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StibbityStabbity

StibbityStabbity

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  • I want the bots to have a learning AI implemented. It watches live matches and learns how human players go about the game.

    Then we'd have bots face camping, tunneling, flashlight spamming, gen rushing, and post-game lobby trash talk. Perfection.

  • @Nathan13 said:

    I feel like most of us know that off the record sounds way too strong especially at EGC. There’s no way it’s gonna go live as it is.

    It's okay. It'll get reported as over-performing, and that feedback will be monitored and acted upon.

    Then we'll see it get toned down in about 6 months to 3 years.

  • @Triplehoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029070#Comment_3029070

    And survivors should have DS, as a basekit which triggerers EVERYTIME a Killer picks up a survivor. And DH, BT and IW also. Flashlights should last forever and give blindness for the rest of the match. And the doors should be open immediately. And survivors should be awarded for toxic behaviour in every match 600% worth of bloodpoints

    Because Killers bad! BAD, I tells you.

    @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029045#Comment_3029045

    And survivors should start on the hook, while killers can mori after 1 unhook. If survivors dont heal themself near hook in 2 secs, they go down again and will be automatic put back on hook.

    Killers get then 128k BP, cause its 4 vs 1. And survivors bad. BAD!

    No no no. You both have still made (pick a side) too OP.

    The Killer starts the game stuck in the position they spawned at. This is now called the Rage Cage. Survivors can blind and tease the Killer all they want. Every time someone works on a gen, the Rage Cage opens and the Killer may go and try to stop them. When they get off a gen, the Killer is put into a Rage Cage again.

    If/when the Killer manages to get a Survivor down, they are fatigued for 30 seconds. Then, they may pick up the Survivor and put them on a hook. If the Killer is within 64 meters of a hook with a Survivor on it, they are put in a Rage Cage again until the Survivor is removed. This includes right after putting a Survivor on a hook. There is no grace period or cooldown for this.

    Once the required amount of generators is completely (which is now one), the gates are powered. The Killer is no longer in the Rage Cage unless they get within 32 meters of an exit. Once an exit is open, anyone that tries to leave triggers the very end of the EGC, and all Survivors on the map die, because they should have used a key to get hatch.

    Nobody gets any BP, because BP is overpowered and (pick a side) is too OP.

  • Leveling out all Survivor sounds would be a great start, as has been mentioned.

    Also, I'm sorta wondering how the sounds are coded that would cause the "bug". If the grunts are coded to be tied in with the breathing, then muting the grunts might have used the breathing link to mute that as well, which caused the issue. Either the grunts are classified as a form of breathing in the code, so all breathing gets muted, or they are directly linked in some way, which has the same affect. To fix the bug, they might have to change how the game adds grunts to an injured Survivor. I dunno though. Kinda fun to think about and try to solve, though.

    I personally don't like the idea of IW outright muting a Survivor. Between this game and R6Siege, these are two games I actually appreciate for making sound so important to playing well. That said, IW (and honestly NO perk) should be made completely useless with an overzealous nerf, especially on account of a bug that made the perk not work as intended in the first place.

    Also, the exhaustion bit is just too much. Now, if it was old IW but with the Exhaustion clause, okay. If it's new IW but no Exhaustion clause, okay. Together is just too much.

  • @Mr_K said:

    When can we play as the Entity and mess with other players matches?

    I could see that being a Twitch plug-in feature or something. I know other games have that, though I don't think I've ever seen it in action.

  • RPD. I finally got a map so bad, I will either just wander around as Killer or stand at a hook, smacking my behind so I can get out faster. Before RPD, there wasn't a map that ever made me just want to leave. I finally got to know that feeling. Magical.

  • The recent changes to Legion were mostly QoL changes that Legion mains (myself included when I played Killer more) had been requesting for some time. Outside of that, they did nothing to really move Legion in tier. They are still a D tier Killer.

    That said, Legion is fun to play, and I enjoyed my time playing Legion before the buffs. I have not played them after getting buffed, though I'm sure I would find the changes very pleasant insofar as making them simply feel better. However, numerically and strategically, nothing has changed for them. The added lethality on a fifth hit during FF is very situational, and when it DOES happen, spikes Legions power. When it doesn't happen, which would be more often than not, Legion is still the same ol' Killer with low lethality and pressure spikes.

    All in all, I still like Legion. As far as Killers go, they are the best for learning and honing the fundamentals of Killer gameplay. They rely heavily on learning how to do the basics well. Their power lets them ignore a few things, such as downed pallets being in the way, but their power doesn't give them lethality, so it's a hefty trade off that teaches the player not to overly rely on the Killers power when good, basic gameplay would work better.

    Could Legion use some sort of buff or series of changes to make them more interesting? Probably. However, Legion is one of the most fundamental-minded Killers in the roster. No gimmicks or special rules that allows them to ignore the basics of how to play all Killers. That just seems kind of important to me.

  • @Babadook83 said:

    a solution to camping would be to make the killer incapacitated when he's withing a certain area of the hook of a hanging survivor. it would makes graps not possible anymore and camping would be highly discouraged. what do you think?

    Only as long as it applies literally right after they hook someone. They are WAY took close to the hook at that point. Also, no cooldown on the incapacitation.

    Killer will still be OP, but maybe, just MAYBE, Survivor will finally have a chance in high MMR.

    Now we just need a way to balance Rock Paper Scissors. Rock is overpicked because it dominates the meta. Scissors needs a buff, and Paper needs to be outright removed.

  • @IWantCandys said:

    There is barely any killers playing ?

    Oh, I ctualy wish I COULD play killer ´cause survivor is way too stressful during this event , maybe it´s different in high MMR but in my matches kilers are going crazy if they see more than 2 flans (incuding the blood hunt) and that isn´t fun. So I can get ahrdlx good value out of my flans.

    I played killer some days of the event and it was so so so much better.

    But since 2 days killer queue is awful ALL DAY AND NIGHT. I have insta survivor queue 24/7

    Maybe most solo survivors had enough and switched to killer for the event to get value out of their flans and the bloodhunt and now I am forced to play survivor and to ruin my mood with it.

    During most events, Killer gets more traffic since getting BP with them tends to be easier. This is normal.

  • @END_OF_LINE said:

    So teachables wont exist anymore? Meaning if my Nurse is not prestiged I won't be able to get any of her perks on any of my other Killers through the blood web anymore?

    So my best option is too wait till the new system drops and then immediately start prestiging the 17 killers I haven't prestiged too P3. Then all my Killers will have all perks available. It is a lot cheaper on the blood points to do it that way.

    P1 will give you the Tier 1 perks for that character on all characters. The higher tiers will then show up in Bloodwebs as usual. P3 will give all characters the Tier 3 version of the perk. It is not required to get all characters to P3 if you simply want the perks, only if you want them already at Tier 3.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027609#Comment_3027609

    If that's the case, then BHVR is prioritizing the wrong things. The player experience is more important. If BHVR is truly worried that players feeling rewarded for their efforts will somehow worsen the game, they could decrease the bonus for getting 4 stacks. I wouldn't recommend decreasing it a lot, though, otherwise it doesn't offset the way earning stacks is a risk to a personal win.

    It's just a common thing with game companies that want to extend engagement. Like battle passes, gachas, and other such mechanics, the goal is to get people to feel obligated to play more. Making it easier to max out content would be directly against making players feel obligated to grind out content, which extends how much they play, which lets the developers expose them to other things they can pay for.

  • @TragicSolitude said:

    A lot of people find getting WGLF/BBQ stacks to be an important part of gameplay. It's very enjoyable to earn stacks, and it rewards players for doing things that put their own win conditions at risk for the benefit of improving other players' experiences. Not having the BP bonuses be tied to perks makes sense, but not making them basekit hurts the game.

    Making the BP bonuses from those two Perks base kit would be pretty fantastic for the players. My guess, however, is that BHVR wouldn't like how quickly people would max out content. I'm personally not even saying it would be THAT fast, but BHVR likely has a different definition of fast than players.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027383#Comment_3027383

    "We"

    Maybe one day consoles will get to playtest too. Doubt it, though

    Probably not, as console companies are a bit harder to work with when you want to send out a bunch of patches in a short amount of time. Each one needs to be approved, costs the publisher money, and essentially has a sort of financial cooldown time on it. Some companies put up with all of this to have test servers on console. Most don't.

  • @MikaelaWantsYourBoon said:

    At least add stacks to surv & killer basekits. Why?

    • First i have to say that, grind is issue for new players more. New players have so much characters to level. Both perks are nice for new players.
    • We have event right now, so it is easy to farm flans/cakes. But bp offerings are so rare on bloodwebs at usual times. So if you play perfectly and collect 32k, even this is not enough bp for one bloodweb level. So you need to play at least 2 games for one bloodweb level. This is hilarious.
    • Now we need to P9 everyone for all rewards. If we think how many characters we have right now, it is looks impossible to finish this task. Tasks should not be that hard for buy for play games.
    • Both perks are supports healthy gameplay. For BBQ stacks, you need to hook everyone once. And for WGLF stacks, you need to leave gen and save your teammate (or take hit). Both perks are supporting healthy and fun gameplay.
    • Survivors have usually less bp than killers and WGLF is only way to make good BP with survivors. Survivor BPs needs to look.

    So my point is that, stacks should stay with perks or they should add to basekits. Grind changes are great but if you nerf these perks with this way, grind will be issue again.

    P1 is all that is required to have the Tier 1 of that characters Perks on all characters. The higher tiers will then appear in the Bloodweb as per usual. P3 would be to have their Perks at Tier 3 on all characters. Everything after that is cosmetic. P9 is by no means required.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027577#Comment_3027577

    There should be a penalty for all other killers because at least they're balanced you know

    Untitled Image

    Uh huh

  • Honestly, if the game was designed differently or gave the Survivors a proper gameplay boost when a DC occurred, it wouldn't bother me. In it's current state, however, no.

    I DO think the game would benefit from allowing DCs while also not penalizing the other players, but I entirely understand that is a pipe-dream at this point.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/331056/end-the-dc-penalties

    There should be no dc penalty if you get a pinhead or nurse

    Untitled Image


  • I want to see if OtR is 80 seconds every time off hook, or if it's collectively 80s similar to Lucky Break. I think the second method makes much more sense. Getting hit or doing a CA would turn it off, then the remaining value would be applied next time.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027405#Comment_3027405

    Okay but we cant act like it's this mega complex thing, if anything playing with the limitation is harder as you physically cant down at many places you can with a 180°

    I guess it depends what you class as skillful and hard people say nurse is the hardest to play but I dont agree so its definitely more of an opinion.

    Still shouldn't be different depending on platform though

    I'm just pointing out that it is still skill, regardless of what control method is being used or if the mechanic is intentional or not. Whether or not it is fair that some control methods work better than others is not skill-related.

    Also, Nurse is more about having a higher barrier of entry insofar as skill goes. It takes a little while longer to get good at her initially. As far as long term learning and mastery is concerned, I'd argue that Blight is actually harder considering they need to memorize and recognize assets and angles on the fly in order to best utilize him, while Nurse is more about nailing distances, reacting to opponent position, and correctly anticipating opponent movement. Blight still has to do all that, while also factoring in the best way to use his power to best close in and avoid areas where his power is weak or simply won't work due to how the angles or assets are.

  • @Ayamir said:

    On console it's capped to 90° turns only.

    but on PC yes you can easily do 180°turns and more with high DPI.

    Hope BHVR doesn't change anything about Oni's flicks it requires mechanical skills and practice don't want him to get nerfed for no reasons.

    My guess is they will change it. Eventually.

    Blight has already shown that using stronger peripherals IS cause for them to tone down what is possible in order to be more even with weaker ones.

    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026968#Comment_3026968

    Hows it skill if its limited to certain systems? I'm very skilled but because I'm on console I cant do it?

    They should either remove it completely or allow all platforms to do it..

    Because it is still skill. It requires trained motor function, hand-eye coordination, and knowledge of the mechanics at play as well as spatial awareness in-game. It is still skill.

  • They just want you to see them leave.

    It's technically a taunt, but it's a pretty light one. I wouldn't pay it any mind.

  • @loothound said:

    https://forum.deadbydaylight.com/en/discussion/330950/killer-shadows

    I'm pretty sure the shadow you see are the models used for your first person camera. So, demo has his hands up high so you can see them in your camera and they reflect that in the shadows.

    Basically this.

    From the Killers PoV, the model is actually very deformed in order to get the hands and such in a good spot, while having the body be visible to the player when they look down. For MOST Killers, this means their head is stretched several feet behind their head (which ensures their head model doesn't clip with the camera).

  • Some maps are terrible for Killer as well. I once tried playing Blight in an indoor map. Then I tried eating live bees. The bees were less painful.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026158#Comment_3026158

    I feel like for it to be barely anything you need to run a filter. I don't have any filters and my brightness is quite low on my monitor, I can't even make out generators 6 feet in front of me. Are you saying that for me to enjoy going against the dredge I should just adjust my games lighting?

    No, I'm not. I don't know what is going on with your monitor, as many monitors actually show lighting and color very differently, but a ton of people have reported Nightfall causing very little loss in visibility on many maps. On SOME maps, yes, Nightfall does actually make it dark. On others, however, the darkness is hardly noticeable.

    I'm not going to say it was a well designed mechanic, cuz it has issues. The fact that the efficacy of the darkness is map reliant is a big issue.

    Toning it down would help on those few maps where Nightfall actually works, but on other maps, it would make for nearly no noticeable change.

  • @Biscuits said:

    While the killer is extremely fun to play, I find him to have quickly jumped to #1 most annoying killer to play against. The nightfall mechanic is really cool thematically and fits the games genre quite well, but man does it make me want to alt-f4. Does anyone else feel like this? Should nightfall be tuned down a bit?

    Nightfall barely does anything as is. On some maps, it almost literally does nothing due to projected lighting. It also often makes the Killer easier to see. Toning it down would make it do even more nothing. Or less nothing. You get what I mean. Ya, faster locker hops, but the confusing nature of low visibility is already not great, and gutting it would make the mechanic nearly useless.

  • @Ayamir said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026028#Comment_3026028

    Spirit has been an S tier killer for a long time before she finally got nerfed and she was so easy to play you really didn't need any mechanical skills or whatever just a good headset and you were gonna win most of your games.(paired with Stridor to increase efficiency)

    I just don't like how they did Sadako dirty how did she get released in her current state she's just bad at everything there's no point in wasting your time on her you will reach a certain MMR where even if you make good plays you'll still lose beceause the killer you're playing is just trash and that's sad...

    that's the hard reality of not playing a A tier or S tier killer.

    Trickster was the same way on release. He was easily one of the worst Killers in the game. Then he got buffed into being a walking turret.

    Not saying they will fix Onryo, just that she's not the first time a Killer was released recently that was instantly bottom-tier.

  • Honestly not bad at all. If be fine with it. A little booty scooty after a hook would be a nice way to promote leaving the hook and chase.

    Also, it wouldn't buff campers at all, since they are just going to sit there anyways.

  • If killer becomes stronger, I will actually come back to the game. To play survivor again. I want to show them all that the buffs aren't enough to stop me. No matter how strong they get, I will bully them into oblivion.

    I'm feeling a little motivated.

    https://youtu.be/3v4LUao5n5k


  • Just make whiffed attacks make fart noises. Problem solved.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022036#Comment_3022036

    I agree with you that no perk should be completely detrimental. But BHVR clearly explained that according to their stats it's OP in high skill matches. I don't have any data to prove them wrong, so I have no reason to doubt it. That's how I interpret this:

    "Though Self-Care has a divisive reputation among the community, we were surprised to find that its usage peaks in the highest skill matches. Having a consistent and reliable way to heal at will is a powerful tool in the right hands. On top of that, Self-Care increases the efficiency of Med-Kits, allowing Survivors to squeeze additional heals out of them. "

    That's fair, and I think they had good reason to look at the Perk for changes, I just don't agree that nerfing it into being literally only better than a blank perk slot was the right call.

    In higher MMR, it's primarily used for solo hook saves and to increase the power of other heal sources. If anything, the second portion is probably what would have needed to be addressed in order to chill the high MMR use of it. It's used to get more value and speed out of Medkits, CoH, etc.

    A simple but more effective change would have been to let it allow players to self heal as normal, but when healing others, the speed is normal. It would then generate more Skill Checks that give larger percentages when hit. This adds a (slightly) less mindless application of the bonus it provides, and can still cause a player to fail if they are trying to use it in a tense situation. On top of that, it could use Hard Skill Checks if the person using it is also wounded, which would definitely affect higher MMR more.

    Maybe that's a bad change. Dunno. I just think their current change is making the Perk next to useless in most situations, while not really addressing WHY the Perk was so prominent.

    Also, I still want Blendies to seethe. Whatever they do with it, Blendies must seethe.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021953#Comment_3021953

    Iron Will eliminated Spirit almost entirely. This wasn't healthy for the game.

    Spine Chill was making stealth killer walk side ways, which is just silly.

    Self-Care is bad for your team. Bring COH instead.

    While Self-Care is bad, no Perk should be so completely detrimental that NOT running it is better.

    I honestly never liked Self-Care. It's a perk for Blendies that never touch a gen or get a hook save to try and ninja the hatch at the end of the game. It has a few niche uses which I am fine with (healing for a late game hook save for example), but most people used it for immersion gameplay that ruined the competitive nature of the game. That said, it shouldn't be so bad that replacing it with almost any other perk is the better option. It should have been reworked better while making the Blendies mald. The devs have said they want to do more changes like this, though, where they throw things at the wall and see what sticks. I'm all for this. I just hope Self-Care gets back on the list for throwing, cuz this isn't going to stick. NO perk should be completely useless or entirely overshadowed by all other options. Self-Care still has a few niche uses, but they are so limited that they barely factor into consideration.

  • None of the changes includes "Morbin' time".

  • What if Hot Pockets didn't burn you when you bit into them while somehow still being frozen in the middle?

    See what I mean? Doesn't work.

  • Just play Elden Ring.

    Kill Alberich in Rountable.

    Turn on Taunters Tongue.

    Now, every time you get invaded, just run from them and pretend it's your new favorite cat and mouse game.

  • Just respond with "I kissed your dad".

    Doesn't matter what they say, just say that. Then, after that, respond ONLY with "Smooch".

    Assert dominance. With dads.

  • Legion.

    Legion teaches you the basics of being a Killer, and doesn't have a power that ignores the fundamentals while still giving you a way to manage some mistakes. Legion also teaches you to monitor survivor traffic and movement, pick your targets, and prioritize threats. Legion can start working at the beginning of a trial and doesn't have to let up in order to set traps or engage with gimmicks.

    Legion is also not particularly strong, so they won't teach you many bad habits or give you unrealistic expectations with other killers.

  • Both sides are the worst.

    Embrace chaos.

    Return to Nea.

  • @Object said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020882#Comment_3020882

    Fair enough, I surely agree. Undetectable killers are too altercated by the perk, which could make unhealthy habit of bringing Spine Chill. I'm sure, that some people did it just to sit on generators, but people like me used it to genuinely have fun and have the ability to enjoy the game while detecting killers efficiently.

    Ya. If it didn't work on Undectable only, it would essentially simulate the Terror Radius visually, which would be fine. It gives more info than the Terror Radius, though, but not that much more.

    It was also good for determining if the Killer used BBQ since you could see if they looked at you after hooking a survivor. From there, you could counter play on every hook with a locker since you know what's coming.

    Against Nurse, it was good for predicting if she was going to blink on top of you. When you hear the charge, look to see if you're the one she's aiming at, and prepare to dance.

  • You can bring a horse to water but can't make it not body block...

  • I used spine chill to mindlessly not pay attention and set up for optimal loops when the killer approached.


    Honestly, it needed a nerf, but only against undetectable killers. It shouldn't have worked on stealth killers. Everyone else is free game.


    The vault nerf is meh. I personally don't mind, but I see some people losing their minds over it.


    I'll probably stop using it, but I only had it because I couldn't think of anything else I wanted in that slot. With all the changes, I suppose I'll find something

  • Gens are already getting slowed down, so losing Ruin after you've reduced their ability to blitz gens by 1/4th honestly isn't that bad. It's basically a perk that will now punish them for being a full strength. If that's not good enough to warrant you using it, that's fine as well, you now have a perk slot freed up for something else that might suit your fancy.

    Sure, Ruin is losing some strength, but in light of all the changes, it may not be that big of a deal if you have plenty of other Perks that can more than make up for it to replace it with.

  • So, now it's a Bayonetta dodge that gives Survivors With Time.

    I am entirely on board with this, so long as the game screams Smoking Sexy Style. Like this: https://youtu.be/wcosWJoMN9U

  • @M4dBoOmr said:

    How many prestige levels are there? Infinite?

    100

  • God no.

    Please

    No

    No please no

    No

    Please No

    God No

    God

    Please No

  • What would you recommend be done to fix this?

    Specifically, how would you change Legions current power without making up a brand new power to make them more fun?

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