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SpacingLlamas

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  • Toolboxes as far as repairing goes is pretty much a significantly weaker "brand new part", that runs out very quickly. To me personally their worthless now. Not enough charges and the extra repair speed is not worth it ever.

    And for sabotaging hooks, I think their just okay to somewhat bad. Once again, just 1 hook sabotage can use about 1/4 of your toolbox that's insane.

    Overall I think their bad now (which I expected to happen once they said toolboxes would get a change). And is another item that survivors are less likely to use

  • @[Deleted User] said:

    Can't say you all weren't warned. :P

    BHVR (Any problem in-game): LaTeNcY

    tumblr_9ddbc78b0a2633ea58e34c5ec7ae64ea_0c18a041_1280(1).jpg


  • @Charger said:

    I thought the ptb released on the 18th ( today ) ? Please correct me if im wrong

    Yes it's on the 18th. They probably made the post and it was still the 17th for them

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101939#Comment_1101939

    Only if you are killed with your items and add-ons. 😁

    I knew that but was asking to see if it was going to be changed for this update. Seems like it will be according to Almo

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101753#Comment_1101753

    BNP and the syringes are consumed upon use; Ace in the Hole only protects from losing an addon you escape the match with.

    What about white wards (offering)? Do they save your add-ons too?

  • Xbox here

    Killers are getting hits they shouldn't be getting

    And killer feels the same so far

    60 green ping on both sides

  • @AbsolutelyAmel said:

    Take their advice and play another game. Last Year was on steam for a free weekend and honestly it was so much fun. A fresh breath of air. Spare yourself the frustration and play a game that will not inevitably bring you to a mental asylum.

    I wanna play Last year so much. Super hoping it comes to console

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093440#Comment_1093440

    I remember long back ago (around the time they were implementing dedicated servers, I think?), they mentioned that they were going to rework how sound was implemented into the game to help fix the problems and stop it from breaking every patch.

    I wonder what happened with that, because it doesn't seem like they changed anything.

    Yep they did say that.

    In this dev update has section saying exactly what you said.

    @not_Queen said:

    https://us.v-cdn.net/6030815/uploads/204/7UUHQA788MP5.png

     Last month, we were happy to release our first Developer Update, a blogpost focusing on some of the most pressing issues and how we are working on solving them.  

    The last Developer Update was very well received and this time around, we will be revisiting our topics from last month and give you an update on their progress, as well as some new topics, including disconnection handling, hitboxes / hit registration and more. 

    Update on previous topics 

    Optimization – Still on track  

    Last time we communicated about optimization was in March and we thought it was time to give you an update on our progress. We currently have a team of five people dedicated to optimizing the game and we are still on track with our original plan. For the last update (2.7.0) we introduced some changes that optimized the CPU and GPU usage and brought small visible improvements to the live game, but we are not hitting 60 FPS on every platform yet. Our internal tests are really promising; they are getting us closer to the 60 FPS goal. These changes will be introduced with the next chapter update. After the release of chapter 12, we will attack map specific optimization, perks and powers that cause spikes in FPS and edge cases. To consult our roadmap and learn more about optimization: https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps#latest 

    Infinite loading screens - Less occurrences 

    The infinite loading bug causes one or more players’ game to hang as they attempt to load into the match. This, in turn, increases loading times for the rest of the players in the game.  

    In the 2.7.0 update, we fixed a few instances of this issue and we added new analytics to improve our tracking of the remaining cases. These analytics will help us track, identify, and fix this bug for good. While we are seeing significantly fewer instances of infinite loading screens since the mid-chapter update, we are still focusing our efforts on resolving the remaining problems causing this issue. 

    Less than five player games - Our 2.7.0 changes and their impact 

    In 2.7.0, we have added a new feature that automatically cancels matches that start with fewer than five players. When this happens, any player remaining in the match after loading will receive their items, add-ons and offerings returned to them and their rank will be unaffected. Some instances of this fix might not behave as designed and will be fixed. 

    Matchmaking - The new algorithm is live 

    The new matchmaking algorithm has been live for a few weeks now and we have been able to reduce edge cases. We have been testing multiple versions of the new matchmaking algorithm to ensure that queue times are more consistent for all players and to be sure that it is ready when we make the switch to dedicated servers. We will continue to improve on it and concentrate on fixing rank disparity and regional issues. 

    Dedicated servers - Learnings from the public test 

    The first dedicated servers tests on the Player Test Build were a success for us. We prepared a post about our learnings from this test; read it here:  https://forum.deadbydaylight.com/en/discussion/62205/dedicated-servers-2-7-0-ptb-learnings#latest 

    Freddy rework - gameplay reveal incoming

    In the last update, we promised that information would be released next month about The Nightmare rework. We are still on track for releasing this information in the next 2 weeks. We have been very busy finalizing the Freddy gameplay reveal and we can't wait for the Community to have a look at the changes!  

    Game health 

    Hitboxes and hit registration – First step 

    One of the most reported issue on the game now is the way the game handles hit registration and hitboxes. We investigated to find what was the cause of this issue and we found that the main culprit was different instances of desynchronization. Desynchronization can be caused by input lag, animation issues, registration issues as well as user lag. This is the core of this issue and migrating to dedicated servers will give us the tools to handle hit registration better. 

    Being hit through the window is by design. A window is an opened element and killers should be able to reach through it. Players suffering from desynchronization issues will have the feeling that they are getting hit through the window when they are much further away. 

    Desynchronization problems are not all that we have found. We also realized that some of our killers hit animations were not matching the attack cone which created the impression that the hit should not have registered when in fact, it did (or vice-versa). We have reviewed most of the animations and the adjustments will be released in the next update. This is the first step of our upcoming work on hit registration.   

    Disconnection handling - Our plan, our actions 

    Player disconnection is a rampant issue in Dead by Daylight and causes regular frustrations to players. Migrating to Dedicated Servers will give us the opportunity to manage disconnections better. The design for disconnection handling is currently being worked on and we are aiming to launch this feature at the release of dedicated servers. We will share more information on the design itself over the summer. 

    Until we migrate on dedicated servers, we are left with the way we have been handling disconnections for over a year; by punishing players that are disconnecting more than a definite threshold (% of the games played). In the last few months, the game has been in a state where we had to be more permissive with that threshold because too many players were experiencing crashes and loading issues and we didn’t want to punish players for issues caused by the game. In the last update, we have fixed most of these issues and our threshold is now back to the initial number. 

    Sounds 

    Sound is a big part of the Dead by Daylight gameplay; we want the sounds to be as precise and constant as possible. We realize that every time we update the game, we receive multiple reports of emerging sound issues. We investigated and we found that they were mostly caused by the way we integrate sounds to the game.  

    Sound creation in Dead by Daylight is a lot of work and it’s handled by 4 different teams. Sound designers, gameplay designers, programmers as well as QA testers. In order to improve the quality of our game sounds, and because we know it is crucial for gameplay, we are working on new internal processes that will change the way we do the implementation, design and testing of sounds in the game. This will allow us to track issues better as well as being more efficient in resolving them.  

    Live balance 

    Mettle of Man - Upcoming changes 

    Since the release of the Ash vs. Evil Dead DLC, we have been closely monitoring feedback for Mettle of Man. Although the perk was immediately polarizing, we felt it was best to collect more data before making any balance changes. With that in mind, we decided to review Mettle of Man. 

    We are working on different concepts and designs for this perk. The version we are testing internally at the moment is similar to the current version, however, rather than activating the perk after three basic attacks, the perk now activates after three protection hits. When active, any attack that would put the user into the dying state will be ignored. It is still a one-time use perk. We think these changes will force the user of the perk to make a conscious effort in order to activate it and should offer more counter play to those who come up against it. 

    For the moment, this is a prototype we are testing and it might not be the final design. We are still working on other different concepts that we have yet tested. The Community will be able to try our final design in the next Player Test Build. 

    This concludes our May 2019 Developer Update. We hope we were able to address some of your top concerns. In the next update, we will revisit these topics once again and keep you posted on the progress we make. In the meantime, we will continue to work towards fixing all the issues listed above as well as keeping an eye out for any new issues that may arise. Until next time... 

    The Dead by Daylight team 


  • So I was pretty much right at about this when commenting in your other thread.

    They just adding on to the 1-2+ year lies, of "eventually" changing it

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088753#Comment_1088753

    1/4 of the questions for the stream tomorrow was for increasing sensitivity on console so if they don’t answer it that will be extremely disheartening

    If they do address it, I'll hope this will be the last time. No more excuses can be made after this.

    The low sensitivity problem doesn't affect me personally, but its like come on either change it or just stop lying over and over

  • They been straight up lying for 2+ years about it saying either they want to change it or they will change it.

    I dont care what anyone says it don't take that long to change something as small as this. Especially when console version apparently have their on set of programmers for console bug fixes and such (don't quote me on this, not 100% sure), but it they don't have it still what I said before applies

  • Being someone that plays on Xbox and is the only platform to not have dedicated servers yet. I must say that p2p is perfectly fine and not that bad has people keep claiming it to be.

    Especially where playing on console there seems to be an assumption that people have worse internet for whatever reason.

    I like going in a game/lobby looking at the ping and knowing what to expect (laggy, maybe every once in awhile or no lag at all). Not have green ping and then have lag spikes out of nowhere or be hit 10 meters after vaulting a window. I'll pass on that

  • Demo still has sound bugs with hearing david grunt noises whenever attacking.

    Have the devs even admitted anywhere that there are major sound bugs right now or did I just miss it??

  • @Peanits said:

    We had some issues with dedicated servers on Xbox and had to push them back until they were resolved. We're on it, though, and hope to have them out as soon as possible. Unfortunately I can't give an ETA just yet.

    I hope this push back is some months away until they are working good. Have not seen any real positives for dedicated servers so far

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058350#Comment_1058350

    Can't do Switch version because they lack Freddy and I think Leatherface. Also, console versions as a whole are not on the same level as PC version performance-wise.

    They can still do crossplay. They already do it with the PC windows version (not steam) which don't have Freddy or Quentin. The Windows version perks look different if they ever come across them with a pc player and the windows version aren't teachables and made available to everyone.

    Also switch does have Leatherface for a little bit now.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047655#Comment_1047655

    There is something unique and wron on your platform then. I play on Xbox which if I had to guess is the smallest population enxt to PS4 and PC. Possibly bigger than Switch but even switch could be bigger by now I guess. I NEVER see that happen.

    Xbox population definitely isn't small. The game been on game pass for months now and is on the list of most popular games for xbox game pass

  • @Eye66 said:

    The best part is how Peanits said they made way more survivor challenges in this tome than killer challenges because they thought there'd be too many people playing killer after the patch

    That's hilarious. Now you got more reasons for people to play survivor and increase their que times.

    That devs continue to surprise me in how incompetent they are

  • That seems like logical sense to me. I dont know why they wouldn't do it if crossplay happened

  • I play on xbox one x and whenever I played doctor period the game ran at 5fps, since this update.

    Never before this update has it ran this bad.

  • @thrawn3054 said:

    Guess you missed where they said they wanted to add something else that would be more interesting then staring at a gen. They clearly see gens are going to fast, and want to find something to make games last longer. Something other than increasing base gen times.

    All they really said was possibly making totems into something close to a second objective. But that a full fledged second objective would likely never come to dbd.

    Actions speak louder then their words, so until I actually see something I'm not gonna believe them saying the same thing over and over again when they said stuff before they would do and never did it.

    They already said in the past over a year ago, of possible second objectives and nothing ever came out of it.

  • Just had a game as doctor. And literally was playing at 5fps. The game would actually fully freeze and stop. I was playing a slide show the whole match.

    Never been this bad before

  • @Adriang14 said:

    It’s been very annoying having to deal with this and while I haven’t tested it with lightborn I’m sure even that won’t solve the problem. Even then I shouldn’t have to run that perk, while I know there are add ons that increase blind speed this isn’t that, it’s way too fast for it be that. Anyways if y’all could patch this real quick that would be lovely, thanks.

    Btw, there are no add-ons that increase how fast the killer can be blinded. That was removed long ago.

    Only increase how long the blind last and and the brightness on your screen

  • I played demo on Lerys once today. Seemed fine to me. Though demo is a laggy/low fps killer beforehand but didn't seem any different

    Playing on Xbox one x

  • Billy and both Leatherface are next up for some changes or add-on rework (or nerf depending on who you ask)

    So I expect something maybe next mid-chapter update and perhaps even sooner with the next chapter, though I doubt it will come out that early

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/990894#Comment_990894

    It COULD though, lol. Ive ended a game in 2 minutes with OG Freddy, right before his rework. Typically other times this happens though, its with 1 shot killers like Billy.

    https://us.v-cdn.net/6030815/uploads/142/OUWDDXUOF0PR.jpg

    Old Freddy with old "class photo" and the add-on that increase the sleeping range power (can't remember it's name) was the best strongest thing ever. Even more then anything new Freddy has now. Had so much fun with that build and devour hope combined together

    And cause of Freddy many weaknesses or flaws it was pretty fair.

  • I have a bunch survivor one's left cause the queue times are to long and Im not about to be waiting 5-10 minutes for game. And then not even complete the challenge during the game since their all pretty the "complete in a single trial"😒

  • @ADirtyNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/984718#Comment_984718

    Already did I don't understand what you want me to look at🤣

    That the main reason changes happened to both Doctor and and Ruin is cause of survivors. Not because of anything from a killer perspective.

    But from your responses your not going to see that anyway

  • @ADirtyNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/984452#Comment_984452

    It says three key issues not one key issue, thereby they didn't make the change just because of new players which means they had other reasons which means my first comment was valid... Do you know the difference between three key issues and one key issue buddy?

    Take a look

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png

    Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin. 

    DOCTOR UPDATE 

    In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass. 

    We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability. 

    The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual. 

    While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use. 

    As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability. 

    One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt. 

    HEX: RUIN AND GATEKEEPER UPDATE  

    The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. 

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem. 

    Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match. 

    The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper. 

    The new Hex: Ruin is simple: 

    All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. 

    The Hex effect persists as long as the related Hex Totem is standing. 

    This version of the perk has many benefits: 

    • Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. 
    • Killers must be active in pushing Survivors off generators to get value from it. 
    • It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem. 

     

    The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out! 


  • @S_Panda said:

    It's been said in another thread that they are reducing the shock therapy's 'cooldown period' and fixing the delay from shock fired to shock hitting (it's currently .25s later than normal)

    That's definitely good but he's still gonna have that terrible range though

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/981968#Comment_981968

    I was talking about the current PTB test sorry not them being tested on PS4.

    It is safe to assume the servers like PC will stay on PS4 while being worked on.

    Okay. I was sure they didn't say it was a test for ps4

  • @twistedmonkey said:

    On the PTB they did feel a lot smoother with a lot less BS hits happening.

    It wont go live as yet as its a test for now but I feel they are looking a lot better.

    Where did they say it was a test?

    Or this the same test PC players are going through but ended up being the actual release?

  • @anarchy753 said:

    I mean it's not exactly perfect information, but since the announcement the max players on an average day has dropped from 45k players to 28k on steam charts, so they should at least be concerned already. Nobody is impressed with this #########.

    We did just come off of a double BP and the ptb is happening just to take that in mind.

    Though doesn't mean people haven't left cause of it

  • Are we really surprised though

    tumblr_9ddbc78b0a2633ea58e34c5ec7ae64ea_0c18a041_1280(1).jpg


  • @johnmwarner said:

    Spine chill and sprint burst are part of my build for the past couple weeks

    Same here☺

  • Yes Myers gets counter by them both now. And I use spine chill all the time.

    Very helpful against all killers regardless of what anyone else says

  • Considering dying light can stack with other slow down perks or add-ons (possible future killers too), Im gonna have to say no to a buff for it

    Most people already will only use it with thanatophobia anyway. I think its fine

    Unless it no longer stacked with other slow down stuff

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/964420#Comment_964420

    We can't really say that either because of the overall killer rates being over 50% technically. You need to look at the matches as they are, where we have just curb stomps on either side so frequent it's insane.

    The problem is that BHVR thinks that if you have a huge advantage and win easily, and then a huge disadvantage next game and lose horribly, that means the game is fair. It is in an overall sense but in reality it's just a boring and frustrating experience.

    Matches should be made to be as intense and close as possible for both sides, as much of the time as possible, but that would require a lot more work and overhauling the game....BHVR would never do that, nor do I think they have the capacity to do so.

    Only hope is basically a DBD 2 or a game from another company tbh.....until then just gotta enjoy what we have this is the best are gonna get for now.

    You mean that data graph that says all killers have over %50 kill rate (I think nurse is under that now) and the devs constantly say is very flawed, not accurate and people shouldn't draw conclusions from.

    But the devs then in another post on here used that same data drawing a conclusion from that flawed data trying to justify Legion recent changes were a buff cause they got a tiny bit over %1 increase in their kill rate. Like I dont understand the devs logic and thinking nowadays

    Btw not trying to be rude to you, just saying all this

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/961399#Comment_961399

    I may be misremembering, but your points about Spirit and Ghostface were about their PTBs.

    The note on plague makes a lot of sense.

    I know the ptb isn't the final product but its the devs vision of what the killer is and suppose to be like/work like. If there wasnt a ptb, the killer would be released like their orb versions so I think its fair for people to criticize it

    Also people weren't complaining that spirit still sucked after her buffs. Most agreed at that time that she was much better afterwards

  • @PyroGL said:

    I'm surprised, I would think people would be more open to the idea of a FNaF chapter. I gave it a little thought, and think a FNaF chapter could look something like this (rough concept, I'm sure it could use lots of work):

    New Killer: The Cast

    The 4 original cast members (Freddy, Chica, Bonnie, and Foxy) all spawn randomly on the map and are in an Idle mode. In idle mode, all the bots emit a low level TR (16 m). They do not move, but will always face you (similar to the statues in the Sanctum of Wrath). The killer player would begin by always controlling Freddy, and he becomes active at the start of the game. The active cast member would then have a normal TR (32m).

    Killer Power: The killer's power would work by taking control of the different cast members one at a time. The killer can move and position each cast member and then put that bot into idle mode at will. When all 4 cast members are idle, the killer can cycle thought the sight of each cast member and would be able to see and hear from that cast member's perspective. The killer can choose to control that cast member though a short channel, and would be allowed to move and chase survivors. Or they could cycle to the next cast member to scout what is going on in that location. The most recent cast member that was put idle would need a cooldown period before being eligible to be active again. Each cast member could additionally have a special passive:

    Freddy - breaks pallets much faster

    Bonnie - vaults windows much quicker

    Foxy - While idle, TR shrinks to 0m and can hear much further (think a super version of stridor and insidious). For 10 sec after becoming active, Foxy is undetectable.

    Chika - can enter lockers and use them to teleport to other lockers on the map with her own special cooldown (basically like Demogorgon).

    Mori (this one is wacky, I know) - The 4 cast members jumpscare the survivor 4 times in quick succession by popping behind or from the sides (might need to be a first person perspective mori). This results in the survivor simply having a heart attack and dying. Obviously, this would not change the actual locations of the cast members.

    Basically the idea would be an extreme map pressure killer that is sort of everywhere at once. You could essentially trap survivors by strategically placing cast members in places they will run to, or put them next to objectives to scare the ######### out of survivors since they often know they are being watched.

    Definitely an interesting idea though seems it could start to get very complex and complicated to balance and make add-ons for with all the different characters. But I could see it working

  • @Steel_Eyed said:

    I’m waiting for Stranger Things to go on sale but this is really discouraging to read.

    Players said similar things about Oni and I’ve been competing with him just fine so I don’t know if I trust these ‘early’ opinions yet.

    I remember Spirit was considered bad on her release. I remember players thought Plague’s aura reading add on was useless. I remember people didn’t think Ghostface was any good. All wrong. All early opinions.

    Spirit was weak and she got buffed cause of it, to then become the annoyance everyone complained about until her recent nerf.

    Everyone thought people would always cleanse against Plague, that seemed to smart thing to do at the time (of course until everyone learned to do the opposite instead). So obviously people would think that aura add-on would be garbage at the time mind you.

    And ghostface had that bug where he could get revealed no matter what at first and then got a good amount of nerfs upon his release (even afterwards too). Feel like people were justified to think he wasn't great then

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/959205#Comment_959205

    That's the main reason why the developers added License killers and survivors into Dead by Daylight because a lot of people wanted it in the game.

    To be clear, I wouldn't mind a FNAF chapter in DBD, but I dislike how people, not you, keep judging others because they like a game they don't like. This needs to stop.

    That sounds awesome. I want it now!!!😊

  • I hope it does happen just to trigger people

    😁

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/957091#Comment_957091

    I've seen. If the devs wanted to nerf killer sided maps they would choose hawkins or the game. The rework is purely thematic.

    My guess would be that the devs are probably using, "the map just came out recently, people still need learn the layout, and it needs to sit out and not really be touch for awhile" excuse. While Lerys has been here for like 2+ years now even though it has got changes here and there

    Just like with the Legion and how they'll change him again but not anytime soon as the changes need to sit out for a bit

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