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ReikoMori

ReikoMori

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  • @Notionless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827633#Comment_2827633

    Ssbm was also a party game at first. Compwas never considered, quite noticable when you see the raw amount of unbalance, comparing characters like Marth or Fox to Bowser or Pichu.

    Brawl attempted to be more of a casual experience and it was such a terribly designed game for comp in particular, that it was likely the most hated out of the entire series. Even though i personally loved it when i played with my brother. They took note, and today, ssbu can be enjoyed as a competitive game just as much as a party experience,and it is succesful and long lasting bc of that.

    Just because a game is at heart a casual experience, doesnt mean its not good for competitive play. You know which game always stayed casual and was never changed to consider competitiveness? Fall guys. Among us. Games like these were even more casual than dbd. They dont incentivise people to stay at all and we see the fallout of that.

    Now, i disagree with the notion that most things considered skill dont come into play a lot in tournaments. Looping, using your killer power to get snipes with ph, curving as billy, sniping as huntress, being precise with nurse, going for flicks with blight, all of these things become a lot harder in comp, but are still very possible. There may be some that arent possible, but if it doesnt work against good players id call that cheese not skill.

    I agree with the new player exp, and i think it supports the fact that dbd is already striving to be more competitive. You know which game also has a bad new player experience?

    R6, and its one of the most successful online games. What r6 has and dbd doesnt is a measure of skill and working mm so that new players at the very least get paired up with other new players.

    If the devs vision is to invest less, then they can go ahead with the casual notion. But fact is, that casual play alone doesnt keep veterans. If we want to see this game live long, then we should incentivise competitive play, not annihilate it drom existence.

    Have you ever sat down and watched DBD tournament play? The aren't spending time on Billy curves and Blight flicks. While those are what anyone would consider expressions of skill they aren't as consistent and efficient as just camping folks out of the game.

    Competitive DBD is very strange in that way as while it takes a high amount of game sense the actual things being done aren't the more complex things to do aside from managing whatever your killer's power is, but you're not going for the high skill long distance hatchet snipes as it isn't something that remotely approaches the consistency level of sniping someone out in Siege. It's also less important to take the killer on a grand chase than it is to just maximize whatever produces the most points for your team. Precision with a killer is a given, you can't even play killer effectively in casual play without building precision, but it isn't exactly big brain plays to just park Charlotte in a door frame to keep people from entering a building while you run around as Vic.

    That is what a lot of DBD's competitive play is like even people considered to be knowledgeable or highly skilled in this game admit that Tournament play levels of competitiveness are an outlier for this game not some craving going unsatisfied. Heck, personally speaking I've been playing this game since 2016 and adding in some sort of comp play aspect is the last thing I want to see for this game. Smash's issue was it already had a thriving and dominant competitive scene for the guts of almost 20 years that ultimately was a driving force for engagement. Even when Sakurai actively fought against them and Nintendo straight up went out of its way to try and quash the tournament scene.

    DBD doesn't have that issue to contend with, not even remotely. With a lot of players being either very unfamiliar with or outright not really into comp play they don't have a losing battle to fight. They from the outset just made their Brawl and have maintained their Brawl while cultivating a community that seemingly appreciates not have a hard comp aspect. Factor in the multiple times they have said they are against implementing anything that would functionally divide the playerbase into separate matchmaking queues, this is what we have.

    I got into DBD knowing full well it wasn't going to be a comp game as I come from other scenes where I can play comp in a much better more built for purpose setup. I've got R6 on console and pc, been playing fighting games since I was kid, and I do pretty well in League. The one thing that I can't do in those games though is relax, for the most part. DBD needs a refresh imo, but I can at least say I can relax in this game because it isn't competitive, just aggravating sometimes.

  • Out of the three you picked Pyramid Head is the strongest and most consistent across all maps.

    That said none of these are overpowered at all if you've got a strong understanding of how their mechanics work and general game fundamentals. Pin Head's pretty much a meme, a cool meme mind you, but still a meme. His power is pretty easy to defeat in most cases. Artist was really strong before they killed the trap bird playstyle entirely. Now she is just another ranged anti-loop killer who gets held up by the same Hold W meta that any other anti-loop killer has to contend with. She does generate a lot of information though for what its worth.

    Pyramid Head on the other hand has a nice mix of zoning, anti-loop, hook efficiency, and chase potential.

  • @JonahsTablet said:

    With Elden Ring and many other games threatening to take a lot of DBD's player base, I'm actually starting to feel optimistic about the future of the game, and here's why:

    Anyone else remember in early 2019 when Apex Legends, for a brief period, took over Fortnite. If you were in the Fortnite community at the time then you would know just how GREAT the game was. Somehow all these things that Epic said was "too hard" started magically happening. The community started rallying behind the game too, which is incredible considering how toxic the Fortnite community was at the time. For a brief moment, the devs took the feedback of the players very seriously, which was actually a good thing since the only people left were the hardcore fans. All in all, this was incidentally one of the best things that could have happened to the game, and is crucial in why the game is still sticking around half a decade later.

    Now DBD is not even remotely as threatened as Fortnite was, but with a reduction in players comes a reduction of profit, and therefore is going to motivate the devs to get their act together. This is why I'm actually excited, as much as people joke about the devs being clueless, they definitely are not dumb, they know what we want and all it takes is one phone call from investors for things to suddenly start happening. The game will never roll over and die, and I'm certain the devs are far more receptive to feedback than we think.

    You're equating two games that are far younger and much more engaging in every metric and has a much better play experience compared to a six year old game that in a very comfortable and uncrowded genre. Elden Ring and DBD have even less overlap than DBD does with Fortnite or Apex. We're not about to experience a sudden golden age considering unlike the other games a "golden age" scenario looks exceptionally different depending on which side of the game you prefer to play.

  • @Notionless said:

    There has been a massive playerbase dropoff in recent months since sbmm was introduced. And instead of asking: "Why are people leaving?" I want to discuss another, far more interesting question:

    "What incentivises people to stay?"

    Instead of looking at circumstantial stuff, lets look at other games with a similar profit model, like CSGO, LoL and R6.

    What keeps players going is the will to reach the next rank with stronger opponents, with whom you compete again. The need to improve manifests itself by players commiting time to discuss what the best strategy is, to explore different ways of executing a certain play, to practice. Due to this competitive nature, the highest ranks also gain a lot of prestige, and form a goal.

    Apply that to DBD, and in particular the modern sbmm system, and what you immediatly notice, is that there is no incentive to compete, no next rank to reach. All you get by winning is a lessening, short dopamine hit and maybe stronger opponents in your next match. The reason sbmm fails is because no one has a goal to work towards, nobody can in the end say, i have reached X after all my trials and tribulations, i am proud.

    What this leads to is for the desire to succeed to be almost entirely suppressed the more you play. People can only satisfy that competitive itch by doing challenges outside of the game, like doing 50 wins in a row with a certain killer, or trying to get 500 survivor escapes. Not something your average player is going to care about.

    So what reasons are there to continue playing?

    There is only one, and its the conglomeration of all elements i call the atmosphere of the game.

    The amount of horror icons and the way theyre handled, the killer and survivor designs, the music, the lore, the quirks and details, the ambiance of the maps, etc. are masterfully executed.

    My only gripe with this is that games that rely on this type of stimulation instead of competitiveness sadly do not tend to last long. They reel in a lot of new players, but lose a lot of their hardcores.

    Will a COH nerf help a lot? Yes, a lot. Will a camping/tunneling change help? Yes, a lot. But in the end, truly reinvigorating will be a goal. Even if its as simple as hitting rank 1 pre SBMM.

    DBD isn't a competitive game in the same sense of a CSGO or League.

    Most players in this game don't want to play against stronger opponents as the game becomes less engaging the closer you get to high level competitive play. Competitive DBD is absolute the worst way to play this game as it is just the most hyper efficient and boring way to play the game for vast majority of players who don't already compete in DBD tournaments. The game isn't even balanced around proper competitive play considering how much stuff gets banned in comp play events. All the things that people would consider expressions of skill in DBD inversely aren't as effective in competitive play.

    The game was always meant to Horror game with friends first, competitive a distant, very very distant second. This is a game people play to get away from the hyper competitive nature of CSGO and League. The problem is it's going to be difficult to keep older players who've been here for a six years now with the gameplay generally being quite stale. It's going to be hard to keep new players because the first time player experience is just awful. This game is quite punishing on new players as they're sort of just thrown into the deep end after a tiny tutorial and have to learn everything on the fly which is hampered by the fact they have no perks, items, or add-ons on top of potentially not even having the survivor or killer that made them interested in picking up the game in the first place.

    People come in and a lot of them play a few games, get fed up with the beginner experience and never come back. Combine that older players wanting something new and yeah you're gonna shed a lot of players. Putting a special Rank reward won't do anything for that since most people leaving probably weren't going to play to that point in the first place.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827569#Comment_2827569

    This is true, however it would bring an actual reason to be a specific Survivor. Currently, they're all just skins and don't function any differently at all.

    I don't think it would be an issue since the change would apply to Killers as well.

    It would be an issue. So much of the game's balance is built around a single player only having 4 perks to benefit them during a trial and the values and effects of those perks are set up for that being the case. Suddenly having 5 perk slots would necessitate rebalancing ever perk since previous impossible combinations would almost certainly mess with the game.

    You also have to consider items and add-ons in the mix as a lot of those stack with perks. It's a nice idea in a vacuum, but gotta look at how it will affect the other parts of the game. Generally speaking, giving killers and survivors the same things isn't really helpful for balance since they have very different needs. Killers do better with micro scale adjustments, targeted changes specific to each killer while survivors benefit more from macro scale changes. Survivors being exactly the same means if you adjust a systemic mechanic they all reap the benefit of it equally and in theory should be less work. You don't have to consider if changing Dead Hard or Visionary is suddenly going to make David some sort of unstoppable mega-chad while Jane just sort of dies a death because she doesn't have whatever unique thing David does.

    Adding a perk slot is a macro change, but it treads into the realm of being too big as then you have to figure out what to scale back to accommodate such a sharp increase in power. It's more work and potentially a longer term headache for the playerbase.

  • @jeremycarinio said:

    can someone from the devs correct his animation? theres seems to be players to have questionably fast cooldown between m1 and m2, and someone is walking while on m2 cooldown.

    That's not a bug, its a feature. It works that way by default.

  • @Iron_Einherjar said:

    https://youtu.be/9-xqAma3H3M

    Because I'd love to know

    If you mean the flashlight It is probably Odd Bulb and the other bulb that increase blind strength. Though the duration is absolutely far too long and I believe double addons chew through a flashlight's charges.

    That Nea teleporting though is..suspicious.

    Edit: nevermind, she's clearly just straight up cheating.

  • You only put two choices which means you don't have the actual worst map for killers which I think currently might be Rotten Fields according to the last Q&A if I am remembering correctly, but Fracture Cowshed is generally worse for killers between the two you've put up. Personally I find RPD just the worst, but that's another story

    Gideon has an obnoxious amount of safe palettes, but survivors actually die quite a lot of that map because of the non standard layout and lack of tiles to chain. Gideon has very obvious funnels that are only lessened by killer breaking walls or survivors finishing gens to open bay doors.

  • @FlameLickVA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826484#Comment_2826484

    I’ve been on this forum for a week, and can clearly see its a toxic circlejerk of tribalistic, toxic whining rather than addressing issues properly.

    Even on reddit, or twitter.

    Its just the same shiz.

    Narcissistic replies, Egotistical whining, Toxic sass, and tribalistic circlejerking over “us vs them”

    Look, if you're going to be this antagonistic or you're that unhappy with what you see on the forum, stop coming to the forum

    There are a variety of places you could go to interact with other members of dbd community if you don't like what you see here. Whatever you're doing right now isn't about to make the place any less tedious.

  • Bioshock would lose so much of what makes it interesting in DBD. Like Big Daddies are iconic, but they aren't actually that interesting. Little Sisters, Big Sister, Splicers, and the named bosses the more interesting characters. Visually speaking, Bioshock has a lot of aesthetic touches that adds to the feel of the game that would absolutely get lost in DBD.

    It's just not a good fit.

  • @Aurelle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825828#Comment_2825828

    I mean, killers complain about the meta and if you bring something other than the meta you still get punished for it. Just saying.

    Most players don't enjoy dealing with being constantly subjected to hard to negotiate stuns and constantly eye-bleeding blinds. You're running a hyper combative build and people are responding to you in the way that seems pretty logical if you're going to make yourself that much of a nuisance.

    Blast Mine is also just ridiculously annoying. It blinds you and makes you need to go through the gen kick action twice which is just obnoxious.

  • @Kira4Evr said:

    This actually confuses me a lot. I personally like going against Huntress because her chasing is quite unique and outplaying a good Huntress is always so satisfying. But I recently read a post about "who is your least favourite killer to face". And to my surprise, I saw many people say Huntress.

    Why? Is it because you can get hit around corners because of the servers? Or is it something more?

    After a while getting whacked in the head by whale tail hatchets around from three blocks away and behind a corner you just kinda want the pain to stop.

    Though this is dbd where the lore actually states the pain never stops. You can only become an empty husk in the void or a killer.

  • @lr01 said:

    nah im running GB all by my lonesome. its not internet. yea definetly faster than they used to be or hacks, but its hard to believe that many people are speed hacking hence my question.

    There have been no changes to killer movement speed. There are rarely ever changes to killer movement speed as it throws the balance out of whack really bad.

    You could be having a bad run of speed hacking or you could just be falling prey to killers with good mobility in general. Most killers move at 115% and those that don't usually move at 110%, a walking Nurse moves at 96.25%. These are all base speeds

  • Immersion is probably one of the most hated things among this playerbase. Immersion usually means people not working efficiently on the win condition and just walking or crouching somewhere hiding. As for varied map lighting and effects this is probably an issue more to do with maintaining a mostly playable game on the largest amount of hardware possible. DBD is on every console as well as pc and this game isn't the most optimized behind the scenes.

    Console can struggle with performance issues with just the current design we have now and pc still needs to be considerate of older or lower tier hardware constraints to a degree. A lot of the game's actual balance also involves control or lack thereof over visuals on the player side. They definitely have a mechanical and artistic aesthetic they want the game to present.

  • Here we go again with the millionth Jeepers Creepers thread...It's not even that good of a franchise to say nothing of its problematic creator.

  • Why do people think this will be a problem when it is highly limited in what it can even do by the nature of it being a scourge hook perk on top of just being a aura reading perk. That is all it is, aura reading and nothing else. If you don't think BBQ is a problem then you shouldn't think this is problem either they are doing the same thing just with different timing.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818879#Comment_2818879

    I really believe SB is far less efficient than DH, DH can extend the chase by so much while SB makes you reach a loop, but if the survivor ######### it up or there's nothing left and could only reach the window/pallet thanks to DH, it won't happen, so chases will be shorter 100%.

    CoH ruined hit and run style, it would be nice to bring it back, especially with the ring dlc coming up

    Unbreakable is still a pain in the ass when it happen, if you managed to get all survivors and start to hook them, well guess what, 1 perk ruined your win.

    DS disabled will make survivors actually run isntead of getting into safe locker and require actual team play like you said, making 2-3 survivors waste their time trying to protect 1 survivor

    Overall the game will simply be in a way better state if these perks would be disabled

    If one perk ruined your win in a 4 down situation then you've done something wrong. That thing usually being not just waiting to see if any of the suddenly stands up. If they do hit them and congratulations they can't get up like that again. The again, a "win" isn't about how many die so much as it is how much of the point spread you've covered. Contrary to what has been said of livestreams both sides can indeed achieve their "win" condition but that's another story

    If the survivor jumps in the locker just leave them there. They ain't doing a gen while in the timeout box so not an issue and if you don't want to wait the minute out you can just eat the stun. Your mileage may vary depending on the state of the game, but nothing ventured nothing gained.

    CoH has made hit and run much less viable, but that isn't unknown to anyone even the devs. You get more data having that on than off because we already know what the game was like before it was released and since boons aren't universally ran by everyone you get both sets of data by default.

    @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818879#Comment_2818879

    DH is not used to bait hit, it's used to get to third loops with it's distance, basically one more health state.

    SB can't do that.

    DH hard is used to do both and it is designed to do both the issue is just dashing for distance is proving much more beneficial than the fact you can dodge an attack. Just because people favor using it one way over the other doesn't mean the other portion doesn't exist and isn't used. Sprint Burst offers the same exact dodge interaction, but without the dash as it is more a weird tick in how the game decides what version of events makes the most sense for both players. It's also extremely consistent which is why before we ever got David King and his dead hard the thing to do was to hit your sprint right as the killer attacked making them miss. There is however more risk involved since you're not going to have a sudden dash mid chase.

    You're still getting the distance and extra health state just at the start of the chase rather than in the middle with the increase in time being rough the same. Turning DH off won't prove anything that the players or the devs don't already know. The situation isn't the same as when they needed to see what the condition of the game was like when killers didn't have Bloodlust.

    The Bloodlust test had to happen because it is a mechanic innately shared across all killers and players can't choose to simply play without it the same way you can with a perk. You can collect perk statistics much easier by leaving them on as not everyone uses the exact same perks so you're going to get the data for both with and without.

  • @cutiekiller said:

    Just to see how the game would look like without all these perks, yea of course killers MIGHT tunnel more and all that #########, but remove these ######### annoying perks and we will see how balanced the game is, I personally have no issue with noed but I know if those 4 survivor perks are disabled noed needs to be as well.

    I want to experience a no second chance perk dbd for a week, see how balanced the game is, what are the true skills of survivors and killers, will killers truly tunnel more knowing they don't have to worry about these perk? will survivors be greedy like they always are with these perks or actually play better?

    I believe this game deserve this kind of experiment, show some data to BHVR and be like, ok how balanced is the game witout these 4 perks.

    I am sure it would be a great week, survivors don't have their bullshit skilless perks and killers won't have a free kill at the end game just from that perk, win win, true skills only, for 1 week, please BHVR.

    Not much would change for killers as by and large most killers don't run noed. Disabling CoH would just show that indeed people not having a healing safety net means they will go down more often, doesn't require much of thought to show that. Unbreakable isn't as common as people think it is so not much will change.

    The only thing that might change is survivor stats related to DH and DS. Though you can already figure out what will happen, there will be an uptick in people getting hooked and killed and chases will be relatively shorter on average. Then again people will just go back to using the other perks that would give them similar effects and not much would change. People would go back to using sprint burst to bait the first swing rather than DS to bait the second. Chase will be extended a similar amount of time just from the start rather than in the middle.

    DS being turned off just means people have to rely on teammates to make effective plays. It they have one or two decent teammates who know how to take its and flashlight blind/flashbang then other than a slight slowdown in game progress not much really changes.

  • In terms of just being annoying? Object of Obsession is my pick.

  • @Gamerzilla2018 said:

    Its a joke guys why are yall acting so butthurt

    If your so annoyed by this then why did you click on this?

    I'm gonna take a gander and say IT is a license you all want to see well I don't like IT and think that's a stupid license but you don't see me complaining

    Can we not resort to Harassments and bullying to tell people to shut up but fnaf is a license people including myself want to see can we all just let bygones be bygones?

    Again its a joke if you take offence to this or take this seriously there must be something wrong with you

    You may have meant it as a joke, but people are well past the point of entertaining this joke from anyone anymore. Not saying the level of venom should be directed at you, but literally dealing with people who aren't joking around about this subject has been an exercise in deep aggravation. Setting aside the game structure, creator issues, etc. people just want fnaf fans to just settle down and ease off the constant copium posting and being generally obnoxious when it comes to dbd.

    If the chapter happens, it happens. If it doesn't, it doesn't. Making constant threads about it isn't going to get out any faster. It's been a repeating thing for well over a year. Posting something in a public forum and telling people they could just ignore, while not incorrect, has never worked and they are within their rights to post their disagreement.

  • @PrincessBubblegum said:

    https://us.v-cdn.net/6030815/uploads/1NVNDOZSIOKZ/unbenannt.png

    I got matched as Killer 1900h playtime against a survivor who got 6 HOURS playtime. (I'm playing 50/50 Survivor/Killer and my MMR cant be THAT bad)

    In order to keep matchmaking times low the game will lower the threshold of MMR so you can get a team of anyone who happens to be on regardless of MMR.

  • Tracking with a forced slowdown and some decent loop control. He has everything he needs without having anything that he doesn't that overly hinders him or makes him over powered. He has a great pool of addons that make his power better and open up new playstyles rather than just trying to reduce the negative aspects of his power usage. Which is something I miss in the design of newer killers. Solid B tier killer.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817987#Comment_2817987

    The thing is that such a hex is like the exact same perk for killers that CoH is for survivors. This perk could end the healing meta.

    Rekindling it over and over again doesn't seem like something CoH doesn't do.

    It would end the healing meta in an unhealthy way that would ultimately not be sustainable.

    As much as it pains me to say...Killers shouldn't have a perk that can be rekindled endlessly. Even with the diminishing durability just flat out giving the broken status indefinitely is really strong. Stronger than you give it credit for with the only mitigating barrier being whether or not a killer wants to spend time rekindling the totem.

    The way you balance the healing meta is by balancing how healing works not making a band-aid to try to cover a the bullet wound the current meta has caused. How medkits stack with CoH, overall healing speed caps, medkit efficiency curves. Address these directly and you make a permanent solution.

    CoH still has a way to go towards being reigned in, but we need to stop suggesting perks that only exist to "balance out" other perks. It's a waste of design space, we know that from past experience it doesn't work when the devs do that, and there is better control of the results when you adjust the system rather than leaving it up to players.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817968#Comment_2817968

    Well, Plague has you broken all match and that hasn't been changed.

    It exists the way it does precisely because only Plague can do that and it comes with gigantic caveat of her power also producing fountains that pass out full heals in exchange for converting her power from a debuffing power to an active damage power with a lot of range.

    There aren't many Hex perks that modify basic attacks with actual threatening status effects without a trade off.

    Hex: Haunted Ground or Hex: Ghost Graveyard for the old school TrueTalent fans, is a booby trap and meant to broken.

    Hex: Devour Hope is ultra high risk/high reward is you can get it stacked and keep it from popping.

    Noed doesn't active until the gates are powered and if the survivors actual do the dang bones like they should it never has the chance to activate.

    You get the general idea. Hex totems exist in high risk/medium to high reward balance zone and being able to just inflict broken status with basic attacks from the start of the game would be asking for swift rebalancing unless you had one heck of downside to even it out. Plague has a counter balance built into her power and her power is a time investment if you want to break people at faster speed. Judging by your name and profile pic I'm probably not telling you anything you don't know.

  • @Lenox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817671#Comment_2817671

    Well, you don't know it's NOED until you have one hooked and one on the ground often. But yeah, altruism happens.

    Winning one chase doesn't help if the other three don't have DH. In my experience, all teammates don't have it. I just go after the others.

    https://forum.deadbydaylight.com/en/discussion/comment/2817676#Comment_2817676

    I think playing killer with 3 perks for most of the match "deserves" exposed survivors during EGC. But I wouldn't mind if the speed boost got removed.

    The speed boost is fine. It's only four percent and for as much hate as the perk gets it isn't even all that effective unless people start making a continuous series of mistakes for the killer to capitalize on. You have the entire trial up to the point when gens are done to prevent the perk from ever going off and a ton of tools to make preventing both time efficient and low stress. Rather than either make a slight adjustment to your gameplan to include cleansing totems you would rather see a perk just changed. That makes no sense when you have full control over whether or not a perk even remotely activates.

    This is what I can't wrap my head around with all these NOED threads. The abject refusal to use the tools you have to solve a problem before it even has a chance to become a problem. I would kill for the ability to have as much control over situations in the when playing killer as you do with stopping NOED dead in its tracks. You don't have to respect the perk at all or fear it when you can stop it entirely. The devs have given us a wealth of ways to absolutely control the game as survivors in a way that killers have no choice but to respect. People just don't use them in any meaningful way then get upset and complain when the obvious outcome happens.

    Even if you only play solo q you can still bring a map, use perks like detective's hunch and small game, run boons or just try and do bones whenever you see them and have enough time to stop and do it. All of this drastically increases your chances of survival and NOED can keep its dinky 4% haste effect.

  • @landromat said:

    So much work, so much effort to make dead hard work properly. It doesn't work well with certain killer's powers so they will fix it FOR EACH power... why? why so much work for one of the most hated and frustrating perk in the game? Why hit validation? Why special coding for each power? Why?

    On other side, NOED, which can easily give you 3-4k you do not deserve is untouched as well. Current mmr system is based on kills and there is perk which gives free kills and screws mmr for both killer and survivors.

    Im pretty sure there is an agreement between two devs. One loves noed and one loves dead hard and nobody wants to remove their beloved perks so if they're not removing dead hard, noed stays too

    inb4 just do bones 🤡

    inb4 just bait it out 🤡

    Your deaths are the result of not taking actions to actively prevent it. You may not like it, but calling it undeserved is not just fall out silly it also makes it seem as if you feel you "deserve" to survive which is pretty petty and entitled.

  • @Rigbeta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817615#Comment_2817615

    It was clunky for the doctor because his own power got in the way of its effect (stunning survivors). I am using stance in the same effectation of holding a button down, or toggling for a specific action like climbing a ledge. Not walls.

    It's not much to ask for some variety to the game.

    And I am aware of the smasher. It was meant to destroy everything, not just windows. The option to break a window wouldn't be hard to implement because all aura perks already reveal windows to be separate set-pieces, so they could easily be manipulated.

    It's not that it can't be implemented, but balancing it and making sure it doesn't cause performance issues make it weird. Not that I'm against gimping survivors every now and then, but breaking vaults permanently would be pretty rough on them.

    Here is a question for you: When would a killer want to climb a ledge? Like what is the scenario where that would be the thing you wanted to do?

    I'm asking because I'm genuinely interested in what you're envisioning. I'm very used to that not being an option in this game so I can't really see it.

  • @Rigbeta said:

    I think the game could use some more interesting stances/mechanics for both Killer and Survivor.

    SURVIVOR:

    Hold Breath - The survivor can hold their breath for a duration so as to be utterly silent for a short duration of time, at the cost of giving slightly loudly breaths for a short while after the duration passes.

    Hide - while crouched and unmoving, The Survivor holds their body closer rogether so as to attempt to appear smaller and less noticeable.

    Climb - survivors can climb up small to medium ledges. (This really should be a thing given the very tiny ledges survivors somehow can't climb up).

    Crawl - Survivors can attempt to crawl under an object that permits the space to do so (its an animation that can be interrupted by the killer as a grab no matter the health state).

    KILLER:

    Veil Walk: The Killer communes with the Entity to be granted immediate passage to the center of the map. This ability has a cooldown of a determinate amount of time, and temporarily exhausts the killer (their power goes on hold for a short duration maybe?) . This will give killers with little map pressure some breathing room of they find themselves very far out of reach. (Creates a map wide sound effect)

    Glyph Read - The Entity grants the Killer additionally boosts of power through use of sacred Glyphs scattered across the Map. Maybe five glyphs appear, each one does something different (exposes survivors, reveals gen progress, causes Survivor auras to flash intermittently etc.. .)

    Climb - Killers can climb small, medium, and large ledges.

    Break Window - similar to wall breaking, Killer's can break a window so as to make it either easy to walk through for them (basically make the hole much larger). (The Entity will repair the window after a certain amount of time maybe? Depends, I think it'd be cool of it was permanent.)

    Taunt - The Killer can perform a creepy or imposing action. Just might be fun. Maybe doing so causes some kind of panic in the survivor for a short duration (bleary screen, harder controls).

    If yall have any other ideas, lemme know. I definitely think more In-game mechanics would be fun.

    DBD tends not to function well with "Stances". They actively removed Doctor's stance mechanic because it was just sort of clunky to switch between Treatment and Punishment stances. DBD has also become such a time sensitive game that killers aren't going to use anything that wastes more time.

    Funny fact about your break window idea! The devs already had this idea way back in the early days and were workshopping a killer called Smasher who was supposed to do stuff like breaking vaults and terrain. Apparently, it just didn't really come together in a way that made sense for the game and was scrapped.

  • Bones, Do them

  • @Catgirl_Alexis_ said:

    I’ve been playing Dead by daylight on Xbox for over a year now and I can always expect to be annoyed when a new killer is announced as the PTB isn’t available on consoles, does anyone know why this is? I’ve seen a few years back they said it was due to not having enough people to spare for it, but since then the company has surely grown so I’m just left confused. Sorry if this is a bit long

    So the PTB environment requires a patch that players on steam have to opt into to play as you basically switch from live servers to an imaged testing server. During a ptb it isn't uncommon for there to be a hotfix or two that gets patched in if there is something critically wrong as well.

    Patching games on steam is pretty much at the discretion of the dev/publisher and can be done as needed. On console a patch must be validated by the console maker team to make sure it isn't going to break something or introduce a security risk. Devs have to pay for that if I remember correctly and the validation process isn't super quick so they update on a schedule. This process has to be done and paid for on each platform so it can get really expensive so most if not all games that run PTB environments do it on steam or their own launcher.

    Overwatch has a constant player test realm through their battle.net

    Rainbow Six Siege has a PTB server through the Uplay launcher

    Same for League of Legends which until recently used to be invite only. You had to actually be somewhat decent at the game's ranked play mode to get in. Now anyone can get in and try stuff which ultimately is better for game health testing and that's a game that balances around competitive play first and foremost.

    With the exception of LoL the other games have console versions that have no manageable way to access PTB realms due to the limitations of consoles.

  • None of these specifically. Make original characters or another international film license. I can get Jason, Predator, and Xenomorph is other games better suited to their designs already. Chucky's pov would be horrific in DBD, I've never found Creeper to be that interesting, Stephen King license would carry an appearance license of Jack Nicholson which is super expensive and he's just a dude with an axe. Annabelle has same issue as Chucky and The Nun isn't particularly interesting imo. Most of the Conjuring franchise is less about the "monster" and more about how the people respond. We have Pennywise at home, Pennywise at home is Clown. I know they would be extremely different and it is an interesting idea, but again Stephen King license. BHVR has actually done the T-800 already in their other Asym game DeathGarden, it is a shame it never really caught on because the relaunch was actually a pretty solid game.

    Heck, it would be cool if they could add a proper Deathgarden Hunter and Runner to dbd. It's basically untapped content at this point.

  • They don't compare because the end goals and how you get to them are very different. Solo q is difficult because you're left to the whims of random teammates, but as someone who plays more solo q than swf currently I find I don't really have too many issues with randos. Playing killer is more difficult by default due to the nature of what you're responsible for. Every killer is different and every killer playstyle has its pain points that can and will be exploited by teams who know to do so and how.

    The amount of pressure to perform is also different because if you're one of four people even if you didn't pull your weight you at least have the excuse of no one pulling their weight either.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815981#Comment_2815981

    That’s your interpretation and you’re welcome to it.

    My point is more the hypocrisy. The environmental impact of the NFT industry pales in comparison to the gaming industry, so I find it ironic when gamers get up in arms about NFTs.

    Last I checked the game industry wasn't buying spun down coal fire power plants and spinning them back up to run crypto farms.

    The environmental impact of NFTs isn't well documented enough to say exactly what impact it produces. Though since the underlying tech used for NFTs is the exact tech used for validating, staking, and transferring cryptocurrency the power usage versus the actually use you can get from an NFT more likely to not be great.

    Minecraft at the very least is a feature complete, feature rich game that people can actually play. NFTs are exactly nothing, at all. An insane amount of power and compute cycles are burned up for the minting and selling of links to jpegs. The most popular blockchain for NFTs is still etherium which still functions on proof-of-work rather than proof-of-stake, or proof-of-time. Proof-of-work is notorious for its energy waste potential. Sure we could make the argument that it pales in comparison to the game industry if the most popular chain was something like Tesos, but the only reason it is more efficient is because it isn't used as much to begin with.

    The standard banking industry outstrips the game industry in power usage, but the trade off is they process millions of transactions in a fraction of a fraction of the time it takes for blockchain transactions to validate, append the ledger, and clear.

    But sure, tell us how efficient it is compared to the game industry where we have actual products and services to get the benefit of, friendo.

  • @MikaelaWantsYourBoon said:

    Question on title.

    Why i am asking this question? Because I've seen opinions that survivor gameplay is braindead and simple. Is it really?

    I mean repairing generators are easy and does not need skill for sure. But what about looping? Also good teams know which generators should fix first and give big area to killer for last 3 gens. This strategies really does not need skill? What do you think?

    Some aspects require skill like learning how to run loops, identifying strong tiles, how to prevent a 3 gen scenario or escape it, and some movement tech for optimization

    The issue isn't really that it takes no skill just that it takes less skill than playing killer because you mechanically have less that you can do. Your objective doesn't really require anything mentally or physically intensive.

    Also, once you've gained skill in the areas that have skill you've learned it no matter what survivor you play. You'll never run into a situation where a skill you learned on Kate just doesn't translate to Feng, etc. Survivor skill building caps out at a pretty low ceiling and aside from learning some killer specific strats that honestly really come together when the entire team does them right, you've essentially peaked.

  • Trapper doesn't even code well for industrial metal. That would be more of a Pinhead thing really.

  • It can be if you have the patience for it. I do not.

  • Short of making it do something other blindness there is little much to be done to it. It's a super niche Hex for super niche builds like say you wanted to make a very aggressive slugging build you'd go third seal, knock out, deerstalker, perk of your choice it would make it hard for survivors to find people who are down, but outside of that it doesn't help with much else.

  • @Trex_Crazy said:

    I remember when this game was a horror game, not saying it was scary but it had atmosphere. The maps were darker and had a grittier look and feel to them. The idea that the killer was Michael at the beginning of the match put the fear of the entity into you. You could bring the moon bouquets to make it even darker (plz bring those back bhvr). Nowadays the maps are super bright, on account of the sun being out ( In a game called dead boy daylight... questionable) at least make a nighttime variant. Plus when did the rain become so quiet in the red forest? I suppose my point isn't solely that it isn't a horror game anymore but also that they took out some nice small details. (However on a side note the load in noise for the coldwind farm is really cool.

    2016-Early 2017 DBD it had all this atmosphere along with all the performance issues that came with it.

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2808942#Comment_2808942

    .... Mine is not an opinion though, mine is objectivly how the game is coded to function. If the game were over at 0 hooks and all gens done, then being in that situation would instantly warp all players to the results screen. It does not. Its not me deciding when the game is over, its the design and coding of the game that decides when no more inputs can happen.

    You're basically saying Football games are over halfway into the first quarter. That Basket Ball games should be called at 2 minutes left. Some how video games fell through the cracks of proper sportsmanship... Since I was a baby I was taught to play out the whole game. Quiting before the clock hits 0 is exactly the same as a todler stomping away from the table because they're loosing in Candy Land.

    In basketball the game is basically called at the last two minutes if the point differential is so large that nothing would put you within striking distance of even remotely tying the game up. Chess masters know when to keep playing and when to surrender the game, almost every competitive card game allows you to concede. Most team esports games allow for teams to vote for surrender even though it is rare they will in formal competition the option is there. In soccer you can concede by not putting up resistance against an opposing teams game winning goal.

    DBD is coded with the ability of the killer being able to open the door which can be used in multiple ways, one of which is concession. There is nothing wrong with playing the whole game out if you want, but sometimes the extra effort will not improve the outcome. For some it will just be a stressful experience that will make them want to play less. It isn't "stomping away", you're doing exactly what the game allows you to do with the tools provided. People who throw their toys outta the pram usually don't bother even playing long enough to get to the point where opening the door is an option, they just straight rage quit the game ruining the match for everyone.

    Like I said before both of our ways of playing are valid. When I was growing up I was taught two lessons, don't give up before you even tried and know when you are at your limit. I don't build around rallying back in the endgame because my playstyle is to get the job done in the mid-game well enough that endgame is just about mopping up whoever is left. if I am unable to prosecute my plans because I'm getting thoroughly outplayed I respect my opponents' time and my own to admit on that day they were better. I know my limits and I know when it is worth pushing them and when its not.

    Most times in DBD, for me, it is not worth pushing my limits simply because the game makes it quite clear when the extra input isn't going to make a tangible difference.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809603#Comment_2809603

    Because Haunted Grounds is not good with Pinemento at all! Haunted Grounds is good with Hex: Retribution and Hex perks "outside" of builds built around Hex: Pinemento.

    https://forum.deadbydaylight.com/en/discussion/comment/2809694#Comment_2809694

    You never went against me thats why! ) 've been running Hex: Pinemento builds for a month now and i trashed the perk but its actually good you just have to be commited to it like i mentioned already.

    https://forum.deadbydaylight.com/en/discussion/comment/2809786#Comment_2809786

    You can play the way you play and choose the perks you wanna choose, that has nothing to do with the fact that just becuase there are stuff thats better that its "bad" to run stuff outside of it because clearly with Pinemento its a big deal if you get 5 stacks. I have a counter to the so called counter and if they start booning then i have to find that boon as fast as possible and turnb it into a dull totem, for Plaything! Booning is bad for Pinemento builds but not something that cant be worked around. I also totally disagree with your statement about it only being good against weak survivors, thats just not the case

    I did say that was specifically my experience.

    @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809786#Comment_2809786

    I wouldn't really call it a slight time invest if it's doubling the time normally and quadruple the time with Thrill

    If you afk for a minute blessing a hex vs a competant killer it usually means a loss

    You adjust for the situation, but I've honestly not encountered much in the way of people using Thrill so I will take your word for it.

  • From my perspective Pentimento is a perk that should have existed two years ago where it could really shine. The game as it is now rewards survivors for a slight increase in time invest to bless totems rather than cleanse which ultimately means you may get one or two stacks if survivors are using their head.

    As a killer I have more direct ways to handle survivors in terms of perks that are much more effective than Pentimento which relies on survivors to take an action. My games rarely have people who do totems even when I do run more than one hex perk and when I am playing survivor the first thing I tell every lobby is I have boon totems and usually I'm not the only person with boons so I've had a lot of games where one or two totems get cleansed usually at endgame while we just played slightly slower to bless over hexes which has rarely resulted in a loss so far.

    That's my experience. Though, I can see it being something that absolutely eats up newer players who have the "break all the things" mindset cause funnily enough new players will do the dang bones!

  • The speed in conjunction with med-kits just makes it highly efficient to a degree that certain killers simply do not fair well against it. The only consistent way to really curb boon usage is to run totem perks yourself to make blessing take a bit longer or be really oppressive early on so there isn't really time for them to bless at all. Even if you do get early game pressure you simply can't be everywhere at once so eventually someone will get a boon off. Them getting the boon up isn't an instant loss by any means, but it does mean you're gonna have to commit to chases in ways that waste your time more than normal.

    I think it giving self care to the entire team is fine, but it needs to have the efficiency cap as Self-care does. Them trimming back the base healing speed of COH to 75% is a nice start

  • @Ripley said:

    It's really frustrating when a player DC just as you pick them up or hook them.

    I don't know why it happens so much in my matches. I try not to make it about me, because it is the player choosing to DC for whatever reason. I do think "this player was not having fun".

    Do BHVR even care to analyse ragequits in matches to see what design problems cause it?

    It's a human behavior issue rather than a design issue. Some people just like to throw their toys outta the pram when they get downed early. DBD also hasn't always had a dc penalty we've only had it for maybe the last couple of years or a little longer. DCing used to just be a thing players could do with little consequence and decided it was the "appropriate" response to dealing with any moment they weren't feeling in control or were pitted against a killer they didn't like.

  • @psionic said:

    Is anyone excited for Sadako's Mori?

    I have a feeling it's going to be the best mori in the game.

    What do you guys think it's gonna look like?

    https://smallthings.fr/wp-content/uploads/2017/02/IMG_3606-1210x642.jpg

    Something we're not expecting unless you've read the book which I've only seen a few people on the forum who have. I didn't even know it was a book till this chapter was advertised.

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2808007#Comment_2808007

    Sorry to say, but you are factully incorrect. If you have only 1 or 2 hooks and they have done all gens the game is NOT over.

    If you have ZERO hooks and the gates are open, the game is not over.

    When you are looking at the results screen, the game is over. Not 1 second before then.

    Even if I have 0 hooks, and all gens are done, I am STILL going to try and hunt you with the same icy focus as the rest of the game. You gain a MASSIVE advantage if you can be not tilted when the other side suspects you are. When you're up against ME you better not celebrate until you're looking at the word 'Escaped' 😈

    Untitled Image

    It's nice we have different opinions that are equally valid.

  • XDDDDDDD There is no recovering from this.

  • Sluzzy- They're consistent

    TheGannMann- They're quite helpful

    GoodboyKaru- Also very helpful

    Reiko Mori- Let me have this

    MandyTalk- They rule. No exceptions.

    Gay Myers- ^ Same as above

  • This post is insanely long and unreadable because you have written a gigantic run on sentence. This feels like a copypasta, but if you're serious please edit it to be readable.

  • @Sportsy said:

    Maybe its because im a fan of the series (mostly because of his lore) but I read in some discussions that William Afton wouldnt fit in the game because fnaf is just a game about jumpscares (well yes but no) but the thing about fnaf is that the lore is creepy, we are talking about a psycho that slaught children and hide the bodies in animatronics that are used to entertain other children and that's murky af

    Incapatablility issues aside, FNAF being an atmospheric horror game even if the lore is pretty cool if quite confusing.

    People generally have not had a very good time dealing with the diehard FNAF fans who happen to want Springtrap in the game. A lot of them have spent months getting really aggressive over whether or not a killer teaser was gonna be the fabled FNAF chapter. After a while the mountains of springtrap hype started to get on a lot of people's nerves especially when people who wanted Springtrap would do the internet equivalent of throwing their toys outta the pram when he obviously wasn't coming.

  • As with many things involving making dbd run better your mileage may vary, drastically. The best thing I can tell you is to consult one of many youtube videos about uncapping dbd's framerate.

    It make look great for your, it may break something for others as is the nature of gaming on pc where hardware and software specs vary wildly from rig to rig.

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