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Rogue11

Rogue11

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Rogue11
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  • @bm33 said:

    I wish they'd give other characters more cosmetics. Also wish they'd stop with the asymmetrical clothing too, it's so ugly.

    I'm happy Kate finally gets something that isn't cells only, but for real, the asymmetrical clothes. Those pants are a disaster.

  • Impossible, i was informed those problems were solved forever.

    6pl1o5.jpg


  • image.png

    "well I never play Blight, but the rift challenge shouldn't be too hard. MMR will give me average survivors since I never play him and hardly play killer in general..."

    Between this and solo queue, idk if I want to bother trying anymore.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109995#Comment_3109995

    Wait, wait, so you actually want the devs to decrease gens to 80 seconds again, and then keep perks like thana pre patch as strong as they are?

    How does that make any sense? Then you just makes killers way too dependent on slowdown perks again. Dude that just messes with my brain right now.

    Why wouldn't you want to add some of the power that slowdown perks has to the basekit, and weaken the slowdown perks? That's how you actually achieve some more perk variety. That's also exactly what the devs wanted to achieve, so of course they are not going to revert the gen times and then the Thana nerf.

    Let's say there are two version of DBD, one with 80 second gens, and one with 90 second gens. And then two version of Thana, both increasing gen times to the exact same amount. So no matter if looking at the version with 80 second, or that with 90 second gens, Thana would increase the gen times to the same amount.

    Would you actually prefer the version of DBD that has 80 seconds of gens, which means gens can go even faster without slowdown perks, but with slowdown perks like Thana gens are the same as the version with 90 seconds? That makes no sense to me, because that just means slowdown perks are by far the most viable, and potentially only viable picks. It would make killers just much more dependent on slowdown perks, because with them, gens would be slowed down to a noticeable amount of time, but without slowdown perks, gens would go too fast.

    Meanwhile, in the version with 90 second gens, people are more incentived to pick other perks besides slowdown perks as well.

    As if every killer isn't running 3 slowdown perks and 10 stack STBFL anyways...

  • There's no way in hell they can cram 7 gens into half the current map. It can already spawn 3 gens on the west wing upper floor all along one hallway.

  • I wonder, if there was a way to start a brand new account as a relatively inexperienced survivor and guarantee 35 escapes in a row before MMR rose to a point where killers could stop you, would people feel the same way?

  • Why not just nerf the percentage per stack to 3-4%? It would end up close or slightly higher than previous 4 stacks on 80 second gens (around 102-107 seconds vs current 115).

    And it wouldn't be garbage on all but 2 killers...

  • Has MoM or Pig been nerfed more? (Probably Pig)

  • Imo it should be a flat 3% per stack as this would put it back to where it was with 80 second gens at 4 stacks. 102 seconds for a solo gen vs 115 currently.

    And it wouldn't be useless on all but 2 killers...

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/338372/this-is-the-2nd-time-in-dbd-history-where-we-gotten-a-gain-loss-of-10k-12-182

    Ugh - please stop quoting player numbers directly after an anniversary event that temporarily brought in a ton of players. You have to wait at least a month after the event ends to see if the numbers stay stable after the event ends or if they continue to fall. I’m not saying that there might not be a drop in the baseline number of players; I’m saying it’s too early to tell.

    With that said, I agree with the other comments above about lack of motivation to play due to the BP bonuses being removed. Each match feels incredibly unrewarding and I have been playing less because of it.

    If you look at the numbers from every previous year, there really isn't a huge drop off in July right after the anniversary event. Even last year, it increased in July. The two massive drops were following midchapter patches that a large number of players hated. MMR last year and the current update.

    They might go back up with the 2nd RE chapter. Capcom really should be considering another asym game with how their license has basically carried DBD for the last two years.

  • Well, they tried...

    image.png


  • Vigil makes the broken status wear off faster so you can heal up sooner. Inner strength would let you heal as soon as the broken status wears off. Teammate aura perks help you see wear chases are happening so you can try to set up to use it. Maybe throw on an exhaustion or stealth perk to get away if you end up taking agro? Exhaustion would also synergize with Vigil.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097962#Comment_3097962

    You can't use it like a gps because there is a cool down on the perk after you throw a pallet or hit a window in a chase it's not just a constant aura reading

    It used to have a cooldown. They removed it months ago so it's straight up Google Maps now.

  • I find it to be the most boring perk to face as killer. You can tell when you chase a Kate and she just uses her GPS to pre-drop pallet after pallet in perfect sequence. Sometimes they're actively hurting the team by wasting resources early, but it's still incredibly annoying to deal with.

    Just because it wasn't highly used doesn't mean it was weak and needed buffs.

  • @SensualShamus said:

    I think it's time Behaviour looks at refreshing the survivor items. Maps are pretty much pointless now - nobody uses them. Keys are pretty ineffective too now so we could do with less of them.

    Basically I feel that they should just get rid of several items and offerings. My inventory would make a hoarder proud, so much junk that will never be used.

    I really think a new sabotage toolbox should be introduced. My favourite build utilises the sabotage feature, except there's only one toolbox (Alex's) suited to the build so I rarely get to play it. All the other toolboxes are suited for repairs. I'd like a new one, possibly to replace the Mechanic's Toolbox.

    I know I'm talking to a wall here but that's my take.

    Yellow toolbox with a hacksaw add on makes for a solid sabotage build. I wouldn't mind the green Mechanics toolbox being reworked as its just bad compared to Commodious for repairs. Maybe rework it as another sabo option.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095676#Comment_3095676

    Yeah about that... The 0,5% difference between 80 seconds and 90 seconds is... drumroll a whooping 0,45 second increase.

    If all 4 survivors are injured and everyone stays on his own gen then the total increase from the 0,5% buff is: 3,8 seconds.

    115 seconds with 4 stacks of Thana vs 100 pre update is a huge buff. Doesn't matter if it's baked into the base gen speed or Thana. The combination is way stronger than it was before.

  • Even hockey has the blue line to prevent camping the goal

  • Because dead hard was the only thing changed in the patch notes last week, right? Right??

  • download (1).jpeg

    Forever Legion, Nurse, Forever Legion, Nurse, Forever Legion. Hey where'd you guys go...?

  • Multiple new perks came out in the last year or so that have a strong synergy with her power.

    The bug fixes made her more consistent.

    They saw fit to buff her strongest add ons and give her a less strong but still annoying 3rd blink add on.

    They massively buffed killer base kit which pushes her even higher.

    Could just the me but it seems like more people have learned to play her to the point of being proficient enough to slaughter most solo queue teams.

    Idk that's all I could think of for possible reasons at the moment.

  • @Agt_Scully said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091453#Comment_3091453

    In the words of Luke Skywalker, "Amazing. Every word of what you just said was wrong." The game has been out for over 6 years, casual players have had plenty of time to form an opinion, and DBD recorded over 50 million players in March 2022 when school was in session, without a rift, no new skins, and before the anniversary.

    Nice quote from the worst star wars film.

    The patch has been out less than a week. Lots of people only have time to play once every couple weeks so haven't had a chance to check out the new update.

    Lots of people also log in when a new update hits, causing a temporary spike in steam chart numbers.

    I only pointed out we won't know how this update has gone over for a few weeks at least.

    The only thing I can say for certain is my killer queue times have increased dramatically and survivor queue is instant at all times.

  • Too short of a span to say. Lots of more casual players probably haven't even played the update to form their own opinion. As for me, I'm suffering grinding through the rift and then dropping the game for a few weeks.

    New rift, AoT skins, coming off the anniversary, summer with schools being out, all favor the game having high numbers right now.

  • Intact compared to what it was a week ago? Not even close. Intact as in still usable? Barely. It's somewhat helped by the fact most killers, myself included, aren't expecting people to actually be running it all the time now. But even so, if the killer is paying any attention, you'll probably only get one use out of it, so the other exhaustion perks look stronger.

    I think it could be buffed to .75 seconds without being broken. Really could've stayed at 1 second after they added the mend status negating endurance condition.

    My point was, leaving broken perks available and asking nicely for them not to be used isn't effective.

  • @Tsulan said:

    Is this a new trend? Killers complaining about easy matches?

    Maybe switch your loadout and go a little easier, so everyone has some fun. Just saying.

    Because leaving Dead Hard intact and asking survivors politely to use a different perk worked so well?

  • Face camping with STBFL should be a "conspicuous action" for killers.

  • The counter to stealthing survivors is camping. I don't think we really need more of either.

  • @crystalkitti said:

    Do the physics work in menus? I don't think they do.

    (I could play a game as Kate/Jane to test, but I was just playing them earlier and I recall even making a comment about it. I don't think it's broken, it just doesn't show in the lobby/store.)

    I haven't noticed if Jane is bugged too. Kate is definitely bugged in matches. Not to mention, she has like 20 other cosmetics bugs that have been in game for 6 months or so. Money well spent...

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080680#Comment_3080680

    2 days ago survivors had 5 minute queues. Just give it some time and play the role with the shorter queue.

    Two days ago the BP incentive was bugged giving survivors double points all day. We now have two days of no unusual incentive to play one role, and it's clear killer queues are slowing down. I haven't had instant survivor queues in the evenings like this since maybe the Pinhead release (no new survivor).

    It's rough out there for survivors and I don't blame them for dropping out.

  • Dirty secret about "buffing solo queue". It won't help. No amount of information, UI, elements, hand holding, etc., will make the claudette stop hiding in a corner or cause a trolling teammate to turn helpful. Such a system would only serve to destroy what little horror atmosphere the game has and ruin a bunch of killer stealth perks/powers.

    The biggest reason solo Q fails is it depends on a garbage mmr system, and the chance of said system actually grouping 4 survivors of similar skill is incredibly low.

    I play with friends often but without comms. We are essentially playing "solo" together. We rarely even tell each other what builds we're running. We tend to have decent matches, not because we coordinate our builds and comms, but because we're all reasonably good survivor players. This is the true advantage that swf offers. Escaping the mmr hell random box of chocolates teammate lottery.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077296#Comment_3077296

    The day of the patch release survivors had long queues and killer was instant. Right now it's inconsistent.

    But if survivors were really dropping the game in masses, then queues would be considerably longer.

    The day the patch released, the matchmaking incentive was bugged to give 100% bonus to survivors regardless of queue times. And that bonus was stacked on top of all other bonuses. People were getting like 200k matches lol.

    I'd say queues tonight with no unusual BP incentive are a more useful metric.

    Maybe everyone decided to grind their killer rift challenges tonight and it will go back to normal tomorrow. Guess we'll see.

  • @Tsulan said:

    Doom post number 547936.

    Where did this break the game? Queues haven't changed for both sides since before the patch.

    My survivor queues went from several minutes during evenings pre-update to instant tonight. Can't say without hard data but it's very unusual for my region.

  • have noticed gradually all her cosmetics have acquired this bug. i think it's happened a few times before

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074332#Comment_3074332

    Nurse has strongest power on game and she does not has to work for it so why should oni has to work for his power.

    Nurse is grossly unbalanced and needs to be nerfed/reworked accordingly. If Oni had his power all the time he would be stronger than Nurse. Oni is balanced aside from the current blood orb bug. Nurse is not balanced.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072588#Comment_3072588

    Good survivors will pre drop every pallet and play very safe to delay the first hit so he needs something to deal with that.

    Good Onis are unstoppable once they get a slight amount of pressure and start snowballing. If you're going to hand Oni the strongest power in the game without having to work for it, survivors need something to deal with that as well.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/335414/killers-dont-even-bother-going-after-other-survs-after-a-hook

    I think the synergize of old 2nd chance were really strong. You pass by a BT, then a DH, then you have to eat DS or they will use Unbreakable, which was 3 layers of protection.

    Now, DS is useless, which no one use, which you cant make Unbreakable play (lose 1 layer), DH is dead now (lose 1 layer, not that I complain, DH hurts fair play killers more than tunnelers)

    Tunneling is soften if no one have any 2nd chance, but easier to hard tunneling now. All survivors have now is the stronger BT version.

    And tunneling was still meta even with those perks...

  • Trying to stay positive...

    6nb2g6.jpg


  • @Asura said:

    Agreed. In endgame, in the row where you display the character name and then player name, could you make it so that it's two columns that way the names of all the players are aligned.

    Currently it looks like this:

    Meg Asura

    Dwight Asura

    The Legion Asura

    --------

    Would be cleaner if we could get it to look like this:

    https://us.v-cdn.net/6030815/uploads/MQXTG0UT1SVZ/clean-naming.png

    --------

    Those are my 2 cents.

    This would be much better.

    I've seen small print on prescription drug ads that was more readable than player names on this update 🙄

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/335362/did-they-fix-oni

    Oni is still weaker than nurse and blight even with bug so if you want to like play fairly agains't survivors don't play either of those killers. I think this bug should stay and they devs should buff oni even more starting with his power would be good start.

    it takes 2 whole M1 hits to get his power. why does that need a further buff? building even the slightest amount of pressure with a hook and another injure makes it easy to chain his power for most of the match.

  • "That locker was clearly spinning to abuse auto aim. You all saw it..."

  • So my entire rare item and add ons can be completely negated by one Pop Goes The Weasel kick? And you can use Pop up to 11 times? That's pretty damn strong too.

  • I would settle for them fixing Claire's face but more outfits would be nice

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063034#Comment_3063034

    If I remember, the outcry was because people were promised that nothing would change. Hitboxes would still function as normal and all would remain good in the world. Then the update hit and hitboxes did not function in the same way and thus there was yet another outcry about more broken promises which, combined with an awful desync, just made for a terrible gameplay experience.

    The hitbox bug was separate from the animation transitions but the devs panicked and removed both. I would have liked to see how things adjusted for a few weeks after the hitbox fix before removing the animations.

    I really liked those movement transitions.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058680#Comment_3058680

    She's not AS effected, correct. But without range. She's just trickster, slinger, booba. Strong chase powers and no map presence.

    She's fine on small maps like coal tower, dead dawg, etc....She's not fine on maps like mother's dwelling, temple, Ormond, eyrie, etc(all examples being basekit and no range)

    Until they fix maps like those. Range should definetly stay. For the record. I don't know why the distance buffs her teleport speed, but I don't think that it should. I don't really think they need drawbacks either. Most add ons don't have draw backs.

    Ormond and Eyrie are both right in the middle in terms of map sizes. Sorry, no, I don't want every map to be coal tower and dead dawg, where a guaranteed 3-5 gen setup always spawns and there are always 7 different hooks within reach.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058391#Comment_3058391

    Uh... you know devs are actually changing base-kit things this time, right? Reduced hit cooldown, increased pallet breaking and gen-kicking speeds, reduced speed boost after getting hit, REDUCED GEN SPEED and small base-kit BT are all going to make some difference, more than the game received in a long time.

    They changed a few numbers but nothing that will change how the game is played. Survivors and killers most effective playstyles remain the same. Well, except there might be more face camping since it got like 3 buffs. It will just be different perks used to achieve the same effects as before.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057858#Comment_3057858

    people have been complaining that the meta has been the exact same for 5 years

    Now people are complaining that their favorite meta perks are being changed

    like jfc people, what more do you want

    Maybe instead of changing perks that cover for poorly designed core mechanics, people wanted the devs to actually adjust the core gameplay.

    Spawns, map layouts, basement still existing, gens being m1 snooze fests, camping/tunneling being the most effective killer strat but least fun for survivors.

    Not going to claim to speak for everyone, but fixing things like these is what I wanted. Instead we're just changing the bandaids that cover a fundamentally broken core game.

  • I thought the Botany Knowledge change was supposed to be a buff? So in exchange for an additional 1.3 seconds time saved healing a teammate, you go from extra 33% medkit efficiency to -20%. Is there any reason to run that over We'll Make It, COH, or Desperate Measures, outside of pairing it with Self Care? Very meta, much wow.

  • Maybe give a bp bonus, say 25%, when you hook each survivor for the first time? Perhaps tie it to a perk that shows distant survivor auras to further encourage leaving hooks? Nah, that's probably crazy....


    Hook stage timer definitely needs to increase since gen times are increasing. It shouldn't be possible for all 3 remaining survivors to be pounding out gens as efficiently as possible, while the killer can still facecamp one to death and have time to mop up the rest.

    Also need to give a slight increase to unhooking speed, or take back the free STBLF stacks on the PTB and instead further reduce the speed boost duration of injured survivors. This would accomplish the same goal of weakening hold W without buffing camping.

    Also DS has been nerfed enough already and shouldn't have been touched again. It's going to be tunnel city when the update drops.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/333595/rpd-map

    I enjoy it. I've played probably upwards of 100 RPD map offerings since it came out. I love this map and I'm actually sad they're reworking it. I hope it isn't changed too much. Maybe they'll add some new things to it to make it scarier. Overall though I think the map is by far the best map they have made for the game and I'm going to try to use my RPD offerings up before the change comes.

    Same I'm stockpiling my badges. If they ruin it in the PTB, I'll be dumping them all before it goes live.

    in rpd map Comment by Rogue11
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