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ReikoMori

ReikoMori

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ReikoMori
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  • Killers are meant to have an advantage in information, as that is a factor being the power role, not seeing survivors directly hinders that concept.

    When it comes to dodging lobbies people don't consider the effect that items such ass flashlights can have on a game when more than one is in play. From a gameplay stance it is so irritating to deal with people constantly farming blinds at palettes. From a human being stance, the blinding effect is physically pain inducing to a lot of players. Rarely does anyone on the receiving of a blind want to put up with that. Also no one wants to play with a full squad of p3 blendettes. Even with her clothing being lightened by half a shade she still blends so thoroughly into most environments in the game.

    This game is already skewed in favor of survivors due to handicapping of most killers by design and the fact that core gameplay has stagnated to large degree. Every game is the same regardless of outcome. There are just far less variables in the game that the killer can use to their advantage. The game also actively punishes any killer for being too efficient or too lucky when it comes to scoring. All that said, nobody should be dcing. That is a waste of time and we're in a place where very little can be done to hold a game hostage which is the only time a dc would acceptable. Dodging lobbies is fine. It isn't like survivors didn't have the tools to cherry pick who they wanted to face. You had years of MGLA usage. That only stopped being a thing recently.

  • @Rexis said:

    The Clown has to refill his bottles

    The Hag has to bend down and place a Trap

    The Trapper has to bend down and place a Trap

    Spirit has a cool down for phasing

    Belly has a Cool down to chain saw

    Bubba has a cool down to chain saw

    Huntress has to refill hatchets

    Doctor has to swap between Shock and Hit moods

    Then comes our lovely Freddie, where he can place a hundred dream snares during a chase without slowing down, without having to refill, without having to aim "like clown" with absolutely no penalty!

    So he can create illusions like Doctor or Slow you down with snares like clown, Teleport to any Gen worse than Nurse and he's got the biggest lunge attack than any other killer!

    so instead of making survivors becoming oblivious, shouldnt you put a reason for him not to place a hundred snare during the chase other than to close down a loop!

    Freddy has the same lunge as every other killer with the exception of Myers whose lunge is determined by his Evil Within tiers. Myers has the longest universal lunge when in tier 3 and the shortest in tier 1. Also Freddy can't set a million anything he set 8 traps and there is a slight delay till it is fully armed. Also Freddy can and does aim his placement, but if he's chasing you he's just gonna put it on the corner of the loop and chase you back towards it.

    Just leave the loop if you feel your gonna get trapped. Also his traps only work on you if you're a sleep so be sure your going to your clock and waking up. The clocks give you much more time before you start falling asleep again than being woken up by your teammates. Also every time a teammate wakes you up it gets harder for them to wake you up.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/731340#Comment_731340

    Because they need to eliminate slugging, after X amount of time you can get up and if he insists in down you again you have a base kit BT, devs are so scared when it comes to apply mechanics that punish killers.

    How is that remotely reasonable in the context of whether Sabo needs a buff?

    As for whether Sabo needs buffs I would say no. It's supposed to be a team work centric strategy that requires choosing safety over speed. Going back to being able to have one person break a large amount of hooks would absolutely drive people off of playing killer. Even though hooks repair themselves unlike during the sabo meta days it is still extremely aggravating to find yourself in a hook deadzone. Slugging is generally something most killers do not want to do on a regular basis. Also it's abundantly clear that survivors hate even remotely being on the ground for longer than a nanosecond.

  • @JawsIsTheNextKiller said:

    I'm always happy to see a Legion because they are so rare.

    Now people miss Legion, but when there were lots of Legion players seemed like people cried bloody murder until Legion was gutted to hell. Makes one think.

    As to the topic of the thread, I think killers that are 'underplayed' probably could use a looking over to see what could make them more interesting to play. I think the reason why a lot of killers just become under utilized is that isn't a great deal of variety in ways to play the game. Sure, you have builds you can do, but ultimately most killers don't have ways to go for a different style of play built into their kits. Only a few killers have addons that change the way they can approach playing. So if they could do something like that for other killers it would go a long way. Problem is I've never seen the devs just make more addons to put into a set. They usually get rid of something to add the new effects.

  • @Tensor said:

    PS4, Lagging, frame drops, a match ends if playing survivor and the killer is immediately removed and shows as zero bloodpoints.

    Bald heads

    Kicks you out of lobbies

    Stops searching for lobbies be itself

    How much $$$ are the dev's getting from console players? I'd like to know. Are we just a cash cow while you only care about PC players?

    Pc by far is the bigger market of players for this game. Though to be honest we have the same problems you do in the game.

    Frame issues, lag, dcing, character models turning bald. It's not that do care about you it's just the game as a whole just has problems.

  • @thatcarbonfox said:

    Make killers who tunnel guarentee lose 2 pips, it's not a strategy its toxic and annoying, if this game actually did something about the toxic players it would be one of the best games out today, realise that noone likes camping and tunneling and fix it, fix camping by not regressing the hook progressing if within a certain distance for more than 10 seconds(if there are no survivors around) not just lose bloodpoints because the toxic kids who camp dont care about them in the first place, fix tunneling by for every time a survivor gets hooked within a certain amount of time from getting unhooked the killer loses a pip

    This is like saying "Punish survivors for hook swarming or gen rushing!"

    Tunneling is legitimate strategy of play that is sometimes necessary to do. Now if you're getting tunneled that doesn't feel great to you, but you're not in a position where the game is actually impeded from progressing. There are no hard rules for killers or survivors to follow as to how they should play. You also can't dictate your personal rules upon them. It a killer wants to play hyper efficiently then that is what they are going to do. If the killer prioritizes hooking you because you have a map or key that is what they'll do.

    You have ever right to play just as efficient do whatever it takes to get your objective completely as long as you don't go outside the bounds of the game to do it. Same goes for camping and we've already tried what you wanted. It didn't work out well at all. What everyone who has been around long enough learned was that it is better to incentivize leaving the hook than do heavy handed punishments that affect the game. People who only camp will camp no matter what. They aren't interested in pipping or ranking so your suggestion would solve nothing. What it would do is overly punish situational camping which is a bad idea. Killers already cripple their emblem score, not bloodpoint gain, emblem score for camping. So that combined with things like BBQ and Devour Hope incentivize leaving the hook have curved a lot of camping. It's never going away unless core mechanics of the game change to make it have zero viability. Which means pretty much changing the conditions under which a survivor is killed.

  • @Irvin said:

    The main issue with DS is most killers just wait out the 60 seconds which makes the perk useless. Having a one time use after being unhooked is not that over powered to be honest.

    It's actually pretty excessive. We spent years playing with DS that way and eventually all sides had people in agreement that it was too much. Devs looked at the metrics and saw how much it was used and how often it shifted the outcome of games. Survivors who wanted DS to be changed voiced their personal experience of seeing what games were like when all survivors had DS. Killers had first hand experience of watching DS dictated the game.

    60s is plenty of time and usually it is too much time as there is no shortage of killers who've been DS'd after dealing with someone else for over 50s. Even still 60s is as generous as it needs to be while being useful. That said, you can't get upset because people choose to play smart and wait it out. Because while getting tunneled isn't a great feeling you can't dictate the way someone else wants to play. DS punishes the greedy like it should and is mostly a non issue for everyone else. You're fine, the perk is fine now get off the forum and go play the game.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/707206#Comment_707206

    Not true. I think you only had to 4k as a killer. (surv dc counted too i think)

    Thank you for the correction and this is why I never go a full 100% certainty.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/707206#Comment_707206

    Are you sure that on the victory cube you couldn't use moris to get your achieve? I'm asking because I distinctly remember getting my hag adept with an ebony back then.

    I'm 95% sure. If you got with Hag using ebony then you did it pre victory cube when the only thing that determined pipping was Endgame Bp score.

  • @Ark_the_Bonsai said:

    Personally I'd like to recommend either making it so that Survivor adepts are based around double pipping, or return killer to simply having to get a 4k.

    My guess is that it was origionally changed because killers could cheese their adept with moris but presently Survivor's can still work their way out of a lost game with keys so that's a bit of a double standard.

    I'd honestly prefer it to be a return to the 4k but with a "No moris allowed" tag attached, at least until the emblem system is reworked not to punish certain killers for using their powers (especially insta down killers). At the same time I'd also be fine with survivors being required to achieve a double pip for their adept as well, because I honestly feel that that would be fair. It's just as hard to double pip as survivor as it is as killer, unless you hog all of the points in the game.

    You couldn't cheese adept with mori. It has always been based on double pipping as killer. The issue is that when they changed the victory cube to the emblem system and then started upping the requirements for killers to pip the adepts became much much harder to get.

    Getting a double pip as killer requires more than just 4k. You need to also get pretty much iri status in every emblem to double pip. Problem is that requires survivors to not rush through the game, not be total potatoes and die super easy, and for you to get 10+ hooks, 27+ hits, have many short chases that you win, and protect all 5 gens for at least the first 9mins of the game as that time is weighted much heavier than the rest of the game time.

    So if you want to do adept hunting you need to be very good yourself and your survivors be decent good without being big dirty gen rushers. Good luck with that. Survivors just need to run their 3 perks and survive. It requires no help from the killer so I don't think its worth the extra stress.

  • @Markness said:

    5 - 30 FPS and having to use a controller for a game that’s meant for the pc. I don’t know how you guys do it.

    They gave away the game for free on ps+ the year before last?

  • There is no reason to make any changes good or bad to BBQ. It works as intended and has the right amount of counter play.

  • @Mochan said:

    If the killer sees me break the hex totem or reasonably assumes I'm the one who did as I'm coming from the explosion, you can bet your butt I'm gonna get tunnel-camped for the game. Happens maybe 7/10 times that they see me break the totem.

    Is there a reason why you all feel like I murdered your wife and daughter when I break your hex totems?

    Everyone responds differently to that situation. If the totem breaks very early then it hasn't had much of an effect on the game which can be frustrating as you're burning perk slot space for something that is dead. Just take it a general purpose sign that people are frustrated with the game being the way it rather than it being personal.

    Not that it isn't personal for some players, but it lessens the self imposed stress and the undeserved self hype that can come from being targeted.

  • @SquidFacedMan said:

    Survivors have direction change based slowdown, building momentum in this way should also apply to killers. Killer's drive chases, this shouldn't be a problem. It would also stop the egregious use of massive angle changes on lunges.

    Is it an egregious use? Cause I think it seems pretty reasonable considering "aim assist", which we can't turn off entirely, often makes standard attacks smack at non moving terrain objects even though the killer had the survivor centered.

    Also killers don't gain speed when they move. They are already at their base top speed at all times. If you want to talk in terms of realism you don't really lose much speed when turning while walking. Killers just power walk everywhere so what speed is their to lose.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/684333#Comment_684333

    Not in my experience. I've been getting about the same in survivor DCs. The difference is one survivor DC doesn't ruin/end a game. And they generally have DC'd when they were tunneled and about to be put on their last hook. They might as well just finish their game at that point but whatever lol

    You've had a blessed three years then to not have suddenly dropping to a three man put the killer in a much more favorable spot. Or only have survivors dc because they got tunneled, which is no excuse. Survivors dropping out of games happens much more often whether it be by choice or connection failure.

  • @brokedownpalace said:

    I wasn't playing survivor often or consistently enough to stay in the red ranks in the past few months but ever since I've gotten back there killer DCs have increased hugely. There were of course the occasional DC in the purple and green ranks but now it's probably 1 out of every 10-15 games. It's pretty frustrating because I consistently lose my item and any earned BP even though it was supposed to have been fixed. Add that to long queue times and lobby dodging and I only get to play a couple decent games per hour.

    Killer DCs have outnumbered survivor DCs at this point. Is this the experience of anyone else?

    If you're getting 1 out of every 10 to 15 games then you've come nowhere close to the amount of survivor dcing. Honestly, you're doing pretty much just slightly above average if not just average in terms of killer dcs.

  • @brokedownpalace said:

    I'm not sure why you feel like you need to 4k, tbh. The difference between a 3k and a 4k is arbitrary and anyone hung up on it is really only hurting themselves.

    If one survivor escapes through the hatch you can lose an emblem difference of up to a full pip and 3k's don't actually ensure you to pip due to emblems being a rubbish shitshow that would rather you hope the survivors are either competent and slow or stupid and still slow. You can get a 4k and miss pipping by the slimmest of margins if the game went too fast. So the difference is not arbitrary in the least and I wish people would learn the scoring system proper so they'd at least stop saying that.

    The differences between how many kills and hooks you get versus whether or not anyone escapes through the hatch is pretty severe.

  • @immortalls96 said:

    So rumors are spreading that the demi gorgon may be nerfed..well..its more than rumor now isnt it? Increased cooldown on his lunge..but there is also rumor of more happening..including slower teleportation

    ..tell me devs..why is it you've taken a stance on "just apply pressure" when 1 by one..killers new and old are being stripped of map pressure and chase tools? And why is it..we cant get perks that'll actually be impactful enough to help with this? Seems rather two sided..killers need the tools to apply pressure against experianced players, anyone can smash a rank 16 barely out of his first few matches ..but anyone who knows where the broken loops are and your forced to take them out or they'll get repeatedly used until you do, not to mention some loops have zero mind game due to how short the walls are..and those same loops cant even be utilized by huntress because the hit box on them is so much higher and there are no gaps..

    Look..I love you guys like frustrating relatives..but things are going to get changed and the power gap of survivor to killer is about to get wider..and even when the changes start coming to get killers brought up to meet it..itll be months of updates likely on 1 or 2 killers max per update..we need something to hold back the storm till then..I'm telling you killers have been very patient but it can only be pushed so far before it feels like it doesnt matter how killers feel anymore..I know a lot feel as I do on this but I'm trying to hope and stay reasonable..but we need something because the roof is leaking and the rain fast approaches

    Just take a break for a while. Have you heard of Civ 6? It's a fun game that fits perfectly in that dbd shaped space in your playlist. Or maybe try Blasphemous or River City girls.

    That is what they want us to do.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/679829#Comment_679829

    I am gonna correct that, Crusher was not put in from being too powerful and to difficult to balance

    Now you're splitting hairs. Something being too difficult to balance is typically too strong to begin with.

  • Legion has the power to give survivors ever lasting Borrowed Time and get nerfed because every new killer is going to share in their mechanics. There isn't a single thing unique about Legion anymore other than being a killer who can vault palettes.

  • @Alice_pbg said:

    What is this?

    It's a power icon for a scrapped Killer called the Teacher. The teacher was a killer made during the early design phases of the game, but never made to the actual beta or live game. It still has files in the game though. Another killer they thought about making in the early days was called the Crusher who would have had the power to destroy terrain, but they deemed that too powerful so scrapped the idea pretty quickly.

  • @Lithuanian said:

    1. Ds can now trigger twice per match (per 2unhooks) (if miss skillcheck it still works next time)
    2. Ds does not activate if grabbed from locker or window,pallet.
    3. Once all generators are completed Ds no longer work at all (if have ds before all gens activated then it gets disabled once generators are completed)
    4. Ds is now 80second perk
    5. Ds is DEACTIVATED when another person gets hooked.

    What do you guys think? as a both rank 1killer who doesn't tunnel but gets ds'd at the exit or when someone forces me to pick them from locker is dumb and as a rank 1 survivor which now will make ds a anti-tunnel perk with this change for sure

    If this were to be an actual change made killers would shift to pure slugging builds and down the entire team before hooking anyone. Even if you kobe you'd just get slugged again and since the bleedout timer is roughly 4mins and you're wasting 80 seconds of it on the floor you're just gonna see yourself getting pretty close to bleeding out on the floor. What fun the game does have will be gone.

  • @Kilmeran said:

    @ReikoMori I knew every one of the killers you mentioned. I was born in 1972, and well remember the original My Bloody Valentine as well as Sleepaway Camp. :D

    Wife and I also enjoyed both Collector films.

    With that list, I'm shocked you didn't mention Three Finger from Wrong Turn.

    I always forget to mention Wrong Turn. Another good one is The Hills Have Eyes.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/678305#Comment_678305

    Really the only big one from that list is Chucky and that's debatable. I'm talking about the most iconic slasher characters. Freddy, Jason, Ghostface, Michael, Leatherface. Those would be my top picks. And most people would know those names before knowing any you listed off. I don't even recognize half of them. Again, Chucky is debatable, mostly only because I doubt they could put him in the game realistically.

    Art the Clown is a current thing on Netflix that started out on the All Hallow's eve anthology. He uses saws, syringes, guns, a chain with sharp things imbedded in it to whip people, and has supernatural powers that allow him to survive lethal wounds and teleport. He may also be a demon.

    My Bloody Valentine had a remake in 2009 and the original came out in 1981. It has a decently known iconic status for being a slasher film that shifted focus from teens to twenty something aged adults. Uses a pickaxe to kill people

    Sleepaway Camp is cult classic that is also a meme in the genre as the movie is pretty goofy. Kid kills other kids through different means, but the film's iconic scene is the ending where they are holding a kid's severed head and knife. Though it isn't iconic for that specifically. This is also where the film reveals its an old meme.

    Pinhead is who people thought the upcoming chapter was going to feature. He's the villain in Hellraiser.

    Puppet Master is a franchise that defies common explanation. Just give it watch.

    Red is from the second Jordan Peele horror movie Us. Its relatively new, but more slasher centric than Get Out which was his more science horror film. She has a pair of golden scissors that she stabs people with and is the leader of a clone revolt.

    The Collector is from his own two film franchise of the same name. He is advanced Trapper and stuffs people who wants to "collect" in a travel trunk. He's obsessed with poisonous insects and has the ability to trap all the windows and doors of a home seemingly in a instant.

    The Look-See is extradimensional being that warp reality and kill by many methods. It also picks one person to be its herald or slave.

    Driller Killer is a guy who kills people with a power drill. The film itself is a Black/Dark comedy.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/677015#Comment_677015

    While that's makes sense. Jason isn't hooking people based on his own free will. He's forced to do it. I think really he's the last known popular slasher that isn't in the game, so I can't wait for him.

    This game doesn't have Pinhead, Driller Killer, The killer from Sleepaway Camp, Chucky, any puppets from Puppet Master, Art The Clown from Terrifier, Red from Us, The Collector, The Miner from My Bloody Valentine which is iconic. I could keep listing cult classics and other missed icons. #########, if you want really deep cuts then you have youtube stuff like Crypt TV's the Look-See.

  • @Sackboy123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/676778#Comment_676778

    I thought the reason that the game owners couldn't get a specific Jason without authorization because of licence issues? So that's why i thought each film had its own licence and creator to it

    The franchise as a whole is one singular license. Illfonic wanted to add more content to the game, but the license holder for some reason pulled out of the established deal they already had. So when he pulled out of the deal they were effectively forbidden to add anymore actual content such as new Jason variants, counselor variants, and maps. Since their entire game is built around the license and they suddenly got access pulled it left them in a situation where they can still sale and maintain the game, but not add new content to it.

  • @Tensor said:

    What do people think the odds are of ever seeing Jason in DBD?

    For this, I am going to ignore the similarity with the trapper ((As we have Leatherface and Billy) the same would apply if we got Pennywise as we have the Clown).

    F13 the game has all the legal ***** that happened. But perhaps Behavior could get an arrangement with both parties involved?

    If so, what would you like to see as powers/perks (They do not need to match the F13th the game ones)

    0% even after the legal issues between the writer and Illfonic are settled. That license has always been hell to deal with and now that a company has been burned legally by the license owner its going to be persona non grata. Actually, I think the legal stuff has been settled, but still that license is not worth the risk after seeing how it killed its own game. No one wants to run the risk of someone getting antsy and wanting the content pulled.

    @Sackboy123 said:

    What about Remake Jason? There has to be a licence that the Originals and the game doesn't have?

    All the Jason films pretty much gotta go through the same license holder. It isn't a public domain property where you can just do a remake and that remake is yours. You're actually looking at a lot of dense copyright law that prevents that from happening. If you could just do remakes of a thing and then have that thing as standard practice without the original being in the public domain....People could start remaking Disney films and flooding the market with Wizards of Waverly Place knockoffs. Or Predator films that have nothing to do with the other films, but still bill themselves as legit.

  • @gcardoso said:

    if they managed to make friday 13th playable with bots i cant seem to find the problem with this one... if it would be worky ? it would , but at least people that bought the game and skins wouldnt be so afraid the game die and server shutdown and all the time and money spent was gone for good.

    The reason this game doesn't have an offline AI vs Player is because the game doesn't have the gameplay to support it and AI can't be programmed to act the way players expect them to act.

    Friday has a lot of things you can build engaging and effective AI logic trees around as well as extra scripted scenes. DBD barely has one objective and that objective has no dynamic components to it and AI aren't going to loop like actually players do. They've talked about this before. That offline/single player mode would be too different than how the game actually is and don't want to commit resources to something they can't make feel as good as the actual game.

  • @sweaty_ace said:

    Why do survivor lose items and blood points for the killer dcing. This feature is unfair and outrageous this honestly shouldn't be in the game.

    If you are losing items then in most cases it is because you're the one experiencing connection drops. Now, the game may say otherwise, but it is more accurate to look at other things happening. Killers dcing don't drop your items or zero out your bp anymore. The only chance of that happening was in the past if a game started, but suddenly dc'ed everyone or crashed them back to main menu. That is one bug that has been fixed so if you're losing things then you've probably desync'd very hard and the game booted you, but doesn't have a prompt to tell you that.

  • @grtf47 said:

    so when I am looking at him for more than 5 seconds, I still can break him out oh his stealth. Sometimes I can but mostly he can stalk me while I look him and while I am constantly looking at him. To me he is an instadown Michael and it seems that I can barely counter his power. I thought he can only stalk when I can see him

    This is a common misunderstanding. Ghostface can stalk you as long as he can reasonably see you. You looking at him doesn't make him stop stalking it just tells him he needs to move or be broken out of stealth. When he's out of stealth he can no longer stalk. To break him out you need to have him within 8 degrees of center in your camera.

    The issue comes is that mechanically this is highly inconsistent in many situations. A lot of players can almost instantly break his stealth, but a lot of others have issues with it. You can still break his stealth at weird ranges and angles where you can't see him as well. If you're standing there trying to break his stealth he will still be stalking you and depending on his build and if he is leaning or not you may not break him before you become exposed.

  • @βLAKE said:

    There is a tool by NVIDIA called, "NVIDIA Freestyle" its a software that allows the change of brightness and contrast in games through software tampering provided by NVIDIA. My question is, could you get banned for using this?

    You can also use ReShade which is even more expansive in options. By design the game isn't built to check to see "Oh is user X using an nvidia card? Log if settings are outside of the my parameters!"

    At that point you'd be policing things you have no true control over and possibly punishing someone who most likely just has poor eyesight.

  • @SquidFacedMan said:

    Just as it says on tin. It seems a bit daft that she can do this without it being telegraphed.

    Perhaps speed up her limb shaking idle animation by 3 or 4 to give it a more horrific juddering appearance like she's having an "out of body" experience.

    She has a tell to begin with. When she is standing still and starts to phase her hair stops animating and then resets to the beginning of its animation cycle.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/666973#Comment_666973

    It counts as a basic attack towards perk like sloppy butcher, third seal, save the best for last etc.

    Frenzy attacks are not basic attacks. They score as frenzy attacks and proc perks that just says hit a survivor. They don't proc things that say basic attacks specifically like Noed for instance. It also doesn't give MoM stacks either because it isn't a true basic attack. Frenzy attacks inflict a unique state and the game counts them as ability hits for the devious scoring category. If Legion's frenzy attacks were actual basics then they'd be able to use the exposure effect to an very high degree.

  • @remember_me88 said:

    Does this work with a Toolbox too?

    I cannot see any speed changes while using a toolbox

    It does work with toolboxes. I believe the boosts in repair speed are additive though, not multiplicative. Also, I think there is a limit to how fast the game allows you to repair a generator. Like, I know for sure that we have an efficiency curve that applies to the repair speed when more than two people work on a single gen.

  • @Redcum said:

    It's very possible, although I doubt we'd be getting Pennywise from the movies as it doesn't fit lorewise. Maybe making Pennywise a husk of the Entity.

    Yeah Stephen King is highly involved in his licenses. Ever since he got burned in the 80's. He's know to have an issue with people bastardizing his works like that. On one hand it is the reason why his content has been done so well in film form. On the other hand it is also why we get large spans where people don't want to deal with his license.

    I think Fortnite, even as colorful and goofy as it is, works because they can craft an event that easily showcases the extent of Pennywise's lore and powers. DBD is much more limiting as it everything sort of needs to bend to the Entity's will.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660917#Comment_660917

    You can still get WGLF tokens by taking hits, which would be rather common for attempting unsafe rescues, as you will likely get hit, make the save, then go down, 2 tokens and if the killer decides to hook you right away (which they almost always do at low ranks in this scenario) you just got 3 tokens in 5 seconds.

    The problem at low ranks is no one saves. NO ONE. You just sit on the hook and die because people are afraid to save. Beginners might not always get a safe rescue, but they will at least ATTEMPT the rescue. It pushes them to take that risk. Once they do it right and see "oh that's how it works" then they can more consistently make safer rescues.

    Like I said about Prove Thyself/Leader... survivors don't do gens at low ranks, and they especially don't do gens together. The moment, and I mean the EXACT FRAME where a heartbeat can be heard low ranks will run off. You will hardly every get benefit from these perks at low ranks because other survivors won't cooperate.

    As for DH, yea it's not very beginner friendly but if you use it like an on-demand Sprint Burst that's still going to help in a chase, which is where newbies have the most trouble, and again no perk will help them here. If anything, you want to get DH for when you play the game more and such that you can make full use of it. Hence why I said David is the best starter because WGLF automatically puts him above EVERYONE. It encourages good habits and can make the grind way easier. DH is more of an icing on the cake than a reason to pick up David.

    I'm sorry, but I just strongly disagree. You have better chances of getting people to do gens than make saves. Also, you almost never see WGLF getting 3 stacks within 5secs. Something like that requires the that the new player make the save, then body block you, and that both the safe unhook and protection scoring events proc. We know exactly what makes safe unhook proc and how long it takes. We've spent literal years body blocking each other only for the protection even not to work properly.

    When I think about what is best for beginners I think about what can be used to make them learn and do the core objectives of the game. Prove Thyself, Bond, and Leader teach them the core concepts of working as a team to complete gens. WGLF teaches players to take calculated high risk/high reward actions. I find it more important to teach them that making saves is just as important as doing gens before you introduce a bonus incentive to the concept. We've watched it happen in the past with the older version WGLF. People at low ranks ran it and weren't learning to calculated risks. They were just obsessed with getting stacks. Even with the game dictating safer play to get stacks people will still show more concern for the stack than the player. If they even get a tinge of a feeling that they can't get the stack they will not go near that hook.

    Another thing I would add is that new players don't know how to bodyblock and are too scared to bodyblock of their own free will. The moment they think they're in danger they take off in any direction that doesn't have a chasing killer in it. You have to literally force them into bodyblocking for you. At that point though the only thing that comes out of it is mistrust and a potential dc.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/660907#Comment_660907

    I get what you're saying but I think you misread the OP. They're proposing a 5th perk slot for killers only. And I wasn't saying that killer perks are more powerful, I said builds, which includes base powers.

    What OP is proposing is a significant buff to killers. Killers don't need to be buffed as far as queue times are concerned, because the balance is already off, and even more people would play killer rather than survivor if killers were given such a huge buff. So yes, it would affect queue times, but I'm guessing you only said that because you didn't realise we were talking about only killers getting more perks and not all players.

    I didn't misread. I just can't think about certain types of changes in the mindset of killer only. Doing this with only killers doesn't make the game change very much on paper imo. It just becomes a dedicated Ruin slot which arguably already exists. Any other perk outside that isn't exceptionally great. My position hasn't changed much from when people first started suggesting the idea years ago. Only thing that changed is that killer perks and powers got much more conditional and far less universally useful.

    Adding slots, but still having killers unviable in their base kit means the outcome isn't very different from what we have now. It would make Nurse, Spirit, Hag, Billy, and Myers substantially better, but they are already good to begin with. It does less than nothing for say Legion or Leatherface. It just gives Doc an extra meme slot, etc.

  • @thesuicidefox said:

    He has WGLF and Dead Hard. You really don't need anything else especially at low ranks.

    Dead Hard isn't as beginner friendly as it seems and WGLF requires people to be smart and low rank rank players make more hook farms than safe saves. So it isn't as if they are going to get the value out of the perk consistently enough.

    The best beginner survivor is Dwight. Dwight gives you perks that incentivize learning the key portions of the game without making you take a lot of risk. He offers prove thyself which gets people to do gens with other teammates. It has bond which can help new players keep track of and understand when they are getting too far away from the team. It also has leader which means that while they are still basically playing buddy system in low ranks the other person is getting a boost to pretty much every action they take.

    David, has beginner traps like No Mither, which is just there to make the game harder for more experienced players. Dead Hard is one of the best exhaustion perks in the game. Yet, only when it is used correctly and confidently. You can not panic when you dead hard or you will still just get hit. Low ranks don't have good understanding of running loops and Dead Hard does nothing to teach them. They end up leaning on it to save them when better movement in general would have been better.

    Just like how low rank players don't get the full value out of Sprint Burst even if you explain to them how to do it properly. Kate also has a high tier beginner perk in Windows of Opportunity. Learning map layout improves every other movement based skill a survivor has. Knowing where palettes are lets them learn how to route themselves.

  • @Fibijean said:

    The idea of having 5 perk slots for all characters has been often discussed, but I've never heard anyone suggest it for just killer before.

    Since the start of the game, killers have been balanced around 4v16. Killer builds are more powerful than survivor builds to compensate for that. Just because the numbers are smaller, that doesn't necessarily mean that it's unbalanced. I think a 5th perk slot for killers would make them way too powerful, and mess up queue times even more than they already are.

    It wouldn't really mess with queue times. People will play regardless of the 5th sloth perk or not. In general the addition of a 5th perk slot would just have to be tested. As far as the game being balanced as 4 against 16, that isn't really how the game works in terms of perks. Most killer perks are not stronger than survivor perks, they just affect a part of the game survivor perks usually don't. So, strength wise all perks are in theory supposed to be of equal strength insofar as what part of the game they influence.

    What makes killers strong enough to deal with 16 perks with only for is that they have a base power and increased base stats compared to a survivor. Adding a 5th in my opinion would not help or fix the balance of the game to make both sides more dynamic and competitive. For killers it would just be to have ruin in every build. For survivors it would be to always have something like Wake Up or Self Care. A slot for something that would be useful to you no matter the main build.

  • @Sirbloodninja said:

    Cloak is way to op when the killer is standing still. You should be able to hear his heartbeat when they are cloaked standing still PERIOD. They can just hook someone, cloak and sit there waiting for someone to do a hook save. This is absolutely BS that wraiths can just sit there and not be detected, WTH seriously? And spare me the decloak animation time as an excuse, if they time it right they can insta grab you while you are trying to save someone off of the hook during the save animation and then hook you right away. How the hell is that even close to being fair?

    Because even if he stands completely still his shimmer is visible and even if you want to discount it you've got the de cloak animation. A wraith player has an extremely tight window to do what your describing. It's near frame perfect and highly inconsistent. Players don't bet their game on such a fringe thing. Hearing the heartbeat wouldn't do you any good anyway. TR for Wraith is 32m if I am remembering that right and so that means you'd hear it well before you'd reach a hook.

    At that point you're either gonna back out or make an unsafe save and still be in the exact same situation. Also the Wraith already makes sound during his cloaked state and it is very noticeable if you pay attention. He growls constantly. It is on the low side of audio, but its there. If you listen closely you can tell when he's near your by that growling and best part for you is that it is a directional sound.

  • Palettes have hitboxes that are a bit wider than the actual palette themselves. So it is somewhat designed to hit in the way it does. That said, latency makes the game function inconsistently and that can make interactions look drastically different. The game in its current p2p matchmaking is trying to interpret what the kill and survivors sees best it can with the info packets its getting. So for killers who are the host they look like they've not reached close enough to be hit. For survivors you can appear as if you're right on the edge of the palette.

    The game tries to sort out the discrepancy by going with a sort of middle ground response. That could be having the killer stun or the palette just drop early with no stun. It's also the same with getting hit through a palette drop. The game is trying its best to sync up to slightly or drastically uneven moments of interaction.

  • @Bravo0413 said:

    Imho I feel shes perfect (asides for prayer beeds... they can be reworked into something else) .... but I come with this idea because some of the community are frustrated with her so what are the thoughts of a burn for Rin?

    I truly dont want her base power being put under the knife because well.... things are just never good afterwards, they just go straight to fooking D tier after visiting bhvr nerfing room

    Burn's a bad call. It gives people an easy out from the mindgames of Spirit if you bring or find a flashlight. I don't think that is particularly fair to the Spirit player. You could make the argument that Nurse has a burn and doesn't suffer from it. Yet, you also have to take into account Nurse doesn't respect terrain and by default is much faster in blink than Spirit is in phasewalk. Considering a lot of mindgames with spirit happen at jungle gyms and palettes and consist of calculated moments of inaction and flicking between phasing... Giving someone a burn would be less than optimal.

    We've seen how burn works against Wraith. A team who just favors flashlights for everyone tends to nuke Wraith quite a bit or at least in the past they did. I'm not up on current day Wraith nuking stats.

  • @SpitfireOrMichina said:

    Do it.

    Back in 2016 when survivors used to break all the hooks to grind the game into a forced win for themselves killers slugged until bleed out. Around the time instaheals were added to the game killers began using extremely oppressive builds that would cause games to take very long times to complete. There is pretty much every doctor player ever whose sole reason for playing the killer was to burn a Game map offering. Then make it so you'd never complete a single skill check, snap out it, or made your way to a hook. There was the release of Leatherface and everything was just Insidious Bubba's Basement.

    Remember when Trapper could set traps directly under your feet and break the audio? That was a hellish time.

    Other the other side of the fence. 2016 Survivors nearly killed the game and established a mode of play outside of what the devs foresaw, but not outside the boundaries of they would allow. Pre-Ecg hostage taking which was a years long bout of toxic behavior. Survivors carry a large portion of the blame for the death of Legion. There was Ochido and his horde of fans who actively went on a tear till getting banned until they bypassed by simply buying the game again until ip and mac address banned.

    This year specifically, killers aren't any worse or better than they were at any other point. What's change is that in general more and more killers aren't respecting house rules or putting up the stress that comes with playing a role that most killer characters are not adequately equipped to handle once you trend into green ranks and higher. Most content creators, streamers and youtubers, will tell that they don't want to play killer because it is more stressful than fun. Now, we've got our dedicated killer main creators, but even they're starting to get worn down. Generally, the game is worse which means players will be less inclined to be friendly which translates into bad experiences for everyone.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/656669#Comment_656669

    I was hit by something called "DNS server amplification attack" this attack fits the description of my experience and the aftermath of the attack. So i have no doubt anymore that i was DDoS'ed.

    I live in Norway so im not sure how to report this. Tried looking it up but only get news articels and foreign sites. I've experienced DBD crashing before, but never like this (except one time which i also believe was an attack). And my internett is above excellent so that the crash affecting my router and DNS servers is highly unlikely. And as i said the timing was just too perfect for it to be a coincidence. pluss the above statement.

    I find it unlikely that you specifically were hit with DDoS or DAA. Hitting a singular computer with something like that is a bit of a tough sell. Also you're the killer so you're the host and would never take in more traffic than your sending out to the other players. Hence why killers tend to be able to manipulate the game state by manipulating the latency. Since you experienced such a hard lock up and crash I'd be more inclined to say your rig and network just experienced a chain of failures. There could have been a moment where your isp or the backbone server experienced an unnaturally high volume of traffic.

    Even then I wouldn't automatically attribute it to an attack as there have been drastic increases in net traffic with the release of WoW Classic which is worldwide release.

  • @n2njauwu said:

    its kinda meh that survivors are just skins , it would be awesome if every one was better in sth , or like in friday 13 every survior has strong and weak points , thus making it more interesting to choose them. because every player has his own style and that how he likes to play . one likes to run , other like to hide . 3rd one like healing etc.

    Like idk maybe make for a good start sth like this

    Dwight repair generator 5 % faster but he breathes and his grounts in pain are louder because he is scared ?

    Meg - her exhaustion recover faster / or vault faster but she repair generator little longer

    David king ; after getting hit he has 3.5 second of invincible speedboost instead of 4 or sth else but minus is that he heals other slower

    Claudete - heals other faster and is more stealthy but she has longer exhastion

    The possibilities are huge , i made this in mind in like 5 mins and imagine if devs and community who gives idea thought about it for a longer .

    It would be nice to see something refreshing in survivors and it would be even more worth to buy dlc survivors .

    There was hope that the game would have become closer to this idea around two and half years ago when the pool of perks and survivors were much smaller and the optimal strats for gameplay were set in stone. Yet, the game didn't ever evolve into that sort of nuanced route because the game play just doesn't support it. Meta survivors with meta perks would just be more work to balance. Then if survivors get unique skills with effects on the games in addition to perks then killers get put in a position where they need to start looking at base kit increases or a 5 perk slot which throws the balance right in the bin.

  • In my opinion Mettle of Man shouldn't have been added to the game. There is never going to be a healthy balance with a perk that punishes a role for trying to do their job. The devs are about to potentially do this again with Demogorgon and Mind Breaker. Back to the point though, MoM only working off protection hits isn't good because protection hit scoring event is very unreliable and there are a lot more situations that make it more advantageous to not body block another survivor. Yet, we obviously can not go back to just any hit working for as then you're punished super heavily for playing the game.

    Honestly, any version of this perk shouldn't be a thing. We should not be putting in endurance perks or exhaustion inducing perks that happen as a result of people doing their key objectives.

  • Before you try to file a ticket, you would have needed to report them in game first. Secondly, if you don't have video evidence it is going to be very unlikely anything will happen. Hence, why a majority of bannable offenses go unchecked?

  • @Janick said:

    Hello

    Would like to clarify one aspect of the next killer, but game development is not just about making what you want, unfortunately.

    For reasons that I will not go into details, the navigating the upside down effect was not possible, so we decided to not use it. Its not because we didn't want to have it...

    Thank you!

    I get it friendo. Making an extra map that effective sits on top of every map is prohibitively expensive. Not to mention there is probably so juicy Netflix storyboards for season 4 that would basically be spoiled if you could just do it in a game. I was just looking for to killer whose power be blood tracking related. I'd be moderately willing to come back to the game if I could get a really interesting killer design that has a power that just naturally works with the gameplay flow. No charge times, no trap setting, no reloading. Just a power that I can turn on and off smoothly or I hit the button get a different effect outta my basic attack when I hit.

    Smooth, seamless, and non intrusive. Something that just works consistently if you play well and helps me to help myself.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/646435#Comment_646435

    Actually SWF was always planned for the game since the start - they've said so multiple times on the Dev streams. The game wasn't BALANCED with it in mind. But you cant say it wasnt made with it in mind...

    If you don't balance around a feature you're wanting to add to the game then it is by definition the game wasn't made with the feature in mind. Inaction in the planning and development phases to actively include balancing measures for a feature that could very easily tip your game ass over tea kettle is bad design.

    So, let me ask you this: Are you defending them on the basis that added a feature without prior planning past just having it in the game? Or are you defending them on the basis of they knowingly made a very sloppy design choice from beginning to not have SWF be balanced in any way?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/646526#Comment_646526

    This is what I found when briefly reading up on the Demogorgon on a ST Wiki:

    "The Demogorgon is able to move between dimensions. It enters Hawkins repeatedly by creating temporary tears in space-time. The resulting portals resemble necrotic wounds."

    That seems to run very contradictory to what you are saying.

    Watching the show doesn't make that very apparent as they never explain how the demogorgon works on screen in terms of monster they are facing. They explain it in terms of the Demogorgon, the D&D monster. Visually, whenever you do see it trying to come into Hawkins via Will's house it seemingly can't push through the dimensional wall. It acted as if the barrier wasn't thin enough to tear.

    When Jonathan and Nancy are in the woods though, Nancy finds a hole in the base of tree where you can clearly see the membrane separating Hawkins from the Upside Down. She's actually able to crawl through into the Upside down. In season 2 it still wasn't apparent that the demogorgon was MAKING the wounds itself as they show that Eleven's power is responsible for the big wound in the lab which extended all the way underground. Season 3 you don't even seen a demogorgon till the very end. In that season they show that electromagnetic beam emitters are capable of forcing a rift open.

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