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Pizzaman

Pizzaman

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  • @Risky_Biscuit said:

    I've always felt the EGC lasted too long. Even though it does ultimately do its job of pushing people out of the trial, let's be honest here. We all know survivors just stand at the exit gates to taunt the killer until the timer reaches the last quarter.

    I think the timer should either be reduced to 1 minute (with slowdown for downing survivors, extending it to 2 minutes), or keep it at 2 minutes but remove the slowdown.

    If survivors can't get the hint that when the timer starts, it's time to get out, then they do not deserve an escape. You're not entitled to 4 escapes any more than the killer is entitled to 4 kills. EGC favors survivors, allowing them to continue messing with the killer for 2+ minutes which I find pretty annoying.

    How is the EGC survivor sided, when the EGC can already be weaponized by killers to secure a kill? In what world is something like that "survivor sided"? A mechanic that can also be triggered by killers to make a blood warden play, that can result in certain death if timed correctly ... is "survivor sided"? A mechanic that just kills survivors after a countdown, without any further action required by the killer ... is "survivor sided"?

    Are you sure you're talking about Dead by Daylight the PC/PS4/PS4/Switch/XBox Game? Maybe you confused it with Dead by Daylight: The Board Game?

  • @Bran said:

    I've been saying the egc needed a change, but I'm always clowned for it.

    If that's true, then you're rightfully clowned for it.

    EGC is not meant to be a support mechanic for killers to get more kills, even though it can already be weaponized.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039204#Comment_3039204

    It's literally just toned down, calling it " absolutely useless" is not correct if you care about using word correctly.

    Never said "absolutely useless" (those are either your words, or somebody elses, but not mine). And as already explained, it wasn't toned down. I recommend you do read more carefully.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039178#Comment_3039178

    Huh? all is intentional and you could even say one of extremely few things killers can rely on, but whatsoever.

    I don't care if it's changed or fixed, I specifically said "fixed" just because it was extremely strong prior change.

    I pretty much care if people use words like "fixed" to frame things it into their narrative.

    We will see how things play out, no doubt about it.

    But downplaying the effects ("toned down) of the Iron Will "rework" doesn't do justice to the change.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039163#Comment_3039163

    ...yeah? broken perk that entirely disables an aspect with no counter has been fixed, for sure.

    I'm not aware that something was "fixed". "Fixed" would mean it was a bug. It wasn't a bug, so it can not be fixed. Did the devs mention that Iron Will was "fixed"? I don't think so, because it's part of a "rework". But nice try at framing it that way.

    And what's broken is that killers basically do have an audio wallhack at all times now.

    Imagine, scratch marks, blood spatters, foot steps, breathing noises, special noises when entering lockers and exiting lockers, and jumping down from heights ... and all that is still not enough.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039025#Comment_3039025

    IW was a passive buff that makes everything for killer to be difficult, now it's toned down and actually fairer.

    It's not just "toned down". Before there was no information, now there will be some information. And not just that alone. It's also directional.

    This change is huge.

  • @RaSavage42 said:

    Add in how loud chase music is... the Killer will have to drop chase to even try and listen

    Well they didn't make Predator give more directional Scratch Marks

    IW will still be used... but without Exhaustion Perks

    Nobody drops a chase to "listen". What game are you even playing?


  • @PigMainBigBrain said:

    Requests like this are what happens when the devs don't address survivor power creep....

    No. Requests like this happen all the time.

    • Regress Exit Gates
    • Gen-Slowdown-Perks as Basekit
    • Higher Default Movement Speed
    • More incentives to not camp or tunnel (which doesn't work, as we've seen in the last 6 years)
    • Less Pallets / Windows / Entity Blocker after the first vault
    • More Anti-Loop / No more Looping aka "more stealth"
    • Nerf Bodyblocking
    • Option to disable Chasemusic
    • Have a menu-Slider to customize/increase FOV

    and the list could go on for hours ...


    The problem is not "power creep". The problem is that issues are addressed with perks (Bandaids), rather by adjusting the core game mechanics. Survivors get (or got?) "Second Chance" Perks, Killers get Gen-Slowdown Perks, but the core game mechanics remain unchanged.


    Look at how Deathgarden approached the camping issue, they basically removed the need to "unhook". That's how you adjust a core game mechanic. They didn't just add a new "Perk" to fix it.

  • @M4dBoOmr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016075#Comment_3016075

    Seems like you get the point 😉

    You still can be aware of your surroundings even if in a dangerous place, just not as good as in a not so dangerous area.

    I know its rocket science 🚀

    Being aware of a Line-of-Sight blocker is not equal to being able to sense beyond a Line-of-sight Blocker. Why would people be so keen on Spine Chill Nerfs, if Spine Chill wasn't needed at all, because you could get the same results with just being "aware of your surroundings" instead?

    Yeah. Rocket Science to some, common sense to others.

  • @M4dBoOmr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015129#Comment_3015129

    Maybe that gen spot is supposed to be a dangerous spot to be in...

    Maybe it's dangerous because there is no Line-of-Sight, aka there's no way to be aware of your surroundings ...

  • @MilManson said:

    Maybe you'll have to get good and pay attention to your surroundings now and not have a free light which tells you that you might be in danger in a few seconds.

    Especially with how it used to completely counter stealth killers and stealth builds.

    Always funny to read the "pay attention to your surroundings" meme answer, when there's plenty of walls and other Line-of-Sight blockers that make exactly that impossible.

  • Who says it will get nerfed?

  • @Supersaz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003821#Comment_3003821

    Exactly this, not everyone's going to play by your rules just cause there's some offerings in the game. People want to play the way they want to play, regardless if there's mounds of BP to be gained, they might not need them for example.

    That's absolutely right and that's the exact reason why "incentives" will never fix camping or tunneling.

    • A tech is whatever the community says a tech is. -> This is something that IS NOT defined by BVHR.
    • A bug is non-intentional behaviour of a feature. Intentional is what is in the design/requirements of the feature. Developers can change the design of a feature to accomodate things that were born out of a bug. Unless the design of a feature is changed, non-intentional behaviour is considered a bug and needs to be fixed. -> This is something that IS defined by BVHR.


    Using a bug and building on top of it to make it into a tech is no contradiction.


    BHVR acknowledged that being able to perform a so called "Hug-Tech" is a bug, meaning it's non-intentional. It's still a "tech". Based on a bug.

  • @eloise said:

    The spirit was too nerf so maybe if you give her back the body collision in phase, because now the survivor can heat spirit can know where she is so the spirit is too bad now and i put a lot of money on her and now i feeling like you put a knife in my back (sorry it's just my feeling don't be bad with me please)

    Collision during phasing was a knife in the back of everyone who had to endure it (the fix took BHVR far too long anyway).

  • @Chiky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967277#Comment_2967277

    It would be more tense. With the survivors being able to see everywhere, it's not tense or scary or anything, as they know the location of the killer all the time

    And how exactly does this "know the location of the killer all the time" work?

    Especially in a game that has fog (which limits the view distance) and line of sight breakers (trees, hedges, big rocks, houses, cars, school buses, hills, trucks and lots more) and where generators usually are put next to these line of sight breakers (which can be so high that you can not look over them).

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966097#Comment_2966097

    Or maybe I'm trying to snowball the game since I was at 2 gens with 3 hooks?

    Slugging is high risk, high reward. Your attempt to slug failed.

    But you're not stopping there. You give us a nice walk down memory lane, and using those sentences "get killed in survival pvp games by hackers" and "hours of my time is stripped" you're seemingly trying to frame your story in the context of hacking and wasting time. Jeez. This is really something.

  • @Crolee said:

    I believe that if you manage to get the lucky 4% then you shouldn't be rewarded even more by having DS.

    tell me why/why not

    What does the one thing have to do with the other thing?

  • @Blueberry said:

    This exact feature was tested many years ago. Survivors abused it severely so it was dropped.

    You fix camping and tunneling by balancing the game properly. Camping and tunneling is a symptom of poor game balance, not the problem itself. Most the camping and tunneling is because killers feel backed into a corner with no other options since the devs refuse to balance for high mmr.

    There will always be some killers who camp and tunnel just because they want to but that isn't the majority.

    • Imagine first responders are still doing the good old "has been tried and abused" parroting. Orion really left deep marks, as it seems.
    • Camping and tunneling came up as issues long before MMR/SBMM was even a topic in DBD. "High MMR" is just the latest and greatest rethorical device used to rationalize camping and tunneling.
    • Funny that you mention balancing the game properly. OP is not suggesting anything else. It just might not be the same kind of balancing that you are thinking of.
    • Also, do you have any unprejudiced/neutral source for the last part of your statement (I assume you're saying: of all killers that camp and tunnel, only a minority does it for fun)?: "There will always be some killers who camp and tunnel just because they want to but that isn't the majority."
  • @DrDeepwound said:

    Have been enjoying a little Plague and it is amazing the difference a match goes when they cant heal 400 times

    bop bop bop bop all 4on the ground

    I've never been in or seen a match where there were 400 heals.

    Is this just another Hyperbole?

  • @Devilishly_Rowdy said:

    So i quit playing killer cuz of how stressful it feels and shifted to playing survivor. Now the issue is these afk killers i've been getting! It's getting way out of hand. I know playing killer is stressful and mmr made it even more stressful, so killers are going afk to reduce their mmr and actually have fun maybe (behavior brought this upon themselves). But instead of going afk why not quit playing killer all together? I wanted to have some fun as survivor and now i'm not even getting that. So i had to quit dbd and play Skyrim.

    So you wanted less stress, looks like you found what you were looking for

  • If UE5 improves the performance of DBD, then of course it's appreciated. But according to several answers of Community Managers, the current (UE4) DBD Workload Profile is mostly CPU bound (I'm not going to question this, but it's strange never the less), so UE5 might not be the performance saviour for DBD that people want it to be.


    UE5 was just fully released to the public a couple of weeks ago. I assume that UE4 won't go away immediately. The only pressure for devs to upgrade to UE5 would be when EPIC announces end of life for UE4 (without any option for long-term support) or if the devs actually need to have an important feature of UE5 or an integral "dev tool" that only supports UE5.

    Also, I would imagine that EPIC does not want to keep supporting two different major engine versions (4 and 5) indefinitely.

    So it could just be a matter of time. OR, maybe the question is: would it be economically feasable to upgrade DBD from UE4 to UE5, given the fact that at some point it might die (or at least enter a permanent phase of declining sales/playerbase) anyway.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902808#Comment_2902808

    Because you'd know exactly where the killer is at all times. Where all Trappers traps are being placed etc.

    You can go watch some of Otz's older stuff where he talks about it. Completely busted perk.

    If you've ever used Detectives Hunch to see totems, you know that you can not exactly pinpoint locations without reference points. Remember some of the totem locations you've seen, then go for 3 of them. You may find the first one, then try the next ones.

    I know that "where the killer is at all times" was the coined term when people were arguing against OoO. I tried OoO, it was a trash perk.

    The only thing OoO was useful for: it could be psychologically weaponized. People claimed that OoO was this OP Perk that gave you superpowers, and having one OoO user in the game already meant certain defeat (spoiler alert: it wasn't true). Ah, and of course you could t-bag killers from a distance, the best feature in psychological warfare.

    Again, it was a trash perk. It still is.

  • OP is 100% right

    And the new Bloodweb Sounds don't help either. They are annoying as well. When I spend a lot of Bloodpoints I mute DBD via the Windows Volume Mixer, cause the sounds are just so god damn annoying and they add no functionality to the process of "buying nodes in the Bloodweb".

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896127#Comment_2896127

    Basically, you had one person acting as lookout and calling the killer's position out at all times. It was basically permanent wallhacks for the entire team and using it, a good SWF always knew where you were and what you were doing and you'd barely ever even see them.

    Why would you need OoO for call outs if it's an SWF?

  • @MikaelaWantsYourBoon said:

    Do you remember how much this perk was broken on SWF teams and BHVR did not nerf it for years. Because they said "OoO users are dying most times, this perk does not help them".

    Just gold old days.

    How was it used by SWF teams?

    • Check out "Deadly Games" (original title: 3615 code Père Noël) I was quite impressed by it back then, but it might not have aged so well, but still has got a solid 6,4 on IMDB.
    • And if you're not just in for chases, then go for "Black Christmas" (1974). But watch the original one first, the remakes don't bring much more to the table.
    • But "The Descent" (2005) should have everything you're looking for, depending on which version (US vs. UK, alternate ending) you watch ( :3 :3 :3 )


    And a couple of other french titles that are quite interesting

    • Martyrs (2008)
    • Frontier(s) (original title:Frontière(s)) (2007)
    • Inside (original title: À l'intérieur) (2007)
    • High Tension (original title: Haute tension (2003))


    And maybe not a pure horror movie "I Saw the Devil" (2010), but never the less creepy, and it's definitely a gem.

  • @PNgamer said:

    hey,

    I'm afraid the developers seem to be happy with DH, otherwise they would have revised the perk long ago. How many times have you read "finally weakens DH" "removes this and that" "or does something" The reaction? nothing.... nothing happens. What moves me to say, the developers seem to be happy with the perk. I don't know now how much data or how much time it will take for them to finally wake up and see how unhealthy something like this is for the game. Especially with a SWF combined with DS, when the thing is there 4x as well.

    No fun, too much frustration, that's all you can say from a killer point of view. Sorry

    FINALLY WAKE UP MAN !

    Dead Hard Posts are not uncommon (as are other topics), but you've got to look deeper. They are usually coming from the same vocal minority/echo chamber. There are people who's sole mission seems to be to cry about dead hard.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852524#Comment_2852524

    Nurse or Blight has no place in this discussion, it has nothing to do with dead hard, you can play DbD "normally" even with blight or nurse, just play good.

    What movement speed? Dead Hard is a dash, it's not a "permanent" movement speed modifier (like Hope or NOED).

    Are we getting off track?

  • @fulltonon said:

    Trying to taunt other side of players and making them mad is valid strategy in this game, wow cool what a sportsmanship.

    It's great that you actually bringt that up, because it really is a valid strategy, maybe not the most ethical one, but a valid one.

  • The hyperbole echo chamber:


    • "you can overcome anything"
    • "it's blatantly broken" [...]
    • "dead hard is an free get out of jail card every chase."


    So, to keep it short. As long as Killers like Nurse or Blight are in the game, Deadhard has a reason for it's existence.


    @Voodoo_Thirsty said:

    Agreed, even as a survivor main and maybe it's because I never use it, it's still a stupid perk, not to mention a selfish perk that does nothing but extend chases for a tedious amount.

    If Dead Hard was not meta there'd be less camping and tunneling. But then again, there's NOED so DH users can make excuses over that.

    Wish both perks were nerfed so that we can play DBD normally again.

    Eh, no. NOED has no place in this discussion. It has nothing to do with Deadhard. You can play play DBD "normally" even with NOED, just cleanse the totem.

  • I do it, so killer mains can ramp up their post count in this forum while they tell their "DBD war-stories" that nobody wants to hear. Consider it a community service.

  • Imagine if your NOED had an interaction radius of 24 meters, beyond that there would be no insta down.

    Imagine if your NOED had would emit a sound and visual (within those 24 meters) that telegraphed it's existence and approximate position.

    Imagine if your NOED took 14 seconds to relight, but the other side could remove it in 1 second

  • @FriendlyBubba said:

    My cousin suffers from epilepsy and those ######### survivors gave my cousin an extreme seizure. Foam came out of his mouth and it scared the living crap out of me. Can we do something about this, BHVR, or is it too much to ask for a solution? Because you nearly killed him.

    This website lists a couple of precautions (to play "video games with epilepsy safely"):

    Video games can trigger epileptic seizures. So, can you play video games with epilepsy? Find out about the risks of video games and seizures.
    • Talk to your epilepsy doctor about your concerns
    • Get a photosensitive epilepsy test
    • Check the video game packaging and reviews
    • Wear an eye patch
    • Change the settings
    • Minimize the amount of time playing video games


    Did you or your cousin implement those precautions?

  • Does the boardgame also come with a Killer Rulebook for Survivors?

  • @GoshJosh said:

    Please no more indoor maps.

    This!

    They just can't do proper indoor maps. We've seen it again and again.

    While in theory indoor maps could be a way to break stale patterns and try something new, it's just not working.

  • Nothing is going to change in the grand scheme of things. But I'm glad that they will change it, because now the people that kept complaining about Stretch Res need to move on (Hello "TRU3") and find another target. (same like with DS)

    So what will be the next thing they can blame when they lose? What's going to THEIR next COPIUM?

    SWF, DH, or maybe another round of post-nerf-DS still too stronk?


    @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812151#Comment_2812151

    There are people like that? But yea this is dbd forums, why am I still surprised

    Enough people are like that. And probably most "TRU3" fanboys/fangirls are like that anyway.

  • @jamally093 said:

    There is more hit validation that favors survivors using dead hard some how it "hits" you hit a survivor at a pallet nope your stunned but they'll still go down. I'm sorry that pallet hit detection is stupid if there's no cool down foe dead hard then how about this if a survivor drops a pallet but you "hit" them your not stunned.

    Just for the record (because this comments title seems to mix up hit detection and hit validation):

    Hit detection is still killer sided, unless the killers ping is absolutely bad (see this: https://forum.deadbydaylight.com/en/discussion/185864 and scroll down to the last sentence). There's just this band-aid validation for pallet drops and dead hard.

  • @Weasdat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797554#Comment_2797554

    Because survivor one of the most mechanically simple things I've seen in a game. The game is 99% holding W/forward or M1/whatever console is. People take what they can get.

    Some people act as if one needs a PhD to play killer.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762141#Comment_2762141

    It was definitely interesting watching Justin say that while bots weren't off the table, it's definitely on the edge of said table. But then literally in the very next question concerning bots replacing players that disconnect, Patrick mentions how great it is to practice against bots.

    It feels like so many requested features just keep getting scrapped. Every question that was asked in the stream were questions that were voted on/chosen by the players, and yet 99% of the questions either didn't receive a clear answer, or were confirmed to be scrapped altogether. They say that they listen to their community, but these Q&A seem to suggest otherwise.

    That contradiction is definitely an interesting point.

    Maybe this whole, "we-are-not-going-to-have-bots-that-can-counterplay-pigs-reverse-bear-traps" could act as a litmus test for killer concepts.

    If a killer concept is too difficult to develop bot behavior to counter play a certain killer power, maybe the killer power is too complicated/convoluted in the first place (I mean not in general, but for BHVR to develop and maintain/bugfix in the future).

    Food for thought

  • Another social media oopsy ("DBD_Hellraiser_Teaser_FINAL_with_sound" says hello)

  • Could it ... maybe, just maaaaaaybeeeeee, be due to the scarcity of window-based loops?

    I know, it's a wild theory. But, just maybe.

  • 1 Million BPs is an appropriate Reward for Iridescent 1. Nothing more to say.

  • @Pulsar said:

    I don't think anyone will defend Alchemist's Ring but that was both extremely lucky and very high-skill play from Blight.

    It's pretty easy to miss a hit as Blight and if they had missed even one, the whole challenge may have been over.

    I don't see "very high skill play". You can bounce, then literally take your time, look around, sip a cup of coffee or tee, and still have some time left before you have to bounce again.

    Blight. lul

  • Thanks for taking the time to analyze this! @zarr

    Given how salty people are regarding dead hard and pallet hit validation, doing it for every "hit" would probably cause an outcry (tbh. I would love to see it), but it would be fair. Currently, a lot of hits connect that just shouldn't, and yet, people think it's "skill", when very often it's just client-side hit registration advantage.

    I'm still thinking: not everything in the DBD-P2P-age was bad. All you had to do, was to monitor the lobby ping for a couple of seconds to see if it's good (and leave if it's not). Dead hard was also working flawlessly.


    PS: funny that such a core mechanic of the game is killer sided. Think about it.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735119#Comment_2735119

    Removing a black character is different than removing a mask of a black character worn by a white person. Obviously it doesn’t completely stop racism but it’s better than nothing

    Removing Bubbas masks is the very definition of Virtue signalling. And for the record, Bubba didn't just have a mask of a black character.


    But to be honest: I'm enjoying the whole "DBD show"

    • First: Stranger Things DLC - Content gone: Check
    • Now: Bubbas Masks - Content gone: Check


    Let's see what surprises the future holds.

  • @TeabaggingGhostface said:

    Punishing people because the other guy has worse internet

    Nobody is getting punished atm (at least not in areas where there is a hit validation that is always active). It's a decision made by an independent middlemen (server). And that's how it is in most modern games that utilize dedicated servers, and that's how it ALWAYS should be for EVERY ASPECT of DBD (which, unfortunately, is not the case atm.). Otherwise the game would be incentivizing bad internet connections, and that sounds pretty awful.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2683568#Comment_2683568

    assuming because the social media team + forums team don't have access to the in-game news section and the people that do have access to it just... havent been bothered?

    I guess it's hard to notice, but it was a rhetorical question. But anyway, it's not like this couldn't be implemented (given the track record of issues and bugs in the game).

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