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Science_Guy

Science_Guy

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  • Kate, Dwight, Legion, and Huntress.

  • This is one of those features that makes perfect sense, that you might see in any other game, that there's very little reason for it to not already exist, and yet... Who knows when BHVR will finally get around to it?

    Keeping characters at the same price when you already have all of their perks as when you don't is a waste when you consider that the best reason to unlock a character at that point is to actually play them. And that generally goes hand-in-hand with liking, or starting to like, the character enough to buy cosmetics.

  • @Deathslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199118#Comment_1199118

    Dwight chibi would just be a miniature locker...

    is it really worth?

    10000% yes.

  • The real outrage from this rift is that Kate is getting a chibi instead of Dwight. Completely unacceptable, tbh.

  • They were quite obviously only interested in addressing killer map complaints. We get to keep "enjoying" Shelter Woods, Hawkins, and the like.

  • Ask and ye shall receive, apparently.

  • It should always mean "killer is camping", use it for anything else at your own risk imo.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194109#Comment_1194109

    Voice proximity:

    When close to a survivor, you hear them clearly and can whisper.

    When far from a survivor you have to yell at the risk of exposing your location.

    That'll be a buff for solo survivors. But every SWF already using unlimited Comms wouldn't stop using them if the game offered them a worse method to use instead.

    Not to mention the reason we don't have voice chat in this game is because the devs (and many players who don't use SWF) have never liked the idea of voice comms in the first place. The reason SWF can do it freely is because there's no reasonable way to stop them (like everyone else in the thread is saying).

  • @DetailedDetriment said:

    Just pressure the devs into adding voice proximity. Though, considering it's a survivor nerf, it probably wouldn't get far.

    lolwut

  • Who knows? Context is always important.

    Most of the time suiciding right before rescue is intended as a middle finger to the team/the rescuer for something or other. Teammate can take offense at anything, although honestly some of the things you see the other survivors doing while you're on the hook can definitely be enough to justify that kind of BM.

  • DBD did actually have that feature at one point.

    But most people prefer playing a particular role at a given moment and it wasn't very useful back then. Now that killers are no longer always the host it might be a little more functional, but I'm still not sure enough people would use it for it to have an effect on queue times for the people who don't use the feature. Meanwhile, like tactic said, anyone who does use it might as well just queue up for whatever role normally takes longer for them to get a match, because the "Any" queue would probably give them that role 90% of the time.

  • It's fun, but from what I've seen so far, I have to disagree with the people saying it's balanced. There's still a lot to discover though. But for the early decks/abilities, the Mastermind role is ridiculously weak. Daniel's beta loadout probably isn't the strongest Mastermind set available, but it definitely wasn't one of the bad ones. Meanwhile, the Survivors by default have really annoying abilities and there's only a minimal learning curve before a team can just steamroll. The time gain especially is way too forgiving. That's my takeaway from the beta and watching a bit of the gameplay after the first day. Remains to be seen what the higher level content is like. But first impressions are pretty important, and if the game is so slanted in the beginning then players aren't going to be interested in grinding to get to better balance at all.

    Personally I'd love to try it some more, if only it wasn't attached to a rather short game with a rather large price tag.

    Also, I do like that for once it's the killer role that blinds the survivors.


  • @Slival said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191088#Comment_1191088

    It's worth noting there are some loops, on indoor maps and on Rotten Fields, which for some killers are "infinite with the pallet down" meaning an optimal player can loop endlessly even vs. bloodlust 3 by using pallet vaults, some of these being un mind gameable, so you do need to stop the chase to break the pallet even if you play the loop perfectly (because they often incorporate slats/holes which allow your light or body to be seen making mind games impossible)

    Also, side note: there are loops which take so long to resolve for even an average player (2.5-3 minutes) that if you chase someone through one of these, you are losing the game, everyone would acknowledge you are losing the game, and whole teams run to them.

    Any loop good enough that whole teams run to it immediately, that their every route, every movement, every choice is designed around "if I just get to the ironworks god loop we win", then that's for all intents and purposes infinite. I don't like the wrong term being used, but there are a few infinite looping situations, too, still in the game. (there is one route on hawkins or the game which is de facto infinite but only spawns rarely)

    I can see the argument that a loop can take so long it might as well be an infinite. But even an ordinary jungle gym can be run well enough to throw the whole game; or you get that result with back-to-back gyms or jungle gym + the shack. And posters here have indeed sometimes unironically referred to the shack as an infinite. But for me, an infinite should be a spot where, assuming you're careful, you will never be caught. They are something that obviously should never exist in DBD. But a strong loop? I wouldn't agree that strong loops should never exist. and lumping in with infinites all the structures that can waste a lot of time when they're played correctly tends to overstate the problem, and leads to strange statements like "shack infinite."

    I don't disagree that there are still great loops in the game. Realistically, every map tends to be pull competent survivors to run its strongest loop; if you're on Coal Tower you ought to run to the house, on the worst maps you run to the shack, and yes, on Ironworks you run to the Ironworks. I think some of those are stronger than others and that's not necessarily a problem. Very few killers are left in the game that have no answers to a good loop with a downed pallet; at best, there's Pig, Mikey, Leatherface and Ghostface. Two of those can make up time by ensuring the first hit finishes the chase and the other two, frankly, need a different kind of help. The only map I'd agree is truly broken because literally every single movement and every single choice is dominated by "run here, get chased, we win" is the Asylum.


  • You're right on that, the word still gets thrown a lot even though infinites have been dead for a very long time.

    Probably because it's much easier to have everyone agree with "Get rid of an infinite" than "This map has a piece that's good for survivors, DELETE IT".

  • Yeah, my interest also totally depends on who ends up getting cosmetics. I only bothered with this last tome as far as getting that winter jacket for Meg.

  • Thanks, I hate it.


  • @NovaliumTS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187168#Comment_1187168

    I play casually i only managed to get to rank 6 just by pure playing with my actual skill not playing dirty or anything because thats not how i like to play these games i want to play casually but sorry if im too good to be a noob rank but too bad to survive god level survivors and how is there no disadvantage using one of the weakest killers thats not even suited for going up against rank 1s with terrible add ons and only 1 actual 'meta perk' which i only use just for the extra bp so the match is actually worth it. As my bf kindly put it you're probably an entitled rank 1 survivor who loves picking on killers that you know arent as good as you. And by the way your acting you probably dont even play dbd because its fun you play it just so you can be toxic to everyone around you.

    Rank 6 is absolutely within the level that should be fair game for Rank 1s. If you're not good enough to handle R1 survivors by Rank 6, what else do you expect to happen? You should start losing and deranking at that point, until you're back at a level of opponents you can actually handle. That's exactly how matchmaking is supposed to work.

  • @NovaliumTS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186995#Comment_1186995

    How isnt it? Rank 6 against 4 rank 1s im sorry to say this but how idiotic can you be? rank 1s are supposed to be the best of the best in this game so by what you're saying a casual going up against a intire team of basically tryhards is fair?

    Rank 6 is hardly more casual thank Rank 1, don't kid yourself.

    If you have a full perk loadout, you literally have no right to complain about any matchup being too difficult. Everyone is playing the same exact game. The only possible disparity is perks, and sure enough, here you had no disadvantage.

    Players blaming matchmaking for giving them an "unfair" match whenever they do terribly is one of the best recurring jokes in DBD.

  • Oddly enough, this is only marginally more useless than the Shrine's normal offerings.

  • That's not even remotely unfair.

  • No, the game has enough edgy and alternative survivors as it is.

  • Thanks. I completely forgot this was going to be a thing.

  • Whenever I feel like it. :P

    But seriously, I don't think it's that rare. Just a few days ago I had a lobby with two.

  • The first reply pretty much nailed it. Just a face-saving nerf in order to have a "take" for the "give" (even though the whole idea of items being consumed because you didn't simply stop at 99% use was really silly and this should have just been a QOL change...).

  • I love that this thread 99% just roasting the OP. And just for this moment, I'm so proud of this community.

  • This is actual useful info. Thanks OP. Weird that this keeps changing without any notice.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175756#Comment_1175756

    If that's the case then how were the he know about certain names.

    Looking at the base design of Herman Carter doctor isn't the first thing that pops into your head hell dentist or scientist is more likely than doctor. However Herman was referenced as the doctor outside of the entity's realm so how would that name be established to him inside it.

    If you consider he also named them after the Clown then this fact definitely goes before Legion.

    How would he have any idea what their gang was called considering the killer code name is the name of the Gang.


    Well, are those their actual names? For the most part, probably not. They all have codedenames but I don't think the majority of them actually have in-universe names; Benedict may call Evan "the Trapper", but even though we all know that name is significant as players, in-universe there's not much actual communication going on between anyone. The names are for our convenience but don't seem to have in-universe significance.

  • Benedict Baker seems to have named all the killers up to the Clown.

    Maybe he named the ones after that too, but it's hard to say considering we still have no official in-game or real-life answer for why we stopped getting descriptions of the new characters from Benedict at that point.

  • Meg, Dwight, or Jake (i.e. what we should have gotten last time!) for Survivors. I don't think any of the killers really jump out as needing more to be told about them since their backstories are already a lot more complete than the Survivors. Clown has a lot untold in his story, I guess.

  • Pretty much every single non-licensed survivor is based off one type of final girl or other (even David, who may seem the like the jock ***hole but is really the face-turn surprise hero), so safe to say they'd all survive. That is why they're survivors after all. :P

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171078#Comment_1171078

    Yup Resident Evil 3 is absolutely fabulous. I'll probably love it JUST as much as the RE2 remake!

    Yeah, Doom is basically the pure definition of constant, in your face action there is. Also, I have literally zero idea about the audio logs, especially of sexual nature. Sure it wasn't the streamers sub or donation message?

    It was definitely in-game, but it was probably just a series of entries for that one level.

    Also, I hadn't even heard Resistance was having an open beta. Another thing to look forward to!

  • RE3 seems awesome.

    Doom just isn't my thing. I watched a streamer play for about half an hour. Too frenetic for my taste. I may have also came in at the wrong time, but that suggestively-voiced woman practically moaning about how awesome you (player character) are in audio logs was... I don't know, icky?

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166692#Comment_1166692

    Doesn't mean the dlc sold a lot

    It's an original character which most killers mains are buying with shards instead of money

    That applies to every non-licensed killer since Clown and still isn't a reason to think it sold less than other releases.

  • The answer is "because". Nothing more complicated than that just being the way they decided his power works.

  • It would have been very, very awkward if Plague had come out the same this year instead of last year.

  • @Thatbrownmonster said:

    I feel like this is one of the worst selling dbd dlcs soo far, thats a possible reason why

    Hardly. The neverending matches against Deathslingers say otherwise.


    Zarina herself is fairly boring (a side cut, wow, for the third time...) and doesn't have any interesting cosmetics yet.

  • How do we not have a Clown Chef outfit yet? I want to run from a crazy cook who wants to eat me my fingers. Especially as long as Bubba still can't have cosmetics, the only other fat guy killer needs to wear many hats, so to speak.

  • 2.

    Easy way to remember is hatch spawns when the # of gens completed = the # of survivors left + 1.

    Also,, since EGC it always spawns when 1 survivor is left.

  • I never saw much of Yui until later on, anyway. Honestly, I think even Jane took some time to become more common. And that makes sense; it's not that the grind makes people not play a new survivor completely, but they might have to wait a while until they have that character perked out.

  • I've been seeing a lot of Nurses in the last few days. More than anyone except Deathslinger and Oni, the two newest killers, oddly enough.

    So for now, for me, it's the Hag.

  • Poor Jake, not even Sabo getting buffed has helped people remember him.


  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151567#Comment_1151567

    Explain why. He's 110%, only got one shot (no snowball potential) and is useless at most pallet loops. Now you. How is he better than huntress?

    First of all, Huntress is also 110% so that has no bearing on whether or not either of them is better than the other. Both him and Huntress also have similar abilities to punish pallets (useless? Come on.)

    Huntress' power is significantly worse at long range because even bad Survivors have the wherewithal to look behind them and juke it. If a Huntress gets a shot off at a distance, the Survivor messed up. The Deathslinger's shot is quite different, and while also dodgeable, is much harder to juke. Deathslinger can get shots off where Huntress would never have a prayer.

    Deep Wound after Hit is a straight, objective, upgrade over just injuring them.

    On balance, hitting with a hatchet is worse than reeling Survivors in. That's not even getting into to the fringe cases, like at the Hatch or the Exit gate where it's a difference between a kill and an escape.

    Huntress' power requires lockers to reload. This means that when she runs out she either has to commit to a chase without a power (not an uncommon occurrence considering, again, the hatchets aren't particularly difficult to dodge) OR generally lose the chase entirely by breaking off to reload. Deathslinger's reload costs far less time.

    But Deathslinger's biggest advantage by far is that his power actually has synergy with other perks. The fact that his power plays into his M1 opens up a variety of combos, from STBFL, NOED, Haunted Grounds + his own Retribution, none of which are effectively utilized by the Huntress.

    Pound for pound, Deathslinger blows Huntress out of the water. If some of you would actually try to get better at the game and maybe try to change the way YOU play instead of complaining about BHVR not handing out buffs all of the time, you might come to realize that the one who's actually the poor man's knockoff is the Huntress.

  • I, for one, will definitely be muting the game while waiting for a match until the mid-chapter.

  • @arslaN said:

    The thing is, that map is basically forcing survivors to go to the main building because there is almost nothing to use in the area surrounding the main building.

    Well, a lot of the map is dead space, but you also always have the shack and there's usually a few good jungle gyms close by. All of that just seems secondary because the main building is so ridiculously strong.

  • Hillbilly.

    I agree that maybe some of his addons are a bit off, but otherwise there's nothing wrong with him.

  • This is a common idea, and it would never work.

    A. SWF would use abuse this mercilessly to screw over solo players

    B. This is a team game, and that means irresponsible choices by other teammates is going to have consequences

    C. Where's the line between farming and bold play? What if they're actually making the right gamble and are hoping you have DS? What if they have BT? You may think you're getting farmed and deny someone else the unhook when they just took the only opportunity to get you off the hook at all.

  • @Bjario said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151780#Comment_1151780

    So, the survivor changes were bad for you, but the killer changes were all good? hmm

    The bad survivor changes I mentioned were bad, yes, that's what I said.

    You'll have to be way more specific when you say "killer changes", but I didn't mention any, and I'm sure you didn't actually put that much thought into it.

  • Not any time soon, sadly. None of the cosmetics for the next month have a Western theme. It's a real missed opportunity.

  • I agree with all of this. Not a fan of toolboxes being a waste of time for repairs, and also the addon changes were completely unnecessary, but otherwise there was a lot of good in the patch.

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