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Rydog

Rydog

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Rydog
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  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358460#Comment_1358460

    It was because of a tweet by one of the devs of BHVR saying something like „next chapter is gonna bee sweet!“ and including a candy emoji (I still think that was super weird). Also the remake movie should have come out (now postponed to later this year).

    also I think Candyman could very well still come, he wasn’t deconfirmed..

    I think it would make a lot of sense to see a Candyman chapter to coincide with the new film's release later this year. I also think a Hellraiser chapter would make a pretty good addition, though it seems to me that it's a license that could have occupied a thematically similar power set to what Pyramid Head got.

    And I joke about a lot of stuff up above, but a Friday the 13th chapter (or a Hatchet chapter, same difference more or less) would be great.

    And of course I want my CHOPPING MALL chapter!!!!!! 😄

  • If I recall correctly, people were immediately making Pyramid Head guesses based on this logo, on these forums and on Reddit.

    Then again, they also thought it was Candyman, Pennywise, Pinhead, Chucky, Jason, Mrs. Voorhees, Leprechaun, Victor Crowley, Leslie Vernon, Dr. Giggles, Mary Lou Maloney, Matt Cordell, the Breather, Mr. X, Nemesis, Dracula, Frankenstein, Viago, Vladimir, Count Chocula, Frankenberry, and Scrappy Doo.

  • @Best_Cheryl_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358381#Comment_1358381

    I mean her power could be the same as Pyramid Head's since she can control the otherworld and monsters.

    Yes but, why her instead of Pyramid Head, when Pyramid Head is the most visually iconic?

  • @Best_Cheryl_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358115#Comment_1358115

    But thats the problem. Pyramid Head was never the MAIN antagonist for anything he was only a boss battle. Claudia WAS the main antagonist thats all im saying.

    I'm not arguing about who the main antagonist is, I'm arguing over what an average person is most likely to recognize as being iconic and closely associated with the franchise. Scorpion is the mascot and absolute most recognizable character in Mortal Kombat, but no one would remotely consider him the protagonist in any of the games.

    (...now that I think of it, I totally want a Mortal Kombat chapter with Scorpion as the killer, and someone like Sonya or Johnny Cage as the survivor.)

  • @Todgeweiht said:

    If that is exploiting then so is using lerys for scratched mirror myers and the game for impossible skill checks doc.

    Hahaha I can never figure out why people make these weird "bargaining" arguments, especially when we're arguing over bad takes and theoreticals.

  • @SpaceCoconut said:

    They advertised Legion as 4 characters also...

    Why are you surprised?

    Anyone paying even 1 micron of attention saw this coming a mile away.

    Although I didn't expect no new voice for her lol that seems like an exceptionally bad choice for a "Legendary" anything.

    At least male/female Legions have different VOs!

  • This is a rather silly take, it is an item that exists in-game to play on a map that is in normal rotation anyway. The balance is definitely out of whack as you say, but there's a difference between "sucky balance" and "game exploit."

  • These were replaced long ago by the current green realm selection offerings.

  • You joke, but the game sees a huge spike in peak players every time a licensed content chapter drops. They do make a difference for the game's exposure. The problem is that Behaviour is a group of stand-up ball-droppers when it comes to making the game palatable to new players.

    I don't agree with the mindless assertion that "that's all licensed killers are," though. That's just stupid. Every killer is a unique design that they put a lot of thought into.

    And to the OP: Because the licensing deals probably work out great for both sides. Dead by Daylight is part of a larger conversation about the horror genre, license-holders probably get a nice cut, and we all get cool iconic characters that we've known for years. Also, it's not like they aren't already doing what you're asking, because roughly 2/3 of the game's characters are original creations.

  • @Best_Cheryl_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1355222#Comment_1355222

    Well no not at all actually as Claudia is the main antagonist of the third game the one Heather's from and has more screen time in the game than Pyramid Head has in his own games I believe.

    Imagine someone who has, at best, a passing knowledge of Silent Hill. Maybe they played the first couple games a long time ago, whatever. There is a way more likely chance of them seeing this and going "Oh yeah, I remember that Pyramid Head dude, those games were scary." I'm sure you are aware of how this character is one of the most visually iconic things attached to the Silent Hill series, and how this fact would much more closely align with Behaviour's broad audience intentions.

    Yes, this would be like me asking "Why is Leatherface the killer instead of the Hitchhiker?" The Hitchhiker is the catalyst for the events that befall the cast of the original Texas Chain Saw Massacre. He is as much of an antagonist as either of his family members, and Leatherface gained more prominence starting in roughly the 1990s. Someone who isn't deep in the weeds in the franchise knows Leatherface.

    Or, maybe even more appropriate and 1:1 -- if they make a Friday the 13th chapter, why not have Pamela Voorhees as the killer? The answer is because Jason is way more iconic and more closely associated with the franchise.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/161730/lisa-garland-legendary-cosmetic-question

    Nope you still sound like cheryl and are named cheryl its a rip off because whys it a legendary and alissa isnt then? Waste of 15 dollars.

    Seems like an odd choice to not give the character unique VO, especially at such a premium price. It would effectively be a different survivor if that were the case.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357837#Comment_1357837

    Isn't it funny how other killers who have nothing to do with the DLC get these "Bugs."

    This is interesting.....

    @Dead_by_Gadfly said:

    Im of the conspiratorial type, so my instinct is they want people to stop playing billy and buy new stuff. But im weird like that

    This is not how anything works.

  • @GODQueenEvy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357750#Comment_1357750

    Did you select Pyramid Head as ur killer? You need to select him and go to the main menu and do it there

    This is what made it work for me. Very cool!

  • @Deadeye said:

    How long do you need to get to level 15? I mean, you don't have to store dailies or challenges for that, even the BP cap doesn't block you from getting both characters to level 15 on a new chapter. I really don't see a problem with that

    Level 15 on a single character runs about 300k BP.

  • Heh sorry, it's just that it seems like an obvious answer. 😃

    Your friend should have known better. Do they think that just because someone else took the action, they're in the clear?

  • Steam is down for maintenance every Tuesday at this time of day.

  • "Hey guys, is it bannable to level hack and item hack?"

    Ummmmm...

  • @Akhaten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357349#Comment_1357349

    Yeah, that is the way they designed the support feature. On a side note i can understand why they choose this approach. Think about how many players are submitting tickets for camping/tunneling/teabagging etc and saving data to replay each match would require a huge amount of storage, and that's not cheap. So from a business point of view their approach is cost-efficient, not to mention how much time might be wasted to watch legit matches, just because someone didn't accept that he/she lost.

    As a consumer it's not a good system, at all, and they should find a middle ground between your idea and their current implementation.

    It wouldn't be that much storage. I'm not talking about sending video files -- I'm talking about a replay data file, a set of instructions that a replay viewer could load and carry out so that the match could be viewed. Picture something like a Warcraft 3 replay file.

    Also, I'm sure they would still dump bad reports as quickly as they currently do.

  • @Akhaten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357256#Comment_1357256

    You are right to assume that the in-game support feature should provide all data to the CS team (even replay data), but that's not how it's implemented. That is a big difference. From your assumption 3.1 and 3.2 are correct, 3.3 is debatable, 3.4 is not logged by BHVR.

    Apart from harassment offenses (which have to come through the in-game chat) you need to submit proof in forms of either screenshots or video using the support feature from their website, AFTER you submitted an in-game report. For submitting a support ticket you need to provide the Steam ID64 of the offender, and if they indeed removed the possibility of checking the steam profile of other users (i haven't played a match yet) then, hackers or griefers are free to troll since you cant submit any proof now.

    If this is the case, the reporting system is absolutely broken, and the burden is on Behaviour to improve it. If you have to fill out a form in triplicate every time an incident happens, ain't no hackers getting dealt with in this game. Nobody is going to do a bunch of work to report someone.

  • It's very strange that her non-legendary outfits are all or nothing.

  • @Elaindil said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356802#Comment_1356802

    Have you ever reported anyone? They specifically ask for proof. Just a description is never enough.

    This is the way I assume it works, because this is how a functional, actionable reporting system would work in any normal game.

    1) Someone is doing something report-worthy. Maybe they're hacking or exploiting, maybe they held the game hostage, maybe they said something really racist in chat, or whatever.

    2) At the end of the game, I click the thumbs down, select the category, type an explanation into the chat box, and send it off.

    3) The report tool sends the following information to Behaviour's customer service:

    • The category/text of my complaint.
    • The entire chat log for the match, both lobby and post-game.
    • Steam64 IDs / gamer tags for every player in the match.
    • A data log that includes whatever instructions Behaviour needs to load into their internal replay viewer and watch the match from all POVs as it unfolded.

    4) Behaviour takes appropriate action based on this information.

    If this isn't what's happening, then the report system is broken and not functional. If you are expecting a player to record video and go figure out everyone's Steam64 IDs -- I'm guessing most players rarely if ever do the former and don't know how to do the latter -- then we have a report system that isn't punishing people appropriately.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356567#Comment_1356567

    If you REALLY want to report someone and not have the report ignored, you submit a report through support. You need their Steam ID.

    One would assume that the in-game report function includes this information in what gets sent to Behaviour, along with relevant data to watch the match in their internal replay tool.

    The in-game reporting system has to be enough. If you're putting an outsized evidence collection burden on the victimized player, it's not functional. The purpose of an in-game reporting system is that it does this type of heavy lifting, so that data related to player offenses make it to the CS team. That is the whole point of it.

  • It's very odd that her non-legendary sets are all or nothing.

  • Is this a serious question, right now, in 2020?

  • @Peanits said:

    Hey y'all. Just to clarify real quick, this message was only meant for mobile. People on PC and console should not have seen this message at all, and you won't actually receive the rewards. We're investigating what caused it to show up on all platforms right now. Sorry for the confusion!

    I definitely received the 50,000 Bloodpoint gift on PC, it wasn't just visual. I was capped at 1,000,000 to prep for the patch, and it bumped my total to 1,050,000.

    I assumed this was maybe just a random 4th anniversary fun thing (which is what you guys should just chalk it up to at this point), and the BP is all spent.

    image.png


  • 50k freebie here, too.

  • My tips:

    CLOWN: Get looped, barely catch anyone, and realize he's a worse version of Freddy.

    PLAGUE: Puke on all gens and survivors, and either get fed lots of one-shots or get denied your power. Struggle with loops and map pressure because she has neither without her fountain projectile.

    FREDDY: Blanket loops with snares, keep everyone damaged and/or asleep, laugh at loops, and teleport across the map. Run Pop Goes the Weasel, Barbecue & Chili, Discordance, and any other perk of your choice. You are now, at best, very difficult to deal with.

  • I have no clue who Claudia is. Pyramid Head is visually iconic and closely associated with the franchise. There's a way better chance of casual or distant fans recognizing that.

    It would be like me asking "Why is Leatherface the killer instead of the Hitchhiker?"

  • Toxicity is a construct that you choose to believe. It's really subjective. Some people let minor things tilt them way too hard. To me, the following things are really not worth getting upset about.

    • Survivors teabagging, or killers nodding. Whatever, it's just some dumb animations.
    • Survivors and killers using their perks, items, and add-ons to the best of their ability. This is what they are for. Moris and keys are sometimes a bridge too far and need to be addressed by the game developers, but it's stupid to get mad at someone for using a legitimate game mechanic that has been made available to them.
    • Flashlights stuns. This is the intended use case of this item.
    • Looping and pallet stuns. This is an intended gameplay loop.
    • Survivors fixing gens quickly. This is their goal.
    • Killers slugging to avoid Decisive Strike. It's counterplay. This is just how it is, for as long as this perk functions in this way.
    • Killers defending a 3-gen situation. As long as they are not outright refusing to take opportunities to chip away at survivors, this is the right play.
    • Killers guarding their kills when all gens are done. What else do you reasonably want from them in this case?
    • Killers soft-camping hooks when other survivors are obviously in the area waiting to go for a save (which you can tell by seeing them or their scratch marks).

    These things are not toxic. They are literally what make up the game, Dead by Daylight, that we have all chosen to play.

    On the other hand, killers get a lot of finger-wagging here because of certain extremely frustrating things that they are capable of unilaterally dictating the game with. Namely: tunneling a specific survivor to death, or face-camping a hook. These two actions rob one or more players of the intended game flow, while also being detrimental to the killer (because they will likely lose gens and other kills, and BP/rank). The game currently doesn't do enough to deter killers from these actions and/or reward them for not doing those things.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354646#Comment_1354646

    I agree. It has a big learning curve. But when mastered it's one of the best perks in the entire game.

    I've already made my counter point to moon/crabwalking, so I'll make it again. If a single perk forces a killer to change their movement, (and potentially miss survivors they don't see), then it's too powerful on its own.

    You last point is flat out wrong.

    Spinchill. Being nearly useless on indoor maps. That is the opposite of true.

    I would argue that the learning curve justifies its value. If something is really powerful in the hands of someone who has practiced, why not let it be really powerful? I am not a fan of "Tiger-proofing" stuff in this way.

    As far as Spine Chill's value on indoor maps -- maybe I'm just not good enough at using it on those maps. I'm all ears for tips, though. I just really don't do well on super-claustrophobic maps.

  • Spine Chill has a learning curve and requires a lot of active attention to get maximum benefit from it. It can be played around with moonwalking etc., and it's nearly useless on maps like Hawkins and The Game.

  • Trapper should not have to pick his power up off the ground. He is ridiculously RNG-dependent and falls way behind.

  • Oh, the anniversary event starts this coming Wednesday??

  • It's just Tome level 4. And, the anniversary event starts the following week, doesn't it?

  • I had a team get SUPER mad at me the other night after they 3-genned themselves vs. my Doctor. One guy was dead, and I kept injuring others and chasing them off gens, only going for them when I was confident enough that I wouldn't risk the last gen getting popped. They yelled at me for dragging out the game instead of committing to a chase.

    Like, I dunno, what do you want from me in that case? Maybe flip your perspective and treat it like a fun cat and mouse game. I've been on the receiving end of this before, and it's actually kinda fun.

    EDIT: And I got a grand total of three kills out of it too, so it's not like it was for nothing.

  • I mean, this is all subjective, but it's not as easy for everyone. Anecdotally, if I take a break and then come back, of my three mains (Nightmare/Doctor/Spirit), Spirit is the one that takes the most work for me to get back into the saddle with. Yeah, she's super-powerful if you have a good headset (which itself is a possible barrier to entry) and can intuit sounds accurately, but not everyone is great at that. The people who are great at it should dominate with it. There need to be killers that dominate when played well.

    I do not agree that Spirit's skill floor is as low as you think it is, and I don't think "Tiger-proofing" her, as it were, is a great solution.

    • 1 million bloodpoints. -- Currently within ~80k of the BP cap. Hopefully I'll have some spare time to get there tonight.
    • 3 dailies completed and ready to be claimed. -- Two 30k dailies banked, ditto on hopefully having time for a third today.
    • any archives challenges leave them unclaimed until the Chapter. -- Got 525k worth of Archive BP ready to pop.
    • if you have any spare iridescent shards have some stocked up to buy some perks on the shrine for extra bloodpoints. -- Within one level of having 4,000 shards, so that will be another 300k BP if I can make it there before tomorrow's content drop.

    If all goes well, I'm in for approximately 1,915,000 BP (or more if I can complete another challenge or two) when the Silent Hill chapter drops tomorrow. It costs roughly 1.1 million BP to unlock all teachables on a single character, so I should be well on my way.

  • Sounds to me like someone would rather Mither.

  • People who do what @Shining is pointing out here, in those screenshots, should just get banned from the game forever with no leeway on their first offense, and escalate to a full Steam ban if it is within Behaviour's power to get that ball rolling.

  • Hatchet hitboxes, as I've seen at least one person these forums put it, are the size of flying refrigerators.

  • If the crash handler comes up, the game should 100% not give you a leaver penalty.

  • Hearing survivors is Spirit's primary mode of finding them. Making her not function like other killers in this regard just makes no sense, and "make this killer not strong" is not a great position, because we need strong killers. They already took away her collision during phasing, which has made a huge difference, at least in my own Spirit play.

    You say it takes "hardly any skill" to track survivors via hearing, but I would suggest the opposite. You have been playing Spirit exclusively for three chapters, which is a significant nine-month period of time. You have honed your abilities to play well with her, and to consistently find survivors while you cannot see them. To you, perhaps this is easy kid's stuff now, because you have gotten so good at it over this stretch -- but most people don't achieve that level of game sense without working at it. Their reward for putting the time in is that this comes more easily to them.

    Our brains are biased toward assuming that the things we're good at are easy for everyone, or should be common knowledge. I know a lot about PC hardware and tech, learned over a lifetime. My family comes to me for tech support, over issues that I would consider extraordinarily basic and "stupid" or "easy." To me, it's the kind of stuff anyone ought to know, and what I'm doing is nothing special. But to them, it seems like a superpower. I try to maintain some perspective on this as best I can. And I know I am comparing this to a narrow skill in a video game about an invisible ghost woman who stabs the Burn Notice guy with a big dumb sword, but hopefully I am getting my point across.

    You shouldn't scoff at this for being "easy," you should be happy with yourself for the skill that you have developed with effort.

  • @Dr_Loomis said:

    It would make things so much more easier...unfortunately BHVR doesn't want us to have easy. They want more people playing for longer periods.

    It's just typical when you have one challenge selected...and in a weird turn of events you actually meet the qualifications to complete another challenge, yet it's not your current selected challenge.

    Another eye-ball rolling aspect of the challenges are those which have a 'different' condition. As in unhook 10 different survivors, chase 20 different survivors etc. It's all about getting people to play more matches.

    Some of us, myself included, don't have time to dedicate hours and hours to DBD. I can't play as much as I would like.

    I was temporarily living away from home and during that time Tome 3's levels 2 and 3 were released. Took me over a week, working 5 days a week plus other duties, but completed the challenges yesterday.

    It would be far less of an unpleasant grind to be able to progress toward multiple challenges in a single match.

    But again, that's not happening.

    Yeah, it should primarily be targeted at time-strapped players just like you describe. Player-friendliness should trump all other concerns. The game existed just fine for 3 years without this system in place, so it doesn't seem like an unreasonable ask.

    Plus, all the "do X things to different people," "get X of this one specific emblem," etc. -- these would still necessitate playing multiple matches, so it would still be a collection of long-term goals.

  • Here are a few rare ones off the top of my head:

    • As survivor, not spawning within what seems to be feet of the killer.
    • As survivor, not getting tunneled out in 2 minutes.
    • As survivor, not getting facecamped versus Cannibal.
    • As survivor, not getting mori'd to death in 25% of matches.
    • As survivor, not de-pipping even when you escape.
    • As survivor, not having to worry about the oppressive roulette of ways the killer can find me even when I build for evasion.
    • As survivor, not feeling specific perks are absolutely mandatory if I want to accomplish any of the above solo.
    • As survivor, feeling that I am earning enough BP to justify putting up with majority negative game experiences.
    • As killer, not having to pick between the same small handful of characters in order to make any progress.
    • As killer, having the feeling that I am free to build as I wish without having to take BBQ & Chili in the name of BP efficiency.
    • As killer, not having to slug in order to prevent hatch RNG shenanigans.
    • As either survivor or killer, not having the match ruined because some idiot survivor decided to suicide or disconnect.
    • As either survivor or killer, having a match where the ranks aren't all out of whack.
    • Not getting a disconnect penalty timer when the game crashes, and the GAME'S CRASH HANDLER COMES UP. Who am I kidding, this never happens because Behaviour is clueless.

    I don't know why I bother with this game anymore. I am so frustrated tonight.

  • @musstang62 said:

    Honestly, I think the only explanation is that they want the rift to take longer. AKA they want you to spend actual real world money to unlock more tiers on the rift. Every other game that has a set of challenges or achievements has them unlock whenever the challenge description is met, regardless of being selected. I can think of no reason other than that they want some poor schmuck to buy 50 tiers on the rift because they ran out of time and really wanted that shiny charm at tier 70

    I have done the "sacrifice all 4 survivors in the basement" twice now... but never had the challenge selected :( Life is pain

    This would be an especially pernicious, victimizing rationale. That's like a Vegas casino level of thought. I know they are a company and they of course like money, but I have to hope their philosophy is a little better than this. The game existed for three years without this system in it, so this would be poor justification.

  • @Momentosis said:

    To make you play more

    This is a dumb theory. I'm gonna play because I like the game, and the challenges are going to be a long-term goal no matter what.

  • Man, this is just straight-up cheating. That is awful.

    Re: @LordGlint's screenshot up above, yea right that's no coincidence -- three red ranks coincidentally running Calm Spirit, suuuuure.

  • My killer "mains," insofar as the characters I most enjoy playing and have full perk libraries for, are Nightmare, Spirit, and Doctor.

    Although it depends on the match, I am probably at my overall best when I am playing Nightmare, though I also have really great games where I snowball or three-gen as Doctor. Spirit is the hardest of those three, in terms of keeping my instincts sharp; if I don't play her for a while, my game plan can really fall apart. Nightmare and Doctor are way harder to screw up.

  • @Onyx_Blue said:

    @Rydog well, you learn something new evetyday. But you understand my general point, right? The idea is to give gameplay a more refreshing feel to it.

    @APoipleTurtle the idea to make madness cause frequency of reverse skill-checks was to compensate for reverse skill-checks becoming common place for all killers. It was to make Doc feel like he has something still relatively unique to him in that regard, as well as the rest of him remaining untouched. But yeah, if it made them more frequent, that would be a step in a less 'nerfy' direction, I suppose.

    I think a base kit Overcharge would be really powerful, especially on killers like Doctor or Legion, who can leverage Distressing + Unnerving Presence to really slow things down. It's maaaaaaaaaybe not the worst idea, and I see where you're going, but it might be too strong. I play Doctor this way already, and even red rank survivors have an excessively hard time dealing with it. If I three-gen them with this build, the game is over.

    As far as normalized reverse skill checks, I think this would just be another piece of annoying claptrap that would push new players away, and it is neat and thematically appropriate to have it remain part of the Doctor's unique kit.

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