Rydog
Rydog
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The most effective build I've personally seen Myers equip is Scratched Mirror along with literally anything else, and then I die of a heart attack.
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Every time this thread gets pushed up, I keep seeing it as "Hag and Wraith are out on a date."
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1327767#Comment_1327767
I said it like anyone would concerning a fictional character. Nobody says "Dumbledore was portrayed as being British" or "Rambo was portrayed as being from the USA", so why would I treat Jesus any differently?
Hey man, it gets dicey when you consider Kevin Costner in Robin Hood: Prince of Thieves.
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@YeahBuddy_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1327757#Comment_1327757
You mean he was portrayed as one. Yes. I am aware of it. But it would be hilarious if Jeff got a robe.
I mean, he's not wrong. Jesus would have been middle-Eastern.
...but I bet he wouldn't have had Jeff's sick 100 decibel breathing. Dude sounds like a snowmobile, and that's before he gets hit.
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@TheOhioHutcH said:
If you don't like the game you DON't need to play it, move on and find something else to do
Taking issue with certain aspects of the game is not the same as not liking it.
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Let's see, other good horror stuff...
- Part of me likes Halloween 6 (either cut) despite how mind-numbingly dumb it had gotten by that point. Thank goodness for the reboot(s). (EDIT: Except for the Rob Zombie ones. Those movies can, frankly, have spirited sexual relations with themselves.)
- Halloween III is underrated, and is a good movie on its own merits, disconnected from the larger franchise. It's almost like a proto-Stuart Gordon film.
- On that note, Dagon is great, even though it's probably Stuart Gordon's worst Lovecraft-inspired movie.
- The Nightmare on Elm Street 2010 reboot was not that bad. I will fight you.
- Every single Child's Play/Chucky film is great.
- Chopping Mall, which I have now brought up on this forum three times, is a dumb bad awesome '80s horror movie.
- Dawn of the Dead's 2004 remake is secretly way better than the original.
- John Dies at the End is one of the most awesome modern Lovecraftian horror films ever made.
- Same goes for The Void, which they somehow miraculously made for next to nothing.
- Night of the Creeps is one of the greatest cult classics in all of horror, and I legitimately want a DBD chapter based on it.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1327520#Comment_1327520
Yeah I remember in 1993 on my way to school, seeing the Jason Goes To Hell flames poster up in the video shop. Pestered my parents all week to rent the VHS. Oh...the disappointment 😔
God, that movie is so OFFENSIVELY bad. I've seen interviews and stuff with the cast and crew as part of the Crystal Lake Memories documentary (which you really should watch if you are fond of these movies -- it's fascinating, and it's currently available on Shudder), and they make it sound like they just wanted to take it in this wild new direction. I still maintain the theory that it was a script that had nothing to do with Jason, that got retrofitted to be a Friday the 13th movie after New Line bought the franchise from Paramount. I don't know how else anyone in their right mind would have given it the go-ahead, ESPECIALLY as their first foray into this long-running film property that they just bought.
Like, I remember, as a 13-year-old kid, seeing that first scene with the woman at the cabin, and Jason just busts in and starts chasing her. And even back then, I was like "Something seems wrong here. How is Jason here? He was in a Manhattan sewer at the end of the last movie..."
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1327490#Comment_1327490
I agree. I was going to mention the Friday 13th series.
Looking at the films impartially, they're not works of art.
I genuinely like Jason Lives (VI). It's a good horror film. Jason Takes Manhattan (VIII), whilst being crappy, has a special place in my heart as it was the first Friday 13th I saw when I was around 11-12 years old.
Jason Lives is a legitimately good horror movie on its own merits. It did the Scream thing and the New Nightmare thing way ahead of them. It (along with the reboot, STFU I will fight you) is the only film in the series with a proper arc and a protagonist.
My first slashers were all the ones that came out in 1988 -- Friday Part 7, Nightmare 4, and Halloween 4. I remember seeing them on cable when I was a kid; that's what got me hooked on horror. Then came Fangoria, USA Up All Night, and Drive-In Theater with Joe Bob Briggs. I love even the horrible stuff in the big franchise slashers! Except Jason Goes to Hell. That is just about the only one that I would actively turn the channel on because it's so beyond bad.
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Also, most Friday the 13th films are just really not great. With the exception of 6, 4, the reboot (STFU I will fight you), and most of 2, they're all uniformly stupid movies. But I LOVE them. I guested on an episode of a horror podcast not that long ago, because I am a noted huge fan of Jason Takes Manhattan. That movie strains all logic and credibility, and it is a dumpster fire of a movie, but it's so much fun.
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I never thought I would type these words on this forum, let alone twice in one day, but: Hudson Hawk.
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@TunnelVision said:
Cabin in the woods!
I will fight you.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1327431#Comment_1327431
Regarding Bubba, I have a different experience. Whenever I face one, which is rather rare in red ranks, he usually is not campy at all (except gates are powered, of course) and chases whomever he finds. I play him like this as well, it's more fun than standing around waiting for someone who doesn't come.
About Hag, you don't have to proxy camp to get good results with her. Just manage your traps well and use every opprotunity to teleport to trps to injure someone. Spreading the damage is essential. It hurts her to chase survivors, better hop from place to place.
To each their own re: Cannibal. I'm rank 4 (on PC), and I rarely run across players who surprise me by NOT camping.
As far as Hag goes, she's heavily incentivized to trap the living hell out of hooks and then pop in when someone goes for an unhook.
Oh yeah, and @ShrimpTwiggs reminded me -- I hate to play as Nurse, because when I do, I'm sure everyone inevitably thinks I am a blind idiot who has never handled a keyboard or played this game before.
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I hate playing against a good Huntress, because someone with really precise aim feels unstoppable. Even if I can juke and dodge hatchet throws, I always feel like I am just delaying the inevitable. Iridescent Head + Infantry Belt makes this match-up feel particularly hopeless.
I hate playing against Cannibal because 95% of them are facecampers, and I am not exaggerating.
I hate playing against an infinite tier 1 Shape because he gives me a heart attack every time he comes around the corner.
I hate playing both as and against Hag, because her play style is essentially to proxy camp. I always feel dirty after I play her for a daily.
I hate playing as Legion because the character feels dumb and useless. The power is largely just an inconvenience, and I've always found it to be a pretty mediocre set of mechanics. Whenever I have a Legion daily, I just farm.
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I think that if the crash handler comes up, the game should acknowledge that, and send a flare up to the server so that your disconnect penalty doesn't increment.
Outside of that, the game has no way of knowing what caused a disconnect.
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@SweetTerror said:
I've been playing this game for a couple of months now and I've managed to work my way to level 13 killer (not bad considering I only have a few hours a day to play this game😊). But it's gotten to the point to where I keep facing red rank swf and...it's not fun anymore. Nothing worse than approaching the exit door and seeing all four survivors lined up in a row teabagging you as they walk out (true story!).
Recently I leveled up Freddy to the point to where I really want to play him, but all I keep getting matched up against are red ranks. It's nice to think if this game considers me to be that good, but I know I'm not! LOL
Is anyone else a little too apprehensive to play killer? I find playing as a lone survivor far less nerve-wracking, because I'd rather be paired up with a red rank instead of going up against them.
Playing killer is more stressful for sure.
The rank issue is a big problem, but I would say to try to use this as an opportunity to improve your play, and understand what really good survivors do in order to win. Don't let the teabagging and other similar crap get to you, it's just people being stupid, not worth your anger. Just go into each match telling yourself that you're gonna use it as a learning experience.
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@lostkq said:
https://forum.deadbydaylight.com/en/discussion/comment/1327089#Comment_1327089
yuh specific to dbd because i never lose connection to discord or the web unless theres a storm and the power goes out
Have you checked this? https://forum.deadbydaylight.com/en/discussion/152610/need-community-help-random-disconnect-in-game/p1
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@lostkq said:
https://forum.deadbydaylight.com/en/discussion/comment/1327054#Comment_1327054
As well as Im usually only playing dbd when im in a swf so that means im in discord, i can be talking to someone and having a convo then poof disconnected
Does your Internet act up otherwise? Like, is it just DBD that disconnects, or do you lose connection on Steam, Discord, etc.? Is it specific to DBD?
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@lostkq said:
Im not about to write a whole essay on this , although due to the fact that everyone ins on the internet at the current time i get disconnected almost everyday from a dbd game, its very annoying considering every time it happens now i get a 24 hr ban, Just like 5 minutes ago i was looping a pig for 5 gens, she finally downed someone and left me as i then proceeded to go into her jigsaw puzzle and after completing it nothing happened, i then knew that i was going to get disconnected and banned soon, i dont know what to do to counter this happening since i want to actually be able to play the game and not get disconnected as often.
"Due to the fact that everyone is on the Internet at the current time..."
I don't understand what you are getting at. Is everyone in your household streaming a bunch of stuff? Are you gaming on Wi-Fi? I can think of myriad reasons why the blame would fall on your side, if you're teeing that up as your reason. Can you describe more about why you get disconnected? Because there are probably ways to improve your situation.
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@Dolls said:
https://forum.deadbydaylight.com/en/discussion/comment/1276330#Comment_1276330
How do you even remember what the menu was like for phantasy STAR...so long ago. I barely remember last week...lol
I could probably remember fine details about Ultima Online if I really got into a conversation about it with someone else who played at the time.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1326928#Comment_1326928
Just wanted to say I think you're doing great here - saying everything I wanted to say when I read the thread just now, and much better than I could have!
For what it's worth, I believe the main reason they're so opaque with their communication is because they used to be super transparent and the community were not very appreciative of it, getting angry and resentful whenever plans changed because a feature or bug fix was taking longer than expected to implement. (The event last Halloween is probably the best recent example.) So they decided it would be best if they just didn't tell people anymore what their plans were until they were certain they could deliver on them, which is why now we only get announcements of new features when they're nearly ready, and we never get exact release times until a day or two beforehand because the devs are afraid of the backlash from disappointing us. Ironically, they lose either way, because now everyone's disappointed that they're not being communicative enough 🤷
Thank you for the compliment!
Now that you mention it, I'd be shocked if there wasn't a bit of a "damned if you do, damned if you don't" situation going on. This bites a lot of developers sooner or later when content gets delayed or release dates have to change, because consumers throw fits at the slightest rumble of not getting what they want when it was promised. So, a lot of developers default to "Soon(tm)" mentality.
I think the bigger thing is just going "Hey, we hear you about issue X, and we agree that A, B, and C are the most urgent aspects of this that need to be fixed. We are actively working on it." They don't do a lot of that. I think that, even without giving concrete deadlines for this-or-that deliverable, they could build some goodwill and positive sentiment through more frequent and direct acknowledgement -- and, in some cases, some really clear discussion of their philosophy.
Like, I complain a lot about what I feel are the issues with the perk grind, and how they could be solved, but nobody at Behaviour ever engages on this topic. Maybe what I want is totally out of line with their internal philosophy about what the perk grind should look like and why, but nobody ever articulates that. That's the kind of thing I would like to see more visibility on. My dim assumption is that -- to continue using this as an example -- they harbor what they see as an embarrassing "We're terrified of what would happen to our player retention numbers if we made it easier" philosophy toward maintaining the grind as-is, but I wish they would just own up to it either way, if this is how they feel. (At least, if this were the culprit, it would open up some discussion about what the actual issues around player retention are.)
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@ShrimpTwiggs said:
https://forum.deadbydaylight.com/en/discussion/comment/1326949#Comment_1326949
You should of seen moris. You didn't even need to hook someone before you mori-ed them before they were changed. I love this game but I'm honestly shocked that it has a playerbase seeing how broken it used to be.
It's because they were the first company to have a really compelling thematic hook (slashers) that fit the gameplay, they've been aggressive about pursuing high-visibility licenses, and they are very active in supporting the game. Every other one-vs-many game that has come out since has dropped the ball big-time. I think if another developer launched a serious competitor that had a good pedigree and (very important) a strong license behind it, DBD could be in trouble, because this genre is ripe for disruption. It won't be on top forever.
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Wow, that must have been one of the most broken things in the history of the game.
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Spitting queues would be very bad right now.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1326908#Comment_1326908
I didn't compare Gearbox to Bhvr because of how much content each game has. But because of how fast they acknowledge and resolve issues. There is no such thing as "SOON" for them
When I say "content pipeline," I am referring very broadly to the product's entire post-launch development road map, which would normally build in resources for bug fixes and QoL. What I'm saying is that Borderlands 3 likely began its existence with this kind of forward-looking momentum in place, whereas Dead by Daylight has grown in a way that they didn't initially conceive of. So to a certain degree, they're still fixing things with duct tape, so to speak. I think they could marshal their resources more effectively, but the foundation of the game probably still needs a lot of work.
Regarding speed of acknowledging and resolving issues, yeah, like I said, this is also a community engagement issue. It's hard to know what's really important to them and what issues they are focusing on, because many things about this game's development are so opaque, and we're often left going "OK, what's up with this major thing?" for too long. I don't want to speculate on what the internal lines of communication between development and CM look like, but given the fact that we are having conversations like this, it could probably be improved.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1326860#Comment_1326860
It is not about that. Yes as you said every software may have a bug in it, that may be hard to catch. And as long as they developers are working on fixes and releasing them over a reasonable amount of time - it's all good. Was sound issues such a hard bug to notice before they pushed the update? It is not an isolated issue, everyone is having trouble with it. It is a major game mechanic killers rely on to be able to play the game and track survivor, which is their main objective. It has been broken for years. Then it became even worse after engine update and has been moving downhill.
Since everyone is making examples of other companies. I'll make one too. Gearbox release Borderlands 3 back in September 2019. They delayed the game because they wanted to fix more things. There were quite a few bugs and balance issues. (Only one was game-bracing). Nearly very bug I encountered in the game happened to me only once. Since then about 90% of the bugs have been patched. They are still working on gear balance constantly, since they shift meta a lot, there is frequent new content updates ect. They've been releasing pretty big patches every month and rolled out hotfixes every week soon after it was released. But most importantly they acknowledge the issues that players are having and in they would tell you exactly what is being worked on and when it can be expected.
Major playability issues should be prioritized for bug fixes, yes. The sound bug you mention is a good example of what I was saying earlier, about a targeted question you could ask for a stream Q&A. "When are you guys going to address this sound bug that has been going on for X number of months?" is a way better question than "Why is this update shipping with so many bugs?" It gives them the chance to respond to something specific, and hopefully build some expectations around it.
As far as comparing to Borderlands 3 or any other game -- remember that everyone's content pipeline is different, and this is always gonna have some measure of apples-to-oranges to it. Also, Borderlands 3 probably started off on a much stronger foot with a more well-defined content and DLC road map from the jump, while Dead by Daylight is now effectively a legacy game that has scaled in a way that certainly was not expected or planned for at the time of its launch, and that they have been iterating on ever since.
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1326890#Comment_1326890
I've tried nurse huntress and billy on ps4 but the console limitations make them alot harder to play.
Ah, yeah. I should clarify that I play on PC, so I am talking from a very PC-centric perspective. I know some killers are much more difficult to play on consoles.
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Spirit, Nightmare, Nurse, Hillbilly, Oni, Huntress, and even Ghostface and Doctor are all solidly viable at red ranks. I definitely do not encounter an outsized number of Spirits, at least not in our current matchmaking environment. This may be one of the most killer-diversity-rich periods we've ever seen in the game.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1326798#Comment_1326798
I gave "examples" of questions they avoid. And yes it would be nice to know why there is so many bugs every update and why it is considered to be acceptable for them. I guess it's just norm these days. Since why people are wondering why the f would you ask that kind of question.
The simple answer is: Software has bugs. That's the nature of the beast. Every piece of software you currently use, or have ever used in your life, has some sort of unintended bug, somewhere.
The way bugs work in a game development environment is, the game goes through testing, bugs get logged and prioritized in a tracker, and they try to eliminate as many urgent bugs as time and resources allow before ship, while making decisions about what is minor enough to let slide. We can safely assume that this QA phase is brief for DBD's content deployments, considering that quarterly major content updates don't leave much lead time for robust QA.
In my experience (to which I will just say there is a lot of it), game developers are very aware of all the issues in their games, before they ever come out. They know what bugs are there, and you generally aren't going to surprise them by pointing out these kinds of issues, because they exist in a tracker somewhere and have been identified as low-priority. The thing that happens in a live software environment is, they have to be very careful with hotfixes, because they don't want to accidentally break something else that makes things even worse.
I can live with, like, downed survivors moving a foot or so in one direction when they fall to the ground, or whatever. It's an obvious bug, but it doesn't mess up the game. The more serious bugs -- like this random disconnect bug, and the rank update error that has been in the game for literally a year -- is where it's appropriate to hold their feet to the fire. These are the issues that they need to devote more resources to fixing. I think it would make everyone happier to have more frequent updates on where they stand with these issues, as well as more systemic problems with the game like the ones I am fond of pointing out (matchmaking, UI/UX, perk grind, and so on). But I would argue that this is less of a development issue and more of a community engagement strategy issue.
EDIT: Also, have a look at, like, every set of patch notes. Do you see how many bugs get fixed? It's not like they don't fix issues; it's that a lot of the really major emergent issues get fixed before you even know they could be a problem, so it's probably not even registering to you.
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@ShrimpTwiggs said:
https://forum.deadbydaylight.com/en/discussion/158329/prestige
Supposedly, you get increased rarity of items in your bloodweb, but I honestly haven't noticed.
I would have to look for it, but someone on Reddit did a really exhaustive experiment with this, and concluded that this is barely noticeable, if at all.
To answer the OP's question: The only benefit to prestige rank is that you get some bloody cosmetics. I personally don't feel this is worth your time and effort, and I have never prestiged any character.
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@Dead_by_Gadfly said:
Jeff needs a gimp suit. I would rock that #########. He could also use a gag ball...
Maybe it could lower his uninjured breathing volume to be merely as loud as a commercial jet.
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@HellDescent said:
Except they won't answer simple questions in their streams, Like why are they pushing update with so many bugs in it? or when are these bugs going to be fixed? They only care about the flow of new players into their game, who are not aware of all this bs. As long as they get paid., even if that person will never play the game after buying it.
How do you imagine an exchange would go on a stream if they were like "OK, next, HellDescent asks 'Why are you pushing an update with so many bugs in it?'"?? Do you realistically expect them to a) tackle a question like that head-on when the tone is this combative, and b) have a satisfactory and all-encompassing answer? I'm not rushing to defend Behaviour against people raising legitimate issues with them (and this game has a lot of issues), but walk yourself through the scenario and imagine how they might receive that kind of question. There's no way they would willingly light that powder keg. It's better to ask targeted questions about specific things that you see an issue with.
You didn't absorb anything that I said when I made my case about how the developers -- the human beings -- behind this game care about it and want us to enjoy the fruits of their labor. You're still ascribing this monolithic, robotic corporate evil to them.
There are a bunch of issues with this game. A significant portion of my post history is dedicated to pointing out these issues, breaking them down clearly and at length, and offering ideas on how to solve them. I hope that they read our feedback and take some of it to heart, but I do not think we are entitled to this, and this forum is just one data point among many. But nobody's going to listen when you adopt this pitchfork mentality, assume that everyone working on this game is a villainous bean counter, and just go BUGS FIXED WHEN?????????
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Oh wow I didn't even realize when I responded to the guy who necro'd.
HOLY NECRO!
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This was a funny one from quite a while back, cuz of the chat from the identically-dressed Claudette that was in the lobby with me. 😄
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Seems that way. The solution is that they needed to implement cross-play and MMR-based matchmaking years ago, and now we are suffering the consequences of them not doing that.
This is a "fix this yesterday please" problem at this point.
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Flashlights are anything but weak.
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@Spirez said:
I put a Lampkin Lane offering on and finished it in one game by looping off the 2nd floor in the houses
This + Balanced Landing.
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@HellDescent said:
A They don't care about the players
B They'd rather push new content and make money from it asap
C They are not legally obligated to do so after taking your money
D All of the above
This is a really jaundiced way of looking at it.
As a company they are obviously going to be wanting to profit in order to stay in business. This is not something to hold against them, because that's what a company is -- so of course they're always working on something to sell you. This is not a bad thing in and of itself, unless the thing they're selling is hot garbage and does not work.
I don't think anyone could mount a real argument that Behavior doesn't care about its players. I think these developers care about their players a LOT, because they have continued to actively support this game and engage with their community over the forums, livestreams, and whatnot. They can -- and do -- make mistakes while still caring about the game and its player base. I have never doubted that the people who make Dead by Daylight want us to be happy and enjoy their game. No developer wants to hear from their fans that they did a bad job, or that they are acting maliciously because they don't care. If I were a developer, I would feel like a failure and want to do better, if that was the case.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1326568#Comment_1326568
It'd have more popularity, for sure. The FOV slider would probably be bad for the balance, since it is balanced around the current FOV, so the devs could increase the FOV to what it is with Shadowborn.
I see this counter-argued a lot, but this is not a roadblock for literally every competitive FPS game having an FOV slider. Dead by Daylight is not nearly as finely balanced or hypercompetitive to the same degree.
I'd rather see the various Shadowborn FOVs be offered as stopgaps on an in-game options slider, and the perk itself redesigned. Go watch Umbra play this game, she's arguably the best Huntress player in the world, and literally cannot play killer without Shadowborn due to motion sickness. It's a lot to ask a player essentially sacrifice a perk slot permanently just to be able to play the game.
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1326438#Comment_1326438
This would be a valid excuse from the team but we have Legion AND GhostFace who both raise their knifes up like Myers does in 3rd person but its visible to the killer as well. I'm surprised they haven't changed it yet.
I didn't even think about that (although I don't really play those killers much). OK, well, maybe OP has a point!
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1325358#Comment_1325358
I hope the company will grow bigger and bigger soon. They deserve it.
Behaviour is the largest independent video game developer in Canada. This assertion is at the core of its corporate identity. Behaviour has been developing games for more than 20 years, and they've done a ton of kids' games and "B team" ports. Heck, they worked on the previous-gen ports of Middle-earth: Shadow of Mordor! Two years ago, Behaviour agreed to a $16 million dollar deal to buy back full publishing rights for Dead by Daylight from Starbreeze.
The company's 500 employees aren't all in active development roles on this one game (or at all) obviously, but this is not some scrappy, fly-by-night startup as some people still somehow like to believe. They have ample resources, and they don't always use them effectively or efficiently.
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Imagine DBD having real, normal game options in 2020.
- Proper resolution selection, instead of that % slider, whatever the hell that is.
- FOV slider, which would allow a not-insignificant population of motion sickness sufferers to play without resorting to an in-game mechanic.
- Brightness settings, instead of completely relegating it to an in-game mechanic.
- Slightly more granular volume controls.
- Colorblind options.
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This sometimes happens on PC, too.
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@afroboi said:
https://forum.deadbydaylight.com/en/discussion/comment/1326517#Comment_1326517
what about 99ing your sprint burst i do it all the time mid chase and when im in trouble i walk for 0.5 second and then go to another structure to loop on
I am a fan of this as well! Sprint Burst to me is a bigger pain to use compared to Lithe, because it takes a lot more active management, like you describe.
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@Hoggle2605 said:
I’m still a somewhat new player that mainly plays survivor. To give an idea I have Dwight at 35, Claudette at 32, Feng at 35, and I’m about to hit 40 with Laurie so I can get Decisive Strike. On the Nintendo Switch today Dead Hard is available on the Shrine. Is it worth the 2000 shards to unlock?
From reading the description it sounds like after you take a hit and become injured you can press a button to get a burst of speed....something that could be a big help for me as well, as I feel I am terrible at trying to get away from a killer in a chase...I’ve gotten a little better, but still get caught more often than not.
Exhaustion perks are mostly a matter of preference. I personally think that Lithe is the best "on demand" sprinting perk, with a strong use case that has a low bar for activation. A LOT of high-level players swear by Dead Hard, though.
The upside to Dead Hard is that it amounts to an extra health state when you use it well (since you're evading a swing that would have downed you + gained distance), and it can get you that liiiiiiiiittle bit of extra distance that you need to reach a pallet. The downside is that it only really works once vs. a good killer (who can then bait it and still down you with a well-timed hit), and it requires you to really pay attention to your surroundings so you don't crash into a wall or something.
Also, welcome to the game and the forums! I hope you are having fun. Let us know if you have any other questions.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1326458#Comment_1326458
But do you not believe that everything you just listed should be a priority in fixing instead of them bringing out Chapters as frequently as they do?
I believe that there should be more focus on sustained quality of life updates, yes. Like, UI/UX is one of the biggest and most embarrassing issues in this game. It looks and feels janky just from an interface presentation standpoint, and one would think that there would be at least one or two people at Behavior whose entire job is to maintain and refine that over time, because this is a normal thing for a game.
But I have not seen anything meaningful in this regard since I started playing this game a year and a half ago -- and the things I HAVE seen have been regressions (like, they removed the option to flip between survivor and killer without going back to the main menu).
There should be a "live team" that maintains the game day-to-day, in addition to designers and developers who are forward-looking and focused on new chapters and stuff. Maybe it IS this way, I don't know. But if there is, they're incredibly slow to act on anything.
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The short answer is that Behaviour is not a terribly agile company when it comes to deploying urgent fixes or aggressively responding to data about how their game is played.
The longer answer probably has a lot to do with not wanting to make knee-jerk responses to balancing issues, and erring toward letting the meta develop organically, then making conservative and granular shifts. Mostly this is OK, sometimes it is not enough. The "problem" we have on these forums is that there is not a lot of regular transparency about what the internal thought process is -- but we're also not entitled to that.
I wish that fixes for a lot of the really big usability hurdles -- UI/UX, systemic angst (like the perk grind), server tick rates, matchmaking, these weird random disconnect or resolution issues people have been experiencing, etc. -- had a more visible pipeline. Balance stuff, it's just gonna happen as it happens.
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I'll bet you they tried that, and couldn't get it to look right. Your weapon's position is also handy for judging distance, and doing this would screw with that.
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Or maybe just remove it, I dunno. It's such a worthless item.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1326384#Comment_1326384
One guy died to a box and she tunnelled the other guy off hook. She hadn't downed me and when she finally did she just teabagged me for the full 4 minutes. My team mate got me up twice but she instantly downed me each time he got me up. He then went to get gens and then after I bled out on the ground she then let the other guy get the hatch.
That just sounds like a really salty and mean-spirited player.

