be made, playing survivor has to be slightly more appealing than playing killer.

    Therefore survivors should be given a minor advantage to keep match making going smoothly.

    It's literally the opposite. People will gravitate toward playing a multiplayer game with other people if they can, and if the game is to be balanced, it must favor killers in 1v1 situations. Otherwise, you're going to be waiting in that queue for a long, long time.

  • As long as I keep taking breaks instead of letting myself get burned out? Probably until it either stops working on my PC, or the devs shut it down. This is actually my most played game on Steam, even though I abhor PvP games.

  • It should be reduced to 3 seconds. This coming from a survivor main.

  • Every cake that's been released stacks.

  • Blight: Pinball Wizard

  • I tested this, Feral Frenzy's Killer Instinct is indeed tied to TR. If a survivor cannot hear the TR because they are Oblivious, then you will not gain Killer Instinct on that survivor.

  • @Mooks said:

    A DLC similar to the Charity Pack with LGBTQ+ themed recolored cosmetics would be really great for next years pride month.

    Indeed. Many of our LGBT brothers, sisters, and others could use the support.

  • @Aven_Fallen said:

    What I did:

    Survivor stepped into the Trap.

    I reset it.

    Another Survivor stepped into the same Trap at a later point.

    = Profit

    This is what the challenge is supposed to be.

  • @[Deleted User] said:

    I don't think this would happen and we wouldn't even get an announcement from BHVR.

    It could happen if his family requested it that way.

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