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  • @CallMeSpidey said:

    https://forum.deadbydaylight.com/en/discussion/comment/505081#Comment_505081

    There is a DC epidemic and bans aren't being handed out.

    Hopefully it'll be rectified in 3 months, but at the moment, it just isn't happening.

    @Peanits said:

    We brushed upon this in the recent May developer update. Right now our system for punishing disconnects is not ideal, but we are already in the planning phase for a new system that is expected to launch at the same time as dedicated servers this summer. Unfortunately this system will depend on dedicated servers to work, so until then, we are stuck with the current system. There is some good news on that front, though, another wave of DC bans has just started going out.

    We know it's frustrating and all I can say is that we are working on it. It is our top priority at the moment.

    Got a post right here from May 29th saying that a wave of DC bans has been going out.

  • @CallMeSpidey said:

    https://forum.deadbydaylight.com/en/discussion/comment/505057#Comment_505057

    I don't think people get banned for DC'ing either.

    I'm not condoning it, I don't DC in game but, bans aren't happening buddy.

    This is not correct.

  • The difference is that players don't get banned for using a Mori.

  • "I Don't Like Cheaters" seems like it would be really strong. Couple that up with Bamboozle, and you could make jungle gyms way worse.

  • Best to worst IMO

    1) Nurse

    2) Spirit

    3) Hag

    4) Huntress

    5/6) Plague/Legion (not sure which one I'd put above which)

    7) Pig

  • I believe two costumes have been datamined for him?

  • @Carpemortum said:

    I still dont get the hate for MoM. I had a double DS MoM game and still got 3k (hatch escape). If they're all trolling you and trying to get hit, they're not doing gens.

    Power through it, learn how to manage survivors and pressure over simply chasing and hitting the same person repeatedly.

    For me personally, the frustration from MoM comes from the end of the game when someone is involved in an unsafe rescue but still gets away because they managed to activate MoM over the course of the game.

  • @Freudentrauma said:

    According to an official forum announcement it will ill include 9 Killers, 10 Survivors and 3 cosmetics packs. We don't know which one. But I expect all characters to be original ones. Most likely the first 9 Killers we got in chronical order, I think.

    I'm thinking it will be all the non-licensed Killers except for the most recent ones. So Trapper, Wraith, Hillbilly, Nurse, Hag, Doctor, Huntress, Clown, and Spirit. Plus whatever Survivors were associated with them.

  • @Andreyu44 said:

    A xenomorph is 105% better.

    But Behavior doesn't like good charact...I mean, doesn't want non-human creatures in their game .

    I woulf say a Xenomorph makes less sense.

  • @CallMeSpidey said:

    I think he fits more in Deathgarden.

    This is probably the best answer.

  • @CallMeSpidey said:

    lol why stay when an Ebony is shown? (Pitch black offering that doesn't turn) if they're bound to get tunnelled when they're off the first hook.

    Why stay? Honestly.

    Who says it's an Ebony Mori?

  • I have no intention of doing it myself. I went through all the trouble to get almost every tier 3 perk for the Pig. I'm not doing that again.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/503303#Comment_503303

    So 60 second into the game everyone’s goes full sleep?

    Initially, yes. From the looks of things, once people start to wake up (regardless of how), they will return back to microsleep and individually fall back asleep after 60 seconds.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/503496#Comment_503496

    Makes sense. But I mean, if Ghostface has the ability to have no terror radius and red stain while moving at 4.6m/s, I don't see why the Pig shouldn't be able to move faster while crouched. The point still stands... kinda?

    Sort of, but remember that Ghostface loses access to his Night Shroud power temporarily if he is spotted. Though I'm not opposed to Pig getting a bit of a speed boost while crouched.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/503488#Comment_503488

    If I'm mistaken my bad, but I'm pretty sure they said about him being able to move at normal speed while crouched. That's the feel I got from the dev build footage as well.

    I won't comment on the dev build, but the exact words regarding the speed on the dev stream were "When you activate it (Night Shroud), your terror radius shrinks to zero, and it makes it much more difficult to be detected by Survivors. On top of this, you're also moving at full speed, so 4.6 m/s." It's not until later that they mention the crouch.

  • Is there something I missed? The people on stream said that Ghostface moves at 4.6 m/s while using Night Shroud and that he also has the ability to crouch (among other things). They didn't say that he moves at 4.6 m/s while crouched.

    They also mentioned RIGHT after bringing up the 4.6 m/s thing while Night Shroud is active that the numbers are all subject to change.

  • @johnmwarner said:

    What changes the stages of he dream cycle? Does he still use a power for that?

    Survivors automatically transition from microsleep to full sleep after 60 seconds (though the number could change before release).

  • @Ravenlute said:

    I had some time out of the game where I didn't play Pig.

    It used to be that the timer for the RBT paused when the survivor was being chased, on a hook or dying. It made it last a whole lot longer than it had any right to. Has that changed?

    Nope, that has remained the same. The only thing that has changed for the Pig recently is that any traps put on after the Exit Gates are powered don't do anything anymore.

    @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/502007#Comment_502007

    Having ruleset no. 2 and only the part where survivors can't see jigsaw box auras until the trap is active would at least create some tension and pressure. As it stands now survivors especially in coms can just mark each box. Then tell each other which box they should go to next because for whatever reason after 3 people have removed traps the last person with a trap on is let free with the last unexplored box...And you have all the auras as a survivor to know exactly where they are and where to go.....

    Hey, I am totally for Rules Set No. 2 becoming base kit. After getting her endgame gutted, I think she's earned that much and more.

    @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/502628#Comment_502628

    She has a lot of add ons that aren't worth using. Namely all the skill check add ons. Theres no point to using them since its just a default skill check, and even if you run perks that make skill check zones smaller it doesn't do anything. Her hemorrhage add on is useless. Her mangled add on is useless. Her skill check add ons are useless. Her exhaustion add on is semi useless and only worth a damn if someone has sprint burst to slow down their box search.

    I wish she had an add on or toxic poison add on, that made it so when you had a jigsaw box on you were injected with drugs/chemicals, similar to the movie, and it made you dizzy like the clown bottles do. That would be epic. Survivors with jigsaw boxes running around with drunk screens....

    "I wish she had an add on or toxic poison add on, that made it so when you had a jigsaw box on you were injected with drugs/chemicals, similar to the movie, and it made you dizzy like the clown bottles do. That would be epic. Survivors with jigsaw boxes running around with drunk screens...."

    That...would actually be super cool. :o Maybe have it go in and out and then also give the add-on another debuff. Make Rules Set No. 2 base kit and then make that the new Rules Set No. 2:

    "Survivors caught in a Reverse Bear Trap suffer from impaired vision that comes and goes every 10 seconds.

    When a Survivor finishes searching a Jigsaw Box, that Survivor suffers from the Hindered status effect for 15 seconds."

    Yeah, that's taking a page right out of Clown's book, but at least it's an Ultra Rare add-on, and it can MEANINGFULLY affect an RBT Survivor trying to get the Trap off, unlike all the other damn "RBT penalty" add-ons.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/502007#Comment_502007

    But not being able to see The Jigsaw Boxes is just game breaking with her base kit.

    So removing that modifier would be acceptable for the base kit at some stance.

    I'm not sure what you are talking about. Do you mean the current RSN2 being base kit or the one that the other person proposed?

  • I thought the stream was alright, from what I saw.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/500701#Comment_500701

    It takes 5 seconds to teleport and since Survivors are warned already while charging the power, they can gain a big head start before you're able to chase them. Depending on the location of the gen, they can break line of sight before it's ever established.

    That power won't help him mid-chase as far as I'm concerned, and unless they address gen rush, they just took away his greatest skill: slowing the game down.

    As a Freddy main, he's on his death bed with that rework.

    To be fair, the blood does not seem to spew the entire duration of him charging his power. Going by the footage we saw, the generators don't start to cough up blood until about two seconds before he actually does the teleport.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/501491#Comment_501491

    I'd disagree with 1 of the no.2 Addon's Modifiers being added to the base kit.

    Not being able to see Jigsaw Boxes in the base kit would be worse than not having a buff for her.. So remove that from the addon then it could be in the base kit.

    I think that person means having the current Rules Set No. 2 be base kit for Amanda and have that other idea be the new Rules Set No. 2 add-on.

  • @Mochan said:

    Could someone give me the lowdown on the Freddy Rework?

    So far what I'm getting is he has 3 possible powers:

    * Teleporting to any gen wtih 5 second delay, making it spurt blood

    * Can setup fake pallets

    * Trapper style slow traps?

    And he is no longer invisible (thank god)

    Overall looks like a huge nerf to me.

    He can also just hit people normally now.

  • @Blueberry said:

    I don't like the idea of traps on Freddy. He isn't thematically a trap killer.

    I mean, why can't the traps be thematically suited to him?

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/501344#Comment_501344

    I don't see how fake pallets that you most likely have to manually setup. And be near a survivor for 60 seconds before you can take advantage of said fake pallets are better than 50% reduced action speed (even the gate) and map wide aura reading outside your terror radius that can be dimished by perks and addons even furter. I mean doctors addons does the same thing, but automatic. And can be used instantly. And used as a way of tracking survivors just by going around in threatment mode. The only redeming power they showed was the teleport, but i swear if it has a 1 minute cooldown and slowdown and stun on teleportation i will be so so dissapointed.

    I think we need to see the fake pallets in action. I know they said that the pallets explode into blood when they are used, so we'll see if that ends up doing anything or if that's just a purely visual thing.

  • The devs allege it's not as easy to pinpoint Freddy's whereabouts based on random lalalas. I guess whether that's true or not remains to be seen

  • Being in the dream world makes Freddy's Heartbeat become the Lullaby, and it makes you suceptible to either Fake Pallets and/or slowdown traps, depending on which one the devs implement.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/500945#Comment_500945

    Well seeing as Clowns slow is his only ability and for Freddy it's another ability the likelyhood of it being a better slow than Clowns is just very low and unlikely. Then Clown would be irrelevant.

    Not really. If the slowdown was as effective as Clown's but happening way less often, wouldn't it just be useless? Especially if it's something that someone can proc while they're far away from Freddy.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/500909#Comment_500909

    I highly doubt that effective. That's more of an immobilization than a slow.

    We already know how effective a slow is with the Clown..not enough for rank 1 viability or even close. Not to mention it's probably much less flexible than the clowns bottles as you have to pre place it.

    I think the problem with comparing it to Clown is that Clown is able to use his slowdown on whoever he wants and actively whereas Freddy's will only work on sleeping Survivors who step on a Trap, so I think it's a bit of an early conclusion to assume that the slowdown on the Dream Snares will be to the same degree as the Gas Bottles.

  • @Alther_Primus said:

    This kinda looks like a nerf, but I don't think they mentioned the Aura Reading. If he keeps that, then with the passive sleep mechanic he might have the best information gain in the game which could be insane when paired with the Generator teleport.

    The other stuff looks gimmicky and time-inefficient though, not a fan of trading stall for those.

    I think the fact that he can attack Survivors at any time instead of having to wait for them to fall asleep is enough to make this not a nerf.

  • Obviously I only have the beta footage shown in the stream to go from, but it seems that even though Freddy's Generator Teleport ability is said to take 5 seconds to charge up, the blood spewing from the Generator does not seem to actually happen until about two seconds before Freddy actually teleports (note that the numbers could easily change before release).

  • I'm surprised that there's only one thread talking about the reworks.

    For those who missed the initial discussion:

    -Freddy no longer manually puts people to sleep and can hit non-sleeping people normally now

    -Being asleep no longer causes an action speed debuff

    -Survivors now have sleep cycles: Microsleep and Actual Sleep; I think Survivors normally start in microsleep and automatically fall fully asleep after a minute?

    -During Microsleep, Freddy can only be seen phasing in and out when outside a certain radius and is invisible when outside a certain bigger radius

    -During Actual Sleep, Freddy's Heartbeat is replaced with the Lullaby

    -Freddy can manually place down fake pallets that I think only fully asleep Survivors can see and explode in blood when a fully asleep Survivor tries to use one

    -Devs are also considering giving Freddy Dream Snare Traps that will slow down a fully asleep Survivor for a certain period of time if said fully asleep Survivor steps in one; they are deciding if they want to make either this one or the fake pallet ability an add-on instead or if they want to just have them both be base kit

    -Freddy can also charge up for 5 seconds to instantly teleport to a generator (I think this is where the Power Bar comes in?). The teleport is telegraphed by the generator he's targeting spewing blood everywhere.

    -In addition to the current methods of waking up, asleep Survivors can wake up from the dream world by finding a drawer with a clock on it hidden in the trial


    I THIIIINK that's what we got? If I made any mistakes, someone please correct me.

  • @DoubleTap said:

    Called it:

    https://us.v-cdn.net/6030815/uploads/788/5DLX2BLS6HN7.png

    • No info on Freddy rework
    • No eta on Freddy rework
    • Just "soon - tm"

    I see you mysteriously removed the "no info on Freddy" bit while still declaring that you called it. ;)

  • Have they discussed Freddy rework yet? Just tuning in.

  • @JAWS_BDSM said:

    Because if RBT timer was 60 seconds, survivors would cry that it is OP and it is impossible to survive it.

    However, it would be awesome if they made tempered timer an Ultra-rare addon, which cuts survivor`s timer to 60 seconds, and, for e.g, takes away pig`s ability to track Jigsaw boxes.

    Consider this: Each box takes about 12 or so seconds to search through. Factoring in the time it takes for a Survivor to travel from box to box, a Survivor would lose more half of their time from simply searching two boxes, and that's being generous. That would mean that the Survivor has a very real chance of dying if they don't get the Trap off on even the first box or if they get interrupted by the Killer. It would basically make the RBTs either useless if the RNG is against the Killer or too strong if the RNG is against the Survivor.

  • I had a game (as a Survivor) yesterday where one person DC'd as soon as the trial started, and the other two DC'd immediately after. That was something.

  • I'm think stealth play is a totally fine/fair way to play, but I think Blendette pushes things a bit too far. I think stealthing should be about making sure you can maneuver around the Killer to avoid detection, not being able to still avoid being seen when the Killer does manage to look at where you are hiding.

  • @thesuicidefox said:

    Yes, as long as it is dual controls. By that I mean you can use both a m/kb and controller at the same time. Because I would like to use my controller in my left hand for movement, and a mouse in my right for aim. Keyboard is complete ASS for movement.

    What would the control layout look like for this? It sounds intriguing.

  • @legion_main said:

    Im saying that if they do have crossplay then it should 100% be implemented if not then it is controller vs controller so it shouldn't be implemented because obviously some people don't have keyboards and people who do have them have a heavy advantage over people who don't

    They could implement crossplay the way Fortnite did it:

    A SWF group with a PC player always plays PC matchmaking

    If they have no PC players, then they check for console players and do console matchmaking if there are any console players in the group.

    If it's only mobile players, they get put into mobile matchmaking.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498966#Comment_498966

    Do this.

    When you have 2 survivors left, slug one and find hatch. Then take the hook, go over to hatch, wait for it to open, and close it. Then just patrol the gates until you either see the survivor or see a light on the gate. You should get the last guy almost 100% of the time. If you don't then you did something wrong, or the gates were as far apart as they could possibly be.

    Like I said, 2 people have escaped my Spirit out the gate after I closed hatch. Out of 25 ish games. And both times were because I made a mistake, not because the survivor did anything special.

    "Do this to prove me right. If it doesn't turn out the way I claim, it's because you did it wrong."

    You see the issue with that?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498931#Comment_498931

    Possibly. However I feel like that is a very precarious change such that even a small change to escaping through the gate could swing EGC in favor of the survivor which is also bad. We don't want either side to get the freebie, we want it to be mostly balanced with killer having the slight advantage. Something like 60/40 in favor of killer. Currently it feels more like 95/5 in favor of killer. Make opening gates faster or something, and it could be 95/5 in favor of survivor.

    I'm not convinced the numbers are as you say they currently are.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498910#Comment_498910

    They can call it whatever they want, doesn't make it so.

    But when I close the hatch on the last guy as Spirit, it DOES make it impossible for the last guy to open a gate. There is no arguing that, I've done it to so many survivors at this point that's just how it is. I kill the third guy, rush over to hatch and close it then say GG to the last guy because he has a 99.99999% chance of death. The only exceptions are 1) gates are as far apart as possible, or 2) I mess up. Both are beyond the survivors control.

    Wouldn't the solution, then, be to make it easier for the last Survivor to escape through the gate?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498849#Comment_498849

    But that's my point, it's not actually a fair chance to escape because if killer knows where the hatch is it is IMPOSSIBLE to take. And once killer closes the hatch, you still don't get a fair chance to escape because EGC favors killer so heavily that the only way you can make it out is if they screw up. Again, mechanics that rely on someone making a mistake for it to be balanced/fair are fundamentally broken. This was the problem with old DS, as the only reliable counter was to just hope the guy misses the skill check. That's not fair to the killer.

    https://forum.deadbydaylight.com/en/discussion/comment/498859#Comment_498859

    If you heal the guy and have 3 gens left, it won't matter. Unless one of you is a god looper and keeps the killer busy while 1 person can do 3 gens and a door, it WILL BE A HATCH GAME.

    If you leave the guy to die, killer will just go and stand on hatch then close it right when it opens. If the killer camps the guy until he bleeds out then you can take hatch, but that's a mistake on the killer's part (see above), and completely out of your control. A smart killer would hook the guy before he bleeds out, near the hatch, then stand on hatch as it opens and close it.

    If you sit by an exit gate it still doesn't matter. Unless its a slow killer and the gates are as far apart as they can possibly be, the killer WILL catch you on the gate before you can open it. Again, if you open the gate and escape, it wasn't in your control the killer simply made a mistake. When I play Spirit and close the hatch on the last guy, in my mind I think "GG" because that dude is dead. Nothing he can do will make a difference in escaping, his only hope is I potato hard and give him the chance to escape. If I play perfectly, he is dead no matter what he does. It's like, why not just have the last survivor instantly die when you close the hatch and save everyone the trouble. That's basically what is happening here.

    "But that's my point, it's not actually a fair chance to escape because if killer knows where the hatch is it is IMPOSSIBLE to take."

    But if the Survivor knows and not the Killer, then they have a more than reasonable chance, no?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498379#Comment_498379

    THIS IS NOT A TEAM GAME STOP TREATING AS SUCH.

    While it is generally in your better interest to work with others and keep each other alive, as it increases your OWN chance of survival, you are not bound to each other like other team games. Similarly, as 1 survivor there is only so much you can do. If the other 3 don't do gens and don't make saves, you get punished for it. I could do 3 gens by myself and still die because no one else did anything. Explain to me how it is then fair that I should die with the rest when I did WAY more than my share of the work? Why should I not be given a fair chance to escape, especially if I outlived the other 3?

    Failing to do gens just means that not EVERYONE gets to escape. If survivors do 5 gens, ALL of them have a chance to escape. Otherwise only 1 gets a chance to escape.

    https://forum.deadbydaylight.com/en/discussion/comment/498375#Comment_498375

    Except that's not really what's going on. Again I could play way better than the killer and other survivors but still die because I was the only one doing gens. You're saying that I played "bad" when I actually play exceedingly well and did more than what I should have had to do as an individual. On the flip side, if killer played well then there shouldn't be 4 survivors making it to the gates. To say that a killer played well in that situation is just asinine. That is like saying a survivor that did no gens and got caught in 10 seconds should escape. And if the killer killed 3, then they have the advantage on the 4th kill, not a guarantee on the 4th kill, which closing the hatch basically does at this point.

    "Why should I not be given a fair chance to escape, especially if I outlived the other 3?"

    What is the Hatch, if not a fair chance to escape after outliving the other three?

  • Five bucks. I got the game via PS Plus, and almost every character that I didn't buy using Iridescent Shards someone else bought for em as a gift. The only one I've bought myself so far is Ash (though I intend to buy Ghostface too).

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